THE MANLY MEN STATS (As Featured in Zombie (Zulu) Dawn)

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THE MANLY MEN STATS (As Featured in Zombie (Zulu) Dawn)

Postby Warhead » Fri Mar 12, 2010 9:28 am

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Please note they are supposed to look a bit dorky, hence the big "M" on their tops.

The following list are the stats sent to the players of the Manly Men.

The Manly Men

Manly Trooper (x12)
Move Skill Armour Notes
5” 1D6 5 Lasrifle/Chainsword

Name Range Use Damage Notes
Lasrifle 12” 3 1D6+1 -
Chainsword - 3 2D6+3 -

Tough Hombries (x3)
Move Skill Armour Notes
7” 1D10 6

Name Range Use Damage Notes
Pistol 6” 3 1D6+1 Twin pistols equals two attacks. May use in melee too at nil range.
Throwing Axe 6” 3 1D6+1 May use in melee at nil range
OTC - 3 3D6 Unable to be parried

Heavy Hombrie: Big Red (x1)
Move Skill Armour Notes
5” 1D10 6 BBQ Flamer

Name Range Use Damage Notes
BBQ Flamer 10" 3 2D6 1D6/2" area effect: 4+ still on fire for 1D6 damage next turn
Still Saw - 3 2D6 -

Mighty Hombrie (x1)
Move Skill Armour Notes
7” 1D10 2D6+1 Pistol/Chainsword, Hero

Name Range Use Damage Notes
Pistol 6” 3 1D6+1 May use in melee too at nil range.
Chainsword - 3 2D6+3 -


Manly Santa (x1)*
Move Skill Armour Notes
10” 1D12 2D6+1 Hero, Duel Auto-pistols. May use pistols in melee too at nil range. Manly: May re-roll armour save, 2x wounds

Name Range Use Damage Notes
Pistol 6” 3 1D6+1 Twin pistols equals two attacks. May use in melee too at nil range.

Must be MANLY!

The Manly Men must be Manly at all times and so they will not benefit from any cover modifiers. However, because they are so “Manly” they always gain a +1 to their armour which has already been added to the stats.

Objective: Obtain the Computer Core and show everyone who’s the best. Once you win the core I’ll roll a random number of turns before the game ends. If you still possess the core by the end of this time you have achieved your mission. Simple.

NOTE: It’s MANLY FUCKIN SANTA now as he has far exceeded his stats as shown above but they are included to show his humble beginnings. I can't/wont list MFS's stats until after the forum battle has finished.

I found when faced with the tough armour of the VOL the Manly Men had very little in the way of ranged weapons that stood any chance of doing damage. I think if this team were to be used again that they would perhaps need better ranged weapons. They were suposed to be more of a close combat oriented team anyway.

I have no idea of the CP costs for any of the teams. I just tailored the teams and abilities to give what I believe to be a rough balance.

Comments?
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Postby Bragallot » Fri Mar 12, 2010 10:55 am

I don't bother to calculate CP either. If the numbers of troop types (type decided by strength) are about even I decide luck is what decides the rest.

Yay! The bestest team evah and you know it! They needed the faces you used for them in Zombie Zulu to achieve their status of utter-manliness, so it's good you swapped them.

Long-ranged weapons aren't very manly and they dealt a good deal of damage still so they perhaps don't need to be changed too much, as CC is indeed more befitting of their style.

Just some ideas:

- The ones with CC guns could shoot and slash to combine the damage?
- Some armoured / shielded guys (or if you want to keep the Manly aspect: guys with beer bellies who can absorb some more punishment) could run up front to cover them and make sure they make it to melee.
- Their chainsaws could perhaps shoot out like those of the UDSM for better long-range damage.
- Add Onslow to the ranks.

However of course if you're gonna make them so they can blast VoL apart better, they'll be imba against regular minifigs. There's a reason to the VoL armour.

Strengths:

A Manly Man can make random objects like beer bottles into worthy weapons.
Their rude humour angers female(ish) minifigs to the extent they attack without thinking and suffer a decrease to their skill.

Weaknesses:

Manly Men must pursue beer if they see or sense it.
If an argument about football teams is started they'll be obliged to kick each other's butts.
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Postby OneEye589 » Fri Mar 12, 2010 12:18 pm

You don't use the squad rules at all, correct?

Very nice, I like have mass amounts of standard, cookie-cutter troopers with a few officers and a hero. Perfect set up for a small army.

A suggestion: raise the damage for the rifles by +1 (1d6+2). For starters, the rifle should be able to have a fair chance of killing even an armored minifig if it hits (and pretty much killing a regular minifig straight-up if it hits). It would also be closer to the stats Natalya and I use.
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Postby Cakeman » Fri Mar 12, 2010 12:44 pm

The best thing about the manly men is their name! And they should all have bare arms but on the other hand, it's good to have some way to tell troops apart...

