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
30
59%
Pretty good ideas, some that I think could be better
16
31%
Hit and miss, lots of these don't make sense
2
4%
Mostly lame, some good ideas
0
No votes
Horrendous, confusing and unfun
3
6%
 
Total votes : 51

Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Ben-Jammin » Wed Feb 08, 2012 11:46 am

Which is exactly what happened in the last brikwar I got to play. There was a size 2 heavy sniper rifle (which we ruled to have 2d8 damage but 10" range) which needed either a heavy to wield it, or for it's tripod to be deployed before it could be fired. Fortunately, it also had a scope on it, so I plopped it down, and on the next turn I rolled to get a total range of 20 inches! we each only had three minifigs on our teams, but I got to completely vaporize one of them with the shot! We didn't get to finish that game, so I'm pretty sure I was one heroic feat away from losing my advantage.


That sucks dude.

Anyway, I'm still not used to the new thing about rifles doing 1d8 damage. I suppose that it is the basic equivalent of 1d6+1 though. Still I have a question:

Generally, my standard weapons fall into three groups: pistols, which do 1d6 damage, carbines and SMGs, which do 1d6+1 damage, and rifles, which I typically rule as 1d6+2 damage. How would I convert that using the 1d8 damage system? Would it be 1d8 for carbines and 1d8+1 for rifles? I know that may be a bit much, but still. As for my weapons sizes, thing the Lego blasters from the star wars sets. I generally rule that if a weapon is close to a similiar size to those, It falls into that category (with the mid-size blaster being a carbine).
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Wed Feb 08, 2012 1:15 pm

Rifles already exist as an intermediary weapon between size 1 and size 2 guns. Does there really need to be a halfway point between size 1 guns and rifles?

If you still answered yes, I'd just treat any carbine-sized weapon as having all the same stats as the bastard equivalent, except having the range equivalent of a size 1 weapon. So, an SMG deals 1d8 damage in fully-automatic bursts, but only has a range of 5. A carbine rifle deals 1d8 damage, but with a shorter range of 6"

What I like about this is that it solves my personal dillema on whether or not the bastard autogun should do d6 or d8 damage. Gonna add carbines to the weapon mod list real quick.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Wed Feb 08, 2012 1:21 pm

IVhorseman wrote:Alright so I made a few posts talking about cool weapons I use, and after playing a few practice games with the new chrome Brikarms sci-fi weapons pack, I've come up with some rules. Most of these are playtested, lots of these aren't. Some of it should look familiar, because I blatantly stole it from you and didn't give any credit. Eh. I also "forgot" to come up with any CP costs, but if you're playing with CP you probably aren't interested in strapping an undermounted flamethrower to your Volt-thrower anyways.


WEAPONS
The way I see it broken down, most weapontypes are represented by existing 2010 rules, with only a very few modifiers needed to represent it in the game, and at least attempt to balance it out. I've made a single new weapon template (a lightning-throwing Tesla Gun), a way to give weapons attachments and make combination weapons like gunblades, and a few modifiers to give weapons that extra spicy bit of flavor that can make games interesting, but with quick and simple rules.

The Tesla Cannon
UR:3
Range: 6"
Damage: 1d12 (electric)
2 hands

The Tesla cannon is, as you may imagine, anything that sends out some kind of electric discharge. It could be a volt-throwing plasma-caster of some sort, or simply LEGO Zeus's thunderbolts. Regardless, the damage dealt is off of the highly variable d12, and thus is applied as Electric Damage.

Electric Damage can arc from target to target with it's overkill damage, and when dealing with high damage rolls, it's likely for lightning to chain up to multiple targets. After vaporizing a target, electricity arcs to the nearest minifig or structure owned by any player. Lightning may occasionally strike a tree, but it will usually ground out unless there is something valuable to hit nearby. Besides, that would be boring where it could be funny instead. Electricity leaps as soon as it overcomes the armor roll of it's target one time, and can jump to any part of that creation as well, regardless of the conductivity of the materials. It may still only jump to one target at a time. Electric damage dealt in other ways, such as supernatural d12s, may be treated in the same manner.

EXAMPLE: Benny Is riding a tyrannosaurus rex (SL1, 1d10 armor), on a quest to hunt and kill Mummified Thomas Edison, who is armed with an electrostaff and is assuming his title of Pharaoh. On his turn, Edison zaps the T-rex with his tesla staff, dealing 8 damage! The T-rex rolls armor, and it's a 3. The remaining 5 damage is dealt to benny who, since he is touching the T-rex, is 0" away. The full damage is enough to overcome his 4 armor, and the Pharaoh goes onwards with the march on poor Nicola Tesla.

