Dice per player

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Re: Dice per player

Postby lumpley » Thu Apr 26, 2012 3:54 pm

When I'm running the game, I bring: 4 white dice, 4 red dice, 4 yellow dice, 4 green dice, a bunch of blue and yellow dice, 4 red 8-sided dice, and 2 green 8-sided dice. That's a nice comfy set for the whole table.

Notice especially before you buy dice that you don't roll separate dice for your weapons at different ranges, so you really only need 2 red 6-sided dice (3 if you're into the split-range weapons).

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Re: Dice per player

Postby morganm » Fri Apr 27, 2012 12:46 pm

I use this for tracking ...

Image

It's made by Reaper
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Re: Dice per player

Postby RabidCadaver » Sat May 12, 2012 8:45 pm

morganm wrote:I use this for tracking ...

Image

It's made by Reaper


For those of you that couldn't get the image to work, it's Image

Or

www.miniature-giant.com/fImages-Reaper- ... f72067.jpg
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Re: Dice per player

Postby RabidCadaver » Sat May 12, 2012 9:12 pm

Ced23Ric wrote:Because I already have a boatload of dice from d20 P&P, I think this is what you need for a force of 8, to always have "free dice".

2x d6W - You can only use and assign 2/'Frame, and they are used up or replaced once used. You should never need more, unless I am retarded.
9x d6B - Obvy. So you can put down the Def number for all given 'Frames and have another one for that d6B d6B roll.
9x d6Y - Samesies. If all your 'Frames can spot, you want to be able to put that down and have another one for that d6Y d6Y roll. Swarmer army, anyone?
3x d6Rh - with eyes, black - Melee - can't have more than d6Rd d6Rd d6Rd on any given 'Frame.
1x d8Rh - with eyes, black - Melee - Won't be more than 1 rolled.
3x d6Rd - with eyes, white - Direct Fire - See Melee
4x d8Rd - with eyes, white - Direct Fire - You need 4, incase you have d8Rd d8Rr d8Rr d8Rr Alpha Strike action.
3x d6Ra - with numbers, white - Artillery - See Melee
1x d8Ra - with numbers, white - Artillery - Won't be more than 1 rolled.
2x d6G - I like to move it, move it.
1x d8G - MOVE IT! Once these are rolled, they are instantly picked up again anyway.



That all makes sense to me except for the red dice. They're always picked up afterwards, and you have to declare what you're shooting at the beginning of your turn, Also I'm pretty sure that you're never rolling a mixed handful. So at most, in red dice, you'd need 4x d8Rd (alphaaaaa) and then 3 d6Rd (well, not the type, but the style.)

Let's expand that out further then!

Let's say you have the maximum number of frames on the table at once (25; 5 player battle, everyone fielding 5 frames.) I realized that there was something else. If you've rolled all your dice for your frame and fire on someone, it'll cause them to have to roll al their dice for a single frame as well, and so you need at least two of the minimums to not have to pick dice up. I mean, we're going for completion here, right folks? I also included the funky condition where you shoot at a guy in direct fire range with all of your one shot rockets, and he has the exact same setup. COMPLETE.

Even in the most convoluted of circle spotting situations, that means you'd need the following

2x d6W (just change dice you sub in for so they can be remembered later. Don't need a second set, because they're just changed immedately. )
6x d6Rh (The dutifully sub in for absolutely any attack dice)
8x d8Rh (On the occasion that you fire all 3 one shot rockets, with a frame totally spec'd out for direct fire, rolling to hurt the guy who didn't specify a defense die... d6Rd d6Rd d8Rh d8Rh d8Rh d8Rh )
4x d6G (to remind you, if you take your movement later.)
2x d8G (same)
26x d6B (Holy god. For the unlikely scenario where everyone has been shot at in a single round. The last guy is rolling two dice, then taking the best of the two. And someone is off buying a case of beer to celebrate this occuring, and the other 4 guys are taking pictures with their camera phones to post on here cause the rest of us are calling total BS)
26x d6Y (Circle spot, last guy rolling two dice. No one attacks and removes spot dice from a previous target. Highly unlikely, but it COULD happen)

Did I miss anything? I can't think of anything else that could feasibly come up.
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Re: Dice per player

Postby mao42ranma » Sun May 13, 2012 12:00 am

Alternatively, if you want to keep a minimal set of dice, you could instead place some other marker for what you rolled for that particular frame, and since we're working with Legos typically, we have a lot of options for markers. You could also get some blank business cards and get a pack of DIY laminates and use dry-erase, or print out frame info onto the sides of the business cards...

Then you're minimal set would be...

d6W d6W
d6B d6B
d6G d6G d8G
d6Y d6Y
d8Rr d8Rr d8Rr d6Rd d6Rd d6Rd d6Rd d8Rd
Assuming split-hth-df, 2x df, split-df-art, and 3x 1srs; for when you must absolutely positively do to someone now the enormous hurt.
And since we have 4 red d6s, we just add 10 more, for when you do spot 6 + damage 8 against 0 def to someone, and lose a friend for life.

That should cover just about everything any frame could do...

Edit: From discussion below, my split ranges is wrong, so you'd roll at most d6Rd d6Rd d8Rd d8Rr d8Rr d8Rr in an alphastrike, or at 1.5 systems d6Rd d6Rd d6Rd d8Rr d8Rr d8Rr . So, since we still have the possiblity of rolling up to 3d6 of red. We'll add 11 red dice instead of 10, so the dice pool doesn't change.
Last edited by mao42ranma on Sun May 13, 2012 12:46 am, edited 1 time in total.
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Re: Dice per player

Postby Mantisking » Sun May 13, 2012 12:04 am

mao42ranma wrote:Then you're minimal set would be...

