RM's Homebrew 2012 Microscale rules

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

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Robot Monkey
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RM's Homebrew 2012 Microscale rules

Post by Robot Monkey » Sun Apr 08, 2012 10:20 am

In anticipation of my upcoming microscale battle, I'm writing MS rules!

MICROSCALE CREATIONS

Building a microscale creation is pretty easy. Just build something small. It can be a tank, a zeppelin, a spaceship, etc.
Requirements: at least 1 brick representing a source of propulsion, and at least 1 brick representing a control center.

Rules for these creations: (keep in mind length matters!)

Small creations (4 studs + below)
Armor: Length (L) D6 (IE 3 studs long, so 3D6 armor)
Move: (Lx2)+2 (IE 3 studs, so 8 inch move.)
Skill: 1D6
# of actions per turn (#A): length. (IE 3 studs, 3 actions)

Medium creations (5-8 studs)
Armor: LD6 - 1D6 (IE 6 studs, 5D6 armor)
Move: Lx2-2 (IE 6 studs, 10 inch move)
Skill: 1D8
#A: Length-1

Large creations (8-14 studs)
Armor: LD6-2D6 (IE 9 studs, 7D6 armor)
Move: Lx2-4 (IE 9 studs, 14 move)
Skill:1D10
#A: L-2

Huge creations (14+ studs)
Armor: LD6-4D6 (14 studs, 10D6 armor)
Move: Lx2-8 (14 studs, 16 move)
Skill: 1D10+1
#A: L-3

WEAPONS (Note all weapons can be fired multiple times a turn, unless stated otherwise)
Standard gun (can be laser gun, machine gun, etc)
UR: 3
R: 6"
DMG: 1D6

Large gun (a larger version of the standard gun)
UR: 4
R: 7"
DMG: 1D6+2

Auto-weapon (can be a beam cannon, minigun, etc)
UR: 4
R: 6"
DMG: 2D6+1

Bombs (pretty self-explanatory.)
UR: 3
R: 2"
DMG: 1D10
(Can only be fired once a turn)

AA gun:
UR: 3
R: 7"
DMG: 1D8 against flying vehicles, 1D8-2 against everything else.

Rocket Launcher:
UR: 4
R: 7"
DMG: 1D8
(can only be fired once a turn)

Huge gun: (whatever the "gimmick" of the ship is, IE a giant laser cannon, black hole projector, artillery cannon)(Only huge creations can have these)
UR: Length of creation-8 (IE 14 studs, UR: 6)
R: 10"
DMG: 2D10
(can only be fired once a turn)

ABILITIES
Given to units at the beginning of the game, abilities can vastly change combat. Units can only take one ability, unless stated otherwise.

Flying: Units with this ability cause enemies shooting at them to get -1 to skill. Flying units must have a flying base, unless all units in the battle are flying.

Fast: (small/medium units only) Unit gets +1 move.

Lumbering: (Only can be given to large and huge units) Truly massive, this unit lumbers across the battlefield with +1 armor, +3 actions, and -1 move.

Heroic Pilot: The unit gets an extra action at 1D8 skill, or one heroic feat a turn. Only one unit in your army can have a heroic pilot. (Can be taken with another ability)

Sneaky: (only small and medium units can have this) You can deploy this unit anywhere in the board at the beginning of the game. Sneaky units get -1 armor. (Can be used with flying/fast)

Flagship: The flagship gets +1 to skill, and -1 to move. (Can be taken with another ability)

ADD-ONS
(units can only take 1 add-on)

Shield generator/extra armor: Unit gets +1 armor.

Turbo Engines: (only applies to small and medium units) Unit gets +3 move.

COMPONENT DAMAGE:
It makes sense to shoot at the weaker parts of an enemy unit. This kind of damage only applies when you can get LOS on the weaker component.

Bridge: Gets -1 to armor, and if the shot succeeds, the affected unit gets only half of it's move, and 1 action a turn.

Engines/propulsion system: Gets -1 armor, and if the shot succeeds, affected unit takes 1D10 explosion damage and is then immobilized if the explosion doesn't take it down. Can cause chain reactions.

Guns: Gets -1 armor, explodes with 1D6 damage. Can possibly cause a chain reaction. (see below)

-Chain reactions
massive explosions that can tear a whole ship apart.

Upon a gun or the engines being destroyed, roll a D4. The number on that is how many studs the explosion chains to. So if a gun is destroyed, and I roll a 3, the explosion chains to any "explodable" object within 3 studs. Roll another D4 for each object it chains to. If you roll a 1, the explosion stops there. Also, each object getting hit makes it's usual armor value -1 save. If it makes it's armor roll, the chain reaction stops there as well.

