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add gyro crits #31

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CptMoore opened this issue Jun 9, 2018 · 1 comment
Closed

add gyro crits #31

CptMoore opened this issue Jun 9, 2018 · 1 comment
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@CptMoore
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CptMoore commented Jun 9, 2018

Problem here, current engine crits don't invalidate effects etc.. need to check how to do that with gyros.

gyro crit:

  • chance to fall down on critical hit
  • chance to fall down on movement (run, jump but not walk)
    gyro destroyed:
  • mech is downed (just do it once)
  • cant walk, run or jump (mp to 0)
  • but can still shoot (allow to stand up again)

Total Warfare

Gyro (Torso)
The gyroscope is a ’Mech’s most sensitive piece of machinery. It
keeps the ’Mech upright and able to move. The gyro can survive
only one critical hit; the second destroys it.
After the fi rst critical hit to the gyro, the controlling player must
make a Piloting Skill Roll at the end of the phase in which the
critical hit occurred, with a +3 modifi er (in addition to any other
standard modifi ers); see Making Piloting/Driving Skill Rolls, p. 59. In
addition, the player must make a Piloting Skill Roll every time the
damaged ’Mech runs or jumps, with a +3 modifi er; the roll is made
at the end of the ’Mech’s movement.
When a ’Mech’s gyro is destroyed (after a second critical hit), the
’Mech automatically falls and cannot stand up again; the controlling
player makes an immediate Piloting Skill Roll, with a +6 modifi er
for the destroyed gyro (plus any modifi ers for other damage), to
avoid damaging the MechWarrior during the automatic fall.
’Mechs with a destroyed gyro may make weapon attacks per
Firing When Down, p. 113, and may change facing by one hexside
per turn provided they have at least 1 MP available. A ’Mech with
a destroyed gyro is not considered immobile.

@CptMoore CptMoore self-assigned this Jun 21, 2018
@CptMoore
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gyros are implemented now to give stability and in combination with the CBT piloting mod, that will make checks for falling down etc..

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