From: Hudak, Michael <mihudak@s...>
Date: Thu, 27 Oct 2005 12:04:34 -0400
Subject: [GZG] Laserlight's force at the next ECC
http://theminiaturespage.com/news/388680/ Somehow, this force just fits for him.......
From: Hudak, Michael <mihudak@s...>
Date: Thu, 27 Oct 2005 12:04:34 -0400
Subject: [GZG] Laserlight's force at the next ECC
http://theminiaturespage.com/news/388680/ Somehow, this force just fits for him.......
From: damosan@c...
Date: Thu, 27 Oct 2005 16:10:38 +0000
Subject: Re: [GZG] Laserlight's force at the next ECC
> http://theminiaturespage.com/news/388680/ Funny. Though I think it would be more fitting with horns and sheep tails.
From: Laserlight <laserlight@q...>
Date: Sun, 30 Oct 2005 20:14:52 -0500
Subject: Re: [GZG] Laserlight's force at the next ECC
> Subject: Re: [GZG] Laserlight's force at the next ECC I was thinking of a powered armor unit, in fact. I'd paint them white with black faceplates, hands and feet. They would, of course, be starsheep troopers.
From: John Tailby <john_tailby@x...>
Date: Mon, 31 Oct 2005 21:20:23 +1300
Subject: Re: [GZG] Laserlight's force at the next ECC
I don't know that I like the idea of fixed damage rolls for the ship. If the owner knows what the damage is going to be they get very predicable results like I don't get engines damaged until the 3rd row. It also prevents the uncertainty of a ships hyper drive getting damaged and preventing its escape or a big K weapon going off line at a critical moment. If rolling for results after each ship firing is too slow to play just aply the damage after all firing and then make one set of rolls based on the total damage taken.