Plastik Armory: Better Guns, Awesome Abilites

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

Moderators: warman45, Rev. Sylvanus

Thoughts?

All totally awesome, I'll be using these myself
45
57%
Pretty good ideas, some that I think could be better
26
33%
Hit and miss, lots of these don't make sense
4
5%
Mostly lame, some good ideas
1
1%
Horrendous, confusing and unfun
3
4%
 
Total votes: 79

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Gungnir
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Gungnir » Sat Apr 20, 2013 6:05 pm

Okay, how about this?
Cloaking Device (+2CP)
A minifig equipped with a cloaking device may use an action to become hidden as though he had Stealth.
While cloaked, a minifig cannot be detected by enemies, even if they have Tracking.
A unit must de-cloak any time he takes an action other than moving, including attacking, picking up equipment, activating mechanisms, etc.
BrikThulhu eats 1d6 minifigs each turn.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Alcatraz » Tue May 21, 2013 5:35 pm

That's a great idea! :tiger:
Where is ze Brickarms!!!!

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Tue May 21, 2013 5:53 pm

Personally, I'd only have it shut off when making an attack - and a direct one at that.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Gungnir » Tue May 21, 2013 6:13 pm

IVhorseman wrote:Personally, I'd only have it shut off when making an attack - and a direct one at that.
It's kind of hard to push a button when you can't see your finger.
BrikThulhu eats 1d6 minifigs each turn.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by aoffan23 » Tue May 21, 2013 6:24 pm

Gungnir wrote:
IVhorseman wrote:Personally, I'd only have it shut off when making an attack - and a direct one at that.
It's kind of hard to push a button when you can't see your finger.
To be fair, it would also be kind of hard to walk without seeing where you're stepping.

Besides, if someone's going into battle with a cloaking device, surely they'd have some way of detecting themselves (e.g. infra-red goggles).
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by stubby » Tue May 21, 2013 10:13 pm

Alcatraz wrote:That's a great idea! :tiger:
You'd better watch yourself. Around here people get banned for agreeing with each other.
Natalya wrote:Wtf is going on in this thread?

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Gungnir » Tue May 21, 2013 11:34 pm

aoffan23 wrote:
Gungnir wrote:
IVhorseman wrote:Personally, I'd only have it shut off when making an attack - and a direct one at that.
It's kind of hard to push a button when you can't see your finger.
To be fair, it would also be kind of hard to walk without seeing where you're stepping.
Possibly on uneven ground. Most people walk without looking at their feet though.
But I'll compromise. The unit has to decloak whenever it attacks, because blah blah gun sights blah blah face stab blah blah blah...
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Wed May 22, 2013 12:15 am

I'd just say de-cloak on an attack because once a minifig calls THAT much attention to themselves, it doesn't matter if they're invisible. They're right there and just stabbed a dude, so might as well shut it off.

It could always be RE-activated on their turn anyway.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Zupponn » Wed May 22, 2013 10:33 pm


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stubby wrote:
Alcatraz wrote:That's a great idea! :tiger:
You'd better watch yourself. Around here people get banned for agreeing with each other.
I concur.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by aoffan23 » Wed May 22, 2013 10:57 pm

:byzero:
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Kirillyos » Wed May 29, 2013 4:17 pm

I really enjoy using these add-ons, especially the Grenadier (this ability is wonderful for launcher-equipped troops and artillery gunners), weapon attachments, scope (I made this one a +0 CP, since the cons balance the benefit, and also new SW guns tend to come with them permanently attached), warming up and the jetpack.
I've got a few questions, though:
(All MOCs in this post courtesy of yours truly)

6. Does the Grenadier's ability include generating equivalent rockets as well, or would that be handled by a parallel ability ("rocket requisitionist")?

7. Since the jetpack is a vehicle separate from the soldier "riding" (wearing) it, does that mean I can have heavily-armored (armor + visored helmet), jetpack-wearing Iron Men zooming around the battlefield, essentially skirting the "no armored flight" restriction?

