Supplement ideas, house rules, homemade stat cards, homebrew weapon types, and other cool variations
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stubby
- tl;dr: the rule of fudge is the entire rulebook
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by stubby » Mon Aug 25, 2014 1:13 pm
Phred wrote:IVhorseman wrote:First of all, the thrust mechanic is a really cool way to determine wind direction for sailing ships, or current direction if you decide one exists. See the rulebook for details.
Is the 2001 or 2005 rulebook being utilized for this break down?

2010 (Chapter 9.3: Thrust Vectors).
Natalya wrote:Wtf is going on in this thread?
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Phred
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by Phred » Mon Aug 25, 2014 2:02 pm
Now that's awesome. I like how thrust and steering are brought together into one length calculation instead calculating thrust length and steering.

Pirates don't hunt for treasure. They bury it- I mean we bury it. - Captain Kirk
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IVhorseman
- If she don't want the brick, she won't get the dick

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by IVhorseman » Tue Aug 26, 2014 2:24 pm
That's all well and good for what "actually" happened during the age of sail, but discussions like that have zero effect on the possibilities in a game like Brikwars. If you want to have something that relates the size of the hole with the rate of sinking, you can modify the whole "takes a number of turns to sink equal to the ship's size in inches" thing. Divide size of ship by size of hole, total number is how many turns the ship will sink in. Obviously, a hole must be below the waterline.
Armor plating will make small arms (mostly) ineffective, yes. Even then, since LEGO ships tend to be built from large POOP (piece with only one purpose) hulls, showing a "hole" in the side might take a little creativity and imagination.
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stubby
- tl;dr: the rule of fudge is the entire rulebook
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- Joined: Sat Dec 29, 2007 8:31 pm
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by stubby » Tue Aug 26, 2014 4:03 pm
I'm not sure I can think of a way to make holes sink ships that would feel tactile and fun to play. Let's see.
It might be funny to have a ship take on water as a kind of Field Hazard, if you have a bunch of loose blue bricks to start filling the ship with. Increase the size of the Water Hazard by 1" per turn for every 1" of hole in the side of the ship, with 1" of Current per 1" of hole, swamping away minifigs, cannons, ammunition, etc. A ship that's swamped completely doesn't necessarily go under, but it loses all Movement ability and isn't good for much otherwise, and everything floatable floats overboard and away from the ship.
Natalya wrote:Wtf is going on in this thread?