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TOPIC: Rulebook typos, comments, concerns, etc here...

Rulebook typos, comments, concerns, etc here... 3 years 3 months ago #1975

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Here's a place for you to put any comments, concerns, confusions, or questions about anything that you have seen in the rulebook.

While we don't anticipate needing an extensive update right away, we'll probably need to streamline and clarify parts of the rules once we start getting feedback.

Let us know what works, what doesn't, etc...

And now that the book is completed, expect some movement on other fronts that we've been putting off, like updating the web site!
Last Edit: 3 years 3 months ago by Anton.
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Rulebook typos, comments, concerns, etc here... 3 years 3 months ago #1980

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So read most of it on the plane from Oahu, great stuff-Im excited! I did see 2 things:
Page 28 under Scrapyard...'for any for any'
page 117...I think fast moving is missing. Slow is there.

Thats it for now. I thought I saw another but I need to reread it.

Also, was that note about Phoenix in there for me?? :)
Last Edit: 3 years 3 months ago by BaSaint.
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Rulebook typos, comments, concerns, etc here... 3 years 3 months ago #1981

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Ba, check your private messages. ;)
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Rulebook typos, comments, concerns, etc here... 3 years 3 months ago #1988

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BaSaint wrote:
So read most of it on the plane from Oahu, great stuff-Im excited! I did see 2 things:
Page 28 under Scrapyard...'for any for any'
page 117...I think fast moving is missing. Slow is there.

Thats it for now. I thought I saw another but I need to reread it.

Also, was that note about Phoenix in there for me?? :)

Good catches... I have NO clue how I can possibly fit fast moving in there... but I'll figure something out.

You'd better get started on a Phoenix Stitcher-themed board!
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Rulebook typos, comments, concerns, etc here... 3 years 3 months ago #1991

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@nas....thx

Maybe do a new last page with addendums/fixes/etc

I think ill rewrite my stitcher clan backstory for Phx :)
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Rulebook typos, comments, concerns, etc here... 3 years 3 months ago #1997

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Unfortunately, Fast moving just may not fit. I'd have to make a whole page 2 points smaller to make it work. I'll see if I can fiddle with it a bit more tomorrow on my day off.
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Rulebook typos, comments, concerns, etc here... 3 years 3 months ago #2005

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Just got through the fluff section last night and I have to say I love it! I actually picked the PDF for miniature gaming, but I like the back story so much I may have to run a roleplaying campaign in the setting. I just briefly skimmed over the rules, and am about to delve into them in starting tonight. It looks very well edited for the most part, only thing I noticed was:

Anton, your dedication on Page 3 says "May your your..." (Orion is an awesome name by the way, nice choice!)


I'll post if I notice anything confusing or what not in the rules. Thanks for the great work Wreck Age crew!
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2046

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I will keep this to questions and save the praise for another thread.
1st. there seem to be no "rules" on making a community. Is it meant to be like that? Seems to be made very important then just kind of spaced off.
2nd. When making a character, do you have to pay RU for the weapons they get to pick? Doesn't really say. Is modeling the limit?
3rd. I looked all over, but I can't find out what it means when a weapon has a short range of "melee +1" or "melee +2". What does that mean?
4rd. The Shock Signal is not in the equipment and I looked at least 3 times. The cross indicate more rules, but nothing.
Keep up the good work, guys.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2050

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An question I had, and I could not find the answer to (I could have easily overlooked it) is:

If a weapon has the scoped special rule, how do I find out what type of scope it has? Do I get to pick, or does it depend on how it is modeled? This could cause some confusion as some types of weapons (assault carbines, battle rifles, etc.) could feasibly be equipped with either type.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2055

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;) I love questions! good to see!
LordZobbie, communities are the core of the game. How to build one is mostly up to you. It starts with what type of community you want faction/nonfiction, and from there you can build. I understand your question, there is no (Do it this way) instruction. Start with what want to do in the game and work up from there. Faction/nonfiction, who are you characters?
For my table, I chose the size of the community, and started with that. I wanted it simple, little access to tech, (Need to be earned and salvaged). Green characters, quick to re-field when they die, and they will die! This limits some things and allows for a growing feel to the game, (for me).
You may want to jump into a high tech all the bells and whistles type of play, so that is quite different. IMO that will be more time consuming to flesh out in a campaign. FUN! but, much more time consuming. Hope that helps a little.
I think that the box sets are a good start out crew. Maybe more than you need on the first adventure. The rules tell you to think about what type of game you want to play, and build from there. It doesn't set an RU that you start out with, I think that may be what you are looking for?
May I suggest that you DL the stat cards, if you do no already have them and look at them to see the RU value and the equipment listed. That can be a useful example for what startup costs for fielding what you are looking to game with.
Now Buildings and access to tech, for me I choose those for my community. I went this rout.
Needs:
Water
Food
shelter
Pretty basic, but, how these needs are fulfilled and at what cost is the fun. Water, for example, how is the community getting the water they consume? Filtered, distilled, collected from moisture, naturally occurring, or do they trade for it?
Dude, I hope this is helpful and not wasting you time. Let me know if this is helpful.

