Other Items for Wardogs

Mechanized warfare in the XXXIV Century

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go0gleplex
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Postby go0gleplex » Tue Oct 07, 2008 10:45 pm

Extra Ammunition for Kinetics and Reload for Ballistics, specifically

They are listed the weapons enhancement section, pages 53 and 51 respectively.

f.whitfield
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Postby f.whitfield » Tue Oct 07, 2008 10:50 pm

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

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Postby go0gleplex » Tue Oct 07, 2008 10:51 pm

f.whitfield wrote:Thanks, And the defalt ammo amounts for the weapons were did you find that.


Table 14, page 44

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Postby f.whitfield » Tue Oct 07, 2008 10:53 pm

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.

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Postby f.whitfield » Wed Oct 08, 2008 2:42 pm

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.

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Postby go0gleplex » Wed Oct 08, 2008 3:22 pm

Cloak was really discussed in the very early versions of the rules. It was not included as a separate system for a variety of reasons.

Visual doesn't mask heat... Star Fist books are a good one on this where the uniforms are camo/cloaks and are detectable by thermal scans. If you were to use a cloak device in your own games, I would make it a bonus defense against melee combat only for this reason. But it's up to you in the end. ;)

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Postby f.whitfield » Wed Oct 08, 2008 3:32 pm

Gee i have alot of ideas this day, :D

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.

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Postby go0gleplex » Wed Oct 08, 2008 3:41 pm

f.whitfield wrote:Gee i have alot of ideas this day, :D

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.


This would be more under a Unit, either AV or Mecha as opposed to equipment. Nothing says that something like this would be illegal either.

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Re: Other Items for Wardogs

Postby go0gleplex » Wed Feb 18, 2009 11:08 pm

Mentions of other things in the works:

Dropship, Ortillery, and Surface to Space Weapons...

for that warm and fuzzy feeling during an invasion. :twisted:
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Re: Other Items for Wardogs

Postby fodder » Thu Feb 19, 2009 8:37 pm

Any chance of being able to port a Gundam Dynames type mecha into the game. :)
Well, somebody's shootin' somebody! Let's go find us a war.


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