Maximum Tech
Advance Firing:
Firing When Down:
+1 Attacker Modifier if one arm is destroyed.
Extreme Range:
Goes to Maximum Medium Range x2. +8 Attacker Modifier.
Partial Cover:
Expanded Partial Cover:
TARGETED COVER MODIFIER SPLASH HITS 1/4 +0 Covered Leg 1/2 Horiz +1 Both Legs 1/2 Vert +1 Covered Arm, Leg, Torso 3/4 +1 Both Legs, Covered Arm, Torso
Physical Combat:
Use Piloting Skill rolls instead of Gunnery Skill rolls for
physical attacks.
Charging:
Attacker takes damage equal to target weight/20 x # hexes.
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Heat:
Expanded Heat Scale:
HEAT POINTS EFFECTS 50 Shutdown 49 -9 Movement Points 48 +7 Modifier to Fire 47 Pilot Damage, avoid on 12 46 Shutdown, avoid on 20+ (or Computer +12) 45 Ammo Explosion 44 System failure, avoid on 10+ 43 -8 Movement Points 42 Shutdown, avoid on 18+ (or Computer +10) 41 +6 Modifier to Fire 40 Ammo Explosion, avoid on 12 39 Pilot Damage, avoid on 10+ 38 Shutdown, avoid on 16+ (or Computer +8) 37 -7 Movement Points 36 System Failure, avoid on 8+ 35 Ammo Explosion, avoid on 10+ 34 Shutdown, avoid on 14+ (or Computer +6) 33 +5 Modifier to Fire 32 Pilot Damage, avoid on 8+ 31 -6 Movement Points 30 Shutdown, avoid on 12+ (or Computer +4)
Other Rules
[19990530] Flamers: Flamers do both damage AND heat to their
target. Note that since flamers are energy weapons, they do
3 points at range 1 and 1 point at range 3.
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