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When making a ranged combat order, the unit gains +2 attack points. Any friendly unit with ballistic weapons gain Line of sight if within range of the target on the same turn.
Summary: Basically a energy weapon equivalent of Homing Beacon.
# Laser Guided Munitions.
For ballistic weapons, optional
When making a ranged combat order, the unit gains line of sight of any target that has a line of sight and range of a friendly unit with either a primary or secondary energy weapon.
Summary: Game equivalent of modern day laser guided munitions.
# Heat Guided munitions
For ballistic weapons, optional
When making a ranged combat order, the unit gains line of sight of any target that has a heat effect on the heat dial.
Summary: Remember heat seeking missiles?
# Combined Strike
for attack, Optional
After making a successful ranged or close combat order on the primary weapon, the unit can make a second ranged or close combat order using the secondary weapon. No damage SECs can be used on either weapon.
Summary: It lets mechs use both weapons on the same target. Reminds me of how mechs are played on the PC mechwarrior.
# High Explosive Ammunition
For ballistic weapons, optional
Instead of using the value of the dial, you can roll a single dice and use the dice result for the damage figure.
Summary: This can be a powerful desperation weapon late in a mech's dial.
# Plasma Flamethrower
For energy weapons, optional
The unit can close combat using an energy weapon. Instead of using the figure on the dial, roll a single dice and use the dice result for the damage figure. The same damage can be applied on infantry. Additional 1 heat on the target.
Summary: This is similar to the hand to hand strike with melee weapon.
Ignore this gear when the damage value it is applied to is 0. When this unit is the target of a successful attack order, or a critical miss using this gear, roll a die, on a 5-6, eliminate this gear, and deal 2 pushing damage to this unit.
This unit doubles it's maximum range value for this attack, and havles it's damage. Place the artillery marker within the value of it's new maximum range and outside of it's unmodified maximum range. Resolve following AoD Artillery Rules.
kinda like RISC gear, but instead of doing bad stuff if you fail, it just is hard to succeed and it costs barely anything. Like this, yo!
Make-Shift Camoflouge
When this unit is the target of a ranged attack and occupies hindering terrain, roll one die. If the result is a 5 or 6, add 2 to this unit's defense.
only like a few points.
Evade for Heavy mechs and IT for Assualt and Medium mechs.
We need those gear cards!
Oh yeah, Shiros are totally unplayable without Evade, right now, that's exactly what they need. Duke with Dagmar doesn't have a high enough defense against ranged with only a 24, too, it really needs a 26. And they both need to be able to run without taking extra heat, and fail breakaway on only a 1. :p
Matter of fact that Clan Wolf Ultra Rare Thor and those Nova Cat and Spirit Cats Nova Cats need Evade for their full dials, too. Since, with everything else they have, they really need 24 defense against ranged on their good clicks, or 25 with Aiko.
Improved Targeting for Heavy 'Mechs costs 44 points, which is the same as Armor Piercing and Alpha Strike (Single-Use). Those other gear for Assault 'Mechs cost 50 points each, so that's probably what Improved Targeting for Assault 'Mechs would cost. Not sure that'd ever be worth taking (1/9th of your build total in 450, or 1/12 your build total in 600?).
IT for Medium 'Mechs would be about 33 points, though, and that'd be worthwhile.
Heat Seeking ammo
Class H ballistic (duh)
(optional) When this unit makes a ranged combat attack targeting a single opposing 'Maech with one or more heat effects showing on it's heat dial, this unit gets +1 to its attack value against that target for the attack
M.A.S.C.
Icon: Movement
Weight: Medium & Heavy
Cost: 30-ish & 40-ish
(optional) Before giving this unit a move or assault order, roll one six-sided die. On a result of 3-5, give this unit +2 movement points. On a result of 6 give this unit +3 movement points. On a result of 1, eliminate this gear and deal 2 pushing damage to the unit, do not resolve the order for this turn.
Rapid-Fire Pulse
Icon: Energy
Weight: Heavy
Cost: 50
(optional) Reduce this unit's damage value by 2 (to a minimum of 1). After resolving a successful or failed ranged combat attack against one or more opposing units, you may perform a second ranged combat attack against the same targets. After resolving the second ranged combat attack, you may perform a third ranged combat attack against the same targets. This unit gains 3 heat after resolving the order.
Heat Seeking ammo
Class H ballistic (duh)
(optional) When this unit makes a ranged combat attack targeting a single opposing 'Maech with one or more heat effects showing on it's heat dial, this unit gets +1 to its attack value against that target for the attack
The one I am proposing is not the same. Heat Seeking Ammo gives you extra attack value. My Heat Guidance Munitions will give you unobstructed line of fire to your ballistic weapons providing the target is within range of your ballistics.
For example, if the target is hiding behind blocking terrain while showing heat effects on the heat dial, the mech with Heat Guidance Ammo will have a direct line of fire to that target like an indirect or streak, but with no attack point penalties or reduction of damage. But it is not indirect fire, so electronic camo will not affect this gear.
If the "hot" target is in hindering, it will not gain a hindering modifier.
E.M. Field Generator
Icon : Targetting
Weight : Heavy
Cost : 55
This mech may not perform close-combat, assault or special attacks. Ignore all special equipment on this unit other than "E.M. Field Generator". All units may not use Decoy or Streak Missiles special equipment. When any unit performs a successful ranged combat attack that is not a critical hit, that unit must make a second attack roll. If the second attack roll fails, the unit misses. The second attack roll is not considered an extra attack.
In essence, all units gain Decoy (without gaining the SE) at the cost of versatility for one Heavy mech.
R.I.S.C. Sabotage Unit
Icon : Targetting
Weight : All
Cost : 10
(optional) Activate this gear when this unit or friendly units within 6 inches of this unit are targets of an attack made using R.I.S.C. gear. Roll one six-sided die, on a result of 3-6 your opponent may not use the R.I.S.C. gear for this attack, on a result of 1 eliminate this gear and your opponent's R.I.S.C. gear. Resolve this gear's effect before resolving the attack.
I don't know if this has been mentioned yet (it must have been!) but I still would like to see a rule or SE (with a negetive effect) that, when mechs go down, there's a chance that their reactor could explode, taking out people around it. Maybe that could be one of the negetive effects of a R.I.S.C. cards in the future. Just like old fashion Battlemech.