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Subject: 
Brikwars - The Final Installment
Newsgroups: 
lugnet.org.us.nelug
Date: 
Tue, 28 Mar 2000 13:44:29 GMT
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Last one, I promise;)

The Brikwars Manual is packed with literally dozens of pages of
well-thought-out rules and suggestions, almost all of which are
completely optional ;)  In most cases, we'll just go by common sense and
goodwill.  In some other cases,  playtesting revealed some
specifications that could be made ahead of time for the benefit of all:

******************************************************

1)  Backpacks - in the rulebook, they are to be used only as
parachutes.  Since we happen to think they are the coolest looking
things you can strap on the back of a minifig (not the big bulky
adventurer ones, but the arctic or starwars hoth trooper/imperial guard
ones), we also allowed them to take on their more traditional role -
holding one or two small items which can be listed in the wearer's
equipment list, and then take a turn to extract.

2)  Robot Vehicle/ 'Mech Construction - Basically, follow the regular
vehicle creation rules as outlined in the rulebook.  However, when
determining the chassis area, multiply the largest two dimensions of the
torso (that is, pick the largest two dimensions in studs from height,
width, and depth).

3)  Each troop can move independently and autonomously (chain of command
is not necessaily essential)  However, a group of troops in close
proximity and accompianied by a leader with a CB Radio can fire a
combined salvo at a vehicle - in this situation, the damage is taken
cumulatively, instead of individually (thus, 6 troops shooting weapons
that do 1d6 damage each might possibly destroy a vehicle with a 7d6
Armor Value - an event which could never happen if they were shooting
individually) - this is up for further discussion.  Essentially, we
didn't want to be too tied down to a chain-of-command, but did want to
have some benefit to having a leader-type amongst the masses.

4)  Additional Armor:  You can beef up your vehicle a little bit by
paying for additional armor.  Use the following guidelines:

        For every additional        Cost           Movement Penalty
                +1                          5 pts                   -1"
                +1d4                    10 pts                   -1"
                +1d6                    15 pts                   -1"
                +1d8                    20 pts                   -2"
                +1d10                  25 pts                   -2"
                +1d20                  35 pts                   -3"

5)  Don't worry about (that is, ignore completely) the following rules
for the purposes of this event:  Civilizations and specific clans, and
the different ammo bonuses from 1x1 round transparent plates.

6)  Bring anything you want to throw into the mix - just because this is
set in the far-flung future doesn't mean that you can't have some
anachronistic fun!  I have a whole collection of soldiers who think
they're stillin WWII, driving their old jeep right alongside some flying
power armor.  They may be useless since they insist on using pistols and
shotguns, but they sure lend flavor!  In any case, bring mechs, trucks,
cars, robots, knights, horses, trained monkeys, or whatever else suits
your fancy.

7)  Lastly, there have been some allusions to having some
individual-type incentives, above and beyond the stated goals for each
of the two sides.  This is where some of the landscape's local flavor
comes in  - the idea is that scattered throughout the landscape will be
an occasional cask of Guinness, designated by small wooden barrels.
Anybody who comes across one of these and spends some time at it (one
turn?  two? three?)  will be able to realize some of the virtuous
properties of the sweet sweet nectar.  Sure, perhaps there is an initial
penalty to pay (-2 to all rolls, movement, etc.?), as the alcohol sets
in ... but that can be justified with the addtional permanent bonus
(+1?  +1d4?) added to all skill and armor rolls after the alcohol wears
off.  That is, "Guinness For Strength"!!  And, of course, the effects
would be cumulative, so conceivably there could be some wonderful
enhancements to characters.  We'll be ironing out the details, but this
is what we came up with to enhance the "flavor" of the game, and keep
within the storyline.

*****************************************************

I know this has been alot of information - Hopefully nobody has been
completely overwhelmed or, if they have, are still planning on coming
anyways in the hopes of sorting it all out on Saturday morning.  And it
will be all sorted out, and no-one will be left in the dark prior to
playing.  The real purpose of the event is not to play the game
according to rigid rules, it's to have fun and laugh and use our
precious precious Bricks in yet another imaginative fashion for the
mutual enjoyment of all!

I had originally told the Charles Musuem of Industry that there would
probably be about 12 or so participants ... I'm hoping that we'll have
at least that number show up.  Plus, if the prospect of the game isn't
enough to entice, then maybe dinner/carousing iun the streets of Waltham
afterwards might be?  People who I already know are planning to come
are:

myself
Eric Joslin
Eric Kingsley
David Eaton

... anybody else?  Hope to see you all there!

shaun



Message has 2 Replies:
  Re: Brikwars - The Final Installment
 
(...) ...Nah! more! :-) ...I'm throwing my 2cents in because I wanna hold a game at WAMALUG, and if we do manage to put together a regional thing, I'm sure we will have a nice big war to plan! :-) (...) ...Maybe use the big adventurers ones as (...) (24 years ago, 28-Mar-00, to lugnet.org.us.nelug)  
  Re: Brikwars - The Final Installment
 
(...) Well, I did convince one of my non-Lego gaming friends that it would be a good time, so he'll be there. eric (24 years ago, 28-Mar-00, to lugnet.org.us.nelug)

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