My Homebrew specialties for my Steampunk squad:
Medicine (+2 CP)
That little bag that this minifig carries is more
than just the latest fashion trend, in fact it is a
hospital-in-a-bag. As long as this minifig holds
onto his/her bag, s/he can resuscitate and even
resurrect any dead minifig on the battlefield,
providing s/he can meet the skill roll. For every
bodypart the dead minifig is missing, subtract
1 from the medic's skill roll.
Technocrat (+2 CP):
A Technocrat has lived his/her entire life shrouded
with machinery, as a result, s/he understands the
fundimental weaknesses that exist in almost all
machinations. A Technocrat gets +1 to skill and
+ 2 to damage rolls against machines, robots,
mechanical armor, and vehicles.
Engineer (+2 CP):
An Engineer is a minifig who has had extensive
training and experience with construction, machinery
and duct-tape. An Engineer can fix vehicles, build
structures and weapons and sport a mullet without
looking ridiculous. Any of the above actions take
up the Engineer's movement AND action (except
the mullet.).
Sniper (+3 CP):
There are many advantages to being a sniper, namely
being well out of range of most weapons, not
becoming cannon chow and/or treadgrease, as
well as not being expected to sacrifice themselves
to save their buddies. As long as they are using a
vaguely rifle-like ranged weapon, a sniper gets double
range, and gets +2 to their skill and damage rolls.
Scout (+3 CP)
Most scouts have devoted a sizeable chunk of their lives
to the art of reading the land, surviving the elements, and
being mysterious loner types. Some however just wanted a
job where they could be gone for days on end without any
supervision. A Scout gets + 3" movement, and + 3" range.
Also, being the masters at camouflage that they are, anyone
shooting at them gets a penalty of -2 to their skill rolls.
Custom steampunk specialties.
Moderators: warman45, Rev. Sylvanus
Custom steampunk specialties.
"If someone ever tries to kill you, you try to kill them right back." -Malcolm Reynolds
I'd have to agree. Not that it matters if it is, but I would bump up the CP to 6. 3 for the range, 1 for the damage, 2 for the use boost.
This is what I give to my snipers:
+3 CP, Increase damage with hand-held ranged weapons by 1d6 and range by 8”, but increase the use rating by 1 if you do so
and they also have 1d8 skill instead of 1d6, but only with hand-held ranged weapons.
This is what I give to my snipers:
+3 CP, Increase damage with hand-held ranged weapons by 1d6 and range by 8”, but increase the use rating by 1 if you do so
and they also have 1d8 skill instead of 1d6, but only with hand-held ranged weapons.
They're not. They were made up for my steampunk squad.birdman wrote:I fail to see how these are 'steampunk-only'.
Arkbrik and OneEye have a point it does seem a little overpowered, maybe just +1 to skill and damage rolls.
"If someone ever tries to kill you, you try to kill them right back." -Malcolm Reynolds
- Olothontor
- Clown-Face Bologna
- Posts: 2193
- Joined: Fri Dec 14, 2007 9:29 pm
- Location: Lounging in a commercial Starliner of his own design.
- Contact: