by All-Bricks United » Tue Sep 29, 2009 8:44 pm
I thought I'd finally lay out the mechanics behind a lot of my equipment, as I run a lot of it differently from how other folks run the same concepts. I'll try to add some pictures and illustrations in at some later point... maybe. Most of these are full rule write-ups - I use (much) shortened versions for cards, or really just the keyword by itself in most cases.
SPECIALTIES
Engineering (+?cp):
Can lay out Supplies, placing a single 1x1 brick within reach. As an action, can make a Skill roll to transform a supply pile into a weapon, vehicle, or structure that costs CP equal to or less than double the number of supply bricks in the pile (if the structure has no CP cost, or if not playing with CP, then something with a size less than... ?). Alternatively, he can lay out 2x2 bricks, and then transmute them into something that either costs CP less than double the number of bricks or something that occupies a space smaller than the space occupied by the bricks (if it has no cost, or if playing without cost).
NOTE: This specialty is technically incomplete, and hasn't been tested or played out in any way at all. Still a work in progress, until further notice.
Marksmanship (+2cp):
The marksman is the best shot in the land, capable of exceptionally lethal ranged attacks. If the marksman holds still to Aim (no movement on his turn) he deals +1d6 damage with a successful ranged attack against a target who is more than 6” away.
The marksman's One Shot, One Kill mindset means that he will never use a weapon with Autofire. He is treated as Incompetent (Skill 1d6-2 or 1d4) when making a Skill roll to use a weapon with Autofire (even when he's not actually making an Autofire attack with it).
Medic! (+2cp):
The medic is unrestrained by the normal rules of life and death, killing and un-killing on a whim. As an action, he can attempt to revive a dead minifig (or un-revive a living minifig) that he can reach. Doing so is a Feat with a Use of 8 (yes, it is beyond difficult – most standard medics will need a critical success to pull it off). If the medic succeeds, he rebuilds the target, and the target is alive, but prone. (If the target was alive to begin with, it's not anymore.) If the medic fails, the target is permanently dead (even if he was only a little dead before) – mark the target in some way. It can no longer be revived by any medic. (If the target was alive to begin with, then nothing happens if the medic fails.)
All medics suffer from an illness known as Damn It Jim!-itis. They are treated as Incompetent (Skill 1d6-2 or 1d4) when making a Skill roll for anything not directly tied to this specialty, and are encouraged to shout “Damn it Jim! I'm a doctor, not a-” followed by whatever is most appropriate to the situation.
Psychic (+10CP): NOTE: Work In Progress
The psychic has supernatural mental talents which allow him to manipulate his friends and foes with his thoughts. As an action, he can attempt to control a minifig (or other living creature) within 6”. He makes a skill roll, and the target makes an opposed Skill roll. If the psychic's roll is higher, he can choose one of the following: 1.) Act – You can give the target an action of your choosing, making all choices for the unit as if it were yours (including targets for attacks), but using your skill if the action requires a skill roll; 2.) Ignore – Pick another creature or object – the target cannot see the chosen thing until your next turn, though he might still be able to Fire Blind to attack it; 3.) Move – You make the target move up to his speed, or a number of inches equal to your skill roll result, whichever is lower.
The psychic can extend his will beyond the norm, though doing so weakens his influence. He can attempt to control a minifig further than 6” away, but he takes a -1 penalty on his opposed skill roll for every extra 6” (or part thereof) beyond the first.
The psychic only has so much power to draw upon before he wears out. If the psychic used a power on his last turn, his opposed skill roll takes a -2 penalty.
The psychic has a harder time forcing the target to do something that would obviously kill it. If he chooses to give the target an action that would potentially kill it (such as attacking itself, or moving off of a cliff), the target can re-roll his opposed skill roll immediately, and gets an extra 1d6 on the new roll.
Stealth (+2CP):
With stealth, a unit is is able to avoid detection, allowing him to reach even better positions for instigating mayhem. He gains +1/3 cover if he moves half his speed or less, or +2/3 cover if he doesn't move at all. These bonuses add to existing cover, and can hide him completely from attackers (forcing them to Fire Blind, if they can find him at all). These bonuses are negated if the sneak calls attention to himself, such as by attacking or making a baby cry.
Spotter (+1CP or +2CP with Binoculars):
The spotter is able to locate targets for his friends to mutilate. A spotter can take an action to Spot for an ally within 3” (or to whom he has direct radio contact). He picks a target within 12” that he can see, and his ally gains a +1 bonus to Skill rolls to hit the target with ranged attacks. If the spotter has binoculars, he picks a target any distance away that he can see.
EQUIPMENT FEATURES
Autofire
If one bullet (or laser, or whatever) is good, hundreds – or even thousands – must be better! With autofire, a weapon can be used to spray large numbers of bullets at multiple targets.
You must choose whether or not you are making an autofire attack before you roll the skill check.
Tracking an autofire attack works like tracking missed shots. When making an autofire attack, check to see how many points the Attack Roll hit by. (For example, if the attacker rolled a 5 when he needed a 3, then the Attack Roll hit by 2.) The attacker picks a second target within this many inches of the first target (and within the weapon's range), and makes an attack against that target. He may choose whether the attack is an autofire attack or not. If it is an autofire attack, this process repeats.
There are three restrictions on an autofire attack. 1.) You can never choose a target more than once during a single action; 2.) You can only make a total number of attacks equal to your weapon's use rating or less; and 3.) Once you choose to make an autofire attack you must choose a target if one is available in range (no matter who owns the target).
Autofire and Squads
Autofire is devastating to squads of troops. When the attacker targets a squad with an autofire attack, so long as he hits by at least one (and thus has 1” reach on the autofire) he can choose to target the squad again. The attacker can only make a maximum number of attacks on any given squad equal to the number of units in that squad. Once he chooses a different target for an autofire attack, he can no longer re-target the squad.
NOTE: Though it hasn't yet come up in my home games, I'm considering applying this rule, or a similar rule, when it comes to Autofire vs. Larger Constructions/Creatures.
Autofire Cost
A weapon with Autofire costs double what it would without Autofire. (For example, if you have a rifle that costs 5 and you add Autofire to it, it now costs 10cp instead.)
Spread
Sometimes you just need to hit. Other times, you just need to hit something really hard. A spread weapon gives you the best of both worlds.
A weapon with spread works like a normal ranged weapon in nearly all regards. However, when the weapon gets a critical success on a damage roll against a target within half of the weapon's range, the weapon's owner rolls +2d6 (instead of just one) to that roll as Bonus Dice. For ease of reference, most spread weapons will list their half-range in {brackets}.
While this property itself does not make the weapon more accurate, most weapon with Spread also have reduced Use (+1cp per -1 Use).
Spread Cost
A weapon with Spread costs +1cp more than the base weapon for every 6” (or portion thereof) of the weapon's range. (For example, if you have a rifle with 12” range and a cost of 5, it costs +2cp – one for every 6” of its range – for a total of 7cp.)
NOTE: I've several examples to illustrate some of these things - I'll post them in a second post, to keep things cleaner.
Last edited by
All-Bricks United on Wed Sep 30, 2009 9:16 pm, edited 3 times in total.
<a href="http://www.brikwars.com/forums/viewtopic.php?t=3092">Join the ABU in our quest to overthrow the tyranny and racism that is rampant in our brick-world!</a>