Slow mooks

By bigcrowe, in Game Mechanics

A few laughs in our game today when we noticed that some mooks (err... novice NPCs) who only have an agility bonus of 2 could only move 6m a turn. Not too difficult for the PCs to just keep moving away firing and never be caught.

Ok so these were particularly slow guys, but even with an Ag of 3 at most they can manage 9m, and this is leaving no points to evade incoming fire.

I'm not sure the mooks only getting 3AP is needed. With their generally low stats having 4AP is hardly going to make them powerful.

Maybe the regular speed at which you can run should be differed more from the charge speed (which should indeed be limited, at least in its effective damage increasing function).

Maybe Ab + a fix value (defined per human, Ork, Eldar etc.) could solve this problem a bit.

Like you can move 2 (human) + Ab m per AP.

That would make it possible to run up to 4*6m in a turn with an Ab of 4.

24m in what time ? I think 1 AP was around 3 seconds, that means in 12 seconds.

Absolutely doable !

So, rise the movement speed with a fix value added (maybe even charge, but not the charge bonus on damage; this should be limited on Ab).

This would also buff melee a little.