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Old 01-30-2020, 03:56 PM   #6
KevinJ
 
Join Date: Sep 2005
Location: Arizona
Default Re: Handling Gas Bombs in combat

Quote:
Originally Posted by Skarg View Post
I think it calls for errata, GM ruling, or house rule.

The simplest ruling (if not the most interesting/satisfying) is to just have it be a DX roll to avoid breathing the gas, with no movement to another hex.

A slightly less simple ruling, would be to say that after rolling to avoid, you have to do whatever is legal in the rules to get yourself out of the affected area as soon as you can.

Another slightly less simple addition would be to say that escaping figures get to ignore engagement if necessary to get them out of the affected area during the next movement phase.


A different approach (which it sounds like most people tend to think is suggested anyway), could be to give everyone in the area the option to make 4/DX roll to jump away when it explodes, let them move out of the area out of sequence, but cost them their next action (whether that's this turn or next). It is a bit weird, especially because it allows a kind of immediate Disengage that is not available normally, especially for the center figure who can move two hexes. If you allow Disengage in any direction when not engaged (which many experienced players do), this mitigates this weirdness somewhat. Also if the figure has already acted and so loses their next turn's action, you need to invent a new limit for how much movement they're allowed during the Movement phase. (Alternatively, you might just give them a -4 adjDX on their next action.)
Breath holding would work for a purely inhaled gas, but for a gas that does contact damage you really would want to jump clear. As an example, breath holding has no effect on the attacks of an an Am Bush.

I use a mechanic where you get a 3/DX save to jump out of area of effect, adding +1D to the save for each additional hex to be 'jumped' through. So if you are at the edge it's 3/DX, if you are 2 hexes in, then it's a 4/DX save.
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