Hi all, I’m thinking of treating these weapons thus: WEAPONS TABLE: Each weapon that is hooked, will have a note added to the weapons table saying that it is a hooked weapon. These weapons will do one or two points less damage than typical for their ST. WHO MAY BE PULLED OFF BALANCE: — If the enemy defends, they are not leaving you an opportunity to try to pull them off balance. You may not try this tactic at all on them. — If the enemy attacks you, and rolls a to hit number that is evenly divisible by 4, they they have offered you an opening. You may try to pull them off balance later that turn. OPTIONAL RULE: You may hook them next turn as well. — If your opponent does not attack you, or you attack them first, you may try to pull them off balance, but it is harder. You are at a one die penalty. HOW TO PULL SOMEONE OFF BALANCE: If the enemy has left you an opening (by attacking you and rolling a natural 4), then you must make a 3vsDX to hook them. Otherwise you must roll 4vsDX to hook them. EXCEPTION: Hooking shields is easier, you roll one less die if you are just trying to hook a shield. EFFECTS OF PULLING ENEMIES: You must have a hooked weapon. You may try to hook the enemy. You must choose ONE following 3 effects: 1 — If they are mounted, they must make a 5vsDX roll or be dismounted. This is a 4vsDX if they have Horsemanship, or 3vsDX if they are a Master Horseman. 2 — If they have a shield, the shield protection is halved (round down) for the rest of the turn. (Example: A small shield would not protect if it is pulled out of position.). This will only help you if you can make two attacks per turn, or if you have a friend who is attacking them in the same turn. 3 — They must make a saving throw or fall. This roll is a 4vsDX if you are stronger than them, or a 3vsDX if they are the same ST, or a 2vsST if they are stronger than you. If they have Acrobatics talent, then they roll one less die than the saving throw listed in the previous sentence. If they make the roll, your attempt to pull them down is wasted. If they miss by 1 or 2 points, then they are pulled to their knees. Any greater failure will pull them prone. *** The most complicated thing is remembering to check if the enemies’ to hit roll is divisible by 4. These odds of an opening, means that you will get this chance about 25% of the time (which feels about right to me). However, if you are awesome, you can try to hook them whenever you want. This tactic is most effective against lower skilled, and low ST figures which also feels right. I would be interested in people’s thoughts on these rules. |