Rules questions, suggestions, and discussion
Moderators: Pwnerade, IVhorseman
-
stubby
- tl;dr: the rule of fudge is the entire rulebook
- Posts: 5201
- Joined: Sat Dec 29, 2007 8:31 pm
Post
by stubby » Mon May 23, 2011 7:10 pm
*CRAZYHORSE* wrote:Question: How fast would something fall in the Brikwars universe? Because I had an idea for a unit strapped to a rocket that could go kamikaze into the enemy and to increase it's effectiveness I thought that he could drop grenades while flying through the air.
Would there be any range for this attack? Would it even require any skill at all to drop a grenade?
Do you know, we actually had rules once not only for falling speed, but falling acceleration due to gravity, I think it was something like 5" per turn per turn. It was a disaster. Maybe BW2000?
Falling happens instantly now, and everyone's much happier. Dropping grenades accurately while flying on a rocket is pretty difficult, I can tell you. I'd handle it as a regular throwing attack with the standard movement modifiers.
-
piltogg
- Clown-Face Bologna
- Posts: 2024
- Joined: Wed Jan 02, 2008 6:16 pm
- Location: Fictional Deutschland
-
Contact:
Post
by piltogg » Wed May 25, 2011 9:36 pm
it seems like the new rules are much heavier on the skill and whatnot modifiers that usual. Thus making it a bit more difficult to keep track off whats what. Thus it would be rather helpful if you compiled all the modifier charts into one spot for easy viewing/printing, as that would solve most issues with rules questions.
-
HAL-9001
- Officer
- Posts: 109
- Joined: Wed Sep 22, 2010 3:53 pm
Post
by HAL-9001 » Wed May 25, 2011 10:24 pm
I don't know about the online rules, but as I'm working on my PDF adaptation, I'm copying all of the tables and cards (and some other information which I think is useful, like close-combat resolution, fire propagation, and so on) into a reference section in the back.
Heuristic ALgorithmic AFOL.
T6281: Solar Federation (Rules T6588)
T6777: Dungan Swarm
T6783: Space Pirates
T7349: BrikWars Vehicle Datasheet
T7402: Imperium Constructor
-
Apollyon
- Actually a decent human being. As far as I can tell anyway...
- Posts: 1621
- Joined: Sat Jul 25, 2009 5:14 am
- Location: I am in Berlin bitch!
-
Contact:
Post
by Apollyon » Thu May 26, 2011 3:20 am
HAL-9001 wrote:I don't know about the online rules, but as I'm working on my PDF adaptation, I'm copying all of the tables and cards (and some other information which I think is useful, like close-combat resolution, fire propagation, and so on) into a reference section in the back.
Awesome. I am really looking forward to your pdf version. Reading rules on the web is nice and all but having them printed out is so much better.
If you're not into Metal you are not my friend!
-
benkim123
- Dimmy
- Posts: 696
- Joined: Wed Mar 11, 2009 9:19 am
- Location: Inside a Hammerhead Gunship
Post
by benkim123 » Fri May 27, 2011 10:42 am
Sorry for this dumb question
Where is the 2010 Rulebook and where can I see it? (You can start criticizing me now.)
-
RunsWithLegos
- Official Duck
- Posts: 2245
- Joined: Mon Apr 19, 2010 6:45 pm
- Location: Boston, MA, USA
Post
by RunsWithLegos » Fri May 27, 2011 10:42 am
it is fine bro, just put 2010 instead of 2005 in the url when looking at the rules.
-
benkim123
- Dimmy
- Posts: 696
- Joined: Wed Mar 11, 2009 9:19 am
- Location: Inside a Hammerhead Gunship
Post
by benkim123 » Fri May 27, 2011 10:43 am
Ok just found it thanks
-
Cpl. Halan
- Cannon Fodder
- Posts: 454
- Joined: Tue Dec 16, 2008 3:35 pm
- Location: Maryland
Post
by Cpl. Halan » Mon May 30, 2011 12:08 pm
Yo, a minifig's two-handed weapon is basically a size two weapon but with a higher use but a two-handed weapon costs the same as a size two weapon, the only change is the use. Problem is: the rules let a minifig use a size two weapon over a two-handed weapon.
Minifig two-handed weapon:
cost: 4 CP
use: 4
range: CC
damage: 2d6
Size 2 melee weapon:
cost: 4 CP
use: 3
range : CC
damage: 2d6
Fire, Fire, burning bright
Burning down the house tonight
Heroism is not the ability to kick ass. It is the willingness to use this ability on any poor bastard who so much as looks at you funny.
-
Zahru II
- I kinda like it if the lady's dominant...
