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Nightward
Lieutenant Colonel


Reged: 05/09/01
Posts: 1701
Loc: Queensland, Australia.
House Rules
      #17313 - 10/18/01 09:29 PM (132.234.250.13)


House Rules

Flamers: Flamers automatically destroy any unarmoured Infantry they hit. They
cause conventional vehicles and Battle Armoured Infantry to take a test Vs 8 to
avoid instant death.
(Flamers are anti-infantry weapons.)

Infernos: Infernos cause 6 additional points of heat per turn they burn, i.e. first turn 6,
second turn 12, third turn 18, etc.
(In the fictional setting, everybody fears the Inferno, but in the game, nobody
cares. This rule makes the Inferno the feared and powerful weapon we’ve all
read about.)

Hiding: By spending 1 turn immobile and not firing in any hex besides Clear, Rubbled,
or Rough terrain, and if they are out of LOS and Active Probe radius, any unit
can Hide in it, or any adjacent hex, provided it too is out of LOS, Active Probe
radius and is not Clear. They then follow all the rules of a hidden unit.
(There are always ambushes in the novels…)

New Weapons

-The Clans
Standard Weapons-Level 2
The Clans left on their Exodus with standard, Star League-era AutoCannons, Lasers, and PPCs, but soon developed more efficient Ultra, LB-X, Pulse, and ER variant weapons that could outperform their standard cousins. Standard weapons soon disappeared from front-line units, but a few of these weapons can be found in Solhama and Freebirth units, as well as in Clan Blood Spirit.

Class Mass Criticals Damage Heat Min/ S/M/L Ammo per ton Weapon BV Ammo BV
Autocannon 2 4 1 2 1 4/10/20/30 45 45 10
Autocannon 5 5 2 5 1 3/9/18/ 27 20 60 15
Autocannon 10 7 3 10 3 7/14/ 21 10 108 25
Autocannon 20 10 5 20 5 5/10/ 15 5 259 30

Standard Lasers-Level 2
Like the Standard Autocannon, Standard Lasers are considered obsolete amongst the Clans.

Type Mass Criticals Heat Damage S/M/L Weapon BV
Small .5 1 1 5 1/3/5 35
Medium 1 1 3 7 4/8/12 100
Large 4 2 8 10 6/12/18 235

Standard PPCs-Level 2
Again, a weapon considered obsolete by the Clans.
Type Mass Criticals Heat Damage Min/S/M/L Weapon BV
PPC 5 2 10 15 3/6/12/ 18 398

New Equipment

Type: Quick-Charge Gauss Rifle Capacitor
Rules: Level 3
Weapon: Gauss Rifle
Mass: 2 Tons
Criticals: 2, Centre Torso only
BV: Adds 50% to the Base BV of the Gauss Rifle.
Game Rules: The Gauss Capacitor allows a single Gauss Rifle to be fired as though it were an Ultra Cannon, using two shots and causing twice the normal amount of heat. It may be mounted for any kind of Gauss Cannon; Light, Heavy, or Standard. If a 2 is rolled to hit with the Capacitor-equipped weapon, the capacitor explodes, destroying it. Roll immediately for criticals, applying any criticals directly to the engine. Note that the capacitor is not part of the Gauss Rifle, and so does not count towards tonnage for Targeting Computers etc. Also note that any damage suffered by the Gauss Cannon does not affect the Capacitor in any way, and even if the Capacitor is destroyed, the Gauss Rifle may still be fired normally. It may only be mounted in a vehicle if it is powered by a Fusion Engine. Otherwise, the Vehicle must mount a Power Converter as well. In the event of Capacitor failure in a vehicle, the vehicle becomes immobilised and the Gauss Rifle is rendered inoperable. If it carries Energy weapons, they are rendered inoperable.

“Holy mother of God! What the HELL was that?”
-Inner Sphere MechWarrior after a Capacitor-equipped Dire Wolf rips his Hauptman’s arm off with two targeted shots.

Type: Targeter
Rules Level: 3
Mass: 1 Ton
Criticals: 1, Head only
BV: Adds 5% to the unit’s offensive BV
Game Rules: The Targeter allows for Aimed Shots to be made at any location as though Targeting Computer equipped. It counts as a single item on Vehicles.

