Automatic Fire for Brikwars 2005
Posted: Mon Oct 06, 2008 1:03 am
Hey! IVhorseman here, reminding you youngin's that we've got ourselves some rules for automatic fire! these rules have been playtested, debated, and voted as the official (community) rules for automatic weapons in brikwars (not necessarially the ones for the rulebook, but the ones we here agreed on)! Hope you enjoy.
The Basics
okay, let's be honest. firing one bullet at a time is nice, but action movies have proven to you that some guns fire MANY bullets in short periods of time! action movies and brikwars go together like popcorn and nesquik, so you want to plop these bad boys into your game ASAP, right? well how are you going to treat them? furthermore, brikwars only has two types of ranged weapons (the pistol and the rifle). we both know that there are ALL kinds of sick guns that shoot several bullets a second, so why don't we include those too? all in time, buddy.
Tossing em in
alright, here's the fun stuff. let's say your minifig is holding an assault rifle. normally, you'd just say "that's a rifle", and give it rifle stats. but we both want to kick it up a notch. normally, a rifle has a UR of 3 and a damage of 1d6+1. awesome. now, let's bump it up to automatic fire! to make a weapon automatic, you add a few CP points (I don't use CP and therefore never came up with a fair addition for this. go ahead and use what you think is fair) and know that you can now fire a fully-automatic weapon! this trait can be added to any minifig weapon that you want to make automatic. yeah, i guess even a sword if you wanted to.
Attacking
When you make an attack with an automatic weapon, it works mostly like any other attack. pick a target, roll against UR, and do damage.
remember that Automatic is just a setting applied to any weapon. when you make an attack that's using automatic fire, the UR of the weapon is decreased by 1. this is to compensate for the fact that since more bullets are fired, you're more likely to hit. if you successfully hit the target, apply normal weapon damage, and then add in how many points you beat the skill roll by (example: the UR of your automatic pistol is 2 and you roll a 5. your damage would be 1d6, normal pistol damage, plus 3, the amount you beat the roll by). remember that your bonus skill rolls will apply to the damage as well!
however if you miss your shot with a critical failure, the weapon becomes out of ammo! your minifig must spend an action reloading the weapon for it to be usable again.
friendly fire
now, keep in mind that you just fired several bullets into a single target, and are assuming lots of them missed. in fact, so many missed that everything within one inch of the target now takes normal weapon damage! keep that in mind when you fire at a crowd of minifigs.
hitting multiple targets
"wait a minute," you might be thinking by this point, "even though my minifigs are firing lots of bullets in a single turn, they can still only hit one guy!" Well hold on there buddy, let's not get carried away. there actually IS a way for a single minifig with an automitic weapon to hit lots of targets at the same time, by simply spraying several bullets in a wide arc and praying that he hits something.
first, the player announces that he's going to pull a spray n' pray. spraying bullets in a wide arc will potentially hit a target, but your chances of hitting them are lowered if the angle of your arc is wider. Now, some people would bust out a protractor here, but Brikwars is not a game about precision. We use Fingercones, dammit.
Spread two of your fingers (adjacent fingers, buddy. and not a thumb) apart from eachother. see the angle it makes? your minifig is now targeting everything that falls into the angle created that's in range! now, to determine the skill penalty, count how many fingers you're holding up. two. the minifig takes a -2 to skill. want a bigger angle? use more fingers! you can get up to a -5 if you toss in your thumb (if and only if your other fingers are used up), and use the same rules! it's that simple!
moar
no really, that's it. if you want more fun with clip sizes, check out my homebrew rules for HMGs and Miniguns here.
The Basics
okay, let's be honest. firing one bullet at a time is nice, but action movies have proven to you that some guns fire MANY bullets in short periods of time! action movies and brikwars go together like popcorn and nesquik, so you want to plop these bad boys into your game ASAP, right? well how are you going to treat them? furthermore, brikwars only has two types of ranged weapons (the pistol and the rifle). we both know that there are ALL kinds of sick guns that shoot several bullets a second, so why don't we include those too? all in time, buddy.
Tossing em in
alright, here's the fun stuff. let's say your minifig is holding an assault rifle. normally, you'd just say "that's a rifle", and give it rifle stats. but we both want to kick it up a notch. normally, a rifle has a UR of 3 and a damage of 1d6+1. awesome. now, let's bump it up to automatic fire! to make a weapon automatic, you add a few CP points (I don't use CP and therefore never came up with a fair addition for this. go ahead and use what you think is fair) and know that you can now fire a fully-automatic weapon! this trait can be added to any minifig weapon that you want to make automatic. yeah, i guess even a sword if you wanted to.
Attacking
When you make an attack with an automatic weapon, it works mostly like any other attack. pick a target, roll against UR, and do damage.
remember that Automatic is just a setting applied to any weapon. when you make an attack that's using automatic fire, the UR of the weapon is decreased by 1. this is to compensate for the fact that since more bullets are fired, you're more likely to hit. if you successfully hit the target, apply normal weapon damage, and then add in how many points you beat the skill roll by (example: the UR of your automatic pistol is 2 and you roll a 5. your damage would be 1d6, normal pistol damage, plus 3, the amount you beat the roll by). remember that your bonus skill rolls will apply to the damage as well!
however if you miss your shot with a critical failure, the weapon becomes out of ammo! your minifig must spend an action reloading the weapon for it to be usable again.
friendly fire
now, keep in mind that you just fired several bullets into a single target, and are assuming lots of them missed. in fact, so many missed that everything within one inch of the target now takes normal weapon damage! keep that in mind when you fire at a crowd of minifigs.
hitting multiple targets
"wait a minute," you might be thinking by this point, "even though my minifigs are firing lots of bullets in a single turn, they can still only hit one guy!" Well hold on there buddy, let's not get carried away. there actually IS a way for a single minifig with an automitic weapon to hit lots of targets at the same time, by simply spraying several bullets in a wide arc and praying that he hits something.
first, the player announces that he's going to pull a spray n' pray. spraying bullets in a wide arc will potentially hit a target, but your chances of hitting them are lowered if the angle of your arc is wider. Now, some people would bust out a protractor here, but Brikwars is not a game about precision. We use Fingercones, dammit.
Spread two of your fingers (adjacent fingers, buddy. and not a thumb) apart from eachother. see the angle it makes? your minifig is now targeting everything that falls into the angle created that's in range! now, to determine the skill penalty, count how many fingers you're holding up. two. the minifig takes a -2 to skill. want a bigger angle? use more fingers! you can get up to a -5 if you toss in your thumb (if and only if your other fingers are used up), and use the same rules! it's that simple!
moar
no really, that's it. if you want more fun with clip sizes, check out my homebrew rules for HMGs and Miniguns here.