Until every weapon on the battlefield started targeting that guy. Though if you stick him in a hardsuit and toss in some damage resistance traits, it might make bullet-magnet guy into useful distraction for a turn or two, à la Distraction Carnifex.Kirillyos wrote:Though in all fairness, that is probably what anyone with infinite grenades would be feeling.
Plastik Armory: Better Guns, Awesome Abilites
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Re: Plastik Armory: Better Guns, Awesome Abilites
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Re: Plastik Armory: Better Guns, Awesome Abilites
Sure!
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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Re: Plastik Armory: Better Guns, Awesome Abilites
I was playing D3 the other day and trying to think of a brikwars equivalent for a "Frenzy" skill. This is what I thought up, a melee equivalent to the burst-fire of 2010 machine guns. The wording below is just a re-working of 2010 Burst Fire (8.3).
Frenzy: Frenzied minifigs may attack an opponent multiple times in a turn. The player chooses the number of attacks he's going to attempt in a Frenzied slash (which determines the overall Skill Penalty; he receives a cumulative -1 for each attack in the Frenzy attempt), and rolls a separate Attack Roll for each. For each roll, if the number on the Skill Die (before applying bonuses or penalties) is less than the current attack number, then the minifig fatigues and may take only defensive actions his next turn. Frenzy cannot cause fatigue on the first attack, but it will if the player rolls a "1" on the second attack, or a "1" or a "2" on the third attack, and so forth.
The above is also similar to how I run chainsaws and the OTC.
Frenzy: Frenzied minifigs may attack an opponent multiple times in a turn. The player chooses the number of attacks he's going to attempt in a Frenzied slash (which determines the overall Skill Penalty; he receives a cumulative -1 for each attack in the Frenzy attempt), and rolls a separate Attack Roll for each. For each roll, if the number on the Skill Die (before applying bonuses or penalties) is less than the current attack number, then the minifig fatigues and may take only defensive actions his next turn. Frenzy cannot cause fatigue on the first attack, but it will if the player rolls a "1" on the second attack, or a "1" or a "2" on the third attack, and so forth.
The above is also similar to how I run chainsaws and the OTC.
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Re: Plastik Armory: Better Guns, Awesome Abilites
I already do this, and I have no idea why it's not in here. Good catch!
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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Re: Plastik Armory: Better Guns, Awesome Abilites
Pretty much? If I would use it at my table, I throw it on the list. This isn't a collection of all of my original ideas, but far from it. It's mostly just where I can organize a bunch of ideas for players to try out. For example, when I actually get around to reading your armory thread thing, I'll probably scavenge the best ideas from it onto this list without your permission.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Plastik Armory: Better Guns, Awesome Abilites
Thought I'd try to add to this thread again.
Ricochet Rounds +1CP to ranged weapon.
If a shot connects with a target, but the damage does not exceed its armor, the shot ricochets off in another direction. The attacker may chose a next target within X" of the previous target, where X is the difference between the previous target's armor and the damage roll (for instance, if the attack does 5 damage, and the target's armor is 12, the attacker may chose a next target within 7" of the previous target). The shot deals 1 less damage to the next target.
A shot can continue to ricochet until it runs out of damage. And obviously, a shot can't ricochet into a next target behind the previous one unless it has oddly angled protrusions.
Ricochet Rounds +1CP to ranged weapon.
If a shot connects with a target, but the damage does not exceed its armor, the shot ricochets off in another direction. The attacker may chose a next target within X" of the previous target, where X is the difference between the previous target's armor and the damage roll (for instance, if the attack does 5 damage, and the target's armor is 12, the attacker may chose a next target within 7" of the previous target). The shot deals 1 less damage to the next target.
A shot can continue to ricochet until it runs out of damage. And obviously, a shot can't ricochet into a next target behind the previous one unless it has oddly angled protrusions.
BrikThulhu eats 1d6 minifigs each turn.
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Re: Plastik Armory: Better Guns, Awesome Abilites
The biggest issue I see here is that it rewards players for making shitty dice rolls, and adds an entire extra step after the attack should have been resolved.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Plastik Armory: Better Guns, Awesome Abilites
I fail to see how it rewards shitty rolls, but I do see how that extra step could slow things down.IVhorseman wrote:The biggest issue I see here is that it rewards players for making shitty dice rolls, and adds an entire extra step after the attack should have been resolved.
BrikThulhu eats 1d6 minifigs each turn.
