What should I work on next?

Showing posts with label stats. Show all posts
Showing posts with label stats. Show all posts

29 June 2009

Preliminary Fliegerjaeger Stats (GASLIGHT)

Die fliegerjaeger need to have statistics and some rules worked up for them. I have some preliminary ideas as to how they will operate, but the rules will need testing.

Advantages:
The flieger gear allows a model so equipped to move at Soar 24 for one action. The model automatically comes back to ground at the end of the action. It requires re-winding as well, which is handled the same as a Reload action. Models can charge directly into combat with the flieger gear. Also, the gear is attached to a breastplate. This armor gives an Extra a Save of 5 from long range smallarms fire and Scuffle attacks.

Disadvantages:
Flieger packs (die fliegertornister) are heavy. Any model wearing one has a 2" reduction in their movement on land, and can not swim at all. Landing in water automatically kills the model. The packs are also rather awkward in close combat. When in melee, any model wearing a fliegertornister has a -2 modifier to their Scuffle attribute. There is no effect on Shooting. Finally, no model wearing a flieger pack can enter a normal building entrance. Barn doors, okay, but a standard door or window? Forget about it. Flieger packs may be removed by using one action. Putting them on again would require another action.

Other Thoughts:
I am considering giving fliegerjaeger a bonus to Scuffle on the turn they charge, if they charge in flight. This is to represent the large whirling blades which could be used as a weapon. On the other hand, you could argue that the difficulty of controlling such awesome weapons of whirling death would offset the massive damage they would do. Perhaps a SRM modifier insted of a Scuffle modifier? Or even a modifier on the charged unit's Morale test (+1 to the roll?) to stand their ground in the face of the charge? It would be pretty scary, I think.

Weapons
Regarding the weapons of the fliegerjaeger, officers are armed with pistols. NCOs and jaegers are armed with reciprocating carbines (Karabineautomatische) designed by the KFG for their use. Use the regular GASLIGHT stats for a submachine gun (Range: 6/12, SRM-10, ROF 2).

05 June 2009

Automaton Statistics (GASLIGHT)

A couple of days ago I mentioned (on TMP - www.theminiaturespage.com) posting the stats for the automatons here. So, late as usual, here they are:

Hoverbots [Hydra Miniatures]
Shoot: - Scuffle: 12 Save: 5 Start: 11 Sustain: 9 Speed: Soar 12
Weapon: Pincers (SRM -2)

Spiderbots [Wyrd Miniatures Steam Spiders]
Shoot: 7 Scuffle: 11 Save: 5 Start: 11 Sustain: 9 Speed: Steam 8
Weapons: Poison dart gun (6"/12", SRM -12), stinger

Serv-a-tons [Hydra Miniatures Minibots]
Shoot: - Scuffle: 10 Save: 6 Start: 11 Sustain: 9 Speed: Steam 6
Weapon: Pincers (SRM -4)

ToolBots [Reaper Miniatures: Chronoscope]
Shoot: 8 Scuffle: 9 Save: 8 Start: 11 Sustain: 9 Speed: Steam 6
Weapon: Chainsaw (SRM -4), Power claw (SRM-6) or Electrogun (12"/24", SRM-6)

Brass Soldat [Parroom Station Clockwork Soldier]
Shoot: 8 Scuffle: 10 Save: 14 Start: 12 Sustain: 12 Speed: Steam 10 Spin: 180
Weapon: Bayonet (SRM +3), Autocannon (24"/48", SRM +3, Radius 4", Divide 3)

16 November 2007

Caloric Ray Emitter Statistics

The Caloric Ray Emitter has been patented (RP No. 1888-07-034621) by Professor K. Blooie, FRS, of the Smitterdown Technical Institute, North Whinging. It emits a previously unknown ray with the ability to rapidly heat whatever material it is shone upon. The ray itself is invisible to the human eye.

The CRE is still undergoing trial at this time in Her Majesty's forces prior to a decision on issuance to the lads. There is a "rather vexing tendency for the Teslatronic Coil to vaporize, causing a suboptimal [and often fatal, ed.] discharge of stored voltage into the operator and rendering the wepon itself useless," according to the Professor.

In G.A.S.L.I.G.H.T. terms, it is worth 2 points and possesses the following attributes:

Name: Caloric Ray Emitter
Short Range: <12">Shoot # Modifier: 0