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Post by inrepose on May 26, 2013 13:05:52 GMT -5
Draft Errata here. Please read and comment using the numbers listed in the PDF. Thanks. Attachments:
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Post by timsnoddy on May 26, 2013 13:52:22 GMT -5
11 Building Collapse
This is being asked as page 41 says troops must roll under their skill statistic. Using what dice? It seems superfluous to have one method to exit a destroyed vehicle and one method to exit a destroyed building. I would suggest both have a target number, you add 2D6 and skill stat if you make target number you exit. Say 12+ for exiting a building.
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Post by inrepose on May 26, 2013 13:56:21 GMT -5
11: OK got it. Yes I agree keep the process the same and simple, 10+ required for building exit. Do you think it should be the same for rule simplicity or should they both be a little harder at 12+?
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Post by timsnoddy on May 26, 2013 14:11:39 GMT -5
10 Modifiers to hit for full auto.
This all seems a mess to me. As written it seems to make sense to screen vehicles with low cost Gruntz so that the FA weapon cannot concentrate fire on the vehicle. Personally I will ignore the bit about different targets within 4".
The real question is do FA weapons fitted as secondary weapons get a starting modifier to hit of -2 (-1 for full auto and -1 for vehicle secondary weapon P33). This is what I have played and seems to make FA secondary weapons quite weak. The same weapon held by a Gruntz is much better than one fitted on a tank if interpreted this way.
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Post by timsnoddy on May 26, 2013 14:18:05 GMT -5
11: OK got it. Yes I agree keep the process the same and simple, 10+ required for building exit. Do you think it should be the same for rule simplicity or should they both be a little harder at 12+? I would be happy with either. No idea if in reality one is harder than the other. 12+ for a building seems right. It takes quite a bit of firepower to bring the building down and so should be rewarded as being difficult for any infantry inside to escape. It seems intuitive for big weapons to be used on a building rather than trying to find a target inside.
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Post by captainquirk on May 26, 2013 14:31:16 GMT -5
I'm getting an error when attempting to download. Not sure if the forum has reached quota for today or if it is something else. Will try it again tomorrow.
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Post by Mr. Harold on May 26, 2013 14:54:14 GMT -5
Instead of waiting for the three seconds on the link...click the download now link..that's what I had to do since I kept getting an error too.
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Post by captainquirk on May 26, 2013 16:15:25 GMT -5
Wow, you have to be really quick with that - I still got the error if the countdown had got past "4". It worked though - thank you.
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Post by RuneCaster_Aris on May 26, 2013 16:19:30 GMT -5
Something I think needs to be clarified about the "Ack Ack" perk and what that means for flyers. Is it saying flyers receive an additional bonus that isn't listed elsewhere? Is it saying that removes the flank speed bonus?
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Post by comstar on May 26, 2013 16:24:30 GMT -5
On point 11 it does initially say roll under which was normally on 2d6 but if you reed the next part it states this is done as an emergency exit (Ie bail out) from a destroyed APC (GSV in game terms) see page 35. This is a skill check of 10+ and if made exit within 3" or if failed the full unit is destroyed!
I think that is prety clear cut.
Point 10 Full Auto You get a flat -1 to shoot with it with any unit. Also if you shoot from a vehicle at same unit / single model it's only the -1 (or 0 from normal weapons) If you fire at several different units / single model it's -2 (-1 with from normal weapons)
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Post by comstar on May 26, 2013 16:29:57 GMT -5
Sorry on point 11 it's page 41 for the first bit of information on building collaypse then the bail out from vehicles is on page 35 Trying to write this on my iPhone and it's gettin crazy! I hope that helps
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Post by blooddave on May 27, 2013 2:08:04 GMT -5
Thanks!
I've just skimmed it so far, but even just the SA rules explain things well.
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Post by timsnoddy on May 27, 2013 2:34:17 GMT -5
On point 11 it does initially say roll under which was normally on 2d6 but if you reed the next part it states this is done as an emergency exit (Ie bail out) from a destroyed APC (GSV in game terms) see page 35. This is a skill check of 10+ and if made exit within 3" or if failed the full unit is destroyed! I think that is prety clear cut. Point 10 Full Auto You get a flat -1 to shoot with it with any unit. Also if you shoot from a vehicle at same unit / single model it's only the -1 (or 0 from normal weapons) If you fire at several different units / single model it's -2 (-1 with from normal weapons) Point 10 Full Auto Sorry I just don't seem to be able to explain what I am getting at. I have a tank with a plasma main weapon and a full auto secondary weapon. If the starting modifier for the secondary FA weapon -1 for full auto or -1 full auto and -1 vehicle firing secondary weapon P33 total -2? I understand what you are saying about firing at a different target would get a further -1.
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Post by comstar on May 27, 2013 5:13:25 GMT -5
If it is at the same target you just get the -1 for full auto but if you turn it onto a different unit / vehicle etc you get -2 hope that is clear
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Post by timsnoddy on May 27, 2013 5:20:05 GMT -5
If it is at the same target you just get the -1 for full auto but if you turn it onto a different unit / vehicle etc you get -2 hope that is clear So when does the -1 for firing a second weapon as per p33 apply?
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