Fellow AQotMF'ers: I am submitting a new terrain chart for your perusal and hope you find it helpful. I have never liked the stacking of modifiers for terrain, preferring to taking the best modifier for the defense instead. That's your option. Secondly, I have added on the right side of the page, fire rules for woods and buildings. You can use them if you wish as I know there are some different rules here on the forum and this is just my variant. Enjoy! Respectfully, Gunny
I am invoking my right to activate the DUNDERHEAD rule. After much tearing of ramens and gnashing of teeth by my Richard Cranium gaming buds , I now realize the BOG die is too severe in its penalties. So I have revised the die covers in Terrain chart 1.2. I also have missed the wall category in the terrain descriptions which is now in with low lying rubble, etc. Hope this helps. Respectfully, Gunny
I hope I read the Buckwabbit's beads correctly. The modifiers on the BOG die roll is only for that turn of movement and not a permanent application. I'm trying to recognize when, in the regular game, a model is damaged in its movement rate. Perhaps you can clarify the question for a doddering old fool? Respectfully, Gunny
I have suggested that part of critical damage, a Tripod might lose mobility, as shown by a loss of speed. Damaged vehicles, legged, wheeled or tracked, should bog down more easily and remain bogged longer. Bad terrain/bad judgement could make damage worse as well.
Clyde did not have many vehicles, but he did attack US tracks with various traps and IEDs. Clyde was quite content to score some damage often enough to slow tracks to a stop rather than send the whole track to Hell in a burst of Glory.
Egads, so much data to absorb. As to the immobile/mobility kill thought, I'd say No as the item in question can still shoot and depending on range, is definitely still in the game. So, no change to break point.