Quoting Roger Bell_West <
roger+r...@nospam.firedrake.org>:
>The command mechanic does something to mitigate that, I think, given
>that in a typical company-scale action you have four separate
>commanders (each lance leader plus the company commander).
I think it does and it doesn't. It reduces the chance that a 'Mech will
stand paralysed while the 'Mechwarrior plays Freecell... but each
commander-activation lost represents potentially a full Lance's firepower
dropped.
Off the top of my head, after the first Joker is drawn, if a unit is
activated and it has an unactivated commander C, the player may opt to
instead give one "command" order with C. If C is then activated later it
takes one action which may not be "command". "Orders, sir?"
(I don't take it personally when people reject my rules suggestions as
overly complicated. I'm used to it. So, feel free. :-)
>"During its activation, an element may take up to two actions. These
>may be taken in any order, but only one Move is allowed, and Fast Move
>may only be combined with Attack."
>...which has the same effect but is easier to keep track of, I think.
Yes.
>>Can one take cover in a clear hex?
>Hmm. I was assuming yes, but perhaps not.
Ideas; the combat malus for Cover depends on the type of terrain; 'Mechs
can't take cover in clear hexes, vehicles can, infantry can with full
effectiveness. A 5-foot ridge is a lot better for a ground-pounder than a
BattleMaster.
>An order is for a thing that at least one of the target elements can
>achieve in a single activation of two actions. So that might be a fast
>move to go over _there_, or a slow move plus attack. What I'm after
"Shoot all the things!"
I know this seems facetious, but my experience is that someone will
honestly come up with an interpretation one didn't expect.
>rather more flexible. The basic idea is that there would actually be
>plenty of time for a little plastic god to dash about the place and
>lay waste to everything, but mere humans who worry about dying don't
>take every opportunity of which they're physically capable.
I think one believes this more for infantry than for an Atlas pilot. :-)
>>If the B arc is displaced backwards a hex to avoid simultaneous fire from
>>B and FL/FR/FX weapons, suggest instead a rule that a target on those
>>hexrows is one or the other but not both, attacker's choice?
>What is the advantage to this.
Er. Pleasant symmetry between F and B arcs? Fair question.
>Default rounding is nearest integer; I think that's in the
>introduction.
So it is. Don't halve anything. :-)
>>There is no partial cover rule, I think, perhaps intentionally.
>I may come up with one eventually, but I haven't found one I'm happy
>with yet.
We had one in classic BattleTech ("roll normally to hit and for location;
ignore leg hits, or torso hits where a die shows a 5") which is fiddly but
avoids the way that occasionally you'd maneuver to put the opponent _in_
partial cover.
>Potential and actual criticals are distinct things, and I need a
>better name for them. Your inference is correct:
"Divide the total damage by the appropriate armour value, rounding down.
The result is the attack's Penetration (plus one point for each 1 rolled
in "Roll to hit", above). For each point of Penetration, roll 1d20. A roll
of 8 or less does a point of Internal damage, and the attacker rerolls
that die. A roll of 9 or more has no effect. For each point of Internal
damage, reduce Armour and roll on the critical table." Then the example.
Except, er, as I read the example 10/4 rounded down is 2, so are we
missing the implicit "there is always one potential critical / point of
Penetration"?
>>The ammo explosion rule is even harsher than standard Btech. Conversely,
>>it seems like a lucky unit might sustain a very large number of internals
>>that do nothing.
>I'm looking at my own experience of 3025-tech: I don't believe I've
>ever seen a 'Mech survive an ammo explosion unless it had in fact
>exhausted its ammo. (I have some ideas about CASE, but those aren't in
>this draft.)
I think that's true, but... must it be so? Even "an ammo explosion
destroys all equipment in the location and reduces front and rear Armour
by 1" - well, you don't _want_ it to happen, but it's not the end of the
world.
3025ly, it's hard to believe in the "precious 'Mechs last forever, being
patched up" if the things are always being blown to shreds by ammo
explosions.
>There aren't very many internals that do nothing. They knock out
>weapons, they penalise your attack/movement, they reduce heat
>capacity.
Indeed, but if you keep getting pounded in the same spots... I guess it's
not that likely.
>>Rear armour is considerably more vulnerable with a 180 degree arc of
>>exposure.
>But is rather stronger, because arm and leg armour are factored into
>the calculation.
Fair point.
--
David Damerell <
dame...@chiark.greenend.org.uk>
And now, a seemingly inexplicable shot of a passing train.
Today is Sunday, September - a weekend.
Tomorrow will be First Gloucesterday, September.