Minifig Tactics School: Additional minifig perks

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

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Minifig Tactics School: Additional minifig perks

Postby Texhnophille » Fri Oct 13, 2017 4:08 am

The following perk list was made with "BrikwarRPG, player-vs-GM, XCOM-like" mentality in mind, so it may be pretty unbalanced for your regular BrikWars battle. My intention is to add up to the current Rulebook specialties we have right now, creating a fully-fledged perk tree a la recent XCOM games. I'm actually making a whole new ruleset for such BrikwarRPG and was going to post these perks along with the rules, but after a recent brainstorm I just can't hold it anymore, so there you go.

As of right now, all specialties' perks are complete; every now and again I come back here to correct certain details and keep things clean and applicable to original BrikWars where possible. I'd love to hear your suggestions and constructive criticism, just bear in mind what I wrote earlier regarding the balance. Many of these perks are also restricted to a specific weapon type, which seems to go along pretty well with my idea to make BrikWars: XCOM edition.

When reading through perks, you will find this new little thing called 1d4 Stun Damage. Here's what it's all about:
Texhnophille wrote:You could probably make each number on the d4 relate to different effects. For example, 1 has no effect, 2 grants -1 Skill penalty, 3 in(de?)creases it by one and also cuts victim down to half-speed, and 4 just stuns the guy outright. The victim then makes a d4 roll on their next turn to see if the stun effect is gone. On critfail the guy stands up all right, on critsuccess he's still asleep (or vice versa), anything in between makes him wake up with skill penalty matching the number rolled and half speed until his next turn.


With that out of the way, here's my current list of specialist perks. They have been playtested once (sort of), but if anyone wishes to test them, be sure to hit me up with how things went.

The Heavy
Spoiler: show
The Heavy here serves the same purpose as in regular BrikWars. They can be trained to become a tank, a Rambo, or a big game hunter, completely wasting larger enemy creations.

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Commando Perk Tree

Hail Of Bullets - your attacks ignore 1/3 of target's cover when using size 2 auto-guns. Does not apply to stealthy units.

Overlap - you can now fire multiple arcs over the same area while using auto-guns.

Heavy Lifter - you can now move up to 2" while Compensating. Doesn't apply to units in Heavy Armor unless they have the Hustler perk.

Frontline Conditioning - your Skill for using size 2 auto-guns is now d8. Also gain Disruption immunity.

Ultraviolence! - if an enemy dies of your Over(s)kill damage, they explode in a shower of blood and guts, forcing all other enemies in 3" radius to make 1d4 stun roll.

And stay back! - if a target receives any damage from auto-fire, they are knocked back 3" and Disrupted.

You're huge... - ...that means you have huge guts! Add +1 to your weapon's damage for each d10 in target's effective Armor rating.

Enforcer Perk Tree

Phalanx - your Heavy Shield always counts as 1/3 cover against ranged attacks.

Fencer - you may now Parry and Riposte when carrying weapon in both hands with no penalty to Skill.

d6th sense - Your quickness is now d6 when carrying size 2 weapon and/or in Heavy Armor. (I'll explain this bit in the hack rules)

Knight - gain d8 skill for shields and cc weapons. Your armor rating die is now one size bigger. (credits to DatGuy)

Hustler - while in Heavy Armor, gain 1 mom for each 2" covered in a straight line up to 2 moms max.

Ain't that a kick in the head - while using Heavy Shield, if you hit the Overskill on CC Parry, you may choose to inflict 1d4 Stun damage on the attacker instead of extra Deflection.

I just wanna see red - your CC Attacks are considered Action-free if they manage to kill the attacker.

Anti-Tank Perk Tree

Braced - add +2(instead of +1) to Skill while stationary and using any size 2 weapon.

Konkussion - if your weapon has at least one Explosive d10, all minifigs affected by the blast suffer 1d4 Stun damage in addition to being Disrupted.

Shredder - your cannon and launcher attacks against larger creations also deal Grinding Damage that lasts until the remainder of the target's next turn.  For Armor-Plated targets, remove one layer of Deflection for each d10 in your Explosion instead.

BFG Player - your Skill die for using size 2 launchers and cannons is now d8.

You didn't see me - after firing a size 2 cannon, automatically dispense a smoke cloud at your current position. The cloud has the size of 4x4 studs and provides complete LoS-block until the beginning of your next turn. Enemies can still try and shoot you with -5 Skill penalty.

