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Shadowking Kell Hounds Captain
Joined: 22-May-2002 00:00 Posts: 365 Location: United States
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Posted: 08-Jan-2006 13:43 Post subject: Option Weapon Rules |
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I'm looking to allow players in my new campaign to use a few optional weapon rules and I was wondering on what the general thought might be on them.
Disabling the PPC Field Inhibitor,
Hotloading LRMs,
and finally, allowing Machine Guns to be used as Ultras. I.E. they can fire 2 shots per gun with a chance to jam and building up 1 extra heat.
Time frame is currently 3016 and whoever it is they would be fighting would also be making use of those rules. The thoughts on the first 2 are rather straight forward I think. As for the machine guns, I figure it would actually make them more useful and not simply written off right away. More often than not, the players just rid themselves of the MGs first chance they get.
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Seraph Blighted Sun Battalion 2nd Company "Seraph's Slaughter" Major
Joined: 11-Mar-2004 00:00 Posts: 1744
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Posted: 08-Jan-2006 14:43 Post subject: RE: Option Weapon Rules |
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Think about, instead, making MG's and flamers do more damage against infantry. And include infantry as opponents in you campaign.
_________________ If ignorance is bliss, then why are you so miserable?
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AWAD Draconis Combine Chu-sa
Joined: 06-Feb-2002 00:00 Posts: 766
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Posted: 08-Jan-2006 19:43 Post subject: RE: Option Weapon Rules |
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If I remember correctly, MGs do 2D6 versus infantry and flamers a D6. So that is cover.
so when they yank all the anti Personnel, overrun them with infantry. Of course with my rules I then gank lasers against infanty and it all changes.
AWAD- The following fire dies make them more appealling to anti mech operations also
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Steel-Scorpion Steel Scorpion Mercs. Mercenary General
Joined: 17-Nov-2003 00:00 Posts: 217 Location: United States
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Posted: 09-Jan-2006 21:33 Post subject: RE: Option Weapon Rules |
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My House Rules: Weapons Options.
1) PPC: Inhibitors can be disabled, but run the risk of "Back-washing" its charge on the firing mech. Back-wash happens on a 2 or 3 on the to-hit dice (critical failure)
2) Ultra-Machine Guns: Yes, with an apropriate engineering skill roll a technition may modify a MG to fire in one of three Different Modes; Normal, Triple-rate [2xDamage], or Strafe-rate [5xAmmo use, attacks 3 hexes,+3 Difficulty].
3) "Hot Loading" Missiles: Loading missiles Hot negates any minimum rage, but also horridly increases the chance of them detonating "in-tube" any hit to a location where a Hotloaded Launcher is requires a roll to see if they Detonate 2-5 on 2d6.
4) Normal Auto-cannons; Double-rate fire. As U/AC rules, but Jams on 2-6. (U/AC's dont jam in my setting, unless the location takes damage, then the jam rolls start, they are after all MADE to fire at that ROF)
[ This Message was edited by: Steel-Scorpion on 2006-01-09 21:35 ] _________________ "A 'Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."Aleksandr Kerensky — On the Atlas
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Shadowking Kell Hounds Captain
Joined: 22-May-2002 00:00 Posts: 365 Location: United States
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Posted: 12-Jan-2006 16:53 Post subject: RE: Option Weapon Rules |
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As it stands, the campaign is currently being held on Solaris, so the players are just doing arena matches for the time being. There are plans to do something later, but that's a ways off at the moment. So as it is, dealing with infantry isn't really an issue right now.
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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 14-Jan-2006 12:33 Post subject: RE: Option Weapon Rules |
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To Steel-Scorpion: There are rules for that are also in Maximum Tech (Equipment section, just if you don't know them). Rules in MaxTech seem to be less "dangerous" to me.
The rules mentioned above can be quite useful, but MGs would be used under rapid fire rule - roll 1d6, MG does that amount of damage, heat and consumes three times that amount of ammo (no additional damage against infantry).
[ This Message was edited by: Sleeping Dragon on 2006-01-14 12:48 ] _________________ The dragon NEVER sleeps!
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Delta Lyran Alliance Leutnant
Joined: 11-Dec-2004 00:00 Posts: 635
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Posted: 14-Jan-2006 17:19 Post subject: RE: Option Weapon Rules |
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Quote:
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On 2006-01-14 12:33, Sleeping Dragon wrote:
To Steel-Scorpion: There are rules for that are also in Maximum Tech (Equipment section, just if you don't know them). Rules in MaxTech seem to be less "dangerous" to me.
The rules mentioned above can be quite useful, but MGs would be used under rapid fire rule - roll 1d6, MG does that amount of damage, heat and consumes three times that amount of ammo (no additional damage against infantry).
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I tend to agree; maxtech is a bit safer.
I remember one time I used a lance of Piranahs with burst fire Mgs -- everything was fine until I got in MG range. My mechs decided to explode.
Me- What the hell!? I think megamek has a major glitch!
After the game I remembered that burst MGs generate heat.
Moral- NEVER use burst fire on Piranahs.
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Steel-Scorpion Steel Scorpion Mercs. Mercenary General
Joined: 17-Nov-2003 00:00 Posts: 217 Location: United States
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Posted: 15-Jan-2006 01:29 Post subject: Max Tech |
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Yes, i am fully aware of the rules in MAXIMUM TECH.
as i said before, house rules
Max-Tech rules are used when a player asks me to use them, I am let my players use whatever edge they think they can garner, within optional rules given.
_________________ "A 'Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."Aleksandr Kerensky — On the Atlas
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WhizzbangThePowerSquig Royal Black Watch Regiment Master Sergeant
Joined: 21-Mar-2005 00:00 Posts: 345 Location: Canada
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Posted: 22-Jan-2006 22:27 Post subject: RE: Max Tech |
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I've been on the recieving end of a burst-firing Pirannah. Laughed rather mightily as one MG hit me, and the Pirannah blew up very spectacularly.
_________________ All fear Squiggy!
"I've never seen anything this beautiful in the entire galaxy - okay, give me the bomb." - Ultra Magnus
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