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  • File : 1298925385.jpg-(244 KB, 1200x1200, 1208821785106.jpg)
    244 KB Anonymous 02/28/11(Mon)15:36 No.14076640  
    Megaton/Hammerbro thread part deux.

    I've heard people say the Rosalina star army codex is being refined soon. I've only seen a couple star armies in passing at my LGS. She's supposedly really powerful but finicky. Any information out there?
    >> Crix !!nLvSV/0cRma 02/28/11(Mon)15:37 No.14076652
    I'm sorry you're completely delusional.
    >> Anonymous 02/28/11(Mon)15:38 No.14076665
    Continued from >>14068752
    >> Anonymous 02/28/11(Mon)15:38 No.14076668
    I would seriously play that tabletop game.
    As the goop from sunshine, clearly.
    >> MagicJuggler !sMYbIFo6TI 02/28/11(Mon)15:41 No.14076692
    >>14076640
    Continued from http://suptg.thisisnotatrueending.com/archive/14068752/ of course.

    Haven't heard too much of the Rosalina codex myself, due to focusing more on the Shy Guy and Mushroom Codex rumors.

    We have a lot of newfags asking about the game, so I think what we should do is start explaining general rules regarding core mechanics, Heart Points, Magic Points, etc.

    So it's time to write a MegaHammer primer.
    >> Anonymous 02/28/11(Mon)15:43 No.14076721
         File1298925808.png-(38 KB, 215x249, 10350.gif.png)
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    Shy Guys were here, other armies are for chumps. Between the Shy Guy Waves and the General Guy's own abilities, there's not a whole lot that can survive.
    >> Anonymous 02/28/11(Mon)15:44 No.14076727
    >>14076664

    >wallmasters

    Farore's Wind from Zelda to counter it.

    >Iron Knuckles

    Slow as hell, Midna can hit and run

    >Ganon tier units.

    Zelda IS Ganon tier. Triforce of Wisdom buffs her magic to stupid levels.
    >> Anonymous 02/28/11(Mon)15:44 No.14076734
    >>14076652
    Crix, why must you be the most vomit inducing shitposter on /tg/?
    >> Anonymous 02/28/11(Mon)15:45 No.14076739
         File1298925942.jpg-(16 KB, 214x261, 1238473087392.jpg)
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    >>14076692
    Shy Guy codex? I swear, that army's been in and out of print since forever. It didn't help that the army got completely exterminated by some Yoshi list in a big tournament years ago. They've never been the same.
    >> Overview & Mission Types MagicJuggler !sMYbIFo6TI 02/28/11(Mon)15:46 No.14076748
    Megaton and Hammerbro are companion games based on the overly bloated Nintendo universes of Legend of Zelda, and Super Mario Bros, respectively.

    Your goal is usually to end up tabling the opponent ("Smashbrawl" scenarios), to acquire a specific treasure before your opponent ("Templegrind" missions), or to hold a specific objective for a certain time-limit ("Bosscastle" missions). Normally, the game is played on a 6x4 table with 8" deployment from the long-edge being the standard.
    >> Anonymous 02/28/11(Mon)15:46 No.14076751
    >>14076734
    lol yeah nothing says "vomit-inducing" like not liking THREAD #3 ABOUT A FAKE GAME WHERE YOU GUYS JUST CIRCLEJERK TABLETOP TERMS INTO OTHER SETTINGS

    it's literally going to be worse than "40k + x, wat do" because at least that had story potentials and not just hurr durr 2500-point gerudo army
    >> Anonymous 02/28/11(Mon)15:47 No.14076762
         File1298926038.png-(348 KB, 1024x768, 1284258674751.png)
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    related?
    >> Anonymous 02/28/11(Mon)15:48 No.14076779
    >>14076751
    ftfy its fun to imagine if something was in another media, havent you seen the tf2 rpg threads in /v/, go to another thread if you are so upset
    >> Anonymous 02/28/11(Mon)15:49 No.14076793
    rolled 6 = 6

    One thing i'm wondering. just. off on a tangent here. what about. uh. Metal Slug?
    >> Anonymous 02/28/11(Mon)15:50 No.14076804
    >>14076751

    If you don't like a thread, a SUCCESSFUL thread, why come into it and sage, which does fucking nothing?

    Instead if just ignoring it and moving on?
    >> Anonymous 02/28/11(Mon)15:55 No.14076852
    >>14076764

    God, all wallmasters do is move something back to the targets controller's side of the board
    >> Core Attributes (unless I misread the rules) MagicJuggler !sMYbIFo6TI 02/28/11(Mon)15:56 No.14076866
    Move: Movement determines how far you can move in inches per turn. The average model moves 4" a turn, twice that number if Running/Charging.
    Hearts: How much health you can take. Most models have 3 heart points. Thus it generally takes 3 hits to kill a model, but also that excess wounds are discarded unless a attack is able to otherwise carry over wounds (for instance, a spin attack). For every X number of wounds suffered, remove 1 model...this helps minimize bookkeeping.
    Flowers/Magic: Megaton armies use Magic while Hammerbro armies use Flowers, to determine their ability to use special powers. This normally means assigning a set of tokens to individual caster characters, which only get replenished by certain items (Green Potions, etc), or actions (summoning Kelvar)
    Attack: How much damage an attack does base, as well as the odds to roll damage above the norm.
    Defense: The amount of damage subtracted from attack, for calculating hearts done. This stat also includes odds of getting a further Defense bonus, as well as conditionals (+1 Defense vs Fire), etc.
    >> Anonymous 02/28/11(Mon)16:01 No.14076909
    >>14076852
    Yes, well if there's a lava pit on said side...

    Anyone think Nintendo's fluff's going downhill? I wish they'd expanded Termina more, even if the pirates and snowpeak gorons were missteps...
    >> Anonymous 02/28/11(Mon)16:02 No.14076919
    >>14076866
    Shit...I forget how the system worked. Was it "i-go-you-go," "Initiative-turnbased", or did it use an "activation system?" Please put this in your primer, ok?
    >> Anonymous 02/28/11(Mon)16:02 No.14076922
    >>14076866

    Flowers/Magic seem like Fury/Focus in warmahordes.
    >> Anonymous 02/28/11(Mon)16:04 No.14076949
    >>14076866

    (Ooc: If you're actually statting this up, maybe a channel on the IRC would help too?)
    >> MagicJuggler !sMYbIFo6TI 02/28/11(Mon)16:06 No.14076968
    >>14076949
    Sure thing. I don't have all the codexes and supplements myself, and rumors contradict each other. #megahammer on the suptg network would be where we would discuss both systems.

    (ooc, yup, we're statting this up)
    >> Anonymous 02/28/11(Mon)16:06 No.14076976
    Gorons have noantiair
    >> Ted 02/28/11(Mon)16:07 No.14076979
    rolled 14 = 14

    Airburst type action = THWOMP!
    >> Anonymous 02/28/11(Mon)16:08 No.14076993
    >>14076976
    With "Rockborn" and Goron Punch as a basic attack, who needs them?
    >> Anonymous 02/28/11(Mon)16:19 No.14077094
    I'm surprised Fishin' Boo isn't nerfed yet - he's literally unstoppable. Ghost status, PLUS flight, an insane defense and an attack that instantly kills you in one shot. Sure, the whole "I float in an entirely predictable pattern above the battlefield and can't contest objectives" aspect limits him a bit, but against Hammerbro Goomba hordes you just launch one right in and decimate his troops without a chance for retaliation

    Oh well, it's why they call them Bullshit Boos!
    >> Anonymous 02/28/11(Mon)16:21 No.14077126
    >>14077094

    Well, there's a new edition coming soon, he might get nerfed there.

    Just gotta hang in there.
    >> Turn Mechanics Primer MagicJuggler !sMYbIFo6TI 02/28/11(Mon)16:25 No.14077162
    The game is Initiative-based, and Activation Based. Every unit has an Initiative rating in addition to the other model-based stats, based partially on the command of a unit.

    Whoever starts off with the highest-initiative set of units activates those units, then has them perform their actions. Whoever has the next-highest initiative set of units activates those units, and you continually work your way down the initiative ladder until everyone has done an activation with every unit they own.

    What happens when both players have units with identical Initiative values? Simple; at the beginning of each turn, both players roll a D6, rerolling for ties. Whoever rolls higher can choose whether they have the Initiative, or withhold it for the turn.

    "Waiting": Most units (though some exceptions exist) have the option to "Wait", which means that they can once per turn of their turn, multiply the value of their Initiative by -1, until the next turn. This can be done so long as the unit is still eligible to perform an Action. This means for example that an Initiative 5 unit can choose to "wait" making itself effectively Initiative -5, letting it act after every other unit has activated.

    "Maintenance:" Certain effects like being on fire, frozen, Shrunk, or Enlarged, may require tracking. Rather than there being a single maintenance phase, such modifiers are checked for at the start of the activation of a unit in question.
    >> Anonymous 02/28/11(Mon)16:40 No.14077288
    Is this game the equivalent of a fingerbox, or are there rules that i can read up on?
    >> MagicJuggler !sMYbIFo6TI 02/28/11(Mon)16:41 No.14077304
    >>14077288
    We're listening to rumors and posting them on the Megaton/Hammerbro site as they come in. If you know of any such rumors join #megahammer on suptg to discuss.
    >> Anonymous 02/28/11(Mon)16:41 No.14077306
    >>14077288

    Rules are being posted as we get them from Nintendos servers.

    These are the latest edition, so things may have been changed.
    >> Anonymous 02/28/11(Mon)16:47 No.14077338
    >>14077304

    what this man says, basically
    >> Anonymous 02/28/11(Mon)16:52 No.14077392
    Hey guys? Newfag here. Been a big fan of Megaton fluff for a while (even if it's a godawful mess of a timeline), and I finally scraped together some birthday and christmas money and got an army assembled ( Kokori with Saria as the leader, and some Deku merc units). I managed to get a game going down at the FLGS (Gerudo ripped me a new one, but I wasn't expecting much more for my first match). Anyway, the one thing that bothered me was that my opponent fielded the Twins as his leaders, but he wasn't using the old crone models or even converted Maple and Syrup mods, he'd just used some greenstuff to add witch hats and robes to some Aviel gerudo models. I'm not usually that anal about counts-as, but something about sexy Koume and Kotake weirded me out.
    >> Anonymous 02/28/11(Mon)16:54 No.14077402
    >>14077304
    >>14077306
    Ok, then what about people like:
    >>14077392
    Who say that they have armies?
    >> Anonymous 02/28/11(Mon)16:57 No.14077424
    >>14077402

    They're playing an old edition

    (We are working on rules, the people talking about armies and such are what the thread started out as)
    >> Armies that are rumored to be in, as of now: MagicJuggler !sMYbIFo6TI 02/28/11(Mon)17:00 No.14077452
    -Goddamn Hylians
    -Kokiri/Deku (Lots of magic/debuff options)
    -Gorons (the ultimate in "rock" armies)
    -Zoras
    -Gerudo (either light and fast, or knuckleduster lists)
    -Shiekah (Fast and Elite, stealthy too)
    -Monstrous Hordes (a general faction that other factions can draw units from, as well as having assorted fodder for Ganon/Onox/Majoralists
    -Subrosians
    -Cursed Kingdom of Ikana
    -Twili
    -Rito
    -Terminan Defense Force