Lock'n'Load - you can now spend your Move Action on reloading your weapon as opposed to major Action, as long as you stand still. This stationary reloading does not break your Compensation.

Bichael May - the explosive radius of your cannons and launchers is increased by one. You have to have at least one explosive d10 for the perk to take effect.


The Pointman
Spoiler: show
The Pointman is The Scout revamped. He has perks for both support and damage dealing purposes. Their minifig tool is binoculars that allow them to use their Tracking ability, which is exactly the same as in 2010 Rulebook. The Pointman can go ahead of the squad and scout the area, or be backing his teammates with sniper support.

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Tracking - if you have an appropriate tool, pinpoint a single visible target within 8" and mark it for attack. Until the beginning of your next turn, the Marked target is considered visible to all allies, and all allies making Ranged attacks on a Marked target receive a +1 Attack Bonus. Range penalties against Marked targets still apply to everyone but snipers.

Spotter Perk Tree

Multitracking - you may now choose to mark multiple targets within a single 6" Firing Arc.

Stealthy - while moving at Half-Speed, gain 1/3 stealth cover. May start a game with Hidden status. Same rules as vanilla BW stealth.

Laser Pointer - when marking a single enemy, apply +1 Critical Bonus against him. +1 Critical Bonus means that on your first Attack roll Overskill occures on 5+ instead of 6+.

Out With a Bang - if there is an explosion or Overkill death within 6” of your active enemies, immediately become Hidden.

Hard Contact - when you encounter an enemy for the first time, make a free Action or Response Action against them. You may try to either shoot them or mark them.

X-Ray - all your marked targets now also receive +1 to Damage against them.

Blame-a-thon - once per game, mark all enemies within 10" radius with X-Ray and Laser Pointer Bonuses applied.

CQB Perk Tree

Run'N'Gun - charging and sprinting is considered Action-free. You still cannot sprint more than once per turn.

Get Some - outside of Close Combat, if the enemy is within 2" from you, gain +1 Critical Bonus to your skill roll.

Basics of CQC - your equipped ranged weapon is also considered a CC hand weapon. You cannot make a CC attack and fire at the same turn unless you hit the Overskill. You can also shove an enemy for 2" with the butt of your weapon with the UR of 2.

The Doomguy - when shooting an enemy within 4", gain back all your spent Move inches.

Misanthropy - make a free Reaction Shot against an enemy moving or Acting within 4" radius. If there are allies shooting within the same radius, you are forced to shoot them as well.

Twitch Reflexes - if the enemy attack against you is successful, roll your Skill die as a part of your Response Action. The number rolled becomes enemy weapon's Damage penalty.

In The Zone - if you hit the Overskill when attacking an enemy, you may choose to make an additional attack against another enemy within LoS instead of adding a Bonus Die. This effect is cumulative.

Sniper Perk Tree

Squadsight - while using scoped long-range weapon, you have the ability to see with your teammates' eyes. Whenever a teammate sees an enemy, he may roll 1d6 to determine his spotting range and 1d10 if he has a binoculars tool. If the target is in range, the pointman's shot is an auto-hit with no range or damage penalties. If the target is out of range, make a skill roll with all range penalties applied. (e.g: if the target's in 6" from the teammate, but he rolled 4 for range, your penalties are -2 for Skill and Damage respectively)
Marked units are auto-hits.

Trickshot - the Pointman is considered to be Stationary and Aiming even if they have moved up to half their total move that round. (credits to DatGuy)

Settle In - while stationary and aiming at an enemy with long-ranged scoped weapon, spend a full Action to increase your Skill die size by one. You may increase it up to maximum of d12. This ability requires you aiming at an active enemy, and the enlarged die for Skill roll applies only to that particular enemy.

Devil's Gamble(someone's been playing Cuphead recently) - during enemy turn, choose an enemy unit and make ready to fire in advance as part of your Response Action. Choose two positions within target's move inches that you think an enemy will go to or through. Place two red pips on the map to represent these positions. If you guess right, the target is killed instantly. For units with more than one HP, it is considered a -1 HP shot. If your skill die is buffed by Settle In perk, add one more position up to maximum of +3.

PTSD - if your shot barely misses a target (e.g.: rolled 2 for weapon's UR of 3), it rolls 1d4 for Stun damage.

Big Game Hunter - gain Compensating ability restricted to size 2 guns.

