The Undying Tek

Show off your armies and weaponry and stuff.

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Postby King of Brix » Sun Jan 06, 2008 3:03 pm

Great Tekmage, nice scythe... Must get me some new castle sets at some point in the near future. Also, my group has been skiing since the Battle of Armageddon (which if you haven't read, you should read now), therefore next forseeable game is unforseeable. Also, I like the Undying curse...
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Postby Olothontor » Sun Jan 06, 2008 3:36 pm

I do too. It's not too complex. The guy dies, you roll, he (probably doesn't) come back, and he keeps any previously inflicted wounds. Plus, it allows for some carnage in that he can be missing limbs (or a head! Imagine the rules people with come up with for that)!
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Postby IVhorseman » Sun Jan 06, 2008 3:39 pm

Olothontor wrote:I do too. It's not too complex. The guy dies, you roll, he (probably doesn't) come back, and he keeps any previously inflicted wounds. Plus, it allows for some carnage in that he can be missing limbs (or a head! Imagine the rules people with come up with for that)!


blind, so he moves with a stumble die.

also, a 1/3 chance isn't too bad. i'm just waiting to see people bludgeon enemy figures by using their own arms as weapons.
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Postby Olothontor » Sun Jan 06, 2008 3:42 pm

Yes! Just like in God Of War! Anyways, I'll post the carnage on my Freewebs site as soon as I get VALUG together and we actually do something.

EDIT: VALUG = Virginia Lego Users Group
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Postby DarkWolf » Mon Jan 07, 2008 8:36 pm

Hmmm. A Necron Brikwars army. This I look forward to seeing. Have you considered a Necron Monolith? Or perhaps the Resurrection Orb Wargear? For the Resurrection Orb, I'm thinking perhaps a UR of 5 or so, and if the Tekmage makes it, every unit within 1d10+2 is revived. That's always awesome to watch, a field full of dead infantry instantly brought back to life. In DoW:DC, a cheap way to increase the size of your army to double the unit cap.
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Postby Olothontor » Mon Jan 07, 2008 9:38 pm

Oooh, thanks, I hadn't even thought of the Resurrection Orb stuff. Good plan, thanks. The monolith I had thought of (how could you not), but that will be a project I undertake when I've actually got infantry to store in it and a metric butt-ton more black and fluorescent green pieces at my disposal. As in, when I get a job (summer of this year). So that'll be a bit later. I can definitely start drawing up stats and such for it, though, if you like.
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Postby DarkWolf » Mon Jan 07, 2008 9:53 pm

Oh, I just remembered something related to this post and Brikwars in general: Ghost Zombie Robots. They're robot zombies, but they're ghost's. And of course there's always Ghost Pirate Robots. Both of which you fight in various Ratchet and Clank games, though the Ghost Zombie Robots only show up in the second to last campaign of Deadlocked.
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Postby Olothontor » Tue Jan 08, 2008 5:06 pm

Indeed they do. I should make Ratchet and Clank armies too, but again, something to undertake when I have more money and dedication.
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Postby Joetrillion » Sat Feb 02, 2008 12:06 pm

Love the tekmages scythe i think he'd look better with a star wars sith hood (sorry if did anything wrong am new here) :)
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Postby Olothontor » Sat Feb 02, 2008 12:24 pm

Welcome to the insanity that is the Brikwars Battle Forums, joetrillion!

Nothing wrong with constructive criticism. UN-constructive, however... I have had a few people say that he would look better with a sith hood, but I've never gotten around to buying a set with one. And my last order from Bricklink never arrived, and that was a month ago, so not going to them again. I'll make due.
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Postby CaptainAwesome » Sun Feb 03, 2008 6:28 pm

Great idea, very menacing army.
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Postby Olothontor » Sun Feb 03, 2008 8:00 pm

I'm glad you like it. Here, check out my blog, I don't feel like typing out all of the updates again...

Also, yet another update! I finally took the time to sit down and calculate how many Cp I have of just foot soldiers so far (no creations yet). The sad thing is, there are so many Specialties involved that I have no idea how much anything should cost. Help?

Anyways, this is copy-and-pasted straight from the Notepad document I made just for this. Here you go!

