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BA accessories (question)
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Sleeping Dragon
Draconis Combine
Tai-i
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PostPosted: 13-Mar-2008 15:28    Post subject: BA accessories (question) Reply to topic Reply with quote

It may sound rather silly, but I started to experiment with BA construction (never did that before) and I'm unable to find what are all those arm appendages good for. Can anyone explain me the difference between the Battle Claws and Heavy Battle Claws, or Basic Manipulators and Armoured Gloves? And what does the AP rating mean in the Swarm / Leg / Mechanized / AP line in BA description in the 3058 Upgrades mean?

Thanks...
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Rudel Gurken
Allisters Light Thunder
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PostPosted: 14-Mar-2008 13:40    Post subject: Re: BA accessories (question) Reply to topic Reply with quote

I'll try Wink
The Heavy Battleclaw is .. hmmm ... heavier Very Happy Ok, yokes aside: TechManual only states that the heavy claw is mostly used for heavier suites without any additional BT rules. I think there will be different RPG rules for that equipment (higher Dexterity Malus, more damage) .

Armored Gloves can carry normal infantry equipment like Assault rifles and the like but allow anti-mech tactics only for BA up to 750kg (PAL and Light).
Heavier BA's have to mount at least Basic Manipulators wich have more strength but cannot handle small gear. You can mount Armored gloves even on Assault BA's but you cannot engage in anti mech tactics with them.

AP? Maybe anti-personnel? Some BA's carry standard infantry weapons in so called AP-mounts.
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Sleeping Dragon
Draconis Combine
Tai-i
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PostPosted: 14-Mar-2008 17:16    Post subject: Re: BA accessories (question) Reply to topic Reply with quote

The problem is that some BAs with AP rating don't have them. The same goes for active probe nondetection.
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jymset
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PostPosted: 17-Mar-2008 17:45    Post subject: Re: BA accessories (question) Reply to topic Reply with quote

I can answer the AP question right now. It is in the TW rules, but I also made sure to ask the writers on the official boards, because it seems so confused. BTW: this is still wrong in the 3058U record sheets!!!! It turns out that even some of TPTB haven't figured these very simple rules out for themselves.

Any suit that has an anti-personnel weapon mount (or two - for the board game there is no difference) counts as being rifle infantry on top of all its usual attacks. That effectively means, that the whole squad/point has gained a single attack. You can read this up on page 218 of TW. Of course, with there only being 4-6 troopers to the squad, this attack isn't going to be especially powerful. If you look at the table, 6-5 troopers do 3 damage, 4-3 do 2 damage, 2-1 1 damage. They have a total range of 3 (normal range modifiers, but a -2 bonus if attacking the own hex).

Don't forget that this damage is split into 2-point clusters (only relevant for 5-6 troopers) and anti-infantry weapons (eg MGs) have their own damage values when used by BA (rather than 'mechs).

Leading into your other question, armoured gloves always allow for such a dexterity, that suits with those hand appendages always count as having the AP ability (they just carry a rifle normally).

There are four different types of "BA hands" - Armoured Gloves, Basic Manipulators, Battle Claws and Heavy Battle Claws. In increasing order of strength, but decreasing order of dexterity. Only the first convey the AP bonus, but also only allow for anti-mech attacks on light armour, for instance. You will find details of this on pages 228 and 229 of TW.

The same goes for the armour. It is actually the armour that allows for certain stealth bonuses. This is a summary of the stealth armours, with a modifier for short, medium and long range:

Basic (and Prototype) Stealth: +0, +1, +2
Standard Stealth: +1, +1, +2
Improved Stealth: +1, +2, +3

As far as how they are invisible to probes, etc, don't ask me, that'll probably be with the hidden rules in another part of the huge book.

There is also BA ECM - it is ECM that only affects the single hex in which the BA are.

Finally, there are also active probes - they work as their 'mech equivalents would (range 5 and 4 for Clan and IS, respectively) and Improved Sensors, that are effectively mini-probes (range 3 and 2).

Returning to the weapons, one final time. The weapon options given in the TROs are currently the only canon ones. Of course, with any modular mount, if your opponent agrees, you can pimp out your Elemental as you see fit (much like repodding an Omnimech). It actually states in the fluff of the TM, that Clan Jade Falcon now fields AP-Gauss-equipped Elementals. Twisted Evil The same goes for the AP weapons. I am sure if you equip your Elementals with Gauss Submachine Guns, they will do more than 3 damage.... But, to repeat, these are optional rules. For the standard games, the rules given at the top of this reply are the correct ones.

Phew, that was quite a bit, off the top of my head. I hope I haven't missed too much and have been of help.
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