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Re: [SGII] Zombies

From: Brian Burger <yh728@v...>
Date: Fri, 21 Sep 2001 15:15:28 -0700 (PDT)
Subject: Re: [SGII] Zombies

On Wed, 19 Sep 2001 KH.Ranitzsch@t-online.de wrote:

> John Crimmins schrieb:
> > At 12:31 AM 9/19/01 +0100, you wrote:
> > >Each game turn, throw a dice. On a 6, he becomes another
> > >>> Zombie. And perhaps medics can 'vaccinate' a casualty 
> > against this. 
> [snip] 
> > More seriously, soldiers who know what they are getting 
> > into might be equipped with a timed thermite grenade, 
> > just to prevent their fellows from rising again.  
> > This would be a good thing to decide on a scenario by 
> > scenario basis.
> 
> Right, for extra problems, place the scenario in wooden buildings or 
> near a fuel dump. 

I've got 'Industrial Accident' houserules for SG2 - firing near certain
structures (tank farms, vats of stuff, pipes, refinery-type equipment)
leads to the risk of fires, explosions and gas leaks...

I use them alongside my "Aliens"-aliens rules, to give bughunting that
extra element - going into an industrial complex to rescue techs from
rampaging bugs gets more dangerous when parts of the place are dangerous
in themselves!

I don't have a copy on me, but sometime next week I'll post them to the
list for comment.

One bughunting game I ran, a fuel tank caught fire very early, after
being
caught downrange when a squad shot up some charging aliens; the damn
thing
burned for the whole game, blocking the easiest & safest route deeper
into
the complex; it also exploded three times, and because the Marine player
was unwilling to find another route, it killed most of one squad and a
hoverjeep with the second and third explosions... Very late in the game,
the fire spread explosively, expanding 6" downrange - right across the
road leading back to the compound's main gate!

Anything to get players into that twitchy, paranoid frame of mind!

Brian - yh728@victoria.tc.ca -


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