Bishop Steiner, on 09 August 2013 - 11:19 AM, said:
in TT the arc of fire on split crits limited the range to the most restricted location. So the KGC acts as if it has no lower arm or hand actuators in actual game mechanics, ANYHOW.
Since the hands ONLY acted as shields for the "delicate AC workings" anyhow, the need for hand actuators is technically moot. Does the Catapult need hand and lower arm actuators to have armored flaps protecting it's launchers? Then why does the KGC need them to do the same for it's ACs?
So instead of trying to add new rules following a mechanic that in the case of the KGC literally added NOTHING in TT anyhow (just poor planning), simply have it follow the same rules as the Victor or YLW, with the AC/20 arm, with no lower arm and hand actuators. Then add the "Claw" as a protective cover that opens and closes, like the Catapult.
Actually, the Hand Actuators (that is, the KGC's claws - not to be confused with the more-specialized Claw developed on Solaris) and Lower Arm Actuators did serve additional purposes in TT.
- "A punch attack has a Damage Value of 1 for every 10 tons (or fraction of 10 tons) that the attacker weighs. Reduce the damage by half for each upper or lower arm actuator damaged or not present, with these eff ects being cumulative. In other words, if both arm actuators are missing or damaged, reduce the attack damage to one-quarter of its original value (round fractions down, to a minimum of 1)." (Total Warfare, pg. 145)
- "Only ’Mechs with functioning hand actuators may pick up an object. To pick up an object, a ’Mech must end its Movement Phase in the same hex as the object, it must have an undamaged hand actuator in both arms and it may make no weapon or physical attacks that turn." (Total Warfare, pg. 261)
- "A ’Mech must have two hands, two lower arm, two upper arm and two shoulder actuators functioning to attempt crawling." (Tactical Operations, pg. 20)
- "To attempt a climb, a ’Mech must have at least one arm with all four actuators (hand, lower arm, upper arm and shoulder) functional, and that arm’s hand must be free (not holding a physical attack weapon such as a sword, hatchet and so on, a hand-held weapon or other object)." (Tactical Operations, pg. 22)
- "A ’Mech must have an arm with all four actuators functional to climb. If the hand actuator being used to climb is destroyed, the ’Mech will automatically fall; if the ’Mech is using two hands, then the ’Mech will only fall if both hand actuators are destroyed." (Tactical Operations, pg. 22)
- "To use the dangle-and-drop procedure, a ’Mech must have two undamaged hand actuators." (Tactical Operations, pg. 22)
- "When a ’Mech attempts to stand from a prone position, it uses its arms and legs to lift itself up. Therefore, missing or damaged arm actuators make standing up more difficult. Players can simulate this condition by applying additional modifiers to the Piloting Skill Roll needed to stand a ’Mech up. Apply a +1 modifier for each arm that has actuator damage or is missing actuators." (Tactical Operations, pg. 24)
- "Only ’Mechs with at least one undamaged hand actuator (or claw) may attempt a grabbing attack. Rather than inflicting damage, this type of attack is intended to take away an object that the target is holding, such as a handheld weapon, unprotected cargo or certain items that must be carried in “capture-the-flag” scenarios." (Tactical Operations, pg. 90)
- "Regardless of the object to be thrown (whether an inanimate object or another unit), a ’Mech with one working (unoccupied) hand actuator can throw objects up to 2.5 percent of its mass, while a ’Mech with two working (unoccupied) hand actuators can throw objects up to 10 percent of its mass. As usual, Triple Strength Myomer doubles the allowable weight." (Tactical Operations, pg. 92)
Additionally, removing the actuators wouldn't really help with the KGC-0000, as the AC/20s are actually mounted primarily in the side-torsi with the extra criticals bleeding over into the arms (as seen on the KGC-0000 record sheet), which is the reverse of the situation with the KGC-000's guns (as seen on the KGC-000 record sheet).
As such, the KGC-0000 is unworkable without crit-splitting, and the next variant in the BT timeline is ComStar's "Clanbuster" variant (the KGC-001), which doesn't appear until the Battle of Tukayyid takes place (though, at least it doesn't have to be concerned about the crit-splitting issue).