Newbish n00b questions, MkII

Rules questions, suggestions, and discussion

Moderators: IVhorseman, Pwnerade

Re: Newbish n00b questions, MkII

Postby stubby » Tue Oct 28, 2014 1:20 pm

Voin wrote:Does a Heavy suffer recoil when Compensating with a 2" weapon?

No. A Compensating Heavy acts as if he were Size 2", so there would be no recoil.

Voin wrote:How would a double weapon work? I'm talking about something like a quarterstaff or a double-bladed lightsabre beamsword. It's not a polearm like 2-Handed weapons are, so it typically isn't used with reach, but it's designed to have more impact than simply a pair of 1-handed weapons.

It would act as a standard Heavy Weapon, unless you're going all crazy Darth Maul style, in which case it would be a Heroic Heavy Weapon.

Voin wrote:So would I need to pay CP as for a second weapon mode, or could I just say "I'm setting my blaster to Stun for the high-value target, and then back to Kill for all the bodyguards"?

The effects are basically the same either way, so there's no sense making the CP more complicated as well.

Voin wrote:
IVhorseman wrote:the increase in damage is offset by a higher use rating. In almost any situation, you're better off just using one of the base weapons, but if you're going to sperg over your desert eagle needing to do 1d6+3 damage, then go right ahead and bring that UR up to 69. You know what else has a UR of 69? a size 4 cannon, with 4d6 damage.

That's a good point - with the drawback balancing out the benefit, it may be better to have it as a +0 CP modification for those of us who use CP.

I want to do this for all modifications as much as possible. You pay for benefits with equivalent drawbacks rather than with CP.

Voin wrote:Since a unit with the Compensating specialty acts as a turret, would they also benefit from having the Gunnery specialty in regards to boosting skill with a "mounted" weapon?

Nope. It's acting as a Size 2" Creature rather than a turret, there's nothing mounted about it.
Natalya wrote:Wtf is going on in this thread?
User avatar
stubby
tl;dr: the rule of fudge is the entire rulebook
 
Posts: 4814
Joined: Sat Dec 29, 2007 8:31 pm

Re: Newbish n00b questions, MkII

Postby Natalya » Tue Oct 28, 2014 5:32 pm

IVhorseman was banned for saying "sperg" in his post.
  ▲
▲ ▲

"Ya gotta remember, Soryu's a brutal thug, ain't got no finesse like Shinji."
User avatar
Natalya
I've trolled before.
 
Posts: 4387
Joined: Wed Sep 17, 2008 10:57 pm
Location: Atlanta

Re: Newbish n00b questions, MkII

Postby Zupponn » Tue Oct 28, 2014 5:58 pm

Natalya wrote:IVhorseman was banned for saying "sperg" in his post.

But, so did you. :?
Image
User avatar
Zupponn
if you give us money we will give you product
if you give us money we will give you product
 
Posts: 5178
Joined: Mon Mar 21, 2011 6:15 pm
Location: Formerly Wisconsin, Now Minnesota

Re: Newbish n00b questions, MkII

Postby Gungnir » Tue Oct 28, 2014 6:12 pm

Zupponn wrote:
Natalya wrote:IVhorseman was banned for saying "sperg" in his post.

But, so did you. :?

Different context.
Though, I wasn't aware that was a bannable offense.
BrikThulhu eats 1d6 minifigs each turn.
User avatar
Gungnir
Jaw-Jaw
 
Posts: 984
Joined: Wed Jul 14, 2010 3:01 am

Re: Newbish n00b questions, MkII

Postby IVhorseman » Wed Oct 29, 2014 2:26 am

User avatar
IVhorseman
If she don't want the brick, she won't get the dick
If she don't want the brick, she won't get the dick
 
Posts: 5294
Joined: Tue Dec 11, 2007 10:12 pm
Location: The Abyss

Re: Newbish n00b questions, MkII

Postby stubby » Wed Oct 29, 2014 7:48 am

Voin wrote:Is there actually a master list of all bannable offenses? I did a site search, and besides the stuff in the ass of List of Automatic Ban Offenses all that I can find besides the word up there was: shipping other forum members in fanfiction, gifs of guys pooping, and running a joke into the ground.

the ass of automatic bans are just specific examples of the more general rules laid out in Thread 2.

Voin wrote:Can a unit with Armor use Thrust movement? I was gonna use this for statting out my Starships Troopers Mobile Infantry (as per the Roughnecks incarnation) - they have Heavy Power Armor, but also jump-jets for when they need that extra boost to reach advantageous terrain.

"On the bounce, Apes!"

Yes. For simplicity's sake, Thrust is universal, and not affected by Slow Movement or Size or Armor Rating or anything else.
Natalya wrote:Wtf is going on in this thread?
User avatar
stubby
tl;dr: the rule of fudge is the entire rulebook
 
Posts: 4814
Joined: Sat Dec 29, 2007 8:31 pm

Re: Newbish n00b questions, MkII

Postby Tzan » Wed Oct 29, 2014 3:20 pm

My weird penis pajamas are boneriffic against fire.

Image
User avatar
Tzan
Has anyone ever used those holes before?
Has anyone ever used those holes before?
 
Posts: 4155
Joined: Sun Dec 30, 2007 4:41 pm
Location: Boston

Re: Newbish n00b questions, MkII

Postby Gungnir » Thu Oct 30, 2014 12:11 am

Tzan wrote:My weird penis pajamas are boneriffic against fire.

Technically, fire is boneriffic against them. Or do you mean your pajamas are somehow slower while burning?
BrikThulhu eats 1d6 minifigs each turn.
User avatar
Gungnir
Jaw-Jaw
 
Posts: 984
Joined: Wed Jul 14, 2010 3:01 am

Re: Newbish n00b questions, MkII

Postby Tzan » Thu Oct 30, 2014 11:22 am

In order to have boneriffic pajamas you need to apply a chemical to them.
That happens in the the past, so you say that your pajamas have been boneriffic.

If I said that your brain was boneriffic against logic, you wouldn't then say that:
Technically, logic is boneriffic against your brain.
User avatar
Tzan
Has anyone ever used those holes before?
Has anyone ever used those holes before?
 
Posts: 4155
Joined: Sun Dec 30, 2007 4:41 pm
Location: Boston

Re: Newbish n00b questions, MkII

Postby stubby » Fri Oct 31, 2014 10:01 am

Voin wrote:* Does switching weapons cost any Move inches? I know picking up or dropping equipment items has no cost, so I'm thinking "no".

We used to have a Move cost for holstering weapons rather than just dropping them, but it was one of those "who cares" things that just ended up getting cut.

It's not instant though, for sure. You can't Parry with a weapon that's not already in hand, or switch weapons around at will when you're already in Close Combat.

Voin wrote:I've noticed a lot of people seem to think that it's OP to give a single fig multiple specialties, but I respectfully disagree. Here's why:

I agree to a degree, especially for specialties that you're using all the time - using one cannibalizes the opportunity to use the other one. For abilities that are intermittent and special-case, like the Med-chanik, it's much less common that he'll have opportunities to use both abilities on the same turn and be forced to make a choice. And in particular, loading the abilities on a Hero instead of one of the other minifigs ends up being a cheap way to make it hard to target your specialists.

But the problem isn't that stacking specialties is OP, it's that it's just lame a lot of the time. I'm not going to make a rule against it because there's a lot of potential for thematic coolness in something like a Medikal Hero, etc. But there's also a lot of potential for just fielding dudes who feel munchkinny and lame.
Natalya wrote:Wtf is going on in this thread?
User avatar
stubby
tl;dr: the rule of fudge is the entire rulebook
 
Posts: 4814
Joined: Sat Dec 29, 2007 8:31 pm

Re: Newbish n00b questions, MkII

Postby stubby » Fri Oct 31, 2014 1:59 pm

Voin wrote:Lameness to the munchkin degree can be often remedied by a grenade to the face of the offending minifig and a smack to the offending player.