    For Hammerbro:
    -Mushroom Kingdom (Fragile, but loaded with buffs/powerful Starseers)
    -Koopa Kingdom
    -Boo Kingdom (from what I saw, King Boo is an associate and not necessarily a subject of Bowser)
    -The Shy Guy Kingdom (scattered throughout a series of pocket dimensions, lairs, etc. While they occasionally do mercenary work for Bowser, Smithy, Wort, or other enemies of the Mushroom Kingdom, they're isolationist otherwise.)
    -The X-Nauts (these guys are supposed to be "new" and all technological and all).
    -The Smithy Gang (although they're at risk of being Tatanga'd).
    >> MagicJuggler !sMYbIFo6TI 02/28/11(Mon)17:12 No.14077543
    And I'm out until later tonight. I should be able to post the full details about how they're revising the Combat system then.
    >> Anonymous 02/28/11(Mon)17:25 No.14077671
    >>14077543

    Looking forward to it sir.
    >> Anonymous 02/28/11(Mon)17:37 No.14077801
    >>14077543
    Sounds good, I'm out myself to play some Legend of Sigmar.

    ((Anyone know why they still call the series that, btw? Calling the first game after him sorta made sense, but it makes no sense when he's never been the main character (discounting those awful Blizzard CD-I games), and doesn't even always go by that name. Finding out that the interesting character Valten was just another reincarnation of the same old ruler and immediately being put on 'plot exile until kidnap' was almost the worst part of Storm Waker...))
    >> Anonymous 02/28/11(Mon)18:52 No.14078586
    Zora confirmed for furfags.

    Goron confirmed for MANLYASFUCK
    >> Anonymous 02/28/11(Mon)18:56 No.14078631
    >>14076976
    Bud, what do the words 'powder keg' mean to you?
    >> Anonymous 02/28/11(Mon)19:24 No.14079008
    >>14078586
    >Zora confirmed for scalefags.
    Fixed that for ya.
    >> Anonymous 02/28/11(Mon)19:27 No.14079053
    >>14077801
    What about the series' obsession with reusing Archaon as the big bad guy? Even Horn of Chronos had Archaon! Even if it was Archaonus, his old mortal self, he still ended up turning into Archaon at the end!
    >> Anonymous 02/28/11(Mon)19:37 No.14079183
    What do you think about Booster's Army?

    I think they were pretty awesome.

    Snifits (sniper/artillery hybrids),
    Rob-Ombs (Bob-Ombs on crack),
    Chain Chomps,
    Orb Users (to mess up magic specialists),
    Remo Cons (cannon fodder),
    Jesters (cannon fodder that can throw fucking meteors on the enemies),
    and Fireballs (surprise attacks).

    Also, of course, Knife/Grate Guy.
    >> Basics of Combat Resolution: MagicJuggler !sMYbIFo6TI 02/28/11(Mon)21:03 No.14080167
    We've found out more from the grapevine, as we've learned that the game actually treats Command, Initiative and Magic/Flower Points as stats which belong to the unit as a whole. Depending on the sergeant of a squad, these base values may be different however.

    The average baseline stats for a unit are (by average, we assume a Toad Soldier or Hylian Footman):

    HP 3/A 1 (+1/5-6), Def 0 (+1/5-6)/Move 4.

    -What this means is as follows:
    -A squad of 10 Hylian Footmen would have 30 HP: Every 3 HP means a squad member dies, and unless the unit attacking has "Multi" in its attack descriptor, each model in the unit attacking the Footman can inflict a maximum of 3 damage.
    -The unit would do 10 damage by default and roll 10 dice. Each 5 or 6 would add another point of damage.
    -When taking damage, each 5 or 6 would reduce the amount of damage taken by 1 point per die rolled.

    Other modifiers include M (damage is not capped by HP of individual models in a squad. For example, an attack with 6M could kill 2 3-HP soldiers at once), P (ignores Defense), or * (Rather than getting an Attack Bonus, you get an extra strike, and reroll. You keep on doing this until you fail the roll).

    Other examples of attack types:
    Having Attack 2 (+2/4-6) would mean you do 2 points of damage base, and on a roll of 4-5-6, would do another +2 points of damage.
    Having Attack 4M(+2/5-6) would mean you do 4 points of damage base, do +2 damage, and are not capped by how many HP per model are in your target unit.
    Having Attack 1(*/2-6) means that your base attack does 1 point of damage, but you get an extra attack on a roll of 2-6, and can keep on rerolling this until you get a "1".
    >> Anonymous 02/28/11(Mon)21:10 No.14080294
    Gereudo confirmed for either oldfags, experienced newcomers, or cheeselists. Much bawwing over usage of Iron Knuckles and sorcery, despite the fact Knuckles are straightforward units with several counter.
    >> Anonymous 02/28/11(Mon)21:41 No.14080717
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    Here we go, folks, a sneak peak at the BOOSTIARY! OOOOOOooooooOOOOO! Come and channel /x/ as we take you down a magical path with adventure and practical concepts!

    First, a sample leader character: Boolossus!

    Boolossus: F8/I+1/LD10-7 (see below)
    3”-6” (see below)/3-1(+2/5-6)(see below)/4-1(see below)/8

    Greater than the Sum of Its Parts: Boolossus can split itself into a 15-man Boolossus Boo squad at the beginning of its activation, with the following stat line (3”/1/1/0); the Boolossus Boo squad may also rejoin into Boolossus at the beginning of its activation. Each Boo in the Boolossus Boo squad may be targeted as an individual model, but the entire unit represents Boolossus. However, Boolossus’ rejoined stats depend upon the number of Boos joining back together again.

