TTR signup and top thread

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TTR signup and top thread

Postby Moronstudios » Thu Dec 18, 2008 5:20 pm

Rounds
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I Have decided to run an online game, however it will be slightly different then the other ones.
It Will follow the idea of PARV, Exept you must rob a train.

All movement is relative to the train. The train will be stationary, but is counted as moving 16" per turn.
When sending orders say how mush you are accel or decceling your vehicle(s) and how much you are turning. Each inch of turning will take away 1" of strait movement.
There are obstacles, so watch out. Swerving out of the way is automatic unless stated otherwise by the player (pilot using his action on something other then driving) and requires a skill roll.

The goal is to steal the experimental Mini nuke launcher.
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The Mini nuke launcher can be used for combat, but has a chance to break each time it is fired.
15 points of the Mini nuke launcher in peak condition (unfired); 10 points for radioactive materials, extra mini nules, or the launcher if fired; 5 points for each Fire missile or the launcher if broken

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The Four treams are:

.The Peach Totalitarians
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The guy in blue holding some rockets is their hero, Starr Totalius.
There is a driver in the train.
The P.Ts can can summon a tank after two turns that has a Accel/Deccel of 2 and a max move of 20", but at a cost of -10 points.

.The wasteland suvivers
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The surviver's hero is the driver, Gorden Noriss.
The wasteland suvivers' car has a Accel/Deccel of 4 and a max move of 24".

.Bandits
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Their hero is the guy with duel revolvers, Blitz Bang.
The bandits' car has a Accel/Deccel of 6 and a max move of 20"

.Civil protection unit
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These guys don't have a hero, The unarmed guy (cliffside) has 6 SP in Farce use (probably fought a few jetteye kights).
The Civil protection unit's motercycles has a Accel/Deccel of 8 and a max move of 18"

Allying with other teams will not alow you to share points.

I will not play any team. I will be hesitant, but not closed, to alowing players already in online games to play. (to give others a chance)
Last edited by Moronstudios on Fri Jun 26, 2009 8:07 am, edited 6 times in total.
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194
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Postby Ross_Varn » Thu Dec 18, 2008 5:25 pm

Well... if you let me play, can i have the wasteland survivors? NatalyaAF's game is almost over.
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Postby Shaeph » Thu Dec 18, 2008 5:27 pm

Ninja'd
I will play the civil protection, unless someone who isn't playing any of these games wants em
could you please summerize the rules for movement I am way to lazy to read that thing by EvilWayne
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Postby Moronstudios » Thu Dec 18, 2008 6:05 pm

Shaeph wrote:Ninja'd
I will play the civil protection, unless someone who isn't playing any of these games wants em
could you please summerize the rules for movement I am way to lazy to read that thing by EvilWayne

All movement is relative to the train. The train will be stationary, but is counted as moving 16" per turn.
When sending orders say how much you are increasing or decreasing your vehicle(s) speed and how much you are turning. Each inch of turning will take away 1" of strait movement.
There are obstacles, so watch out. Swerving out of the way is automatic unless stated otherwise by the player (pilot using his action on something other then driving) and requires a skill roll.

Note: The Mini nuke launcher takes 2 turns to fire, one to prepare, one to shoot.
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194
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Postby Shaeph » Thu Dec 18, 2008 6:11 pm

so the bikes are going at 18 inchs a turn soooo
they would move two inches forward? unless i increase the accel by 6 in which case i'll move 8 inch?
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Postby Moronstudios » Thu Dec 18, 2008 6:22 pm

Shaeph wrote:so the bikes are going at 18 inchs a turn soooo
they would move two inches forward? unless i increase the accel by 6 in which case i'll move 8 inch?

Accel/deccel is how much a vehicle an speed up or down in a turn, up to it's max move. Pushing a vehicle past it's move is possible, but will damage it. The max possible movement is 26".
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194
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Postby 501stCadians » Thu Dec 18, 2008 6:23 pm

awwwwwwww i wanted the waste-land survivors,but i'll take the Bandits!
"Yar,we need them nuke launchers for some big booooms! Arrrrrrz!"
Yes,they now talk like pirates.lol
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Postby IVhorseman » Thu Dec 18, 2008 6:36 pm

I'm grabbing those peaches. I love a good defense.
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Postby 501stCadians » Thu Dec 18, 2008 6:37 pm

Yar shall be defarted!
IVhorseman wrote:I'm the Several Hundred Dollar Man!

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Rayhawk wrote:"Give him the stick DON'T GIVE HIM THE STICK" was a major part of Knights Kingdom development.
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Postby silvadream » Thu Dec 18, 2008 6:40 pm

This sounds cool good look to the peaches.
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Postby Moronstudios » Thu Dec 18, 2008 6:43 pm

Ammoman has Survivers,
Sheaph has Civil Protection,
501stCadians has Bandits,
IVhorseman has Peaches.
All vehicles start at 16" per turn

Accepting turn one orders

The turns happens as follows
The vehicles
The obstacles
The rest happen in a random order (exe: Bandits, Survivers, Peach, Civil Protection.)
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194
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Postby IVhorseman » Thu Dec 18, 2008 7:42 pm

Can we get a top-down picture of the whole field for reference?
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Postby OneEye589 » Thu Dec 18, 2008 7:51 pm

I actually was thinking about doing a battle like this, but not with a train. I was thinking for more of a racing type of battle (I think I suggested it for rules for Dr. X's FED Racers.

Can the train accelerate and deccelerate as well?
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Postby pesgores » Thu Dec 18, 2008 7:53 pm

I'm not joining. I have enough in my hands right now.

For example, I already have the photos for day 4.
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Postby Moronstudios » Thu Dec 18, 2008 7:53 pm

IVhorseman wrote:Can we get a top-down picture of the whole field for reference?

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Best I could get.
Looking for Vancouver Island players: http://www.brikwars.com/forums/viewtopic.php?t=1194
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