If your tracks are just made up of tires, then it's: ...
I like that as a middle ground, but it's hard to explain in-game. What would cause a gun to stop firing but still be usable when you fired again?
It misses the exact spot on the target you were aiming at (meaning it's no longer part of Combined Fire), but it can still hit some other part of the target if the target is bigger than the NearMiss. I need to add examples for this.
When a Ranged Attack misses, a shot is usually considered to have flown off into the sky or landed harmlessly on the ground next to the target. Any player may insist on tracking a Missed Shot more accurately, if he has a good reason to make the effort; for most shots it's not worth slowing down the game. He might think that the target is big enough that even a bad shot would have hit it, or that an Explosive landed close enough to the target to damage it anyway. On the other hand, he might be looking greedily towards other potential targets in the field of fire.
When an attacker misses a shot, and he or another player insists on tracking it, check to see how many points the Attack Roll missed by. (For instance, if the attacker rolled a 3 when he needed a 5, then the Attack Roll missed by 2.) The Missed Shot landed somewhere within this many inches of the target. The defending player may pick any spot within that range that he wishes. That's where the shot goes, provided that it's somewhere the weapon could theoretically have hit in the first place, no matter how ridiculous or unlikely. The weapon's Damage is then dished out as appropriate.
The only restriction to the defender's choice of accidental targets is that he cannot choose a victim owned by an unaffiliated player. Player-controlled targets are fair game if they belong to himself, his attacker, or the allies of either party. Anyone else's units are off-limits, unless hitting them can't possibly be avoided.
IVhorseman wrote:It's in the Combat chapter. ...
stubby wrote:As it is, I'm wondering if I should get rid of the size bonus completely. You have to declare the specific spot you were aiming at and leave the rest up to nearmiss.
IVhorseman wrote:Dude, that what you just described there is an anorakish tactic.
piltogg wrote:Talk of raving penis hordes frighten space-sailors everywhere, causing entire civilizations to become peaceful and friendly.
IVhorseman wrote:holy shit I'm actually walking to campus now. I mean it's been 15 months now
stubby wrote:There are a bunch of rules sections that are going to get simplified and edited down significantly once the main content is complete, Fire and crash rules among them. Anything related to field hazards and thrust rules also. I want to finish getting everything in place and playtested before I start the process of deciding what to delete.
Apollyon wrote:Keldoclock wrote:stubby wrote:You know what else has been depicted as OP? Tanks. Let's imagine you were facing a tank in real life. I don't know if you're imagining that tanks are built out of 20 gauge (0.04") sheet metal like cars and washing machines, or what, but armor plating is serious business. The armor plating on an M1A2 Abrams tank is 4.72 inches thick. Can you name a hand weapon that can damage 4.72-inch-thick steel plating? How about a sidearm? Is it entirely outside the realm of possibility that maybe there are targets for which you need something a little heavier than 9mm rounds?
The only thing "outlandish" is that I let hand weapons damage Armored targets on a critical success. In real life there is a 0% chance that this would happen.
The only man-portable things I can think of that would damage an Abrams are the Javelin Missile system (requires 1.5 operators) and C4... both of which would be incredibly dangerous to use on your own against a crewed tank.
What we learned in infantry basic training: if you encounter a tank, HIDE!
MDT-Maikel wrote:Somehow large groups of infantery seem especially vulnerable once you play on rather open maps, with launchers or rockets.
BW2010, Chapter 7 wrote:There is no environment more dangerous to the fighting minifig than the flat open field presented by the typical player's dining room table or hardwood floor. [...] minifigs are tender, fragile, and slow compared to armored vehicles and other large units. Without cover to hide behind, they have a tendency to get ground up like plastic hamburger meat.
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