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RE: [SG2] Vehicle Bail Out

From: "Brian Bell" <bbell1@i...>
Date: Wed, 4 Jul 2001 18:34:25 -0400
Subject: RE: [SG2] Vehicle Bail Out

 
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My suggestion would have been more simple.

On a non-penetrating the vehicle recieves a suppression marker. If
the crew/passengers wish to leave the vehicle, they also are treated
as if they have a suppression marker.

On a penetrating hit, the vehicle (if not destroyed), passengers and
crew each recieve a suppression marker. The player/team MUST activate
this unit (crew/passengers) next.

- ---
Brian Bell
bbell1@insight.rr.com
ICQ: 12848051
AIM: Rlyehable
YIM: Rlyehable
The Full Thrust Ship Registry:
http://www.ftsr.org
- ---


- -----Original Message-----
From: owner-gzg-l@lists.CSUA.Berkeley.EDU
[mailto:owner-gzg-l@lists.CSUA.Berkeley.EDU]On Behalf Of
agoodall@canada.com
Sent: Wednesday, July 04, 2001 17:10
To: gzg-l@csua.berkeley.edu
Subject: [SG2] Vehicle Bail Out

One thing happened in my playtest game that I wanted to bring up.

What do you do when a vehicle carrying passengers is destroyed or
disabled? Do you let the passengers bail out for free, or make them
wait for their activation? Do you require them to bail out?

[snip]

How does that sound? In practice all the squads bailed out.

Allan Goodall - agoodall@canada.com

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