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Mobile Frame Hangar • View topic - Specialty weapons? [WIP]

Specialty weapons? [WIP]

Post and discuss your custom / house rules for the MFZ: Rapid Attack.
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Specialty weapons? [WIP]

Postby perplexingTheorist » Sun Jun 17, 2012 10:14 pm

As i was widdling away my time at work today, i began to review to MFZ rules for unit construction in my head and it dawned on me;

The rules do not say anything for specialty or different weapons other than hand-to-hand, range, and artillery weapons!

So my question is;

Are specialty weapons, such as flame throwers, grenade launchers, shotguns, etc, that don't fit in any of those categories allowed in games? And if so, how do they work?
Last edited by perplexingTheorist on Mon Jun 18, 2012 5:32 pm, edited 1 time in total.
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Re: Specialty weapons?

Postby Zero Revenge » Sun Jun 17, 2012 10:40 pm

There are no other categories. Split Weapons aside, you can only have a Weapons System that is either Artillery, Direct Fire, or Hand to Hand.

One can see a Grenade Launcher as a Direct Fire/Artillery "Split Weapon". As touched upon in the PDF, a Split Weapon counts as two "half systems". So having 1 Split Weapon of DF and Artillery grants you 1dr in each, instead of 2dr in one specific range.

But you choose what the system is. Seeing as the game is meant to have visual cues, as long as you dont have a sword and say it's an artillery weapon system, you can have your Grenade Launcher as either DF or Artil.
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Re: Specialty weapons?

Postby perplexingTheorist » Sun Jun 17, 2012 10:45 pm

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Re: Specialty weapons?

Postby Zero Revenge » Sun Jun 17, 2012 10:53 pm

While good in concept, that over complicates the nice system that Joshua, Vincent, etc has worked on for so long.

There's just no need for it.

Shotgun. Direct Fire Range. A shotgun, unlike what video games tell you, will hit a target from about 50 yards away. Now take a shotgun made for a giant robot. You wouldn't want to use a Shotgun in point blank range because of the disadvantage you'd have. [Imagine being directly next to someone with a shotgun, and they have a machete - and you aren't ready for them].

Direct Fire works perfectly, seeing as it's 1 unit outside of Hand to Hand, up until Artillery Range kicks in [13 units I believe?]. So yeah. Shotgun? DF.

Flamethrower? Same exact thing. And sure, while you could just "spray" the flamethrower, in WWII it usually was not used in that fashion. (usually you shot a gout of fire straight ahead, you didn't stand in an area and just wave a 120 degree spray with it) It, for the same reasons as the shotgun, fit Direct Range.

Damage over Time? Area of Effect? Why would anyone NOT use those weapons then? It would ruin any balance the game would have.
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Re: Specialty weapons?

Postby perplexingTheorist » Sun Jun 17, 2012 11:05 pm

Alright. Makes sense.

Adding additional rules would for items like these would make a good advanced version/variant game play though. Maybe i'll try it out sometime.
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Re: Specialty weapons?

Postby Zero Revenge » Sun Jun 17, 2012 11:29 pm

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Re: Specialty weapons?

Postby Mantisking » Sun Jun 17, 2012 11:38 pm



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Re: Specialty weapons?

Postby Ced23Ric » Mon Jun 18, 2012 1:40 am

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Re: Specialty weapons?

Postby Zero Revenge » Mon Jun 18, 2012 10:54 am

LOL. I was.... uh... I was close! XD

My point stands true nevertheless. But thank you Ced. <3
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Re: Specialty weapons?

Postby Ced23Ric » Mon Jun 18, 2012 11:08 am

With DF 1 - 13, I wouldn't bother fielding Arty. A threat bubble of 14 to 19 would be madness. :D
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Re: Specialty weapons?

Postby LowestFormOfWit » Mon Jun 18, 2012 2:45 pm

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Re: Specialty weapons?

Postby Zero Revenge » Mon Jun 18, 2012 3:11 pm

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Re: Specialty weapons?

Postby perplexingTheorist » Mon Jun 18, 2012 4:34 pm

Well, any who, i've come up with some ideas as for how "special weapons", or heavy weapons would work.

Shotgun;
2 space attack range
d6Rd d6Rd d6Rd at 1 unit space
d6Rd d6Rd at 2 units
d6Rd at 3 units
you basically get a one dice penalty for each unit space beyond 1 when you attack, making 3 unit spaces it's effective range
add a d8Rd for two shotguns/double shotgun attack

Grenade launcher;
requires an ammo pack that takes up one system in order to attack more than once with the weapon, otherwise one shot and you're done
1 d6Ra determines range, d6Rd d6Rd determines attack roll
grenade moves x distance, where x is the range roll minus 1, and does full roll attack on that spot
the area of effect is one spot to either side or diagonally, and receives half of that roll rounded down.
add a d8Ra for two grenade launchers

Flame thrower;
requires an ammo reservoir that takes up one system in order to attack, no attack without this.
roll d6Rd d6Rd
attack area looks like so (o's are empty unit spaces, x is unit, f's are full roll areas, h's are half roll areas);
ohfho
oofoo
ooxoo
ooooo
ooooo
so, attack area is effectively a t shape
the two unit spaces directly in front of the unit get full roll, and the spaces adjacent to the first effected area receive half roll rounded down
the damage over time is translated into a defense penalty for the units effected (flames melt metal, etc.)
on the first turn after the attack, the units effected receive a -2 penalty to their roll and additional -2 for each defense system they have (this is calculated individually)
the next turn the penalty goes down to -1 base and -1 for each defense system
at the third turn, the penalties are gone.
Penalties come into effect after the attack is resolved.
Add a d8Rd for two flame throwers, and double the damage over time effect.

edit 6/18/20212; changed damage to roll. Changed spaces to "unit spaces" (unit spaces are the ruler units which you move on your move roll, attacking, etc). Changed some dice values.
Last edited by perplexingTheorist on Mon Jun 18, 2012 5:40 pm, edited 2 times in total.
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Re: Specialty weapons?

Postby Ced23Ric » Mon Jun 18, 2012 4:42 pm

This is houserule material, if anything. :) Thread moved to fan rules.
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Re: Specialty weapons?

Postby perplexingTheorist » Mon Jun 18, 2012 5:07 pm

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Re: Specialty weapons?

Postby Ced23Ric » Mon Jun 18, 2012 5:19 pm

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Re: Specialty weapons?

Postby perplexingTheorist » Mon Jun 18, 2012 5:31 pm

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Re: Specialty weapons?

Postby perplexingTheorist » Mon Jun 18, 2012 5:55 pm

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Re: Specialty weapons? [WIP]

Postby Ced23Ric » Mon Jun 18, 2012 6:18 pm

That doesn't fix anything else than the power issue. All other points still remain, especially the multi-activations and the clunky range-fiddling. I see no merit in any of this. Sorry. :(
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Re: Specialty weapons? [WIP]

Postby perplexingTheorist » Mon Jun 18, 2012 6:55 pm

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