BattleTech - The Board Game of Armored Combat

Catalyst Game Labs => BattleTech Game Errata => Topic started by: Xotl on 19 January 2017, 20:11:45

Title: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 19 January 2017, 20:11:45
This thread is for all issues and problems with the open beta of the BattleMech Manual.

Product Link: https://store.catalystgamelabs.com/products/battletech-battlemech-manual-open-beta

What is the BattleMech Manual:
http://bg.battletech.com/news/news-and-announcements/what-is-the-battlemech-manual/


EXTRA NOTE: Unlike most Catalyst betas, if you purchase this, you do NOT get a free upgrade to the final.

Additionally, I'm extremely interested in things like how do reduce word count or make an bit of rules or example text clearer, things we're normally not looking for in an errata thread.  If you have a suggestions as to how to make a sentence or even whole section shorter, by all means please post that here as well.
Title: Re: BattleMech Manual
Post by: Xotl on 19 January 2017, 21:01:17
QUIRKS:

Unlike most products, we're looking for more than just error reports here.  We're actively soliciting feedback on the quirk list.

If you want to suggest that a mech should or should not have a quirk, please give your reasoning (be succinct, please).  The best support would be based on TRO fluff, but art and other canon sources are good too.  Please provide any page numbers with your arguments, where applicable.

Note that this list is only meant to contain quirks for mechs that did not previously have them, rather than being a list of every mech ever made.  Mechs that had quirks in their TROs (so TRO Protoypes and later) are not included here.  Also note that any quirks applied are meant to be universal for that base machine; we are actively avoiding quirks that apply only to one or two specific variants of a given design.

Thanks!
Title: Re: BattleMech Manual
Post by: pheonixstorm on 19 January 2017, 21:25:54
Quick question. When looking at TRO sources, can this include older sources such as TRO 2750 and TRO 3025? I know there is some material that has not been passed up to TRO 3039. Weather due to space considerations or due to retcon (neither of which I am familiar on what happened, if anything). It would be helpful to know if there are any sources we should stay away from or how much weight the older sources may have when providing suggestions for quirks.

Thanks for the hard work Xotl!
Title: Re: BattleMech Manual
Post by: Xotl on 19 January 2017, 21:32:11
Basic canon rules apply: if it's been specifically superceded, then it's to be ignored.  If it hasn't, then it's valid to mention.  So while TR3039 trumps TR3025 in general, there's lots of stuff in 3025 that 3039 didn't specifically contradict that's still a possibility.
Title: Re: BattleMech Manual
Post by: Bren on 19 January 2017, 22:07:21
Suggestion: Narrow/Low Profile for the Uller and Puma (and perhaps the Dragonfly and Black Hawk).

The lack of a functional 'waist' (torso twist) is precisely what lets them get low. Their hips are in the same axis as their shoulders.
Title: Re: BattleMech Manual
Post by: Xotl on 19 January 2017, 22:14:04
I should add the caveat that we're being extremely stingy with narrow/low profile, as it's an absurdly powerful quirk.  That having been said, your report is still good.  Thanks!
Title: Re: BattleMech Manual
Post by: Tai Dai Cultist on 19 January 2017, 22:26:23
I'm gonna get pedantic here, but I feel like it's still worthwhile because it just may remove a quirk from a mech that's already got a bunch: The Locust!

I'm going to argue that it doesn't need the "No Torso Twist Quirk".  My only justification is the Artwork.  Then again, pretty much the only justification any mech should GET that quirk is also purely artwork, so I don't feel baseless in continuing.

So the artwork for the Unseen and "NuSeen" LCT-1V both have the Medium Laser in what is clearly a chin turret.  The Locust has a general body plan similar to many other mechs that justifiably get the "No Torso Twist" quirk, but in this particular case that "chin turret" could/should provide an arc of fire as wide as a torso twist itself would have.  And since 100% of the torso mounted weapons (in this case, 1 medium laser) have the wide arc of fire, even though a LCT-1V doesn't torso twist in a conventional sense it seems like there's no reason to say it has to have the No Torso Twist quirk.  Especially when it's already loaded with a bunch of them already.

Rebuttals to possible quibbles:
"But what about the arms?" Those things are basically sponson turrets.  Heck, it probably ought to be able to "flip" arms like a Rifleman.  Even without such an ability, the arms could/should be able to execute the angle of fire that'd be possible in a conventional torso twist.

"But what about the artwork for the ReSeen/Project Phoenix Locusts?"  Yeah, that's a problem.  A) they clearly dispense with the chin turret.  B) Saying some variants get certain quirks but others dont appears to be opening a can of worms that is as of now left sealed.   I figure B is inevitable, but until it does happen, A remains a valid point.  Still, given the artwork for the ReSeen/PP Locusts appears less often than the Unseen/NuSeen, I think the weight of preponderance is actually against the ReSeen/PP, and therefore against the entire series deserving "No Torso Twist".

"What about other variants with more than 1 medium laser in the torso?"  Along the UnSeen/NuSeen paradigm, I'm not sure we have artwork for any variants.  Unless shown otherwise, who's to say any of the not-PP Locusts don't have all their torso weapons in that chin turret?
Title: Re: BattleMech Manual
Post by: Bren on 19 January 2017, 22:49:34
Suggestion: The Owens, Fire Falcon, Cauldron-Born and Linebacker don't appear to be able to torso twist based on their art and miniatures.
Title: Re: BattleMech Manual
Post by: Bren on 19 January 2017, 23:15:11
Open Beta
Page 62, LIGHT > Searchlights:

"A searchlight illuminates all target in a chosen hex that the ..."
suggested change:
"A searchlight illuminates all targets in a chosen hex that the ..."
Title: Re: BattleMech Manual
Post by: Deadborder on 19 January 2017, 23:26:31
Question; the Obsolete quirk is only used in a few cases in the Quirks list, and those few cases are rather oddly applied. For example, the Coyotl has Obsolete (2943) but similar quirks are lacking from the Lupus, Woodsman or, for that matter, Celestial OmniMechs, where it would make sense.


Archer

Should have the "Difficult Ejection" quirk; the difficulty in ejecting from the 'Mech was in the flavour of the original TRO3025 entry

Bushwhacker

Should not have the "No Torso Twist" quirk; the 'Mech has been depicted with a torso twist in past accross various sources (Computer game, its early appearnces in the cartoon) and the structure does not seem to preclude it. The legs are mounted on a seperate hip "box" below the torso, much like the Vulture

Goshawk

Should have the "Nimble Jumper" quirk; the original TRO3055 entry explicitly describes the improved aerodynamics from its shoulder baffles and better jumping mobility

Griffin IIC

Should have the "Nimble Jumper" quirk; pretty much the same as above

Hellstar

Should have the "Barrelfists" quirk; TRO entry specifically describers how the weapon housings are reinforced for use in physical attacks

Title: Re: BattleMech Manual
Post by: Deadborder on 20 January 2017, 00:30:44
Not an errata but more of a question

Directional Weapon Mount (pg 83)

Given that Heavy Gauss Rifles (and Improved Heavy Gauss Rifles) need to be mounted in BattleMech torsos, and cannot be mounted in BattleMerch Turrets and vehicle turrets, should they be restricted from the Directional Weapon Mount? If anything, the rules make it out to be an even weaker mounting then the aforesaid

EDIT: Fixed my wording
Title: Re: BattleMech Manual
Post by: Xotl on 20 January 2017, 00:38:50
Yes.  Good point.
Title: Re: BattleMech Manual
Post by: Liam's Ghost on 20 January 2017, 02:39:59
I'd suggest giving the Brigand the Bad Reputation quirk, since it's reputation is inextricably linked to pirates and allies of blakists.

Maybe distracting for the Firestarter? Just as a nod to the preoccupation with and fear of fire that was sometimes mentioned as being common among mechwarriors.
Title: Re: BattleMech Manual
Post by: Tai Dai Cultist on 20 January 2017, 03:35:54
The Rifleman doesn't have the Hyper-extending actuators quirk?

The Rifleman is the original posterboy for flipping arms...  I want to say the first rulebook that ever had that as an optional rule used the Rifleman in its contextual example.  Before the Unseen brouhaha and they started using Quickdraws for the example instead...


Never mind.  A case of being too fatigued to read and comprehend the whole thing.  A Rifleman doesn't need the quirk b/c it doesn't have lower/hand actuators :)  Never mind me... need more sleep clearly
Title: Re: BattleMech Manual
Post by: Sagittaire on 20 January 2017, 09:54:21
Open Beta
Page 90, Battlemech Quirk Table

Missing Atlas III

Command BattleMech
Distracting
Jettison-Capable Weapon(RAC/2)
Protected Actuators
Title: Re: BattleMech Manual
Post by: nckestrel on 20 January 2017, 10:25:16
Open Beta
Page 90, Battlemech Quirk Table

Missing Atlas III

Command BattleMech
Distracting
Jettison-Capable Weapon(RAC/2)
Protected Actuators

The list is for units that have not already been assigned quirks, Atlas III, along with the other TR3145, TR3150, TR3085 and TRPrototypes already have quirks assigned.
Title: Re: BattleMech Manual
Post by: Sagittaire on 20 January 2017, 10:30:29
The list is for units that have not already been assigned quirks, Atlas III, along with the other TR3145, TR3150, TR3085 and TRPrototypes already have quirks assigned.

Shouldn't we have them all in one place? Isn't that the point of this book?
Title: Re: BattleMech Manual
Post by: nckestrel on 20 January 2017, 11:42:59
Shouldn't we have them all in one place? Isn't that the point of this book?

In my opinion, no.  Since quirks aren't tournament legal, and the point of this book is to cover TL rules.  It's a bonus. 
But certainly the Atlas III by itself is not missing.  If you want to request all units, go for it. You're welcome to your own opinion, and they've asked for your opinion.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Stinger on 20 January 2017, 12:18:18
Okay, a first pass on my thoughts:

Open Beta
Page 90, Battlemech Quirk Table

-BattleAxe: Bad Reputation (Jump Jets and the No-crash version), Possibly unbalanced
-Blackjack Omni: The non-standard parts ended in not long after initial production.
-Fennec: Command BattleMech?
-Hammerhands: Static Ammo Feed (SRM6) it's only got 1 SRM6 and 1 ton of ammo.  Quirk is essentially pointless
-Hellspawn: Extended Torso Twist (had 360 twist in MW4)
-Marauder II: Exposed Weapon Linkage (LB-10x)?
-Wolverine II: Should it take some of the quirks from the standard wolverine? Jettison, Proected Actuators?
-Woodsman: Bad Reputation(Clan).  If it had a good reputation, it would still be in production.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Hythos on 20 January 2017, 14:23:50
1) Questionnaire:
Quote
How interested would you be in self-contained BattleTech products that are playable without additional miniatures or rulebooks?
Is this in reference to many other games which shall remain nameless, that would require a non-proxied-unit be used, and thus any new manual that's released, requires the purchase of corresponding game-pieces? (Less, comment about Rulebooks).

Quote
Have you purchased the recent Open Beta of the BattleMech Manual?
Seems out of place early on in the questionnaire considering there hadn't been a reference to indicate that the questionnaire itself isn't solely related to the OpenBeta: BattleMech Manual. (Could have just been my perspective of reading through it).

Quote
How interested would you be in tabletop BattleTech products geared specifically to players of the electronic games, such as MechWarrior Online or the upcoming Harebrained Schemes BattleTech game?
Hopefully this is in reference to Catalyst possibly producing new products, and NOT modifying TableTop rules to match that which the video-game players have been forced to use.


2) The manual art depicts elementals... This might be misleading for the BattleMECH Manual(?)


3) Pg34: Physical Attacks: Grappling
Grappling rules are missing from content of Physical Attacks, and needs to be reinstated.


4) pg36: Death From Above Attacks
DFA might need to clarify that the attacker must still be able to jump as high as the off-set difference of terrain-elevation plus two levels:
While covered under the statement:
Quote
All that is required is that the attacker can legally enter the hex the target occupies, and has enough Jumping MP to reach that hex. An attacker must have at least 2 Jumping MP to make a DFA on a standing ’Mech, since a standing ’Mech is two levels high."
This could indicate that a target atop of a L2 hill could be DFA'd by an attacker from a L0 terrain, 2 hexes away. (This may be valid).
However,
"... must have a Jumping MP of at least two levels greater than the target's underlaying terrain, minus the difference of the attacker's original elevation".



5) pg55: Displacement:
Quote
DFA Attacks: If a ’Mech launches a death from above attack (see p. 35), and all the hexes surrounding the target ’Mech contain impassable terrain, one of the ’Mechs will automatically be destroyed. If the target ’Mech is hit by the DFA, it is destroyed. If the DFA fails, the attacker is destroyed instead.
While not as likely to occur as with Grappling, is the reason one 'Mech (specifically 'Mech, and not described as any other type of unit) would be out-right destroyed due to impassable terrain for the purposes of ease-of-gameplay?


6) pg55: Displacement:
Quote
’Mechs can be displaced downward any number of levels, though this results in an accidental fall (see p. 57).
Old DFA-rule:
TW pg150:
Quote
FALLS
A successful death from above attack may cause both ’Mechs to fall. Both MechWarriors must make Piloting Skill Rolls, the target adding a +2 modifier and the attacker  adding a +4 modifier.
If either unit fails this roll, the unit takes damage as from a 0-level fall.
On an unsuccessful attack, the attacker automatically falls, taking damage as though the ’Mech had fallen 2 levels onto its back (see Falling, p. 68).
Does the BattleMech Manual correct the condition created with TW-rules to where a target of a successful DFA being displaced off of a higher elevation to one lower (off of a building or cliff, for example), would only suffer a 0-level fall?
Does this also infer a greater PSR to remain standing, or prevent pilot-damage, due to further falling?


Thanks!
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 20 January 2017, 14:33:24
OK, so if you are catching up on questions, I do have one from page 31, Indirect Fire and TAG. I will quote the rules here:

This leads to my question.

Mech A is TAGging enemy Mech 1.

If Mech A then spots Mech 1 for Mech B to indirect fire on (using Semi-guided missiles because otherwise TAG is useless for IF), does this mean that Mech B has the follwoing Modifiers for Attacking (Using  G.A.T.O.R.):

G: Base Gunner
A: Mech B's Attacker Movement Modifier
T: Not calculated as Using Semi-Guided Missiles with TAG elimiates (page 31)
O: +1 To hit for IF not calcuated (page 31, Semi-Guided), +1 for Spotter IS added because the spotter is the TAGger?
R: Range Modifiers

If that is indeed true, then I am correct in assuming if the TAGger does not then spot but say Mech G spots instead (and performs no attack) then the +1 for Spotter attacking is not added at step O of G.A.T.O.R.?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 20 January 2017, 14:57:24
OK, so if you are catching up on questions, I do have one from page 31, Indirect Fire and TAG. I will quote the rules here:

Not sure I'm following entirely, but does the statement on p. 113 clarify this?
"a ’Mech can both be a spotter and TAG-designate a target in the same turn; if so, the ’Mech counts as firing a weapon that turn when calculating indirect fire Target Number modifiers."