“Kai Allard-Liao? Pfffft…”
-Inner Sphere MechWarrior whose Perseus has been retrofitted with a Targeter.



New Ammunition Types

Type: Black Talon
Rules Level: 3
Weapon: Machine Gun and Autocannon.
Game Rules: Black Talon ammunition doubles its damage against unarmoured infantry but cannot damage any other targets. Note that Black Talon ammunition can be fired at Double-Rate.

“Khan Fletcher, this is the new Black Talon ammunition. We have developed this ammunition to counter the hordes of barbarian infantry that will swarm our war machines in the Inner Sphere. The ammunition fragments into thousands of small slivers as soon as it exits the barrel of the weapon; this produces a hail of armour-piercing shells that rends the enemy apart...”
-Chief Scientist Stevren, Clan Hell’s Horses

Type: Bloodscent
Rules Level: Clan Level 3
Weapon: LRM and SRM
BV Modifier: X3
Game Rules: Bloodscent ammunition can only be used against a target hit by a NARC round. Apply a -1 To-Hit modifier and +3 on the Missile Hits Table.

“We fear that the introduction of this missile subtype may popularize the NARC Launcher amongst the Clans...”
-Precentor IX Nathaniel Clearwater

Type: Defoliant
Rules Level: 3
Weapon: Missile (All types)
BV Modifier: X1
Game Rules: A successful Defoliant Ammunition hit reduces the level of a Wooded hex by 1 for the purposes of LOS only, i.e. an Ultra-Heavy Wooded hex becomes a Heavy Woods, a Heavy Woods becomes a Light Woods, and a Light Woods becomes a Clear hex. Due to the chemicals used in the Defoliant warheads, treat any infantry hit by the Ammunition as though they have been struck by an Inferno attack. Any other unit in the wooded hex takes a single point of damage on the Random Hit Location table appropriate to the unit, and every member of a Battle Armour point present in the hex takes a single point of damage. Note that this damage cannot inflict a Pilot hit unless the hit was applied to Internal Structure, nor can it inflict an Ammunition Critical Hit, though the damage can destroy the unit if that single point of damage would have done so anyway (for example, the target had only 1 point of Internal Structure left in the Head or Centre Torso).

“Can’t see the forest for the trees? Not a problem any more, with Defiance Industries new Defoliant missile warheads!”
-Advertising slogan, Defiance Industries.

Type: Hammer
Rules Level: Clan Level 3
Weapon: LRM
BV Modifier: X5
Game Rules: Reduce Ranges to that of an LB-10X A/C, apply a +1 To-Hit Modifier and subtract 3 from the Missile Hits Table; each missile that hits does three points of damage.

“By reducing the fuel supply and sensor package in each LRM, we added three times as much explosive to each warhead...unfortunately, the missiles lost almost 30% range and 40% accuracy, but the missiles that do hit will hurt more than the enemy is prepared for...”
-Report to Khan Bjorn Jorgensson on the new “Hammer” LRM submunition.

Type: Hellfire Ammunition
Rules Level: Clan Level 3
Weapon: Autocannon
BV Modifier: X5
Game Rules: Reduce the A/C’s ammunition by 40% and halve the weapon’s damage, rounding down in all cases. Treat the target as though an Inferno rocket hit them, the time it burns determined by the table below. If the attack strikes an Infantry unit, the Infantry unit takes a damage normally, and then takes a “Pop Test” as though hit by an Inferno round. Note that a weapon equipped with Hellfire Ammunition cannot combine Hellfire ammunition with Double-Rate fire or Cluster Ammunition, even though it may be fired from an Ultra A/C or an LB A/C.

A/C Class Burn Time
2 1 Turn
5 2 Turns
10 3 Turns
20 4 Turns

“ ...we have replaced the normal Armour-piercing tip of an Autocannon round with a Napalm gel formulation that produces effects similar to those of an Inferno Round...”
-Technical report on Hellfire ammunition for Khan Vladimir Ward.

Type: Explosive-Tipped Gauss Shells
Weapon: Gauss Rifles
BV Modifier: +30% per ton
Game Rules: Explosive rounds may only be fired from Standard Gauss Rifles. They add 5 points of damage.