Double Tap - if there is an enemy within 2" of your target, make an additional attack against them with same penalties you had (if any) against your first target. Settle In bonuses do not apply.(credits to Rev. Sylvanus and his thread)


The Support
Spoiler: show
Supports are Medix revamped. In this version they may go three ways: debuffing enemies, fighting on the frontline, or buffing their teammates. Their minifig tool is either syringe or some surgical instrument. Their job is essentially to be a pain in the ass for enemy units, making it as hard as possible to get your team killed. Their dedicated weapon is dart gun, a short-ranged or long-ranged weapon that shoots 1d4 Poison rounds and can be upgraded via some perks. They still may use standard bastard weapons. Their initial ability is Ker-Triage! which is exactly the same as in 2010 rulebook.

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HECU Perk Tree

Under Umbrella - your Hazard Armor provides complete immunity from d4 damage instead of a limited 1d4 deflection. Hazard Armor is a minifig helmet + backpack gas cylinders. It prevents you from jumping, swimming and flying.

Lethal Sedative - your dart gun is now able to shoot 1d4 Stun darts in addition to 1d4 poison darts. On the roll of 4, the target is incapacitated for 1d4 turns.

Polonium Rounds - you may now use guns and auto-rifles with 1d4+1 poison damage.

Prophylaxis - once per turn, spend your Action and give one of your teammates within 4" radius complete poison, fire or stun immunity until the beginning of your next turn. You may only choose one of the three. Requires a medik tool.

Terminal Stage - your dart gun or polonium rifle shots against an already poisoned enemy have their damage die size increased by one.

Achoo! - at the beginning of poisoned enemy's turn, roll 1d4 to determine the radius of infection. All units within this many inches make a poison roll. The infection roll is susceptible to Crit-Successes.

Slow and Painful - if an enemy dies of poison damage, at the beginning of next enemy turn roll 1d6. On 5+, the enemy's corpse is revived as Mindless Zombie with the armor of 7 and 1d4 CC poison damage.

Light Infantry Perk Tree

Leapfrog - once per turn, you may spend your Action and choose a teammate to cover. Whenever this teammate gets attacked, take a free shot at the attacker with attack bonuses and penalties applied as usual. On a successful hit, the enemy's attack is interrupted; on a miss, roll 1d4; the number rolled is considered the attacker's skill penalty against covered teammate. On initial critfail, nothing happens.

Low Profile - 1/3 cover counts as 2/3 cover. You need to actually be in cover for the ability to take effect. No additional bonuses from 2/3 cover.

Headshot - when in cover, if your attack roll exceeds weapon's UR, add the difference to your damage roll.

Target Down - when you successfully kill an enemy, gain +1/3 cover bonus until the beginning of your next turn.

Is That a Script? - if enemy's damage roll exceeds your armor rating(but is still less than twice the number of your AR) roll 1d6. On 4+, you manage to inject yourself with a Plot Device Syringe and are considered stunned rather than killed. On your next turn, roll 1d4 for Stun Recovery and get back into battle.

Gears of War Fan - bailing is now considered Action-free and doesn't Disrupt you unless you hit Critical Failure. You still cannot bail more than once per turn.

Alpha Mike Foxtrot - whenever you are attacked by an enemy(regardless whether it's a hit or miss), your Skill die for attacking that enemy is increased by one size until the remainder of your turn.

Field Medik Perk Tree

Have a drink - if you have a medik tool and are standing adjacent to teammate, roll 1d4 and add the result to teammate's armor, skill or mobility until the beginning of your next turn. Requires an Action.

Invigorating Shot - you may now perform Ker-Triage! with your dart gun. Your skill for that Ker-Triage! is 1d6.

Pro-Triage! - spend full Action to increase your Ker-Triage! skill die size by one.

Medikal Education - when performing standard Ker-Triage!, reroll your first critical failure.

Gallic Elixir - spend an Action to perform a special kind of Ker-Triage! on your active teammate. On a 5+ roll, increase this teammate's skill die size by one until the beginning of your next turn. If the roll is lower than 5, remove their limbs according to Ker-Triage! rules. CritFail is an instant death. Pro-Triage! and medikal tool bonuses still apply.

Back in Action - if your Ker-Triage! roll exceeds 5, add the diffirence to teammate's armor, skill or mobility until the beginning of their next turn.

Brikenstein - if your patient has some of his limbs (but not head) amputated, you may pick them up and attempt to stitch them together. On 5+, the feat is successful; otherwise, the limb is destroyed completely. You may still try to stich other minifig limbs lying around. Requires an Action and a medikal tool.


