| New Axe Rules | |
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CygnusMaximus Warlord
Posts : 230 Trading Reputation : 0 Join date : 2008-07-15 Location : Utah, USA
Personal Info Primary Warband played: Averlanders Achievements earned:
| Subject: New Axe Rules Wed 24 Mar 2010 - 19:31 | |
| Since nobody ever seems to take axes, I thought I'd have a go at making revised rules for these oft-neglected weapons. While "fixing" armour is the general way to make axes a viable option (and is the only thing we've done to add axes to the streets of the City of the Damned), some people like having armour be rare and expensive - this is for those people.
Axe - Common - 7gc
Chop!: Axes are far from subtle weapons and the sheer force behind their heavy blades is enough to punch through armour and splinter bone. Because of this, axes have the armour piercing special rule. In addition, a warrior wounded by an axe suffers a +1 modifier on the injury table. If the injury roll for a wound from an axe is a 7 (a natural 6 with the +1 modifier), the warrior is taken out of action as normal, but the axe has become embedded in the seemingly-lifeless body! The warrior may not leave his current location without passing a strength test in lieu of making his normal attacks in the close combat phase; if he moves, the axe is permanently lost. | |
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wyldhunt Elder
Posts : 355 Trading Reputation : 0 Join date : 2009-06-20 Location : Eau Claire, WI
Personal Info Primary Warband played: Ostlanders Achievements earned: none
| Subject: Re: New Axe Rules Wed 24 Mar 2010 - 20:59 | |
| While the "stuck axe" is very flavorful, I think it's a little more complicated than most will most want to use. I'm interested to see what Asps's take on this is - it might just be the middle ground rule for Axes he was looking for. Since we've already found a balance for Axes using our Critical Hit Effects, I don't see a need to playtest this ourselves, but am still interested so see what others think. | |
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CygnusMaximus Warlord
Posts : 230 Trading Reputation : 0 Join date : 2008-07-15 Location : Utah, USA
Personal Info Primary Warband played: Averlanders Achievements earned:
| Subject: Re: New Axe Rules Wed 24 Mar 2010 - 21:30 | |
| Thanks for your response, Wyldhunt. Like you, I actually have no intention of ever using these rules - I just couldn't bring myself to spend one more minute on the mind-numbing work I was doing and decided to take a "creative break".
It is a bit complicated now that I go over it again. It could be simplified by saying the axe is lost for the rest of the game.
Or it is lost for the rest of the game and recovered on a 4+ in the post-battle sequence (with a +1 if the warrior's warband won the game).
Or it is lost forever and the cost is reduced appropriately.
All of these rules make it a REALLY bad choice for warriors with a high number of attacks...
Just my random musings. | |
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Pirexian Elder
Posts : 383 Trading Reputation : 0 Join date : 2010-03-15 Age : 41 Location : Veracruz, México
Personal Info Primary Warband played: Middenheimers Achievements earned: none
| Subject: Re: New Axe Rules Wed 24 Mar 2010 - 23:33 | |
| what about a simple +1S? or +1S and -1I... simple stat modifiers.. don't mind me or take me serious.. I don't know much about game mechanics, but that seamed kind of complicated for me, since I'm not familiar with the general rules yet But I'm just saying, that for me.. a Noob Player.. simple stat modifiers make things a lot easier.. maybe in terms of game balance this is not a good idea.. but you experienced folks know more about balance than me. My two cents. | |
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mweaver Etheral
Posts : 1411 Trading Reputation : 0 Join date : 2010-01-14 Location : South Texas, U.S.A.
| Subject: Re: New Axe Rules Wed 24 Mar 2010 - 23:56 | |
| Actually, our lot tend to carry axes more regularly than maces/hammers/etc., with no changes to any of those weapons. This habit was set even before we made shields +2 in hand to hand. I suspect it is because we tend to forget the bludgeoning benefit to hammers etc., but always seem to remember the -1 to armor saves that axes give (though as to why we always seem to remember one special rule but not the other, I couldn't say). | |
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CygnusMaximus Warlord
Posts : 230 Trading Reputation : 0 Join date : 2008-07-15 Location : Utah, USA
Personal Info Primary Warband played: Averlanders Achievements earned:
| Subject: Re: New Axe Rules Thu 25 Mar 2010 - 0:50 | |
| - Pirexian wrote:
- what about a simple +1S? or +1S and -1I... simple stat modifiers..
don't mind me or take me serious.. I don't know much about game mechanics, but that seamed kind of complicated for me, since I'm not familiar with the general rules yet
But I'm just saying, that for me.. a Noob Player.. simple stat modifiers make things a lot easier.. maybe in terms of game balance this is not a good idea.. but you experienced folks know more about balance than me.
My two cents. My reasoning for not going with straight-up stat modifiers is that I like to keep things (fairly) consistent with Warhammer (if I don't, I get confused) and because the halberd already gives +1 S - making a 5gc weapon do the same thing but in one hand (even with -1 I) would make the Halberd even less viable an option. That's why I tend to have my home-made rules affect the sections that are decidedly "Mordheimy". I do admit that the axe getting stuck is a bit complicated, but reflects a battlefield reality. | |
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Asp Venerable Ancient
Posts : 659 Trading Reputation : 0 Join date : 2009-01-03
Personal Info Primary Warband played: Marienburgers Achievements earned: none
| Subject: Re: New Axe Rules Thu 25 Mar 2010 - 18:40 | |
| +1 to INJ makes it too good
in coreheim, they give +1 S vs enemies knocked down - useful on heroes for xp kill stealing | |
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Popmouth Ancient
Posts : 479 Trading Reputation : 0 Join date : 2008-12-10 Age : 37 Location : Gothemburg, Sweden
Personal Info Primary Warband played: Kislevites Achievements earned: none
| Subject: Re: New Axe Rules Fri 26 Mar 2010 - 23:56 | |
| I'd rather pump up the armour, leaving the -1 to armour save, thus making an axe usefull! | |
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