BW 2010 feedback

Rules questions, suggestions, and discussion

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piltogg
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Post by piltogg » Thu Oct 21, 2010 10:10 am

Rule idea: troop skill levels
1: Untrained fig- who is participating in combat anyway. (Ex. gang members) -1 to all rolls, -2 to cp cost.
2: Trooper- Received basic military training and knows how to fight. (Ex. most peoples armies) Stats remain normal
3: Elite or heavy trooper - Armed with advanced equipment and given extra training (ex. VOL hellsquad.) +1 to all rolls, +2 to cp cost
4: Absurdly powerful or Uber troopers -- given power-armour, magic weapons, and other absurd expensive items that would never be given to real infantry. (ex. space marines and hardsuits, DSM's) +2 to all rolls +4 to cp cost.

The same place you list that (if you do) would also be a good place to list all specialized infantry (heros, mechanix, medix, pilots, riders, officers) That way, they are all in one place

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SnakeMittens
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Post by SnakeMittens » Thu Oct 21, 2010 11:08 am

Link:
http://www.brikwars.com/rules/2005/cover.htm

It's the 2010 rulebook. Figure it out yourself.

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stubby
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Post by stubby » Thu Oct 21, 2010 3:02 pm

piltogg wrote:Rule idea: troop skill levels
1: Untrained fig- who is participating in combat anyway. (Ex. gang members) -1 to all rolls, -2 to cp cost.
2: Trooper- Received basic military training and knows how to fight. (Ex. most peoples armies) Stats remain normal
3: Elite or heavy trooper - Armed with advanced equipment and given extra training (ex. VOL hellsquad.) +1 to all rolls, +2 to cp cost
4: Absurdly powerful or Uber troopers -- given power-armour, magic weapons, and other absurd expensive items that would never be given to real infantry. (ex. space marines and hardsuits, DSM's) +2 to all rolls +4 to cp cost.

The same place you list that (if you do) would also be a good place to list all specialized infantry (heros, mechanix, medix, pilots, riders, officers) That way, they are all in one place
Troop skill levels are built into the dice system - it won't get covered in depth until chapter 10, but you can get an idea if you look at the opening chapter for Book 2. 1d4=untrained, 1d6=basic, 1d8=specialist, 1d10=hero, and 1d12=supernatural. For minifigs it's +1CP per level (or -1/2CP to knock it down to 1d4), the same as in BW2005 chapter 7.

Right now the representative units for each skill level look like this, and are showing up mostly in chapter 10 and then recapped in chapter 11:

Civilian: CP:3 Sk:1d4 Mv:5" Ar:3 Sp:Incompetent
Minifig: CP:4 Sk:1d6 Mv:5" Ar:4
Officer: CP:6 Sk:1d8 Mv:5" Ar:4 Sp: Leadership (nerfed a little from the bw05 version)
Hero: CP:11 Sk:1d10 Mv:6" Ar:1d10 Sp:Heroic Ego
Superhero: (possible d12s, handled under Superpower Dice system)

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Post by Warhead » Thu Oct 21, 2010 3:28 pm

Um, on your table'o'awesome, might I suggest...

Civilian: CP:3 Sk:1d4 Mv:5" Ar:3 Sp:Incompetent
Minifig: CP:4 Sk:1d6 Mv:5" Ar:4
Officer: CP:6 Sk:1d8 Mv:5" Ar:4 Sp: Leadership (nerfed a little from the bw05 version)
Hero: CP:11 Sk:1d10 Mv:6" Ar:1d10 Sp:Heroic Ego
Champion CP:17? Sk:1d12 Mv:7" Ar:1d12 Sp:Stupendous Ego
Superhero CP: 24? Sk:1d20 Mv:7" Ar:1d20 Sp: Super Ego

D12 just doesn't seem too superhero like, and this allows for Champions.
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stubby
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Post by stubby » Thu Oct 21, 2010 5:37 pm

Like I said, Superheroes are getting a separate system, their stats work a little differently than everyone else's.

