Post by squinch on Apr 30, 2013 13:05:44 GMT -5
We’ve been working on drop pods for some time and have laid out the following rules for our group. They have been tweaked a bit from a few play-tests. Please try these out give some feedback.
Drop Pods
Drop pods are currently custom scenario only until we’ve had a chance to evaluate a proper point structure.
Points Currently: +50% of unit transported
Currently can be called in (only) by Commander or Recon unit.
Two actions to call in pods.
Up to D3 pods per call.
Place markers in LOS and all within 12” radius
Base Roll to hit target – 6 (on 2D6) [We’re still testing this value and feel it should be under 50%]
Modifiers – normal cover modifiers based on LOS from unit which called pods (viewed individually) Ex: Light cover between caller and pod marker – needs 2-5 on 2D6.
On a ‘hit’, roll D3 scatter
On a miss, roll one D6 scatter for every two points the roll is missed by, max of 3D6. Landing off board requires bail-out (see below) and enter on nearest board edge after skipping one turn.
[This is less of a hit or miss process and more of a determination of scatter.]
If a building or obstacle (another pod, impassable terrain, etc) is hit, occupants make a bail-out roll with a -2 modifier (Skill 4 need an 8 on 2D6). Roll for each figure. Survivors are suppressed.
Once landed add unit card to discard pile (they can activate next turn) [We play with a card deck for random initiative]
Pod stats are: 10 Guard, 17 Soak, 17 Damage points (Large GSV) Pretty tough but it did survive re-entry didn't it?
Pod lands and deploys smoke dischargers, all ranged attacks use +2 cover modifier. This lasts for landing turn only.
When unit inside activates they can ‘blow’ the doors for one activation, pod stats are immediately -2 soak. Blowing doors can trigger over-watch.
Pod provides +2 cover for gruntz if they remain inside pod after blowing doors. ½ of squad can fire from any side.
Things to try: Pod mounted weapons (grenade launchers, weapon only pod, pod carrying small/med mecha, etc)
We haven’t tackled the points issue for non-custom scenarios because these can be a game changer. I would guess we’re talking about doubling the cost of the unit carried.
Please try these out, or some variant, and provide some feedback.
Squinch
Drop Pods
Drop pods are currently custom scenario only until we’ve had a chance to evaluate a proper point structure.
Points Currently: +50% of unit transported
Currently can be called in (only) by Commander or Recon unit.
Two actions to call in pods.
Up to D3 pods per call.
Place markers in LOS and all within 12” radius
Base Roll to hit target – 6 (on 2D6) [We’re still testing this value and feel it should be under 50%]
Modifiers – normal cover modifiers based on LOS from unit which called pods (viewed individually) Ex: Light cover between caller and pod marker – needs 2-5 on 2D6.
On a ‘hit’, roll D3 scatter
On a miss, roll one D6 scatter for every two points the roll is missed by, max of 3D6. Landing off board requires bail-out (see below) and enter on nearest board edge after skipping one turn.
[This is less of a hit or miss process and more of a determination of scatter.]
If a building or obstacle (another pod, impassable terrain, etc) is hit, occupants make a bail-out roll with a -2 modifier (Skill 4 need an 8 on 2D6). Roll for each figure. Survivors are suppressed.
Once landed add unit card to discard pile (they can activate next turn) [We play with a card deck for random initiative]
Pod stats are: 10 Guard, 17 Soak, 17 Damage points (Large GSV) Pretty tough but it did survive re-entry didn't it?
Pod lands and deploys smoke dischargers, all ranged attacks use +2 cover modifier. This lasts for landing turn only.
When unit inside activates they can ‘blow’ the doors for one activation, pod stats are immediately -2 soak. Blowing doors can trigger over-watch.
Pod provides +2 cover for gruntz if they remain inside pod after blowing doors. ½ of squad can fire from any side.
Things to try: Pod mounted weapons (grenade launchers, weapon only pod, pod carrying small/med mecha, etc)
We haven’t tackled the points issue for non-custom scenarios because these can be a game changer. I would guess we’re talking about doubling the cost of the unit carried.
Please try these out, or some variant, and provide some feedback.
Squinch