well, I went and did that, to an extent. Currently I only have a TDM idea, will have 5-6 fig teams if enough people want to play. I have some ideas on stuff and other things, and yeah. Im hoping to get sone time to play and upload an example of what his would look like. I might put a thread like this in Forum battles too.StalinsKhat thought wrote: hey, I want to make a Brikwars thing/ game mode thing like this.
Added:
This is essentially an Rpg style game, which I can do with a smaller amount of people, however, more people = more fun, and this is something I will actually have time to do, as it is. A smaller scale. I got a new tablet, so my first battle/ test, I will be using my tablet for pictures, resizing, etc, etc etc. I'm not planning on making this a forum battle thing just yet, but if you'd like to take part in what I guess is called the Closed Beta, that'd be sweet. If the progression system I'm using works, I could give you some extra stuff for in game.
This is the rule stuff that has been done so far
Spoiler
Show
One of SFKs BrikwaRPGs hacks/ "rulebook"
I'll start with the base stats, some perks I've done, then move into weapons and types, then turn/order of play. Sound good? Good. What's That? Ok, let's go then.
Minifig stating/ base stats:
I tend to enjoy realistic and arcadey things, so hopefully this is a good mix of both those worlds.
Perks and examples
I full list of perks n stuff will be posted later. Right now, there are a few perks that I have mostly worked out;
Body Armor; Lvl 1: add 1 to your structure level
Lvl 2: add 2 to your structure level
Lvl 3: add 3 to your structure level (max level)
Loaded; Lvl 1: bring 1 extra grenade/ rocket/ explosive
Lvl 2: bring 2 extra explosives
Lvl 3: bring 3 extra explosives (max level)
All in; Lvl 1: bring an extra perk (4 slots instead of 3), and extra weapon perk (3 instead of 2), killstreaks require 1 less to get
Lvl 2: bring an extra kilstreak (4 instead of 3), bring an extra weapon perk (4 instead of 3) (max level)
Are you f***king kidding me; Lvl 1: bring an extra of everything, add 1 to your structure level
Lvl 2: bring 2 extra of everything, add 1 inch to your move
Lvl 3: bring 3 extra of everything, add 1 to your use with any weapon ( max level)
Elite Kemper; Lvl 1: if you didn't move during your turn, opponents have a -2 to hit you
Lvl 2: if you move under 1/2 your move during your turn, opponents have a -2 to hit you
Lvl 3: opponents have a -3 to hit you (max level)
That's cute; Lvl 1: against you, enemy perks are 1 Lvl lower ( minimum of Lvl 1)
Lvl 2: against you enemy perks are 2 lvls lower (minimum of Lvl 1)
Lvl 3: enemy perks are 1 lvl lower against your whole team (minimum of Lvl 1)
Lvl 4: enemy perks are 2 lvls lower against your whole team (minimum of Lvl 1) ( max level)
Let's say you had these perks, you could pick any three of them, and equip them for the battle.
Weapons and types
There are 4 types of weapons in this PvP BrikwaRPG. Bolt-rifle, Tactical weapons, Assault rifle, and Machine guns. Shots Per Turn, or SPT refers to how many bullets/projectiles a fig can send down range in a single turn. Damage is per shot. So two shots with 1d6 damage each have a potential 12 damage, provided they hit and roll a 6 both times. (overkill grants extra points)
Bolt-rifles; these are the most powerful weapons in game that aren't an explosive. They are also the hardest nonexplosive to use.
A stock Bolt-rifle has these stats;
Use:6
Range: 15 inches
Damage: hit = kill
Shoots 1 time per turn
Recommended perks/mods: Sniper scope, Bipod, Stabilizer
Assault rifles; these are the friend of any player who likes to stay moving and gunning. They are powerful at medium - close range.
A stock AR has the following stats;
Use: 4 (+1 to user skill if at 4 or less inches
Range: 10 inches
Damage: 1d6 (+3 at 4 or less inches)
Shoots 2 times per turn
Recommended perks/mods: Extended mag, Stablizing grip, Loose trigger
Machine guns; anybody who just wants to hear a bang, and lots of them , wants a machine gun. Very gud medium range, ok at close range, ok long range, not gonna beat a good sniper though.
A stock machine gun has this stuff;
Use: 5 ( -1 to user skill if at 4 or less inches)
Range: 15 inches
Damage 3d4 (+1 if at 4 or less inches)
Shoots like a normal BW autogun
Tactical weapons; anything that's fun to use and not normal. This includes shotguns, rpgs, and explosives. I was also lazy and didn't want to make 50 weapon classes.
A stock rpg has these statistics;
Use: 6
Range: 10
Damage: 1d20 with 2 inch blast radius
SPT: 1
Ammo limit: 2 explosives
Recommend perks/mods: Laser sight, Guide wire, Heavy impact
Stock grenade stats;
Use: 4
Range: Skill + 2 inches
Damage: 1d12 with 1 inch blast radius
SPT: 1
Ammo limit: 2 explosives
Recommended perks/mods: Heavy impact, Guide wire, Presicion guess work.
