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Karagin
General


Reged: 04/21/01
Posts: 6324
Loc: Ft. Hood TX (Killeen)
Any one remember...
      #28760 - 05/01/02 07:38 PM (63.173.170.6)

the late 70s early 80s cartoon called:

Shogun Warriors?

They had a toy line that their arms shot off and a comic book series as well, IIRC Marvel put out the comic.

Has anyone made them into mechs? If so, please could you post them in the Design section. I am trying to find my rules that I came up with for something similar to launching a mechs fist out at another mech....yes I know munchy, but hey it would be really cool in the Solaris 7 setting...

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Karagin

Given time and plenty of paper, a philosopher can prove anything.


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novakitty
Lieutenant


Reged: 02/18/02
Posts: 447
Re: Any one remember...
      #28761 - 05/01/02 07:43 PM (192.195.234.26)

I do not remember the show, but something like what you describe was created for the Gundam to Battletech conversions (commonly referred to as MUSCAtech). I know that some MUSCAtech resources are here on Sarna, and I have some copies of a few other pages of rules salvaged from a dying web page.

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meow


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novakitty
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Reged: 02/18/02
Posts: 447
Wire Guided Arms, possibly what you meant (very long)
      #28762 - 05/01/02 07:47 PM (192.195.234.26)

Please igrore any references to other MUSCAtechnology that makes the rules confusing.

Wire-Guided Arms
A strange weapons system designed chiefly to attack I-Field equipped mechs under the guard of their shield, a wire-guided arm system uses a Psychommu or Psychoframe setup to control a self-propelled, claw-equipped limb of a mech. A Wire-Guided Arm costs 5% of the mech's tonnage per arm for the special docking, thruster and wire-guidance mechanisms it requires. A claw (per Solaris or THB rules) must be mounted on that arm in place of the hand actuator, taking up the required tonnage and space. One critical location must be allocated on the arm for the wire reel and thruster, destruction of this critical location results in the disabling of the WGA system. Finally, tonnage and space must be allocated for fuel (15pts of fuel per 1ton, 1crit), for the arm's thrusters.

A WGA may be used normally for melee combat purposes. When launched, however, it is treated as a 1-2-3 melee weapon for ranging purposes. (Therefore, a target in the forward or respective arm arc of the mech may be attacked up to a range of 3 hexes away). If the to hit roll is successful, the WGA has grabbed the enemy mech, does punch damage, and is locked to the location which it has grabbed. (Destruction of this location automatically releases the claw.) The target mech may attempt to break the hold of this arm the next round by making a successful piloting roll. If the roll fails, the claw has not disengaged and punching damage is done to the target mech due to the struggle. The target mech is immobilized until the claw grip is broken. If the to hit roll for the claw attack is unsuccessful, the WGA ends the movement phase in the closest hex between attacker and target, adjacent to the target.

Every hex covered by the WGA en route to its target and back costs 1pt of fuel. If a WGA should run out of fuel before successfully redocking, it may be reeled in by moving the carrier mech into the hex containing the arm. If not latched to a target, the arm and mech may move freely, so long as the arm expends enough fuel points to always be within 3 hexes of the carrier mech.

When latched to its target, the WGA may fire any and all of its arm-mounted weaponry at that target. (Treat the Wire Guided Arm as if it were a mech standing 1 hex away from the target, with a +1 if the WGA has moved that round). Ballistic and Projectile weapons may be fired so long as their ammo bins are located on that arm. Energy weapons may be fired, costing energy points (in the form of fuel) equal to 1pt of fuel per 1pt of heat generated by that weapon. (The heat actually generated is taken up by the mech that launched the arm.) If the weapons fire is successful, the weapons have automatically hit the location that the arm is latched onto. (Energy weapons firing is no longer affected by any I-Field that the target may be equipped with.)

The target mech may attack the arm normally. (Treat it as if it were 1 hex away, with a +2 to hit due to its size). Weapons contained in the location that the WGA has grabbed may not be fired at the WGA. All damage that hits the WGA must be absorbed by the armor of the launched arm. Destruction of the claw immediately disengages the arm. Destruction of the wire-reel and thruster critical disables the arm (but it stays latched). Destruction of the fuel critical causes an explosion equal to the number of remaining fuel points. In addition, should the attack miss with a result of 2 on 2d6, the arm has been missed but the extended control wire has been hit, resulting in the disabling of that arm.

A WGA need not always be used in this manner. It may be launched and used as a mobile weapons platform (Example: For range purposes) at any time. Any attack on it has a +2 to hit modifier due to its small size and profile, a 2 to hit roll by the enemy again results in the severing of the control cables. A WGA may be equipped with a beam weapon (the only time a beam weapon may be used by an arm without a hand actuator, the beam sabre extends from the palm of the claw hand,) and may attack mechs in hexes adjacent to it freely (+1 if the WGA itself has moved that round). This requires energy in the form of fuel points equal to the heat output of the beam weapon.

Any piece of equipment (weapons, ECM, AMS, probes) may be mounted on a WGA other than shields of any kind. A WGA is launched at the end of a Movement phase, and is always the last object to move. WGA attacks are always the first calculated. If the target mech successfully hits a WGA carrying mech in the arm, while the respective arm is already launched, the hit is instead taken by the closest torso section.

Destruction of the WGA results in feedback damage identical to what the destruction of a funnel causes for a Psychommu/frame equipped mech. Docking is done per normal Funnel rules.

Launch of the Wire Guided Arm results in 4pts of heat to the launching mech.



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meow


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Karagin
General


Reged: 04/21/01
Posts: 6324
Loc: Ft. Hood TX (Killeen)
Re: Any one remember...
      #28773 - 05/01/02 09:06 PM (63.173.170.20)

My idea was the fist launched out and you got a super punch out of it...I will find and post the idea, munchy I know but the one time I used it, we all got a laugh...

--------------------
Karagin

Given time and plenty of paper, a philosopher can prove anything.


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novakitty
Lieutenant


Reged: 02/18/02
Posts: 447
Re: Any one remember...
      #28777 - 05/01/02 09:25 PM (192.195.234.26)

I did not reread the part I posted, but I thought that was an option with those.

Reminds me of one of the weapons in the old movie Robot Jox.

--------------------
meow


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Karagin
General


Reged: 04/21/01
Posts: 6324
Loc: Ft. Hood TX (Killeen)
Re: Any one remember...
      #28780 - 05/01/02 09:35 PM (63.173.170.20)

Nods...yes similar...I will look over your posting below.

--------------------
Karagin

Given time and plenty of paper, a philosopher can prove anything.


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