Thanks for replies! I appreciate the ongoing development of the system. Well, actually I think that original wording is good. As in, RAW it makes sense but the second sentence being superflous left me guessing the intention behind the rule. As far as execution goes, I've seen no problems.
you are right. the second sentence is superfluous. I guess CB has suffered from the same syndrome I sometimes suffer of: Trying to make everything super clear and confusing people in the process.
My idea for random generation at this point is to roll 1d8 on both tables to get a nice, friendly A mission. I genuinely like the missions alot, and I'm more inclined to pick a Primary Mission, and roll for the secondary mission (either the whole list, or for a specific band of complexity).
I came to the conclusion that it is probably best to decide on the primary mission beforehand and roll for the secondary mission. The secondary mission being random encourages players to keep their list flexible.
I looked into the situation and realised that the simplest way to deal with this issue is to take the Lieutenant out of the equation. The mission has been changed to the following: Kill the Specialists Taking out the enemy’s specialists means denying the enemy the ability to fulfil their objectives. 1 OP is scored for every enemy trooper in a Null state at the end of the game which has one or more of the following skills: Specialist Operative, Engineer, Doctor (all levels), Forward Observer, Hacker, Paramedic. The maximum OP that can be scored this way is 3. If a player has only two such troopers, the trooper with the highest army point cost count as a specialist for the purposes of awarding OP. If a player has only one such trooper, the two troopers with the highest army point costs count as specialists for the purposes of awarding OP. If a player has no such trooper, the three troopers with the highest army point count cost as specialists for the purposes of awarding OP. Because army points are private information and OP are counted at the conclusion of the game, the players have to guess during the game which of the enemy troopers are the most expensive.
@prophet of doom Well, another way was to use linear process of objective generation. For example, adding something along the lines of "if trooper that falls under *description* already counts as specialist, skip it and pick next eligible one".
I like jailbreak so much more than Rescue. Thanks for this. Would you be interested in an editor to clean up the language of it?
Sure, go ahead and send me your suggestions via pm. It would be good to mark the changes with red colour or something. For version 3, I had a bunch of people proofreading, this time I did not do that unfortunately. I am happy to change the document and re-release it as version 4.1. Since Pride of Rodina and Data Sphere are going out of business, I think I will have to build my own blog soon. That would be a good opportunity to release such a new version. I think the whole world of wargaming is riddled with bad phrasing, so I don't take it as a negative if someone has ideas for improvement.
@prophet of doom Emergency Evacuation rules contain this passage: 3 OP for evacuating at least 25 army list points more than the opponent 2 OP if the difference between the evacuated points of both players is 5 or less. 1 OP for evacuating less army points than the opponent but at least 25% of the total of the army I feel there's something missing. As written, if you evacuate 6-24 points more than your opponent, you get no OP. This is all kinds of weird. Either I'm dumb or there's some sort of typo, but I'm not sure what. Investigate Alien Artefact mission refers to terms like "move to the left, move to the right". Relative to what? I assume it's looking from Active player's DZ, but it's really just a guess. Secure the High Ground has the following clause: +1 OP for having secured the highest target area. What happens if there are two equally high areas that can be considered highest? Black Operation has this objective: +1 OP for having killed (put into the Dead state) more mercenaries than the opponent. Since Mercenaries have their own turn provoking AROs from both players, you can end up with situation when merc is simultaneously shot by two players. How do we resolve that situation? Escape with Dropship mission has rules for damaging said dropship. Does it follow some sort of Vehicle rules from rulebook? If not, certain things are unclear to me: It is mentioned that it can enter Immobilized state without distinction between Imm-1 and Imm-2. They have different cancellation clauses, but I'm not sure if there's a way to inflict Imm-1 on it, so whatever. Mission itself only mentions that Unconscious can be cancelled by repair. Do we assume that Immobilized can be canceled normally using Engineer skill, and that it is allowed to use it while in B2B with Dropship? What happens if Dropship ends in Dead state on a unsuccessful launch attempt? Rules only mention successful attempt, I think... Escort Informant mission text has this allowance for Civilians: Civilians not in CivEvac may use Dodge, Discover or Reset as ARO. I feel that list could use expanding by adding Change Facing. Not sure about stuff like Alert. Mission High Tech Heist. I'm making stuff up at this point probably, but I wanted to ask about Consoles. Rules say "The following things can be achieved by using the consoles:" with a list. Does this mean player should pick a single effect per successful interaction with that console?
Thank you very much for your input. You see what happens if I don't have a proof reader! The people I playtested the rules with never read the text. I fixed the parts mentioned and will update the document. Maybe you have something else to say, who knows, so I will wait a little.
Edit: In Emergency Evacuation it should read: 3 OP for evacuating at least 6 army list points more than the opponent. I think the old test was just a typo.
@prophet of doom Thanks! Well, I think I've finished reading the entire document for the first time, I feel I've covered most of what I could. Perhaps someone else would add something here, because frankly I can't say I was too eager to fish for stuff like whether it's possible to rule lawyer legality of necessary declarations, catch obvious-but-not-RAW definitions etc. That may or may not become a problem.
d8 looks a nice option, what I had done sometime is for primary to roll d20 but wrap around, skipping C-rated. Example if I roll a 17, i'd go thru A and B but then continue from top. Increase a bit the odds in having the first 6 mission, and remove odds to have C-rated. Both for primary and secondary, if we roll and either player in unsatisfied with the choice we reroll. We are there for a fun casual game.
We had the same question and is what we did too, based on previous ruling that when multiple model kill a target in the same Order they all count as having killed it. What we are not sure though is how to apply shooting into CC when the Merc is engaged with the enemy. For active shooting, I went for -6 and rolls inside the margin will hit the other one. For reactive shooting (when the merc is in his active turn and engaged with the enemy) i wasn't sure how fair it is to shoot the merc at -6 and hit the enemy who it's not even its turn, the other player can't even dodge my missed attack. So we went with -6BS but without hitting the other model on a failure.
Sounds like a good idea. You are supposed to play the missions you like. Adding the random is for when you cannot decide or just want to see how your forces and your table setup react to a random mission, which can be fun as well.
Well, it is obviously shooting into CC and the corresponding rules apply. I interpret the rules on page 34 of N3 as the attacker decides which model involved in CC is attacked. If the roll is within the failure margin, the other model is hit. I realised that the result of my, lets say, more narrative, missions is that there can be lots of weird situations that raise rules questions. I try to cover them up as much as I can and also seek to eliminate such situations. I obviously fail to foresee all of them. I also feel if I were to cover all options, the rules would become too convoluted and thus unapproachable. So I guess players have to use their common sense and be fair to each other if such situations arise.
I just updated the 20x20 document on the google drive. If you download it now, it will be version 4.1. I made some changes based on the input from you guys. Thanks. - Night Fighting got clarified - Wording in High Tech Heist got improved - More specifics on destroying the Dropship - Securing the High Ground: If there are several areas of equal height, the extra OP goes to the player who secured the target area identified first. - Kill the Specialists fixed - Alien Artefact now has a sentence clarifying what left and right means. - The Interceptor equipment in Intercept Enemy Communications does not work through repeaters anymore.