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Tzan wrote:Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.




Tzan wrote:Quantumsurfer wrote:I generally agree with TzanWarhead wrote:I agree with QuantumSmurfer.
I agree with Warhead.








Natalya wrote:What about creations with a high structure level? My Vanquisher Super Tank has 3d10 armour. What is the threshold of calling something armoured?
Natalya wrote:And what if the attack was by a modified gun like a bastard gun that has a +1 damage modifier? Does that modifier get erased, or is it the d6 that gets erased?
Natalya wrote:And if a critical success on a skill roll gets you a bonus die, then what about heroes? If they get from a 6 to a 9 should they get the bonus d6 even though it was not a critical on a d10?
aoffan23 wrote:By types, I mean how many sides the die has. So if an oil barrel explodes and deals 1d10 explosion damage, plus 1d4 fire damage, they are both ignored, and the Armoured minifig just shrugs it off like a boss.
IX_Legion wrote:Each level of being armored removes another die. Not sure on the upper limit of that, or the movement effects. So if your tank has 3 levels of armor, three dice of each kind are removed.



Natalya wrote:And what if the attack was by a modified gun like a bastard gun that has a +1 damage modifier? Does that modifier get erased, or is it the d6 that gets erased?
IX_Legion wrote:Natalya wrote:And if a critical success on a skill roll gets you a bonus die, then what about heroes? If they get from a 6 to a 9 should they get the bonus d6 even though it was not a critical on a d10?
Yeah, that's my biggest problem. The "better" dice actually have a lower chance of a crit success. Not sure how you'd resolve that, take it up w/Stubby/Rayhawk.
Natalya wrote:And why are horses easier to knock over from the side?

Natalya wrote:Is there a structure level at which something automatically gets counted as armoured? Like my tank with structure level 3.



Natalya wrote:How do you know what part of the body to apply the push to? In the second frame it might not have fallen over if you pushed the head.
9.3: Thrust Vectors wrote:As any mathematician will tell you, vector algebra is an infinitely bigger pain in the ass than either the vectors or the algebra would seem to indicate on their own. Worse, vector algebra becomes increasingly difficult to perform after a fourth shot of whiskey, making it useless for any part of BrikWars after the first seven minutes.
Fortunately, a BrikWars player's instinctive response to Thrust vector calculations turns out to be the correct one: Thrust is handled by Giving It The Finger. Place a fingertip at the point of Thrust (either an active Thrust device or a point of impact, usually), and push the object the appropriate number of inches in the appropriate direction. The model on the table will choose how far to move and how far to rotate on its own without any need for further calculation. (Wheeled models may need to be stopped manually at the end of each Thrust to keep them from rolling away forever, of course.)
For instantaneous one-time Thrust effects, that's is all you need. KnockBack from Shoves, Collisions, large Weapon strikes, and Explosions are all executed neatly and efficiently by Giving Them the Finger.
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