The Tek Expert
Spoiler: show
In my hack rules, specialist minifigs have utility slots depending on their equipment. Body Armor can be equipped with one consumable SN die. Heavy Armor has two to four such slots. Backpack can be stuffed with two SN dice that are not limited to armor boosters. It can be grenades, targeting programs, or a ridiculously powerful ammo pack stolen from Paul Verhoeven's movie sets. Such SN dice are called Utility Dice. Their size depends directly on the player's Tek Level, of which there are four. Utility dice are sized from d4 to d10 respectively. Once used, these dice are gone and the only way to get them back is to find an ammo crate, or a power supply port, depending on what your Utility Dice initially stood for.
All minifig specialists have to state what their Utility Dice represent (e.g.: one shield cell and one grenade) before a game starts. A minifig with two grenades in utility slots won't be able to go to power supply port and charge their non-existent personal shield generator. Tek Experts, however, are immune to that rule. Once they pick their Utility Dice, they may state what these dice represent when actually using them during game. That way, Tek's SN dice could be virtually anything: grenade, targeting computer, leg servos etc. Even if they used all their slots as grenades, nothing stops them from filling these slots with shield generators later in game.
They may also fill their utility slots with controlled robotic units. By default, a Tek can order his robot to either hold position or follow him. While in one of these two modes, the robot is unable to act or move on their own. Tek Expert can change that by going into Control Mode. While Controlling, the Tek may only either Move or Act, not both. The Controlled robot is able to Move and Act.

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Teknikal Aptitude - your Skill is d8 when interacting with any piece of teknology that would require a skill roll. You can take a size 0 robotic creation with you that may have a single minifig tool. At the beginning of the turn, all of your destroyed robots make an I'll be back roll with d6, reactivating on 5+.

Rigger Perk Tree

Armormech - you may spend utility SN dice to buff your robotic unit's armor until the beginning of your next turn. Your flying robotic units gain +SNd Armor. The ones on foot also may gain one layer of deflection from those damage dice that are less or equal in size to your SN utility die, at the cost of half-speed.

Metal and ABS - whenever you are participating in combined action with your robotic unit, increase its skill die size by one up to maximum of your tek skill die. You may now field size 1 non-minifig robotic units with the armor up to 1d10 that cost 1 utility slot.

Haywire - whenever your squad engages an enemy pod with robotic units in it, roll your Tek Skill die against their Skill. If your number is greater, the unit is disabled until the remainder of their turn. On critsuccess, the unit is considered mind-controlled for one turn. You don't have to actually Control a Haywired unit.

Heavy Duty - Field size 2 robotic units with the armor up to 2d10 and weapon size up to 4" in total. Costs 2 utility slots.

GrayShirt - Your robotic unit may now leap in front of a teammate in danger within 1d6" to absorb the damage.

In The Image - You may now field a minifig-like robotic unit with the armor rating of 2d6 and a weapon up to 2" in size. Costs 2 utility slots.

Discharge - you may sacrifice your robotic unit for the greater cause. The size 0 unit uses their Action to zap an enemy for 1d8 damage. Size 1 units explode for 1d10. Size 2 units deal 1d12 phased damage to everyone within 2". They can't be reactivated with Tek Skill or I'll be back roll.

Handyman Perk Tree

Wizard Sleeves - gain a free Supernatural die according to your Tek level. It is not clearly defined what this die is equipment-wise, so you may use it in combat however you see fit as long as it doesn't go against common sense. E.g: when engaging the enemy, you may roll it to define your smoke grenade diameter in studs, or to remove the rolled amount of bricks from enemy's cover or otherwise turn the tide of battle.

Shaped Charge - when standing adjacent to an obstacle, roll your utility SN dice to remove the rolled number of bricks from that obstacle. Each of the obstacle's structure levels counts as -1 penalty. Requires at least one Supernatural utility die.

Pocket Mimic - use your SN die with your current weapon's UR and range to launch a distraction beacon that will be luring enemy patrols to itself until the end of the enemy's next turn. The distracted enemy's mobility splits into two directions. Half their Move inches are spend going in beacon's direction.

IJ Fanboy - you may use your SN die with your weapon's range and UR to launch grappling hook and create a rope for your squad to climb.

Little Present - use your SN utility die to place remote explosive device anywhere within 1" radius. You may detonate it at any time as long as it is within your line of sight. The explosive's damage is based on your SN die roll, but it always has explosive size of 2".

