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Mobile Frame Hangar • View topic - 2x Green Attachment Special Rules?

2x Green Attachment Special Rules?

Post and discuss your custom / house rules for the MFZ: Rapid Attack.
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Re: 2x Green Attachment Special Rules?

Postby ChaosChild » Wed May 16, 2012 8:18 pm

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Re: 2x Green Attachment Special Rules?

Postby majincob » Tue May 22, 2012 10:30 am

Another possiblility for d6G d6G is to allow the mech to be a transport, moving any allied units w/in HTH range of it along with it.

Example:

Armored transport:
d6B d6B d6G d6G d8G d6W d6W

A fast moving "wall" type mech that carries infantry and doubles as good mobile cover. Can also use d6W for d6Y or even d6Rh in a pinch. (Shield-bashing anyone?)
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Re: 2x Green Attachment Special Rules?

Postby Axhead » Tue May 22, 2012 2:11 pm

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Re: 2x Green Attachment Special Rules?

Postby CrimsonKMR » Tue May 22, 2012 2:15 pm

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Re: 2x Green Attachment Special Rules?

Postby randolph » Tue May 22, 2012 2:23 pm


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Re: 2x Green Attachment Special Rules?

Postby Axhead » Tue May 22, 2012 2:43 pm

Last edited by Axhead on Tue May 22, 2012 2:54 pm, edited 1 time in total.
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Re: 2x Green Attachment Special Rules?

Postby randolph » Tue May 22, 2012 2:48 pm


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Re: 2x Green Attachment Special Rules?

Postby Axhead » Tue May 22, 2012 3:02 pm

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Re: 2x Green Attachment Special Rules?

Postby Mantisking » Mon Jun 11, 2012 10:56 am

How about this idea?

d6G d6G allows you to attack targets in Elevation as if they were not.


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Re: 2x Green Attachment Special Rules?

Postby Zero Revenge » Mon Jun 11, 2012 12:04 pm

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Re: 2x Green Attachment Special Rules?

Postby Mantisking » Mon Jun 11, 2012 12:17 pm



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Re: 2x Green Attachment Special Rules?

Postby Axhead » Mon Jun 11, 2012 7:43 pm

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Re: 2x Green Attachment Special Rules?

Postby Mantisking » Tue Jun 12, 2012 9:03 am



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Re: 2x Green Attachment Special Rules?

Postby Ajax » Thu Jun 14, 2012 1:56 am

how about if you have 2 movement systems, you get to shift one unit in any direction during the spot phase of the turn. its got the run, gun and run again kinda of feel
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Re: 2x Green Attachment Special Rules?

Postby feathers » Mon Sep 10, 2012 4:32 am

Man, this issue drove me nuts when I first read it in the rules! I've been thinking about it since then... but now that i've finally got the registration sorted out lets do this.

A lot of it comes down to trying to figure out what kind of frames take dual movement.
Move-shoot-move would be a really cool mechanic for direct fire units; but not very useful for arty or HtH. I think the suggestion for ramming would be a heck of a lot of fun, but adding a second additive bonus in addition to spot for melee would result in a lot of totally crazy one-shot kills (and also doesn't do anything for shooty guys.)

I'm going to suggest that The first time a frame with d6G d6G is attacked, it may ignore one damage by moving away from the attacker 1 unit.

I feel that this works for melee and ranged - they both benefit from the defense; though ranged units also probably enjoy the bonus move away from attacking HtH units. It's simple (you already know if this is the first time a frame is attacked because you would have just placed defense dice) and is a variation of an already existing rule (the retreat from stations rule, which I've always felt was out of place.)

I like that it adds a bit of depth - 2D6G frames are brought down by repeated attacks instead of the spot + attack required to damage D6B frames, giving a bit of strategy on that front while also opening up a use for frames that attack without spot support. 2D6G frames with this rule are at an advantage in 1v1 confrontation, making them good at chasing down other frames. It makes 2D6G frames CONSTANTLY moving, which fits the move speed bonus, and even fits fiction really well - it's a dodge, and it reflects that you can't specifically dodge when multiple people are attacking you. (To the people who say that d6B also represents a dodge; how often do you see a frame modeled with dodge capability counting as a D6B?)

I'm really not sure if it should stack with the station ability - on one hand, 2D6G frames are ideal for capturing stations, so the ability should support that. On the other hand, ignoring two damage is totally nuts

The only downside is that it is bringing another defensive ability to the table, which is a pretty harsh no-no. The only saving grace is that these frames probably won't be stacking defense, and I don't feel that it is too powerful - two systems is a HUGE investment and movement is one of the more situational systems to invest it in.

EDIT: note that while this has the potential to take a frame out of cover, the attack that moved the frame happens frame's move so it's not really an issue. (especially with 2D6G) A bigger issue is the loss of range for H2H units... but two inches is a lot better than a system 90% of the time. (and imagine the tension if you have a HtH frame six units away and it takes a hit.. do you drop a system or require a really lucky D8 roll? Now that's a fun decision)
Rawr!~
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Re: 2x Green Attachment Special Rules?

Postby ThorsMitersaw » Sun Oct 14, 2012 9:26 pm

Hi, new to this here but movement is sort of random in this game is it not? You roll your white assigned to it and your green systems and then add them together for maximum distance you can travel, right? What if taking two just smooths out the reliability of it too. Free reroll with highest total used.
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Re: 2x Green Attachment Special Rules?

Postby Mantisking » Sun Oct 14, 2012 9:29 pm



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Re: 2x Green Attachment Special Rules?

Postby ThorsMitersaw » Sun Oct 14, 2012 11:39 pm

oh. ok. I guess I just assumed addition.
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Re: 2x Green Attachment Special Rules?

Postby LowestFormOfWit » Mon Oct 15, 2012 5:02 pm

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Re: 2x Green Attachment Special Rules?

Postby Joshua A.C. Newman » Tue Oct 16, 2012 5:02 pm

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