Minifig Railgun

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Gungnir
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Minifig Railgun

Post by Gungnir » Mon Dec 13, 2010 3:24 am

I think some of you might be familiar with the Peasant Railgun, where players abuse D&D physics, using a line of peasants to pass a pole from one end to the other until it gains enough momentum to be used as an engine of siege. I was reading an article about it earlier, and I had the brilliant idea to apply this in Brikwars, except with a pointy object instead of a pole, but I've hit a mental roadblock.
Should it count as a combined charge, adding up the total mass of the minifigs for the MOM, or should I say the weapon itself is charging, and use its MOM?
BrikThulhu eats 1d6 minifigs each turn.

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RunsWithLegos
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Post by RunsWithLegos » Mon Dec 13, 2010 10:13 am

god this is awesome, but it should be treated like a normal cannon.

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Re: Minifig Railgun

Post by IX_Legion » Fri Jun 01, 2012 7:56 pm

Minifig Railgun
UR: (#M+3)
Range: (#M+1)"
Damage: ((#M-1)+WS)d6

Where #M=the number of minifigs in a line passing the weapon forward and
WS=the size of the weapon being passed forward.

Thus one minifig could use this on a size 2 melee weapon with a UR of 4 (intentional), Range of 2" (about what he can hit anyway), and damage of 2d6 (again, intentional). But, say, five would have a UR of 8, range of 6", and damage of 6d6.

I guess the lead minifig would roll for skill.

Might suck, but hey, I came up with these in under five minutes.
This should be in the Rulebook somewhere:

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Re: Minifig Railgun

Post by Natalya » Sat Jun 02, 2012 1:00 am

The object has a momentum damage dice cap based on its size.
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Re: Minifig Railgun

Post by IVhorseman » Mon Jun 04, 2012 1:19 pm

Yup. but the good news is that you'll get to use the entire straight-line segment as build-up of momentum (or at least 2" worth of it for most weapons), and while only the lead minifig makes a skill roll, it's unmodified.

Since it's technically a thrown weapon if you're not just trying to bash a door down or jam a spear in someone, I guess you'd add the momentum roll to the thrown range? Technically it'd be doing knockback against a POP of 0, so it'd plow on through.

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Re: Minifig Railgun

Post by Natalya » Tue Jun 05, 2012 1:50 am

Minifigs can only hold something that is size 2, so you're still talking a maximum damage of 2d6.
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Re: Minifig Railgun

Post by Gungnir » Fri Jun 08, 2012 3:49 am

This thread is still going? Wow.
Here's an interesting idea I just had. What if the row of minifigs itself is a launcher? Then you'd get +1" of size per 'fig.
BrikThulhu eats 1d6 minifigs each turn.

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Re: Minifig Railgun

Post by Robot Monkey » Fri Jun 08, 2012 12:34 pm

Natalya wrote:Minifigs can only hold something that is size 2, so you''re still talking a maximum damage of 2d6.
:sbr:
You also forget collision damage, and what if the last guy was holding a lighter, making the projectile do fire damage too?
Or what if the minifigs were propelling a MK2 missile, plus collision?
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Re: Minifig Railgun

Post by Natalya » Sat Jun 09, 2012 12:55 pm

The missile's velocity can't be increased by passing it from one minifig to another in quick succession either because there is a rule about how weapons can only be used once per turn. You can't have two minifigures with a gun, then one shoots with it, then the other takes it from the first minifig and fires the same gun again. I feel like the missile would be treated the same.
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Re: Minifig Railgun

Post by Zupponn » Sun Jun 10, 2012 12:18 am

Natalya wrote:there is a rule about how weapons can only be used once per turn.
Really? I didn't know that. I'll have to keep that in mind for my next battles then.
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Re: Minifig Railgun

Post by IVhorseman » Sun Jun 10, 2012 6:23 pm

Yeah, I had the plan for some awesome gunner teams of two figs - one to fire, and one to automatically reload the gun when it jammed (or otherwise shoot his own gun if it's still going strong), but the rules definitely specifically disallow that.

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Re: Minifig Railgun

Post by Keldoclock » Mon Jun 11, 2012 6:01 pm

:fudge:
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Re: Minifig Railgun

Post by IX_Legion » Thu Jun 14, 2012 11:24 am

IVhorseman wrote:Yeah, I had the plan for some awesome gunner teams of two figs - one to fire, and one to automatically reload the gun when it jammed (or otherwise shoot his own gun if it's still going strong), but the rules definitely specifically disallow that.
Still have two machinegunners working together, so if one jams the other can keep firing. One can't unjam the other's gun, but at least you'd still have fire going downrange.
This should be in the Rulebook somewhere:

"Any problem on earth can be solved with the careful application of high explosives"
-Valkyrie (the movie)

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Re: Minifig Railgun

Post by muffinman42 » Sat Jun 16, 2012 4:18 pm

:( Awwww
From the title i though this was a railgun that fired minifigures!

I've spent too long on bay12forums.
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Re: Minifig Railgun

Post by Whiteagle » Sun Jun 17, 2012 3:05 pm

muffinman42 wrote::( Awwww
From the title i though this was a railgun that fired minifigures!

I've spent too long on bay12forums.
Admittantly, I had an idea of something like that for Briktoid's ground forces...

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