Bad guy 1 is about to test-fire his volt-thrower at Bad guy A, but these sweet dudes are in for a nasty surprise! He makes the skill roll with a critical and rolls overkill, and even makes a damage roll of 11. With his overkill roll of 4 bringing this up to 15, it's more than enough to fry bad guy A into a pile of ash! Electric damage bypasses Bad Guy 1's armor, and he is only 4" away! This leaves five damage to be dealt, and he too is shocked to death.

Larger versions of the Tesla Gun may employ this Siege Version:
UR: (WSx3)
Range: (WSx4)
Damage: WSd12 (electric)

Attachments
Rifles on the battlefield often attach anything from flashlights to bayonets, grenade launchers, and even underslung flamethrowers and shotguns to the ends of their barrels. As if Xzibit himself were there to put a machinegun on your machinegun (so you can run out of ammo while you run out of ammo, dawg), so too can you make swords with rifles in them behave under the brikwars stats.

Any combination weapon should cost as much as it would for both weapons, and one must specifically be designated the Primary weapon and it's Attachment. Primary weapons with attachments behave no differently (although are more prone to breaking from critical failures) than without, but the attached weapon will always be a size 1" version of whatever ranged weapon it is based off of, as well as requiring a full turn to reload (and ammunition for explosives!). Melee attachments may not be used to parry, and may be no larger than the weapon they are attached to; in other words, the primary weapon must always be larger. The melee attack's use and damage ratings are determined by measuring the entire weapon, and treating it as a melee weapon of that size, including angry inch attacks and movement penalties. A knife on the end of a rifle may be a hand weapon normally, but when attached to the end of a big enough rifle it can rival the reach of even the longest polearms!

EXAMPLES:
-Killzone's Original Helghast Assault Rifle uses an Autogun as it's primary weapon, and an undermounted shotgun as it's attachment.
-A double-bladed lightsaber is a heavy melee weapon as a primary, but with a second blade attached at the end, it may also be treated as if it were a 2-handed weapon. It may only parry with the smaller end, however.
-A gunblade would be a heavy weapon or handweapon as the primary (depending on size), with a pistol or rifle built into the weapon. Keep in mind that an undermount pistol only has 3" of range.
-A rifle with a wrench or other tool on the end of it may use the tool as if it were an attachment with an action. Talk about metal!
-Be creative. Flamethrowers on your launchers, slingshots embedded into your assault rifles, whatever. If you can build it, you can stat it!


Other Mods

Double-barreled Shotguns behave as shotguns of the appropriate size, but fire twice. May be fired one at a time or both in one turn, but the whole weapon must be reloaded after both shots are fired.

Scopes add +1d6" to the range of a weapon, but only while stationary and aiming. This value must be re-determined at the beginning of a minifig's turn if they continue to look through their scope, and they may only do so in one direction. Technically, Binoculars function as a scope for all line-of-sight style bonuses, but they cannot be used while attempting to aim any kind of weapon.

Silenced weapons are totally silent, and have half range. Attacks out of range are +1UR and -1 Damage for every inch out of range, which you'll be doing a lot. Only a hit will reveal the location of the assailant, and missed shots will keep all cover bonuses to stealth the user may have. However upon rolling a critical failure, the minifig loudly shouts "Damn, I missed!"

Carbines cover SMGs as well as rifles, and are simply treated as having the range of a size 1 weapon, but the damage, use rating, and handedness of the bastard version of a weapon.

Big-Ass weapons are the whole category of weapons that are "it's like this kind of gun/sword, but bigger." Most of this type of thought should be discouraged in favor of easier to remember stats, but should someone remain stubborn, or have largely outnumbered feces and a license for better arms, then go ahead and let them. Big-ass weapons have +1 to UR and +1 to damage. Though impractical, one may add +2 to each for bigger-ass guns and max out at +3, the biggest-ass weapons.

Cursed weapons and armor, once donned, can never be removed voluntarily until death. In addition, they deal 1d4 damage immediately upon pickup (subsiding once a 1 is rolled). Units starting with cursed weapons are assumed to have already shrugged this damage off. This 1d4 curse bonus damage is also applied towards every enemy who is successfully hit by the weapon. A cursed flamethrower may or may not be entirely broken.

Needler Just because I got one in the brikarms pack, we figured the needler's just a short-range weapon with a twist: when a critical is rolled for skill, there is a 1d10 explosion at the end of the target's next turn. Place a marker to keep track of this.

