Statting the Sycthians

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

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The Shadowscythe
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Statting the Sycthians

Post by The Shadowscythe » Sat Jan 02, 2010 3:26 pm

Right - Thus far I've gotten through Olonthor's brikspace system and out the other side unscaved - and played a basic game of quickwars - But I'd like some help from the other forum goers for statting up my Scythian forces for forum games and the like - And I'm not quite sure how to go about doing so.

Which rule set does everyone use for this? 2001 or 2005 - and which is more common for forum battles?

Scythian Infantry Ideas thus far -

Standard Infantry (says exactly what it says on the tin - All scythians go through 10 years of standard military service - so how would these be statted appropriately).

Shock Infantry (same as above, just with short range specialisation, and the ability to get into combat faster)

Tactical Infantry (Armed with heavy weapon specialisation)

Heavy Infantry (Armed with Power armoured suits which give additional armour and mobility)

To go with this - ideas for weaponry

Scythian Laser Carbine -

Basically, how would I stat the rifle to have a lower use cost (say from rolling above a 3, to rolling above a 2 - if that makes sence) and slightly longer range (say 16 inches) as the standard rifle that EVERY scythian soldier has been trained to use for the past century - no extra firepower, just easier to use with a little more range.

Scythian Laser Pistol - Same as the Rifle - Use rating down to 2, Range upped to 9 inches.

Scythian P.A.V.L (Portable Anti Vehicle Laser) - Rather than explosive damage with a d10 - I'd like to have a weapon that effectively burns though its target (to blow through a tank, or seperate mechas from thier limbs) - say damage of d12, use rating of two, range of 16 and an inch radius flame effect (yeah, its gonna be an evil weapon, but it won't be appearing much in my forces, so a CP cost to match is giving me a headache)

Scythian Power Armour - (Link for idea - NOT MINE http://farm3.static.flickr.com/2601/421 ... 12c144.jpg ) I have no idea how to stat - but its close enough to what i envisioned, it uses infantry size weapons, and would have additional smoke/flashbang/chaff grenade launchers.

As for statting my vehicles (The Goliath and the armadillo - and a third mecha on the way) I have no idea so i could use some help, and given would be much appreciated from the rules monkeys! :D
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Post by birdman » Sat Jan 02, 2010 3:27 pm

2001 is more useful for statting, but 2005 is more commonly played.

The cost formula (which I think is pretty much unchanged) is +2 CP for a +1 bonus (or -1, in the case of a UR) and a CP cost equal to half the number of sides on a die being purchased, for skill or damage or something like that.
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Post by The Shadowscythe » Sat Jan 02, 2010 3:39 pm

SO - just as wild guess . . .

Scythian Laser Carbine

CP - 9
Use Rating - 2
Range - 16'
Damage - 1d6+1

A 5 CP rifle +2 CP for the -1 to the Use Rating, and rounded down the extra 4 inches to +2 CP for the range bonus, other than that - its a standard rifle.

Is this how these doodads work?
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Post by IVhorseman » Sat Jan 02, 2010 4:24 pm

As long as you're okay with the rules you have and everyone can agree on them, they're fine.

2005 tends to be more straightforward about custom rules than 2001 was. The '01 rules have tons of framework preset for you to base your rules around, leaving pretty much every base covered. 2005 is more open-ended, so rules can be determined on the fly, and sometimes for the better.

A good example of the difference is a dropship that I've played games with under both rulesets. The dropship's front end is shaped like a blade, and it can turn on a force-field to protect it from harm when it rams into the side of a building to drop off troops. Under the 2001 rules, it had some long complicated procedure where the force field would add a certain amount of armor, using the force-field rules from the 2001 manual. Under the 2005 rules, I just say that once per game, it can ignore all ramming damage taken that turn. They both have their benefits and their downsides, but your choice in rules for any battle should always be personal preference.

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Post by The Shadowscythe » Sun Jan 03, 2010 6:21 am

Right - keeping that in mind, here's the rest of the Scythians Man portable weaponry.

(As a note, its early in the morning - And I don't really have the opportunity to get the lego out today - and even if I could, i don't have the parts to build all the things I'd like, so forgive me for borrowing images for build layouts)

Scythian Laser Pistol

Image
(Image for build - NOT MINE)

CP - 7 (rounded up)
Use Rating - 2
Range - 9'
Damage - 1d6

Scythian Laser Carbine

Image
(Image for build - NOT MINE)

CP - 9
Use Rating - 2
Range - 16'
Damage - 1d6+1

Scythian P.A.V.L (Portable Anti Vehicle Laser)

Image
Exchange Green Parts for Blue
(Image for Build - NOT MINE)

CP - 15 (A rough estimate - could use some tweaking)
Use Rating - 2
Range - 16'
Damage - d12 (+1 inch radius flame effect)

So . . .

