Post by richjones on Mar 2, 2010 11:59:28 GMT 1
‘Official’ ruling/suggestions for curious things that happen in games …
There are obviously situations which happen in games which NEVER occurred during playtesting. I tried to ‘cover all the bases’ making it intuitive to decide how to resolve these occurrences; the task system is ideal for most things. However the rules do not cover everything and while a specific genre supplement may well do my overriding aim with the rules was to provide gamers with a set of rules that could be used for any situation involving standard/near future gaming. For these players who will never need to buy for example the WWII supplement bit who want to have the odd ‘commando style’ raid set in WWII this thread is for my rulings for all those ‘odd’ moments … feel free to post any things that have happened in your games:
‘Returning vehicles that have been shot off the table ..’
In our games we quickly learnt not to make the roads straight. The reason for that is that a soft skinned vehicle/car can then be shot off the table as if you do not destroy them but win the combat the driver will move a short forward on a failed Q roll … this models the driver panicking and ‘flooring’ the accelerator just to get out the way … with a straight road with nothing to crash into a few lucky hits in a row will see the vehicle off the table. Now this is not an unrealistic result but loses you the game if the vehicle has one’s squad in the back!
So we play that on the following turn the player makes a ‘turning around’ check which is mechanically the same as a morale test. This is done with the HIGHEST Q value of the crew or passengers (think of Baron Von Chriton holding his luger to the driver’s temple while suggesting he does a U turn!). On three fails the vehicle stays off for ever (triggering all appropriate tests to the people still on the table), on 2 fails they roll again the next turn, on 1 fail they enter the exit point the following turn, and on 0 fails they can enter the game again immediately – activating as normal.
Crew for heavy weapons that are forced to ‘seek cover’
If the crew for HMG upwards weapons are forced to seek cover they are treated as if they are already in cover and become ‘shaken’ – while a bad result it is better than having to move and then spend 4 crew actions setting up again.
“I challenge you, you Cad!” – duels at sunset!
From pulp type duels to moving FL into the Wild West characters will at some point want to ‘duel’. While envisaged as a specific scenario set piece the following mechanics are suggested:
Both characters roll a defensive combat roll (ie ONLY their Combat plus a die) … the winner is deemed to have got the drop and shoots first while the other character effectively goes on overwatch with the overwatch marker being the shooting player. Now if the first shot is missed or fails to have an effect on the target character (some abilities may negate any negative movement etc) the player can shoot back as in the normal overwatch rules. After this the activation system reverts to ‘normal’.
I want to hold two weapons … stamp stamp (of feet)
Holding two suitable weapons is allowed in the rules, unless the character happens to be a combat fiend however it will not have any real effect, and even if they are it is useful only when a weapon jams/is out of ammo.
However some players want to have characters blazing away with two weapons at the same target. In this case include a new ability:
Two Weapon Jake – this ability allows a character to shoot 2 weapons at the same time at the SAME target (although auto fire weapons can still track). The second weapon modifies the targets C value by -1 (as per group directed fire) when making the attack. If a player wants to fire at two targets then the shot at the second target is done with a -3 modifier. The ability costs 15 points and is a personality trait!
Rich
There are obviously situations which happen in games which NEVER occurred during playtesting. I tried to ‘cover all the bases’ making it intuitive to decide how to resolve these occurrences; the task system is ideal for most things. However the rules do not cover everything and while a specific genre supplement may well do my overriding aim with the rules was to provide gamers with a set of rules that could be used for any situation involving standard/near future gaming. For these players who will never need to buy for example the WWII supplement bit who want to have the odd ‘commando style’ raid set in WWII this thread is for my rulings for all those ‘odd’ moments … feel free to post any things that have happened in your games:
‘Returning vehicles that have been shot off the table ..’
In our games we quickly learnt not to make the roads straight. The reason for that is that a soft skinned vehicle/car can then be shot off the table as if you do not destroy them but win the combat the driver will move a short forward on a failed Q roll … this models the driver panicking and ‘flooring’ the accelerator just to get out the way … with a straight road with nothing to crash into a few lucky hits in a row will see the vehicle off the table. Now this is not an unrealistic result but loses you the game if the vehicle has one’s squad in the back!
So we play that on the following turn the player makes a ‘turning around’ check which is mechanically the same as a morale test. This is done with the HIGHEST Q value of the crew or passengers (think of Baron Von Chriton holding his luger to the driver’s temple while suggesting he does a U turn!). On three fails the vehicle stays off for ever (triggering all appropriate tests to the people still on the table), on 2 fails they roll again the next turn, on 1 fail they enter the exit point the following turn, and on 0 fails they can enter the game again immediately – activating as normal.
Crew for heavy weapons that are forced to ‘seek cover’
If the crew for HMG upwards weapons are forced to seek cover they are treated as if they are already in cover and become ‘shaken’ – while a bad result it is better than having to move and then spend 4 crew actions setting up again.
“I challenge you, you Cad!” – duels at sunset!
From pulp type duels to moving FL into the Wild West characters will at some point want to ‘duel’. While envisaged as a specific scenario set piece the following mechanics are suggested:
Both characters roll a defensive combat roll (ie ONLY their Combat plus a die) … the winner is deemed to have got the drop and shoots first while the other character effectively goes on overwatch with the overwatch marker being the shooting player. Now if the first shot is missed or fails to have an effect on the target character (some abilities may negate any negative movement etc) the player can shoot back as in the normal overwatch rules. After this the activation system reverts to ‘normal’.
I want to hold two weapons … stamp stamp (of feet)
Holding two suitable weapons is allowed in the rules, unless the character happens to be a combat fiend however it will not have any real effect, and even if they are it is useful only when a weapon jams/is out of ammo.
However some players want to have characters blazing away with two weapons at the same target. In this case include a new ability:
Two Weapon Jake – this ability allows a character to shoot 2 weapons at the same time at the SAME target (although auto fire weapons can still track). The second weapon modifies the targets C value by -1 (as per group directed fire) when making the attack. If a player wants to fire at two targets then the shot at the second target is done with a -3 modifier. The ability costs 15 points and is a personality trait!
Rich