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OTC stats

Posted: Sun Feb 28, 2010 2:04 pm
by Bragallot
Since I turned all my modern guys into medieval fantasy-style guys and never bothered to use the 15 or so modern guys that are left in a battle and simply because I don't own any I don't have any experience with OTC's other than the fact I see them kick ass almost daily when I log onto this board.

So it's pretty freakin' powerful, but what are the actual stats for it? Or am I right when I assume there's people who just use it as a strong weapon while others make it ridiculously overpowered?

Anyway what I was wondering too is: I like the idea of a weapon you know is gonna kick some serious can the moment you see it, but OTC's aren't really things for my armies. Still, I'd like to have some weapon with the same 'prestige' for my fantasy armies... and perhaps the same stats, too.

Right now I'm thinking perhaps black halberds, zwei hander:

Image

Or turquoise katana's... perhaps lightsabers as some kind of magic power swords, but I'm not entirely sure about that either since it's so easy to buy them en masse. None really seem fit to be the 'medieval-style OTC' either (except maybe the turquoise katana but it would only work for certain unit types while the OTC is pretty universal), anyone got a different (better) idea?

Posted: Sun Feb 28, 2010 3:19 pm
by dilanski
OTC's are treated differently by everyone but in my opinion if someone is a complete git and makes the OTC a tank killer no one's going to play so in my opinion either you have it with a +2 modifier or something with suitable cp increases or have a +6 modidfier and limit it to only one per army.

Posted: Sun Feb 28, 2010 3:30 pm
by Arkbrik
I always liked this idea:

OTC

UR: X+2

Damage: XD10

X is 6 minus the number of OTCs in the army, to a minimum of 1.

Posted: Sun Feb 28, 2010 3:35 pm
by dilanski
Arkbrik wrote:I always liked this idea:

OTC

UR: X+2

Damage: XD10

X is 6 minus the number of OTCs in the army, to a minimum of 1.
6d10!!!! wtcheese!!

Posted: Sun Feb 28, 2010 3:38 pm
by Arkbrik
6D10? Only if you have 0 OTCs. With one OTC it's 5D10, but then the UR is 7.

Posted: Sun Feb 28, 2010 6:17 pm
by OneEye589
Way to go math!

If I had any OTC's, I would probably make them only usable by minifigs with a skill of 1d10 or 1d12, a use rating of 4 or something and deal 3d6 or more. Also, any friendly character within 6" gets a +1 to all rolls, skill, damage, and armor.

As for the equivalent to OTC's in medieval times, I would use the bigger triangular swords like the Rainbow Knights and vikings have or any gold sword. Maybe a giant warhammer or axe? Just anything that you would usually only see one of in an army.

Posted: Mon Mar 01, 2010 5:09 pm
by Theblackdog
In medieval times, I'm not sure you would need OTCs, since there are few opponents armored well enough to stand up to them.

In the 2001 rules, though, I remember Golden Broadswords being incredibly powerful for CC weapons.

Posted: Tue Mar 02, 2010 4:01 am
by Ranger S2H
I like my OTC to be overpowered, but with the possibility backfire with huge devastation. (see the previous thread on the subject)

another limit is they are only useable by "awesome" characters like heros.

Posted: Tue May 04, 2010 11:13 pm
by Lego_scout
I make it so that if used, you roll a d10 1-3 you lop off your arm 4-5 nothing 6-10 instant kill

Posted: Wed May 05, 2010 2:04 am
by Warhead
My OTC

3+ use (generates lots of hits)
3D6 damage (plenty of scope for a strong hit on bigger stuff but not overly so, you still need luck)
Special - Can't be parried. (Very useful in melee, which is what it does)

When it hits and does do damage I try to show lots of damage in the pics. It's an OTC.