- Posts: 4462
- Joined: Fri Jul 24, 2009 6:22 am
-
Contact:
Post
by Zahru II » Mon May 30, 2011 1:43 pm
I was kinda spazzed when I saw my oni in the chapter
-
stubby
- tl;dr: the rule of fudge is the entire rulebook
- Posts: 5201
- Joined: Sat Dec 29, 2007 8:31 pm
Post
by stubby » Mon May 30, 2011 1:53 pm
Cpl. Halan wrote:Yo, a minifig's two-handed weapon is basically a size two weapon but with a higher use but a two-handed weapon costs the same as a size two weapon, the only change is the use. Problem is: the rules let a minifig use a size two weapon over a two-handed weapon.
Yeah, I know, I've been trying to figure out a way around that for awhile now because I want to retain the Use:2-3-4 progression for the Close Combat weapon types.
I think I'm going to add in a note explaining that there's some fudge invlved because minifig Two-Handed Weapons are often longer than two inches, sometimes by quite a bit; if he has an actual Size 2" Weapon then he can use the Size 2" Weapon stats.
-
Rev. Sylvanus
- Galidor
- Posts: 1025
- Joined: Thu Feb 04, 2010 10:14 pm
- Location: Appalachia
Post
by Rev. Sylvanus » Wed Jun 08, 2011 12:12 am
I know it has been out for a while, but Ch 8 is quite thorough. Some questions and points of clarification:
6) What is the use rating (or is there a use rating) for a size X explosive that is neither thrown nor launched nor fired (like a satchel charge or the giant diabolical time bomb leveling the evil villan's base)?
7) What exactly encompasses a scout's "field of vision"? e.g. a ninja is hiding 48" away from the scout, 2 o-clock position behind a wall that offers 2/3 cover (which normally makes the ninja "invisible). That ninja is 100% visible to all members of the scout's team? Would the same be true if the ninja were in the 6 o-clock position?
8 ) A Heavy carries a 2" machine gun. The Heavy unloads on a bunch of peaches on turn 2, so many in fact that the gun becomes "inoperable." Does compensating influence the reloading, or can the Heavy both move AND reload on T3?
9) If "gunnery" costs 1CP, shouldn't the gunner template only cost 5CP? Unless the unit is like my insurance with hidden costs?
-
stubby
- tl;dr: the rule of fudge is the entire rulebook
- Posts: 5201
- Joined: Sat Dec 29, 2007 8:31 pm
Post
by stubby » Wed Jun 08, 2011 1:08 am
6) No use rating. The use rating is just to see if you can get the bomb to go where you want it, not to see whether it goes off; in these cases the bomb is already where it needs to be. (Soldiers setting sticky bombs on German half-tracks should make a Skill roll anyway, just to see if they blow themselves up on a critfail.)
7) That's a good catch, in past editions I was better about describing the field of view, and I should have included it. A Scout's field of view extends forever in whichever direction his face is pointing, and forty-five degrees to either side, for a ninety-degree cone of vision.
8) "Reloading is easy - regardless of the Weapon's Size, any minifig operating the weapon (whether directly or from a pilot or gunner's seat) can Reload it with a single Action, making it ready to use again on the following turn." The Heavy (or any minifig) can both move and use their Action to Reload a gun, even if it's too big for them to use. Compensating not necessary.
9) Another good catch. You're right, I did the math wrong.
-
Gungnir
- Jaw-Jaw
- Posts: 996
- Joined: Wed Jul 14, 2010 3:01 am
Post
by Gungnir » Wed Jun 08, 2011 11:02 am
Would a gravity gun be considered a launcher?
I've got mine set up so that larger payloads have a higher use rating, but deal more damage. Though, there's no limit to the payload size, and just about anything can be launched.
BrikThulhu eats 1d6 minifigs each turn.
-
stubby
- tl;dr: the rule of fudge is the entire rulebook
- Posts: 5201
- Joined: Sat Dec 29, 2007 8:31 pm
Post
by stubby » Wed Jun 08, 2011 2:54 pm
Gungnir wrote:Would a gravity gun be considered a launcher?
I've got mine set up so that larger payloads have a higher use rating, but deal more damage. Though, there's no limit to the payload size, and just about anything can be launched.
Sort of, although removing the limit on payload size means it may be better to use the Heroic Weapon rules than the standard Launcher ones.
-
HAL-9001
- Officer
- Posts: 109
- Joined: Wed Sep 22, 2010 3:53 pm
Post
by HAL-9001 » Sun Jun 12, 2011 9:17 pm
Quick question regarding the Fair Use policy. As you might imagine, I am not eager to give out my name and contact information to anyone and everyone; will it suffice to use my username and PM link?
Heuristic ALgorithmic AFOL.
T6281: Solar Federation (Rules T6588)
T6777: Dungan Swarm
T6783: Space Pirates
T7349: BrikWars Vehicle Datasheet
T7402: Imperium Constructor