RM's Homebrew 2012 Microscale rules

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

Moderators: Rev. Sylvanus, warman45

RM's Homebrew 2012 Microscale rules

Postby Robot Monkey » Sun Apr 08, 2012 10:20 am

In anticipation of my upcoming microscale battle, I'm writing MS rules!

MICROSCALE CREATIONS

Building a microscale creation is pretty easy. Just build something small. It can be a tank, a zeppelin, a spaceship, etc.
Requirements: at least 1 brick representing a source of propulsion, and at least 1 brick representing a control center.

Rules for these creations: (keep in mind length matters!)

Small creations (4 studs + below)
Armor: Length (L) D6 (IE 3 studs long, so 3D6 armor)
Move: (Lx2)+2 (IE 3 studs, so 8 inch move.)
Skill: 1D6
# of actions per turn (#A): length. (IE 3 studs, 3 actions)

Medium creations (5-8 studs)
Armor: LD6 - 1D6 (IE 6 studs, 5D6 armor)
Move: Lx2-2 (IE 6 studs, 10 inch move)
Skill: 1D8
#A: Length-1

Large creations (8-14 studs)
Armor: LD6-2D6 (IE 9 studs, 7D6 armor)
Move: Lx2-4 (IE 9 studs, 14 move)
Skill:1D10
#A: L-2

Huge creations (14+ studs)
Armor: LD6-4D6 (14 studs, 10D6 armor)
Move: Lx2-8 (14 studs, 16 move)
Skill: 1D10+1
#A: L-3

WEAPONS (Note all weapons can be fired multiple times a turn, unless stated otherwise)
Standard gun (can be laser gun, machine gun, etc)
UR: 3
R: 6"
DMG: 1D6

Large gun (a larger version of the standard gun)
UR: 4
R: 7"
DMG: 1D6+2

Auto-weapon (can be a beam cannon, minigun, etc)
UR: 4
R: 6"
DMG: 2D6+1

Bombs (pretty self-explanatory.)
UR: 3
R: 2"
DMG: 1D10
(Can only be fired once a turn)

AA gun:
UR: 3
R: 7"
DMG: 1D8 against flying vehicles, 1D8-2 against everything else.

Rocket Launcher:
UR: 4
R: 7"
DMG: 1D8
(can only be fired once a turn)

Huge gun: (whatever the "gimmick" of the ship is, IE a giant laser cannon, black hole projector, artillery cannon)(Only huge creations can have these)
UR: Length of creation-8 (IE 14 studs, UR: 6)
R: 10"
DMG: 2D10
(can only be fired once a turn)

ABILITIES
Given to units at the beginning of the game, abilities can vastly change combat. Units can only take one ability, unless stated otherwise.

Flying: Units with this ability cause enemies shooting at them to get -1 to skill. Flying units must have a flying base, unless all units in the battle are flying.

Fast: (small/medium units only) Unit gets +1 move.

Lumbering: (Only can be given to large and huge units) Truly massive, this unit lumbers across the battlefield with +1 armor, +3 actions, and -1 move.

Heroic Pilot: The unit gets an extra action at 1D8 skill, or one heroic feat a turn. Only one unit in your army can have a heroic pilot. (Can be taken with another ability)

Sneaky: (only small and medium units can have this) You can deploy this unit anywhere in the board at the beginning of the game. Sneaky units get -1 armor. (Can be used with flying/fast)

Flagship: The flagship gets +1 to skill, and -1 to move. (Can be taken with another ability)

ADD-ONS
(units can only take 1 add-on)

Shield generator/extra armor: Unit gets +1 armor.

Turbo Engines: (only applies to small and medium units) Unit gets +3 move.

COMPONENT DAMAGE:
It makes sense to shoot at the weaker parts of an enemy unit. This kind of damage only applies when you can get LOS on the weaker component.

Bridge: Gets -1 to armor, and if the shot succeeds, the affected unit gets only half of it's move, and 1 action a turn.

Engines/propulsion system: Gets -1 armor, and if the shot succeeds, affected unit takes 1D10 explosion damage and is then immobilized if the explosion doesn't take it down. Can cause chain reactions.

Guns: Gets -1 armor, explodes with 1D6 damage. Can possibly cause a chain reaction. (see below)

-Chain reactions
massive explosions that can tear a whole ship apart.

Upon a gun or the engines being destroyed, roll a D4. The number on that is how many studs the explosion chains to. So if a gun is destroyed, and I roll a 3, the explosion chains to any "explodable" object within 3 studs. Roll another D4 for each object it chains to. If you roll a 1, the explosion stops there. Also, each object getting hit makes it's usual armor value -1 save. If it makes it's armor roll, the chain reaction stops there as well.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Examples:

Scout Airship (small unit)
A: 2D6
M: 6
S: 1D6
#A: 2
Weapon: standard gun
Flying
Turbo engines

Fighter airship:
A: 2D6
M: 6
S: 1D6
#A: 2
Weapon: standard gun, rocket launcher
Flying

EXPANSION: MECHA

MECHA:
measure length with height instead (in studs.) (measured using a flat plate held to the side of the mech like a ruler.) After determining size, divide Armor and # of actions by two, rounding down. (This is so mech weapons are actually effective) Minimum armor is 3D6, and minimum # of actions is 3.

Mecha weapons: (Can not be used with regular weapons. Only mecha can have these weapons.)