If so, do you think any sort of clarifier is needed on p. 31?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Stinger on 20 January 2017, 15:02:19
Okay, so a few more things:

Page 5: Change Artist credit from Matt Cross to Matthew Cross (I know, because, well, I am Matthew Cross)

Quirks:

-Ocelot: Jettison Capable Weapon(s): ER Medium Lasers
-Mad Cat Mk II: Ubiquitous - It's used everywhere during the Jihad through dark age.
-Cicada: If it does get no-minimal arms and no torso twist, can we get errata placing the lasers in the arms?
-Chimera: Bad Reputation? It had one to a degree in real life for being a crummy mech in MW4, might be a fun nod
-Crimson Hawk: Nimble Jumper, just due to this awesome art and the directional jump jet ports: http://isa.pl/mechwarrior/tapety/FFE_desktop_CrimsonHawk_800x600.jpg
-Dervish: Barrel-Fists
-Spider: Dark age variant has fine manipulators
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 20 January 2017, 15:09:09
Not sure I'm following entirely, but does the statement on p. 113 clarify this?
"a ’Mech can both be a spotter and TAG-designate a target in the same turn; if so, the ’Mech counts as firing a weapon that turn when calculating indirect fire Target Number modifiers."

If so, do you think any sort of clarifier is needed on p. 31?

It does (for the spotter/TAG), just the new way this whole TAG and Spotting is phrased in the new manual leads to the question of maybe a qualifier of other units may spot as normal on page 31.

For instance as written on Page 31:

However, a ’Mech can spot for indirect fire and TAG a target in the same turn;

Leads to a further question, Can Mech A TAG Mech 1, and Spot Mech 2, and if so, does the +1 modifier for Firing then count against Mech 2 but not Mech 1?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Bren on 20 January 2017, 15:23:55
Suggestion: I don't think the Marauder 'Mechs should get the Narrow/Low Profile quirk. The "target area" of the 'Mech doesn't appear to be any great reduction over other designs. And this is at 12 and 6 o'clock. At any other angles(facings) the Marauder line is displayed further, and is a suitably large target.

This is especially considering smaller designs that don't have the quirk - such as the Fire Falcon.

(https://dl.dropboxusercontent.com/u/1768639/nu.jpg)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Tai Dai Cultist on 20 January 2017, 15:29:16
Suggestion: I don't think the Marauder 'Mechs should get the Narrow/Low Profile quirk. The "target area" of the 'Mech doesn't appear to be any great reduction over other designs. And this is at 12 and 6 o'clock. At any other angles(facings) the Marauder line is displayed further, and is a suitably large target.

This is especially considering smaller designs that don't have the quirk - such as the Fire Falcon.

(https://dl.dropboxusercontent.com/u/1768639/nu.jpg)

I'm going to hazard a guess that the Marauder is meant to have the quirk due to the highly sloped armor rather than volume.  Look at the Dragon... it has the quirk and high angles of deflection has to be the explanation.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 20 January 2017, 16:03:53
-Ocelot: Jettison Capable Weapon(s): ER Medium Lasers
-Mad Cat Mk II: Ubiquitous - It's used everywhere during the Jihad through dark age.
-Cicada: If it does get no-minimal arms and no torso twist, can we get errata placing the lasers in the arms?
-Chimera: Bad Reputation? It had one to a degree in real life for being a crummy mech in MW4, might be a fun nod
-Crimson Hawk: Nimble Jumper, just due to this awesome art and the directional jump jet ports: http://isa.pl/mechwarrior/tapety/FFE_desktop_CrimsonHawk_800x600.jpg
-Dervish: Barrel-Fists
-Spider: Dark age variant has fine manipulators
Ocelot should probably get that, yeah.
Mad Cat Mk. II? MW4 isn't canon, it was still mostly in Clan hands.
Chimera: I like the mech :P
Crimson Hawk: If you can find a description of it, I wouldn't care.
Dervish: Paddle hands, not reinforced barrels. I don't wanna start slapping people with infernos loaded

I'm going to hazard a guess that the Marauder is meant to have the quirk due to the highly sloped armor rather than volume.  Look at the Dragon... it has the quirk and high angles of deflection has to be the explanation.
Uh... yes, let's go with that.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Scotty on 20 January 2017, 16:08:34
The Mad Cat Mk II is available to damn near half of the Inner Sphere during the Civil War, and expands all the way onto the Inner Sphere General and the Mercenary list by the time the Jihad wraps up.  It's pretty everywhere.

The exact shape of the Dervish's hands are pretty irrelevant, the idea is that it's not harder to punch something with its paddle hands than without hand actuators (which is what the quirk represents).

Seconding the suggestion to break Narrow/Low Profile into two different quirks.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Bren on 20 January 2017, 16:16:03
Suggestion: Distracting perk for the Night Gyr due to its laser heat sinks - perhaps only during the Clan Invasion Era, or perhaps only at night?

TRO3058 (corrected 3rd printing, 1995), p182: "These laser heat sinks also have an interesting side effect that the Jade Falcons, of all the Clans, surely must appreciate. When firing its weapons at night, the Night Gyr appears to be shrouded in plumage of light beams as the 'Mech exudes its converted heat ... the sight of it can be extremely frightening to green troops."
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 20 January 2017, 16:39:42
The Mad Cat Mk II is available to damn near half of the Inner Sphere during the Civil War, and expands all the way onto the Inner Sphere General and the Mercenary list by the time the Jihad wraps up.  It's pretty everywhere.

The exact shape of the Dervish's hands are pretty irrelevant, the idea is that it's not harder to punch something with its paddle hands than without hand actuators (which is what the quirk represents).

Seconding the suggestion to break Narrow/Low Profile into two different quirks.
That the Mad Cat Mk. II is available to them is one thing, but Ubiquitous means that design is produced in large numbers or has lots of parts available, which is why it's on stuff that has that fluff. Just because it has a wide availability doesn't mean it has large production.

As for Barrel Fists, the impetus for the quirk was that units with weapon barrels and limbs that were noted as being reinforced, either through art or fluff, which the Dervish hasn't received, unless I missed something.

Suggestion: Distracting perk for the Night Gyr due to its laser heat sinks - perhaps only during the Clan Invasion Era, or perhaps only at night?

TRO3058 (corrected 3rd printing, 1995), p182: "These laser heat sinks also have an interesting side effect that the Jade Falcons, of all the Clans, surely must appreciate. When firing its weapons at night, the Night Gyr appears to be shrouded in plumage of light beams as the 'Mech exudes its converted heat ... the sight of it can be extremely frightening to green troops."
I actually did add this quirk initially, but according to the TRO and the RS, the Night Gyr doesn't actually have Laser Heat Sinks. So I set it aside. If we're going to retcon the LHS back on to the Night Gyr, then it should have that quirk.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Hythos on 20 January 2017, 16:50:09
Equipment
Pg97: ARTILLERY
Missing Thumper & Sniper artillery systems, as these can be BattleMech-mounted, like the Helepolis, which is listed in the BattleMech Quirks-tables.

Missing Negative Quirks
Pg89: WTF
Similar to DISTRACTING (1 POINT)
Quote
A ’Mech with the WTF quirk is physically designed to embarrass, intimidate, or confuse its pilot and opponent, with its appearance...

pg95: Yeoman:
pg90: Blitzkreig:
missing WTF Quirk
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 20 January 2017, 17:02:05
Fun fact: Yeoman originally had the "Boombox" quirk but Adrian "Mad With Power" Gideon removed it.  We've begun a coup to have him removed from power as a result; expect a new reign of terror shortly.

Artillery is advanced rules stuff (i.e. lengthy page count; not TL), so other than Arrow IV, it was left out.  If you want artillery, for the most part this book intends for you to use the Battlefield Support rules.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 20 January 2017, 17:13:17
Open Beta
pg.91:Firebee
Firebee does not inherit any of the WAM-B's quirks, which were: Difficult to Maintain, Extended Torso Twist, Non-Standard Parts, Poor Workmanship, Weak Legs.

If the loss of negative quirks can be explained by switching from the prototype to a mass-produced variant, and Poor Life Support could be picked up accidentally in the same process, the question still stands: where did the Extended Torso Twist go? Visually, the chassis did not change a lot.
   
EDIT: WAM-B is in the XTRO: Primitives Vol. III
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: ColBosch on 20 January 2017, 17:17:36
pg 82: Barrel Fist
Missing word. Addition in bold: "An arm with this quirk does not apply the +1 Target Number modifier for punching if it lacks a hand actuator."
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 20 January 2017, 18:14:40
Open Beta
pg101 M-Pod
M-Pod is not Point-Blank, hence should not get PD designation.

Also, why PD and not PB, for Point-Blank?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 20 January 2017, 18:36:17
Open Beta
pg53
Immobile ’Mechs and Unconscious Warriors: Immobile ’Mechs or ’Mechs with an unconscious warrior forced to make a Piloting Skill Roll—such as when shutting down due to overheating—automatically fail the roll.

Suggested change:

Immobile ’Mechs and Unconscious Warriors: Immobile ’Mechs or ’Mechs with an unconscious warrior forced to make a Piloting Skill Roll—such as when shut down due to overheating—automatically fail the roll.

During the phase when the reactor shuts down the TN modifier for PSR is +3, it's not an automatic failure.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 20 January 2017, 18:49:03
Open Beta
pg93: Ostwar

Suggested Quirk:

Vestigial Hands

Reason:
Judging from the art in JHS:3076 and TRO:3085, both SRM-4's shovels and Streak SRM-4' sprouts seem capable of simple tasks.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Hythos on 20 January 2017, 18:51:42
pg101 M-Pod
M-Pod is not Point-Blank, hence should not get PD designation.

Also, why PD and not PB, for Point-Blank?
They're Point Defense, and I think Point Blank pertains to units that can make those types of attacks (namely, infantry).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 20 January 2017, 18:57:23
Open Beta
pg92: Hoplite

Only on the oldest art it does not have a waist (arguably). On all newer art it does (clearly in H:OK, TRO:3039, XTRO:Mercs).

Suggestion:
Remove the No Torso Twist quirk.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 20 January 2017, 18:59:29
They're Point Defense, and I think Point Blank pertains to units that can make those types of attacks (namely, infantry).

"PD: Point-Blank. Point-blank weapons can only be used against targets in the same or adjacent hexes."

Though, I get the logic. M-Pod still does not qualify.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: pheonixstorm on 20 January 2017, 21:40:08
Beta
pg95 Quirks list
Thunderbolt entry.

In Primitives III the Thunderbolt receives the Multi-Trac quirk. Wouldn't the Production model keep this as well? The basic weapons load is the same. There is nothing in the fluff between Prim III, 3025, or 3039 that would account for the quirk on any model, but the primitive has it and I don't see why Earthwerks would change the targeting software that drastically to have removed said quirk.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Tai Dai Cultist on 20 January 2017, 22:50:28
Here's another post in the "I think this mech should have a quirk that you didn't give" column.

Hatamotos should have "Easy to Maintain", imo.  Based on TRO entries in 3039 and 3050U.  And logically that Hatamotos are heavily modified Chargers, which DO have the quirk already.

3050U: Mentions that Hatamotos have "spacious cavities" that are "easy to reconfigure".
3039: The notable pilot entry is actually not a Hatamoto pilot.  The LCAF pilot is notable precisely because Hatamotos are so easy to repair... she killed the same Hatamoto over and over in the same battle only to see it quickly repaired and put back into action every time.

also: not that it's the BattleMech Manual's focus, but customizing a mech involves lots of repair rolls.  Between the 3050U comment and the existence of so many canonical variations on the Hatamoto, it's clearly something that's easily redesigned/customized.  Again, the entire line is basically a totemized Charger afterall.  Ergo, it's easy to make lots of repair rolls on a Hatamoto and that sounds very appropo for the quirk :)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Liam's Ghost on 20 January 2017, 23:09:50
My memory is a little fuzzy on this, but I would suggest the Fenris/Ice Ferret for the coveted Narrow/Low Profile quirk, as well as the Compact Mech quirk. If I recall correctly from the novel DRT, there is a scene where two Fenris are stored in the same mech bay aboard a dropship.

(Anybody who actually has access to the book, feel free to correct me).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 20 January 2017, 23:23:09
Here's another post in the "I think this mech should have a quirk that you didn't give" column.

Hatamotos should have "Easy to Maintain", imo.  Based on TRO entries in 3039 and 3050U.  And logically that Hatamotos are heavily modified Chargers, which DO have the quirk already.

3050U: Mentions that Hatamotos have "spacious cavities" that are "easy to reconfigure".
3039: The notable pilot entry is actually not a Hatamoto pilot.  The LCAF pilot is notable precisely because Hatamotos are so easy to repair... she killed the same Hatamoto over and over in the same battle only to see it quickly repaired and put back into action every time.
Yeah I can agree with Easy to Maintain.

Quote
also: not that it's the BattleMech Manual's focus, but customizing a mech involves lots of repair rolls.  Between the 3050U comment and the existence of so many canonical variations on the Hatamoto, it's clearly something that's easily redesigned/customized.  Again, the entire line is basically a totemized Charger afterall.  Ergo, it's easy to make lots of repair rolls on a Hatamoto and that sounds very appropo for the quirk :)
Er, that's what the Modular Weapons (Torso Weapons) quirk is referencing. Since most of the canon variants of the original Hatamoto shuffled the torso weapons, that's what got the quirk.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Bren on 20 January 2017, 23:31:21
Suggestion: Accurate Weapon perk for the Thorn's LRM 5.

TRO2750 (1989), p18: "The Zeus Long-Range Missile system is extremely accurate, and the arm mount allows the pilot to switch targets quickly. If damaged, the entire system can be replaced in a few hours ..."

Should the LRM get the modular weapon perk as well? I'm not 100% clear on the rules from StratOps.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: pheonixstorm on 21 January 2017, 01:24:43
I don't think so for the modular quirk, but I do agree with the accurate weapon quirk for the Thorn. I think this was one of the things that was left out for the entry in 3039. The reason for my original question.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Bren on 21 January 2017, 02:56:40
Suggestion: Timberwolf 'Pryde'; Accurate Weapon (ER Small Laser), Improved Targeting (ER Small Laser), Stabilized Weapon (ER Small Laser)

O:-)
Title: Re: BattleMech Manual
Post by: Sagittaire on 21 January 2017, 09:19:44
In my opinion, no.  Since quirks aren't tournament legal, and the point of this book is to cover TL rules.  It's a bonus. 
But certainly the Atlas III by itself is not missing.  If you want to request all units, go for it. You're welcome to your own opinion, and they've asked for your opinion.

Suggestion: All 'Mechs be listed on the BATTLEMECH QUIRK TABLE
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 21 January 2017, 13:06:34
OK, so if you are catching up on questions, I do have one from page 31, Indirect Fire and TAG. I will quote the rules here:

This leads to my question.

Mech A is TAGging enemy Mech 1.

If Mech A then spots Mech 1 for Mech B to indirect fire on (using Semi-guided missiles because otherwise TAG is useless for IF), does this mean that Mech B has the follwoing Modifiers for Attacking (Using  G.A.T.O.R.):

G: Base Gunner
A: Mech B's Attacker Movement Modifier
T: Not calculated as Using Semi-Guided Missiles with TAG elimiates (page 31)
O: +1 To hit for IF not calcuated (page 31, Semi-Guided), +1 for Spotter IS added because the spotter is the TAGger?
R: Range Modifiers

If that is indeed true, then I am correct in assuming if the TAGger does not then spot but say Mech G spots instead (and performs no attack) then the +1 for Spotter attacking is not added at step O of G.A.T.O.R.?

