Exotic Defenses
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- Zupponn
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Re: Exotic Defenses
Force fields should be able to stop energy weapons like lasers and plasma weapons, but be completely ineffective against physical ones like swords and bullets.
- IVhorseman
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Re: Exotic Defenses
Why? That's energy shielding - a force field is named as such because it applies force to objects with mass.
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- Robot Monkey
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Re: Exotic Defenses
Also, in the thread of radiation and all that:
Radioactive weaponry-
Whether it be a ray gun, an uranium sword, or just a tossed canister of nuclear waste, radiation is easily weaponized in the Brikverse. If a weapon deemed "radioactive" hits a target, but fails to beat it's armor, the target becomes irradiated. The irradiated target takes ((Size)X2)D6 damage each turn. The irradiated target also puts out radiation that deals 1D4+1 damage to anything within 1D6 inches. The D6 determining range is rolled each turn, to represent altering radioactive fields. If a 1 is rolled, the target is no longer irradiated.
The user, in addition, takes 2D6 damage from the weapon he/she is carrying. However, the weapon itself does not have a radius of damage. Any units wearing Lead Armor or anything else deemed radiation-proof are not affected by radiation damage. However, if the target is wearing radiation-proof armor, he takes the weapon's normal damage, but no radiation damage if it fails.
Radioactive Terrain-
Basically, something that starts the game irradiated. (IE nuclear waste, lab equipment, failed nukes, etc.) It deals a radiation radius, but does not take the SX2D6 damage. If a 1 is rolled for the radius, it deals out damage 1 inch, as apposed to stopping being irradiated.
Radioactive weaponry-
Whether it be a ray gun, an uranium sword, or just a tossed canister of nuclear waste, radiation is easily weaponized in the Brikverse. If a weapon deemed "radioactive" hits a target, but fails to beat it's armor, the target becomes irradiated. The irradiated target takes ((Size)X2)D6 damage each turn. The irradiated target also puts out radiation that deals 1D4+1 damage to anything within 1D6 inches. The D6 determining range is rolled each turn, to represent altering radioactive fields. If a 1 is rolled, the target is no longer irradiated.
The user, in addition, takes 2D6 damage from the weapon he/she is carrying. However, the weapon itself does not have a radius of damage. Any units wearing Lead Armor or anything else deemed radiation-proof are not affected by radiation damage. However, if the target is wearing radiation-proof armor, he takes the weapon's normal damage, but no radiation damage if it fails.
Radioactive Terrain-
Basically, something that starts the game irradiated. (IE nuclear waste, lab equipment, failed nukes, etc.) It deals a radiation radius, but does not take the SX2D6 damage. If a 1 is rolled for the radius, it deals out damage 1 inch, as apposed to stopping being irradiated.
Last edited by Robot Monkey on Wed Jun 13, 2012 10:02 pm, edited 1 time in total.
- Silverdream
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Re: Exotic Defenses
Mutants, demons(See Wizards), zombies and ghosts should also be immune to damage caused by radiation, but should still be able to carry it.
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- Natalya
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Re: Exotic Defenses
Photons do not interact with magnetic fields or other photons, so it would not be possible to create a force field that affects lasers.Zupponn wrote:Force fields should be able to stop energy weapons like lasers and plasma weapons, but be completely ineffective against physical ones like swords and bullets.
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Re: Exotic Defenses
2D6 damage to minifigs seems a bit like overkill to me. I'd instead make the radiation do ((Size)X2)D4-1 damage, and the radiation field can only irradiate. The radiation could also have a small chance to mutate affected organic units.Robot Monkey wrote:Also, in the thread of radiation and all that:
Radioactive weaponry-
Whether it be a ray gun, an uranium sword, or just a tossed canister of nuclear waste, radiation is easily weaponized in the Brikverse. If a weapon deemed "radioactive" hits a target, but fails to beat it's armor, the target becomes irradiated. The irradiated target takes ((Size)X2)D6 damage each turn. The irradiated target also puts out radiation that deals 2D6 damage to anything within 1D6 inches. The D6 determining range is rolled each turn, to represent altering radioactive fields.
The user, in addition, takes 2D6 damage from the weapon he/she is carrying. However, the weapon itself does not have a radius of damage. Any units wearing Lead Armor or anything else deemed radiation-proof are not affected by radiation damage. However, if the target is wearing radiation-proof armor, he takes the weapon's normal damage, but no radiation damage if it fails.
Radioactive Terrain-
Basically, something that starts the game irradiated. (IE nuclear waste, lab equipment, failed nukes, etc.) It deals a radiation radius, but does not take the SX2D6 damage. If a 1 is rolled for the radius, it deals out damage 1 inch, as apposed to stopping being irradiated.
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- IVhorseman
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Re: Exotic Defenses
Yeah, 2d6 means that even a hero will die by the second or third turn he's got a radioactive weapon.
Replace all the 2d6 with 1d4 - i wouldn't bother with any -1s
Replace all the 2d6 with 1d4 - i wouldn't bother with any -1s
Warhead wrote:my head burns with War.
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Re: Exotic Defenses
Gravity is also a force. If you create a force field out of coherent gravitons then you could deflect lasers just fine.Natalya wrote:Photons do not interact with magnetic fields or other photons, so it would not be possible to create a force field that affects lasers.Zupponn wrote:Force fields should be able to stop energy weapons like lasers and plasma weapons, but be completely ineffective against physical ones like swords and bullets.
Natalya wrote:Wtf is going on in this thread?
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Re: Exotic Defenses
Dammit, I was just about to write that.
But I figured I should scroll down and see what Stubby wrote first...
But I figured I should scroll down and see what Stubby wrote first...
- Zupponn
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Re: Exotic Defenses
I think that radiation should just work like a nerf to all units in the area of radiation.
- Robot Monkey
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Re: Exotic Defenses
Changed the radiation damage to 1D4+1. That way it can just kill basic minifigs.
Re: Exotic Defenses
Change it to 1d4, then it can use the Fire rules like everything else. 1d4 won't kill you, but it weakens you to other attacks, and can increase to multiple d4s of cancer damage for larger creations.Robot Monkey wrote:Changed the radiation damage to 1D4+1. That way it can just kill basic minifigs.
Natalya wrote:Wtf is going on in this thread?
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Re: Exotic Defenses
Tank Cancer.
- Robot Monkey
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Re: Exotic Defenses
If it was a focused beam of radiation, and it nicked and then irradiated the target, there would be a lot of radiation involved, so 1D4+1 is reasonable. Besides, with (2S)D6 damage to the target, it'll be dead in about a turn anyway.
- IVhorseman
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Re: Exotic Defenses
All "radiation damage" means is cancer though. If anything, the figs should totally survive the attack, but succumb to terminal brain cancer or whatever that kills them at some arbitrary point a few months after the war, where they'll be fighting a new battle - Cancer.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.