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Skeleton Rules

Posted: Tue Feb 05, 2008 4:05 pm
by Olothontor
Does anybody have any auxiliary rules for Skeletons? Any special rules I should keep in mind while amassing my Skeletal hordes?

A stat card, maybe *cough Rayhawk cough*

Not to be rude...

Posted: Tue Feb 05, 2008 4:48 pm
by IVhorseman
the 2001 section has some stats on skeletons, but i don't see any reason not to treat them exactly like minifigs. the only thing i'd really change is that they can't bleed, but the situation where minifigs bleed to death come up very rarely

Posted: Tue Feb 05, 2008 5:16 pm
by Olothontor
Wouldn't you say they'd be more fragile? Muscle helps that whole 'staying together' process? Or maybe they could be more prone to blunt weapons and stuff? I dunno, I just wanted to test all of your thinking caps.

Posted: Tue Feb 05, 2008 8:48 pm
by Gladius
I use these stats for regular skeleton horde units:

Armor:.......3
Skill:..........1d6-1
Movement:.5"

Then I normally include some minor boosts if they are around the person keeping them animated/a certain object.

Posted: Tue Feb 05, 2008 8:52 pm
by Olothontor
Good to know, If I ever have a normal skeleton unit, I'll be sure to check back on you. As of now, however, I'm not using normal skeletons. I have a small army of teknological skeletons (The Undying Tek), but nothing normal.

Posted: Tue Feb 05, 2008 10:31 pm
by IVhorseman
nah, i don't really see a reason to have to remember a different set of stats for skeletons than minifigs. sure they don't have muscle tissue or brains or organs, but so what? there's no real reason to make things more complicated than they are.

the way i've noticed, is that these stats always sound super fun and exciting and interesting in theory. you playtest it against yourself and you get even more excited. but then you get a friend to play, and now on top of all the other die rolls and whatnot, you have to remember that skeletons specifically have a -1 here and a +2 there, and it just starts getting gritty.

Posted: Wed Feb 06, 2008 4:53 am
by Evil Emperor
I have to agree
The rules from 2001 set are nice, but it makes everything very complicated. Espacally if somoene only uses the fantasy races against normal minifigs they have to act tactically to beat the fantasy races.
The best way is to treat them as normal minfig, but you could gife them some dice rolls, for example
On the beginning of your turn roll a dice on a 6 the skelleton is killed
Roll a d6 at the beginning of every turn on a UR of 10 a dead skelleton raises from the dead
(Yay you can make things fair by making the rolls the same chances. But your opponent have to agree on some house rules and he will if the chances are better for him. But the dice are on my side)

but you forget this things espacally in the heat of battle so just keep it simple stupid :D

Posted: Wed Feb 06, 2008 4:53 pm
by Gladius
Well, when I use skeletons I use them as 'horde' units, so large amounts of them, and I don't want them to be quite as good as normal minifigs.

In smaller battles I treat them just the same however.

Posted: Mon Feb 18, 2008 8:03 pm
by Tiny Tank Rannon
I just use them like normal minifigs, maybe redo the stats so they're slower, never let them use ranged weapons (except one, but he's special)

yeah, that's it.

Posted: Mon Feb 18, 2008 9:18 pm
by Foggy
Hmmm...IF the stats are low, then they need to be horded, but if the stats are better, it would cause the opponent to use actual tactics....

I believe that a skeleton is similar to the scout: Fast, deadly, and fragile.
That would make its meaty counter-part the Zombie the slow, tough bastard we know him to be.

IMO, if I have a dozen of the same thing, I'm calling it a Minifig for simplicity. But otherwise the stats need to be on par with that of a Minifig.

Posted: Tue Feb 19, 2008 4:07 pm
by piltogg
hmm to make things interesting you could have them be really cheap like 1 cp each but they have to be within 12 inches of their summoner and if they go out of the 12 inches they fall apart. thats not hard to remember is it??? 8)

Posted: Tue Feb 19, 2008 4:26 pm
by Olothontor
That wouldn't be a bad idea for normal skeletons, thanks! And I thank all the rest of you as well!

Posted: Tue Feb 19, 2008 9:25 pm
by piltogg
well your tech skeletons are still just skeletons but at a high TL
unless they are cyborg skelletons.
anyway it works the same for all skellys instead of a mage use a techpriest or something and instead of a magic staff have him hold the power system whitch keeps the skellys animated

Posted: Tue Mar 18, 2008 6:31 pm
by King of Brix
These are really terrific ideas... I'll be using a skeletal horde in my upcoming battle against Dan's Castle Knights, so it should be interesting to implement these.

Posted: Tue Mar 18, 2008 7:16 pm
by Olothontor
I like some of the ideas to... although from some angles they don't make too much sense.