First of all, thanks to both Brian and Jon for these ideas. It started me
thinking about a few things that might tie in nicely with these proposals.
Strictly as an optional consideration it should be possible to keep the
"Boom", "Firer Systems Down", etc. results in. Add percentile dice to the
attackers penetration roll. If they come up 00 a "Boom" result occurs (add in
the other results as desired). I realize this means adding more dice in but it
shouldn't be too difficult as it's simply reading the dice against a very
short table of result and the additional dice rolled are thrown at the same
time as the penetration die is thrown. There's no need to have the defender
roll any addition dice as there is no defensive system to counter act the
"special" results. Anyone who wants to dispense with these "specials" can do
so without altering the steps of resolution to penetration and just for
officialness sake we make this an optional rule. Now, if you don't mind I
think I'll take cover against the incoming fire.
Have a look at my site for some enhancements that look like this:
Damage Chit Chart I've also worked out a damage chit chart. This is best used
by being printed out, in landscape mode with no headers or footers. Then, if
you want to, you can colour in the green, red and yellow areas using a
coloured felt tip pen. This chart is used for those times when you've mislaid
your damage chits or you can't find a clean cup anywhere! Just roll a D20 and
a D12 and cross reference to find the chit you would have drawn. What's a D20?
It's the die you had no use for when playing Star Grunt II! This chart allows
an interesting variation in chit drawing. Our house rule is that, on the first
chit draw, we use a D12 and a D20 as I indicate above. On any subsequent chit
draws for that weapon system, we use a D10 instead. This means that special
chits are only generated on the first draw (roll). We did this, because we
noticed that large weapon systems had too high a chance of getting special
chits, including Firer System Down. With artillery, we ignore all FSD results,
as they are highly unlikely in real life.
Quick Chit Chart Try saying that fast! 1D10 Chit Special 1 0 Escape! 2 1 SD 3
1 SD 4 1 SD 5 1 SD 6 2 Mobility 7 2 Mobility 8 2 Mobility 9 3 Boom! 10 3 Boom!
1D8 Validity 1, 2 Green 3, 4 Yellow 5, 6 Red 7, 8 Red
This chart is used to help simplify chit rolling and to make things a little
bit quicker. For the initial chit draw, roll 1D6, 1D10 and 1D8. If the 1D6
result is a "6", read the 1D10 result on the special column, otherwise read
the chit column. For subsequent draws, only roll 1D10 and 1D8. Read the
results from the appropriate columns to form the chit values. The "Escape!"
result means that the target has escaped from the special effect. You might
notice that the Firer System Down (FSD) result is missing. We've removed it
from the chart to simplify it and added it to the firing procedure. Our new
direct fire procedure is as follows: Roll the attacker's fire control dice and
the defender rolls their defence dice. If the attacker's roll is higher, draw
chits or roll our simplified damage dice. If the attacker's roll is equal or
lower, the attacker has missed. If the attacker's roll is "1", there is a
chance of a FSD result. Roll the element's quality die against it's leadership
rating. Success indicates that the element has missed. Failure indicates that
the element has incurred a FSD result.
Andrew Martin Shared email: Al.Bri@xtra.co.nz ICQ: 26227169
Blind See-Saw, DSII, DSII FAQ, GZG-L email FAQ, FUDGE, UY, MSH & WBG:
http://members.xoom.com/AndrewMartin/
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[quoted original message omitted]
> Strictly as an optional consideration it should be possible to keep the
Or just say if both dice turn up "1" it counts as a special result. No extra
dice. Only thing is that low power weapons give a better chance of getting
special results than the mre powerful ones. Good reason for taking the HEL I
suppose.
> On Sun, 7 Mar 1999, Kevin Walker wrote:
> Strictly as an optional consideration it should be possible to keep
i'd agree there should be an option to do this; it adds flavour.
> Add percentile dice to the
i disagree strongly. the whole point of the Accelerator is to speed up and
simplify, not add more rolls. i know it's only a simple roll, but even so it
makes things more complicated.
> Now, if you don't mind I think I'll take cover against the incoming
ah, you know GZG-L too well :-).
Tom
> On Mon, 8 Mar 1999, Andrew & Alex wrote:
> If the attacker's roll is "1", there is a chance of a FSD
hey, i like that idea! i'm not entirely sure that rolling against leadership
is appropriate, but i agree that troop quality is a major
issue. maybe roll troop quality against fire control die - better FC
will
get systems-down risks (ones) less often, but when they do, it's harder
to
stop them :-).
