There are some new tech and weapons in our next match that I should go over the rules for briefly.
1) NARC Missile Beacon:
Essentially is a homing beacon that when attached will let other missiles track you better.
Adds a +2 to the # of missiles that hit you chart if you have one attached and they have Narc capable LRM's or SRM loaded. ECM systems will block the tracking bonus. Only Josh has these, but he is in a missile boat.
The NARC launcher is also capable of having an explosive tip, in exchange for it's tracking. Makes a single 4 pt attack. At 6 shots per ton, not very effective, but why have 12 tracking pods, if you can have 6, and then 6 more damage capable shots.
2) Targeting Computers:
Mechs with a targeting computer will give a -1 to any direct fire weapon. (AC's, Lasers, PPC's etc...)
Targeting computer also will let the user target a specific mech location if they desire. The nuber to hit is much tougher, but they could aim for a leg or a side torso if they wanted. If they hit with the tougher number they must then roll a 6,7,or 8 to actually hit the spot...any other result means they roll again on the regular hit chart they would normally use if they had not aimed. Pulse lasers and rotary Ac's can;t use the aimed location option, but they do get benefit from the -1 TH.
3) Triple Strength Myomer:
Mechs with TSM get a lot stronger and faster when they are running hot. At 9 heat or higher on the heat scale the TSM is active. All Damage from Punch, Kick, and Physical Weapon attacks (Sword, Hatchet, club) is doubled. So Rob's Vindicator who's Sword would normally do 6 points of damage, will do 12 with the TSM active. TSM also gives a +2 to the Walk move when active (recalculating the run speed as well). However to be at 9 heat you are already at -1 move so it really is only a +1 to the walk speed. The downside is at 9 heat you are at +1 to all weapons fire, and at 10 heat the -2 move kicks in so there goes your speed advantage. Meaning you have to keep your mech at exactly 9 heat to get all the benefits of TSM.
4) Swords and Hatchets.
Hatchets are -1 to hit, and do the same damage as the mech kicking would do, only they use the full to hit table. They may declare they are aiming high or low at a +4 TH, and then roll on the punch or kick chart if they hit.
Swords are a -2 to hit, but do less damage than a kick, but more than a punch. Same aiming rule as the hatchet.
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