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Old 02-16-2018, 07:07 PM   #14
ColBosch
 
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Join Date: May 2007
Default Re: Hey Gang something fell through the cracks....

Ghost Units

Use glow-in-the-dark miniatures to represent ghost units. Ghosts move and attack as normal, with the following exceptions.

Movement

All ghost units with MP (whether GEVs, light armor, heavy armor, infantry, or wheeled) treat all hexes as "clear" for the purposes of movement, paying 1 MP per hex moved and never rolling to become "stuck." They may ignore ridges and even move through crater hexes. Because ghosts travel over the surface of water, streams do not effect them at all, and when in full-water hexes they may attack (and be attacked) as normal. Only ghost Marines and Ogres may choose to submerge in water as normal.

Ghost trains must still travel along rail lines, but ignore any cut sections of rail (even from the hex being turned to rubble); even over a collapsed rail bridge, they still hover spookily across the gaps. A ghost train that reaches the end of a rail line with MP remaining stops immediately instead of being destroyed.

Ghost units never receive road bonuses. Small solace to their opponents.

Taking Damage

Ghost units are only partially present on this plane of existence, making them extremely difficult to eliminate. In general, ghosts are only affected by X or XX results on the CRT. These are treated as "D" results, disabling the ghost unit. If it receives another "X" or "XX" result while disabled, the ghost unit is actually destroyed. In miniatures play, ghost armor units never leave hulks.

Ghosts do receive terrain bonuses to defense. They're incorporeal, but trees and buildings still provide cover.

Ghosts are never affected by spillover, but are affected as normal by cruise missile shockwaves (i.e., ignoring D results and being disabled by X/XX results). This is called the "nuke 'em all and let God sort 'em out" rule.

All ghost units double their attack strength in Overruns, but are easier to kill at close range. (The "aim for the heads" rule.) They still ignore D results on the CRT, but an X or XX will immediately destroy them.

Specific Unit Notes

Infantry: Ghost infantry (including Marines, Engineers, Heavy Weapon Teams, etc.) are not affected by D results on the CRT at all. It takes an X or XX result to eliminate each individual squad of infantry.

Ogres: Ghost Ogres, even more than regular cybertanks or ghosts, are the stuff of nightmares. Their weapons and treads can regenerate! When a ghost Ogre suffers a X result against one of its weapons, draw a single slash through that weapon's box on the Ogre's record sheet, and it may not be used until it regenerates. If that weapon receives another X result before the end of the Ogre's next turn, draw an opposite slash - forming an X - through the box; it is truly destroyed. Otherwise, at the end of the Ogre's next turn, the weapon regenerates and the slash should be erased. The ghost Ogre's opponent should specify if his attacks are aimed at already-disabled or fully-functional weapons.

Ghost Ogre external missiles are treated much as above: on the turn they're fired or if affected by an X result on the CRT, draw a single slash through their box. If not outright destroyed by the end of the ghost Ogre's next turn, they regenerate and can fire again!

Ghost Ogres regenerate 1D6 tread units on each of their turns, at the beginning of their movement phase. However, they can only regenerate up to their current MP level in tread units. Example: a ghost Ogre Mk. V has accumulated 23 points in tread damage, reducing it to 2 MP. At the beginning of its next movement phase its player rolls a 4 to regenerate treads. However, since that would bring it back to 3 MP, it can only regenerate 3 tread units. (Optional: Allow ghost Ogres to regain MP once they've fully "healed" that damage threshold. So an Ogre Mk. V reduced to 1 MP would go back to 2 MP once it reduced tread damage to 19 or less total, then 3 MP once it "healed" all tread damage. In this case, once a ghost Ogre hits 0 MP, it may no longer regenerate treads.)

Ghost Ogres with missile racks have unlimited internal missiles.

Superheavy Tanks: Ghost SHVYs have no need for the partial damage rules.

Lasers: Ghost laser turrets and towers ignore line of sight rules. They also regenerate 1D6 SP at the end of each turn, unless already reduced to 0.

Ogrethulhu and Spawn: *message ends abruptly and blood begins to spill from your computer*

Last edited by ColBosch; 02-16-2018 at 07:56 PM.
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