Newbish n00b questions, MkII
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Re: Newbish n00b questions, MkII
So it would be a 2" radius 1d10 centered on him. Sweet. I can't wait to use him.
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Re: Newbish n00b questions, MkII
I'm not sure about Burst Fire penalty calculations.
So, if I choose to fire a 2-shot Burst, does it make the penalty for each shot a -2 or a -1?
Also, do Target Size to-hit modifiers affect CC attacks?
So, if I choose to fire a 2-shot Burst, does it make the penalty for each shot a -2 or a -1?
Also, do Target Size to-hit modifiers affect CC attacks?
Natalya wrote:Warhammer doesn't sell well because the models are good; it sells because of the awesome universe created around the models.
Re: Newbish n00b questions, MkII
-2, and yes.Texhnophille wrote:I'm not sure about Burst Fire penalty calculations.
So, if I choose to fire a 2-shot Burst, does it make the penalty for each shot a -2 or a -1?
Also, do Target Size to-hit modifiers affect CC attacks?
Natalya wrote:Wtf is going on in this thread?
Re: Newbish n00b questions, MkII
So with the new rules can the big mechs and tanks like size 6 and higher have 3d10 armor and 15" move? Definitely seems like the large space cruisers should.
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Re: Newbish n00b questions, MkII
15" is flying only. So space cruisers can move 15", ground-based tanks and mechs would be limited to 10".Maraxous wrote:So with the new rules can the big mechs and tanks like size 6 and higher have 3d10 armor and 15" move? Definitely seems like the large space cruisers should.
I thought about adding further limits to the 4d10 and 5d10 armor levels, to 10" and 5" move respectively, but those are supposed to be abnormal exceptions in the first place so it's weird to tie "normal" limits to them.
Natalya wrote:Wtf is going on in this thread?
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Re: Newbish n00b questions, MkII
Feel kinda stupid for asking, but do vehicles detonate upon dropping down to 0 HP and if they do, how much explosive d10s is there gonna be?
Natalya wrote:Warhammer doesn't sell well because the models are good; it sells because of the awesome universe created around the models.
Re: Newbish n00b questions, MkII
Not currently. I've tried to bring this into the game in a couple of different ways over the years but nothing's really worked out in a way that satisfied me.Texhnophille wrote:Feel kinda stupid for asking, but do vehicles detonate upon dropping down to 0 HP and if they do, how much explosive d10s is there gonna be?
Natalya wrote:Wtf is going on in this thread?
Re: Newbish n00b questions, MkII
I have always done exploding vehicles either as a player agreement before the game, or by vehicle type. Cannon carts do explode. Horse draw war chariot does not. Motorbikes or mecha may be destroyed afterward. Like shoot the gas tank, or enable self destruct.
Re: Newbish n00b questions, MkII
I'd love to have a hard-and-fast rule for it, but so far this seems to be the best way to handle it. Anybody has any ideas, let me know. Anything I've tried has always just ended up being too klunky or too easily abused.
Natalya wrote:Wtf is going on in this thread?
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Re: Newbish n00b questions, MkII
Why isn't it just everything explodes, xsize=effective size before destruction?
I make apocalypses and apocalypse accessories.
Re: Newbish n00b questions, MkII
Because then vehicles become better weapons than the weapons, and every game devolves into kamikaze vehicle attacks. It's funny at first but it gets old fast.
Generally, all vehicles are down to 1" or 2" effective size before destruction, and the amount of damage it takes to destroy them makes the extra explosion moot.
If you were going to do this, you'd make a roll every time the vehicle took size damage, to make it less controllable by the vehicle owner. Or you'd tie it to Over the Top bennies on the action roll, or critical successes on the bonus dice (making "exploding dice" literal).
Maybe something like this: When inflicting Size Damage on a fuel-powered target, every time you roll a Critical Success on one or more dice in the Damage Roll, you can save any number of the Bennies to use as Exploding Dice, creating an Explosion as a side effect at the point of impact (selected by the defending player, if the attacker didn't specify). For every point of Size Damage successfully inflicted, you can spend one Exploding Die to add one d10 to the Explosion. The Explosion does Component Damage, separate from the Size Damage already inflicted.
Generally, all vehicles are down to 1" or 2" effective size before destruction, and the amount of damage it takes to destroy them makes the extra explosion moot.
If you were going to do this, you'd make a roll every time the vehicle took size damage, to make it less controllable by the vehicle owner. Or you'd tie it to Over the Top bennies on the action roll, or critical successes on the bonus dice (making "exploding dice" literal).
Maybe something like this: When inflicting Size Damage on a fuel-powered target, every time you roll a Critical Success on one or more dice in the Damage Roll, you can save any number of the Bennies to use as Exploding Dice, creating an Explosion as a side effect at the point of impact (selected by the defending player, if the attacker didn't specify). For every point of Size Damage successfully inflicted, you can spend one Exploding Die to add one d10 to the Explosion. The Explosion does Component Damage, separate from the Size Damage already inflicted.
Natalya wrote:Wtf is going on in this thread?
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Re: Newbish n00b questions, MkII
If all launcher payload hits the target, does it deal combined or separate damage?
Natalya wrote:Warhammer doesn't sell well because the models are good; it sells because of the awesome universe created around the models.
Re: Newbish n00b questions, MkII
All the "real" hits do combined damage. Payloads that miss the attack roll, but still hit due to a near hit and are effect damage or something, are not included in the combined damage.Texhnophille wrote:If all launcher payload hits the target, does it deal combined or separate damage?
Natalya wrote:Wtf is going on in this thread?
Re: Newbish n00b questions, MkII
Kind of a dumb question, but . . . If I fire into a Phalanx Shield wall with an explosive they don't automatically parry that do they? I ruled that they don't, but the boys think the should be able to tank it out.