    If number of Boos making up Boolossus fall within the following ranges, alter the above stat line accordingly:
    12-15: Normal stat line.
    9-12: 4”/2/3, LD 9
    6-9: 4”/2/2, LD 8
    1-6: 5”/1/2, LD 8
    1: 6”/1/1/3, LD 7

    Boolossus instantly splits into the Boolossus Boo squad if it takes a heart or more worth of damage.

    Bounce (Special Action, 1 Flower, 9+ Boos required): Boolossus moves, then attacks every model within 2” once at Attack 1.
    Supernatural Stamina: Add +1 to Boolossus’ Ghostly roll.
    >> Anonymous 02/28/11(Mon)21:46 No.14080775
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    >>14080717
    >Can Split up and Recombine
    So it's an MSU multitackler, and a deathstar at the same time!

    Fuck you Nintendo! You guys have broken this game forever!
    >> Anonymous 02/28/11(Mon)21:46 No.14080782
    Next, we've got our delicious, all-American, kool kids klubbin' friends in white, the Boos! Forming a hasty alliance with the Yoshis by stoking their calls for vengeance in regards to being dropped off a cliff one too many times, they bring the full might of their pale infantry to the battlefield!


    Boo: F3/4/LD 7
    3”/3/1("+1"/6)/1

    Natural Shyness: If this unit is within the front arc of a model in its own melee range and being engaged by the enemy, this unit cannot attack, but also cannot be attacked by models it is engaged with except via magical effects or spells.


    Big Boo: F3/3/LD 8
    3”/4/1("+1"/5-6)/2

    Natural Shyness: If this unit is within the front arc of a model in its own melee range and being engaged by the enemy, this unit cannot attack, but also cannot be attacked by models it is engaged with except via magical effects or spells.


    Boo Buddy: F4/4/LD 7
    3”/3/1("+1"/6)/1

    Formation: At the beginning of this unit’s activation, before any other actions, this unit may choose to enter into a formation or exit from a formation. Entering into one of the four formations listed below costs a Flower and gifts the units with that formation’s special rules. Exiting a formation cost no Flowers.

    - Circling Boo Buddies Formation: Add +1 to this unit’s Ghostly roll; it cannot move while in formation.
    - Disappearing Boo Buddies Formation: This unit gains Flying.
    - Boo Buddy Block Formation: When this unit’s activation ends, in addition to all other qualities, models in this formation are considered Impassable Terrain.
    - Boo Buddy Snake Formation: Add 2” to this unit’s movement and reduce its Defense by 1.
    >> Anonymous 02/28/11(Mon)21:53 No.14080872
         File1298948035.png-(83 KB, 372x370, boo.png)
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    >>14080782

    But wait, there's more!


    Dark Boo: F3/5/LD 9
    3”/3/1("+1"/4-6)/1

    Thief: If this unit successfully inflicts damage upon another unit, it may take a usable item that units possesses for its own use.


    Mad Boo: F3/4/LD 10
    4”/3/1("+2"/5-6)/1

    Fearless
    Distractable: This unit must move towards the nearest enemy unit within line of sight.


    Mad Big Boo: F3/3/LD 10
    4”/4/1("+2"/5-6)/2

    Fearless
    Distractable: This unit must move towards the nearest enemy unit within line of sight.


    Boo Balloon: Flower/Initiative/Ld
    5”/3/1("+1"/6)/0

    Hovering: This unit cannot be engaged in melee combat unless it first engages an enemy, and may freely move through all models.
    >> Anonymous 02/28/11(Mon)22:08 No.14081085
    Someone needs to archive this. We'll have the rules up on 1d4chan within a day or few, or the initial iteration, but we're getting a *lot* of stuff done.

    Also we need to think of a good way to playtest all of this.
    >> Spaceman !!AD5BPIyLBCW 02/28/11(Mon)22:23 No.14081327
         File1298949825.png-(357 KB, 738x715, kong1 copy.png)
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    Ok, this is awesome

    >>14081085
    Tokens? I know it wouldn't be hard to whip up some tokens for two armies(though we'd have to decide which ones to focus on first, probably Boos(because lotsa rules) and something else

    I think it would be cool to have "hero" models from games when people don't want to make full armies from a franchise(Ice climbers, earthbound, DK, Megaman). Pic related?
    >> Anonymous 02/28/11(Mon)22:38 No.14081513
    >>14081327
    Yeah, Smash Bros got its own system in the last thread.
    >> Stone 02/28/11(Mon)22:43 No.14081588
    Hylians confirmed for OP.

    Dem Royal Guard.
    >> Anonymous 02/28/11(Mon)22:56 No.14081725
    >>14081588
    Dat Link.

    (Although some Heroes and Knuckle-tier units rape him, rape him good...)
    >> Anonymous 02/28/11(Mon)23:02 No.14081819
    Do anti-guys exist?
    >> MagicJuggler !sMYbIFo6TI 02/28/11(Mon)23:06 No.14081873
    >>14081819
    The rumors were posted in http://suptg.thisisnotatrueending.com/archive/14068752/#14075768

    We're still at large as to how the tank and other vehicles are supposed to work, or if they'll be anything like the Kart rules for the Mushroom Kingdom aside from having a "vehicle" subtype.
    >> Stone !!77nrF68Uwnb 02/28/11(Mon)23:21 No.14082080
    TRIPFAG ACTIVATE
    >> Stone !!77nrF68Uwnb 02/28/11(Mon)23:27 No.14082156
    Working on the Hero of Time himself right now.

    I hope that he lives up to expectations
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)00:06 No.14082651
    Link is done, in one form at least.

    I may just spoiler him tomorrow if you're good little boys and girls.
    >> ZeroSum !!nX8RvVlWeq6 03/01/11(Tue)00:09 No.14082668
    Tripfaggin' away over here.

