My minigun >:D

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

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IVhorseman
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Post by IVhorseman » Wed Jan 02, 2008 11:17 pm

Rayhawk wrote:You know what I'd do with a minigun like this, is have it dish out a ton of damage, but give it the following drawback: the minifig has to stand still for a full turn while it spins up, and on the next turn it must fire, even if the target has moved out of range or if other friendly minifigs are in the way. The minifig can keep firing for as long as he wants, but can't move again until the gun has spent a full turn spinning back down.

(This was actually part of my plan for Super Heavy Guns, but I decided it was too complicated to put into the Core Rules. I may re-introduce it later as a stat card for Heavy Weapons Minifig.)

So you get a guy who's a machine of total destruction, but he's got molasses response time and he's a sitting duck whenever he's unleashing the hurt.
damn, you beat me to it. i also use a similar rule for my miniguns, except i allow them to move one inch per turn while firing. i had this idea about a year ago, but i never really considered a "Heavy" class other than demolitions. so now we have heavy weapons guy (thanks, TF2), who is allowed to move while firing his heavy weapon (i'd say 2 inches), whereas other classes can't move at all.

goddammit, not another stat card...

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King of Brix
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Post by King of Brix » Wed Jan 02, 2008 11:46 pm

I like this idea... But it puts less fun into mulching stuff, which you can see in my latest battle report, which is in progress... I use 2 minigunners. Still, it's a nice idea... And on this stat card, a picture of a minigun should be included.

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Post by IVhorseman » Thu Jan 03, 2008 1:51 am

less fun? are you saying you don't enjoy the intimidation and fear that strikes when a minifig hears that dreadful whine of a warming-up heavy weapon?

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Post by King of Brix » Thu Jan 03, 2008 3:59 pm

I must admit, that is less cool than the horror that the minifig feels while hearing the whine of the warming up, as well as the hiss of the flying bullets, the thud as the bullets hit him in the face and chest, and the sound of dropping body parts as he gets mulched, all in the same turn.

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Post by Blitzen » Thu Jan 03, 2008 4:10 pm

Ah yes, but the suspense can be even more fear-inducing. Imagine the fear of <I>knowing</I> what will happen? That poor minifig, looking back on his life of ill conquest. The horror in his heart as he realizes he will die, next turn, and his life will have been for naught. "I am doomed," he says. Doomed to die a Minigun death, and to be left in the field until the war is over, undoubtedly in loss. He imagines what he could have been; what his mother always wanted him to be. His father, disappointed at his inability to withstand battle. His grandfather was in Mini War II, and he had won fifty four medals, but this little grandson will not live up to this legacy. In fact, he will die next turn.
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Post by King of Brix » Thu Jan 03, 2008 4:57 pm

He would have a chance to move, actually. Seeing as it takes a full set of turns to warm up, and THEN shoot, the minifig could run instead of sitting there and soiling his legs (I would say pants, but their the same thing for minifigs). Then, all that you said in your post would be useless, and reversed. His grandfather would be proud of him, his grandson would live up to his legacy, etc.

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Post by Blitzen » Thu Jan 03, 2008 4:58 pm

Not if he was trapped in molasses.

EDIT: Or under a Jeep.

Or in a sunroof.

Or a million other things that could restrict his movement.
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Post by DarkWolf » Thu Jan 03, 2008 5:01 pm

Blitzen wrote:Not if he was trapped in molasses.
Hmm, makes sense. I do something similar with the new Mars Mission aliens (which suck compared to the Life on Mars ones) Whenever they die, they leave a 2" wide puddle of alien ooze where a body part lands. This ooze will slow movement speed by 2" so if you mulch some aliens, then lure your enemy into range of the minigun, then problem solved.
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Post by IVhorseman » Thu Jan 03, 2008 6:47 pm

lack of cover also helps make miniguns awesome. it's almost as awesome as when they take cover, but the damage from the miniguns is enough to punch through said cover. that's always a riot.

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Post by King of Brix » Thu Jan 03, 2008 7:14 pm

Thats true... But straight up mulching is cool too. Go read my battle report to see people get mulched by miniguns!

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Post by __Nero__ » Thu Jan 03, 2008 9:22 pm

ok... this minigun is excellent for killing idiotic team mates!!! I had to execute a couple due to the fact that they were drunk and couldn't shoot worth beans.

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Post by DarkWolf » Fri Jan 04, 2008 4:50 pm

__Nero__ wrote:ok... this minigun is excellent for killing idiotic team mates!!! I had to execute a couple due to the fact that they were drunk and couldn't shoot worth beans.
You sound like an Imperial Guard Commissar. Of course, they execute someone for everything they do wrong. If you piss your pants while holding the line, the Commissar will execute you for cowardice.
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Post by __Nero__ » Fri Jan 04, 2008 6:49 pm

lol ya I tend to execute people when the combat resides and nothing is happening.
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