Talk:Broadside MKII

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Turbulence

I looks like you have tried to design Character Heavy Warjack for the Privateer force. I have a few suggestions if your open to them.

1. If you are using the Freebooter/Mariner Chassis then you probably shouldn't increase the ARM or number of damage blocks. Keep them similar to the chassis they were built on. When you look at similar style chassis on different 'jacks, the stats and damage blocks are usually the same, if not very similar. For example the Defender, Cyclone, and Ironclad all have the same stats and damage blocks, with only a 2 pt difference in price for the Ironclad due to it's weapon systems.

If you look, the Freebooter and Mariner warjacks they share the same stats. If you do want to exchange MAT for RAT, then I would go point for point. So instead of turning a MAT 6 RAT 5 into a MAT 5 RAT 7, I'd go with MAT 5 RAT 6. I would also add the standard abilities for this chassis; Amphibious and Lash.

Based on their weapon systems the Freebooter is 6 points and the Mariner is 8 points. You are suggesting a 13 point warjack. Only the Behemoth costs that much. With a few modifications I think you can slim that down.

2. The Thunderhead has a similarly top mounted weapon system (the Lightning Coil) as to what you have proposed for the Magnetized Howitzer. You don't actually need to add an extra Gemini Cortex system to you 'jack. Just have the weapon. Your two fists act as your right and left weapon systems. Until every block is out the weapon system would be functional.

3. You only have two blocks allocated for your Gemini Cortex yet you state it can hold 3 pts of Focus. I'd suggest doing away with this all together. Your Magnetized Howitzer only has a ROF of 1. You don't need to list a normal attack. And I'd take away the armor piercing round as well. Instead you should list is like this:

Magnetized Howitzer

  • Pulverizer Round (*Attack) - Using 3 Focus the Magnetized Howitzer gains a +4 RNG and 4" AOE.

I make this suggestion since even the 'Snipe' spell only grants +4 RNG at the cost of 2 focus. So getting a 4" AOE added in for only one focus more is pretty cheap. If you take the suggestion to do away with the Gemini Cortex blocks this would use your total allocation of focus on this attack. But it seems like it's a pretty devastating attack as it is.

4. With the new rules for Warjacks in Mk II, you no longer need your 'Undaunted' special rule. A warjack isn't down now until every block is gone. Plus from where you placed the Gemini Cortex blocks, they would be long gone before the rest of the blocks were gone anyway.

5. I don't know what you have planned for the Revolver Spike weapon systems but if it is similar to the Mangler's Punching Spike then I would increase the POW to 4 depending on how many specials you are planning on adding to it.

If you take these changes under consideration you could easily lower the point cost down to 11. Maybe even 10, depending on what you have planned for the Melee weapon systems.

--Turbulence 22 January 2010

Maganac

Thanks for the advice Turbulence. I really got to pay attention to these things though I did do this in the middle of class so I didn't really take the time to check what i was doing. That aside, I was actually going for a Mercenary 'Jack that acted as a ranged dedicated version of the Behemoth, which is why I went in the direction I did.

Turbulence

No Worries. I've had a lot of help myself in my own creations from Uncle Biggins here on the boards, so I was just paying it forward. So feel free to take it or leave when it comes to outside advice. It's all good. But I'll add this. If you are keeping that Gemini/Sub Cortex, the Armor Piercing Rounds, and adding in two extra melee attacks for only one point of focus I'd raise your cost back up to 13. Because you haven't tried to match the Behemoth, you've tried to out do the Behemoth. You also might want to make one of your two right Revolver Fists into a lefty.

I also noticed in your write up you mention an Ironclad when explaining your Cortex system. "The Broadside has 2 G boxes to represent the Magnetized Cannon's Gemini Cortex and its ability to turn independently from the Ironclad and make a ranged attacks at any target it turns to." Don't know if this is a typo or what you were going for here.

I do like the 'Final End' ability.That is a decent closer, I would up the explosion to a POW 12 though. POW 6 just doesn't seem to do justice for a heavy warjack exploding, must less a unique character 'jack like you've got here. Not that you needed something to take the place of 'Undaunted' but it is just a nice addition to the 'jack over all.

