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Small tweak idea for Explode rules


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Not exactly a massive change to the rule and not sure where this should go but considering this place suits it best, here is the idea.

First, Explode is effectively a universal rule most large mechanical units have but one thing that i always find weird is they only explode 1/6 times regardless of what happens to them. It's fine when that occurs with exact change (you reduce the target to 0 exactly) because there is a chance a sudden chain reaction happens or a cook-off of the ammo happens but when the thing is on one wound and you slam it with a 6 damage lascannon to be visually that means you cause some horrific damage that would be worth an explosion so a simple change:

 

Explode: (as is except) when determining if this unit explodes, if there was excess damage dealt to the unit from the last shot then you add excess damage to the roll. Eg. If a weapon deals 5 damage when this unit only has 2 wounds left, this unit will explode on a  3+ instead of a 6. This unit will never explode however if an unmodified 1 is rolled.

 

Would add an element of strategic thinking to some units, where if an artillery piece is in among infantry you may want to whittle it down a little bit first THEN unleash a powerful weapon on it to try and cause it to explode and inversely if a unit with this rule is in among your own units then you may want to not unload that volcano cannon on it just because you don't want them mortal wounds taking out your injured units.

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