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#2 |
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Join Date: May 2024
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Additional text, because of post character limits
-- Retrieving Objects On a successful 3-die roll vs adjDx, a character can pull out and ready a normal sheathed weapon as a free action during his movement phase. On a failed roll, the character must take a regular action to either finish pulling out the weapon or else to reverse course and put it back. This also applies to non-weapon objects that are worn as belt items directly or that are in an open container that is worn as a belt item. If a “belt” container is closed but quick-to-open, then a 4d roll vs adjDx is required to retrieve an object from it. If the container is closed and not quick-to-open, then it must be opened before anything inside can be retrieved. The time this takes, along with any lockpicking roll required, will be given in the description of the container and its closure. Objects hidden on a character’s person may count as equivalent to being in a closed but quick-to-open container, or as equivalent to being in a closed container that is not quick to open, depending on the specifics of just how the object is hidden. If a container is not a belt item, but is being held in the character’s hands or is otherwise in front of the character, then roll two dice less: Roll 1 die to retrieve an object in an open container, or 2 dice if the object is in a closed but quick-to-open container. No Dx roll is needed for a character drawing a replacement arrow or thrown weapon after making an attack (with limitations and exceptions – see the Combat rules). Movement Penalties Special rules apply if a character has an unusually high or low movement score, or if the movement penalties are especially large: •If a figure’s MA score is 28 or higher, then each point of MA penalty reduces the figure’s MA by 4 points, until the figure reaches MA 26 or 24. Then the following rule applies: •If a figure’s MA score is between 14 and 26, then each point of MA penalty reduces the figure’s MA by 2 points, until the figure reaches MA 12. Then the following rule applies: •If a figure’s MA score is between 7 and 12, then each point of MA penalty reduces the figure’s MA by 1 point, as usual, until the figure reaches MA 6. Then the following rule applies: •If a figure’s MA score is 6 or less, then each point of MA penalty reduces the figure’s MA by 0.5 points. Keep fractions; they won’t affect the figure’s movement on the hex grid but will provide a half-point buffer if further MA penalties are applied later. •As a shortcut for figuring MA when the total MA penalty is -6 or worse, cut the figure’s MA score in half and then apply any penalty beyond -6. (E.g. for a -8 MA penalty, cut MA in half and then apply a further -2 penalty.) When cutting MA in half, round up to the nearest even number if the result is above MA 12, and keep odd or fractional MA scores otherwise. Thus MA 26 would be halved to 14 (instead of 13) but MA 14 would be halved to MA 7 (no rounding), and MA 7 would be halved to MA 3.5 (again with no rounding). Note that movement scores above MA 12 will always be even values. As another shortcut, the following “MA Bar” can be used. Every point of MA penalty drops the character’s MA by one place to the right (or to the beginning of the next line), and every -6 penalty moves the character’s MA down by one line. In the case of split scores (e.g. 32/30), a character with the higher MA score drops to the higher scores until the split ends, and a character with the lower MA score drops to the lower score. (E.g. MA 40 drops to 36, to 32, to 28, and then to MA 24; and MA 38 drops to 34, to 30, to 26, and then also to MA 24.) MA Bar Code:
48/46 44/42 40/38 36/34 32/30 28/26 24 22 20 18 16 14 12 11 10 9 8 7 6 5.5 5 4.5 4 3.5 3 2.5 2 1.5 1 0.5
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I was denied tenure at IOU. |
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