As i noticed the leeroyjenkins-ed units simply don't do mindless charging at all in 40K Rosigma (using OXCE 7.7.3) , i made a mini test with this
unit (necrons i reconfigured as khorne berserkers, because i used a terror mission that popped up and hash necron inside as my test mission) :
Spoiler:
- type: STR_NECRON_WARRIOR #STR_NECRON_WARRIOR_ARMOR RANK 5 weapons done
race: STR_NECRON
rank: STR_LIVE_SOLDIER
isLeeroyJenkins: true
spotter: -1 #this so they communicate to each other their enemy position lasting amount of turns = Intelligence
sniper: 100 #this so they decide to always attack 100 percent of the time once they know position
stats:
tu: 200
stamina: 96
health: 100
bravery: 110
reactions: 90 #increased this to see if it help reduce the possible hesitations
firing: 74
throwing: 80
strength: 65
psiStrength: 100
psiSkill: 0
melee: 85
armor: STR_MUTON_ARMORB
standHeight: 20
kneelHeight: 15
value: 50
deathSound: [723, 724, 725, 726, 727, 728, 729, 730, 731, 732]
aggroSound: 808
intelligence: 3 #upped slightly so they remember enemy location a bit more
aggression: 8 #slight increase to see if it helps them go at it
energyRecovery: 60
livingWeapon: true
canBeMindControlled: false
moraleLossWhenKilled: 75 #expected to die
builtInWeaponSets:
- - STR_AXE
- - STR_AXE
- - STR_AXE
armor :
- type: STR_MUTON_ARMORB #KHRONE BESERKER
visibilityAtDay: 40
visibilityAtDark: 20
heatVision: 30
allowInv: true
frontArmor: 110
sideArmor: 100
rearArmor: 70
underArmor: 70
drawingRoutine: 0
spriteSheet: MUTON2.PCK
spriteInv: CHBINV
corpseBattle:
- STR_BERSERKER_CORPSE
frontArmor: 100
sideArmor: 80
rearArmor: 70
underArmor: 70
drawingRoutine: 0
damageModifier: #CHAOS ARMOR
- 1.0 #none
- 0.8 #AP
- 0.8 #FLAMES
- 1.0 #HE
- 0.9 #LASCANON
- 1.1 #PLASMA
- 1.1 #STUN
- 1.1 #MELEE
- 1.0 #ACID
- 0.0 #SMOKE
- 1.0 #IMPACT
- 1.2 #MELTA
loftempsSet: [ 4 ]
(oops seems i doubled the armor front/side/etc.. entries, just noticed now after copy pasting , but quickly tested after removed the doubled entries and it made no difference in the problem at hands)
Observed ingame multiple time :
- a berserker will move toward its target for a few steps, stop, a few more steps, stop, it goes to another berserker that will then move, then it comes back to the original berserker that resume its move, and even when the turn is ended, there's no way it moved a distance up to the 200TU the berserker had, that's very odd
- a berserker will never ever move by itself through dangerous terrain to reach its target, i setup fire to the ground on large areas to see (flamer weapons) and no berserker ever tried to move through those tiles, it will instead choose to move all the way around the fire, even if it means it will never reach its target before 3 or 4 turns , while if he had moved through he would have reached target on its 1st turn
- at least once in contact to its target, it will attack even if it's from the front, so at least that part of leeroyjenkins seems to work.
So is there anything in the configuration i posted that would break :
Charge is mostly vanilla/OXCE, with the following differences:
- ignore remaining TUs (charge even if not enough TUs to attack now)
- ignore dangerous tiles (grenades? pfff!)
edit : another observation regarding burning tiles :
The leeroyjenkis can cross burning tiles to reach its target ONLY if there is absolutely no other way (like if you surround totally the target with rivers of fire)
But if there is a non burning/safe path to reach its target the leeroyjenkins will instead always choose it regardless of how many turns it will take instead of directly go and murder its target on the same turn.