Post Your House Rules That Don't Deserve a Thread Here!

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Post Your House Rules That Don't Deserve a Thread Here!

Postby Greenkey15 » Thu Jun 18, 2009 10:42 pm

Here's mine:

Any ranged weapon that does less than 2d6 damage can not destroy buildings, but shoot through them using Overkill rules.  This is an option for melee weapons as long as they are longer than the wall is thick.

Epic Fail levels are relative to what was being attempted, so if a Minifig misses another with a 1, it won't randomly kill their hero and vehicles.  

^ same applies for Heroic Feats

If you use the Champion rules for 1998 (they balance), or for any reason a Hero has more than one feat, he may combine rolls to ensure sucess of an important feat.

A hero may sacrifice his feat to attack again, and combine damage of two attacks.

Good?  Now post yours!
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Postby IVhorseman » Fri Jun 19, 2009 2:13 am

Orck species: status applied to any class of minifigure, in case you want orck pilots or orck officers or whatever. I find races work best if they're just templates.

Special ability:

BIGGUNZ: orks get a +1 to skill for using any weapon that is physically larger than they are.


Kill em all!:
If an orck kills any unit on the field during his turn, he can immediately make an attack on another unit. Does not stack.
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Postby Theblackdog » Fri Jun 19, 2009 7:40 am

Vehicles' rear armor is 1 AV lower than their side and frontal armor.  
Vehicles have a turn radius of 1/3 the distance that they move.  They must expend 1/3 of their move to turn 90 degrees.
To speed die rolls, vehicle weapons are mounted in "clusters" of up to six weapons of the same type.  Cluster weapons all fire at the same target, and one accuracy roll determines if the cluster's shots hit.  Then the player rolls 1D6 to determine how many of the shots hit.
Structure Points are used to gauge the armor of vehicles and buildings.  A ground vehicle or structure has 2X as many structure points as its Size; an air vehicle or structure has as many structure points as its Size.  When an attack on a building or vehicle succeeds, the attacker's damage roll minus the defender's armor roll equals the number of structure points subtracted.
Last edited by Theblackdog on Sun Jun 21, 2009 7:19 am, edited 1 time in total.
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Postby pesgores » Sun Jun 21, 2009 5:59 am

TBD, your Brikspace rules should go in your Brikspace rules thread.
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Postby Theblackdog » Sun Jun 21, 2009 7:19 am

[21:30:33] Scritch: you can put it in theblackdog

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Postby Arkbrik » Sun Jun 21, 2009 8:25 am

French prisoners can't do a shit while there is a Piltogg within 3". When there is an American within 3", they are controlled by the American. If nobody is within 3", the Frenchman moves D6" in a random direction.
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Postby Warhead » Sun Jun 21, 2009 10:17 am


Stealth: (Ninja, Assassin, Sniper, Scouts)

Units with the Stealth ability can not be seen or targeted by enemy units over ten inches away IF it is in cover. The player will know it is there because he can physically see him but must send troops to the area (within 10 inches and LOS of where the stealth unit is) in order to engage him in ranged combat in any way. No muckin' about with dice rolls galore for who sees who or what.

Cloaked: (The Preditor, to name but one)

Same as above only it does not require cover and if in cover always gains a -1 to be hit in ranged and close combat.
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Postby piltogg » Sun Jun 21, 2009 3:10 pm

minnifigs move 6 inches rather than 5
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Postby Hevyneon » Sun Jun 21, 2009 9:25 pm

If you get an critical failure when rolling for use, the weapon gets disassembled, misfires, something along those lines.

If you get a critical failure when rolling for damage, the gun explodes, shoots the user, etc, killing he minifig, and those around it should the player see fit.
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Postby flabort » Mon Jun 22, 2009 11:18 am

Well, recently, i wanted a dragon with a more... varied... breath weapon. so, i made a size 4 "gun", however, in the same way the common minifig's 1d6 armor becomes 4, the size of the weapon became 1d6... do it does (1d6)d6 damage. we do not roll for size each time or for the beginning of the battle, but we roll an extra 1d6 for each of the stat's in the "gun" each time it fires.

basically, VARIABLE WEAPONS: (1dX)dY damage:
a variable weapon may be declared in set up, and the value 3, 4, 6, or 7 in the size may be replaced by a 1d4, 1d6, 1d10, or 1d12, respectively. the weapon is treated as the highest value possible for size towards the size limit of weapons on a creature or vehicle, but as the equivalent (1d6-->4) size towards cost in CP.
roll a 1dX (1d4,1d6,1d10,1d12, ect.) to determine a value of R. roll a dice of size Y for each value of R. an original roll of 1 is a total critical failure, and no more dice are rolled unless the host allows it or the player's agree. any other 1's are removed, and all critical successes with an individual die count towards another die.

(1d6)d6 damage (equivalent 4d6)
Player 1 rolls a 4 for his damage roll on a variable size gun. he then rolls a 3, 1, 6, and 4 based on this. he removes the 1 as a critical failure, and rolls a 2 for the 6's critical success. the total damage for this roll is 15.

(1d4)d10 armor (equivalent 3d10)
to block player 1's damage 15, player 2's tank has a variable armor "force field", with a "size" of 1d4 effective structure level 3. he rolls a 1. Critical failure! player 1 decides to have pity on player 2, though, and let's him continue rolling. so he rolls a 6. counting as a critical success, he rolls a 2, for a total of 8. he still loses, but the over kill to the next unit in line is significantly reduced.
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Postby OneEye589 » Mon Jun 22, 2009 11:20 am

No critical fails on damage or armor rolls.
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Postby dcl32 » Sat Jun 27, 2009 2:40 pm

soldiers in screening cover can't be attacked such as someone in a bush tree etc. unless they do something to attract attention shoot or something. if someone with binoculars or a scope spots them they can be attacked.
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Postby Foggy » Sat Jun 27, 2009 10:28 pm

Grenade = 1d10
Rocket = 2d10
Missile = 3d10
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Postby james+burgundy » Sun Jun 28, 2009 2:11 am

My Flickr
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Indisputable rules of Brik Wars.
1.OTC Wins .. Always
2.There is NEVER to much blood and gore.
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Postby tahthing » Sun Jun 28, 2009 5:53 am

rule of fire and blood:
when all your blood and fire is used up and is on the battle field a demi god of fire and blood will apear, the demi gods stats are:
armour: infinate
skill: infinate
its powers are of controling fire and blood, fire will burn what it touchs, and blood will kill.
this can also be put on a turn timer so that your battle doesn't last too long.
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