Interesting. Was this, to counter those who either ran or just sat there?
That sounds strange? Are they allowed to fire when jumping?
So running makes it harder to BE hit, but you can't shoot back..
So whether i jump 3, or 8, my spider always gets a TMM of +4??
I've always wondered why there wasn't a rule for that as is..
The idea here was to combine Alpha Strike, the PC game, and the classic system. You still count hexes, but the need to keep track of that for the combat phase is removed because you get the full TMM for at least moving 1 hex. There is no more waiting for someone to figure out how to get the highest TMM.
Stand Still = Like Alpha Strike, no TMM, -1 to hit a target. If you turn more than 1 hex side you don't get stand still and your full TMM (prevents turret tech).
Walking = Standard movement like Alpha Strike
Running = Basically sprinting/evading, you get full TMM plus a bonus.
Jumping = +2 modifier to fire, full TMM for the movement with full heat. Critical hits, water, things of that nature will lower this TMM and adjust heat. This was decided to prevent getting a full TMM for minimal heat (3).
Kind of gimps quads with their side stepping movement then.. Or do quads get something better?
I didn't think of that. I think giving quads a bonus for facing changes, like 2 hexsides without losing stand still, could work.
Not sure i like this one, but i will have to see how it would play out, before making a call.
This was changed because of how we decided to handle missile weapons.
Woods apply their modifiers the same way as standard BattleTech. Missile weapons do not suffer woods modifiers on their to hit numbers, they apply them as a negative modifier on the cluster hit chart. This gives woods hexes a tactical advantage outside of stacking modifiers. Missile weapons hit more often than other systems but will do less damage.
If you check out the weapons PDF I posted you'll get the idea. Even pulse lasers changed.
Do vehicles still get their 'skidding'?
Skidding is gone. Vehicles are a little more squishy, using the old BMR hit locations combined with TW's critical hit system.
So as is now, but upped from just +1.. Nice.
Yes, as it is now, but you re-roll leg hits so weapons still connect.
VERY nice. Do clubs/hatchets still roll on the full body chart?
Yes.
Not sure i like this one..
We were skeptical too, but it'll impress you. Games stay between medium/short range, there is more tactical maneuvering (see our new flanking charts), and games are A LOT faster.
If you have leg heat sinks, don't they already dissipate twice their heat, when in water as is? Or was that removed from the rules?
Yes they do. We decided to give water a boost with this because we're trying to make terrain more than a to hit modifier. This is also more in line with fluff/novels.
Wouldn't that make punching even Worse, compared to kicking?
He dropped that rule. It did make it worse.
Now that makes it more worth while to get into a mech's flank..
Yes. After two games using these charts, maneuvering was more of a thing.
One change i'd love to see, is for quads, when making a charge, their +2 quad PSR bonus, APPLIES to the charge roll.. Similar to how having a lower piloting than the target, gives you a bonus does..
That seems like a really good idea. Thanks! :)