Plastik Armory: Better Guns, Awesome Abilites

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

Moderators: Rev. Sylvanus, warman45

Thoughts?

All totally awesome, I'll be using these myself
43
56%
Pretty good ideas, some that I think could be better
26
34%
Hit and miss, lots of these don't make sense
4
5%
Mostly lame, some good ideas
1
1%
Horrendous, confusing and unfun
3
4%
 
Total votes : 77

Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Thu Nov 06, 2014 2:02 am

Voin wrote:I suppose if you wanted to apply it to a regular gun and use a d6 instead, that could be fine too. It's just to me, using a BlastGun as the base seemed thematically appropriate (see sonic shotgun from Minority Report, above).


I don't like the blastgun base because of the d8 for damage. Not only are you reducing knockback the further away you're standing from the target (which is silly IMO since the goal is to just push instead of do damage), but you also get weird interactions between multiple targets within the firing cone of a d8 and a bunch of other stuff that would slow the game down too much in actual practice. If you still want to use the shotgun base then just use a shotgun base - just replace all damage with knockback inches and you're good to go. Instead of pigeonholing the weapon to fit a certain archetype, I'd much prefer to keep it as open-ended as possible to allow for stupid things like thrust-only explosives.

Koincidentially, converting damage to knockback inches probably doesn't need an associated CP cost, since you're directly trading a positive attribute (push when needed) for a negative one (no more damage).
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Gungnir » Thu Nov 06, 2014 3:50 am

Voin wrote:The reason I put the distance thing in is because I figured the further away you are from the surface you want to blast off of, the less reactionary force you're going to get.

You're not being pushed back by the ground. You're being pushed back by the projectile. The ground doesn't move because it's the feckin' ground.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby loafofcheese » Thu Nov 06, 2014 5:42 am

IVhorseman wrote: I'd much prefer to keep it as open-ended as possible to allow for stupid things like thrust-only explosives.

Shit, they'd be bloody useful too!
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Gungnir » Thu Nov 06, 2014 8:12 am

Voin wrote:It just seemed to make more sense to me to have more distance if you're right up next to a wall, than if you're 5" away from it.

It's not about making sense. Besides, imagine the hilarity of accidentally firing it straight up?
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Gungnir » Sat Nov 08, 2014 7:54 am

Voin wrote:
IVhorseman wrote:Grenadier
As either a standard action or as part of reloading an explosive weapon, grenadiers are able to generate one MkI explosive per turn. In addition, they may upgrade MkI explosives into MkII explosives as another full action. They may NOT share their grenades with others.


So... I'm confused - can a Grenadier generate an explosive and fire it from a Launcher in the same turn? What exactly does "as part of reloading an explosive weapon" mean? Does that mean his Action is still available for firing a Launcher?

No, they burn the action to create or upgrade an explosive, either in their hand or in the chamber of a launcher.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sat Nov 08, 2014 1:47 pm

It already takes an action to load an explosive into a launcher, so I figured the grenadier should be able to create that explosive as part of the same action.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby M220 » Mon Dec 08, 2014 3:33 pm

IVhorseman wrote:Gun Kata: The minifig may treat ranged weapons as if they were melee weapons; they may use an angry inch, use two small arms against the same target simultaneously, and engage in all close combat with their guns. They still may not parry attacks, or use their guns as parts of charge attacks.


I've been wanting to see this for AGES. Up until now all gun kata moves had to be done by "What I Say Goes" (Still pretty effective.)

(On sidenote, does this mean you have watched Equilibrium?)
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby M220 » Tue Dec 09, 2014 10:24 pm

Voin wrote:
M220 wrote:(On sidenote, does this mean you have watched Equilibrium?)


It's a good movie! The same people made Ultraviolet - also a post-apocalyptic dystopia, but whereas Equilibrium was more "archetypical" in the dystopian aesthetics (even filming at Soviet and 3rd Reich buildings), Ultraviolet stands out in the genre by not being afraid to use the whole color pallet.


Agreed.

