Plastik Armory: Better Guns, Awesome Abilites

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

Moderators: Rev. Sylvanus, warman45

Thoughts?

All totally awesome, I'll be using these myself
32
59%
Pretty good ideas, some that I think could be better
17
31%
Hit and miss, lots of these don't make sense
2
4%
Mostly lame, some good ideas
0
No votes
Horrendous, confusing and unfun
3
6%
 
Total votes : 54

Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Battlegrinder » Fri Nov 15, 2013 12:22 pm

Kirillyos wrote:Though in all fairness, that is probably what anyone with infinite grenades would be feeling.


Until every weapon on the battlefield started targeting that guy. Though if you stick him in a hardsuit and toss in some damage resistance traits, it might make bullet-magnet guy into useful distraction for a turn or two, à la Distraction Carnifex.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Voin » Fri Nov 15, 2013 6:12 pm

Just remember - any stats you use, your enemies can use too.
Last edited by Voin on Tue Apr 01, 2014 11:18 am, edited 1 time in total.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Voin » Sun Dec 01, 2013 7:00 pm

IVhorseman wrote:Scopes add +1d6" to the range of a weapon, but only while stationary and aiming. This value must be re-determined at the beginning of a minifig's turn if they continue to look through their scope, and they may only do so in one direction. Technically, Binoculars function as a scope for all line-of-sight style bonuses, but they cannot be used while attempting to aim any kind of weapon.


Do scopes/binoculars add range to a Scout's Tracking ability?
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Mon Dec 02, 2013 10:31 pm

Sure!
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Rev. Sylvanus » Wed Dec 04, 2013 9:11 am

I was playing D3 the other day and trying to think of a brikwars equivalent for a "Frenzy" skill. This is what I thought up, a melee equivalent to the burst-fire of 2010 machine guns. The wording below is just a re-working of 2010 Burst Fire (8.3).

Frenzy: Frenzied minifigs may attack an opponent multiple times in a turn. The player chooses the number of attacks he's going to attempt in a Frenzied slash (which determines the overall Skill Penalty; he receives a cumulative -1 for each attack in the Frenzy attempt), and rolls a separate Attack Roll for each. For each roll, if the number on the Skill Die (before applying bonuses or penalties) is less than the current attack number, then the minifig fatigues and may take only defensive actions his next turn. Frenzy cannot cause fatigue on the first attack, but it will if the player rolls a "1" on the second attack, or a "1" or a "2" on the third attack, and so forth.

The above is also similar to how I run chainsaws and the OTC.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Wed Dec 04, 2013 10:53 pm

I already do this, and I have no idea why it's not in here. Good catch!
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Voin » Fri Dec 06, 2013 11:34 am

CC Autofire option for the win. :)

It reminds me of Mutants & Masterminds (which shares some design philosophies with BrikWars) where they added a "Flurry" option that let you open up with a barrage of quick melee hits.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Voin » Fri Dec 06, 2013 11:35 am

@ IVhorseman: So... do you accept entries from other forum members into the armory?
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Tue Dec 10, 2013 3:42 pm

Pretty much? If I would use it at my table, I throw it on the list. This isn't a collection of all of my original ideas, but far from it. It's mostly just where I can organize a bunch of ideas for players to try out. For example, when I actually get around to reading your armory thread thing, I'll probably scavenge the best ideas from it onto this list without your permission.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Voin » Tue Dec 10, 2013 8:34 pm

IVhorseman wrote:Pretty much? If I would use it at my table, I throw it on the list. This isn't a collection of all of my original ideas, but far from it. It's mostly just where I can organize a bunch of ideas for players to try out. For example, when I actually get around to reading your armory thread thing, I'll probably scavenge the best ideas from it onto this list without your permission.


Well, if I didn't want people using those ideas, I wouldn't have put them on a public forum. Besides, a bunch of that stuff I just adapted from d20 RPGs.
Just as long as people don't try to pass others' work off as their own...
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Gungnir » Thu Feb 27, 2014 5:25 am

Thought I'd try to add to this thread again.
Ricochet Rounds +1CP to ranged weapon.
If a shot connects with a target, but the damage does not exceed its armor, the shot ricochets off in another direction. The attacker may chose a next target within X" of the previous target, where X is the difference between the previous target's armor and the damage roll (for instance, if the attack does 5 damage, and the target's armor is 12, the attacker may chose a next target within 7" of the previous target). The shot deals 1 less damage to the next target.
A shot can continue to ricochet until it runs out of damage. And obviously, a shot can't ricochet into a next target behind the previous one unless it has oddly angled protrusions.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Voin » Tue Apr 01, 2014 11:23 am

Gungnir wrote:Thought I'd try to add to this thread again.
Ricochet Rounds +1CP to ranged weapon.
If a shot connects with a target, but the damage does not exceed its armor, the shot ricochets off in another direction. The attacker may chose a next target within X" of the previous target, where X is the difference between the previous target's armor and the damage roll (for instance, if the attack does 5 damage, and the target's armor is 12, the attacker may chose a next target within 7" of the previous target). The shot deals 1 less damage to the next target.
A shot can continue to ricochet until it runs out of damage. And obviously, a shot can't ricochet into a next target behind the previous one unless it has oddly angled protrusions.


I like the concept! :D I'll let you know how it works out in battle.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby IVhorseman » Tue Apr 01, 2014 1:16 pm

The biggest issue I see here is that it rewards players for making shitty dice rolls, and adds an entire extra step after the attack should have been resolved.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Voin » Tue Apr 01, 2014 2:48 pm

Here's one I just came up with:

Steady Footing (+1CP)
-1" movement, but resists 1" of knockback. Appropriate for dwarves, heavy legionaries and other "stout" units.
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Re: Plastik Armory: Better Guns, Awesome Abilites

Postby Gungnir » Wed Apr 02, 2014 4:49 pm

IVhorseman wrote:The biggest issue I see here is that it rewards players for making shitty dice rolls, and adds an entire extra step after the attack should have been resolved.

I fail to see how it rewards shitty rolls, but I do see how that extra step could slow things down.
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