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Powerball Variant for Division 10 Set 1
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The Powerball.... What a weird design! Without a gunner, it can't fire but one weapon per turn-- but it has three weapons! It has flame weapons, but can't really start fires.... Hmmm.... Nobody in our group has the nerve to drive this one into the arena, so here's a variant that has a bit more teeth:
Remove the RL, 2 rounds of MG ammo, and 1 round of FT ammo. Add two linked HRs back and a Targeting Computer.
Weight becomes 4,234 lbs.
Keep your distance and take pot shots with your MG. Thanks to your targeting computer and large ammo supply, you have a real advantage with this approach. Your low HC is a real shortcomming, though. Use a duelist with a decent driver skill if you've got one.
If you do happen to score a flame marker, consider closing and switching to the FT-- this is especially effective if your target is going under 60 mph. Time your pass just right so that you can close to point blank range to launch your HRs at the start of the next turn. If you've softened him up before the pass, you'll hopefully leave him with a breached side and two fire markers.
The Powerball.... What a weird design! Without a gunner, it can't fire but one weapon per turn-- but it has three weapons! It has flame weapons, but can't really start fires.... Hmmm.... Nobody in our group has the nerve to drive this one into the arena, so here's a variant that has a bit more teeth:
Remove the RL, 2 rounds of MG ammo, and 1 round of FT ammo. Add two linked HRs back and a Targeting Computer.
Weight becomes 4,234 lbs.
Keep your distance and take pot shots with your MG. Thanks to your targeting computer and large ammo supply, you have a real advantage with this approach. Your low HC is a real shortcomming, though. Use a duelist with a decent driver skill if you've got one.
If you do happen to score a flame marker, consider closing and switching to the FT-- this is especially effective if your target is going under 60 mph. Time your pass just right so that you can close to point blank range to launch your HRs at the start of the next turn. If you've softened him up before the pass, you'll hopefully leave him with a breached side and two fire markers.
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