All of my homebrew

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

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samuelzz10
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All of my homebrew

Post by samuelzz10 » Sun Dec 30, 2012 2:37 am

I thought about making another homebrew thread, but I decided to make this the go-to thread for all of my stuff. so, here is everything I've done, and will do.
WEAPON STAT CARD: http://www.brikwars.com/forums/viewtopic.php?f=5&t=9739
ARMY SPECIALTIES: http://www.brikwars.com/forums/viewtopic.php?f=6&t=5869
A BAD WEAPON SHEET. TAKE IT OR LEAVE IT: http://www.brikwars.com/forums/viewtopic.php?f=6&t=8665
A HIJACKING THREAD, BUT THERE IS NO ACTUAL ANSWER TO THE TOPIC: http://www.brikwars.com/forums/viewtopic.php?f=6&t=8620
STATCARDS I MADE: http://www.brikwars.com/forums/viewtopic.php?f=6&t=4445
GHOST: http://www.brikwars.com/forums/viewtopic.php?f=6&t=9705
ANOTHER BRIKWAR RPG: http://www.brikwars.com/forums/viewtopi ... =6&t=10096
CAVE RACERS AND DEMONS: http://www.brikwars.com/forums/viewtopi ... =6&t=10525
GHOSTBUSTER STATS I NEED TO REMAKE: http://www.brikwars.com/forums/viewtopi ... =6&t=10434
NEW GHOSTBUSTER STATS: http://www.brikwars.com/forums/viewtopi ... =6&t=10577

Anyways, now that that is done I wanted to add this: the stealth ladder.
The stealth ladder is an alternative to the normal stealth rules I never gave a shit about. all stealth units (with one exception) can be seen with binoculars or by a radar dish (they must be within 15" of said dish). However, all stealth units being able to see other ones by just being able to didn't seem right to me. A spy can't see a starcraft ghost, he is literally invisible. so, I decided to make the stealth ladder. from worst, to best, it goes-
scouts-champions and heroes*-spies-snipers/vincent-ninjas-deadpools-SCII ghosts-ghosts**-Sloo7 04 W4Rs-spy hunters***
*they can be seen by all units, but they can still see scouts because their stealth isn't that good, because they are on the bottom rung.
**ghosts can not be seen by radars, but goggles, binoculars, cameras, and ghost busters can see them.
***I'll post his stats later
constructive criticism welcome
Last edited by samuelzz10 on Fri Jan 11, 2013 11:57 pm, edited 1 time in total.
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IVhorseman
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Re: All of my homebrew

Post by IVhorseman » Sun Dec 30, 2012 2:21 pm

Hijacking thread totally got answered, several times too.

What's the purpose of a stealth ladder? why should extra stealty units be able to "see" the less stealthy ones? Ability to sneak is not ability to detect.

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samuelzz10
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Re: All of my homebrew

Post by samuelzz10 » Sun Dec 30, 2012 4:36 pm

IVhorseman wrote:Hijacking thread totally got answered, several times too.

What's the purpose of a stealth ladder? why should extra stealty units be able to "see" the less stealthy ones? Ability to sneak is not ability to detect.
we never got to a conclusion, but there were some good ones.

You answered your own question. More stealthy ones see the lesser ones because they are just more stealthy.
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Re: All of my homebrew

Post by stubby » Mon Dec 31, 2012 5:54 pm

samuelzz10 wrote:I thought about making another homebrew thread, but I decided to make this the go-to thread for all of my stuff. so, here is everything I've done, and will do.
Also consider making a wiki page.

http://www.brikwars.com/wiki
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fire ninja

Post by samuelzz10 » Wed Jan 02, 2013 2:47 pm

Here are some stats for a fire ninja:

FIRE NINJA: CP: 41 (all abilities included)
Skill: 1d6 (+1d6+1cc)
Armor: 6 (+1d6 cc)
Move: 8"
SPECIAL: Has all ninja abilities.
Supernatural dice pool: 1d4, 3d6, 1d10
Supernatural cliche: fire: All supernatural attacks must use fire. Or do they?
Dabble: (+3cp) a supernatural unit can spend another 2d6 to dabble. Dabbling is using a cliche different than the one intended. you can use any ability this way, but you must sacrifice 2d6, which dose not go to anything, and you can regain the 2d6 by doing an ability that uses your cliche. If you are using necromancing abilities, rolling less than 3 on any resurrect roll will "kill" the unit using it, and he will transport into the body he is resurrecting, losing all abilities, and turning into a normal minifig. (the resurrected body does not keep its abilities from the past life, it is just a normal minifig.) If a medic heals the old body, the soul jerks out of the new body and returns to the old one, good in capture the flag)
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Re: All of my homebrew

