Levers

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

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Arkbrik
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Levers

Post by Arkbrik » Mon Jun 28, 2010 5:17 am

Inspired by Dwarf Fortress, I thought levers could be a cool and useful addition to bases and larger vehicles.

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A lever is linked to one or more functions or objects in your creation, and can be placed any distance away from them. It can be pulled as a Quick Action, which will activate or deactivate the linked things.

Examples:

-Opening/closing or locking/unlocking a door or gate
-Setting off explosives
-Firing a weapon
-Releasing the hounds
-Causing the whole creation to selfdestroy

Optional Rule: Timers
Levers can have a timer, which means that when the lever is pulled, a set number of turns must pass before the result happens. This is especially appropriate for selfdestruction levers.

Optional Rule: Secret levers
If you make every lever a different color and write their functions on secret notes that are only shown when the lever is pulled, much fun will be had when enemy troops get into your lever room and start pulling all the levers.

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samuelzz10
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Post by samuelzz10 » Mon Jun 28, 2010 6:39 am

with levers whatever I want to do with the lever happens pretty much... These are some really good rules though.
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Post by Warhead » Mon Jun 28, 2010 6:48 am

It would make a nice quirk for a moonbase battle in corridors and such. For the attacker some levers could be attached to surprise explosives, boobytraped. Roll a D6, on a 1 you explode, or they could be wired to the mains etc. That'll teach you to fool around with levers.
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solvess
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Post by solvess » Mon Jun 28, 2010 7:00 am

There could be multiple levers and if you pull the wrong one you die in some horrible way.
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Sharaish
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Buttons.

Post by Sharaish » Sun Jul 04, 2010 5:12 am

Doesn't necessarily have to be levers, right? Could be buttons and stuff too. I mean, what fun is a self-destruct lever compare with a big red button?
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Post by stubby » Sun Jul 04, 2010 3:23 pm

Normally pulling the self-destruct lever just causes a panel to open up and reveal the self-destruct button. Nobody ever self-destructs with a lever.

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Post by RagnarokRose » Sun Jul 04, 2010 3:37 pm

-unless you're playing DF. Get it right.

RELEASE THE MAGMA FLOOD.

*Fwoosh*
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Post by Sharaish » Sun Jul 04, 2010 4:30 pm

Ross_Varn wrote:-unless you're playing DF. Get it right.

RELEASE THE MAGMA FLOOD.

*Fwoosh*
Well yeah, I've never plaid DF so... But self destruct and magma flood are 2 completely different things. Both are still awesome though...
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Arkbrik
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Post by Arkbrik » Sun Jul 04, 2010 5:12 pm

With levers you can see if they are in the On or Off position. But that's not an issue when dealing with selfdestruction.

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Post by legacymedia92 » Sun Jul 04, 2010 5:54 pm

already in the 2005 rules
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Post by Blitzen » Sun Jul 04, 2010 10:05 pm

stubby wrote:Normally pulling the self-destruct lever just causes a panel to open up and reveal the self-destruct button. Nobody ever self-destructs with a lever.
Or if you're on the <i>Nostromo</i> you have to pull a lever, unscrew some things, pull two MORE levers to open a hatch, push some buttons, screw the things into four cylinders so you can pull them out of the floor, then survive a friendly computer voice for ten minutes. Jeez.
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