If Mech A both TAGs and spots for IF:

Mech B has a +2 penalty to attack
(+1 IF penalty, +1 more because the spotter counts as having attacked that turn, as per BMM p. 113)

If Mech A TAGs and non-attacking Mech G spots for IF:

Mech B has a +1 penalty to attack
(+1 IF penalty)

I hope this clarifies things: let me know if I missed a point.  As far as I can tell there's nothing in the rules that would make me thing Mech B would receive additional penalties in scenario 2.  Can you explain why you thought so?  Do you think this needs a clarifier anywhere?  if so, could you suggest the exact spot and some idea of what the wording might be (even just rough)?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 21 January 2017, 14:47:16
If Mech A both TAGs and spots for IF:

Mech B has a +2 penalty to attack
(+1 IF penalty, +1 more because the spotter counts as having attacked that turn, as per BMM p. 113)

If Mech A TAGs and non-attacking Mech G spots for IF:

Mech B has a +1 penalty to attack
(+1 IF penalty)

I hope this clarifies things: let me know if I missed a point.  As far as I can tell there's nothing in the rules that would make me thing Mech B would receive additional penalties in scenario 2.  Can you explain why you thought so?  Do you think this needs a clarifier anywhere?  if so, could you suggest the exact spot and some idea of what the wording might be (even just rough)?

Kind of.

First my apologies as I know this us confusing.

Based on the rules, if Mech A tags and Mech G spots, Mech B does not get the +1 penalty based on Tagging and Indirdct Fire Rules.

But what I am asking is if Mech A tags and then spots a seperate target (Mech A tags a Jenner but then Spots a Hunchback), would a +1 penalty then apply for Indirect Fire against the hunchback?

Based on the rules on Page 31 it can be argued either way.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 21 January 2017, 15:07:34
Ah, I see now.  The statement on p. 31 says:

"However, a ’Mech can spot for indirect fire and TAG a target in the same turn;"

There's no specifying the same target or anything in that sentence (spot" and "tag a target" are generic / without qualifiers in this phrase).  So yes, if a mech tags one target and spots another target, it's still the same as if it tags and spots the same target as far as the guy making the actual attack is concerned.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 21 January 2017, 15:27:40
Ah, I see now.  The statement on p. 31 says:

"However, a ’Mech can spot for indirect fire and TAG a target in the same turn;"

There's no specifying the same target or anything in that sentence (spot" and "tag a target" are genericin this phrase).  So yes, if a mech tags one target and spots another target, it's still the same as if it tags and spots the same target as far as the guy making the actual attack is concerned.

Yep what I thought. Just wanted to clarify as it could be interpreted the other way.

Maybe a qualifier of even if the tag and target are two different mechs
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 21 January 2017, 16:01:05
So the Tarantula has Extended Torso Twist as a quirk. That normal does nothing for a quad, but are we going to allow the Tarantula to twist one hexside, or change the quirk?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: ColBosch on 21 January 2017, 17:29:41
So the Tarantula has Extended Torso Twist as a quirk. That normal does nothing for a quad, but are we going to allow the Tarantula to twist one hexside, or change the quirk?

I say use it as an example of how quirks can override normal rules. Something like: "Normally, a quad 'Mech cannot torso-twist at all. However, the Tarantula has Extended Torso Twist. In this case - and in others where a quirk grants an ability the unit normally lacks - the quirk completely overrides the standard rules, and the Tarantula can torso-twist two hex sides just as if it were a bipedal 'Mech with the same quirk."
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 21 January 2017, 18:22:31
Suggestion
To add an example of TAG use on pp.112-113, which clarifies which bonuses it gives when combined with Semi-guided missiles. Both for direct and indirect fire.

I think that the moral of the TAG rules discussion is that a comprehensive example is needed. I really lacked one in TW, and now BattleMech Manual doesn't have one either.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 21 January 2017, 18:28:54
So the Tarantula has Extended Torso Twist as a quirk. That normal does nothing for a quad, but are we going to allow the Tarantula to twist one hexside, or change the quirk?

Going by a Straight reading of the Quirk, which states a Mech can increase it's twist by one or two hex sides, maybe clean up the wording to state a mech can increase the number of hex sides it can twist by one.

Therefore a Quad with 0 torso twist increase by 1 to 1

A Normal mech increase torso twist also by one, but this now changes a torso twist of 1 to 2 hex sides.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 21 January 2017, 20:57:51
Battlemech manual

Page 14
Example text for jumping

States there are two paths not covered 1-5-6-8 and 4-5-3-8.

Path 1-5-6-8 is impossible as 6 does not border 8. Path should read 1-5-7-8.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Orin on 21 January 2017, 21:09:59
When reading the PDF on some tablets (including my iPad pro), I'm having trouble reading the last few lines of black text on some pages due to the dark "theme" dirt/stain printed as the page background. Would appreciate it if the dirt/stain was made a bit lighter so that the black text was always highly readable.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: theothersarah on 22 January 2017, 01:03:16
Page 86, Stabilized Weapon quirk description:

It states that "If the ’Mech runs (or sprints, if using the optional Sprinting rules; see p. 15) all Target Numbers for that weapon receive a –1 modifier."

Sprinting on page 15 states that "A ’Mech that sprints may not make any deliberate attacks that turn. Accidental charges as a result of skidding are still possible, and a ’Mech may still fire weapons to generate heat, though such firing has no chance of doing damage."

The mention of sprinting seems to be in error since deliberate ranged attacks at a specific target cannot be performed while sprinting, meaning that the -1 modifier will never come into play.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Weirdo on 22 January 2017, 01:20:33
I forget exactly which ones, but there are units whose unique abilities allow them to fire while sprinting. I can only assume this was meant to cover those cases.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 22 January 2017, 02:57:52
I was trying to be too clever in pre-empting questions (what if they bring up sprinting?  I know: I'll mention that too!) to remember that you can't attack while sprinting.  In the interests of preventing confusion and cutting text, I'll delete that part.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Nicolai_Malthus on 22 January 2017, 03:32:17
I didn't notice any of these being reported, so here goes:

Page 19: Careful Stand-paragraph. "If the mech had more than 2 Walking mp available, the piloting skill roll applies a -2 target modifier. This modifier is not applied if the mech had less than two Walking mp available."

As written, this implies there is some third game effect if the mech in fact has 2 Walking mp (since the other two factors say "more than" and "less than". The latter sentence should say something like "The modified is not applied if the mech had two or less Walking mp available."


Page 47: Engine Explosions, Water-paragraph. The wording in the paragraph is a little unclear, since the term "Target" is used for both the exploding mech and any mechs/units within the explosion's radius.

A suggested rewording would be: "If the target is not in a water hex and an adjacent hex is a water hex, no damage is applied to completely sumberged units in that adjacent hex." This I think would reduce any possible confusion.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Nicolai_Malthus on 22 January 2017, 07:43:48
Page 48, Hand Actuator: Underneath the Target Number Modifiers paragraph, a Missing Actuators paragraph similar to the one under Lower Arm Actuator should be included, covering the rules for missing Hand Actuators.


Page 58, Head Hits-paragraph: Add a paragraph that clarifies that mechs with torso-mounted cockpits exempt Mechwarriors from the 1 Point of damage from head hits.


Page 69, Skidding Diagram 1, The unit in 2A: Incorrect rules. The text says "Of course a charging resolution doesn't need to be resolved at this Point because the traget 'Mech has not yet moved in this Movement Phase and so automatically avoids the skidding Phoenix Hawk." If the unit in hex 2A were a Protomech this would be true, but the unit in this example is a 'mech. Mechs always need to make a PSR to avoid the Accidental Charge. In fact, the next rules example as the skidding mech enters hex 2B illustrates this.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 22 January 2017, 11:20:58
I forget exactly which ones, but there are units whose unique abilities allow them to fire while sprinting. I can only assume this was meant to cover those cases.

I was trying to be too clever in pre-empting questions (what if they bring up sprinting?  I know: I'll mention that too!) to remember that you can't attack while sprinting.  In the interests of preventing confusion and cutting text, I'll delete that part.

Well, in the Combat Manuals and in Conjunction with the Campaign operations (while More Alpha Strike than BattleTech) but it does bridge Alpha Strike Lance & Company abilities with BattleTech, there is a Company Ability called Gun It, I've yet to find a true non-AS ability like it, but, there you are.

Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 22 January 2017, 11:32:16
Some new ones I came across last night while playing (PS this manual is Great for playing as made finding some rules/rulings a LOT easier)

1:

STANDING UP
pg 19

Unlike a lot of the other abilities there is no 'easy' way to find the rules info for this.

Example Physical Attacks have the required PSR & Modifiers immediately after heading.

Additionally, other movement modes (walking, Running, jumping, etc) have the Heat generated listed.

Maybe something like:

STANDING UP:
Pilot Skill Modifier: +0
Heat Generated: 1 per attempt
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 22 January 2017, 11:35:36
Another one from Last Night:

HEAVY FOG:

Table on Page 17 lists heavy Fog's Movement Modifier as +1 (same as light fog)

Text Entry on Page 62 states Heavy Fog has a +2 MP modifier.

Table on Page 17 should be corrected to +2
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Deadborder on 22 January 2017, 19:14:30
Savage Coyote

Not sure why this 'Mech has the "Ubiquitous" quirk; it's used by one homeworld Clan and isn't introduced until 3059. That hardly fits the description of "Ubiquitous"
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Stinger on 22 January 2017, 19:56:38
More quirks:

-Marauder: Cramped Cockpit or Rumble Seat.  Cramped Cockpit because of the MAD-4X fluff and Rumble Seat because of Lori Kalmar riding with Grayson Carlyle.
-Shadow Hawk - Rumble Seat - Same as above, Lori and Grayson
-Zeus - Rumble Seat (has one for the 6Y Zeus)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 22 January 2017, 20:50:10
Savage Coyote

Not sure why this 'Mech has the "Ubiquitous" quirk; it's used by one homeworld Clan and isn't introduced until 3059. That hardly fits the description of "Ubiquitous"
Because by the IC printing date of 3067, the Coyotes had a ton of them, but so did the rest of the Clans. IIRC, the Savage Coyote got the quirk during the early iteration of the quirk itself, where it was broadly "fluff indicates there's a lot of these things."

More quirks:

-Marauder: Cramped Cockpit or Rumble Seat.  Cramped Cockpit because of the MAD-4X fluff and Rumble Seat because of Lori Kalmar riding with Grayson Carlyle.
-Shadow Hawk - Rumble Seat - Same as above, Lori and Grayson
-Zeus - Rumble Seat (has one for the 6Y Zeus)
I'm incredibly hesitant about porting over quirks from XTRO units, since those might be quirks belonging to just the model in the entry, rather than the line as a whole. The MAD-4X is a custom rebuild, thus the Cramped Cockpit. As for Rumble Seat for it and the Shadow Hawk, the Unseen are starting to get loaded down a shedload of quirks, to the point that if we add Rumble Seat and Directional Torso Mount to the Marauder, it will end up with 7 quirks.

The Zeus 6Y's Rumble Seat may be specific to that one model (Like the Rifleman III having Multi-Trac, for example) that aren't present on others, as I said earlier. Otherwise the Awesome might have Poor Performance, which is just cruel to the old girl.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Liam's Ghost on 22 January 2017, 21:02:03
So how about Cowl for the Direwolf?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Alexander Knight on 22 January 2017, 21:05:29
The MAD-4X has cramped cockpit specifically because of the shoehorned in combat computer.  House Marik techs couldn't fir it in without making a lot of compromises.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 22 January 2017, 21:12:50
So how about Cowl for the Direwolf?
The 4 point Cowl appears only on Victor Steiner-Davion's Daishi, sorry. O0 I've been thinking about Improved Targeting (Long) though.

 And if I was going whole hog with goofy quirks for customs, well... I've got a Masakari for an Against the Bot game that has well, 19 of them. And a pilot with over 700 kills.

Title: Re: BattleMech Manual Beta: Feedback desired
Post by: cavingjan on 22 January 2017, 21:32:12
Because by the IC printing date of 3067, the Coyotes had a ton of them, but so did the rest of the Clans. IIRC, the Savage Coyote got the quirk during the early iteration of the quirk itself, where it was broadly "fluff indicates there's a lot of these things."

We couldn't even justify more than 4 clans having access to the Savage Coyote for the MUL. That quirk should probably be changed.

Anubis: We have 3 of the 7 Anubis already having quirks that do not match the quirks here. The arms really can't reverse but the art from 3067 does show it torso twisting about 90 degrees instead of the typical 60 degrees. I would suggest switching the hyperextending quirk for the torso twist on.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: cavingjan on 22 January 2017, 21:34:11
pg 28 Stealth armor does not give a +1 at short range. (If that change is intentional then it needs to be fixed in the description later.)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 23 January 2017, 00:19:31
Okay, I think I'm caught up on errata and suggestions.  These have been very helpful and very appreciated: please keep adding things here as you spot them.

I have a couple of items for the thread.  Both are related to skidding, as I had to rewrite the examples to take into account the fact that part of it was not accurate, as Nicolai_Malthus helpfully pointed out.

First, there's this part of the example (BMM p. 69):
Quote
This damage is applied before the controller of the enemy ’Mech makes its Piloting Skill Roll to dodge the skidding Phoenix Hawk, because if the falling and skidding damage destroys the Phoenix Hawk, then the charge would not occur and the dodging enemy ’Mech would still be able to move normally this turn. The enemy ’Mech’s controller, however, rolls a 3, which means it failed to dodge. In addition, because it has now moved, it cannot move again later in the Movement Phase.

The example originally appears in TW p. 65.  But where does it actually say that a dodging mech cannot move later in the turn in the rules?  I don't see it in either TW or the Manual under skidding, or under displacement.  Am I missing something, or does the example describe a situation that the rules do not actually cover?

I'll get to the second item after I figure out this.


EDIT: Hah, I see I missed the "Avoiding a Collision" subsection in TW when creating the chapter for the Manual.  Problem 1 solved.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 23 January 2017, 01:41:08
Open Beta
pp41-... Damage Resolution
I probably found a situation not covered by the damage resolution process, or, at least, not so clear. Imagine the situation:

HMH-3D has no armor left on its Right Arm. It also has only 7 internal structure left in this location, but the AC/10 ammo bin is untouched and has a full ton of ammo in it. Right Torso has only 2 armor left and untouched internal structure and equipment in that location (including another AC/10 ammo bin with ammo in it).

Right Arm is hit by HPPC "man-made lightning", which destroys the location and has 8 remaining damage. Now assume that the critical hit was rolled up and it fell on the ammo bin.

How the damage should be resolved starting from this point? Especially considering, that whichever damage transfers first, it can cause further critical hits in the Right Torso and even another ammunition explosion.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Stinger on 23 January 2017, 09:32:40
I'm incredibly hesitant about porting over quirks from XTRO units, since those might be quirks belonging to just the model in the entry, rather than the line as a whole. The MAD-4X is a custom rebuild, thus the Cramped Cockpit. As for Rumble Seat for it and the Shadow Hawk, the Unseen are starting to get loaded down a shedload of quirks, to the point that if we add Rumble Seat and Directional Torso Mount to the Marauder, it will end up with 7 quirks.

The Zeus 6Y's Rumble Seat may be specific to that one model (Like the Rifleman III having Multi-Trac, for example) that aren't present on others, as I said earlier. Otherwise the Awesome might have Poor Performance, which is just cruel to the old girl.

Fair enough, Jysmet suggested I recommend these no matter which way.  I figured a good chunk of them may be ignored.

