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Balancing Stomp, D-weapons & Gargantuan Creatures  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in us
Powerful Phoenix Lord





Dallas area, TX

To bring these down a bit (but still keep them good), I propose the following changes.

1) When a GC is hit with an attack that causes Instant Death, it takes D3 +1 wounds instead. This will make ID weapons do a bit more work and be more reliable, since the will do a minimum of double wounds.

2) the '6' result on a D-weapon only causes D3 + 2 wounds/hull points that ignore saves. This makes it min3-max5, thereby killing any "normal' vehicle and most MCs, but preventing it for "one-shooting" a Knight or other superheavy.

3) Stomp: tone done the '6' result by making it str10/AP1 no saves of any kind, but ramp up the '2-5' results by making them str6/AP3 ignores cover. That way the '2-5' result is more reliable, yet the "6' result is not so devastating.

thoughts?

   
Made in us
Locked in the Tower of Amareo




Make GCs not immune to poison. They all have double saves anyway.

Make S8/9/10 cause multiple wounds to make them worth taking again.

This message was edited 1 time. Last update was at 2016/05/16 13:35:39


 
   
Made in us
Powerful Phoenix Lord





Dallas area, TX

Martel732 wrote:
Make GCs not immune to poison. They all have double saves anyway.

I kinda like that GC's are a bit more resilient to Poison since their body mass is much bigger and it should take more Poison to affect them.
That being said, making it a flat "6" to wound is a bit harsh. Maybe it should be -1 to the 'to wound', making Poison (4+), into Poison (5+) for example.

--

This message was edited 1 time. Last update was at 2016/05/16 14:00:39


   
Made in us
Locked in the Tower of Amareo




I don't like anything about GMCs, but your suggestion is more reasonable than flat "6".
   
 
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