(Ahem) Rulebook Update

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Re: (Ahem) Rulebook Update

Postby chaoschild » Sun Oct 28, 2012 1:45 pm

callmekenneth wrote:Wealthy only doubles the cred value that a model can take meaning a punk and what not can take 250 creds of stuff, and robots only pass will checks not WIN like it says for zombies.
I believe that's exactly what I said with regard to wealthy.
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Re: (Ahem) Rulebook Update

Postby callmekenneth » Mon Oct 29, 2012 11:42 am

chaoschild wrote:
callmekenneth wrote:Wealthy only doubles the cred value that a model can take meaning a punk and what not can take 250 creds of stuff, and robots only pass will checks not WIN like it says for zombies.
I believe that's exactly what I said with regard to wealthy.
A punk and such can only have 125 creds of stuff before wealthy.
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Re: (Ahem) Rulebook Update

Postby Butcher's Boy » Mon Oct 29, 2012 12:07 pm

just to weigh in 125 doubled by 'wealthy' is 250 creds

also regardint the robots will,

the rule 'You'll Never Take us Alive, Human!' states automatically pass any will check
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Re: (Ahem) Rulebook Update

Postby callmekenneth » Thu Nov 01, 2012 4:01 pm

My bad on the money I didn't see just how much some forces heroes could take, but if robots do pass any and all will checks why would it stipulate arrest checks separately as it's an opposed check and why would robodogs have +2 will if not for opposed checks? Also it would mean you could never detect a sneaking robot and vice versa you could never sneak up on a robot, passing any and all will checks of all types seems far too easily abused...
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Re: (Ahem) Rulebook Update

Postby cfirpi » Fri Nov 02, 2012 12:25 pm

callmekenneth wrote:My bad on the money I didn't see just how much some forces heroes could take, but if robots do pass any and all will checks why would it stipulate arrest checks separately as it's an opposed check and why would robodogs have +2 will if not for opposed checks? Also it would mean you could never detect a sneaking robot and vice versa you could never sneak up on a robot, passing any and all will checks of all types seems far too easily abused...
This has been brought up MANY times. A few answers proposed, nothing concrete yet.
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Re: (Ahem) Rulebook Update

Postby MongooseMatt » Sat Nov 10, 2012 4:59 pm

At Club Mongoose today, everyone was playing either Traveller, Star Fleet or Noble Armada, so I managed to (finally) get some time to sit down and type up notes for Block War - and I managed to get a serious amount done!

It will take 2-3 days to layout, most likely, but in the Block War update next week you can expect to see;

* Vehicle rules - they are in! Full rules for everything from small bikes to honking great mo-pads, both in one-off battles and campaigns. Still go to add the 'Megway' rules, but these will come fairly quick now the core vehicle rules are done. Also want to add some vehicle specific Talents, but there are already rules for modifying vehicles themselves...
* Mercenaries galore - from Galen DeMarco PI and Travis Perkins, to revised Med- and Tek-Judges, Exorcist Judges, the Space Corps and a judge with the biggest gun you have ever seen (you'll see that model showcased on Monday)!
* Finally got round to fixing the Robots vs. Stealth problem!
* Added a background chapter on the Undercity.
* Tek-Judges can now fix vehicles.
* Two brand new scenarios.

I am also thinking that Nero Narcos (with his Assassin Droids) should become part of the Mobster force list, and that we should also start adding some 'special' scenarios that allow you to play out confrontations that appeared in the comic strips... All that for later though, you will be getting a heck of an update this coming week!
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Re: (Ahem) Rulebook Update

Postby Doctor-Warlock » Sat Nov 10, 2012 5:05 pm

WOOT! Fantastic!
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Re: (Ahem) Rulebook Update

Postby Greg Smith » Sat Nov 10, 2012 5:41 pm

So do you have rules for Flyers yet?
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Re: (Ahem) Rulebook Update

Postby MongooseMatt » Mon Nov 12, 2012 10:42 am

The Bat Glider rules have all the necessary mechanics thus far - the Flyer type is one of those 'pigeon hole' game terms, that will likely be picked up on when we add more actual flyers into the game (whatever they may be - Dog Vultures are the only ones we have really discussed thus far). Something for the future.
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Re: (Ahem) Rulebook Update

Postby cheetor » Mon Nov 12, 2012 11:41 am

That sounds like a meaty update, Im looking forward to it.

