[GZG] [AAR][SG2] Woods Ambush (Tom B)
From: "Tom B" <kaladorn@g...>
Date: Mon, 28 Apr 2008 14:57:30 -0400
Subject: [GZG] [AAR][SG2] Woods Ambush (Tom B)
I noticed I forgot to include my GMS/P rules inspired by Oerjan.
GMS/P: Treat as class 3 weapon for crew escaping damaged vehicles.
Does 3d12 on minor impact, 6d12 on major. Oerjan and I talked about
how an IAVR or GMS/P has to be able to take out a tank or it isn't
much use and modern ones do. Not much point in carrying 1d12 damage
weapons (2d12 on a good roll) vs. 3d12 to 5d12 armour.
I should probably go with fixed armour values for vehicles... random
armour is just waaaay to variable to feel real. Maybe 8-10 points per
level would feel about right. This would mean a glancing blow (minor
penetration result) of the same sized weapon vs. that same class of
armour would mean Xd12 vs X*8 or 10. Considering a dice average of
6.5, less than a great chance of penetration, but still quite possible
with a good roll. On a solid hit, you'd be rolling 2Xd12 vs X*8 or
X*10 and that means effectively averaging twice as much (13.0) vs. 8
or 10 per level and giving pretty good odds of penetration. It would
also remove one more dice roll and speed up the game a bit.
The other idea I've been toying with is giving vehicles a more
sophisiticated range of damage (slowed, crew injuries before vehicle
kills, sights out, comms out, weapon damage, etc). And of course,
using my rules for PDS, ADFC, etc. to help them out. And letting
crewmen do different things (gunner shoots cannon, driver drives,
commander spots - for instance).
"Now, I go to spread happiness to the rest of the station. It is a
terrible responsibility but I have learned to live with it."
Londo, A Voice in the Wilderness, Part I
"To argue with a person who has renounced the use of reason is like
administering medicine to the dead." -- Thomas Paine
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