Janitor - whenever you encounter any field hazard, you may roll SN die to clean the rolled number of inches of that particular hazard.

Death Magic - when using your utility SN dice against enemies or obstacles, ignore two layers of Deflection (if any) or Structure Level.

Hacker Perk Tree

Sabot Protocol - you may now spend your Tek Action to Sabotage enemy's weapon or equipment according to the BW 2010 ruleset. You may do so by using your robot, as long as it is within 2" of the enemy.

Long Hands - your size 0 robotic unit now makes tool's skill rolls (like Ker-Triage! or Tracking) using your Tek die instead of his own Skill die, as long as the former is bigger.

Frictionless Motors - your size 0 robotic units gain Stealthy perk and are considered Hidden at the start of the game. They may re-conceal by getting behind cover that is bigger than their model.

Trojan - when Sabotaging an enemy, roll a dice according to your Tek level. Enemies within that many inches are also forced to make Sabotage roll.

FUBAR - sabotaged enemy weapon now critfails on the roll of 2, in addition to 1.

Good Boy! - you may transfer your utility dice to your teammates with your size 0 robot provided it has manipulators to do so.

Damn I'm Good - whenever rolling Overskill on your Tek Skill roll, gain one Instant Benny for your squad. Any of your temmates may use it until the end of your current turn.


The Team Leader
Spoiler: show
Team Leader is Officer revamped. He has the Skill of d8 and can buff his squadmates' defensive or offensive capabilities. His minifig tool is portable radio that he can use to call in airstrikes or evac. In my hack rules, this is probably the most essential item, since you can't end the game without it.

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Command - when you join in on a Squad's Combined Action, raise the Skill of all participating units by one die size, up to a maximum of your own Skill die size. In a Combined Action, a Team Leader with Skill d8 raises the Skill of Incompetent units from d4 to d6, and the Skill of regular minifigs from d6 to d8.

Battle Instructor Perk Tree

Top-class Navy Seal - gain Top-class Navy Seal cliche. You may use Heroic feats that include taking insta-kill shots, surviving near-death scenarios and being 1980-s action movie star. However, if you suffer critical failure, you fall in an uncontrollable rage and are forced to attack random minifig. To do so, roll a scatter die and attack the minifig closest to that general direction.

Keep your head down! - use your Action to automatically get one of your squadmates into the nearest piece of cover within 6".

I wanna see you angry - whenever an enemy rolls any type of Critical Success, grant one of your teammates +1 Critical Chance.

Now we're talking! - whenever a teammate rolls Critical Success, gain one Instant Benny. This is limited to one Benny per turn.

Oscar Mike - spend Action to grant your teammates within range of 1d8" +3 to mobility.

Caring Sarge - at the beginning of each turn, choose one of your teammates and make them immune to all of attacking enemy's Critical rolls.

Assyrian Training - all of your teammates within 6" radius gain +1 to Skill roll when making Reaction Shots. Passive.

Commander Perk Tree

Powergamer - gain Powergamer cliche. Once per turn, you may become a rules-bending asshole and make What I Say Goes rolloff to decrease chosen enemy's mobility, skill or armor to a minimum. On critfail, though, enemy player does exactly that against your own squadmate.

Fire in the Hole! - use your Action to give your teammates within 6" a d10 Deflection until the remainder of your turn.

Haul Ass - when one or more of your squadmates are Sprinting, roll 2 Action dice instead of 1.

A good soldier - once per game, you may spend an Action to refund one of your teammates' Full Action, even if they have already spent all their Mobility and Action this turn. That teammate should be within 8" of your LoS.

Jammer - whenever an enemy patrol successfully sends off the alarm, roll 1d6 to add the number of turns in which an enemy Pod would arrive. 2-3 is 1, 4-5 is 2, 6 is 3. 1 is 0. (I'll explain this bit in the hack rules)

A shining example - whenever you make an Overskill roll, all of your teammates may add +2 to their skill, armor or mobility until the end of your turn.

Focus Fire - once per game, spend an Action to Mark the target for +1 Skill Bonus against it while also negating one layer of Deflection or Structure level (if any). For each successive shot against it, the Skill Bonus increases by one.

Strategist Perk Tree

Trimmer - gain Trimmer cliche. Each time an enemy patrol or pod is destroyed, make a rolloff. On success, you gain one victory point. On critfail, you lose one victory point. Friendly units may also Redshirt for you.

