Other Items for Wardogs

Mechanized warfare in the XXXIV Century

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f.whitfield
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Other Items for Wardogs

Postby f.whitfield » Tue Oct 07, 2008 3:05 pm

Hello all,

I was wondering if anyone has done any of the following ideas:

1. Hardsuits (infantry), Anti Mecha Infantry
2. Installations (Guardtowers, Missile Batteries, Heavy Gun Enplacements, Ect)
3. How to do Installations
3. Orbital Items (satallites, Orbital Weapons)
4. Other Weapon Ideas
5. Generic Armor and Mecha (NOT ones listed in Manual)

If anyone had any ideas for this i would greatly appr. it.

Thanks

RiflemanIII
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Re: Other Items for Wardogs

Postby RiflemanIII » Tue Oct 07, 2008 3:31 pm

f.whitfield wrote:Hello all,

I was wondering if anyone has done any of the following ideas:

1. Hardsuits (infantry), Anti Mecha Infantry
2. Installations (Guardtowers, Missile Batteries, Heavy Gun Enplacements, Ect)
3. How to do Installations
4. Orbital Items (satallites, Orbital Weapons)
5. Other Weapon Ideas
6. Generic Armor and Mecha (NOT ones listed in Manual)

If anyone had any ideas for this i would greatly appr. it.

Thanks


1. Hardsuits are rather out of the scope of Wardogs, but you could build them as size 1 or 2 mecha, would be my guess. Infantry can carry heavy weapons, but I don't think they're suited for hitching a ride, a-la Battletech.

2. Buildings are a unit type along with mecha, vees, and so on, that can be fitted with military equipment. Just because there aren't any examples in the book, doesn't mean there aren't provisions for them.

3. See above.

4. I'd say this is also out of the scope of Wardogs.

5. The only real weapon concern I had was addressed in pre-production. New weapon abilities are wide open, of course, but I wouldn't want to arms race it.

6. I opened a thread for people to post their own, as I was unsure whether a design forum was forthcoming. Granted, mine are faction-tied at the moment, but, as always, I've got a slew of designs in the works. What do you need?

go0gleplex
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Postby go0gleplex » Tue Oct 07, 2008 4:18 pm

Any infantry equipped with heavy weapons can eliminate mecha. The Hard suit or power armor is assumed to be size 1 mecha as stated in the book.

Rifleman has it on the button. You can design any emplacement using the construction rules. Examples were not included simply because of trying to keep the page count reasonable.

Orbitals are indeed beyond the scope of Wardogs. At present. Stay tuned...*innocent smile*

If you have ideas for weapon stuff...feel free to post them if you'd like. Or simply add them to your game if everyone is agreeable. :) It's meant to be customizable to taste.

The units provided were intended to give a decent selection among the various factions of the default setting. Simply because a design is not shown, doesn't mean it can't be used, though I would keep them in line with the "setting tech level" if you are playing in the default setting to keep things balanced. There are several independent worlds and many corporations looking to cash in on the galactic turmoil. ;)

If you simply wish to duke it out with your buddies...design at whatever level you all agree on and/or in whatever setting you create for yourselves which was one of the main goals in the way the rules were written. :)

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Postby RiflemanIII » Tue Oct 07, 2008 6:03 pm

go0gleplex wrote:Any infantry equipped with heavy weapons can eliminate mecha. The Hard suit or power armor is assumed to be size 1 mecha as stated in the book.


And you can do some pretty sick stuff with your PA, if you put your headspace to it. :)

Badger S17 (62)

Size: 1
Movement: 12
Thermal sig: 2
Armor rating: 4
Stability: +1

Weapons:
SMAW Type-9 (Kinetic, front)
Range: 6/12/18, ROF: 1/2 Damage: D12, Ammo: 3, BIG Gun, Hand-carried.

G22 Machinegun (Kinetic, front)
Range: 1/2/3, ROF 3, Damage: D4

Equipment:
ECM (L1)
Enhanced Sensors (L1)
Hostile Enviroment Modification (L1)
Two arms w/ hands
Two legs.

That reminds me. How exactly do Ballistic weapons interact with hand-carried? Just build as normal, slap the HC on, and use as you would a regular missile weapon? Is it limited to three tubes?

go0gleplex
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Postby go0gleplex » Tue Oct 07, 2008 6:27 pm

A Hand Carried ballistic weapon is limited to the three shots, though in this instance it is three tubes with a single shot each. You get an inadvertent freebie of multiple tubes (+2). The mitigating factor is that the ROF is limited to 1 per turn. So unlike a normal ballistic weapon with three tubes, you can only fire one tube at a time instead of 1, 2, or 3 at a time.


That's a mean lil set of PA there dude. :twisted:

f.whitfield
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Postby f.whitfield » Tue Oct 07, 2008 8:19 pm

Hopefully when they do the update they will include rules to create something like this

Orbital Weapon: Thors hammer Orbital Weapon

or even

Drop Pods for infantry or Small Mecha

go0gleplex
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Postby go0gleplex » Tue Oct 07, 2008 8:27 pm

They won't be part of the ground rules.

But there is something in the works. That's all I'll say at this point in time. :twisted:

f.whitfield
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Postby f.whitfield » Tue Oct 07, 2008 8:29 pm

Would someone please explain how you would build:
(1) Weapon emplacement
(2) Equipment based emplacement

1. Gun Emplacement or Missile Emplacement
2. Radar Emplacement.

Wonder what a hanger or repair structure would be stated as.

Or would someone be kind enough to state out some basic structures.

I was thinking about having a base being attacked by some units and needed some ideas so i could start making them myself.

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Postby f.whitfield » Tue Oct 07, 2008 8:35 pm

Now for the Basic Unit i might need:

What would the stats be for infantry carrying the following, these units would also be carrying their basic load out.

1. Ground to Air Missiles , 2 uses per squad
2. Anti Mech Weapon

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Postby go0gleplex » Tue Oct 07, 2008 8:54 pm

f.whitfield wrote:Now for the Basic Unit i might need:

What would the stats be for infantry carrying the following, these units would also be carrying their basic load out.

1. Ground to Air Missiles , 2 uses per squad
2. Anti Mech Weapon


You have seen the infantry squads on pages 81 & 82, right? Particularly the heavy weapons squads on 82. If you're looking for a purely AA system, then a quick solution is to simply swap the Indirect Fire for Anti-Aircraft enhancement on the Hvy Wpns Squad (Ballistic) and reduce the point cost to 7.

ANY of the heavy weapon squads can be used in an anti-mech/anti-armor/anti-air, etc. role.


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