Medic
Moderators: warman45, Rev. Sylvanus
- King of Brix
- Minifig
- Posts: 226
- Joined: Wed Dec 26, 2007 12:47 am
- Location: On a recently purchased grey baseplate.
- Contact:
Well, as I said in the other thread (the sniper one) he'll make the stat card if it's a game changing element. So, we must come up with a standard set of rules for this and let him do his artsy best. And yes, an opportunity for bloodshed is exciting... And think about it: The more somebody gets revived, the more they'll die again, giving more and more of the colorful substance to the battlefield.
- Moronstudios
- Mega Blok
- Posts: 1315
- Joined: Sat Dec 08, 2007 12:50 pm
- Location: Vancouver Island
- Contact:
Fine, but I don't know what to change about OUR (moronstudios') medic.
The speed is needed
The armour helps balance it
IV's change to the raising rules was a good idea
The Just a little dead he's still good he's sill good is to add the humor of a medic running to a dead ally in a Homer-Simpson-like way
The speed is needed
The armour helps balance it
IV's change to the raising rules was a good idea
The Just a little dead he's still good he's sill good is to add the humor of a medic running to a dead ally in a Homer-Simpson-like way
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194
- King of Brix
- Minifig
- Posts: 226
- Joined: Wed Dec 26, 2007 12:47 am
- Location: On a recently purchased grey baseplate.
- Contact:
- 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:
he uses all digital stuff. i'm assuming a tablet + editing program.King of Brix wrote:(or whatever it is he uses)
Warhead wrote:my head burns with War.

Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
This is frustrating. Every morning I come here, and I have to read dozens of new posts. I'm really confused right now
My and my brother's suggestion for the Medik would be something along this:
Move: 6"
Skill: 1d6, 1d6-1 in combat
Armor: 1d6+1
Specialties:
Just a little dead he's still good he's still good
When Medik notices a fallen comrade, he must run at full speed and try to revive the soldier. If he is able to touch the bleeding torso in case the Minifig has blown up, he throws 1d4 to determinate the healing success. Critical Failure will kill the poor soldier for good and Critical Success heals him perfectly. Other results will do him nothing.
My and my brother's suggestion for the Medik would be something along this:
Move: 6"
Skill: 1d6, 1d6-1 in combat
Armor: 1d6+1
Specialties:
Just a little dead he's still good he's still good
When Medik notices a fallen comrade, he must run at full speed and try to revive the soldier. If he is able to touch the bleeding torso in case the Minifig has blown up, he throws 1d4 to determinate the healing success. Critical Failure will kill the poor soldier for good and Critical Success heals him perfectly. Other results will do him nothing.
Elämän tie läpi varjojen vie.
~Terapia
<><
~Terapia
<><
- Blitzen
- Distinguished Owner of the English Language

- Posts: 1727
- Joined: Tue Jan 01, 2008 5:17 pm
- Location: Toronto, Ontario, Canada
- Contact:
I also have a suggestion for a medik.
<B>Medik</B> 10 CP
Skill: 1d6 / 1d6-1(Combat)
Move: 6"
Armour: 4
Specialties: <I>Medikal Degree</I>
Medikal Degree: (+ 5 CP)
A medik can revive fallen comrades by touching the dead minifig's torso. He then rolls his skill on a UR of 6 to see if the corpse is revived. A critical failure means the minifig can never be revived, while a roll of 2-5 means the medik can try again later.
<B>Medik</B> 10 CP
Skill: 1d6 / 1d6-1(Combat)
Move: 6"
Armour: 4
Specialties: <I>Medikal Degree</I>
Medikal Degree: (+ 5 CP)
A medik can revive fallen comrades by touching the dead minifig's torso. He then rolls his skill on a UR of 6 to see if the corpse is revived. A critical failure means the minifig can never be revived, while a roll of 2-5 means the medik can try again later.
Often, literally, a pillow fight but may include similar situations like volleyball, particularly when wardrobe is skimpy and the action is bouncy.
- 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:
eh. i still prefer a ticking clock, but out of these two, houndis's is more preferable. his has a higher chance of accidentally severing 20 or 30 veins mid-surgery, and there's no fire funnier than friendly fire.
Warhead wrote:my head burns with War.

Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
- Carrnevil9
- Officer
- Posts: 173
- Joined: Mon Dec 31, 2007 7:20 pm
- Location: Scene 24
- Contact:
So the new strategy will be to sever the heads of fallen foes and run off with them to prevent the medic from healing them? I can just see two giant head stockpiles on opposite sides of the field.Blitzen wrote: The jobs of medix are to reattach these limbs, and unmush these brains. Mediks are professionals trained in the art of minifig restoration. Their hands are like yellow acts of god, their suitcases like magikal miracle bags.
Brawl Friend Code: 14MN0-TY0URF-R13ND
"Have I lied to you? I mean, in this room? Trust me, leave that thing alone." GLaDOS
"Have I lied to you? I mean, in this room? Trust me, leave that thing alone." GLaDOS
- Blitzen
- Distinguished Owner of the English Language

- Posts: 1727
- Joined: Tue Jan 01, 2008 5:17 pm
- Location: Toronto, Ontario, Canada
- Contact:
I never really thought about that, actually. I always just assumed the body parts would be readily available for reattachment, so you bring up a good point. Maybe a medik needs to scavenge figparts to heal them? And what if they're from the wrong person?
And what about mechanized humans? I think it would be great to have a medik carry around light gray arms and legs for revival purposes. Like a metal minifig army of bionik zombies.
And what about mechanized humans? I think it would be great to have a medik carry around light gray arms and legs for revival purposes. Like a metal minifig army of bionik zombies.
Often, literally, a pillow fight but may include similar situations like volleyball, particularly when wardrobe is skimpy and the action is bouncy.
- Carrnevil9
- Officer
- Posts: 173
- Joined: Mon Dec 31, 2007 7:20 pm
- Location: Scene 24
- Contact:
So we go from medik to Nekromancer?Blitzen wrote:I never really thought about that, actually. I always just assumed the body parts would be readily available for reattachment, so you bring up a good point. Maybe a medik needs to scavenge figparts to heal them? And what if they're from the wrong person?
And what about mechanized humans? I think it would be great to have a medik carry around light gray arms and legs for revival purposes. Like a metal minifig army of bionik zombies.
Brawl Friend Code: 14MN0-TY0URF-R13ND
"Have I lied to you? I mean, in this room? Trust me, leave that thing alone." GLaDOS
"Have I lied to you? I mean, in this room? Trust me, leave that thing alone." GLaDOS
We did have a Bionik at one point, although I don't remember if he made it into the official rules, but he could resurrect anybody if he replaced at least one head or limb with something else (a head with a computer, legs with some wheels, a torso with a 2x4 blok, etc.) That was pretty funny.
For practical purposes, Medix shouldn't have to reattach limbs if there aren't any handy. They can revive a guy with no arms and no legs if they want to, he'll just be "differently able" when he wakes up. Normally I would say that Medix could even reattach heads if they wanted to, because that's funny, but we need a way to show which minifigs are beyond saving. (Whenever a Medik fails to save a victim, he also accidentally cuts the head off. "Not AGAIN! Why do I keep doing that?")
Also, this may sound weird, but I think that it's best to base the Medikal roll on the victim's Skill rather than the Medik's. A Hero is able to shrug off mortal wounds more easily than a regular Minifig, so why not give him a d10 roll instead of a d6?
Of all the ideas here so far, I think my favorite is Houndis's suggestion that Medix are always compelled to run towards the nearest wounded soldier. That changes things up quite a bit, to have Medix who are always running off without permission, unless they're chained up or locked in the ambulance or something. I might word it something like this:
-----
"I've got to do something!": If there are friendly casualties anywhere on the battlefield with their heads still attached, the Medik must run to the nearest one at full speed (Sprinting if possible), regardless of the danger, unless he is restrained somehow.
Further, if there are any savable casualties within 1d6 inches of a Medik, he must attempt to save the nearest one, even if it's an enemy unit - and even if the Medik killed it himself, because that's hilarious.
-----
Edit: Whoops, I looked again and actually that was Moronstudios' idea originally rather than Houndis's, I should have read back further.
For practical purposes, Medix shouldn't have to reattach limbs if there aren't any handy. They can revive a guy with no arms and no legs if they want to, he'll just be "differently able" when he wakes up. Normally I would say that Medix could even reattach heads if they wanted to, because that's funny, but we need a way to show which minifigs are beyond saving. (Whenever a Medik fails to save a victim, he also accidentally cuts the head off. "Not AGAIN! Why do I keep doing that?")
Also, this may sound weird, but I think that it's best to base the Medikal roll on the victim's Skill rather than the Medik's. A Hero is able to shrug off mortal wounds more easily than a regular Minifig, so why not give him a d10 roll instead of a d6?
Of all the ideas here so far, I think my favorite is Houndis's suggestion that Medix are always compelled to run towards the nearest wounded soldier. That changes things up quite a bit, to have Medix who are always running off without permission, unless they're chained up or locked in the ambulance or something. I might word it something like this:
-----
"I've got to do something!": If there are friendly casualties anywhere on the battlefield with their heads still attached, the Medik must run to the nearest one at full speed (Sprinting if possible), regardless of the danger, unless he is restrained somehow.
Further, if there are any savable casualties within 1d6 inches of a Medik, he must attempt to save the nearest one, even if it's an enemy unit - and even if the Medik killed it himself, because that's hilarious.
-----
Edit: Whoops, I looked again and actually that was Moronstudios' idea originally rather than Houndis's, I should have read back further.
Last edited by Rayhawk on Wed Jan 02, 2008 10:55 pm, edited 1 time in total.
- Carrnevil9
- Officer
- Posts: 173
- Joined: Mon Dec 31, 2007 7:20 pm
- Location: Scene 24
- Contact:
Sounds great, but I'd probably call it "Hypocritical Oath" or something. Sub-idea: keep all medix away from enemy heroes. Or start sending them into the field with explosives on their backs.
Brawl Friend Code: 14MN0-TY0URF-R13ND
"Have I lied to you? I mean, in this room? Trust me, leave that thing alone." GLaDOS
"Have I lied to you? I mean, in this room? Trust me, leave that thing alone." GLaDOS
- Skinnydude
- Champion