“The idea here is real simple. Gauss Rifles do damage though kinetic impact. So we added an explosive head to them. It explodes, weakening the armour. As the explosion occurs, the Gauss shell ponds through. The result? One BIG, gaping hole.”
- Chief Technician Charles Fontan, Nagelring Academy

New Battle Armour Units

Kage Assault Squads.
The standard Kage squad with one trooper armed with an Anti-BattleMech weapon has long been regarded as ultimately useless on the field. The DCMS has begun fielding new Kage Assault Squads, in which every member of the Squad carries a heavy weapon.

Game Rules: The Kage Assault Squads use the normal Kage rules but every member of
the squad carries a heavy weapon.

Squad BV’s: Flamer: 90
TAG Laser: 68
Machine Gun: 88
Small Laser: 100
ER Small Laser: 120

(The rules for Kages were, I believe, created to reflect the fact that the DEST infiltration units use very few heavy weapons. Which is true. However, these are elite commandos. If they know that they will have to face ‘Mechs, they will carry the firepower to kill ‘Mechs. It also makes the Kages a worthwhile addition to your forces.)



Elemental Headhunter Points

Clan Wolf developed this type of Elemental variant armour during Operation Revival to maximise the efficiency of its Elementals. Inner Sphere opponents could not deal with the armoured forms of Elementals, and when an Elemental Headhunter Star eliminated the upper levels of the enemy’s command division, the Inner Sphere foe would either surrender or be wiped out to the last.

Game Rules: Elemental Headhunters have 8 Points of Armour, plus one point which represents the trooper inside. Active Probes cannot detect elemental Headhunters if they are hidden. Elemental Headhunters have 4 Jump MP and carry an ER Small Laser.

Point BV: 300

(Headhunter points were described in the Wolf Clan Sourcebook. I was surprised that no “official” rules have yet been published for them.)

Well, there you go. Try them out. Thoughts? Questions? Comments? Feel free....

"The man who opens his mouth in the presence of a woman does so only to change feet"
-Me.

--------------------
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.


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Greyslayer
Major


Reged: 05/11/01
Posts: 1481
Loc: Queensland, Australia
Re: House Rules
      #17321 - 10/18/01 10:38 PM (137.172.211.9)

Flamers - Flamers cannot 'wash' an entier 30m hex despite its best intent ... damage similar to a MG would be more acceptable.

Infernoes - Infernoes are left overs from the 3025 era and as such are not fantastic in the high-tech universe of battletech ... you have shown a serious love for the stuff in 3025 conflicts but that still doesn't warrant the increased heat scale of the things in this one. Leave it as it is.

Hiding - you read the double blind rules? Use them or play blip-tech which basically means you know where a unit is but its facing, heat and status are unknown. Once a unit enters a hex and you know the approximately where the unit is then how can it ambush you? Only from a unexpected quarter can you ambush someone.

I'll not comment on the new clan equipment since clammers are worthless ;P. You do have a logic-problem with the equipment overall and should realise if they are not spending the resources into upgrading the items then why do they do exactly the same damage as those that did receive the research?

Greyslayer



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Nightward
Lieutenant Colonel


Reged: 05/09/01
Posts: 1701
Loc: Queensland, Australia.
Re: House Rules
      #17324 - 10/18/01 10:49 PM (132.234.250.13)

"Flamers - Flamers cannot 'wash' an entier 30m hex despite its best intent ... damage similar to a MG would be more acceptable."

Since a 28-man squad will usually move in close formation, this is reasonalble assumption. The way I envisage Flamers to work is a bit like a solid spray of burning petrochem fuel. Even if you cannot was an entire hex with them, the 'spray' of a flamer will still set most of them alight. Those that do not die will probably enter shock. The 'Flamer Death' rule doesn't necessarily mean you have char-broiled each and every trooper in that hex, just that you have taken them out of commission.

"Infernoes - Infernoes are left overs from the 3025 era and as such are not fantastic in the high-tech universe of battletech ... you have shown a serious love for the stuff in 3025 conflicts but that still doesn't warrant the increased heat scale of the things in this one. Leave it as it is."

Like I said, the fiction describes Infernos as hideous things that will fry you alive in your cockpit. Since you getr 6 heat from 2 medium lasers, I hardly envisage the standard rules infernos as such a terryfying prospect. I have always loved infernos, from the very first time I used them to now. (In my first Inferno-equipped game, I set a Battle Master with 2 Engine Hits on fire and then it's MG ammo exploded...KER-BOOOOM!)

