Voin's Armory

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

Moderators: warman45, Rev. Sylvanus

Your opinion - let's hear it!

So awesomely epic, I'm gonna look for opportunities to use these in my own BrikWars games
4
36%
Mostly decent, some could use a bit of fine-tuning. I may use a few of these.
3
27%
Eh, I could take it or leave it/about half are alright, and the other half crap.
2
18%
Dude, you can do better than this. C'mon, step up your game!
0
No votes
Such abject schlock, I choked on my own vomit. A plague of a thousand Jaw-Jaws upon your house!
2
18%
 
Total votes : 11

Voin's Armory

Postby Voin » Wed Dec 04, 2013 3:26 pm

After seeing many of the excellent ideas in IVHorseman's Plastik Armory: Better Guns, Awesome Abilities, and having been inspired to make some of my own Bonus Material for BrikWars, I decided to blatantly rip off pay homage to the aforementioned thread by posting one of my own. And yes, I adapted some of these from d20 OGL material.

Note that most of these have not yet been extensively tested, and I do look forward to hearing how they work out (or don't work out) for anyone who implements these in their own BrikWars battles.

Abilities

Spoiler: show
While these are geared toward minifigs, they can be added to other creations when appropriate (for example, a robot-minded sniper auto-turret with Dead Aim).

Accurate Attack (+1 CP)
When you make an attack you can take a penalty on your damage and add the same number to your Skill Roll results. Your damage cannot be reduced below 1 and your attack bonus cannot more than double. The changes to attack and damage are declared before you make the Skill Roll and last until your next turn.

This is useful for targeting small, hard-to-hit, but easy-to-damage targets, and may be a good ability for snipers/gunners (hint: gunners make good sniper squads - one sets up the rifle on the bipod [making it a mounted weapon] - and the partner provides Gunnery Support). The effect it represents is actually aiming for an easier-to-hit, but less critical part of the target, thus getting better accuracy, but dealing less damage.

Acrobatic (+1 CP)
This Minifig may jump up to 2” up, and rolls the next highest Skill Die for Bailing rolls (example 1d6 Skill Rating becomes 1d8 for Bailing).

Think of this as the poor-man's Spider Gymnastix.

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All-Out Attack (+1 CP)
When you make an attack you can take a penalty on your Armor and add the same number to your Skill Roll to attack. Your Armor cannot be reduced below 0 and your bonus cannot be more than double your Skill Roll (12 for 1d6). The changes to attack and armor are declared before you make the attack roll and last until your next turn.

This represents a particularly reckless attack (even for BrikWars, which is saying something), appropriate for berserkers.

Armor Proficiency (+1 CP)
This unit ignores 1” of move penalty from wearing Armor. For regular Body Armor, this means the unit may move its full Move Rating (but still drowns in water). For Heavy Armor, this unit regains 1” of move after taking into account the Half-Speed penalty, up to it's full original move rating (so a regular armored minifig with this ability moves 3.5" per turn). If it accrues a second Half-Speed penalty, it can still lumber around at a Move Rating of 1”. Further Half-Speed penalties immobilize it as normal.

This ability may be taken multiple times, each time increasing the unit's proficiency with moving in armor, and reducing the armor penalty by 1".

Bull Rush (+1 CP)
When the character performs a Charge, the character does not provoke a Response attacks from enemies within CC range on its way to the target (but the target may still respond).

Combat Expertise (+1 CP)
When you make an attack you can take a penalty on your Skill Roll to attack and add the same number to your Armor. Your Skill cannot be reduced below your Skill Die (6 for 1d6) and your bonus cannot be more than double your Armor. The changes to attack and armor are declared before you make the attack roll and last until your next turn. The effect it represents is a minifig idiotically focusing more on saving its own sorry hide at the expense of tearing off the faces of its enemy.

Combined Strike (+1 CP)
When attacking one target in CC with two CC weapons, this minifig may make a dual attack and, (if it hits with both attacks) may treat it as Combined Damage (handy for overcoming Shielding/Armored status), essentially using them as a melee form of fire-linked weapons. However, this gutsy, all-out maneuver leaves its defenses open, so it takes a -1 to its own Armor until its next turn.