2nd question: Depends on what you are gaming, but in a skirmish stand alone, the RU is a balance tool to keep things fair.
In the campaign, you are creating the characters, make them the way you want them to be. I suggest using the Stat cards, as the work is done for you, modify it to your needs (change weapons/equipment)and drive on! Give them their RU value based on what you changed.
When you establish your community, (what they have access to and need to sustain life), you will see that when you need recruits to replace casualties, you got work to do to get RU to equip those new crew members.

3rd Question: What weapon?
4th Question: I think you meant the Shock Staff? That can be found on the Stitchers Stat card for the Veteran Orderly. Also listed in the RB, listed on page (174)Weapons list second form the bottom!

Sabotage: :woohoo: See RB page (177)(Scope:) Read that and let me know if that answers your question. It was written for, and is more about the effects in combat.

I hope that helps you both! I am sure Anton will clarify!~ ;)
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2059

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Thanks Nasa,

I believe that clarifies my question, though I am still a bit uncertain. From reading that entry - it would lead me to believe if a weapon has the scoped trait than you get to choose which type of scope the weapon has.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2064

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LordZombie wrote:
I will keep this to questions and save the praise for another thread.
1st. there seem to be no "rules" on making a community. Is it meant to be like that? Seems to be made very important then just kind of spaced off.

That is slightly intentional, partly due to time and space constraints. There are a bunch of rules on creating and advancing communities, but there wasn't time to get them finished properly, and they would have added about another 30 pages to the book. I'm going to work on that at some point and get them released in a more polished form eventually.
LordZombie wrote:
2nd. When making a character, do you have to pay RU for the weapons they get to pick? Doesn't really say. Is modeling the limit?

They get whatever weapon/s are indicated by their archetype included in the cost. Any additional weapons can be "purchased" for the RU values listed. If you're just doing a one off game, I'd recommend no additional weapons, as it may throw off the balance. The additional weapons that you can trade for are really more intended for campaigns, and as rewards for campaign play and roleplaying.
LordZombie wrote:
3rd. I looked all over, but I can't find out what it means when a weapon has a short range of "melee +1" or "melee +2". What does that mean?

That indicates the "reach" trait. See page 179.

LordZombie wrote:
4rd. The Shock Signal is not in the equipment and I looked at least 3 times. The cross indicate more rules, but nothing.

Page 166, under "explosives". I will include a link in the updated version that will go right to that page.




Hope that helps!
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2065

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Sabotage! wrote:
An question I had, and I could not find the answer to (I could have easily overlooked it) is:

If a weapon has the scoped special rule, how do I find out what type of scope it has? Do I get to pick, or does it depend on how it is modeled? This could cause some confusion as some types of weapons (assault carbines, battle rifles, etc.) could feasibly be equipped with either type.

This was a bit sloppy on my part. The rifle scope should be considered the "standard". If you choose a tactical scope, half the range, and apply. Ideally, this offers flexibility based on your play style, or how you want to model it.

I should also probably add that if you have a rifle scope, automatic fire is somehow affected, but I think that will be a rule for a later addition.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2069

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Thanks a lot, Anton. That does help out a lot. The confusion on the weapons, and we had this come up again on our first game Sunday, is some are listed with weapon stats but in the items sections. I like the idea of taking your signal staff and smacking someone with it, but it just seem confusing. Otherwise, a great game. Everyone had fun.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2070

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This was a bit sloppy on my part. The rifle scope should be considered the "standard". If you choose a tactical scope, half the range, and apply. Ideally, this offers flexibility based on your play style, or how you want to model it.

