I find them balanced enough, the 2001 weapons, but then again I don't use cp so that may be a reason.
and also: you have a space cannon which is better than the "rambo" gun in every way (range, damage, movement penalty) but you still give it the same cp, and you call that fair???
Ranged Weapons Supplement with Weapons Modifications Chart
Moderators: Pwnerade, IVhorseman
- Greenkey15
- Cannon Fodder
- Posts: 338
- Joined: Tue Jul 01, 2008 10:01 pm
That's why I'm working on adding TekLevels to the game, and working on other gun attributes. The main difference between the two is that one is automatic, and the other is not. The Rambo Gun is mainly to be used by one person against a large amount of others, and the Space Cannon is mainly serves the purpose of the other versions' rifles- anti light vehicle.Rody wrote:I find them balanced enough, the 2001 weapons, but then again I don't use cp so that may be a reason.
and also: you have a space cannon which is better than the "rambo" gun in every way (range, damage, movement penalty) but you still give it the same cp, and you call that fair???
Keep in mind that these weapons are just examples for the main attraction, the Weapons Modification Chart. You don't even have to use these guns, they are just an option if you like one of them. I'm revising the table, and should be close to finished. This is more of an optional rule, like the 2001 rules were full of.
Rulebook
I really like the 2001 rulebook a lot more than the 2005 one. I mean, the 2005 could be a bit more complex...
- Greenkey15
- Cannon Fodder
- Posts: 338
- Joined: Tue Jul 01, 2008 10:01 pm
- Greenkey15
- Cannon Fodder
- Posts: 338
- Joined: Tue Jul 01, 2008 10:01 pm
I'm working on a less scary version of the weapons table, BTW. Here's the new WMC:
Range: +1cp per 2” of Range
Damage: +1cp per 2 points of damage 1d6: +2cp 1d10: +4cp
UR: -1cp per +1 UR
MP: -1cp per 1” MP
1 or 2 handed: -2cp for every “handedness” added.
Automatic: 2cp, IVhorseman’s Rules
Slow Fire: -1cp Pistols, -2 cp Rifles
Stun/Not Stun: -1cp stun, +1cp selective
KnockBack: 1cp per 2”
Accurate: +1cp, -1 UR, cannot be Automatic
Scoped: +1cp, -1 UR penalties, This combined with Accurate can be used to make a Sniper Rifle
Anti-Pants: -3 cp, does not do anything but replace the legs of any unit with yellow (or brown or peach, depending on the minifig) legs with a black or white middle piece.
TekLevel: -2 cp for each additonal TekLevel, Pesgores' Rules
Range: +1cp per 2” of Range
Damage: +1cp per 2 points of damage 1d6: +2cp 1d10: +4cp
UR: -1cp per +1 UR
MP: -1cp per 1” MP
1 or 2 handed: -2cp for every “handedness” added.
Automatic: 2cp, IVhorseman’s Rules
Slow Fire: -1cp Pistols, -2 cp Rifles
Stun/Not Stun: -1cp stun, +1cp selective
KnockBack: 1cp per 2”
Accurate: +1cp, -1 UR, cannot be Automatic
Scoped: +1cp, -1 UR penalties, This combined with Accurate can be used to make a Sniper Rifle
Anti-Pants: -3 cp, does not do anything but replace the legs of any unit with yellow (or brown or peach, depending on the minifig) legs with a black or white middle piece.
TekLevel: -2 cp for each additonal TekLevel, Pesgores' Rules
yeah... because it makes so much sense to send your troops to battle without their trousers.Greenkey15 wrote:Anti-Pants: -3 cp, does not do anything but replace the legs of any unit with yellow (or brown or peach, depending on the minifig) legs with a black or white middle piece.
Act first, then think, then try to find a way to cover up the horrible mess you made.
Si Hoc Legere Scis Nimium Eruditionis Habes
Si Hoc Legere Scis Nimium Eruditionis Habes
- Greenkey15
- Cannon Fodder
- Posts: 338
- Joined: Tue Jul 01, 2008 10:01 pm
- Greenkey15
- Cannon Fodder
- Posts: 338
- Joined: Tue Jul 01, 2008 10:01 pm
Double Post/Necro!
Range: +1cp per 2” of Range
Damage: +1cp per 2 points of damage 1d6: +2cp 1d10: +4cp
UR: -1cp per +1 UR
MP: -1cp per 1” MP
Inches: -2cp for every inch added for ranged weapons, +1 for close combat weapons.
Automatic: 2cp, IVhorseman’s Rules
Slow Fire: -1cp Pistols, -2 cp Rifles and CC weapons
Stun/Not Stun: -1cp stun, +1cp selective (not available to CC weapons).
KnockBack: 1cp per 2”
Accurate: +1cp, -1 UR, cannot be Automatic
Scoped: +1cp, -1 UR penalties, This combined with Accurate can be used to make a Sniper Rifle (Not available for CC weapons)
Anti-Pants: -3 cp, does not do anything but replace the legs of any unit with yellow (or brown or peach, depending on the minifig) legs with a black or white middle piece.
TekLevel: -2 cp for each additonal TekLevel, Pesgores' Rules
Silenced: +1 cp, does not count as an action that gives a stealthed unit's position away, cannot be automatic, -1' range (CC weapons automatically silenced, -1 cp if not silenced)
Is this any less scary? I think a lot of people were scared of the large, scary tables of examples. (When I looked at it again, I was too.) This way, people who like the regular guns can use those, and people who don't like me can make their own. That way you have more options. Should I make a new thread, or just admit defeat and crawl away back to my cave. Your choice!
Range: +1cp per 2” of Range
Damage: +1cp per 2 points of damage 1d6: +2cp 1d10: +4cp
UR: -1cp per +1 UR
MP: -1cp per 1” MP
Inches: -2cp for every inch added for ranged weapons, +1 for close combat weapons.
Automatic: 2cp, IVhorseman’s Rules
Slow Fire: -1cp Pistols, -2 cp Rifles and CC weapons
Stun/Not Stun: -1cp stun, +1cp selective (not available to CC weapons).
KnockBack: 1cp per 2”
Accurate: +1cp, -1 UR, cannot be Automatic
Scoped: +1cp, -1 UR penalties, This combined with Accurate can be used to make a Sniper Rifle (Not available for CC weapons)
Anti-Pants: -3 cp, does not do anything but replace the legs of any unit with yellow (or brown or peach, depending on the minifig) legs with a black or white middle piece.
TekLevel: -2 cp for each additonal TekLevel, Pesgores' Rules
Silenced: +1 cp, does not count as an action that gives a stealthed unit's position away, cannot be automatic, -1' range (CC weapons automatically silenced, -1 cp if not silenced)
Is this any less scary? I think a lot of people were scared of the large, scary tables of examples. (When I looked at it again, I was too.) This way, people who like the regular guns can use those, and people who don't like me can make their own. That way you have more options. Should I make a new thread, or just admit defeat and crawl away back to my cave. Your choice!
- Almighty Benny
- Jaw-Jaw
- Posts: 951
- Joined: Thu Dec 06, 2007 12:40 pm
- Location: Connecticut
- Contact:
The monotony of BrikWars is inversely proportional to your own creativityGreenkey15 wrote:I'd rather have a fun and complex game than a simple and monotonous game, like the current one is.
More rules are simply an imagination substitute for people who like rolling weird die
Some day I'm going to have a BrikWar with no pencils, paper, calculators, or even die. Everything will be decided by rock/paper/scissors
I said "no" to drugs, but they just wouldn't listen...