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#1 | ||||
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Join Date: May 2015
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Except you left one out: there is also an option for figures that moved TWO hexes or less, to sling ready weapons and ready other weapons. Quote:
"Charge Attack" is the confusing name of option (b), which is a hold-over from original Melee, before there were jabs or other distinctions about it. As mentioned by others above, option (b) would be more accurately named "attack with zero up to 1/2 MA movement", to avoid confusion with the above concept (which DOES confuse some people - there are pages and pages of discussion about it). Sure, so call it Jab Attack, available to figures moving 0 to 1/2 their MA (regardless of their engagement status), can be defended against even by unengaged figures. |
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#2 | ||
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Join Date: Feb 2008
Location: Dayton, Ohio
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But not the 2-hex Jab, right? |
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#3 |
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Join Date: Aug 2004
Location: Pacheco, California
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Why shouldn't a Cavalry Lance impact at two hexes in front of the horse's head? Given P as the pony's head on the diagram on page ITL 132, shouldn't the lance only be able to hit hexes X, Y and Z?
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-HJC |
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#4 | |
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Join Date: Feb 2008
Location: Dayton, Ohio
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For a really long lance (and using the same illustration you referenced), I'd say you can hit everything except Y and Z. |
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#5 | ||
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Join Date: May 2015
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However one might prefer to do some research and/or develop other house rules. GURPS actually takes the length of each lance into account - you can buy a longer lance though it's harder to hit with. Last edited by Skarg; 12-23-2019 at 05:16 PM. |
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#6 |
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Join Date: Aug 2004
Location: Pacheco, California
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A four and a half yard long lance (as given on ITL 109) is going to be held with the butt end no further back than the rear end of the horse. So will impact at least five and a half feet in front of the head of the horse. Anybody in the hex directly in front of the horse is already past the head of the lance.
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-HJC |
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#7 | |
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Join Date: Jul 2018
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On second thought, I don't really like the rule though. Why should I only be able to move 2 hexes, why not a half move or a 1 step? Why 2?!? Not exactly logical. We don't have an MA payment system for actions. So no matter my MA, I can still only move 2 and only for this particular action. I always assumed that the crawl 2 hexes were for the purpose of getting away from someone's engagement zone if you started your movement underfoot. But I see no special reason for the Ready a Weapon 2 hex move limit. Good catch Skarg! |
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#8 |
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Join Date: Aug 2004
Location: Pacheco, California
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Gargoyle flying along at MA 16 makes 16 attempts to pick up a weapon, one per hex in each of 16 hexes by ITL 104. Given DX 11 he'll grab an average of 10 weapons. Assuming these are Halberds the ST 13 gargoyle then falls out of the air, right?
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-HJC |
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#9 | |||
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Join Date: May 2015
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I don't think fliers would be wise to try to pick up things from the ground while flying. Seems like an invitation to the GM to ask for a 3- or 4-die DX roll or crash into the dirt. Gargoyles can't even make one punch attack while flying without it being at DX -4, so if picking up something while flying by were even allowed, I'd think it'd be at DX -4 at best. The rule also talks about the attempt being "on the run" and "while running", not while flying. The rule also mentions "a" weapon, not a weapon for every hex of movement. I think this is a one-item-per-turn (if you make your DX roll) option. There's also a limit on the number of weapons that can be held at once. Even if the GM did allow picking up items while flying over them, and even if you had a dragon with enough ST to hold an octopus is each of it's four claws, I'd expect them to only be able to hold at most 12 one-handed weapons. And, not on-topic in a thread about 2-hex jabs. |
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