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Dead Aim (+1 CP)
+1 to Stationary and Aiming bonus (for a total of +2).

Dodge (+1 CP)
During the unit’s action, the unit designates an opponent and that opponent receives a -1 penalty when trying to hit that unit. The unit can select a new opponent on any action.

Any condition that makes the character take a penalty to movement also makes the character lose this bonus.

Fancy Footwork (+1 CP)
In CC, this unit may counter by shoving with one or more of his feet, even if he’s used up the countering options of his hands.
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Far Shot (+2 CP)
When this minifig uses a minifig ranged weapon, its range increases by one-half (multiply by 1.5). When the minifig throws a weapon, its range is doubled.

Gunslinger (+1 CP)
May fire two (2) 1" ranged weapons at two separate targets in a single turn. (This is a trimmed-down, more focused version of giving a fig Multitasking and Multidexterity).

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Improvised Weapon Proficiency (+1 CP)
After many a barfight, this minifig has mastered the fine art of conking enemies over the head with beer mugs and table legs, and may treat Random Objects (Size:- Cost:- Use:4 Range:CC Damage:1d6-2) as Hand Weapons (Size:(S) Cost:2CP Use:2 Range:CC Damage:1d6).

Instant Up (+1 CP)
This unit can instantly pick itself up from a prone, kneeling, or disrupted position.

Power Attack (+1 CP)
When this fig attacks, it can subtract a number from its Skill Roll, and add that same number to its damage rolls. Ironically, the effect this represents could be attempting to hit a smaller (thus the penalty to accuracy), but more vital (thus the bonus to damage) part of the target.

Pushy (+1 CP)
Years of waiting impatiently in line at the school cafeteria or DMV to get his tank driver license have warped this unit into a lean, mean, shovin’ machine. He now adds +1” to shoving distance. This Specialty can be selected multiple times, each increasing shoving distance by +1” (possibly invoking Collision rules if he shoves a target more than 4” in a straight line).

Sharp-Shooting (+1 CP)
When using a ranged minifig-sized weapon against a target it can see, this unit may ignore one level of Cover (1 section of Cover becomes No Cover for no penalty, 2 sections are treated as only one section (dropping the Skill Mod from -2 to -1). Full-Cover or Stealthed units retain their bonuses as normal.

Steady Footing (+1CP)
-1" movement, but resists 1" of knockback. Appropriate for dwarves, heavy legionaries and other "stout" units.

Run, Forrest, Run! (+1 CP)
This minifig gets to use the next highest dice for Sprint rolls.

Taunt (+1 CP)
The unit has the ability to temporarily rattle a target through the use of insults and goading. The target must have a full mind (1d6 Skill Rating or higher) to be susceptible to a taunt, must be within 6” of the Taunter, and must be able to hear and understand the Taunter.

To taunt a target, the unit must use an action and make an opposing Skill Roll against the target.

If the target fails, the target becomes so indignant, he is unable to act, but can defend normally for 1 round.

A taunt can be played on an opponent any number of times.

Naturally, the taunting player needs to role-play this out at the game table.

Teleporter Operator (+1 CP)
Just buy this as the Gunner’s “Gunnery Support”.

Teleporter Warrior (+1 CP)
Through special training, experience, or other enhancements, you have hardened yourself against teleporter sickness, sped up your "phasing in" delay, or gotten over your existential crisis at realizing you’re just a copy and the original was killed on the other end of the teleporter. You may now be teleported and attack in the same turn (but not if you used up your action operating the teleporter yourself).

Ultra Immune System (+1 CP)
This minifig rolls a die one size higher than their regular Skill Rating for the purposes of fighting off things like Monstrous Contagion, disease, and poison.

Note: Should I combine Acrobatic and Instant Up into one Specialty?



Weapons and Devices

Spoiler: show
Armor Piercing Projectile (+1 CP)
(From a discussion with Stubby)
Usable once; cancels 1x Shielded on target.

Auto-Repair/Damage Control System (+1 CP)
This is a limited version of a Mechanik's Mechanikal Aptitude, and it lets a construction with a mind (such as a starship with on-board A.I., magical sentient castle, or undead monstrosity made out of corpses it has stitched on it's abominable form) initiate its own Patch Repairs, provided the blasted-off bits are still within its Construction Radius or if it has a handy stash of spare parts in a repair bay/workshop/meat locker somewhere nearby.