CC weapon (self explanatory, chainsaws, swords, etc.)
UR: 3
R: CC
DMG: 1D6+1 (can separate limbs.) (see below)

Powered CC weapon (CC weapon, but high-powered)
UR: 4
R: CC
DMG: 1D8+1

Standard mech gun (mech-sized assault rifle, laser gun, etc.)
UR: 3
R: 7"
DMG: 1D6+2

Artillery cannon (big missile pods, howitzers, etc.)
UR: 4
R: 12"
DMG: 1D10 (can fire indirectly, but LOS still needs to be established) (you can move or fire using this weapon, not both.)

Rocket pod (shoulder-mounted rocket, etc.)
UR: 3
R: 7"
DMG: 1D10 (one shot only)

Sniper (big laser cannon, mech-sized rifle, etc.)
UR: 5
R: 15"
DMG: 1D10+1 (Like the artillery, move or shoot.)

Power gun (plasma cannon, large laser, etc.)
UR: 4
R: 10"
DMG: 1D8+1

REMOVING LIMBS:
A mecha that has a CC weapon can attack it's opponent, and attempt to sever a limb. Limbs must be composed of more than one brick.
Limbs get-1 armor, and the attacker gets -1 skill.
Upon a successful attack, the attacker gets to remove a limb from his opponent's mech. (I.E. Arms, legs, jump-packs, etc.)

JUMP-PACKS
Pretty self-explanatory, a jet-powered way for your mecha to get around. Any mecha with a jump-pack can decide to launch itself using the jump-pack after it has moved, but before it has shot.
Jump-Pack:
UR: 3
upon success, launches user height+1 inch.
(IE: 5-stud tall mecha, launches 6")



That's all for now.
(Also, I'm still working out CP costs.)
Last edited by Robot Monkey on Wed Jun 27, 2012 7:22 pm, edited 6 times in total.
Image
User avatar
Robot Monkey
gives too many fucks about necros
gives too many fucks about necros
 
Posts: 3330
Joined: Tue Nov 02, 2010 8:47 pm
Location: Third Alliance Headquarters

Re: RM's Homebrew 2012 Microscale rules

Postby Falk » Sun Apr 08, 2012 10:30 am

Looks good! This could be used with Brag's microscale
soldier battle thingy.
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."

Empire of Luchardsko WIP wiki page
User avatar
Falk
Dimmy
 
Posts: 616
Joined: Wed Aug 31, 2011 1:43 pm

Re: RM's Homebrew 2012 Microscale rules

Postby Robot Monkey » Sun Apr 08, 2012 10:31 am

Falk wrote:Looks good! This could be used with Brag's microscale
soldier battle thingy.


Sort of what I was aiming for here, a flexible microscale system that didn't just apply to space.
Image
User avatar
Robot Monkey
gives too many fucks about necros
gives too many fucks about necros
 
Posts: 3330
Joined: Tue Nov 02, 2010 8:47 pm
Location: Third Alliance Headquarters

Re: RM's Homebrew 2012 Microscale rules

Postby Robot Monkey » Fri Apr 13, 2012 8:11 pm

*double-post*

Edited the rules a bit, made huge creations a bit less cheap and chain reactions less game-breaking.
Image
User avatar
Robot Monkey
gives too many fucks about necros
gives too many fucks about necros
 
Posts: 3330
Joined: Tue Nov 02, 2010 8:47 pm
Location: Third Alliance Headquarters

Re: RM's Homebrew 2012 Microscale rules

Postby RunsWithLegos » Sat Apr 14, 2012 1:41 pm

VEry good. and RM, have you heard of the Legofest in denver?
User avatar
RunsWithLegos
Fox News watcher
Fox News watcher
 
Posts: 3054
Joined: Mon Apr 19, 2010 6:45 pm
Location: colorado!

Re: RM's Homebrew 2012 Microscale rules

Postby Robot Monkey » Sun Apr 15, 2012 3:42 pm

Yeah, looks kinda cool.
Image
User avatar
Robot Monkey
gives too many fucks about necros
gives too many fucks about necros
 
Posts: 3330
Joined: Tue Nov 02, 2010 8:47 pm
Location: Third Alliance Headquarters

Re: RM's Homebrew 2012 Microscale rules

Postby RunsWithLegos » Sun Apr 15, 2012 5:41 pm

are you going to be there?
User avatar
RunsWithLegos
Fox News watcher
Fox News watcher
 
Posts: 3054
Joined: Mon Apr 19, 2010 6:45 pm
Location: colorado!

Re: RM's Homebrew 2012 Microscale rules

Postby Robot Monkey » Tue May 22, 2012 6:35 pm

Added the mecha expansion in anticipation of my upcoming MS battle with my friend.
Image
User avatar
Robot Monkey
gives too many fucks about necros
gives too many fucks about necros
 
Posts: 3330
Joined: Tue Nov 02, 2010 8:47 pm
Location: Third Alliance Headquarters

Re: RM's Homebrew 2012 Microscale rules

Postby Robot Monkey » Wed Jun 27, 2012 7:24 pm

*double-post*

Played a test game with the mecha expansion today, and I needed to edit a lot. So, I altered the mecha rules (mostly with armor and # of actions) so that it's all moderately more streamlined.
Image
User avatar
Robot Monkey
gives too many fucks about necros
gives too many fucks about necros
 
Posts: 3330
Joined: Tue Nov 02, 2010 8:47 pm
Location: Third Alliance Headquarters


Return to Bonus Material

Who is online

Users browsing this forum: No registered users and 2 guests