Nukes
Moderators: warman45, Rev. Sylvanus
I should thought of that a dirty bomb. I would never make it as a terrorist, oh well what about a nuke exploding high above the battlefield, not much physical damage, but it'd produce an EMP and Fallout. you'd have radition and none of your technology above the middle ages is gonna work.
Glory be to the Bomb, and to the Holy Fallout. As it was in the beginning, is now, and ever shall be. World without end. May the Blessings of the Bomb Almighty, and the Fellowship of the Holy Fallout, descend upon us all. This day and forever more. Amen!
- james+burgundy
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I actually tried using a nuke in my first game on a 6 square foot table. I don't recall what our rules about radiation were, but the initial destructive force was enough that it didn't matter (I don't remember exactly what the destructive force was, but I think it was something like 4d10 or 5d10 in a 6 inch radius, diminishing at either 1d10 or 1d6 every four inches after that). It got down to about the end of the game before it was used. My opponent had 2 regular units left with ranged weapons and I had only my hero unit (police officer armed with only a billy club) left. There was also a GM-controlled Technic giant armed with an energy club guarding the silo. I ran to the nuke and activated it. Afterward only a small corner of the map (if anything) was left intact. Nobody won.
In another game we tried a MUCH less powerful nuke that (guaranteed) it wouldn't destroy the board (not as fun, but SIGNIFICANTLY more practical; not that one should EVER put practicality above fun in BrikWars). Unfortunately when I tried to activate the nuke (I always seem to get to the nukes first for some reason), I had a catastrophic failure. The silo doors failed to open when I initiated the launch and, well, bad things happened...
In another game we tried a MUCH less powerful nuke that (guaranteed) it wouldn't destroy the board (not as fun, but SIGNIFICANTLY more practical; not that one should EVER put practicality above fun in BrikWars). Unfortunately when I tried to activate the nuke (I always seem to get to the nukes first for some reason), I had a catastrophic failure. The silo doors failed to open when I initiated the launch and, well, bad things happened...
- warman45
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you could use a mini-tactical nuke (doesn't exist yet) but basically the amount of uranium/plutonium is small enough that it doesn't destroy the map or cause massive eradiation but it makes a huge boom that destroys like 40 inches.
as well you could do a cold war underground base mission where a nuke or 2 goes of part way through the mission and destroys some rooms and everyone in them (for the rooms brack the ceiling make debris pretty much make a huge mess) and after the nuke hits allow people to fight in the brocken rooms and have only 2 or 3 rooms that are "nuke proof" so every other room has a chance of dying (you can roll a d6 on a 5 or a 6 the room is dead)
remember this is meant to be an underground base so it could survive a nuclear blast (in nuke rooms) other rooms are damaged
example : turn 3 roll on nuke table is 6 at end of turn nuke goes off
there are 4 rooms 2 nuke bunkers a hall and a hanger
end of turn nuke goes of roll for the hall and hanger hanger is 6 hall is 4
destroy everyone in hanger nock rof down and scatter debris hallway is fine
turn 5 nuke again roll again everyone in hanger automatically dies (room has been compromised) roll for hall and continue from there
as well you could do a cold war underground base mission where a nuke or 2 goes of part way through the mission and destroys some rooms and everyone in them (for the rooms brack the ceiling make debris pretty much make a huge mess) and after the nuke hits allow people to fight in the brocken rooms and have only 2 or 3 rooms that are "nuke proof" so every other room has a chance of dying (you can roll a d6 on a 5 or a 6 the room is dead)
remember this is meant to be an underground base so it could survive a nuclear blast (in nuke rooms) other rooms are damaged
example : turn 3 roll on nuke table is 6 at end of turn nuke goes off
there are 4 rooms 2 nuke bunkers a hall and a hanger
end of turn nuke goes of roll for the hall and hanger hanger is 6 hall is 4
destroy everyone in hanger nock rof down and scatter debris hallway is fine
turn 5 nuke again roll again everyone in hanger automatically dies (room has been compromised) roll for hall and continue from there
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- pesgores
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I think it's a great idea, but I lack the funds to build a scenario like that one.warman45 wrote:you could use a mini-tactical nuke (doesn't exist yet) but basically the amount of uranium/plutonium is small enough that it doesn't destroy the map or cause massive eradiation but it makes a huge boom that destroys like 40 inches.
as well you could do a cold war underground base mission where a nuke or 2 goes of part way through the mission and destroys some rooms and everyone in them (for the rooms brack the ceiling make debris pretty much make a huge mess) and after the nuke hits allow people to fight in the brocken rooms and have only 2 or 3 rooms that are "nuke proof" so every other room has a chance of dying (you can roll a d6 on a 5 or a 6 the room is dead)
remember this is meant to be an underground base so it could survive a nuclear blast (in nuke rooms) other rooms are damaged
example : turn 3 roll on nuke table is 6 at end of turn nuke goes off
there are 4 rooms 2 nuke bunkers a hall and a hanger
end of turn nuke goes of roll for the hall and hanger hanger is 6 hall is 4
destroy everyone in hanger nock rof down and scatter debris hallway is fine
turn 5 nuke again roll again everyone in hanger automatically dies (room has been compromised) roll for hall and continue from there
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My official post number 1000 was "The whole battle?"

- warman45
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maybey we should host some sort of super brikwars event somewhere if we get enough people for say a week then this scenario would be easilly achievable
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- warman45
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then get a bunch of people in portugal and host a brik wars gamepesgores wrote:...you don't know I live in the other coast of the Atlantic, do you?
Portugal.
(as well the way i thought the nuke game would play is that the 2 sides do a lot of damage to each other but the keep on hiding when the nukes drop that way you get many skirmishes and side battles)
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- ColourSchemer
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UR for firing, handling, or disarming a nuke should be 42.
That creates a serious random target for firing and hitting something, and brown pants for anyone trying to load, move, steal or disarm the thing.
As long as there is no delivery vehicle or remote detonator also on the field, a nuke is only dangerous to the guy that drops it.
That creates a serious random target for firing and hitting something, and brown pants for anyone trying to load, move, steal or disarm the thing.
As long as there is no delivery vehicle or remote detonator also on the field, a nuke is only dangerous to the guy that drops it.
- warman45
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Jaye Tea wrote:I should thought of that a dirty bomb. I would never make it as a terrorist, oh well what about a nuke exploding high above the battlefield, not much physical damage, but it'd produce an EMP and Fallout. you'd have radition and none of your technology above the middle ages is gonna work.
one thing you should know about nukes is the explode in mid air.
shockwaves then bounce off the ground and the explosion is magnified.
if you were to let the hiroshima bomb hit the ground then only the center of the city would be destroyed however because it blew a couple thousand feet off the ground the damage was devastating!
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- pesgores
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Whoa. MOABs. Nun-nuclear, yet powerful bombs.Jaye Tea wrote:Id rather have stats for MOAB than a nuke.
MOAB: http://en.wikipedia.org/wiki/MOAB_bomb
"You can get more of what you want with a kind word and a gun, that you can with just a kind word." - Al Capone
My official post number 1000 was "The whole battle?"

My official post number 1000 was "The whole battle?"

