Sword or Board [with nails in it]?

RMagryta30!

Ganger
Apr 19, 2015
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Please excuse a NOOB question at a NOOB time, from a NOOB, NOOB person! XP

Looking at the Community edition rulebook, I'm delighted to find that Orlocks get dibs on swords now! That means I can still model them how I Iike. However, the +1 strength on the club IS tempting [probably due to me still being in 40k mode for the most part. XP].

As such what are your thoughts on one or the other?

Why not both?





...Why not Zoidburg?
 
...Why not Zoidburg?

Given that Zoidberg's medical expertise is with non-humans, the very xenophobic setting of an Imperial hive (or even underhive) would favour a standard Friendly Doc, especially since Scavvies - his most likely patients - don't have any money. Then again, Zoidberg never comes across as a character who gets paid a lot. Therefore, why NOT Zoidberg?

Go with the combo of sword, club, and pistol, and you will be awesome. Get the parry, and if you win combat then half of your hits are at Strength +1. And a pistol because, well, for opening cans of Wildsnake or turning on the TV.
 
The fact that you could pay Zoidburg with garbage instead of credits is another factor to keep in mind. Can't pay the Friendly Doc? Why not Zoidburg?

I didn't know if the sword and mace was an applicable combo [still haven't quite wrapped my mind around melee combat yet - again, the 40k training shows through], I'll give it a shot!

Also, Wildsnake comes in cans too? XP
 
...still haven't quite wrapped my mind around melee combat yet - again, the 40k training shows through...

Close combat operates as such:

A character may use up to two close combat weapons during combat. Pitslaves can get extra arms, so they can get extra. Each player rolls a number of dice equal to their Attack characteristic value, and any character with at least two combat weapons that does not carry a Basic/ Special/ Heavy weapon gets a +1 Attack value bonus for not having to deal with the larger weapon while duking it out. The combat score is the resultant sum of the Attack dice rolls plus the character's Weapon Skill characteristic value, factoring in the various Combat Score Modifiers (such as +1 for Charging). The character with the higher score wins, and the difference in the two scores represents the number of successful hits they have landed. When you have multiple combat weapons, the hits are dealt with in a back and forth manner.

Parrys are very helpful because they allow a character to force their opponent to re-roll one of their Attack dice (hoping that the six that they rolled can be re-rolled into a one, for example). This can only happen once per round of combat per sword and/ or weapon or skill that allows for a parry.

So lets say you have a sword and a club, and both you and your opponent have WS 4. You each have a Basic weapon and an Attack characteristic value of 1, so you are each rolling one Attack die. Assume the opponent does not have a weapon or skill that grants parry. You roll a 5 and they roll a 6. BUT, because you have the sword with parry, you force them to re-roll their 6, and the new result is a 2 (never in the game - and I think also in 40K - can you re-roll a re-roll). So you have won combat, and by a difference of 3, granting you 3 hits in combat. You may choose the order you deliver the hits, so going first with the club means you strike club-sword-club. The benefit of this is that your hits are at Strength +1, User Strength, Strength +1. Chances of causing a wound are greater.

So now all of a sudden you have the situation where a Gang Leader with a Plasmagun and a Chainsword might be more expensive than a Gang Leader with a Plasma Pistol, Sword, and Club, but the latter is set up to be a close combat monster. I don't actually know if the second character is cheaper without looking, but you get the idea.
 
When you have multiple attacks (be it from stat increases or from multiple close combat weapons), you choose which dice roll to keep/use (2 attacks result in a 4 and a 6, you use the 6. You don't keep both results and add them together for a total of 10).

A dice that has been re-rolled can not be re-rolled again.

Parries cancel each-other out (if two models fighting each have a sword), but other skills that permit re-rolls in close combat do not specify that they cancel each-other.
 
It's also worth mentioning that (in NCE) a sword can only parry a dice roll that is HIGHER than your own highest dice score. The combat skill 'Deflect' allows you to re-roll ANY dice.

I've found that makes a pretty big difference. It takes a sword from being something which wins you combats, to being something which makes you less likely to lose combats badly.

I've recently been doing some probability analysis and simulations on the efficiency of various combat builds, and was surprised how the sword isn't always king (assuming the sums are correct). If I recall correctly for a 1A fighter, getting an additional attack, even with a knife, is better than sticking with 1 attack and taking a sword.
 
I meant it's better to but an extra knife and use two hand weapons, than it is to use just one sword as your hand weapon.

At least, that's my initial finding... The whole parry problem is actually quite complex to model!

Edit: never mind not articulating myself well... even I have no idea what I was going on about. Well, actually I do, but it applies to such a rare and contrived example as to be practically worthless. Sorry!
 
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