[Ogre] Optional Ogre tread damage rule
Henry J. Cobb
hcobb at io.com
Wed Dec 22 15:47:32 CST 2004
"David Morse" <dcmorse at gmail.com> wrote:
> Example: An Ogre Mark V has lost 6 treads, leaving 14 treads between it
> and M2. On a turn when it tries to move three hexes, roll a 20-sided
> die,
Non-cubic dice in Ogre? Die Die Die, it's always six sides to the die.
> I suppose this 'orribly screws Ogres.
Yeah, how about this instead?
Take the number of threads in a movement block, divide by three and round up.
So Mark V: seven dice.
Mark III: five dice.
Mark I: 1 die.
Roll that many dice and add the remaining tread units and if you reach the
full amount needed you get that final move.
So a Mark V with 42 tread units needs to roll 18 or higher on seven dice
to move the third hex.
--
Henry J. Cobb
http://www.io.com/~hcobb/
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