    I just finished the stats for the Iron Knuckle, Stalfos, Stalchild and Darknut. Things is lookin' pretty.
    >> Anonymous 03/01/11(Tue)00:11 No.14082697
    The Knuckle had better be rape-tier, or have upgrades for such. Remember, upgrades are evidently options for most units. (Except the poor Garo, who got pissed on as counts-as Poes with some equipment changes.)
    >> ZeroSum !!nX8RvVlWeq6 03/01/11(Tue)00:19 No.14082791
    >>14082697
    Iron Knuckle:
    2"4/4/3
    Heavy: Takes half damage from nonmagic ranged attacks, cannot be thrown.
    Flawed Plating: If hit with an explosive attack, this unit loses 2 armor and gains 2" of speed. This can only happen once per unit.
    Backswing: For every attack this unit makes, roll twice for damage.

    Remember, stats go as move"hp/atk/def
    Average movement and defense are 4 and 0, respectively. Average attack is 1.

    As for the Garos, I was the one asking about them last night. They're gonna be as great as they were in MM.
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)00:27 No.14082898
    Tomorrow, I want to get the following Hylian units done

    Knights of Hyrule
    Hylian Wizards
    Royal Riders. (No, that's not Link mounted on Zelda)

    And then whatever else I decide to work upon.
    >> Spaceman !!AD5BPIyLBCW 03/01/11(Tue)00:47 No.14083128
    >>14082898
    Has anyone done the three animals from the oracles games?(Moosh, Dimitri, and Ricky) If not I'll get on them
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)00:48 No.14083142
    >>14083128

    Weird, I was just thinking of how to do the oracles
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)00:54 No.14083194
    >>14083128

    You can feel free to try something. Join the IRC if you want to discuss the game, don't have to add anything.
    >> Anonymous 03/01/11(Tue)01:12 No.14083401
    And now for some brainstorming.
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)01:15 No.14083439
    >>14083401

    Song of Brainstorms?
    >> Spaceman !!AD5BPIyLBCW 03/01/11(Tue)01:19 No.14083475
    >>14083194
    Where is this? Going to go to sleep soon, but I want to discuss this for a bit.

    Dimitri
    3”4/3/4
    Heavy: Takes half damage from nonmagic ranged attacks, cannot be thrown.
    Iron Bite: Upon each successful melee wound, you may choose to grapple the enemy. Roll 1d6, if 4+, put an extra wound on the target. This wound cannot be saved.
    Great Friendship: Any Link model can ride this character; Link can use his attacks, but treat all opponents attacks against the mount and add 1 to defense and attack to the mount.

    Moosh
    2(walking)”4(hovering)”3/3/4
    Heavy
    CONCENTRATE: If Moosh is using hovering, roll a d6 every turn, on a 1, Moosh lands and acts as a regular model until the next turn.
    Hovering: This unit cannot be engaged in melee combat unless it first engages an enemy, and may freely move through all models.(Moosh can turn this on and off, indicate this with a token by him)
    LOOK OUT BELOW! : Designate a target enemy or unit when hovering and roll a D6, if 3+, Moosh crashes into the enemy and deals an automatic wound. Enemies within 3” of the target have their movement reduced by 1” for the next turn. Moosh may take another movement phase after this. If 1-2, Moosh misses and lands one inch from the target and cannot move until the end of the turn.
    Great Friendship

    Ricky
    4”3/5/2
    Gotta go fast: If Ricky charges or runs the previous turn, reroll any hits against him in the preceding combat phases
    Flurry: Ricky unleashes a flurry of punches, from his extensive boxing training. If fighting another single model, this attack may be used. Roll a d6, if 4+, the roll again until this is not met. Each roll counts as an unblockable attack, but for every attack after the first, take off one point of attack.
    Great Friendship

    I think these would have pretty high point values, because they seem really overpowered if paired with link
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)01:20 No.14083486
    >>14083452

    #megahammer on suptg

    Also, looking good.

    I'll copy them onto the document, and credit it to you, then, if you're around, you can join up.
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)01:23 No.14083526
    >>14083475
    >>14083486

    uh, that was supposed to be for you.
    >> Spaceman !!AD5BPIyLBCW 03/01/11(Tue)01:25 No.14083549
    >>14083526
    Ya deleted it because I realized it was worded wrong
    >> Anonymous 03/01/11(Tue)04:47 No.14085217
    Cautious bump.
    >> Anonymous 03/01/11(Tue)07:08 No.14085930
    >>14082791
    Looks ok, but swap out "Heavy" for "Iron Cage" to match previous mentions?
    >> Early Mushroom Kingdom Stat Leaks MagicJuggler !sMYbIFo6TI 03/01/11(Tue)10:04 No.14086808
    Leaders:

    Mario: (Jack-of-trades guy who has the option to take up to two Sidekicks with him, chosen from a larger pool).
    Peach: (Basic heroine, fairly inept at melee combat though capable of taking healing Magic, or super-charging her emotions!)
    Toad Captain: (Commander Option)
    Shaman (may be upgraded to a Fortune-Teller, or a Starseer)


    Troops:
    Toad Trooper: Move 4, HP 3, Atk 1 (+1/5-6) Def 0 (+1/5-6), Init 4.
    -Armed w/ Spear and Shields

    Kart-Rider:
    Stats under construction

    Yoshi-Rider:
    -Rider statlines are like a Toad with +2 defense.
    -Yoshi Statlines are Move 6k, HP 5, Atk 3, Def 1, Init 5 (rider shares this statline of course)
    --Special Rules: Swallow. If the Yoshi fails to defeat a model, it does no damage. If the Yoshi successfully defeats a model, it regains 2 HP.
    -Mount [1-4]
    -Smart

    Incidentally, for units with combined statlines like the Yoshi Cavalry, or Shysters, the Mount USR means that you roll a D6 whenever the unit is being attacked. Rolling the target number means that you hit the mount instead of the rider. Should the mount be defeated, the rider is defeated as well; should the rider be defeated, the mount is also defeated unless it is Smart.
    >> Anonymous 03/01/11(Tue)12:07 No.14087649
    >>14086808
    You missed out on the stuff that was added last edition, which is being ported over. They're making E.Gadd a fieldable hero, giving the Toads upgraded technology and more reliable versions of his inventions.