Integrated Comms - your range for interacting with teammates while using abilities like Oscar Mike or A good soldier is now unlimited.

Level That Shit! - once per game, you may spend your Action and call in an airstrike anywhere within 15" of your LoS. The aircraft will drop three xsize 2 explosives from any angle relative to you. Has the UR of 5.

Resupply - once per game, drop down a pod anywhere within 10" containing two ammo crates with utility dice limited to ammo and grenades. Has the UR of 3.

Special Delivery - once per game, if you have an objective that needs to be carried until the evac (carrying black box, stunned animal, or VIP), you may call in a transport that would evac these objectives. Has the UR of 3.

Priority Target - at the beginning of the game, choose one of the objectives as a Priority Target. This target will cost +5 Victory Points but will also contain two patrols guarding it instead of one.

Korean Heritage - when failing a certain objective, you will still be granted victory points depending on how many stages of it were completed.


The Brawler
Spoiler: show
Brawler is a close combat specialist with the emphasis on crowd control and enemy distraction. They tackle their opponents, using them as meat shields and taking every advantage they can to survive such a folly. They are lightly equipped, usually with hand or short-ranged weapons, and may improve their skills with either crowd control, pistols or knives.

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Gunpoint - make a Charge towards an enemy as part of your Response Action, (your 2d6 MOM against enemy's 1d6 POP) stunning your target if successful (and provided it is organic) until the beginning of their next turn and using them as cover against enemy attacks. If equipped with pistol, make one free Reaction Shot at an enemy that attacks you within your LoS. No Quickness rolls required: you always shoot first.

Bodyguard Perk Tree

Flash Round - once per turn, fire a disorienting shot that deals 1d4 Stun damage and, in case of a knockout, makes them a cover for the time being. Flash Round has 2" explosive radius upon hitting your target.

On Your Knees - if Gunpoint is successful, all enemies within 6" radius make a Stun roll. Enemies cannot be knocked unconscious by this perk.

Last Line - while in Gunpoint mode, make a free Reaction Shot at an enemy moving or attacking within 4" radius. No cap in regards to the amount of reaction shots allowed.

Ambush - if an enemy squad haven't yet been encountered by your squad, opening combat with Gunpoint catches them off guard, stripping them of all Mobility inches until the beginning of your next turn.

Quick Hands - in addition to having a free reaction shot when in Gunpoint mode, if a stunned target has a grenade Utility Die, you may set off that grenade and push the stunned minifig towards enemy squad as part of your regular or Response Action.

Stick Around - should an enemy stunned by Gunpoint be killed, you may now use your free hand to hold their dead body, adding their armor value to that of your own. Any attack that manages to penetrate corpse's armor rips your meatshield apart so that the body is no longer usable.

Do It! - during their turn, all squadmates of a Gunpointed enemy have to make a rolloff. If they fail, they are forced to fire exclusively at you. Gain +1 to Cover and Armor for each enemy targeting you.

Gunslinger Perk Tree

Bullet Time - you can now Bail instead of Charge as part of your Action, knocking down and Disrupting any minifig standing in your way. While Bailing, all shots against you always occur during your jump (they just can't hold their shit, they hate you so much they can't wait till you hit the ground) and have -2 Aim penalty. You are still considered Disrupted after Bailing unless you hit Overskill.

Breakdance - you can make Reaction Shots from any angle, even those that are out of your Line of Sight, provided your target is not Hidden. While Disrupted, you gain one free Reaction, be it shooting or anything else in line with common sense.

Glitter Pills - once per game, gain one use of combat drugs that grants you one layer of Deflection until the beginning of your next turn.

Kill With My Heart - if you have two pistols equipped, spend your Full Action to attack up to two enemies within Line of Sight with ability to Burst fire, auto-penalty applied as usual.

Bang-Bang Ur Dead - shots made within 3" distance now have 1 Armor Piercing for targets with Deflection and/or Structure Levels, and +1d4 bleed damage for unarmored mifigs and minifig-sized creatures.

Man On Fire - when you hit Overskill while Bailing, make a free ranged attack at an enemy within your LoS at the cost of being Disrupted afterwards. May attack with both weapons, if any.

Eat Lead - if you hit Overskill while shooting the enemy, you may trade extra damage for ricochet. This ricochet shot bounces off your initial target to the next with -1 penalty to range and damage. This effect, along with penalty, is cumulative. Does not apply to Reaction shots.

