Thread: Close Combat Range
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Yesterday, 14:18 #1
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- Jun 2020
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- Cardiff Wales
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Close Combat Range
Is there a way to stop the "Close Combat Range" switching to "Parry" when vehicles (space ships) are close together on a map?
I know of the Ignore # effect but don't know the syntax if it exists... something like Ignore #CloseCombat?
Thanks!Last edited by CPJ; Yesterday at 14:42.
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Yesterday, 21:30 #2
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- Sep 2020
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No, there's no way to do that.
You could change space and reach to 0. That should allow you to have one square/hex between them without attacks reverting to melee.
(Keep in mind that space / reach is not the same as how large the icon is on the map.)
Even with vehicles, the assumption is they're ramming or making melee attacks (like mecha).
There's no Effect to force attacks to be treated as ranged or melee.
That said, I'll be making changes to how vehicles are handled in the SWADE ruleset.
Please share how you use vehicles in your games. The more I know about how GMs use vehicles, the more useful I can make the ruleset.Add feature suggestions for Savage Worlds to Fantasy Grounds Feature Request.
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Yesterday, 22:09 #3
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- Jun 2020
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- Cardiff Wales
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Hi Mike,
Thanks for the reply...
With a rather simplistic answer:
We handle vehicle, in particular starship, combat by populating the vehicle sheet with Pilot (Piloting), Gunners (Shooting) and, in the case of Seven Worlds, Engineers (Ship Ops).
The Ship Ops is created as a dummy weapon, and then all combat rolls are done from the Combat Tracker shared ship sheet.
We also use Chillhelms Combat and Chase Collection extension which allows us to add effects for Wounds and (Heat) Fatigue penalties as per Seven Worlds.
All of this greatly aids the PCs in not having to calculate modifiers for all the bonuses and penalties on the fly.
I have a much longer explanation in a Word document which if I could work out how to attach I'd send you!
Chris.
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