Skeleton Rules

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Skeleton Rules

Postby Olothontor » Tue Feb 05, 2008 4:05 pm

Does anybody have any auxiliary rules for Skeletons? Any special rules I should keep in mind while amassing my Skeletal hordes?

A stat card, maybe *cough Rayhawk cough*

Not to be rude...
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Postby IVhorseman » Tue Feb 05, 2008 4:48 pm

the 2001 section has some stats on skeletons, but i don't see any reason not to treat them exactly like minifigs. the only thing i'd really change is that they can't bleed, but the situation where minifigs bleed to death come up very rarely
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Postby Olothontor » Tue Feb 05, 2008 5:16 pm

Wouldn't you say they'd be more fragile? Muscle helps that whole 'staying together' process? Or maybe they could be more prone to blunt weapons and stuff? I dunno, I just wanted to test all of your thinking caps.
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Postby Gladius » Tue Feb 05, 2008 8:48 pm

I use these stats for regular skeleton horde units:

Armor:.......3
Skill:..........1d6-1
Movement:.5"

Then I normally include some minor boosts if they are around the person keeping them animated/a certain object.
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Postby Olothontor » Tue Feb 05, 2008 8:52 pm

Good to know, If I ever have a normal skeleton unit, I'll be sure to check back on you. As of now, however, I'm not using normal skeletons. I have a small army of teknological skeletons (The Undying Tek), but nothing normal.
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Postby IVhorseman » Tue Feb 05, 2008 10:31 pm

nah, i don't really see a reason to have to remember a different set of stats for skeletons than minifigs. sure they don't have muscle tissue or brains or organs, but so what? there's no real reason to make things more complicated than they are.

the way i've noticed, is that these stats always sound super fun and exciting and interesting in theory. you playtest it against yourself and you get even more excited. but then you get a friend to play, and now on top of all the other die rolls and whatnot, you have to remember that skeletons specifically have a -1 here and a +2 there, and it just starts getting gritty.
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Postby Evil Emperor » Wed Feb 06, 2008 4:53 am

I have to agree
The rules from 2001 set are nice, but it makes everything very complicated. Espacally if somoene only uses the fantasy races against normal minifigs they have to act tactically to beat the fantasy races.
The best way is to treat them as normal minfig, but you could gife them some dice rolls, for example
On the beginning of your turn roll a dice on a 6 the skelleton is killed
Roll a d6 at the beginning of every turn on a UR of 10 a dead skelleton raises from the dead
(Yay you can make things fair by making the rolls the same chances. But your opponent have to agree on some house rules and he will if the chances are better for him. But the dice are on my side)

but you forget this things espacally in the heat of battle so just keep it simple stupid :D
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Postby Gladius » Wed Feb 06, 2008 4:53 pm

Well, when I use skeletons I use them as 'horde' units, so large amounts of them, and I don't want them to be quite as good as normal minifigs.

In smaller battles I treat them just the same however.
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Postby Tiny Tank Rannon » Mon Feb 18, 2008 8:03 pm

I just use them like normal minifigs, maybe redo the stats so they're slower, never let them use ranged weapons (except one, but he's special)

yeah, that's it.
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Postby Foggy » Mon Feb 18, 2008 9:18 pm

Hmmm...IF the stats are low, then they need to be horded, but if the stats are better, it would cause the opponent to use actual tactics....

I believe that a skeleton is similar to the scout: Fast, deadly, and fragile.
That would make its meaty counter-part the Zombie the slow, tough bastard we know him to be.

IMO, if I have a dozen of the same thing, I'm calling it a Minifig for simplicity. But otherwise the stats need to be on par with that of a Minifig.
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Postby piltogg » Tue Feb 19, 2008 4:07 pm

hmm to make things interesting you could have them be really cheap like 1 cp each but they have to be within 12 inches of their summoner and if they go out of the 12 inches they fall apart. thats not hard to remember is it??? 8)
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Postby Olothontor » Tue Feb 19, 2008 4:26 pm

That wouldn't be a bad idea for normal skeletons, thanks! And I thank all the rest of you as well!
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Postby piltogg » Tue Feb 19, 2008 9:25 pm

well your tech skeletons are still just skeletons but at a high TL
unless they are cyborg skelletons.
anyway it works the same for all skellys instead of a mage use a techpriest or something and instead of a magic staff have him hold the power system whitch keeps the skellys animated
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Postby King of Brix » Tue Mar 18, 2008 6:31 pm

These are really terrific ideas... I'll be using a skeletal horde in my upcoming battle against Dan's Castle Knights, so it should be interesting to implement these.
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Postby Olothontor » Tue Mar 18, 2008 7:16 pm

I like some of the ideas to... although from some angles they don't make too much sense.
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