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House Rules Proposals
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Kraken
Federated Suns
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PostPosted: 29-Jun-2007 07:58    Post subject: House Rules Proposals Reply to topic Reply with quote

1. Quad mechs may split criticals among all three torsos provided that there is no turret mount involved.

2. Quad mechs may mount Thumper artillery pieces; Snipers and Long Toms are simply too big.

Here's my logic.

Quads, by virtue of having four legs, would be more inherently stable than bipedal mechs when it comes to serving as an artillery platform, right?

Thing is, under the current rules they can't as they don't have enough internal space.
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Stinger
The Knights of Chaos
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PostPosted: 29-Jun-2007 13:22    Post subject: Reply to topic Reply with quote

Would make sence but due to limits in internals not sure how you would impliment it.
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Kraken
Federated Suns
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PostPosted: 30-Jun-2007 08:44    Post subject: Reply to topic Reply with quote

Pontoons

Level: 3
Weight: 10% of the VTOL they are mounted on.
Item Slots: 1
Cost: 10,000 / ton total pontoon weight.

Game Play:
Pontoons enable a VTOL to land on water or soft terrain (such as marshland or snow).
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Storm
Draconis Combine
Chu-i
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PostPosted: 30-Jun-2007 14:13    Post subject: Heavy Pontoons Reply to topic Reply with quote

Are pontoons really that heavy? Or was the 10% simply for game mechanics?

Storm
8)
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Kraken
Federated Suns
Marshal
Marshal


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PostPosted: 30-Jun-2007 14:25    Post subject: Re: Heavy Pontoons Reply to topic Reply with quote

Storm wrote:
Are pontoons really that heavy? Or was the 10% simply for game mechanics?

Storm
8)


Game mechanics.

I'm saying that they weigh so much due to the fact that the things have to be permanently mounted onto the helo and that both the pontoons (which are hard and hollow) and the mounts have to be able to support the weight.

Plus, in the hands of a clever player pontoon VTOLs can play hell with game balance. IE, someone can pull some armor off of a Karnov in order to mount pontoons and then have the Karnov do naval landings for the purpose of dropping off hovercraft or commandos right on the water.
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Sleeping Dragon
Draconis Combine
Tai-i
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PostPosted: 30-Jun-2007 14:28    Post subject: Reply to topic Reply with quote

Micro Pulse Lasers do Light Machine Gun damage (1d6) to infantry.

I think that this should be part of TW since the small pulse lasers work as Machine Guns the Micro Pulse Lasers should work in a way similar to Light MG. I heard that TW doesn't include this.
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Vagabond
Mercenary
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PostPosted: 03-Jul-2007 14:52    Post subject: Reply to topic Reply with quote

Sleeping Dragon wrote:
Micro Pulse Lasers do Light Machine Gun damage (1d6) to infantry.

I think that this should be part of TW since the small pulse lasers work as Machine Guns the Micro Pulse Lasers should work in a way similar to Light MG. I heard that TW doesn't include this.


TW p217

Small/Micro Pulse Lasers 2d6 vs Conventional Infantry.
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Sleeping Dragon
Draconis Combine
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PostPosted: 04-Jul-2007 02:19    Post subject: Reply to topic Reply with quote

Ah, I thought that iot would be pretty stupid. Another rumor cleared.

*goes to slap his informator for not reading carefully*

I need that book (2 months... just 2 months)
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