Hi OZ,
Critical hits are covered in the damage check dice rolls already after a hit is scored, 14.1 last paragraph on page 36 (v4.1). If the attacker rolls a damage die of 1 and the defender a damage roll of 6 the round is a dud on the reverse it’s a catastrophic hit and the target is destroyed ignoring the actual attacker/defender totals.
Will your rule replace the above?
Let us know how your trial goes, thanks!
Have you played ASL this rule sounds very ASLish.
No malfunction rules that I know of are in the rules except the J ‘flag’ for a few MGs what are you proposing there?
Cheers!
Hi Captain Darling,
Yes you are right- I come from ASL camp ;-)
I thought about to replace the original catastrophic rule- since I think the effect to call it catastrophic (as a game rule) is very low.
When I roll a 1 in defens and a 6 for attack- the result should be "target destroyed" even without "catastrophic" rule. I mean the chances are VERY LOW to attack someone where i already know that I wont do any harm beside of catastrophic hit.
Rolling snake eyes on to hit and giving you 2d6 for the attack should give hopeless weapons also a lucky hit.
Malfunction for rolling double 6- getting shaken status- is something I thought to represent "panic, gun jam or they drop the shell by loading the gun" just a temporary shock effeckt that something wrong did happen.
I am currently testing- but I didnt roll any snake eyes or box cars in ordnance shots yet.
It happens so low that it should not really hurt the system at all.... just add more tension.
Cheers
OZ