Prev: Re: [OT] Suggested Sci-Fi Next: [DS2] GLADIATOR TANK

Re: Aerospace Morale House Rule

From: "Nick and Laurel Caldwell" <clcaldwell@k...>
Date: Sat, 20 May 2000 21:16:39 -0400
Subject: Re: Aerospace Morale House Rule

I don't see that anyone else has commented on this, but I like it! 
Consider
it adopted as a house rule for Caldwell Manor.

I'm sure arguments could be made both ways, but for a high motivation
mission like picking up troops I think it is a good idea.

Nicholas Caldwell
clcaldwell@kreative.net

----- Original Message -----
From: Allan Goodall <agoodall@interlog.com>
To: <gzg-l@CSUA.Berkeley.EDU>
Sent: Monday, April 10, 2000 10:08 PM
Subject: SG2: Aerospace Morale House Rule

> During my GenCon scenario playtest we encountered an interesting
situation.
> The Japanese player had extracted enough soldiers to draw. With one
last
> missile, the NSL player fired at the remaining VTOL transport, hitting
it
but
> not penetrating it. The transport rolls a 2 on the +2 Confidence test
(Veteran
> 2, needing >4 on a D10 to stay) and aborts his mission.
>
> This got us into a discussion of aerospace vehicles and the nasty
Confidence
> Test that can have them abort even the most important of missions.
This
rule,
> in fact, is part of the reason I don't use ADE in the scenario. I
don't
want
> the Japanese player losing the scenario simply because the transports
were
> shot down (or worse, bug out) before reaching the battlefield.
>
> So, I came up with the following house rule:
>
> All aerospace craft have morale levels. They (usually) start at
Confident.
> When an aerospace vehicle must make a +2 Confidence Test, it does so,
but
if
> it fails it does NOT immediately abort. Instead it drops morale levels
like a
> normal unit.
>
> If the aerospace unit is Confident or Steady, it operates as normal.
If it
> becomes Shaken, it immediately moves from the table top to the Loiter
Box.
In
> order to leave the Loiter Box to move to the table top, a Shaken unit
must
> make a Reaction Test in the same way a Shaken unit must make a
Reaction
Test
> to move towards the enemy. If the aerospace unit becomes Broken or
Routed,
it
> aborts the mission.
>
> This gives more flexibility while not complicating the game. In fact,
it
> slightly simplifies it because aerospace units now behave almost
exactly
like
> ground units.
>
> I look forward to questions and comments!
>
>
> Allan Goodall 		 agoodall@interlog.com
> Goodall's Grotto: http://www.interlog.com/~agoodall/
>
> "Surprisingly, when you throw two naked women with sex
> toys into a living room full of drunken men, things
> always go bad." - Kyle Baker, "You Are Here"
>

Prev: Re: [OT] Suggested Sci-Fi Next: [DS2] GLADIATOR TANK