The fact that the 6Y was an actual production model and that the 6Y art has a similar enough cockpit to the original 6S that I felt it warranted suggestion.  You are more than welcome to ignore my suggestions :)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Nicolai_Malthus on 23 January 2017, 11:07:37
Glad to be of help, Xotl! I've spotted another couple of entries in the book that need fixing.

Page 71, Levels, second paragraph: "If the level of the hex to be entered is one level lower than the level of the skidding ’Mech’s current hex, the level change has no effect on the skid. If the level is one or two levels lower, the change has no additional effect on the skid." Not really an error, but the first sentence becomes kind of redundant.


Page 72, Combat within buildings, second paragraph: "Unlike standard combat, ’Mechs in the same building hex (and even at the same level in the same hex) can attack one another." Two mechs at the same level in the same level in the same hex would violate stacking limits, I believe.


Page 72, Building Combat Diagram-sidebar: Here's another example that first appeared in TW (p.176). As written, the target number modifiers for the attack on the Warhammer and the Locust are incorrect (the Warhammer in the example is at short range, for example). The example with the Wolverine is correct, however.


Page 73, Collapse: Movement-sidebar: Another example from TW that needs some rewording (TW p.177). In the MM sidebar, hexes D and E have a CF of 8, but in the hex collapse section the CF is listed as 7. In the TW example, the mech collapsing the two hexes was a Marauder, but in MM it is an Archer. For the example to work, the CF should be changed to 7.


Page 74, Collapse: Building Collapse-sidebar, second paragraph. The Archer is at one point listed as doing a base damage of 0.7, only to have a base damage of 0.8 later in the same paragraph. The base damage should be 0.7.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: ActionButler on 23 January 2017, 11:17:37
Not sure if it has been addressed...

page 142, Negative Quirk Table, Exposed Weapon Linkage: When the location that holds the weapon is hit, roll 2D6.  On a 10+, that weapon is unable.

I feel like something should follow "is unable".
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 23 January 2017, 11:31:46
Fair enough, Jysmet suggested I recommend these no matter which way.  I figured a good chunk of them may be ignored.

The fact that the 6Y was an actual production model and that the 6Y art has a similar enough cockpit to the original 6S that I felt it warranted suggestion.  You are more than welcome to ignore my suggestions :)
Not ignoring them at all, just giving my rationale for some of the quirks in this initial list. I've already made changes to several designs based off the thread, and I'm sure CGL will have more changes as more feedback comes in. So keep submitting stuff, it's always good to quadruple and sextuple check.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: ActionButler on 23 January 2017, 11:39:41
Also, not an error, but something inconsistent...

page 142, Negative Quirk Table, No Torso Twist: A 'Mech with the quirk cannot torso twist.

That is the only entry that I can find that uses the words "A 'Mech with this quirk" rather than just saying "'Mech can/cannot..."
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 25 January 2017, 16:18:21
OK, found an error/ommision in the book. Please bear with me, as this was the order process I found the ommision.

Under PUSH ATTACKS, page 40, it states a successful push attack moves the defending 'Mech into the adjecent hex in the direction it was pushed. Later in that section it refers us to Displacement, page 55.

Page 55, under Displacement states:

'Mechs can be displaced downward any number of levels, though this results in an accidental fall (see page 57).

And there the trail ends.

Page 57, has rules for Accidental Falls from above, which covers what happens if a 'Mech is pushed from a higher level into a hex containing another 'Mech, but says nothing on what happens if the hex is empty.

Sadly, checking TW, it appears the rules are identical, which then leads me to ask:

What happens to a 'Mech pushed 1 level lower into an empty hex? Does it automatically fall? Does it make a PSR to avoid falling? If so, does it apply a penalty to it's roll?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Nebfer on 25 January 2017, 17:51:37
A query
On page 85, the Quirk "Stabilized Weapons" we get this line
Quote
are better cushioned against or otherwise compensated
for the increased inaccuracy caused by moving at high speeds. If the
’Mech runs (or sprints, if using the optional Sprinting rules; see p. 15)
all Target Numbers for that weapon receive a –1 modifier.

The query is about the highlighted part, It seems to suggest that you could attack while sprinting. Now on Page 15, the rules on Sprinting states units that sprint may not attack (though can fire weapons to make heat), so it's a bit odd to see a reference that seems to indicate that one could attack while sprinting. I would assume the rule is correct?


As for quirk assignment dose not the fluff for the Loki (Hellbringer) mention that it is an electronics marvel? so improved sensors seem to a good idea.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 25 January 2017, 18:14:39
Nebfer: yes, that is an error.  It will be corrected for the final, thanks.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 25 January 2017, 18:45:14
'Mechs can be displaced downward any number of levels, though this results in an accidental fall (see page 57).
That's, probably, a misleading statement. Suggestion to correct as following:

'Mechs can be displaced into a hex with any level lower than the level of the hex the 'Mech occupied before the displacement (see the rules for the special cases below). If the hex the 'Mech is entering is two or more levels lower, then the 'Mech falls the number of levels equal to the difference of between the level previous hex it occupied and the level of the hex it entered plus one. It stays in the hex it entered in the case, if this hex was not occupied by any other unit. Otherwise, the 'Mech commits an Accidental Fall From Above (see Accidental  Falls From Above, p.57). If the hex the 'Mech is entering the less than two levels lower and does not contain any other units, then the 'Mech may or may not fall depending on the particular cause of the displacement (see the description of the cause for the conditions). If the hex the 'Mech is entering the less than two levels lower and contains another unit, then the entering 'Mech causes the Domino Effect (see Domino Effect, p.55).


(Now, there's a question: what happens if the 'Mech falls on the building, instead of being charged into it? Battletech is fun, there's always some situation, that the rules never considered.)

Page 57, has rules for Accidental Falls from above, which covers what happens if a 'Mech is pushed from a higher level into a hex containing another 'Mech, but says nothing on what happens if the hex is empty.
Well, it was implied that the 'Mech simply falls the appropriate number of levels and stays in the hex it was displaced into. Though, it is worth mentioning this somewhere, like I did above.

What happens to a 'Mech pushed 1 level lower into an empty hex? Does it automatically fall? Does it make a PSR to avoid falling? If so, does it apply a penalty to it's roll?
Again, see my suggestion above.

EDIT: If we allow other units, other than 'Mechs, the wording should be changed.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Bren on 25 January 2017, 19:06:22
As for quirk assignment dose not the fluff for the Loki (Hellbringer) mention that it is an electronics marvel? so improved sensors seem to a good idea.

The write up specifically mentions the primary config in that case, so I would guess they're referring to the five tons of gear mounted in there and not inherently the Hellbringer design itself.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 25 January 2017, 19:12:19
Open Beta
p.82 HIDDEN ’MECHS and POINT-BLANK SHOTS
If a ’Mech attempts to enter a hex containing a hidden ’Mech, the ’Mech attempting to enter the hex containing a hidden ’Mech immediately ends its movement before moving into that hex. However, if a ’Mech enters the hex containing a hidden ’Mech via either the Dropping ’Mechs rule (see p. 79), or an accidental fall from above (see p. 57), use the Displacement rule (see p. 55).
Later in P-B shots section:
However, the ’Mech that was attacked may continue as normal, after resolving all damage dealt by the attack, taking into account the normal stacking rules now that an enemy ’Mech is in the hex in question.

Two issues:
1. Under the current ruling, the mention of the normal stacking rules is redundant, since if the 'Mech tried to enter a hex with a hidden unit, it had to end its movement. If it did not have to end its movement, then it was not entering the hex with the hidden unit to begin with and was passing through the adjacent hex.

What can be mentioned, though, is whether the 'Mech has to continue to move along its previously intended path (with, possibly, corrected MP) after it was shot at. Or can it change its path in reaction to the revealed hidden unit?

2. The hex containing a hidden unit can be entered by another unit unintentionally through skidding, sideslipping (exotics, I admit) or jumping (this one can happen). In all these cases the entering unit cannot stop its movement. In the case of both the hidden and the entering units being 'Mechs we have the stacking rules violation without any rules to resolve the situation. It's also not clear how the Point-Blank should be handled in this situation (the case of jumping being the most quirky, others two can be reasonably ruled out).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 25 January 2017, 19:43:19
As not an errata, but a feedback on the quirks:

While the quirks are optional, I think that the canon quirks that are assigned to a design should be the quirks that the players would find the most fitting the design and would want to keep them regardless of them being positive or negative. This inevitably means, that the quirks should not be overpowering, and a bit of balance should be kept in mind. Unfortunately, as we all know 2d6 is a bit on the number of outcomes, and +/-1 modifier is a big difference.

Thus, while I find such quirk as Variable Range Targeting passable, as it seems self-balanced, such quirks as Improved Targeting and Narrow/Low Profile are a big boon and the quirk list is way too heavy on them.

I suggest to restrict the quirk Narrow/Low Profile to light weight class. Getting some lights a bit of free survivability is not a bad thing. Meanwhile, the 100-ton Marauder II having such quirk is not reasonable even judged on the quirk description. Even if it is low for a 100-tonner, it is still a 100-tonner. If the armor plates shape and placement is the reason for such quirk, then it probably needs some other quirk with different (less favorable) rules, based on the reason in mind.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 25 January 2017, 23:10:06
Let's see.  Regarding the displacement and accidental fall issue, does the following close all the needed gaps?

Page 57, replace the entire initial "Accidental Falls from Above" section with the following:

ACCIDENTAL FALLS FROM ABOVE
     An accidental fall from above occurs when a ’Mech is displaced by a charge, push, or death from above attack, or as a result of another accidental fall from above or the domino effect (see p. 55). A ’Mech may not intentionally fall from above.
     If the hex the ’Mech is moved into is empty, then treat this as a regular fall.
     If the hex the ’Mech is moved into contains another ’Mech, and the hex it is entering is 1 or 0 levels lower than the hex from which it was displaced, a domino effect occurs (see p. 55).
     If the hex the ’Mech is moved into contains another ’Mech, and is two levels or more lower than the hex from which it was displaced, then the ’Mech already in the hex might be struck by the falling ’Mech. Make an attack roll with a base Target Number of 7, modified by target movement and terrain.

If it does, I have a question about this.  How does a mech fall both 0 levels and on top of something, as indicated in the third para there?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Liam's Ghost on 25 January 2017, 23:45:23
Regarding the EM Interference quirk, specifically the following section

Alternatively, this quirk can be purchased for the ’Mech itself, in which case the problem is with the ’Mech’s electronics in general, rather than its interaction with any specific weapon. The cost for this version of the quirk is the same.

It is not entirely clear what this passage means. Is it supposed to mean that the electronics just don't work? And if so, wouldn't that already be covered (at a significant rebate in points) by the non-functional item quirk? Or alternately, was there supposed to be a specific trigger (such as using two systems at once or taking damage) that was left out?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 25 January 2017, 23:49:48
Ah, that could be clearer.  The idea is that if you fire an energy weapon, you get the effects: any energy weapon (as opposed to the quirk being tied to a specific energy weapon).  It's the mech's electronics themselves which are insufficiently shielded.  A few generic quirks previously tied to a specific weapon (such as Fast Reload) were given generic location- or whole-mech-based variants like this.

Additionally, that should make the quirk more expensive.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 26 January 2017, 00:01:33
Let's see.  Regarding the displacement and accidental fall issue, does the following close all the needed gaps?

Page 57, replace the entire initial "Accidental Falls from Above" section with the following:

ACCIDENTAL FALLS FROM ABOVE
     An accidental fall from above occurs when a ’Mech is displaced by a charge, push, or death from above attack, or as a result of another accidental fall from above or the domino effect (see p. 55). A ’Mech may not intentionally fall from above.
     If the hex the ’Mech is moved into is empty, then treat this as a regular fall.
     If the hex the ’Mech is moved into contains another ’Mech, and the hex it is entering is 1 or 0 levels lower than the hex from which it was displaced, a domino effect occurs (see p. 55).
     If the hex the ’Mech is moved into contains another ’Mech, and is two levels or more lower than the hex from which it was displaced, then the ’Mech already in the hex might be struck by the falling ’Mech. Make an attack roll with a base Target Number of 7, modified by target movement and terrain.

If it does, I have a question about this.  How does a mech fall both 0 levels and on top of something, as indicated in the third para there?


Did you mean the third paragraph you wrote yourself?  ???

Anyway, the way you put it can create even more confusion. First, one should decide if the Domino Effect and Accidental Falls From Above need separate treatment, because what you just wrote mixes them up.

A passing question. So, the 'Mech can be displaced by Domino Effect rules into a hex 2 levels higher, but for a displacement into a hex 2 levels lower the Accidental Fall From Above rules are in effect ('Mechs can handle 2 level change while deliberate movement)? If true, you can consider adding an entry into the Common Misconceptions Section.

To scrutinize the situation, four options are possible:
1. 'Mech is displaced into a hex which has a level anywhere in a range from 2 levels higher to 1 level lower (both ends including) in respect to the the 'Mech was displaced from, so that:
   1a. Stacking rules are violated. It causes the Domino Effect then. The 'Mech itself can fall depending on what caused the displacement.
   1b. Stacking rules are not violated. The 'Mech still can fall depending on what caused the displacement. (The BMM said nothing about this simplest situation, thus creating a question.)
2. 'Mech is displaced into a hex which is 2 or more levels lower than the hex the 'Mech was displaced from, so that:
   2a. The hex contains any other units (Yes, the condition is different, compared to the case 1). It causes the Accidental Fall From Above. It can also cause the Domino Effect, if the stacking rules are violated after the fall.
   2b. The hex does not contain any other units. It's a regular fall in this case.

Intimidating, isn't it?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Bosefius on 26 January 2017, 00:05:50
Open Beta:

Page 19: Standing Up, Minimum Movement instead of addressing minimum movement the text addresses four legged mechs not needing to make a PSR (this is a rewording of an earlier rule in the same section)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 01:33:11
Let's see.  Regarding the displacement and accidental fall issue, does the following close all the needed gaps?

Page 57, replace the entire initial "Accidental Falls from Above" section with the following:

ACCIDENTAL FALLS FROM ABOVE
     An accidental fall from above occurs when a ’Mech is displaced by a charge, push, or death from above attack, or as a result of another accidental fall from above or the domino effect (see p. 55). A ’Mech may not intentionally fall from above.
     If the hex the ’Mech is moved into is empty, then treat this as a regular fall.
     If the hex the ’Mech is moved into contains another ’Mech, and the hex it is entering is 1 or 0 levels lower than the hex from which it was displaced, a domino effect occurs (see p. 55) and the 'Mech that moved into the hex falls.
     If the hex the ’Mech is moved into contains another ’Mech, and is two levels or more lower than the hex from which it was displaced, then the ’Mech already in the hex might be struck by the falling ’Mech. Make an attack roll with a base Target Number of 7, modified by target movement and terrain.

If it does, I have a question about this.  How does a mech fall both 0 levels and on top of something, as indicated in the third para there?

Need to think on the third paragraph. with regards to second point, I am assuming the mech moving into the lower hex still automatically falls. Yes?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 01:37:17
Did you mean the third paragraph you wrote yourself?  ???

Anyway, the way you put it can create even more confusion. First, one should decide if the Domino Effect and Accidental Falls From Above need separate treatment, because what you just wrote mixes them up.

A passing question. So, the 'Mech can be displaced by Domino Effect rules into a hex 2 levels higher, but for a displacement into a hex 2 levels lower the Accidental Fall From Above rules are in effect ('Mechs can handle 2 level change while deliberate movement)? If true, you can consider adding an entry into the Common Misconceptions Section.

