It means that if a medic sees a dead ally minifig he must run at it at full speedand attempt to raise it, if there are multiple dead allies pick the closestHoundis wrote:What do you mean too slow?Moronstudios wrote:Too slow,plus you don't have the Just a little dead he's still good he's sill good rule there.
And what the heck is "Just a little dead he's still good he's sill good" -rule? I have heard of it, but I haven't seen what it is.
And BTW, as I forgot to say it before and he'll beat me if I don't tell it, that d4 system was invented by my brother.
Medic
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I would like to use that, but when we planned the Medic, Muskotti and his brother didn't want that. This is easier, but not as realistic. Could you give few examples how that really works? Like, what is the UR to heal unit died 2 turns ago? 5 turns ago? On the same turn?IVhorseman wrote:true, but that method dosen't reward mediks for speedy recovery of the body like the d6 + time rule does. by making it harder each turn, there's a sense of urgency for the medik to show up there ASAP instead of waiting around. and before you say "i don't want to keep track of number of turns dead", realize that if you care enough about a fig to want to bring him back, you probably care enough to know his name and blood type, let alone keep track of turns dead.
My brother had some wacky idea for the healing with d6 so that it rewards quick Medics, but he couldn't explain it too good, so we just forgot it.
Just a little dead he's still good he's sill good sounds great, I'll have to remember that. I'll ask my brother what he thinks. But that sure makes Medics very menaced.
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it's what the original message in this thread said. if a minifig has been dead for 3 turns, medik must roll higher than a 3. if they've been dead for 17, he must roll a 17. if the roll is failed, then they fail and the minifig s demoted to "dead for reals"
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Yeah, I though it's that simple. Do you mean it's Automatic Success, if medic can reach the soldier on the same turn? Let's say Enemy Response killed a soldier, but luckily Medic is right behind. Does he still need to throw 2 to save him, or is it Automatic Success?IVhorseman wrote:it's what the original message in this thread said. if a minifig has been dead for 3 turns, medik must roll higher than a 3. if they've been dead for 17, he must roll a 17. if the roll is failed, then they fail and the minifig s demoted to "dead for reals"
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IV the medic needs to roll a skill roll EQUAL to the # of turn dead. So 3 turns means he has to roll 3 or more, not more then 3.Houndis wrote:Yeah, I though it's that simple. Do you mean it's Automatic Success, if medic can reach the soldier on the same turn? Let's say Enemy Response killed a soldier, but luckily Medic is right behind. Does he still need to throw 2 to save him, or is it Automatic Success?IVhorseman wrote:it's what the original message in this thread said. if a minifig has been dead for 3 turns, medik must roll higher than a 3. if they've been dead for 17, he must roll a 17. if the roll is failed, then they fail and the minifig s demoted to "dead for reals"
Houndis he needs a 2 to save him.
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yeah, it'll save him as long as it's not a critical failure.
i personally rule that the medic has to surpass the # of turns dead, instead of just meet it. a minifig has to take more than 4 damage to die instead of equal to 4, so i think it's only fair.
i personally rule that the medic has to surpass the # of turns dead, instead of just meet it. a minifig has to take more than 4 damage to die instead of equal to 4, so i think it's only fair.
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Very logical, and logic isn't vary brikwarish is it? though I get your point.
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Thought so, 'cause everyone should be able to get things FUBARed.Moronstudios wrote:IV the medic needs to roll a skill roll EQUAL to the # of turn dead. So 3 turns means he has to roll 3 or more, not more then 3.
Houndis he needs a 2 to save him.
After I've read things here, 've been thinking, why none of us four have never thought anything like that. Good thing this forum exists, so we'll have new stuff to our games.
As for the UR of healing, I'd go with IVhorse. It's harder, but makes more sense when compared to Damage.
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We had a rule like this in earlier versions of BrikWars, but in actual games it turned out to be impossible to keep track of how many turns all the different units had been dead. Or, not impossible, since in theory we could have started stacking pips next to each corpse to time their decay rate, but that would have been an awful lot of trouble to go to in order to negate violence.
I am planning to make a Medik card eventually, since the Medix units have a long history going all the way back to Lego Wars, but it's not high on the priority list just yet. I haven't got any fancy ingenious ideas for the Medik game mechanic yet, either, so I'm still keeping an open mind for inspiration to strike between now and then.
