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Anti Infantry idea...
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Talen
Capellan Confederation
Sang-shao
Sang-shao


Joined: 05-Feb-2002 00:00
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Location: United States
PostPosted: 13-Jun-2002 18:17    Post subject: Anti Infantry idea... Reply to topic Reply with quote

I had an odd thought a second ago...so here is something to look at.

When Infantry or Elementals attack a 'mech from the same hex, a player with Jump Jets can trigger a sudden burst from the jets. The 'mech wont move at all, but will cause 1-3 damage per jump jet equipped. (1 damage for the .5 ton jets, 2 for the 1 ton, and 3 for the 2 ton jets.). This attack can only be made if the 'mech has JJ equipped, and has at least 1 jump MP at the end of its movement phase.

Example...a 35 ton 'mech with 5 jump jets gets attacked by infantry from the same hex. The mech walked the previous turn, so the pilot decides to trigger the jets to burn away a few infantry. He has 5 .5 ton jets, so his total damage done to the attacking force is 5 points.

Against Elementals the damage is applied to all members of the Point evenly. In the above example, each Elemental would recieve 1 pt of damage. Had there have been only 3 Jump Jets, the damage done would be 3, and the damage would only be dealt to the top 3 Elementals. Had it been 7, all the elementals would get 1 pt of damage, and the top 2 would take 1 more damage.

So...what do you think? Its kind of like the "I am Jade Falcon" attack...does anything like it exist?

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AWAD
Draconis Combine
Chu-sa
Chu-sa


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

PostPosted: 13-Jun-2002 19:34    Post subject: Anti Infantry idea... Reply to topic Reply with quote

I would not add it into my game but it has merits. I can see jumping mechs running into a hex so they can jump next round and kill squishes. Now if you are using some alternative damage rules the Mech could get mauled just to kill a few guys with rifles.

AWAD- GMs need to teach Players to respect infantry
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Jade_Dragon
8th Sword of Light
Sho-sho
Sho-sho


Joined: 05-Feb-2002 00:00
Posts: 1325
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PostPosted: 14-Jun-2002 14:28    Post subject: Anti Infantry idea... Reply to topic Reply with quote

Makes about as much sense as the Jump Jet attack. Would definately be a level 3 rule.

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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
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Location: United States
PostPosted: 14-Jun-2002 14:30    Post subject: Anti Infantry idea... Reply to topic Reply with quote

1. What about mechs that only have torso-mounted jets?

2. Since jets are only mounted on either the rear of the mech or possibly the bottom of the feet, wouldn't the infantry have to be to the rear?

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Old Dog
Capellan Confederation
Sang-wei
Sang-wei


Joined: 24-May-2002 00:00
Posts: 299

PostPosted: 14-Jun-2002 18:37    Post subject: Anti Infantry idea... Reply to topic Reply with quote

Been losing legs of late?

I'm always leary of adding anti-infantry rules, simply because of how weak the poor lil' popcorn is already. As such, I'd say two things:

One, if you want leg defense, take AP pods. The IS has 'em now, and they're downright devastating.

Two, for why the Jet move wouldn't work, let's say that it takes a few moments for jets to engage and heat to a useful level, giving fast-moving troopers a chance to get in, do damage, and then get back away.

Just, you know. My thoughts and such.

-- Old Dog, ankle-biter
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Kraken
Federated Suns
Marshal
Marshal


Joined: 04-Feb-2002 00:00
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PostPosted: 14-Jun-2002 18:44    Post subject: Anti Infantry idea... Reply to topic Reply with quote

Or, there's always machine guns and the original Solaris VII rules.

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