"Hiding - you read the double blind rules? Use them or play blip-tech which basically means you know where a unit is but its facing, heat and status are unknown. Once a unit enters a hex and you know the approximately where the unit is then how can it ambush you? Only from a unexpected quarter can you ambush someone."

Blip-Tech? What's that?

Besides, most people pay no attention to units they cannot see. Perhaps i should have said you can hide in one of the Adjacent hexes. This was more for Infantry anyway....

Ah well. Comments appreciated.

I have one question, though...If you hate everything Clan so much, why do you like the Storm Crow so much?


"The man who opens his mouth in the presence of a woman does so only to change feet"
-Me.

--------------------
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.


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Bob_Richter
General


Reged: 04/23/01
Posts: 2886
Loc: Richland, WA (USA)
Re: House Rules
      #17325 - 10/18/01 11:02 PM (134.121.149.97)

I assume you want commentary on these rules...

>>>(Flamers are anti-infantry weapons.)<<<

This concept is fine, but I wonder how you got to them being the ULTIMATE anti-infantry weapon?

Just have them do MG damage to inf.

>>>(In the fictional setting, everybody fears the Inferno, but in the game, nobody
cares. This rule makes the Inferno the feared and powerful weapon we’ve all
read about.)<<<

On the other hand, we don't want it to turn into InfernoTech. How about causing it to neutralzie 6 heat sinks, regardless of type, for three turns? (this would simulate the fact that a heat sink is worthless against burning gel on the outside of the 'Mech.)

>>>(There are always ambushes in the novels…)<<<

While this is true, these should be simulated by pre-game preparation.

Standard Weapons....uh....how about just un-ER-ing the ERs, un-pulsing the pulses, and un-Ultraing and un-LB-Xing the ACs...oh yeah. That would reveal the fact that the Clan weapons make no sense. Nevermind. Returning you to your regularly scheduled program.

QC-GRC:
Good idea. Scary, but it seems mostly balanced (especially with that whole "kill the engine" bug)

Targeter? IS equipment, I assume. What is the disadvantage when compared to TC?

Black Talon: Sounds a lot like Flechette rounds (MaxTech)

Bloodscent: Yuck? How does this work, anyway?

Defoliant: bravo.

Hammer: bravo.

Hellfire ammo: hm.

Explosive-tipped Gauss shells:
Disadvantage? I suggest:
1) Make ammo explosive...5 points per round
2) Reduce GR range by one category ((2)1-6/7-12/13-19), since it is no longer accelerating a solid metal mass.

Kage Assault Squads: Big duh on this one. Bravo.

Headhunter units: They're just normal ordinary elementals sent out to hunt down a commander.







-Bob Richter
A dead primate is nobody's ancestor.

--------------------
-Bob (The Magnificent) Richter

Assertions made in this post are the humble opinion of Bob.
They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so.
:)


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Greyslayer
Major


Reged: 05/11/01
Posts: 1481
Loc: Queensland, Australia
Re: House Rules
      #17329 - 10/19/01 12:00 AM (137.172.211.9)

Read again, infantry always gain a +1 to hit modifier for 'dispersed' target this in itself suggests that the infantry would not be that close to all be struck by the 'wash'. Also mech flamers are powered by the fusion reactor so has no 'propellant'.

The original fiction for alot of items were nasty but they ended up being changed in the name of balance. Still a mech pit full of flammable tar will still most likely kill a mech regardless of heatsinks ;).

Blip-tech - We have used it locally a couple of times instead of the highly unusable double blind. If you remember some games that only when you see a unit do you get a reading otherwise its just a 'blip' (any game like even Space Hulk or even the original Mechwarrior Computer game used this I think though I can't be sure). Until a valid los is given to the blip can it be revealed and if los is lost it again turns into a 'blip' (though you now know what the blip is you still don't know its heat and so on). Blips are to be given a reference number and are limited to the statistics of the unit it represents (no 8 hex moving Dire Wolf ya hear!). Jumping units usually reveal themselves during their flight but may land out of los so can remain a blip though the mech itself is 'known'. Its a pretty simple system anyway..