Charge Up (+0 CP: the penalties balance the benefit)
Typically reserved for large, sci-fi energy weapons (but you can apply this to weird magic weapons or whatever), this ability lets a weapon charge up it's power (similar to a creation Gathering Power) and unleash it in one big hellish blast, pooling its saved-up damage as per Combined Fire.

The player receives a cumulative -1 for each turn in the Charging Sequence he attempts (as the accumulating power makes the weapon shake and be otherwise unsteady), and rolls an Attack Roll. If the number on the Skill Die (before applying bonuses or penalties) is less than the number of rounds charged up, then the weapon overheats and must cool down an equivalent number of rounds before becoming operational again. If a critical failure is rolled, the weapon suffers a catastrophic overload and blows up the saved damage dice, centered on the weapon.

Example: a 2d6 Gun is being Charged Up over 3 turns to do 6d6 damage. On the second turn of the Charging Sequence, the minifig may choose to blow his load prematurely, and take only a -2 penalty for 4d6 points of damage, having to roll above 2 to avoid meltdown. On the 3rd turn, the gun is ready to erupt forth with a mighty 6d6 discharge, but at a -3 penalty, and the operator has to roll above 3 for it to function properly.

So basically, instead of firing three separate 2d6 damage blasts over 3 turns, you're saving up power over 3 turns to unleash one 6d6 blast.

Obviously, Gunners may use Gunnery Support to lend their aid with this as usual for mounted weapons.

Gas Mask (1 CP)
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+2 to Armor against poison gases, smoke, and other airborne Exposure Hazards.

Fire Extinguisher
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Cost: WSx3CP Use: WS+1 Range:(WSx2)+2" Effect: extinguishes WSd4 Fire Inches (up to 2d4 flames - 3d4 and 4d4 flames are simply too hot to extinguish by conventional means) Notes: min. 1 Firing Arc, -1 Auto Penalty per Arc.
Basically the inverse of a flamethrower, which is where I ganked the stats from.

If you're worried about enemies with incendiaries toasting the insides of your creations, you can even rig a few of these up to Mechanisms and make a fire-suppression system.

Flash-Seal
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Basically, a 1x2 Tile that's placed on or next to a door. It's a full-round action to attach, prime, and activate the Flash-Seal. When activated, the melt/re-freeze effect seal the door and essentially make it into a wall. From that point on, a fig can't just open the door, it has to be busted apart like any other wall.

Full Hazmat Suit (2 CP)
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Treat this as Armor (ignore one of each type of damage dice) against NBC (Nuclear/Biological/Chemical) Exposure Hazards. Also prevents damage from being exposed to the drivel of the NBC "news" network, but has not yet been tested against similar hazards from CNN or Fox.

Wearing a Hazmat Suit, a minifig can stroll around regular toxic wastelands with impunity, but stronger/more concentrated hazards (reactor core, vat of school cafeteria glop, etc) can still eat through the suit.

Implosion Devices

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After seeing the singularity grenades in “Thor: The Dark World” (the best Star Wars movie since 1983) I just had to make stats for this:

Implosive: Cost: ImpSxCP Damage: ImpSd10 Imp Notes: Use and Range determined by Launcher

An Implosion weapon generates a gravity field so powerful that it bends space into a miniature black hole. Think of this as the inverse of Explosions.

When an Implosion occurs, the player rolls the number of d10s in the weapon's Damage rating, and leaves the dice on the table. All objects (or Components, for larger targets) within a two-inch radius of the Implosion center take this much damage, and any loose objects in this radius (including objects which only became loose after being crunched by the Implosion) are pulled toward the epicenter by a force of one inch for every d10 in the Damage roll.

For a 1d10 Implosion, this is all that's required. For Implosion with multiple d10s, after handling Damage for all the objects within the first two inches, remove the highest die in the roll, and count the new total result on the dice that remain. All objects within the next two inches of radius take this new result in damage, and loose objects are pulled toward the epicenter a number of inches according to the number of dice remaining. Continue removing one die for every two inches and distributing damage and inward pull movement accordingly, until no dice remain in the Implosive Damage.

