Twin
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Post by Twin on Jun 6, 2008 12:51:35 GMT -5
I'm reading up on the rules now, trying to get into it all. As I do, I've come across a few things I don't quite understand (yet) so I figured I'd make a thread where I can ask lot's of questions, instead of just making a new thread for each new, stupidly self-explaning little thing I wonder about And we're off! First question: Spider Mines. I didn't understand the 'tube' bit! Does every 'tube' take up a Heavy weapons slot? So, if you buy three Spider mines, assign them to one Heavy slot, that means they have one 'tube,' and will emerge one by one for a period of three turns (of firing)? (I assume it works like that, I was just hoping I could realease more Mines faster, as I've got a cool image in my head with them that I can't get rid of ) [Edit: How does shoulder-mounted tubes work? What do mines do when they hit an enemy engaged in close combat?] Shed some light please! Thanks in advance
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Post by Adam on Jun 6, 2008 13:35:56 GMT -5
Chuck as many tubes on as you want, the whole launcher counts as a single heavy weapon. How many tubes it has will simply determine how many mines are fired in a turn, ie, its Shots value. When I say tubes, I mean on the model itself. If you want you can model it with one tube and fire one a turn; if you model it with 8 tubes and give it 8 spider mines you can fire all of them at once if you want. Obviously you can fire each mine only once though! Having multiple tubes has no detrimental effect whatsoever barring the fact that you have to model them all. Therefore, I imagine your cool image is quite possible. Shoulder mounted tubes or body-mounted tubes work no differently than normal. When a mine attacks an enemy in CC, it will still blow it up - mines have a rudimentary intelligence and will avoid hitting the friendly fighter. Spider mines generally aim their attacks at weakpoints - some of them have actual short-ranged guns, others will crawl to the specific area and detonate/fire/whatever - but their precise targeting will generally keep your own guys safe. Oh, and I've just added a rule allowing the opponent to deal with them, 'cos you can shoot down superheavies but not spider mines... You can shoot or attack them, but with a -3 to hit penalty. I've also decreased the detection range to 2", because it seemed more appropriate. Too much board control is a bad thing and there's bound to be some idiot in a tournament who spams spider mines left right and centre... (Which'd look cool, granted, and probably be quite effective; but it'd be useless against any kind of firepower because his own guys would be horrifically under-armed or under-armoured because of blowing all their cogs on buying spider mines! Shoot him down! Either that or distract them with a flyer, which they can't hurt... another new addition. Your choice.) Anyway. Apologies for the impulse nerf. The online rules will be updated shortly. I won't update them every time I change something - take the online version as the 'official' - but will instead allow updates to accumulate before it's worth my while to upload it, and everyone else's while to download and re-print... Perhaps once a month will do. ...Well, that was a ramble. Next!
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Twin
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Post by Twin on Jun 6, 2008 13:48:22 GMT -5
Chuck as many tubes on as you want, the whole launcher counts as a single heavy weapon. (...) Therefore, I imagine your cool image is quite possible. Brilliant! If I model "scarabs" like small, round, 'spider-sized' ovals embedded around a mechs body, would you accept each one as a 'tube' in it's own right? Image: half a dozen scarabs slowly stir to life, wriggle out of their holes, buzz, open their metallic wings and swarm of towards whatever is troubling their host to deliver their explosive payload... More real questions probably coming soon!
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Twin
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Post by Twin on Jun 6, 2008 16:41:53 GMT -5
Another question! Fairly simple one; can you change which of your Close Combat Weapons you use every turn in an assault? How about weapon swaps in between your and your opponenets turn (for example turn three, my turn, I use 'CCW A'. In opponenes turn three I want to use 'CCW B'. May I? Edit: Didn't want to triple post so... Yet more questions! Now, a rather complicated one: How does the CCW + Modulus Arms + Light/Heavy weapons work? If I have for example a Heavy chassis (so 3 arm slots on each arm) and I want to do some serious close combat modding on it, how can I configure these different parts on? With a 'Modulus Arm' on each Arm and a CCW hung in each Modulus Arm, I get one Heavy Slot for ranged weaponry left over, right? Do the Modulus Arm take two slots, and then the CCW only goes on the Modulus so I've still got room for a heavy weapon, or do the CCW take up one Heavy slot in the 'Mod Arm' and one Heavy slot on the "normal" arm? If I have all that (CCW on Mod Arm + a ranged heavy weapon) can I still mount the Light weapons onto the CCWeapon? Thanks in advance
