RFCM

Rules => PBI => Topic started by: martin goddard on May 31, 2024, 11:12:04 AM

Title: Towed guns
Post by: martin goddard on May 31, 2024, 11:12:04 AM
I have made the rules simpler for towed guns (I think?).

Towed guns cannot be pinned or take cover.
Towed guns do not interact with foot bases re take cover and pinned.
Towed guns fight as a foot base whether towed or set up.   ie  2D6.

That should work well but needs a little testing.


martin :)
Title: Re: Towed guns
Post by: Colonel Kilgore on May 31, 2024, 11:42:05 AM
These are certainly a bunch of simplifications. And have a certain elegance too.

Unwinding this may take a fair amount of forensic review of the current rules, though  :)

Simon
Title: Re: Towed guns
Post by: martin goddard on May 31, 2024, 11:45:37 AM
I agree Simon. Each shift creates ripples.

martin :)
Title: Re: Towed guns
Post by: Nigel_s on June 02, 2024, 02:46:13 PM
Do you mean fight as a vehicle 2d6? Not fight as a foot base 2d6. Or am I being dopey?
Title: Re: Towed guns
Post by: martin goddard on June 02, 2024, 02:49:06 PM
Hello Nigel

Fight as a foot base= attract the modifiers that foot bases get. Also no save roll.
Just pretend the towed gun is a mortar base.

martin :)
Title: Re: Towed guns
Post by: Nigel_s on June 02, 2024, 10:41:31 PM
Ahhh got it. Sorry was being dopey.  By fight you meant in an assault. So 3d6 less one for crewed weapon is the 2d6 in your OP
Title: Re: Towed guns
Post by: martin goddard on June 03, 2024, 07:30:45 AM
Your Q was good Nigel. Rules can be read in various ways and each one is often right.
I can include my mortar base comparison to clarify.

martin :)