Players may wish to save handling all inward pull movement effects for the end, in order to avoid accidentally damaging the same object twice.

Damage from more than one Implosion can stack, but the sizes of their radii do not. A hundred 2d10 Implosion in the same spot cause 200d10 worth of Damage in the first two inches, 100d10 in the next two, and none after that. They don't combine into a single massive Implosion with a four hundred inch radius.

Any pieces or units destroyed by Implosions, vanish from the battlefield, leaving no trace behind.

Implosions typically do not set anything on fire.

Medical Syringe
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This is a 1CP minifig tool that contains medicine to treat whatever ailments, poisons, poisons, or Monstrous contagions are appropriate to your battles. If you're fighting werewolves, it'll have the cure for lycanthropy, etc. You use this on yourself or have it used for you, and you don't have to roll that 1d4 every turn to see if you succumb to the toxin/plague.

Missile Jammer
Buy this as Curse SN with however many radius dice you want to assign to the Jamming Projector.

Parachute
It's just a minifig tool that negates falling damage. 1 CP for minifigs, Size x CP for larger creations (so 4CP for a larger parachute on a 4" tankette). Treat it as a mechanism that is triggered by a Bailing action (or manually triggered, if you so desire).

Powered Armor/HardSuits/ExoSuits
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The basic version is simply regular armor with Move inches bought into it to offset the Movement penalty that Armor normally incurs. Thus, it is treated as a Size 1 or Size 0 vehicle with the minifig inside it acting as a pilot (normal vehicle operation rules apply, and the +1CP Piloting specialty can be seen as the trooper having the special training and experience needed to operate such equipment.

Psychik Shield
Like a regular energy shield, but imposes a cumulative -1 Skill Penalty for each die spent. If Skill Penalty becomes equal to Skill Die, unit is disrupted. Typicaly, the minifig's head or hands will function as the projector.

Self-Destruct System
Simply put an appropriately sized explosive inside your lair/starship/etc. and then make it a Mechanism that's triggered (countdown optional, but encouraged) by whatever circumstances you choose, such as when the enemy takes control of your systems, when the last of your crew falls, or when the big red button is pushed. Note that Scouts can disable this like they can with any other explosive.

Starship Computer Core/Engineering Bay
Give it SN dice, and then either brains for AI or operators to direct how those dice are spent. Use SN dice to divert power and boost various spaceship systems (weapons, shields, engines, teleporters, etc).

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Targeting Beakon
Cost: Beakon Size (BS) CP; Bonus: BS to targeting.

Beakons may be artillery flares, magic dowsing crystals, infra-red flashers, sub-space quantum-pulse emitters, radios, or anything else that can send a signal to your forces across the battlefield. Drop these off from other units (from bombers or sneak them in via Scouts), fire them as projectiles, give them to your enemies as heartwarming "presents" during the X- mas/Hanukkah/Yule/Kwanzaa/Life Day cease-fire, etc. A deployed beakon lasts BSd4 rounds before burning out.

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Similar to Explosive Size (XS), Beakon Size (BS) is measured by amount of briks in the beakon, not the size in inches.

Teleportation
Due to the sheer unpredictability of an effect powerful enough to falcon-punch the common understanding of physics (being able to bypass obstacles and such), teleportation is not bought as a regular movement, but rather as SuperNatural Movement dice.

A teleporter operator, which is not necessarily the unit being teleported, (his name is Scotty) makes a Skill roll against the number of inches teleported, and there is potential for Missed Shot inches. A teleporter operator can target an area for a hefty bonus to Skill Rolls, in exchange for allowing one of the other players to randomly choose where the teleported mass ends up (like with Missed Shots).

Upon arrival, the teleported unit is Disrupted for the rest of its turn (due to teleporter sickness, "phasing in" like Chrono units in Red Alert, or existential crisis at realizing it's just a copy and the original was killed on the other end of the teleporter), leaving the unit vulnerable if it was cocky enough to teleport into the middle of an enemy formation.

Any time an object or unit is Teleported, a critical fumble means there has been a Teleporter Malfunction, and the Teleporting player must make a Heisenberg Ker-Pow! Roll.

