Plastik Armory: Better Guns, Awesome Abilites

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

Moderators: warman45, Rev. Sylvanus


All totally awesome, I'll be using these myself
Pretty good ideas, some that I think could be better
Hit and miss, lots of these don't make sense
Mostly lame, some good ideas
No votes
Horrendous, confusing and unfun
Total votes : 52

Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Wed Apr 02, 2014 6:15 pm

Okay, well let's put an armor roll at six. If I roll a five, I only get to target something within one inch. That's fine. However if I roll a two, suddenly I've quadrupled my range and can choose from a slew of targets within 4".

Oh wait, hold on I think I see the miscommunication: here I'm thinking that you resolve a whole new attack against the next target, but you still use the original damage roll so that actually balances it back out (somewhat).

Still, I could see someone targeting a heavy tank or something and abusing that pretty har. Say something like 18 damage rolled vs. 31 armor: That leaves 17 damage to be dealt to any target within 13 inches, which is more than enough to slay a hero. I'd recommend adding another use roll in there if I didn't immediately forsee that as an extra step that slows the game down even further.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Gungnir » Thu Apr 03, 2014 4:34 pm

That was kind of the idea behind it. You bounce a shot off of something hard to hit a target around a corner. Once the shot punches through something's armor, it stops. And it was meant to be added to guns wielded by minifigs, so 18 damage would be kind of hard to pull off.
Give a minifig an inch, and he'll murder for a mile.
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