Deus
New Member
Posts: 24
|
Roads
Aug 27, 2015 22:47:24 GMT
Post by Deus on Aug 27, 2015 22:47:24 GMT
I was thinking about a house rule that gave a boost to travel on a road, as it seemed a little counter intuitive that a ground vehicle would be just as fast off-road as on a road. Here is what I was tossing around in my head:
Roads: If you travel the entirety of your ground movement on a roadway, you get a free command point to boost your speed if you wish. This command point is the same as your other command points in that you may only 'apply' a number of command points for a speed boost to the model equal to its' PIL score still. This just enables you to try to go faster a little easier if you travel along the roadway. Models that have Flight, Hover, or Aircraft may not use roads in this manner. (Also, this only applies to the 'ground' portion of a leaping model.)
My thoughts as to the free command point just for movement was to not give too much of a benefit nor to allow for guaranteed benefits, but to still allow for faster movement along roads.
|
|
|
Roads
Aug 31, 2015 16:31:23 GMT
Post by Morpheus on Aug 31, 2015 16:31:23 GMT
Well, this could be a really cool scenario specific rule. For example have a bunch of roads which allow for quick convoy movement but little cover. So in a Convoy protection type scenario you have to make a call on whether or not to use the road.
|
|
Grendal
New Member
Megaverse Ambassador
Posts: 32
|
Roads
Sept 5, 2015 18:26:17 GMT
Post by Grendal on Sept 5, 2015 18:26:17 GMT
You could say that conventional vehicles recieve a bonus equal to half their pilot skill aslong as their movement starts and ends on a road.
|
|
|
Roads
Sept 8, 2015 13:42:54 GMT
Post by Vhermach on Sept 8, 2015 13:42:54 GMT
Hey guys, I'm going to throw my two credits in here too. I like the idea of the extra movement on road and other systems have the same convention.
Grendal, I also like the idea of using the piloting skill (how skilled is the guy driving the vehicle, that would make sense as to how much ground they could cover). However, aren't most piloting skills fairly low? I'm completely drawing a blank! If they pilot skill doesn't give much, then what about half normal movement?
V
|
|
Deus
New Member
Posts: 24
|
Roads
Sept 10, 2015 2:26:50 GMT
Post by Deus on Sept 10, 2015 2:26:50 GMT
Yeah, I like the piloting skill idea as well. But, I agree, I think they are too low for the most part...
|
|
|
Roads
Sept 13, 2015 20:32:04 GMT
Post by mike1975 on Sept 13, 2015 20:32:04 GMT
Good idea.....
|
|
|
Roads
Oct 7, 2015 15:20:45 GMT
Post by Thorfinn on Oct 7, 2015 15:20:45 GMT
I think you can make your concept even easier.
If a unit is traveling entirely on a road (including any Boosts), their first Boost roll costs 0CP.
No need to deal with extra CP, or open the door to it being used for something else or having to say it can't be used for something else. They can still opt to attempt more Boosts, up to the limit of their Piloting Skill for the normal CP costs, but that first one is free.
|
|
|
Roads
Oct 31, 2015 14:04:18 GMT
Post by Jaymz on Oct 31, 2015 14:04:18 GMT
I think the initial boost is free is probably the best way to go. A simple add and doesn't involve any additional "rules" to put into effect. That makes a couple of the special characters able to have 2 free boosts too which can make them damned fast.
|
|
|
Post by mike1975 on Nov 2, 2015 15:40:50 GMT
I'd say a 1/2 boost on dirt roads and then a full boost on paved roads....
|
|