Newbish n00b questions, MkII

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Gungnir
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Re: Newbish n00b questions, MkII

Post by Gungnir » Wed Jan 27, 2016 2:52 am

Or component damage. Or combined fire. Or a really big gun.
Or hell, a combination of the three.
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Re: Newbish n00b questions, MkII

Post by stubby » Wed Jan 27, 2016 8:02 am

Voin wrote:6. AutoGuns fired in single-shot mode qualify for Marksmen and Snipers to do their thing, right?
Yep.
Voin wrote:7. Does a shield's parry count against damage if the attack is targeting the shield itself?
Yes. Attacking a shield is Component Damage against a shield-shaped piece of Armor Plating.
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Re: Newbish n00b questions, MkII

Post by stubby » Fri Jan 29, 2016 8:38 am

Voin wrote:6. What would be an appropriate amount of Fire damage for atmospheric re-entry (assuming a Terra-like atmospheric composition)? 3d4, since it's hot enough to melt unprotected metal? I'm assuming an object attempting re-entry would have to survive whatever damage for X amount of rounds? (If you've been paying attention, I want to create dramatically plausible Planetfall battle theaters with drop pods, orbital bombardment, and massive surface-to-orbit anti-ship cannons).
Typical atmospheric re-entry temperatures (3000 F or so) are roughly equivalent to a fuel fire (2d4), but only on the leading edges of the re-entering object (if it's designed with insulative heat shielding, which I assume will be the case). The real damage is done over time, but BrikWars doesn't really have a specific timescale for falling objects, except for those fired for long distances out of a Launcher. So if you wanted to be super simmy with it I'd give it two turns, 2d4 damage each turn, breaks up if the Grinding damage breaks through the heat shield components?
Voin wrote:7. I'm a bit confused on the Fire section down in Field Hazards. It has the Fire Strength chart ranging fires from regular 1d4 up to 4d4 in intensity, but the subsequent rules only list 1d4 stuff.
You're right, that part isn't very clear. What's happening is that the 1d4 to 4d4 levels are for Fire as a purchased Exposure Damage Field Hazard (rules directly above the Fire table), but then it jumps straight into the rules for being on fire, which are 1d4-based (rules directly below the Fire table). I should add in a line about that.

So if you're a large (at least 2") sentient puddle of gasoline, and you catch on fire, the fire is a 2d4 fuel fire hazard to anyone who's swimming in you. But to you personally, you're just On Fire and you take the regular 1d4-based penalties.

Almost all accidental fires are 1d4 fires, since people don't tend to leave a bunch of exposed fuel sources lying around in their lego battles, so 99% of the time it's the same either way.

Voin wrote:8. Does the Fire Strength chart have any correspondance to the fires emitted by matching size Flamethrowers? (i.e. Is a 4" Flamethrowers actually a "nuclear plasma/antimatter thrower"?)
Sort of. A 4" Flamethrower would be "as hot as" a nuclear plasma/antimatter fire. So it's up to your personal fiction to decide exactly how that happens; maybe magic-infused charcoal just burns that hot, who knows.
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Re: Newbish n00b questions, MkII

Post by Gungnir » Fri Jan 29, 2016 6:26 pm

Voin wrote:Assuming a Terra-like gravitational force of 1g, how many inches does an object fall in a turn?
All the way.
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Re: Newbish n00b questions, MkII

Post by stubby » Fri Jan 29, 2016 8:43 pm

Gungnir wrote:
Voin wrote:Assuming a Terra-like gravitational force of 1g, how many inches does an object fall in a turn?
All the way.
Correct. Even a long-ranged Launcher attack only takes one turn to fall. (It just takes one turn flying up into the air first.)

We used to have rules for falling speed, but they added nothing to the game except extra complexity with no benefit. If you want to fudge in some house rules for how long it takes a drop pod to arrive from orbit, it really just depends on what feels right for you personally, depending on the level of realism / sci-fi / sci-fantasy you're going for.
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Re: Newbish n00b questions, MkII

Post by bann154 » Mon Feb 08, 2016 4:28 pm

If i have a size 6 creation and i decide to make a size 12 gun and slap it on it can i fire it? Im pretty sure that there is a place in the rulebook that says a creation can only use weapons up to its own size but please correct me if im wrong.
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Re: Newbish n00b questions, MkII

Post by *CRAZYHORSE* » Mon Feb 08, 2016 5:30 pm

Up to twice its size so you are absolutely in the clear although taking size damage will also reduce your power level so you might want to add some smaller armaments for when that happens.
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Re: Newbish n00b questions, MkII