Tom
> On Mon, 8 Mar 1999, Charles/Doc wrote:
> >Strictly as an optional consideration it should be possible to keep
No
> extra dice.
yes! great idea.
> Only thing is that low power weapons give a better chance of
well, if you like special results. remember that one of them may still be
"firer systems down".
Tom
> At 5:48 AM -0800 3/8/99, Thomas Anderson wrote:
you're thinking of the B5W list, there's no comparison in the asbestos
requirements of the two lists
> Thomas Anderson <thomas.anderson@university-college.oxford.ac.uk> wrote:
Think about low quality crew trying to fix a high tech fire control system,
"Where's the reset button, sir? I don't know, I'm tryin' to read the
F***ing manual! S***!"
Think about high quality crew trying to fix a high tech fire control system,
"I'm reseting the fire control system now,... It's coming
on-line,... Ready for next shot, sir! Aiming!"
:-) There's your answer as to why I use troop quality and leader ship
rating.
> Thomas Anderson <thomas.anderson@university-college.oxford.ac.uk> wrote:
maybe roll troop quality against fire control die - better FC will get
systems-down risks (ones) less often, but when they do, it's harder to
stop
them :-).
Attacker's dice roll is their fire control (FC) dice, Basic FC is D6, enhanced
FC is D8, superior FC is D10. Rolling a "1" automatically happens less often
with the higher quality fire controls. Rolling the troop quality die (green
D6, regular D8, veteran D10), against the leader ship number (1 = good, 2 =
fair, 3 = mediocre), reflects training and motivation. Rolling the leadership
number or less indicates that the FC system has definitely failed, giving a
Firer Systems Down chit. Rolling higher than the leadership, means that the
element can fire again on the next activation, and that a potentially serious
problem has been averted. I hope this explanation has been helpful.
> On Tue, 9 Mar 1999, Andrew & Alex wrote:
> Thomas Anderson <thomas.anderson@university-college.oxford.ac.uk>
wrote:
> >hey, i like that idea! i'm not entirely sure that rolling against
well, sort of.
i understand why you use troop quality - that makes total sense. your
example illustrates that rather well.
what i don't see is why leadership is an issue; leadership refers to the
quality of the unit (troop / platoon) leader, who isn't exactly in much
of a position to do anything.
this is why i suggested rolling against your FCS die. let's say rolling a 1 on
your fire die indicates that a glitch has occurred. you then make an opposed
die roll: your crew quality against the FCS die. a better crew has a better
chance of getting the system working again; a better FCS is harder to fix, as
it's more complicated (yes, better technology could be
used to make them more reliavle, but how often does that happen? :-).
so, a better FCS will glitch less often but be harder to fix when it does.
Tom
> Thomas Anderson <thomas.anderson@university-college.oxford.ac.uk> wrote:
> what i don't see is why leadership is an issue; leadership refers to
Ah, but the platoon leader was in a position to do something about it earlier,
before the battle commenced. Good leadership makes sure that followers have
the initiative to act independently as necessary. A good leader will have made
sure that the crew have read the FC manual, know where the reset button on the
FC was, and practised what to do if a FC malfunctions. So a good leader will
effectively improve the quality of the
troops, while a poor leader will do the reverse (disprove? :-) troop
quality). This is simulated very well by the roll of troop quality versus
leadership rating, and is the same as an existing rules mechanic (it's the
same as a TL +0 reaction test!).
Failing the test indicates that the system needs repair, or something more
than pushing the reset button or giving the FC a kick! Which is then where
your suggestion, shown below, would be better used, perhaps.
You suggested:
> This is why I suggested rolling against your FCS die. Let's say rolling
This could be a one mechanic to replace part of the existing DSII rule
mechanic for backup systems and fixing/removing Systems Down markers.
I would suggest that if the vehicle has backup systems, a roll of unit quality
versus leadership rating should be enough to fix a Systems Down result. This
being easier to remember than rolling D6 and trying to score
3+.
If the vehicle didn't have backup systems, add a roll of the fire control die
to the leadership rating, and try to exceed this total with a roll of the crew
quality. This way, the higher the accuracy of the fire control, the more
likely it is that the crew will be unable to fix the problem at this time.
This would be easier, I think, to remember than rolling D6.