- Pronouns
- He/Him
Here are the badniks shepard has designed so far, have been added to the informational badnik page. Thanks to Shepard for all the hard work on this.
One warning, is that, as Shepard said before, we wont' be accepting more recommendations for now for badniks, except for possible tier 3 badniks. Shepard has made a lot of them and its not fair you you just end up building a few of them while ignoring the rest. So yeah, until either you have build at least one of each current badnik or advanced long enough and used them, this will be your final badnik list for now.
Egg Fighter - A mass produced badnik made to fight along side the Egg Pawn, these frontline bruisers can take more damage and deal it back much harder.
Metal Cost: 10
Bonus: +8 to combat rolls
Brawny: Bare Failures to damage this unit become Failures and Bare Successes in combat by this unit become Successes
Metal Cost: 10
Bonus: +8 to combat rolls
Brawny: Bare Failures to damage this unit become Failures and Bare Successes in combat by this unit become Successes
Crabmeat - A mass produced badnik in the likeness of a crab that is a surprisingly effective anti-aerial combat unit with its missile launchers.
Metal Cost: 10
Bonus: +5 to combat rolls, +10 to combat rolls against aerial units.
Metal Cost: 10
Bonus: +5 to combat rolls, +10 to combat rolls against aerial units.
Egg Magician - A mass produced badnik designed to support the other badniks with a light bit of magic and drain foes of their own vitality.
Metal Cost: 20
Requires Rings
Bonus: +5 to non-research Occult rolls.
I Need Healing: This unit can take an action to restore one hp to an injured badnik unit. If used on a badnik with a max of one hp, it gains an additional hit point until this ability is used again.
Metal Cost: 20
Requires Rings
Bonus: +5 to non-research Occult rolls.
I Need Healing: This unit can take an action to restore one hp to an injured badnik unit. If used on a badnik with a max of one hp, it gains an additional hit point until this ability is used again.
Egg Knight - A mass produced variant of the Egg Pawn designed to be the leader of the weaker baniks without needing a super badnik.
Metal Cost: 20
Bonus: +10 to combat rolls.
Lesser Commander: This unit can be assigned to lead a group of badniks with a combined power total of 10 or less.
Horde Commander: All badniks with a power cost of 5 or less gain +2 to all bonuses when assigned with this troop.
Metal Cost: 20
Bonus: +10 to combat rolls.
Lesser Commander: This unit can be assigned to lead a group of badniks with a combined power total of 10 or less.
Horde Commander: All badniks with a power cost of 5 or less gain +2 to all bonuses when assigned with this troop.
Hotaru - A mass produced badnik designed in the shape of a firefly and uses their lighted ends to shoot lasers at their foes. In large numbers, they can combine.
Metal Cost: 15
Bonus: +5 to combat rolls, +5 to scouting rolls
Clear As Light: The first time any unit of Hotaru would be reduced to 0hp, it instead becomes intangible and untouchable, returning to its normal state on its next turn. This effect can only happen to one Hotaru once per scene.
Metal Cost: 15
Bonus: +5 to combat rolls, +5 to scouting rolls
Clear As Light: The first time any unit of Hotaru would be reduced to 0hp, it instead becomes intangible and untouchable, returning to its normal state on its next turn. This effect can only happen to one Hotaru once per scene.
Hotaru Hi-Watt - A collective of multiple Hotaru that have combined together to become a much larger and more powerful badnik.
Metal Cost; N/A
Bonus: +15 to combat rolls, +10 to scouting and patrol rolls
Super Badnik: This unit has two hp
We Are Many: If two or more Hotaru are assigned to a single action, they combine into this unit. For each Hotaru beyond the second, this unit gains another use of the Clear As Light ability.
Clear As Light: The first time this unit would be reduced to 0hp, it instead becomes intangible and untouchable, returning to its normal state on its next turn. This effect can only happen once per scene.
Metal Cost; N/A
Bonus: +15 to combat rolls, +10 to scouting and patrol rolls
Super Badnik: This unit has two hp
We Are Many: If two or more Hotaru are assigned to a single action, they combine into this unit. For each Hotaru beyond the second, this unit gains another use of the Clear As Light ability.
Clear As Light: The first time this unit would be reduced to 0hp, it instead becomes intangible and untouchable, returning to its normal state on its next turn. This effect can only happen once per scene.
Klagen - A mass produced badnik designed similarly to a jellyfish with a specialty for capturing targets whole and intact.
Metal Cost: 15
Bonus: +5 to combat rolls, +10 to all capture rolls
Abduction: If this unit reduces another unit to 0 hp, instead of destroying or killing it, this unit captures the target in a stasis field and will attempt to flee with them.
Metal Cost: 15
Bonus: +5 to combat rolls, +10 to all capture rolls
Abduction: If this unit reduces another unit to 0 hp, instead of destroying or killing it, this unit captures the target in a stasis field and will attempt to flee with them.
