This is a new suggestion for a kind of armour breaking that is meant to be on par with the ability to throw a weapon, or the ability to attack diagonally:
Armour Breaking: When armed with a weapon with this ability, black shields rolled in attack forces an enemy to roll one die less in defence against that attack, to a minimum stated in the weapon description (normally three).
This increases the offensive ability of the weapon, but only against 4DD monsters or higher (for normal armour breaking), while not having the flexibility of diagonal or thrown weapons. Does this seam like a reasonable trade-off?
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And as a side note adding to this train of thought, I have also made room for three different level of armour breaking:
A) Armour breaking to a minimum of 3DD
B) Armour breaking to a minimum of 2DD (mostly two-handed crushing weapons)
C) Armour breaking, and with one extra DD always removed, to a minimum of 2DD (two-handed piercing weapons)
Is this overcomplicating things? If so, is it justifiable to use it just to get cool new weapons in the armoury?