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Post by Adam on Jun 7, 2008 8:25:54 GMT -5
If I model "scarabs" like small, round, 'spider-sized' ovals embedded around a mechs body, would you accept each one as a 'tube' in it's own right? Image: half a dozen scarabs slowly stir to life, wriggle out of their holes, buzz, open their metallic wings and swarm of towards whatever is troubling their host to deliver their explosive payload... Yeah, of course. In response to this I've actually just changed it so you can launch as many as you want, because it'd be much less fiddly/complex and easier on the modelling front. The scarab thing is really neat though. I've also limited the range to 12", because 18" of 3D10+6 is pretty frightening. Can you change which of your Close Combat Weapons you use every turn in an assault? Yes. Now, a rather complicated one: ...Oh crap. (Kiddin', of course. Every time you spot something badly explained, post it, and I'll clean the rules up. All for the greater good.) How does the CCW + Modulus Arms + Light/Heavy weapons work? If I have for example a Heavy chassis (so 3 arm slots on each arm) and I want to do some serious close combat modding on it, how can I configure these different parts on? With a 'Modulus Arm' on each Arm and a CCW hung in each Modulus Arm, I get one Heavy Slot for ranged weaponry left over, right? Yes. Although iirc it's Modulus Hand Do the Modulus Arm take two slots, and then the CCW only goes on the Modulus so I've still got room for a heavy weapon, or do the CCW take up one Heavy slot in the 'Mod Arm' and one Heavy slot on the "normal" arm? The CCW goes in the hand, so you get the heavy slot. The Modulus holding a weapon isn't a slot per se; if anything the hand is more of a connecting piece, until the weapon is destroyed or released that is, at which point it becomes adequate at punching faces in. Also, remember that you don't have to hold anything in a Modulus Hand, or can put a ranged weapon in there. Or use two hands for a massive sniper rifle. If I have all that (CCW on Mod Arm + a ranged heavy weapon) can I still mount the Light weapons onto the CCWeapon? No, the weapons mounted 'on' a close combat weapon are generally arm mounted, or will have power supplies and so on in the limb. Imagine a mech dragging a broken sword around behind it because the ammo belt of the machinegun stuck to the weapon won't come out of its arm...
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Twin
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Post by Twin on Jun 23, 2008 4:26:07 GMT -5
Smoke Emitter Question! When it says "The smoke lasts until a mech moves into/through it, which will dissipate it." how do you define this? Do you have to enter the smoke at one side and exit at another, or is any movement even remotedly inside the smoke going to disspate it? Example: A shooter mech is standing still, shoots, then uses it's smoke emitters in it's turn. Enemy shoots at him, suffering -3 Rn. Next turn, the smoker wriggles about (walking 1" forward) which disspates the smoke, and it continues to fire all of it's weapons at full effectiveness. Is this possible, or do you have to move more than the 1" (which is max move points to fire all weapons). Thanks in advance
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Post by Adam on Jun 23, 2008 9:56:58 GMT -5
any movement even remotedly inside the smoke going to disspate it This one. Remember, a mech in motion kicks out heat, exhaust gases and what have you, creating convection currents as well as the force of the expelled gases. This will make smoke go AWOL.
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Post by Twin on Jun 25, 2008 5:54:12 GMT -5
Okey. So I guess the same goes for the +2 when firing at stationary targets? Moving each mech half-an-inch forward is enough to avoid it? Okay, another one for you: With the what? I searched a bit, and I can't find this rule. If it's a persistant thingy from ages past, then eh, there it is ;D If I'm just rubbish at reading, please point me in the correct direction. Also, regarding light mechs with giga-sniper rifles in Modulus Hands; In practice, they get to take a Solid-Slug giga-weapon with Sniper rule, which takes up both arms, and when checking wether you can move or fire, it counts as an ordnance weapons, right? Thanks in advance
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Post by Adam on Jun 25, 2008 7:28:02 GMT -5
Yes, if you spend just one movement point you don't count as stationary. That includes turning around. The +2 for stationary represents a mech that's (temporarily or permanently) disabled and isn't able to act to minimise incoming fire or defend vulnerable spots, or is holding position to take careful aim (say, when sniping).
The +2 AP for shooting someone in the back... Must've accidentally deleted it. The reference is correct; I've added the rule back in.
Giga sniper rifles don't take up any additional arm slots, instead they'll take up both of the modulus hands, so you can't hold any weapons in them. It move-fires as an ordnance weapon, yes.
