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Old 07-28-2017, 09:40 AM   #71
crfout
 
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Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Proposed - that GEV class vehicles, when disabled while on a water hex, are instead destroyed.

If the fans stop running, the hovercraft doesn't hover any more. It sinks.
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Old 07-28-2017, 10:56 AM   #72
GranitePenguin
 
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Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Quote:
Originally Posted by crfout View Post
Proposed - that GEV class vehicles, when disabled while on a water hex, are instead destroyed.

If the fans stop running, the hovercraft doesn't hover any more. It sinks.
Not likely. "disabled" is canonically described as the crew being disabled, not the hardware. That's why disabled units can still fire in overrun situations; the computers can handle basic stuff on their own (like keep running the fans).
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Old 07-28-2017, 12:10 PM   #73
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Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

This is already reflected in the game as terrain disabled units are more vulnerable to destruction by enemy fire.
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Old 07-28-2017, 03:15 PM   #74
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Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Quote:
Originally Posted by crfout View Post
Proposed - that GEV class vehicles, when disabled while on a water hex, are instead destroyed.

If the fans stop running, the hovercraft doesn't hover any more. It sinks.
Stopping the fans due to a nearby nuclear explosion is likely a mission kill - rolling crash. Also, BPC floats.

(GP - does it say that specifically, or that a disabled crew is one - the most dramatic - way to disable a vehicle? There are lots of ways to get a mission kill. Why not a disable?)
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Old 07-28-2017, 03:52 PM   #75
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Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

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Originally Posted by dwalend View Post
Stopping the fans due to a nearby nuclear explosion is likely a mission kill - rolling crash. Also, BPC floats.

(GP - does it say that specifically, or that a disabled crew is one - the most dramatic - way to disable a vehicle? There are lots of ways to get a mission kill. Why not a disable?)
I'm paraphrasing a bit, but when talking about overruns, it specifically states stunned crew as a reason for the disable. It's mentioned in the context of why disabled units can fire in overruns.

Thematically, it's irrelevant. We don't actually care why it's disabled, only that it is disabled. Don't get too deep in the fluff for something that's a simple game mechanic.
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Old 07-28-2017, 11:24 PM   #76
wolf90
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Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

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Originally Posted by GranitePenguin View Post
Will the new ODE rulebook be available in Print form, PDF, or both?
Definitely print, and I'd imagine both.

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Originally Posted by GranitePenguin View Post
Also, is there a current draft of the new rules that can be reviewed?
Not yet. Working on it . . .

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Old 07-28-2017, 11:39 PM   #77
HeatDeath
 
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Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Quote:
Originally Posted by crfout View Post
Proposed - that GEV class vehicles, when disabled while on a water hex, are instead destroyed.

If the fans stop running, the hovercraft doesn't hover any more. It sinks.
Nah. A GEV that has lost power is basically one of these that has lost power. https://en.wikipedia.org/wiki/47-foot_Motor_Lifeboat

The crew are in for a rocky ride, but they aren't gonna sink, or even stay capsized.

Last edited by HeatDeath; 07-28-2017 at 11:42 PM.
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Old 07-29-2017, 05:24 AM   #78
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Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

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Originally Posted by HeatDeath View Post
Nah. A GEV that has lost power is basically one of these that has lost power. https://en.wikipedia.org/wiki/47-foot_Motor_Lifeboat
Or indeed one of these: https://en.wikipedia.org/wiki/SR.N4
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Old 09-19-2017, 08:49 AM   #79
GranitePenguin
 
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Default Re: Official Rules Update and FAQ (Draft versions 1.01 - June 21)

Clarification about how INF can be combined in ODE.

Specifically, looking at 5th Ed Ogre 5.021 compared to ODE 5.02.1; ODE is unclear that you can have a 2-INF and a 1-INF in the same hex at the same time, even if stacking is not being used.

Additionally, it needs to be clarified if spillover is in effect in this case when using "Classic" Ogre rules. The expectation is "no" because Ogre has no spillover.
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Old 10-06-2017, 04:26 PM   #80
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Default Re: Introduce yourself/general chatter

Ed.note - the following copied here for collection of errata and rule clarifications.

D.


Quote:
Originally Posted by dwalend
"If your ogre has to run over an LT speedbump to ram my ogre then ... too bad for the flat LT, but you don't get to ram my ogre." I think that's right. (..I don't think I've had that come up in a game... The overrun rules don't have all these caveats.)
Or a single squad of INF, for that matter. If that was the intent, than I think a clarification in the rules would be nice:
6.01.1 Limit on ramming. An Ogre may ram either a maximum of two non-Ogre units, or one enemy Ogre per turn.
That way it's clear they are mutually-exclusive (i.e., an Ogre can't be one of the two rams).
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Last edited by wolf90; 10-07-2017 at 12:40 PM.
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