From: lunatic@netcom.com (Lunatic Johnathan Bruce E'Sex)
Newsgroups: rec.games.board
Subject: Re: Aquatic Mechs
Date: 13 Oct 92 23:39:30 GMT
Organization: Netcom; Renegade User

In article <oeonY3e00WAx0KuEVA@andrew.cmu.edu> Robert Everett Brunskill <rb6t+@andrew.cmu.edu> writes:
>Construction:
>Mass of Jets (total) is equal to 10% of the Mech's tonnage.
>The full system takes up 3 critical spaces in each side torso. {I am
>considering making this Tonnage/20, round up number of spaces in each
>side torso.}

    (_|sing 10% of the mech's tonnage is fine.  That's the standard
 figure for lift equipment, diving equipment, conversion equipment, etc.
 

>{I am considering the possibility of factoring in the Mech's engine size
>into these equations - what do you think?}

    ][ don't think that's necessary.  Submarines don't have to do it....
 

>Basic Movement additions:
[...]
>Heat generated is 1 point per MP spent {should this be lower? my
>original was as normal walking heat}
 
    ][ think that's fine.
 

>MP costs are the same as submarines
>
>Special Maneuvers:
>
>Rising - Mech 'launces' itself straight up so that it's upper torso is
>exposed (as if it were standing in Depth 1 water).
>
>This may not be combined with any other movement {how about it costs 3
>MP and ends movement for the turn?}
>Produces 3 points of heat and gives a +3 to hit for the riser.
>At the end of the turn a +3 PSR must be made to reenter the water
>succesfully, a successful roll means the riser will begin the next turn
>at Depth 2, an unsuccessful roll means that the Mech has gone off
>balance and will fall to the bottom taking normal falling damage for
>water {This does not account for exceptionally deep water - how about
>some relation to the Mech's mass?}
>
>Attacking a riser
>All opponents that have a riser in their front arc can make a +2 PSR to
>get their weapons in a ready position (this is to simulate surprise, if
>for some reason the attacker would not be surprised then don't bother
>with the roll)
>All attacks to hit the riser are at +4 to-hit (this does not include
>water and partial cover) {Should this be higher or lower?}
>
    ][ think this manouvre should be scaled back a bit.  How different
 is it from a mech simply moving from a depth 2 water hex to a depth 1
 water hex?  The main differences I see are that it's very quick, and
 as a result there's a lot of spray coming up with the mech, almost,
 but not quite, like smoke.
 
    ]['d say have it just cost 1 extra MP over the amount required for
 that mech to move to that water level of depth 1.  It must be the
 last action that mech takes in its movement.  +1 extra heat.  Mech is
 at +2 to hit for the movement, +1 for the spray, +3 for partial cover,
 and -1 for being in depth 1 water, for a total modifier of +5.  The
 mech has a +3 to hit when firing on other units, as per jumping. 

    |\/|echs that fail their piloting skill roll after this manouvre
 (I'd say make it at the end of the physical attack phase) should
 simply "fall" down 4 levels of water depth before its underwater
 equipment has a chance to kick in.  If there's only water 4 levels
 below it, it gets no damage.  If there's ground below it, the mech
 suffers falling damage appropriate to the number of levels it "falls"
 (considering that the mech started from depth 1).

 
>Tactics
>	The main advantage of the Swim jets is the ability to strike Mechs by
>surprise when they are retreating or attempting to cool off.

    ___
     |he main thing I think you've left out regards piloting skill rolls
 for the mech using the swim jets.  Normally, a mech moving in depth 2
 or greater of water has to make a piloting skill roll for each water
 hex it enters.  The swim jets should make that unnecessary.  Also, you
 should mention that the 10% of the mech's tonnage that you devote to
 these swim jets also includes ballast and floatation tanks.  Otherwise
 its questionable whether just those jets would be enough to hold a
 mech in position underwater by themselves.

     
>Robert Brunskill

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