Lead Adventure Forum
Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Litebrite on 07 January 2016, 08:23:49 PM
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Having played a number of games of SA over the holidays, one item has been discussed with the gamers that I played with. That is the issue of "unarmed" when the figure has a rifle/musket/shotgun. The concensus is that perrsonal wielding these weapon types should not be considered unarmed because the weapon becomes like a club ( or spear if bayonet is attached). Thus I would like to suggest the following optional variant modification to the Unarmed rule for the game:
Figures armed with a rifle (any type) or shotgun are not considered unarmed for close combat. This provides the bearer with a CCB of +1 and damage of 1D+1. If a bayonet is attached to the rifle, it is a CCB of +2 with damage of 1D+1 and AP: 1.
After the close combat is resolved, roll a die. If the result is a 1 or 2, the weapon was damaged during the fight and is now useless.
Lem
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Useless, or useless for shooting? They could still be a club/spear.
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I've run plenty of Lurker lists that carried no close-combat weapons... They either do their job or pay for their failure, like any good cultist should. o_o
"Unarmed" is just a good part of the game's balance even though I agree a rifle butt makes a convincing club.
But if I went the route you are suggesting, I would be tempted to just count the figure as not being 'unarmed' and give it no CCB or DAM bonus.
However, I would also add a skill to the list, something along the lines of bayonet drill, that would allow a figure with with a 2 handed rifle or similar to fight as if equipped with a spear.
That way a model could start with the skill, or you could earn it along the way, and the value of close-combat weapons isn't discounted too steeply in the early campaign.
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hmmm.... I kinda like both ideas. ???