i don't think im uberArkbrik wrote:It seems that I'm the only non-uber person here. I am honoured.
Stat cards for fourm members,becuase it might be fun.
Moderators: warman45, Rev. Sylvanus
- warman45
- Cannon Fodder
- Posts: 468
- Joined: Mon Nov 24, 2008 10:52 pm
- Location: missisauga ontario (GTA!!)
- Contact:
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- 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:
Yeah, it's not like you move 35" per turn or anything like that.warman45 wrote:i don't think im uberArkbrik wrote:It seems that I'm the only non-uber person here. I am honoured.
Warhead wrote:my head burns with War.

Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
OneEye589
CP: 119+1billiondee.
Size: 36
Structure Level: 0
Skill: 1d6
Move: A lot.
Armor: 1d6
Special Thingies:
Real Person - Is able to take apart anything made of Lego by only rolling a 1 with a skill roll. There is no armor roll against this.
Failure - If OneEye589 rolls a one on a skill roll, flip a coin. On a heads it succeeds, on a tails it automatically fails.
One Eye - If a real person is behind OneEye589 or to the right of him, they can stick their hand anywhere to the right of him and he is still not aware of their presence.
CP: 119+1billiondee.
Size: 36
Structure Level: 0
Skill: 1d6
Move: A lot.
Armor: 1d6
Special Thingies:
Real Person - Is able to take apart anything made of Lego by only rolling a 1 with a skill roll. There is no armor roll against this.
Failure - If OneEye589 rolls a one on a skill roll, flip a coin. On a heads it succeeds, on a tails it automatically fails.
One Eye - If a real person is behind OneEye589 or to the right of him, they can stick their hand anywhere to the right of him and he is still not aware of their presence.
- 501stCadians
- Galidor

- Posts: 1068
- Joined: Fri Feb 15, 2008 3:35 pm
- Location: Kingston, Ontario, Canada
- Contact:
Ok,here's two more.
DR.X:
Cost:200 Cp
Move:6"
Armour:3+
Skill:1d20
Abiltys:
Advisor: Must be attached to the HQ/Hero. If the HQ/Hero is wpied out, He bceoms and Independant Carhecter.
The Wailing PLEH:
Dr.X can call upon the Wailing PLEH to instanlty,with no armour save,any amount of units in a 10" raduis anywehere on the map. Does not affect RayHawk and Lagihmty Benney,who are too epic.
Memebr of the 501st:
Dr.X is a memebr of the 501st,and may call upon it in battle. He may also call upon the Mini-Imerialis CCClass Titans to wreak Havoc,and may call upon Empeore-Class Destroyer HELLFURY.
J+B
Cost: No cost.
Move:6"
Save:6+
Skill:1d3
Abiltys:
Cannot spell,has bad grammar. If he uses this abilty,anything excpet blitzen,Dr.X,Rayhawk and algimty benney and the 501st is obliteterad instanly.
LEADER OF DIMMES:
If he has dimmys under his command,all dimmes may run 1d6 instaed of shoot.
CALL DA DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIMES!
If J+B calss a DIIIIIIIIIIIIIIIIIIIIIIIIMES! roll a d6. On anything but a one,all dimmes move that many " forward. If a one is rolled,the dimmes start fighting before they go to there enmeys!
DR.X:
Cost:200 Cp
Move:6"
Armour:3+
Skill:1d20
Abiltys:
Advisor: Must be attached to the HQ/Hero. If the HQ/Hero is wpied out, He bceoms and Independant Carhecter.
The Wailing PLEH:
Dr.X can call upon the Wailing PLEH to instanlty,with no armour save,any amount of units in a 10" raduis anywehere on the map. Does not affect RayHawk and Lagihmty Benney,who are too epic.
Memebr of the 501st:
Dr.X is a memebr of the 501st,and may call upon it in battle. He may also call upon the Mini-Imerialis CCClass Titans to wreak Havoc,and may call upon Empeore-Class Destroyer HELLFURY.
J+B
Cost: No cost.
Move:6"
Save:6+
Skill:1d3
Abiltys:
Cannot spell,has bad grammar. If he uses this abilty,anything excpet blitzen,Dr.X,Rayhawk and algimty benney and the 501st is obliteterad instanly.
LEADER OF DIMMES:
If he has dimmys under his command,all dimmes may run 1d6 instaed of shoot.
