Three-way war, 40k, Halo, and Boba Fett; prep thread

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Three-way war, 40k, Halo, and Boba Fett; prep thread

Postby trebnos1 » Wed Mar 31, 2010 1:51 pm

EDIT: Battle has been posted here: http://www.brikwars.com/forums/viewtopi ... =boba+fett

Okay, so this is my preparation thread for a three-way BrikWar between a 40k Space Marine, Master Chief, and Boba Fett. I'd appreciate feedback on my stats and weapons here. Once the actual battle is done, I'll post results under Field Reports.

What I'm looking for right now are recommendations for weapon specs, especially weapons I haven't included yet, and advice on how to build some of these things.

Without further ado, here are the stats thus far:
Warhammer 40k Space Marine
Skill: 1d10 (+1d8)
Move: 7"
Armor: 2d6 (+3d10)

Specialties:
Heroic Ego (+1 CP), with the cliche of "Complete Monster." May attempt heroic feats such as crushing minifigs in one hand, punching through walls to grab someone on the other side etc, and has a complete immunity to pain and fear.
Genetic Enhancements (+10 CP), this unit's genetic enhancements negate the usual move penalty associated with wearing armor, and give the unit six hit points instead of the usual one. In addition, the minifig is granted a +1d8 bonus to skill, and can carry two-handed weapons in one hand.
Power Armor (+12 CP), grants +3d10 armor while worn. Characters attempting to use Power Armor without the Genetic Enhancements ability recieve a -5 penalty to move.

Weaponry:

Ranged:

>Bolter
>>Size: (M)
>>Cost: 10 CP
>>Use: 6
>>Range: 12"
>>Damage: 2d10+2
>>Notes: This weapon may be armor-piercing at ranges of 10" or less, utilizing powerful Kraken rounds. Due to the massive size of each round, ammunition is limited to 15 standard rounds and 15 Kraken rounds, because really, this is basically a handheld cannon, not a gun 0_o

>Mini-Bolter
>>Size: (S)
>>Cost: 6 CP
>>Use: 3
>>Range: 9"
>>Damage: 1d20-1
>>Notes: Ammunition is limited to 8 standard rounds.

>Meltagun
>>Size (M)
>>Cost: 6 CP
>>Use: 4
>>Range: 12"
>>Damage: 1d10
>>Notes: Deals +1d6 damage against units with 1d10 armor or more.

Melee:

>Power Sword
>>Size: (L)
>>Cost: 5 CP
>>Use: 5
>>Range: CC
>>Damage: 2d6+1
>>Notes: Two-handed and -1 to move (unless minifig has the Genetic Enhancements ability).

>Power Fist
>>Size: (L)
>>Cost: 8 CP
>>Use: 6
>>Range: CC
>>Damage: 3d6+2
>>Notes: Deals double damage to targets larger than the user.

Grenades:

>Frag Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: +1d6 damage to infantry units.

>Krak Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: +1d6 damage to armored units.

Boba Fett
Skill: 2d10
Move: 8" (-1")
Armor: 2d6 (+2d10+2d6)

Specialties:
Heroic Ego (+1 CP), with the cliche of "Elite Mercenary." May attempt heroic feats such as tying a minifig up with a wrist cable, healing his own wounds, and repairing his own equipment.
Mandalorian Beskar Armor (+14 CP), grants +2d10 and +2d6 armor while worn, and is immune to grinding, except grinding from superheated substances such as Plasma. -1 move penalty.
Jet Pack (+3 CP), is capable of flight.
Mandalorian (+1 CP), due to ridiculous strength of will, this unit has two hit points instead of 1.
Piloting (+1 CP)

Weaponry:

Ranged:
>Blaster Pistol
>>Size: (S)
>>Cost: 4 CP
>>Use: 3 CP
>>Range: 9"
>>Damage: 1d6

>Blaster Rifle
>>Size: (M)
>>Cost: 5 CP
>>Use: 3
>>Range: 12"
>>Damage: 1d6+1

>Portable Ion Cannon
>>Size: (M)
>>Cost: 4 CP
>>Use: 4
>>Range: 14"
>>Damage: n/a
>>Notes: Disables all electrical systems within 1 inch of the point of impact.

