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Luchardsko Stats

Posted: Thu Jan 24, 2013 2:32 pm
by Falk
I've been working on some stat cards, and with the HAL-9001's Gimp template and some help from my sister they are almost done, I just need to run the stats by you guys to see if they're OP or something before they get put in the stat card. So here goes:

Trooper (9+9/7/10/13CP (base cost+AR & 'Nades/AR & Bayonet/AR & 'Nades & AAR/AR & 'Nades & Chainsword)
Move: 5"+5"
Armor: 4+1
Skill: 1d6
Weapons: Assault Rifle (1d6+3 dmg, 9" range, 3UR, 5CP)
Attachments for AR: Grenade Launcher (6" range, 2UR, 3CP)
Bayonet (1d6 dmg, CC, 2UR, 2CP)
Anti Armor Rounds MKI (-1 armor to target for each SL, 1CP)
Chainsword (2d6dmg, CC, 4UR, 4CP)
Gear: Jetpack (double move, 2CP, no Fall Damage)
MKI Mimetic Armor (+1 armor, +1CP)
MKI Grenade (1d10dmg, 1CP)
Abilities: Fire Team Tactics (the 4 troopers in the fire team can form up without an Officer, 2CP each)


Squad Leader (10+14CP)
Move: 5+5"
Armor: 4+1
Skill: 1d8
Weapons: Carbine (1d6+2dmg, 12" range, 2 shots, 4UR, 10CP)
Chainsword (2d6dmg, CC, 4UR, 4CP)
Gear: Jetpack (double move, 2CP)
MKI Semi-Powered Armor (+1 armor, Compensating, 2CP)
Abilities: Officer (+1CP)

I have more units to go still, but feel free to point out anything that seems wrong to you.

Re: Luchardsko Stats

Posted: Thu Jan 24, 2013 3:08 pm
by IVhorseman
Your weapons are completely made up OP shenanigans, but that's really about it. Surprisingly enough we have the same under-barrel grenade launcher stats, but be aware that your assault rifle and carbine are pretty much guaranteed kills should the bullets make contact - let alone the fact that they can fire multiple shots. OTOH, you're also using mimetic armor, which is also just strictly an upgrade, the +3 damages start being required to punch through the arbitrarily increased armor. I will always advise that it's just easier to use standard stats on existing weapons (autogun for the AR and long-range gun for the carbine, and treat the bayonet as a CC weapon of it's size), but you have every right to have fun in your own way.

Those anti-armor rounds also won't be as effective as you think: I suggest just giving the weapon a SN d12 die, and adding it to the damage of anything considered armored or has a SL > 1/2.

Re: Luchardsko Stats

Posted: Thu Jan 24, 2013 5:01 pm
by Falk
IVhorseman wrote:Your weapons are completely made up OP shenanigans, but that's really about it.

I used this chart:
+2 damage = +1CP and +0.25 UR
+3” = +1CP and +0.5 UR
-1 UR = +1CP
+1 shot = +3CP
I think it's Natalya's, the one she used for her Assyrian and Czech armies. I think that she said she'd not be using that anymore. Also one of the ideas behind the OPness of utwas that it speeded up rhe game, my brother gets bored really quickly.
IVhorseman wrote:Surprisingly enough we have the same under-barrel grenade launcher stats
Yeah, I got the idea from your Plastik Armory thread.
IVhorseman wrote: but be aware that your assault rifle and carbine are pretty much guaranteed kills should the bullets make contact - let alone the fact that they can fire multiple shots.
Yet again, quicker game, less chance of boredome.
IVhorseman wrote: OTOH, you're also using mimetic armor, which is also just strictly an upgrade, the +3 damages start being required to punch through the arbitrarily increased armor.
The idea is that the mando torso prints are some armor, but don't make a fig Armored. What does OTOH mean?
IVhorseman wrote: I will always advise that it's just easier to use standard stats on existing weapons (autogun for the AR and long-range gun for the carbine)
So 1d6+1 (Automatic), 10" range, 3UR for the AR and like 12" or so range for the carbine?
IVhorseman wrote:treat the bayonet as a CC weapon of it's size
Yeah, it's one of the Ninjago spear tip thingys, it's around an inch or so long.
IVhorseman wrote:Those anti-armor rounds also won't be as effective as you think: I suggest just giving the weapon a SN d12 die, and adding it to the damage of anything considered armored or has a SL > 1/2.
I forgot about SN dice for weapons, I'll have to try using that in a battle against myself sometime. With the AAR, it's meant to be a MK system. For example, if you bought MKIV AARs, then you would get a -4 armor to target for each SL, but it would cost 4CP. Wait a minute, isn't d12 electric damage or is it just considered all around anti armor?