StormCrow? Oh you mean the Ryoken ;). I like it because the mech itself is hardly 'perfect' but it can be very valuable. It can chase down lighter mechs and kick butt over heavier mechs. I also like the Vulture ... why is that? Because if you have to teach someone who wants to play a clanner than which mech would give you what you want in a chassis and also teach someone heat management? The Vulture of course.

Greyslayer



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Black_Phoenix
Lieutenant


Reged: 08/17/01
Posts: 531
Re: House Rules
      #17337 - 10/19/01 04:35 AM (207.252.105.68)

>>Read again, infantry always gain a +1 to hit modifier for 'dispersed' target this in itself suggests that the infantry would not be that close to all be struck by the 'wash'. Also mech flamers are powered by the fusion reactor so has no 'propellant'.>>

Actually, only the battle armor troops get the +1 modifier. There are too many standard infantry in a unit to gain anything from being dispersed.

*There are very few personal problems that cannot be solved by a suitable application of Diplomacy, Compromise, and High Explosives or Tactical Nuclear Strikes.*

--------------------
History is much like an endless waltz. The three beats of war, peace and revolution continue on forever.
-Gundam Wing: Endless Waltz



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Nightward
Lieutenant Colonel


Reged: 05/09/01
Posts: 1701
Loc: Queensland, Australia.
Re: House Rules
      #17432 - 10/20/01 05:32 PM (203.134.12.8)

For Flamers, i have always found the high heat and tonnage to be a great drawback to their usefulness. It seems, from the comments I have recieved, that I may have gone a little bit overboard with the House Rules. I'll have a look at that.

"On the other hand, we don't want it to turn into InfernoTech. "

Yes, yes we do! Infernos!!!!!!!!!!!!!!!!! Err.........

We still play with the old 'Infernos only go in 2-packs' rule, so they don't get terribly out of hand. Perhaps it should increase by 4 per turn....

"Standard Weapons....uh....how about just un-ER-ing the ERs, un-pulsing the pulses, and un-Ultraing and un-LB-Xing the ACs...oh yeah. That would reveal the fact that the Clan weapons make no sense. Nevermind. Returning you to your regularly scheduled program."

Err...Sorry, what? Do you mean the Clans should have returned with Standard gear anyway?

The Targeter does not give you the -1 To Hit modifier. it was inspired by the MW3 Targeting Computer.

"Bloodscent: Yuck? How does this work, anyway?"

I designed Bloodscent ammo a few days before I bought the Com Guards soucebook. Oddly enough, it mimics their iNarc gear. Anyway, the reasoning was that NARC-guided missiles actually have 2 guidance systems on-board-one that works like standard LRM targeting gear, the other that homes in on the NARC beacon. The idea with Bloodscent is that there isn't the 'Standard' LRM targeting gear in each warhead and that, instead, only a sooped-up NARC homing warhead. Thus, the additional bits.

"Headhunter units: They're just normal ordinary elementals sent out to hunt down a commander."

Nope. the Wolf Clan sourcebook says they had special stealthy armour and fought with Sniper Blazer Carbines or something, and states specifically that they were faster than Joe the Average Elemental because they ripped off the SRM pack for a better jump pack. Thus, my Elemental Headhunters.

"Explosive-tipped Gauss shells:
Disadvantage? I suggest:
1) Make ammo explosive...5 points per round
2) Reduce GR range by one category ((2)1-6/7-12/13-19), since it is no longer accelerating a solid metal mass."

Good thinking. I made the Explosive Ammo because the idea of super-accelerated chunks of metal didn't really appeal. I thought they should have explosive tips.

Ah, well. Thanks!








"The man who opens his mouth in the presence of a woman does so only to change feet"
-Me.

--------------------
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.


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Bob_Richter
General


Reged: 04/23/01
Posts: 2886
Loc: Richland, WA (USA)
Re: House Rules
      #17436 - 10/20/01 06:12 PM (134.121.149.97)

>>>We still play with the old 'Infernos only go in 2-packs' rule, so they don't get terribly out of hand. Perhaps it should increase by 4 per
turn....<<<

InfernoTech! Wasps become the J. Edgars of Battlemechs!