Image
Redshirted! It's not like all those other minifigs aren't still around after you took their specialties away.
Natalya wrote:Wtf is going on in this thread?
User avatar
stubby
tl;dr: the rule of fudge is the entire rulebook
 
Posts: 4814
Joined: Sat Dec 29, 2007 8:31 pm

Re: Newbish n00b questions, MkII

Postby stubby » Wed Nov 05, 2014 9:43 am

Voin wrote:* I know Explosives shot out of a launcher aren't affected by distance penalties to damage (that grenade/mortar shell/rpg is gonna ruin somebody's day), but what about independently launched Rockets (I'm thinking the Rockets described in Chaper 8 are something like a one-shot disposable M72 LAW or Panzerfaust, right)?

Weapons that rely on momentum for their damage do less damage as they reach the end of their momentum. But an explosive either goes off or it doesn't; it can be sitting completely still and still do full damage. As long as the rocket reaches its target and goes off successfully, it's full damage.

Voin wrote:* Chapter 69.3 mentions Dual-wielding a couple times as an example of a Heroic Feat - "Dual-wielding heavy machineguns" and "Dual-wielding heavy axes". So how would that work in game terms, exactly? Do I roll my Heroic Feat first,  and then:
IF successful: make 2 Attack rolls.
IF unsuccessful: make only 1 attack roll as normal?

Or do both attack fail if I fail the Heroic Feat roll?

Like all Feats, the consequences of failure are up to you and your enemies. Depending on the situation on the ground, for the machineguns I might say loss of control, hits wrong targets. Heavy axes, too heavy, disrupts self in embarrassing fashion.
Natalya wrote:Wtf is going on in this thread?
User avatar
stubby
tl;dr: the rule of fudge is the entire rulebook
 
Posts: 4814
Joined: Sat Dec 29, 2007 8:31 pm

Re: Newbish n00b questions, MkII

Postby Gungnir » Thu Nov 06, 2014 4:01 am

Voin wrote:Could the Gunnery bonus be applied to big mounted melee weapons, like a siege-level battering ram, a Rock Raider's massive drill, or a mech's giant arm-sword?

I think that only applies to weapons the minifig actually lays his hands on, like mounted machine guns or ship cannons.
BrikThulhu eats 1d6 minifigs each turn.
User avatar
Gungnir
Jaw-Jaw
 
Posts: 984
Joined: Wed Jul 14, 2010 3:01 am

Re: Newbish n00b questions, MkII

Postby loafofcheese » Thu Nov 06, 2014 5:40 am

Voin wrote:
201 Rules wrote:The exact nature of Gunnery Support depends on the Weapon and the technology involved. The Gunners may be calculating trajectories, feeding ammunition belts, establishing target locks, or offering prayers to the gods of metal and mayhem.


So what exactly do you propose these gunners do to boost the giant melee weapon, it might work for a battering ram with having them actually push it, but for a giant drill or hammer, where are you gonna put them.
This is the way the world ends.
This is the way the world ends.
This is the way the world ends.
Not with a bang, but with a whimper.
User avatar
loafofcheese
Cannon Fodder
 
Posts: 451
Joined: Sun Jul 07, 2013 3:44 am
Location: Adelaide, South Australia

Re: Newbish n00b questions, MkII

Postby loafofcheese » Fri Nov 07, 2014 6:21 am

Voin wrote:
loafofcheese wrote:So what exactly do you propose these gunners do to boost the giant melee weapon, it might work for a battering ram with having them actually push it, but for a giant drill or hammer, where are you gonna put them?


At the controls, of course. For a giant drill, they'd be monitoring RPM, adjusting speed and power output, viewing spectrum-analysis-data to look for weak points in the target, etc. For a massive mech-hammer, they'd be making adjustments to kinetic transfer actuators, managing pneumatic accelerators, and siphoning off recoil energy to be absorbed through the inductor coils.

In other words, they'd still work as written, and I can dress up their actions with whatever techno-babble is necessary.

Sounds good.
This is the way the world ends.
This is the way the world ends.
This is the way the world ends.
Not with a bang, but with a whimper.
User avatar
loafofcheese
Cannon Fodder
 
Posts: 451
Joined: Sun Jul 07, 2013 3:44 am
Location: Adelaide, South Australia

PreviousNext

Return to The Rulebook

Who is online

Users browsing this forum: No registered users and 3 guests