Post by golan2072 on Oct 1, 2011 9:25:43 GMT 1
I recently bought MDRG and FL in PDF form and also ordered their hardcopy. Now I'm going to read through MDRG thoroughly for the first time (after skimming through it twice) and post any questions I'll have about it.
1) How would you handle vehicles? I happen to have a few small/medium 15mm vehicles which would probably look well in a post-apocalyptic game. Bikers are probably the easiest to do as they could probably just use the "Mounted" Special Rule with a Long Move. But how would you handle technicals, armoured cars, and tanks?
2) How would you handle missile launchers? I have quite a number of figures armed with missile launchers, and I want to put them to use in an MDRG game. I'm thinking along the lines of treating them as Grenades, but allowing multiples in terms of range, and taking two actions to shoot; ammo will be limited just as with grenades, and all the Grenade types will have equivalent Missiles. What do you think about this?
3) How would you handle large chainguns/machineguns? As Assault Rifles? I have a few figures with these, most notably the 15mm.co.uk Tracked Automaton which is armed with two of these!
4) Can you have multiple factions of, say, Pure or Mutant Humans? I have far too many Human figures to just use one set of them...
5) P.15 - Ambush - does "Hidden" mean "using the Stealth rule" or simply "completely our of the line-of-sight?
6) P.17 - In Ranged Combat, if you beat your target's Combat Roll but do not double it, is the target Recoiled or Knocked Down as in HtH Combat?
7) P.18 - Missile Expenditure - do Firearms use Energy Cells as well?
8) P.26 - "Wretched cannot be healed. If a Wretched model were healed, he would die immediately." Does that mean that I could use the Healing mutation as a lethal weapon against Wretched in HtH combat?
9) P.28 - Needler - "until the end of the scenario or until given a dose of Stimulant". Can the Healing mutation also help?
10) P.28 - Powered Armour - "Any time that the model rolls two or more ones on an activation roll, the Armor shuts down and the model is immobilized." Does this last until the end of the current game or even later on?
11) P.31 - After the Battle - "Make a Quality roll on three dice for any model eliminated during a game" - do you roll only for Killed models or also for Gruesomely Killed ones? I feel that anyone suffering a Gruesome Kill probably won't be able to recover...
1) How would you handle vehicles? I happen to have a few small/medium 15mm vehicles which would probably look well in a post-apocalyptic game. Bikers are probably the easiest to do as they could probably just use the "Mounted" Special Rule with a Long Move. But how would you handle technicals, armoured cars, and tanks?
2) How would you handle missile launchers? I have quite a number of figures armed with missile launchers, and I want to put them to use in an MDRG game. I'm thinking along the lines of treating them as Grenades, but allowing multiples in terms of range, and taking two actions to shoot; ammo will be limited just as with grenades, and all the Grenade types will have equivalent Missiles. What do you think about this?
3) How would you handle large chainguns/machineguns? As Assault Rifles? I have a few figures with these, most notably the 15mm.co.uk Tracked Automaton which is armed with two of these!
4) Can you have multiple factions of, say, Pure or Mutant Humans? I have far too many Human figures to just use one set of them...
5) P.15 - Ambush - does "Hidden" mean "using the Stealth rule" or simply "completely our of the line-of-sight?
6) P.17 - In Ranged Combat, if you beat your target's Combat Roll but do not double it, is the target Recoiled or Knocked Down as in HtH Combat?
7) P.18 - Missile Expenditure - do Firearms use Energy Cells as well?
8) P.26 - "Wretched cannot be healed. If a Wretched model were healed, he would die immediately." Does that mean that I could use the Healing mutation as a lethal weapon against Wretched in HtH combat?
9) P.28 - Needler - "until the end of the scenario or until given a dose of Stimulant". Can the Healing mutation also help?
10) P.28 - Powered Armour - "Any time that the model rolls two or more ones on an activation roll, the Armor shuts down and the model is immobilized." Does this last until the end of the current game or even later on?
11) P.31 - After the Battle - "Make a Quality roll on three dice for any model eliminated during a game" - do you roll only for Killed models or also for Gruesomely Killed ones? I feel that anyone suffering a Gruesome Kill probably won't be able to recover...