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
30
58%
Pretty good ideas, some that I think could be better
17
33%
Hit and miss, lots of these don't make sense
2
4%
Mostly lame, some good ideas
0
No votes
Horrendous, confusing and unfun
3
6%
 
Total votes : 52

Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Thu Jan 19, 2012 3:27 am

Alright so I made a few posts talking about cool weapons I use, and after playing a few practice games with the new chrome Brikarms sci-fi weapons pack, I've come up with some rules. Most of these are playtested, lots of these aren't. Some of it should look familiar, because I blatantly stole it from you and didn't give any credit. Eh. I also "forgot" to come up with any CP costs, but if you're playing with CP you probably aren't interested in strapping an undermounted flamethrower to your Volt-thrower anyways.

Weapons
Spoiler: show
The way I see it broken down, most weapon types are represented by existing 2010 weapon and supernatural rules, with only a very few modifiers needed to represent them in-game (and at least attempt to balance it out).To do this, I've made a way to give weapons attachments and make combination weapons like gunblades, and a few modifiers to give weapons that extra spicy bit of flavor that can make games interesting, with quick and simple rules.

Attachments
Rifles on the battlefield often attach anything from flashlights to bayonets, grenade launchers, and even underslung flamethrowers and shotguns to the ends of their barrels. As if Xzibit himself were there to put a machinegun on your machinegun (so you can run out of ammo while you run out of ammo, dawg), so too can you make swords with rifles in them behave under the brikwars stats.

Any combination weapon should cost as much as it would for both weapons, and one must specifically be designated the Primary weapon and it's Attachment. Primary weapons with attachments behave no differently (although are more prone to breaking from critical failures) than without, but the attached weapon will always be a size 1" version of whatever ranged weapon it is based off of, as well as requiring a full turn to reload (and ammunition for explosives!). Melee attachments may not be used to parry, and may be no larger than the weapon they are attached to; in other words, the primary weapon must always be the larger one. The melee attack's use and damage ratings are determined by measuring the entire weapon, and treating it as a melee weapon of that size, including angry inch attacks and movement penalties. A knife on the end of a rifle may be a hand weapon normally, but when attached to the end of a big enough rifle it can rival the reach of even the longest pole-arms!

EXAMPLES:
-Killzone's Original Helghast Assault Rifle uses an Autogun as it's primary weapon, and an undermounted shotgun as it's attachment.
-A double-bladed energy-sword is a heavy melee weapon as a primary, but with a second blade attached at the end, it may also be treated as if it were a 2-handed weapon. It may only parry with the smaller end, however.
-A gunblade consist of a heavy weapon or hand weapon as the primary (depending on size), with a pistol built into the weapon.
-A rifle with a wrench or other tool on the end of it may use the tool as if it were an attachment with an action. Talk about masculine!
-Be creative. Flamethrowers on your launchers, slingshots embedded into your assault rifles, whatever. If you can build it, you can stat it!


Other Mods

Double-barreled Shotguns behave as shotguns of the appropriate size, but may fire twice. May be fired one at a time or both in one turn, but the whole weapon must be reloaded after both shots are fired.

Scopes add +1d6" to the range of a weapon, but only while stationary and aiming. This value must be re-determined at the beginning of a minifig's turn if they continue to look through their scope, and they may only do so in one direction. Technically, Binoculars function as a scope for all line-of-sight style bonuses, but they cannot be used while attempting to aim any kind of weapon.

Silenced weapons are totally silent, and have half range. Remember that attacks out of range are +1UR and -1 Damage for every inch out of range: you'll be doing it a lot. Only a hit will reveal the location of the assailant, and missed shots will keep all cover bonuses to stealth the user may have. However upon rolling a critical failure, the minifig loudly shouts "Damn, I missed!"

Carbines cover SMGs as well as rifles, and are simply treated as having the range of a size 1 weapon, but the damage, use rating, and handedness of the bastard version of a weapon. While stationary, they may be tucked under one arm and used with a shield.

