I wrongly put my demon homebrew in general discussion, so I'm moving it here. But just so it isn't a waste of space, I've also added cave racer stats.(circa 2008)
CAVE RACER (6 CP)
Skill: N/A
Move: 5"
Armor: 25 hp
Special:
(3 CP) Crash landing: if it is destroyed in mid air, a backup engine can be hastily implemented, and it gives the vehicle 1 HP. It gets 2 turns of invincibility, but they must be used to get ready to crash in the most explosive area possible.
(Included, costs no CP) Speed up: the cave racer can speed up to 30 inches a turn. However, consequences come into play. at 10", the cave racer cannot attack while moving (unless it is a charge attack). At 15", the vehicle cannot make any sharp turns. At 20", it cannot turn (but it gets +15 to all charge attacks). At 25", the pilot gets motion sickness and runs the risk of vomiting his brains out. (roll 2d6+3 damage against pilot) at 30", your whole racer catches fire. use fire rules to determine outcome. If you choose to go any faster, your cave race explodes as soon as it reaches its destination, good for kamikaze attacks.
now, the demon stats.
DEMON CP: 45
ARMOR: 12d4 and 2 lives (2d4 can be turned into 1d6 if he wishes to make a crit success)
SKILL: 4d4
MOVE: 10" (can glide downward 15")
MAGIC DICE: 4d6 (Cliche: EVIL)(summoning, eternal pain, fire, evil mind control, etc)
SPECIAL:
INFERNO: A demon without using magical dice can shoot a flame cone with a distance of 12 inches that causes 3d6-3 damage, regardless of what he is holding
DEMON ARMOR: A demon's armor cannot be stolen by mere mortals,but if it is, they are turned into an NPC demon.
MAY THE POWER OF CHRIST COMPEL YOU!: All holy artifacts, holy water, and holy units get a +15 attack bonus against a demon. However, if a heavy metal band, or just metal stuff in general (not including fighting) is within 15", he gets +3d6 armor
Cave racing and demons
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- samuelzz10
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Cave racing and demons
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- Rev. Sylvanus
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Re: Cave racing and demons
My suggestions for demons remain the same.
What is a cave racer supposed to be? A vehicle? If so, the stats need a LOT of work to take into account size, structure level, etc. And not that you have to be constrained by CP costs, but if you ARE trying to be accurate and balanced with CP, being able to "speed up" to 30" a turn with no extra CP cost is incredibly busted.
What are you basing "HP" on? Damage dealt or successful attacks? Is it an armor rating or the number of attacks it can take? Also, what's the use of being reduced to 1 HP on a crash landing if it get's two turns of invincibility anyway? Doesn't make sense.
What is a cave racer supposed to be? A vehicle? If so, the stats need a LOT of work to take into account size, structure level, etc. And not that you have to be constrained by CP costs, but if you ARE trying to be accurate and balanced with CP, being able to "speed up" to 30" a turn with no extra CP cost is incredibly busted.
What are you basing "HP" on? Damage dealt or successful attacks? Is it an armor rating or the number of attacks it can take? Also, what's the use of being reduced to 1 HP on a crash landing if it get's two turns of invincibility anyway? Doesn't make sense.
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Re: Cave racing and demons
(HOMEBREW SECTION FORCE FIELD ACTIVATED) A cave racer was a popular fad in 2008 in the AFOL community. (http://www.flickr.com/photos/gambort/24 ... ersdf2137/) I don't really care about CP, you got me there. Me and my friends play by a "if he has one, I also get one" policy when making armies. And going up to 30" a turn is pretty useless unless you are playing capture the flag, and if you are then you can just ban the vehicle. HP is called monster damage in the 2001 rule set. I use it on all vehicles and it is like HP in a role playing video game. Finally, the 1 HP is so it can make sense. having 0 HP means you have nothing as your health, and the 1 HP depletes when you explode anyways.Rev. Sylvanus wrote:My suggestions for demons remain the same.
What is a cave racer supposed to be? A vehicle? If so, the stats need a LOT of work to take into account size, structure level, etc. And not that you have to be constrained by CP costs, but if you ARE trying to be accurate and balanced with CP, being able to "speed up" to 30" a turn with no extra CP cost is incredibly busted.
What are you basing "HP" on? Damage dealt or successful attacks? Is it an armor rating or the number of attacks it can take? Also, what's the use of being reduced to 1 HP on a crash landing if it get's two turns of invincibility anyway? Doesn't make sense.
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Re: Cave racing and demons
(You can lower your shields; I just like offering constructive criticism [and appreciate it in return]. If I'm overbearing, tell me to back off).samuelzz10 wrote:(HOMEBREW SECTION FORCE FIELD ACTIVATED) A cave racer was a popular fad in 2008 in the AFOL community. (http://www.flickr.com/photos/gambort/24 ... ersdf2137/) I don't really care about CP, you got me there. Me and my friends play by a "if he has one, I also get one" policy when making armies. And going up to 30" a turn is pretty useless unless you are playing capture the flag, and if you are then you can just ban the vehicle. HP is called monster damage in the 2001 rule set. I use it on all vehicles and it is like HP in a role playing video game. Finally, the 1 HP is so it can make sense. having 0 HP means you have nothing as your health, and the 1 HP depletes when you explode anyways.
Hmm, neat. I've never heard of the cave racer.
Ok, I get the HP, then; I operate on the 2005/2010 spectrum for vehicles. In which case it seems like a cave racer would be something like a Size 1"-3", Structure Level 1 (1d10) vehicle.
I still think the whole 2 turns of invincibility is a little wonky. That's a potential of 60" worth of re-maneuvering for an explosion after taking lethal damage. Perhaps instead giving it a random distance it's allowed to travel after being destroyed before blowing up? Up to 2d6" or 3d6" if you are really adamant about it landing on something else?
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Re: Cave racing and demons
Well, whatever floats your boat. I playtested the vehicle at a friends house, and the thing was destroyed in a turn. However, the kamikaze attack only needed one turn to set itself into place, so if I make a statcard for this I will definitely give it only one turn.Rev. Sylvanus wrote:(You can lower your shields; I just like offering constructive criticism [and appreciate it in return]. If I'm overbearing, tell me to back off).samuelzz10 wrote:(HOMEBREW SECTION FORCE FIELD ACTIVATED) A cave racer was a popular fad in 2008 in the AFOL community. (http://www.flickr.com/photos/gambort/24 ... ersdf2137/) I don't really care about CP, you got me there. Me and my friends play by a "if he has one, I also get one" policy when making armies. And going up to 30" a turn is pretty useless unless you are playing capture the flag, and if you are then you can just ban the vehicle. HP is called monster damage in the 2001 rule set. I use it on all vehicles and it is like HP in a role playing video game. Finally, the 1 HP is so it can make sense. having 0 HP means you have nothing as your health, and the 1 HP depletes when you explode anyways.
Hmm, neat. I've never heard of the cave racer.
Ok, I get the HP, then; I operate on the 2005/2010 spectrum for vehicles. In which case it seems like a cave racer would be something like a Size 1"-3", Structure Level 1 (1d10) vehicle.
I still think the whole 2 turns of invincibility is a little wonky. That's a potential of 60" worth of re-maneuvering for an explosion after taking lethal damage. Perhaps instead giving it a random distance it's allowed to travel after being destroyed before blowing up? Up to 2d6" or 3d6" if you are really adamant about it landing on something else?
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