CALL DA DIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIMES!
If J+B calss a DIIIIIIIIIIIIIIIIIIIIIIIIMES! roll a d6. On anything but a one,all dimmes move that many " forward. If a one is rolled,the dimmes start fighting before they go to there enmeys!
IVhorseman wrote:I'm the Several Hundred Dollar Man!
Rayhawk wrote:"Give him the stick DON'T GIVE HIM THE STICK" was a major part of Knights Kingdom development.
- warman45
- Cannon Fodder
- Posts: 468
- Joined: Mon Nov 24, 2008 10:52 pm
- Location: missisauga ontario (GTA!!)
- Contact:
thats only if i use the jetpack which makes senseIVhorseman wrote:Yeah, it's not like you move 35" per turn or anything like that.warman45 wrote:i don't think im uberArkbrik wrote:It seems that I'm the only non-uber person here. I am honoured.
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with 2001 rules a jetpack would only double your move.
and besides my stats arent uber.
oh and yes I wanted 10 tails in a row, really I only need one to get what I wanted but we redid it ten more times and I still won.
and besides my stats arent uber.
oh and yes I wanted 10 tails in a row, really I only need one to get what I wanted but we redid it ten more times and I still won.
Glory be to the Bomb, and to the Holy Fallout. As it was in the beginning, is now, and ever shall be. World without end. May the Blessings of the Bomb Almighty, and the Fellowship of the Holy Fallout, descend upon us all. This day and forever more. Amen!
- Commander Evil
- Hero
- Posts: 86
- Joined: Fri Jan 04, 2008 11:04 pm
Here have some experimental rules and overpowered ego-character.
Tried to balance him out a bit with his gear by making him more vulnerable to certain things.
I also kinda tried to make him usable in any time-period, so he could be anything from a Royal Navy Officer, to a Piltogg Commander, to a Space Admiral.
Commander Evil
Evil Commander-type.
Enjoys plotting new ways to terrify the soldiers under his command as well as the enemy. Is a major dick, and easy to anger.
Cost: Construction Points are for wussies.
Move:8"
Save: 1d10 if using "higher roll wins" rules, 3+ on a 'regular' save.
Skill:1D10 (or 2D6 if no D10 is available)
Special Equipment:
Awesome Hat:
Its a pretty awesome hat. Signifies his authority. Must be represented as a black policeman's hat or something equally awesome. (Such as a top hat or three-cornered hat with a feather)
Makes him a big ol' target for snipers, adding +1 to any sniper attack against him.
Trenchcoat:
Covered in many medals, breakfast crumbs, and various vital fluids from past battles. Hampers movement through difficult terrain such as water or thick brush. Reduces his movement in such climes to 4 inches.
Flak Armor:
If shot at by a projectile weapon, if the Commander fails his armor save, you may re-roll ONCE in the entire game. (no re-rolling saves over and over, one chance only.)
Pistol and Saber:
Usually carries standard officer equipment, a pistol of any type, and a one-handed sword of any type. (May be restricted by time period game is in)
Abilities:
Mechanically Proficient:
Is quite well-rounded on the operation and maintenance of most standard vehicles. If given the right tools, can repair, and sometimes construct vehicles.
Dick Move: The Commander is constantly looking for ways to humiliate his opponents and their minions. Counts as a re-roll when attempting a offensive (both insulting and attacking) stupendous feat.
(Ex.: Can be used to throw an enemy soldier into a pool of sewage, but not to jump over a car trying to run him over)
Inspiring Aura: Can inspire the lowliest of soldiers to acts of bravery. Any soldiers within 4 inches (including vehicle pilots or passengers) automatically re-rolls any failed attacks, and also may re-roll an armor save when being attacked.
Units also gain a +1 bonus in close combat.
(Only counts for living units, no robots.)
Good Motivator: During the movement phase, roll a D6. If a one or two is rolled, select the infantry unit standing furthest behind the Commander (of your own army) within range of his pistol and proceed to administer "motivation to advance" via firearm. If the attack hits, the unit is killed. If the Commander misses, move the unit three inches more forward as a result of his sudden motivation to pick up the pace.