Big-Ass weapons are the whole category of weapons that are "it's like this kind of gun/sword, but bigger." Most of this type of thought should be discouraged in favor of easier to remember stats, but should someone remain stubborn, or have largely outnumbered feces and a license for better arms, then go ahead and let them. Big-ass weapons have +1 to UR and +1 to damage. Though impractical, one may add +2 to each for bigger-ass guns and max out at +3, the biggest-ass weapons.

Cursed weapons and armor, once donned, can never be removed voluntarily until death. In addition, they deal 1d4 damage immediately upon pickup (subsiding once a 1 is rolled). Units starting with cursed weapons are assumed to have already shrugged this damage off. This 1d4 curse bonus damage is also applied towards every enemy who is successfully hit by the weapon. A cursed flamethrower may or may not be entirely broken.

Needler Just because I got one in the brikarms pack, we figured the needler's just a short-range weapon with a twist: when a critical is rolled for skill, there is a 1d10 explosion at the end of the target's next turn. Place a marker to keep track of this.

Warming up Some weapons, like the halo plasma pistol and most miniguns, take a full turn to warm up. This can be represented by overcharging the battery, spinning up the barrels, drawing dark energy from the ambient battle's lost souls, or whatever seems appropriate for the weapon. Regardless, it will cost one action. By doing so, they may add +1d6 damage.

Missile Lock means that a minifig with homing rockets (or bullets in hard enough sci-fi) can make their skill roll twice and take the better roll if they stop to aim, saving valuable rocket ammo for those especially hard to hit large rockets. In other words, treat the weapon as if it had a blessing. If a minifig is piloting a vehicle that can arguably dodge the missile, they may attempt to use their stunt roll as if it were a parry. If successful, the missile is dodged, and if successful enough to make the weapon's use, the pilot may even pick the target through evasive maneuvering.

Monopods, bipods and turrets are surprisingly already covered in the rulebook, allowing gunners and minifigs to carry around and use size 2 weapons! Keep in mind that large sniper rifles requiring bipods can count as size 2 guns, and heavy machineguns as autoguns. Setting up takes a full turn, and carrying the weapon costs half of a minifig's move speed.

Some turrets can also be littered around the battlefield that are completely stationary, but can be mounted upon.

Ammunition Types
For some games, the type of projectile being fired from a weapon might actually make a difference. For the most part, you can add a supernatural die to a weapon to add damage, range, or whatever effects different ammo might have. Some weapons can also switch their ammo types (like loading armor piercing rounds into a sniper rifle, for example), but they require an action to do so, and that the minifig be carrying around the new ammo type (non-civilian minifigs are assumed to always be carrying standard bullets). Again, be creative, but here's what I've been running with:

Incindeary weapon: 1d4 SN, applicable to damage only
Armor Piercing: 1d6 SN or 1d12 SN, applicable to damage only
Plasma: 1d10 SN, appliable to damage or range
Laser: 1d6 SN, applicable to damage or range


Abilities
Spoiler: show
I've also spent a while coming up with some sweet abilities, as well as compiling a bunch of the ones you guys had so I could tote em around for all to see. Many of these are untested except by sylvanius or Natalya.

Beserker: After any successful kill, the minifig flies into a beserk rage, and may take a free melee attack (including an angry inch) against a new target! This cannot chain off from charges, however.

Angrier Inch: This minifig may leap 1d6" instead of the normal 1" angry inch.

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.

Skirmisher: This minifig may carry and use any size 1 ranged or melee weapon in their off-hand while carrying a heavy CC weapon in the other.

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.

Have-at-you: The minifig may parry and riposte without penalty

Rogue:The rogue may steal an object from another minifig at a use rating of 5, and may also deal an extra 1d6 damage if they attack someone from full cover or from behind.

