Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations
Moderators: warman45, Rev. Sylvanus
-
Arkbrik
- Clown-Face Bologna

- Posts: 2143
- Joined: Fri Aug 01, 2008 7:18 am
- Location: Sweden
Post
by Arkbrik » Tue Feb 16, 2010 11:54 am
Teleport Assassin
Cost: 17 CP
Skill: D8
Move: 5" (10" teleport)
Armor: D4
Specialties:
Teleport
A Teleport Assassin can teleport up to 10" instead of moving normally. It may also teleport when Sprinting or Bailing. A Critical Fail on a Sprint or Bail sends the Assassin D6" in a random direction. If the Assassin ends up inside another object, both the Assassin and the object takes 2D6 damage.
So, this is a unit for an upcoming army of mine. It is heavily inspired by the Komato assassins from the game Iji. No statcard yet, since the rules are still in progress.
What I need
- Feedback
- A better name for it
-
kiemaster
- Cannon Fodder
- Posts: 427
- Joined: Tue May 19, 2009 3:06 pm
- Location: As far away from you as possible
Post
by kiemaster » Tue Feb 16, 2010 12:04 pm
Not bad maybe something like "Jumper"
-
Sloopofwar
- Minifig
- Posts: 294
- Joined: Fri Jan 15, 2010 7:12 pm
Post
by Sloopofwar » Tue Feb 16, 2010 12:26 pm
Give him CC mastery so he can only use swords and the like, and reduce his base skill to 1d6. As for the name maybe Tele-sassin
-
birdman
- Galidor

- Posts: 1023
- Joined: Tue Dec 23, 2008 9:29 am
Post
by birdman » Tue Feb 16, 2010 1:05 pm
Someone wants to read up on Shadow Walkers in Mutant Chronicles.
-
OneEye589
- Pooplord
- Posts: 3228
- Joined: Sat Jul 19, 2008 6:35 pm
- Location: New York
-
Contact:
Post
by OneEye589 » Tue Feb 16, 2010 1:41 pm
I made some teleport rules a while back for House Gnomes I think. They used the same system as Use Ratings and missed attacks. It's just easier that way so you don't have to remember another set of rules.
Teleporting rules:
Teleportation is a separate type of movement that you buy (like flying, swimming, or walking/running) and you buy it separately from any of those. The cost is like flying, where it costs 2CP per two inches plus its structure level.
You are able to teleport/travel as many inches as your movement allows. Place a marker at the location you wish to teleport to.
There is a skill roll involved in teleportation. The skill roll starts at a use of 2 for 2 inches (which would be the minimum distance that you could travel while using it) and for every 2 inches after that it goes up another 1 (so going 2 inches is a use of 2, 4 inches is 3, 6 inches is 4, etc.).
If you miss the skill roll, the minifig lands somewhere else, a distance of however much the use roll was missed by in inches away from the targeted spot. The opposing team member decides which direction.
See, same rules as firing a ranged weapon. Actually, you could probably just take out the whole skill roll changing for each increment of inches and just leave it at a base skill roll of 5 or something. Maybe even 6. It makes sense and makes it a bit more balanced if you have a higher chance of hitting off target at least by a couple inches if you're moving 10" a turn. I guess this is my new, revamped version of these rules:
Teleporting rules:
Teleportation is a separate type of movement that you buy (like flying, swimming, or walking/running) and you buy it separately from any of those. The cost is like flying, where it costs 2CP per two inches plus its structure level.
You are able to teleport/travel as many inches as your movement allows. Place a marker at the place where you wish to teleport to up to your maximum Teleport distance.
Make a skill roll. The skill roll determines whether you land on target or not. A skill roll for somewhere you have a line of sight to is 4. A skill roll for somewhere you do not have a line of sight to is 6.
If you miss the skill roll, the minifig lands somewhere else, a distance of however much the use roll was missed by in inches away from the targeted spot. The opposing team member decides which direction. A Teleporting creation cannot be Teleported into a solid object (like a wall or other creation) unless it makes a critical failure on its Skill roll.
-
RagnarokRose
- u a MILLION wus and only then shall you become the MISTRESS