Stock shotgun things;
Use: 5
Range: 8 inches
Damage: 3d6 - range in inches
Shoots 1 time per turn
Recommended perks/mods: Pump action boss, Automatic, Laser sight
I believe that covers most everything. I've been doing this the whole day practicly, and I'm going to take a break. Any comments or stuff, DM or send`em below.
I'll start with the base stats, some perks I've done, then move into weapons and types, then turn/order of play. Sound good? Good. What's That? Ok, let's go then.
Minifig stating/ base stats:
I tend to enjoy realistic and arcadey things, so hopefully this is a good mix of both those worlds.
Not much here is different, just a higher skill die, and maybe a slightly lowered health level. Not a whole lot to look at. Each fig/player has 3 perk slots they can fill with any combo of perks that they have. They have a primary slot and a secondary slot, which they can put any weapon they have into, and use it during a battle. A weapon can be named something if the owner so chooses. Just make sure I'm aware of that, so I can put it in with your stats.Base stats wrote:Structure: 4
Move: 5 inches
Skill: 1d8
Perks and examples
I full list of perks n stuff will be posted later. Right now, there are a few perks that I have mostly worked out;
Body Armor; Lvl 1: add 1 to your structure level
Lvl 2: add 2 to your structure level
Lvl 3: add 3 to your structure level (max level)
Loaded; Lvl 1: bring 1 extra grenade/ rocket/ explosive
Lvl 2: bring 2 extra explosives
Lvl 3: bring 3 extra explosives (max level)
All in; Lvl 1: bring an extra perk (4 slots instead of 3), and extra weapon perk (3 instead of 2), killstreaks require 1 less to get
Lvl 2: bring an extra kilstreak (4 instead of 3), bring an extra weapon perk (4 instead of 3) (max level)
Are you f***king kidding me; Lvl 1: bring an extra of everything, add 1 to your structure level
Lvl 2: bring 2 extra of everything, add 1 inch to your move
Lvl 3: bring 3 extra of everything, add 1 to your use with any weapon ( max level)
Elite Kemper; Lvl 1: if you didn't move during your turn, opponents have a -2 to hit you
Lvl 2: if you move under 1/2 your move during your turn, opponents have a -2 to hit you
Lvl 3: opponents have a -3 to hit you (max level)
That's cute; Lvl 1: against you, enemy perks are 1 Lvl lower ( minimum of Lvl 1)
Lvl 2: against you enemy perks are 2 lvls lower (minimum of Lvl 1)
Lvl 3: enemy perks are 1 lvl lower against your whole team (minimum of Lvl 1)
Lvl 4: enemy perks are 2 lvls lower against your whole team (minimum of Lvl 1) ( max level)
Let's say you had these perks, you could pick any three of them, and equip them for the battle.
Weapons and types
There are 4 types of weapons in this PvP BrikwaRPG. Bolt-rifle, Tactical weapons, Assault rifle, and Machine guns. Shots Per Turn, or SPT refers to how many bullets/projectiles a fig can send down range in a single turn. Damage is per shot. So two shots with 1d6 damage each have a potential 12 damage, provided they hit and roll a 6 both times. (overkill grants extra points)
Bolt-rifles; these are the most powerful weapons in game that aren't an explosive. They are also the hardest nonexplosive to use.
A stock Bolt-rifle has these stats;
Use:6
Range: 15 inches
Damage: hit = kill
Shoots 1 time per turn
Recommended perks/mods: Sniper scope, Bipod, Stabilizer
Assault rifles; these are the friend of any player who likes to stay moving and gunning. They are powerful at medium - close range.
A stock AR has the following stats;
Use: 4 (+1 to user skill if at 4 or less inches
Range: 10 inches
Damage: 1d6 (+3 at 4 or less inches)
Shoots 2 times per turn
Recommended perks/mods: Extended mag, Stablizing grip, Loose trigger
Machine guns; anybody who just wants to hear a bang, and lots of them , wants a machine gun. Very gud medium range, ok at close range, ok long range, not gonna beat a good sniper though.
A stock machine gun has this stuff;
Use: 5 ( -1 to user skill if at 4 or less inches)
Range: 15 inches
Damage 3d4 (+1 if at 4 or less inches)
Shoots like a normal BW autogun
Tactical weapons; anything that's fun to use and not normal. This includes shotguns, rpgs, and explosives. I was also lazy and didn't want to make 50 weapon classes.
A stock rpg has these statistics;
Use: 6
Range: 10
Damage: 1d20 with 2 inch blast radius
SPT: 1
Ammo limit: 2 explosives
Recommend perks/mods: Laser sight, Guide wire, Heavy impact
Stock grenade stats;
Use: 4
Range: Skill + 2 inches
Damage: 1d12 with 1 inch blast radius
SPT: 1
Ammo limit: 2 explosives
Recommended perks/mods: Heavy impact, Guide wire, Presicion guess work.
Stock shotgun things;
Use: 5
Range: 8 inches
Damage: 3d6 - range in inches
Shoots 1 time per turn
Recommended perks/mods: Pump action boss, Automatic, Laser sight
I believe that covers most everything. I've been doing this the whole day practicly, and I'm going to take a break. Any comments or stuff, DM or send`em below.