Difference between revisions of "Large Shield"

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A BattleMech needs to have both upper-arm and lowers
 
arm actuators to make effective use of a shield. Lacking
 
either or having them damaged, will penalize ANY
 
Piloting Mech skill roll by 1 unless the shield is dropped.
 
No more than one shield may be mounted on each arm.
 
Shields may not be mounted on torsos, head, or legs.
 
Quads cannot mount shields.
 
 
 
 
 
Total shield(s) weight should not exceed one tenth (1/
 
10) of the BattleMech's weight. For every successive 1/
 
10 or fraction thereof, Piloting Mech rolls are penalized
 
by 1. In addition, past 1/10, the 'Mech will suffer from
 
loss of MPs: -3 MPs or half its walking speed, whichever
 
is less.
 
 
 
 
 
Shield Use
 
When a BattleMech is equipped with a shield, the following
 
rules apply in all combat situations.
 
 
 
A shield can be used either in a passive or active way.
 
Passive shield parry assumes that the pilot still concentrates
 
on fighting. Active shield parry allows for more
 
defense, at the cost of all offensive actions.
 
 
 
The player receives a number of parries per turn equal to
 
his Piloting Mech quality. The table below summarizes.
 
 
 
The first number is for passive parry, the second
 
for active.
 
 
 
Piloting Skill of 6 or more:  1/2 Parries |
 
Piloting Skill of 4-5:        1/3 Parries |
 
Piloting Skill of 3:          2/3 Parries |
 
Piloting Skill of 2 or less:  2/4 Parries |
 
 
 
 
 
Notes:
 
- Passive shield parry allows the pilot to fire weapons and
 
engage in physical combat. Active shield parry DOES NOT.
 
 
 
-The number of shields present DOES NOT increase the
 
number of parries available to the pilot.
 
 
 
- When parrying, the pilot can decide which shield he's
 
using if the 'Mech has two of them.
 
 
 
To use the shield against an incoming attack, the player
 
must declare his intention after he hears of the particular
 
attack(s) in the Declaration Phase. If the player wishes to
 
withhold a parry for the Physical Phase, he must declare
 
it after all attacks have been declared in the Declaration
 
Phase.
 
 
 
The player rolls a Piloting Mech skill roll to "parry" the
 
incoming attack. All Piloting rolls modifiers are effective.
 
Shields can be used to parry attacks from the front, left
 
and right arcs. Torso twisting will modify these arcs as
 
per the rules. Shields can also be used against attacks
 
from the top even if they enter through the rear arc. (See
 
strafing rules below.)
 
 
 
The 'Mech's shield-carrying arm is automatically protected
 
at all times, except for attacks from the opposite
 
side arc. Any damage that would go to the arms is first
 
taken off the shield.
 
Excess damage to the shield transfers to the shield carrying
 
arm.
 
 
 
 
 
If the shield armor is breached and the shield internal structure is hit, there is a chance for criticals.  Roll for number of criticals, Roll another 1D6; if the value is under or equal to the number of criticals the shield connection is broken.  A roll of 12 is assumed to be a shield destroyed AND a transfer of a single critical on the arm
 
 
 
The weapons of a shield carrying arm cannot be fired if the shield is to be used
 
 
 
If the shield is used as a weapon, treat the attack as a normal punch but divide the damage in two even groups to represent the greater contact area.  Because of the additional mass involved in the punch, the target Mech must make a Piloting Roll to remain standing if hit by the shield
 
 
 
If the BattleMech suffers shoulder damage or if the adjacent torso is destroyed, the shield becomes unusable.
 
 
 
Shields can be used against both direct and indirect artillery and strafing runs.  Direct artillery attacks are resolved the same way as any regular weapon attack.  When the incoming attack is indirect, the pilot suffers a +2 penalty to his roll.  Against strafing runs, the pilot can declare that he is shielding himself INSTEAD of firing back.  The shield will absorb as much of the incoming damage as possible.  All these attacks reduce the pilot’s shield use to a single action.
 
 
 
Inferno attacks and conflagration [napalm] artillery rounds that are intercepted have their effects reduced by half, rounded down
 
 
 
When the shield intercepts fire by a Gauss Rifle or Gauss artillery, there is a chance that the damage will crystallize the metal structure and the shield will buckle.  On a roll of 1 on 1D6, the shield cracks, losing half of its damage absorption on top of the damage done by the Gauss weapon.
 
 
 
When the shield intercepts fire from advanced warhead missiles, artillery and advanced ammunition not covered by these rules, the players should agree on a plausible outcome and stick to the agreement for the rest of the game.  The standadrd approach is to assume that the shield’s armor and internal structure suffer the same fate as the Mech would.
 
 
 
Shield Availability
 
The Federated Suns side of the Federated Commonwealth is the sole user of the shield as of 3055.  Team Banzai freely distributes the specifications for the Mech shield coupler and they sell specifications and blue prints for shields.  The price for mercenaries is 5 M C-Bills per blueprint.  As of 3055, the Wolf’s Dragoons are the only known group to have bought a copy.
 
 
 
Shield cost
 
5,000 C-bills for shield coupler
 
10,000 C-bills Base shield cost
 
1,600 C-bills per 0.5 ton of endo steel internal structure
 
20,000 C-bills per ton of Ferro-Aluminum Armor
 
 
 
Designing a Shield
 
 
 
The shield technology presented herein was first proposed
 
during the years of Star League. The Arthurian design style
 
in full swing, swords and shields received some attention.
 
The bane of all this research was the Marauder BattleMech
 
and its progeny. The purely humanoid shapes were forever
 
banished from research and development. The insectoid
 
designs were in ascendance.
 
 
 
Shields are built exclusively with Endo Steel base covered with Ferro-Aluminum armor. [Ferro Aluminum is the Ferro-Fibrous armor used on fighters - ed.1]  
 
 
 
The production resembles that of advanced Aerospace fighters. Originally,
 
the general shape of the shield was to be rectangular, with
 
smoothed corners. While in re-design, Team Banzai chose
 
the stretched hexagon shape instead. The shields shape
 
doesn’t really affect its effectiveness, but Team Banzai has a reputation to maintain.
 
 
 
The shield’s weight, minus five percent (5%) of the
 
BattleMechs weight, is added to the total ‘Mech weight
 
like a weapon. The five percent weight reduction comes
 
from the fact that a Battle Mech can lift and carry up to that
 
amount in one hand without penalties. This is a freebie,
 
so enjoy! (of course this means that you can’t pick up
 
anything unless you drop the shield.)
 
 
 
The shield’s internal structure is designed in increments
 
of 0.5 tons. Each increment gives 8 points of internal
 
structure.
 
 
 
Ferro-aluminum armor can be bought in increments of
 
05tons, much Iike for a ‘Mech, but the maximum armor
 
is up to three (x3) times that of the internal structure,
 
much like the head of a ‘Mech.
 
 
 
The shield takes a single critical in the shield carrying
 
arm. If the critical is damaged, the connection will break
 
off, leaving the shield behind. All shields are detachable
 
and are equipped with a Universal Coupler, enabling
 
their use on all shield-carrying BattleMechs.
 
 
 
Reference:
 
'Mecha Press Magazine', Issue 10, pgs 32-33
 

Latest revision as of 16:59, 3 April 2015

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