Argh! mage problems
Moderators: warman45, Rev. Sylvanus
Argh! mage problems
Hi guys
I'm working on a custom minifig mage to add to my small rebel army. (pics are to follow). I decided to work out the stats, but I think i overdid it.
The total ,cp cost came up to about 300 (where's that hammer ...). jope you guys can think up some better stats to make him a bit more mortal.
PS: it's also a champion)
The stats:
Turamarth, Elemental Realmguardian
Move 30 cm (bout 11 inches)
armor 6 + 1d10
skill 1d10 +2
3 stupendous feat
no ranged weapons apart from spells
can organize troops
12SP fire
12SP water
12SP Earth
12SP Air
12SP energy(lightning etc)
Improved stats:
Wizard
A wizard, while typically a frail individual, is still superior to mere minfigs as he can control the very essence of the cosmos with his mind.
Skill: D10
Move: 7"
Armor: 2D6
Specialties:
+Heroic Ego (as normal)
+Master of the Arcane: Wizards believe in mind over matter, and thus count as having a skill of D6 when using weapons and only have D6 armor versus non-magical attacks. They also have the ability to cast one spell per action, from the below list.
+Spells:
Magic Missile: Bread-and-butter of wizardry. Use: 4 Power D6+1 Range 8"
Fireball: Also nice. Use 6 Power D6+2 Range 8" Blast
Shield: Eep! Use 6 Gain +d6 armor again all attacks until next turn.
Ka-Nuke: Every wizard knows when it's time to fry something. Use 8 Power 2D6 Range 12" Blast
Frostbite: Icy spell that freezes the target on the spot for 1d6 turns unless he's freed by an other fig. This takes 1 turn. If left stuck for 2 turns, the victim is dead.
Use 6 Power N/A Range 8"
Edit: here is the gallery of the 90% finished fig
http://www.brickshelf.com/cgi-bin/gallery.cgi?f=313493
I'm working on a custom minifig mage to add to my small rebel army. (pics are to follow). I decided to work out the stats, but I think i overdid it.
The total ,cp cost came up to about 300 (where's that hammer ...). jope you guys can think up some better stats to make him a bit more mortal.
PS: it's also a champion)
The stats:
Turamarth, Elemental Realmguardian
Move 30 cm (bout 11 inches)
armor 6 + 1d10
skill 1d10 +2
3 stupendous feat
no ranged weapons apart from spells
can organize troops
12SP fire
12SP water
12SP Earth
12SP Air
12SP energy(lightning etc)
Improved stats:
Wizard
A wizard, while typically a frail individual, is still superior to mere minfigs as he can control the very essence of the cosmos with his mind.
Skill: D10
Move: 7"
Armor: 2D6
Specialties:
+Heroic Ego (as normal)
+Master of the Arcane: Wizards believe in mind over matter, and thus count as having a skill of D6 when using weapons and only have D6 armor versus non-magical attacks. They also have the ability to cast one spell per action, from the below list.
+Spells:
Magic Missile: Bread-and-butter of wizardry. Use: 4 Power D6+1 Range 8"
Fireball: Also nice. Use 6 Power D6+2 Range 8" Blast
Shield: Eep! Use 6 Gain +d6 armor again all attacks until next turn.
Ka-Nuke: Every wizard knows when it's time to fry something. Use 8 Power 2D6 Range 12" Blast
Frostbite: Icy spell that freezes the target on the spot for 1d6 turns unless he's freed by an other fig. This takes 1 turn. If left stuck for 2 turns, the victim is dead.
Use 6 Power N/A Range 8"
Edit: here is the gallery of the 90% finished fig
http://www.brickshelf.com/cgi-bin/gallery.cgi?f=313493
Last edited by spacessj on Mon Apr 14, 2008 12:10 pm, edited 2 times in total.
- Blitzen
- Distinguished Owner of the English Language
- Posts: 1727
- Joined: Tue Jan 01, 2008 5:17 pm
- Location: Toronto, Ontario, Canada
- Contact:
Wut.
To start off, eleven inches is <i>way</i> too much, even for a super mage. He is not a bicycle/ bird. That armour is also astronomical. 1d10+6 the equivalent to the armour of a fricking <b>building</b>. Made out of fricking <b>brick</b>. Aren't mages notoriously vulnerable anyway? Your skill is also unrealistic. It is so unrealistic that the handy dandy Minds table <b>doesn't go up that high.</b> This would almost <i>insure</i> that this popsicle would be able to wield almost any weapon with ease. I've always been under the impression that they wouldn't know the sharp end of a sword if it was sticking out their ribcage.
But here's the whammy: <b>three stupendous feats</b>. THREE. Three. You have <B>one action</b>. What the hell. This flabbermonkey is also an officer, which kind of adds to the disbelief.
I have no idea what the rest is, apart from some magic shindigs, but twelve is probably overkill as well.
To start off, eleven inches is <i>way</i> too much, even for a super mage. He is not a bicycle/ bird. That armour is also astronomical. 1d10+6 the equivalent to the armour of a fricking <b>building</b>. Made out of fricking <b>brick</b>. Aren't mages notoriously vulnerable anyway? Your skill is also unrealistic. It is so unrealistic that the handy dandy Minds table <b>doesn't go up that high.</b> This would almost <i>insure</i> that this popsicle would be able to wield almost any weapon with ease. I've always been under the impression that they wouldn't know the sharp end of a sword if it was sticking out their ribcage.
But here's the whammy: <b>three stupendous feats</b>. THREE. Three. You have <B>one action</b>. What the hell. This flabbermonkey is also an officer, which kind of adds to the disbelief.
I have no idea what the rest is, apart from some magic shindigs, but twelve is probably overkill as well.
