BW 2010 feedback

Rules questions, suggestions, and discussion

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HAL-9001
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Post by HAL-9001 » Tue Nov 23, 2010 6:53 pm

stubby wrote:Who is this Hal guy and why is he so smart?
Would it be overly-presumptuous of me to include this in my signature? It makes me feel warm and fuzzy inside. It also gives me an idea for a sig fig.
stubby wrote:I think I've talked about Gunners before, you haven't seen them yet because they live at the bottom of Ch. 8, but their big Specialty is Fire Direction, which lets them spend an Action to help aim mounted weapons, adding die sizes to the Skill of the weapon operator. I think you'll probably be able to give that Specialty to an onboard targeting computer, unless I think of some balance issue to prevent it.
Scouts can already nullify Stealth and spend an Action to Target an object so that allies get +1 to Ranged Attack Skill Rolls.

On the other hand, Scouting also confers the ability to spot traps, which seems to me would fit under Trailblazing. Are you splitting up these roles so that Gunners get targeting bonuses and Scouts only blaze trails? I guess I'll see when Chapter 8 goes live.
*CRAZYHORSE* wrote:Are there any rules for unconventional ammo, like lets say a giant mech that has a launcher that shoots Nuclear politician Sheep at the enemy with a *phoom* noise.
Unconventional ammunition falls under "Launchers." Of course, you'll have to :diy: to get rules for nuclear politician sheep, but that's what Book II is for.
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*CRAZYHORSE*
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Post by *CRAZYHORSE* » Tue Nov 23, 2010 7:02 pm

Yeah but I was just wondering if it was included in the rulebook.
And I didn't say politician it's just that dam world buttplug.
You end up with saying stuff like: Hey guys do you want me to take pictures of my awesome notebook ?
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stubby
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Post by stubby » Tue Nov 23, 2010 7:24 pm

HAL-9001 wrote:Scouts can already nullify Stealth and spend an Action to Target an object so that allies get +1 to Ranged Attack Skill Rolls.

On the other hand, Scouting also includes being able to spot traps, which seems to me would fit under Trailblazing. Are you splitting up these roles so that Gunners get targeting bonuses and Scouts only blaze trails?
Scouts come with the trailblazing abilities by default, as a kind of countermeasure to the new field hazard rules. They still get Targeting as an optional add-on Specialty, with the Scout getting up close to targets to tag them for indirect fire and give a +1 die size Skill bonus to guns firing at them - but it only works specifically for mounted weapons now, and it doesn't stack with Targeting bonuses from other Scouts.

Gunners are a little different in that they have to be at a mounted weapon's targeting controls rather than close to the target, and their bonuses stack but the number of Gunners that can work together is limited to the Size of the weapon being fired. So if you think of a weapon's crew like an artillery team, the Scouts are doing the role of forward observation while the Gunners' bonus is for acting as a fire direction center. The Gunner also starts with a Skill of 1d8 for firing mounted weapons, so he gets a leg up in that regard as well.

So you'll see cases where a Pilot driving a tank into position on one side of a hill, the Scout's up ahead getting targeting info to let him shoot at stuff on the other side he can't see, and he's got two gunners on board operating the main cannon. So the first Gunner is firing with Skill 1d8, the second boosts it to 1d10, the Scout boosts that to 1d12.

(I haven't worked out yet whether I'm going to let Skills boost past 1d12, or if I'm going to go the other direction and have Gunner bonuses decrease a weapon's Use rating instead or something.)

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Post by OneEye589 » Wed Nov 24, 2010 10:24 pm

HAL-9001 wrote:A Submissive Half Mind would be able to help an operator -- the operator would designate a target, and then the computer would take the Action and make the Skill Roll. Except for Incompetent Half Minds, there is no limit on the Skill Level of a Half Mind, so the ship's computer could have whatever Skill Level is needed to operate the big guns.
By help an operator I meant by adding more to the pilot's use roll. Think of the X-Wing targeting computer (if Luke didn't use the force, the targeting computer would have been far more accurate than blind-firing).

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stubby
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Post by stubby » Thu Nov 25, 2010 12:16 am

HAL-9001 wrote:Except for Incompetent Half Minds, there is no limit on the Skill Level of a Half Mind, so the ship's computer could have whatever Skill Level is needed to operate the big guns.
Formerly true, but now Skill ratings are limited to a single die, and the theoretical upper limit for Skill (the "supernatural" level) is 1d12. It's in chapter ten, so you haven't seen that yet either.

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Post by *CRAZYHORSE* » Thu Nov 25, 2010 7:08 am

In the situation with the Tank and the scout targeting the enemy on the other side of the hill.
Does that mean that the gunner gets +1 die size so 1D10 but still suffers the penalty for blind fire -5 to skill?
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Post by pesgores » Sun Nov 28, 2010 8:22 am

Where the fuck is the new rulebook anyway?
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Post by *CRAZYHORSE* » Sun Nov 28, 2010 8:37 am

pesgores wrote:Where the fuck is the new rulebook anyway?
Nobody is going to tell you or give you hints.
:diy: Every body found it on their own, well mostly on their own.
It's not that hard to figure out sherlock.

EDIT:also I just noticed all the short "Reconstruktion" texts at the bottom of most pages, they are really fun to read and informative. The picture on "the brikwars univers"page must be how the making of a new Reconstruktion must look like.
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Post by dilanski » Sun Nov 28, 2010 11:41 am

pesgores wrote:Where the fuck is the new rulebook anyway?
What is the brikwars 2005 url? If you haven't got it after that, then the Portuguese education system is failing you.
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Post by Zahru II » Sun Nov 28, 2010 12:38 pm

Just stumbled into it... quite nice changes.
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pesgores
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Post by pesgores » Sun Nov 28, 2010 4:27 pm

dilanski wrote:
pesgores wrote:Where the fuck is the new rulebook anyway?
What is the brikwars 2005 url? If you haven't got it after that, then the Portuguese education system is failing you.
Well it could actually be visible on the homepage.

BTW, I got the hint, but the education system wasn't that helpful.
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Post by All-Bricks United » Mon Nov 29, 2010 2:09 am

Reading this thread, then reading the 2010 stuff that's up thus far, I'm left with the impression that the "good stuff" isn't up yet. Thus far it looks like some tweaking to the existing game, with a few additions here-and-there. But from reading this thread, I get the impression that there are a -lot- of new things waiting in the wings.

I'm curious to find out how many of the special rules (particularly specialties and weapons) I'll like enough to use.
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Post by *CRAZYHORSE* » Mon Nov 29, 2010 4:21 am

Check out the Content page to get an idea of what to expect.
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Post by Pwnerade » Tue Nov 30, 2010 12:37 am

I like the changes I've seen so far, both to the rules and the rulebook. I'm excited about the chapters to come, too. This whole gunners and targeting computers thing is particularly interesting, since my big tank currently has three pilots crammed in the turret, and perhaps there's a better way to do it. Keep up the good work, Stubhawk!
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Post by Magic Soap » Tue Nov 30, 2010 3:13 pm

Lovin' my failures depicted in CH5 from Warhead's forum battle.

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