Trick Shots(Ridiculous to-hit modifiers)

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Retry
01/22/14 10:48 AM
72.214.204.166

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Using any alternate rules and options and weapons, what is the most ridiculously high to-hit modifiers you can make?

I'll start, though I didn't think about it for very long.
+4 long range
2 Null signature system
2 Chameleon light polarization field
2 target in heavy woods
4 target moved 10+ hexes
4 weapon in damaged arm actuator
2 sensor hit
5 sensor ghosts
1 void signature system active
3 direct firing mech mortar
4 24+ heat
2 secondary target in rear arc
1 target has narrow profile quirk
+36 to-hit to boot.
ghostrider
02/06/14 01:59 AM
24.30.128.72

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One thing that would worsen your to hits. YOUR MOVEMENT.
I would say being prone, but I think that limits the number of targets you can fire on.
Another possible thing is night fighting.
if you use them, extreme range instead of long.
And another nice thing to have, massive overheating.
csadn
02/15/14 04:14 AM
50.39.219.114

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...and this is why I don't recognize the existence of anything outside Level 1.
CF

Oregon: The "Outworlds Alliance" of the United States of America
ghostrider
02/15/14 06:56 AM
24.30.128.72

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oh yeah, the big modifier. How about a new pilot with a gunnery of 8.

and last but not least the pilot is blind.


Edited by ghostrider (02/15/14 06:57 AM)
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