I'm considering taking parts from the two movies (Matrix and Equilibrium) and using them to create a Neo vs. Preston vid. (With the classic white background)
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Silverdream » Wed Dec 10, 2014 12:29 pm

Voin wrote:
M220 wrote:(On sidenote, does this mean you have watched Equilibrium?)


It's a good movie! The same people made Ultraviolet - also a post-apocalyptic dystopia, but whereas Equilibrium was more "archetypical" in the dystopian aesthetics (even filming at Soviet and 3rd Reich buildings), Ultraviolet stands out in the genre by not being afraid to use the whole color pallet.

If you look carefully, you can notice some signature design touches that hint at the 2 films sharing the same creative teams behind them. The clerics' muzzle flash is the Tetragrammaton cross, Violet's muzzle flash is a biohazard symbol. The clerics' pistol grips have pop-out studs for melee mode, Violet's have pop-out blades. I like it because it's subtle and not "more of the same", while still being a distinct artistic element.


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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Thu Dec 11, 2014 1:42 am

I haven't seen Equilibrium. But I have watched the scenes that matter on YouTube.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby M220 » Thu Dec 11, 2014 6:15 am

Relating to this thread: When it comes to awesome, 'supernatural' abilities, in Brikwars currently there's magik, the farce, and the maytricks. (These are the main three I can think of, please correct me if I have missed something.) I reckon something epik like the gunkatas should not be left out. *Could this be seriously considered for the next ruleset? (Brikwars 2015)*
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby devincp » Thu Dec 11, 2014 11:45 am

I really think that most exceptions to the rules, i.e. stuff we want our warriors to do outside of the rules can be handled by SND. Although this thread has some good stuff that is not quite as versatile as SND and I like that.

As far as Brikwars 2015, I look at the date on the rules more as the year Mike really started to work on them rather than the year they were finished.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Thu Dec 11, 2014 2:03 pm

M220 wrote:When it comes to awesome, 'supernatural' abilities, in Brikwars currently there's magik, the farce, and the maytricks. (These are the main three I can think of, please correct me if I have missed something.)


There are an infinite number of sources for extraordinary abilities beyond the three you've mentioned. They're just the common examples.

devincp wrote:I really think that most exceptions to the rules, i.e. stuff we want our warriors to do outside of the rules can be handled by SND. Although this thread has some good stuff that is not quite as versatile as SND and I like that.


I wholly agree with you. A lot of these weapons and mods were designed before SN dice were finalized. While I've gone back to clean up some of it, a good deal of abilities and tricks here are much easier represented with SN dice. Generally I prefer the simplest solutions possible, which SN dice are great at providing.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby M220 » Thu Dec 11, 2014 7:25 pm

Voin wrote:I don't see any reason why you can't have Gun-Kata-trained Tetragrammaton clerics in your army.


I already have one. Happens to be my hero as well. (Not yet introduced to the forums)

IVhorseman wrote:A lot of weapons and mods were designed before SN dice were finalized. While I've gone back to clean up some of it, a good deal of abilities and tricks here are much easier represented with SN dice. Generally I prefer the simplest solutions possible, which SN dice are great at providing.


So....Technically I *could* use SN die for Gun Kata. Am I right? As of now all Gun Kata had to be done by "What I Say Goes," so I want to see what'll be the difference if done by SN die instead.

Voin wrote:BTW, is it just me or are the faceless goons of Libria slow to react because they're taking medicine that dulls their emotion?


Seems like you're not the only one.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby stubby » Fri Dec 12, 2014 9:51 am

M220 wrote:So....Technically I *could* use SN die for Gun Kata. Am I right? As of now all Gun Kata had to be done by "What I Say Goes," so I want to see what'll be the difference if done by SN die instead.

Technically you can use SN dice for just about anything. You can also use What I Say Goes for just about anything. The world is your oyster.

Some aspects of Gun Kata would be hard to replicate exclusively through SN dice though. I'd do a level of Multitasking so you could fire the guns independently, and add a very simple Specialty: Gun Kata that let you use pistols in melee.
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