Post by bann154 » Wed Feb 10, 2016 2:06 pm

What would be considered the "average" move for larger space craft? Should their class limit their movement?
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Re: Newbish n00b questions, MkII

Post by stubby » Wed Feb 10, 2016 5:04 pm

There are too many different kinds of spacecraft to give a meaningful answer here. A lot depends on what fictional universe you're basing them on and what kind of battle you want to have with them.
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Re: Newbish n00b questions, MkII

Post by bann154 » Wed Feb 10, 2016 5:13 pm

well this is more brikwars grounded so should it just have the max movement?
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Re: Newbish n00b questions, MkII

Post by stubby » Wed Feb 10, 2016 10:51 pm

Asking about "spacecraft" is like asking about "vehicles" or "objects," it's so vague. The average move for a generic vehicle is 10" I guess, so without any other information you can go with that? Compare your spacecraft to the example vehicles on the chart and decide which one it moves as fast as.
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Re: Newbish n00b questions, MkII

Post by Apollyon » Thu Feb 11, 2016 2:43 am

Consider i had read the 2005 rules some years ago and never kept up with all the changes in the 2010 rules and i am too lazy to read them all over again. What are the main changes, additions and improvements i should be aware of?
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Re: Newbish n00b questions, MkII

Post by stubby » Thu Feb 11, 2016 8:22 am

Lots of new graphics and rules streamlining throughout, but here are the big things:

Bennies are a big new feature throughout the rulebook: http://brikwars.com/rules/2010/1.htm#4

Shielding replaces a bunch of die rolls: http://brikwars.com/rules/2010/3.htm#3

A lot of conditions now cause a special Half Speed effect, which is distinct from movement penalties: http://brikwars.com/rules/2010/4.htm#1

You now get special Overskill Bennies whenever you roll a six or higher on a Skill die: http://brikwars.com/rules/2010/4.htm#2

The Close Combat sequence got cleaned up a bunch, and now includes Grabs: http://brikwars.com/rules/2010/5.htm#2

Charges now give Momentum dice, which are a special kind of Benny that replaces all the earlier collision etc. rules: http://brikwars.com/rules/2010/5.htm#4

Heroic Feats can now be put on weapons and other objects: http://brikwars.com/rules/2010/6.htm#4

Anyone riding a horse or vehicle can now steer and operate vehicle weapons. The specialties of Riders and Pilots have been updated to allow better hand weapon combat and stunt driving, respectively.

The Mechanik is back in the game: http://brikwars.com/rules/2010/7.htm#3

There are a bunch more weapon types, including Arc Fire weapons and Field Hazards, with the new Scout, Heavy, and Gunner units to match. Most of chapter eight is all-new: http://brikwars.com/rules/2010/8.htm

Vehicles have a new propulsion option called Thrusters, which is basically just shoving stuff around with one finger and hoping it goes where you want it to: http://brikwars.com/rules/2010/9.htm#3

Creatures with d4 Skill are now afflicted with Stupidity: http://brikwars.com/rules/2010/10.htm#1

The Medik is back in, with a Ker-Triage! skill that lets him revive soldiers by amputating their limbs: http://brikwars.com/rules/2010/10.htm#2

Maybe the biggest new system is the new SuperNatural Abilities section, which lets you buy SuperNatural Dice and make your own effects with them: http://brikwars.com/rules/2010/10.htm#3

A couple random monsters: http://brikwars.com/rules/2010/10.htm#4

The Squad rules are a lot simpler and streamlined: http://brikwars.com/rules/2010/11.htm#1

And the rest of Chapter 11 is under development.
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Re: Newbish n00b questions, MkII

Post by Apollyon » Thu Feb 11, 2016 8:36 am

Thank you!
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Re: Newbish n00b questions, MkII

Post by Steel_Valkyrie » Sat Feb 13, 2016 5:47 pm

Hey, so I have some questions about what happens when you fail a use roll with a missile system. I have a size 4 launcher firing exp size 4 or 5 missiles, and with a use of 8, they often miss. The rulebook says you just factor them in as missing, but how? I was doing some playtesting, and even with the rudimentary system I had, (Direction=d8, inches=d10) they still managed to wreck everything. I took out an entire squad in one shot. clearly that's op. Any advice for a better Missed shot system for missiles? The rulebook is a little vague there.
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