From the 2001 rules:

Code: Select all
  +--------------------------------------------------------------------+
  |                   The Heisenberg Ker-Pow! Table                    |
  |--------------------------------------------------------------------|
  | Any time an object or unit is Teleported, a roll of 1 on 1d10      |
  | means there has been a Teleporter Malfunction, and the Teleporting |
  | player must make a Heisenberg Ker-Pow! Roll.                       |
  |--------------------------------------------------------------------|
  | Roll 1d10 | Teleporter Malfunction                                 |
  |-----------+--------------------------------------------------------|
  |     1     | Doppelganger Syndrome                                  |
  |           |                                                        |
  |           | Teleportation proceeds as normal except that two       |
  |           | copies of the teleported object arrive where one was   |
  |           | expected.  The two objects are identical in every way  |
  |           | (if you aren't able to scrap together an identical PBB |
  |           | model on the spot you'll have to substitute a couple   |
  |           | of Blox and everybody will just have to use their      |
  |           | imaginations.)  If the duplicate objects are minifigs  |
  |           | or other intelligent units they will seem to get along |
  |           | for the remainder of the battle, but in the days       |
  |           | afterwards they will inevitably become deadly rivals.  |
  |-----------+--------------------------------------------------------|
  |     2     | Temporal Misalignment                                  |
  |           |                                                        |
  |           | Objects experiencing Temporal Misalignment move at     |
  |           | double-speed.  This is hardly noticeable when the      |
  |           | object is something like a mineral sample or a coffee  |
  |           | mug, but for active units it can be quite exciting.    |
  |           | Every round, the affected unit takes its turn twice.   |
  |           | At the end of the double-turn, roll 1d6.  When the die |
  |           | comes up '1', the effect wears off.                    |
  |-----------+--------------------------------------------------------|
  |     3     | Phase Shift                                            |
  |           |                                                        |
  |           | The object arrives slightly out of phase, causing      |
  |           | functional impairment.  Living units are Stunned and   |
  |           | somewhat confused.  Mechanical units have all their    |
  |           | useful stats (Move", Range, Armor, Damage, etc.)       |
  |           | halved.  At the end of each turn, roll 1d6.  When the  |
  |           | die comes up '1', the phase realigns and the effect    |
  |           | wears off.                                             |
  |-----------+--------------------------------------------------------|
  |     4     | Unexpected Delay                                       |
  |           |                                                        |
  |           | Because of an unknown error, Teleportation takes even  |
  |           | longer than usual.  The object takes an additional     |
  |           | turn to materialize, at which point a new roll on the  |
  |           | Heisenberg Ker-Pow! Table must be made.                |
  |-----------+--------------------------------------------------------|
  |     5     | Minor Targeting Error                                  |
  |           |                                                        |
  |           | The object arrives 1d6" away from its intended         |
  |           | destination (Teleporting player's choice).  The        |
  |           | object's orientation is anything but right-side-up     |
  |           | (opposing player's choice).                            |
  |-----------+--------------------------------------------------------|
  |     6     | Subatomic Drift                                        |
  |           |                                                        |
  |           | The object materializes correctly on the macroscopic   |
  |           | level but on the subatomic level everything is all     |
  |           | mixed up.  Living brains, computer hard drives, and    |
  |           | any other electrical or quantum data storage is wiped  |
  |           | clean.  Minifigs become vegetables; computers become   |
  |           | doorstops.                                             |
  |-----------+--------------------------------------------------------|
  |     7     | Reversed Quantum Polarity                              |
  |           |                                                        |
  |           | The object seems to materialize correctly but is in    |
  |           | fact a similar but oppositely-natured object from an   |
  |           | evil parallel universe.  Good minifigs become evil and |
  |           | evil minifigs become good.  Loyal troops become dirty  |
  |           | traitors.  Peaceful healers become homicidal death     |
  |           | machines.  Players will have to brainstorm together    |
  |           | and use their imaginations to think of the best        |
  |           | "opposite nature" for a given object, especially for   |
  |           | something difficult like a paperweight or a bowling    |
  |           | ball.  Only in rare cases should the new "opposite     |
  |           | nature" be advantageous to the Teleporting player.     |
  |-----------+--------------------------------------------------------|
  |     8     | Catastrophic Targeting Error                           |
  |           |                                                        |
  |           | The object misses slightly and is partially (25%-50%)  |
  |           | embedded in some other object near the intended target |
  |           | location.  Active units may still continue to have     |
  |           | limited function, depending on which parts are         |
  |           | unembedded; living units may remain conscious and      |
  |           | complain loudly for a turn or two before dying a       |
  |           | horrible and agonizing death.                          |
  |-----------+--------------------------------------------------------|
  |     9     | Topology Mismatch                                      |
  |           |                                                        |
  |           | All the parts of the object materialize but in the     |
  |           | wrong orientation.  And not just a little bit wrong,   |
  |           | either.  Some parts are melted, some parts are         |
  |           | mangled, some parts are fine but just in the wrong     |
  |           | place; overall the object appears to have gone through |
  |           | a Teleportational blender.  There is no way to repair  |
  |           | the object.  If the object previously had dangerous    |
  |           | isotopes or chemicals in containment, then it's time   |
  |           | to clear the area because they are not in containment  |
  |           | anymore.                                               |
  |-----------+--------------------------------------------------------|
  |    10     | Subspace Packet Loss                                   |
  |           |                                                        |
  |           | A tiny part of the object materializes correctly.      |
  |           | Where is the rest?  It is a mystery.                   |
  +--------------------------------------------------------------------+