Scythian Standard Infantry

CP - 6
Skill - 1d6+1
Move - 4' (-1 from 5 for armour)
Armour - 4+1d6

Equipment -

Scythian Standard Armour
CP - 2
+1d6 to Armour, -1' to move

Scythian Laser Carbine

CP - 9
Use Rating - 2
Range - 16'
Damage - 1d6+1

Total CP cost - 17 CP

Scythian Shock Infantry

CP - 8
Skill - 1d6+1
Move - 8' (-1' from 9' for Armour)
Armour - 4+1d6

Equipment -

Scythian Standard Armour
CP - 2
+1d6 to armour, -1' to move

Scythian Laser Pistol
CP - 7
Use Rating - 2
Range - 9'
Damage - 1d6

Scythian Laser Pistol
CP - 7
Use Rating - 2
Range - 9'
Damage - 1d6

Total CP cost - 24 CP

Scythian Tactical Infantry

CP - 6
Skill - 1d6+1
Move - 4' (-1 from 5 for armour)
Armour - 4+1d6

Equipment -

Scythian Standard Armour
CP - 2
+1d6 to armour, -1' to move

CP - 15
Use Rating - 2
Range - 16'
Damage - d12 (+1 inch radius flame effect)

Scythian Laser Pistol
CP - 7
Use Rating - 2
Range - 9'
Damage - 1d6

Total CP cost - 30 CP

I still have no idea how to stat the power armour for the heavy infantry - but are these workable/agreeable stats? would people be okay going up against these in a game, yes i know the use rating along with the +1 to skill means the only way to fluff a roll is to roll a 1 - and with the range as well it's a pain in the ass - but I deliberately didn't add anything to their damage rating, I lifted the damage stats right out of the 2005 rule book (apart from the P.A.V.L which I did alter considerably).

I've yet to cook up true hero stats though, I figure that my hero would be amongst the Heavy Infantry units which I've yet to figure out.
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Post by The Shadowscythe » Sun Jan 03, 2010 10:42 am

Right - seeing as no one has corrected me - I can only assume I'm on the ball . . . so . . .

Scythe's first stat card! =D

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And - Time for a mass shot! whee!

Scythian Standard Infantry! =D

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And Scythian Shock Infantry (Black shirts) and Scythian Tactical Infantry (Red Shirts - no pun intended for the tank busters =P)

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More stat cards to cometh soon! =D
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Post by birdman » Sun Jan 03, 2010 1:11 pm

Instead of 1d6+4 AV, make it 2d6+1. Cheaper.
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Post by The Shadowscythe » Sun Jan 03, 2010 1:25 pm

birdman wrote:Instead of 1d6+4 AV, make it 2d6+1. Cheaper.
To be fair, I was literally reading how armour works out of the 2005 rule set, which reads as - add 1d6 armour value, -1' to move - so unless I've gotten it massively wrong, that would be the standard value of 4, and 1d6 on top of that.

I don't much mind the cost - as in a 200 CP game, I'd only really be able to field 11 standard infantry (or 10 standard infantry in 2 squads of 5, and a shock or tactical minifig) - I just added the armour to give them a little more battle survivability - the main kick of this force with the +1 to all skill rolls, and the -1 to all use ratings, meaning the only way to fail a shot is to roll a 1, add that to the range bonuses - i intend to take on the enemy before they can take on me.

So unless I've broken any major rules - I don't really see much of a reason to change the armour value.
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Post by birdman » Sun Jan 03, 2010 1:47 pm

People around here (meaning me) will only take you seriously if you use the 2001 rules. Basically, if I were you and I were making the stats for these guys, I'd bump skill down to 1d6, make movement the default 5", and for armor just do 1d6+1, for a total CP cost of 7 CPs, minus weapons. That gives you a 16-CP minifig with the laser carbine, which is a whole point off your original cost. If I wanted a slightly more elite trooper, I'd bump skill up to 1d6+1, and give him 2d6 AV, for a total base cost of 11 CPs, which goes to 20 with the laser carbine.

I'm not trying to tell you how to run your army, but if I were you, I'd just slog through the 2001 rules (not even the whole thing, just the custom minifig section - I think it's section 9 or something) and build your troopers by the book. After all, nobody's going to blame you for using 2001 rules to make your troops and then play using 2005. If anything, 2001 is slightly underpowered compared to '05.
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Post by The Shadowscythe » Sun Jan 03, 2010 1:55 pm

birdman wrote:People around here (meaning me) will only take you seriously if you use the 2001 rules. Basically, if I were you and I were making the stats for these guys, I'd bump skill down to 1d6, make movement the default 5", and for armor just do 1d6+1, for a total CP cost of 7 CPs, minus weapons. That gives you a 16-CP minifig with the laser carbine, which is a whole point off your original cost. If I wanted a slightly more elite trooper, I'd bump skill up to 1d6+1, and give him 2d6 AV, for a total base cost of 11 CPs, which goes to 20 with the laser carbine.

I'm not trying to tell you how to run your army, but if I were you, I'd just slog through the 2001 rules (not even the whole thing, just the custom minifig section - I think it's section 9 or something) and build your troopers by the book. After all, nobody's going to blame you for using 2001 rules to make your troops and then play using 2005. If anything, 2001 is slightly underpowered compared to '05.
I used the 2001 rule set as a general idea for how to make my troops, but then the 2005 version to actually make sense of it.

