Explosive size

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Falk
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Re: Explosive size

Post by Falk » Mon Oct 15, 2012 7:56 am

Keldoclock wrote:Clearly it would re-appear on the other side of the board with momentum intact :P
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Re: Explosive size

Post by aoffan23 » Mon Oct 15, 2012 6:13 pm

I think any units that fall off the table should continue fighting on the floor.
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Re: Explosive size

Post by Whiteagle » Sat Oct 27, 2012 9:11 pm

Keldoclock wrote:Clearly it would re-appear on the other side of the board with momentum intact :P
Horribly mutated of course, since you don't expect to go outside the boundaries of reality unscathed, do you?

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Re: Explosive size

Post by Unlimited Overkill » Tue Nov 20, 2012 12:09 pm

Whiteagle wrote:
Keldoclock wrote:Clearly it would re-appear on the other side of the board with momentum intact :P
Horribly mutated of course, since you don't expect to go outside the boundaries of reality unscathed, do you?
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Re: Explosive size

Post by Kirillyos » Mon Jun 17, 2013 5:58 pm

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?
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Re: Explosive size

Post by stubby » Tue Jun 18, 2013 1:18 am

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?
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.
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Re: Explosive size

Post by Kirillyos » Mon Jun 24, 2013 5:18 pm

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.
What about in large-scale battles or strategic conflicts?
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Re: Explosive size

Post by stubby » Tue Jun 25, 2013 9:50 am

What about them? Obviously superweapons are cool in superweapon-scale conflicts, that should go without saying.
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Re: Explosive size

Post by M220 » Wed Oct 22, 2014 9:01 pm

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.
Apparently someone was building a house, and in the process found a pine cone which turned out to be a grenade.
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Re: Explosive size

Post by Silverdream » Sun Oct 26, 2014 11:32 pm

I think you missed the point, Voin.
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Re: Explosive size

Post by stubby » Sat Jan 24, 2015 12:44 am

Explosive damage is exempt from OOR damage penalties.
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Re: Explosive size

Post by sproke » Mon Aug 25, 2025 7:32 am

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
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Re: Explosive size

Post by yurp » Thu Oct 02, 2025 8:33 am

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..
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Re: Explosive size

Post by sproke » Thu Oct 02, 2025 5:55 pm

yurp wrote:
Thu Oct 02, 2025 8:33 am
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..
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
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Re: Explosive size

Post by yurp » Tue Oct 14, 2025 7:26 am

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..
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