To scrutinize the situation, four options are possible:
1. 'Mech is displaced into a hex which has a level anywhere in a range from 2 levels higher to 1 level lower (both ends including) in respect to the the 'Mech was displaced from, so that:

Actually a mech can only be displaced up to 2 levels higher, and any number of levels lower. I.E...pushed off the top of a sky scrapper ;)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Liam's Ghost on 26 January 2017, 01:56:48
Ah, that could be clearer.  The idea is that if you fire an energy weapon, you get the effects: any energy weapon (as opposed to the quirk being tied to a specific energy weapon).  The mech's electronics themselves are what is sufficiently unshielded.  A few generic quirks previously tied to a specific weapon (such as Fast Relaod) were given generic location- or whole-mech-based variants like this.

Additionally, that should make the quirk more expensive.

As a followup, maybe gauss weapons could be considered an option in addition to energy weapons, since they're all about producing a huge magnetic field.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 26 January 2017, 02:01:59
Actually a mech can only be displaced up to 2 levels higher, and any number of levels lower. I.E...pushed off the top of a sky scrapper ;)

Actually, what I wrote does include all these cases that you mentioned, all falls were included in the case 2. The point was that the 'Mech can make a 2 level change while it moves deliberately, but when displaced into a hex 2 level lower is a subject of the Accidental Fall From Above.

What we really do not have, IIRC, are the rules for a 'Mech falling onto the building, which can happen, apart from the case of some particular building placement,in a case if someone has a terrific idea to make a combat drop in an urban area.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: daskindt on 26 January 2017, 02:31:10
MUD

According to TO (pg. 50), Mechs ignore Mud:

"Mud
A quick and easy way to apply mud to a playing area is to make any Depth 0 water hex mud. As always, though, players can choose to add mud however they wish.
Apply a +1 MP cost to enter a mud hex, as well as a +1 modi er to all Driving Skill Rolls made while in that hex.
Units entering a hex containing the Mud terrain modi cation may also get stuck (see Bog Down Rules, p. 62)
’Mechs, Hover Vehicles and Mobile Structures: ’Mechs, Hover Vehicles and Mobile Structures ignore mud."

According to BMM (pg. 61), Mud affects Mechs:

MUD (SIMPLIFIED)
Cannot be used with Extreme Temperatures (see p. 62) of –30 degrees Celsius and below.
MP Modifier: A hex covered in mud adds +1 MP cost per hex (but see Reckless Movement, p. 19).
PSRs: Entering a mud hex forces a Piloting Skill Roll. All PSRs made in a hex with mud (including the PSR made when entering one) apply a +1 Target Number modifier.

Is this intended? Making Mud affect Mechs which it explicitly does not in TO seems like more than a simplification (I think I prefer it, but it's a big change).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 26 January 2017, 10:14:24
To clarify something, when puzzling out a rule, it needs to match TW usage unless I note otherwise.  This book is not about changing rules.  As such, for something like the Accidental Falls from Above, I can't change how it works: I can only try to make it clearer compared to how it was originally presented in TW.  Only if a situation was not detailed in TW can I do something original.

Along these lines:

Did you mean the third paragraph you wrote yourself?  ???

That's TW text, so I just copied it over and maybe edited it for clarity and length.  Only now I'm taking a real close look at it and wondering what it actually means.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 26 January 2017, 10:17:18
MUD

According to TO (pg. 50), Mechs ignore Mud:

This was changed in TO errata, so that mechs do not ignore mud.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 10:37:47
To clarify something, when puzzling out a rule, it needs to match TW usage unless I note otherwise.  This book is not about changing rules.  As such, for something like the Accidental Falls from Above, I can't change how it works: I can only try to make it clearer compared to how it was originally presented in TW.  Only if a situation was not detailed in TW can I do something original.

Along these lines:

That's TW text, so I just copied it over and maybe edited it for clarity and length.  Only now I'm taking a real close look at it and wondering what it actually means.

Personally Xotl, I have no issues with what exists in the Battlemech manual currently.

My Issue is, neither TW nor by extrapolation does the BMM tell me 'exactly' what happens to a 'Mech pushed into a lower Hex that is not already occupied, but is empty.

Does the pushed 'Mech automatically fall?
Does it make a PSR?
If it makes a PSR, is the PSR modified because of lower terrain?

that is all. The rest of the rules (as I read them) seem fine to me.

Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 26 January 2017, 10:56:39
I agree: I posted proposed replacement text above that I think addresses that issue.  I agree with Grasshopper that it's not as clean a resolution as I think it could be, but again, stuck with original rules.

My only remaining question is how it's possible for a mech to fall 0 levels on top of something.  If no one can think of such a scenario, I'll just delete that reference.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 11:02:07
I agree: I posted proposed replacement text above that I think addresses that issue.  I agree with Grasshopper that it's not as clean a resolution as I think it could be, but again, stuck with original rules.

My only remaining question is how it's possible for a mech to fall 0 levels on top of something.  If no one can think of such a scenario, I'll just delete that reference.

Well, played on hexes, not hard for say a Level 2 hill to be in the adjacent hex to a level 2 building. A 'Mech could be pushed off the hill and onto the building, which 'technically' could be a 0 level fall...

Of course, I was just looking for info on pushing a mech down a hill ;)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Tai Dai Cultist on 26 January 2017, 11:06:52
My only remaining question is how it's possible for a mech to fall 0 levels on top of something.  If no one can think of such a scenario, I'll just delete that reference.

Isn't a fall of 0 levels another way of saying a fall beginning and ending in the same hex?  And stacking rules prvent 2 mechs from being in the same hex, but a mech may share a hex with lesser forces like tanks/infantry.  Mech takes 20 damage, fails its PSR, and lands on the tank it was standing next to....
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 26 January 2017, 11:16:25
Reading it again, the exact wording is "If the hex the ’Mech is moved into contains another ’Mech, and the hex it is entering is 1 or 0 levels lower than the hex from which it was displaced,"

It basically says "if you're displaced into a hex that is the same level, a domino effect occurs".  There's nothing about falls actually there (again, Grasshopper is right to point out how potentially confusing this is).  It's actually a note that effectively says "if this happens, you're in the wrong section and should go to p. X instead."

So I think I can adjust as appropriate:

ACCIDENTAL FALLS FROM ABOVE
     A ’Mech may be forcibly displaced into a lower hex. A ’Mech may take none of the following actions deliberately on its own.

     •     If the hex the ’Mech is displaced into is empty, then treat this as a regular fall.
     •     If the hex the ’Mech is displaced into contains another ’Mech, and that hex is just one level lower, then a domino effect occurs (see p. 55).

     However, if the hex the ’Mech is displaced into contains another ’Mech, and that hex is two levels or more lower, then the ’Mech already in the hex might be struck by the falling ’Mech. Make an attack roll with a base Target Number of 7, modified by target movement and terrain.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 26 January 2017, 13:36:11
Personally Xotl, I have no issues with what exists in the Battlemech manual currently.

My Issue is, neither TW nor by extrapolation does the BMM tell me 'exactly' what happens to a 'Mech pushed into a lower Hex that is not already occupied, but is empty.

Does the pushed 'Mech automatically fall?
Does it make a PSR?
If it makes a PSR, is the PSR modified because of lower terrain?

that is all. The rest of the rules (as I read them) seem fine to me.



I, actually, found the answer to this, if we are talking about a push attack in particular. On p.40:

Prohibited Terrain: If the target would be displaced into
prohibited terrain, which includes half-hexes (except into a hex
more than two levels lower than the target’s current hex, which
would result in an automatic fall; see Displacement, p. 55
), neither
the attacker nor the target move; all other effects occur, however,
including any Piloting Skill Rolls to avoid falling.

Now, the hex more than two levels lower than the target’s current hex is not formally the prohibited terrain, but, from the explanation, we can make the conclusion. If the hex the 'Mech is pushed into is 1 level lower and is not prohibited from entering, then resolve the push as usual, i.e. the "Mech falls if it fails the PSR forced by the Push Attack.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 26 January 2017, 13:52:43
I also found in TW (p.152), that the units cannot be displaced into hexes 2 levels higher than their current hex. This comes from the piece:

A domino effect usually results when a unit is displaced into
a hex containing another unit by a charge, push or death from
above attack, or as a result of another domino effect or accidental
fall from above, and the hex it is entering is 1 or 0 levels lower or
higher than the hex from which it was displaced
.


This seems to override the statement from the p.151:

A unit cannot be displaced into a hex it is prohibited from
entering (see Movement Cost Table, p. 52). This includes hexes
at higher levels than the displaced unit can move upward in a
single hex.


Because no rules cover the displacement into a hex 2 levels higher, which is not prohibited from entering for 'Mechs.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: daskindt on 26 January 2017, 14:21:48
This was changed in TO errata, so that mechs do not ignore mud.

Ah. Thanks. That makes more sense.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 26 January 2017, 15:33:03
Isn't a fall of 0 levels another way of saying a fall beginning and ending in the same hex?  And stacking rules prvent 2 mechs from being in the same hex, but a mech may share a hex with lesser forces like tanks/infantry.  Mech takes 20 damage, fails its PSR, and lands on the tank it was standing next to....

While I agree that the 0 level fall refers simply to a fall from a standing position to a prone position, I do not think that it was ever meant that the 'Mech can land on a tank. It does not even cause the domino effect, since the stacking rules are not violated.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 17:25:48
I, actually, found the answer to this, if we are talking about a push attack in particular. On p.40:

Prohibited Terrain: If the target would be displaced into
prohibited terrain, which includes half-hexes (except into a hex
more than two levels lower than the target’s current hex, which
would result in an automatic fall; see Displacement, p. 55
), neither
the attacker nor the target move; all other effects occur, however,
including any Piloting Skill Rolls to avoid falling.

Now, the hex more than two levels lower than the target’s current hex is not formally the prohibited terrain, but, from the explanation, we can make the conclusion. If the hex the 'Mech is pushed into is 1 level lower and is not prohibited from entering, then resolve the push as usual, i.e. the "Mech falls if it fails the PSR forced by the Push Attack.

*sigh*...except...you didn't ;)

OK, here is my thoughts/readings on this. I am thinking for future games...why do I bother making kick attacks? Sure I deal a lot of damage to the other mech, maybe force a PSR to stay standing, but do so at the risk of needing to make a PSR myself if I miss the kick.

And sometimes, sometimes, I can be in a position where they are standing next to a downslope/pseudo cliff, and a successful push in those instances may be the better attack, especially if it allows me to dislodge them out of pesky terrain.

So, that said, lets read the entirety of the Rules for Push Attacks:

Quote
PUSH ATTACKS
Base Target Number: Piloting Skill –1.
A ’Mech uses both arms to make a push attack against its target,
which must be another standing ’Mech. Pushing attacks can only
be made against a target in the hex directly in front of the attacker
(based on the orientation of its feet, not its upper body; a torso twist
does not change what can be the legal target).

A ’Mech may make no arm-mounted weapon attacks in the turn
that it makes a push attack. The target ’Mech cannot be performing
a charge or death from above attack this turn. It must also be at the
same level as the attacker.

A successful push attack does not damage the target. Instead,
it moves the defending ’Mech into the adjacent hex in the direction
that the attacker pushes it. If the push is successful, the attacking
’Mech advances into the hex formerly occupied by its target (unlike
a charge attack, this does not require additional MP expenditure).
At the same time, the defender must make a Piloting Skill Roll (see
p. 53) or fall. See also Displacement, page 55.


Multiple Attacks:
A ’Mech may only be the target of one
charge, death from above, or push attack in a given turn.

If two ’Mechs are pushing each other, resolve both attempts
and apply the net effect. If both attacks fail, nothing happens. If both
attacks succeed, neither ’Mech moves, and both must make Piloting
Skill Rolls or fall. If only one push attack succeeds, resolve it as usual.

Prohibited Terrain:
If the target would be displaced into
prohibited terrain, which includes half-hexes (except into a hex
more than two levels lower than the target’s current hex, which
would result in an automatic fall; see Displacement, p. 55
), neither
the attacker nor the target move; all other effects occur, however,
including any Piloting Skill Rolls to avoid falling.

Shoulder Actuators: Each damaged shoulder actuator on the
’Mech attempting to push adds a +2 Target Number modifier to
the attack.

OK, so far, the section I am looking at is quite clear...a Pushed 'Mech makes a PSR to avoid falling while being pushed into the target hex.

Now reading the rules, it tells me to also see Displacement on page 55, so lets look at those rules.

Oh...but for Prohibited Terrain (red text), it tells me if the target is pushed more than two levels, the fall is automatic. But we are talking a 1 level downward push, so no help.

*flip-flip-flip*

Quote
DISPLACEMENT
’Mechs moved from their hexes as a result of their opponent’s
actions are displaced. Displacement can result from charging,
pushing, and death from above attacks. It can also result from a
domino effect that displaces a string of ’Mechs.

A ’Mech cannot be displaced into a hex it is prohibited from
entering. Typically this means hexes three or more levels higher
than the displaced ’Mech. ’Mechs can be displaced downward any
number of levels, though this results in an accidental fall (see p. 57)
.

If the rules call for a ’Mech to be displaced into an illegal hex,
the displacement cannot occur. Unless the specific rules of the
attack or action state otherwise, in these cases neither the target
nor the attacking ’Mech moves. All other effects of the displacing
action occur, including damage and any required Piloting Skill Rolls.

Buildings: If a ’Mech is displaced into a building hex, the
building takes damage as if the displaced ’Mech had charged it
(see Charge Attacks, p. 35).

DFA Attacks: If a ’Mech launches a death from above attack
(see p. 35), and all the hexes surrounding the target ’Mech contain
impassable terrain, one of the ’Mechs will automatically be
destroyed. If the target ’Mech is hit by the DFA, it is destroyed. If
the DFA fails, the attacker is destroyed instead.

OK, now we're cooking here, so, far we know the following:

1. A successful push moves the target 'Mech into an adjacent hex

2. If a 'Mech is pushed it must make a PSR or fall.

3. Following Displacement rules, a 'Mech can be pushed any number of levels downward, and this results in an accidental fall.

OK, lets flip to page 57 and look at the rules for Accidental Falls.

*flip*

Hmmm...no rules for Accidental Falls. What rules are there on page 57? We have:

FALLING DAMAGE TO A MECHWARRIOR

Nope, not the rules we want, but we may need them ;)

ACCIDENTAL FALLS FROM ABOVE

Nope, close, but not quite what we were told to look for from page 55.

Well, lets read the rules anyways...maybe it was a typo on page 55.

Quote
ACCIDENTAL FALLS FROM ABOVE
An accidental fall from above occurs when a ’Mech is displaced
by a charge, push, or death from above attack, or as a result of
another accidental fall from above or the domino effect (see
Displacement, p. 55) moving it into a hex containing another ’Mech,
and the hex it is entering is two levels or more lower than the hex
from which it was displaced. If the difference in hex levels is 1 or 0,
a domino effect occurs instead (see p. 55).

When a ’Mech accidentally falls two levels or more into a hex
occupied by another ’Mech, make an attack roll with a base Target
Number of 7, modified by target movement and terrain.

A ’Mech may not intentionally fall from above.

Nope...nothing there for our Situation. These rules dictate only what happens when a displaced 'Mech is pushed from a higher level to a lowere level and that level contains a 'Mech.

So...Now I am left scratching my head, and as a player, I am now in a situation of trying to determine as I have said all along:

Does a 'Mech pushed 1 level or more downward automatically fall?

