- Mobile command bunker/vehicle: Capturable. Provides to the capturing team a radar reading on the enemy team: doritos only, no locks and no targeting info. Once it is activated it shows in the enemy's radar. Destructible like an 0-gen. It cannot be recaptured by the opposing team, but by destroying it its use can be averted or denied. Disupt ECM cancels. If there is a mech with a Command Console in the capturing team, the effect is on until the structure and that mech are both destroyed.
- Jamming array/vehicle: Capturable. Provides target info jamming to the capturing team: the enemy will get all the usual target info upon lock except for loadout. Once it is activated it shows in the enemy's radar. Destructible like an 0-gen. It cannot be recaptured by the opposing team, but by destroying it its use can be averted or denied. BAP and counter ECM cancel.
- Intercept array/vehicle: Capturable. Provides target info to the capturing team: mechs and loadouts (like in FP) but no radar positioning or locks. Once it is activated it shows in the enemy's radar. Destructible like an 0-gen. It cannot be recaptured by the opposing team, but by destroying it its use can be averted or denied. Disrupt ECM cancels. If there is a mech with a Command Console in the capturing team, the effect is on until the structure and that mech are both destroyed.
- Others...


Optional Side-Objectives For Qp - Information Warfare
Started by Freeman 52, Jul 24 2016 10:04 AM
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#1
Posted 24 July 2016 - 10:04 AM
Each QP map will have 8-10 relatively secluded locations. On each match 2 objectives will be randomly dropped among those locations:
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