IMPORTANT House Rule - Rapid Firing ACs & More

Discussion in 'Rule Tips, Additions, & GM Tools' started by MagnusEffect, Apr 15, 2019.

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  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    AC 2's and 5's lack any "AC" ability the other autocannons get. This excludes them from using special ammo.

    HOUSE RULE #1: Additions are as follows..
    • AC 2 = AC0*/0*/0*
    • AC 5 = AC1/0*/0*
    • AC 10 = AC1/1/0*
    • AC 20 = AC2/2/-
    HOUSE RULE #2: Units with "AC"or "UAC" ability may "rapid fire" their autocannons for additional damage. However, roll an additional 2d6 before determining To-Hit. On any result greater than 3, add the specified AC range damage value to the appropriate normal ranged damage bracket and then roll To-Hit as normal. On a result of 3 or less (or 2 for Rotary ACs), the Mech attacks for normal damage (must still do To-Hit roll), but the additional AC damage for Rapid Fire is NOT applied, the autocannon jams, and the normal damage per range bracket is reduced by the AC ability damage brackets for the duration of the rest of the battle (to simulate the autocannon is jammed). Units with jammed UACs or Rotary ACs may skip their firing phase to roll a skill check with a +3 penalty to attempt to unjam them.

    Example:
     
    Last edited: Jan 11, 2023
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