Custom steampunk specialties.

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

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Tuefish
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Custom steampunk specialties.

Post by Tuefish » Thu Aug 20, 2009 11:35 pm

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.
"If someone ever tries to kill you, you try to kill them right back." -Malcolm Reynolds
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Arkbrik
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Post by Arkbrik » Fri Aug 21, 2009 4:14 am

Looks nice, but the sniper seems a bit underpriced/overpowered. A rifle in the hands of a sniper would effectively have UR 2, Range 24" and Damage D6+3, meaning that it can basically kill one minifig per turn unless it rolls a 1 on the Skill or Damage roll.

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OneEye589
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Post by OneEye589 » Fri Aug 21, 2009 6:51 am

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.

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birdman
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Post by birdman » Fri Aug 21, 2009 7:39 am

I fail to see how these are 'steampunk-only'.
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Tuefish
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Post by Tuefish » Fri Aug 21, 2009 11:50 am

birdman wrote:I fail to see how these are 'steampunk-only'.
They're not. They were made up for my steampunk squad.

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
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Olothontor
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Post by Olothontor » Mon Aug 24, 2009 10:27 am

Steampunk ftw.

If you don't mind my saying so.
"In a mad world, only the mad are sane." - Akira Kurosawa
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