BW 2010 feedback

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Re: BW 2010 feedback

Postby Colette » Tue May 30, 2017 9:55 am

stubby wrote:
dilanski wrote:
SynchingShip wrote:P.S. Does it cost anything to get into a vehicle other than the physical move in inches?

I believe opening doors counts as a Move actions, and so does sitting down. Unless you have some complex entry or seating mechanism, which would potentially reduce you to half speed. Just being in proximity of a set of controls should be enough to allow you to operate a construction.

It's all free. Up until about a year ago, we had rules where opening doors and putting on seatbelts etc. cost move inches, but it slowed down the game for no real reason. So I took all that out. As long as you can reach the controls, you're good to go.

Unless it's a velociraptor. Then doors will slow it down, but won't stop it.
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Re: BW 2010 feedback

Postby Darkstorm » Tue May 30, 2017 10:07 am

I want to ask about how I would use a portal as a weapon. I have made this tank that utilizes a portal that launches bombs or other stuff that was dropped from great heights elsewhere into portal 1 and then transported to portal 2 and subsequently shoot out at high velocity. HOW would I stat that? (the portal is 3-4", can be fudged either way) :???:
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Re: BW 2010 feedback

Postby SynchingShip » Tue May 30, 2017 1:47 pm

Darkstorm wrote:I want to ask about how I would use a portal as a weapon. I have made this tank that utilizes a portal that launches bombs or other stuff that was dropped from great heights elsewhere into portal 1 and then transported to portal 2 and subsequently shoot out at high velocity. HOW would I stat that? (the portal is 3-4", can be fudged either way) :???:


I dunno about the "velocity increase" thing, but as far as portals go, I've seen this:

Voin wrote:Stationary Portals
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Buy these as a Difficult Terrain Field Hazard, paying the cost for the distance between the point of entry and point of arrival. The lack of having any unit that passes that line be affected is offset by the security of the portal (pass from one bunker to another without going through the battlefield in between). For portal networks, it takes an operator (his name is Walter) an Action to dial in a new address.


PortalGun

Image

This was a triumph.


PortalGun: Cost: Sizex3CP+1; Use: (Size +2); Range: (Size x 4) +2"; Effect: See below.

Bastard PortalGun (Two-Handed): 6CP; Use: 3; Range: 10"; Effect: See below.

I'm making a note here: HUGE SUCCESS.

A portal gun is a Gun that fires linked Portals instead of doing damage.

It's hard to overstate my satisfaction.

A PortalGun's portal radius is equal to the Size of the PortalGun, and the flat surface that the portal opens on must be wide enough for the portal to fit on it.

Aperture Science

Units hoping to go through the portal must be able to fit within the portal radius.

We do what we must
because we can.


A PortalGun can only have two portals open at any given time, and they must be linked to each other.

For the good of all of us.
Except the ones who are dead.


Since you can only fire a weapon once per turn, it takes 2 turns to set up a pair of linked orange/blue portals - a fair trade for such an endlessly fun ability.

But there's no sense crying over every mistake.
You just keep on trying till you run out of cake.


Once you set up a pair of linked portals, firing the gun subsequent times removes the portal of the second-to-last color you placed & fires it at a new surface.

And the Science gets done.
And you make a neat gun.
For the people who are still alive.


The prongs of the Portal Gun can also be used as a Gross Manipulator.


Though this is more a question for the "How would you stat... ?" thread, IMO
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Re: BW 2010 feedback

Postby AlAtEx » Sun Jun 04, 2017 7:50 pm

How would supernatural armor dice work on constructs?
(http://brikwars.com/rules/2010/10.htm)
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Re: BW 2010 feedback

Postby stubby » Mon Jun 05, 2017 10:02 am

How do you mean? Same as on anything else, really.
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Re: BW 2010 feedback

Postby AlAtEx » Thu Jun 08, 2017 2:59 pm

stubby wrote:How do you mean? Same as on anything else, really.

What I meant was that constructs have a connection strength rather than armor, and I want to know whether the armor die would increase that number,  or if it would add a completely separate value.
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Re: BW 2010 feedback

Postby stubby » Fri Jun 09, 2017 10:37 am

Oh I see what you're saying. In their case I'd probably just add it as an armor value to be overcome before the remaining damage started knocking off parts as usual.
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Re: BW 2010 feedback

Postby stubby » Fri Jun 23, 2017 10:33 pm

Minor rulebook updates today. I spent a couple weeks adding a new system of icons and graphics throughout the book before deciding they didn't work and taking them all back out again. Some of them may still be in there.

Shielding got a name change, since it was causing confusion with Heavy Shields and Energy Shields etc. It's now called Deflection. Otherwise it still works the same.

