Rocket ammunition.

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

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Postby pesgores » Thu Jan 08, 2009 2:58 pm

Now I wonder, why didn't Rayhawk include rules for purchasing ammo for regular weapons?
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Postby Ross_Varn » Thu Jan 08, 2009 3:21 pm

Because that is way too complicated. Imagine trying to keep count of all your bullets.
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Postby pesgores » Fri Jan 09, 2009 3:09 pm

Then an army of Bazookamen would come in saying "what about us?"
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Postby OneEye589 » Fri Jan 09, 2009 6:01 pm

It's because rockets are more deadly. They can hit multiple targets in a large radius for more damage.

Now, this is what I think I'm going to use for my rules for infinite explosives so far. I'm referring to 2005:

Buy the launcher for whatever CP you would usually have according to the rules. The launcher determines how far the explosives are shot and the use rating.
Buy the types of explosives that will be shot from the launcher at this rate:
If you're using 100 CP pay double
If you're using 200 CP pay triple.
If you're using 300 CP pay quadruple.
Etc.
Also, you can not fire explosives from one launcher two consecutive turns. It takes one turn to load the next one.

So for an example:

You have a minifig with a bazooka in a 200 CP game. You want to give him infinite rockets to for his weapons you would calculate it like this (and I'm too lazy to look up the actual CP costs right now).
CP of regular launcher
CP of one explosive X 3 (for the 200 CP game)

Any suggestions or questions?
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Postby IVhorseman » Fri Jan 09, 2009 6:56 pm

Honestly, I'd just say to pay triple regardless of how much CP you've dumped into the game.
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Postby Gorchek » Sat Jan 10, 2009 1:03 pm

It's good. The only suggestion I'd add would be to make it "move or fire" instead of skipping a turn, just to make it easier if you have many units with them.
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Postby Silent-sigfig » Sat Jan 10, 2009 7:21 pm

I play like this: Rockets for troops are unlimited, while larger rockets have a limited amount, or can only fire every other turn or something.
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Postby Smifery » Mon Apr 27, 2009 5:55 am

I'd give it infinite ammo, but bump up the CP a bit and give the minifig less movement. You can think of this as either the heavy weapon slowing him down, or he has to stop to aim. Take your pick.
Last edited by Smifery on Tue Apr 28, 2009 1:22 am, edited 1 time in total.
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Postby birdman » Mon Apr 27, 2009 3:20 pm

uh, heavy weapons already slow you down.
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Postby OneEye589 » Mon Apr 27, 2009 3:37 pm

birdman wrote:uh, heavy weapons already slow you down.
welcome to the forums!


Not ranged weapons, yo.
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Postby birdman » Mon Apr 27, 2009 4:25 pm

oh, that's right. coulda sworn 2001 had something in there about it... -CMP", that's what it was.
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Postby Smifery » Tue Apr 28, 2009 1:23 am

Oh, didn't see the second page to start wiht. Thanks for the welcome. BTW, how does the ranking thing work?
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Postby birdman » Tue Apr 28, 2009 2:54 pm

as you post more, you get a 'lower' rank. because you have 3 or so posts (i.e., been on the battlefield 3 times) you're a warrior king. Whereas my 450ish posts put me at cannonfodder.
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Postby Rayhawk » Tue Apr 28, 2009 10:28 pm

Explosives are less cost-effective than regular weapons because, although they're cool, they tend to slow the game down. So I wanted to limit the number that players would want to bring into battle, and make them really value each one instead of rocketspamming. (It was a problem in earlier editions.)
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Postby OneEye589 » Wed Apr 29, 2009 7:41 am

Rayhawk wrote:Explosives are less cost-effective than regular weapons because, although they're cool, they tend to slow the game down. So I wanted to limit the number that players would want to bring into battle, and make them really value each one instead of rocketspamming. (It was a problem in earlier editions.)


Yea, and it really makes sense. Instead of dealing 1d6 to one target, it's 1d10 to several most of the time. I also thought that the rocketspamming could be taken care of with the reload. Or, IVHorseman did, anyway, as he suggested that part.
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