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Sleeping Dragon Draconis Combine Tai-i
Joined: 06-Apr-2005 00:00 Posts: 4820 Location: Czech Republic
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Posted: 23-Sep-2005 09:21 Post subject: AIDM-1 Alternative Infantry Destruction Mech |
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Beware! Very creative name
There are rules and mech now I would like to make contest for fluff (because I'm unable to make something good on my own)
The mech uses inferno fuel for it's flamer (Max Tech p. 78) and flechette ammo for AC (double damage to unarmored infantry, half against everything else, Max Tech p. 77)
AIDM-1 Alternative Infantry Destruction Mech
IS heavy battlemech level 3 (maybe)
Mass: 85 tons
Int. Struct.: Standard 7.5t
Engine: 300 Fusion 19t
Walking MP: 4 (5)
Running MP: 6 (8)
Jumping MP: 4
Heat Sinks: Single 10 0t
Gyro: 3t
Cockpit: 3t
Actuators: L: Sh+UA+LA+H R: Sh+UA+LA+H
Armor Factor: 136 pts Standard 8.5t
Internal Armor
Structure Value
Head: 3 8
Center Torso: 23 15
Center Torso (Rear): 9
L/R Side Torso: 16 15
L/R Side Torso (Rear): 7
L/R Arm: 12 15
L/R Leg: 16 15
Weapons and Equipment Loc Crits Mass
Sword LA 5 4t
AC/20 (10) LT 2t
Heavy flamer LT 1 1t
Heavy flamer (20) 2 2t
Bloodhound active probe LT 3 2t
Jump jet LL 1 1t
2 jump jets CT 2 2t
Jump jet RL 1 1t
AC/20 RT 10 14t
Hatchet RA 5 5t
TSM 3 LA, 3 RA
AID Rules
Standard physical attacks are directed to one trooper (just like laser).
Stomp
Mech can attempt to stomp on infantry unit, vehicle or prone mech/protomech, using it's sheer mass to crush smaller enemy by concentrating it's mass to single point.
Treat stomping as kick attack with following exceptions.
The mech can stomp on other unit only if it's at least two size classes above target mech, or one size class above target vehicle (heavy mech can stomp on light mechs, medium vehicles and infantry). Any mech may stomp on infantry and prone protomechs.
Target unit must be on ground hex and on the same elevation with stomping mech.
Stomp deals normal kick damage, but single point is applied directly to internal structure, with everything that comes with it (chance for crit, ...), BA is simply driven to ground, but the trooper survives if there are some AP left.
This attack is affected normally by TSM.
Unarmored infantry unit that is target of stomping looses 1d6 troopers.
Grabbing attack (p. 25 Maximum Tech revised)
If the mech successfully hits infantry unit with Grabbing attack, it may catch single BA or 1d6 troopers.
- Crushing
Grabbed trooper may be crushed in grabbing mechs next turn. Grabbed trooper automatically receives punch damage next turn.
- Throw away
Grabbed trooper can be thrown away. use punching damage to calculate long range. To hit number is the same as with punching, if the attack misses, use artillery scatter rules to determine landing place. Thrown trooper receives punching damage.
This attack is affected by TSM normally.
Sweeping (sword)
The mech crouches and sweeps with the sword low above the ground.
Treat sweeping sword attack with following exceptions.
Can be used only against infantry.
Divide damage caused by sword to 5 point groups (10 point with TSM) and calculate hit location for them normally.
This attack is affected normally by TSM.
Unarmored infantry takes double damage from sweep on clear hex, but the damage is doubled before dividing to 5 point groups (because infantry on clear hex is easier target, but TSM only adds more force to attack, not accuracy).
Butter Knife Strike (BKS) (sword)
mech attempts to use it's sword as over sized butter knife, sweeping the sword over the ground and crushing everything that comes under the blade.
Treat BKS as sword attack with following exceptions.
Can be used only against unarmored infantry.
Unarmored infantry takes double damage from BKS in all hexes except buildings and rough (even trees don't offer protection).
Divide the damage to 2 point groups (4 point with TSM, but unless you use home rules that give infantry more armor than 2 points, TSM doesn't have any additional effects) and roll hit locations normally.
Pin Strike (sword)
The mech uses sword to pierce single unit like bug on its sword.
Can be used only against infantry.
Base to hit number for Pin Strike is 5 (the modifier for sword is already included), add all modifiers normally.
If the attack is successful, targeted infantry unit looses 1 trooper (regard less of armor, ...)
Flyswatter Attack (hatchet)
Mech uses flat side of it's hatchet to crush infantry.
Can be used only against unarmored infantry.
target unarmored infantry unit looses 1d6 troopers.
This attack isn't subject to one physical attack per turn rule, but second physical attack cannot be made with hand that was used for Flyswatter strike.
Golf (hatchet)
Can be used only against infantry.
Treat as standard hatchet attack with following exceptions.
This attack is affected by TSM normally.
When you hit with hatchet, chose target hex up to double of your hatchet damage (long range) make another to-hit roll for hatchet, if you hit, the trooper lands in chosen hex, if not, use artillery scatter rules.
Crematorium attack (jump jets)
The mech fires it's jump jets to burn everything around it.
Roll 2d6 for hex where the mech stands and all surrounding hexes. On 7+ the hex catches fire.
Unarmored infantry units in these hexes receive additional 2d6 damage.
Stop, Drop and Roll
Prone mech may move at 1/2/0 with the same restrictions as wheeled vehicle. If the mech moves over infantry unit, the unit receives 1 damage per 5 tons of mech (No to-hit roll required).
Rolling mech cannot fire it's weapons or spot.
_________________ The dragon NEVER sleeps!
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