Mining, Smelting and all other ore related stuff....anyone?
Moderators: warman45, Rev. Sylvanus
Mining, Smelting and all other ore related stuff....anyone?
Okay I need some help cause my army is basically dwarves, and I want to have to be able to mine ore, smelt it and turn it into weapons or it just works out to CP.
Anyway any suggestions on how I should do this, and set up the mining and all that.
Anyway any suggestions on how I should do this, and set up the mining and all that.
-Grunt-139
"If you can't walk, you crawl, and if you can't do that then you find someone to carry you"
-Firefly, The Message
http://brikwars.wikispaces.com/
So long and thanks for all the fish
"If you can't walk, you crawl, and if you can't do that then you find someone to carry you"
-Firefly, The Message
http://brikwars.wikispaces.com/
So long and thanks for all the fish
Yeah that could work thing is im using the little pieces of ore (the ones from the dwarven mine) so there not quite that big but yeah that'd work I just have to put in a use rating for the mining and then the smelting into a block or something that can be used.pesgores wrote:For every 2x2 plate of ore mined, you gain 1 CP to buy swords and other CC weapons.
-Grunt-139
"If you can't walk, you crawl, and if you can't do that then you find someone to carry you"
-Firefly, The Message
http://brikwars.wikispaces.com/
So long and thanks for all the fish
"If you can't walk, you crawl, and if you can't do that then you find someone to carry you"
-Firefly, The Message
http://brikwars.wikispaces.com/
So long and thanks for all the fish
- pesgores
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Ok, new rules:
Mining:
The minifig rolls 1d6. If:
-1 or 2, the minifig gets 0 ore pieces.
-3 or 4, the minifig gets 1 ore piece.
-5 or 6, the minifig gets 2 ore pieces.
For every 4 ore pieces mined, the miner's team gets 1 extra CP to buy CC weapons.
Mining:
The minifig rolls 1d6. If:
-1 or 2, the minifig gets 0 ore pieces.
-3 or 4, the minifig gets 1 ore piece.
-5 or 6, the minifig gets 2 ore pieces.
For every 4 ore pieces mined, the miner's team gets 1 extra CP to buy CC weapons.
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"
My official post number 1000 was "The whole battle?"
1 needz to be critical fail: -1, the minifig recieves a sharp poke in the eye.pesgores wrote:Ok, new rules:
Mining:
The minifig rolls 1d6. If:
-1 or 2, the minifig gets 0 ore pieces.
-3 or 4, the minifig gets 1 ore piece.
-5 or 6, the minifig gets 2 ore pieces.
For every 4 ore pieces mined, the miner's team gets 1 extra CP to buy CC weapons.
- IVhorseman
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why not make every piece of ore equal to 1CP that can only be spent on weapons? to balance this, say that they need to spend one action mining it out, another one melting it down, and a third action to actually craft a weapon. that way, a minifig would take at least 3 turns to turn his precious piece of ore into a sword.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
For those that don't use CP...
Minifig must have a pickaxe, jackhammer, or shovel. You must then roll a die (1d6, Use Rating 3) to mine. If succesful, you get one piece of ore. (Represented as a 1x1 square plate) Your minifig must then run it back to the blacksmiths shop. (Something along these lines: http://www.1000steine.com/brickset/images/6040-1.jpg)
When the blacksmith gets it, you must roll a die to determine whether he is succesfu at making shaping the item. (1d6, UR: 2) If succesful, you must wait a turn for it to be finished. (Also, if you fail the shaping roll, you can throw it back in the furnace and try again.
1 ore: Sword/Cutlass
2 ores: Mace/Scimitar
3 ores: Pistol
4 ores: Cannon
5 ores: Blaster
6 ores: Wall
7 ores: Battering Ram
8 ores: Car
Minifig must have a pickaxe, jackhammer, or shovel. You must then roll a die (1d6, Use Rating 3) to mine. If succesful, you get one piece of ore. (Represented as a 1x1 square plate) Your minifig must then run it back to the blacksmiths shop. (Something along these lines: http://www.1000steine.com/brickset/images/6040-1.jpg)
When the blacksmith gets it, you must roll a die to determine whether he is succesfu at making shaping the item. (1d6, UR: 2) If succesful, you must wait a turn for it to be finished. (Also, if you fail the shaping roll, you can throw it back in the furnace and try again.