Stationary Portals
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Buy these as a Difficult Terrain Field Hazard, paying the cost for the distance between the point of entry and point of arrival. The lack of having any unit that passes that line be affected is offset by the security of the portal (pass from one bunker to another without going through the battlefield in between). For portal networks, it takes an operator (his name is Walter) an Action to dial in a new address.

PortalGun

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This was a triumph.


PortalGun: Cost: WSx3CP+2; Use: WSx2; Range: WSx6"; Effect: See below.

Bastard PortalGun (Two-Handed): 6CP; Use: 3; Range: 8"; Effect: See below.

I'm making a note here: HUGE SUCCESS.

A portal gun functions as a launcher that fires linked Portals (see above) as its Payload.

It's hard to overstate my satisfaction.

A PortalGun's portal radius is equal to the WS of the PortalGun, and the flat surface that the portal opens on must be wide enough for the portal to fit on it.

Aperture Science

Units hoping to go through the portal must be able to fit within the portal radius.

We do what we must
because we can.


The Payload in this case is not physically loaded into the PortalGun as with a regular launcher, but rather generated by a stable quantum-linked singularity inside the gun itself (hence the +2 CP), so you don't have to worry about ammo.

For the good of all of us.
Except the ones who are dead.


A PortalGun can only have two portals open at any given time, and they must be linked to each other.

But there's no sense crying over every mistake.
You just keep on trying till you run out of cake.


Since you can only fire a weapon once per turn, it takes 2 turns to set up a pair of linked portals - a fair trade for such an endlessly fun ability.

And the Science gets done.
And you make a neat gun.
For the people who are still alive.


Tractor Beam
Buy this as a device that has SN movement dice with the Tractor Beam cliche for pulling in ships and moving stuff around the docking bay.

Turnout Coat
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Treat this as armor against fire. Wearing this, a minifig should be all but impervious to normal, 1d4 flames.

Ultralight Composition
Scientifik development of new materials advances the teknology of armor, making it less cumbersome. The armor reduces its Move penalty (if any) by 1" (on land), and reduces the minifig's movement to the regular movement penalties in water, rather than making the troop drown.

For regular Body Armor, this means the unit may move its full Move Rating (but swims at -1"). For Heavy Armor, this unit regains 1” of move after taking into account the Half-Speed penalty, up to it's full original move rating (so a regular armored minifig with this ability moves 3.5" per turn). If it accrues a second Half-Speed penalty, it can still lumber around at a Move Rating of 1”. Further Half-Speed penalties immobilize it as normal.

This ability may be taken multiple times, each time reducing the armor penalty by 1".

For the less sci-fi and more fantasy-themed settings, this could be armor made of magically-treated wood or leather.


