Säännöt on tehnyt Taliesin nimimerkin takana lymyilevä kaveri, kaikki crediitit hänelle =). Peleihin nopeutta kaipaavat jättäkää samantein lukematta. Mutta kuka haluaa vaihtelua ja syvyyttä, suosittelen lämpimästi.
Siitä sitten kokeilemaan. Itse kokeilin yhdessä pelissä, ja se oli enemmän kuin mielenkiintoista.Taliesin kirjoitti:Advanced Shooting Rules
All modifiers are cumulative and may cancel each other out. The expenditure of Might can help reduce any accumulated penalties, as ever.
New Ranges
Bow ranges in the game don't compare with what we know about archery in the real world. An elf, armed with a quality bow should be able to command a 48"x48" table (assuming he has a line of sight), since that area only represents about 80 square scale yards (assuming 1" equals roughly 5 scale feet). The effective range of an English longbow was 200-250 yards, depending on whom you ask.
Thus, in the Advanced Shooting Rules, all bows ranges are doubled! However, the new ranges are further divided into Short, Medium and Long Range and Extreme categories by simply dividing by four. Thus:
Elf Bow, Bow, and Uruk-hai Crossbows: 12/24/36/48
Orc and Dwarf bows: 9/18/27/36
When shooting, each die roll receives a penalty depending on the range as follows:
Short: 0, Medium: -1, Long:-2, Extreme: -3
In addition, a Point Blank range is added. Shooters receive +1 to their shoot roll for all targets within 3", regardless of bow type.
Since 6 is the highest roll possible, Long and Extreme Range shots may not be possible for unskilled shooters (like Moria Goblins).
Aim
Legolas seldom misses because of his deadly aim. A shooter that takes time to aim should have a better chance of hitting his target than one that doesn't. He also has a better chance of wounding his foe by targeting vulnerable areas.
A Hero with the Expert Shot or Deadly Shot ability can give up one or more of his extra shots to gain a +1 to the die roll for every extra shot sacrificed. If he hits the target, he also gets a +1 STR bonus for every extra shot he gave up. May be used in conjunction with Trick Shots. Only Heroes may benefit from the Aim action.
Target Size
The larger a target is, the easier it is to hit.
Shooter gains +1 bonus to rolls against models requiring a cavalry base, such as horses, wargs, and trolls. Monstrous targets, including Fell Beasts, the Balrog, and Gwaihir give a +2 bonus to the roll. Gigantic targets, like Mûmakil, grant a +3.
Superior Position
Shooters in lofty positions should enjoy a little more range than shooters shooting up, due to the effect of gravity.
When shooting down on attackers from walls, siege towers, Mûmakil, etc., shooters determine range by measuring from the base of the model directly below them to the target. When shooting up at defenders, shooters determine range by measuring straight to the target in a diagonal line.
Models in Motion
A moving target is harder to hit than a stationary one.
Targets using all of their movement allowance are considered to be running or jogging. Such targets present a -1 to the shooters roll. Flying targets moving their full movement rate result in a -2 penalty to the shooter's roll.
Evasive Action
Models moving erratically are harder to hit than models moving in a straight line and at constant speed.
Models facing shooters may declare at the beginning of their Movement that they are taking evasive action. Models taking evasive action only move half their normal rate but offer a -2 penalty to the shooters die roll.
Trick Shots
In THE FELLOWSHIP OF THE RING movie, Legolas strings two arrows at once and knocks the cave troll to the ground, In THE RETURN OF THE KING, he strings three arrows and sends them into the back of a Mümak's skull. Although considered by many to be a bit cinematic, I've seen the trick performed by real archers (at least the two-arrow version), where they actually hit two separate targets! It is possible.
Models making trick shots must give up its entire move. Heroes with the Expert Shot ability may take an additional, normal shot. Only one trick shot can be made each round although Heroes with the Deadly Shot ability can take a trick shot and make an additional two shots.
An archer with the Expert Shot or Deadly Shot ability can fire two arrows at once. Only one target, or two man-sized targets with bases touching can be targeted in this way. A die must be rolled for each arrow, and each shot incurs a +1 non-cumulative penalty to the die roll.
