Newbish n00b questions, MkII

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Re: Newbish n00b questions, MkII

Postby stubby » Thu Apr 06, 2017 8:56 am

Voin wrote:6. Ok, so under the updated Weapon Mods rules, if I wanted to have, say a High Caliber (+Max Ammunition XSize)/Surgical (Damage or Effect as if 1 Size smaller) 1" Cannon (or Bastard Cannon) that fired a 2d round that a d6 of Penetrating followed up by an exploding d10 (so basically, a precision anti-armor weapon), what would that look like after all the numbers were crunched?

So, if you start with a 1" Cannon, High Caliber would let it fire as a 2" Cannon, and Surgical would bring it back down to a 1" Cannon again. So you'd have a 1" Cannon.

I should really re-combine the Effect and Capacity mods again, separating them was a bad idea. There's no weapon that both can apply to.

Voin wrote:Would I just take half the damage roll on the d6 & d10?

Stacking up half-dice starts to get complicated for rules and side effects based on number and size of dice. I'm not saying it can't be done, but it's probably not worth it.

Voin wrote:7. What was the design-philosophy behind allowing cannons, which are direct-fire to have effectively infinite ammo, but making launchers, which do parabolic-fire, have to have all the ammo bought or otherwise provided?

Cannons fire every other turn and can only fire bespoke ammunition, while Launchers can fire anything you put into them, including your own troops or other Launchers. If I steal or shoot your ammunition supply, your Cannon is immediately useless, while a Launcher just becomes a tool for unconventional warfare. So they both have their tradeoffs.

Really, the design philosophy was that we didn't have a category that fit tank cannons, pirate cannons, and FPS rocket launchers very well. I wanted to have something that better matched that gameplay, so I made a new category. Keeping track of the ammo for those weapons isn't fun in the way that having to come up with funny Launcher payloads is fun, but I did still feel that ammo variation is a big part of what makes those weapons fun, so I tried to design accordingly.

Voin wrote:8. Can you fire clusters of smaller projectiles out of a Cannon, & if so, do rules for that from the Launcher section apply?

For grapeshot, etc., I figured d8 Blast projectiles would be the way to go. But if you wanted to break up a single multi-die Cannon shot into multiple single-die Cannon shots, rolled separately, then I'm sure it would be fine.


Sure. Size 2" MachineGun, alternate damage 1d10.

It doesn't work great, because MachineGuns are based on the idea that bullets are flying everywhere and you only track the ones that hit anything, and d10s are based on the idea that you track every single one of them, especially the ones that miss. But that seems to be the least offensive way to handle it.

Otherwise, I've never seen autocannons as having anything interesting or fun to warrant getting special rules attention. They mostly seem like they'd just be annoying to deal with in-game. Explosions are fun as singular events but working out the details for a half-dozen at once seems like it could only be super tedious. Explosions are supposed to be exciting. If I design a system where explosions make people roll their eyes and yawn then I'm an obvious failure.

Voin wrote:10. If "it's brix, not bricks", shouldn't "Marksman" be "Marxman"?

As funny as that is, I've been phasing out the x. It's briks, not brick.

Voin wrote:11. I noticed a new specialty: The Sneak. Can we get a ...wait for it ...sneak peek (sorry, not sorry) at it's specialty write-up?

The Sneak was a temporary working title; now he's just the Thief. Besides Stealth, his skills are Breaking and Entering, allowing him to overcome physical obstacles (as part of regular Movement) and security systems (as an Action), and Theft, which allows him to steal stuff without anyone noticing. Both can be accomplished as normal actions (while visible) or as Shenanigans (while hidden).

Voin wrote:12. What was the design-philosophy in making Bodyguards override Assassins & Snipers? It seems a bit of an oddly... defense-oriented departure from your usual "Attack! Attack! Attack!" focus. Not that I'm complaining, mind you - I tend to play wargames fairly conservatively myself. Just curious

I also play wargames conservatively, which I why I know that BrikWars bogs down fast if it leaves too many openings for players to play that way. So it's not Attack Attack Attack as much as Action Action Action! Killing a Bodyguard instead of a Great Leader is still killing somebody, and Bodyguards bring their own attacks to the fight, so it's a way of defending your high-value targets with action-increasing assets rather than action-reducing assets.
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Re: Newbish n00b questions, MkII

Postby AnnoyedZebra » Thu Apr 06, 2017 10:19 am

Voin wrote:Image
(pic unrelated)

A bit late on  that one? All the cool kids have moved onto aancap smileys.
Actually why don't we have those for brikwars? They're super brikwarsy
Spoiler: show
Image
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Re: Newbish n00b questions, MkII

Postby Captain-Camper » Sat Apr 08, 2017 5:16 pm

AnnoyedZebra wrote:
Voin wrote:Image
(pic unrelated)

A bit late on  that one? All the cool kids have moved onto aancap smileys.
Actually why don't we have those for brikwars? They're super brikwarsy
[
Spoiler: show
img]https://pbs.twimg.com/media/Cpc2-NFUsAA9GNc.jpg[/img]

seems more political then brikwars
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Re: Newbish n00b questions, MkII

Postby AnnoyedZebra » Sun Apr 09, 2017 1:59 am

Well everything is so chaotic and warlike?
Last edited by AnnoyedZebra on Sun Apr 09, 2017 2:11 am, edited 1 time in total.
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Re: Newbish n00b questions, MkII

Postby Voin » Sun Apr 09, 2017 2:06 am

stubby wrote:

Sure. Size 2" MachineGun, alternate damage 1d10.

