From: Kevin Balentine <kevinbalentine@m...>
Date: Sat, 9 Mar 2002 21:37:11 -0800 (PST)
Subject: Traveller & Zhodani ideas
Well, I asked about Zhodani house rules the other day, but my question may have been lost in the "Server Down Shimmy." Anyway, I've got a few totally untested house rules based on Traveller and Striker II for the list to check out. 1. Laser Comms: Laser comms can't be jammed by EW, but require LOS to operate. Good for relatively open tables, but trouble in urban locales and other terrain heavy tables. 2. Uplink Comms: Requires Close Orbit Superiority. No communications for the side with Close Orbit Superiority can be jammed. Mostly useful in scenario-specific (where one side has a big technological superiority) or campaign settings. 3. Zhodani Teleporters: Announce teleportation and place target marker anywhere on the table. Teleporters roll quality die. If the roll succeeds by 1-2, squad enters as if from orbital drop. 3-5, squad enters as if by paradrop. 6+, place squad on target, squad gets to take two actions. This makes veteran and elite teleporters the best choice for this type of maneuver. Others are too likely to teleport inside a tree :-) 4. Zhodani Scramblers: Scramblers are able to pin target units by using psionics to cause weapons to fire and pulling pins on grenades. To simulate this, the Scramblers use an action to "attack" any target on the table (No LOS required, Zhodani psi-squads contain clairvoyants that can locate targets and imprint their locations on the other squad members). Roll the Scramblers quality vs. target's quality. If the Scramblers win, the target gets a suppression. Just a few ideas, what do you guys think?