Exotic Defenses

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

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Re: Exotic Defenses

Post by Zupponn » Tue Jun 12, 2012 5:00 pm

Force fields should be able to stop energy weapons like lasers and plasma weapons, but be completely ineffective against physical ones like swords and bullets.
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Re: Exotic Defenses

Post by IVhorseman » Tue Jun 12, 2012 5:40 pm

Why? That's energy shielding - a force field is named as such because it applies force to objects with mass.

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Re: Exotic Defenses

Post by Robot Monkey » Tue Jun 12, 2012 7:39 pm

Also, in the thread of radiation and all that:

Radioactive weaponry-
Whether it be a ray gun, an uranium sword, or just a tossed canister of nuclear waste, radiation is easily weaponized in the Brikverse. If a weapon deemed "radioactive" hits a target, but fails to beat it's armor, the target becomes irradiated. The irradiated target takes ((Size)X2)D6 damage each turn. The irradiated target also puts out radiation that deals 1D4+1 damage to anything within 1D6 inches. The D6 determining range is rolled each turn, to represent altering radioactive fields. If a 1 is rolled, the target is no longer irradiated.

The user, in addition, takes 2D6 damage from the weapon he/she is carrying. However, the weapon itself does not have a radius of damage. Any units wearing Lead Armor or anything else deemed radiation-proof are not affected by radiation damage. However, if the target is wearing radiation-proof armor, he takes the weapon's normal damage, but no radiation damage if it fails.

Radioactive Terrain-
Basically, something that starts the game irradiated. (IE nuclear waste, lab equipment, failed nukes, etc.) It deals a radiation radius, but does not take the SX2D6 damage. If a 1 is rolled for the radius, it deals out damage 1 inch, as apposed to stopping being irradiated.
Last edited by Robot Monkey on Wed Jun 13, 2012 10:02 pm, edited 1 time in total.
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Re: Exotic Defenses

Post by Silverdream » Tue Jun 12, 2012 11:08 pm

Mutants, demons(See Wizards), zombies and ghosts should also be immune to damage caused by radiation, but should still be able to carry it.
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Re: Exotic Defenses

Post by Natalya » Wed Jun 13, 2012 1:28 am

Zupponn wrote:Force fields should be able to stop energy weapons like lasers and plasma weapons, but be completely ineffective against physical ones like swords and bullets.
Photons do not interact with magnetic fields or other photons, so it would not be possible to create a force field that affects lasers.
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Re: Exotic Defenses

Post by DeltaV » Wed Jun 13, 2012 8:33 am

Robot Monkey wrote:Also, in the thread of radiation and all that:

Radioactive weaponry-
Whether it be a ray gun, an uranium sword, or just a tossed canister of nuclear waste, radiation is easily weaponized in the Brikverse. If a weapon deemed "radioactive" hits a target, but fails to beat it's armor, the target becomes irradiated. The irradiated target takes ((Size)X2)D6 damage each turn. The irradiated target also puts out radiation that deals 2D6 damage to anything within 1D6 inches. The D6 determining range is rolled each turn, to represent altering radioactive fields.

The user, in addition, takes 2D6 damage from the weapon he/she is carrying. However, the weapon itself does not have a radius of damage. Any units wearing Lead Armor or anything else deemed radiation-proof are not affected by radiation damage. However, if the target is wearing radiation-proof armor, he takes the weapon's normal damage, but no radiation damage if it fails.

Radioactive Terrain-
Basically, something that starts the game irradiated. (IE nuclear waste, lab equipment, failed nukes, etc.) It deals a radiation radius, but does not take the SX2D6 damage. If a 1 is rolled for the radius, it deals out damage 1 inch, as apposed to stopping being irradiated.
2D6 damage to minifigs seems a bit like overkill to me. I'd instead make the radiation do ((Size)X2)D4-1 damage, and the radiation field can only irradiate. The radiation could also have a small chance to mutate affected organic units.
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Re: Exotic Defenses

Post by IVhorseman » Wed Jun 13, 2012 12:54 pm

Yeah, 2d6 means that even a hero will die by the second or third turn he's got a radioactive weapon.

Replace all the 2d6 with 1d4 - i wouldn't bother with any -1s

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Re: Exotic Defenses

Post by stubby » Wed Jun 13, 2012 4:04 pm

Natalya wrote:
Zupponn wrote:Force fields should be able to stop energy weapons like lasers and plasma weapons, but be completely ineffective against physical ones like swords and bullets.
Photons do not interact with magnetic fields or other photons, so it would not be possible to create a force field that affects lasers.
Gravity is also a force. If you create a force field out of coherent gravitons then you could deflect lasers just fine.
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Re: Exotic Defenses

Post by Tzan » Wed Jun 13, 2012 4:52 pm

Dammit, I was just about to write that.
But I figured I should scroll down and see what Stubby wrote first... :man:

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Re: Exotic Defenses

Post by Zupponn » Wed Jun 13, 2012 7:46 pm

I think that radiation should just work like a nerf to all units in the area of radiation.
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Re: Exotic Defenses

Post by Robot Monkey » Wed Jun 13, 2012 10:03 pm

Changed the radiation damage to 1D4+1. That way it can just kill basic minifigs.
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Re: Exotic Defenses

Post by stubby » Thu Jun 14, 2012 10:20 am

Robot Monkey wrote:Changed the radiation damage to 1D4+1. That way it can just kill basic minifigs.
Change it to 1d4, then it can use the Fire rules like everything else. 1d4 won't kill you, but it weakens you to other attacks, and can increase to multiple d4s of cancer damage for larger creations.
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Re: Exotic Defenses

Post by Ben-Jammin » Thu Jun 14, 2012 10:27 am

Tank Cancer.

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Re: Exotic Defenses

Post by Robot Monkey » Thu Jun 14, 2012 10:51 am

If it was a focused beam of radiation, and it nicked and then irradiated the target, there would be a lot of radiation involved, so 1D4+1 is reasonable. Besides, with (2S)D6 damage to the target, it'll be dead in about a turn anyway.
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Re: Exotic Defenses

Post by IVhorseman » Sat Jun 16, 2012 12:00 pm

All "radiation damage" means is cancer though. If anything, the figs should totally survive the attack, but succumb to terminal brain cancer or whatever that kills them at some arbitrary point a few months after the war, where they'll be fighting a new battle - Cancer.

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