Finally!, this mech doesn't have an upside down seet

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Rody
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Finally!, this mech doesn't have an upside down seet

Post by Rody » Tue Mar 18, 2008 2:02 pm

yeah...

This was a mech I made some time ago,
in theory it is sort of poseable, but in reality it is like HELL to actually position it.
Image

just like all my creations, it is minifig scale, and this thing has a pilot inside.
(I just forgot to take pictures there)

Anyways,
what do you think of it?
And how should I calculate it's stats?

[/b]
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Sir Lancelot
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Post by Sir Lancelot » Tue Mar 18, 2008 7:34 pm

The stats could be calculated according to either the 2001 rules (complex) or the 2005 rules (simple but less interesting).

Here's a link to Chapter 7: Special Creations from the 2005 rules:
http://www.brikwars.com/rules/2005/7.htm

2001 rules can be found under the supplement section of the BrikWars site:
http://www.brikwars.com

Hope this helps,
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Post by IVhorseman » Tue Mar 18, 2008 7:44 pm

for regular 2005 stats, just measure it, give it a good speed, an armor rating and you're done!

depending on how you want this mech to behave, you've got a couple different options after you measure it.

REALISTIK: the mech is basically just a regular tank, but with legs instead of treads, the ability to hold weapons (unless it has mounted weapons, which i don't see), and a higher profile, but not meant to be a particularly over-the-top powerful unit. 3d10 armor (structure level 3), and 10" of movement. i wouldn't suggest any flight/rocket boosters, but jumping and climbing are acceptable.

SUPER WEAPON: the mech is a one-man army, capable of taking lots of punishment and unleashing even more. 4d10 armor for it's thick, reinforced titanium diamond fused armor, and 8" of movement would fit this juggernaut of a vehicle. flying or jumping would shed the whole horrifying-clanky-monstrosity effect.

ANIMOO FIGHTING MECH: this mech is taken out of your generic anime giant robot film. 12 - 14 inches of movement so it can unleash shining finger, and 3d10 armor, although 2d10 would be nicer if you decide on a faster speed. the ability to fly would be a good idea.

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Post by Pvt Expendable » Tue Mar 18, 2008 8:03 pm

Nice,... can't see where the pilot goes, can ya post a pic

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Post by Atomsk » Tue Mar 18, 2008 11:11 pm

I don't really get what the title of this thread has to do with your mech.

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Post by Rody » Wed Mar 19, 2008 10:40 am

The title has something to do with the fact that due to bad planning, the pilot used to be upside down

The pilot is inside the torso, to see/remove it you can hinge back the head and shoulders,
hinge the middle ski and small disk down,
and move the two large disks sideways.

I am currently unable to make pictures, because this creation stands at my fathers place.

and thanks for your tips on the stats horseman,
I was just wondering about what would be fair for such a vehicle.
I'll probably go for 3d10 armour and 8" movement,
because 10"movement seems a bit too fast for it and 4d10 armour a bit too strong.
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Atomsk
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Post by Atomsk » Wed Mar 19, 2008 11:02 am

Rody wrote:The title has something to do with the fact that due to bad planning, the pilot used to be upside down

The pilot is inside the torso, to see/remove it you can hinge back the head and shoulders,
hinge the middle ski and small disk down,
and move the two large disks sideways.
Nice. At least you caught that before putting it into action. Otherwise you could have included a rule whereby the pilot passes out after 3 turns.

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Post by IVhorseman » Wed Mar 19, 2008 12:09 pm

10" is probably fine on movement. 8" is standard tank movement, and a bipedal machine generally is faster than something with treads.

4d10 i also agree was a monstrous amount, but that was only if you were planning this mech to be some kind of almighty technological unstoppable killing machine.

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Post by feuer_faust » Wed Mar 26, 2008 2:16 pm

Nice, simple design. I need to work on such mechs some time.

As for rules, how about some rules from someone who's yet to play the game? :D

Skill: 2D6
Movement: 10"
Armor: 2D10+2

Weaponry: Two big, crushing fists (considered ranged and melee weapons). Range 6" Power D10 Use 8

Special: May pick up things that are 3"x3"x3" or less and chuck them, with range D6+2", Power D10, use 10 (scatters if it misses)

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james+burgundy
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Post by james+burgundy » Wed Mar 26, 2008 2:24 pm

It looks FAT
Been here longer then pretty much all of you or some shit.

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Atomsk
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Post by Atomsk » Wed Mar 26, 2008 2:33 pm

It's not fat, it's big-boned.

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Post by james+burgundy » Wed Mar 26, 2008 2:50 pm

OOOOOO i am sorry
Been here longer then pretty much all of you or some shit.

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Post by Rody » Thu Mar 27, 2008 7:48 am

yeah don't just go and call stuff fat, you nearly made this mech and his pilot have severe issues man..
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Post by Gorton2 » Sun May 04, 2008 2:40 pm

it looks awsome but how do you even connect all of the pieces

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Post by Blitzen » Sun May 04, 2008 2:50 pm

You see, LEGO made a system of plastic bricks called LEGO System. They all have a stud+tube connecting system. The studs fit into holes that are slightly smaller than the studs themselves, so friction holds them in. LEGO's standards only allow 2micrometers of difference between pieces, so the bricks and plates consistently fit together.

You can find further reading on the LEGO System of bricks at http://www.lego.com/eng/create/designsc ... asp?id=1_a
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