After going through the 2001 version rules more than a few times, it just got to the point where I pulled away from the laptop screen and said aloud "I see what they we're trying to do, but the later version just makes more sense" and then plodded along with it.

As for how the trooper works stat wise, I want these guys to be elites - and the 17 CP price tag for each trooper (plus kit) looks to be a right amount.

As for hero units - I have a few ideas for heros, but nothing set in stone as of yet.
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Post by The Shadowscythe » Sun Jan 03, 2010 2:33 pm

And, just to prod people a little more -

Image

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And I'm still trying to think of hero ideas . . . drat my lack of decent pieces for minifigs - and LDD's lack of parts for decent minifigs! >_<

ImageImage

Scythian Standard Infantry (For Build purposes)

ImageImage

Scythian Shock Infantry (For Build purposes)

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Scythian Tactical Infantry (For Build Purposes)
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Post by Magic Soap » Sun Jan 03, 2010 2:38 pm

They don't all have to follow the basic equipment templates from 2005. Make your own up - Like some sort of generator equipment giving high AV, normal movement, but prone to exploding.

Also, on pieces, they're rather plain.

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Post by Warhead » Sun Jan 03, 2010 7:13 pm

As IVHorseman said, if your opponent is happy with these stats then no problem BUT here are some of my thoughts, since you've asked. Just keep in mind I'm still quite fresh to stats and I don't bother much with CP costs, yet.

The two by one plate at the front interferes with the arms and hands, well they do with the Bitches chesticals so it may be the same with these. Also, it's a bit of an increase in armour for common troopers IMHO.

My view of the 2 use is that it should be for rapid fire weapons that effect an area and so are hard to miss with. They come with a short range as most are assault/close in weapons.

16" range is odd added to a use of 2 it becomes almost a sniper rifle. I think this to be a bit much for standard equipment.

Also, keeping track of this little lot is doable but do you want to have to? Try to simplify it and you will free up thinking space for enjoying the fight and coming up with fun stuff.

Anyway, just some hopefully helpful critique from an interested party. The Mini-Figs look fine, are you going to make THAT many?
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Post by The Shadowscythe » Mon Jan 04, 2010 4:58 am

Warhead wrote: As IVHorseman said, if your opponent is happy with these stats then no problem BUT here are some of my thoughts, since you've asked. Just keep in mind I'm still quite fresh to stats and I don't bother much with CP costs, yet.

Warhead wrote: The two by one plate at the front interferes with the arms and hands, well they do with the Bitches chesticals so it may be the same with these. Also, it's a bit of an increase in armour for common troopers IMHO.


Hrm, the 1x2 plate was only added to give the frontal armour some bulk - with the piece that i'd chosen that allowed for the backpack (with the little arial doodad and the gun holsters) if I really wanted to overcomplicate, I'd go into how those backpacks we're mobile recharge stations for the weapons when not in use - and how they make use of micro-nuclear generators and have uber radio systems built in . . . but I won't - if anyone really wants that kinda depth, then i will do - and we could calculate how much damage would be splashed out if they went boom . . . but i was just looking for "Fairly ossum looking armour with a gun holster on the side"

(Back to the 1x2 plate - it could be exchanged for a flat version of the same plate if that makes things easier to build/use)
Warhead wrote: My view of the 2 use is that it should be for rapid fire weapons that effect an area and so are hard to miss with. They come with a short range as most are assault/close in weapons.

16" range is odd added to a use of 2 it becomes almost a sniper rifle. I think this to be a bit much for standard equipment.
I know the whole use - verses - skill thing adds to the game hilarity when things go wrong - but the general idea was, if things go wrong, its only going to be once in a blue moon - and usually because someone tampered with proven idiot proof equipment (usually resulting in someone blowing their own head off) or enemy intervention. At one point I was considering giving the weapons a -1 to damage to make up for the -1 do use rating, and then thought "I'd hit most of the time, but I'd have to roll a 6 every single time . . . " which would make using these guys a real pain in the rear.

If it makes up for this at all - I could increase the CP cost of all the Scythian weapons.
Warhead wrote: Also, keeping track of this little lot is doable but do you want to have to? Try to simplify it and you will free up thinking space for enjoying the fight and coming up with fun stuff.

Anyway, just some hopefully helpful critique from an interested party. The Mini-Figs look fine, are you going to make THAT many?
I wasn't really planning to field a huge force of these guys anyway - The purpose of the picture was mostly for OSSUM and to make the stat cards - I figured most games would have 2 squads of 5 standard infantry - possibly changing over a squad for 5 shock or 3 tactical infantry where appropriate, which would be considerably more manageable, and open up the pathways to mayhem.
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Post by Warhead » Mon Jan 04, 2010 5:25 am

Hey no problems, ok, well these guys should be easy to duplicate so they MAY make an appearance in a forum battle at some point, but if those 2x1's fall off then they're staying off. :lol:

Don't need so much about the stats, I'll probably adjust stuff (I.e: armour 4+1D6 = armour 8 for simplicity and less dice rolling) and send you what stats I think work for the game as I did with all the current players in Zombie Zulu Dawn. However, race background and motivation, that interests me greatly.
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