Post by samuelzz10 » Sat Jan 12, 2013 12:01 am

ELECTRO STATS: (Now that new spidey sets are coming out, I'm going to post a metric fuckton of marvel stats)
SKILL:1d6+2
ARMOR:2d6
MOVE:6" (gets 5" flying boost automatically)
SPECIAL:
Villain Ego: villain (all feats must be villainous, cowardly, and dastardly)
Supernatural cliche: Electric (dice pool: 6d6)
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Rev. Sylvanus
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Re: All of my homebrew

Post by Rev. Sylvanus » Thu Jan 17, 2013 8:48 am

On Electro, consider having d12's in his supernatural dice pool. d12's bypass armor and is therefore a neat simulation of powerful electricity.
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Re: All of my homebrew

Post by samuelzz10 » Fri Jan 18, 2013 11:50 pm

Rev. Sylvanus wrote:On Electro, consider having d12's in his supernatural dice pool. d12's bypass armor and is therefore a neat simulation of powerful electricity.
You could just say "2d6 can turn into 1d12", even though 1d6 are more than 1d12s in terms of cost, but I don't use cp either way.

GREEN GOBLIN:
Armor: 13
Skill: 2d8
Move: 5" (glider moves 15" per turn)
Special:
The green goblin has the villain cliche. (all feats must be villainous, cowardly, and dastardly)
the green goblin, if on his glider can throw pumpkin bombs. He gets 15" range, and it does 3d6 damage.
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Re: All of my homebrew

Post by Rev. Sylvanus » Sat Jan 19, 2013 12:29 am

samuelzz10 wrote: Armor: 13
Skill: 2d8
Move: 5" (glider moves 15" per turn)
Special:
The green goblin has the villain cliche. (all feats must be villainous, cowardly, and dastardly)
the green goblin, if on his glider can throw pumpkin bombs. He gets 15" range, and it does 3d6 damage.
2d8 skill seems pretty random; what sort of actions require that kind of skill?

13 Armor? That's like 2d12 on a minfig. Since he, like all comic villains, is a hero counterpart, why not 2d6?

15" range on a thrown bomb is like farther than a rifle shoots; that's one heck of an arm!
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Re: All of my homebrew

Post by samuelzz10 » Sat Jan 19, 2013 11:09 am

Rev. Sylvanus wrote:
samuelzz10 wrote: Armor: 13
Skill: 2d8
Move: 5" (glider moves 15" per turn)
Special:
The green goblin has the villain cliche. (all feats must be villainous, cowardly, and dastardly)
the green goblin, if on his glider can throw pumpkin bombs. He gets 15" range, and it does 3d6 damage.
2d8 skill seems pretty random; what sort of actions require that kind of skill?

13 Armor? That's like 2d12 on a minfig. Since he, like all comic villains, is a hero counterpart, why not 2d6?

15" range on a thrown bomb is like farther than a rifle shoots; that's one heck of an arm!
Well, you do have a point on skill. I guess 2d6-1 is better.

He has higher armor because these are made for a 6 mini figure "sinister 6" team, which compared to a 30
Mini fig army is supposed to give him an edge.

The 15" range is because like said, 6 minifig team. Also, because the bombs could shoot out he glider if you wanted that could be an excuse. (As a handicap, it only works on the glider)
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Re: All of my homebrew

Post by Rev. Sylvanus » Sat Jan 19, 2013 11:19 am

Makes more sense if they are shot out of the glider. Remember that you gain inches in range for being higher up, which will likely apply when on the glider and flying
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Re: All of my homebrew

Post by samuelzz10 » Sat Jan 19, 2013 2:47 pm

The beetle: (I know, in the comics he isn't a member of the six, but whatever)
Skill: 1d8
Move: 10"
Armor: 1d10+3
Special:
Same as gobby, but doesn't need glider to throw bombs
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Re: All of my homebrew

Post by stubby » Sat Jan 19, 2013 4:01 pm

If you're using the 2010 rules, all Skill ratings have to be one die, no modifiers, max 1d12. It's because of the probability curve for crits.
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Re: All of my homebrew

Post by Whiteagle » Sat Jan 19, 2013 4:07 pm

stubby wrote:If you're using the 2010 rules, all Skill ratings have to be one die, no modifiers, max 1d12. It's because of the probability curve for crits.
Since when?

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Re: All of my homebrew

Post by Rev. Sylvanus » Sat Jan 19, 2013 4:28 pm

Whiteagle wrote:
stubby wrote:If you're using the 2010 rules, all Skill ratings have to be one die, no modifiers, max 1d12. It's because of the probability curve for crits.
Since when?
Translation: It has been quite a long time, if ever, since I read that section of the rulebook.

Actually, this topic of singe-die skill ratings has been prominent in several other threads if I'm not mistaken, Whiteagle.
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