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Sea Legs: Bonus in all water-related PSRs.
Slick: Increase underwater MP by 1. (Can only be taken if the mech has UMUs installed.)
A lot of these need their points tweaked, but I agree.

Non-Aquadynamic Armor (-1 & -3 Points)
This ‘mech has an armor design which is uniquely bad at moving through water. The -1 Point quirk inflicts a 1 MP cost for the first hex of Depth 1 or deeper water it moves into in a turn. The -3 Point quirk incurs +1 MP cost for each hex of Depth 1 or deeper water it moves into.

Aquatic Stabilization (+1 Point) #Legs
This ‘mech’s legs, gyros, and actuators are modified to operate underwater. This ‘mech gains a -1 bonus to target-numbers for piloting skill rolls while in water or moving into water.

Aquatic Adaptation (+1, +2, & +3 Points)
Most ‘mechs are awkward on land, clumsy in water, and bricklike in the air. Aquatic adaptations include hydrophilic design principles to mitigate some of its faults in fluid environments.
The +1 point version of this quirk aids the ‘mech in dissipating heat when in water. Each heat sink dissipates an additional point of heat when submerged in water and the total additional heat it can dissipate in water is increased to 8.
The +2 point version of this quirk works as above, but also gives the ‘mech a -1 bonus to its piloting skill rolls while in or entering a depth 1 or deeper fluid hex.
The +3 point version gives units firing on that ‘mech a +1 penalty when this ‘mech is in depth 1 fluid. It also gains a -1 bonus to breach rolls when it’s in fluid.

Navigation Fins (+4 Points)
This ‘mech has fins and control planes to assist it in navigating through water. Reduce by 1 the MP cost for moving through water. This only saves 1MP per turn.

Submarine Vents (+2 Points)
   This ‘mech’s cooling system efficiently transfers heat to water. It boils water around the ‘mech.
   During the heat phase of each turn, if that ‘mech has any heat on its heat scale, it spends the next turn under a heavy boil effect. If that ‘mech doesn’t have any heat on its heat scale, but did generate any heat, then it spends its next turn under a light boil effect.
   Light Boil: As per light smoke. The unit cannot use UMU.
   Heavy Boil: As per heavy smoke. The unit cannot use UMU.

Finned Cooling System (+1 Point)
The heat transfer surfaces of this ‘mech are constructed to more efficiently interface with external fluids. Every two, or fraction of two, heat sinks in water dissipates one additional heat. The ‘mech’s ability to dissipate heat from external influences is increased by 1.

Gas Exchange (-1 Point)
This ‘mech’s heat exchange system is finely tuned for exchange with the air of Earthlike environments, but not water.  Halve (round up) the heat dissipation bonus for his ‘mech being in water or snow.
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If you were a Marian commander, what would you use to deploy Marauder Battle Armor to a location?  Mechs, tanks, or aircraft?

Hover APCs. Backed up by some Testudos- the Tag on the Marauders make them very good friends.....
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ok so my neighbor is doing follow ups past the c treatment so kids are coming over later to give her a break...should i introduce them to gatchaman or battle of the planets??
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ok...dragging and pulling teeth on this one along with love and hates
1977/1980
battle of the planets
gah today it is unwatchable lol
but we had some of the  greats doing voice work on it
alan young, kaye luke(the original master from kung fu with david carradine) Alan Oppenheimer(mou original skeletor) casey kasem ( shaggy from scooby doo)Ronnie Schell(gomer pyle)Janet Waldo( the flinstones and judy from jetsons)
and few others...

weirdly enough i got the original gatchaman series with its updates including live movie before i was able to get my claws on the battle of the planets which weirdly enough ended getting more language translations from english to other languages where the show was ran....
funniest 2 dubs i had seen were in french and german...
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Thanks!
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Add Meiyo, reprinted in Shrapnel issue 8.
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I believe the standard rules are that any location without armor floods if you enter water so that is already taken care of. That said yes prior damage taken is not counted for the breach rolls.

I think the other thing might be that a water vessel should be built to watertight standards so they shouldn't flood if a location is destroyed. Battlemechs are not normally, however I think maybe having a reinforced chassis protects the components inside so that armor breach doesn't auto-flood. Gives reinforced structure a greater reason to be used and could enable underwater construction/mining mechs which I think might give you more reasons to fight down there.
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Battle Armor / Re: Simpler, Squishier Infantry
« Last post by Gorgon on Today at 08:57:28 »
Those are great, thank you!
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I'm not sure about an overhaul, but one thing that seems odd to me is that breach checks only need to be made for damage incurred in the water, not for damage taken prior to entering the water (see TW pg. 121). I don't see the reasoning for that; it seems that prior damage could have compromised the damaged location and made it not watertight. I suppose there could be an explanation of either playability or something having to do with water pressure during the damage sequence. Also, if prior damage could make a location not watertight an interesting question would be whether you'd roll for a breach before or after entering the water; the underlying rationale would be whether a breach is detectable by the mechwarrior/crew before water starts pouring into the location upon submerging...
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