Subject:
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More quikwars-my own castle supplement
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Newsgroups:
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lugnet.gaming.brikwars
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Date:
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Sun, 20 Jul 2003 18:03:54 GMT
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Viewed:
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6060 times
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I was hoping to play some quikwars today, but i realized some vital info about
castle stuff was left out. so heres my own supplement:
Castle Supplement
Armor
Ninja armor-adds 1 to movement
Plate armor-adds 1d6 to health
Chrome armor-blocks all ranged attacks
Chrome Helmet-makes the minifig a hero for as long as they wear the helmet
Weapons
Chrome knives-wield like normal hand weapons
-can also be thrown
-5 range and 2d6 damage
-It can be retrieved and reused if it does no damage
-If it does damage, it cannot be used again
Magic wands-either 10 range and 1d6 damage or can be used on a friendly grunt
to dub him a hero for 1 turn
Dragons
Can move 10 and can go over obstacles 5 high or less (height of a jump doesnt
take away from the 10 range)
Fire has a range of 5 and does 1d6 damage
Siege Weapons
To serve any siege weapon, the minifig must have both hands empty
-Catapult
-Minimum 2 minifigs to move it
-Maximum move is 5
-1 firing per attack phase
-Maximum 3 grunts to man a catapult
-moves up to 5 in movement phase, fires in attack phase
-Siege Towers
-To grunts to push it 5 per movement phase
-Up to 6 grunts may use it in 1 movement phase
-Count distance to tower, then put grunt at the end of the walkway on the wall
and move him the remainder of his distance
-Battering Rams
-6 grunts to operate
-Roll 2d6 for the door that is being hit and 1d6 for the ram. If the rams
number is equal or higher, the door breaks. If the rams number is lower, the
door remains standing.
-1 attempt to break down the door per turn
-spencer
I realize this may be defeating the purpose of quikwars, but a few things in the rules were a bit too vague for my taste :)
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