Lord High Munchkin
Mongoose
Dear All,
Has anyone else noted the combat abilities of listed NPCs in the new 'Hawkmoon' rules?
For example: Dark Empire Foot Soldiers have 70% halberd in 'Mongoose Hawkmoon', in 'Hawkmoon Nouvelle Edition' they have broadsword 75%, long spear 68% and the weapon of their order at 50%, while in 'Chaosium Hawkmoon' they start at around 50% in their main weapon.
That's all fine and dandy - no issues so far.
However in 'MH', there is the issue of armour skill penalty. This is listed as -35% for their Standard Granbretanian armour - so either they have 35% chance of actually using that halberd, or if that's 70% after the skill penalty, they are actually only 5% less skilled than Hawkmoon himself (if Hawkmoon uses an average sword and takes off his armour). Not bad for mere grunts!
Regards
Has anyone else noted the combat abilities of listed NPCs in the new 'Hawkmoon' rules?
For example: Dark Empire Foot Soldiers have 70% halberd in 'Mongoose Hawkmoon', in 'Hawkmoon Nouvelle Edition' they have broadsword 75%, long spear 68% and the weapon of their order at 50%, while in 'Chaosium Hawkmoon' they start at around 50% in their main weapon.
That's all fine and dandy - no issues so far.
However in 'MH', there is the issue of armour skill penalty. This is listed as -35% for their Standard Granbretanian armour - so either they have 35% chance of actually using that halberd, or if that's 70% after the skill penalty, they are actually only 5% less skilled than Hawkmoon himself (if Hawkmoon uses an average sword and takes off his armour). Not bad for mere grunts!
Regards