I am planning to make a Medik card eventually, since the Medix units have a long history going all the way back to Lego Wars, but it's not high on the priority list just yet. I haven't got any fancy ingenious ideas for the Medik game mechanic yet, either, so I'm still keeping an open mind for inspiration to strike between now and then.
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but that's the beauty of the medik! just because a unit is dead dosen't mean a medik has to save him (sure there's the Just a little dead he's still good he's still good thing we came up with, but that's only an optional rule). If you're planning on saving someone, you're going to know how long they've been dead. if a medik just happens upon a corpse, and nobody knows how long it's been there, it's dead. if there's an argument on how long it's been dead, what-i-say-goes roll does it. if someone's keeping track of how long EVERY corpse has been dead, direct them towards the 2001 rules for their entertainment.Rayhawk wrote:We had a rule like this in earlier versions of BrikWars, but in actual games it turned out to be impossible to keep track of how many turns all the different units had been dead. Or, not impossible, since in theory we could have started stacking pips next to each corpse to time their decay rate, but that would have been an awful lot of trouble to go to in order to negate violence.
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I disagree with this whole 'how long has he been dead?' thing. If a medic is magikal enough to reattach heads and assemble blown-out brains, no matter of mold can stop them. Besides, how long does a turn represent anyway? A matter of minutes makes no difference in real life resurrection.
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For the amount of turns dead if not remembered should just be fairly estemated.
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hahahahaha this reminds me of when i attempted to calculate how long a turn was based on the fact that 2001 said that gravity pulled at 2" per turn per turn. now in the REAL world, it's 9/8 meters per second per second, so if i found the exchange rate for meters and inches, i could find turns in seconds. but then i saw something shiny.
and a matter of minutes DOES make a HUGE difference in real-life revival. if someone gets a gunshot they usually aren't dead on the spot. they just fall over in pain, and then bleed to death. a paramedic only has a few minutes to save someone before they bleed to death etc. etc., and this rule reflects that AND rewards mediks for putting themselves in danger to revive a comrade.
and a matter of minutes DOES make a HUGE difference in real-life revival. if someone gets a gunshot they usually aren't dead on the spot. they just fall over in pain, and then bleed to death. a paramedic only has a few minutes to save someone before they bleed to death etc. etc., and this rule reflects that AND rewards mediks for putting themselves in danger to revive a comrade.
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Horsey, you can't be serious.
Brikwarriors shoot to kill. Their projectile weapons, even pirate rifles and arrows, can dismember and mutilate. I Brikwars, it is assumed that part of one guy's head has flown off across the battlefield and his arms and legs have been ripped off and fused with a telephone pole down the corner. These guys are dead.
The jobs of medix are to reattach these limbs, and unmush these brains. Mediks are professionals trained in the art of minifig restoration. Their hands are like yellow acts of god, their suitcases like magikal miracle bags.
And since the laws of physics are pretty much ignored with the destructional mayhem, I don't see why we can't give these poor souls a chance to die again in equally destructive ways.
Brikwarriors shoot to kill. Their projectile weapons, even pirate rifles and arrows, can dismember and mutilate. I Brikwars, it is assumed that part of one guy's head has flown off across the battlefield and his arms and legs have been ripped off and fused with a telephone pole down the corner. These guys are dead.
The jobs of medix are to reattach these limbs, and unmush these brains. Mediks are professionals trained in the art of minifig restoration. Their hands are like yellow acts of god, their suitcases like magikal miracle bags.
And since the laws of physics are pretty much ignored with the destructional mayhem, I don't see why we can't give these poor souls a chance to die again in equally destructive ways.
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hahahaha i know exactly where you're coming from. and there are people who like mediks to be able to bring anyone back no matter how long they've been dead. Yes, Mediks can preform operations to re-attatch every limb in a single turn, and the bleeding to death thing doesn't apply in 75% of situations. Really the biggest reason the bloodloss rule comes into effect is due to the sense of urgency it provides. that extra difficulty in the saving roll may be just enough for Doctor Brik M.D. to jump into a cannon's firing arc and save the fig, giving the opportunity for even MORE bloodshed.
either way, this class is still completely unnofficial until mike makes a stat card. so either rule is fine for now (and probably forever).
either way, this class is still completely unnofficial until mike makes a stat card. so either rule is fine for now (and probably forever).
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