It doesn't work great, because MachineGuns are based on the idea that bullets are flying everywhere and you only track the ones that hit anything, and d10s are based on the idea that you track every single one of them, especially the ones that miss. But that seems to be the least offensive way to handle it.

Otherwise, I've never seen autocannons as having anything interesting or fun to warrant getting special rules attention. They mostly seem like they'd just be annoying to deal with in-game. Explosions are fun as singular events but working out the details for a half-dozen at once seems like it could only be super tedious. Explosions are supposed to be exciting. If I design a system where explosions make people roll their eyes and yawn then I'm an obvious failure.


Oh, right. My vision for it was that autocannons would generally be fired in short bursts to lessen the overhead, & even then only on things where it makes sense, like aircraft cannons.

Also, since you have to trade up 2d6 to get that 1d10 (so you're losing out on straight-up damage-dealing potential), I don't see autocannons as being so tempting that everyone will suddenly rush to spam them on everything, but rather relegated to spot applications where it would make sense, like Flak cannons, where putting up a wide area of relatively low damage will be "good enough" against fairly soft targets like Aerodynamic Flight systems which cannot be armored & the destruction of which sends the aircraft plummeting from the sky (vs. say, pounding it out against typically heavier ground armor or fortifications).
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Re: Newbish n00b questions, MkII

Postby Maraxous » Thu Apr 20, 2017 3:01 pm

I don't know if I have over looked it or what, but my question is can I use SN dice to add knock back? Like could you add 1d6 knock back to your ball bat, or throw guys around like Sauron in LOTR?
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Re: Newbish n00b questions, MkII

Postby Voin » Thu Apr 20, 2017 4:10 pm

Maraxous wrote:I don't know if I have over looked it or what, but my question is can I use SN dice to add knock back? Like could you add 1d6 knock back to your ball bat, or throw guys around like Sauron in LOTR?


Yup, you just apply Movement aspect: Thrust inches :warhead:
Thrust: apply (Die) inches of Thrust to object​


So (if I'm calculating this right - someone who has more experience with SN dice can correct me), a Baseball Bat of Mighty Slugging with a d6 bought in to represent its Supernatural cliche could add, as you said, 1d6" of Thrust to a struck target (making them take additional collision damage if they fly ≥4"), but keep in mind, the UR on said Baseball Bat would be +1 (for a total of 4, assuming you started with Heavy Weapon stats), effectively the same as the -1 penalty to Skill rolls per SN dice used.
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Re: Newbish n00b questions, MkII

Postby Maraxous » Thu Apr 20, 2017 4:45 pm

Voin wrote:
Maraxous wrote:I don't know if I have over looked it or what, but my question is can I use SN dice to add knock back? Like could you add 1d6 knock back to your ball bat, or throw guys around like Sauron in LOTR?


Yup, you just apply Movement aspect: Thrust inches :warhead:
Thrust: apply (Die) inches of Thrust to object​


So (if I'm calculating this right - someone who has more experience with SN dice can correct me), a Baseball Bat of Mighty Slugging with a d6 bought in to represent its Supernatural cliche could add, as you said, 1d6" of Thrust to a struck target (making them take additional collision damage if they fly ≥4"), but keep in mind, the UR on said Baseball Bat would be +1 (for a total of 4, assuming you started with Heavy Weapon stats), effectively the same as the -1 penalty to Skill rolls per SN dice used.


That is ossum
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Re: Newbish n00b questions, MkII

Postby Voin » Thu Apr 20, 2017 11:33 pm

Remember, it's a whole Supernatural Cliche, so it doesn't do just the one thing. An SN Baseball Bat like that could also add its SN to things like damage or parrying thrown objects.
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Re: Newbish n00b questions, MkII

Postby Maraxous » Wed Jun 28, 2017 4:19 pm

Is there an option for melee fighters similar to marksman? Or can you get a specialist in "sword swinging." I liked close combat master in the old rules, is there anything like it now?
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Re: Newbish n00b questions, MkII

Postby Darkstorm » Wed Jun 28, 2017 5:47 pm

Maraxous wrote:Is there an option for melee fighters similar to marksman? Or can you get a specialist in "sword swinging." I liked close combat master in the old rules, is there anything like it now?

idk, fudge it- as in, use it anyway.
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Re: Newbish n00b questions, MkII

Postby stubby » Wed Jul 05, 2017 2:08 pm

Maraxous wrote:Is there an option for melee fighters similar to marksman? Or can you get a specialist in "sword swinging." I liked close combat master in the old rules, is there anything like it now?

