Above hero units unit
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- samuelzz10
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Above hero units unit
I have tried to find stats for truly powerful units, ones that go beyond the strength of all others, like the hulk, or a god, mainly as a ground for all other strong units so you can slightly adjust the stats to suit the unit. For example, here is what I think is appropriate for warhead:
WARHEAD: CP: if one team has one, all other teams have an "Above awesome" unit.
Skill: 1d12+1
Move: 8"
Armor: 3d12, 3hp
Abilities:
flame resistant:
Warhead cannot be harmed by flames.
Mom shagger:
all moms in a 15" radius join his team instantly
Warhead feats:
Warhead can perform 2 warhead like feats.
WARHEAD: CP: if one team has one, all other teams have an "Above awesome" unit.
Skill: 1d12+1
Move: 8"
Armor: 3d12, 3hp
Abilities:
flame resistant:
Warhead cannot be harmed by flames.
Mom shagger:
all moms in a 15" radius join his team instantly
Warhead feats:
Warhead can perform 2 warhead like feats.
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Re: Above hero units unit
See, this is what Supernatural dice are for. They allow for all sorts of weird powers. And are supposed to be the only way minifigs can get access to d12s.
- Ben-Jammin
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Re: Above hero units unit
I still use the Champion stats from Brikwars 2001 every now and again. Pretty powerful too.
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Re: Above hero units unit
Well with three feats, it ought to be! Yeah, for me this is where I typically prefer a wizard-type character with a buttload of SD dice and the multitask specialization from the 2005 rules. Two custom spells a turn, usually without the abysmal fail-baggage of not succeeding a feat.Ben-Jammin wrote:I still use the Champion stats from Brikwars 2001 every now and again. Pretty powerful too.
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- samuelzz10
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Re: Above hero units unit
I do sometimes use a champion, but they are becoming more and more obsolete and unused, and I know that rules in brikwars mean nothing, but stubby has said that he wont be including champions in 2010 because it makes heros worthless, so with a above awesome unit, it is all out instead of very strong, as in these guys are on a completely different level. And on wizards, I never mess around with spells to much, because if you play with sp from the 2001 rules you need paper on the side and you need to track it and it is just a hassle.Rev. Sylvanus wrote:Well with three feats, it ought to be! Yeah, for me this is where I typically prefer a wizard-type character with a buttload of SD dice and the multitask specialization from the 2005 rules. Two custom spells a turn, usually without the abysmal fail-baggage of not succeeding a feat.Ben-Jammin wrote:I still use the Champion stats from Brikwars 2001 every now and again. Pretty powerful too.
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- IVhorseman
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Re: Above hero units unit
Good thing the new supernatural rules don't ask you to keep track of shit, then. Try them out! You'll like them.
Here's the other problem with champions - have you ever played a game of brikwars against someone with even one hero and a champion? That's four heroic feats, which is four rules-free attempts at massive battlefield disruptions every goddamn turn. I know that sounds like it'd be really really cool, but it's actually quite boring - feats get uninspired and lame as a result. For feats to matter, there need only be one per turn.
Here's another tip: 1d12 skill is actually worse than 1d10 - it's unpredictable, and you roll crits way less often. Even 2d6 is better than 1d12.
Now I don't think that there ISN'T room for a unit better than a hero - but they should still only be limited to a single heroic feat, and a more reliable die than a d12. 1d10 is already enough to do just about anything you want to anyways.
Here's the other problem with champions - have you ever played a game of brikwars against someone with even one hero and a champion? That's four heroic feats, which is four rules-free attempts at massive battlefield disruptions every goddamn turn. I know that sounds like it'd be really really cool, but it's actually quite boring - feats get uninspired and lame as a result. For feats to matter, there need only be one per turn.
Here's another tip: 1d12 skill is actually worse than 1d10 - it's unpredictable, and you roll crits way less often. Even 2d6 is better than 1d12.
Now I don't think that there ISN'T room for a unit better than a hero - but they should still only be limited to a single heroic feat, and a more reliable die than a d12. 1d10 is already enough to do just about anything you want to anyways.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
- samuelzz10
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Re: Above hero units unit
Thanks, this is the criticism i have been looking for! But about feats, me and my friends rarely use feats, due to consequences. but I can see your point, and I will post a card later of warhead with modified stats. and I have never used the new supernatural rules, and I have now, and they are great.IVhorseman wrote:Good thing the new supernatural rules don't ask you to keep track of shit, then. Try them out! You'll like them.