>Jetpack-Mounted Missile Launcher (1 use)
>>Size: (S)
>>Cost: 8 CP
>>Use: 3
>>Range: 10"
>>Damage: 2d6 exp
>>Notes: As the launcher is mounted in a jetpack, this weapon does not need to be carried by hand, however, it still requires an action to fire.

>Wrist-Mounted Flamethower
>>Size: (s)
>>Cost: 8 CP
>>Use: 5
>>Range: 5"
>>Damage: 1d10 fire
>>Notes: As this weapon is located in a gauntlet, it does not need to be carried by hand, however, it still requires an action to fire.

>Wrist-Mounted Smart-Cord Launcher
>>Size: (S)
>>Cost: 4 CP
>>Use: 4
>>Range: 12"
>>Damage: n/a
Notes: As this weapon is located in a gauntlet, it does not need to be carried by hand, however, it still requires an action to fire. This weapon fires a grappling piton that may be used to grapple a building or other object within 12", or, using the cord's "smart" function, may be used, with a heroic feat, to tie up one character within 6" (the line is still considered to be attached to Fett's wrist unless he uses an action to detach it).

>Grenade Launcher
>>Size: (M)
>>Cost: 4 CP
>>Use: 3
>>Range: 9"
>>Damage: n\a
>>Notes: This weapon fires preexisting grenades from the user's arsenal. It may be clipped onto a rifle as an attachment or may be an entirely separate piece of weaponry, according to the player's preference.

Melee:

>Beskar-Gam
>>Size: (M)
>>Cost: 6 CP
>>Use: 4
>>Range: CC
>>Damage: 1d6+3
>>Notes: This weapon is unbreakable.

>Mandalorian Crush-Gaunts (2)
>>Size: n/a
>>Cost: 4 CP each
>>Use: 5
>>Range: CC
>>Damage: 1d6 when punching, 2d10 when gripping, crushing, etc.
>>Notes: As this weapon is a gauntlet, it does not need to be carried by hand, however, it still requires an action to use. May be used to attack or parry.

Grenades:

>Ion Grenades (3)
>>Size: (S)
>>Cost: 3 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: n/a exp
>>Notes: This weapon disables all electrical systems within the explosion radius.

>Concussion Grenades (3)
>>Size: (S)
>>Cost: 5 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 conc exp
>>Notes: Because of the nature of a concussive explosion, if one of these grenades explodes in direct contact with a minifig wearing armor, the minifig takes damage as if it weren't wearing armor.

>Thermal Detonators (3)
>>Size: (S)
>>Cost: 3 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp

>Flash-Bangs (3)
>>Size: (S)
>>Cost: 3 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: n/a
>>Notes: Blinds all minifigs facing the explosion for 1 round. Deafens all unprotected minifigs within 3" for 1 round.

Master Chief
Skill: 1d10 (+2d6)
Move: 9"
Armor: 2d6 (+2d10)(+1d8)

Specialties:
Heroic Ego (+1 CP), with the cliche of "Supersoldier." May attempt heroic feats such as firing from mid-leap with perfect accuracy, shooting massive and awesome-looking guns with only one hand, or body slamming through brick walls.
Genetic Enhancements (+6 CP), this unit's genetic enhancements negate the usual move penalty associated with wearing armor, and give the unit +2d6 skill and 2 hit points instead of 1.
Specialized Armor (+11 CP), grants +2d10 armor while worn, and while active projects a shield that grants another +1d8 armor.
Leadership (+1 CP)
Piloting (+1 CP)
Self-Healing (+2 CP), this unit may heal itself by 1 wound level by holding still and not being attacked for 1 full round.

Weaponry:

Ranged:

>MG6 Personal Defense Weapon
>>Size: (S)
>>Cost: 6 CP
>>Use: 3
>>Range: 9"
>>Damage: 1d10
>>Notes: Opponents receive -3 to armor rolls against this weapon.

>MA5C Individual Combat System
>>Size: (M)
>>Cost: 8 CP
>>Use: 3
>>Range: 12"
>>Damage: 1d6+2
>>Notes: Opponents receive -2 to armor rolls against this weapon. Auto-fire (three shots per attack).

>NA4 Flamethrower
>>Size: (M)
>>Cost: 10 CP
>>Use: 4
>>Range: 6"
>>Damage: 2d6 fire
>>Notes: This weapon requires an ammunition backpack and fuel hose in addition to the main stock in order to fire.

