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Subject: 
QUICK, my scientist need exotic weapons
Newsgroups: 
lugnet.gaming
Date: 
Thu, 10 Jan 2002 15:26:54 GMT
Viewed: 
2057 times
  

My friend Devin and I are playing BrikWars this weekend, and he is planning on
invading the main research facility of PETS (People for the Ethical Treatment
of Scientists) [last week he slaughtered 5 scientists just because his troops
believe in conservative, classic space colors, and the scientists had just
painted their station orange.].

As we know he is invading, we plan to garrison the facility with some decent
troops to protect the scientists whilst they invent exciting new things.
However, I thought it would be a fun surprise if the scientists themselves took
up their exciting new things and blasted the crap out of his Classic Space men.
But BrikWars scientists don't invent blasters and laser rifles. They invent
shrink rays and blame throwers.

PLEASE SUBMIT ANY IDEAS YOU HAVE FOR WACKY WEAPONS (OR DEVICES THAT COULD BE
USED SIMILAR TO WEAPONS) I would love to try out ideas you have had in the past
and haven't playtested, or things that you arm all of your scientist troops
with. I would need to hear from you by Friday afternoon to use them on Sunday.
asneary@shakespearedc.org

Thanks

Aaron

   
         
     
Subject: 
Re: QUICK, my scientist need exotic weapons
Newsgroups: 
lugnet.gaming
Date: 
Thu, 10 Jan 2002 23:42:08 GMT
Viewed: 
2023 times
  

In lugnet.fun.gaming, Aaron Sneary writes:
My friend Devin and I are playing BrikWars this weekend, and he is planning on
invading the main research facility of PETS (People for the Ethical Treatment
of Scientists) [last week he slaughtered 5 scientists just because his troops
believe in conservative, classic space colors, and the scientists had just
painted their station orange.].

As we know he is invading, we plan to garrison the facility with some decent
troops to protect the scientists whilst they invent exciting new things.
However, I thought it would be a fun surprise if the scientists themselves took
up their exciting new things and blasted the crap out of his Classic Space men.
But BrikWars scientists don't invent blasters and laser rifles. They invent
shrink rays and blame throwers.

PLEASE SUBMIT ANY IDEAS YOU HAVE FOR WACKY WEAPONS (OR DEVICES THAT COULD BE
USED SIMILAR TO WEAPONS) I would love to try out ideas you have had in the past
and haven't playtested, or things that you arm all of your scientist troops
with. I would need to hear from you by Friday afternoon to use them on Sunday.
asneary@shakespearedc.org

Thanks

Aaron

Those nasty spacemen!  Try a transmogrification ray--turns progress-hating
spacemen into harmless rats, kitty's, and bunnies.

   
         
     
Subject: 
Re: QUICK, my scientist need exotic weapons
Newsgroups: 
lugnet.gaming
Date: 
Fri, 11 Jan 2002 03:53:33 GMT
Viewed: 
2299 times
  

Hey, I love coming up with stuff like this. We’re always hashing out new
BrikWar stuff and I’m more than happy to have a little brainstorming. One
note, however, is that I'm all about balance; exotic, super weapons have to
have some real drawbacks. I've given a few possible balancing factors to
choose from, if you’re so inclined. You might come up with some more (or
just price the weapon extremely high). None of this has ever been tested so
use at your own risk. I'm also unsure what the cost should be for each
weapon and that can be a big balancing factor in and of itself.

Guns/Rifles:

*Lightning Gun
Fires raging arcs of high voltage. Colorful and pretty (especially at
night), lightning guns can attack multiple targets in a short area and cause
troopers to spaz dance to death.
UR: 4
DMG: 1d6+3 to all targets hit.
Range: 6-8"; hits multiple targets in a 45-degree arc.
CP: ?
Possible Balancing Factors:
On a roll of 1 the gun backfires, jams or otherwise goes haywire doing 2d10
damage in a 4" circle, centered on the unit with the weapon. AND/OR gun has
to charge for at least one round before firing. AND/OR is indiscriminate in
target choices (i.e. will hit friendlies). AND/OR possible to overcharge,
increasing the weapons DMG by +2 for every round overcharged, but increasing
the chance of a backfire by adding 1 to the roll for each round (i.e.
Overcharge by two rounds and the weapon misfires on a roll of 3 instead of
1; but your DMG is 1d6+7 if you hit).

