76

(150 replies, posted in Wardogs)

Just playing around with the constrcuion rules again and came up with a few questions.


1) Does the handheld limit of 3 turns effect melee weapons? I am guessing not but checking and does the handheld option take up an enhacment slot? I presonaly feel it should'nt since it kinda limits what you can do with them.

2) Does energy weapon and heavy stack?

3) Can the Extra ammo for hand held be bought more than once?

Thanks for the answers and great work so far

Also a quick suggestion it might be an idea to take a leaf from Dream pod 9s games and allow you to add hostile protection to units. So for example you could purchase Hostile Enviroment refit (Hot 1) and the unit can ingnore one level of the Hot hostile enviroments. Thoughts?

77

(150 replies, posted in Wardogs)

Hmmm been thinking a bit more

Weapon DMG is the number of points caused rather than dice rolled.

Fixed Damage is alright, I tend to lean to towards rolled because I like the random element, but fixed would be quicker

Armor ablates with damage from hit.

I dont like this really I hated the Alative armour in Btech

Mecha Armor Rating increases by x3. Armored Vehicles Armor by x2.

Much and Much the same here, through I think Vehicles should be heavy armoured than mechs, so they still have some place on the field.

System damage is rolled for at 1/2 A/SR, 1/4 A/SR, and mecha is non-functional at zero A/SR.

I would prefer random chance of crits occuring rahter than fixed

Minor changes would be made to affected enhancements to account for this.

78

(150 replies, posted in Wardogs)

Hmmm,

The change would make combat quicker in that there would be less dice to roll.

Not to sure how it would work overall, since the best weapon can do 3 Dmg so a unit with 3 armour now would take 3 hits.

Might still work if bump up weapon dmg slightly to compensate.

'Course I might have got the wrong end of the stick again would not be the first time.

79

(150 replies, posted in Wardogs)

It is looking good so far, coursework letting I am hoping to have a few games over the weekend, so I should be able to give a clearer Idea how they go.

I attached my newest Ginn, hopefully the last update this is one of the units I will be using, I am working on a Strike at the moment I might post it up later if I have time.

This brings me to the point, the construction rules look good so far, since I can make a grunt mech that should be fairley effective and still have room for a Gundamesqe super mech.

big_smile

80

(150 replies, posted in Wardogs)

Well Hes my Ginn Mk2 model

ZGMF Ginn
Mass produced Line model
ZAFT (Zodiac Allinace of Freedom Treaty)

Medium Bipedal (size 6)
Movement 6/9
Thermal Signature: 4/12
Power Plant: Medium MHD Fuel Cell
Armour:

Weapons:
Ethier
MA-M3 heavy sword (Melee) (Stored on Hip, handheld in use)
Range: 1 ROF: 1 DMG: 2

Super Heavy
MMI-M8A3 76mm heavy assault machine gun (Kinetic)
Range: 6 ROF: Burst (3) DMG: 1 POW: 2
000000000


OR

M66 "Canus" short range guided missile launcher (Right Arm)
Range: 6 ROF 1 per tube DMG: 3 POW: 2
Exta tube x1
00

M66 "Canus" short range guided missile launcher (Left Arm)
Range: 6 ROF 1 per tube DMG: 3 POW: 2
Exta tube x1
00

2 x M68 "Pardus" 3-barrel missile launcher
Range: 6 ROF 1 per tube DMG: 2 POW: 1
Extra Tube x 2
000

2 x M68 "Pardus" 3-barrel missile launcher
Range: 6 ROF 1 per tube DMG: 2 POW: 1
Extra Tube x 2
000

MA-M3 heavy sword (Melee) (Stored on Hip, handheld in use)
Range: 1 ROF: 1 DMG: 2

81

(150 replies, posted in Wardogs)

:oops: It was Ginn, the base model

Lets see it was:

Bipedal Light Frame Size 4
Light MHD fuel Cell Power 2
Weapon
76mm Rifle
Range 6 Rof 3 Dam 1 Pow 2
Sword
Range 1 Rof 1 Dam 2 (Heavy weapon)
Armour 1
Move 8

But I think I might need to scale it up so I can do the assualt verison with the missle lanuchers.

82

(150 replies, posted in Wardogs)

Looks good so far been playing around with the construction system, looks quite flexible got a few questions thou.

1) The base space mod is based on the type of leg the mech has right?
    so a size 4 Biped mech has 8 spaces
                   Quad  mech has  16 spaces
                   six leg mech has 24 spaces

2) Not to sure on the Siginatures I think they might do with some boosting otherwise a V. light or light mech is without shields or energy weapons will be hard to lock on, I made one based of the Jinn from gundam seed it would be only detectable on a roll of 1-2 which is bit low.

83

(150 replies, posted in Wardogs)

I would be intrested in playing I got at least one person who would be willing to play a few games.

Whoops e-mail

zen49698@zen.co.uk

84

(150 replies, posted in Wardogs)

Sounds Intresting, what kinda mecha are we looking at being able to make?

A limited selction or as wide as possible?

Personaly I am hopeing that we would be able to make anything from Escaflowne style fantasy mechs to high scifi style Veritechs and Gundams.