BW 2010 feedback

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Re: BW 2010 feedback

Postby Voin » Sat Mar 18, 2017 5:26 pm

d1 FTW, n00bs, crit on a roll of 1-1, awarding bonus d1s

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Re: BW 2010 feedback

Postby Tzan » Sat Mar 18, 2017 11:17 pm

RedRover wrote:Is a d2 just a poker chip or something?


You could do it with dice, even / odd.
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Re: BW 2010 feedback

Postby Kommander Ken » Sat Mar 18, 2017 11:59 pm

D2 is a Star Wars character, duh.
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Re: BW 2010 feedback

Postby Voin » Fri Mar 24, 2017 6:04 pm

Field Training (+1CP): Field training lets the Commando do expert (d8) level stuff at a competent (d6) skill level.


So I just realized a Commando using a mounted weapon is no different than any other competent soldier using it. The Gunnery bonus would only apply when they teamed up w/ another Commando or a proper Gunner. (not a huge deal either way, just a minor observation)
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Re: BW 2010 feedback

Postby stubby » Sun Mar 26, 2017 3:39 pm

Yep, as intended.
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Re: BW 2010 feedback

Postby Narwhal King » Wed Mar 29, 2017 6:16 pm

Anybody else not seeing the special ability descriptions in the army section?
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Re: BW 2010 feedback

Postby Voin » Wed Mar 29, 2017 10:32 pm

Narwhal King wrote:Anybody else not seeing the special ability descriptions in the army section?


Doesn't seem to be a problem for me. Try clearing your cache?
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Re: BW 2010 feedback

Postby Narwhal King » Thu Mar 30, 2017 6:29 am

Voin wrote:
Narwhal King wrote:Anybody else not seeing the special ability descriptions in the army section?


Doesn't seem to be a problem for me. Try clearing your cache?

Someone else said that The Mechanik, The Engineer, The Cybernetik, The Infiltrator, The Saboteur, The Assassin, The Sniper, The Commando, The Leader, The Commander, and The Great Leader are just not in the book yet. Is that true?
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Re: BW 2010 feedback

Postby stubby » Thu Mar 30, 2017 4:52 pm

You could also check Post 338206
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Re: BW 2010 feedback

Postby Voin » Thu Mar 30, 2017 11:29 pm

Observation: So w/ the addition of Alternate Damage Effect Dice, Blast-Guns went from being a corner-case-curiosity to potentially one of the most versatile weapons in the game, considering the various shell load-outs one can finally have for them.
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Re: BW 2010 feedback

Postby Narwhal King » Fri Mar 31, 2017 8:22 am

stubby wrote:You could also check Post 338206

Thanks, but I couldn't find a thing on Field Training.
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Re: BW 2010 feedback

Postby stubby » Fri Mar 31, 2017 10:29 am

Narwhal King wrote:
stubby wrote:You could also check Post 338206

Thanks, but I couldn't find a thing on Field Training.

Post 338221
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Re: BW 2010 feedback

Postby stubby » Sun Apr 02, 2017 11:01 pm

Hi everybody, quick update today - after yesterday's shenanigans I finished up the rough outline for Shenanigans in chapter 11. The system I was discussing with Voin turned out to be too complicated in testing, so I unified it back with the usual Stealth detection system for now.

Random new stuff elsewhere. Chapter D has some new graphics. Chapter 11 tables have been cleaned up a bunch. More clarifications to Weapon Mods. A bunch of sidebar links from intro sections in book 1 to their full-system versions in book 2 (see the new sidebars for QuikWars in particular). SuperNatural d8s can now be used to grant Specialties.

All Support Units have been added to chapter 11. Most of them use a variation of the Construction Action now, including the Medik, which is a pretty big change for his gameplay. It's now possible for a Medik to have Ker-Triage! interrupted so that he still performs all the amputations but doesn't revive the patient.
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Re: BW 2010 feedback

Postby Voin » Mon Apr 03, 2017 3:41 am

stubby wrote:Most of them use a variation of the Construction Action now


Excited about updates as always, but... will this be more of a problem for those of us who aren't playing in-person (as discussed earlier)?

Questions:

6. When a Scout Marks a target, is that target visible even through a smoke-cloud?

7. W/ "Safety" Weapon-mod, is it ready to fire on the first turn?
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Re: BW 2010 feedback

Postby stubby » Mon Apr 03, 2017 8:48 am

Voin wrote:
stubby wrote:Most of them use a variation of the Construction Action now

Excited about updates as always, but... will this be more of a problem for those of us who aren't playing in-person (as discussed earlier)?

Not any more or less of a problem than it was before. But I'm starting to lean on the side of "not really a problem at all." When you're not playing in person, the number of parts available within your radius is enough of a limiting factor by itself that the removal of the time limit doesn't matter all that much.

Voin wrote:6. When a Scout Marks a target, is that target visible even through a smoke-cloud?

Yes. The target is visible if buried underground, or magically cloaked, or whatever other reason. The Scout is relaying the location info in whatever way his allies need to get precise targeting solutions.

Voin wrote:7. W/ "Safety" Weapon-mod, is it ready to fire on the first turn?

Nope, otherwise you could put infinite upgrades on a single-shot weapon at no cost.
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