---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------Examples:

Scout Airship (small unit)
A: 2D6
M: 6
S: 1D6
#A: 2
Weapon: standard gun
Flying
Turbo engines

Fighter airship:
A: 2D6
M: 6
S: 1D6
#A: 2
Weapon: standard gun, rocket launcher
Flying

EXPANSION: MECHA

MECHA:
measure length with height instead (in studs.) (measured using a flat plate held to the side of the mech like a ruler.) After determining size, divide Armor and # of actions by two, rounding down. (This is so mech weapons are actually effective) Minimum armor is 3D6, and minimum # of actions is 3.

Mecha weapons: (Can not be used with regular weapons. Only mecha can have these weapons.)

CC weapon (self explanatory, chainsaws, swords, etc.)
UR: 3
R: CC
DMG: 1D6+1 (can separate limbs.) (see below)

Powered CC weapon (CC weapon, but high-powered)
UR: 4
R: CC
DMG: 1D8+1

Standard mech gun (mech-sized assault rifle, laser gun, etc.)
UR: 3
R: 7"
DMG: 1D6+2

Artillery cannon (big missile pods, howitzers, etc.)
UR: 4
R: 12"
DMG: 1D10 (can fire indirectly, but LOS still needs to be established) (you can move or fire using this weapon, not both.)

Rocket pod (shoulder-mounted rocket, etc.)
UR: 3
R: 7"
DMG: 1D10 (one shot only)

Sniper (big laser cannon, mech-sized rifle, etc.)
UR: 5
R: 15"
DMG: 1D10+1 (Like the artillery, move or shoot.)

Power gun (plasma cannon, large laser, etc.)
UR: 4
R: 10"
DMG: 1D8+1

REMOVING LIMBS:
A mecha that has a CC weapon can attack it's opponent, and attempt to sever a limb. Limbs must be composed of more than one brick.
Limbs get-1 armor, and the attacker gets -1 skill.
Upon a successful attack, the attacker gets to remove a limb from his opponent's mech. (I.E. Arms, legs, jump-packs, etc.)

JUMP-PACKS
Pretty self-explanatory, a jet-powered way for your mecha to get around. Any mecha with a jump-pack can decide to launch itself using the jump-pack after it has moved, but before it has shot.
Jump-Pack:
UR: 3
upon success, launches user height+1 inch.
(IE: 5-stud tall mecha, launches 6")



That's all for now.
(Also, I'm still working out CP costs.)
Last edited by Robot Monkey on Wed Jun 27, 2012 7:22 pm, edited 6 times in total.
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Falk
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Re: RM's Homebrew 2012 Microscale rules

Post by Falk » Sun Apr 08, 2012 10:30 am

Looks good! This could be used with Brag's microscale
soldier battle thingy.
BrikWars 2010 Rules wrote:BrikWars ... stands in pretty direct opposition to many fundamental elements of the LEGO® philosophy, such as "Not Teaching Kids How Funny It Is to Set People on Fire."
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Re: RM's Homebrew 2012 Microscale rules

Post by Robot Monkey » Sun Apr 08, 2012 10:31 am

Falk wrote:Looks good! This could be used with Brag's microscale
soldier battle thingy.
Sort of what I was aiming for here, a flexible microscale system that didn't just apply to space.
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Re: RM's Homebrew 2012 Microscale rules

Post by Robot Monkey » Fri Apr 13, 2012 8:11 pm

*double-post*

Edited the rules a bit, made huge creations a bit less cheap and chain reactions less game-breaking.
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Re: RM's Homebrew 2012 Microscale rules

Post by RunsWithLegos » Sat Apr 14, 2012 1:41 pm

VEry good. and RM, have you heard of the Legofest in denver?

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Re: RM's Homebrew 2012 Microscale rules

Post by Robot Monkey » Sun Apr 15, 2012 3:42 pm

Yeah, looks kinda cool.
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Re: RM's Homebrew 2012 Microscale rules

Post by RunsWithLegos » Sun Apr 15, 2012 5:41 pm

are you going to be there?

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Re: RM's Homebrew 2012 Microscale rules

Post by Robot Monkey » Tue May 22, 2012 6:35 pm

Added the mecha expansion in anticipation of my upcoming MS battle with my friend.
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Re: RM's Homebrew 2012 Microscale rules

Post by Robot Monkey » Wed Jun 27, 2012 7:24 pm

*double-post*

Played a test game with the mecha expansion today, and I needed to edit a lot. So, I altered the mecha rules (mostly with armor and # of actions) so that it's all moderately more streamlined.
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