To LUGNET HomepageTo LUGNET News HomepageTo LUGNET Guide Homepage
 Help on Searching
 
Post new message to lugnet.org.us.nelugOpen lugnet.org.us.nelug in your NNTP NewsreaderTo LUGNET News Traffic PageSign In (Members)
 Organizations / United States / NELUG / 131
130  |  132
Subject: 
Re: Brikwars - The Final Installment
Newsgroups: 
lugnet.org.us.nelug
Date: 
Tue, 28 Mar 2000 16:23:47 GMT
Reply-To: 
wubwub@wildlink.^AvoidSpam^com
Highlighted: 
(details)
Viewed: 
1430 times
  
Shaun Sullivan <sullis3@mit.edu> wrote:


Last one, I promise;)

...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! :-)

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.

...Maybe use the big adventurers ones as parachutes, all others just
as backpacks. I would also say the little clips on the arctic backpack
can be used to hold, say, a CB radio to free the person's hands.

2)  Robot Vehicle/ 'Mech Construction -

...sounds good

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.

...I like this idea! this is cool! I would recommend like 3" max
separation between individuals, and that the group has to be defined
before hand/distinguishable... don't want individuals just wandering
in and out... Perhaps with the caveat that they cannot use combined
firepower if not 'coherent' (the CB is being used to get them back
together "I'm not quite there sir, I'm just over the hill")

...Another thought I had was to let u deliberately buy troops at a
discount if they are part of a squad, with the caveat that they can
never act independently of the unit (have to stay close, basically do
the same things, etc)... maybe reduce the course of a SpaceMan to 3
vice 5? (but then again, I have not read the new chain of command
rules, so not sure about them yet :-)


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"

...Id just stop at +1d10 and say for each additional +1d10 it costs 25
and does an additional -2"... keeps super heavy tanks from getting too
ridiculous I would think. May have to mull over this one...



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.

...Hmmmm. U could have lots of fun with this one... put boxes all over
the place with random contents :-) (air strikes, cases of guiness,
cases of pabst blue ribbon masquerading as guiness (poisson :-)....
hmmmm


*****************************************************
myself
Eric Joslin
Eric Kingsley
David Eaton

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

...Jain's Guide looks forward to many pics and reports (lol... all use
the same pics, but each person write their own review... that could
result in interesting results! :-)


...you can go back to ignoring me now...

wubwub
stephen f roberts
wildlink.com
lugnet #160



Message is in Reply To:
  Brikwars - The Final Installment
 
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 (...) (24 years ago, 28-Mar-00, to lugnet.org.us.nelug)  

5 Messages in This Thread:


Entire Thread on One Page:
Nested:  All | Brief | Compact | Dots
Linear:  All | Brief | Compact
    

Custom Search

©2005 LUGNET. All rights reserved. - hosted by steinbruch.info GbR