Oneway Posted March 28, 2007 Report Share Posted March 28, 2007 this must have been covered somewhere, but... are there any "official" rules for hitting a moving hex? i.e. "wow! you say Super Fast Flying Dude is doing over 30"/seg in combat and has a DCV so large it wont fit on his sheet? guess i'll just hit the DCV 3 hex he is standing in right now as thanks to Hero movement rules he comes to a dead stop after every pha" There must be some penalty somewhere about how your hero guesses/knows where your target will end up. Quote Link to comment Share on other sites More sharing options...
CrosshairCollie Posted March 28, 2007 Report Share Posted March 28, 2007 Re: hitting that moving hex. this must have been covered somewhere, but... are there any "official" rules for hitting a moving hex? i.e. "wow! you say Super Fast Flying Dude is doing over 30"/seg in combat and has a DCV so large it wont fit on his sheet? guess i'll just hit the DCV 3 hex he is standing in right now as thanks to Hero movement rules he comes to a dead stop after every pha" There must be some penalty somewhere about how your hero guesses/knows where your target will end up. No, because the hex doesn't move ... characters move through hexes. Quote Link to comment Share on other sites More sharing options...
AdamLeisemann Posted March 28, 2007 Report Share Posted March 28, 2007 Re: hitting that moving hex. Though a Hex has a DCV of 3. Of course, on another thread, it was established that the DCV is 8 if the hex aborts to dodge. Frankly, don't ask me to figure out how that works, except as an excuse for bad die rolls. Quote Link to comment Share on other sites More sharing options...
Oneway Posted March 28, 2007 Author Report Share Posted March 28, 2007 Re: hitting that moving hex. so is it presumed then that every hero can accurately lead a target no matter how fast the target is moving? not to mention that they also know precisely, or within 2m anyway, how far away any target is? Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted March 28, 2007 Report Share Posted March 28, 2007 Re: hitting that moving hex. I don't think this is anything official, but you could rule that Velocity based DCV applies against AoE/Explosion attacks... Quote Link to comment Share on other sites More sharing options...
Bloodstone Posted March 28, 2007 Report Share Posted March 28, 2007 Re: hitting that moving hex. not to mention that they also know precisely, or within 2m anyway, how far away any target is? Not necessarily. Absolute Range sense exists for a reason. Most GM's will let players count hexes though, so it doesn't really matter in close combat. That's just a side effect of playing on a battlemat. Quote Link to comment Share on other sites More sharing options...
AmadanNaBriona Posted March 28, 2007 Report Share Posted March 28, 2007 Re: hitting that moving hex. I don't know what the official rules are (if any), but if I was going to worry about it (and I agree that it's kinda lame if left unaddressed) I'd probably use a PER roll in there somewhere, at approriate minuses for Velocity (ignored if the attacker has Rapid on a targeting sense). If the PER roll is successful, let him target the hex as normal, if not then give the hex the Velocity based DCV, which makes for a harder shot and thus more chance of deviation. Quote Link to comment Share on other sites More sharing options...
Vondy Posted March 28, 2007 Report Share Posted March 28, 2007 Re: hitting that moving hex. If the velocity is high enough, and the optional velocity based DCV rules are in play, then I'd allow it: Grenadier targets a hex while Supersonic comes flying in for his pass. Since the optional velocity based DCV rules are in effect Grenadier has to time his attack to hit the hex while Supersonic is in it (effectively he's covering the hex). The GM rules that the DCV mods for Supersonics crazy-insane velocity apply to the hex. Otherwise its one of those mechanical abstractions you have to live with - though maybe the defender can "velocity [dive] for cover" (abort to be freaking fast). Quote Link to comment Share on other sites More sharing options...
jtelson Posted March 28, 2007 Report Share Posted March 28, 2007 Re: hitting that moving hex. If you're worried about it fora specific character (rather than in general), maybe DCV levels AoE hex to make the hex you're in harder to hit (may also nees UaA) Quote Link to comment Share on other sites More sharing options...
Kevin Schultz Posted March 29, 2007 Report Share Posted March 29, 2007 Re: hitting that moving hex. Another game mechanic for that is to have the super-speedster purchase DCV for flying dodge (proportional to velocity -1/2, only when normal DCV doesn't apply -1 1/2). Which probably isn't what you're looking for, but it gets close. Quote Link to comment Share on other sites More sharing options...
Phantom Jack Posted March 29, 2007 Report Share Posted March 29, 2007 Re: hitting that moving hex. Also some Combat Luck defined as "Mobility", possibly dependent upon speed, to represent just getting caught on the edge of the explosion (or 2m wide fist, or fire pillar, or hail of bullets or however you're explaining away your ability to never miss) helps the speedy guy feel less persecuted. Quote Link to comment Share on other sites More sharing options...
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