IVhorseman wrote:There's something vaguely along those lines being cooked up for the new way armor works. Vehicles that ignore a die of armor would indeed have some kind of penalty to movement, but IDK what.
IVhorseman wrote:Another idea would be to mess with acceleration: armored objects can only adjust their speed by halves, so a heavily armored APC that has a maximum speed of 12" will move 6" on it's first turn, then 12" if it continues to accelerate. Turning radius would not be affected, but slowing down would: even after hitting the brakes, the APC would travel another 6" before grinding to a halt.
stubby wrote:IVhorseman wrote:What's also great about this version of armor is that "armor piercing rounds" finally make sense in the context of Brikwars.
For a long time I was considering using the d8 for armor piercing damage, and changing Rifles and Heavy Weapons into dmg:d8 instead of 1d6+x. It'd mean introducing d8s a little earlier in the rulebook than I'd originally planned though, and I'd still want armor to block at least some of the armor-piercing damage. A rule like "d8s become d8-2" or something makes it one level too complicated to be worth it though.
IX_Legion wrote:Would an armored fig with a shield who parries remove two dice of each type from damage?
IX_Legion wrote:And would it be OK to let the attacker roll for damage anyway, because critical success die can increase the number of dice in the attack, or would that be too complicated?
IX_Legion wrote:This would probably be player-made homebrew stuff, but you could also have selectively armor-piercing weapons. For example, my longbow might be AP vs. a chainmail-clad man-at-arms, but against the armored Death Tank it's useless.
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