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8. So are Big-Ass weapons basically just a way for minifigs to get a bit of advantage while also getting around size limits on large weapons?

9. How narrow is the Weapon Specialist's focus? Is it limited to specific weapon models (e.g. M16A2 Assault Rifle), or the broader Brikwars categories (AutoGun, Hand Weapon, Flamethrower, etc)? If I have an anti-armor trooper with a Stinger Missile Launcher, does his bonus also apply to an RPG-7?

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vs.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Wed May 29, 2013 4:34 pm

6. Totally, it's supposed to be exactly as awesome as it sounds.

7. Duh. EDIT: I should clarify that this isn't as awesome as it appears. Yes, flying iron man is cool, but it's entirely possible to separate him from the jetpack (an unarmored surface element), and let him crash to the ground. They may have unrestricted flight, but an armored minifig still can't sprint, climb, jump, or even swim.

8. Pretty much. bigger weapons are still better, but minifigs can run around with these. I debated throwing in an additional -1" to move, but decided fuck it.

9. Setting-specific. If you're going for an army that's super technical and focused on specialized squads, then it's more fun with a specialist who can ONLY be good at using the AK-74u and nothing else. Other battles might have it be more appropriate to simply have "knife guy" who is really good at all melee hand weapons of every kind.

In general, these rules are supposed to work exactly as they appear, with all the loopholes included. If you find something RETARD BROKEN, let me know.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Kirillyos » Wed May 29, 2013 5:12 pm

IVhorseman wrote:6. Totally, it's supposed to be exactly as awesome as it sounds.
Excellent. I've been giving this ability to my "launcher loader" troops, my Anti-Armor infantry Heavies, as well as to gunners of single-crewman vehicles so that they can all stay out on the front line longer and cause explosive mayhem without having to go back to the base armory or have clunky supply trucks following them around everywhere (even to the latrine).

The other troops are still in disagreement as to whether a Grenadier's ability comes from being trained to MacGuyverize explosives in the field from random junk at hand, or if they're just really good at filling out requisition forms. :mystery:

The Grenadier Corps. has been explicitly ordered to keep their damn mouths shut about this vital security secret, if they know what's good for them.
IVhorseman wrote:7. Duh. EDIT: I should clarify that this isn't as awesome as it appears. Yes, flying iron man is cool, but it's entirely possible to separate him from the jetpack (an unarmored surface element), and let him crash to the ground. They may have unrestricted flight, but an armored minifig still can't sprint, climb, jump, or even swim.
Right, I know - it's a risk that comes with the territory.

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So since the jetpack itself is Size 0", does that mean that consequently it's limited to a Structure Level of 0 and explodes on even a minor hit?
If so, I may need to equip my Iron Legion with Energy Shields as well...

Oh, and if I give them the Compensate ability, they can use it while flying, right? Since it's the jetpack moving and not the trooper?
IVhorseman wrote: In general, these rules are supposed to work exactly as they appear, with all the loopholes included. If you find something RETARD BROKEN, let me know.
Coming from a D&D background, I tend to view abilities kinda like "feats" - traits acquired via training or natural talent that allow a character to bend the rules and/or enhance the functionality of a baseline ability.
LEGO are like boobs - designed for kids, but adults have plenty of fun playing with them too. ;)

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Wed May 29, 2013 5:33 pm

compensating requires the minifig to be completely stationary, not just not walking around.

Just give em 1d6 armor like everything else.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Kirillyos » Wed May 29, 2013 5:46 pm

IVhorseman wrote:compensating requires the minifig to be completely stationary, not just not walking around.
Wait, what? Really? :o
~goes to check rulebook~

Huh. Not even firing a heavy weapon from the deck of a moving Helicarrier?

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IVhorseman wrote:Just give em 1d6 armor like everything else.
The jetpacks?
LEGO are like boobs - designed for kids, but adults have plenty of fun playing with them too. ;)

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