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ralgith
Blighted Sun Battalion
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PostPosted: 20-May-2004 17:53    Post subject: Custom Rules And Equipment. Reply to topic Reply with quote

I'm going to post my Torso Mounted Cockpit Ejection System here, and other of my house rules/equipment as soon as I find my notebook again (stupid piece of $%^&$ -edited for violent content- j/k). So, anyone else who has such custom equipment or rules, please post em cause I'd like to see what other people have come up with. Also, the Ultra AC/50 that takes 1 ton, 1 crit, and has 200 shots/ton ammo kinda stuff will be ignored and maybe Mordel will delete it

Torso Mounted Cockpit Ejection System (Original)
Name: Torso Ejector
Crits: 1 LT, 1 RT
Tons: 1
Rules: This device allows a pilot to eject from a torso mounted cockpit using a concept similar to CASE panels. The system blows out the rear armor panels on the center torso and an explosive charge shoves the cockpit assembly out, at which time the seat underside mounted rockets lift it into the air where it deploys it's para-foil like a standard ejection system. Due to the small amount of explosive in the system a crit to either slot disables it, and can make it explode for 2 points on a roll of 10 or more on 2d6. This explosion cause no feedback damage to the warrior. Any hit to the CT rear armor has the chance to damage the blow out panels and/or get a critical hit. Roll 2d6 to determine if this happens. On a 8 or greater the panels are damaged and the system is unable to blow them. Roll a second time for chance to get a crit. On a 10 or above you roll once on the determining critical hits table. If the blow out panels are damaged and the computer fails to disable the system, and it isn't disabled manually by the pilot, it will destroy the cockpit and kill the pilot on an ejection attempt since the seat rockets would burn inside the cockpit literally roasting the computer circuits, not to mention the pilot.




Torso Mounted Cockpit Ejection System (Second)
Name: Torso Ejector
Crits: 1 LT, 1 RT
Tons: 1
Rules: This device allows a pilot to eject from a torso mounted cockpit using a concept similar to CASE panels. The system blows out the rear armor panels on the center torso and an explosive charge shoves the cockpit assembly out, at which time the seat underside mounted rockets lift it into the air where it deploys it's para-foil like a standard ejection system. Due to the small amount of explosive in the system a crit to either slot disables it, and can make it explode for 2 points on a roll of 10 or more on 2d6. This explosion cause no feedback damage to the warrior. Any hit to the CT rear armor has the chance to damage the blow out panels and/or get a critical hit. Roll 2d6 to determine if this happens. On a 8 or greater the panels are damaged and the system is unable to blow them. Roll a second time for chance to get a crit. On a 10 or above you roll once on the determining critical hits table. If the blow out panels are damaged and the computer fails to disable the system, and it isn't disabled manually by the pilot, it will destroy the cockpit and kill the pilot on an ejection attempt since the seat rockets would burn inside the cockpit literally roasting the computer circuits, not to mention the pilot.

Changes:
On any ejection attempt (manual or auto) the player must roll 2d6 to see if the system malfunctions.
A malfunction occurs if the roll result is 2, 3, or 12
A malfunction causes one of the following (roll 1d6):
1: Armor panels fail to come completely off, pilot takes 2 points of damage.
2: Explosive bolts fail to fire and blow the cockpit clear before igniting the under-seat rockets, pilot is roasted alive and cockpit is destroyed.
3: Minor malfunction, no effect.
4: Improper wiring of the system causes the under-seat rockets to fire before the armor panels are blown. Pilot killed from a 1.3G acceleration into the ceiling of the cockpit.
5: System Explodes, Including the 2 point charges in each side torso. (Cockpit destroyed, roll 2 critical hit locations in CT)
6: System short circuits and fails to do anything.


edit: moved from general to design section. vagabond


[ This Message was edited by: Vagabond on 2004-05-20 18:08 ]
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Colonel Ralgith t'Mayasara
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Seraph
Blighted Sun Battalion
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PostPosted: 21-May-2004 20:13    Post subject: RE: Custom Rules And Equipment. Reply to topic Reply with quote

Jump kick house rule.

Jump kicks can only be attempted by a jump capable mech. The mech cannot have jumped that round and he must be facing his target. He then rolls against his piloting with a 4 penalty. If he hits he rolls location on the punch table and does normal kicking damage. If he missed he must roll against his piloting skill again with a 4 penalty to avoid 2 levels of falling damage.
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Gangrene
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PostPosted: 21-May-2004 22:20    Post subject: RE: Custom Rules And Equipment. Reply to topic Reply with quote

So the to-hit is not modified for target movement or terrain?

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Seraph
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PostPosted: 22-May-2004 06:32    Post subject: RE: Custom Rules And Equipment. Reply to topic Reply with quote

Not for terrain though they both need to be on the same level. You could jump up to kick a mech that is a few levels higher as long as you have the jumpjets for it. But, it also adds to the levels fallen for taking damage if you miss and fail your recovery roll.

Any movement and heat mods are the same for standard physical attacks.
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ralgith
Blighted Sun Battalion
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PostPosted: 22-May-2004 19:34    Post subject: RE: Custom Rules And Equipment. Reply to topic Reply with quote

Well, like I said to ya on ICQ, I like it.

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