My Assistant
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Jul 29 2006, 04:24 AM
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#1
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Target ![]() Group: Members Posts: 71 Joined: 29-July 06 From: Orlando, FL Member No.: 8,981 |
Hi guys, i'm new here so Hey for the first time.
I've been looking through the Vehicle section for combat and I have a couple questions that I found the book couldn't clarify. 1.) under acceleration on page 159 it lists the two numbers are walking and running acceleration.... What is the difference? 2.) During a Chase Combat Turn Sequence, combat is done in combat chase turns which are the equivilent of 20 combat turns. During this time Passengers get actions, do they get 20 combat actions per the chase combat turn, or do they go during the chase combat turn? If passengers go under the Chase turn, do they get all of their initiative passes or does the rigger only get that? |
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Jul 29 2006, 04:47 AM
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#2
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Moving Target ![]() ![]() Group: Members Posts: 684 Joined: 8-April 06 From: My dorm room Member No.: 8,438 |
1.) Check the section entitled Movement on p. 138 of your Bible to answer all your moving-related questions.
2.) I'm too tired to understand this question right now, so I'm going to pass on it. |
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Jul 29 2006, 06:49 AM
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#3
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Target ![]() Group: Members Posts: 19 Joined: 3-June 06 From: Somewhere in the Utah-Anglo reserve. Member No.: 8,642 |
well, for the answers.
1) They dont' have an acceleration, you choose either to Walk or Run when in Tactical combat. and your movement is based on one of the two. 2) They don't get the extra turns. The encounter is either in Tactical or Chase combat turns. You and your GM decide if you're far enough apart to worry about the difference and you spend actions accordingly. So, to sum, they really simplified the vehicle rules. A lot of what is possible is left to you and your GM to decide and make the call on. Hope that helps, and of course, this has just been my 2 cents worth on the matter. so yeah, the confusion start at about p.158 and ends somwhere round p.162 |
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