So every time i play, it bothers me that the Automatic/Heavy weapons have their strengths (min. 5 dice) and no weaknesses, while Hand-to-Hand weapons sometimes can be just as strong but always have a weakness (range - getting up close), and Pistols are just there, being a 'better-than-nothing' option with no inherent strengths or weaknesses (unless it's a 'super pistol' like MacNeal's or Hoax's).
So in thinking of a way to give each weapon type a situation where it shines and a situation where it doesn't, i'm implementing the following house rules.
I think this gives a needed weakness to automatic weapons, gives a needed strength to hand-to-hand weapons, and also makes pistols more attractive by being the most versatile, allowing them to be used in the most situations. The goals:
- Characters with Automatics really need to keep their distance to be effective, and are especially vulnerable up close if they have a Heavy weapon and/or don't have a pistol or hand-to-hand weapon as well.
- Characters with exceptional melee weapons still really want to get adjacent and are still vulnerable making that happen, especially with no ranged weapon as back-up. BUT against a character with no hand-to-hand weapon or pistol they have a dangerous advantage in close-combat.
- Characters with only a pistol as a weapon are OK in both ranged attacks & close-combat BUT do not have the range vulnerabilities Automatics & Hand-to-Hands have. Their strength is versatility and these characters are typically supporting characters or not combat-orientated first & foremost anyway.
TERMS
Ranged Attack
– An attack made against a target 2 circles away or more.
Close-Combat Attack
– An attack made against an adjacent character.
MINIMUM FIRING RANGE
Weapons with the
Automatic
and/or
Heavy
traits cannot make a
Ranged Attack
against an adjacent character - the target must be at least 2 circles away (on the same path) when using a
Automatic/Heavy
Weapon as a
Ranged Attack
. No other weapons have a minimum range, unless stated specifically in their rules.
Hound Dog
: Hound Dog
may
attack an adjacent character with its
Automatic
weapon.
USING AUTOMATICS AS MELEE WEAPONS
As a last resort, an Automatic weapon can be used as a Hand-to-Hand weapon to bludgeon an adjacent enemy in Close-Combat . When doing so, the Automatic weapon:
- has only the Hand-to-Hand weapon trait for that attack only,
- all normal abilities of the weapon are ignored,
- and the default dice pool for the attack is 3 .
Automatic weapons with the Heavy trait may not be used in this way to attack adjacent characters.
Hound Dog : Hound Dog’s Automatic weapon may not be used as a Hand-to-Hand weapon.
ENGAGING IN CLOSE-COMBAT
If a character attacks an adjacent enemy, both characters are considered to be Engaged in Close-Combat with each other . . Place a Close-Combat Token next to the characters involved to indicate this.
- A character Engaged in Close-Combat may not attack a non-adjacent character.
- A character Engaged in Close-Combat must successfully Escape Close-Combat before moving as normal.
-
Once two characters are
Engaged in Close-Combat
, they remain engaged until one of the characters successfully
Escapes
or one is killed (or some other ability forcefully moves one away
ESCAPING CLOSE-COMBAT
To Escape Close-Combat , a character must successfully Bull Rush.
- If the character attempting to Escape succeeds the Bull Rush test, it may move as normal and continue its turn. It can either move away from or through the enemy character and uses its full complement of movement points.
- If the character attempting to Escape fails , it may not move for the rest of the turn and the enemy may immediately take a free Close-Combat attack with an eligible weapon. The character who failed the Escape may then attack in Close-Combat if no attack was made yet that activation.
- A character may attempt to Escape Close-Combat only once per activation .
- If a character is Engaged in Close-Combat with 2 or more enemy characters at the same time, it must successfully Bull Rush each enemy character in order to move.
- Characters with the Sneak ability automatically succeed at Escaping and do not need to Bull Rush .
BULL RUSHING
When a character fails a Bull Rush , the enemy character may launch a free Close-Combat attack with an eligible weapon against the opponent. Since the characters are adjacent, this free attack would Engage the two characters in Close-Combat .
*** I do not have: Hoss, Asteros, Natalya, Japanese ppls and have no experience playing them - so there may be issues with them...
If you're interested in re-balancing automatics / pistols / hand-to-hand weapons, try it out!
Any comments/opinions welcomed of course