Playing FoP
#1
Posted 09 May 2005 - 11:47 AM
What I don't get is... feel free to challenge my knowledge of physics, but wouldn't some figures have a higher probability of landing rightside up than others? I mean, doesnt it depend on the weight distribution?
#2
Posted 09 May 2005 - 12:49 PM
#3
Posted 09 May 2005 - 01:01 PM
Well, I don't think this is the sort of game my friends would even want to play, so it's not like I really care about what the game is like - I am just interested in collecting..... But I was just curious if anyone else thought about the physics of tossing oddly shaped figures....The figures are great, but the game is just awful. I stopped trying.
#5
Posted 09 May 2005 - 02:43 PM
Yet another reason to love the hornet!Menis seems to land face-up the most.
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#6
Posted 09 May 2005 - 02:51 PM
Also, tossing Hyper figures around can damage their paint job.
#7
Posted 09 May 2005 - 06:46 PM
#8
Posted 09 May 2005 - 10:41 PM
#9
Posted 09 May 2005 - 11:03 PM
Non-clearance FoP Price: Roughly $1 a figure
Non-clearance D&D price: Roughly $1 a figure.
Actually, there's an idea. Track down every small PVC figure you have, and mix them up into one massive RPG.
#10
Posted 10 May 2005 - 03:30 PM
Eric
#11
Posted 10 May 2005 - 09:35 PM
General
Use
Minature
System
by Jensen Bohren
Each player starts with one hundred points to spend on thier army.
Each player may pay two points to give one figure +1 build(maximum allowed per figure is six build, or twelve points).
[Unnamed small figure]Figures: 3" and less: considered to be normal-sized. Five points to perchase for army. 3 actions each figure. 12 build to distribute among the following statistics:
*Moovement(MOV): the number of inches you may moove as an action.
*Attack(ATK): the amount of damage the figure deals. Has a "range" of zero inches, you must be right beside another figure to attack it. when attacked, the figure with the highest Vigor attacks first. Then the other counter attacks if still alive.
*Body(BDY): If you a figure takes damage greater than it's body, it is layed horisontal on the playing surface and is considerd "dead". That figure may not be used with it's own abilities. body decreses with each hit.
*Vigor(VIG): The highest Vigor attacks first when engaging in a fight. If Vigor is tied, the fight is simutanious. MAXIMUM VIGOR= 5.
[Unnamed Medium Figure] Figures: 6" and less: considered to be normal-sized. Eight points to perchase for army. 2 actions each figure. 20 build to distribute among statistics. All limits still apply.
Ranged weapons
figures must use two build to gain this attribute and distribute. you may spend two points to increse the range of the weapon by one.
The weapon's distance may be divided. If your range is five, you could shoot one figure two inches from you and another three inches from you.
ranged weapon damage is calculated as followed: Divide the attack value of the figure in half and roll that many d6. For each roll greater than the target's Vigor(VIG), the target takes the difference in damage.
Example: a figure with a six attack would roll 3d6. If the target's VIG is four. you roll a six, three, and five. the target would take one damage due to the six, no damage from the three, and one damage from the five.
Vehicles
(one action per turn) When judging a vehicle's cost, multiply it's lengnth by it's width. Add it's highth to that total. round any fractions down. The cost is twice the number calculated, and it's build is equal to the cost. The number of passangers the vehicle may carry is equal to 1/4 the cost, rounding down fractions unless it is less than one. If it is less than one, one figure may use it.
Vehicles have three attributes: MOV(functions the same as figures except for it can "run over" other non-vehcle figures), ATK(MAX ATTACK= 3), BDY(functions the same as figures).
If you have an item that could function as a ranged attack, you may pay five to have them active.
A figure must be present in the vehecle to drive or to fire a weapon(the figure doesn't need to have the ranged attribute). To fire the ranged weapon, the figure firing it uses an action of it's own, the vehicle does not use an action.
when a vehicle is mooving, if a figure is hit, roll 2d6. If the total is higher than all the remaining attribute totals of the figure hit, the vehicle keeps going. If not, it stops.
The Attack of the vehicle: Vehicles do not stand still and attack. When a figure is hit while the vehicle is mooving, roll to see if the vehicle stops or not. Reguardless of stopping, the hit figure(s) take damage equal to the attack of the vehicle+ the number of inches mooved from the original place the vehicle was.
Other unit types, Magic and Healing coming soon. (or not. There wasn't enough outside interest to continue this)
And you are here, with them, as so many specks of sand.