Author Topic: (Answered) Weapon Special Abilities  (Read 2572 times)

Archer_Wirth

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(Answered) Weapon Special Abilities
« on: 16 April 2016, 22:30:14 »
I already asked this somewhere else and received some answers, but I'm not fully satisfied and do not understand why the Alpha Strike rulebook is not concise on this.

I have a 'mech that does 2/2/0 with an AC20. It's special ability is AC1/1/0 - I was explained this was in case I wanted to use any 'special ammo'. Is that all there is to it? - And does it apply across the board to LRM's, SRM's, etc?
« Last Edit: 04 May 2016, 08:59:43 by Xotl »
Col. Archer Wirth
25th Whiskey Rangers
Mercenary Wizards

nckestrel

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Re: Weapon Special Abilities.
« Reply #1 on: 17 April 2016, 07:14:48 »
For AC, LRM and SRM special abilities, their primary purpose is the use to alternate munitions.  There are a few secondary effects (qualifying for special pilot abilities, triggering AMS, how some armor are affected by them).  But alternate munitions is why those three special abilities exist.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

 

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