|
Post by archivistdragontigre on Apr 22, 2022 18:02:34 GMT
Hello
FLUCTUATING REP (p. 5) states
But only explains how REP goes UP.
The example (p. 6) states
I could not find any rules to explain how that happens. Actually I found rules that seem to contradict that.
FIRE > PILOT INJURED, FIGHTER DAMAGE, ETC. (p.8)
RECOVERY (p. 17)
Am I missing or misunderstanding something ?
|
|
|
Post by Ed the Two Hour Wargames Guy on Apr 22, 2022 18:51:28 GMT
Hello
FLUCTUATING REP (p. 5) states But only explains how REP goes UP.
The example (p. 6) states
I could not find any rules to explain how that happens. Actually I found rules that seem to contradict that.
Pass 2d6 on the Continue on Table. Hope this helps.
FIRE > PILOT INJURED, FIGHTER DAMAGE, ETC. (p.8)
RECOVERY (p. 17)
Am I missing or misunderstanding something ?
|
|
|
Post by archivistdragontigre on Apr 22, 2022 22:37:32 GMT
Helped enough to push me to chart the whole process. Thanks And yes it is indeed possible. Only case I know of in the 2HW games I own when passing 2D6 may be a bad thing and passing 0d6 may be a good thing: Hit a first time and passes 2d6 back to maneuver at Rep -1. Hit a second time: not passing 2d6 is forced to Run for It, then if escapes Heads Home - if does not pass 2D6 is forced to go to Recovery. If survives goes back to normal REP - if pass 2d6 again, he returns home "SAFE". Does not roll for RECOVERY and keeps its lower Rep.
|
|
|
Post by Ed the Two Hour Wargames Guy on Apr 23, 2022 1:51:12 GMT
Helped enough to push me to chart the whole process. Thanks And yes it is indeed possible. Only case I know of in the 2HW games I own when passing 2D6 may be a bad thing and passing 0d6 may be a good thing: Not quite. Pass 2d6 you take a hit and you fight on. Pass 0d6 and you run away and cannot have a successful mission.
Example - I'm a Rep 5 pilot fighting a Rep 4 Pilot and roll on the Continue On Table. I pass 2d6 and we go at it again, Rep 4 versus Rep 4, or I pass 0d6 and run away. Even worse, I lose to a Rep 3 then run away. Yikes! Sadly, it has happened.
|
|
|
Post by archivistdragontigre on Aug 15, 2022 10:00:41 GMT
Re-reading this with a fresh eye, I see that the (Taking damage) RUN FOR IT! section of the CONTINUE ON! table has two possibilities to get the fighter back to Maneuver table. A result of "pass 2D6" explicitly states "counting a -1 to Rep"
That's not the case for one option of the pass 0D6 result
RUN FOR IT! • Runners with a total less than or equal to the Chaser must continue the fight. Go to the Maneuver Table.The other difference is that when passing 2D6, the rules states "Replenish Bonus Dice up to current Rep", that's not the case if "Run for it!" (pass 0D6)
To sum it up:
Both: Go to maneuver table Pass 2D6: loose 1 Rep - Replenish bonus dice. Pass 0D6: Rep stays the same. Keep current bonus dice.
|
|
|
Post by Ed the Two Hour Wargames Guy on Aug 15, 2022 17:09:58 GMT
Yes, they should replenish their bonus dice when they return to the Maneuver Table. Will adjust.
passing 0d6.
0 RUN FOR IT!
Each Fighter rolls 1d6 and adds the result to its current Thrust:
• Runners with a total less than or equal to the Chaser must continue the fight. Go to the Maneuver
Table. Replenish Bonus Dice up to current Rep.
• Runners with a higher total escapes. Go
to the Heading Home Table.
|
|