Wednesday, June 5, 2013
How the rules relate to real life: the assault phase continued
Space marines are an example that is less straightforward, sure, they have post-human strength, and weapons that are designed to create traumatic wounds, but part of that strength is the ability to place their blows where they do the most harm. The reason this isn't represented by a higher weapon skill is two fold, the first being the defensive implications of the higher weapon skill, it would mean that they would be much harder to hit in close combat than their actual ability would allow, and the second reason is that it would not result in representing the ability to cause wounds properly.
The defensive side of this is of course, weapon skill, toughness, and armour save, though initiative could also be argued, in the sense of killing the enemy first means that there are less of them to try to kill your troops. Much like how strength is a measure of how lethal your blows are, toughness isn't necessarily just how resilient your body is. For example, Space marines not only have redundant organs, but also have a suite of medical equipment in their armour that accelerates their body's ability to heal, this translates to a higher toughness. Feel no pain, take this to the next level, where a model has to suffer a lethal wound before being taken out, as pain and debilitating wounds are not enough. This is why feel no pain has been changed so that only instant death denies the ability.
Well, thats all for now, next time, I will chat about the shooting phase, and why it seems as if marksmanship in the 41st millennium is wonky.