The Saboteur's booby trap now requires him to sacrifice a carried weapon.

Other minor changes and copyediting throughout, as usual.
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Re: BW 2010 feedback

Postby Captain-Camper » Fri Jun 23, 2017 11:31 pm

So will we have 2010 done by 2020 at this rate?
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Re: BW 2010 feedback

Postby Tzan » Sat Jun 24, 2017 10:15 am

Icons are  :srs:
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Re: BW 2010 feedback

Postby SynchingShip » Fri Jul 21, 2017 6:18 pm

I have some questions, mostly regarding the new rules:

69. Can you squad up buildings for combined fire & such?

Image

7. I have a question about Professional/Worker Skills insofar as where they may overlap w/ regular unit abilities. Say you find a civvie doctor at a hospitall or civvie Mechanik at an auto shop you haven't blown up yet, & you convince them to enthusiastically join your cause w/ the generous benefits package of "not getting shot right now" - what skill rating would they have for Ker-Triage or Mechanikal Aptitude, respectively?

8. What happens if you use Impersonation to infiltrate the civilian population? Who, if anyone, gets the Outrage Bennies?

9. Can non-minifigs use Impersonation? Like if I want one of the innocuous-looking "fishing boats" down by the wharf to reveal themselves to be a torpedo boat?

10. Can thieves use Parkour to move at FUll spd while stealthed?

11. What exactly qualifies as "security system" for the purposes of Burglary?

12. What would be the action/move cost to set up a pavise? Something similar to a turret?
Image Image

13. Can a Scout's Tracking (or any other special ability) reveal a Disguised infiltrator, or is the Disguise ability foolproof?

Ideas:

69. How about an infantry option for the Pilot's "Stunt Driving"? Something like Acrobatics where you get a d8 for doing crazy flips & deth-defying jumps & so on? Or is that already part of Parkour?

7. Since we can hold a Bastard CC weapon 2-handed for AP, how about an option to be able to hold a typically-1-handed ranged weapon (like a pistol) 2-handed for increased accuracy (-1 to UR)?

Comments:

Commando's write-up seems needlessly limiting
" the Commando can copy Specialty Die abilities that were possessed by any allied unit at the start of the battle"

Commando characrters are about what they can do, not what they can't.
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Re: BW 2010 feedback

Postby stubby » Mon Jul 24, 2017 11:40 am

SynchingShip wrote:69. Can you squad up buildings for combined fire & such?

You don't need to be in a squad for combined fire. Anyone making similar types of attacks (either ranged or close combat) can combine fire, even on separate teams if they coordinate their turns.

SynchingShip wrote:7. I have a question about Professional/Worker Skills insofar as where they may overlap w/ regular unit abilities. Say you find a civvie doctor at a hospital or civvie Mechanik at an auto shop you haven't blown up yet, & you convince them to enthusiastically join your cause w/ the generous benefits package of "not getting shot right now" - what skill rating would they have for Ker-Triage or Mechanikal Aptitude, respectively?

A :d6: . The specialist :d8: skills are set up so that they still work with lower dice, but less effectively.

SynchingShip wrote:8. What happens if you use Impersonation to infiltrate the civilian population? Who, if anyone, gets the Outrage Bennies?

The civilians do. Which can end up being pretty funny.

SynchingShip wrote:9. Can non-minifigs use Impersonation? Like if I want one of the innocuous-looking "fishing boats" down by the wharf to reveal themselves to be a torpedo boat?

That sounds fine, although you'd have to make them roughly equivalent in size and function. You couldn't make a horse reveal itself to be a helicopter (although that would also be funny).

SynchingShip wrote:10. Can thieves use Parkour to move at FUll spd while stealthed?

Stealth isn't Half Speed - it's losing half your turns because you're trying to avoid detection. During the remaining half of the turns, you can use Parkour as much as you want.

SynchingShip wrote:11. What exactly qualifies as "security system" for the purposes of Burglary?

It's a loose term for mechanical and automated security - locked doors, traps, motion detectors, security cameras. Nothing with a Mind.

SynchingShip wrote:12. What would be the action/move cost to set up a pavise? Something similar to a turret?

It's a standard Field Construction. The minifig spends an action to set up or attach whatever pieces he's able to retrieve and carry.

SynchingShip wrote:13. Can a Scout's Tracking (or any other special ability) reveal a Disguised infiltrator, or is the Disguise ability foolproof?

In most cases Infiltrators aren't disguised (the Disguise is just a marker for the Unit Inch cost, the actual ability is Impersonation). They aren't pretending to be anybody, they're just secretly traitors. Scouts can't see into your heart.