I should also probably add that if you have a rifle scope, automatic fire is somehow affected, but I think that will be a rule for a later addition

Thanks for the reply Anton, that answers my question perfectly. I'm really like the versatility for the character creation system - it has a ton of variables, especially if are planning on using it in the scope of a narrative skirmish game. I'm excited for my models, painting them up, and getting some games in!
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2074

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LordZombie wrote:
Thanks a lot, Anton. That does help out a lot. The confusion on the weapons, and we had this come up again on our first game Sunday, is some are listed with weapon stats but in the items sections. I like the idea of taking your signal staff and smacking someone with it, but it just seem confusing. Otherwise, a great game. Everyone had fun.

Next go-around, I should probably expand the weapons charts to have a little more room, so that I can include stuff like what page to find the signal staff on, etc.

The signal staff IS a piece of equipment, but as a weapon of last resort, you can try to attack someone with it.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2075

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Sabotage! wrote:
This was a bit sloppy on my part. The rifle scope should be considered the "standard". If you choose a tactical scope, half the range, and apply. Ideally, this offers flexibility based on your play style, or how you want to model it.

I should also probably add that if you have a rifle scope, automatic fire is somehow affected, but I think that will be a rule for a later addition

Thanks for the reply Anton, that answers my question perfectly. I'm really like the versatility for the character creation system - it has a ton of variables, especially if are planning on using it in the scope of a narrative skirmish game. I'm excited for my models, painting them up, and getting some games in!

Once you get some games in, please post battle reports! I'd love to see how they went.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2076

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Battle reports? I do enjoy posting a good battle report and my friends and I just started a campaign. I was thinking of posting something up, but where would be the best place for this?
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2077

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LordZombie wrote:
Battle reports? I do enjoy posting a good battle report and my friends and I just started a campaign. I was thinking of posting something up, but where would be the best place for this?

Throw them here:
www.wreck-age.net/index.php/forum/6-modeling

What kind of campaign are you doing?
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2078

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I'll definitely post some battle reports when I get around to painting and playing some games Anton!

That said that may be a while, School and Clinicals are keeping me very busy (especially as I have to stay two nights a week away from my current residence for a long distance clinical site)- but I did get my Stitcher and Drifter starter the other day. I also noticed while browsing miniature market the other day they carried your products and I had a left over gift certificate and picked up a Staker starter (and the alternate hunters for the Stitchers as well). Most of my gaming buddies live across the state also- I'll have to start a Wreck-Age group here :cheer: . I think there is a good chance my fiance may enjoy the game as well.

I'm hoping this weekend to get my miniatures assembled and then hopefully next weekend start painting!
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2079

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You get to slap on any paint this weekend? I am slooowly finishing my Stitchers myself.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2081

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Unfortunately I didn't, I really wanted to get them primed at least, but we've had a bit of a cold snap and I don't have a garage.

I did get my Stitchers assembled though and ready for priming. I have to say after spending some time up close and personal with the models, they are AMAZING sculpts. They had virtually no mold lines, and the decisions on where to make the joins for multipart miniatures is flawless. I'm not sure who you guys got to sculpt, but having the joins at natural folds in clothing/ where bracers meet cloth, etc. was great. I don't have a single gap on any of the five miniatures in the box. I honestly don't remember the last time I put together a model without having to use a little Green stuff. I'm now even more excited to paint them.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2090

I've been creating an Excel based program to build characters quickly, which means I've been taking an extremely close look at the details of character building. Here are a few things I've caught and a few questions I've had, some with page references:

Pg 97 - under rare weapons Flame thrower is listed twice
- trinkets chart #35, platinum?
pg 99 - The pack boars have a limit on the number per character. Is there a limit for the dogs?
pg 103 - No Ghost, Traits, "Gun Slinger"

- Did the Reclaimer Zealot and the Drifter Elder get cut? seems odd to refer to Archetypes that aren't in the book.

- Is the Power Scav supposed to have a Server Kit?
- Staker Outrider, Exit Archetypes are none. I assume this was on purpose but I was wondering why?
- The Survivalist skill is sometimes refered to as Survival, I know that everyone can figure it out but it may introduce some confusion.
- Administrator, Exit Archetypes
- Chieftan, Traits, Nimble is listed as both a starting trait and an available trait.

- The Lost - does he really only have one skill? or should this be one skill per level?
- Gunslinger Trait - from reading the rules, the only traits which can be chosen are ones listed as Traits or additional traits under the Archetype. But it doesn't appear Gunslinger is under any archetype. Does this mean we can't use the gunslinger trait at all right now?

Hope I'm not stepping on anyone's toes. I'm just trying to help out if I can.
Last Edit: 3 years 2 months ago by RavenBlackwolf. Reason: Added two more notes
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2104

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Good questions dude!~ Never thought about the dogs, thanks for the idea! ;)
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2127

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Sorry for the delay in responding to this. It's been a crazy few weeks.

