Tag: Old Limitation

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  • Old Limitation, Ablative

    Ablative is armor that, if it is damaged, takes an activation roll of 15 or less (lowered by one for each time the armor is breached by an attack that does body). There is a -1 limitation version of the limitation that is 'ablated' when stun breaches …

  • Old Limitation, Requires a Roll

    h3. Scaler Roll (Scaler RASR) (-1/4 or 1/2) Most of the rolls below are scaler rolls. This means that the characters get x ammount of their power per success on the roll. The "scale" represents that its relatively easy to get some of the power, but a …

  • Old Limitation, Focus

    h3. Expendability There are three levels of expendability corresponding to Uncommon, Rare, and Exotic/Alien foci. There are a few special considerations for expendable foci in references to Mechs and futuristic equipment. * First, depending on …

  • Old Limitation, Linked

    Generally, a power cannot be linked to HRRP unless it is worth less than HRRP. However, because HRRP is so commonly suppressed, flashed, or otherwise suppressed, having to rely on HRRP can be a problem. h4. Must have active HRRP (-1/4) The …

  • Old Limitation, No Conscious Control

    h3. Cannot Turn Power Off of Own Volition (-1/2, see below) This limitation can only be applied to powers that have an ongoing negative effect (they have side effects, they cost End, they threaten the character's secret identity). The character must …

  • Old Limitation, Limited Power

    h3. Prohibitive Limited Power h4. Environmental Circumstances Environmental Circumstances are somewhat difficult to quantify as limitations in a game where the characters are often on different planets. In general, characters can assume that they …

  • Old Limitation, Always On

    As per the rulebook, Always On powers cannot be turned off. This means that even when the pilot is not in the mech, the power continues and must be contended with by techs, hanger personel and the transports that carry the mech around.

  • Old Limitation, Charges

    Charges cannot be recouped except between adventures because the rule assumes that mech sized guns need to be more than reloaded, but cleaned and tended to. If a mech buys the charges as recoverable, they must, at least, go back to a hanger to recover. …

  • Old Limitation, Concentration

    Except in the most rare of circumstances, all defense powers are bought with cdoncentration. MEch power pools prohibit characters from taking more than two concentration limitations at a time (one to go to half DCV and one to go to 0 DCV). This is to …

  • Old Limitation, Extra Time

    A great deal o f mech equipment needs to be started up in order for it to work. Often this initial start up time is performed by techs, etc.. However, when it is not possible to give the techs advanced warning, or when the power is turned off in the …

  • Old Limitation, Endurance Limitations

    Endurance equals heat in Mechwarrior. A power that costs Endurance causes the mech to get hotter and, therefore, will interact with powers that deal with heat. Mechs deal with this heat in different ways. Many buy off the End cost or buy it down with …

  • Old Limitation, Gestures

    This limitation indicates that the mech does something that is unmistakably significant of a power that is otherwise insignificant. In other words, when someone "sees" the character perform their gesture, there is no mistaking that the character is …

  • Old Limitation, Incantations

    The incantation limitation, in Mechwarrior, generally denotes the use of codes and is often associated with powers which might be locked out or used by other mechs if they too know the codes. The incantation need not be for regular hearing, and for …

  • Old Limitation, Only In Alternate Identity

    A mech really only has one Alternate Identity, when it is in its hanger and without its pilot. All other mech "identities" are bought as multipowers generally. If the identity is political (the mech is known differently by different groups), this …

  • Old Limitation, Inaccurate

    A character can only take two inaccurate limitations for powers in their mech pool. Inaccurate limitations are meant to simmulate both weapons that are inherently hard to aim and also mech equipment that takes up character's attentions, making it hard to …

  • Old Limitation, Perceivable

    The idea of perceivability in a combat arena where most of the contenstants have ultra-violet vision, radar, and High Range Radio Perception is expansive. The rules, in general, denote powers as obvious given the normal range of human vision. This may …

  • Old Limitation, Unified Power

    Keep in mind that unified powers bought through foci are one power, if the focus is damaged, they are destroyed. Senses, because they cannot be drained, cannot be unified. Inherent powers cannot take a unified power either. Unified powers count as a …

  • Old Limitation, Physical Manifestation

    An attack power that has a physical manifestation and a delay can be shot down on its approach to the character (or interfered with by other means as well). The physical manifestation should be placed somewher along a straight line up to half of its …

  • Old Limitation, Lockout

    A weapon's primary power should always be bought with Lockout against its secondary power if the mech is carrying only one of that type of weapon. If the character is carrying multiple copies of the same weapon (OAFs) and the character is reduced to one …