--Turbulence 23 January 2010

Maganac

Just realized the Ironclad typo, I was thinking of the real life Ironclads and I guess I did the typo subconsciously.

By the way should I change the rule Revolver Spike by using every two focus instead of one.

Turbulence

Well since you asked I don't like your Revolver Spike ability. I think it's asking a bit much on top of the powerhouse you have already built. The rule as it's written gets three melee attacks for one focus. That's not fair. I'd change it to the Sustained Attack ability. This will save you focus from have to boost to hit. You would still have to buy extra melee attacks, but you don't have to roll or boost to hit once even one melee attack lands.

Revolver Spike

  • Critical Knockdown - On a critical hit, the model hit is knocked down.
  • Open Fist - The Broadside's Revolver Spike have the abilities of an Open Fist
  • Sustained Attack - During this model's activation when it makes an attack with this weapon against the last model hit by the weapon this activation, the attack automatically hits.

If ya go this route I'd change the weapon name to Revolver Spike throughout your write up. Having Revolver Fist and Revolver Spike again and again seems redundant. Especially since I think you called it that to guarantee the Open Fist ability. I'm assuming you were thinking about using the Freebooter arms but slightly modified? Maybe still looking like a clamp but with a spike in the center... or something like that.

--Turbulence 24 January 2010


Maganac

Ah that makes more sense. Thanks for the advice Turbulence. For the arms I was actually going for something like this: alteisen_revolvingstake.png.

Turbulence

Nice Picture. You going to draw the rest of the Broadside?

Maganac

I'm still getting my thoughts together for the turret, but eventually I'll get to it.

Uncle Biggins

Enjoyable concept and game function. I believe that the wording of rules could be cleaned up to keep the jack functioning as intended for about 2/3rds the words but Ill get to that in another post as I only have a little bit of time.

These are some of the recommendations I have.

Stats are good but it is slightly too costly. I would drop it down to PC 12 as I think its not as good as the Behemoth in comparison.

The P+S of the fist should be raised by one or two. Its far too low for a heavy jack, plain old arms are POW 3 in MKii. Revolving Spike fists should be at least POW 4.

I would remove the Gemini cortex rule as written. Seems ultra complex to have its half

I would instead split it up into some smaller more concise rules.

  • Gemeni Cortex - This model can be allocated an additional focus point while the Gemeni Cortex is not crippled. When the Gemeni Cortex is crippled this model loses circular vision and cannot boost ranged attack or damage rolls. While the cortex is crippled, if the Gemeni Cortex is not crippled then this model may be stil be allocated one focus.
  • Circular Vision - This models front arc extends 360 degrees.
  • Final End - When this model is destroyed, before it is removed from play all models within 2" suffer an unboostable POW 12 damage roll. Then this model is then removed from play.

Finally the ranged weapon.

Paying two focus in addition to the PC of 13 I believe makes this jack too heavy a burden on the mercenary warcaster for too little benifit. I like the idea of the warjack having a very powerful ranged attack that requires recourses to utilize but as stands it is a bit too costly.

I would instead lower the cost of each ability down to one focus and reduce there power somewhat. Giving it multiple attack types makes it a valuable model that still packs a mean punch.

  • Special Ammo - The Mag-cannon must spend a focus point to make its initial attack. If it does so, choose one of the following effects.
    • Armor Piercing - The attack is RNG 20 POW 10. Attacks against small based models gain +2 POW, attacks against medium and large based models halve the ARM.
    • Devestating - The attack is RNG 10 POW 14 AOE 4
    • Smite - This attack is RNG 14 POW 16. A model directly hit by this attack is slammed D6" directly away from this model.


The reasoning is that you already pay for the jack, you dont want to have to also force the player to pay half of his focus each turn to make the jack effective. This rule means that the caster will always have to give the warjack focus in order to fire its cannon.

Maganac

Thanks for the advice Uncle Biggins. Didn't really think about splitting The Gemini cortex that way. Thanks for helping me simplifying the Broadside.