I took the Champions out of the game because they messed up the power scale. Once you standardize an extra level beyond Hero, the Heroes don't have a point anymore, they're just a boring intermediate stage between the nobodies at the bottom and the "real" heroes.

I think it better preserves the overall feel of the power distribution to extend in the other direction instead, by adding the zero-Armor Cannon Fodder units at the bottom (who I forgot to include in the list), and keeping Heroes as the heroes.

Characters more powerful than Heroes are still a good idea, but when you hit that level I don't want a generic option for them, which is what I think happens when you make standardized "Champion" stats. They should always be unique custom jobs if they're going to be that dominant.

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Post by *CRAZYHORSE* » Thu Oct 21, 2010 7:00 pm

stubby wrote:I took the Champions out of the game because they messed up the power scale. Once you standardize an extra level beyond Hero, the Heroes don't have a point anymore, they're just a boring intermediate stage between the nobodies at the bottom and the "real" heroes..
:godwin:
Woohoo Cannon fodder! Do they still just die on a hit or have you prepared something special for them.
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Post by ikensall » Fri Oct 22, 2010 10:44 am

I vote that they explode and the owning team gets to use their weapons (with a range of 2") as "throwed weapons" which get a roll of 1d6. This is probobally a bit overpowering giving them the ability to actually kill people or do any real damage.

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Post by Lt. Krus » Mon Nov 15, 2010 7:36 pm

So, any more updates?

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Post by pesgores » Tue Nov 16, 2010 8:50 am

Huh? New rulebook?
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Post by Apollyon » Tue Nov 16, 2010 8:54 am

pesgores wrote:Huh? New rulebook?
Yes. It is being written. You can even hve a look at the parts which are finished already - if you have teh html skillz that is!
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Post by pesgores » Tue Nov 16, 2010 9:03 am

Apollyon wrote:
pesgores wrote:Huh? New rulebook?
Yes. It is being written. You can even hve a look at the parts which are finished already - if you have teh html skillz that is!
:D
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Post by Candlejack » Tue Nov 16, 2010 1:38 pm

I like how the Mechanik gives me something to do during the enemy turn.

Perhaps I should incorporate this into a brikwar, have one side trying to construct a nuke or somesuch using Mechaniks, and the other side has to stop them.
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Post by samuelzz10 » Tue Nov 16, 2010 5:39 pm

any idea when chapter 8 will come out? and will it have moar statcards? honestly, this is a huge improvement from 2005.

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Post by Gungnir » Tue Nov 16, 2010 5:41 pm

Candlejack wrote:I like how the Mechanik gives me something to do during the enemy turn.

Perhaps I should incorporate this into a brikwar, have one side trying to construct a nuke or somesuch using Mechaniks, and the other side has to stop them.
Indeed. Building new shit gives us something to entertain ourselves with while an opponent takes his turn, and it encourages them to hurry the fuck up.
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stubby
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Post by stubby » Wed Nov 17, 2010 10:44 am

samuelzz10 wrote:any idea when chapter 8 will come out? and will it have moar statcards? honestly, this is a huge improvement from 2005.
I hit a roadjam in the Field Hazards section for a couple of weeks, and then I went into the office one day and they decided that October was the month they wanted to release their MMO. So it's been a lot of all-nighters at work for the last month or two, I'm still working on wrapping my schedule back around so I can pick up a free hour here or there to finish out the chapter. I may be putting up the stripped-down version once the text is finished (i.e., missing most of the graphics and example boxes) just to get it out there.

The good news is, being stuck at the office so much meant I was stuck at my graphics workstation, so I ended up getting some work in on a couple of new paintings. Hospital 555 and Bleywatch in particular have some pretty good new images, and I think I've hit on some new tricks to make upcoming paintings go a lot faster in the meantime.

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