As discussed elsewhere on this forum, I feel the unarmed combat rules to DH are badly written, and on any interpretation, not fit for purpose. I also feel that it's stupid that unarmed attacks are able to cause fatigue while other attacks (e.g a hit from a club) do not.
So I was thinking about how I could go about fixing it. Here's what I came up with - please critique:
- Unarmed attacks count as primitive melee weapons that do d10 impact damage
- However, after subtracting armour etc, the damage caused is halved (or could consider an even great reduction?)
- Unarmed attacks are otherwise treated exactly like other weapons
- Unarmed attacks no longer cause fatigue
- To replace the effects of fatigue, any time you take a significant amount of damage all in one go (from any attack - not just unarmed), there is a chance you'll be briefly stunned or even fall unconscious
- For a hit to the head, if you take more damage (after reductions) than your TB, you must pass a Toughness check
- For a hit anywhere else, if you take more damage (after reductions) than double your TB, you must pass a Toughness check
- If you fail the Toughness check you are stunned for 1 round
- If you fail by more than 3 DoS, you are knocked unconscious
- Possibly impact (and/or explosive?) damage has more of an effect... not sure if this is realistic or not
I guess fatigue would have to remain as a legacy system to handle things like techpriest abilities, unless anyone has any genius ideas?