Asking for trouble: guns on legs?
#61
Posted 23 April 2012 - 04:29 PM
four small lasers mounted in the legs would provide excellent firepower in cqb
#62
Posted 23 April 2012 - 04:31 PM
#63
Posted 23 April 2012 - 05:01 PM
It was also usefull in previous rule sets. A mech with Heat Sinks (I think a Warhammer) in its legs kept going in and out of water to cool off. A Mech with the SRMs in the legs entered the water. Legs were hit. Breaching the legs. Cutting its movement down allot.
Another scenario was a water world. The opposing force not only had SRMs in it legs, but, also used torpedoes.
In the previous TT rules any Mech stuck half in lvl 1 water was partial and all shots went upper. 1 in 6 hit the head. The new Tome Of War states that any shots that hit the legs do not hit at all.
Fighting under water was always fun. As was fighting in space or low G.
#64
Posted 23 April 2012 - 05:44 PM
water, space, and caverns are great for leg missiles
#65
Posted 23 April 2012 - 05:53 PM
#66
Posted 23 April 2012 - 06:19 PM
Oh BTW some vehicles in BT universe have claymores on the skirts to repel infantry. I wouldn't be surprised if it had been alluded to as an anti-infantry weapon for mechs, in the fiction; I can't remember any specific book that mentioned it.
Edited by Wyzak, 23 April 2012 - 06:22 PM.
#68
Posted 24 April 2012 - 07:04 AM
#69
Posted 24 April 2012 - 07:46 AM
As for leg weapons, I don't see why not. Mechs' are /not/ agile things, even the fastest of them aren't agile. This isn't robotech/gundam, they're big plodding things and any weapon placed on the legs would be /designed/ to fire as accurately as any other weapon. Wether this is it's own pintle turret or whatever, there is nothing in game saying they can't be used. Several mech's did use them. Often for anti-infantry. Other times for close in fighting like SRM's.
#70
Posted 24 April 2012 - 03:13 PM
#71
Posted 24 April 2012 - 03:26 PM
The only issue is that, does the mech have a hard point for weapons in their legs? If yes, cool. If no, too bad.
Its all totally dependent on the mech chassis and variant.
#72
Posted 24 April 2012 - 07:12 PM
Skylarr, on 23 April 2012 - 05:01 PM, said:
Wasps and Crusaders... I am sure there are more. That is all I can remember off the top of my head from the novels.
Edited by Ravn, 24 April 2012 - 07:17 PM.
#73
Posted 24 April 2012 - 10:11 PM
Good new was it solved my heat problem.
Bad news, I could not jump out of the lake because my jemp jets were under water. I then had a hull breach 3 turns latter as I tried to walk out of the water, and my mech sank to the bottom of the lake.
I now add Jump Jets to the RT and LT and add FF or Endo to the leg areas. Now I can jump in lvl 1 water, and jump out of it.
I call that one the dumb dumb bunny hop.
Thanks
#74
Posted 24 April 2012 - 10:19 PM
crotch mounted PPC....
Edited by Rejarial Galatan, 24 April 2012 - 10:20 PM.
#75
Posted 25 April 2012 - 08:12 AM
#76
Posted 25 April 2012 - 08:35 AM
ice trey, on 12 March 2012 - 05:06 AM, said:
The Summoner and Hellbringer have always made me wonder when it came to this. I've seen diagrams of thier primary configs that claim the leg-mounted launchers were SRM-6s, but we all know niether of their primaries have a pair of SRM racks. Even my Alt-Con. D Summoner miniature came with those missile pods, but the Alt. D doesn't have SRMs either.
I suppose the only plausible explaination is that they're magic confetti filled rockets intended to severly confuse the enemy during combat. Makes perfect sense.
Edited by Foxx, 25 April 2012 - 11:00 PM.
#77
Posted 21 June 2012 - 11:24 AM
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