26

(49 replies, posted in Wardogs)

Gee i have alot of ideas this day,  big_smile

Is there a provision for making probe type units.


This is a idea for one but not sure

Scout Probe:

Idea a fast AI unit able to scout out enemy locations and not be detected.

Unit Size 1 + Tech Level 5 or 6 + Several pieces of equipment*

Unit has No Arms or Legs.

*Enhanced Sensors, AI Modification, Anti-Grav Modification, TAR, Stealth Modification.

27

(13 replies, posted in Wardogs)

Thanks, Probly need to input the new figures into it then.

I was using a older version i think or i just plain messed up, who knows but thanks for the spreadsheet and the help.

28

(25 replies, posted in Wardogs)

Btw is the current version for the spreadsheet v8 or is it still the earlier one.

29

(49 replies, posted in Wardogs)

By chance is their any provision for cloaking technology or is it covered under stealth modification and what would be the counter for this. Probly the Advanced Sensors or Superior Sensors.

The Cloaking system i was thinking of is just a visual type at lv1 which would make a lock on either impossible or very hard at the least and at later levels it could maybe make it invisible. The cost for such a system would be outragous.

Thing about Cloak system it could still be found with other types of sensors since it doesnt deal with sound or siesmic or a mech sized foot print or tread or wheel prints.


Visual Cloaking System

Requirements: Technology 5 or 6

Lv1 Lock-On at -2 and Sensor Sig at -2, Defensive Rating +2.
Lv2 Lock-On at -3 and Sensor Sig at -3, Defensive Rating +3.
Lv3 No Lock On Possible, Very Hard to detect using normal means.

Note: IF Subject Attacks Cloak Disengages. Also these Modifiers stack with the Stealth Modifications: Sensor Sig and Defensive Rating.


Wanted to do a scout mech using the cloaking technology to sneak in a then paint the enemy and have the target hit by missile fire or sniper fire.

30

(13 replies, posted in Wardogs)

Sorry about that i keep forgeting about rounding on the stats, the spreadsheet gave me the figures and i just cut and pasted them.

31

(13 replies, posted in Wardogs)

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CHAIRMAN AND CEO: ALEX WHITEHOLD


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Footage rolls of a Medium Combat Walker destroying a Pirate Walker.

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MONITOR SCREEN goes blank with static.

END ADVERTISEMENT

_____________________________________________________________
COMPANY: WHITEHOLD ARMS CORP
PRODUCT LINE: WEAPON SYSTEMS
_____________________________________________________________

WEAPON 1 MASS DRIVER CANNON MK I
LOCATION
BASE TYPE KINETIC
RANGE 3
ROF 1
DAMAGE 2
AMMO 10
ENHANCEMENTS

WEAPON 1 MASS DRIVER CANNON MK II
LOCATION
BASE TYPE KINETIC
RANGE 3
ROF 1
DAMAGE 2
AMMO 10
ENHANCEMENTS Armor Piercing Shells

WEAPON MASS DRIVER CANNON MK III
LOCATION
BASE TYPE KINETIC
RANGE 4
ROF 1
DAMAGE 3
AMMO 10
ENHANCEMENTS Armor Piercing Shells

WEAPON MASS DRIVER CANNON MK IV
LOCATION
BASE TYPE KINETIC
RANGE 5
ROF 1
DAMAGE 3
AMMO 10
ENHANCEMENTS Armor Piercing Shells

WEAPON MASS DRIVER CANNON MK IV
LOCATION
BASE TYPE KINETIC
RANGE 5
ROF 1
DAMAGE 4
AMMO 10
ENHANCEMENTS Armor Piercing Shells

WEAPON SHORT RANGE MORTAR
LOCATION
BASE TYPE BALLISTIC
RANGE 3
ROF 1
DAMAGE 2
AMMO 5
ENHANCEMENTS Artillery (+ indirect)

WEAPON MEDIUM RANGE MORTAR
LOCATION
BASE TYPE BALLISTIC
RANGE 4
ROF 1
DAMAGE 2
AMMO 5
ENHANCEMENTS Artillery (+ indirect)

WEAPON LONG RANGE MORTAR
LOCATION
BASE TYPE BALLISTIC
RANGE 6
ROF 1
DAMAGE 2
AMMO 5
ENHANCEMENTS Artillery (+ indirect)

WEAPON EXTREME RANGE MORTAR
LOCATION
BASE TYPE BALLISTIC
RANGE 6
ROF 1
DAMAGE 2
AMMO 5
ENHANCEMENTS Artillery (+ indirect)
ENHANCEMENTS Extended Range       