Mega Choppers - A small mass produced badnik designed similarly to a piranha, this unit is made to latch onto a target and drag it down into deep water.
Metal Cost: 15
Bonus: +0 on land. +15 to combat rolls in the water.
Drag Them Down: After making a successful attack roll on a unit, this unit attaches to their target and does not let go until destroyed. Each turn this is attached to a target, it will attempt to drag it deeper into the water.
Metal Cost: 15
Bonus: +0 on land. +15 to combat rolls in the water.
Drag Them Down: After making a successful attack roll on a unit, this unit attaches to their target and does not let go until destroyed. Each turn this is attached to a target, it will attempt to drag it deeper into the water.
Tunnelbot - A mass produced badnik first deployed on Angel Island to dig through the ruins of Marble Garden Zone's temples, this drilling robot is rocket propelled and made to excavate.
Metal Cost: 25
Bonus: +10 to combat rolls, +25 to all excavation rolls
Super Badnik: This unit has two hp
Metal Cost: 25
Bonus: +10 to combat rolls, +25 to all excavation rolls
Super Badnik: This unit has two hp
Cluckoids - A mass produced badnik designed similarly to a rooster, it inhales large amounts of air before releasing a bellowing gust of wind to blast away enemies.
Metal Cost: 10
Bonus: +5 to combat rolls.
Blowhard: This unit gains +10 to any combat rolls against light targets or units that are gliding or flying.
Metal Cost: 10
Bonus: +5 to combat rolls.
Blowhard: This unit gains +10 to any combat rolls against light targets or units that are gliding or flying.
Turtloids - A set of mass produced turtle badniks that act as heavy air support by launching energy spheres and are quite durable.
Metal Cost: 20
Bonus: +10 to combat rolls.
Duable: This unit has two hp.
Aerial Superiority: This unit has +10 to combat rolls against enemies that can't attack aerial units.
Flying: This unit has +5 to all pursuit and flee rolls.
Metal Cost: 20
Bonus: +10 to combat rolls.
Duable: This unit has two hp.
Aerial Superiority: This unit has +10 to combat rolls against enemies that can't attack aerial units.
Flying: This unit has +5 to all pursuit and flee rolls.
Spinners - A mass produced bat badnik that uses their wingblades to slash at any opponent that draws close.
Metal: 10
Bonus: +5 to combat rolls
Dervish of Blades: If a unit touches this unit, this unit gets to make an attack against them with +5 to its normal roll.
Flying: This unit has +5 to all pursuit and flee rolls.
Metal: 10
Bonus: +5 to combat rolls
Dervish of Blades: If a unit touches this unit, this unit gets to make an attack against them with +5 to its normal roll.
Flying: This unit has +5 to all pursuit and flee rolls.
Ice Ball - A mass produced badnik which pilots a small vehicle that sprays a freezing cold blast at foes to freeze them solid,
Metal: 10
Bonus: +7 to combat rolls.
Chill Out: If this unit rolls a 90+ on its attack roll, the opposing unit is frozen solid and misses its next turn.
Metal: 10
Bonus: +7 to combat rolls.
Chill Out: If this unit rolls a 90+ on its attack roll, the opposing unit is frozen solid and misses its next turn.
Big Icedus - A mass produced badnik first deployed on Angel Island to control the IceCap Zone, this Super Badnik creates enormous floating blocks of ice to attack foes with.
Metal: 25
Bonus: +15 to combat rolls, +20 to any climate control rolls
Super Badnik: This unit has two hp.
Flying: This unit can fly, gaining +5 to all pursuit or flee rolls.
Metal: 25
Bonus: +15 to combat rolls, +20 to any climate control rolls
Super Badnik: This unit has two hp.
Flying: This unit can fly, gaining +5 to all pursuit or flee rolls.
Badniks Power Values (Basically the cap of how many badniks can be assigned to an Action/adventure):
Egg Fighter: 3
Crabmeat: 2
Egg Magician:4
Egg Knight: 6
Hotaru: 5
Hotaru Hi-Watt: N/A
Klagen: 4
Mega Choppers: 5
Tunnelbot: 8
Cluckoids:3
Turtloids:4
Spinners: 5
Ice Ball: 6
Big Icedus: 10
Egg Fighter: 3
Crabmeat: 2
Egg Magician:4
Egg Knight: 6
Hotaru: 5
Hotaru Hi-Watt: N/A
Klagen: 4
Mega Choppers: 5
Tunnelbot: 8
Cluckoids:3
Turtloids:4
Spinners: 5
Ice Ball: 6
Big Icedus: 10
One warning, is that, as Shepard said before, we wont' be accepting more recommendations for now for badniks, except for possible tier 3 badniks. Shepard has made a lot of them and its not fair you you just end up building a few of them while ignoring the rest. So yeah, until either you have build at least one of each current badnik or advanced long enough and used them, this will be your final badnik list for now.