Sharpshooter/Sniper:When stationary and aiming, this minifig may elect to flip a coin instead of making a normal attack. On a heads, boom, headshot! a single brick element within range (including height and scope modifiers) is destroyed, usually a poor minifig's head. On a tails, the sniper misses, and must find another spot 5" away to try from. Snipers must also operate alone, and cannot use this ability within 6" of a friend or foe. Instead of destroying the brick, sharpshooters may also use their bullets or arrows for more precise manipulation of levers and buttons, and even perform "trick shooting."

Shield basher: Can shove with a shield: successful shoves push 2" and deal 1d6 damage, and can push objects up to twice own size

Weapon Specialist: +1 skill for a certain kind of weapon, -2 for all others.

Last Stand: Upon death, minifig is allowed to remain alive and dying until the end of their next turn. They may not move, and may only spend an action.

I'll be back: Upon death, roll a d6. On a 6, the minifig arises on it's next turn. Roll only once per game per fig.

Duelist: May challenge opponents up to 12" away. May negate all cover and forces target to spend no actions that do not include them, but the enemy also gets a +1 bonus to hit.


Equipment
Spoiler: show
Here's some pretty standard equipment that hasn't been covered in the rulebook, but can be useful anyways.

Grappling Hook
Treated like a hand weapon with a rope on the end. use throwing rules, or launcher rules if you put one in a launcher.

Jetpack
Size 0 vehicle granting 5" of flying movement.

Light Armor Variants
+1 armor = -1" move.

Flak Jacket
Like regular armor, but only removes 1d10 damage. Does NOT stop knockback from taking place, and does not impede movement.


And that's about it! Let me know what you guys think, I'm open to suggestions!
Last edited by IVhorseman on Mon Feb 04, 2013 9:34 pm, edited 12 times in total.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby 501stCadians » Mon Jan 23, 2012 12:35 am

Wow, i really can't say anything bad about this. It's great!

I really like the Grenadier and the Attachments, bayonets are useful now. The only thing i could suggest is that you can have an option for the sniper/sharpshooter to work with a spotter; this spotter gives a bonus to hitting the target, but he also has some detriment to the sniper, as well.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Mon Jan 23, 2012 1:31 am

Why incorporate a spotter? Just give a Scout a pair of Binoculars, and set him up next to any minifig with a scoped long-range weapon. He can give the to-hit bonus for the shooter, who can then take out the offender.

The specific attribute for "Sniper" is really for anyone who's a trick-shooter that can make incredible shots, as opposed to some kind of hardened, trained specialist who uses teamwork. In the minifig world, a Sniper is a neurotic son of a bitch with amazingly good aim. Keep in mind that the sniping bonus also applies to weapons that aren't designated sniper's rifles, although the sniper must always have 2 hands on the weapon to fire.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sat Jan 28, 2012 5:04 pm

Shameless bump, but I'd also like to know particularly what you guys think of the machine-pistols and the scopes.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Keldoclock » Sat Jan 28, 2012 7:15 pm

The machine pistols are great and fun, but the scopes are kinda meh. Why stop to aim when you can just run up and shoot someone?
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sat Jan 28, 2012 11:27 pm

All scopes do is add range, and honestly I think that's waaaaay too big of a bonus to not have a penalty associated with it. To use a scope on a weapon IRL, it actually takes quite a bit of time, first person shooters are terrible at portraying this. Although, I'd like someone to back me up on this, since I'm pretty much the only person (well, and my roommate and friends whom I've introduced to brikwars) who uses this rule.

Keep in mind that while aiming, minifigs also get a +1 bonus to hit (and be hit), and if they have the sniper ability, they can take advantage of THAT while aiming too. In the games I've played, people don't take advantage of the aiming action too often, which I think is a shame since it's awesome. So, I want to give people more incentive to do so.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sat Jan 28, 2012 11:52 pm

IVhorseman wrote:All scopes do is add range, and honestly I think that's waaaaay too big of a bonus to not have a penalty associated with it. To use a scope on a weapon IRL, it actually takes quite a bit of time, first person shooters are terrible at portraying this. Although, I'd like someone to back me up on this, since I'm pretty much the only person (well, and my roommate and friends whom I've introduced to brikwars) who uses this rule.

