Keldoclock wrote:Clearly it would re-appear on the other side of the board with momentum intact
Explosive size
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Re: Explosive size
Empire of Luchardsko WIP wiki pageBrikWars 2010 Rules wrote:BrikWars ... stands in pretty direct opposition to many fundamental elements of the LEGO® philosophy, such as "Not Teaching Kids How Funny It Is to Set People on Fire."
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Re: Explosive size
I think any units that fall off the table should continue fighting on the floor.
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Re: Explosive size
Horribly mutated of course, since you don't expect to go outside the boundaries of reality unscathed, do you?Keldoclock wrote:Clearly it would re-appear on the other side of the board with momentum intact
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Re: Explosive size
Whiteagle wrote:Horribly mutated of course, since you don't expect to go outside the boundaries of reality unscathed, do you?Keldoclock wrote:Clearly it would re-appear on the other side of the board with momentum intact
Re: Explosive size
I noticed that regardless of physical size, one can theoretically keep adding SuperNatural d10s to an explosion ad infinitum (or at least until you run out of CP).
Speaking of which, what's the general consensus around the BrikWars community about superweapons? Does it just depend on the scale of the battle?
Speaking of which, what's the general consensus around the BrikWars community about superweapons? Does it just depend on the scale of the battle?
LEGO are like boobs - designed for kids, but adults have plenty of fun playing with them too. 
Re: Explosive size
I don't know if there is a general consensus. Superweapons in a small-scale battle usually means they're up against smaller units too small for superweapons to hit effectively, which then crawl all over the superweapon and end up commandeering it.Kirillyos wrote:I noticed that regardless of physical size, one can theoretically keep adding SuperNatural d10s to an explosion ad infinitum (or at least until you run out of CP).
Speaking of which, what's the general consensus around the BrikWars community about superweapons? Does it just depend on the scale of the battle?
Natalya wrote:Wtf is going on in this thread?
Re: Explosive size
What about in large-scale battles or strategic conflicts?stubby wrote: I don't know if there is a general consensus. Superweapons in a small-scale battle usually means they're up against smaller units too small for superweapons to hit effectively, which then crawl all over the superweapon and end up commandeering it.
LEGO are like boobs - designed for kids, but adults have plenty of fun playing with them too. 
Re: Explosive size
What about them? Obviously superweapons are cool in superweapon-scale conflicts, that should go without saying.
Natalya wrote:Wtf is going on in this thread?
Re: Explosive size
Apparently someone was building a house, and in the process found a pine cone which turned out to be a grenade.stubby wrote:In real life, all missiles look like rods no matter how big they get. Bombs sometimes look more like the bullets you're talking about, but not always. Grenades look like pineapples. In BrikWars, "Explosives" can be any one of those things, so all of those looks are completely okay.
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Re: Explosive size
Explosive damage is exempt from OOR damage penalties.
Natalya wrote:Wtf is going on in this thread?
Re: Explosive size
I always wondered how the rules would specifically handle explosives that are large in model but low in part count, which would require fudging to deal an appropriate amount of damage for their size
Does anyone else have any kind of personal ruling for stuff like these? Personally I take their size in inches and round up to the next inch and set that as their x-size (so a 8 stud long brick used as a missile would be xsize 3) but I'd like to hear what you guys think about it
Does anyone else have any kind of personal ruling for stuff like these? Personally I take their size in inches and round up to the next inch and set that as their x-size (so a 8 stud long brick used as a missile would be xsize 3) but I'd like to hear what you guys think about it
GENERATION 34:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.
Re: Explosive size
Just an eight stud brick as a missile is kind of lame.. stick stuff to it like wings, cones, lights, whatever to reach the explosive size you want..


Re: Explosive size
I guess I might have worded the post wrong but the point I'm trying to make is that since xsize is based on physical components that can't be non-permanently disassembled any further, single piece explosives (like ones taken from non-lego things) would be limited to xsize 1 no matter how large the missile is in question
Though since the rulebook does not discriminate on what counts as a component beyond not being able to be disassembled any further, that does mean that, rules as written, pieces of tape count as extra components so I guess that'll work for fudging an object's xsize upwards if it doesn't have spare attachment points for extra non-sticky components
GENERATION 34:
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.
The first time you see this, copy it into your signature on any forum and add 1 to the generation. Social experiment.
Re: Explosive size
Ah well, you can fudge the rules anyway. So as long as everyone is in agreement something is an missile with X size 6 or whatever it is all good..



lol j/k