Hussite Federation (New Tank)

Show off your armies and weaponry and stuff.

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Postby Jbgarrison » Sat Nov 12, 2011 4:08 am

I love the patrol speeder! :D
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Postby Falk » Sun Nov 13, 2011 2:45 pm

I have managed to scrape up all the blue minifigs I could find, and have made them into my feces:
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Some of the stuff is the same, some is new.
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The basic infantry, armed with laser rifles and the two in the back have loaded rocket stiks.
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The scouts.
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Ship crew and two mechaniks in the back, you can't see them too well, it's the fig with the penis tail and the guy to her right.
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Melee toops and a heavy.
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Cold Troopers, same old.
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Commandos, I just couldn't get rid of them :D
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Commander Falk, with admiral and general.

More to come.
Last edited by Falk on Sat Nov 19, 2011 9:34 am, edited 1 time in total.
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Postby RunsWithLegos » Mon Nov 14, 2011 10:01 pm

positively awesome mate! keep it up!
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Re:

Postby Falk » Thu Nov 17, 2011 9:32 am

Rev. Sylvanus wrote:Hrm... those dreadnuts look strikingly familiar :D

I used your LDD design for the blue knight too.
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Re: Hussite Federation (Updated)

Postby Rev. Sylvanus » Thu Nov 17, 2011 9:50 am

Looks like you are going to have to reformat the picture displays or make your MOC album public so we can link there :D
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Re: Hussite Federation (Updated)

Postby Falk » Sat Nov 19, 2011 9:34 am

Rev. Sylvanus wrote:Looks like you are going to have to reformat the picture displays or make your MOC album public so we can link there :D

Done.
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Re: Hussite Federation (Updated)

Postby Falk » Sat Nov 19, 2011 10:02 am

Backstory:

The Hussite fed. is an alliance of 10 or so countries, the most prominent being the Empire of Luchardsko (the blue and grey guys) and Benjaminian Republik (will post later). Luchardsko, being the largest in the alliance (roughly 10 systems) is trying to stay neutral in the Immortal war, while Benjaminia (about 7 systems) is leaning in the favor of the Immortals. This makes for some interesting discussions in the senate :) . Luchardsko is the main producer of capital ships, fighter craft, tanks and mecha, while Benjaminia's ground troops are the best that money can buy in the HF. Benjaminia is also tolerant towards peaches, even letting some of them become members of their armed feces.

Luchardsko vehicles:

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This is a troop transport, it has a crew of a pilot and two gunners.
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Recon and patrol speeders.
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The Blue Knight and a hardsuit.
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A heavy tank.
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Artillery cannon/anti-tank cannon
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Mediks and a cook.
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Lightfoot mecha.
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Drednut.
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A troop carrier ship.
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It has a radar dish and two AA cannons on the roof.
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And two anti capital/bombardment cannons underneath the bridge, two cannons on the sides and two railguns.
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The back has a landing bay for a fighter or a patrol speeder.
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The speeder fits quite nicely in there.
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The bridge has two crew members at the gunnery computers, a pilot and the captain of the ship (in this case the admiral) stand on the command post.
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The left side of the ship has weapons and munitions stored in it.
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And the right has the crew cabin and bozes of food.
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There's a ladder down to the engine room and the debarkation ramps.
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The engine room with a mechanik.
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The troops can get off through the ramps.
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Re: Hussite Federation (Backstory+vehicles added)

Postby mgb519 » Sat Nov 19, 2011 10:05 am

I dunno...the openings above the ramps seem awfully small...
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Re: Hussite Federation (Backstory+vehicles added)

Postby Falk » Sat Nov 19, 2011 10:09 am

mgb519 wrote:I dunno...the openings above the ramps seem awfully small...

They're 4 studs tall, guess I could make them a bit bigger.
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Re: Hussite Federation (Backstory+vehicles added)

Postby Rev. Sylvanus » Sat Nov 19, 2011 10:37 am

I quite like the missile pack for the dreadnut. Very class and fills the role the otherwise vacant size 2 weapons (which is important, especially when the dreadnut eventually takes two points of damage...those size 3 weapons become essentially useless)...
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Re: Hussite Federation (Backstory+vehicles added)

Postby Falk » Sat Nov 19, 2011 2:24 pm

Rev. Sylvanus wrote:...those size 3 weapons become essentially useless

Why would that be? Have I missed a rule somwhere?
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Re: Hussite Federation (Backstory+vehicles added)

Postby Rev. Sylvanus » Sat Nov 19, 2011 4:30 pm

Size damage influences the effective size of weapons a creation is able to use. Recall that a creation can only fire up to 2x it's size in weapons on a given turn. The dreadnut is 3" in size. Until destruction, each point of damage would reduce its effective size by one. So if an arm is a Size 3 weapon, it would be usable at 0 and 1 point of size damage. With 2 points of size damage, the Dreadnut's effective size is 1"; you would have to "save up" power over a full turn before firing again.
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Re: Hussite Federation (Backstory+vehicles added)

Postby mgb519 » Sat Nov 19, 2011 6:16 pm

I've certainly never played like that. I think of damage being less like reducing size and more like losing an arm or leg.
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Re: Hussite Federation (Backstory+vehicles added)

Postby Rev. Sylvanus » Sat Nov 19, 2011 9:17 pm

You certainly don't HAVE to play it that way, but that is how the rules are set up (Ch. 7-8). The idea is less ABOUT size but more in terms of power capacity. A fully operational robot has all the power necessary to be efficient. But if you start blowing off limbs and taking chunks out of a vehicle, its overall power and efficiency is compromised (maybe in terms of electrical connections, etc). But even to take the example of a real human, blow off a GI's arm, and there is no chance in hell that he'll use the AR 15 with the same accuracy and deadly aim that he would have had if he was completely intact. Damage vehicles typically cannot go as far, run as fast, handle as sharply; try driving with a blown tire, or a door scraping the pavement. It's those sorts of things that "Size Damage" and "Effective Size" are trying to convey.
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Re: Hussite Federation (Backstory+vehicles added)

Postby Silverdream » Sat Nov 19, 2011 9:42 pm

Rev. Sylvanus wrote:You certainly don't HAVE to play it that way, but that is how the rules are set up (Ch. 7-8). The idea is less ABOUT size but more in terms of power capacity. A fully operational robot has all the power necessary to be efficient. But if you start blowing off limbs and taking chunks out of a vehicle, its overall power and efficiency is compromised (maybe in terms of electrical connections, etc). But even to take the example of a real human, blow off a GI's arm, and there is no chance in hell that he'll use the AR 15 with the same accuracy and deadly aim that he would have had if he was completely intact. Damage vehicles typically cannot go as far, run as fast, handle as sharply; try driving with a blown tire, or a door scraping the pavement. It's those sorts of things that "Size Damage" and "Effective Size" are trying to convey.


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