by Natalya » Mon Oct 05, 2009 10:35 pm
The MK Missile System is just a naming system for explosives under the 2005 rules, and is very simple:
MK I = Default Explosive
Damage: 1 D10
Radius: 2"
Cost: 1CP
MK II = Size 2 Explosive
Damage: 2 D10
Radius: 3"
Cost: 2CP
MK III = Size 3 Explosive
Damage: 3 D10
Radius: 4"
Cost: 3CP
(Etc...)
How do I represent different sizes?
The missiles I use are typically MK II missiles. They are a cone piece, a circular 1 x 1 plate, and a 1 x 1 cylinder piece. The idea is that each cylinder increases it by a MK size, so a MK III missile has 2 cylinders, a cone, and a 1 x 1 circle plate. Though sometimes the cone is replaced with another cylinder, like the missiles on Rhett Butler's Revenge but it means the same thing.
Mimetic Armour is a weak form of armour, but it is light weight so it doesn't slow down the wearer.
Standard Armour:
Armour: +2
Move: -1"
Cost: 1CP
MK I Mimetic Armour:
Armour: +1
Move: --
Cost: 1CP
MK II Mimetic Armour:
Armour: +2
Move: --
Cost: 2CP
(Etc...)
So, weaker but no move penalty for same price. Almost all my guys have MK I Mimetic Armour, but in Death Battle the Space Pirate flamethrower guy had normal Armour. So does Regulus who fought in Death War.
Weapons...
I use 2001 rules for Beam Swords.
- Assault Rifle -
Shots: 2
Use Req: 3
Range: 12"
Damage: 1D6 + 3
Cost: 10 CP
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