Brikrntics

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

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Re: Brikerntics

Postby 501stCadians » Sun Jan 20, 2013 4:26 pm

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Re: Brikrntics

Postby IVhorseman » Sun Jan 20, 2013 5:32 pm

I'm not touching the SHIP section because at that point it's barely brikwars: but here's some ideas that might make this both more playable and readable.

*Arm upgrade II is waaay better than III and IV. If you're giving away feats move it up to rank IV, but if you wanna keep it at 2 I'd figure out some other way to represent super-strength, like being able to carry around any size gun or object with no move penalty. Which would still be better than an arm-blade.

*All of your +4's can easily be replaced with +1d6 for more variety and less stat-tracking: this would change upgrades like Arms III (which is currently +1d6 to skill and +4" to range) to just +1d6 to both.

*I'd change leg upgrade II to just being able to sprint as a free action every turn. The system would glitch out when a 1 is rolled though, needing a turn or two to recharge.

*Angry d6 is way more entertaining than angry 3 inches, and would be actually worth the 12cp you're charging for it.

*Flavor-wise, I'd rename eye-upgrades to head-upgrades, since skills like eye of the tiger seem to be more like brain implants. I'm not really sure how cybernetik eyes would revive someone, but a robot brain might. The +1 to skill is a little unnecessary.

*Torso Upgrade III makes zero sense to me. Can you explain it? The fourth level also has no price listed.

*Change the MKII landing thing from 2d6 over 4" to a regular-ass 2d10 (or 1d10 if you don't wanna preserve the radius) explosion that the operator is immune to.

*The immortal shields are way OP: this is purely my opinion. If you were to play that at my brikwars table i would smack the shit out of you.

*Invisibility systems are both more expensive and less effective than a scout's stealth abilities. Not sure why you'd want to use them ever.


OVERALL it's a pretty cool system for some upgrades. It's probably way too much to keep track of if you have more than one super-cyborg, and the choices are a bit limiting, but there ain't anything anyone can complain about when it comes to eye lasers and arm guns.

I also don't like how easy it is for a minifig to just become horrendously overpowered. Do upgrades stack? Because if so there ain't nothing stopping me from getting arms I IV and V, then torso II to get a regular ass minifig with 2d6+4 skill on two attacks per hand-weapon - I think you can see where this is going. The more specific rules get, the easier they are to munchkin into something that's only fun for one person.
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Re: Brikrntics

Postby Natalya » Sun Jan 20, 2013 6:52 pm

The spelling is fucked. Make it this:

Brikernetiks


*EDIT*

Actually, no, whatever you do it is going to read as Bikernetics so just screw it. Come up with something else. Like Cybernetix or Cybernetiks or whatever.
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Re: Brikrntics

Postby 501stCadians » Sun Jan 20, 2013 8:06 pm

IVhorseman wrote:I'm not touching the SHIP section because at that point it's barely brikwars: but here's some ideas that might make this both more playable and readable.

*Arm upgrade II is waaay better than III and IV. If you're giving away feats move it up to rank IV, but if you wanna keep it at 2 I'd figure out some other way to represent super-strength, like being able to carry around any size gun or object with no move penalty. Which would still be better than an arm-blade.

*All of your +4's can easily be replaced with +1d6 for more variety and less stat-tracking: this would change upgrades like Arms III (which is currently +1d6 to skill and +4" to range) to just +1d6 to both.

*I'd change leg upgrade II to just being able to sprint as a free action every turn. The system would glitch out when a 1 is rolled though, needing a turn or two to recharge.

*Angry d6 is way more entertaining than angry 3 inches, and would be actually worth the 12cp you're charging for it.

*Flavor-wise, I'd rename eye-upgrades to head-upgrades, since skills like eye of the tiger seem to be more like brain implants. I'm not really sure how cybernetik eyes would revive someone, but a robot brain might. The +1 to skill is a little unnecessary.

*Torso Upgrade III makes zero sense to me. Can you explain it? The fourth level also has no price listed.

*Change the MKII landing thing from 2d6 over 4" to a regular-ass 2d10 (or 1d10 if you don't wanna preserve the radius) explosion that the operator is immune to.

*The immortal shields are way OP: this is purely my opinion. If you were to play that at my brikwars table i would smack the shit out of you.

*Invisibility systems are both more expensive and less effective than a scout's stealth abilities. Not sure why you'd want to use them ever.


OVERALL it's a pretty cool system for some upgrades. It's probably way too much to keep track of if you have more than one super-cyborg, and the choices are a bit limiting, but there ain't anything anyone can complain about when it comes to eye lasers and arm guns.

I also don't like how easy it is for a minifig to just become horrendously overpowered. Do upgrades stack? Because if so there ain't nothing stopping me from getting arms I IV and V, then torso II to get a regular ass minifig with 2d6+4 skill on two attacks per hand-weapon - I think you can see where this is going. The more specific rules get, the easier they are to munchkin into something that's only fun for one person.


Upgrades do not stack. And i'm going to remove the roles and stuff for SHIPs, i got over-excited. And while i like the Immortal Shield System idea, it does look OP.... could it be balanced by making it prohibitively expensive?
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Re: Brikrntics

Postby 501stCadians » Sun Jan 20, 2013 8:14 pm

This just in: Brikwars 2013 will be released in 2020. I'm going to start adapting this supplement for the new edition.

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Re: Brikrntics

Postby Silverdream » Mon Jan 21, 2013 2:42 am

That's not Mike Rayhawk, Mike is too good for steam.
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Re: Brikrntics

Postby Tzan » Mon Jan 21, 2013 10:07 am

I've heard that the 2013 rules use d13 dice.
There will also be a generic rule system called "The D13 System"
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Re: Brikrntics

Postby IVhorseman » Tue Jan 22, 2013 2:59 am

The immortal shield can only resemble balance at it's most basic level: roll a 6 for immortality. At any higher rate it's completely out of proportion with it's effects.
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Re: Brikrntics

Postby 501stCadians » Sat Jan 26, 2013 2:55 pm

Minor update.


Removed SHIP roles and weapon upgrades. That was just a bad idea in the first place.

Attempted fix on the Immortal Shield System.


Feedback? I plan to playtest these sometime this week.
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Re: Brikrntics

Postby IVhorseman » Sat Jan 26, 2013 3:28 pm

Anything that grants invincibility should either be completely unreliable and rarely ever work, or you might as well go balls deep and just say "This guy is invincible, forever. I lose when everyone else is dead." Any of that in-between stuff still sounds infuriatingly munchkiny - even 1/3 is too high of a chance for success when the results mean surviving planetary explosions. Weak, ongoing damage would be the most effective against them.

Has anyone considered doing some kind of inverse-armor that removes all but one or two of the attacker's dice (per weapon)? So a 1d6+1 rifle would still deal that much damage, but a 5d10 explosion would only dish out 1d10. You might want to treat it like that.
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Re: Brikrntics

Postby alphafalcon541 » Sun Feb 03, 2013 10:11 pm

Mostly love this supplement to the rulebook. I've used it a couple of times and it's great.
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