Rulebook Cleanup

Rules questions, suggestions, and discussion

Moderators: Pwnerade, IVhorseman

Is IV the best mod?

yes
8
50%
yes
8
50%
 
Total votes: 16

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RagnarokRose
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Post by RagnarokRose » Tue Jun 29, 2010 12:01 pm

I'm playing half-life at the moment. Are you describing the .356 magnum? It sounds like it.
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Cpt. Zipps
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Post by Cpt. Zipps » Tue Jun 29, 2010 12:04 pm

Ross_Varn wrote:I'm playing half-life at the moment. Are you describing the .356 magnum? It sounds like it.
Half-Life 1 or 2?


I ust got to the fraking trash compactor in Half-Life 2
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stubby
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Post by stubby » Tue Jun 29, 2010 12:05 pm

Cpt. Zipps wrote:
stubby wrote:My current push is to fill out the section titled "Field Hazards," which is getting the rules for minefields and barbed wire and so forth, and the Scout who helps you avoid them.
Can you include a little something from the Battlefield Environments Supplement?
Field Hazards is the streamlined version of Battlefield Environments.

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RagnarokRose
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Post by RagnarokRose » Tue Jun 29, 2010 12:17 pm

Cpt. Zipps wrote:
Ross_Varn wrote:I'm playing half-life at the moment. Are you describing the .356 magnum? It sounds like it.
Half-Life 1 or 2?


I ust got to the fraking trash compactor in Half-Life 2
Both. I was asking IV.
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Cpt. Zipps
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Post by Cpt. Zipps » Tue Jun 29, 2010 12:28 pm

Ross_Varn wrote:
Cpt. Zipps wrote:
Ross_Varn wrote:I'm playing half-life at the moment. Are you describing the .356 magnum? It sounds like it.
Half-Life 1 or 2?


I ust got to the fraking trash compactor in Half-Life 2
Both. I was asking IV.
No, I was just curious which one.
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Cpt. Zipps
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Post by Cpt. Zipps » Tue Jun 29, 2010 12:29 pm

stubby wrote:
Cpt. Zipps wrote:
stubby wrote:My current push is to fill out the section titled "Field Hazards," which is getting the rules for minefields and barbed wire and so forth, and the Scout who helps you avoid them.
Can you include a little something from the Battlefield Environments Supplement?
Field Hazards is the streamlined version of Battlefield Environments.
Yay!
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Post by IVhorseman » Tue Jun 29, 2010 1:34 pm

Ross_Varn wrote:I'm playing half-life at the moment. Are you describing the .356 magnum? It sounds like it.
Yeah, that's about the difference in power I'm looking for.

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RagnarokRose
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Post by RagnarokRose » Tue Jun 29, 2010 3:24 pm

Well... unless you include "Exotic, Enviroment Changing Weapons", I'll pout.

I'm playing through HL2 at the moment, Zipps. Just got past the crane.
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Cpt. Zipps
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Post by Cpt. Zipps » Tue Jun 29, 2010 4:44 pm

Ross_Varn wrote:Well... unless you include "Exotic, Enviroment Changing Weapons", I'll pout.

I'm playing through HL2 at the moment, Zipps. Just got past the crane.
With the magnet?





Oh, I don't know if this is the right thread for it but will there be anything in the new rules about Shield Generators? both for ships and personal.
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RagnarokRose
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Post by RagnarokRose » Tue Jun 29, 2010 5:06 pm

Ayup. I got the 'OSHA Safty Violation' achievement, if you can believe that... *grumbles*

Oh wait, hang on. I'm actually past the Bridge. I can't remember which came first.
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Post by mm233 » Tue Jun 29, 2010 6:46 pm

Yay! I can't wait until you get these rules out for public viewing.
Sound so Ossume (did I type that right? lol)

About the weapons, I think I like the classes we have now, add a Heavy Guns area and some stuff on different modifications to those guns(i.e. more range, less recoil(lower UR), more damage, exetera.).