Often, literally, a pillow fight but may include similar situations like volleyball, particularly when wardrobe is skimpy and the action is bouncy.
- Almighty Benny
- Jaw-Jaw
- Posts: 951
- Joined: Thu Dec 06, 2007 12:40 pm
- Location: Connecticut
- Contact:
Well said, Blitzen.Blitzen wrote:I have no idea what the rest is, apart from some magic shindigs, but twelve is probably overkill as well.
Mages are awesome, but they're not this awesome. Even as a champion, you should really consider making him weak and vulnerable and bad with weapons, but great with spells which makes up for it. I don't usually do this, but I'm going to use Lord of the Rings as an example.
Picture Saruman: If ever there was a mage champion, it would be him.
NOW
Saruman can kick all kinds of ass with his magic and create storms and what not, but one measly dagger to the neck and he's dead.
Brikwars is not about creating the ultimate super-unit.
I said "no" to drugs, but they just wouldn't listen...
erm he clearly uses the 2001 rules,
there your regular champion has
10" move
teklevel + 1d10 -3 armour
1d10+2 skill
and 3 stupendous feats.
which is more than the 2001 rules hero.
but I agree that he should have lower stats as a mage.
simply because mages are not well armoured, not provicient with normal weapons(usually) and not highly agile.
there your regular champion has
10" move
teklevel + 1d10 -3 armour
1d10+2 skill
and 3 stupendous feats.
which is more than the 2001 rules hero.
but I agree that he should have lower stats as a mage.
simply because mages are not well armoured, not provicient with normal weapons(usually) and not highly agile.
Act first, then think, then try to find a way to cover up the horrible mess you made.
Si Hoc Legere Scis Nimium Eruditionis Habes
Si Hoc Legere Scis Nimium Eruditionis Habes
- *CRAZYHORSE*
- Mega Blok
- Posts: 1348
- Joined: Fri Feb 29, 2008 6:10 pm
- Location: Procrasturbating.
Thanks. Yes I was using the 2001 rule book cause I have a printed out version. And it's not a rebel army as is SW, just a weird combination of figs .
so this is better?
Move 18 cm (bout 7 inches)
armor 6 + 1d6
skill 2+2d6
3 stupendous feat
no ranged weapons apart from spells
can organize troops
6SP fire
6SP water
6SP Earth
6SP Air
6SP energy(lightning etc)
so this is better?
Move 18 cm (bout 7 inches)
armor 6 + 1d6
skill 2+2d6
3 stupendous feat
no ranged weapons apart from spells
can organize troops
6SP fire
6SP water
6SP Earth
6SP Air
6SP energy(lightning etc)
-
- Officer
- Posts: 150
- Joined: Fri Feb 01, 2008 10:28 am
-
- Officer
- Posts: 150
- Joined: Fri Feb 01, 2008 10:28 am
here are the pictures of the progress so far:
http://www.brickshelf.com/cgi-bin/gallery.cgi?f=311279
http://www.brickshelf.com/cgi-bin/gallery.cgi?f=311279
Last edited by spacessj on Thu Apr 03, 2008 10:57 am, edited 1 time in total.
-
- Officer
- Posts: 150
- Joined: Fri Feb 01, 2008 10:28 am
- IVhorseman
- If she don't want the brick, she won't get the dick
- Posts: 5293
- Joined: Tue Dec 11, 2007 10:12 pm
- Location: The Abyss
- Contact:
good luck with that.spacessj wrote:Oh and for the record, I wasn't trying to create a godlike fig.
i'd drop him to 5" of move, 1d6 skill, and 1d6 - 1 armor. don't really know how sp works (read the supplement, got bored, did something else), but i've found that just plopping them into a heroic feat is way easier/more efficient.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
- feuer_faust
- Cannon Fodder
- Posts: 359
- Joined: Tue Mar 25, 2008 1:38 pm
- Location: Grand Junction, CO
Idea: how about we give some rules suggestions?
EDIT: The wings look cool. Not lego (obviously), but they still look cool.
It's "a lot of rules"... but not really since it's just one model in a sea of generic dudes.Wizard
A wizard, while typically a frail individual, is still superior to mere minfigs as he can control the very essence of the cosmos with his mind.
Skill: D10
Move: 7"
Armor: 2D6
Specialties:
+Heroic Ego (as normal)
+Master of the Arcane: Wizards believe in mind over matter, and thus count as having a skill of D6 when using weapons and only have D6 armor versus non-magical attacks. They also have the ability to cast one spell per action, from the below list.
+Spells:
Magic Missile: Bread-and-butter of wizardry. Use: 4 Power D6+1 Range 8"
Fireball: Also nice. Use 6 Power D6+2 Range 8" Blast
Shield: Eep! Use 6 Gain +d6 armor again all attacks until next turn.
Ka-Nuke: Every wizard knows when it's time to fry something. Use 8 Power 2D6 Range 12" Blast
EDIT: The wings look cool. Not lego (obviously), but they still look cool.
It's a secret to everybody.
That's great! just what I was looking for. Just want to add a spell:
Frostbite: Icy spell that freezes the target on the spot for 1d6 turns unless he's freed by an other fig. This takes 1 turn. If left stuck for 2 turns, the victim is dead.
Use 6 Power N/A Range 8"
a stat card would be nice, but my fig isn't done yet
I can't find milliput anywhere in a 30km radius of my place.
Frostbite: Icy spell that freezes the target on the spot for 1d6 turns unless he's freed by an other fig. This takes 1 turn. If left stuck for 2 turns, the victim is dead.
Use 6 Power N/A Range 8"
a stat card would be nice, but my fig isn't done yet
I can't find milliput anywhere in a 30km radius of my place.