Frankly, I think it's a much much simpler solution than SN dice. My goal with most of these abilities is to let the SN dice take over for as much as possible, but for situations where I can think of an even simpler solution I want to share them with others.IVhorseman wrote:Gun Kata: The minifig may treat ranged weapons as if they were melee weapons; they may use an angry inch, use two small arms against the same target simultaneously, and engage in all close combat with their guns. They still may not parry attacks, or use their guns as parts of charge attacks.
Plastik Armory: Better Guns, Awesome Abilites
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- IVhorseman
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Re: Plastik Armory: Better Guns, Awesome Abilites
^^ Way to read the ability, shitlord ^^
Warhead wrote:my head burns with War.

Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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Re: Plastik Armory: Better Guns, Awesome Abilites
Apparently the rules have changed since I wrote these up, and loading is a move action, not a standard action. I'll still rule that Grenadiers always take an action to find a new explosive or upgrade an existing one.
Warhead wrote:my head burns with War.

Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
Re: Plastik Armory: Better Guns, Awesome Abilites
Got another idea suddenly. Tell me what you guys think.
Stimulants
A needle full of powerful stimulants commonly found in a Medik's bag. Normally these are used to get a wounded minifig back on his feet, but when used on an uninjured soldier, they have some interesting effects.
+1 bonus to skill rolls: A minifig hopped up on Stimulants is better at everything. Nobody knows why.
+1" Movement: Stimulants give minifigs a boost of energy, allowing them to run faster.
+1 Effective Size: Minifigs can't feel pain when hopped up on drugs. This means they can take an extra point of size damage before dying.
At the end of the round, any effects granted by stimulants wear off. If the minifig has taken a point of damage, he succumbs to his wound and falls over on the spot, dead.
Stimulants
A needle full of powerful stimulants commonly found in a Medik's bag. Normally these are used to get a wounded minifig back on his feet, but when used on an uninjured soldier, they have some interesting effects.
+1 bonus to skill rolls: A minifig hopped up on Stimulants is better at everything. Nobody knows why.
+1" Movement: Stimulants give minifigs a boost of energy, allowing them to run faster.
+1 Effective Size: Minifigs can't feel pain when hopped up on drugs. This means they can take an extra point of size damage before dying.
At the end of the round, any effects granted by stimulants wear off. If the minifig has taken a point of damage, he succumbs to his wound and falls over on the spot, dead.
BrikThulhu eats 1d6 minifigs each turn.
Re: Plastik Armory: Better Guns, Awesome Abilites
Nice, bet needs a better drawback. like
At the end of the round, any effects granted by stimulants wear off. Also the minifig dies immediately.
Natalya wrote:Wtf is going on in this thread?
Re: Plastik Armory: Better Guns, Awesome Abilites
That seems a bit extreme for a single-turn bonus.
BrikThulhu eats 1d6 minifigs each turn.
Re: Plastik Armory: Better Guns, Awesome Abilites
Or they crash when the high wears off and are unconscious for a turn.
BrikThulhu eats 1d6 minifigs each turn.
Re: Plastik Armory: Better Guns, Awesome Abilites
That is the best bad stuff for stimpacks I have heard yet. As long as they don't have any chance to try and get up.
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Re: Plastik Armory: Better Guns, Awesome Abilites
Honestly I just treat those little LEGO syringes as being able to grant an injectable supernatural d6 for one-time use. Works great every time!
Warhead wrote:my head burns with War.

Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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Re: Plastik Armory: Better Guns, Awesome Abilites
CC WEAPONS MASTER +1
When using any Melee Weapon, the Unit's skill is increased by 1 die size. The unit gains an extra angry inch.
MARKSMAN +1
When using a Long-Ranged Weapon or Short-Ranged Weapon, the weapon's range is multiplied by 1.5 and damage die increase to 1d8.
SPIDER GYMNASTIKS+2
Units with Spider Gymnastiks may traverse along any surface, as long as they end their turn in a stable position. Units with Spider Gymnastiks always land on their feet, and are never disrupted.
BODYGUARD +1
As long as a bodyguard unit is alive, redshirt rolls are equal to skill.
MORTAR
Mortars always land 1 turn after they are fired, but land on top of their target. Any armor plating or shielding on the target is ignored.
When using any Melee Weapon, the Unit's skill is increased by 1 die size. The unit gains an extra angry inch.
MARKSMAN +1
When using a Long-Ranged Weapon or Short-Ranged Weapon, the weapon's range is multiplied by 1.5 and damage die increase to 1d8.
SPIDER GYMNASTIKS+2
Units with Spider Gymnastiks may traverse along any surface, as long as they end their turn in a stable position. Units with Spider Gymnastiks always land on their feet, and are never disrupted.
BODYGUARD +1
As long as a bodyguard unit is alive, redshirt rolls are equal to skill.
MORTAR
Mortars always land 1 turn after they are fired, but land on top of their target. Any armor plating or shielding on the target is ignored.
BFenix wrote:Coolest 1000th post everSilent-sigfig wrote:![]()
Re: Plastik Armory: Better Guns, Awesome Abilites
Is the landing site always marked or declared? So the opponent can attempt damage controlSilent-sigfig wrote:CC WEAPONS MASTER +1
MORTAR
Mortars always land 1 turn after they are fired, but land on top of their target. Any armor plating or shielding on the target is ignored.
Re: Plastik Armory: Better Guns, Awesome Abilites
Voin wrote:Does it?IVhorseman wrote:It already takes an action to load an explosive into a launcher
I can't find anything about that in the rules. It seems more that it would be a Move Action, since loading a launcher should be routine for the crew operating it, while Standard Actions seem to be more appropriate for actions with a great degree of uncertainty in the outcome (accuracy of an attack, not falling off a rock ledge that you're climbing, cutting the right wire on a bomb you're disarming, etc.)
Ah ok, I was wondering about this too, since I've come up with a different Grenadier Specialty that allows them to spend an action affixing a muzzle onto the Stud Shooters to turn them into Bastard Guns.IVhorseman wrote:Apparently the rules have changed since I wrote these up, and loading is a move action, not a standard action. I'll still rule that Grenadiers always take an action to find a new explosive or upgrade an existing one.
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Re: Plastik Armory: Better Guns, Awesome Abilites
He's right you know.IVhorseman wrote: To use a scope on a weapon IRL, it actually takes quite a bit of time, first person shootedrs are terrible at portaying this.
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Re: Plastik Armory: Better Guns, Awesome Abilites
Alright, I've decided to rename this ability to "Muzzle Attachment" in any case, and made it a free ability since the Stat-card Generator will still charge you the CP for listing both "Modes," which is also good because some Muzzles are also built to function as Melee Weapons.Whiteagle wrote:Ah ok, I was wondering about this too, since I've come up with a different Grenadier Specialty that allows them to spend an action affixing a muzzle onto the Stud Shooters to turn them into Bastard Guns.
Of course, when trying to Stat up my Tairin Electro-Marauders, I came across another issue...
Flying Units can only power their Length in Inches of Weapons instead of twice as many for regular Creations.
As the Electro-Marauder has a twin-linkable double two-inch Launcher/Gun for one arm, that's kind of an issue if each Launcher/Gun adds to the Power Limit.
Now I know it could normally be fired by using a Turn for Divert All Power, but I was thinking about the Heavy's Special Ability: Compensating.
Compensating lets a Heavy use weapons an inch longer than normally allowed as long as he isn't moving.
My idea for a Creation Ability, Really Compensating, allows a Creation to power an additional number of Inches of Weapons equal to it's Length AS LONG AS IT DOESN'T MOVE that turn.
Like Compensating, this Ability cost the same number of Construction Points as the original Length of the Creation, so it probably wouldn't be worth while for REALLY BIG Creations, but smaller things like Attack Helicopters and Flying Mecha would gain the ability to unload their entire arsenal just by sitting still that turn.
Re: Plastik Armory: Better Guns, Awesome Abilites
This is generally not a good idea, as it leaves the deer inedible. I've seen some shit.Voin wrote:8. Can you fire both barrels of a Double-barreled Shotgun at the same target (as one can IRL)? What's the reload requirement (action or move inches?)
BrikThulhu eats 1d6 minifigs each turn.
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Re: Plastik Armory: Better Guns, Awesome Abilites
Where is this (Flight = 1/2 weapons) in the rulebook?Whiteagle wrote: Of course, when trying to Stat up my Tairin Electro-Marauders, I came across another issue...
Flying Units can only power their Length in Inches of Weapons instead of twice as many for regular Creations.
As the Electro-Marauder has a twin-linkable double two-inch Launcher/Gun for one arm, that's kind of an issue if each Launcher/Gun adds to the Power Limit.
I can't find it under Weaponry, Vehicles, or MOC Combat...
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