Even checking the rules on LEVEL CHANGE page 16 offers little help:

Quote
Prohibited Level Change: In the case of a forced level change
(such as from a charge, push, or death from above attack), a ’Mech
cannot be displaced into a hex it is prohibited from entering. This
includes hexes at higher levels than the displaced ’Mech can move
upward in a single hex (three or more levels). ’Mechs can be displaced
downward any number of levels, though this results in an accidental
fall (see p. 57).
*

Again, this brings to page 57 where there are no rules for Accidental Falls, just rules for Accidental Falls From Above.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 26 January 2017, 17:31:21
The revised Accidental Fall from Above rules I posted: do they resolve the situation?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 17:34:28
And while we are on the rules for PUSH Attacks, Page 34, makes no mention of PUSH Attacks for Different Levels:
Quote

DIFFERENT LEVELS

The rules for punching, clubbing, physical weapon, kicking, and
charging attacks assume that the opposing ’Mechs are at the same level.

A ’Mech may make a physical attack against another ’Mech only
if the level of the underlying hexes of both ’Mechs are within one
level of each other. The Different Levels Table shows which types of
physical attacks can be made in various situations. Players must use
different Hit Location Tables to determine the location of damage
from punching, clubbing, physical weapon, or kicking attacks against
an opponent on various levels.

Target is: - Allowed Physical Attack
Standing ’Mech 1 level higher - Charge, Punch (Kick Table), Club (Kick Table), Physical Weapon (Kick Table)
Standing ’Mech 1 level lower - Charge, Kick (Punch Table), Club (Punch Table), Physical Weapon (Punch Table)
Prone ’Mech 1 level higher - Punch, Club, Physical Weapon
Prone ’Mech 1 level lower  - None[/quote]

Is this an Ommision? Or is a push something that can only happen to a target at the same level? I can see a 'Mech able to push a target 1 level higher, but not lower, so just curious on this.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 17:42:36
The revised Accidental Fall from Above rules I posted: do they resolve the situation?

Sort of...The big question (for me at least) is still unresolved.

Reading it again, the exact wording is "If the hex the ’Mech is moved into contains another ’Mech, and the hex it is entering is 1 or 0 levels lower than the hex from which it was displaced,"

It basically says "if you're displaced into a hex that is the same level, a domino effect occurs".  There's nothing about falls actually there (again, Grasshopper is right to point out how potentially confusing this is).  It's actually a note that effectively says "if this happens, you're in the wrong section and should go to p. X instead."

So I think I can adjust as appropriate:

ACCIDENTAL FALLS FROM ABOVE
     A ’Mech may be forcibly displaced into a lower hex. A ’Mech may take none of the following actions deliberately on its own.

     •     If the hex the ’Mech is displaced into is empty, then treat this as a regular fall.
     •     If the hex the ’Mech is displaced into contains another ’Mech, and that hex is just one level lower, then a domino effect occurs (see p. 55).

     However, if the hex the ’Mech is displaced into contains another ’Mech, and that hex is two levels or more lower, then the ’Mech already in the hex might be struck by the falling ’Mech. Make an attack roll with a base Target Number of 7, modified by target movement and terrain.

The emphasised portion (following my big post of rules which led me to this) is still unanswered:

Is the fall automatic? And if it is not does the Pilot Skill Roll suffer a penalty?

The rules on page 40 for push attacks, are already clear on if the hex is more than 2 levels lower, the Mech automatically fall.

For example, the rules for Mechwarrior Damage states:

Quote
FALLING DAMAGE TO A MECHWARRIOR
A player makes a second Piloting Skill Roll after every fall. All
modifiers applied to the PSR that caused the fall are applied to this
second roll, with an additional +1 modifier applied to the Target
Number for every level above 1 fallen.
If the roll succeeds, the
MechWarrior avoids taking damage. If the roll fails, the MechWarrior
takes 1 point of damage.

That would lead me to believe (whether rightly or wrongly) that if a 'Mech is pushed 1 to 2 levels downward it could be required to make a PSR, but would have a penalty to the roll to stay standing.


***Maybe we can pull all the FALL/PUSH discussion into it's own BATTLEMECH MANUAL discussion thread to allow for regular errata to not get lost?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 26 January 2017, 17:54:13
My impression would be that, if the text says treat this as a fall, then the fact that you fall is sort of implicit: i.e. no PSR -- you've already fallen.  That's certainly what I meant there (that's why it doesn't say "make a PSR", it just says "fall".)

Does it really need further clarification, you think?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 26 January 2017, 18:06:08
To clarify something, when puzzling out a rule, it needs to match TW usage unless I note otherwise.  This book is not about changing rules.  As such, for something like the Accidental Falls from Above, I can't change how it works: I can only try to make it clearer compared to how it was originally presented in TW. 
Everything I wrote was based on TW rules (as I understood them) without any enhancements.

And while we are on the rules for PUSH Attacks, Page 34, makes no mention of PUSH Attacks for Different Levels:
You do not need the 'Mechs to be on different levels to encounter the problems with the rule. You simply need to push the 'Mech into a lower hex. This line (p.40), though,

"It must also be at the same level as the attacker,"

tells us that 'Mech can't be pushed from a different level

Reading it again, the exact wording is "If the hex the ’Mech is moved into contains another ’Mech, and the hex it is entering is 1 or 0 levels lower than the hex from which it was displaced,"
....
It basically says "if you're displaced into a hex that is the same level, a domino effect occurs".  There's nothing

It actually says that "if you're displaced into a hex that is the same level or one level lower, a domino effect occurs". And if we want to adhere to the TW, it should say "if you're displaced into a hex that is the same level or one level lower or higher, a domino effect occurs," because there is a discrepancy with the TW text, as I mentioned in one of my previous posts.

My interpretation of the rules for the Push Attack was simple. On a successful push the pushing 'Mech moves into the hex the pushed 'Mech occupied (if the movement of 'Mechs is not prohibited by the terrain). The pushed 'Mech moves into the next hex in the direction of the push. The Prohibited Terrain section explicitly tells us when the pushed 'Mech makes an accidental fall from above. In a case of 1 level change it does not (judging from that section). I think that in this case the 'Mech should behave as normal.

While the rules do send us to the Displacement section, NeonKnight is right that there is no ruling on this situation in it, it's obviously broken. IMHO, it needs more rewriting than it got.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 18:06:47
My impression would be that, if the text says treat this as a fall, then the fact that you fall is sort of implicit: i.e. no PSR -- you've already fallen.  That's certainly what I meant there (that's why it doesn't say "make a PSR", it just says "fall".)

Does it really need further clarification, you think?

I think (at least to me personally) that this:

  •     If the hex the ’Mech is displaced into is empty, the 'Mech automatically falls.

is clearer than

  •     If the hex the ’Mech is displaced into is empty, then treat this as a regular fall.

And again, the confusion comes from in different parts of the rules there was different ways of saying (I guess) the same thing.


Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 18:11:31
This line (p.40), though,

"It must also be at the same level as the attacker,"

tells us that 'Mech can't be pushed from a different level

Well, there you go...;) Tunnel vision in action folks :D

Which is a shame, as I can see a mech from a lower level pushing a mech at a higher level.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 26 January 2017, 18:11:54
I think (at least to me personally) that this:

  •     If the hex the ’Mech is displaced into is empty, the 'Mech automatically falls.

is clearer than

  •     If the hex the ’Mech is displaced into is empty, then treat this as a regular fall.

And again, the confusion comes from in different parts of the rules there was different ways of saying (I guess) the same thing.

I do not think Xotl's interpretation is correct. Instead, there was a screwed up wording in TW. I'll write my reasons, just wait for another wall of text a bit.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 26 January 2017, 18:16:18
Walls of text are hard to parse.  Make it as succinct as possible.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 26 January 2017, 19:44:55
Ok, here we go.

Displacement  (both TW and BMM)
’Mechs moved from their hexes as a result of their opponent’s actions are displaced. Displacement can result from charging, pushing, and death from above attacks. It can also result from a domino effect that displaces a string of ’Mechs. A ’Mech cannot be displaced into a hex it is prohibited from entering. Typically this means hexes three or more levels higher than the displaced ’Mech. ’Mechs can be displaced downward any number of levels, though this results in an accidental fall (see p. 57).

To start with, '’Mechs can be displaced downward' is not the best wording ever. If we abstract from the arcane occurrences of UMU carrying 'Mechs charging each other underwater (can they?), the 'Mech is displaced into an adjacent hex and, like a brick, reaches the bottom automatically. The statement '’Mechs can be displaced into a hex with the level [appropriate level here]' would be  better.

Anyway, let's go to the p.57:
An accidental fall from above occurs when a ’Mech is displaced by a charge, push, or death from above attack, or as a result of another accidental fall from above or the domino effect (see Displacement, p. 55) moving it into a hex containing another ’Mech, and the hex it is entering is two levels or more lower than the hex from which it was displaced. If the difference in hex levels is 1 or 0, a domino effect occurs instead (see p. 55).

So, an accidental fall for 1 or 0 levels is the domino effect, instead. OK, p.55:

If a ’Mech accidentally falls one level or less, or is forced into a hex occupied by another ’Mech, the ’Mech already in the hex (known as “the target ’Mech”) is forced out of that hex. This is known as a domino effect.

Wait, THE WHOLE PREVIOUS STATEMENT WAS IT'S THE DOMINO EFFECT, A DIFFERENT THING. PICK ONE!
This could be salvaged, however, if this did mean that the displaced 'Mech automatically falls, but it's never mentioned in the section. What is mentioned though, is that the target 'Mech should make a successful PSR after being displaced or fall. Was it meant to emphasize that the 'Mech does not fall on other things, but still falls? It had to simply state that in the case of such level difference the 'Mech is simply displaced into a hex and automatically falls (I do not think it's correct).

Moreover, being displaced into the hex without stacking rules violation should not even be called the Domino Effect.

Even more so, the conditions for the domino effect are stated exceptionally muddy. They could simply state: "the domino effect occurs when the stacking rules are violated."

The main reason that I think that Xotl's interpretation is incorrect is that the ruling for the Domino Effect is an umbrella ruling for a displacement into hexes with the level difference 0 or 1 (according to the TW, both higher and lower). What is true for the displacement into a hex 1 level lower should be true for the displacement into a hex with the same level. And we agree, there is no automatic fall in that case. 

Some parts of the Domino effect are written better in TW, than in BMM, as of now.

'If a ’Mech accidentally falls one level or less, or is forced into a hex occupied by another ’Mech, the ’Mech already in the hex (known as “the target ’Mech”) is forced out of that hex. This is known as a domino effect.' That's not even true. The entering 'Mech does not have to fall to cause the Domino Effect. The 'Mech can fall into a hex it was not occupying, but it's a very special situation, and the real reason to do the Domino Effect is still the stacking rules violation.

The Suggestion:
I. Organize the Displacement section as following:
  1. 'Mech can be displaced into [appropriate hexes and directions, references to the causes, including the Domino Effect as one]. Note, that each cause already forces (or does not) the 'Mech to make a PSR (or states if the unit falls). We treat the Domino Effect as one of such causes.
  2. If the 'Mech is displaced into a hex more than 2 levels lower, it automatically falls, making an accidental fall from above if there are other units in that hex.
  3. In any case, after each displacement caused by any reason all possible stacking rules violations should be resolved via the Domino Effect (go to the Domino Effect). 
II. Change the Domino Effect section. It occurs automatically when the entered unit violates the stacking rules AND it's not a case of some special situation (accidental charge through skidding, normal charge, DFA, you name it). It simply imposes its own PSR on the forced out unit (EDIT:had an error in this place; EDIT: I was right at first; EDIT: I dunno anymore), and the unit is displaced into an appropriate hex (go back to the Displacement for the new unit). There are cases, in which units can avoid a forced displacement.
III. Change the Accidental Fall From Above. It's not directly connected to the Domino Effect. Now it's a self-contained thing. It resolves things falling on other things. It can cause unit displacements, though, (go to the Displacements).

All this organization gives the same results as the TW rules, unless I am wrong about the 1 level change displacements.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: mitchberthelson on 26 January 2017, 20:08:13
I'm going to hazard a guess that the Marauder is meant to have the quirk due to the highly sloped armor rather than volume.  Look at the Dragon... it has the quirk and high angles of deflection has to be the explanation.

Additionally, the MAD's entry in TRO 3025 specifically states that it is difficult to hit because of its profile. Pg. 98 of that book says "The 'Mech's unusual profile makes it a harder target than other manlike 'Mechs."

It's not just skinny, it's weird. Its movement patterns have also been described as alien and unsettling in other TRO entries, which is where the Distracting Quirk comes in.

Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 26 January 2017, 20:14:29
I can't reconcile the numbers of PSR's in the example on p.56 and in the description of Multiple Domino Effects on p.55. Ugh... Can someone explain?
Title: Re: BattleMech Manual
Post by: mitchberthelson on 26 January 2017, 20:18:49
QUIRKS:

Unlike most products, we're looking for more than just error reports here.  We're actively soliciting feedback on the quirk list.

If you want to suggest that a mech should or should not have a quirk, please give your reasoning (be succinct, please).  The best support would be based on TRO fluff, but art and other canon sources are good too.  Please provide any page numbers with your arguments, where applicable.

Note that this list is only meant to contain quirks for mechs that did not previously have them, rather than being a list of every mech ever made.  Mechs that had quirks in their TROs (so TRO Protoypes and later) are not included here.

Thanks!

QUIRK FEEDBACK:

Annihilator-In this 'Mech's entries in TRO 3050 and the Wolf's Dragoons Sourcebook, its targeting system is listed as "Wasat Aggressor Type 5." This is the exact same targeting system as the Orion, which has the Anti-Air Targeting Quirk. That Quirk should be added to this 'Mech's listing.

Axman Should have Ammunition Feed Problem: AC/20, as TRO 3050 notes that its Autocannon had jamming problems. These were so prevalent that they led to the development of the AXM-2N.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Scotty on 26 January 2017, 20:30:10
Ammunition Feed Problem is... slightly more problematic than jamming, I think.  I'm still appalled at how Centurions and Enforcers function let alone excel with that quirk, but it can be literally catastrophic at any given moment so I'd limit how it's apportioned.  Or change it, but I don't think that's on the table.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: pheonixstorm on 26 January 2017, 20:33:01
For the Axman that would be more of a variant quirk, something that list tries to avoid to make it general to each model.

Example, the Mongoose. Most of the Mongoose variants have a medium laser in the CT, hence its quirk. The 66b Royal variant though has an ER Large Laser in the CT. Some of the other 2750 designs also list having ammo problems that get fixed later, but those still get the negative ammo quirks anyway.

I do hope they work on a list that includes quirks for variants as well. The Victor is a good example having accurate weapon for the AC/20. Does this translate to variants using the Long Tom Cannon or Gauss Rifle? Or perhaps a variant with HAG, LB, Ultra??
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 26 January 2017, 20:52:11
Just noticed something...The 'highlighted' chapter info on the right side of the pages (i.e Combat, Damage, etc) flows from Bottom to Top, where in every other current rule book flows top to bottom.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 26 January 2017, 21:07:25
I do hope they work on a list that includes quirks for variants as well. The Victor is a good example having accurate weapon for the AC/20. Does this translate to variants using the Long Tom Cannon or Gauss Rifle? Or perhaps a variant with HAG, LB, Ultra??
That's an absurd amount of work though. I mean, that's literally thousands of units. Sure I'd be willing to work on it, but such a list is absolutely out of the scope of the BattleMech Manual.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: pheonixstorm on 26 January 2017, 21:16:29
Yes, which in another post I suggested a downloadable PDF separate from the BMM.

