Gateway to the West; by David Wright |
There's a few other things I wanted to update everyone on so we're on the same page.
First, I'm dropping "Technical Skill" as a unit characteristic in favor of specific special rules as TheDaR wisely suggested.
Girl In Fear; Charlotte Estelle Littlehales |
Finally, I want to go over my thoughts on how close combat should work:
Oblivion_NecronNinja said in my unit stats post:
"As written, the current Weapons Skill stat represents gear quality, as opposed to skill/training. I don't think that's what you're going for, UNLESS you want to reduce melee to a hyper-deadly "one successful roll kills a dude" situation, with very little specialized melee gear. Which is actually pretty brilliant."Yeah, pretty much. Having a super-hammer isn't much different from having a super-sword when facing a bunch of conscripted peasants with sticks. The hammer is really only a boon when fighting armored targets. So WS should really encompass several factors instead of just how 'trained' you are.
Such as:
- Size and/or strength of the model
- Quality of weapons/claws
- Use of Poison
- Specialized CC Training
As for the general sequence, I'm thinking of:
- Somebody Assaults
- Defender(s) can shoot in response or fall back OR...
- Choose to prepare themselves for combat (forcing a roll-off for who strikes first).
- Attacker strikes first (auto if defender shot, rolled-off if they didn't)
- Attacking is a straight WS on WS test.
- Hits on unarmored troops are auto-kills. Armored targets must be penetrated as well.
- Defenders that received at least one hit take a morale check. If failed, they fall back.
- If Defenders hold, they may then attack.
- Attackers take a morale check if hit, may attack again if they hold.
Thoughts?
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