I'd love to see the XL file you've created. email me at: anton at wreck-age dot net and let's talk on that front.

Good catches all around, and absolutely no toes were stepped on in the creation of your post.
;)

I want to make sure that this is the best game it can possibly be, so that means putting it through the ringer. Keep your comments, questions, concerns, and queries coming!

There is no limit for dogs, currently, but if it ends up being abused (i.e. people trying to do crews of 1 person and 9 dogs), we'll see... although since they are unable to rally themselves, and because of the morale rules for un-nerved Characters, I'm not sure how effective a build like that would even be.

Reclaimer Zealot and the Drifter Elder did get cut, since we don't have the sculpts done yet (sculptors are working on them, but it's very slow going), and I should have excised those from mention for now. Both will be explained in detail in later books.

Gunslinger and Gun Slinger should be considered the same, so No Ghosts can take it currently.

Staker Outrider will have advanced exit archetypes in the Staker handbook. These will be new archetypes that have only been alluded to so far. Same thing with Stitcher Administrators.

The lost are intended to only have one skill. They are often single minded sleeper agents for the cult, who can appear to most around them as dullards. They are trained to be killers, rather than skilled members of society. More on them soon.

Thanks for the catch on survivalist/survival skill and the other catches. I'll make sure to rectify that in the next edition.

RavenBlackwolf wrote:
I've been creating an Excel based program to build characters quickly, which means I've been taking an extremely close look at the details of character building. Here are a few things I've caught and a few questions I've had, some with page references:

Pg 97 - under rare weapons Flame thrower is listed twice
- trinkets chart #35, platinum?
pg 99 - The pack boars have a limit on the number per character. Is there a limit for the dogs?
pg 103 - No Ghost, Traits, "Gun Slinger"

- Did the Reclaimer Zealot and the Drifter Elder get cut? seems odd to refer to Archetypes that aren't in the book.

- Is the Power Scav supposed to have a Server Kit?
- Staker Outrider, Exit Archetypes are none. I assume this was on purpose but I was wondering why?
- The Survivalist skill is sometimes refered to as Survival, I know that everyone can figure it out but it may introduce some confusion.
- Administrator, Exit Archetypes
- Chieftan, Traits, Nimble is listed as both a starting trait and an available trait.

- The Lost - does he really only have one skill? or should this be one skill per level?
- Gunslinger Trait - from reading the rules, the only traits which can be chosen are ones listed as Traits or additional traits under the Archetype. But it doesn't appear Gunslinger is under any archetype. Does this mean we can't use the gunslinger trait at all right now?

Hope I'm not stepping on anyone's toes. I'm just trying to help out if I can.
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Rulebook typos, comments, concerns, etc here... 3 years 2 months ago #2143

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On Dogs: There was an episode of Revolution!! Here you go! Could be fun!!
megashare.info/watch-revolution-season-1...4-online-TlRNM01nPT0
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Rulebook typos, comments, concerns, etc here... 3 years 1 month ago #2156

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I know its been FOREVER since Ive had a chance to play but Im rereading Complex actions and its sounding different than before. I thought those actions, like Aimed Shot, were additional APs? Now its saying turns which sounds odd to me.
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Rulebook typos, comments, concerns, etc here... 3 years 1 month ago #2158

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BaSaint wrote:
I know its been FOREVER since Ive had a chance to play but Im rereading Complex actions and its sounding different than before. I thought those actions, like Aimed Shot, were additional APs? Now its saying turns which sounds odd to me.

Welcome to the world of my headaches!

I changed that about six months ago, after extensive playtesting. It runs a lot more smoothly now, based on all the feedback I got.


Complex Actions now take a Character's full AP for the turn. This also meant to keep people from power-gaming high AP characters, who wouldn't physically be able to un-jam a weapon, or dig up a land mine any quicker, based on their reaction time.
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Rulebook typos, comments, concerns, etc here... 3 years 1 month ago #2161

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OK, thats cool. So in some respects its the same then, like aim... :lol:
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Rulebook typos, comments, concerns, etc here... 3 years 1 month ago #2167

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A few things I have noticed starting to read through the rulebook:

ARHK Troopers get the ARHK Carbine, appropriately enough :P , but don't have the Old Tech trait to properly use it.

The shotgun special rule on pg. 139 explains how to switch ammo types, but I don't see where variant ammo types are listed in the rulebook.
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