And you are not the only one who would want to work on the list. I think Xotl already created an unofficial quirk list that included vees and maybe asf. Nowhere near complete but better than nothing O0.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 26 January 2017, 21:19:13
In any case, it is regretfully not a part of this project.  Perhaps another time.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Scotty on 26 January 2017, 21:29:25
May I make a suggestion on that front?  Put quirks in the "Notes" section on the MUL.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: mitchberthelson on 26 January 2017, 22:24:36
For the Axman that would be more of a variant quirk, something that list tries to avoid to make it general to each model.

Example, the Mongoose. Most of the Mongoose variants have a medium laser in the CT, hence its quirk. The 66b Royal variant though has an ER Large Laser in the CT. Some of the other 2750 designs also list having ammo problems that get fixed later, but those still get the negative ammo quirks anyway.

I do hope they work on a list that includes quirks for variants as well. The Victor is a good example having accurate weapon for the AC/20. Does this translate to variants using the Long Tom Cannon or Gauss Rifle? Or perhaps a variant with HAG, LB, Ultra??

Little problem with the discussion regarding the AXM.....its only quirk right now is Accurate Weapon AC/20 and many variants don't even have one. That's why I mentioned the feed problem....because the authors had already gotten that specific. I'd actually be in favor of the quirks being entirely changed for that machine.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 27 January 2017, 09:28:45
I noticed the section on FIRE and Accidental Fires in particular does not cover starting a fire through actual combat. (i.e. original rules page 43 Tactical Operations).

Is that an oversight or intentional?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: nckestrel on 27 January 2017, 10:48:23
Perhaps the quirks could list something less specific for weapons quirks.
CT Energy Weapon.
LA Ballistic Weapon.
With a note that it applies to the highest tonnage weapon meeting the requirements?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: mitchberthelson on 27 January 2017, 11:54:39
MORE QUIRK FEEDBACK:

Emperor-The original EMP-1A version in TRO-Primitives Vol 4 has the Command Battlemech Quirk. Later versions of this 'Mech appear in a command role frequently in the other works (Sun Tzu Liao in Double Blind, Warner Doles through most of his appearances, the unnamed enemy commander in "An Ill-Made House," the Mercury Elite variant used by high ranking officers of Marik's Dark Shadows, etc.). As a result, this should be a Quirk present in all variants.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: cavingjan on 27 January 2017, 12:48:56
May I make a suggestion on that front?  Put quirks in the "Notes" section on the MUL.

No. But adding a field for quirks is more appropriate. If a complete list is done, it will most likely be done on the MUL.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: mitchberthelson on 27 January 2017, 14:29:12
QUIRK FEEDBACK:

The Rampage is missing from this list and I don't recall seeing its Quirks anywhere. I'd suggest Bad Reputation, though I'm not sure what else.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 27 January 2017, 15:30:30
QUIRK FEEDBACK:

The Rampage is missing from this list and I don't recall seeing its Quirks anywhere. I'd suggest Bad Reputation, though I'm not sure what else.
Crud you're right, I forgot the Rampage and the other Wolverine mechs. Thanks!
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: mitchberthelson on 27 January 2017, 18:42:53
QUIRK FEEDBACK:

Keep finding more when I think I'm done....

Hornet HNT-181 TRO entry explicitly specifies that it has the Low/Narrow Profile Quirk. Since the 181 is a straight upgrade and a change in size is not mentioned, this should be applied to all variants of this 'Mech....in keeping with its role as a light urban fighter like the UM.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Tai Dai Cultist on 27 January 2017, 19:38:10
Quirk Feedback:

The Helios doesn't have the No Torso Twist quirk.  I'm thinking maybe it should, based on the mini:
(https://s3.amazonaws.com/cso-images/schemes/62_cyttorak_cc_prefectorateguard_helios_fl.jpg)

The thing is literally a very thick, solid chunk of metal.  It "clearly" has all the ability to torso twist that a pear does.

However, I said it "maybe" deserves the quirk.  The official TRO art that inspired the thick mini might be interpreted in a different way than the mini's sculptor did:
(http://cfw.sarna.net/wiki/images/7/75/Helios.jpg?timestamp=20101224143326)

In this image, those accordion cleats might actually not be coverings for the hips as apparently the case in the mini, but coverings for a swivel/pivot articulation that would allow for a torso twist. 

So, since the entry currently omits the quirk, I'm not sure there's a slam dunk case for the quirk to be added just on basis of how the mini looks, but perhaps it's worth another mulling over just to be sure.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Nicolai_Malthus on 28 January 2017, 06:48:47
Well, I've gone through the whole of the Manual, and I've gotta say I'm very impressed with how it's been put together! I feel I need to say this, because its praise is well deserved. I especially like how the Movement Modes section was put together, with putting TN modifiers and Heat underneath each mode. The way the book has been edited makes it really accessible and easy for the reader to find the relevant rules.

Final piece of errata I found is on page 97, under Rapid Fire, final paragraph.

"This is determined by the attack’s to-hit roll, which is made even if the attack would automatically hit. When firing two or three shots, a jam occurs on an attack roll of 2. If firing four to five shots, a jam occurs on an attack roll of 3 or less. If firing four to five shots, a jam occurs on a to-hit roll of 3 or less. If firing six to seven shots, a jam occurs on a to-hit roll of 4 or less, and so on. If the weapon jams, it is useless for the rest of the game (see Rotary Autocannon, p. 98, for the exception); the shots are still fired, however, and can still hit the target as normal."

Mainly, the fromulations just need to be cleaned up a bit, so that "to-hit roll" replaces "attack roll", and the repeated sentence stricken. Suggestion:

"This is determined by the attack’s to-hit roll, which is made even if the attack would automatically hit. When firing two or three shots, a jam occurs on a to-hit roll of 2. If firing four to five shots, a jam occurs on a to-hit roll of 3 or less. If firing six to seven shots, a jam occurs on a to-hit roll of 4 or less, and so on. If the weapon jams, it is useless for the rest of the game (see Rotary Autocannon, p. 98, for the exception); the shots are still fired, however, and can still hit the target as normal."
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: LimaZulu on 28 January 2017, 10:09:21
I wonder what is the point of Reinforced legs on Helepolis and Hollanders - none of the known variants has jump-jet thus cannot perform DFA attack.

Awesome - Battlefists. Should probably be like Battlefist (LA)

Blue flame and White flame should probably benefit of Directional torso mounts at least for some weapons.

Still not sure what Extended torso twist should mean for Tarantula: is it 1 hexside twist ability (from 0 to 1) or it does mean that particular quad is able to twist torso and with a quirk it's 2 hexsides (from 1 to 2)?

What should mean Poor cooling jackets on Goliath's MGs? MGs do not generate any heat (unless rapid fire rule, which one I believe is not included in BM manual) to add extra point to, does it mean that with this quirks they now generate 1 heat each?

Directional torso mounts on LRM20s on Grand Crusader. How is it even possible?

But my main concern is Nightstar. According to the qiurks cost in BM manual, Nightstar NSR-9J has Quirks for 17 points. Strategic Operations books states "it is strongly recommended that if a player
chooses a positive quirk for a design, he or she should give
it negative quirks of equal or greater value as well". I know, more that half of mechs in BM manual are not balanced according to this recommendation, but Nightstar is just something beyond any reason.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 28 January 2017, 11:32:25
Directional Turret Mount on the Grand Crusader comes from its original, Unseen, art.  It in fact was the birthplace for the new quirk.

Reinforced legs on non-jumpers was for the idea that the mech is weird and probably has that sort of reinforcement despite not being designed for it.  Same idea with static ammo feed problem for a mech with only one ton of ammo: the idea is the chassis has an innate problem/advantage even if the base design will never show that.

We'll make sure to clear up some of those other oddities (and perhpas rebalance the Nighstar :) )
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 28 January 2017, 12:34:43
Where are you getting 17 points for the Nightstar's quirks? It's 11 points for the Accurate Weapons (6 for the Gauss, 2 for the ERPPC, 2 for the MPLs total, and 1 for the Small Laser), 2 for Command Mech, and 2 for Improved Communications. That's 15, not 17 :D Unfortunately however, all of these quirks are backed up by the fluff, with very little in the way of fluff to give it negatives, except Difficult to Maintain, possibly.

As for the Tarantula, it was my intent in giving it the quirk that the mech gain the ability to turn 1 hex-side, but making it a hyper unique quad that can torso twist on its own is cool too.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Cache on 28 January 2017, 13:41:09
BattleMech Quirk Table, p. 91, Crusader...
Stabalized should be spelled, Stabilized
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: LimaZulu on 28 January 2017, 15:46:33
6 for the Gauss, 2 for the ERPPC, 2 for the MPLs total, and 1 for the Small Laser)
4 for MPLs. MPL makes 6 damage, 1 quirk points for every 5 damage makes it 2 points worth each.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 28 January 2017, 16:42:27
4 for MPLs. MPL makes 6 damage, 1 quirk points for every 5 damage makes it 2 points worth each.
Either way, the fluff still talks about the inherent accuracy in the Nightstar, and giving it 17 or even 10 points in negatives is excessive, I think. Even a swap to Improved Targeting at all three range bands would end up being 12, rather than 13 points.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: mitchberthelson on 28 January 2017, 21:14:04
onder what is the point of Reinforced legs on Helepolis and Hollanders - none of the known variants has jump-jet thus cannot perform DFA attack.

Awesome - Battlefists. Should probably be like Battlefist (LA)

Blue flame and White flame should probably benefit of Directional torso mounts at least for some weapons.

Still not sure what Extended torso twist should mean for Tarantula: is it 1 hexside twist ability (from 0 to 1) or it does mean that particular quad is able to twist torso and with a quirk it's 2 hexsides (from 1 to 2)?

What should mean Poor cooling jackets on Goliath's MGs? MGs do not generate any heat (unless rapid fire rule, which one I believe is not included in BM manual) to add extra point to, does it mean that with this quirks they now generate 1 heat each?

Directional torso mounts on LRM20s on Grand Crusader. How is it even possible?

But my main concern is Nightstar. According to the qiurks cost in BM manual, Nightstar NSR-9J has Quirks for 17 points. Strategic Operations books states "it is strongly recommended that if a player
chooses a positive quirk for a design, he or she should give
it negative quirks of equal or greater value as well". I know, more that half of mechs in BM manual are not balanced according to this recommendation, but Nightstar is just something beyond any reason.

On a phone, so having trouble snipping the quote, but I agree that the SO rule makes no sense. For example, any Heavy/Assault 'Mech with Anti-Air Targeting completely upends that calculation.....even not taking later publications into account.

My friends and I balance by saying that the number of net positive quirk points in each entire force must be equal on both sides, not counting those pos/neg quirks that have no effect on combat.

Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Azakael on 28 January 2017, 23:41:37
As for the Tarantula, it was my intent in giving it the quirk that the mech gain the ability to turn 1 hex-side, but making it a hyper unique quad that can torso twist on its own is cool too.

Honestly, looking at the artwork *and* the Mini? I like the idea of the Tarantula having the ability to twist 2 hexes, and thus being able to fire in any direction. It just has that feel to it. (Seriously, it should work more like a tripod than a quad for movement too... but that's another story...)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Liam's Ghost on 28 January 2017, 23:57:54
I honestly kinda wish that there was room for a quirk that let a mech do a full 360 turret rotation. Though I don't think there's a good way to balance it.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Gus on 29 January 2017, 05:34:24
Suggestion: The Vulture should have the Narrow/Low-Profile quirk. The fluff text from p. 130, TRO:3050 Upgrade explicitly states: “…bird-legged stand and narrow, angular torso…”. Furthermore, it is quite obvious from the artwork that the Vulture is, in fact, a very slender mech! The Omnimech Image Gallery on the Battletech website has some interesting renders of various versions of the mech, with the C variant especially showing the slim torso: http://d15yciz5bluc83.cloudfront.net/wp-content/gallery/omni-images/VultureCRear.png?x64 (http://d15yciz5bluc83.cloudfront.net/wp-content/gallery/omni-images/VultureCRear.png?x64)

To make up for the Narrow/Low-Profile quirk, I suggest deleting the Improved Targeting (Medium) quirk. Nowhere in the fluff from TRO: 3050 Upgrade does it suggest that the Vulture is an exceptional medium-range fighter. (Most of the configurations are actually suited to more long-range engagements).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: mitchberthelson on 29 January 2017, 11:22:26
QUIRK FEEDBACK

Shogun-All illustrations show the Shogun as having the same "battering ram" central core as the Zeus on both missile arms. Would be a good idea to give it Barrel Fist for both arms.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Hythos on 29 January 2017, 13:50:07
Actually a mech can only be displaced up to 2 levels higher, and any number of levels lower. I.E...pushed off the top of a sky scrapper ;)
Also to piggy-back:

I still have to come back to my post from a week ago (and, 5? months ago for a TW post)...
Being pushed off of terrain and falling 2+ levels = PSR and/or falling damage. Does not detail if the PSR is successful and does not fall, is damage from levels-fallen applied? If applied, to legs only?
Being DFA'd off of terrain and falling any distance - 2 levels or 20 levels = treat as having fallen 2 levels; Success on PSR = no damage or fall.

TW, Death From Above Attacks, Location After Attack, p. 150: 
Quote
... If the DFA is successful, the target is pushed one hex in the direction opposite the attack... This motion might result in an accidental fall from above or a domino effect or even a PSR for entering a building hex; see TW Unit Displacement, p. 151".
Falls, p. 150:
A successful death from above attack may cause both 'Mechs to fall. Both MechWarriors must make PSR's, the target adding a +2 modifier and the attacker adding a +4 modifier. If either unit fails this roll, the unit takes damage as from a 0-level fall.
On a successful attack, the attacker automatically falls, taking damage as though the 'Mech had fallen 2 levels onto its back (see Falling, p. 68).

BMM, Death From Above Attacks, Location After DFA, p. 37:
Quote
... If the DFA is successful, the target is pushed one hex in the direction opposite the attack. If the DFA fails, the target chooses an adjacent hex and moves to it, even if immobile or prone. This motion might result in an accidental fall from above or a domino effect or even a PSR for entering a building hex; see Displacement, p. 55.

Falls After DFA
A successful DFA attack may cause both 'Mechs to fall. Both MechWarriors must make PSR's (see p.53), the target applying a +2 Target Number modifier and the attacker a +4 modifier. If either 'Mech fails this roll, the 'Mech takes damage as from a 0-level fall.
On an unsuccessful attack, the attacker automatically falls, taking damage as though it had fallen 2 levels onto its back (see Falling, p. 56).
Possible scenario:
'Mech-A, PXH-1 beginning movement phase at L0 terrain..
'Mech-B, WSP-1A moving to the top of a 1-hex L5 building with L0 terrain on all sides, having lost initiative.

This DFA-rules as written, seems to create a condition where when 'Mech-A DFA's 'Mech-B... If 'Mech-A successfully executes its DFA-attack to cause 'Mech-B to be hit and displaced, 'Mech-B will fall 5 levels for a 0-level fall (with damage and PSR's according to a 0-level fall). If 'Mech-B succeeds this +2 PSR, it receives no additional damage, and remains standing.
If the DFA attack FAILS, 'Mech-B *is* subject to falling damage and PSR's for having fallen 5 levels from having been Displaced (p. 55).