*Sonic Rifle
These weapons emit powerful cones of engineered sound waves that can disrupt
congnetive functions. Troopers hit with a sonic rifle either experience
brief moments of confusion or massive mind warping as thier heads burst into
a pulpy mess.
UR: 3(5)
DMG: 1d6+2
Range: 10" hits mulitple targets in a 45-degree cone to stun; 8" one target
to kill.
CP:?
Possible Balancing Factors:
These weapons can have two settings. Stun or Kill. This is reflected in the
UR. 3 is to stun; 5 is to kill. Stunned targets cannot do much more than
drool for a full turn. Targets wearing a closed helmet cannot be killed (at
least not right off). A successful hit on the Kill setting will shatter a
troopers faceplate and stun him (the stun setting has no effect).
Thereafter, they can be killed. If you're playing with Combined Fire and
using multiple Sonic Rifles, the trooper CANNOT be killed if all shots hit.
The helmet collapses completely, but absorbs all the killing energy. AND/OR
these weapons have little or no effect on walls or other large structures.
AND/OR if fired at at flat wall, or in a confined space, some of the energy
“bounces back” and can affect the user.

*Time Gun
A successful hit with this weapon shifts the trooper into the future by X
turns. As X is unknown, the player who fired the weapon should roll a 1d8
each turn. Place a marker of somekind where the trooper used to stand.
On a 6 the trooper rematerilzes on the spot he left.
On a 7 the trooper returns, but its shifted 1d4 inches, in a random
direction (use a 1d4 for North, South, East, West). If the location is also
a wall, tank, tank, etc. the trooper is instantly turned into a meaty paste.
If the location is another trooper, both units are spooged.
A roll of 8 means the trooper has been visiting an alternate universe and
has convinced several troopers from that universe to return with him. 1d6
new troopers appear with the trooper and they’re dedicated to his cause.
Complete with weapons identical to the trooper that was time shifted.
UR: 3
DMG: Special
Range: 8"
CP:
Possible Balancing Factors:
The balance is sort of built in. You can't control the trooper's movement
through time; or his return location exactly. So it's just as big a chance
to use on your own troops as the enemy (although a trooper removed from
battle, even for a turn, is one less weapon on the battlefield for that
duration). AND/OR it takes a round to recharge AND/OR on a 1 the user
becomes the target with the same results. AND/OR the weapon has a heavy
powerpack to carry or cart around, seriously hampering movement.
This weapon should not work against anything bigger than a trooper on a
mount or in a battlesuit. Although, it might work on things like boulders,
trees and other small objects. A rock rematerialzing inside a tank could
probably do some serious damage. A siege weapons could be built for warping
tanks and flyers to the future, but it should have a big power requirement.
AND/OR maybe a catastrophic failure resets the enemy troops to their
original strength.

Grenades/Bombs
These could fall under the MkII explosive stats. Most of the balancing
factors here involve accidently using this stuff on yourself.

*Vacuum Grenade
These grenades create a negetive atmospheric effect in the blast radius.
Besides instantly sufficating any creature without assisted breathing
(airtanks), it also causes objects just outside the blast radius to be
sucked into the vacuum. Boulders, trees, debris, other troopers and any
other object not nailed down are thrust to the center of the vortex smashing
into each other and whatever might be there as well. So, if a tank were in
the center, it might survive the blast, but suddenly be under assault by
every other object.

*Acid Grenades
More of an anti-vehicle weapons, these grenades spray corrosive acid in the
blast radius. If a trooper survives the blast, they simply pull out an
emergency Kwiky-Wipe and clean off the acid. A vehicle, however, once hit,
will continue to take damage unless cleaned off in water or by a mechanix.
One point of AV damage per turn for each grenade successfully hit. This one
could leave a pool of acid in it's wake and damage any and all units that
move through that area.

*Timmy Grenades
Anti-personal grenade. Turns Troopers into peace-loving Timmys SANS-weapons.
Try not to drop this on friendlies.

Hmmm, I’m sort of running out of steam. If I manage to come up with anymore
before the days end tomorrow, I’ll post them. Good luck with your game. Take
pics if you can, and let everyone know how it turns out. Especially if you
use any of these ideas.


-Evil Wayne
______________________________________________
"There is a very fine line between "hobby" and "mental illness."
http://www.geocities.com/legomaniac70





In lugnet.fun.gaming, Aaron Sneary writes:
My friend Devin and I are playing BrikWars this weekend, and he is planning on
invading the main research facility of PETS (People for the Ethical Treatment
of Scientists) [last week he slaughtered 5 scientists just because his troops
believe in conservative, classic space colors, and the scientists had just
painted their station orange.].