Bladerunner Perk Tree

Cutthroat - when performing Gunpoint, whether successful or not, you deal 1d4 bleed damage to your target, provided you have a hand weapon.

Swoosh - the first half of your movement in the open makes you immune to Reaction Shots. If you move all your inches along an unbroken piece of cover, all your movement becomes immune.

Bring It On - if an enemy attack within 6" LoS either misses you or fails to penetrate your armor, automatically Charge to the attacker using Gunpoint rules. This effect doesn't require an Action and doesn't have a limit.

Wicked - you may now use both your CC hand weapon and your short-ranged weapon. Additionally, Overskill hits with your hand weapon are considered Action-free.

Fleche - while Charging, for each 2" between you and your target, add +1 to your 1d4 bleed damage. Also applies to Gunpoint.

Brutalize - spend Full Action during your turn to brutally kill an enemy stunned by Gunpoint. All enemies that had witnessed this savagery are forced to roll for Stun with +1 bonus to success. Enemies may go unconscious.

Run'n'Slice - when Charging at an enemy, you save all Move inches (including MOM inches rolled) that hadn't been covered, allowing you to move after the Charge. Wicked and Fleche bonuses still apply.
Last edited by Texhnophille on Sat Jul 28, 2018 7:15 am, edited 76 times in total.
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Re: Minifig Tactics School: Additional minifig perks

Postby BriksKrieg » Fri Oct 13, 2017 5:03 pm

I like this already :studgod:
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Re: Minifig Tactics School: Additional minifig perks

Postby Texhnophille » Fri Oct 13, 2017 5:26 pm

StalinsFavoriteKhat wrote:I like this already :studgod:

I'm glad you do.
To be honest, out of context the perk list so far seems like plain rules cheating, if I say so myself. Thing is, the context here is my hacked ruleset that focuses primarily on finishing the objectives rather than killing enemies. The latter is only means to an end. I'll post another thread for the proper hack rules, probably in the next week or so, while adding minifig classes and perks here.
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Re: Minifig Tactics School: Additional minifig perks

Postby BriksKrieg » Fri Oct 13, 2017 10:37 pm

This comment was a little irrelevant to this conversation.
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Texhnophille wrote:
StalinsFavoriteKhat wrote:I like this already :studgod:

I'm glad you do.
To be honest, out of context the perk list so far seems like plain rules cheating, if I say so myself. Thing is, the context here is my hacked ruleset that focuses primarily on finishing the objectives rather than killing enemies. The latter is only means to an end. I'll post another thread for the proper hack rules, probably in the next week or so, while adding minifig classes and perks here.
the comment you made about classes. That got ma wheels turning. I had been thinking about doing an rpg, or making custom rules for one, and the classes reminded me if bf1. A Lego/brik ww1 rpg! Maybe this is already done, but it sounds pretty cool, I think. The discord could come in handy too maybe...
Last edited by BriksKrieg on Fri Nov 24, 2017 9:54 am, edited 1 time in total.
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Re: Minifig Tactics School: Additional minifig perks

Postby Texhnophille » Sat Oct 14, 2017 4:42 am

Added three more perks for the Heavy:

You didn't see me - after firing a size 2 cannon, automatically dispense a smoke cloud at your current position. The cloud has the size of 4x4 studs and provides complete LoS-block until the beginning of your next turn. Enemies can still try and shoot you with -5 Skill penalty.

Lock'nLoad - you can now spend your Move Action on reloading your weapon as opposed to major Action, as long as you stand still. This stationary reloading does not break your Compensation.

Bichael May - the explosive radius of your cannons and launchers is increased by one. You have to have at least one explosive d10 for the perk to take effect.

That's it for the Heavy specialty. There is still one perk left, but it works with my new ruleset's mechanics and will not make any sense as of right now. I'll post it after having created the ruleset's thread.

