Rule Additions/Changes
Posted: Sun Apr 13, 2014 12:51 pm
These are additions/changes my group has made to the rules in 3+ years of Brikwaring. I'm not fully satisfied with all/any of them so feel free to comment on or dispute.
Movement Cost
Probably the biggest change we made was the movement cost system. The official system makes no distinction between different sizes and armor levels, and while this works well enough when everything is under 8 inches or so, when the vehicle size ranges from 3-50 inches it completely breaks down. I know some of you don't use CP at all so you can just ignore this, and I know some of you have adverse reactions to computation, but this system does not have all that much once you get used to it, and all the computation is pre-game so the game itself is not slowed down at all.
Size Air 1 Air 2 Land 1 Land 2 Sea 1 Sea 2
1-3"____2___SLx .2___1_________SLx .1___.75_____ SLx .075
4-9”____4___SLx .4____2________SLx .2____1.5_____SLx .15
10-25___6___SLx .6____3________SLx .3____2.5_____SLx .25
26-40”__8___SLx .8____5________SLx .5____4_______SLx .4
41”+___10___SLx 1____7________SLx .7____5.5______SLx .55
*SL refers to the vehicle’s structure level. Underwater movement uses air table.
To determine propulsion cost per inch of movement, select a medium for movement and add column 1 with the result of column 2. For example, a size 7 vehicle with a structure level of 3 that moves 10 inches on land would cost 2 + (3x .2) or 2.6 CP per inch of movement and thus 26 CP for the 10”.
We have been using this system for about 2 years and it has held up fairly well. Since when the results of each table are graphed they approximate a ln(x) curve, I've been playing around lately with converting the tables into a simple equation, thus getting rid of the need for size categories, but I haven't spent enough time on it yet to get the equation to fit right.
Weapons/Abilities
Phaser: Cost-WS *5 Use-WS +2 Damage-WS d6 Range WS *6 These are essentially long-range guns my friend came up with so his weapons could fire past the front of his vehicle when placed at realistic/cool positions.
When launchers changed to payload size=WS from payload size=1/2 WS (a good decision in my opinion; it made launchers a viable option) we decided we needed to make rockets a little better also to keep things balanced so we changed rocket range to WS *8.
Shields: We came up with these a long time ago and I noticed recently that they are similar to the shields under field hazards in the new rules. Cost-WS Removes WS d6 damage over WS inch area. Every 2 inches of shield use up 1 inch of weapons space. Shields are generally worn down over time. When a shield takes damage, remove the highest dice of the shield until all the damage has been absorbed. The shield size is reduced by that many dice.
Factory: Cost: WS *10 Creates WS CP per turn. Every 2 inches of Factory use up 1 inch of weapons space. This is generally used to create ammo for launchers or replacement rockets, although it is also used to add flexibility to your force.
Hero Team: Cost 2 CP per hero. This is an ability that negates the ego penalties. The stipulation is that the heroes need to have some uniting element, e.g. the Avengers, Jet-eye, a team of mercs, an order of knights, etc.
Engineer: Engineering Ability-5 CP? (We haven't quite settled on the cost yet) An Engineer can use his action to repair size damage to vehicles. He must be at least on or next to the vehicle he is repairing, preferably in an engine room or some other important mechanical area. After declaring that he will use his action to attempt to repair the vehicle he is in, roll 1d8. On a roll of 5, 6, 7 or 8 the damage is repaired and one point of size damage is removed. On a roll of 1, the Engineer damages the vehicle and one point of size damage is added. The engineer can also do other engineering type activities such as salvaging weapons and other parts from destroyed vehicles.
Hardening: Hardening gives components one more damage point before they are destroyed (there armor needs to be overcome again) and costs 1/2 x (structure level of component x size of component). In other words, half of what the base cost would be if components had base cost. Small components can be hardened up to one time, 2" or larger components can be hardened up to two times. Nothing can be hardened more than twice. (We added this primarily to not penalize people for making cooler vehicles that had weak points (such as mechs) instead of less cool vehicles without weak points.)
We ignore the rule that payloads traveling over 12" take 2 turns to arrive. This might make sense in some situations, but for our scale of battles it's crazy
We standardized armor and parry roles of large squads to 4. This saves a lot of rolling where it doesn't matter.
