HQ units provide bonuses to initiative rolls depending on how many tonnes of communication equipment they carry. The regular Mobile HQ, for instance, has 7 tonnes of comm gear and gives a +2 bonus to initiative rolls.
@cascadianrangers7282 ай бұрын
Its like an up gunned, stretch limo'ed APC from the movie, Aliens, I love it!
@franksmedley8619Ай бұрын
Hello CR. I used to use the original Command Vehicle in some games on the table tops back in the 80s and 90s. Since most battles were Mech v Mech, I came up with the idea that the CV would enable a player to gain a re-roll for Initiative so long as the command vehicle was operational. Gaining the Initiative was a 'powerful' thing to have, since it allowed a player to make his or her opponent move first in battle, and thus, somewhat, reveal their strategic or tactical plans. This became almost paramount during strategic 'combat'. Large hex maps were created by one of the players for planetary assaults. The Guy took any references to the planet and incorporated them into his maps, to more accurately portray key planets like capital worlds, even though we never fought upon capitals. Most of our battles took place on secondary worlds, or even worlds un-named in the setting, not to mention periphery worlds, also un-named by lore. For my own forces, I had the Star Lions Corps create and use a lighter CCV of their own. One with almost no combat power other than small lasers and machine guns. The bulk of the vehicle's mass being Armor, Engine, and command communications equipment (this was before C3 systems became relatively 'common' in the game). The SLC's vehicle was always accompanied by Heavy Tanks of various sorts, and had at least a Lance of Heavy Mechs protecting it. It also commonly had at least a pair of Scout Lances attached to the 'command group' vehicles. When first dropping onto a planet, the attached scouts would cover the area in a spreading recon circle, communicating various data back to the command vehicle, which in turn, would deploy forces from the drop ship to take and hold areas of tactical, or strategic importance. Later, the Scouts would be detached to do further probing while the units first deployed would be reinforced and begin their own scouting around their assigned areas. Once the Enemy was detected, forces would be shifted to deal with the threat, and scouting would concentrate upon the Enemy's movements. Keeping track of them as they, in turn, scouted for my own forces (Which by this time had created various things like 'tank pits', 'Mech pits' and such to deny Enemy sensors a good look at them, or even dismiss them as ore deposits. Mechs, powered down, are amazingly hard to distinguish from ground sources of ores, or scrap metal, and can even, from a distance, be mistaken for a failed small town, or encampment, or old mining site. One example of which I can easily remember was the hiding of an entire Company of Mechs and another company of Tanks in a fairly tight valley. Engineers quickly blew divots into the cliff faces on either side of the tiny river flowing in the ravine and the Mechs squatted inside the hollows and 'powered down'. Tanks were moved into quickly dug out 'revetments' and then covered with thin layers of soil and small rocks, blending them into the terrain. As for the Mechs, sensors were emplaced, and wired to the Mechs, before further spoil was blown from the cliff faces to cover them completely. In this manner I was able to hide an entire company of Mechs and another of vehicles from Enemy sensors. Since the GM had several times reported traces of metals to the Enemy's sensors by the units scouting, the foe took one look at the ravine and didn't bother to examine if closer (great for me, since I was easily prepared to power up and attack from both sides), and moved on. Later I was able to activate the units and move them 'behind enemy lines' at this point to surprise the other player and attack vulnerable supply and refitting sites. Forcing the Enemy to withdraw from the battle lines and regroup farther back then he ever anticipated. Putting the enemy on the 'back foot' was a good idea, since he had NO idea how I'd done that to him. His only recourse when he complained to the GM about it, and received a 'you missed them when searching', was to spend time and resources (as well as lower his morale) finding and thoroughly checking EVERY single metals trace his sensors turned up. This vastly slowed his operations, and he never really regained any strategic advantages, or was able to scout my forces all that much. This freed me to scout and maneuver almost without a care for Enemy forces in the areas I was maneuvering through. Thus enabling me to out-flank his forces time and time again, forcing retreats, or doing serious damage to deployed forces with minimal damage to my own. Command vehicles enabled me to keep track of far-flung forces and coordinate my forces effectively, which I saw as a 'force multiplier' to my advantage. Just a few memories, speaking Frank-ly
@SpiritWolf19662 ай бұрын
I enjoy all of Critical Rocket videos 🎉🎉
@teehasheestower2 ай бұрын
I feel like you are gonna be feeling those 20 shots ticking away...
@CriticalRocket2 ай бұрын
Definitely, though it isn't meant to be fighting for long periods so the ammo amount makes sense in the universe. On the table the ammo is quite low for what you would want though.
@Spectre-wd9dl2 ай бұрын
Love the vids. Do the Marksman M1 MBT.
@CriticalRocket2 ай бұрын
It'll get the LoreWarrior treatment one day for sure.
@sovietalexАй бұрын
There are so few C3 Master vehicles that this will always be useful. Often forgotten bonus: C3 Master computers include TAG functionality. And TAG's range bands are the same as the Morningstar's AC10, so you don't have to go out of your way to use it.
@derekburge52942 ай бұрын
I'd hate to be assigned to rotating those tires.
@lopezmarlon2 ай бұрын
Where does the side door retract to? Does it drop like a ramp? It looks too short if it does.