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Twin
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Post by Twin on Jun 25, 2008 10:50:16 GMT -5
Nice! ;D Is that 180 or 90 degrees? Yup, that's what I meant with the arm slots, but I was only thinking about Light mechs at the time (which they do effectively occupy all arm slots for ) Alright, got another one: Can I have several Special Rules on one weapon? I can't find somewhere it says I can't. Somewhere it seems only appropriate and natural (Indirect Fire + Giant Killer for ordnance, or + Seeking missiles to name some) Sometimes they simply nullify eachother (Sniper + Grinder ;D ) also. But, what I really wonder is this; can I have a Giga-Solid Slug weapon, with the Sniper rule, using Rail Gun technology? Fluffily (and real worldly) I can't see any problems with this, Rail tech would make sniping even better if perfected. But is it possible in Duel of Steel? Edit: Forgot this; This obviously refers to Alien Rails, but what about Solid Slug rail weapons? They do get 5D3, which is pretty darn impressive anyhoo, but another dice would be a lot better than +2 AP in this instance. Why would making a weapon Giga nerf this Special Rule? Actually Alien Rails would be better off with 7D3 than +2 AP as well... The +1D3 negates as much armor as the +2AP (average roll of 2) and will in addition boost all the other dice with +1 to serious damage rolls. I understand if you nerf this for Giga-weapons because it's too good... but if that's not it, then why? Thanks in advance
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Post by Adam on Jun 25, 2008 13:33:29 GMT -5
Nice! ;D Is that 180 or 90 degrees? 180. Can I have several Special Rules on one weapon? Yes. (I love these simple questions. ;D) But, what I really wonder is this; can I have a Giga-Solid Slug weapon, with the Sniper rule, using Rail Gun technology? Fluffily (and real worldly) I can't see any problems with this, Rail tech would make sniping even better if perfected. But is it possible in Duel of Steel? Yes. In fact a coilgun- or railgun-based sniper rifle would likely be more powerful, and more importantly, MUCH quieter than a normal cartridge'n'bullet type. (Large amounts of stuff about D3 versus two AP) but if that's not it, then why? Because: a) a Solid Slug giga railgun gets 6D3 Strength (3D3 for the weapon, +D3 railgun, +2D3 gigaisation). b) an Alien giga railgun gets 7D3 anyway... oh crap. c) a 7D3 railgun causes lasting damage on 2's on the body of a target model. This I'd rather not happen. I guess I'll just have to live and let live with the alien ones tho'... they are a lot more expensive than the SS equivalents, so hopefully that'll make them worth it. Mind, giving that to Opal's quasars would be nice... *sudden rule idea involving six or seven dice of a type depending on how many times you hit... ouch!* Don't tell anyone you can get 7D3, will you? Thanks in advance A pleasure, as usual.
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Twin
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Post by Twin on Jun 25, 2008 16:40:02 GMT -5
Yay, t-t-triple kill! My point exactly on the railsniper, they do indeed fit awesomely together ;D Hum, I don't get you here. Are you saying why Giga-rails don't have the things you list, or are you saying that Giga-rails indeed do have the things you list? So no extra dice, right? And we're back to Giga-alien-rails with max 6D3, and Giga-slug-rails with max 5D3 (although their APs are off the charts ;D ). So you're saying that it's too good, and that's why they can't have the extra dice, amiright? I think this was the part that confused me; because I didn't tell anyone ... that turned out to be a long quote-post for naught. Nvm, better questions returning soon!
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Post by Adam on Jun 26, 2008 14:24:11 GMT -5
So no extra dice, right? And we're back to Giga-alien-rails with max 6D3, and Giga-slug-rails with max 5D3 (although their APs are off the charts ;D ). So you're saying that it's too good, and that's why they can't have the extra dice, amiright? Yes. Yes you're right. Ignore the whole 7D3 thing, I was confusing myself...
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Post by Adam on Aug 6, 2008 6:15:19 GMT -5
You may be interested to learn that I've now decided to split rail guns away from alien and SS weapons and make them a class of their own, probably called Gauss because it includes many different types of similar weapons (not all gauss weapons are rail guns).
Also, the other weapons are getting a kick up the arse. I'm getting rid of negative special rules (Jam, Overheat) and Energy are going to get a basic SR of their own (yay!). The only class with a negative basic special rule is Alien, which is going to get a rule called High Drain, meaning it doubles its weight on mechs with not-too-good reactors (even that's an improvement over the current system, 'cos at the moment, fission/fusion can't use Alien at all). So they lose the cancelling-offline thing, which is fair because a weapon that complex is probably more likely to go offline than a standard one.
But yeah, Heat and Solid Slug are going to get good special rules now... Focused and Grinder! Yes Heat weapons will come with Focused for free! (They suck without it, totally outclassed by alien and rail gun weapons, unless they're flamers.) Energy is getting Surge as a base SR and all the classes are getting a greater choice of special rules that'll change the way a weapon plays (4+ per class, although some of them are shared between different classes, as they are now).
Some example rules I'm toying around with... Chain Reaction: For each 6 you roll to damage (on D3's or D6's), roll an extra damage dice and add it to your total mass damage Proximity Trigger: If you hit the target at least once, place the 6" template over it. All models under the template are hit once by the weapon, not causing serious damage Heatseeker: Ignores camoskin, scramblers, night fighting, and the Stealth skill (this isn't just going on what you think it's going on, either) Gatling: On a critical hit (a 1 to hit at range), make an extra shot!...
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