    This is important because the Toads are supposed to be also getting a new rapid-movement unit as well, the FLUDD-2 squad (which basically can only regenerate FP from aquatic features, and can spend FP for movement boosts, or shooting).

    Have you heard about the new version Shroob army that's also being released?
    >> ZeroSum !!nX8RvVlWeq6 03/01/11(Tue)12:10 No.14087673
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    Straight from the IRC
    <MagicJuggler> The Shroobs are Dark Eldar.
    <MagicJuggler> Power from Vim. :D
    >> MagicJuggler !sMYbIFo6TI 03/01/11(Tue)12:16 No.14087715
    >>14086808
    I have heard about them somewhat actually. It's amazing that Nintendo took the time to revise them after all these years...

    They look to be an even *bigger* glass cannon than the Mushroom Kingdom, with access to rayguns and flying saucers with the durability of cardboard paper. Also, they're supposed to have a special rule called "Power from Vim" where they have certain units which can collect defeated enemies and process their corpses into Vim, which they can spend on assorted spell-like effects (this is in place of Star Power or any other "tertiary" non-FP powers). The updated fluff has them coming into combat with the few X-nauts who have attempted to reclaim their Lunar Base.

    Incidentally, has anyone heard whether Nintendo has been hiring any new members onto their art team to work on designing these codexes, because it would be completely lame if all the codexes were formatted like the Timesage leaks.
    >> Anonymous 03/01/11(Tue)13:29 No.14088317
    Seems like the subrosians got a bit of an update. And some extra units.

    The Deep Darkness, where eyes whatch you ... dance?

    Special Rule: Subrosian Bazaar. Subrosian forces can take leaders usually restricted to one force. For example: Ganon Dragmire. (Although why would you want Ganon, he has nothing to offer a Subrosian force).

    Subrosian Bazaarmaster (M:0) (I:4) (LD:5)

    HP:8/A:2 (+2 5-6)/Def:2 (+2 5-6)/Move 5
    Subrosian: +5 defense to fire fire, no penalties for moving through lava, no damage from lava. +5 extra damage taken from Ice and Light sources.

    Options: (Rupee cost to be added)
    Bazaar Sheild Carrier: all allied units within 3" get +1 to defense
    Bazaar Heart Bonanza: All allied units with 3" get +1 HP
    Bomb Crazy: Any Subrosian squad defeated within 4" explodes on death, as everyone is carrying bombs.
    Super Sale: Activate only once per battle. Any Subrosian unit within 3" can act again this turn.

    Subrosian Dancemiester: (M:0) (I:4) (LD:6)

    HP:5/A:1 (+2 4-6)/Def:2 (+2 5-6)/Move 4
    Subrosian: +5 defense to fire fire, no penalties for moving through lava, no damage from lava. +5 extra damage taken from Ice and Light sources.

    Specialisations: (Rupee cost to be added)
    Dance Fever: All Subrosian squads within 4" gain an extra 1" of movement.
    Flamenco: All enemy units within 4" lose 1" of movement.
    Lavafall's Jig: Activate only once per battle: all tiles within 4" are turned to lava. Enemies without Lavawalk are moved to the edge of this space.
    Passacaglia Fugue: Enemies within 3" have 1 less defense and attack for the rest of the turn.

    More to come in the next post.
    >> Anonymous 03/01/11(Tue)13:30 No.14088331
    >>14088317
    Subrosian Dancer (M:0) (I:3) (LD:0)

    HP:3/A:1 (+2 4-6)/Def:1 (+2 4-6)/Move 4
    Subrosian: +5 defense to fire fire, no penalties for moving through lava, no damage from lava. +5 extra damage taken from Ice and Light sources.

    Options:
    Molten Motion: The Subrosian dance squad moves 3" in a straight line, leaving a line of lava in its wake. Useable every other turn.
    Liquid Heat: May swap an adjactent allies defense and attack for one turn.
    Wavering Image: Subrosian Dancers can dodge incoming melee attacks on a roll of 6.

    Subrosian Lavabather (M:0) (I:3) (LD:0)

    HP:4/A:2 (+1 5-6)/Def:1 (+1 5-6)/Move 3
    Subrosian: +5 defense to fire fire, no penalties for moving through lava, no damage from lava. +5 extra damage taken from Ice and Light sources.
    Lavabather: Gain +2 defense when this unit has not moved from a lava square.

    Subrosian Peeper (M:0) (I:4) (LD:0)

    HP:3/A:1 (+1 5-6)/Def:1 (+1 5-6)/Move 5
    Subrosian: +5 defense to fire fire, no penalties for moving through lava, no damage from lava. +5 extra damage taken from Ice and Light sources.

    Subrosian Peepers, may move half thier movement away on a roll of 6 as a reaction to a melee attack declared against them.
    >> Anonymous 03/01/11(Tue)13:32 No.14088346
    >>14088331
    Subrosian Frontliner (M:0) (I:4) (LD:0)

    HP:8/A:3 (+1 4-6)/Def:2 (+2 5-6)/Move 4
    Subrosian: +5 defense to fire, no penalties for moving through lava, no damage from lava. +5 extra damage taken from Ice and Light sources.