SynchingShip wrote:69. How about an infantry option for the Pilot's "Stunt Driving"? Something like Acrobatics where you get a d8 for doing crazy flips & deth-defying jumps & so on? Or is that already part of Parkour?

It'd be different from Parkour, since Parkour doesn't add Move inches - it'd be a unit like an Acrobat. It'd be a fine house-rule unit, but isn't different enough from Parkour to justify making a separate unit in the rulebook, I don't think.

SynchingShip wrote:7. Since we can hold a Bastard CC weapon 2-handed for AP, how about an option to be able to hold a typically-1-handed ranged weapon (like a pistol) 2-handed for increased accuracy (-1 to UR)?

Too fiddly for me. I'm trying wherever possible to eliminate +1s and -1s wherever I can in favor of stuff that's more flavorful (like the AP move).

SynchingShip wrote:Commando's write-up seems needlessly limiting
" the Commando can copy Specialty Die abilities that were possessed by any allied unit at the start of the battle"

Commando characrters are about what they can do, not what they can't.

It's a balancing act. Commandos are too powerful if you give them everything without some kind of mechanical limit, especially when you open them up to the infinite theoretical house-ruled specialties they could pull from. I want to limit them to abilities that their faction can prove that it actually has - I don't want a Commando out there committing Mad Science if his faction doesn't have anything to do with mad science, or demonstrating mechanikal genius if his faction isn't known for its mechanikal genius.

In a Commandos-only game, you'd start out by giving each Commando in the team an extra :d8: Specialty that you'd want all the other Commandos to share at :d6: . You see this all the time in TV shows and movies - think of the A-Team. Everybody can do everything, but they each have their one specific thing that they do better than the other guys. But nobody on the A-Team can perform surgery because the A-Team isn't about medical drama.
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Re: BW 2010 feedback

Postby Hamahaki » Wed Jul 26, 2017 9:31 pm

I still am a bit confused about smoke as visual cover or visual cover in general
The enemy can fire anywhere within one inch of a fig? And if it moves, they still can only shoot at that location?
In the case of smoke, does it make a screen instantly or does it get bigger slowly
Modern militaries should use armored trains
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Re: BW 2010 feedback

Postby stubby » Thu Jul 27, 2017 3:03 pm

Hamahaki wrote:I still am a bit confused about smoke as visual cover or visual cover in general
The enemy can fire anywhere within one inch of a fig? And if it moves, they still can only shoot at that location?
In the case of smoke, does it make a screen instantly or does it get bigger slowly

A smoke cloud appears at full size and then shrinks by one inch per turn. Firing at a target you can't see because of smoke is the same as firing at any other target you can't see:

5.1: Making Attacks wrote:Units firing at a target they can't see are Firing Blind, and receive a -5 Skill penalty in addition to any other Attack Modifiers at play. The target may be hidden or invisible, or the attacker may have been blinded or blindfolded, or he may be extra cocky and firing backwards over his shoulder with his eyes closed. While he is unable to see the target, the attacker must still somehow have a very close idea of where the target is (within one inch) to attempt the attack - the target may have chosen a very small and obvious hiding place (like inside a barrel) or he may have made enough noise to give away his location (his cell phone went off).
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Re: BW 2010 feedback

Postby SynchingShip » Sat Jul 29, 2017 2:51 am

stubby wrote:
SynchingShip wrote:13. Can a Scout's Tracking (or any other special ability) reveal a Disguised infiltrator, or is the Disguise ability foolproof?

In most cases Infiltrators aren't disguised (the Disguise is just a marker for the Unit Inch cost, the actual ability is Impersonation). They aren't pretending to be anybody, they're just secretly traitors. Scouts can't see into your heart.


Ah, I see. That significantly changes my perception of the Infiltrator's flavor, & plans for creating such units going forward.

stubby wrote:
SynchingShip wrote:Commando's write-up seems needlessly limiting
" the Commando can copy Specialty Die abilities that were possessed by any allied unit at the start of the battle"

Commando characrters are about what they can do, not what they can't.

It's a balancing act. Commandos are too powerful if you give them everything without some kind of mechanical limit, especially when you open them up to the infinite theoretical house-ruled specialties they could pull from. I want to limit them to abilities that their faction can prove that it actually has - I don't want a Commando out there committing Mad Science if his faction doesn't have anything to do with mad science, or demonstrating mechanikal genius if his faction isn't known for its mechanikal genius.

In a Commandos-only game, you'd start out by giving each Commando in the team an extra :d8: Specialty that you'd want all the other Commandos to share at :d6: . You see this all the time in TV shows and movies - think of the A-Team. Everybody can do everything, but they each have their one specific thing that they do better than the other guys. But nobody on the A-Team can perform surgery because the A-Team isn't about medical drama.


Ah, fair enough.
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