Author Topic: [Solved] Add Healing Factor for Units  (Read 1386 times)

Offline Surrealistik

  • Colonel
  • ****
  • Posts: 485
    • View Profile
[Solved] Add Healing Factor for Units
« on: December 05, 2022, 05:38:31 am »
Per title.

Basically each unit has a healing factor divisor that modifies their rate of wound recovery. A healing factor of 2 = half the standard wound recovery time for example. This value defaults to 1. This would be good for special units like 40k mod's Space Marines.

Alternately it could be made a multiplier that multiplies the rate of wound recovery; whichever would be best/easiest to implement.
« Last Edit: February 12, 2023, 01:21:52 pm by Meridian »

Offline ohartenstein23

  • Commander
  • *****
  • Posts: 1933
  • Flamethrowers fry cyberdisk circuits
    • View Profile
Re: [Suggestion] Add Healing Factor for Units
« Reply #1 on: December 05, 2022, 02:22:26 pm »
Already done by scripts. Ogryn in 40k have exactly that - 1/3rd the wound recovery time for the same amount of damage taken compared to other soldier types.

Offline N7Kopper

  • Captain
  • ***
  • Posts: 59
    • View Profile
Re: [Suggestion] Add Healing Factor for Units
« Reply #2 on: January 27, 2023, 12:56:27 pm »
Even outside of scripts, the regular ruleset lets you define unit types as not needing time to heal (and not taking fatal wounds or losing morale from losing HP) - because tanks worked that way in the original games. A useful shorthand if you want to create hero characters reminiscient of a fantasy RPG who only need a good night's sleep to heal what would take the rest of us weeks in hospital.