As we know he is invading, we plan to garrison the facility with some decent
troops to protect the scientists whilst they invent exciting new things.
However, I thought it would be a fun surprise if the scientists themselves took
up their exciting new things and blasted the crap out of his Classic Space men.
But BrikWars scientists don't invent blasters and laser rifles. They invent
shrink rays and blame throwers.

PLEASE SUBMIT ANY IDEAS YOU HAVE FOR WACKY WEAPONS (OR DEVICES THAT COULD BE
USED SIMILAR TO WEAPONS) I would love to try out ideas you have had in the past
and haven't playtested, or things that you arm all of your scientist troops
with. I would need to hear from you by Friday afternoon to use them on Sunday.
asneary@shakespearedc.org

Thanks

Aaron

   
         
     
Subject: 
Re: QUICK, my scientist need exotic weapons
Newsgroups: 
lugnet.gaming
Date: 
Fri, 11 Jan 2002 23:50:41 GMT
Viewed: 
2222 times
  

In lugnet.fun.gaming, Aaron Sneary writes:
PLEASE SUBMIT ANY IDEAS YOU HAVE FOR WACKY WEAPONS (OR DEVICES THAT COULD
BE USED SIMILAR TO WEAPONS) I would love to try out ideas you have had in
the past and haven't playtested, or things that you arm all of your
scientist troops with.

Hope this isn't too late, but I'll throw in my two bits:

My first two are based on some real-life experimental weapons I've always
thought were cool:


1. the ION GUN.
    -----
This gun shoots a steady stream of ionized particles into a stationary
object, building up a potentially lethal static electric charge over time.
(This does not work on moving objects.)  In real life the target object has
to be insulated from the ground in order to build up a significant charge
but this can be 'overlooked' for game purposes.  For every full turn a
scientist spends charging a target object, the object gains 1 level of
electrical charge.  The object retains that charge as long as no moving
objects come near it, within a radius equal to as many inches as are in its
level of electrical charge.  It's up to the players to decide whether this
process is completely invisible or whether enemy units have a chance to
notice a "St. Elmo's Fire" halo around the object.

If a moving object (hopefully a spaceman) wanders within the electrical
radius of the charged object, there's a massive arc of electricity and both
objects take 1d6 damage for each level of electrical charge.  Rockets flying
through the radius get zapped and explode.  If a bullet flies through the
radius or strikes the charged object, lightning travels back up the
low-pressure trail of the bullet and strikes the unit that fired it!  (It's
true, we found this out the hard way.)

Cost and stats are left as an exercise for the player.


2. the BROWN SOUND GENERATOR.
     -----
The sphincter is a tightly stretched sheet of tissue, almost drum-like in
its reactivity to sound.  Clever aucoustical engineers have discovered that
the resonant frequency of the average human sphincter rests between 16-18
hz, a tone far too low for normal hearing.  Powerful tones emitted along
these frequencies cause the bowels of human targets to erupt violently.
"Brown sound generators" have been the subject of military experiments for
decades but it was only recently that French riot police put them to
practical use by using parabolic directional speakers; previously, the sound
could not be 'aimed.'

Game effects of brown-sound damage are uncertain but it is sure that victims
will be heavily demoralized.

Cost and stats left as an exercise for the player.


3. the GREEN THING SPAWNER.
     -----
My last idea for a weapon has no real-life counterpart, but I always wanted
to make a Horrible Green Thing launcher.  Something as simple as a Bazooka
and a pile of Horrible Green Thing Grenades would do the trick.

Cost and stats left as an exercise for the player.


Besides having the scientists make up fancy experimental weapons, why not
have them try to use their existing scientific equipment as weapons?  A
single scientist manning the controls of the Giant Robotic Waldo Arm could
wreak serious havoc.  Many mainstays of sci-fi labs would be fun to play
with, such as the Trash Obliterator Chute, the Artificial Gravity Room (put
numbers on the floor, walls, and ceiling, and roll 1d6 at the beginning of
each turn to see which way the gravity is pointing), exposed chemistry
equipment (blowing up chemistry equipment creates mysterious chemical clouds
that have unknown effects on units that get caught in them, as any
comic-book fan can tell you), cleaning robots, teleporters, duplicating
chambers, kennels for dangerous experimental creatures, assembly-line
machinery, weldinng tools, etc.  Even the possibilities of combining a
sprinkler system with exposed electrical wiring can be taken advantage of.