Perhaps something like this:
+Range = +1 cp per 2"
-Recoil(UR) = +1 cp per -1 UR
+Damage = +1 cp per +1 Damage

All this is based of of other things in the 2005 yearbook.
+Range is based on +Creature Movement
-Recoil(UR) is based on +Creature Skill
+Damage is based on armor for Mini-Figs

Just some ideas. :)

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Cpt. Zipps
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Post by Cpt. Zipps » Tue Jun 29, 2010 6:55 pm

Railguns.
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Post by Lt. Krus » Tue Jun 29, 2010 7:38 pm

http://www.brikwars.com/forums/viewtopic.php?t=4348

Some of my custom weapon's stats by TBD.

EDIT:
ADG: Rng 8", use 4, dmg 2D10, can only be fired at a target from behind.

Shotgun Rockets: Rng 12", use 7, dmg 1D10 each. 4 attacks per turn. Use the near miss rules. Must be reloaded after every shot.

MGL: Rng 12", use 4 for one grenade, +1 for each additional grenade fired. dmg 1D10 each. Has 3 grenades in its magazine and can fire anywhere between 1 and 3 per turn, but once its magazine is out of grenades the minifig using it must spend an Action to reload it. Use the NearMiss rules. The MGL can fire over obstacles if there is a spotter unit on the far side providing targeting data. (I actually have something like this).

SMG: Range 6", use 3 (4 on auto fire), damage equals rifle damage (which will vary depending on your house armor value; generally it's enough to kill a regular minifig on a roll of 4).

LRBAMF: Range 24", use 5 (3 if the minifig is stationary while firing it), dmg 2D6+2. Ignores any negative accuracy modifiers.

RPG-7: Range 12", use 4, damage 2D10. Must be reloaded after every shot.

My stats

Tri-Mace: CC, use 6 ,1d12 dmg, it is unparryable and has an automatic 6in knockback.

Captain Badass's OTC: OTC stats.
It is unparryable.

OTC of Carnage: CC, use 6, 1d12 dmg, +1d8 for every enemie killed with the OTC of Carnage that turn. It is unparryable. Will continue to kill enemies untill it fails to.

Minigun: Rng 8in, use 4, 1d8 dmg, can be used as a CC weapon, autofire rules

Minigun (CC): CC, use 3, 1d6, and requires a 5+ to be parried.

Mace of Fire: CC, use 5, 1d12+2 and fire damage, it lights the enemy on fire on the inside. Auto 6in knockback.

Mace of Ice: CC, use 5, 1d12+2, paralizes enemy for 2 turns. Auto 6in knockback.

Santa Grenades: Rng 1d10 and under, use 4, 1d8+2 in a 3in radius around explosion.

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aoffan23
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Post by aoffan23 » Thu Jul 01, 2010 2:35 am

Adding on to my tranq guns suggestion, there should be things like tazers for CC, with different levels of stunning. Each level should cost more CP, I'm not exactly good with points estimates so I'll leave those out for now. But here's what I have in mind:

Level 1: Rattled
The target is knocked slightly off balance, but they are still able to recover from the ordeal. Their movement is reduced by 1" and all skill rolls by 1.

Example: Paintball barrage

Level 2: Knocked Down
The target falls to the ground, and recovery becomes a bit more difficult. They are treated as if getting up from a prone position, with a -2 modifier to all skill rolls.

Example: Water cannon used for riot control

Level 3: Dazed
The target is stunned severely, and must take some time to pull themselves together. They are unable to act on their upcoming turn, and suffer a -2 modifier to skill rolls on their next turn.

Example: Tazer

Level 4: Unconscious
The target is put to sleep in some manner, whether it's by blunt force trauma to the head, or by some other means. They are unable to act for the next 2 turns, and suffers a -2" penalty to movement, and a -2 to any skill rolls for the turn in which they get up.

Examples: Tranq gun, poison darts, date snuggle drug




Just a thought, it could always just be simplified to stunned and unconscious if necessary.
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Quantumsurfer wrote:I generally agree with Tzan
Warhead wrote:I agree with QuantumSmurfer.
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Post by Warhead » Thu Jul 01, 2010 8:14 am

Yes, but it breaks the arm OFF, as in gone, no arm.
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