Author Topic: (Answered) Mech abilities Intro/Standard/Advanced  (Read 2428 times)

branflayk

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(Answered) Mech abilities Intro/Standard/Advanced
« on: 05 January 2014, 07:59:34 »
Really liking the less-fuss approach of Alpha Strike over Classic Battletech.
I had the Introductory Box Set that came out several years ago (with soft plastic 'mechs), and have read articles online about using them in AS (possible lances that could be made up with them etc).
Have done a sheet of cards from the Master Unit List for the 24 'mechs that came in the Intro Box Set.

My question is - looking at Jagermech (as an example), it has special ability AC 1/1/1
As that particular special ability isn't explained until Advanced Options on page 105, would a Jagermech still work in Introductory/Standard type games, just without the AC special ability?
Likewise for other 'mechs that have abilities not in Intro/Standard - ie Quckdraw has IF 1, which is in Standard options but not Intro

Thanks in advance
« Last Edit: 06 January 2014, 12:06:48 by nckestrel »

nckestrel

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Re: Mech abilities Intro/Standard/Advanced
« Reply #1 on: 06 January 2014, 12:06:27 »
Yes, the rules level just makes the special abilities unusable, not the whole unit.   Whether or not the resulting unit is "worth" using without it's special ability (or abilities) is up to you.

Alpha Strike p21 for the Introductory Rules says "Any special abilities not found in the list below have no effect in the introductory level of play".
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

 

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