My earlier posting on variable damage had the attack do Strength + successes. After thinking about it, it was backwards. The weapon damage should be fixed and the variable comes into play based on how hard you hit and how good you are with the weapon.
So with that in mind:
Variable Damage
Normal Damage = Weapon Damage Rating + total number of successes rolled (including canceled successes)
Someone trained in weapon use, or specialising, will be more deadly than Joe Q. Elf the Envoy. Additional damage from Action Cards still applies.
Exploding Damage
In the eldest incarnation of my beloved Warhammer, there was a 1 in 6 chance of having a base WS's chance at producing "Additional Damage." In 2nd edition, this was known as Ulric's Fury and became a 1 in 10 chance of having a modified WS's chance. I like 1 in 6 and for that chance to improve the better you are.
A Sigmar's Comet result + 1 Boon can trigger Additional Damage. I had a couple of thoughts on this. Either:
- Double damage before subtracting TO and Soak
- Double damage after subtracting TO and then subtract Soak
- Double damage after all reduction
- Reroll Characteristic and Expertise dice (all? blank ones? blank and successes?) looking for additional successes to add to damage
Other
I will also be raising standard attack difficulty to Average (2d) so starting characters do not have an 85% success rate on attacks that have no [W] or .
I may need to reign in soak values or reduce starting wounds when using variable damage and, as a result of that, remove the 1 damage minimum.