Do we get to see the Judge with the big gun today then? Is that figure part of the Specialist Judges set from the Kickstarter?
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Re: (Ahem) Rulebook Update

Postby MongooseMatt » Mon Nov 12, 2012 1:03 pm

cheetor wrote: Do we get to see the Judge with the big gun today then? Is that figure part of the Specialist Judges set from the Kickstarter?
He is, and you can see him (among others) at;

http://www.kickstarter.com/projects/199 ... sts/347236
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Re: (Ahem) Rulebook Update

Postby Greg Smith » Mon Nov 12, 2012 1:27 pm

msprange wrote: the Flyer type is one of those 'pigeon hole' game terms, that will likely be picked up on when we add more actual flyers into the game
But there is a whole gang of flyers - Sky Surfers.
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Re: (Ahem) Rulebook Update

Postby shiba-tenchi » Tue Nov 13, 2012 11:55 pm

Yes, the Bat Glider description doesn't specify very much at all. Flyer still needs to be described somewhere.

An update to the Campaign system to make it actually work so gangs dont go bankrupt would be cool too.
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Re: (Ahem) Rulebook Update

Postby MongooseMatt » Wed Nov 14, 2012 10:32 am

shiba-tenchi wrote:Yes, the Bat Glider description doesn't specify very much at all. Flyer still needs to be described somewhere.

An update to the Campaign system to make it actually work so gangs dont go bankrupt would be cool too.
Looking into the Flyer issue.

The campaign system was updated to give more Credits to both sides after each mission.
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Re: (Ahem) Rulebook Update

Postby shadows3 » Tue Nov 27, 2012 4:07 am

I have a question about the main rulebook! Will there be anymore updates to the main rulebook or is it complete?
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Re: (Ahem) Rulebook Update

Postby MongooseMatt » Tue Nov 27, 2012 10:37 am

We now regard the rulebook as complete - any further updates/changes will appear in Block War.
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Re: (Ahem) Rulebook Update

Postby shiba-tenchi » Wed Nov 28, 2012 1:42 am

Can we get a working campaign system and some flyer rules in Block War then please?
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Re: (Ahem) Rulebook Update

Postby MongooseMatt » Wed Nov 28, 2012 9:58 am

Well, first, no one has reported any substantial issues in the campaign. But yes to Flyers.
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Re: (Ahem) Rulebook Update

Postby shiba-tenchi » Fri Nov 30, 2012 5:51 am

Actually, there is a thread down the page with questions about the campaign system.....
Some further campaign questions.

- After the battle someone gets 40% of the cost of the larger(est) gang in the battle. Is that both gangs? Just the winner?
- The mercenary system is a really good one for one off games. It doesn't seem to work so well in campaigns. E.g. A 500 point gang has been called out by a 900 point gang. The smaller gang buys sufficient mercenaries to even things up. After the game (if the answer above is both gangs) the large gang and the small gang both get 360 credits. The small gang has a 400 credit bill for mercenaries.......
Yes, I understand that they dont need to take mercs...but the alternative is to stick around until your gang is smashed to 25% and then running away, hoping the 360 creds replaces what you lost. What will probably end up happening is the weaker gang just turns up with one expendable minion and pockets the income.
- Are there any benefits in winning a scenario? (apart from possible campaign victory conditions)

Suggestions off the top of my head:

- I think it would be useful if there was some form of differential income dependent on gang size so a smaller gang has a chance to catch up.
- Scenarios should have some reward for the winner in a campaign setting.
- Might also be useful if there was another condition that allowed a voluntary retreat...say if a gang is outnumbered 2:1 or something like that.
- Similarly, if a gang being challenged is much smaller than the challenger they should have an option to not accept.
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Re: (Ahem) Rulebook Update

Postby LimeyDragon » Fri Nov 30, 2012 3:29 pm

How does junior from the Angel gang take advantage of the Punisher weapon skill?

Punisher
Type: Weapon
Use: Activate (Shoot)
The Hero makes multiple shots against a target when using two pistol weapons. If three or more attacks hit, one will be an automatic critical hit and the enemy must make two Will checks. If the first is failed, the enemy will suffer a –1 penalty to Melee and Armour for the rest of the battle. If the second is failed, the enemy will suffer a knockdown.


Readign the above information you have to have 3 hits, but since Junior dual weilds and can at best on get 2 shots, how is he supposed to meet the 3 hit requirement.?

----------------------------

Dance of Death
Type: Weapon
Use: Passive
If the Hero removes an enemy as a casualty in close combat, he may make an immediate, bonus Melee action.


Ok, looking at the above weapon skill.. One can continue to make close combat attacks all day long provided you keep causing casualties. Is that right or should it read "you get 1 bonus attack period, all subsequent casualties do not count until till your next combat action."
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