Gunner Class
Moderators: warman45, Rev. Sylvanus
Gunner Class
I'm not sure if anyone has done this before or not, but it was a thought I had... so now I'm sharing.
Gunner {5 CP}
Skill: 1d8
Move: 4"
Armor: 1d6-1
Gunning for Ya! (+2 CP)
When using a ranged weapon that is too large to be wielded by a minifig (i.e. a mounted turret or a tank's main gun), the Gunner may add an additional 1d6 to his use roll with that weapon.
So, what do you guys think? This way... you could have someone who has a little bit better of a chance of shooting off the bigger guns.
Gunner {5 CP}
Skill: 1d8
Move: 4"
Armor: 1d6-1
Gunning for Ya! (+2 CP)
When using a ranged weapon that is too large to be wielded by a minifig (i.e. a mounted turret or a tank's main gun), the Gunner may add an additional 1d6 to his use roll with that weapon.
So, what do you guys think? This way... you could have someone who has a little bit better of a chance of shooting off the bigger guns.
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- IVhorseman
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the newer rules for how big guns work (which we're still working on) are trying to reduce a need for this, but it's still a good idea.
people HAVE tried to make a class like this, but i think this is the one that works the best
people HAVE tried to make a class like this, but i think this is the one that works the best
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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you guys? you can help!
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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I would give him armor 3 to make it easyer so that you don't need to make that many dice rolls and would change it to a skill of 1d6 and 1d8 with mounted guns. because else he would also be verry good in sword fighting and in hacking stuff and oter allmost imposible things.
stubby wrote:You were inb4beluga.
Well, he's designed to be a specialist, much like the Pilot. As such, I based it primarily off of that class. A Pilot has doesn't have a set armor rating (I assume this is because you wouldn't field as many as normal minifigs) and has a Skill of 1d6, but only costs 4. He has one less inch of movement than a regular minifig and thus ends up costing the same as a normal figure. I did the same here, except the Gunner has a higher skill check and the special ability.*CRAZYHORSE* wrote:I would give him armor 3 to make it easyer so that you don't need to make that many dice rolls and would change it to a skill of 1d6 and 1d8 with mounted guns. because else he would also be verry good in sword fighting and in hacking stuff and oter allmost imposible things.
Looking at it now, I think the d6 should be his standard and his bonus should be +1d8. I'm not sure if this is what you were suggesting or not, CrazyHorse... but it read like he should only get a d8 when using mounted guns. A minifig is 2" tall, and thus anything 3"-5" (that being the upper size limit) would be where the Gunner needs to shine. That puts them in a range of Use Ratings between 9-20 (guns, launchers, and rockets). This means that the Gunner would only succeed about 13% of the time... with the lowest Use rated gun. A roll of 1d6+1d8 would give him about a 40% chance with the same gun. It still may not even be high enough to warrant him a "mounted gun expert" the way I have it written up though.
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PERSONALLY, i'm a fan of (size)x2 for UR, but that's just me.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
I use that sometimes too, it's good. So if size was 3", then UR would be 6. I prefer to do <2x> for mine. The perfect equation, for more wonton destructions.IVhorseman wrote:PERSONALLY, i'm a fan of (size)x2 for UR, but that's just me.
Also, printing out is good. I printed out the 2001 rules, put em' in a binder, and memorized them. Now I play with a convoluted system of rules, with many modifications on 2001, usually ending up more complicated than even the original 2001s. Equations are good for figuring out URs, ND!
I think those stats only apply to non-Mexicans.