Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations
Moderators: warman45, Rev. Sylvanus
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Kaplan
- Supercharged Tank

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by Kaplan » Mon Feb 17, 2014 3:47 am
I know that Brikwars is about fun and more complicated rules makes no game more fun but I enjoy creating new ideas about wargaming.
I have created "Capital Ship Cards" These cards enables players to use some new technological abilities like planetary bombardment and beaming support units during the game.
These capital ship cards are purchased/rented with specific CP at the beginning of the game. If you purchase one which is really difficult (nearly impossible) because of the huge amount of CP you can fictionally command the ship as you would any other vehicle. If you rent one then it represents capital ship in the orbit. Here is an example card I have created for the M-Throne Empire Faction:
Comments and critisism is mostly welcome.
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The Shadowscythe
- Touch my cloud song and I will fuck you up

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by The Shadowscythe » Mon Feb 17, 2014 4:42 am
Actually, this is fuck awesome.
I'll be in my bunk.
-- WARNINK -- LINK BELOW IZ KNOWN TO CAUZE HEMMORAGE --

I WARNED YOU, DIDN'T I WARN YOU?! BLAME RAYHAWK DAMNIT.

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SwedesInSpace
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by SwedesInSpace » Mon Feb 17, 2014 8:21 am

this is a beutifl thing. such a good microbuild i like the turrets (but star destroyer much?)
SWEDES IN SPACE!!! want some healthcare?
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Quantumsurfer
- Contest Manager

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by Quantumsurfer » Mon Feb 17, 2014 8:37 am
Kaplan, I like you. This is a very pretty presentation.
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Battlegrinder
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by Battlegrinder » Mon Feb 17, 2014 11:32 am
Seems like a cool idea, especially the support actions. Given how many people here have spaceborne factions or whatnot, I think these rules might see a fair amount of use (I know I'm going to use them).
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Zupponn
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by Zupponn » Mon Feb 17, 2014 3:43 pm
You could possibly do this for artillery strikes as well.
Maybe catapult or trebuchet strikes for medieval factions too?
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Battlegrinder
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by Battlegrinder » Mon Feb 17, 2014 4:36 pm
Zupponn wrote:You could possibly do this for artillery strikes as well.
Maybe catapult or trebuchet strikes for medieval factions too?
Could work, but most medieval or ground based armies can usually bring their artillery onto the battlefield with them. Plus, you'd start having issues with the "after 12 inches, objects take 1 turn to hit the target" rule once you start firing shells from that far off.
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Brikguy0410
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by Brikguy0410 » Tue Feb 18, 2014 1:32 pm
I have an adding,
Beam me up Scotty
Roll a d6 on a roll of 5 or 6 move one unit of your chooseing into reserve, when you return them to the field, restore all there health
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Battlegrinder
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by Battlegrinder » Thu Feb 20, 2014 6:22 pm
Brikguy0410 wrote:I have an adding,
Beam me up Scotty
Roll a d6 on a roll of 5 or 6 move one unit of your chooseing into reserve, when you return them to the field, restore all there health
Sounds workable. I don't think the healing bit will be needed (we have mechanics and medics for that), but being able to redeploy units on the fly can come in handy. Given how powerful that ability would be, there would have to be a pretty high cost attached to this power.
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IVhorseman
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by IVhorseman » Sun Feb 23, 2014 5:13 pm
Minifigs don't even have health anyways.