Chainsaws as a separate CC weapon category
Posted: Sat Mar 10, 2018 8:40 am
(Mick Gordon music plays in the background)
I've noticed that things like chainswords (OTCs don't count) tend to fall in a general Heavy Weapons category, without any distinctive quirks or bonuses/penalties stat-wise. So I recently came up with the idea to give chainsaw weapons (specifically those that actually resemble their real-life counterparts) their own CC subcategory based on a specific damage mechanic.
Chainsaw stats
Any thoughts?
I've noticed that things like chainswords (OTCs don't count) tend to fall in a general Heavy Weapons category, without any distinctive quirks or bonuses/penalties stat-wise. So I recently came up with the idea to give chainsaw weapons (specifically those that actually resemble their real-life counterparts) their own CC subcategory based on a specific damage mechanic.
Chainsaw stats
Spoiler
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UR: 3
Requires both hands to use.
Special rule: After a successful to-hit roll, instead of rolling for Damage, both attacker and defender are considered locked, not unlike two minifigs Grabbing each other. During defender's turn, they may try to break away from the chainsaw lock by rolling their Skill against that of attacker's. If successful, the defender may either Disengage from CC safely or attack the chainsaw wielder (the attack is auto-hit, since both fighters are still considered locked). At the beginning of the attacker's next turn, if he is still alive and locked with their opponent, that opponent is killed instantly, probably beyond any Medic's help. Chainsaw weapons can only be parried by Shields. Units with Deflection take additional Full Turn to be killed with chainsaw. For larger units, this attack is considered -1HP.
Requires both hands to use.
Special rule: After a successful to-hit roll, instead of rolling for Damage, both attacker and defender are considered locked, not unlike two minifigs Grabbing each other. During defender's turn, they may try to break away from the chainsaw lock by rolling their Skill against that of attacker's. If successful, the defender may either Disengage from CC safely or attack the chainsaw wielder (the attack is auto-hit, since both fighters are still considered locked). At the beginning of the attacker's next turn, if he is still alive and locked with their opponent, that opponent is killed instantly, probably beyond any Medic's help. Chainsaw weapons can only be parried by Shields. Units with Deflection take additional Full Turn to be killed with chainsaw. For larger units, this attack is considered -1HP.