Posted: Mon Jan 19, 2009 9:23 am Post subject: Re: Weird Wars 2 - Artillery/HE rounds/Grenades
Deviation is measured in game inches. Each game inch = 2 yards/6 feet.
Actually, if talking about the d20 version, each inch would be 5 feet. Still accurate as being an inch as deviation is noted as multiplying the result by 5 feet (1 game inch) for distance.
As far as the burst radius of personal explosives, the errata notes they are all listed in yards.
Here's the complete text from the errata in case it helps...
Burst Radius: The burst radius listed for personal explosives (such as hand grenades) is listed in yards.
Ignore the text on page 90 that says all grenades have a Range Increment of 15 feet. The table is correct.
The Medic's power Improved Healing is also slightly confusing as the text says one thing and the table says the other. The text is correct (the Medic adds half his level to his healing roll). Ignore the "plusses" from the table.
The box at the top of page 150 states "All mages cast spells in Weird Wars according to the process in Chapter Seven"; and "Blood Mages are identical to adepts in class and special abilities, but gain one additional benefit as well." It goes on to describe the effects of "oppressive area" and "Death Camps" on Blood Mage spellcasting. On page 162 in the description of Waffen SS Blood Mage under Special Qualities it includes "Blood Magic: The blood mage suffers no fatigue cost from casting spells."
It should say "The blood mage has reduced fatigue costs when casting spells, see the sidebar on page 150."
Aiming, Telescopic Sites, Full-Round Actions
An "aimed attack" is simply a full-round shot. If a soldier takes a full-round action while using his telescopic site, he gets the bonus. The same applies for other feats that use the term "aimed attack."
_________________ Clint Black
Savage Worlds Core Rules Brand Manager
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