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wminsing
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Post subject: Random Rules Question/Idea - Walker Close-Combat Weapons Posted: Tue Feb 22, 2011 7:34 pm |
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Joined: Thu Feb 03, 2011 11:40 am Posts: 23
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So, my Rebel Minis Hammer Suits have wicked looking combat knifes, and I have recently got into my head that Tomorrows War might make the perfect Weird War II rules set- and one of my German walkers has a rather large claw. So I'm thinking about how I'd represent these weapons in TM- any ideas? I suppose the simplest way would be to assign them stats like anything else and rule they can only be used when the vehicle is in contact with another.
-Will
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loco smoko
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Post subject: Posted: Mon Feb 28, 2011 5:34 pm |
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Joined: Tue Oct 12, 2010 2:44 pm Posts: 29 Location: Feilding, new Zealand
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Hello
I have recently been thinking a bit abot this myself.
I haven't had time to game out the ideas but I was looking at the vehicles weight classes
i.e soft skin, light, medium, heavy and gigantic.
Assign the dice based on those and use them as the attack dice.
i.e a softskin is one dice, light 2 dice and up to 5 dice for a gigantic vehicle.
Then add modifiers, I was thinking +1 for an open hand or improvised weapon, +2 for a dedicated close combat weapon.
So if you count a HAMR suit as a medium vehicle with a big ass knife, it would be attacking with 3dice base + 2 dice. Nasty but it also has to get close enough to use it and weather any defensive fire to get anywhere.
So in a built up environment it would be great.
It's quick and dirty but it's simple and I really like simple solutions.
Hope this helps.
Cheers
Jerry
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wminsing
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Post subject: Posted: Wed Mar 02, 2011 10:53 am |
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Joined: Thu Feb 03, 2011 11:40 am Posts: 23
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It definitely does- linking to vehicle size is an excellent idea! I think I'll be adopting this system, it is simple, fits in the exisiting rules and covers all the possibilities I need it to. Thanks!
-Will
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