WEAPON SHORT RANGE MISSILE
LOCATION
BASE TYPE BALLISTIC
RANGE 3
ROF 1
DAMAGE 2
AMMO 1
ENHANCEMENTS External Tube / Barrel

WEAPON MEDIUM RANGE MISSILE
LOCATION
BASE TYPE BALLISTIC
RANGE 4
ROF 1
DAMAGE 2
AMMO 1
ENHANCEMENTS External Tube / Barrel       

WEAPON LONG RANGE MISSILE
LOCATION
BASE TYPE BALLISTIC
RANGE 6
ROF 1
DAMAGE 2
AMMO 1
ENHANCEMENTS External Tube / Barrel

WEAPON HEAVY MACHINE GUN
LOCATION
BASE TYPE KINETIC
RANGE 2
ROF 3
DAMAGE 1
AMMO 10
ENHANCEMENTS

_____________________________________________________________
COMPANY: WHITEHOLD ARMS CORP
PRODUCT LINE: LIGHT COMBAT WALKERS
____________________________________________________________

COMPANY WHITEHOLD ARMS CORP

MODEL LIGHT COMBAT WALKER LCW-0001-A

CPV 95

UNIT TYPE Mecha
UNIT SIZE Light (3)
TECH LEVEL Fission (5)
THERMAL SIGNATURE 3
STABILITY MODIFIER +1
MOVEMENT POINTS 13
ARMOR RATING (4) OOOO
ARM 0
LEG 2 OO

WEAPON 1 MASS DRIVER CANNON MK I
LOCATION Turret
BASE TYPE KINETIC
RANGE 3
ROF 1
DAMAGE 2
AMMO 20
ENHANCEMENTS Extra Ammunition (10)

WEAPON 2 HEAVY MACHINE GUN
LOCATION Turrent
BASE TYPE KINETIC
RANGE 2
ROF 3
DAMAGE 1
AMMO 20
ENHANCEMENTS Extra Ammunition (10)

EQUIPMENT Weapons Turret (Mech)           
EQUIPMENT Ejection System (Turret)           
EQUIPMENT Hostile Enviroment Modification (L1)(Mech)           
EQUIPMENT Smoke Dispenser (OOOOO)(Turret)       


MODEL LIGHT COMBAT WALKER LCW-0001-B

CPV 83

UNIT TYPE Mecha
UNIT SIZE Light (3)
TECH LEVEL Fission (5)
THERMAL SIGNATURE
STABILITY MODIFIER
MOVEMENT POINTS
ARMOR RATING 4
ARM 0
LEG 2 OO

WEAPON 1 MASS DRIVER CANNON MK I
LOCATION Turret
BASE TYPE KINETIC
RANGE 3
ROF 1
DAMAGE 2
AMMO 20
ENHANCEMENTS Extra Ammunition (10)

WEAPON 2 HEAVY MACHINE GUN
LOCATION Turrent
BASE TYPE KINETIC
RANGE 2
ROF 3
DAMAGE 1
AMMO 20
ENHANCEMENTS Extra Ammunition (10)

EQUIPMENT Weapons Turret (Mech)           
EQUIPMENT Ejection System (Turret)           
EQUIPMENT Hostile Enviroment Modification (L1)(Mech)           
EQUIPMENT Smoke Dispenser (OOOOO)(Turret)       
EQUIPMENT Aerial Mod – Jet Assisted (Legs)


MODEL LIGHT COMBAT WALKER LCW-0001-C

CPV 115

UNIT TYPE Mecha
UNIT SIZE Light (4)
TECH LEVEL Fission (5)
THERMAL SIGNATURE 4
STABILITY MODIFIER +1
MOVEMENT POINTS 11(6)F
ARMOR RATING 4
ARM 0
LEG 2 OO

WEAPON 1 MASS DRIVER CANNON MK II
LOCATION Turret
BASE TYPE KINETIC
RANGE 3
ROF 1
DAMAGE 2
AMMO 20
ENHANCEMENTS Extra Ammunition (10)
ENHANCEMENTS Armor Piercing Shells

WEAPON 2 HEAVY MACHINE GUN
LOCATION Turrent
BASE TYPE KINETIC
RANGE 2
ROF 3
DAMAGE 1
AMMO 20
ENHANCEMENTS Extra Ammunition (10)

WEAPON 3 SHORT RANGE MISSILE 2PACK
LOCATION Turret
BASE TYPE BALLISTIC
RANGE 3
ROF 1
DAMAGE 2
AMMO 2
ENHANCEMENTS External Tube / Barrel

EQUIPMENT Weapons Turret (Mech)           
EQUIPMENT Ejection System (Turret)           
EQUIPMENT Hostile Enviroment Modification (L1)(Mech)           
EQUIPMENT Smoke Dispenser (OOOOO)(Turret)       
EQUIPMENT Aerial Mod – Jet Assisted (Legs)            
EQUIPMENT Enhanced Sensors (L1) (Turret)</r>

32

(13 replies, posted in Wardogs)

Place to put designs

33

(24 replies, posted in Wardogs)

Does Matt still check the forums?