Most of the advantages that used to come from CC Master now just come from having a bigger Skill Die. So it doesn't really offer a whole lot that's unique anymore.

I've been thinking about adding a new Swashbuckling specialty that allows special attacks to disarm foes, force foes to move in a specific direction, engage multiple enemies at once, attack mid-acrobatics, etc. But I haven't made much progress on the idea yet. Most of that stuff seems like things you should already be able to do anyway with a skill penalty.
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Re: Newbish n00b questions, MkII

Postby StarshipH » Wed Jul 26, 2017 10:20 pm

So, for my newest army, I’ve been trying to go for a hyper technological, combined arms type of vibe. Specialized infantry squads backed up by support drones and fast, heavily armed transports. I was thinking about the Tau from Warhammer 40k and how to represent some of their coolest units. One thing that stuck out to me was their usage of stealth and spotting mechanics. That led me to design the Mk 7 Tactical Support Drone. Can a unit like this work?

Mk 7 Tactical Support Drone
-------------------------
CP: 10
Size: 1
Structure Level: 1/2
Skill: 1d8 (2x Half Mind: Submissive)
Move: 5” (Cannot swim, jump, or fly)
Armor: 6 (4 + 2 from Body Armor)

Specialties:
Tracking Specialty (+1CP): automatically Detects Stealth; allows Marking of targets for visibility and +1 Attack Bonus

Equipment:
Body Armor (1cp): +2 armor, can’t swim, jump, or fly

Smoke Dispenser (3cp):
Size 1 Gun: High Powered/Sawed Off
Use: 5, Range: 6”
Alternative Damage Dice: 2d6>1d10
Alternative Effect: 4” of Smoke

Key Questions: How does smoke interact with the Tracking Specialty? Can I have a unit such as my Tactical Support Drone? With two minds, the first action marks a target, then the second lays a smoke screen so my anti-armor squad can fire without fear of retribution. This seems like quite the force multiplier when combined with decent use of the terrain. Also, can variable damage dice be traded again for alternate effects? Is this Smoke Dispenser rules legal?

Also, how do weapon customizations work with alternate damage dice? Can I use High Powered to create a size one "bolt pistol" that deals 1d10 explosive damage?
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Re: Newbish n00b questions, MkII

Postby stubby » Thu Jul 27, 2017 3:19 pm

StarshipH wrote:Can a unit like this work?

All of this looks legal to me. Marking the target would make it still considered visible even inside the smoke cloud, and all the dice shenanigans look legit.
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Re: Newbish n00b questions, MkII

Postby StarshipH » Thu Jul 27, 2017 11:01 pm

6: Can Weapon Modifications work with Rockets?

7: If so, how does Safety interact with said rockets? Do they need to spend a turn arming? If so, do I have to declare a target like acquiring a target lock, or is it target unspecific, like arming a warhead?

8: Say I have a Size 2" AntiAir Missile Defense Turret armed with 4x Anti Dropship Missiles:
2" Rockets (Long Range+High Powered/2x Safety). How does the process of firing one of these rockets go? Does readying a weapon with Safety require an action? Does it cost power?

9: Said Anti-Dropship Missiles are designed to royally shred the occupants of a loaded dropship or other transport vehicle by introducing them to a spray of explosive warheads. The damage dice for said missile is 1d6 AP + 1d8 Blast + 1d10 Explosive. If I am correct, the order of operations for resolving this missile hit against a lightly armored transport helicopter would be as follows.
Spoiler: show
6: The 1d6 AP hits the wall of the transport and deals 1d6 damage to the helicopter.
7: The remaining 1d8 and 1d10 pass through to the tender inside of the transport compartment. From the point of impact on the bay wall, a single firing arc is measured resolving explosion attacks one after the other against every target in the arc until there are no longer targets in range (measured from the firing structure, not the target point).

8: The Blast deals 1d8 damage minus one damage per inch to each target in the firing arc, up to 8" away (This range can be increased by overskill or usage of a Benny. Also, the range might be adjusted based on the answer to question 12). The damage from other dice is lost at this point as well. Each Target also receives one inch of Knock Back from the impact point.

9: Each target hit by the blast is hit by an Explosion that deals 1d10 damage to everything within 2” and produces 1” of Knock Back from their previous position (the center of the explosion).

Against a crowded cargo hold of six lightly armored paratroopers, the resulting mess after all six explosions can only be described as “disturbingly slimy”.

10: Am I misreading the alternative damage rules or have I solved the “problem” of facing lots of enemies in an enclosed space? The answer seems to be, as with all things Brikwars, is to :sbr: and apply more carnage.

11: How does Divert All Power apply to an oversized weapon that has a readying time because of Safety?

12: When resolving damage from a blast, such as those produced by a d8, is the damage die rolled once and applied to each target or separately? If separately, how do you know when the "damage from the d8s is reduced to zero"? (Chapter 8: Alternative Damage Effects)
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