1 ore: Sword/Cutlass
2 ores: Mace/Scimitar
3 ores: Pistol
4 ores: Cannon
5 ores: Blaster
6 ores: Wall
7 ores: Battering Ram
8 ores: Car
Time travel's been getting me down.
If it takes too long to turn ore into weapons, then the battle will be over before it can help you in any way. Fortunately I think everyone knows that dwarves mine and forge at supernatural speeds.
How about this:
A dwarf who spends a turn mining produces 1d4-1 ores. (And maybe every roll of 1 means a mining accident. On d4s, that means there'll be a lot of mining accidents, which is cool.)
When you take the ore back to the dwarf blacksmith for smelting, he rolls 1d6 to see how many ores he can smelt that turn. Each smelted ore turns into 1 CP which can immediately be turned into a new equipment item.
How about this:
A dwarf who spends a turn mining produces 1d4-1 ores. (And maybe every roll of 1 means a mining accident. On d4s, that means there'll be a lot of mining accidents, which is cool.)
When you take the ore back to the dwarf blacksmith for smelting, he rolls 1d6 to see how many ores he can smelt that turn. Each smelted ore turns into 1 CP which can immediately be turned into a new equipment item.
Well, smithing isn't really useful in normal Brikwars, because everyone usually has a weapon to start with, and they can usually pick something up from the battlefield to use as a weapon.Rayhawk wrote:If it takes too long to turn ore into weapons, then the battle will be over before it can help you in any way.
My rules were meant to be used in a campaign scenario, where there is plenty of time to do your buisness, and you have time to be more realistic.
Time travel's been getting me down.
- IVhorseman
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something tells me that a medieval battle in a dwarven mine is going to take several turns anyways, so it gives time for this.Rayhawk wrote:If it takes too long to turn ore into weapons, then the battle will be over before it can help you in any way.
Warhead wrote:my head burns with War.
Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
- Theblackdog
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Okay heres my two cents:
To mine it the miner must have a shovel or pickaxe unless the ore is mined outside of the map in which case you roll to see if it comes up, but more on that later.
The miner rolls a 1d4-1 with a 3 use (Lets make it difficult)a one being critical fail and a mining accident UNLESS they have the mining speciality which gives them a bonus of +2 or if there a dwarf they just roll a 1d8....why because their special. You roll a 1d6 to find out how much ore is mined.
Then you smelt it in a furnace and you get so much ore. You roll 1d4+1 to find out whether you can even melt it down with a use of 3. You then roll another 1d6 to find out how much blocks of metal is acquired UNLESS they have smelting speciality where they don't roll.
This ore now can be given to a blacksmith who can turn the ore into 1d6 CP per piece and then multiplied out for all the pieces at a use of 2 for a 1d6. So lets say you have 2 pieces, you roll 1d6 to find the worth of each one, lets say you roll a 1 then you get 2 CP from them both (2x1=2) or if you rolled a 4 you'd have 8 (2x4 =8 ) UNLESS they have the Smithing speciality where they can just convert.
For weapons:
small weapon=1 ore
medium weapon= 2 ore
large weapon= 3 ore
shield=2 ore
armour (helmet etc)=1 ore
breastplate=3 ore
Range weapons:
small=1 ore
long=2 ore
..use discretion a metal bow is IMHO better than the normal wooden one
Creations:
Size multiplied by 2 so a size 5 creation would need 10 ore. Components work the same.
Again the Smithing Speciality can let them do this no problem otherwise its a 3 use.
NOW if your mining op is elsewhere outside of the map and your like using a hole or something and a bucket that is lifted up than just roll a 1d6 with a 4 use to see if ore comes up. After that its the same.
Okay thats my thinking using all that you guys gave me and is probably what im going to use or some variant.
To mine it the miner must have a shovel or pickaxe unless the ore is mined outside of the map in which case you roll to see if it comes up, but more on that later.
