Voin wrote:stubby wrote:Historically, parachutes are 1CP and have no effect other than preventing falling damage. They must be represented by an element.
As per your advice, I changed
my parachutes into cancelling Momentum damage (so they can also be used for dragsters or w/e). But I think the same rules can be applied to retro-thrusters (which would cause drift by pushing, rather than pulling).
Oh yeah, that is a better version. Even better than canceling Mom damage would just be canceling your own Moms entirely; you could still be damaged by other objects slamming into you, but you wouldn't have to worry about any momentum of your own.
Voin wrote:6. If there's a shield/heavy shield sitting on a vehicle (as w/ many castle carts, or viking ships or w/e), does that count as "armor plating" for purposes of that section being armored & move penalty?
If it's just sitting on the vehicle, and not a part of the vehicle, then I'd say no. It still grants shielding if enemy attacks happen to hit the shield elements specifically, but opponents don't have to make a special point of targeting non-shielded parts of the vehicle like they would for integrated armor plating.
But like anything else, players can make exceptions if they think it makes sense to do so.
Voin wrote:7. So I'm not sure if I'm reading the momentum/collision rules right (especially after the recent changes), so correct me if I'm wrong, but... if a vehicle (or w/e) has spikes (or w/e "Charging Weapon) installed on it, that automatically does damage
first...
Spiked Crashes wrote:As in any Charging Weapon Attack, the player can spend MOMs to add dice to the spikes' Damage, up to the Weapon Size of the spikes. Depending on how much Momentum the Vehicle has, spending MOMs before the Collision occurs might save it from taking Crash Damage, or it may allow the Vehicle to convert more of its MOMs into Damage than it would have been able to from Crashing alone.
How does this work, exactly? Is it that the MOMs are used up on the spikes, or does it have to completely destroy it's target & thus have nothing to bodily crash into?
I definitely need to go back in and re-write that bit more clearly. Moms spent on the spikes are used up. Whatever Moms are left over are used for the Collision. So if you have a SL:3 armored camaro with a 1" spiked bumper crash into a nursery school with its full 3 Moms, the first Mom will be part of the spikes attack and the remaining 2 Moms will be used in the collision.
Spiked Crashes wrote:8. How would one do a sideswipe maneuver? Is it basically a vehicular shove?
Yep. I haven't figured out a better way to handle this yet, so for now it's just shoves.
Voin wrote:Yeah, but how often are the turntable pieces that make turrets function actually exposed on tanks & such? More often than not, they're buried beneath the armor of the cupola & not visible from the outside.
In real life, or in Lego form? Exposed turntables are pretty common for more casual builders.
Voin wrote:If I were aiming to take out a creation's gun, I'd likely go for the barrel, which turreted or not, is typically only 1 piece thick, & thus only a single good shot of Component Damage (at 1 less than the structure's size). So w/a 4" gun on an AR 3d10 tank/tank destroyer, I'd only need to exceed a 2d10 AR to disarm it's main cannon (& get a nice +2 Size bonus to targeting in the process).
If you're taking the Size bonus for shooting at all 4" of the barrel, then the defending player gets to choose where in those 4" you hit it. Most likely you're only succeeding in turning that 4" gun into a 3" gun. A lot depends on how it's constructed.
(Officially, though, when you're doing Component Damage you're firing at a specific element. Unless the single element is 4" by itself, you're not getting that bonus.)
But the fun part about blasting it off at the turret is that the gun itself is still intact. You can run up and steal it.