Traveller & Zhodani ideas

1 posts ยท Mar 10 2002

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?