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RE: New Pod armaments (Boarding Pods)

From: "Bell, Brian K" <Brian_Bell@d...>
Date: Tue, 31 Oct 2000 08:58:07 -0500
Subject: RE: New Pod armaments (Boarding Pods)

Or take a page from DS2/SG2 and use opposed rolls:

Determine the number of pods that are attacking.

Determine the number of crew factors left.

Crew factors may combine to gang up on a pod.

Any one crew factor or pod may only engage in ONE
fight in any given turn. That is if a ship has 3 crew
factors and they gang up on one pod, then any 
additional pod man NOT make an attack this turn.

Rolls are made in the 'Turn End' phase just prior to 
damage control rolls. Crew that are engaged in 
combat may not make repairs.

Pods and Crew roll at the same time.
Crew:  #   Roll to kill 1 pod or crew
       1     6
       2     5
       3     4
Pod:   1     6

If the crew factor is lost, the corresponding hull box
is also lost.

Like Leach Pods, these pods last until killed.

This also works for boarding parties. Except the 
boarding party may gang up on the crew as well.
Specially trained boarding parties (cost TBD) 
count as 2 crew factors in boarding actions.

-----
Brian Bell
bkb@beol.net
http://www.ftsr.org	
-----

> -----Original Message-----
> From: Jaime [SMTP:sage@beer.com]
> Sent: Tuesday, October 31, 2000 12:43 AM
> To:	gzg-l@CSUA.Berkeley.EDU
> Subject:	Re: New Pod armaments
> 
> Ok the major concerns seems to be the cheapnessa nd the effectiveness
of
> the pods. How 
> about this:
> 
> Crew gets chance to attack pod 
> (same as repair roll)
> 
> Then Pod attacks 
> 1 - gets hit by onboard defenses
> 2-3 - nothing
> 4+ - kills one crew
> 
> 1 - gets hit by onboard defenses
> 2-3 nothing
> 4+ - assimilates one crew (now two pods onboard)
> 
> Jaime
> 
> Beer Mail, brought to you by your friends at beer.com.

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