Unholy Rage:
If the Commander repeatedly attempts an action (not an attack), but manages to fail three turns in a row, he will fly into an unholy rage and attack either the object causing said rage, or any unit (friend or foe) that happens to be closer. This may be with either a weapon he is carrying, or any large blunt object within reach (including creatures/soldiers of a lower intelligence level.) Roll 1d6 to see how many turns his rage lasts. If the object of his rage is destroyed, he immediately calms down regardless of remaining rage turns.
Tried to balance him out a bit with his gear by making him more vulnerable to certain things.
I also kinda tried to make him usable in any time-period, so he could be anything from a Royal Navy Officer, to a Piltogg Commander, to a Space Admiral.
Commander Evil
Evil Commander-type.
Enjoys plotting new ways to terrify the soldiers under his command as well as the enemy. Is a major dick, and easy to anger.
Cost: Construction Points are for wussies.
Move:8"
Save: 1d10 if using "higher roll wins" rules, 3+ on a 'regular' save.
Skill:1D10 (or 2D6 if no D10 is available)
Special Equipment:
Awesome Hat:
Its a pretty awesome hat. Signifies his authority. Must be represented as a black policeman's hat or something equally awesome. (Such as a top hat or three-cornered hat with a feather)
Makes him a big ol' target for snipers, adding +1 to any sniper attack against him.
Trenchcoat:
Covered in many medals, breakfast crumbs, and various vital fluids from past battles. Hampers movement through difficult terrain such as water or thick brush. Reduces his movement in such climes to 4 inches.
Flak Armor:
If shot at by a projectile weapon, if the Commander fails his armor save, you may re-roll ONCE in the entire game. (no re-rolling saves over and over, one chance only.)
Pistol and Saber:
Usually carries standard officer equipment, a pistol of any type, and a one-handed sword of any type. (May be restricted by time period game is in)
Abilities:
Mechanically Proficient:
Is quite well-rounded on the operation and maintenance of most standard vehicles. If given the right tools, can repair, and sometimes construct vehicles.
Dick Move: The Commander is constantly looking for ways to humiliate his opponents and their minions. Counts as a re-roll when attempting a offensive (both insulting and attacking) stupendous feat.
(Ex.: Can be used to throw an enemy soldier into a pool of sewage, but not to jump over a car trying to run him over)
Inspiring Aura: Can inspire the lowliest of soldiers to acts of bravery. Any soldiers within 4 inches (including vehicle pilots or passengers) automatically re-rolls any failed attacks, and also may re-roll an armor save when being attacked.
Units also gain a +1 bonus in close combat.
(Only counts for living units, no robots.)
Good Motivator: During the movement phase, roll a D6. If a one or two is rolled, select the infantry unit standing furthest behind the Commander (of your own army) within range of his pistol and proceed to administer "motivation to advance" via firearm. If the attack hits, the unit is killed. If the Commander misses, move the unit three inches more forward as a result of his sudden motivation to pick up the pace.
Unholy Rage:
If the Commander repeatedly attempts an action (not an attack), but manages to fail three turns in a row, he will fly into an unholy rage and attack either the object causing said rage, or any unit (friend or foe) that happens to be closer. This may be with either a weapon he is carrying, or any large blunt object within reach (including creatures/soldiers of a lower intelligence level.) Roll 1d6 to see how many turns his rage lasts. If the object of his rage is destroyed, he immediately calms down regardless of remaining rage turns.
-
HVNSNT SOLDIER
- Hero
- Posts: 63
- Joined: Sat Aug 09, 2008 2:43 pm
- Location: Earth
LOL! Commander Evil is awesome. I am so using this for my Inquisitorial Commisar lacky (not stealing these stats and rules of course
).
When cities burn and armies turn to flee in diseray
The weak ones cry "tis best to fly and fight another day!"
But true heroes know deep in their marrow when they die and fall,
"Tis better to have faught and lost, than to have never faught at all!"
The weak ones cry "tis best to fly and fight another day!"
But true heroes know deep in their marrow when they die and fall,
"Tis better to have faught and lost, than to have never faught at all!"
You didn't say anything about his supreme MOCing skills. I suggest:501stCadians wrote:DR.X:
Cost:200 Cp
Move:6"
Armour:3+
Skill:1d20
Abiltys:
Advisor: Must be attached to the HQ/Hero. If the HQ/Hero is wpied out, He bceoms and Independant Carhecter.
The Wailing PLEH:
Dr.X can call upon the Wailing PLEH to instanlty,with no armour save,any amount of units in a 10" raduis anywehere on the map. Does not affect RayHawk and Lagihmty Benney,who are too epic.
