Stats and a Rocket Launcher for the TF2 Soldier
Posted: Fri Mar 21, 2014 2:09 pm
So Valve's TF2 is one of my favorite games to play, and this year I'm planning on making an homage to my second favorite class; the Soldier! (Spy is my #1).
I'm going to make the figures using elements from these two customs; https://www.youtube.com/watch?v=RwHRq7zgKXw and also http://www.saber-scorpion.com/shop/deca ... emercs.php
I'm going to use the weapons from the Youtube Link (I already had the parts for 5 of them) and I'm planning on getting the decals from the saber-bug store, with the body parts from Bricklink.
What I'm now trying to think up is what stats and specials he should get. I want to faithfully represent him; i.e. mild tankiness, slow speed, and the ability to make insane jumps by shooting his missile launcher at his feet.
Current Stats: Skill: 1D6. Armor: 1D8. Movement: 5".
Special (This is where it gets tricky): Must come equipped with a MANPAT (MANPAT is the name of my house-rule rocket launcher, and means Man-Portable-Anti-Tank) (-4 CP, half the cost of an 8 CP MANPAT).
Must come equipped with a basic bastard shotgun (-2 CP).
Comes with a bonus size 1 explosive projectile loaded into his MANPAT (normally they get only 3) (+2 CP).
Can expend a rocket to rocket jump 5" into the air, then use whatever movement he has remaining to position his landing (if none, he just goes straight back down). After rocket jumping, the Soldier has his armor reduced to 1D6 until the beginning of his next turn.
Can fire a MANPAT while on the move (with the house rules I have, a MANPAT can only be fired while stationary, so this is pretty significant) (+2 CP)
Oh, and because of a house rule, his movement is effectively reduced to 4" because if he carries both the shotgun and the MANPAT (which he should, for sportsmanship), he will suffer a -1" move penalty.
His 1D8 armor rating is screwing with my math for his total CP cost. Any suggestions? I'd owe you one.
To prevent confusion, here's the stats for my MANPAT's.
Use: 3
Range: 10"
Damage: 1D10 explosion
Special: Is assumed to come loaded with 3 shots. Can only be fired while user is standing still
CP: 8.
EDIT: Okay so I was like, "I really dig this idea I have and I want to execute it NOW!" So I took a whole bunch of the minifigs I have now and mix-matched them until I got 6 guys who roughly look like they could blow somebody to pieces and then yell "YOU SISSIFIED MAGGOT SCUM!!1!!" Gave them each a helmet, rocket launcher and a shotgun. I even took notice of a Mace Windu and thought, "...Demoman," so I made one, with the black hat, rotary grenade launcher and everything. Yay for saving $$$!
I'm going to make the figures using elements from these two customs; https://www.youtube.com/watch?v=RwHRq7zgKXw and also http://www.saber-scorpion.com/shop/deca ... emercs.php
I'm going to use the weapons from the Youtube Link (I already had the parts for 5 of them) and I'm planning on getting the decals from the saber-bug store, with the body parts from Bricklink.
What I'm now trying to think up is what stats and specials he should get. I want to faithfully represent him; i.e. mild tankiness, slow speed, and the ability to make insane jumps by shooting his missile launcher at his feet.
Current Stats: Skill: 1D6. Armor: 1D8. Movement: 5".
Special (This is where it gets tricky): Must come equipped with a MANPAT (MANPAT is the name of my house-rule rocket launcher, and means Man-Portable-Anti-Tank) (-4 CP, half the cost of an 8 CP MANPAT).
Must come equipped with a basic bastard shotgun (-2 CP).
Comes with a bonus size 1 explosive projectile loaded into his MANPAT (normally they get only 3) (+2 CP).
Can expend a rocket to rocket jump 5" into the air, then use whatever movement he has remaining to position his landing (if none, he just goes straight back down). After rocket jumping, the Soldier has his armor reduced to 1D6 until the beginning of his next turn.
Can fire a MANPAT while on the move (with the house rules I have, a MANPAT can only be fired while stationary, so this is pretty significant) (+2 CP)
Oh, and because of a house rule, his movement is effectively reduced to 4" because if he carries both the shotgun and the MANPAT (which he should, for sportsmanship), he will suffer a -1" move penalty.
His 1D8 armor rating is screwing with my math for his total CP cost. Any suggestions? I'd owe you one.
To prevent confusion, here's the stats for my MANPAT's.
Use: 3
Range: 10"
Damage: 1D10 explosion
Special: Is assumed to come loaded with 3 shots. Can only be fired while user is standing still
CP: 8.
EDIT: Okay so I was like, "I really dig this idea I have and I want to execute it NOW!" So I took a whole bunch of the minifigs I have now and mix-matched them until I got 6 guys who roughly look like they could blow somebody to pieces and then yell "YOU SISSIFIED MAGGOT SCUM!!1!!" Gave them each a helmet, rocket launcher and a shotgun. I even took notice of a Mace Windu and thought, "...Demoman," so I made one, with the black hat, rotary grenade launcher and everything. Yay for saving $$$!