Gunner Class

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Erasmas
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Gunner Class

Post by Erasmas » Mon Jul 21, 2008 2:16 pm

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.
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IVhorseman
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Post by IVhorseman » Mon Jul 21, 2008 2:20 pm

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

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Post by Erasmas » Mon Jul 21, 2008 2:25 pm

Thank you!

I'm anxious to see what you guys drum up for the new rules set.
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Post by IVhorseman » Mon Jul 21, 2008 2:45 pm

you guys? you can help!

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Post by Erasmas » Mon Jul 21, 2008 3:06 pm

I've only played one round of the game!
:lol:

But sure, if you guys would like some help... I'll lend whatever you'll take.
Let me know what to do or what you need.
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ace121
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Post by ace121 » Mon Jul 21, 2008 3:55 pm

Excellent idea; we need people that are actually competant enough to fire a weapon without it critical failing 1/6 times :)
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Post by Erasmas » Mon Jul 21, 2008 4:23 pm

Thank you, Ace!

Yeah, I thought of it when my pilot tried to fire the Repulsor Cannon on a vehicle of mine and it had a weapon use of 15! Luckily, I rolled two sixes followed by a four.
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Post by Dr. X » Wed Jul 23, 2008 2:44 pm

ace121 wrote:Excellent idea; we need people that are actually competant enough to fire a weapon without it critical failing 1/6 times :)
If a minifig fails firing a large weapon, it usually results in extreme combustion and flaming flamingos.
I think those stats only apply to non-Mexicans.

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Post by *CRAZYHORSE* » Thu Jul 31, 2008 10:16 am

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.
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Post by pesgores » Thu Jul 31, 2008 11:00 am

My previous rank was "(Weapon Size) x 5" because i had the same problem, because one weapon i created had 20 UR!
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Post by Erasmas » Thu Jul 31, 2008 12:37 pm

*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.
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.

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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Post by Gorchek » Thu Jul 31, 2008 10:35 pm

Actually, the use rating for special creation weapons has been changed to Size+2. So a size 5 cannon has a use rating of only 7. A lot easier to use, especialy when shooting other big creations.

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Post by piltogg » Thu Jul 31, 2008 11:06 pm

mike changes the rules a lot... I would not recomend printing them for this reason.

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Post by IVhorseman » Fri Aug 01, 2008 12:30 am

PERSONALLY, i'm a fan of (size)x2 for UR, but that's just me.

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Post by Dr. X » Fri Aug 01, 2008 8:02 am

IVhorseman wrote:PERSONALLY, i'm a fan of (size)x2 for UR, but that's just me.
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.

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.

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