Re: Luchardsko Stats

Posted: Thu Jan 24, 2013 5:09 pm
by Tzan
Falk wrote: What does OTOH mean?
Some people don't know what OTOH means, but, on the other hand, Hitler does.


Falk wrote: What does OTOH mean?
That's what Hitler said,
when a general proposed "We should kill all the Jews, OTOH..."

Re: Luchardsko Stats

Posted: Thu Jan 24, 2013 6:24 pm
by *CRAZYHORSE*
I recently had the best epiphany about under-barrel grenade launchers rules. To me the problem with the under-barrel grenade launcher was that while many units might carry one it would be unpractical to make every unit carry physical ammunition but OTOH keeping track of their ammunition on paper is also a huge pain in the ass. Also giving a commonly carried simple tiny grenade launcher 1d10 exp damage always seemed unbalanced and weird.
My solution is that you can fire your grenade launcher with an extended action (so no moving) which then adds exp effect (so 2"blast radius) to your normal weapon stats for that shot. So imagine a normal long ranged weapon (range: 10" use:3 dmg 1d6+1) with an under-barrel grenade launcher. If the minifg takes an extended action to fire his grenade launcher (taking his time to ready and aim the grande launcher) his would be firing a range:10"use:3 dmg: 1d6+1 exp weapon. To me this is the most balanced version of the under-barrel grenade launcher I have come across to this day. I think the reduced damage and extended action required make up for the fact that it has unlimited ammo pretty well.

Re: Luchardsko Stats

Posted: Fri Jan 25, 2013 4:19 am
by IVhorseman
Crazyhorse, that's not reduced damage: 1d6+1d10+1? Personally, I just give underbarrel grenade launchers one ammo, and when it's gone it's gone. They can pick up more, i guess.

Torso-print armor is a frowny-face rule. Supposedly a 1d10 armor is gonna get introduced soon in 2010, but whether or not it comes with a speed penalty is up for debate: my vote is for -1" so you could try that out.

autoguns and rifles actually have 8" and 10" ranges, respectively. If you're trying to play a faster game i guess the other stuff works though. If you ask me it's a bit overkill, but as long as you're ACTUALLY PLAYING BRIKWARS, it doesn't matter what rules you use. That said: I'd totally include the length of the gun as part of the bayonet size measurement: think of it as more of a spear, not a knife. Moar damage too.

The d12 elementally represents magik, not electrik. That was for my homebrew electrik-type damage, but I'm starting to think that just adding d8s and their blast effects is both simpler and about as flavorful as the d12 electric attacks. Plastik Armory's going over a new re-haul sometime soon, and for the most part I'm getting rid of things that the 2010 rules got around to executing better anyways.

Re: Luchardsko Stats

Posted: Sun Jan 27, 2013 2:17 pm
by *CRAZYHORSE*
IVhorseman wrote:Crazyhorse, that's not reduced damage: 1d6+1d10+1?
No no no that't not what I meant. Just simple 1d6+1 damage in an 2" radius. No d10's, just explosive 1d6+1 instead of regular 1d6+1 at the cost of taking your time.
The thing is I forget, I forget which unit already fired his grenade and which unit didn't. So I needed a way to make them have infinite ammo not OP, this is what I came up with.