Hey all:
I'm re-reading my DS II rules (I have a lead on some players in my area)
and I had a question about damage. What happens if a vehicle takes a second
"Damaged" result? Is it KO-ed, are the stats halved again, or nothing?
I couldn't find anything in the rules to confirm this.
Later,
> Mark A. Siefert wrote:
> Hey all:
As I understand it (albiet remembering dimly), the vehicle is knocked out.
> "Mark A. Siefert" wrote:
I've been playing it additional DMG is basically 'no effect'. During the DSII
games at ECC it seemed to be the way most experienced players had also been
interpretting it.
Mk
My take in light of the rule for unit integrity (Page 23) - as an aside,
see the implications of the 'Note" in brackets for infantry. For
"Damaged vehicles" the lack of precision in the statement - it
specifically states "..destroyed or disabled (immobilized)..." units can be
left behind but by implication Damaged vehicles slow down the unit??
-
is the following possibilities.
If already damaged and then damaged again:
1) Possible House Rule: it's "double damaged" - immobilized and
ineffective in Most cases (already it's down to quarter movement and a
[one band plus a second band drop] penalty for fire combat which means
that even an MDC/5 has a maximum effective range of 36 inches with dice
shifts of Superior FCS/D8, Enhanced FCS/D6 and Basic FCS/D4. Has some
negative potential for most weapons although HELs either never lose range OR
lose all fire capability (my read.)
2) The Second damage does nothing (no effect.) I don't like this. It has taken
significant damage from a hit.
3) It's knocked out. My simplicity decision. Makes for those ARVs scenarios
being viable in a linked scenarios game or campaign.
4) It has a fifty percent chance of adding either "Mobility" hit or
[unrecoverable, for more simplicity?] "Weapons Down - Firer" results
(and next time the remaining choice meaning it's knocked out since it has no
fire or movement capability.) Adds complexity to some degree.
I can't see units spending 1or more turns waiting for a damaged or "Double
Damaged" vehicle to join up ("DISORGANIZED" page 23 under "UNIT INTEGRITY") so
I went for #3.
At one extreme end they become essentially ineffective. A
RFAC/1Superior FCS armed APC damaged already has a long range of 12"
with
D8 and Medium range of 8" with D10. And a DFFG/1 with Basic FCS has a
long range 8" inches with no chance of hitting (unless you arbitrate a D3 or
D2) and a Medium range of 4" with A D4.
Gracias, Glenn
On Fri, 05 Mar 2004 05:54:04 -0500 Dances With Rocks <kochte@stsci.edu>
writes:
> "Mark A. Siefert" wrote: