Post by chainsawaardvark on Mar 19, 2014 18:25:37 GMT -5
I'm always a bit loathe to add house rules to other peoples' games. After all, I should yield to their vision and the great amounts of playtesting that went into the product. In the course of my games, however, a few thoughts have come up.
Grenade Launcher
The Terrain Pack adds rules for smoke, but no way to dispense it aside from destroyed objects. That seems a bit limited. So my idea for a GL has two uses. First of all, within its short range area it can lay down smoke screens (up to 2/3/4 inches wide depending on size). Secondly, it can do some damage to the enemy like the AP machine-gun, minus one shot. (So a light does two two box deep wounds, medium three, and heavy four). I'd make the range about 4/8 so that you can't just lay smoke across the whole battlefield and keeping in mind grenades tend to be a shorter range low velocity weapon. A Machine-gun with most of the barrel ahead of the reciver cut off, but keeping the large ammo box makes for a good weapon stand in.
Mortar
I'd guess the range would be 2inch minimum (like missiles), 6 inch normal, and 10 inch maximum - but the big bonus is that the terrain arcs high rather than direct fire, so it ignores the usual line of sight restrictions on weapon use. Probably uses the same template as missiles, but a point more expensive across the board to account for the special ability. A shortened version of the cannon would make a good model for the weapon.
Sniper/Mass Driver
This weapon takes an odd approach. Across the board, it does two boxes of damage like the AP machine-gun. However, after the hit location is rolled, you can shift if one column left or right for a light weapon, two with a medium, and three for a heavy. (Bigger mecha = more recoil absorbed/more stable platform). Not very powerful, but good for finding gaps in the armor. I don't know what I would assign for cost or range for this one though.
Finally, as a way of handling out of scale weapons - each extra large weapon over-stresses the power and drive systems of the mecha, functionally eating up a heat sink. So a medium weapon on a light will will limit its ability to move and fire since its more likely to overheat. Note that it is each extra weapon. Another possibility is the first drops a heat sink, the next drops the Target Profile as the mecha is slowed down. .
Grenade Launcher
The Terrain Pack adds rules for smoke, but no way to dispense it aside from destroyed objects. That seems a bit limited. So my idea for a GL has two uses. First of all, within its short range area it can lay down smoke screens (up to 2/3/4 inches wide depending on size). Secondly, it can do some damage to the enemy like the AP machine-gun, minus one shot. (So a light does two two box deep wounds, medium three, and heavy four). I'd make the range about 4/8 so that you can't just lay smoke across the whole battlefield and keeping in mind grenades tend to be a shorter range low velocity weapon. A Machine-gun with most of the barrel ahead of the reciver cut off, but keeping the large ammo box makes for a good weapon stand in.
Mortar
I'd guess the range would be 2inch minimum (like missiles), 6 inch normal, and 10 inch maximum - but the big bonus is that the terrain arcs high rather than direct fire, so it ignores the usual line of sight restrictions on weapon use. Probably uses the same template as missiles, but a point more expensive across the board to account for the special ability. A shortened version of the cannon would make a good model for the weapon.
Sniper/Mass Driver
This weapon takes an odd approach. Across the board, it does two boxes of damage like the AP machine-gun. However, after the hit location is rolled, you can shift if one column left or right for a light weapon, two with a medium, and three for a heavy. (Bigger mecha = more recoil absorbed/more stable platform). Not very powerful, but good for finding gaps in the armor. I don't know what I would assign for cost or range for this one though.
Finally, as a way of handling out of scale weapons - each extra large weapon over-stresses the power and drive systems of the mecha, functionally eating up a heat sink. So a medium weapon on a light will will limit its ability to move and fire since its more likely to overheat. Note that it is each extra weapon. Another possibility is the first drops a heat sink, the next drops the Target Profile as the mecha is slowed down. .