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 Post subject: Flame Weapons (not the Jingles way)
PostPosted: Mon Jun 02, 2008 12:10 pm 
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Boxworm

Joined: Sat Mar 29, 2008 7:38 am
Posts: 130
Location: Clayton, NC
OK, I re-read through the flame weapons and I think I have a better grasp and noted some stuff I did wrong. If, for example, Cerebeast uses his Flamejet ability, he lays out the template and tries to hit everyone under it. If I get 2 models under the template, does Cerebeast roll one set of dice (with Aim added in) and compare that one result to the React of both models or does Cerebeast make the opposed roll against Model 1, resolve it, and then roll against Model 2 (basically treating it as 2 separate attacks)? Also, if I am reading that correctly, if the React roll beats Cerebeast's Aim roll, no damage is dealt, correct?

Dale

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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Tue Jun 03, 2008 7:18 am 
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Boxworm

Joined: Mon May 21, 2007 5:04 pm
Posts: 118
Location: Hockeytown
Believe it is just one roll from the Cerebeast. The models that are touched by the template have to beat that score.

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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Sat Oct 25, 2008 12:33 am 
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Boxworm

Joined: Tue May 27, 2008 10:02 am
Posts: 193
Location: Raleigh, NC
Followup q: say that Cerebeast's template touches 3 models. If the first two miss and he hits the third by modifying the dice, does this modification retroactively work to possibly hit the first two models? Or only the third? I think it's just the third but wanted to check.


 
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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Mon Oct 27, 2008 11:29 am 
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Boxworm

Joined: Wed May 23, 2007 11:29 am
Posts: 101
I would handle it this way (it hasn't come up yet though):

-Attacker with flame jet has three models under the template.
-Attacker rolls the dice and scores a *2* a *6* and a *4*, modified by aim his total result is 16
-Each defender rolls now and they in turn achieve total reactions of 12, 14, and 15.
-Since the defender must spend fear tokens first he decides that the guy that got a 12 is too far below the target number to help, the guy that got a 14 is really important so he spends a fear to reroll a bone die netting him a total of 18 now, so he is potentially safe. The third one that rolled a total 15 isn't a crucial figure, but is close to safe so he spends a fear to bump the blood die up 1 to a *6* thus potentially winning the tie and being safe if the attacker doesn't spend fear.
-The attacker seeing that he has only hit one model if these results stand decides that just won't cut it and wants to go for all three, so he spends a fear to reroll the bone die that came up a *2*. He blows it though and gets a *1* instead. In the end he still only hits one fig for damage.

All defensive modifications would have to happen at once, not one at a time. Does that make sense?


 
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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Mon Oct 27, 2008 11:35 am 
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Boxworm

Joined: Tue May 27, 2008 10:02 am
Posts: 193
Location: Raleigh, NC
Wait a second, I thought only the attacker could modify dice after the rolls have been made?

Edited to add: I am of course not counting 'Tempting Fate' in here.


 
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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Mon Oct 27, 2008 11:55 am 
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Boxworm

Joined: Wed May 23, 2007 11:29 am
Posts: 101
That is how I thought it worked also, but this last weekend with SofaKing at Maplewood, that interpretation was not used. I'm left thinking that the intention was as I described it above. I prefer that all can modify their rolls as it makes the game a bit less predictable when there is a lot of fear floating about, but as the book reads it seems rather clear that *only* attackers can modify their rolls. Defenders only have the option of modifying certain stats prior to the opposed roll.

This might require additional clarification from on high. Laughing


 
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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Mon Oct 27, 2008 12:06 pm 
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Boxworm

Joined: Tue May 27, 2008 10:02 am
Posts: 193
Location: Raleigh, NC
I would agree that we definitely NEED clarification on this, as - as you say - the book specifically notes that it is the attackers who can modify their rules. The group I play with has had a number of discussions on this point, and we've always referred ultimately to the book.

Seriously, some official help? Anyone? Help us out!


 
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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Mon Oct 27, 2008 12:16 pm 
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Boxworm

Joined: Sat Mar 29, 2008 7:38 am
Posts: 130
Location: Clayton, NC
I agree that there is an errata needed if that has changed. The verbage specifically states that a defender can 'Play Possum', but only the attacker has the option to bump blood die and then re-roll 1 or both bone die rolls.

Dale

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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Thu Oct 30, 2008 11:16 am 
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Boxworm

Joined: Tue Oct 16, 2007 10:08 am
Posts: 97
Location: Spinespur central: Philly
Whoa!! Dodger and I were just wondering this too, so I'll add in here too. We've been playing the game where the attacker makes one attack, and each defender has to beat it. I dimly recall a demo with Merv where each attack was resolved separately, but I could just be wrong.

As for spending fear adjusting the dice, not counting Tempting Fate, we've been playing where the attackers and defenders may spend fear tokens to reroll dice.

So far it's playing just fine this way. Like so many games, if you're playing a rule wrong, but both players are doing it, the game really doesn't change initially. As you go further on the learning curve however, you find you wish you had learned it right the first time.

So, it boils down to who gets to spend fear tokens to adjust the dice, and how to resolve attacks with template weapons like Cerebeast and Sex Star Six' flamethrower.

Merv, throw us a bone die please?

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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Fri Oct 31, 2008 7:14 am 
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Boxworm

Joined: Sat Mar 29, 2008 7:38 am
Posts: 130
Location: Clayton, NC
I got a message from Merv on this one. He stated that he allows defernder use of fear since fear is not abundant. From that, I would say taht the defender can adjust rolls with fear useage.

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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Fri Oct 31, 2008 10:40 am 
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Boxworm

Joined: Tue May 27, 2008 10:02 am
Posts: 193
Location: Raleigh, NC
Looks like Dante is going to be even harder to kill!


 
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 Post subject: Re: Flame Weapons (not the Jingles way)
PostPosted: Sat Jul 25, 2009 11:42 am 
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Joined: Mon May 21, 2007 5:39 pm
Posts: 184
Location: Albany, NY
A little bit of thread necro here, but I wanted to clarify two things

1. Firstly, as SofaKing indicated here defender cannot bonecrusher or bloodboil/chill - I'm sure most of you saw that but I wanted to link the two threads.

2. Going to the original question, yes the attacker makes one roll, each defender makes a react roll and compares it to the attackers roll to determine if they get hit. Carcass then had a follow up question about modifying the dice to hit one defender or all - well per page 60 of Threshold Bonecrusher and Bloodboil/chill are not able to be used with pierce or spray attacks so that couldn't happen.

make sense?


 
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 Post subject: Flame Weapons not the Jingles way
PostPosted: Sun Dec 13, 2009 4:11 am 
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Boxworm

Joined: Thu Dec 10, 2009 3:02 pm
Posts: 4
Location: USA
my plan was using one or two enemy weapons, nothing abusive, but on the thread I linked the guys were fined for 2 weapons. I would never buy them, only get them from wreckages. Would that be allowed?


 
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