Statwise they look good? No cover but slightly better armor plays in well with the description. Give them some power that makes female figs swoon and fuss over them instead, who can resist a real manly man? Maybe a hero/officer-only power. I also like having lots of normal minifigs around, in my opinion they should make up most of ones forces. The CC weapons look a lot more fearsome then the ones I use, but then again CC should mean blood and gore everywhere and I don't equip my troops with chainsaws, maybe I should...

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Postby Warhead » Fri Mar 12, 2010 2:06 pm

Thanks Guys!

I actually started making these dudes first as a bit of a joke (hence the big "M" on the tops) and just to see if I could get Natalya all riled up and all "die you motherfuckers" and stuff. *shrug* Total fail, but I really grew to really like these guys a lot once they were being played and once I started taking photo's with the more manlier faces. Kudos to 501st and MasterEcabob.

Yeah, the 1D6+1 damage for the standard rifle AND even the pistols is what was killing them. 1D6+2 for Pistols and Rifles even though it isn't much would still make a great deal of difference. Lesson learned, don't attack an armour 8 army with a weapon that only deals out a max of 7, ouch!

Nope, I do not use the squad rules at all. I think smallish forces like this don't need them. I can see the point I just don't find them a satisfying option, just a personal choice thing. I recoiled in horror the first time I saw them used.

I like the Manly Hero making females swoon. The Beer gut thing... Manly Slobs. Haha.

Who's Onslow?

Beer Driven: must pursue beer is a great idea too, in fact loads of these ideas are great but I try to keep the special rules down to one or two so I don't have to dive for the lists every time I decide to play a turn.

In game MFS got to bring out random MANLY objects from his bulging sack. Beer was one of them. The Must be Manly rule gave bonuses depending on how manly I thought the orders were. Beer gave close combat (+extra D6 damage) and didn't hurt (+1 armour) bonuses It kind of covers all these suggestions and even more on a turn by turn basis.

Anyway, the Manly Men shall return...
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Postby OneEye589 » Fri Mar 12, 2010 2:37 pm

Maybe give the Officers some sort of "Alpha Male" ability, I think that would work. Sort of a morale boost for troops in a small radius around them.
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Postby Warhead » Fri Mar 12, 2010 2:56 pm

Morale! What, like group hugs and telling each other about their... feelings?

I'm not sure I understand. :lol: I never use Morale. It's too 40K ish and Mini-Figs are all sort of immortal or at least believe in reincarnation.
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Postby Silent-sigfig » Fri Mar 12, 2010 3:22 pm

Wow, This Just Inspired me to take pictures of my forces.

Oh, and they look cool.
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Postby OneEye589 » Fri Mar 12, 2010 4:26 pm

Like "Hey, our manly leader is leading the pack, we can kick so much more ass with someone as manly as him!" and they get +1 to skill rolls or something.

I was just gonna say that everyone behind him could get a bonus, but that sounds wrong.
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Postby legacymedia92 » Fri Mar 12, 2010 5:05 pm

*breaks into the song from two and a half men*

Nice
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Postby Theblackdog » Fri Mar 12, 2010 5:31 pm

I really like these stats -- the "no cover save" rule seems particularly appropriate. If you need more anti-armor power to supplement the OTCs, I would suggest throwing sticks of dynamite. That seems manly enough.
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Postby Warhead » Fri Mar 12, 2010 5:44 pm

TNT = Manly... Yup! That does hit the right button.

@OneEye: :lol: Yeah, that's wrong, on many levels.

@ Silent: Cheers, glad to contribute.
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Postby Bragallot » Fri Mar 12, 2010 9:50 pm

Who's Onslow? Well, where to start:

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In 'action' (so to speak). What's unusual to this scene is that he actually reacts to things he ought to react to as the man of the house. Daisy and Onslow bed scenes (don't imagine anything, nothing goes on between them) are great too, with Daisy always trying to turn Onslow on (with the charm of a cow), but his dry reactions are the real pun. His 'car' is also hilarious (it's of the same quality as his television). He's great if you know the series and the context.

http://www.youtube.com/watch?v=xQGszHZHyzk
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Postby Ogel96 » Fri Mar 12, 2010 11:32 pm

my mom loves that show. (keeping up appearances)
it's about an english lady who feels that she has to be at the highest class level even though nobody around her cares (she lives in like a suburb), and so pretty much everyone is afraid of her. onslow's her cousins husband, i think?
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Postby Tuefish » Sat Mar 13, 2010 12:06 am

The "Jernskegg" pronounced "Yern sheg" (Iron beard)
This fearsome beard is so fucking manly that it adds 2 armor to the minifig
wearing it, without even effecting his move. it's that manly.

one wonders why the Vikings of old or the Spartans of ancient Greece, or those MARSOC guys can take such a beating and keep on bitch-slapping their enemies down like the two-bit punks they are, but the answer is really quite simple, they have awesome beards, which have been shown to absorb massive amounts of damage which would otherwise kill their wearer.
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