Personally, I have been trying to think of ways to make Infernos more powerful & more realistic (without returning to InfernoTech.) If you think about it, a Heat Sink doesn't really help you against an Inferno attack (since all they do is equalize internal & external temperature.) I'd think a good effect for an Inferno would be to add 6 to the heat scale at the END of the heat phase of every turn. This negates the effect of heat sinks somewhat, since they can never cool the 'Mech below the external temperature (6 on the heat scale corresponds to a very high external temperature, appropriate, I think, to infernos.) This would be a lot of pain for even the biggest of 'Mechs, since there's a - MP in there, and some TN mods.

>>>Err...Sorry, what? Do you mean the Clans should have returned with Standard gear anyway?<<<

no....what I'm saying is that....if you compare Inner Sphere ER weapons and Pulse weapons to the standard varieties, you can get a feel for what part of a Pulse Laser is Clan and what part of it is Pulse. Then you can UnPulse the Pulse Laser, making it a standard. The problem is that the Clan unER and unPulse weapons aren't the same. Same goes for unLBX ACs (which suck) and unUltra ACs (which rule.)

>>>The Targeter does not give you the -1 To Hit modifier. it was inspired by the MW3 Targeting Computer.<<<

But it still targets at +3? Should be +4, I should think.

I also like to have a house rule that allows a called shot on a +6 even without such a unit.

>>>the Wolf Clan sourcebook says they had special stealthy armour and fought with Sniper Blazer Carbines or something, and states specifically that they were faster than Joe the Average Elemental because they ripped off the SRM pack for a better jump pack. Thus, my Elemental Headhunters.<<<

Odd. I don't remember that. This may be a a peculiar Wolf Clan aberation.

Oh well. It's a good idea anyway.


-Bob Richter
A dead primate is nobody's ancestor.

--------------------
-Bob (The Magnificent) Richter

Assertions made in this post are the humble opinion of Bob.
They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so.
:)


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Nightward
Lieutenant Colonel


Reged: 05/09/01
Posts: 1701
Loc: Queensland, Australia.
Re: House Rules
      #17659 - 10/23/01 09:20 PM (132.234.250.13)

Ehm....

Do you mean that, regardless of actual heat, your 'Mech goes up to 10 on the first turn, up to 20 on the second, and on the thrid automatically shuts down?

That's a bit harsh....

Which is why I like it ;). It might, perchance, overbalance Infernos, though....

"The man who opens his mouth in the presence of a woman does so only to change feet"
-Me.

--------------------
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.


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Bob_Richter
General


Reged: 04/23/01
Posts: 2886
Loc: Richland, WA (USA)
Re: House Rules
      #17661 - 10/23/01 10:36 PM (134.121.149.97)

Not quite.
The heat would just be added at the end of the heat phase, instead of at the beginning...so even the coolest running 'Mech would be at 10 heat for 3 turns.


-Bob Richter
A dead primate is nobody's ancestor.

--------------------
-Bob (The Magnificent) Richter

Assertions made in this post are the humble opinion of Bob.
They are not necessarily statements of fact or decrees from God Himself, unless explicitly and seriously stated to be so.
:)


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Nightward
Lieutenant Colonel


Reged: 05/09/01
Posts: 1701
Loc: Queensland, Australia.
Re: House Rules
      #17702 - 10/24/01 07:45 PM (132.234.250.13)

Ah well...it's always nice to dream....

"The man who opens his mouth in the presence of a woman does so only to change feet"
-Me.

--------------------
Yea, verily. Let it be known far and wide that Nightward loathes MW: DA. Indeed, it is with the BURNING ANIMUS OF A THOUSAND SUNS that he doth rage against it with.


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Acolyte
Captain


Reged: 05/07/01
Posts: 964
Re: House Rules
      #18035 - 10/31/01 05:38 AM (64.180.214.26)

Actually, heat sinks are heat pump technology. The best real world equivalent would be the refrigerater. Basiclly, it "pumps" thermal energy from one place to anouther. A high external temperature would make them less efficient, not negate their usefulness.

I like your idea for the minimum heat you have, though, and I think I'll apply it to my games, thanks!



--------------------

Light a fire for a man, and you keep him warm for one night,
Light a man on fire and he'll be warm for the rest of his life.
Acolyte


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