Модераторы: Prophet_Roshak, RBS_Vader
JohnGluck писал(а):Меня пожалуйста за Главное Зло
Crisis of Conscience
One of the worst aspects of civil war is that it pits parent against child, sibling against sibling, comrade against comrade. The planet Liao has been subject to divided loyalties since the very beginning of The Republic and those tensions erupted in 3134. Use these rules to simulate the shifting allegiances of the time.
Units subject to Crisis of Conscience may switch sides during a battle when unit(s) from their own side act in a way they consider dishonorable. Examples of such behavior could include attacking an enemy unit that has surrendered or is withdrawing, attacking an already-crippled enemy unit, ganging up on enemy units with a greater than 2:1 ratio, doing more than 30 points of damage to an enemy unit in a single Turn, etc. In the event of one or more of these conditions, the player subject to Crisis of Conscience should make a 2d6 roll for each of his or her units. The default target number for this roll is 5, modified by the following:
Condition Mod
Other units on the same side have previously failed a check +1
Multiple conditions triggered the check +1
Unit has already been damaged by the enemy -1
Unit loyalty is Fanatical -1
Unit loyalty is Reliable 0
Unit loyalty is Questionable +1
Unit experience is Elite -1
Unit experience is Veteran 0
Unit experience is Regular or Green +1
A unit that fails this roll will immediately attack the friendly unit whose actions triggered the check. If the unit cannot make an attack in the current turn, it will attack at the earliest opportunity. In addition, the unit will move to defend the enemy who was subject to the actions that triggered the check. The unit will not attack any other units from its former side unless attacked first. If the new side withdraws from the field, the turncoat unit must make another Conscience check against the same target number as before; failure means they also withdraw, success means they stay with their former comrades to face the consequences of their actions.
Once a unit switches allegiance, it will retain that new allegiance for the remainder of the track and is no longer subject to Crisis of Conscience rolls.
а если просто тн повысить? 5 для 2д6 это как-то несерьёзно...
чётко прописать случаи когда применяется
Diamond писал(а):Надо выкинуть 5+мод и больше, чтобы НЕ перейти на чужую сторону.
Пока что получается так, что правила поощряют намеренное затягивание игры, а это мне не нравится.
Если не придумается, или не будет конкретных предложений - будем играть без этого.
Даймонд писал(а):все юниты "нечестной" стороны кидают чек, при провале - атакуют "нарушителя", защищают "обиженного". Проще говоря, меняют сторону
(...)
Предлагаю либо отключить на фиг, либо существенно переделать
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