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Re: Plastik Armory: Better Guns, Awesome Abilites
Okay, well let's put an armor roll at six. If I roll a five, I only get to target something within one inch. That's fine. However if I roll a two, suddenly I've quadrupled my range and can choose from a slew of targets within 4".
Oh wait, hold on I think I see the miscommunication: here I'm thinking that you resolve a whole new attack against the next target, but you still use the original damage roll so that actually balances it back out (somewhat).
Still, I could see someone targeting a heavy tank or something and abusing that pretty har. Say something like 18 damage rolled vs. 31 armor: That leaves 17 damage to be dealt to any target within 13 inches, which is more than enough to slay a hero. I'd recommend adding another use roll in there if I didn't immediately forsee that as an extra step that slows the game down even further.
Oh wait, hold on I think I see the miscommunication: here I'm thinking that you resolve a whole new attack against the next target, but you still use the original damage roll so that actually balances it back out (somewhat).
Still, I could see someone targeting a heavy tank or something and abusing that pretty har. Say something like 18 damage rolled vs. 31 armor: That leaves 17 damage to be dealt to any target within 13 inches, which is more than enough to slay a hero. I'd recommend adding another use roll in there if I didn't immediately forsee that as an extra step that slows the game down even further.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Plastik Armory: Better Guns, Awesome Abilites
That was kind of the idea behind it. You bounce a shot off of something hard to hit a target around a corner. Once the shot punches through something's armor, it stops. And it was meant to be added to guns wielded by minifigs, so 18 damage would be kind of hard to pull off.
BrikThulhu eats 1d6 minifigs each turn.
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Re: Plastik Armory: Better Guns, Awesome Abilites
Yep! No penalty to range needed.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Plastik Armory: Better Guns, Awesome Abilites
Another random idea that just came to mind. Might as well post it here.
Recoil isn't a thing in Brikwars, but what if there was a weapon that did nothing BUT recoil?
Instead of damaging a target, it could be used to push minifigs a number of inches. A minifig could fire behind them to propel themselves forward, or at the ground to launch themselves into the air. If it were fired at another minifig, both the user and the target would be blown back.
Alternatively, a minifig could spend their move to plant their feet on the ground and reduce their launch distance equal to their speed and transfer those inches to whatever they're aiming at.
Recoil isn't a thing in Brikwars, but what if there was a weapon that did nothing BUT recoil?
Instead of damaging a target, it could be used to push minifigs a number of inches. A minifig could fire behind them to propel themselves forward, or at the ground to launch themselves into the air. If it were fired at another minifig, both the user and the target would be blown back.
Alternatively, a minifig could spend their move to plant their feet on the ground and reduce their launch distance equal to their speed and transfer those inches to whatever they're aiming at.
BrikThulhu eats 1d6 minifigs each turn.
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Re: Plastik Armory: Better Guns, Awesome Abilites
Stat it with SN movement dice for thrust, projected at a certain point.Gungnir wrote:Another random idea that just came to mind. Might as well post it here.
Recoil isn't a thing in Brikwars, but what if there was a weapon that did nothing BUT recoil?
Instead of damaging a target, it could be used to push minifigs a number of inches. A minifig could fire behind them to propel themselves forward, or at the ground to launch themselves into the air. If it were fired at another minifig, both the user and the target would be blown back.
Alternatively, a minifig could spend their move to plant their feet on the ground and reduce their launch distance equal to their speed and transfer those inches to whatever they're aiming at.
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Re: Plastik Armory: Better Guns, Awesome Abilites
Wow, that is far more complicated than I would have statted it.
The way I see it, just treat it like any ranged weapon, except instead of doing damage it just does that many dice in knockback. If the weilder is stationary or using a weapon equal or less than their current size, they don't get knocked back half of the distance the target was.
The way I see it, just treat it like any ranged weapon, except instead of doing damage it just does that many dice in knockback. If the weilder is stationary or using a weapon equal or less than their current size, they don't get knocked back half of the distance the target was.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Plastik Armory: Better Guns, Awesome Abilites
This. I want it to be as simple as possible.IVhorseman wrote:Wow, that is far more complicated than I would have statted it.
The way I see it, just treat it like any ranged weapon, except instead of doing damage it just does that many dice in knockback. If the weilder is stationary or using a weapon equal or less than their current size, they don't get knocked back half of the distance the target was.
It was originally based on the Stuntman's gun from No Time To Explain, but with the added benefit of knocking other minifigs from high places or into field hazards.
BrikThulhu eats 1d6 minifigs each turn.