All non-LDVIEW images and referenced material here are property of their respective owners.
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Re: Voin's Armory

Postby Voin » Thu Dec 05, 2013 6:04 pm

I will, of course be adding new material as time goes on like Bonn-o-Tron.
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Re: Voin's Armory

Postby Battlegrinder » Sat Dec 07, 2013 10:22 am

Conceptually, a lot of these are good, but you need to fine-tune the cost. For example, while I understand the point behind Gunslinger or Far shot, they're way too cheap for the benefit they provide. And some of them (Power attack, Armor Proficiency, Taunt, and Combat Expertise come to mind) are flat-out broken. However, they seem OK for the most part, and some of them look like a lot of fun (I'm definitely going to be trying out Improvised Weapon Proficiency sometime soon). Good work, and keep it up!

Also, is it just be, or do you have some kind of obsession will Bio/chemical weapons?
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Re: Voin's Armory

Postby Rev. Sylvanus » Sat Dec 07, 2013 12:04 pm

Battlegrinder wrote:Conceptually, a lot of these are good, but you need to fine-tune the cost. For example, while I understand the point behind Gunslinger or Far shot, they're way too cheap for the benefit they provide. And some of them (Power attack, Armor Proficiency, Taunt, and Combat Expertise come to mind) are flat-out broken. However, they seem OK for the most part, and some of them look like a lot of fun (I'm definitely going to be trying out Improvised Weapon Proficiency sometime soon). Good work, and keep it up!


I'd say the abilities are pretty well-costed. Gunslinger is worse than Multitasking, and for a standard minifig, multitasking only costs 1 CP. Armor Proficiency is just the equivalent of purchasing 2" of move (which also only costs 1CP). And Power-attacking to trade one skill for one damage seems fair for 1 CP. By contrast, Heavy Weapons (UR: 3 / 1d6+2 damage) "trade" -1 Skill for +2 damage compared to a hand weapon (UR: 2 / 1d6). Granted, a Power Attack Specialty is more effective on a Hero with high skill, but Hero's defy logic anyway.

Not to mention, these abilities (especially given the SRD source) are coolest when paired with a Brikwar RPG setting. There, the CP cost of attaining them can be cumulative.
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Re: Voin's Armory

Postby Voin » Mon Dec 09, 2013 7:53 pm

Thanks for the feedback, guys. The original stats posted are not considered "gospel truth" by any means - I'll look through the OP and see what needs fine-tuning.
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Re: Voin's Armory

Postby Voin » Sun Jan 05, 2014 11:35 pm

Battlegrinder wrote:Also, is it just be, or do you have some kind of obsession will Bio/chemical weapons?


Not particularly, why? Only a few of the things up there deal with biochemical weapons.
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Re: Voin's Armory

Postby Voin » Wed Jan 08, 2014 7:15 pm

Alright, well first things first: stuff the rules already cover. That's the beauty of Brikwars - it's generic enough and scalable enough that one rule-set covers almost anything, the options can be combined in myriad ways to achieve desired effects (especially SuperNatural Abilities), and you don't have to make up an entirely new system for every genre.

Big ol' guns and bunkers are already covered.

I see Steel Horses on either side (both the literal ones, and the Penny-Farthings that count as Steel Horses).

Pistols are short-range weapons, sabers are hand weapons.

Trench warfare deals mostly with cover.

Use charge and squad rules as necessary.

So now the important question: what exactly do you want out of this that the existing rules don't already cover? Wacky malfunctions for exploding boilers? Zany new steam/Tesla/clockwork/whale-oil -powered weapons? Magnificently waxed mustachios?
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Re: Voin's Armory

Postby Voin » Thu Jan 09, 2014 11:44 am

StmpnkWargamerPeng wrote:well this is mainy based in the 1830's to 1940's( plus dwarfs) kind of thing, so we want all kinds of things dealing with that.

anyway I want more humorous stats(Ex: "Vixen", "gent"," hasn't seen the elephant"(funny one)


I'm not sure what you mean by this... humorous names and/or fluff descriptions on stat cards? :???:

StmpnkWargamerPeng wrote:more movie-esqe stats ("band of brothers","I'm the BOSS")


Again, confused as to what exactly you mean... scenes/quotes from movies? :???:

StmpnkWargamerPeng wrote: and semi-real( "tank shock",


Like a morale effect? Just give a scary unit some SN dice with which to instill fear.

