Tripod
(Sergeant Major)
06/09/07 05:36 AM
12.49.227.185
Re: Design help wanted

TY for the contrabution. i like them. 1 HS is questionable but hey, no mech is perfect...and thats the point of some of these guys

Complete "Classic Battletech Mappack Solaris VII" Melee weapons rules...

if this is plagerism im sorry, i dont feel it is. if it is, i'll remove, or have the post removed asap...

Claws-

BV-Dmg*1.275 cost-ton*200
Weight = Tons/15 (round up)
Crit = Tons/15 (round up)
Dammage = Tons/7(round up)
Heat = 0
Replaces hand actuator, one per arm, follows standard punching rules +1 to hit, damage/to-hit monified by arm/shoulder actuator damage and TSM. +2 modifier to avoind damaging an object being lifted by a clawed hand. an additional +1 if the object in question is particularly fragile (such as an unarmored individual), if the roll fails the object suffers half the claws normal damage(round down), claws can be used to wield an improvised club with a +2 to hit penalty
uber melee weapon--> "AS WITH PUNCHING, A BATTLEMECH MAY MAKE TWO CLAW ATTACKS PER TURN (ONE FOR EACH ARM)." <--uber melee weapon

Dual Saw-

BV-9 cost-100,000
Weight = 7
Crit = 7
Damage = 7
Heat = 1
Replaces hand actuator, one per arm, only one may attack per round, follows standard club attack rules +1 to hit, only to hit modifiers apply from damages actuators, TSM does not apply.

Flail-

BV-11 cost-110,000
Weight = 5
Crit = 4
Damage = 9
Heat = 0
Replaces hand actuator, requires upper and lower arm actuactors at construction, one per arm, follows standard club attack rules +1 to hit, only to hit modifiers apply from damages actuators, TSM does not apply. a to hit roll of 2 means the attacker struck himself-half normal damage-fromt battlemech hit location table + a piloting skill roll to avoid fall.

Mace-

BV-Dmg*1 cost-130,000
Weight = Tons/10 (round up)
Crit = Tons/10 (round up)
Damage = Tons/4 <--awsome!
Heat = 0
Requires hand actuator, one per arm, only one may attack per round, follows standard club attack rules +2 to hit, dammage/to-hit monified by arm/shoulder actuator damage and TSM. a missed attack must make a piloting skill roll to avoid falling +2.

Pile Driver-

BV-5 cost-100,000
Weight = 10
Crit = 8
Damage = 9
Heat = 0
Replaces hand and lower arm actuators, one per arm, follows standard club attack rules +3 to hit, only to hit modifiers apply from damages actuators, TSM dose not apply.

Lances-

BV-Dmg*1 cost-ton*150
Weight = Tons/20 (round up)
Crit = Tons/20 (round up)
Damage = Tons/5 (round up)
Heat = 0
Does not require hand actuator, one per arm, only one may attack per round, follows standard club attack rules +2 to hit, dammage/to-hit monified by arm/shoulder actuator damage and TSM. After each hit, if armor remains, roll 2D6, on 10+ the lance inflicts 1 point of internal dammage to the location struck. roll critical with a -2 modifier. if no armor reamined after the inital attack or the intial attack went internal, roll critical as normal, unmodified.

Wrecking Ball-

BV-8 cost-80,000
Weight = 4
Crit = 5
Damage = 8
Heat = 0
Replaces hand actuator, requires upper and lower arm actuactors at construction, one per arm, follows standard club attack rules +2 to hit, only to hit modifiers apply from damages actuators, TSM dose not apply. a to hit roll of 2 means the attacker struck himself-half normal damage-fromt battlemech hit location table and a piloting skill roll to avoid fall.

Vibroblades-

BV-12-17-24 cost-150,000 - 400,000 - 750,000
Size = Small/Medium/Large
Weight = 3/5/7
Crit = 1/2/4
Damage = 7/10/14
Heat = 3/5/7
When activated vibroswords deal the set damage and heat listed above(damage not modified by damaged actuactors or TSM, +'s to hit still apply), when turned off function as normal swords. a loophole exists here as a 100 ton mech can have a 3 ton small vibrosword turned off and it function as a normal sword that should weigh 5 tons, 7 crits. exploit this at your own risk. even the large vibroblade is one less crit...?

Spikes-

BV-4(defensive value only) cost-Ton*50
Weight = 0.5
Crit = 1
Damage = 2
Heat = n/a
May be mounted in any location, one per location(one per torso covers front and rear), a critical hit destroys the spikes, when a physical attack hits a location equiped with spikes reduce the damage by 4(minimum of 1 dammage), also, the attacker takes 2 points of damage to the body location that delivered the damage, if more than one location delivered the damage, devide it evenly. when charging, if any of the attackers torso location containing spikes are damagedby him charging, increace the charge damage by 4 for each. Any time a spike is used in any form roll 2D6 on a 9+ the spike is destroyed(mark the critical slot as destroyed).

Shields-

BV-50-135-263(defensive value only) cost-50,000 - 100,000 - 300,000
Size = Smsll/Medium/Large
Weight = 6/4/2
Crit = 7/5/3
Damage Absorption = 3/5/7
Damage Capacity = 11/18/25
Bash Modifier = -1/-2/-3
Movement Cost = 0/-1/-1
One shield per arm, may mount another size in the other arm. once the shield is destroyed, movement penalties are removed. movement penalties are cumulative from 2 med/lrg shields. shields absorb damage from weapons fire and physical attacks not including charge and DFA. for ever critical hit to the shield reduce the damage capacity by 5 and damage absorption by 1. also reduce the damage absorption rating by 1 for each arm actuactor hit, 2 for a shoulder hit.

Players must designate during the Weapon attack phase wheather or not a mech is using the shield for active or passive defense or no defense at all.

Active Defense Mode-

protects the shield arm, nearest side torso(front or back), center torso(front only), head and nearest leg. absorbs damage equal to its absorption rating from each weapon/physical attack striking a protected location. no weapons attacks from a protected location. a shield bash attack cannot be made in active defense mode.

Passive Defense Mode-

only protects the shield arm and the nearest side torso(front only). weapons iring froma protected location reciece a +2 to hit modifier. absorbs dammage equal to the damage absorption rating.

No Defense Mode-

only protects the mounted arm, may not be used for bash attacks, +1 to hit for weapons in the shield arm.

Damage absorption-
a large shield with a absorb rating of 7 will totally absorb a 5 point medium laser hit. reduce the dmage capicity by one, from 25 to 24. an IS PPC will be reduced by 7, and pass 3 damage on to the mechs armor as normal, reduce the damage capicity by one, from 24 to 23. a lbx or lrm or srm that spreads damage arround is a little sifferent. the shield will absorb up to 7 points that strike protected locations, the rest pass through normally and only 1 point is marked off the damage capacity. 1 missile from an srm 2 and 20 1 point fragments from an lb20x both reduce the damage capacity by 1 each.

Shield Bash-

When in passive defense mode the shield can be used to bash your oponent. treated as a standard club attack pluss the bash modifier(looks like a negative to hit bonus to me), + to hit for damages actuactors, not modified by TSM, dealing damage equal to its current damage absorption rating. one shield bash per turn.



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