C'mon, we're gamers, since when have we ever gone for the minimal set of dice?
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Re: Dice per player

Postby randolph » Sun May 13, 2012 12:05 am

mao42ranma wrote: d8Rr d8Rr d8Rr d6Rd d6Rd d6Rd d6Rd d8Rd
Assuming split-hth-df, 2x df, split-df-art, and 3x 1srs; for when you must absolutely positively do to someone now the enormous hurt.

You will never, ever roll 4d6 red. You declare your weapon range before rolling, and you only roll the dice for the range you declared. Maximum dice for weapons in any range = 2d6 + 1d8, plus up to 3d8 in SSRs if the range is direct.
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Re: Dice per player

Postby mao42ranma » Sun May 13, 2012 12:09 am

randolph wrote:
mao42ranma wrote: d8Rr d8Rr d8Rr d6Rd d6Rd d6Rd d6Rd d8Rd
Assuming split-hth-df, 2x df, split-df-art, and 3x 1srs; for when you must absolutely positively do to someone now the enormous hurt.

You will never, ever roll 4d6 red. You declare your weapon range before rolling, and you only roll the dice for the range you declared. Maximum dice for weapons in any range = 2d6 + 1d8, plus up to 3d8 in SSRs if the range is direct.


I don't think you're considering the split-range system rules?

Edit: Which are optional of course, but still an option.
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Re: Dice per player

Postby mao42ranma » Sun May 13, 2012 12:15 am

Mantisking wrote:
mao42ranma wrote:Then you're minimal set would be...

C'mon, we're gamers, since when have we ever gone for the minimal set of dice?


Look, I've seen The Green Tide. Do you know what the sound of a BUCKET of Orky d6s being rolled sounds like? I do... I'm just offering this information for people who have gained a morbid fear of too many dice in one location.

I still wake up in a cold sweat some nights.... *shudder*
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Re: Dice per player

Postby randolph » Sun May 13, 2012 12:22 am

mao42ranma wrote:
randolph wrote:You will never, ever roll 4d6 red. You declare your weapon range before rolling, and you only roll the dice for the range you declared. Maximum dice for weapons in any range = 2d6 + 1d8, plus up to 3d8 in SSRs if the range is direct.

I don't think you're considering the split-range system rules?

Oh, I am taking that into account.
A split-range system is 0.5 systems worth of dice in Range 1 and 0.5 systems worth of dice in Range 2; you aren't allowed to have more than 2.0 total systems worth of weapon dice in any range - it doesn't matter how many systems they're spread across.

All legal permutations (sans SSRs):
d6Rd (1 split-range system)
d6Rd d6Rd (1 system or 2 split-range systems)
d6Rd d6Rd d6Rd (1 system and 1 split-range system; or 3 split-range systems)
d6Rd d6Rd d8Rd (2 systems; or 1 system and 2 split-range systems; or 4 split-range systems)
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Re: Dice per player

Postby mao42ranma » Sun May 13, 2012 12:42 am

randolph wrote:
mao42ranma wrote:
randolph wrote:You will never, ever roll 4d6 red. You declare your weapon range before rolling, and you only roll the dice for the range you declared. Maximum dice for weapons in any range = 2d6 + 1d8, plus up to 3d8 in SSRs if the range is direct.

I don't think you're considering the split-range system rules?

Oh, I am taking that into account.
A split-range system is 0.5 systems worth of dice in Range 1 and 0.5 systems worth of dice in Range 2; you aren't allowed to have more than 2.0 total systems worth of weapon dice in any range - it doesn't matter how many systems they're spread across.

All legal permutations (sans SSRs):
d6Rd (1 split-range system)
d6Rd d6Rd (1 system or 2 split-range systems)
d6Rd d6Rd d6Rd (1 system and 1 split-range system; or 3 split-range systems)
d6Rd d6Rd d8Rd (2 systems; or 1 system and 2 split-range systems; or 4 split-range systems)


Oh, okay, I think I get it, the beta rules aren't exactly clear about how split range systems work in regard to system counts, it just talks about adding dice at ranges. That's where my confusion was.
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Re: Dice per player

Postby Ced23Ric » Sun May 13, 2012 8:18 am

It's implicit.

1 weapon system in one range is d6Rd d6Rd
2 weapon systems in one range are d6Rd d6Rd d8Rd.

Now, if you add 2x 0.5 weapon systems with d6Rd each, it adds to 1 weapon system, which brings your total to 2, and thusly, d6Rd d6Rd d8Rd. :)
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Re: Dice per player

Postby RabidCadaver » Sun May 13, 2012 12:06 pm

Ced23Ric wrote:It's implicit.

1 weapon system in one range is d6Rd d6Rd
2 weapon systems in one range are d6Rd d6Rd d8Rd.

Now, if you add 2x 0.5 weapon systems with d6Rd each, it adds to 1 weapon system, which brings your total to 2, and thusly, d6Rd d6Rd d8Rd. :)


I think I see what you're talking about there. And it's something that should probably be avoided still... One of the less viable builds...

Slot 1 Machine pistol, on hand d6Rd d6Rh
Slot 2 Point defense Split d6Rh d6Rd
Slot 3 redundant point defense d6Rd d6Rh
Slot 4 Rifle, offhand d6Rd d6Ra

Results in d6Rd d6Rd d8Rd d6Rh d6Rh d6Rh d6Ra
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