>M7 Submachine Gun
>>Size: (S)
>>Cost: 5 CP
>>Use: 4
>>Range: 6"
>>Damage: 1d6+1
>>Notes: Autofire (three shots per attack)

Melee:
>Plasma Sword
>>Size: (M)
>>Cost: 4 CP
>>Use: 5
>>Range: CC
>>Damage: 1d6+3
>>Notes: Does +1 damage when grinding.

Grenades:

>Frag Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: +1d6 damage to infantry units.

>Krak (Firebomb) Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: +1d6 damage to armored units.

>Plasma Grenades (3)
>>Size: (S)
>>Cost: 4 CP each
>>Use: 3
>>Range: 1d6+2 (thrown)
>>Damage: 1d10 exp
>>Notes: If this grenade connects directly to the target, it sticks to that target and cannot be removed. This grenade will not explode until 1. two rounds have passed since it was thrown, or 2. it is detonated manually with some device, or targeted in an attack.
Last edited by trebnos1 on Wed Feb 02, 2011 6:33 pm, edited 7 times in total.
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Postby james+burgundy » Wed Mar 31, 2010 3:57 pm

Boba Fett wins hands down. Normal i'd say thats way the heck to much stat work but then if its only three guys it will do nicely.
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Postby spartan117 » Wed Mar 31, 2010 5:01 pm

ok my only arguments are

6: the spartan is more super solider than commando (so more like throwing tanks, breaking walls)

7:space marine bolter is a little to power full maybe just 2d10?

8: the mando (while not being super human like the marine or spartan) may need to be a little better


but other wise you have it all very well done 8)
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Postby james+burgundy » Wed Mar 31, 2010 5:06 pm

spartan117 wrote:8: the mando (while not being super human like the marine or spartan) may need to be a little better
He's form Hollywood he can't die.
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Postby Massam » Wed Mar 31, 2010 6:45 pm

7. It's a 40mm high-explosive tipped rocket. If anything it's underpowered.
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Postby Ogel96 » Wed Mar 31, 2010 6:52 pm

Fett was cloned, and genetically improved with all clone things cept aging.
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Postby trebnos1 » Wed Mar 31, 2010 7:24 pm

spartan117 wrote:ok my only arguments are

6: the spartan is more super solider than commando (so more like throwing tanks, breaking walls)

7:space marine bolter is a little to power full maybe just 2d10?

8: the mando (while not being super human like the marine or spartan) may need to be a little better


but other wise you have it all very well done 8)

K, thanks for the input. I have to go, but I'll update when I get back.
And Ogel, Fett had no genetic enhancements whatsoever. He had to learn his skills. If you remember, Jango requested an "unaltered" clone.
Massam, I agree. I saw that thing and just had to stare in silence for a few minutes at its awesomeness...
Updates and pics of the custom Bolter when I get back!
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Postby trebnos1 » Wed Mar 31, 2010 10:51 pm

Okay, so I've changed Master Chief's cliche, and have a bolter pic to share with you. Also, I bought the Brute Chopper Mega Blok Halo set, and now have an MA5C to use :D. I could use some help on building the Power Sword, though. Any ideas?

Anyway, here's the Bolter:
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Postby AdrianTheGeek » Wed Mar 31, 2010 11:06 pm

james+burgundy wrote:Boba Fett wins hands down. Normal I'd say thats way the heck to much stat work but then if its only three guys it will do nicely.


Boba Fett had his own blaster shot deflected at him, which hit his jetpack. He then fell into a Sarlaac Pit. After being digested for weeks/months he gets saved by a retarded bounty hunter. Yeah I'm sure Boba Fett could take on a Space Marine or Master Chief. By the way, the Marine's chapter should be The Imperial Fists.
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Postby spartan117 » Thu Apr 01, 2010 12:31 am

the bolter is great but a front sight would make it perfect.


the super solider for the spartan is juuuust right


an ma5c? i want to see! but i probly wont like tho it i got a halo mega blocks set and i now have a shotgun that looks like crap..pics anyway please.
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Postby Arkbrik » Thu Apr 01, 2010 6:01 am

Spess Mehreen

Skill: D6
Move: 6"
Armor: 3+

WE FIGHT IN THE NEHME OF THE EMPRA: Whenever a new codex comes out, double all stats.
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Postby kiemaster » Thu Apr 01, 2010 7:27 am

Arkbrik wrote:Spess Mehreen

Skill: D6
Move: 6"
Armor: 3+

WE FIGHT IN THE NEHME OF THE EMPRA: Whenever a new codex comes out, double all stats.


