04-29-2022, 02:35 PM | #21 |
Join Date: May 2012
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Re: Rules Clarification: Paying Ace to Remove Paint
Paint grenades would either have to do significantly less damage, or cost more CP, if the Paint Effect was better.
Either of those options would make them less effective on a per-CP basis at bringing about end-game conditions (removing armor/tires). 1*, 1R, 1G is a pretty decent damage effect; and if you add a steady-aim gimbal, it gets really nuts. Roughly, a green die and a single reroll changes from 1/6 No Effect to 1/36 No Effect, and a single reroll of the red changes from 1/2 No Effect to 1/4 No Effect. If both rerolls can be used on the red die, it's a 1/8 No Effect. The paint effect can't be defended against by defense dice, either; defense dice shields can't prevent paint at all. (They can prevent the "overflow" tire damage if the attacker rolls two wrenches). I will say this - the Paint status isn't much good against a dedicated Ace Token Generator build, which is a popular play style. If my opponents are building to generate A Lot Of Ace Tokens Without The Need To Maneuver, then taking one off the top won't be very impactful. But to do that, the designer needs to narrow their design options considerably, and are surprisingly vulnerable to fire and shred weapons, and adding Paint Grenades to a fire/shred built complements those weapons types |
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