IVhorseman wrote:2" always seemed a little short and silly, but it also works. 4" would stop armored minifigs from being able to make charge attacks, which is probably for the best. Horses would still be able to charge to their full extent, too.
I'm not sure why I orginally thought 2" was a good idea, to be honest. Maybe I was thinking in terms of exaggerating Damage output rather than exaggerating grand maneuvers? The idea of using SL:1 Armored minifigs as automatic-hitting 1d6 battering rams made me take a second look. (They can still be used as 1d6 battering rams, but 4" would mean they'd have to spend a couple turns building up speed first.)
Falk wrote:Just making sure I understand this right: if I charge, I can combine with a sprint, and the distance gets counted from all the turns I spent in the charge, and then for each 4" I traveled in the whole charge, I get +1d6 damage that adds to the weapon's damage. Or did I completely misunderstand this? Also, can a vehicle charge even if it doesn't have any spikes?
Your Size puts a limit on how many Momentum Dice you can have stored up at any one time. So yeah, minifigs top out at 1d6, Horses at 2d6.
The number of Mom dice you can spend at once depends on what you're spending them on - up to the Weapon Size for extra Charging Weapon Damage, for instance, or up to your Structure Level for Collision Damage.
So for the vehicle with spikes example: let's say you've got a 4" IceCreamTruck with 2d10 Armor and 1" Spikes on the front. The pilot hits the afterburners for a vehicle Sprint, so it's zooming along at a ridiculous 20". 20" would be enough for a potential 5d6 Momentum, but it's Size 4" so it maxes out at 4d6. It crashes into a billboard. The spikes are 1", so it can spend one of the Mom dice for +1d6 Damage with the spikes. If the billboard survives, then the truck has 2d10 Armor, so it can spend two Mom dice for +2d6 Collision Damage. Now it has one Mom left. Assuming it's successfully crashed through the billboard, then it can keep going and start building up Mom again.
(Also I think it'll be funny to just rename them to "Moms" rather than "Mom Dice.")
I'm getting rid of having to keep track of the Mom Pile for KnockBack; KnockBack is just determined by the Collision Damage roll now. This means that your shoving ability will be based on how heavy you are, rather than your size: a tiny tank is better at pushing things around than a giant zeppelin. Physical Opposition is still purely Size-based though, so the giant zeppelin is better at resisting being pushed around than the tiny tank.