Minifig Anti-tank weapons?

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Postby Cpt. Zipps » Sun Sep 27, 2009 11:25 pm

I think that in my Ultimate Weapons supplement I will make stats for bazookas with unlimited MK II missiles I think.
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Postby OneEye589 » Sun Sep 27, 2009 11:32 pm

Do you do 2005 or 2001 rules? If you do 2005, I made a system for unlimited explosives of any size.
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Postby Cpt. Zipps » Sun Sep 27, 2009 11:40 pm

2005.
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Postby OneEye589 » Mon Sep 28, 2009 12:01 am

Explosives fired from a launcher can have unlimited ammunition, but you must pay triple the price and the launcher must wait one turn between shots.

1d10exp = 3CP
2d10exp = 6CP
3d10exp = 9CP
etc.


There ya go. It's been playtested and it's balanced.
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Postby lrdofbricks » Mon Sep 28, 2009 5:21 am

you could always use mortars

MORTAR
ur:8 (needs 3 people to operate)
range: 48 inches
damage: 2d20 (x inch radius)
reload 1-2 rounds

mortars have value becuase they can hit thing from virtually across the map. however, you have to flag the target area with a circle the turn before, so your opponet gets a chance to clear the area. however, by using a larger mortar qith maybe a 6 or 7 inch radius, a tank wouldnt be able to retreat.
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Postby Theblackdog » Mon Sep 28, 2009 6:21 am

Cpt. Zipps wrote:I think that in my Ultimate Weapons supplement I will make stats for bazookas with unlimited MK II missiles I think.


You don't sound very decisive about it, but I agree that upgrading the "standard" unlimited ammo bazooka to mk.II (and maybe giving your elite troops a few ammo-limited Mk. III bazookas to take out the heaviest units) is the best option. I think.

Also, I made a rule that vehicles' rear armor is 1 AV (1D10) lower than their side and front armor, which gives troops an edge in taking down larger units if they can get behind them.

Fulizer wrote:An alternate way is to attach a stupidly overpowered weapon to a minifig then give it such a high use it's only any good against tanks anyway.


The problem is that although tanks present a large target area, their high speed often negates the targeting bonus. Rayhawk hath stated that attacks on a vehicle get +1 to skill for every 2" of vehicle size -1 to skill for every 6" the vehicle moves (although I modified this by ruling that the total skill modifier can't be negative) The typical armored vehicle in my army is 6-8" long and moves at between 12" and 18" per turn. That means that you will get a skill bonus of, at most, +2 (and usually only +1.)
Just one random act of violence can brighten your day. Especially if it involves explosives.

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Postby Elmagnifico » Mon Sep 28, 2009 9:22 am

I find that flamethrowers do a good job of killing the crew through the viewports.
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Postby OneEye589 » Mon Sep 28, 2009 10:08 am

Theblackdog wrote:I agree that upgrading the "standard" unlimited ammo bazooka to mk.II


You do know that using the standard long range weapon as a bazooka does not give it unlimited ammo, right?
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Postby Magic Soap » Mon Sep 28, 2009 1:41 pm

OneEye589 wrote:
Theblackdog wrote:I agree that upgrading the "standard" unlimited ammo bazooka to mk.II


You do know that using the standard long range weapon as a bazooka does not give it unlimited ammo, right?


I think I remember him mentioning this in TBD brikpocalypse
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Postby Warhead » Sat Oct 24, 2009 4:48 pm

These are all very good ideas, but I like the classic, one man + one missile = dead tank.

http://s278.photobucket.com/albums/kk12 ... ontank.flv
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Postby pesgores » Sat Oct 24, 2009 7:49 pm

Warhead wrote:These are all very good ideas, but I like the classic, one man + one missile = dead tank.

http://s278.photobucket.com/albums/kk12 ... ontank.flv


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Bota espectacular nisso :shock:
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Postby Warhead » Sun Oct 25, 2009 2:25 am

Certamente!

I think I would be happy to fight tanks with Infantry with enough AT missiles. So long as there's cover enough to shoot and scoot. I think AT Missiles should have better effect on armour and no area effect. (There specialised to kill armour) so maybe Mrk II 2D10? Damage but all armour is 1/2 value? Something like that or is it too different to existing rules?
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Postby IVhorseman » Sun Oct 25, 2009 11:50 am

Something I've been tossing around in my head is weapons that multiply their damage by the structure level of their target.

So if something has class 0 armor it does no damage, but class 3 armor does 3x the damage.
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Postby Rody » Sun Oct 25, 2009 11:59 am

sounds promising, but what would such a weapon consist of?
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Postby Warhead » Sun Oct 25, 2009 12:14 pm

I like it, it's about over penetration. If there is no armour it passes through making just a little hole. Sabot Armour Piercing rounds? They're made for killing armour but useless for killing individual soft targets. Like people.
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