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 Post subject: Random Rules Question/Idea - Walker Close-Combat Weapons
PostPosted: Tue Feb 22, 2011 7:34 pm 
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Joined: Thu Feb 03, 2011 11:40 am
Posts: 23
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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 Post subject:
PostPosted: 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
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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 Post subject:
PostPosted: Wed Mar 02, 2011 10:53 am 
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Joined: Thu Feb 03, 2011 11:40 am
Posts: 23
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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