Automatic Fire for Brikwars 2005

Rules questions, suggestions, and discussion

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mm233
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Post by mm233 » Sun Jul 25, 2010 7:13 pm

double post! lol :lol:

blueShinyApple
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Post by blueShinyApple » Tue Aug 10, 2010 12:57 pm

mithril wrote:it seems to me the simplest approach would be:

weapon cost+1cp
this weapon can fire twice per turn.

if shooting at one target, it means two chances to inflict damage.
or one shot each at two different targets.
if firing at a squad, it means a chance to kill two minifigs in one volley.
or one shot each at two different squads.

each shot would be rolled for seperately (though using multiple dice, it could be done quickly)

thus an automatic rifle would be 6cp. a long range weapon, + automatic fire. for two shots at use 3, 1D6+1 damage per turn.
Instead you can just buy Multitasking for 1 cp, and your minfig can attack 2 times with ANY weapon.
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Sloopofwar
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Post by Sloopofwar » Tue Aug 10, 2010 2:37 pm

Actually it's with two different weapons. That's important.

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Post by blueShinyApple » Thu Aug 12, 2010 6:55 am

oh, yeah, you are right, my bad
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IVhorseman
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Post by IVhorseman » Tue Aug 17, 2010 1:37 pm

mm233 wrote:Here are my auto fire rules.

+CP: +2 CP
UR:Weapon UR
Damage:Weapon Damage +(*/number of targets)per target
Range:Weapon Range

*For every 1 above the UR in your skill roll, up the damage by one dice size or add 1. Example:"You roll a 5 (UR:3) and your base damage is 1d6, your total damage is 1d10 or 1d6+2."

C&C welcome, please give ideas of how to improve this. Thanks.
this is actually exactly how my autofire rules work, albeit explained badly. the only difference is that you have some arbitrary "per target" thrown in that doesn't make any sense and you have a CP cost associated with it, which i guess is important if you're into things that are lame like balance.

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Skyian Leader
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Post by Skyian Leader » Mon Nov 22, 2010 7:04 pm

Image

Necromancy using the power of Necrons by 3 months

I like to think of my auto fire rules this way.
I play 40k, and multi shot weapons got... multi shots.
so for brikwars template i will be using, say the stats of the Skyian Minigun for an example:
Range: 18'' UR: 4 Damage: 1D6 CP:15?* Notes: 5 shots

when you fire this weapon, you get 5 shots at a unit / squad, and DAMAGE DOES NOT STACK. Shooting at a squad of 3 minifigs? roll 5 dice for skill tests, pick out all the successes, (critical success gives you and extra die to roll, critical failures take away a successful passed shot) show your opponent what dice is rolling against what mini-fig and roll the remaining successes for damage, and the rolls do not stack. Roll a D6 against a 4 and get a 3? tough luck. if multiple dice are for the same guy, roll the next dice. Get a 2, sucks for you. Say you have another dice roll left; roll a 5, kills the mini-fig outright, for 5 is greater than 4. The only way damages stack is obtaining C.S. (critical success) during rolls for beating armor.
That system makes it practically impossible for a multishot weapon to kill a tank unless C.S.'s pop up all over. It also shows that a Gargantuan Cannon that is made for killing tanks will kill tanks, and the hordes of rifle bearers will stick to infantry mowing.

just my 2 cents

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All-Bricks United
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My (current) version...

Post by All-Bricks United » Mon Nov 29, 2010 1:57 am

Ha, this isn't that long ago now (also, it's stickied).

After picking this game back up about a week ago, and reviewing my own house rules (and going "What the hell was I thinking?"), I've revised my Automatic rules (along with most other things).

As they sit now, I just go with:

Automatic (+2 CP): When a unit uses this weapon to attack, he makes two attacks. He can either attack the same target twice, or attack two targets that are within 6â€
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IVhorseman
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Re: Automatic Fire for Brikwars 2005

Post by IVhorseman » Fri Jun 29, 2012 11:52 am

This is older than my current relationship, also it's outdated. I don't know who'd prefer these over the 2010 rule. Unstickied!

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Re: Automatic Fire for Brikwars 2005

Post by mgb519 » Fri Jun 29, 2012 2:11 pm

Hey, I thought this worked rather well. :(
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IVhorseman
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Re: Automatic Fire for Brikwars 2005

Post by IVhorseman » Sat Jun 30, 2012 12:48 am

Hey, nobody's stopping you from using it!

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