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Playtesting

 Post subject: Re: Playtesting
PostPosted: Fri Aug 10, 2018 10:28 am 
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The rule I've playtested is worded like this:

Quote:
Crippling Damage
War Engines with 6 or more in starting Damage Capacity that are reduced to below 1/2 in remaining Damage Capacity counts as having a new starting Damage Capacity of 1/2 (fractions rounded up) for the following purposes: 1. Determining the number of blast markers it can have before it becomes broken, 2. for determining how many Close Combat and/or Fire Fight dice it gets. In addition, while such a WE is has a Damage Capacity below 1/2, critical hits cause an additonal +1 damage on top of their usual effects.
This rule takes effect after the activation that caused it has been resolved.
E.g. a War Engine with a starting Damage Capacity of 8 that suffers 5 damage counts as having a Damage Capacity of 4 for the purposes of determining Blast Markers, as well as Fire Fight and Close Combat dice. In addition, critical hits now cause an additional +1 Damage. If it were to suffer another 3 damage it would not suffer any additional negative effects.


I've not included anything about what happens if the WE manages to repair damage and go above the threshold for Crippling Damage since (as far as I'm aware) it's only Tyranids that can repair damage... Tyranid WE are not really the problem here tho, since they don't have shields.

But if it would happen, I think it is fairly clear that Crippling Damage would no longer apply.

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 Post subject: Re: Playtesting
PostPosted: Fri Aug 10, 2018 10:30 am 
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Titans repair damage? have I been seeing titans played totally wrong?

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 Post subject: Re: Playtesting
PostPosted: Fri Aug 10, 2018 1:12 pm 
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news to me

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 Post subject: Re: Playtesting
PostPosted: Fri Aug 10, 2018 1:42 pm 
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Think he's referring to NetEA Tyranids.

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