- Posts: 19
- Joined: Thu Dec 27, 2007 10:28 am
- Location: Location is relative, and thus means nothing
- Contact:
So does this mean we could have Medik powered chariots? Only time I can think of that backfiring, would be if the armies are down to a Medik on one team, and an injured fig on the other, and supposing the Medik ended up returning the enemy fig to full combat status.....Rayhawk wrote: Of all the ideas here so far, I think my favorite is Houndis's suggestion that Medix are always compelled to run towards the nearest wounded soldier. That changes things up quite a bit, to have Medix who are always running off without permission, unless they're chained up or locked in the ambulance or something. I might word it something like this:
"I've got to do something!": If there are friendly casualties anywhere on the battlefield with their heads still attached, the Medik must run to the nearest one at full speed (Sprinting if possible), regardless of the danger, unless he is restrained somehow.
Further, if there are any savable casualties within 1d6 inches of a Medik, he must attempt to save the nearest one, even if it's an enemy unit - and even if the Medik killed it himself, because that's hilarious.
Well what've we got here....
- 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:
i don't know, i disagree. i mean sure, it's funny and dangerous, but don't tie me down with no rules maaan. Mediks who are ruled to go out into battle to revive people and get killed is boring and the player feels bad because his medik died do to a rule requiring him to go out to battle, making the whole exchange emotionless. when a player chooses to have their medic go out, they're personally debating whether or not it's worth it. when they finally decide "screw it" and run to their buddy, THEN get blown to pieces, they suddenly feel remorse and like it's their fault, rather than a rule's fault. and when they get super angry at a die roll, every other player finds this hillarious.
Warhead wrote:my head burns with War.

Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.