WestNordOst wrote:How do melee weapon/shield specialities scale?
In the rules for minifig weapons, there are noted some specialities. But it is unclear how they work against structures with a different structure size than 1". This should perhaps be clarified in the rules. Here are some issues:
Heavy Weapon (M): 1" KnockBack to minifigs (no Disruption)
Two-Handed Weapon (L): 1" KnockBack to minifigs
But there is no info how bigger melee weapons affect (at least I didn't find it) knockback on the targets. I guess it is
Code: Select all
knockback = (weapon size) - (target structure size)
This is correct. The info is in a subsection of 8.1:
8.1 wrote:KnockBack
Whenever a large Weapon hits a small target, it causes KnockBack similar to a Collision or Explosion, regardless of whether the target survives the damage. Any time a Weapon is larger than the Size of a target it strikes, the target is Knocked Back one inch for every inch of difference between the Weapon Size and the target's Effective Size, with the usual potential for being Disrupted as a result.
For large Explosives, the KnockBack from the large Weapon Size is replaced by the KnockBack from the Explosion Damage.
WestNordOst wrote:with the addendum that if the result of that calculation is 0.5, it means 1" knockback but without disruption.
Sort of, but not really. Bastard weapons are kind of roughly equivalent to Size 1.5" weapons, but all of their stats are individually tweaked to make them "feel" thematically appropriate. So this is just a special case. Some Bastard weapons cause the 1" knockback without disruption, some don't.
WestNordOst wrote:Shield (S): can Parry Charge attacks
Can it also parry charge attacks from larger creatures like a horse?
Yes. All Shields can parry all charge attacks, although small shields parry less of the damage than large ones of course.
WestNordOst wrote:Heavy Weapon (M): may be paired with Shield or Heavy Shield
How does that behave with bigger weapons and shields on larger creations? I think it would work if one said that shields use "0.5x its size" power instead of "1x its size".
This is another case where you can't really think of the M weapons as literal 1.5" weapons. Their stats are fudged to match thematic weapon use.
That being said, I may be limiting the Heavy Weapon + Heavy Shield combo to Heavy Infantry / Hoplites once chapter 11 is in place. Still working on that one.
WestNordOst wrote:Two-Handed Weapon (L): -1" Move; can't Sprint;
How does this scale with larger creations? A 5" tank with a total of 10" guns can sprint but not if he had a 10" hammer on top instead of its guns?
It only scales for hand-held weapons.
Unless the tank has arms and hands, it's not hand-held.
8.1 wrote:Hand-Held Weapons
When Weapons are carried in a Creation's hands (or the equivalent), rather than mounted directly to the Creation itself, they are subject to some of the same limitations as minifig weapons.
This is partly a balancing move, because a Creation with arms and hands is a lot more versatile than one without, even though arms and hands don't cost anything.
WestNordOst wrote:Body Armor: Move -1", can't swim
How does it scale? Does it scale?
I don't see any great thematic advantage to making this one scale the way I did for the weapons (although I guess I did give Horses a special Horse Body Armor in H.1). Regular old Armor Plating is probably the better bet most of the time.