So I have a moc, its basically a pyramid with no visable entrance. The name was one of those things that just came to me at random, and everyone in my LUG liked it so it stuck.
So I been thinking about a way to throw it into a brikwar as a house rule, providing all players agree. It doesn't currently have a door, but will be getting one soon. It will be a simple door frame and door, hovering above the top of the pyramid. So the first issue will be how do you get to the door all the way up there. Then if you actually figure out how to get to the door once you open the door you have to make a 2d10 roll. You must roll a 42. If you don't you walk through the other side, and hope you don't fall to your death. If you roll a 21, half of you makes it inside. Your instantly dead. If you roll a 42 and make it inside you are allowed to fire its weapon just once on your next turn. The weapon can be fired in one of four directions. Whichever direction you fire it, everything in its blast area is automatically disentigrated. After that you are teleported outside. All players roll a d6. Highest roller chooses where you teleport to.
PennLUG institiute of improbability.
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- lrdofbricks
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I like it, very Brikwars-y. Rolling a 13 should do something, as well.
READTHEFORUMCODE!!!
Varsaavius wrote:As the size of the explosion increases, the amount of social situations it can't resolve approaches zero.
Ok how about this. If you roll a 13 you become a zombie. You have no control over your minifig. Each time your minifig gets a turn one of the other players gets to move them where ever they want at random. If they come in contact with anyone they attack them automatically. Stays like this for the rest of the game or till someone mercy kills the zombie.Ogel96 wrote:roll 13= ZOMBIES, MONSTERS OR JASON. all are acceptable
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You realize that you only have a 1% chance of opening the door, correct? you'll never get it open before all players are dead.
Warhead wrote:my head burns with War.
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Never Tell me the odds. If you place a medic on the side of the drop then you can just keep trying until the medic fails on the last of your guys. Given that medics succeed about 1/2 of the time, then that means that with a little less than 50 mini-figs per side, the benefits surely outweigh the risks! And if you don't go for it yourself, then it's you who'll get laughed at when the other team gets it on the first try.IVhorseman wrote:You realize that you only have a 1% chance of opening the door, correct? you'll never get it open before all players are dead.
So what happens if you get a string of critical success rolls and end up with 84?