Not sure if this belongs here but this is solely my idea or ideas from friends. These are not actually rules! I honestly dislike the crit rules as they are now, I don't have fun with them it feels cheap if I get a crit and same if I get critted. My idea is to change it that if you get a crit it changes to making that armor roll with 0 armor, so I crit with a HMG means for the target hit he needs to roll over 15 doesn't matter how much armor he has. This could actually become to strong with stuff like exp because it would mean 3 rolls with 0 armor. I am a Tohaa player and mates feel also cheap. I think what a nice change would be to be able to reroll failed armor rolls. For example my unit with mate gets hit 4 times, I rolls his armor rolls 2 passed 2 failed now I activate mate and reroll the two failed rolls, one passes one fails again. I get one wound
Would also mean that ARM0 models care not if they are crit and that models which rely on crits (basically all CC22+) are massively disadvantaged. I mean more disadvantaged. As for 'mates - why not simply Fire Sensitive?
Not quite right because cover would be ignored too and yeah the cc units would need some rebalancing with that change So if hit by fire it gets destroyed directly?
Cover has to specifically be called out as being ignored, though. Yeah, hit by Fire and the 'mate goes poof before ARM rolls. Or if you want a slightly kinder version, it'll negate only the non-fire attacks during that order. It'd stil be a strong nerf to them, though it does mean that in the future fire is the solution to all problems. All. Problems. Sort of makes fire ammo a bit too important and I'd be happier if e/m was more important at doing that stuff (particularly against stuff like TO Camo or ODD and the likes of high tech stuff)
`Thought my example would clarify that yeah on the other sides would make fractions with lots of fire ammo even stronger and the ones with less fire ammo weaker
Mates: Leave them as they are but only allow to absorb half of all successful hits rounded up. So for example 2 Missile Launcher and a Combi hit turn into one Combi hit. This still leaves the Mate useful as it can diminish the volume of small arms fire or deadly single hits, but won't negate a full HMG Burst or 5 AROs to the face anymore. Crits: +6 to DAM and BS/CC exceeding 20 is added to your DAM value. As currently the critical effect will only apply once, even if the weapon causes multiple ARM rolls. Example: Achilles using MA3 rolls a 16. CC24+3 means Achilles rolled 3 over Crit value. He now hits with his Explosive CCW with DAM 15 +6 for the Crit +3 for rolling higher than needed. The critical effect only applies once, so the target makes 3 ARM saves, one against DAM 24 and 2 against DAM 15. This would be a buff to ARM, which is currently overcosted.
Mates: Make them a Short Skill/Aro that works like they are currently doing, but only remove the mate when the user actually received a hit during that order. With this they are better integrated in the skill system and don't generate so many rule edge cases and they are a more tactical tool to use for the Tohaa player instead of "Always shot and if you fail take the mate". Crits: I like the actual mechanic of crits that you win the FtF-Roll regardless of the roll of the enemy. It works good for non lethal skills like dodge and smoke throwing. I only have a problem with the instant wound it generates on most ammo types. Instead I would ike crits with weapons to automaticly inflict the stunned state on the target. With this it is out for the rest of the turn and an easy prey, but at the same time it is still usable if it survives.
Not to be a wet blanket but I really feel like speculation on how you'd like to change the rules doesn't really belong in this particular section of the forum?
I believe that mates are overcosted. There. I said it. In all seriousness though I think they're fair given the context of Tohaa. They're annoying as buggery and strong but most factions have something that makes them strong.
I think they're one of the few examples of poor game design that you see in Infinity. They remind me of the type of "patch" units you see in games like Warmachine/Hordes.
Honestly not sure, maybe here? https://forum.corvusbelli.com/forums/access-guide-to-the-human-sphere.134/ I just would hate for someone new to see speculative rules and forget that it wasn't part of the existing rule set, due to the nature of this particular sub-forum.
Maybe there yeah but thats why I wrote in the first sentence that these are just ideas, yeah its not the best place
There was some talk of creating a rules subforum for just this type of discussion. Alas, the conversation and any actions resulting from it have been put on the back burner, it seems. Access Guide seems like the next logical place for now.
We don't think that anyone official ever looks in the Tohaa forum ;) I like playing Tohaa and I like the mates but they are to much right now, I would love to take the bombs sometimes but in a tournament the six points for mates are just better right now
I really have no issue with mates, you can simply draw them out with an attack most targets have 1W simbiot so they can be tempted to waste it quite fast and they cost 0.5 SWC!. On the actual topic, Criticals have been tested extensively and are integral part of the game mechanics some models cannot be killed without them and some weapons do not make sense without them, MA in particular become again irrelevant if critical is again a normal armour roll.