I think I'd go with the Combine. Either that of a small Vibrosword fluffed to have it spinning. It's .5 tons heavier though so something else would have to give.
Yeah, the Combine being used to represent a spinning rotor weapon would be fluffed that way. But the alternative is not giving him a physical combat weapon at all and using that tonnage to give him proper SRMs. Blackout doesn't ALWAYS use the rotor, after all.
Not really. AutoMechs are a bit more advanced than QuadVees after all. They don't pay tonnage for their motive systems. So why shouldn't Improved Jump Jets be a bit improved over IS versions? I haven't looked at all of them but it does look like you've kept the Jump MP/Safe Thrust to the Mech's Running MP.
Well, the backstory is that the Syberians managed to develop a convincing fake with their AIs, but one that was good enough to automate pretty much everything that moves (and more than a few that don't), without delving into the robotics rules as they were in IO. As for the motive system weights, bear in mind that AutoMechs with vehicular modes pay 15% for conversion equipment. That would include the wheels and tracks and such as well...of course, that too is inferior to the Standard LAM/QuadVee systems, which only run 10%, so... My only problem is that I'm basically patching up my own mistake here with the jump jets by changing the rules for the improved jets. Either way, I did it, so...
The Seekers only have 4 Improved Jump Jets for 8 Jump//Thrust points, takig 8 crits and 4 tons. I also seem to remember you capping the Jump/Thrust/Cruise MP at the Running MP when I asked about WiGE Mechs so that odd MPs couldn't be used. If I've got that right, a Mech with a Walk/Run of 6/9 using IJJ would be capped at 4 IJJ with 8 MP because 10 would exceed the Running MP. So Syberian IJJ would be an improvement but also a limitation.
Ahyup. My change merely makes each Improved Jump Jet (now called a Jump Rocket) capable of delivering 2 MPs per jet. They otherwise work like Improved Jets in that they weigh twice as much as standard jets, take up 2 slots each, generate double heat when used, and can be used to provide up to the unit's Running MP in Jumping MP. As IJJs work under the rules, you need 4 IJJs to get 4 Jump MPs; in my change for Jump Rockets, you would get 8 Jump MPs from 4 Jump Rockets.
But the fix below is good too. :thumbsup: Actually, since some TFs are supposed to be really fast this helps them. At least it helps FighterMechs. WiGEMechs still seem awfully slow.
I've allowed the WiGEMechs to use Jump Rockets as well, but truth be told, I can't think of a single Transformer that would become a WiGE. And so it's unlikely the Syberians have any at all.
It would be a pain trying to figure out which mech gets what hit chart. Especially since a lot depends on cockpit location.
Right. And my rules allowed designers to put the cockpit in any torso or head location. It got messy.
I can understand wanting faster game play but I haven't been able to get into Alpha Strike. I've wondered about playing with how heat is handled to cut that part out but never got the details fully workout out.
Weird that your idea of a fix for Alpha Strike is to take out a core mechanic of the base game.
I like the fixes and the new quirks. I really like the Abnormal Conversion Quirk. I was wondering how to make TFs/GBs with motive systems in their torsos when the rules put them in the arms and legs.
For the most part, I'm making my AutoMechs with the standard rules, regardless of part locations, but the Warpath conversion was an extreme departure that demanded a special variance.
Couple silly questions that popped into my head. Can JJs be mounted in the Arms for a JJ Punch?
Nope. That's too silly for me.
Are Mechanical Jump Boosters available to Non-Converting AutoMechs? Either the TacHandbook or the TacOps versions?
Yes. They came into use in 3060.
Partial Wings?
For Battle Armor, yes. But not for 'Mechs.
Would the Humans of Syberia have had AutoMechs with a cockpit system once upon a time? Like a Command Console or Dual Cockpit to take over incase the Drones had a problem during their development? Something that would have fallen into disuse once the Drones were perfected and gone extinct along with the Humans?
It's unknown. The humans of Syberia are long gone, and no examples of such tech appear to have survived to present day.
Since some items can only be used in a single mode, how firm is the rule prohibiting items that can't be used by BattleMechs, IndustrialMechs, and AerospaceFighters and the rule prohibiting items with crits in more than one location?
The rule there is that, unless specifically noted otherwise (typically for Aerefighter AutoMechs), industrial items that are allowed on Mechs, or which are allowed in the Mech's alternate mode, can be mounted. Since the convertible AutoMech's various hit locations assume their respective vehicle's hit locations, the item would need to conform to its legal hit locations. IOW, if you wanted to have a bulldozer in vehicle mode, you could only mount it in a front side hit location, so the Mech--which normally cannot mount a bulldozer blade--would have to install the blade in a location that becomes the vehicle's front side.
And the ban on multi-location items other than the unit's own conversion equipment is absolute.
I was just wondering about putting a Satellite Imager or Look Down Radar in a FighterMech that's only usable in FighterMode or putting Chameleon Light Polarization Shield a anAutoMech that's only usable in mech mode.
I have at least one unit with a satellite imager that can only be used in its flight mode. It's intended function is that of an orbiter unit. So that's okay. But the Chameleon LPS is out, sorry.
Not sure if this goes here but I was thinking about Hound, if Recon Cameras are .5 tons and Searchlights are .5 tons, how heavy would Projectors and Holoprojectors be?
Guess it depends on what you're holo-projecting. AToW has weights for holo-projectors from 2kg for a "holomap" to 2 tons for a "holotank."
- Herb