Here's the other problem with champions - have you ever played a game of brikwars against someone with even one hero and a champion? That's four heroic feats, which is four rules-free attempts at massive battlefield disruptions every goddamn turn. I know that sounds like it'd be really really cool, but it's actually quite boring - feats get uninspired and lame as a result. For feats to matter, there need only be one per turn.
Here's another tip: 1d12 skill is actually worse than 1d10 - it's unpredictable, and you roll crits way less often. Even 2d6 is better than 1d12.
Now I don't think that there ISN'T room for a unit better than a hero - but they should still only be limited to a single heroic feat, and a more reliable die than a d12. 1d10 is already enough to do just about anything you want to anyways.
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Re: Above hero units unit
Whenever I roll 2d6 I seem to get at least one of the dice as 5 or 6, regardless. 2d6 is the most dangerous from where I stand.
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- Keldoclock
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Re: Above hero units unit
Roll a d100 for your most powerful units.
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Re: Above hero units unit
But that would be worse than a 1d10 - too unpredictable.
- IVhorseman
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Re: Above hero units unit
1d10 averages out to rolling 6
2d6 averages out to rolling 8 or 9
And yes, these are including bonus dice. remember that the more dice you're rolling, the more likely you are to crit.
2d6 averages out to rolling 8 or 9
And yes, these are including bonus dice. remember that the more dice you're rolling, the more likely you are to crit.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Above hero units unit
But you roll crit-fails way less often too. The official averages are here:IVhorseman wrote:Here's another tip: 1d12 skill is actually worse than 1d10 - it's unpredictable, and you roll crits way less often.
http://www.brikwars.com/rules/2010/mc.htm#2
I'm thinking of adding a rule to let high-skill units downgrade their skill for Risky Attacks - if you really need an Overskill Die to overcome Armor, there are situations where it can be better to roll Skill at 1d6 rather than 1d10.
Natalya wrote:Wtf is going on in this thread?
- IVhorseman
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Re: Above hero units unit
don't you only crit fail if ALL the dice you rolled are 1 up? on 2d6 that's only snake eyes (1:36 odds) while crit successes are on any 6 (1:6 odds).
This is such a good idea that I'm gonna playtest it right away. I see no reason why a unit couldn't voluntarily be less skillful - it's not like a d4 can crit anyways. Do you retain the lowered skill for a full turn, or just for the attack?stubby wrote:I'm thinking of adding a rule to let high-skill units downgrade their skill for Risky Attacks - if you really need an Overskill Die to overcome Armor, there are situations where it can be better to roll Skill at 1d6 rather than 1d10.
Last edited by IVhorseman on Tue Jul 17, 2012 3:31 pm, edited 1 time in total.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Above hero units unit
Oh, I read that wrong somehow. I'm going to go up and edit your post so that I don't look like an idiot.IVhorseman wrote:don't you only crit fail if ALL the dice you rolled are 1 up? on 2d6 that's only snake eyes (1:36 odds) while crit successes are on any 6 (1:6 odds).
The real answer is that Skill is always only one die, no modifiers. You can't have 2d6 Skill, because of the 1:36 odds, among other things.
I keep forgetting the rest of you guys don't have Chapter 10 yet.
I want to spin it so that you're not making yourself clumsy somehow, you're just trying some fancy showoff move that has a higher chance of either succeeding or failing spectacularly. So the d6 Skill would only apply to that one maneuver, and but your overall Skill wouldn't be affected otherwise.IVhorseman wrote:This is such a good idea that I'm gonna playtest it right away. I see no reason why a unit couldn't voluntarily be less skillful - it's not like a d4 can crit anyways. Do you retain the lowered skill for a full turn, or just for the attack?stubby wrote:I'm thinking of adding a rule to let high-skill units downgrade their skill for Risky Attacks - if you really need an Overskill Die to overcome Armor, there are situations where it can be better to roll Skill at 1d6 rather than 1d10.
Natalya wrote:Wtf is going on in this thread?