Image
the most reasonable one yet

i would use this for my spess mehreen/master chef
skill d6+1
move: 8"
armour 7 (or 1d6+2)
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Postby trebnos1 » Thu Apr 01, 2010 8:13 am

Spess Mehreen?
...
Never heard of him. I'm sticking to the original stats :P. The reason being, if you read the 2005 rulebook, tank armor is around 3d10, I believe, and tank armor is basically on par with "Spess Mehreen" Power Armor. So 7 armor is fail. For move, I'm making the "Spess Mehreen" slightly slower than Master Chief or Fett, just because he's huge and would thus lose some degree of agility, logically. Finally, as for skill, if all genetic enhancements can get you is +1, well, yeah. That's pretty sad.

AdrianTheGeek, I am pleased to announce that you are being retarded.
1. If you really care, Fett was not hit by his own blaster bolt, but accidentally smacked in the back by Han Solo. And you're forgetting the part where he blasted his way out of the Sarlacc and went back to his trade, better than before.
2. Jango Fett was capable of killing Jedi with his bare hands, supposedly, and by comparison, a Jedi could give even a Space Marine some trouble (you can't kill what you can't hit). Boba Fett was supposed to be better than Jango ever was in his day.
3. Nobody cares. This is an enactment of a fantasy battle with inch-tall plastic minifigs. Get a life.

Pics of some of the weapons:

Image
From top left: Laser Rifle (Fett), Bolter (40k), NA4 Flamethrower, (Halo), M7 Submachine Gun (Halo), MA5C (Halo), Plasma Sword (Halo).
There are others, but they're either unmodified from the original Lego, or incomplete at this time.
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Postby kiemaster » Thu Apr 01, 2010 8:22 am

trebnos1 wrote:Spess Mehreen?
...
Never heard of him. I'm sticking to the original stats :P. The reason being, if you read the 2005 rulebook, tank armor is around 3d10, I believe, and tank armor is basically on par with "Spess Mehreen" Power Armor. So 7 armor is fail. For move, I'm making the "Spess Mehreen" slightly slower than Master Chief or Fett, just because he's huge and would thus lose some degree of agility, logically. Finally, as for skill, if all genetic enhancements can get you is +1, well, yeah. That's pretty sad.

AdrianTheGeek, I am pleased to announce that you are being retarded.
1. If you really care, Fett was not hit by his own blaster bolt, but accidentally smacked in the back by Han Solo. And you're forgetting the part where he blasted his way out of the Sarlacc and went back to his trade, better than before.
2. Jango Fett was capable of killing Jedi with his bare hands, supposedly, and by comparison, a Jedi could give even a Space Marine some trouble (you can't kill what you can't hit). Boba Fett was supposed to be better than Jango ever was in his day.
3. Nobody cares. This is an enactment of a fantasy battle with inch-tall plastic minifigs. Get a life.

Pics of some of the weapons:

Image
From top left: Laser Rifle (Fett), Bolter (40k), NA4 Flamethrower, (Halo), M7 Submachine Gun (Halo), MA5C (Halo), Plasma Sword (Halo).
There are others, but they're either unmodified from the original Lego, or incomplete at this time.


im only doing stats that would make it possible to kill.
if i had a army of minifigs with spears and the ocaisional bazooka i would not be to happy if some guy started saying
"this is my space marine chapter each spacemarine has blah blah blah above rules..."
i don't think it would be very fair....
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Postby trebnos1 » Thu Apr 01, 2010 8:35 am

Okay, and I've got np with that. The only one I'm even mildly mad at is AdrianTheGeek, and even that is tinged with pity...
In a mass battle, I probably wouldn't give any of these characters quite this level of stats. The only reason I'm overpowering them right now is because this will be solely a slugfest between uber-units. Your stats would be great for a larger-scale war, I agree.

Oh, and guys, I'd really appreciate it if someone could give me a better idea for building a Space Marine (with directions). Otherwise, I'm going to have to use the hardsuit I showed you in the Spartan vs. Space Marine thread.
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