Rules Discussion

Started by Dave Baughman, March 22, 2010, 01:15:05 PM

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Marlin

I propose a rules change: If a Naval Recon mission is happening, now if it fails, the "Invader" either retreats or goes to battle. Is there is nothing, he is lucky. If there is something, his Naval is likely gonna die. However, the Defender should be able to also choose if he engages the intruder or not.

Because an Invader does not want to do anything else than gather data (as happens automatically after a successful Pirate Roll) It should be this way also with a failed roll if the Defender does not move to attack. Then the Intel should be gathered as well.

No?

So basically, the Defender should make the call if he attacks the Infiltrator, or not, risking either to send too few forces against a big Ship, or dont send anything and give away the information the evil side seeks.

Would be rather logical.

:P

Jeyar

Noticed that Taurus has been invaded.  ;D

I expected it (actually, I expected a MUCH larger force but that is another issue) but I had a question about unplanned reinforcement. Can you finely split your forces before they try and jump to the rescue? I ask as I've been carefully keeping track of my MP and I don't have enough to move everything from one of the 2 locations I could try and send forces from. I could another, but the size of the force is noticably smaller.

It may be clear to others, but I don't want to make plans and then (even assuming I am lucky) have them come to ruin due to my not thinking about what rules mean the same as others.


Daemonknight

each unit moves independently, no matter how many individual units are being moved. However, you can only move forces from a single Hex, and each unit requires an 8+ to even make the movement.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Cannonshop

Quote from: Jeyar on October 12, 2010, 11:26:02 PM
Noticed that Taurus has been invaded.  ;D

I expected it (actually, I expected a MUCH larger force but that is another issue) but I had a question about unplanned reinforcement. Can you finely split your forces before they try and jump to the rescue? I ask as I've been carefully keeping track of my MP and I don't have enough to move everything from one of the 2 locations I could try and send forces from. I could another, but the size of the force is noticably smaller.

It may be clear to others, but I don't want to make plans and then (even assuming I am lucky) have them come to ruin due to my not thinking about what rules mean the same as others.



as an accomplished hair-splitter with regards to forces, I would guess the answer is 'yes' but next turn, you'd better have it annotated on your sheet.


Daemonknight

I suppose I didn't fully read your question.


Ex: the CJF military sheet is broken down to Clusters. If I wanted elements of a single cluster in different locations, all you need to do is note which part of the unit is where. Some factions might have it broken down to Binary/Company size, but that seems excessive. Would be upto the GMs, but I would say that a single roll per Regiment or at the smallest, a Battalion, would be sufficent.

But the caveat is that you still can only move forces from a single hex, and only one Unplanned Reinforcement can be attempted per turn. Making more checks means theres the chance that you could fail more often, but it also means that if you fail a single check, you don't leave a Regiment behind.
"My only regret is that I will not be alive in .03 seconds. I would have liked to watch the enemy attempt to vent an omnidirectional thermonuclear blast enveloping their outpost."
-Last thoughts of Maldon, Type XXX Bolo, 3rd Battalion, Dinochrome Brigade

Fatebringer

Yeah, I've had to split forces before when I created them in one place to join their parent unit in another. :P

Dave Baughman

Just to pop in on the topic of splitting units - if a unit needs to be split for tactical purposes that's fine - just break it up on the sheet as needed. As long as all the FP is accounted for, it should be fine.

Having said that, when possible the GM Team would prefer that ground units be accounted for at the Cluster or Regiment level unless they need to be split for tactical purposes.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

chaosxtreme

I normally note it and how much and where in the notes section next to the parent unit.

Because I normally put units bacvk together quickly.

Fatebringer

What is the rule about reverse engineering Warships? I was told no way, but I see other people doing it.

DXM

I believe you need the schematics and an example to do it, but it requires ripping the example ship apart to figure out its internal workings, so you lose said example ship.

Holt

Its cost of ship x10 so extremely expensive, even having a sample of it only brings down the cost by 50%.



So a 5FP LiFu warship that costs 50RP to produce, costs 500RP to reverse engineer; 250RP if you have an example, but lose it.

chaosxtreme

Also you can't reverse engineer something from a different tech base.

I.E. if your Clan you can rip apart Clan Warships and do that. if your IS you can rip apart IS warships.

Clans can't build Mjolly's I can't build Nightlords...the horrible horrible pain.


Mr. JibberJab

Quote from: chaosxtreme on October 15, 2010, 08:23:06 PM
Also you can't reverse engineer something from a different tech base.

I.E. if your Clan you can rip apart Clan Warships and do that. if your IS you can rip apart IS warships.

Clans can't build Mjolly's I can't build Nightlords...the horrible horrible pain.



us clans may not build em, but we sure do steal em  ;D  :D

Dave Baughman

Hi everyone, I have just posted extremely rough VIP and gunplay rules in the rules thread, in response to a clear need for such things to be codified in light of Tharkad.

Please consider these to be draft rules that have been temporarily implemented to fill a critical rules need. If we find balance problems, loopholes, etc they will be updated appropriately -- so please post any such findings here for GM review.
And I looked, and behold a pale horse: and his name that sat on him was Apollyon, and Hell followed with him. And power was given unto them over the fourth part of the earth, to kill with sword, and with hunger, and with death, and with the beasts of the earth.

august

Thanks - I just want to say that my action was an honest misunderstanding. I haven't been in the habit of reading all the clan RP, and I assumed that the Falcon character was a fall guy.