    Options:
    Scalding Determination: When attacked more than once per turn, the Frontliners gain +1 defense for the second and each subsequent attack.
    Fiery Charge: Move double movement in a straight line, moving through enemies. All enemies moved through in this way take base damage.

    Subrosian Coward (M:0) (I:5) (LD:0)

    HP:2/MP:4/A:0 (+2 6)/Def:4 (+1 4-6)/Move 6
    Subrosian: +5 defense to fire, no penalties for moving through lava, no damage from lava. +5 extra damage taken from Ice and Light sources.
    Coward: Subrosian Cowards cannot enter melee combat for any reason, though they can come under attack by melee enemy forces.

    Catch me if you Can: 2MP. Move the Coward (and its squad, if aplicable) one and a half times its movement away. Select an enemy squad that was adjacent to this unit before the movement - that squad must chase the Coward on its next turn. Useable every third turn.

    Option: (Cost to be detailed)
    Green Potion: Replenish all MP.
    >> Anonymous 03/01/11(Tue)13:32 No.14088354
    >>14088346

    Subrosian Cannon Crew (M:0) (I:4) (LD:0)

    HP:4/A:4 (+2 5-6)/Def:4 (+2 5-6)/Move 1 (Range: 5")
    Subrosian: +5 defense to fire, no penalties for moving through lava, no damage from lava. +5 extra damage taken from Ice and Light sources.
    Superheavy Artillery: Cannon Crews must have a clear line-of-sight on thier target to fire. Cannot fire through allied units.

    Option: (Rupee cost to be detailed)
    Explosive Discharge: Enemy squads that come under fire from this unit are moved 1" backwards.
    Dense Roller: Reduce the targets movement by 1" when it next moves.
    Blackpowder Collosus: Each attack penetrates the target squad and continues until it reaches the end of its range. All units within this line take damage.
    Homewrecker: Attack roll becomes 4-6 when targetting armored foes (Dark Knut, Iron Knuckle, etc.)

    The only subrosian ranged attack option, but man is it a doozy.
    >> Anonymous 03/01/11(Tue)13:34 No.14088374
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    what the fuck am I reading
    >> Anonymous 03/01/11(Tue)13:34 No.14088377
    >>14088354
    The idea of Subrosians manning cannons is probably the only cool thing to come out of this thread.
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)13:44 No.14088468
    Oh god I'm awake what did I mi-


    Fuck yes Subrosians.
    >> Anonymous 03/01/11(Tue)13:46 No.14088494
    Wow, how old was their dex? Good to see Nintendo hasn't forgotten them, even if the new unit fluff's a bit wierd.
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)15:31 No.14089615
    Hmm.

    Not sure if I should add stuff to the hylians,such as some more special characters and such, or move on to a different faction, probably Zora or Goron.
    >> Spaceman !!AD5BPIyLBCW 03/01/11(Tue)18:09 No.14091484
         File1299020993.jpg-(70 KB, 800x427, 800px-ZantInvades.jpg)
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    >>14089615
    It would probably be better to have a couple of fleshed out armies first, but it is more fun to make hero characters than grunts.

    speaking of special characters, here is everyone's favorite insane King of Twilight

    Zant
    3”3/4/2 L9
    Degrading Sanity: Exposure to dark magic has weakened Zant’s mental stability. After every won combat, roll 1d6, on a 4+ Add one point to attack and movement and subtract one from defense and Leadership
    Unpredictably: At any time Zant can take the base stats of another commander in play, but none of his or the target’s equipment or rules applies to him.
    King of Twilight: Zant can have a group of three Shadow Beast body guards accompanying him who can take wounds for him

    Shadow Beast
    3”2/2/2 L5
    Resurrection: A model is only removed if both wounds are removed at once. If a model only has wound on it, remove the wound if it is not killed by the end of the combat phase.

    Will probably do Onox after this
    >> Spaceman !!AD5BPIyLBCW 03/01/11(Tue)18:50 No.14091782
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    General Onox
    2”3/5/4
    Heavy
    Backswing: For every attack this unit makes, roll twice for damage.
    Messenger of Twinrova: As a herald of Twinrova, Onox is protected by their magic. For every wound against this model, roll 1d6, on 6+ Apply a wound to the enemy.
    >> MagicJuggler !sMYbIFo6TI 03/01/11(Tue)20:20 No.14092648
    >>14091782
    We're actually probably going to consolidate damage rules some more and add a few more damage descriptors.

    AX means an attack is Area Effect, with blast radius X. For example, a Bullet Bill that hits hard with subsidual blast-damage elsewhere to everything else, will do 2A2(2) damage, meaning it hits anything right in the center for 4 damage, and any model within 2" of the radius for 2 damage.

    Another modifier is D. Some units can get a second attack and that's that, if they roll well. The Iron Knuckle is one of them, as is Mario's ability to double-jump an enemy. For example, Mario's Jump would do 1(D/4+) damage before other upgrades/badges are taken into account.
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)21:41 No.14093721
    Welp.

    Time to work on some Shiekahs.

    (Dampé confirmed for special character, watch this space)
    >> Spaceman !!AD5BPIyLBCW 03/01/11(Tue)23:49 No.14095391
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    Start of the Koopa Army

    Rules:
    Shell Roll: When charging, add 1” to movement and 1 to attack
    Shell Shocked: Once killed, replace the model with a shell marker. This can be picked up and thrown as a Ranged weapon
    We are Koopas! : Models posses the Shell Roll and Shell Shocked rule

    Lakitus
    4”2/1/0
    Hovering: Hovering: This unit cannot be engaged in melee combat unless it first engages an enemy, and may freely move through all models
    Spiny Toss: Latiku tosses a Spiny at a target within 6” dealing A2”[2] damage. After the wounds are resolved, put a spiny into play. A spiny is not put into play if there are already 3 in play.

