Hola:
Ando un poco espeso, y no soy capaz de comprender la maniobra Empalar en estos sistemas de reglas. Copio y pego la descripción al final del mensaje la descripción de Impale de RQ6.
Según entiendo, haces un ataque, consigues el grado de éxito correspondiente y eliges "Impale" si tu arma lo permite. Tiras 2 dados, escoges el mayor y si haces daño traspasando la armadura entonces.... Y aquí llega mi confusión:
Según entiendo puedes:
Pero es que no me cuadra... ¿Qué ventaja puede tener no soltar el arma? ¿Si siempre puedes intentar extraerla después?
"The attacker can attempt to drive an
impaling weapon deep into the defender.
Roll weapon damage twice, with the attacker
choosing which of the two results to use for
the attack. If armour is penetrated and causes
a wound, then the attacker has the option of
leaving the weapon in the wound, or yanking
it free on their next turn. Leaving the weapon
in the wound inflicts a difficulty grade on the
victim’s future skill attempts. The severity of
the penalty depends on the size of both the creature and the weapon impaling it, as listed
on the Impale Effects Table above. For simplicity’s
sake, further impalements with the
same sized weapon inflict no additional penalties.
To withdraw an impaled weapon during
melee requires use of the Ready Weapon
combat action. The wielder must pass an
unopposed Brawn roll (or win an opposed
Brawn roll if the opponent resists). Success
pulls the weapon free, causing further injury
to the same location equal to half the normal
damage roll for that weapon, but without
any damage modifier. Failure implies that the
weapon remained stuck in the wound with no
further effect, although the wielder may try
again on their next turn. Specifically barbed
weapons (such as harpoons) inflict normal
damage. Armour does not reduce withdrawal
damage. Whilst it remains impaled, the
attacker cannot use his impaling weapon for
parrying."
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