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RE: [CM2] Whoa, let's check that again, Kev



Walt, Walt, Walt...

> >From: Kevin Worth <kworth@MailAndNews.com>
> >
> >
> >The Yellow chariot is damaged but there's a chart for wheel
> damage, is
> >there anything there isn't a chart for?? ;), and it says a 9
> is 3 points of
> >wheel damage and no extra point for the flip check.
> >
> >Mitch is a little shaky but not out of the race yet.  He
> will have to check
> >for flip each turn he has a speed of 14 or higher.
> >
>
> Reading over this, I respectfully disagree, oh Race Steward!
>
> Check my roll results (directly from the turn):
>
> Mitch having said he'll just shrug off the attempt, here we go:
>
> Reading 9.54: Roll three dice, add CDM, then subtract
> yellow's CDM.  Result
> is read on "Damage to Cars Table"
>
> I haven't tried ramming cars yet, and as nothing else has worked....
> » DICE ROLL:
> » Specification = 3D6 + 2
> » Result = 6 + 4 + 2 [+ 2] = 14
> take off 1 for Mitch's CDM, that's 13.
>
> Defender's Car Damaged.
>
> Two More Dice for how much:
>
> » DICE ROLL:
> » Specification = 2D6
> » Result = 2 + 4 = 6
> +3 for scythe blades is 9
>
> You were forgetting the little asterix at the very bottom of
> the table that
> states:
>
> "If the opposing (My) chariot has scythe blades (heavy, and
> it does), the
> chariot suffering the damage (Mitch's) must add three (+3) to
> the roll.  If
> the opposing chariot is light (mine's not, it's heavy),
> subtract three (-3)
> from the dice roll."
>
> This created the situation where Mitch's chariot received
> enough damage for
> a flip check.  Now, to be fair, I don't have a problem if
> Mitch wants to
> decide his own fate and roll HIMSELF for this, but I do argue
> that the 9
> damage stands.

look at table 9.55 WHEEL DAMAGE, which is where the  amount of damage done
to a wheel comes from.
The roll you make is for the chart lookup, NOT the points of damage.

4+2 = 6 +3 for your heavy chariot = 9
The third row (8-9) says 3 points, as Kevin said.

To answer your previous request:

1. Roll to see if attack succeeds (or if defender can Evade or Brake)
    2D6+CDM vs. 2D6+CDM  (skipped in this case at defender option)

2. Roll on table 9.54 Damage to Car table to see who (if anyone) gets
damaged.
	3D6+ A's CDM - D's CDM

3. For each party who receives damage (A,  D, or both), roll on 9.55 WHEEL
DAMAGE table
	2d6+Car mod (+3 for heavy, -3 for Light)
	Cross ref number rolled to the number of points listed.


Got it?

mitch