The miner rolls a 1d4-1 with a 3 use (Lets make it difficult)a one being critical fail and a mining accident UNLESS they have the mining speciality which gives them a bonus of +2 or if there a dwarf they just roll a 1d8....why because their special. You roll a 1d6 to find out how much ore is mined.
Then you smelt it in a furnace and you get so much ore. You roll 1d4+1 to find out whether you can even melt it down with a use of 3. You then roll another 1d6 to find out how much blocks of metal is acquired UNLESS they have smelting speciality where they don't roll.
This ore now can be given to a blacksmith who can turn the ore into 1d6 CP per piece and then multiplied out for all the pieces at a use of 2 for a 1d6. So lets say you have 2 pieces, you roll 1d6 to find the worth of each one, lets say you roll a 1 then you get 2 CP from them both (2x1=2) or if you rolled a 4 you'd have 8 (2x4 =8 ) UNLESS they have the Smithing speciality where they can just convert.
For weapons:
small weapon=1 ore
medium weapon= 2 ore
large weapon= 3 ore
shield=2 ore
armour (helmet etc)=1 ore
breastplate=3 ore
Range weapons:
small=1 ore
long=2 ore
..use discretion a metal bow is IMHO better than the normal wooden one
Creations:
Size multiplied by 2 so a size 5 creation would need 10 ore. Components work the same.
Again the Smithing Speciality can let them do this no problem otherwise its a 3 use.
NOW if your mining op is elsewhere outside of the map and your like using a hole or something and a bucket that is lifted up than just roll a 1d6 with a 4 use to see if ore comes up. After that its the same.
Okay thats my thinking using all that you guys gave me and is probably what im going to use or some variant.
-Grunt-139
"If you can't walk, you crawl, and if you can't do that then you find someone to carry you"
-Firefly, The Message
http://brikwars.wikispaces.com/
So long and thanks for all the fish
"If you can't walk, you crawl, and if you can't do that then you find someone to carry you"
-Firefly, The Message
http://brikwars.wikispaces.com/
So long and thanks for all the fish
- warman45
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i have an idea
-each turn a miner can mine x amount of ore based on the tools he has and the die roll
bare hands 6=1 ore
pick axe 3+=1 ore 6=2
pack hammer 1+=1 4+=2 6=3
huge mining machine (like a tunneler or robot thing 1+=2 4+=3
also 1 ore = 1 cp (or if that is an odd number 2 ore = 1 cp)
as well each turn if the dwarf rolls a 6 roll again anything higher than a 4 (5,6) = a cave in kill dwarves in area fill with debris that takes 1 turn to remove buy weapons at the begining of a turn and get them at the end in a smelting place
-each turn a miner can mine x amount of ore based on the tools he has and the die roll
bare hands 6=1 ore
pick axe 3+=1 ore 6=2
pack hammer 1+=1 4+=2 6=3
huge mining machine (like a tunneler or robot thing 1+=2 4+=3
also 1 ore = 1 cp (or if that is an odd number 2 ore = 1 cp)
as well each turn if the dwarf rolls a 6 roll again anything higher than a 4 (5,6) = a cave in kill dwarves in area fill with debris that takes 1 turn to remove buy weapons at the begining of a turn and get them at the end in a smelting place
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*Head explodes from too much math*i have an idea
-each turn a miner can mine x amount of ore based on the tools he has and the die roll
bare hands 6=1 ore
pick axe 3+=1 ore 6=2
pack hammer 1+=1 4+=2 6=3
huge mining machine (like a tunneler or robot thing 1+=2 4+=3
also 1 ore = 1 cp (or if that is an odd number 2 ore = 1 cp)
as well each turn if the dwarf rolls a 6 roll again anything higher than a 4 (5,6) = a cave in kill dwarves in area fill with debris that takes 1 turn to remove buy weapons at the begining of a turn and get them at the end in a smelting place
When cities burn and armies turn to flee in diseray
The weak ones cry "tis best to fly and fight another day!"
But true heroes know deep in their marrow when they die and fall,
"Tis better to have faught and lost, than to have never faught at all!"
The weak ones cry "tis best to fly and fight another day!"
But true heroes know deep in their marrow when they die and fall,
"Tis better to have faught and lost, than to have never faught at all!"