My Houserules
Moderators: warman45, Rev. Sylvanus
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hughesdylan
- Battlefield General
- Posts: 5
- Joined: Thu Jan 22, 2009 2:55 pm
My Houserules
Hello all,
I'm a long time lurker, first time poster. I just wanted to give something back to the brickwars community. This will be a listing of our home rules, not all of these are our own, many come from the community at large.
This was origionally an excel spreadsheet, so i apologize for the horrid formatting. Hopefully you can understand it at least.
http://img265.imageshack.us/img265/889/77439622tw0.jpg
http://img80.imageshack.us/img80/1038/11198622ma2.jpg
I'm a long time lurker, first time poster. I just wanted to give something back to the brickwars community. This will be a listing of our home rules, not all of these are our own, many come from the community at large.
This was origionally an excel spreadsheet, so i apologize for the horrid formatting. Hopefully you can understand it at least.
http://img265.imageshack.us/img265/889/77439622tw0.jpg
http://img80.imageshack.us/img80/1038/11198622ma2.jpg
Last edited by hughesdylan on Thu Jan 22, 2009 3:15 pm, edited 1 time in total.
Wow, those are set up horribly. It's kind of hard to understand them with that setup.
Pretty much I just use these homerules:
Infinite ammunition for explosives = launcher cost + three times the explosives cost. It also takes a full turn to reload.
No sprinting.
No parries or counterattacks (makes things too busy).
And finally I change weapon stats a lot from the rulebook to make certain weapons that fit what I want them to have (like I'll make a gun that has a long-range weapon's damage or higher with a close range weapon's range).
Pretty much I just use these homerules:
Infinite ammunition for explosives = launcher cost + three times the explosives cost. It also takes a full turn to reload.
No sprinting.
No parries or counterattacks (makes things too busy).
And finally I change weapon stats a lot from the rulebook to make certain weapons that fit what I want them to have (like I'll make a gun that has a long-range weapon's damage or higher with a close range weapon's range).
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hughesdylan
- Battlefield General
- Posts: 5
- Joined: Thu Jan 22, 2009 2:55 pm
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hughesdylan
- Battlefield General
- Posts: 5
- Joined: Thu Jan 22, 2009 2:55 pm
- Elmagnifico
- Galidor

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Better. I like your chemistry dude.
READTHEFORUMCODE!!!
Varsaavius wrote:As the size of the explosion increases, the amount of social situations it can't resolve approaches zero.
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hughesdylan
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- MasterEcabob
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- IVhorseman
- If she don't want the brick, she won't get the dick

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I'd say that the first page of spreadsheet data is spot-on, but your minifigs could use a little work (or at least organization).
Warhead wrote:my head burns with War.

Plastik Armory: a bunch of weapons and abilities compatible with the 2010 rules.
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hughesdylan
- Battlefield General
- Posts: 5
- Joined: Thu Jan 22, 2009 2:55 pm
Been writing up my armies and decided to share some house rule stats with you all. They go along with 2005 rules.
~~~~~~~~~
Key for add-ons: (+ or - CP cost) Ability (Type)
-1 Takes either movement or action to set up (Weapon)
+1 Don’t need line of sight, but if you don’t have a line of sight roll 1d4. This roll plus any difference between use and skill roll is how far away from the target the mortar hits, just like a regular missed skill roll (Weapon)
+3 Infinite 1d10exp rockets and takes one turn to reload (Weapon)
+6 Infinite 2d10exp rockets and takes one turn to reload (Weapon)
+9 Infinite 3d10exp rockets and takes one turn to reload (Weapon)
(etc.)
+2 Natural body armor. Same as regular body armor, but no move penalty (Minifig)
+2 Treat all close combat weapons as one size category larger for damage (Minifig)
+1 Can wield two-handed weapons with a shield (Minifig)
+3 Increase damage with ranged weapons by 1d6 and range by 2” (Minifig)
~~~~~~~~~
Key for weapons: Weapon Name (Use Rating) - Range @ Damage
Machine Gun (3) - 8” @ 1d6+1
4CP
Heavy Machine Gun (4) - 9” @ 2d6
-1 Takes either movement or action to set up
5CP
Sniper Rifle (3) - 12” @ 1d6+4
6CP
Mortar Cannon (4) - 12”
+1 Don’t need line of sight, but if you don’t have a line of sight roll 1d4. This roll plus any difference between use and skill roll is how far away from the target the mortar hits, just like a regular missed skill roll
-1 Takes either movement or action to set up
(Explosives sold separately)
6CP
~~~~~~~~~
Key for add-ons: (+ or - CP cost) Ability (Type)
-1 Takes either movement or action to set up (Weapon)
+1 Don’t need line of sight, but if you don’t have a line of sight roll 1d4. This roll plus any difference between use and skill roll is how far away from the target the mortar hits, just like a regular missed skill roll (Weapon)
+3 Infinite 1d10exp rockets and takes one turn to reload (Weapon)
+6 Infinite 2d10exp rockets and takes one turn to reload (Weapon)
+9 Infinite 3d10exp rockets and takes one turn to reload (Weapon)
(etc.)
+2 Natural body armor. Same as regular body armor, but no move penalty (Minifig)
+2 Treat all close combat weapons as one size category larger for damage (Minifig)
+1 Can wield two-handed weapons with a shield (Minifig)
+3 Increase damage with ranged weapons by 1d6 and range by 2” (Minifig)
~~~~~~~~~
Key for weapons: Weapon Name (Use Rating) - Range @ Damage
Machine Gun (3) - 8” @ 1d6+1
4CP
Heavy Machine Gun (4) - 9” @ 2d6
-1 Takes either movement or action to set up
5CP
Sniper Rifle (3) - 12” @ 1d6+4
6CP
Mortar Cannon (4) - 12”
+1 Don’t need line of sight, but if you don’t have a line of sight roll 1d4. This roll plus any difference between use and skill roll is how far away from the target the mortar hits, just like a regular missed skill roll
-1 Takes either movement or action to set up
(Explosives sold separately)
6CP
We talked about that in another thread actually. It's in another thread on this sub-forum.birdman wrote:ya know, it might be just me, but i think that infinite 1d10 explosive weapons (even with the reload) are worth a bit more than 3 cp.
According to the rules, you have to buy the launcher and then the explosives that you want to launch.
So if you wanted a rocket launcher that shot 1d10exp rockets 10", you would pay the 5CP for the actual launcher first and then you would normally have to buy the rockets separately for 1CP each. So for the same cost at having infinite rockets with one turn to reload between shots, you would be able to buy 3 rockets with no wait.
It was just a way to make tanks and other weapons that you usually wouldn't see the actual ammunition in a Brikwars game more realistic in game-play.
And really, how many games do you play that a 1d10exp rocket gets fired from the same launcher more than three times? If anything, it's a hindrance. You probably end up not getting your points-worth out of it.

