Post by pappamidnight on May 4, 2008 19:01:30 GMT -5
I posted these with my walker stat cards and I'd like to know what you think?
I've taken on board the feedback with regards to the "Walker" vehicle ability aswell as the twin flamethrowers.
WALKER:
A vehicle with the “Walker” special trait may cross “Difficult” terrain without having to roll for Handling (a roll is still required for Ramming or changing direction during a sprint as per Pg 65 of the rules).
The Walker can also attempt to cross obstacles (tank traps etc) if it successfully makes a Handling roll. A failure means that it is caught up on the obstacle. The pilot may spend 1 AP to attempt to free his Walker. The Player then rolls 1D6 for each attempt and on a roll of 6 the Walker is free and able to move as normal. If, however, a 1 is rolled then the Walker has fallen over and is treated as though it has been destroyed (although it doesn’t count as a casualty for Victory purposes).
Because of its height the Walker is always counted as being in an “elevated” position as per Pg 51 of the rules.
NEW WEAPONS ( Walker Mounted)
45mm Tank Gun Range: 48” Strength: 5+2D6 Rof: 1:2 Notes: ½” AoE
76mm Tank Gun Range: 60” Strength: 8+2D6 Rof: 1:2 Notes: ½” AoE
Katyusha Rocket Pod Range: 48” Strength: 5+1D6 Rof: 1:2 Notes: 1 Shot Only, Indirect, 3” AoE, Spotter
Weapon Trait: 1 Shot: The weapon may only be fired once per game.
I know that Katyusha Rockets would have huge range etc, but I'm trying to represent a scaled down version which could be easily mounted on a Walker.
TWIN FLAMETHROWERS
The easiest way to deal with this is that firing both flame-throwers at once costs 2AP and just use the weapon stats for a Tesla Electrical Gun for there effects!
Regards
AL
I've taken on board the feedback with regards to the "Walker" vehicle ability aswell as the twin flamethrowers.
WALKER:
A vehicle with the “Walker” special trait may cross “Difficult” terrain without having to roll for Handling (a roll is still required for Ramming or changing direction during a sprint as per Pg 65 of the rules).
The Walker can also attempt to cross obstacles (tank traps etc) if it successfully makes a Handling roll. A failure means that it is caught up on the obstacle. The pilot may spend 1 AP to attempt to free his Walker. The Player then rolls 1D6 for each attempt and on a roll of 6 the Walker is free and able to move as normal. If, however, a 1 is rolled then the Walker has fallen over and is treated as though it has been destroyed (although it doesn’t count as a casualty for Victory purposes).
Because of its height the Walker is always counted as being in an “elevated” position as per Pg 51 of the rules.
NEW WEAPONS ( Walker Mounted)
45mm Tank Gun Range: 48” Strength: 5+2D6 Rof: 1:2 Notes: ½” AoE
76mm Tank Gun Range: 60” Strength: 8+2D6 Rof: 1:2 Notes: ½” AoE
Katyusha Rocket Pod Range: 48” Strength: 5+1D6 Rof: 1:2 Notes: 1 Shot Only, Indirect, 3” AoE, Spotter
Weapon Trait: 1 Shot: The weapon may only be fired once per game.
I know that Katyusha Rockets would have huge range etc, but I'm trying to represent a scaled down version which could be easily mounted on a Walker.
TWIN FLAMETHROWERS
The easiest way to deal with this is that firing both flame-throwers at once costs 2AP and just use the weapon stats for a Tesla Electrical Gun for there effects!
Regards
AL