Post by aaron on Aug 1, 2014 5:39:34 GMT -9
OK I'm at a point in the rules where I am torn and I need other opinions.
First the Question. How survivable should the crew of vehicles be?
ok so lets first look at some of the vehicles
Core of humanity
Scorpions ~ two crew : one driver one gunner
Talon ~ one crew : pilot
Foe Hammer ~ three crew : one driver three gunners
so the way the rules are written now vehicle and flyers are distinguished as different classes. If a vehicle is destroyed then it is turned on it's side and becomes instant impassable terrain. all troops in transports roll a 4+ on a d6 to survive. the crew have to roll a 5+ and a 6 on 2 d6. the original idea was that the troops in the transport are protected by the armored box they are stuffed into, where as the crew are fairly exposed.
If the crew survives then they join up with the closest basic troop squad and they become part of that squad.
so the foe hammer takes a missile shot from an obb meck and boom! it's toast you have to roll 2 d6 for each crew on a roll of 5+ and a 6 so it could be double 6 or 5 and 6. to date in all the games we have played this has never happened. so far the crew of any vehicle has died every single time.
Flyers are different (honestly most flyers have special rules because they are all fairly different like jets, jup troops , gliders and true flying animals so they are all fairly different)so lets look at the talon specifically if the talon is shot down then you roll 2d6 and a scatter dice place the tipple blast template, anything that is caught under it has to save for wounds(typically dies) it does 2 structure points of damage. the pilot has to roll the 2d6 and the pilot survives on a 5+ and a 6. should the pilot be able to eject and get a better survival roll?
some vehicles have no hope of survival like the free frontier rocket bikes when they are destroyed the go splodie and lots of stuff typically dies especially the driver.
sooooo I'm torn I like the idea of survivable crew should I give them a better roll and make them like the troops survive on a 4+?
First the Question. How survivable should the crew of vehicles be?
ok so lets first look at some of the vehicles
Core of humanity
Scorpions ~ two crew : one driver one gunner
Talon ~ one crew : pilot
Foe Hammer ~ three crew : one driver three gunners
so the way the rules are written now vehicle and flyers are distinguished as different classes. If a vehicle is destroyed then it is turned on it's side and becomes instant impassable terrain. all troops in transports roll a 4+ on a d6 to survive. the crew have to roll a 5+ and a 6 on 2 d6. the original idea was that the troops in the transport are protected by the armored box they are stuffed into, where as the crew are fairly exposed.
If the crew survives then they join up with the closest basic troop squad and they become part of that squad.
so the foe hammer takes a missile shot from an obb meck and boom! it's toast you have to roll 2 d6 for each crew on a roll of 5+ and a 6 so it could be double 6 or 5 and 6. to date in all the games we have played this has never happened. so far the crew of any vehicle has died every single time.
Flyers are different (honestly most flyers have special rules because they are all fairly different like jets, jup troops , gliders and true flying animals so they are all fairly different)so lets look at the talon specifically if the talon is shot down then you roll 2d6 and a scatter dice place the tipple blast template, anything that is caught under it has to save for wounds(typically dies) it does 2 structure points of damage. the pilot has to roll the 2d6 and the pilot survives on a 5+ and a 6. should the pilot be able to eject and get a better survival roll?
some vehicles have no hope of survival like the free frontier rocket bikes when they are destroyed the go splodie and lots of stuff typically dies especially the driver.
sooooo I'm torn I like the idea of survivable crew should I give them a better roll and make them like the troops survive on a 4+?