Concealed Carry

Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations

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AnnoyedZebra
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Concealed Carry

Post by AnnoyedZebra » Thu Apr 06, 2017 8:24 am

Any unit can use its action to reveal any weapon proportional to its size. This is always perfect for the job due to the forces of koincidence

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Captain-Camper
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Re: Concealed Carry

Post by Captain-Camper » Thu Apr 06, 2017 1:56 pm

Seems a little null in point because you're in the middle of battle and moving a civilian fig around would be a bit suspicious

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Re: Concealed Carry

Post by stubby » Thu Apr 06, 2017 3:44 pm

Unless it's a battle with lots of civilians, and you don't have to pick which ones were Concealed Carrying until the middle of the battle.

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Re: Concealed Carry

Post by AnnoyedZebra » Thu Apr 06, 2017 3:45 pm

stubby wrote:Unless it's a battle with lots of civilians, and you don't have to pick which ones were Concealed Carrying until the middle of the battle.
I'm planning a fight over a cybertropolis right now. So this is the general intention

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Re: Concealed Carry

Post by Captain-Camper » Thu Apr 06, 2017 4:03 pm

Makers sense

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Re: Concealed Carry

Post by Darkstorm » Wed May 03, 2017 3:53 pm

This actually sounds like a great idea! Someone (maybe me, I'll think about it) should give this some stats!

1cp - gives the ability to reveal any weapon equal to or less than the creation's size. You must pay for the weapon before the game (which would be stored off in either an on- or off- game stockpile.) The ability does not use an action??(up for debate)

cool idea though :tiger:
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Re: Concealed Carry

Post by AnnoyedZebra » Fri May 05, 2017 3:16 pm

Darkstorm wrote:This actually sounds like a great idea! Someone (maybe me, I'll think about it) should give this some stats!

1cp - gives the ability to reveal any weapon equal to or less than the creation's size. You must pay for the weapon before the game (which would be stored off in either an on- or off- game stockpile.) The ability does not use an action??(up for debate)

cool idea though :tiger:
I'd say it should require an action. Makes you have to be tactical about using it.
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Re: Concealed Carry

Post by AnnoyedZebra » Fri May 05, 2017 3:16 pm

There isn't much benefit to this though. MAybe any unti can pull from a specific stockpile?
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Re: Concealed Carry

Post by Darkstorm » Fri May 05, 2017 7:20 pm

Perhaps. I actually agree with the fact that revealing the weapon should take an action, but what about this:
make it where you have to roll your unit's skill, a crit success allows you to be able to use the weapon immediately without using an action, and a crit fail causes you to accidentally throw your weapon towards the nearest enemy (or something, like into the nearest lake or off the nearest cliff, anywhere that the weapon would be hard to get to)?
Thoughts?
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Re: Concealed Carry

Post by AnnoyedZebra » Sat May 06, 2017 1:51 am

Seems a lot of hassle when you could just carry a gun.
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Re: Concealed Carry

Post by Darkstorm » Sat May 06, 2017 7:07 pm

true

but why carry a gun when nobody knows you carry said gun?

*its because some minifigs are sly like that)
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Re: Concealed Carry

Post by Darkstorm » Sat May 06, 2017 7:08 pm

Yeah, it is a bit impractical though.

I don't know.

it wasn't my idea in the first place.

Although it sounds cool

I love double spacing better.
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Re: Concealed Carry

Post by Darthnox129 » Wed Jul 19, 2017 2:26 pm

I think you're looking at this wrong. Instead of being a clunky, overcomplicated specialty for a player's units to take, it could be a thing for civilians, controlled by mob rule. It wouldn't need to cost anything because with mob rule, sure you could make a civilian attack your enemy that got too close, but next turn they could very well take control of the same minifig and use it against you, which is certainly encouraged due to how hilarious it could be.
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