Mordel's Bar & Grill
Option Weapon Rules
Post new topic   Reply to topic    Mordel's Bar & Grill Forum Index » General Discussion
View previous topic :: View next topic  
Author Message
Shadowking
Kell Hounds
Captain
Captain


Joined: 22-May-2002 00:00
Posts: 365
Location: United States
PostPosted: 08-Jan-2006 13:43    Post subject: Option Weapon Rules Reply to topic Reply with quote

I'm looking to allow players in my new campaign to use a few optional weapon rules and I was wondering on what the general thought might be on them.

Disabling the PPC Field Inhibitor,

Hotloading LRMs,

and finally, allowing Machine Guns to be used as Ultras. I.E. they can fire 2 shots per gun with a chance to jam and building up 1 extra heat.

Time frame is currently 3016 and whoever it is they would be fighting would also be making use of those rules. The thoughts on the first 2 are rather straight forward I think. As for the machine guns, I figure it would actually make them more useful and not simply written off right away. More often than not, the players just rid themselves of the MGs first chance they get.
Back to top View profile Send site message
Seraph
Blighted Sun Battalion
2nd Company
"Seraph's Slaughter"
Major
Major


Joined: 11-Mar-2004 00:00
Posts: 1744

PostPosted: 08-Jan-2006 14:43    Post subject: RE: Option Weapon Rules Reply to topic Reply with quote

Think about, instead, making MG's and flamers do more damage against infantry. And include infantry as opponents in you campaign.

_________________
If ignorance is bliss, then why are you so miserable?
Back to top View profile Send site message
AWAD
Draconis Combine
Chu-sa
Chu-sa


Joined: 06-Feb-2002 00:00
Posts: 766

PostPosted: 08-Jan-2006 19:43    Post subject: RE: Option Weapon Rules Reply to topic Reply with quote

If I remember correctly, MGs do 2D6 versus infantry and flamers a D6. So that is cover.
so when they yank all the anti Personnel, overrun them with infantry. Of course with my rules I then gank lasers against infanty and it all changes.

AWAD- The following fire dies make them more appealling to anti mech operations also
Back to top View profile Send site message Send e-mail
Steel-Scorpion
Steel Scorpion Mercs.
Mercenary General
Mercenary General


Joined: 17-Nov-2003 00:00
Posts: 217
Location: United States
PostPosted: 09-Jan-2006 21:33    Post subject: RE: Option Weapon Rules Reply to topic Reply with quote

My House Rules: Weapons Options.

1) PPC: Inhibitors can be disabled, but run the risk of "Back-washing" its charge on the firing mech. Back-wash happens on a 2 or 3 on the to-hit dice (critical failure)

2) Ultra-Machine Guns: Yes, with an apropriate engineering skill roll a technition may modify a MG to fire in one of three Different Modes; Normal, Triple-rate [2xDamage], or Strafe-rate [5xAmmo use, attacks 3 hexes,+3 Difficulty].

3) "Hot Loading" Missiles: Loading missiles Hot negates any minimum rage, but also horridly increases the chance of them detonating "in-tube" any hit to a location where a Hotloaded Launcher is requires a roll to see if they Detonate 2-5 on 2d6.

4) Normal Auto-cannons; Double-rate fire. As U/AC rules, but Jams on 2-6. (U/AC's dont jam in my setting, unless the location takes damage, then the jam rolls start, they are after all MADE to fire at that ROF)


[ This Message was edited by: Steel-Scorpion on 2006-01-09 21:35 ]
_________________
"A 'Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."Aleksandr Kerensky — On the Atlas
Back to top View profile Send site message Visit website Facebook Username
Shadowking
Kell Hounds
Captain
Captain


Joined: 22-May-2002 00:00
Posts: 365
Location: United States
PostPosted: 12-Jan-2006 16:53    Post subject: RE: Option Weapon Rules Reply to topic Reply with quote

As it stands, the campaign is currently being held on Solaris, so the players are just doing arena matches for the time being. There are plans to do something later, but that's a ways off at the moment. So as it is, dealing with infantry isn't really an issue right now.
Back to top View profile Send site message
Sleeping Dragon
Draconis Combine
Tai-i
Tai-i


Joined: 06-Apr-2005 00:00
Posts: 4820
Location: Czech Republic
PostPosted: 14-Jan-2006 12:33    Post subject: RE: Option Weapon Rules Reply to topic Reply with quote

To Steel-Scorpion: There are rules for that are also in Maximum Tech (Equipment section, just if you don't know them). Rules in MaxTech seem to be less "dangerous" to me.

The rules mentioned above can be quite useful, but MGs would be used under rapid fire rule - roll 1d6, MG does that amount of damage, heat and consumes three times that amount of ammo (no additional damage against infantry).


[ This Message was edited by: Sleeping Dragon on 2006-01-14 12:48 ]
_________________
The dragon NEVER sleeps!
Back to top View profile Send site message Send e-mail
Delta
Lyran Alliance
Leutnant
Leutnant


Joined: 11-Dec-2004 00:00
Posts: 635

PostPosted: 14-Jan-2006 17:19    Post subject: RE: Option Weapon Rules Reply to topic Reply with quote

Quote:

On 2006-01-14 12:33, Sleeping Dragon wrote:
To Steel-Scorpion: There are rules for that are also in Maximum Tech (Equipment section, just if you don't know them). Rules in MaxTech seem to be less "dangerous" to me.

The rules mentioned above can be quite useful, but MGs would be used under rapid fire rule - roll 1d6, MG does that amount of damage, heat and consumes three times that amount of ammo (no additional damage against infantry).



I tend to agree; maxtech is a bit safer.

I remember one time I used a lance of Piranahs with burst fire Mgs -- everything was fine until I got in MG range. My mechs decided to explode.

Me- What the hell!? I think megamek has a major glitch!

After the game I remembered that burst MGs generate heat.

Moral- NEVER use burst fire on Piranahs.
Back to top View profile Send site message
Steel-Scorpion
Steel Scorpion Mercs.
Mercenary General
Mercenary General


Joined: 17-Nov-2003 00:00
Posts: 217
Location: United States
PostPosted: 15-Jan-2006 01:29    Post subject: Max Tech Reply to topic Reply with quote

Yes, i am fully aware of the rules in MAXIMUM TECH.

as i said before, house rules

Max-Tech rules are used when a player asks me to use them, I am let my players use whatever edge they think they can garner, within optional rules given.

_________________
"A 'Mech as powerful as possible, as impenetrable as possible, and as ugly and foreboding as conceivable, so that fear itself will be our ally."Aleksandr Kerensky — On the Atlas
Back to top View profile Send site message Visit website Facebook Username
WhizzbangThePowerSquig
Royal Black Watch Regiment
Master Sergeant
Master Sergeant


Joined: 21-Mar-2005 00:00
Posts: 345
Location: Canada
PostPosted: 22-Jan-2006 22:27    Post subject: RE: Max Tech Reply to topic Reply with quote

I've been on the recieving end of a burst-firing Pirannah. Laughed rather mightily as one MG hit me, and the Pirannah blew up very spectacularly.

_________________
All fear Squiggy!

"I've never seen anything this beautiful in the entire galaxy - okay, give me the bomb." - Ultra Magnus
Back to top View profile Send site message
Display posts from previous:
Post new topic   Reply to topic    Mordel's Bar & Grill Forum Index » General Discussion All times are GMT-05:00

 
Jump to:  
You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot vote in polls in this forum
You cannot attach files in this forum
You can download files in this forum