I suppose if you want to make a whole new ability for it, it'd be something like...

Fearsome Giant (Cost: CP = SR of unit):
Smaller units capable of feeling fear make a skill roll when you charge at them, with a UR (Use Rating) equal to your SR (Size Rating). Those that fail take half the difference as a penalty to skill and damage for soiling their pants, and the other half as number of inches they must flee in the opposite direction before the penalty goes away.

Disclaimer: Completely untested for balance and whatnot. I just made this up off the top of my head after a night of no sleep due to being sick. :(

StmpnkWargamerPeng wrote:"AA''


We've already covered this in the Supertanks topic. Regular weapons work just as well as AA as they do against everything else.

StmpnkWargamerPeng wrote: "hero squads"


Sure, if you want to reduce the effectiveness of your heroes due to them getting Cranky. Heroes in BrikWars are drama queens who do not like to share the spotlight.

If you want "non-ego heroes", just take your Heroic Cliche and make it into a cliche for SuperNatural dice, like I did for everyone's favorite Gotham Knight:
Image

StmpnkWargamerPeng wrote:bio tech"


Anything Chapter 10 doesn't cover already?

StmpnkWargamerPeng wrote:and supernatural (haunted tank(act like it own pilot minifig, so it drives it self and use a d-12)),


So just buy a mind for it, upgrade it to d12, and give it the Piloting ability. Pretty much any special ability can be given to a non-minifig unit, within reason (i.e. stuff dealing with hands doesn't make much sense for a tank with no hands. You can still purchase it, but it'd be a waste of CP).

StmpnkWargamerPeng wrote:tech mages


Again, for most of this esoteric custom stuff, Chapter 10 is your friend.

StmpnkWargamerPeng wrote: and lovecraftian expanded(we need more thing then brikthulhu, like Herbert west ),


I'm not too familiar with those fandoms.

StmpnkWargamerPeng wrote:what do with a tank\landship that covers 4 base plates


Assuming you mean 4 32x32 baseplates arranged in a square? Well, the LEGO Scale Converter tells us that's about 20" in length (or width, doesn't matter). So that's SR (Size Rating) 20, way more than enough to qualify for SL (Structure Level) 5.

Then just buy some movement and weapons for it, staff it with drivers, gunners, officers, etc.

It's really no different than statting out any other vehicle - BrikWars scales up infinitely.
Last edited by Voin on Fri Jan 10, 2014 1:20 pm, edited 1 time in total.
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Re: Voin's Armory

Postby Voin » Fri Jan 10, 2014 1:38 pm

~tumbles input around in brainbox until idea spills out~

Heroic Teamwork Cliche:

Step 6: start by buying minifig units as normal (Gunner, Heavy, Mechanik, Medik, Officer, Pilot, Scout, etc), and line them up in military formation toss them in a gaggle (effectively making them a Squad as well).

Step 7: Pick a "Heroic Teamwork Cliche" (3 CP) for the group (Misfit Kommandos on the Run because of a Crime they Didn't Commit, Klone Troopers, Farce K-nnnigits, Ocean's n+1 Heist Team, Band of Merry DarkForestmen, etc.). Said cliche works as a regular Heroic Cliche, but only when the group takes a Combined Action to do it (make a BattleZeppelin out of a forklift and an inflatable pool, massacre younglings, get slaughtered by Klone troopers, pull off daring breaches of sekurity, or quickly rig up ambush traps for the Sherrif of Nottingham, respectively). Crankiness applies to other Heroes and rival Heroic Teamwork Cliche Squads present in the same faction.

Step 8: There is no Step 8.

Step 9: For every dead/incapacitated member of the Heroic Teamwork Cliche Squad, you take a -1 on the die roll to pull off the Heroic Teamwork Cliche.

Step 10: Profit (maybe)
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Re: Voin's Armory

Postby Voin » Tue Apr 01, 2014 2:47 pm

New Ability:

Steady Footing (+1CP)
-1" movement, but resists 1" of knockback. Appropriate for dwarves, heavy legionaries and other "stout" units.
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