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A member registered May 12, 2016 · View creator page →

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I never say never, but a POD version is not in the plans atm.

(1 edit)

There is a possibility! Expect either a fillable pdf or failing that an online spreadsheet sometime next month.

The paragraph in page 11 is for Intermission conflict. Intermissions are much more freeform and don't need the structure, which is why it also says that using clockwise or aphabetic order is just a suggestion. Operations always use Priority determined by dice rolls. 

The page 11 paragraph should definitely be more explicit that it is only talking about Intermissions though, thanks for pointing it out.

The joke and short answer is that S is for people who prefer to play games without maps, while G is for people who want maps, minis and all that jazz.

The slightly more involved but still not comprehensive answer (its a 356 page pdf after all) is the maps thing, plus not having to do math when building your mech, the inclusion of long-term resources to manage between fights, and damage/hp values being much better balanced. Those are the most important and most observable differences.

Looks about right at a glance. Let this be a lesson about doing the math for 30 builds in a single day: Triple-check your math! Will certainly be doing more of that in the future.

Good job with the spot-fixes, the reasoning for them is solid enough and you've saved me the time of doing them myself.

Your math is correct. But there is more. Looking at it in detail now, at PL5 there's an additional 4 extra points given, totaling to a -14 deficit. This mistake is unfortunate as I don't have the working files for Remastered anymore, and I'd have to redo the entire manual from scratch (without some of the original artwork, even) to fix it.

A quick and dirty fix (without redoing the whole build and using the round attribute costs rule) to each of the PLs would be:

PL0-1 Guard and Threshold -1 each.

PL2-4 Remove Versatile Model.

PL5 Might and Systems -1 each.

Recover Guard and Threshold  by PL 2 and regain Versatile Model by PL 5, obviously. 

Boy I sure hope this is the one build with mistakes and that the rest are fine.

Thanks for pointing this out!

I compiled earlier changelogs into a singular list for convenience' sake. It is in gdoc form because it is 12 pages long.

BCG rules v1.2 to v1.7 changelog

A lot! It is structurally the same game but there's significant tweaks to every section. Just off the top of my head (some of this will be repeating the store entry bullet points):

  • A myriad balance changes for individual weapons, powers, etc.
  • Better rules for on-foot combat.
  • Alt rules for Critical Failures, Failing Forwards and Exceptional Success in chapter 1.
  • A "Dramatic Finish" rule to make defeating enemies narratively spectacular.
  • An expanded alt rules chapter, I believe custom weapons and corruption were already mentioned but those are the standouts among the new stuff.
  • A jillion more premades.
  • The setting! ft. Cool Fungus Facts!