Subject:
|
Re: Questions for Mr. Rayhawk or other knowlegible source on Brikwars
|
Newsgroups:
|
lugnet.gaming
|
Date:
|
Fri, 26 Jul 2002 03:18:06 GMT
|
Viewed:
|
2339 times
|
| |
| |
In lugnet.fun.gaming, Ryan Wilhelm writes:
> Ok, I like rules,so here are a few questions on Brikwars-
These answers are for Brikwars. If you feel they're not what you're after,
feel free to ignore them or make up your own. Brikwars is your game and as
long as all parties know and agree with the rules you're using it does n't
matter what those rules are. Though if you're really into Mechwarrior,
perhaps you ought use those rules instead.
References are to the 2000ed. HTML version.
> 1. Can you add a PowerSource to a Vehicle? I have a mech that could handle
> a MkIV Laser, but power isn't enough. Is it ok to add power at a cost?
Rather than adding a power source (see 2.4.2 Equipment :powerpak) you might
consider the "Guns with personality" suggestion in the sidebar of 6.3.1,
particularly "Mounting a big gun on a small vehicle"
> 2. Is it OK to have (almost) never-ending missile supplies? In Mechwarrior
> which my BrikWars models are based on, you have more missiles than are just
> in the launcher. What's the rule in Brikwars?
Suggestion One. This is a chance to build some funky ammo loading device to
put missles into the launcher.
Suggestion Two. If you've paid the points and your opponents don't care,
representation doesn't matter.
Suggestion Three. Use smaller MK missles (ie. smaller size)to fit more into
the launcher. Reserve the really big marks for obvious ground silo emplacements.
> 3. Say missiles are expendable. If I have a mech with 2 MkII missiles, and
> he shoots them both, is the Movement Panalty from the missiles gone?
The answer here depends on how much you're worrying about turn-rates,
movement penalties, whether the pawn can capture "en passant" acceleration
and all that. If you don't bother with the above, ignore movement penatlies
or build a platform with sufficent power to carry the missles without penalty.
If obscure numbers are your thang, there are two ways to go. Either the MP
represnts the weight of the missle itself, with would be reduced after
shooting it off, or it represents the cost of carting around the racking,
ignition systems and guidence stuff, which doesn't go away. The rulebook is
vague so that players can adjust the ruling to their own preference.
> 4. What all do you calculate as Chassis on a mech? Even after Reading the
> RVS, I'm still confused. Take a look at this-
> www.brickshelf.com/cgi-bin/gallery.cgi?i=202447 That's one of my mechs.
> What parts count as chassis? If I just count the baseplate that is above
> the Waist it is a small vehicle(36 dots), which doesn't seem quite right,
> but all well if it is.
You'll need to include the cockpit in the calculation, making it (by my
count, 6x14, a medium vehicle, reasonable enough for something that size).
You'll have to buy the legs seperatly and all that if you're using the RV
Suppliment.
You use the two largest dimensions (height in bricks, length and width in
studs) to calculate chassis. If using RVS, ignore arms, legs, wings,
tentacles, missle pods and thruster nozzles when working this out.
Remember: The rule you decide for yourself is better than one which is given
to you.
James (who hopes this helps)
|
|
Message is in Reply To:
2 Messages in This Thread:
- Entire Thread on One Page:
- Nested:
All | Brief | Compact | Dots
Linear:
All | Brief | Compact
|
|
|
|