Post by Ross on Mar 23, 2010 0:12:32 GMT
So I've been going over the rules and in short I'm mainly just trying to clear my own head.
Two-Weapon Fighting
In many cases is actually quite awesome.
If you have the Two-Weapon Wielding Talent you get to attack with both your primary hand & secondary hand. Using the Multiple Attacks Action.
If you have Two-Weapon Wielding Talent, and use Multiple Attacks Action( 2 attacks ), you get -20% to both attacks, unless you have the Ambidextrous Talent which drops it down to -10%.
Parrying when dual wielding takes no modifiers.
If you do not have Two-Weapon Wielding Talent, then you can wield 2 weapons at once, though can only attack with one of them. If you use the weapon in your Secondary Hand then you get a -20% modifier.
You can use Swift Attack or Lighting Attack with Multiple Attack Action. For instance : If your character uses Lighting Attack( 3 attacks ) and states they are also using Multiple Attacks, then in total the character can make ( 4 attacks ). With the correct modifiers, lets say they do not have Ambidextrous Talent and so will be taking a -20% to all 4 attacks.
You only take penalties to attack when Dual Wielding, when using the Multiple Attack Action. For instance a character can be Dual Wielding, and decides to make an All Out Attack Action( 1 attack ), giving them a +20% to hit for that attack. Though you can decide what hand does the attack. Either Primary or Secondary( Secondary at -20% ).
Cover
Cover is amazingly simple to do. In short you take cover and determine what part of the body will be covered. For instance a Low Brick Wall will cover the legs. When shooting happens and you determine the location if in this case the location is the legs then you roll damage and remove the walls AP, any damage left over is passed to the character being attacked.
Commando Frost is duking it out with a Rebellious Pirate, he seeks cover behind on his left, a large bulkhead, allowing him to shoot with his right. As his left is always covered it gets the AP protection of the wall( AP 32 ). His Body and Head are not covered. The pirate fires Hitting and rolls to determine location; Left Leg...The pirate is only carrying a lasgun and rolls a 9 + 4 = 13, the wall takes 13 damages and soaks it up.
So in many cases, cover is your friend!
Two-Weapon Fighting
In many cases is actually quite awesome.
If you have the Two-Weapon Wielding Talent you get to attack with both your primary hand & secondary hand. Using the Multiple Attacks Action.
If you have Two-Weapon Wielding Talent, and use Multiple Attacks Action( 2 attacks ), you get -20% to both attacks, unless you have the Ambidextrous Talent which drops it down to -10%.
Parrying when dual wielding takes no modifiers.
If you do not have Two-Weapon Wielding Talent, then you can wield 2 weapons at once, though can only attack with one of them. If you use the weapon in your Secondary Hand then you get a -20% modifier.
You can use Swift Attack or Lighting Attack with Multiple Attack Action. For instance : If your character uses Lighting Attack( 3 attacks ) and states they are also using Multiple Attacks, then in total the character can make ( 4 attacks ). With the correct modifiers, lets say they do not have Ambidextrous Talent and so will be taking a -20% to all 4 attacks.
You only take penalties to attack when Dual Wielding, when using the Multiple Attack Action. For instance a character can be Dual Wielding, and decides to make an All Out Attack Action( 1 attack ), giving them a +20% to hit for that attack. Though you can decide what hand does the attack. Either Primary or Secondary( Secondary at -20% ).
Cover
Cover is amazingly simple to do. In short you take cover and determine what part of the body will be covered. For instance a Low Brick Wall will cover the legs. When shooting happens and you determine the location if in this case the location is the legs then you roll damage and remove the walls AP, any damage left over is passed to the character being attacked.
Commando Frost is duking it out with a Rebellious Pirate, he seeks cover behind on his left, a large bulkhead, allowing him to shoot with his right. As his left is always covered it gets the AP protection of the wall( AP 32 ). His Body and Head are not covered. The pirate fires Hitting and rolls to determine location; Left Leg...The pirate is only carrying a lasgun and rolls a 9 + 4 = 13, the wall takes 13 damages and soaks it up.
So in many cases, cover is your friend!