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Toe Caps
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What do you think of these rules?
Yes, they're awesome!
33%
 33%  [ 1 ]
OK, I guess, but why would you wnt to use them?
33%
 33%  [ 1 ]
Too complex.
0%
 0%  [ 0 ]
Too overpowered!
33%
 33%  [ 1 ]
Awful. Ugghh!!
0%
 0%  [ 0 ]
Total Votes : 3
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Kylo Kruis
Lyran Alliance
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PostPosted: 12-Jun-2018 07:27    Post subject: Toe Caps Reply to topic Reply with quote

Developed in the arenas of Solaris in an effort to create the ultimate physical 'Mech in 3087, Toe Caps are in effect pointed attachments fixed on to the feet of a unit to improve their kicking and Death from Above capabilities. Due to their permanent nature, if they are to be used in an OmniMech they must be in the base configuration.

Game Rules:

A pair of Toe Caps weighs 1 ton for every 20 tons that the BattleMech weighs rounded up to the nearest 0.5 ton. Toe caps must be mounted on all legs and occupy one critical slot in each leg.

For Quad 'Mechs, the 4 Toe caps weigh 1 ton for every 10 tons of BattleMech.

For Tripod 'Mechs, the 3 Toe caps weigh 1 ton for every 13.33333 tons of BattleMech.

The damage inflicted by Toe Caps is equal to the standard kicking damage multiplied by 1.5 founded up to the nearest damage point. Additionally, Toe Caps increase the damage dine by Death from Above by 1.5 times. This damage is still applied in the normal 5 point clusters.

Toe caps count as extra armour for the foot actuators. As such, if a critical hit is rolled on the foot actuator it is applied to the Toe Cap instead. The next hit to the foot actuator does normal damage.

Toe Caps can be coupled with armored critical slots so that it takes 3 hits to destroy the foot actuator.

Destroyed Toe Caps have no negative effects on the 'Mech and all kicking and Death from Above attacks do normal damage.

All Toe Caps must be undamaged for the benefits to be incurred.

Toe Caps cost 15,000 C bills for every ton of Toe Caps and add the 'Mechs tonnage x 1.5 to the offensive rating of the 'Mech's BV.
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Kylo Kruis
Lyran Alliance
Senior Sergeant Major
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Joined: 19-Sep-2017 15:46
Posts: 218
Location: United Kingdom
PostPosted: 12-Jun-2018 09:22    Post subject: Toe Caps Reply to topic Reply with quote

This equipment is going to form part of the series of physical weapons which I am now drafting.
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In War there is no prize for Runner-Up - Kylo Kruis, Commander in Chief, Desert Chaos Mercenary Expeditionary Forces

You can't polish a turd - Ancient Addage

But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
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Sir Henry
Team Bansai
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PostPosted: 12-Jun-2018 09:54    Post subject: Toe Caps Reply to topic Reply with quote

It looks like a one and done weapon...
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Sir Henry

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Kylo Kruis
Lyran Alliance
Senior Sergeant Major
Senior Sergeant Major


Joined: 19-Sep-2017 15:46
Posts: 218
Location: United Kingdom
PostPosted: 12-Jun-2018 10:26    Post subject: Toe Caps Reply to topic Reply with quote

What do you mean by 'one and done'?
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In War there is no prize for Runner-Up - Kylo Kruis, Commander in Chief, Desert Chaos Mercenary Expeditionary Forces

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But you can roll it in glitter - Chinese Philosopher, Hoo Flung Dung
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Mordel
Mordel.Net
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PostPosted: 12-Jun-2018 13:45    Post subject: Toe Caps Reply to topic Reply with quote

You could make the weight rules a tad easier and say 0.5 tons per 20, times the number of legs (rounded up to nearest 0.5 ton).

Toe caps shouldn't impact DFA as DFA is more a brute force weight thing. You're really coming in sole-first. You aren't DFAing him all Bruce Lee-like. Smile

Kicking is always a single location, not 5-point groups. So toe caps should function the same.

What about critical slots? One per leg?

I also don't like they act as a shield for the foot actuator.
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Sir Henry
Team Bansai
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PostPosted: 12-Jun-2018 21:09    Post subject: Toe Caps Reply to topic Reply with quote

The fluff says they only work if all are undamaged. That means that once one is damaged then all fail.
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Sir Henry

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