Munitions

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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Munitions

Postby Theblackdog » Wed Nov 19, 2008 6:12 pm

This started as an attempt to create an incentive for armies with Death Guns to use more primitive Bazookas. It's a list of various special munitions that can be fired from Bazookas or Grenade Launchers. Feel free to add your own ideas if you find something I missed.

Smoke Grenade (1cp)
Creates a 2" by 2" by 2" cloud of dense smoke which lasts for 3 turns. Any unit attempting to fire through the smoke is considered to be Firing Blind.
Gas grenade (3cp)
Releases a 2" by 2" by 2" cloud of toxic gas which lasts for 3 turns and does 1D10+3 damage to any minifig which walks through it. Poison gas clouds can be dispersed by explosives.
Napalm grenade (3cp)
Does 2D6 fire damage to any object within a 2" radius.
Spotter (5cp)
The Spotter has the same Targeting ability as a Scout, and can Target any unit within 10" of its landing spot. It will continue to function until it is destroyed.
Zombie Grenade (8cp)
Transforms any Minifigs within 2" of its impact point into Plague Zombies which attack the nearest target whether it is friend or foe. The Zombie Grenade uses a special non-contagious version of the plague zombie virus, meaning that the zombies themselves cannot spread the infection. The infectious version of the virus can be bought for 16cp.
Shaped charge (3cp)
The Shaped Charge warhead does 3D10 damage, but has no blast radius.
Just one random act of violence can brighten your day. Especially if it involves explosives.

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Postby CreatioNZ » Wed Nov 19, 2008 6:18 pm

sounds good. would you pay cp's for every shot???

and you could ditch the points and pay like 5 cps for unlimited shots of each munition but there is a twist: each munition is numbered and by a roll of a die will determine what the opperator can find that very minute.
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Postby Theblackdog » Thu Nov 20, 2008 6:46 am

Like standard grenades, the cp refers to the cost of one round. 8cp for one Zombie grenade may seem like a lot, but it's not much in light of the fact that it essentially converts enemy soldiers to your side. And the more expensive grenades are more specialized, so you wouldn't get as many opportunities to use them through the course of a game and you could get away with carrying only one or two.
Just one random act of violence can brighten your day. Especially if it involves explosives.

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Postby CreatioNZ » Thu Nov 20, 2008 3:27 pm

I think those rules are quite reasonable then. I would use them in armies but I would rather 70 standard minifigs with pistols.
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