Warming up Some weapons, like the halo plasma pistol and most miniguns, take a full turn to warm up. This can be represented by overcharging the battery, spinning up the barrels, drawing dark energy from the ambient battle's lost souls, or whatever seems appropriate for the weapon. Regardless, it will cost one action. By doing so, they can spend the next turn damaging as if they were a full size larger than they were, without any carrying or movement penalties. A short-range weapon is treated as a long-range one, a long-range as a size 2 gun, and so on like Bonn-o-Tron.

Missile Lock means that a minifig with homing rockets (or bullets in hard enough sci-fi) can make their skill roll before actually committing to a shot if they stop to aim, saving valuable rocket ammo for those especially hard to hit large rockets. If a minifig is piloting a vehicle that can arguably dodge the missile, they may attempt to use their stunt roll as if it were a parry. If successful, the missile is dodged, and if successful enough to make the weapon's use, the pilot may even pick the target through evasive maneuvering.

Monopods, bipods and turrets are surprisingly already covered in the rulebook, allowing gunners and minifigs to carry around and use size 2 weapons! Keep in mind that large sniper rifles requiring bipods can count as size 2 guns, and heavy machineguns as autoguns. Setting up takes a full turn, and carrying the weapon costs half of a minifig's move speed.

Some turrets can also be littered around the battlefield that are completely stationary, but can be mounted upon.

Ammunition Types
While I recommend against using any of these, for some games the type of projectile being fired might actually make a difference.

Energy Weapons covers a pretty broad spectrum, and should be avoided unless you deem it absolutely necessary to distinguish between small arms and laser rounds. If ever there was a frowny-faced rule, this is it. However, it's also not that bad. Energy weapons behave exactly like other ranged weapons, except that they are all parryable (and reflectable if the skill roll is high enough to make the combined parry AND use for the laser weapon), and deal 1d4 fire damage on a critical hit, potentially lighting it's targets ablaze. Any arguments about the reflective properties of materials should be hand-waved away in favor of awesome.

Solid Shell Weapons in that face should also largely be ignored, but is fast and hard enough to track at it's oh-so-subluminal speeds that they cannot be blocked or parried.

Plasma Weapons don't have anything special going on initially, but can be overcharged to deal double damage. However, it will explode (1d10) on the
end of it's next turn unless it is fired every single turn! It also explodes if the user critically fails their use roll.

Armor Piercing Rounds can be applied to any weapon, and do exactly what it sounds like they do. The shot ignores all armor a minifig is wearing, or any armor plating on a vehicle.



Abilities
I've also spent a while coming up with some sweet abilities, as well as compiling a bunch of the ones you guys had so I could tote em around for all to see. Many of these are untested except by sylvanius or Natalya.

Beserker: After any successful kill, the minifig flies into a beserk rage, and may take a free attack (including an angry inch) against a new target! This cannot chain off from charges, however.

Gun Kata: The minifig may treat ranged weapons as if they were melee weapons; they may use an angry inch, use two small arms against the same target simultaneously, and counter-attack with their guns. They still may not parry attacks, or use their guns as parts of charge attacks.

Shield Wall: When they are able to place their shield within touch of at least two other friendly shields, they may form a shield wall, automatically parrying any attacks coming from the direction of their shields. Shields on top blocking attacks from above must touch at least four other shields.

Grenadier: As either a standard action or as part of reloading an explosive weapon, grenadiers are able to generate one MkI explosive per turn. In addition, they may upgrade MkI explosives into MkII explosives as another full action. They may NOT share their grenades with others.

Have-at-you: The minifig may parry and riposte without penalty

Rogue:The rogue may steal an object from another minifig at a use rating of 5, and may also deal an extra 1d6 damage if they attack someone from full cover or from behind.

Sharpshooter/Sniper:When stationary and aiming, this minifig may elect to flip a coin instead of making a normal attack. On a heads, boom, headshot! a single brick element within range (including height and scope modifiers) is destroyed, usually a poor minifig's head. On a tails, the sniper misses, and must find another spot 5" away to try from. Snipers must also operate alone, and cannot use this ability within 6" of a friend or foe. Instead of destroying the brick, sharpshooters may also use their bullets or arrows for more precise manipulation of levers and buttons, and even perform "trick shooting."

Shield basher: Successful shoves push 2" and deal 1d6 damage, can push objects up to twice own size

Minion:These units are usually all the cannon fodder troops you need for filler on epic battles. They die after taking a single point of damage, but respawn either on the edge of the battlefield or a designated spawning zone.

Weapon Specialist: +1 skill for a certain kind of weapon, -2 for all others.

Last Stand: Upon death, minifig is allowed to remain alive and dying until the end of their next turn. They may not move, and may only spend an action.

