I would greatly appreciate any proofreading of the one page rules reference PDF I've added to the OP, as it is the bread and butter for anyone trying to give the rules a quick evaluationIs there much we can do as players/readers to help?
I would greatly appreciate any proofreading of the one page rules reference PDF I've added to the OP, as it is the bread and butter for anyone trying to give the rules a quick evaluationIs there much we can do as players/readers to help?
That's pretty much what I've done, check the Mega in the OP. 3 champions max per gang (all gangs), 2 specialists, no more than 1 brute and 1 psyker to avoid rule bloat.I think the economy & the potential for powercreep are the biggest issues*.
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limit the number of brutes, heavy weapons, special type weapons, specialist champions, ...
I disagree on this, once we've introduced a use for LD and WIL, I've started feeling the downsides of bad mental stats as a goliath main.but fixing the mental stats would not 'fix' the gangs dependent of other mechanics (goliath, van saar, ...)
I'll read through your rules/main in the OP when I got some time.That's pretty much what I've done, check the Mega in the OP. 3 champions max per gang (all gangs), 2 specialists, no more than 1 brute and 1 psyker to avoid rule bloat.
The economy was also reworked so gangs would develop slower, as well as having an option to reform a gang which took heavy losses so it does not drop out of the campaign entirely (basically you spend reputation to restore your gang to the starting rating, while keeping all experienced gangers). Also there is a functional Giant killer rule in the campaign section, as well as Equalizer to make each game a bit more fair.
Works very well in practice, as an arbitrator does not have to babysit gangs which keep losing and enter a death spiral.
I disagree on this, once we've introduced a use for LD and WIL, I've started feeling the downsides of bad mental stats as a goliath main.
Your gang is about to botte out, and your leader has already used his LD test? (in Gang Showdown you can prevent bottling only once per game with each model)
Or maybe you need to shoot at a heavy bolter champion hidden behind a juve?
In such situations rolling an 8+ on 2D6 does feel like a pain.
Hello! The knockback is supposed to be resolved after the duel ends and all Strikes are scored, so the defender and the attacker can both be knocked away from each other simultaneously; otherwise the knockback would be pretty insane, if it could interrupt a duel. It is not clearly written though, so I'll make sure to fix that. Thanks!I have a question about how Knockback works with these close combat rules.
It says it happens when the knockback weapon hits the fighter (if the hit roll is equal to or above the target's strength). For close combat does that mean it resolves right after the attack dice are rolled, or when you 'strike' with a knockback weapon, or do you wait until you resolve the hits?
It resolving when you strike seems like the most interesting answer to me, but interrupting the duel like that might be a problem.
I'm really enjoying reading through these rules. The custom leaders seem like a really elegant way to let players personalize things if they have an idea for something different.
Hello! I was on a vacation, so I've missed your question. We've discarded Entangle and Disarm traits as being too weird for the duel.@JawRippa we're using your close combat rules in our new campaign. Most traits are covered, but Entangle and Disarm are not. Can you explain how Entangle and Disarm interact with Gang Showdown's rules for dueling? When do they apply and how?