silvex
07/31/03 05:24 PM
151.200.214.162
|
Greetings
I noticed that there are a handful of vehicles that list Sensors as equipment. Most do not. How do Sensors in Vehicles affect game-play? I can't find explicit rulings in MasterRules or MaxTech.
-Stan
"Plan!? There ain't no plan!"
|
Cray
08/01/03 05:33 AM
68.200.109.244
|
Unless the sensors are a "Beagle Active Probe," they do not affect BT game play.
Mike Miller, Materials Engineer
Disclaimer: Anything stated in this post is unofficial and non-canon unless directly quoted from a published book. Random internet musings of a BattleTech writer are not canon.
|
NathanKell
08/01/03 06:57 PM
67.86.63.119
|
Besides soaking up excess tonage as required by BT vehicle construction rules (IIRC).
-NathanKell, BT Space Wars
Question with boldness even the existence of a God; because, if there be one, he must more approve of the homage of reason, than that of blind-folded fear.
Thomas Jefferson
|
tgsofgc
08/08/03 10:41 PM
67.4.201.167
|
Heck feel free to develope your own house rules, just make sure your buds agree. I know that players I played with especially in mechwarrior RPGs were more than willing to add in a little flavor here and there, expanding on stuff written as lore in TROs. A good idea for sensors is to make them function like short range active probes, excpet they can be shadowed by any kind of ECM.
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
|