Can't sleep until I unleash the last installment. If nothing else, at least it's done now. Two huge pages below.... )
Two more Brikwars rules clarifications. First, if you're rolling and you roll a six, you roll again and add that number to your roll. So it's entirely possible to roll greater than six on a typical roll. And yes, they stack, so you can roll an entirely outrageous number. Which will happen on occasion.

Also, the heroes for each side (Stag and Gordon) can, instead of taking damage, inspire any teammate within D6 inches to Redshirt for them -- essentially jump in the way and take the damage instead of the hero. For an example, see below. Three huge pics below.... )
Note that in BrikWars, low die rolls are bad, and rolling a 1 generally constitutes a critical failure. Three big pics below.... )
An entirely different medium this time. This is partially an experiment and partially an excuse to practice using Illustrator, so bear with me.

Three big images below.... )
Due to technical difficulties (one involving batteries, one involving me forgetting one of the minifigs actually existed), the latest scenario's being redone. Until then, meet the players. All 34 of them.... )

I dunno. It was something to do while waiting for my new shipment to arrive.

Speaking of, it came today, so the next few days will be interesting.

Note: just done with whatever audio files I could find on my hard drive. Mostly from two sources.
After last time's somewhat anticlimatic outing, I wanted to make sure the next scenario was a bit more...eventful. Welcome to Precinct El-Three-Gee-Zero. )
So here's a theory I asked myself: when playing Brikwars, is a numerically-superior force of melee attackers superior to a smaller force of ranged-weapon attackers? Boy, did I get the answer. Scene setting, but not the answer, below.... )


sigma7: Sims (Default)


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