[DSII] Oversize Vehicles and the Boom chit

2 posts ยท Jul 9 2002 to Jul 10 2002

From: CS Renegade <njg@c...>

Date: Tue, 9 Jul 2002 23:49:56 +0100

Subject: [DSII] Oversize Vehicles and the Boom chit

Some time ago (and possibly at reoccurring intervals) there has been
discussion of the unfortunate effect of drawing a boom chit on expensive
oversized modular vehicles.

I assume there is no dispute over the interpretation of DSII pg 15; a boom
chit on any module knocks out the entire vehicle.

Those of us who own copies of, for example, OGRE may view this as fairly
unrepresentative, especially when a massive number of shots will be striking
the vehicle.

Can anyone point me at the relevant month of the archives? Now they are only
available in raw form, I don't have any convenient way of searching them.

If this is a non-starter or there has been no general
agreement as to how to fix the problem, I wouldn't mind hearing the various
house rules people have used to put the beasts on the battlefield.

I was thinking of trying both re-rating the special
chits for modular vehicles only, and also confining the damage as the name
"modular" suggests:

Boom chit = D8 further chits DMG chit = D6 further chits IMM chit = D6 further
chits on Track modules only
FC chit   = D6 further chits on Weapon modules only

Vehicle immobilised when half of Track modules KO. All systems in module lost
when module KO.

-- ================================================

From: Beth Fulton <beth.fulton@m...>

Date: Wed, 10 Jul 2002 11:03:11 +1000

Subject: RE: [DSII] Oversize Vehicles and the Boom chit

G'day,

> Boom chit = D8 further chits

We've tried something similar to this, but in the end (for speed) we switched
to:

Knocked out = module useless Damaged = weapons at half range; if a tread
module treat all terrain as one worse than usual Systems Down Firer = all
systems stored in that module are down Mobility = weapons module converted to
fixed mount; tread module knocked out Boom = Knocked out; and roll firer's die
vs armour die (D4 = level 1, UP1 for each extra level of armour) if firer roll
> armour roll all adjoining modules are damaged, if firer roll > 2xarmour roll
all adjoining modules are knocked out

Cheers