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Wolfs Dragoons - Crossing Caldera
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Author:  Highball [ Wed Dec 02, 2009 7:49 pm ]
Post subject:  Wolfs Dragoons - Crossing Caldera

I like this idea and here is the first of many contributions!

000 Caldera SE Corner.hmx
000 Caldera NW Corner.hmx
000 Caldera NE Corner.hmx
000 Caldera SW Corner.hmx

Author:  Highball [ Wed Dec 02, 2009 7:53 pm ]
Post subject:  Re: Wolfs Dragoons - Crossing Caldera

The End

Author:  Highball [ Wed Dec 02, 2009 8:03 pm ]
Post subject:  Re: Wolfs Dragoons - Crossing Caldera

Now this map comes with special rules.

A. - Mechs must make a piloting skill check each turn they change elevations at a -1 bonus. This is due to the loose rocky nature of the steep sides of the caldera. If they fail they fall to the next level and take the appropriate damage, but must make another roll at a -1 bonus to stop their fall. This continues until they succeed or hit the bottom!
B. - Units moving up the slope of the caldera may either fire their weapons OR move, but not both. Units firing weapons up the caldera may only fire their arm mounted weapons until they are next to the top of the caldera, at which point they may fire any weapons.
C. - The two fortifications on the south edge of the caldera have a CV of 120.
1.) Each fortification has 96 points of armor on each hexside.
2.) Each fortification has two PPC's, one AC/20 (80 rounds), and 12 Machine Guns (600 rounds). The AC/20 is in a turret with 80 points of armor.

Setup - Defender may place their units anywhere INSIDE the caldera. Attackers must setup anywhere within 1 hex of the map edge. Defender moves first the first round and initiative is rolled after that.

Author:  Davion_Boy [ Thu Dec 03, 2009 2:48 am ]
Post subject:  Re: Wolfs Dragoons - Crossing Caldera

Excellent, Many Thanks for posting.


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