- Posts: 3941
- Joined: Sun Sep 21, 2008 7:03 pm
Post
by RagnarokRose » Tue Feb 16, 2010 2:06 pm
Hmm. I like the idea- this could also prevent snipers and troopers from taking reaction shots at the mini while he runs for cover. A good name could be 'Telebrik Commando'... or does that sound dorky?
she/her | formerly known as ross_varn | exiled for the good of the f.e.l.c.
-
Magic Soap
- Playmobil
- Posts: 1654
- Joined: Wed Aug 19, 2009 1:19 pm
- Location: 1 Nautical Mile from Imhotep and Lord Scotland
-
Contact:
Post
by Magic Soap » Tue Feb 16, 2010 5:06 pm
OneEye589 wrote:I made some teleport rules a while back for House Gnomes I think. They used the same system as Use Ratings and missed attacks. It's just easier that way so you don't have to remember another set of rules.
Teleporting rules:
Teleportation is a separate type of movement that you buy (like flying, swimming, or walking/running) and you buy it separately from any of those. The cost is like flying, where it costs 2CP per two inches plus its structure level.
You are able to teleport/travel as many inches as your movement allows. Place a marker at the location you wish to teleport to.
There is a skill roll involved in teleportation. The skill roll starts at a use of 2 for 2 inches (which would be the minimum distance that you could travel while using it) and for every 2 inches after that it goes up another 1 (so going 2 inches is a use of 2, 4 inches is 3, 6 inches is 4, etc.).
If you miss the skill roll, the minifig lands somewhere else, a distance of however much the use roll was missed by in inches away from the targeted spot. The opposing team member decides which direction.
See, same rules as firing a ranged weapon. Actually, you could probably just take out the whole skill roll changing for each increment of inches and just leave it at a base skill roll of 5 or something. Maybe even 6. It makes sense and makes it a bit more balanced if you have a higher chance of hitting off target at least by a couple inches if you're moving 10" a turn. I guess this is my new, revamped version of these rules:
Teleporting rules:
Teleportation is a separate type of movement that you buy (like flying, swimming, or walking/running) and you buy it separately from any of those. The cost is like flying, where it costs 2CP per two inches plus its structure level.
You are able to teleport/travel as many inches as your movement allows. Place a marker at the place where you wish to teleport to up to your maximum Teleport distance.
Make a skill roll. The skill roll determines whether you land on target or not. A skill roll for somewhere you have a line of sight to is 4. A skill roll for somewhere you do not have a line of sight to is 6.
If you miss the skill roll, the minifig lands somewhere else, a distance of however much the use roll was missed by in inches away from the targeted spot. The opposing team member decides which direction. A Teleporting creation cannot be Teleported into a solid object (like a wall or other creation) unless it makes a critical failure on its Skill roll.
Haha, it's the dapper clown thread, where I got my first ban!
-
Arkbrik
- Clown-Face Bologna

- Posts: 2143
- Joined: Fri Aug 01, 2008 7:18 am
- Location: Sweden
Post
by Arkbrik » Thu Feb 18, 2010 6:33 am
Sloopofwar wrote:Give him CC mastery so he can only use swords and the like, and reduce his base skill to 1d6. As for the name maybe Tele-sassin
CC mastery is a good idea, but I'll keep the skill as D8 since this unit is meant to be an elite.
OneEye589 wrote:Teleporting rules:
Teleportation is a separate type of movement that you buy (like flying, swimming, or walking/running) and you buy it separately from any of those. The cost is like flying, where it costs 2CP per two inches plus its structure level.
You are able to teleport/travel as many inches as your movement allows. Place a marker at the place where you wish to teleport to up to your maximum Teleport distance.
Make a skill roll. The skill roll determines whether you land on target or not. A skill roll for somewhere you have a line of sight to is 4. A skill roll for somewhere you do not have a line of sight to is 6.
If you miss the skill roll, the minifig lands somewhere else, a distance of however much the use roll was missed by in inches away from the targeted spot. The opposing team member decides which direction. A Teleporting creation cannot be Teleported into a solid object (like a wall or other creation) unless it makes a critical failure on its Skill roll.
Those rules seem good. Thanks!
And for the name, I'm thinking... TeleKommando. Does it sound good?