Wednesday, October 27, 2010
The new Total Warfare rules changed how Critcals worked on vehicles with a new chart and everything. It differs quite a bit from how critical work on battlemechs. Here are the main points.
1) When rolling damage location on a vehicle and you roll a 2 or 12 you automatically get a roll on the crit chart. If you are shooting at the vehicle from the side You will also get a crit roll with an 8. So get to the sides of those vehicles for crits on 2, 8, and 12.
2) Each time you do internal structure damage you get roll on the crit chart. Not a roll on how many crits you do like with Mechs. You get one roll on the crit chart.
3) The Crit chart varies with shot location with 4 charts (Front, Side, Rear, and Turret) You roll 2d6 and check your result. 2-5 on the chart is no effect. 6-11 does various damage to the vehicle, 12 destroys it outright. You can hit the ammo on an 11 with shots from the rear or turret which will take out the tank unless it has case. So No real easy way to take out a tank with crits.
Then there is the Motive system damage chart. The motive chart is kind of like a crit chart the impacts only the vehicle's movement.
1) When rolling damage location if you roll a 3-5 or a 9 you get a roll on the Motive damage chart. "TRACK HIT!!!"
2) Again you roll 2d6. A 2-5 is no effect, 6-11 slows the vehicle down to various degrees, 12+ immobilizes it.
3) 12+? you say. Yes you get modifiers to this chart depending upon the type of vehicle and the direction of the shot. +3 to the chart for hovercraft, +2 for shots from the side, etc... So yeah shooting hovercraft from the side gets your +5 to the roll...7 or better immobilizes it.
A vehicle is considered destroyed if you take out all the internals in one location, or get a critical result that says vehicle destroyed. The new tables make vehicles a little more tough, but easier to immobilize. Remember a hovercraft that is immobilized over a water hex is destroyed. Also there is a -4 to hit an immobilized vehicle (or building, or overheated mech) so there is your easy route to offing tanks. Immobilize them, then pummel them..
Monday, October 25, 2010
+ Defend Matsusaka Cattle Facility
+ Defend Matsusaka Farmhouse
+ Defend Okajima Cattle Facility
+ Defend Okajima Farmhouse
+ Destroy all Smoke Jaguar forces
Got to respond fast to this one folks. One of the workers on the Okajima farm apparently became a Smoke Jaguar informant.
It is reasonable to believe the the Jags will strike hard at the farms. They must be being pressed hard in the Northern Hemisphere and can not afford to have the populace rise against them in the south. I'm betting they will attempt to make an example of the two farms. We can't let that happen. We are the reason the farms are now in danger we must protect them. There is also political dangers of two Kurita family's falling to the Jags after helping a Davion force. Not protecting them might damage the newly founded Star League. Besides, this is a great chance for some quality Clan Salvage. No telling what all the implications will be if we fail to protect these Farms.
Expected Jaguar forces:
We have to hope that most of the heavy and assault Jaguar Forces to have been re-deployed to the north. I wouldn't imagine that they would send too big of a force to destroy the farms. Betting some tanks and maybe a light-medium Star of Clan Mechs. I would guess most of the mechs you saw in our last encounter with the Jags will likely be part of the force. Just hope that Star Captain Gehrig in his Mad Cat doesn't decide to tag along..
Will relay recon photos of the area to your mech's while you are your way. All four buildings are relatively close to one another. The two farms a separated by a shallow river (one level deep) that can be easily crossed by mechs. Not knowing which way the Jags will be coming I would suggest keeping a force near by each of the farms, assuming the Jaguars don't beat us there.
- Nash out -