Undying Tek Brikwars Stats (as of now):

Skeletal Foot Soldier:
Skill: 1d6+2
Move: 4"
Armor: 3
Specialties: Undying Tek Membership
Equipment:
Ioun Rifle (5 Cp, Use-3, Range-12", Damage-1d6+1 [Two-Handed])

Soul-less
Skill: 1d6+2
Move: 6"
Armor: 3 (Incorporeal)
Specialties: UT Membership, Incorporeal
Equipment:
Heavy Ioun Rifle (7 Cp, Use-5, Range-12", Damage-1d6+3 [Two-Handed])
Steel Helmets

Skeletal Bombers:
Skill: 1d6+2
Move: 0" (Use Rocket's Range)
Armor: 3
Specialties: UT Membership, Hardcore Rocketeer
Equipment:
Earthshaker Rocket (6Cp, Use-12, Range-18", Damage-3d10)
Small Dagger (2 Cp, Use-2, Range-CC, Damage-1d6)

Skeletal Horseman Elites:
Skill: 1d6+2
Move: 3"
Armor: 4
Specialties: UT Membership, Heavy Weapons Buff
Equipment:
Reinforced Longspear (4 Cp, Use-5, Range-CC, Damage-2d6 [Two-Handed])
Steel Polearm (4 Cp, Use-5, Range-CC, Damage-2d6 [Two-Handed])
Keen Glaive (4 Cp, Use-5, Range-CC, Damage-2d6 [Two-handed])
Polished Armor
Cavalry Helmet

Skeletal Horseman:
Skill: 1d6+2
Move: 4"
Armor: 4
Specialties: UT Membership, Natural Riders
Equipment:
Combat Reaver (3 Cp, Use-4, Range-CC, Damage-1d6+2)
Standard Glaive (4 Cp, Use-5, Range-CC, Damage-2d6)

The Tekmage:
See Stat Card

Specialty Descriptions:

Undying Tek Membership - The minifig has a special id chip that grants him a +2 to skill, as well as a -1 to both armor and movement.

Incorporeal - The minifig cannot be hit on an odd numbered To-Hit roll.

Hardcore Rocketeer - The minifig is so familiar with rockets and explosives that it gains a +6 bonus to its skill checks on use rolls with those types of weapons.

Heavy Weapons Buff - The minifig has had extensive training in the use of Two handed and Heavy weapons that he feels comfortable using them while also using a shield. The minifig also does not need to use an action to draw another weapon from his saddle.

Natural Rider - The minifig was born and trained to be a rider, and as such may use a Heavy Weapon and a Two-Handed weapon at the same time as long as he is on a horse and has no armor or other such impediments.
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Postby Olothontor » Thu Feb 07, 2008 6:19 pm

I'll have pictures of this stuff up soon (hopefully next Monday). Also, this is the basis for my 1000 Cp Brikwars army for SSO II. So you'll see them in action before then!

Why hasn't anyone posted supposed Cp costs yet? Did I stun you all? 'Oh my god, this kid actually uses the Brikwars stats'?
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Postby Houndis » Sun Feb 10, 2008 4:47 am

Sorry to reply this late, I have been way too busy. So CP costs you want? For your specialties? Well, here's a few suggestions:

UT Membership: 1 CP
Incorporeal: I have no idea what this means, so I'll just shut up.
Hardcore Rocketeer: With no drawbacks, I'd say 4 CP.
Heavy Weapons Buff: You got me confused with this and Natural Rider, but I'd say 2 or 3 CP.
Natural Rider: 2 CP, maybe?

That's what I'd say, but I was pretty confused with Incorporeal, HWB and NR, so maybe you could either clear them up for me or hope that somebody else gives a suggestion for them.
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Postby Olothontor » Sun Feb 10, 2008 10:29 am

Sorry, me being a gamer I end up using terms from other games to describe things...

Incorporeal in real terms means that the object in question is kind of in between realities, and therefore harder to hit. Ghosts are incorporeal, for instance.

In Brikwars terms, this means that a minifig/creation trying to hit the incorporeal object must roll an odd number on the Use roll they make to attack.

Heavy Weapons Buff means the minifig can use Two-Handed weapons while also using a small shield. If you noticed, the Elite Horsemen have three weapons equipped. Those other two are attached to his horses saddle. So, instead of having to use up an action, he can just automatically count as having drawn his weapon, and may move and attack normally.

Natural Rider means that the minifig can use his Combat Reaver and Standard Glaive at the same time, as long as he has no armor on (with the exception of helmets).
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