    Spiny
    1”1/1/1
    YEOUCH! : When a spiny is killed in close combat, put one wound on the attacking unit.

    Koopa Troopa
    3”3/1(+1/5-6)/0
    We Are Koopas!

    Hammer Bro
    3”3/ 1(*/4-6)/1
    Hammer Arc: Ranged attacks from hammer bros negate cover bonuses.
    We are Koopas!
    >> Anonymous 03/01/11(Tue)23:50 No.14095423
    I wish this were a real game. We should ask Nintendo for the rights to make it.
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)23:52 No.14095433
    >>14095423

    Oh u.
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)23:54 No.14095454
    >>14095423

    You think we're just posting random numbers and such?

    We're working on it.
    >> Anonymous 03/01/11(Tue)23:56 No.14095485
    >>14095454
    Shutupandtakemymoney.jpg
    >> Stone !!77nrF68Uwnb 03/01/11(Tue)23:58 No.14095520
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    >>14095485

    It's not an official nintendo game, but it is a real game at least.

    Can you live with that?
    >> Anonymous 03/02/11(Wed)00:02 No.14095570
    >>14095520
    Yes.
    >> Stone !!77nrF68Uwnb 03/02/11(Wed)00:04 No.14095596
    >>14095570

    Okay.

    You can hang around here and discuss it with us, or join the IRC channel.
    >> Anonymous 03/02/11(Wed)00:05 No.14095613
    >>14095596
    I'll just watch, my brain isn't working on all cylinders right now.
    >> Stone !!77nrF68Uwnb 03/02/11(Wed)00:12 No.14095711
    >>14095613

    Alright, well.

    The thread isn't very active, but we'll update when we can.
    >> Spaceman !!AD5BPIyLBCW 03/02/11(Wed)00:17 No.14095768
    >>14095711
    OH YES IT IS

    >>14095391
    More Koopas!

    Magikoopa
    3”2/1/0
    Hovering
    Magic Blast: 12” range, A2”[2(+2/5-6)]
    Poof! : After the movement phase, you may Roll 1d6, on 2+ choose a spot within 6” to teleport to.

    Bullet Bill Cannon
    2” 3/(n/a)/3 (Must have a crew of 3 goombas, for each heart lost, remove one crew member)
    This is Harder than it Looks: The Bullet Bill Cannon cannot move and fire during the same turn
    BOMB: A Bullet Bill is fired with a range of 12”, any model in the path takes 1(+3/4-6) and the end of the path deals A2”[4]

    Piranha Plant
    1”1/2/0
    Burrowing: The Piranha Plant surprises foes by springing from the ground next to them. After the movement phase, you may Roll 1d6, on 2+ choose a spot within 4” to burrow to. You may also choose to stay under ground, for the next turn, but the model cannot attack until the next movement phase.
    SURPRISE! : After emerging from underground, enemies within 3” lose 1 point of leadership

    Probably do some commanders next
    >> Gene 03/02/11(Wed)00:30 No.14095946
    OH MAI GAAAAAAAAWD
    >> Anonymous 03/02/11(Wed)00:31 No.14095961
    Is there a rules book for this yet?
    >> Spaceman !!AD5BPIyLBCW 03/02/11(Wed)01:14 No.14096468
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    >>14095961
    Its all tentative now, but Thursday we're going to "streamline" it

    Koopa Commanders:

    Kamella
    4”4/2/2
    Spells:
    Summon Magikoopa: Summons a Magikoopa within 6” in place of Moving. This Magickoopa doesn’t have Hover and only has one heart. Up to three of these may be summoned.
    Advanced Poof: After the movement phase, you may roll 1d6. On 2+ choose a spot within 10” to teleport to. This cannot be used if Summon Magikoopa was used
    Super Magic Blast: Roll 1d6, the following spell is cast with 12” range
    1 Green shell: 1(+1/6)
    2-4 Magic Blast: A2”[2(+2/5-6)]
    5-6 Fireball: A3”[2(+3/5-6)]

    Bowser Jr.
    3” 3/1(+3/5-6)/2
    Small Stature: Reroll all hits against Bowser Jr.
    Magic Paintbrush: The Toxic goop emitted from the brush gives the Poison rule to all of Bowser Jr’s Attacks
    New Toys: All machines within 6” of the model don’t have to obey “This is Harder than it Looks” and have defense increased by 1.
    Mimicry: Roll 1d6 at the beginning of the turn, if 5+, then all enemies within 6” of Bowser Jr lose initiative when in close combat with him.
    >> Stone !!77nrF68Uwnb 03/02/11(Wed)01:16 No.14096484
    >>14095961

    We're working on in. Everyone seems to have gone to bed for now, and I'm just finishing off rules for the Sheikah Assassin before I head down to the airport.

    I'll be taking some paper and a pen so I can jot down ideas while I'm there, then I'll post them up when I get home.

    Boos look good at the moment, those punny names are brilliant, and we seem to have a new boo type in there.

    Hylians have a slight...Protectorate of Menoth feel to them, and Link is going to be a customizable leader, so that you can field him how YOU want to field him.

    We still haven't touched on Goron or Zora yet, but they will be looked at in the next few days, either by myself or another person, Gerudo have had a little discussion, and we will be working on those after the Goron/Zora.
    >> Anonymous 03/02/11(Wed)01:16 No.14096489
    >>14096468
    That's a shame, I eagerly await it.
    >> Stone !!77nrF68Uwnb 03/02/11(Wed)01:31 No.14096607
    Also, I won't be spoilering any of my units until we review them. I don't mind dropping names their names, but stats and abilities may change.



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