I think that that is about everything. I might add more later when I remember them.
Movement Cost
Probably the biggest change we made was the movement cost system. The official system makes no distinction between different sizes and armor levels, and while this works well enough when everything is under 8 inches or so, when the vehicle size ranges from 3-50 inches it completely breaks down. I know some of you don't use CP at all so you can just ignore this, and I know some of you have adverse reactions to computation, but this system does not have all that much once you get used to it, and all the computation is pre-game so the game itself is not slowed down at all.
Size Air 1 Air 2 Land 1 Land 2 Sea 1 Sea 2
1-3"____2___SLx .2___1_________SLx .1___.75_____ SLx .075
4-9”____4___SLx .4____2________SLx .2____1.5_____SLx .15
10-25___6___SLx .6____3________SLx .3____2.5_____SLx .25
26-40”__8___SLx .8____5________SLx .5____4_______SLx .4
41”+___10___SLx 1____7________SLx .7____5.5______SLx .55
*SL refers to the vehicle’s structure level. Underwater movement uses air table.
To determine propulsion cost per inch of movement, select a medium for movement and add column 1 with the result of column 2. For example, a size 7 vehicle with a structure level of 3 that moves 10 inches on land would cost 2 + (3x .2) or 2.6 CP per inch of movement and thus 26 CP for the 10”.
We have been using this system for about 2 years and it has held up fairly well. Since when the results of each table are graphed they approximate a ln(x) curve, I've been playing around lately with converting the tables into a simple equation, thus getting rid of the need for size categories, but I haven't spent enough time on it yet to get the equation to fit right.
Weapons/Abilities
Phaser: Cost-WS *5 Use-WS +2 Damage-WS d6 Range WS *6 These are essentially long-range guns my friend came up with so his weapons could fire past the front of his vehicle when placed at realistic/cool positions.
When launchers changed to payload size=WS from payload size=1/2 WS (a good decision in my opinion; it made launchers a viable option) we decided we needed to make rockets a little better also to keep things balanced so we changed rocket range to WS *8.
Shields: We came up with these a long time ago and I noticed recently that they are similar to the shields under field hazards in the new rules. Cost-WS Removes WS d6 damage over WS inch area. Every 2 inches of shield use up 1 inch of weapons space. Shields are generally worn down over time. When a shield takes damage, remove the highest dice of the shield until all the damage has been absorbed. The shield size is reduced by that many dice.
Factory: Cost: WS *10 Creates WS CP per turn. Every 2 inches of Factory use up 1 inch of weapons space. This is generally used to create ammo for launchers or replacement rockets, although it is also used to add flexibility to your force.
Hero Team: Cost 2 CP per hero. This is an ability that negates the ego penalties. The stipulation is that the heroes need to have some uniting element, e.g. the Avengers, Jet-eye, a team of mercs, an order of knights, etc.
Engineer: Engineering Ability-5 CP? (We haven't quite settled on the cost yet) An Engineer can use his action to repair size damage to vehicles. He must be at least on or next to the vehicle he is repairing, preferably in an engine room or some other important mechanical area. After declaring that he will use his action to attempt to repair the vehicle he is in, roll 1d8. On a roll of 5, 6, 7 or 8 the damage is repaired and one point of size damage is removed. On a roll of 1, the Engineer damages the vehicle and one point of size damage is added. The engineer can also do other engineering type activities such as salvaging weapons and other parts from destroyed vehicles.
Hardening: Hardening gives components one more damage point before they are destroyed (there armor needs to be overcome again) and costs 1/2 x (structure level of component x size of component). In other words, half of what the base cost would be if components had base cost. Small components can be hardened up to one time, 2" or larger components can be hardened up to two times. Nothing can be hardened more than twice. (We added this primarily to not penalize people for making cooler vehicles that had weak points (such as mechs) instead of less cool vehicles without weak points.)
We ignore the rule that payloads traveling over 12" take 2 turns to arrive. This might make sense in some situations, but for our scale of battles it's crazy
We standardized armor and parry roles of large squads to 4. This saves a lot of rolling where it doesn't matter.
I think that that is about everything. I might add more later when I remember them.