Memebr of the 501st:
Dr.X is a memebr of the 501st,and may call upon it in battle. He may also call upon the Mini-Imerialis CCClass Titans to wreak Havoc,and may call upon Empeore-Class Destroyer HELLFURY.
Great MOCer
Dr.X can build any number of bricks into anything during his turn as his action, provided it turns out into an awesome MOC.
Really great MOCer
All awesome MOCs in the same army as Dr.X has their CP cost halved.
- Theblackdog
- Pooplord
- Posts: 2689
- Joined: Mon Mar 17, 2008 3:30 pm
- Contact:
Theblackdog:
Cost: 50cp
Move: 10" (flying)
Armor: 1D6-1
Skill: 1D20
Abilities:
Piloting -- Theblackdog may operate a vehicle and all of its weapons or equipment with no Action cost.
Custom rules -- within a 5" radius of himself (or any vehicle he is piloting) Theblackdog may supplant the usual laws of physics, engineering, and/or gameplay with his own.
Inventor -- Theblackdog may invent his own gear. On a Skill roll of 11 or higher, the invention works as long as it stays within 5" of Theblackdog. On a Skill roll of 20, the invention works no matter where it is on the battlefield.
Slow reflexes -- Theblackdog's heroic feats must be plotted one turn in advance.
Gear:
Grenade launcher
Range 12", use 5 (6), damage depends on load
May fire up to three MKI grenades or similarly sized objects each turn.
Jet pack
A unit with a jetpack may fly and move at up to 10" per turn.
Cost: 50cp
Move: 10" (flying)
Armor: 1D6-1
Skill: 1D20
Abilities:
Piloting -- Theblackdog may operate a vehicle and all of its weapons or equipment with no Action cost.
Custom rules -- within a 5" radius of himself (or any vehicle he is piloting) Theblackdog may supplant the usual laws of physics, engineering, and/or gameplay with his own.
Inventor -- Theblackdog may invent his own gear. On a Skill roll of 11 or higher, the invention works as long as it stays within 5" of Theblackdog. On a Skill roll of 20, the invention works no matter where it is on the battlefield.
Slow reflexes -- Theblackdog's heroic feats must be plotted one turn in advance.
Gear:
Grenade launcher
Range 12", use 5 (6), damage depends on load
May fire up to three MKI grenades or similarly sized objects each turn.
Jet pack
A unit with a jetpack may fly and move at up to 10" per turn.

Hardly any of these characters seem like they'd be fun to play. I'd like to propose a new standard: forum members may be more powerful than a standard Minifig, but not more powerful than a Hero. Most of all, they should follow the rule that I use for all units: their stats and specialties have to be simple enough to fit on a standard stat card. Okay, go!
- Bonn-o-Tron
- Mega Blok
- Posts: 1444
- Joined: Sat Dec 29, 2007 11:58 pm
- Location: Brodmann area 17
- Contact:
- piltogg
- Clown-Face Bologna

- Posts: 2024
- Joined: Wed Jan 02, 2008 6:16 pm
- Location: Fictional Deutschland
- Contact:
well being less powerfull than a hero, the only two stats I canz have are...
-sword of inhuman strength-piltogg gets a +1 to all rolls for every fig he kills in a game
-supercoolnas-all female minnifigs on a battlefield must run twards piltogg as fast as they can or they will be instantly evaporated by their own inability to restrain themselves. (could be hillaryous
>)
-sword of inhuman strength-piltogg gets a +1 to all rolls for every fig he kills in a game
-supercoolnas-all female minnifigs on a battlefield must run twards piltogg as fast as they can or they will be instantly evaporated by their own inability to restrain themselves. (could be hillaryous
I approve. Here is my contribution (I can't wait to use these in a battle):Rayhawk wrote:Hardly any of these characters seem like they'd be fun to play. I'd like to propose a new standard: forum members may be more powerful than a standard Minifig, but not more powerful than a Hero. Most of all, they should follow the rule that I use for all units: their stats and specialties have to be simple enough to fit on a standard stat card. Okay, go!

I think those stats only apply to non-Mexicans.
- Bonn-o-Tron
- Mega Blok
- Posts: 1444
- Joined: Sat Dec 29, 2007 11:58 pm
- Location: Brodmann area 17
- Contact:
