Builds on the Sun (Xin Yan the Breaker)
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Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
Wow- an ATT-era lurker. Impressive . Welcome to the forums, Slade!
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Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
Art by marktarrisse.deviantart.com.
MAN-O-WAR DEMOLITION CORPS, PL 7
Strength 2/4, Stamina 2/4, Agility 1, Dexterity 0, Fighting 1, Intellect 0, Awareness 0, Presence 0 * 12 points
Advantages:
Close Attack 5, Ranged Attack 3 * 8 points
Skills:
Expertise: Soldier 4 (+4), Expertise: Tactics 2 (+2), Intimidation 6 (+6/+7), Technology 2 (+2) * 7 points
Powers:
Man-o-War armor - 11 pp, Removable * 9 points
Growth 2
Protection 4 (Impervious 3)
Ice Maul - 10 pp, Easily Removable * 6 points
Strength-based Damage 4, Reach, Linked to Affliction 4, Resisted by Parry, Overcome by Strength or Damage, Extra Condition, Limited Degree, Reach; hindered and vulnerable, defenseless and immobilized
Offense:
Initiative +1
Ice maul +6 (Close Damage 8, Affliction 4)
Defense:
Dodge +1/+0, Parry +1/+0, Toughness +2/+8, Fortitude +4/+6, Will +3 * 5 points
Total: Abilities 12 + Advantages 8 + Skills 7 + Powers 15 + Defenses 5 = 47 points
The Demo Corpsmen are the close range beatsticks to the Bombardier's ranged support. They have giant magitech hammers with an interesting ability: on a critical hit (which happens more often than it does in M&M), they freeze whatever they hit for one round. Instead, I gave them a fairly weak Snare effect that triggers every round. Unlike the Bombardiers, Demo Corpsmen don't actually fight any better as a group. I blame the big fancy hammers. Make them feel like they're too good for teamwork.
Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
so I'm sensing you're a Khador player.....
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Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
Khador's mechanika is pleasantly straightforward--put a lot of armor on it, give it a gun, give it a sharp object, done. I also like Cygnar's gatling guns, though, and even the Menites have some units I like. The major faction I get the least from is probably Cryx. My personal games involve a lot more clunky technology than wizards and undead, so I can't import that much from them.
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Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
Calling your axe on a pole an "annihilator blade" feels kind of pretentious to me, but what do I know?
MAN-O-WAR SHOCKTROOPER, PL 7
Strength 2/4, Stamina 2/4, Agility 1, Dexterity 0, Fighting 1, Intellect 0, Awareness 0, Presence 0 * 12 points
Advantages:
Close Attack 5, Equipment 4, Ranged Attack 3, Teamwork * 13 points
Equipment:
Shield cannon - Ranged Damage 7, Diminished Range; Protection 1; Protection 2, Impervious 4 (Limited to frontal attacks, Limited to moving slowly in formation) * 16 ep
Annihilator blade - Strength-based Damage 3, Reach * 4 ep
Skills:
Expertise: Soldier 4 (+4), Expertise: Tactics 4 (+4), Intimidation 6 (+6/+7), Technology 2 (+2) * 8 points
Powers:
Man-o-War armor - 11 pp, Removable * 9 points
Growth 2
Protection 4 (Impervious 3)
Offense:
Initiative +1
Shield cannon +3 (Ranged Damage 7)
Annihilator blade +6 (Close Damage 7)
Defense:
Dodge +1/+0, Parry +1/+0, Toughness +2/+9/+11, Fortitude +4/+6, Will +3 * 5 points
Total: Abilities 12 + Advantages 13 + Skills 8 + Powers 9 + Defenses 5 = 47 points
Shocktroopers are the defensive specialists of the Man-o-War soldiers, and also the generalists, having substantial melee ability as well as short-ranged firepower. In Warmachine they have an ability called Shield Wall that can boost their already high armor score even higher, but it's the same type of action as running or charging, so they have to make a choice between mobility and protection. This build can use it to bring toughness up to an amazing +11, although the Indirect advantage or the Acrobatics skill should be able to circumvent it easily.
OFFICER, PL 8
Strength 2/4, Stamina 2/4, Agility 1, Dexterity 0, Fighting 1, Intellect 0, Awareness 0, Presence 1 * 14 points
Advantages:
Close Attack 6, Equipment 4, Inspire, Instant Up, Leadership, Ranged Attack 3, Teamwork * 17 points
Equipment:
Shield cannon - Ranged Damage 7, Diminished Range; Protection 1; Protection 2, Impervious 4 (Limited to frontal attacks, Limited to moving slowly in formation) * 16 ep
Skills:
Close Combat: polearms 1 (+8), Expertise: Soldier 5 (+5), Expertise: Tactics 5 (+5), Intimidation 6 (+7/+8), Technology 3 (+3) * 10 points
Powers:
Man-o-War armor - 11 pp, Removable * 9 points
Growth 2
Protection 4 (Impervious 3)
Frost Axe - 10pp, Easily Removable * 6 points
Strength-based Damage 3, Improved Critical, Reach, Linked to Affliction 4, Resisted by Parry, Overcome by Strength or Damage, Extra Condition, Limited Degree, Reach; hindered and vulnerable, defenseless and immobilized
Offense:
Initiative +1
Shield cannon +3 (Ranged Damage 7)
Frost Axe +8 (Close Damage 7, 19-20, Affliction 4)
Defense:
Dodge +1/+0, Parry +1/+0, Toughness +2/+9/+11, Fortitude +4/+6, Will +3 * 5 points
Total: Abilities 14 + Advantages 17 + Skills 10 + Powers 15 + Defenses 5 = 61 points
You can give your Shocktrooper team an officer to make them a bit stronger and tougher. In addition to making the unit fight better, the officer is more accurate in melee than his troops and has a neat magitech axe, a lot like the ice mauls the Demo Corps get.
