well, I went and did that, to an extent. Currently I only have a TDM idea, will have 5-6 fig teams if enough people want to play. I have some ideas on stuff and other things, and yeah. Im hoping to get sone time to play and upload an example of what his would look like. I might put a thread like this in Forum battles too.StalinsKhat thought wrote: hey, I want to make a Brikwars thing/ game mode thing like this.
Added:
This is essentially an Rpg style game, which I can do with a smaller amount of people, however, more people = more fun, and this is something I will actually have time to do, as it is. A smaller scale. I got a new tablet, so my first battle/ test, I will be using my tablet for pictures, resizing, etc, etc etc. I'm not planning on making this a forum battle thing just yet, but if you'd like to take part in what I guess is called the Closed Beta, that'd be sweet. If the progression system I'm using works, I could give you some extra stuff for in game.
This is the rule stuff that has been done so far
I'll start with the base stats, some perks I've done, then move into weapons and types, then turn/order of play. Sound good? Good. What's That? Ok, let's go then.
Minifig stating/ base stats:
I tend to enjoy realistic and arcadey things, so hopefully this is a good mix of both those worlds.
Not much here is different, just a higher skill die, and maybe a slightly lowered health level. Not a whole lot to look at. Each fig/player has 3 perk slots they can fill with any combo of perks that they have. They have a primary slot and a secondary slot, which they can put any weapon they have into, and use it during a battle. A weapon can be named something if the owner so chooses. Just make sure I'm aware of that, so I can put it in with your stats.Base stats wrote:Structure: 4
Move: 5 inches
Skill: 1d8
Perks and examples
I full list of perks n stuff will be posted later. Right now, there are a few perks that I have mostly worked out;
Body Armor; Lvl 1: add 1 to your structure level
Lvl 2: add 2 to your structure level
Lvl 3: add 3 to your structure level (max level)
Loaded; Lvl 1: bring 1 extra grenade/ rocket/ explosive
Lvl 2: bring 2 extra explosives
Lvl 3: bring 3 extra explosives (max level)
All in; Lvl 1: bring an extra perk (4 slots instead of 3), and extra weapon perk (3 instead of 2), killstreaks require 1 less to get
Lvl 2: bring an extra kilstreak (4 instead of 3), bring an extra weapon perk (4 instead of 3) (max level)
Are you f***king kidding me; Lvl 1: bring an extra of everything, add 1 to your structure level
Lvl 2: bring 2 extra of everything, add 1 inch to your move
Lvl 3: bring 3 extra of everything, add 1 to your use with any weapon ( max level)
Elite Kemper; Lvl 1: if you didn't move during your turn, opponents have a -2 to hit you
Lvl 2: if you move under 1/2 your move during your turn, opponents have a -2 to hit you
Lvl 3: opponents have a -3 to hit you (max level)
That's cute; Lvl 1: against you, enemy perks are 1 Lvl lower ( minimum of Lvl 1)
Lvl 2: against you enemy perks are 2 lvls lower (minimum of Lvl 1)
Lvl 3: enemy perks are 1 lvl lower against your whole team (minimum of Lvl 1)
Lvl 4: enemy perks are 2 lvls lower against your whole team (minimum of Lvl 1) ( max level)
Let's say you had these perks, you could pick any three of them, and equip them for the battle.
Weapons and types
There are 4 types of weapons in this PvP BrikwaRPG. Bolt-rifle, Tactical weapons, Assault rifle, and Machine guns. Shots Per Turn, or SPT refers to how many bullets/projectiles a fig can send down range in a single turn. Damage is per shot. So two shots with 1d6 damage each have a potential 12 damage, provided they hit and roll a 6 both times. (overkill grants extra points)
Bolt-rifles; these are the most powerful weapons in game that aren't an explosive. They are also the hardest nonexplosive to use.
A stock Bolt-rifle has these stats;
Use:6
Range: 15 inches
Damage: hit = kill
Shoots 1 time per turn
Recommended perks/mods: Sniper scope, Bipod, Stabilizer
Assault rifles; these are the friend of any player who likes to stay moving and gunning. They are powerful at medium - close range.
A stock AR has the following stats;
Use: 4 (+1 to user skill if at 4 or less inches
Range: 10 inches
Damage: 1d6 (+3 at 4 or less inches)
Shoots 2 times per turn
Recommended perks/mods: Extended mag, Stablizing grip, Loose trigger
Machine guns; anybody who just wants to hear a bang, and lots of them , wants a machine gun. Very gud medium range, ok at close range, ok long range, not gonna beat a good sniper though.
A stock machine gun has this stuff;
Use: 5 ( -1 to user skill if at 4 or less inches)
Range: 15 inches
Damage 3d4 (+1 if at 4 or less inches)
Shoots like a normal BW autogun
Tactical weapons; anything that's fun to use and not normal. This includes shotguns, rpgs, and explosives. I was also lazy and didn't want to make 50 weapon classes.
A stock rpg has these statistics;
Use: 6
Range: 10
Damage: 1d20 with 2 inch blast radius
SPT: 1
Ammo limit: 2 explosives
Recommend perks/mods: Laser sight, Guide wire, Heavy impact
Stock grenade stats;
Use: 4
Range: Skill + 2 inches
Damage: 1d12 with 1 inch blast radius
SPT: 1
Ammo limit: 2 explosives
Recommended perks/mods: Heavy impact, Guide wire, Presicion guess work.
Stock shotgun things;
Use: 5
Range: 8 inches
Damage: 3d6 - range in inches
Shoots 1 time per turn
Recommended perks/mods: Pump action boss, Automatic, Laser sight
I believe that covers most everything. I've been doing this the whole day practicly, and I'm going to take a break. Any comments or stuff, DM or send`em below.








