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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 19-Apr-2005 16:31 Post subject: Battle Armor Gear |
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Since so many people seem to have trouble with Battle Armor equipment, I figured I should post up the rules for them (as I understand them, at least).
Mine Dispenser
Drops a minefield. Each dispenser system carries a 10-point minefield. Each battlesuit in a squad carries its own minefield, and can deploy them on its own (you can choose to deploy one field, two fields, or even all four inside the same hex, creating a 10-, 20-, or 40-point minefield, respectively).
Remote Sensor Dispenser
Drops remote sensor probes. Probably similar to the probes dropped by the Ferret VTOL.
ECM Suite
Acts like a Guardian ECM system. Only affects the hex the carrying squad occupies.
Active Probe
Acts exactly like a standard Active Probe, but with a 4-hex range.
Improved Sensors
Acts like a Beagle Active Probe with a 2-hex range.
Heat Sensor
Dunno. Probably RPG use only, unless you use advanced sensor mode rules (MagRes, Radar, Thermal, Motion, Seismic, etc).
Camo System
If the suit remains still for the turn, it gives a +2 To Hit modifier to all incoming attacks. If it moves, it gives a +1 modifier.
Cutting Torch
RPG use only. Cuts things.
Extended Life Support
Adds 12 hours of life support to a power suit. A normal suit has 12 hours of life support (used in space, underwater, in hostile atmospheres, etc). With an Extended Life Support system, a suit can support its operator for up to 24 hours of continuous use.
Fuel Tank
Doubles fuel points. A normal power suit has 1000 fuel points, the equivalent of 100 jump MPs on a CBT map.
Magnetic Clamps
Allows the suit to ride on standard 'mechs and vehicles per Mechanized Battle Armor rules.
Power Pack
Adds 10 hours (IS) or 12 hours (Clan) to suit endurance. Normal Power Armor has power for 24 hours of continued operation. A Power Pack increases that.
Searchlight
RPG use only. Portable light source.
Shotgun Microphone
RPG use only. Picks up conversations at 100 meters, whispers at 50 meters.
Infantry Weapon Attacks
Many suits have infantry-scale weapon mounts, or can carry infantry weapons in their armored glove. Each weapon has a CBT range and damage rating. For example, the Blazer Rifle has a CBT damage of .35, and a CBT range of 2/4/6. When the suit squad makes an attack with the Blazer rifle, it is treated as a standard Direct-Fire attack, as if it had fired a Small Laser, or other similar weapon.
Here's where I had to start reasoning things out.
Infantry-weapon attacks have no effect on armored targets, and only do damage to unarmored infantry units. If the suit squad were to make an attack against an infantry unit with their Blazer Rifles, then the attack would be resolved using the Direct-Fire table. Only if three or more suits hit does damage actually happen, as anything less than the combined damage of those suits is less than one CBT point of damage (if only two suits hit, then that would be .7 points of damage: the enemy was wounded, but nobody was incapacitated/killed).
I hope I was clear in my reasoning.
[ This Message was edited by: Warhammer: 3025 on 2005-04-26 12:53 ] _________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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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: 20-Apr-2005 04:02 Post subject: RE: Battle Armor Gear |
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Try this page: www.pryderockindustries.com.
Some kind of unofficial (?) construction rules present.
_________________ The dragon NEVER sleeps!
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mud Draconis Combine Tai-sho
Joined: 23-Jul-2002 00:00 Posts: 1618
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Posted: 20-Apr-2005 18:25 Post subject: RE: Battle Armor Gear |
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I could see a cutting torch being very useful for swarming attacks...vibroblades might be better though.
_________________ "The enemy's gate is down."
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 26-Apr-2005 12:32 Post subject: RE: Battle Armor Gear |
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Have updated the gear listing, and clarified the rules for making infantry-weapon attacks (I remember there was some confusion about that).
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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Pinhead The Bloody Clans
Joined: 25-Feb-2002 00:00 Posts: 1258 Location: United States
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Posted: 26-Apr-2005 13:21 Post subject: RE: Battle Armor Gear |
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A 40 point minefield seems not in line with the rules, as they are normally limited to a 20 point field?
Pin
_________________ "My Blood is not mine to give, it belongs to my Brothers"
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Warhammer: 3025 Freelance Captain, AFFC (Ret.)
Joined: 29-Jan-2005 00:00 Posts: 1856
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Posted: 26-Apr-2005 13:33 Post subject: RE: Battle Armor Gear |
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All I know is what I've extrapolated from the rules I saw in Field Manual: Capellan Confederation.
Perhaps there is a limit that only two suits can deploy their mines in any given hex.
_________________ Evil is like a bowl of oranges. Only one, instead, is an orange of DOOM. That orange has a fate to rule over the other oranges with an iron fist. That orange is me.
Because sometimes, there are many guards in the castle.
Ya Rl'yeh!
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