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RE: GZG-ECC IV AAR's

From: "Robertson, Brendan" <Brendan.Robertson@d...>
Date: Tue, 6 Mar 2001 10:25:00 +1100
Subject: RE: GZG-ECC IV AAR's

Lethality could be easily changed by simply adding extra Impact die for
grenades (3d12 taking the highest should take out everyone in range).

Neath Southern Skies -http://home.pacific.net.au/~southernskies/
[MKW2] Admiral Peter Rollins - Task Force Zulu-Beta
[Firestorm] Battletech PBeM GM

> -----Original Message-----
> From: Laserlight [SMTP:laserlight@quixnet.net]
> Sent: Tuesday, March 06, 2001 1:13 PM
> 
> > Was this because of the game mechanics, or due to some really weird
> > fluke of the dice?
> 
> Once is unremarkable, twice is a fluke, but six in a row is a flaw in
> the mechanics.
> 
> IIRC you roll a d12 for the grenade and an armor die for the target,
> and I think cover gave +1 die type for soft, +2 for hard cover.
> Unfortunately it's just as possible to roll a 1 on a d12 as it is on a
> D8 (I said "possible", not "probable") so you couldn't rely on
> anything being safe (or dangerous) throughout the game.  Example: one
> of the Americans was being engaged in melee by a Canadian power armor
> troop; the American thought "might as well take one with me", pulled a
> grenade and dropped it.  The grenade exploded between the two meleeing
> figures and neither was scratched.


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