Last edited by RainOnTheSun on Sun Oct 08, 2017 2:18 am, edited 1 time in total.
Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
Ah... cool. I play Skorne. I have salt for days, though not as much as some other factions lately.RainOnTheSun wrote: ↑Sat Oct 07, 2017 6:45 amKhador's mechanika is pleasantly straightforward--put a lot of armor on it, give it a gun, give it a sharp object, done. I also like Cygnar's gatling guns, though, and even the Menites have some units I like. The major faction I get the least from is probably Cryx. My personal games involve a lot more clunky technology than wizards and undead, so I can't import that much from them.
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Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
Is it hard to find a local community for it and a place to play?
Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
nope we have a standard night at our LGS. But it depends on your area. I recommend joining one of the FB groups to see what is in yours. They should be able to give you a starting point.
This is a good general group: https://www.facebook.com/groups/1792892870927196/
also for painting there is this: https://www.facebook.com/groups/WMHPainting/
one of the best.
This is a good general group: https://www.facebook.com/groups/1792892870927196/
also for painting there is this: https://www.facebook.com/groups/WMHPainting/
one of the best.
Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
sorry double post
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Re: Builds on the Sun (Mad Doctor)
RainOnTheSun wrote: ↑Fri Jun 02, 2017 7:13 am MAD SEXY DOCTOR BRICK, PL 10, 150 points
I saw Guardians of the Galaxy vol. 2, liked the Sovereign a lot, and decided to combine two archetypes to make someone dangerously obsessed with perfection. Besides Ayesha, or Kismet, or whatever her name is right now, Aldrich Killian from Iron Man 3 would be a good place to start for a character like this, as would some fusion of Cell and Dr. Gero. If you're prepared to imagine sexy Dr. Gero.
I was young and foolish.
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Re: Builds on the Sun (Manowar, Manowar, livin' on the road)
Image from https://twitter.com/dangzik. I liked the picture so much that I decided to make a quick build to go along with it.
RENAULT FT TANK, 30 ep
Size: Large Strength: 6 Speed: 1 Defense: 8 Toughness: 9 Powers: Puteaux 37mm gun (Ranged Damage 7, Burst Area 4) OR Hotchkiss Machine Gun (Ranged Multiattack Damage 6), Impervious Toughness 7 (2 ranks Limited to half effect)
Suggested gunner attack bonus: +3
Suggested driver vehicle bonus: +2
With these crew bonuses, a Renault FT is a Power Level 5 combatant, which feels about right to me. Roughly on par with a fully equipped and trained modern soldier, but with more of a focus on toughness and a lot more work required to keep it functioning properly. If the driver takes a defensive check every round in combat, the FT's size penalty and the driver's vehicle bonus cancel each other out and the FT's defense is a straight d20 roll.
I'm assuming 2e rules for Impervious, which will stop any attack at rank 4 or lower and cut in half any attack of rank 5 or 6. Handguns will do nothing to this vehicle, any dedicated anti-tank weapon will mulch it, but there's a grey area in the middle where rifles and machine guns won't do much to it but if they're all you've got you might as well try. If you use standard 3e impervious, you should probably take the Limited modifier off those 2 ranks of Impervious. That makes the vehicle cost 29 ep instead of 28.
Something worth noting is that, as groundbreaking and defining as this proto-tank was, it doesn't have the coaxial machine gun and cannon layout nearly every tank after it does. It's a tiny little tank, with a tiny little turret, and you get one gun and you're grateful for it.
Edit: Tweaked it a bit. The FT hits a bit harder, now, but it's also a bit more awkward to shoot out of it.
Last edited by RainOnTheSun on Fri Oct 27, 2017 10:28 am, edited 2 times in total.
Re: Builds on the Sun (Teeny tiny tank)
Neatness.
I was expecting the Atom as the teeny-tiny tank, but this is great.
I was expecting the Atom as the teeny-tiny tank, but this is great.
The ATT member formerly known as both MorningKnight and Power-Glove.
Just call me Doug.
Just call me Doug.
Re: Builds on the Sun (Mad Doctor)
Stealing this image for my own sinister purposes ...
"I'm sorry. I love you. I'm not sorry I love you."
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Re: Builds on the Sun (Teeny tiny tank)
I eagerly look forward to Dragonball FighterZ.
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Re: Builds on the Sun (Teeny tiny tank)
"Wait, what do you mean the war's over?"
CHAR 2C, 112 ep
Size: Huge Strength: 9 Speed: 2 Defense: 6 Toughness: 12 Powers: 75mm cannon (Ranged Damage 9, Burst Area 6), 4x Hotchkiss Machine Guns (Ranged Multiattack Damage 6), Impervious Toughness 9 (2 ranks Limited to half effect)
Suggested gunner attack bonuses: +2 for 75mm cannon, machine guns +3 each
Suggested driver vehicle bonus: +0
Like the Renault FT, the Char 2C is a French tank designed during World War I, but it was never actually used in World War I on account of the war ending before it was finished. When World War II began, the 2C was hopelessly obsolete, and it never had its trial by combat. When I run a game I can set the technology level to anything I want, though, so here it is!
The Char 2C is the largest operational tank in history. It has a twelve person crew and four guns that can all be fired at the same time, which brings the equipment point cost way up: Equipment 23! One machine gun is in a secondary turret in the back of the tank, and the other three are mounted in the hull: one in the front, and one each on the left and the right, toward the front of the tank. The crew might be able to fire the front machine gun and one of the side guns at the same target, but to use every machine gun at once, the 2C needs a whole battlefield to shoot at. Which it never had!