At least one scientist should develop the ability to mutate into a horrible
monster.

Female scientists should not forget their ability to stun and bewitch male
opponents by taking off their glasses and letting down their hair.

That's all I've got off the top of my head, hope it helps.


- Mike

   
         
     
Subject: 
Re: QUICK, my scientist need exotic weapons
Newsgroups: 
lugnet.gaming
Date: 
Sun, 13 Jan 2002 00:28:07 GMT
Viewed: 
1983 times
  

This could be interesting;

How about a TORSO REVERSER

Target takes his torso and reverses it on the legs and head.  Makes it very
hard to use your arms or anything in them as they are now facing rearward.

or

The DUMB AS BRICKS GUN

Target takes head peice and is replaced with a 1x1 square brick.  Modify
intelligence appropriately.  (even better if you have the yellow 1x1
decorated with an eye.)

or

The IMTIMIDATOR "G"

A fearsome machine that projects a gigantic holographic image of the
operator in front of the enemy whist playing sound effects from a Godzilla
movie.

Hope that helps!

Mark Neumann
Home of the new Snow Leopard Clan
http://home.attbi.com/~ravenswolfmk/

   
         
   
Subject: 
Re: QUICK, my scientist need exotic weapons
Newsgroups: 
lugnet.gaming
Date: 
Tue, 15 Jan 2002 21:06:32 GMT
Viewed: 
2040 times
  

Thank you all for posting fun ideas. We did use a few of them. The time gun was
a lot of fun, although it was my own troop that ended up returning into a wall.
The sonic stun would have worked but Devin argued that all space troops have
closed helmets. I did manage to shatter one helmet with the stun setting. And
at the last minute, a scientist used the vacuum gun at point-blank range on a
ninja. Granted the scientist bought the big Lab in the Sky, but so did the
ninja ("yea!")
I really like the static charge idea and the green thing gun. I have plans to
field some of these soon. Green things were great in TL 3, hopefully as
effective in TL 5.

I built and designed stats for a JarJar projector gun, which would cast a
JarJar image on an opponent's troop, causing other troops to attack him. I
never got a chance to use it.

As usual, I was beaten. Not the stomping I usually take- Devin had two men
left, I had one. But he slaughtered my scientists and civil engineers like so
much ground beef. He even ran over my People for the Ethical Treatment of
Scientists sign (which was disguising a MkII laser cannon ;))

Aaron

   
         
   
Subject: 
Re: QUICK, my scientist need exotic weapons
Newsgroups: 
lugnet.gaming
Date: 
Wed, 16 Jan 2002 15:26:29 GMT
Viewed: 
2371 times
  

That's groovy Aaron. Of all the things I sugg'd, I thought the Time Gun was
the best; Glad to see it got some use. Most of the games I've played are
pretty straight forward TL 5 stuff. Not too much in the wacky department
(although I'm pushing).

Do you guys have any pics for a little show-n-tell? A little write-up
someplace on the web? I'm always up for [Echo On] Tales of BrikWar [Echo Off].

Groove On

-Evil Wayne
______________________________________________
"There is a very fine line between "hobby" and "mental illness."

http://www.geocities.com/legomaniac70




In lugnet.fun.gaming, Aaron Sneary writes:
Thank you all for posting fun ideas. We did use a few of them. The time gun was
a lot of fun, although it was my own troop that ended up returning into a wall.
The sonic stun would have worked but Devin argued that all space troops have
closed helmets. I did manage to shatter one helmet with the stun setting. And
at the last minute, a scientist used the vacuum gun at point-blank range on a
ninja. Granted the scientist bought the big Lab in the Sky, but so did the
ninja ("yea!")
I really like the static charge idea and the green thing gun. I have plans to
field some of these soon. Green things were great in TL 3, hopefully as
effective in TL 5.

I built and designed stats for a JarJar projector gun, which would cast a
JarJar image on an opponent's troop, causing other troops to attack him. I
never got a chance to use it.

As usual, I was beaten. Not the stomping I usually take- Devin had two men
left, I had one. But he slaughtered my scientists and civil engineers like so
much ground beef. He even ran over my People for the Ethical Treatment of
Scientists sign (which was disguising a MkII laser cannon ;))

Aaron

 

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