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Some New Rule Thoughts: 3025
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Raven!
Clan Snow Raven
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PostPosted: 01-Dec-2010 19:36    Post subject: Some New Rule Thoughts: 3025 Reply to topic Reply with quote

Okay,, so I've been thinking for a bit since watching a documentary on the Hellcat tank from World War II, and had a thought for a few new pieces of 3025 era equipment for BattleMechs and Vehicles.

Code:

Table 1: 3025 Era Equipment Modifications for BattleMech's and Combat Vehicles
==============================================================================

               Range               Space
ITEM      Heat   Dmg   Min   Sml   Med   Lng   Ammo   Weight   Mech   CV   Tech Level
----------------------------------------------------------------------------------------------------------
Armor Skirt/1   -   -   -   -   -   -   -   0.5   2   1   1 (C)
Armor Skirt/2   -   -   -   -   -   -   -   1.0   4   2   1 (C)
Armor Skirt/3   -   -   -   -   -   -   -   1.5   6   3   1 (C)
Armor Skirt/4   -   -   -   -   -   -   -   2.0   8   4   1 (C)
Netting      *   -   -   -   -   -   -   4.0   2   2   1 (C)

Armor Skirt:
============
An armor skirt allows a unit to carry more armor then normal. The skirt works by placing reinforcing
braces through the internal skeletal support structure of the unit, be it the frame of a vehicle or the
skeleton of a BattleMech. Armor is then placed on these braces to create an additional layer of protection
extended away from the unit itself. Use the chart provided to determine coverage and effect.

   Skirt Type   Armor Points   Facings
   -------------------------------------------------------------------------------
   Armor Skirt/1   4      Front
   Armor Skirt/2   8      Front, Left Side, Right Side
   Armor Skirt/3   12      Front, Left Side, Right Side, Rear
   Armor Skirt/4   16      Front, Left Side, Right Side, Rear, Legs/Turret

Armor is distributed eavenly between all locations.

   Skirt      Armor Distribution
   Type      Front   Left Side   Right Side   Rear   Legs/Turret
   ---------------------------------------------------------------------------
   Armor Skirt/1   4   -      -      -   -
   Armor Skirt/2   4   2      2      -   -
   Armor Skirt/3   4   3      3      2   -
   Armor Skirt/4   4   4      4      2   1 LL, 1 RL/2

BattleMechs with skirts cannot use jumping MP or running MP. The restrictive nature of the skirt
prevents such movement until the skirt is destroyed, or until the player releases the skirt by detonating
the bolts holding the braces on. Detonating the bolts occurs in the movement phase, and drops the armor.
Movement is still restricted until the next movement phase. Criticals are evenly distributed between the left
and right torso locations.

BattleMechs with a skirt will have shots that hit the Torso locations either hit the front, left side or
right side armor, as appropriate. If the leg option is available, then hits to leg locations will also hit the
armor skirt instead. Only arms and head are not protected.

Weapons mounted behind shielding cannot be used until the shielding is destroyed.

Vechicles with armor skirts are immune to criticals until the shielding is destroyed. Turrets can be skirted for
protection as well, but can maintain weapons fire as the weapon is built with the sheilding around the turret.

Both BattleMechs and Vehicles with an armore skirt are immune to breached location rules from torpedoes and damage
underwater.

More then one type of skirt may be mounted per unit.

Camo Net:
=========
Camo Nets provide additional security in the forests of the Inner Sphere. Psychological study after study has
confirmed the same fundamental fact about humans and technology: soldiers trust their own eyes more then they
trust the computers on board their vehicles. Even if the radar shows a BattleMech dead ahead, if his eyes can't
make it out, he will still shoot wildely. It is this fact that makes the camo net effective in the modern
war zone. Perhaps if the old Star League HUDs which projected unit outlines on your cockpit were still around,
they wouldn't be effective, but now they are.

When in a wooded hex with a camo net, the attacker recieves a +2 penalty to their attack number. However, the net
interfers with the unit's own combat ability, and inflicts a +1 penalty to their attack number. While worn the
net does retain heat, and any turn the unit generates heat, they will add an additional +1 to their heat generated
that turn.

If the unit is hit by any fire causing weapon, the net will catch on fire and burn, causing 2 heat a turn for 1d6
turns. Fire automatically destroys the netting.
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Karagin
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PostPosted: 04-Dec-2010 06:10    Post subject: Some New Rule Thoughts: 3025 Reply to topic Reply with quote

Raven...uhmm do you happen to know Jon Pehrson by chance?
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Raven!
Clan Snow Raven
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PostPosted: 04-Dec-2010 23:48    Post subject: Some New Rule Thoughts: 3025 Reply to topic Reply with quote

whom??
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Karagin
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PostPosted: 05-Dec-2010 13:34    Post subject: Some New Rule Thoughts: 3025 Reply to topic Reply with quote

He is the owner of FUTURE WARS fanzine, and has put many similar ideas as you posted. Was thinking that you two could possible merge them into one good rule set kind of thing.
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Raven!
Clan Snow Raven
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PostPosted: 10-Dec-2010 22:02    Post subject: Some New Rule Thoughts: 3025 Reply to topic Reply with quote

I'll look into it. I've been helping a guy I met at my FLGS with a table top war game he is developing called, working title, "Armored Gait." Also a mecha based game though with more in common with "Gamma Knights' then "BattleTech"
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