Keep in mind that while aiming, minifigs also get a +1 bonus to hit (and be hit), and if they have the sniper ability, they can take advantage of THAT while aiming too. In the games I've played, people don't take advantage of the aiming action too often, which I think is a shame since it's awesome. So, I want to give people more incentive to do so.


EDIT: oh wait, now I see what you're asking. Why would someone wait to aim an average of 4 extra inches instead of running 5 forward? two reasons. First, sometimes moving still won't get you in range, for example you might lose your height bonus (which stacks with it), or there might be a chasm or dangerous terrain in the way. Second, if you roll a six you suddenly get a stupid amount of range. Variable range keeps your opponent on edge, especially by covering an area with a readied action.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby OneEye589 » Sun Jan 29, 2012 12:08 am

Plus, staying still for a round gives you a +1 to hit automatically (from what I remember), so using a scope technically would give you +1d6" and +1 Skill for the shot, which would be helpful if the target still ended up being out of range.

To be honest, a lot of these attachments I would never use, but I could see how others would enjoy it. I have difficulty remembering all the rules as it is, so I would never use silencers or anything like that.

A few of these sound like something Rayhawk said he was going to add to the rulebook, the Minions specifically.

I REALLY like the Sniper/Sharpshooter.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sun Jan 29, 2012 12:29 am

Silencers and a lot of the other attachments are specifically for games where something like that matters, like games based entirely off of stealth. Most of these rules are actually for things I recommend AGAINST using in your average game, but in a game where sounds matter, silencers become appropriate.

Of course, arrows and the like are automatically silenced because *arrows.* It's strictly common sense, and you should always follow that before you apply any rules-modifiers.

The whole point of most of this list is that when common sense fails you, here are a few ideas for representing whatever kind of weapon or ability in a fun and hopefully memorable way instead of keeping track of +1s and +2s all over the place. It's weird that complicated abilities tend to be easier to remember than simple modifiers, but the abilities themselves I attempt to only grant one exception to standard rules, which can then be applied to totally awesome things in-context.

My actual favorite ability of these is the Gun Kata, because it allows minifigs to have incredible options with ranged weapons, simply by treating them as if they were melee weapons. Technically, I guess a minifig with the ability could throw their guns, but I honestly have no idea what possible advantage one would gain by doing so. Then again, that takes a hilarious game of brikwars to find out!
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sat Feb 04, 2012 11:39 pm

Added double shotgun, Plasma ammo, and tweaked missile lock.

Removed machine pistols in favor of size 1 weapons taking one hand. Modified weapon attachments to reflect this as well.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby RunsWithLegos » Sun Feb 05, 2012 1:27 am

I am gonna use the scope no doubt, freaking perfect for snipers.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Sun Feb 05, 2012 1:27 pm

If you roll high enough, you get something stupid like +20 or so inches to range.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Ben-Jammin » Mon Feb 06, 2012 12:26 pm

Yeah, if a sniper had luck like that with an anti-materiel rifle they could dominate the field...
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Mon Feb 06, 2012 12:42 pm

Which is exactly what happened in the last brikwar I got to play. There was a size 2 heavy sniper rifle (which we ruled to have 2d8 damage but 10" range) which needed either a heavy to wield it, or for it's tripod to be deployed before it could be fired. Fortunately, it also had a scope on it, so I plopped it down, and on the next turn I rolled to get a total range of 20 inches! we each only had three minifigs on our teams, but I got to completely vaporize one of them with the shot! We didn't get to finish that game, so I'm pretty sure I was one heroic feat away from losing my advantage.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Whiteagle » Mon Feb 06, 2012 5:46 pm

Good to know, since one of my MI have a big-ass sniper rifle with a mono-pod...

...Now if only I could keep LDD from deleting the end of the barrel...
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