I'll be back: Upon death, roll a d6. On a 6, the minifig arises on it's next turn. Roll only once per fig.

Duelist: May challenge opponents up to 12" away. May negate all cover and feces target to spend no actions that do not include them, but the enemy also gets a +1 bonus to hit.

And that's about it! I didn't include the Death Gun because I couldn't justify good siege stats for it, and jesus christ nobody needs something to do 5d20 damage to anything anyways. Let me know what you guys think, I'm open to suggestions!
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Falk » Wed Feb 08, 2012 2:55 pm

So with electrical damage you subtract 1dmg/inch to target?
BrikWars 2010 Rules wrote:BrikWars ... stands in pretty direct opposition to many fundamental elements of the LEGO® philosophy, such as "Not Teaching Kids How Funny It Is to Set People on Fire."

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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Wed Feb 08, 2012 3:44 pm

Only for overkill damage. The initial zap of electricity hits the target for full damage, and the overkill damage arcs to nearby targets at -1 damage per inch.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Falk » Sun Feb 12, 2012 3:04 am

I just had an idea: point blank shots. Something to the effect of 1/2 use and 2x damage or converting inches into d6es.
And with elektrik damage, does it pass through armor? Example: A knight wearing a suit of armor attacks the evil wizard. The wizard unleashes an elektrikal attack and rolls a 5. Can the elektricity pass through the knights suit of armor and overcome a minifig's value of 4 armor? Or does the elektricity get blocked by the knight's 4+2 armor?
BrikWars 2010 Rules wrote:BrikWars ... stands in pretty direct opposition to many fundamental elements of the LEGO® philosophy, such as "Not Teaching Kids How Funny It Is to Set People on Fire."

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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby RunsWithLegos » Sun Feb 12, 2012 11:43 am

unless it is 'space' armor and insulated against electricity i think it should Add power to the attack being all metal and all, or maybe just gives the attacker a skill bonus
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sun Feb 12, 2012 2:21 pm

Armor now works so that it negates one damage die of each type from the attack, instead of giving +2 armor. So, an attack of 1d6 does zero damage, and combined fire from a 1d6 pistol and a 1d8 rifle while a 1d10 explosion goes off also has no effect. An electric attack however, will permeate through the armor, and deal damage regardless.

For point blank shots, I just rule that if a minifig can physically press the barrel against another fig (and they can't bail or counter-attack), then it's an automatic hit. Fewer die rolls = faster fun.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby RunsWithLegos » Sun Feb 12, 2012 2:51 pm

that makes armor ridiculously powerful... i don't like it.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sun Feb 12, 2012 2:57 pm

Check the 2010 rules.

It also decreases movement speed by 1/2 instead of just a single inch, and attacks with MULTIPLES of the same dice will only have one removed (so, a 3d8 rifle barrage would still deal 2d8 damage). I suppose you could give some guys Armor Piercing Rounds to deal with it.

I originally had come to your conclusion, but after play-testing it a few times, it turns out that overskill damage gives extra dice to weapons a LOT more often than you'd think. You can also use combined attacks of the same type. If a standard minifig wearing armor is knocked over, they also only have half an inch to move with after standing back up. Heroic Feats also make short work of armor.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Keldoclock » Sun Feb 12, 2012 2:58 pm

It makes armor exactly the same as it was before, actually.

You need a 6 from a 1d6 weapon to hurt someone in armor under 2005, and for 2010, you need to roll a 6, than a 4-6.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby RunsWithLegos » Sun Feb 12, 2012 3:01 pm

hmmm imma go play test that.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sun Feb 12, 2012 3:59 pm

Armor removes the dice before they're rolled, so you don't get the critical damage bonus unless you're already doing damage through big attacks or overskill shots.

EDIT: I also just added the Skirmisher, so that some minifigs can have pistols or knives along with their swords and spears.

Skirmisher: This minifig may carry and use any size 1 weapon in their off-hand while carrying a heavy CC weapon in the other.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Keldoclock » Sun Feb 12, 2012 7:54 pm

That's a real shame... could you still, say, target a minifig head for a penalty and thereby skip the armor?
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sun Feb 12, 2012 11:35 pm

Technically? I think so. Ask Mike for clarification on this one, but targeting the head is technically a component attack. You get -2 to skill, but it'd only have a defense of 1d6.

You know what's a good rule? Helmets should count as armor (though without a move penalty), but only for head-targeted attacks. So a regular attack against a minifig would be unaffected, but a specific headshot would have a die negated. Thus, a minifig in armor AND a helmet would be near unstoppable. Or at least, exactly as unstoppable as an armored fig normally is.
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