To Matt, PLEASE post the stats for these Machines.

I would greatly app this.

34

(24 replies, posted in Wardogs)

I wonder if you can use http://www.archive.org/index.php to find it or is it completely gone with no trace available.

That is really a shame, had the same problem with another forum i was with.

Had some good mech designs for Big Eyes Small Mouth.

35

(24 replies, posted in Wardogs)

Interesting idea, any stats for these.

36

(3 replies, posted in Wardogs)

That was my idea as well, just need some inspiration for material.

Was just going to do the basics: light thru heavy models of mechs since i like mechs more than the others for usefulness.

Probly use one of the ideas in the book and go from there.

Just have problems with armor vs damage ratios.

37

(49 replies, posted in Wardogs)

Ok, Duh...if that was a snake it would have bit me.

Now that i have some of the basics i should have some ideas up in a wk or so.

38

(49 replies, posted in Wardogs)

Thanks, And the defalt ammo amounts for the weapons were did you find that.

39

(49 replies, posted in Wardogs)

Thanks

Btw were did you find the info for that, what page.

Really need to start highlighting things.

Appr the help for this.

40

(49 replies, posted in Wardogs)

Ok, Understanding better.

How do you figure out amount of ammo for the weapon or is there a standard for ballistic/kinetic weapons.

41

(48 replies, posted in Wardogs)

Ah, i found it... dont agree but i found it.

I remember Mekton Zeta had Environmental Protection or something like it and it works very different from what i read in the rules for Wardogs.

I understand that the 2 games are different but EP should allow a bit more in this game.

Like for example a Main Battle Tank that has EP would still function in the environment protected against as long as the protection was rated for it.

42

(48 replies, posted in Wardogs)

Thanks.

Feel sorry for the mutlitudes i use this on.



Btw, what would be the fix for this be:

Environmental Protection - Irradiated Environment

43

(21 replies, posted in Wardogs)

Hey what happened to the material, did it get pulled or something.

44

(48 replies, posted in Wardogs)

Well at least the mech or vehicle would have to have a sealed cockpit and infantry would have to have decent enviromental gear.

Ever played OGRE.

Love playing Mekton Zeta.

45

(49 replies, posted in Wardogs)

Found the material related to infantry weapons on page 55, make a bit more sense now.

Still not getting any joy on the Emplacements.

I get what you were talking about concerning the equipment placement.

Still not understanding the idea say for:

Hardened 6 Pack Missile Emplacement with the following equipment:
- AI Modification
- Enhanced Sensors
- Weapons Turret


Ballistic Weapon with the following enhancements:
- Multiple Launch Tubes
- Reload


What armor would you use for it or what size would it be. A SAM site isnt that big.

46

(48 replies, posted in Wardogs)

I was reading the hostile environs section, i think you are missing one or need to at address it.

Radiated Environments, like after nuclear exchanges or crossing irradiated terrian.

Btw, how do you do nuclear weapons such as tactical nukes or other weapons of mass destruction.


I like to use nasty environs for my games.

47

(49 replies, posted in Wardogs)

Ok, thanks.

Have read the material, still trying to get the feel of it.

I can figure out the vehicles and mechs but infantry a bit harder for me.

1) Indirect fire (Which sounds like maybe a Mortar crew)
2) Anti-Aircraft enhancement (For the Stinger Unit)
3) Armor Piercing (Recoiless Rifle Unit)(?)

48

(49 replies, posted in Wardogs)

Now for the Basic Unit i might need:

What would the stats be for infantry carrying the following, these units would also be carrying their basic load out.

1. Ground to Air Missiles , 2 uses per squad
2. Anti Mech Weapon

49

(49 replies, posted in Wardogs)

Would someone please explain how you would build:
(1) Weapon emplacement
(2) Equipment based emplacement

1. Gun Emplacement or Missile Emplacement
2. Radar Emplacement.

Wonder what a hanger or repair structure would be stated as.

Or would someone be kind enough to state out some basic structures.

I was thinking about having a base being attacked by some units and needed some ideas so i could start making them myself.

50

(49 replies, posted in Wardogs)

Hopefully when they do the update they will include rules to create something like this

Orbital Weapon: Thors hammer Orbital Weapon

or even

Drop Pods for infantry or Small Mecha