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Mobile Frame Hangar • View topic - 'non-lethal' weapons

'non-lethal' weapons

Post and discuss your custom / house rules for the MFZ: Rapid Attack.
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'non-lethal' weapons

Postby Mechworks » Fri Dec 06, 2019 8:21 pm

some basic rules for non-lethal (or non-damaging, anyway) weapons.

Frame Movers: Frame movers are devices that do precisely what the name implies, moving hostile frames around without the consent of their pilots; things like grappling guns, tractor/presser beams, weaponized teleporters, and so on. they come in three types: Attractors, Repulsors, and Scramblers. Frame Movers can be taken in addition to any other weapon and do not count against the four-system limit, however, you may only have one type of Frame Mover on a given frame. Frame Movers can be destroyed like regular systems.

Attractors have one die at a given range (artillery, direct-fire, melee) and, provided they successfully hit their target, will pull a frame one range increment directly towards the firing frame, IE an Artillery-range Attractor will pull a frame to the edge of direct-fire range and so on, with the end goal always being to bring the targeted frame directly adjacent to the firing frame. It may be worth investing in granting an otherwise all-melee frame an Attractor to bring enemy frames into reach of its weapon systems. note, however, that cover, stations, terrain obstacles and even other frames can stop an Attracted frame if they lie in a direct line to the Attracting frame.

Repulsors are functionally and mechanically identical to Attractors, save that rather than dragging an unlucky frame towards the equipped frame, they push them away instead. This, obviously, may result in a hostile frame simply being unable to close the range with a Repulsor-equipped frame so long as it's pilot is accurate enough to ensure reliable hits; which can be especially frustrating to pilots who rely solely on melee weapons. Repulsors and Attractors both attempt to move a targeted frame on a direct, straight-line course away or towards, respectively, the equipped frame.

Scramblers are similar to Attractors and Repulsors in equipping requirements and costs, but rather than a straight-line course, a Scrambler will move a frame 2d6 units in a random direction. note that unlike Attractors and Repulsors, Scramblers can send frames through cover, even if that frame would not normally be able to pass.

Frame Stoppers: Frame Stoppers are devices that are intended to stun, impede or otherwise disable a Frame without otherwise causing it lasting harm, such as net launchers, bolas, glue cannons, EMP launchers, and so on. Unlike Frame Movers, Frame Stoppers are full, normal systems with all that implies, except that Frame stoppers do not count against the limit for weapons at a given range. this means you may take a direct-fire Frame Stopper and two standard direct-fire weapons, and so on. it is recommended that you utilize a different color die for Frame Stoppers, such as purple or black, to help prevent confusion. Frame Stoppers come in four types: Stunners, Impeders, and single-shot variants of both.

Stunners have two d6, and will disable one system of a targeted frame per die until the end of its controller's next turn when hitting, unless you roll one or more sixes. if you roll a six, the targeted frame is completely disabled until the start of your next turn.
Single-shot Stunners are much more potent- not only will they shut down a frame completely until the end of your next turn, they will further disable 1d4 systems of a targeted mobile frame until the end of your following turn as well. Single-shot Stunners otherwise function similarly to single-shot rockets; they do not count against your total systems per frame and cannot be destroyed (as they are not systems;) and will be expended once fired.

Impeders have 1d8 and do not prevent a frame from firing ranged weapons, however an Impeded frame is unable to move or engage in melee combat. Impeded frames will remain so until they are hit by a melee attack, are hit by any d8 attack, or are freed by a friendly frame; freeing an Impeded frame requires the would-be liberator to be within melee range of the Impeded frame and requires a roll of six or higher worth of white dice (IE, any combination greater than or equal to six, such as two threes, a two and a four, a single six, and so on.) multiple frames may combine their efforts, though obviously it would be quite embarrassing if three other frames were required to do so.
Single-shot versions are similar, save that a frame is also unable to fire any ranged weapons, and requires a roll of eight or more worth of white dice to free- you may need multiple frames working together to free a frame so trapped in an expedient amount of time! again like single-shot rockets, Single-shot Impeders do not count against a frame's system limit, cannot be destroyed, and are expended once fired.

Have fun with police-themed 'frames loaded up with Impeders and stunners, "I just stunned an impeded all your frames, nicked all the stations and waited for the timer to run down" is a perfectly viable strategy. :mrgreen:



(no vehicle thread yet, since I've only done two.)
(also no fighter thread since I haven't even touched Dogfight yet.)
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