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How do I use these files?

If you've found this, this is the "source code" for the This is Not a Test data files. If you just want to use these, just add following URL as a repository location:

http://battlescribe.mattcaron.net/this_is_not_a_test/index.bsi

Introduction

These datafiles are for the This is Not a Test post-apocalyptic skirmish miniatures game inspired by such movies and games as: Mad Max, Fallout and S.T.A.L.K.E.R.. It can be as wacky and off the wall or as serious and dark as you want it to be - it's all in how you play it.

Welcome to the wasteland, friend.

Resources

The rules, miniatures and supplements can be found at:

http://worldsendpublishing.com/

The Facebook group is full of helpful and supportive folks and can be found here:

https://www.facebook.com/groups/905688146148353/

Acknowledgements

  • Joseph McGuire for writing the game.
  • Ian O'Brien for getting this project started.
  • All the members of the TNT Facebook group who helped find bugs.

TODO List

General

  1. Add items from the Wasteland Companion
  2. Page references for.. well.. everything.
  3. Add weapons statistics (Okay per conversation w/ Joey)
  4. Add unit statistics (Also okay per conversation w/ Joey)

Preservers

  1. Implement exceptions to the above relic limit rules once implemented.

Tribals

  1. Implement 1 Warbeast per Tribal/Tribal Warrior limit.

Mutant Cannibals

  1. Implement 1 Critter per Youngin limit.

Mutants

  1. Implement detriment requirements.

Remnants

  1. Define and implement all restrictions (if possible).

Will not be implemented (and why)

Limits

None of these will be implemented because they are starting limits, not overall limits, and adding them would break the ability to use the roster editor for keeping track of campaign advancement.

  1. Skill limits.
  2. Starting relic limits.
  3. Mutation limits.

XP

Currently, the Campaign Advancement keeps track of Total XP and Unspent XP. That's likely all I'll implement because adding the ability to buy things with XP and have it properly decrement the Unspent XP, and make sure to use the correct XP amount based on Total XP is a whole lot of logic to shoehorn into BattleScribe.

Skill, Mutation, etc. descriptions

These things will NOT be implemented, per the request of World's End Publishing, LLC. Go buy the book for the skill explanations, mutation descriptions, and fine examples of same.

Bugs

  1. Promotions for campaign advancement doesn't change the "Category" of the mini, and thus the validation for number of Elites won't work, because you'll be able to take 3 Elites plus promote people to be Elites on top of that. For now, the best I can do is record the promotion and folks will manually have to keep track of how many "promoted elites" they have.

  2. Limits on big models not being able to wear some armor. This is not implemented because it is really difficult to implement without reworking how Armor is grouped, which would make it ugly. Thus, I am postponing adding this until a new version of BattleScribe, which is supposed to be able to look further up the chain than just "Direct Parent".

  3. Freelancers are now unlimited. Unfortunately, the only conditional directives are "per number of roster selections" (like specialists are) and "per roster points limit" (note the limit). There is no way I can find to increase the maximum number of freelancers based on the number of points selected.

  4. The limit of 3 models with "Ranger" per warband is not implemented, because there are actually 2 copies of "Ranger" - one for models which come with it for free, and one as an option. Implementing an aggregate limit which encompasses both of them is problematic and I need to figure out how to do this, exactly.

  5. Similarly, the limit of a model only ever having one weapon with the Masterwork Upgrade at one time is not implemented, for basically the same reason - it's easy to limit how many times a weapon can take the upgrade, but not how many times a model can take a weapon with the upgrade.

Notes

Relics

  • Due to a limitation in Battlescribe, I couldn't move the Support Relics under the Up-Armed option for a couple of models (Caravan Guard, for example), like I did for Support weapons and still be able to do the "maximum 2 relics per model" validation. As such, there is a tick box at the top of the Relics section that you can check if the model somehow gains the Up-Armed ability.

Tribals

  • Rather than implement some goofy selection for the two types of Tribal Warriors, I've made "Brawny" and "Quick" variants (it was just easier).

Caravanners

  • Rather than implementing a special "Local Emissary" entry, the allowed Local Emissaries are merely unlocked for this list.

  • Broke "Caravanner" and "Defender" out separately (it was just easier).

Mutant Cannibals

  • Critters are listed under Rank and File as if they were normal Rank and File Characters

Promotions

  • If a model gets promoted, it's under "Campaign Progression", under "Promotions".

  • For Rank and File models, there are tick boxes under "Equipment", "Grenades", "Melee Weapons" and "Ranged Weapons" which say "Model was promoted (Allow Relics)". Tick this box and the model will now be able to take relics. Unfortunately, due to limitations in BattleScribe, I can't have the show/hide key off of the Campaign Progression selection, so I had to implement it separately. Apologies.

Wasteland Exploration

  • For stuff which affects the whole warband, add the "Warband Campaign Progression" item. It contains "Warband Exploration Results".
  • If, in the above, you tick the "Can We Keep It" box, it will now show all the critters you can now take.
  • For stuff which affects individual models, the "Warband Exploration Results" are under "Campaign Progression".

Relic Limits

The logic for this is difficult, so I've aggregated it together below:

p.60 and p.153

  1. Rank and File cannot have relics.
    • This is implemented by hiding relics for models in category Rank and File.
  2. A warband can only have one of the same relic.
    • This is implemented by setting maxInRoster to 1 for all Relics.
  3. A model can only have two relics.
    • This is yet not implemented because aggregate limits are hard in BattleScribe.
  4. A warband can only start with two relics.
    • This won't be implemented because it breaks the use of BattleScribe for tracking advancement.
  5. A warband can never take more than three relics into battle at any time.
    • This won't be implemented because the way I implemented Warband Inventory is to treat it like a model named "Warband Inventory".

p.89 (Preservers warband special rules):

  1. Lorekeeper - "May start with one non-weapon relic for normal cost, this relic does not count against the warband’s relic limit."
    • HOWEVER - it DOES count against the "no duplicates" limit. (Per Facebook group post by Joey)
    • Implemented by not doing anything, since global duplicate relic limit is implemented, and the starting relic limit isn't (and won't be).
  2. Lord Reclaimer - "May start with one weapon relic for normal cost, this relic does not count against the warband’s relic limit."
    • HOWEVER - it DOES count against the "no duplicates" limit. (Per Facebook group post by Joey)
    • Implemented by not doing anything, since global duplicate relic limit is implemented, and the starting relic limit isn't (and won't be).
  3. Reclaimer - "Each Reclaimer in the warband may wear power armor for the normal cost. An exception that allows more one of each relic per warband and has no effect on the warband’s overall relic limit. "
    • Implemented by incrementing maxInForce by 1 for each Reclaimer in warband for Power Armor.

Remnants and Mutant Cannibals

Per Chris Layfield, who wrote the Remnants, via the Facebook group:

When I wrote that I excluded them because of the cannibalism. I considered them so heinous that it would be reviled by everyone and who could ever trust one in a warband and if you were to join one lead by some mutant cannibals then you'd surely have to become a cannibal or potentially be a meal.

So, Mutant Cannibals can't be Remnants.