Update: The Pointman specialty has been added.
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Re: Minifig Tactics School: Additional minifig perks

Postby DatGuy » Sat Oct 14, 2017 6:09 pm

What about an Assassin speciality? I have a few perks...
Sniper:
Boom, headshot: On overskill, 1-shot any target with a full Mind that is exposed to fire.
Trickshot: The Assassin is considered to be Stationary and Aiming even if they have moved up to half their total move that round

Melee Assassin:
Cloak and Dagger: If the Assassin is stationary, they can escape detection when stealthed
Backstab: If undetected and using a Size 1 melee weapon, the Assassin can attack and remain stealthy
You are like a man who fires gunshots at the barn, then paints a target around the biggest cluster of hits and claims to be a sharpshooter.
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Re: Minifig Tactics School: Additional minifig perks

Postby Texhnophille » Sat Oct 14, 2017 6:53 pm

DatGuy wrote:What about an Assassin speciality? I have a few perks...
Sniper:
Boom, headshot: On overskill, 1-shot any target with a full Mind that is exposed to fire.
Trickshot: The Assassin is considered to be Stationary and Aiming even if they have moved up to half their total move that round

Melee Assassin:
Cloak and Dagger: If the Assassin is stationary, they can escape detection when stealthed
Backstab: If undetected and using a Size 1 melee weapon, the Assassin can attack and remain stealthy


These are interesting. I'm not entirely sure if I can build a whole perk tree around this concept, considering that my sniper role is already occupied by pointman and CC role is occupied by heavy enforcer. Your suggested perks seem to be in line with the playstyle I envisioned. The only thing I would've changed is Backstab: have the stealth unbroken on overskill instead of just any regular strike.

Update: the Sniper perk tree is complete.
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Re: Minifig Tactics School: Additional minifig perks

Postby DatGuy » Sat Oct 14, 2017 9:28 pm

I'm starting a campaign game today, gonna use these perks, but with a couple of extras. I'm gonna run it like normal Brikwars, but with these perks and each player gets 3 to start with.

Commando:
Cover Fire: Any enemies within a certain arc get attacked if they move or fire

Enforcer:
Hardened: 1D10 Armor
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Re: Minifig Tactics School: Additional minifig perks

Postby Texhnophille » Sun Oct 15, 2017 4:12 am

DatGuy wrote:I'm starting a campaign game today, gonna use these perks, but with a couple of extras. I'm gonna run it like normal Brikwars, but with these perks and each player gets 3 to start with.

Commando:
Cover Fire: Any enemies within a certain arc get attacked if they move or fire

Enforcer:
Hardened: 1D10 Armor


That's great! Feel free to give feedback on how things went.

Update: Added Support specialty.
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Re: Minifig Tactics School: Additional minifig perks

Postby DatGuy » Sun Oct 15, 2017 11:40 pm

Got started yesterday, but I was playing with some relatively new players, one of whom couldn't decide and I didn't get time to choose mine, as we were a bit pressed for time. It worked well, but we need to confirm our perks.
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Re: Minifig Tactics School: Additional minifig perks

Postby Texhnophille » Mon Oct 16, 2017 12:10 am

DatGuy wrote:Got started yesterday, but I was playing with some relatively new players, one of whom couldn't decide and I didn't get time to choose mine, as we were a bit pressed for time. It worked well, but we need to confirm our perks.

The perk list is made around a playstyle that suggests endless waves of enemies. Killing an enemy team here does not grant you victory; completing the objectives does. I think capture the flag mode will work more or less well with these perks, having dead minifigs respawn and all that. Team Deathmatch on the other hand may well end the game way too quickly.
As far as cp-balance goes, just make the lateral cp cost progression, the first perk is 1cp, the second is 2 cp, ad infinitum.

Update: added the stat cards for each specialty. Also created the hack's thread that should answer all the questions you may have regarding some game mechanics described here.
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Re: Minifig Tactics School: Additional minifig perks

Postby Texhnophille » Fri Jan 19, 2018 4:48 am

Added Brawler specialty. This guy specializes in crowd control, close combat, and enemy distraction. Also be sure to check updated hack rules for some of the Brawler's features to make sense. Also revised some of the old perks like Support's Terminal Stage.
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Re: Minifig Tactics School: Additional minifig perks

Postby Omega Prime » Fri Jan 19, 2018 7:20 pm

This would be good for a BrikWar RPG, where maybe once they level up they can choose a class tree, then per level they can either change specialty or keep it, and once unlocked specialties can be changed by using a turn or something like that.
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Re: Minifig Tactics School: Additional minifig perks

Postby Texhnophille » Sat Jan 20, 2018 12:04 am

Omega Prime wrote:This would be good for a BrikWar RPG, where maybe once they level up they can choose a class tree, then per level they can either change specialty or keep it, and once unlocked specialties can be changed by using a turn or something like that.


That's definitely doable. I think changing specialties would work in between battles, since, while it may be possible to change those in between turns, you'd still require your class equipment, be it Pointman's binoculars or Heavy's big iron.
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