A Hero with the Deadly Shot ability can fire three arrows at once! Only one model, or up to three man-sized models with bases touching maybe be targeted at a time. Roll for all three shots, adding +2 to the roll.
Using an Arrow in Close Combat
In the FELLOWSHIP OF THE RING movie, and again at Helm's Deep in THE TWO TOWERS, Legolas uses an arrow in a surprise and devastating stabbing attack.
This new rule states the action of switching from bow to hand weapon (and vice versa) takes all of one movement phase. However, shooters in extremis may use an arrow as a hand weapon at no movement cost.
Knockdown
Taking an arrow is no small thing. If one isn't killed outright, there's a good chance one will at least be knocked to the ground by the impact.
Any model wounded (not just hit) by an arrow must roll his STR or less or get knocked to the ground. Models on mounts use the Thrown Rider Chart. Might points may be spent to avoid the fall. If the victim of a trick shot, the model must roll for each arrow. Armour adds one to the roll, Heavy Armour adds 2 to the roll. Mithril armour adds 3 to the roll. Models knocked down by arrows must spend half of their movement on the next turn getting up if hit by a single arrow, all of their movement if wounded by multiple arrows!
Wet Bowstrings
Damp conditions and rain can cause a bowstring to stretch, loosing some of it's range and punch. In such conditions, all non-Elf shooters determine range by measuring to the target as normal—but add 4 inches to find the effective range. The bow's Strength is also reduced by 1, except normal Elf bows and Bows of the Galadrim.
Counting Arrows
I have a hard time accepting an infinite amount of ammunition. Although counting arrows is a bit of a burden, it's not that bad in practice, as you can usually count for an entire unit. Shooters typically begin a scenario with 24 arrows, unless the scenario says otherwise. In campaign situation, different scenarios may call for different ammo amounts. Too, arrows can be depleted over a campaign. A surviving force may only recover 50% of the arrows shot in a scenario. So a force that begins a campaign with 24 arrows and survives the first scenario begins the second scenario with only 12 arrows each, and so on.
Recovering Arrows During Battle
Typically, models can't recover arrows during a skirmish; there's simply too much chaos. But assuming a model can maneuver to a position on the battle field that contains spent arrows of the same type as was lost by the shooter, the shooter can give up half of his movement to recover one arrow from a corpse or the earth, or all of his movement to recover two arrows. No more than 50% of his starting total may be reclaimed, unless the players agree otherwise in advance. If the victory conditions for a given scenario require one of the contesting forces to escape off the board, that side may not recover any arrows for the purposes of the next battle.
The Right Arrow for the Bow
Since the length of an arrow is determined by the length of the bow, shooters must use arrows designed for their bows. Orcs cannot Elven arrows and vice versa. Same is true for Mannish and Dwarven bows.
New Bows
Bow of the Galadrim
It is said the bows of the Galadrim were the finest all of Middle-earth. Each one is strung with the golden hairs of Galadriel and as such need never be unstrung, and do not suffer ill effects in the rain. The Golden Lady gifted Legolas with such a bow when the Fellowship stopped in Lothlorien.
Range: 12/24/36/48
STR: 4
Uruk-kai Composite Bow
In THE FELLOWSHIP OF THE RING, Lurtz had an extra heavy bow which shot extra heavy arrows. It was an exceptional bow, for one of Saruman's mightiest captains.
Range: 12/24/36
STR: 4
Special: Only captains with a Might of 2 or better can wield this bow effectively.
En käyttänyt esim. märkiä jousenjänteitä, katoavia nuolia ja nuolien uudelleen keräämistä.
Se menee noissa säännöissä todella näpertelyksi.
Säännöt ovat toki yksityiskohtaiset, ja todella sydämellä tehty.
Lisäksi ne tekevät esim. Leoglasista todellakin uskomattoman jousimiehen. Näin sen pitääkin olla.
Aion käyttää sääntöjä myös monesti jatkossa.
Herra Taliesin antoi luvan näyttää säännöt täällä, ja aivan vapaasti saatte käyttää sääntöjä kotipeleissänne.