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Post by Ed the Two Hour Wargames Guy on Aug 20, 2021 0:47:28 GMT
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Post by arkangilos on Aug 20, 2021 4:42:44 GMT
Is that using the older rules for weapon stats? I noticed they had different numbers for the various armor. Speaking of, what prompted the change away from impact?
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Post by Ed the Two Hour Wargames Guy on Aug 20, 2021 16:09:45 GMT
Is that using the older rules for weapon stats? I noticed they had different numbers for the various armor. Speaking of, what prompted the change away from impact? Probably older stuff, it's a fan based doc. Went form Imapct because of the following, I shoot a Rep 3 guy with an Impact 4 weapon. I shoot a Rep 5 guy with an Impact of 4 weapon. They both suffer equal damage even though the Rep 5 is 2 points higher than the Rep 3. Hope that makes sense.
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Post by arkangilos on Aug 21, 2021 21:49:46 GMT
Is that using the older rules for weapon stats? I noticed they had different numbers for the various armor. Speaking of, what prompted the change away from impact? Probably older stuff, it's a fan based doc. Went form Imapct because of the following, I shoot a Rep 3 guy with an Impact 4 weapon. I shoot a Rep 5 guy with an Impact of 4 weapon. They both suffer equal damage even though the Rep 5 is 2 points higher than the Rep 3. Hope that makes sense. Yeah, it makes sense. The new way makes higher rep characters more survivable.
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Post by Ed the Two Hour Wargames Guy on Aug 21, 2021 22:14:24 GMT
Correct. As they cost more point wise (I count the Rep and add 1 or 2 for the armor) they should be better.
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Post by arkangilos on Oct 8, 2021 4:07:29 GMT
What would you do for things like force lightning, force heal, and stuff? I was thinking something like this: Either using rep of force weirder or having a force value (in which case replace the rep in the following with the casters force value) Force lighting- give it something like a target rating of Rep and counting it as a shooting. Force Heal- does what a medic does. Force Crush- counts as Rep Armor Piercing against vehicles Battle Meditation- increases Rep of Rep Number of units or models by 1 Force Cloak/ Force Deception- take Rep test- Pass 2D6 cannot be targeted, pass 1D6- enemy counts -1 to firing test. What do you think? What would your ideas be?
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Post by archivistdragontigre on Nov 14, 2022 7:29:26 GMT
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Post by Ed the Two Hour Wargames Guy on Nov 14, 2022 16:56:24 GMT
arkangilos Just saw this one. Your ideas look good to me. The best thing is to tweak rules to fit what you want. Then if playing against someone that has played the rules before, let them know before game of the changes or additions.
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Post by Shon Maxx on Nov 14, 2022 19:20:02 GMT
I used Magic rules for most Force powers. Damage is anything from Choke or Lightning to hurling an opponent back. Defend is Shield or something similar. Dazzle can be Illusion.
For everything else, I use Force Skill. When performing a Challenge or Interaction, you get +1d6. However, failing is just like Power, where you suffer -1 to Rep.
Still working on SW rules but I’m currently finishing NaNo first.
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Post by bigwalleye on Nov 14, 2022 19:41:26 GMT
Regarding Force-related abilities, the three magic spells from Talomir (and all the THW fantasy rules) might be a good starting point. Damage, Dazzle, Defend. Straight-forward, minimalist rules, with the opportunity to add any details that fit your story.
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