Plastik Armory: Better Guns, Awesome Abilites

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

Moderators: warman45, Rev. Sylvanus

Thoughts?

All totally awesome, I'll be using these myself
45
57%
Pretty good ideas, some that I think could be better
26
33%
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: 79

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Keldoclock
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Keldoclock » Sun Feb 12, 2012 11:44 pm

Leg shots in the Brikiverse would probably only cripple the unit, as well.

Armor and helmets should cost, like, 4cp and 2cp respectively to stop everyone from outfitting all their dudes with them.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Mon Feb 13, 2012 12:03 am

Armor currently costs 2cp

Helmets should either be free or just 1. It's protection against an attack type that does no extra damage and is harder to hit. The only figs interested in helmets would be ones already wearing armor, and armor only looks like it makes you invincible. In reality, plenty of attacks deal multiple dice in damage, and armor isn't actually as overpowered as it seems at first glance.

Disabling a leg would definitely only cripple a minifig, reducing them to a literal crawl at 1" per turn. Disabling an arm would only take away one of a minifig's hands, although having personally almost bled to death from limb trauma, I imagine that blowing an arm clean OFF would kill the minifig. Maybe not though, a minifig's capacity for ultra-violence is pretty huge.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Keldoclock » Mon Feb 13, 2012 6:04 pm

Yeah, minifigs can totally survive without limbs as long as they have a head and torso.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Whiteagle » Mon Feb 13, 2012 6:11 pm

Keldoclock wrote:Yeah, minifigs can totally survive without limbs as long as they have a head and torso.
*Insert obligatory Monty Python and the Quest for the Holy Grail clip here.*

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Pwnerade » Mon Feb 13, 2012 11:58 pm

What's the UR on biting someone's legs off?
An army marches on its stomach, and its favorite food is fudge.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Tue Feb 14, 2012 3:05 am

6

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Ben-Jammin » Tue Feb 14, 2012 9:23 am

*Insert obligatory Monty Python and the Quest for the Holy Grail clip here.*
"Come on, you Pansy!"
"Have-At-You!"
"Victory is mine."
"Chicken!"
"Well, look at you, you've got no arms left!"
"You're a chicken!"
"You're a loony!"

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by stubby » Tue Feb 14, 2012 5:48 pm

Dismemberment is on the way in Chapter 9, since if anybody remembers the discussions we've been having about how Medix are going to work, amputations are a big part of the Ker-Triage! rules.

I don't have them in front of me, but I seem to remember they're something like -1" for each missing leg, -50% if you're down to half of your starting legs or if any part of your body is dragging on the ground that isn't supposed to. If you've got no legs then you can use an Action to drag yourself by one inch for each arm you have free.

With the dismemberment rules in place, players can now cut off each other's limbs, so there's a sidebar bit about that: any damage that almost kills a creature, but exactly matches the creature's armor instead of exceeding it, does the following:

6. if it's damage from a cutting weapon, lose one limb (defender's choice)
7. if it's damage from a crushing weapon, suffer Knockback (1" per damage die) and fall down Disrupted
8. if it's any other type of damage, fall down Disrupted

When minifigs lose a limb violently, trauma and swelling are enough to cut off blood loss at least until the battle's over. Maybe they bleed to death or get gangrene or something some time later, but by then it doesn't matter anymore because the battle's already over.
Natalya wrote:Wtf is going on in this thread?

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Pwnerade » Wed Feb 15, 2012 6:16 pm

I'm glad to see the return of the Ker-Triage! table. It made healing endless fun!
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Keldoclock » Thu Feb 16, 2012 12:09 am

OH GOD NO NOT THE HOSPITAL COME ON SARGE PUT ME BACK IN THE TRENCHES I STILL HAVE ONE WORKING LIMB!
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Thu Feb 16, 2012 6:43 pm

So concerning helmets:

It took me a brikwar to realize how often minifigs hide behind cover so that only their heads are exposed, which would make helmets counting as armor positively brutal. +1 to armor but only against headshots seems a whole hell of a lot more accurate.

Something worth noting about minifig physiology is that going for a specific headshot is only very rarely an effective tactic. Their heads, even without helmets, are about as well armored as the rest of their bodies. Hell, their heads might even roll bonus dice! Sure, destruction of the head might mean that the body dies along with it, but simply shooting the living hell out of a minifig or swinging an axe in their general vicinity is as effective at severing major arteries and causing death as is destroying their brains.

All that said, the purchase of a helmet is mostly useless, but they will protect a minifig from some harm. Peeking around a corner or driving a vehicle that grants partial cover becomes a bit less dangerous, as does protection from headshots while wearing armor. Statistically, you're still more likely to kill with overskill than a headshot: headshots need a roll of 5 to deal (damage) vs. 1d6+1, whereas overskill needs to roll a 6 to deal (damage) vs. 1d6.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by samuelzz10 » Sun Mar 11, 2012 9:55 am

for some reason, this thread makes me think there should be a thread that is just a bunch of links going to different weapon charts. I remember blackdog or moron studios posting a really good one a while back.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by stubby » Sun Mar 11, 2012 3:41 pm

That's what we have the wiki for.
Natalya wrote:Wtf is going on in this thread?

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by IVhorseman » Thu May 17, 2012 5:53 pm

Added the Angrier Inch ability, meant to be paired with Berserker to make terrifying barbarians. Also pretty damn effective on it's own.

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Re: Plastik Armory: Better Guns, Awesome Abilites

Post by Rev. Sylvanus » Tue May 22, 2012 12:44 pm

IVhorseman wrote:Added the Angrier Inch ability, meant to be paired with Berserker to make terrifying barbarians. Also pretty damn effective on it's own.
And paired with a two-handed weapon, that could be some serious leap distance (and helping to counteract movement penalties)! Very nice.
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