Voin wrote:So if I wanted to grandfather in the old Stun/Regen rules (w/ maybe updating the Stun recovery roll to the unit's/operator's skill roll where applicable), are there any glaring reasons they wouldn't be compatible w/ the current rules (or would it be neater to just stick to emulating Stuns using a variant on Burning Rolls, perhaps w/ a -1d4 Penalty to all Skill rolls & Move, & maybe make regen an internally-initiated self-ker-triage roll)?
Sure, the Stun recovery rules would work all right.
For active regen I'd make it cost an Action and require a Skill Roll against Use:6, with potential for OverSkill dice to regen more limbs than just one, and crit fails meaning the limb is permanently lost.
For passive regen I'd treat it like a Burning Roll, except one that heals instead of harms, with the -1d4 Penalty whenever regen is happening whether it's successful or not.
For larger creatures, regen would regen an inch of Size damage or an inch worth of a limb rather than entire limbs all at once.
Voin wrote:Field Hazard: Signal Jammer
Maybe. I'm not a super fan of rock-paper-scissors mechanics though, because a lot of them end up wasted if the other player doesn't bring any of whatever they apply to. Unless it's a scenario where everyone agrees that signal warfare is going to play a big part, I'd want something more generally applicable so that a player could still get a use out of it even if his opponent didn't bring scouts or commanders.
Voin wrote:Targeting Beakon
This is a better example, since how effective it is or isn't doesn't depend on your enemies bringing the right stuff.
I'd treat it as a portable Mark, but only for the Beakon itself; everybody can shoot at the Beakon and just pray they catch whatever else they're trying to hit as collateral damage. That removes the need to keep track of a burnout timer, since the Beakon is likely to get destroyed in the first successful volley, but it makes that one big combined fire push more likely to succeed - as long as the Beakon is in the right place.
Voin wrote:We could give the target a chance to roll Bail and/or have the player trying to phase through obstacles make a Heisenberg Ker-Pow! Roll.
Bailing depends on the target having an unspent Action, or any actions at all; using a d12 to Thrust a castle into the ground would be a quick and cheap way to instantly win a battle. Every other weapon in the game becomes irrelevant if we allow d12 teleport kills.
Heisenberg Ker-Pow! is funny but overly complicated, especially if you're going to be d12ing every turn. That's the kind of table you only want to reference once a game at most. Maybe on a rare d12 Fumble, rather than something you could trigger on purpose by teleporting things into walls.
Voin wrote:8. Can you bounce grenades around corners?
Yes, but be prepared to have it bounce back and accidentally hit yourself. Bouncing off a wall is similar to firing blind, so there's a -5 Attack Penalty.
We were tossing around the idea for a Gunslinger at one point who could do trick bounce shots - also applied to Warrior Princesses / Tron Guys throwing chakrams - but it didn't really pan out as something general-use enough to be worth it.
Voin wrote:Can Mechaniks make a pile of briks into explosives?
You quoted the relevant sections yourself - it's up to the other players. In some games it would make sense, in some games it wouldn't.
Voin wrote:9. Waaait a sec, isn't everything in Brikwars made up of
Ablogical Binding Substance/LEG-Ore, which allows
Brikwars Wiki wrote: fuelless vehicles, impossible structures, rebuildable lifeforms, and all of the unexplained sources of energy, thought, and motion that make BrikWars function
?
Yes. So if the other players agree, then you can make explosives out of ice cream and sparkles if you want. You can also declare that your third out of four scouts discovers he's a reincarnated god and uses his god powers to take over the galaxy instantly and you win every battle forever and everyone has to give you all their lego. Anything is possible, as long as the other players agree.
Demolitionist (+1CP)
This is vaguely all right. I can't really map it to any real-world examples though, so he'd seem out of place in anything but extra-weird sci-fi or fantasy battles.
Voin wrote:10. is a Mechanik able to build new permanent (well, until destroyed like everything else) Field Hazards?
Sure, if other players agree that his creation would work as a field hazard.
Voin wrote:11. Is there any possibility for Medix to deliver "ranged Ker-Triage" (as per the various "healing guns" seen in video games & whatnot)? I looked over the Medix rules, & AFAIK, there's nothing explicitly stating that they have to be adjacent to their patient.
Sure, why not. He'd have to make an Attack Roll with a single-die ranged weapon, and he'd use the Damage Roll as the Ker-Triage roll, with the usual modifiers. Healing flamethrowers that cover an arc but have decreased effectiveness over distance; healing grenades that are super-effective within a radius but get used up, healing rifles for distant aid but with an Out Of Range penalty, etc. Again, healing weapons would be a little out of place outside of weird sci-fi and fantasy, but from a mechanical standpoint they'd be fine.