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Stackpole rule variants
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Clan Ghost Bear
Star Colonel
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PostPosted: 24-Oct-2002 15:28    Post subject: Stackpole rule variants Reply to topic Reply with quote

Hey, for all of you that run Mechwarrior/B'tch campaigns and want to inject a little of the flavor of the novels, try this fun and deadly rules variant.

Any time a power plant takes more than three criticals roll 2d6 to avoid and accidental powerplant overload. On the first hit it is 9 or higher. Subract 1 for each additional hit. In other words a standard fusion engine that takes all its hits goes kerblooie on a 7 or higher. An XL powerplant that takes all its hits goes bang on a 1 or higher.

For damage use the rating of the engine and halve it for each hex out from the epicenter of the explosion. Sounds like overkill? Hey, it's a fusion explosion, cut me some slack.

So, Ruger's Stinger takes that AC20 from the Hunchback 3 hexes away in the back. The resulting 3 criticals when added to the 2 the Stinger already had means that the explosion roll is 8 or higher. Unfortunately for Ruger he rolls a 10. Bright light. Any unit in the same hex takes 120 points of damage. Units in adjacent hexes take 60 damage. The next row of hexes take 30 points of damage. The next row out units (including the Hunchback) take 15 points of damage. Oh, and for calculations I always say that ejection seats fire mechwarriors 3 levels high. Poor Ruger takes 15 mech points of damage and is turned into paste before he's fried to ashes by the heat pulse.

This variant adds some real danger and calamity to any Mechwarrior campaign. Fusion powerplants detonating can cause the mech next to you to detonate, neatly levelling large tracts of land.

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Sir Henry
Team Bansai
Senior Tech Specialist
Senior Tech Specialist


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PostPosted: 24-Oct-2002 15:32    Post subject: RE: Stackpole rule variants Reply to topic Reply with quote

We used a rule just like that except for the Addtion blowup Modifiers. 8 or better Boom......

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Horhiro
Draconis Combine
Samurai
Samurai


Joined: 04-Feb-2002 00:00
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PostPosted: 24-Oct-2002 20:56    Post subject: RE: Stackpole rule variants Reply to topic Reply with quote

Ouch that really hurts! It certainly would hem in players in a mechwarrior campaign where salvage is important. Might also prevent people from gang firing on an already heavily damaged mech.


BTW, would a mechwarrior ejecting out have any chance of survival? I think not. Perhaps then you'd see people shutting down there mechs and popping the hatch after a couple of engine hits rather than risk going critical;again more for a MW campaign where your pilot's life actually means something.

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