Has anyone tried using the standard shooting rules for close combat instead of
the way presented in the text? Right now the two sides simply roll quality
with the high side winning.
I was thinking of something along the lines of the following:
1) Close combat takes entire turn (both activations).
2) You can only attack during your activation. Opponent only defends. Both
sides require a motivation roll. Opponent, if succeeds, can make a combat move
away from attacker.
3) Roll Quality + Ability vs. Opponent's Quality.
4) If one die beats Opponent then Opponent is "Suppressed." Suppression in
this case is basically being beat so hard you spend a second or so going OUCH.
You basically got your bell rung.
5) If both die beats opponent then it's a hit. Roll damage vs. Armor (standard
rules apply here). Items like power armor and such would double the roll.
6) A figure who is "Suppressed" can only remove the suppresion marker during
their activation. The removal is automatic and is the only action that can be
performed.
That's it in a nutshell.
---
Damo
> 2) You can only attack during your activation. Opponent only defends.
Both sides require a motivation roll. Opponent, if succeeds, can make a combat
move away from attacker.
Turning your back on a melee opponent is an *excellent* way to get dead,
unless your opponent is very slow and you are very fast. I'd say you test for
morale before the combat starts; if you succeed, you stay put.
> 4) If one die beats Opponent then Opponent is "Suppressed."
Suppression in this case is basically being beat so hard you spend a second or
so going OUCH. You basically got your bell rung.
> 6) A figure who is "Suppressed" can only remove the suppresion marker
That's a pretty heavy penalty, given that it's not all that hard to generate a
suppression and it doesn't take armor into account. For
instance, if I have a quarterstaff, that'll have high FP, low IMP -- but
if you're in full plate, the chance of your being stunned is pretty low.
> Turning your back on a melee opponent is an *excellent* way to get
I accept that...so how about moving backwards at 1/2 your normal
movement?
> That's a pretty heavy penalty, given that it's not all that hard to
Point taken but I'm worried about modern day stuff. A riflebutt to the side of
the head (even a kevlared head) is still more than capable of knocking someone
to the ground. I've seen it happen.
The same would go for a staff against some knight's full-plated head.
Of course you could always reverse the type of die the opponent uses...
Attacker rolls quality + ability vs. opponents armor. To determine
damage on hits roll vs. quality.
Damo
> Turning your back on a melee opponent is an *excellent* way to get
> I accept that...so how about moving backwards at 1/2 your normal
Are you saying retreat if you pass a morale check? That seems a little odd.
> That's a pretty heavy penalty, given that it's not all that hard to
> Point taken but I'm worried about modern day stuff. A riflebutt to the
OTOH I've taken quite a few hits that had my ears ring for a moment but didn't
keep me from taking my own swing a moment later.
Perhaps:
FP *or* QD beat opponent: he takes one Suppression, which means in his next
activation he can move *or* swing but not both. FP *and* QD beat opponent:
roll for penetration. If penetration, do
damage. If no penetration, opponent gets a total of two Suppressions --
next activation he can't do anything except recover.
I'd also allow a character to get UP1 on his QD when defending at a cost of
DOWN1 when attacking, or vice versa.
> Are you saying retreat if you pass a morale check? That seems a
Attacker rolls motivation to charge.
Defender rolls motivation to accept the charge: If they pass the roll they can
choose to accept or bail. If they fail the roll they bail.
Sorry for the confusion. By BAIL I mean to move backwards at 1/2 their
standard movement.
> OTOH I've taken quite a few hits that had my ears ring for a moment
For every example there is a counter-example. :)
> FP *or* QD beat opponent: he takes one Suppression, which means in his
(Move or swing) AND try to remove a single suppression?
> FP *and* QD beat opponent: roll for penetration. If penetration, do