Both Charge attacks and Push attacks off of a "cliff", will detail Accidental Falls / Displacement / Domino-effect, as per previous discussion.

Suggestion:
Quote
A successful DFA attack may cause both 'Mechs to fall. Both MechWarriors must make PSR's (see p.53), the target applying a +2 Target Number modifier and the attacker a +4 modifier. If either 'Mech fails this roll, the 'Mech takes damage as from a 0-level fall, THEN falling effects are applied due to any change in levels from the fall.
(to indicate the target was smashed into its current hex, then Displaced [however, this could result in two "falls", PSR's, and consciousness checks.])
OR
Quote
A successful DFA attack may cause both 'Mechs to fall. Both MechWarriors must make PSR's (see p.53), the target applying a +2 Target Number modifier and the attacker a +4 modifier. If either 'Mech fails this roll, the 'Mech takes damage as from a fall of 0-levels PLUS the actual change in levels between its original hex, and its destination hex**.
(This might need a little wording-refinement to indicate TWO different effects happen to the target, and attacker; the new hex-occupier, and that which was displaced).
OR
Quote
A successful DFA attack may cause both 'Mechs to fall. Both MechWarriors must make PSR's (see p.53), the target applying a +2 Target Number modifier and the attacker a +4 modifier. If either 'Mech fails this roll, the 'Mech takes damage as from a fall of 0-levels PLUS the actual change in levels between its original hex, and its destination hex**.
When a DFA takes place on top of a structure such as a building or bridge, it may collapse. calculate the total combined tonnage of units in the hex at the time of the attack, and compare to the building's current Construction Factor. If the tonnage-value exceeds the buildings current CF, the building collapses (see Bridge Movement: Capacity, p20, and/or Collapse, p 73).
(Despite that units ARE displaced, charging rules would indicate the mass of both units will exist in the same hex at that instant - as with stacking rules, when two units move through the same hex of a bridge: a unit moving through a CF100 building/bridge /and not at the ground floor/ at the same time a unit were there, stationary, would cause it to collapse.)
** Note - these would need verbiage to differentiate displacement from the targets' hex rather than its movement-phase "original" hex.

(Revisiting):
Pg34: Physical Attacks: Grappling
Are Grappling rules being omitted from the BMM, or are they simply missing?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Tai Dai Cultist on 29 January 2017, 15:26:10
Question about the "who gets it logic" behind the Weak Head Armor quirk:

It seemed to me at first that the guiding principle about what mechs should get it are those that have the cockpits situated pretty much near where center of mass would be if you were shooting from the front... or to put more succinctly "bullet shaped bodies with the cockpit at the point of the bullet".  Mad Cats, Catapults, Jinggaus, etc.  But not just "bullet" shaped bodies, other mechs with prominently jutting heads near the center of mass like Komodos and Pouncers, too.

However, the BattleMaster is very much not that, and gets the quirk too.  Notably, the Marauder series of mechs (Marauders, Nightstars, Maelstroms) meet the above "cockpit at the nose of the bullet shape" criteria but don't get the quirk. Neither does the Jenner, unlike the similarly shaped Komodo and Pouncer.  So is simply having a large amount of "space glass" in the cockpit artwork instead the guiding principle?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 29 January 2017, 15:37:15
So is simply having a large amount of "space glass" in the cockpit artwork instead the guiding principle?
Pretty much. The Jinggau was going to have 4 points, because of how much of the torso was glass, but I felt it was a bit much to give it that and no torso twist.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Tai Dai Cultist on 29 January 2017, 15:44:27
If that's the principle, it seems like a bunch more mechs should have the quirk then.  I get that it's a judgement call, especially with regards to how any points how much space glass coverage is worth, but there are plenty of mechs with more "space glass" than some of the ones that have the quirk.  It seems to me, anyway.

I'm most familiar with the mechs I like the most, so I'm hesitant to call my favorites out to get bad quirks :D  But in all fairness, I do have to say I think the quirk was unevenly applied.   For example, compare the Ice Hellion (with the quirk) to the Wight (w/o the quirk).  The Strider's body is almost a quarter space glass when viewed from the front :D

It's a quirk with devastating implications so I get that maybe you don't want it to be as common as every mech with as much or more "space glass" as say, the Ice Hellion.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 29 January 2017, 16:07:36
Part of it was the, for lack of a better term, "look" of the glass. If it's lots of panes or a bomber nose, then I applied the quirk. Otherwise, I assumed that the head was tough enough. Except for the Komodo, that was because the head was on a stalk and the wide pane.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 29 January 2017, 17:55:52
Also to piggy-back:

I still have to come back to my post from a week ago (and, 5? months ago for a TW post)...
Being pushed off of terrain and falling 2+ levels = PSR and/or falling damage. Does not detail if the PSR is successful and does not fall, is damage from levels-fallen applied? If applied, to legs only?
Being DFA'd off of terrain and falling any distance - 2 levels or 20 levels = treat as having fallen 2 levels; Success on PSR = no damage or fall.

Where does such interpretation come from? Was it supposed to come from the latter references in your post, because in the case of a push it does not.

Possible scenario:
'Mech-A, PXH-1 beginning movement phase at L0 terrain..
'Mech-B, WSP-1A moving to the top of a 1-hex L5 building with L0 terrain on all sides, having lost initiative.

This DFA-rules as written, seems to create a condition where when 'Mech-A DFA's 'Mech-B... If 'Mech-A successfully executes its DFA-attack to cause 'Mech-B to be hit and displaced, 'Mech-B will fall 5 levels for a 0-level fall (with damage and PSR's according to a 0-level fall). If 'Mech-B succeeds this +2 PSR, it receives no additional damage, and remains standing.
If the DFA attack FAILS, 'Mech-B *is* subject to falling damage and PSR's for having fallen 5 levels from having been Displaced (p. 55).

Both Charge attacks and Push attacks off of a "cliff", will detail Accidental Falls / Displacement / Domino-effect, as per previous discussion.

Suggestion:(to indicate the target was smashed into its current hex, then Displaced [however, this could result in two "falls", PSR's, and consciousness checks.])
OR(This might need a little wording-refinement to indicate TWO different effects happen to the target, and attacker; the new hex-occupier, and that which was displaced).
OR(Despite that units ARE displaced, charging rules would indicate the mass of both units will exist in the same hex at that instant - as with stacking rules, when two units move through the same hex of a bridge: a unit moving through a CF100 building/bridge /and not at the ground floor/ at the same time a unit were there, stationary, would cause it to collapse.)
** Note - these would need verbiage to differentiate displacement from the targets' hex rather than its movement-phase "original" hex.

In my understanding, it was always meant, that the 'Mech is first displaced, then falls (or does not fall). If it's displaced into a hex 2 levels lower, it falls automatically an appropriate number of levels. It, probably, was meant to be covered in the Accidental Fall From Above section, but it was forgotten, that the underlying hex can simply be empty. The section Fall After DFA refers to the situation, when the 'Mech is displaced into a hex with a level change not more than 1.

To begin with, in your example, DFA cannot be made by PHX-1, since it needs 7 jumping MP in order to make it (5 levels+2 levels 'Mech height). But if it could, one should first apply the damage from a successful DFA to Wasp, then displace it into an appropriate adjacent hex, then it will automatically fall 5 levels taking tonnage/10x6 damage (5 levels+1). You'll need a PSR with the modifier +4 (levels fallen above 1) +2 (was DFA'ed)+ all other modifiers (pre-existing damage and underlying terrain) to avoid the damage to the 'Mechwarrior. (Now, Xotl or anyone who can confirm for sure, am I right about the modifier?)

(Revisiting):
Pg34: Physical Attacks: Grappling
Are Grappling rules being omitted from the BMM, or are they simply missing?

Grappling rules are from TacOps, they could enter only as optional ones, if enter at all.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: pheonixstorm on 29 January 2017, 19:16:47
Back to the Bushwacker. After looking over the (older original and upgrade) TRO ENTRY art and the cover art (which looks like the mini), I do not think it should have the no torso twist art.

I guess it really depends on which art you go by. IWM went with the cover art, the MUL uses the tro entry.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 29 January 2017, 23:49:27
All right, trying to work through these giant falling / dispalcement posts.  Forgive me if I miss something.

I still have to come back to my post from a week ago (and, 5? months ago for a TW post)...
Being pushed off of terrain and falling 2+ levels = PSR and/or falling damage. Does not detail if the PSR is successful and does not fall, is damage from levels-fallen applied? If applied, to legs only?
Being DFA'd off of terrain and falling any distance - 2 levels or 20 levels = treat as having fallen 2 levels; Success on PSR = no damage or fall.

Being pushed off terrain means you fall.  There's no PSR: you just fall, and it's treated in all ways as a normal fall unless you're dealing with a specific fall from above or domino effect scenario.

As for a specific DFA scenario, I'm unclear where you're getting most of your detail.  If your DFA'd off terrain, it's the same as detailed directly above: the method of displacement is irrelevant, as far as I can tell.  There's no PSR required if you're already falling off a cliff.  I do see that the DFA rules don't say that, so I can add a note, however, though I assumed it was rather intuitive.

Quote
TW, Death From Above Attacks, Location After Attack, p. 150: 
BMM, Death From Above Attacks, Location After DFA, p. 37:Possible scenario:
'Mech-A, PXH-1 beginning movement phase at L0 terrain..
'Mech-B, WSP-1A moving to the top of a 1-hex L5 building with L0 terrain on all sides, having lost initiative.

This DFA-rules as written, seems to create a condition where when 'Mech-A DFA's 'Mech-B... If 'Mech-A successfully executes its DFA-attack to cause 'Mech-B to be hit and displaced, 'Mech-B will fall 5 levels for a 0-level fall (with damage and PSR's according to a 0-level fall). If 'Mech-B succeeds this +2 PSR, it receives no additional damage, and remains standing.
If the DFA attack FAILS, 'Mech-B *is* subject to falling damage and PSR's for having fallen 5 levels from having been Displaced (p. 55).

In this scenario, the five-level fall off a cliff for mech B via displacement would take precedence over the normal 0-level fall into the ground.  Fortunately there's room on the DFA page to make this clarification.  You don't get to roll to keep standing if you're only standing on air: this isn't the Roadrunner & Coyote Show. :)

Quote
(Revisiting):
Pg34: Physical Attacks: Grappling
Are Grappling rules being omitted from the BMM, or are they simply missing?

There never was any intention to add the grappling rules to the BMM.  Sorry.



Okay, up to date list of corrections for various falling / displacement stuff:

Falls After DFA
     A successful death from above attack may cause both ’Mechs to fall. The attacker must make a Piloting Skill Roll (see p. 53), applying a +4 Target Number modifier. If the displacement resulting from a successful DFA did not already cause the target ’Mech to fall, then it must make a PSR as well (with a +2 modifier instead).  If either ’Mech fails this roll, the ’Mech takes damage as from a 0-level fall.

DISPLACEMENT
     ’Mechs moved from their hexes as a result of their opponent’s actions are displaced. Displacement can result from charging, pushing, and death from above attacks. It can also result from a domino effect that displaces a string of ’Mechs.
     A ’Mech can be displaced upward one or two levels; hexes higher than this are prohibited hexes (see below). ’Mechs can be displaced downward any number of levels. What happens depends on how far the ’Mech falls, and if the hex fallen into is occupied by another ’Mech:

•   If the hex the ’Mech is displaced into is empty, this is a normal fall (see Falling, p. XX).
•   If the hex the ’Mech is displaced into contains another ’Mech, and that hex is just one level lower, then a domino effect occurs (see p. XX).
•   If the hex the ’Mech is displaced into contains another ’Mech, and that hex is two levels or more lower, then an accidental fall from above occurs (see p. XX)

     Buildings: If a ’Mech is displaced into a building hex, the building takes damage as if the displaced ’Mech had charged it (see Charge Attacks, p. XX).
     DFA Attacks: If a ’Mech launches a death from above attack (see p. XX), and all the hexes surrounding the target ’Mech contain impassable terrain, one of the ’Mechs will automatically be destroyed. If the target ’Mech is hit by the DFA, it is destroyed. If the DFA fails, the attacker is destroyed instead.
     Prohibited Hexes: A ’Mech cannot be displaced into a hex it is prohibited from entering. Typically this means a hex three or more levels higher than the displaced ’Mech. If the rules call for a ’Mech to be displaced into a prohibited hex, the displacement cannot occur. In this case neither the target nor the attacking ’Mech move, unless the specific rules of the attack or action state otherwise. All other effects of the displacing action occur, including damage and any required Piloting Skill Rolls.

ACCIDENTAL FALLS FROM ABOVE
     A ’Mech cannot intentionally fall onto another ’Mech. However, if the hex a ’Mech is displaced into contains another ’Mech, and that hex is two levels or more lower, then the ’Mech already in the hex might be struck by the falling ’Mech. Make an attack roll with a base Target Number of 7, modified by target movement and terrain.

(and then we move right into the accidental fall rules: no reference to other falling types; all various refs to subtypes of falling displacement are in the main Displacement section now, as seen above)



Does this handle the problems to date?  If I'm still missing anything on this issue (mainly refs elsewhere I'm thinking, such as under pushing or charging), or if something above is still unclear, briefly and clearly let me know what still needs fixing.

One thing I am still confused on myself is the statement under "Prohibited Hexes" that says: In this case neither the target nor the attacking ’Mech move, unless the specific rules of the attack or action state otherwise.  Is there any such occasion that states that even with prohibited hexes, one (or both, whatever) of the mechs still moves?  Basically I'm trying to figure out why it was felt that caveat needed to be added.  If there is no such reason, I want it removed.

Thanks all.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 30 January 2017, 01:59:49
First, please forgive me, as I too would love to see this "put to bed" so to speak.

All right, trying to work through these giant falling / dispalcement posts.  Forgive me if I miss something.

Being pushed off terrain means you fall.  There's no PSR: you just fall, and it's treated in all ways as a normal fall unless you're dealing with a specific fall from above or domino effect scenario.

HUGE SNIP

Quote
DISPLACEMENT
     ’Mechs moved from their hexes as a result of their opponent’s actions are displaced. Displacement can result from charging, pushing, and death from above attacks. It can also result from a domino effect that displaces a string of ’Mechs.
     A ’Mech can be displaced upward one or two levels; hexes higher than this are prohibited hexes (see below). ’Mechs can be displaced downward any number of levels. What happens depends on how far the ’Mech falls, and if the hex fallen into is occupied by another ’Mech:

•   If the hex the ’Mech is displaced into is empty and at the same level, make a PSR or fall (see Falling, p. XX).
•   If the hex the ’Mech is displaced into is empty and lower, the 'Mech automatically falls (see Falling, p. XX).
•   If the hex the ’Mech is displaced into contains another ’Mech, and that hex is just one level lower, then a domino effect occurs (see p. XX).
•   If the hex the ’Mech is displaced into contains another ’Mech, and that hex is two levels or more lower, then an accidental fall from above occurs (see p. XX)

SNIP

Does this handle the problems to date?  BRIEFLY AND CLEARLY, if I'm still missing anything on this issue, or it's still unclear, what needs fixing?  Thanks all.

Would the above be clearer? As again, the change still leads me to question...Does a "Mech pushed 1 level lower automatically fall? Or is a 1 level Lower the same as equal level?

The trigger here is the term "treat as a normal fall". That term is used nowhere else in the rules.


First Page 53, tells us what happens for failed PSR's:

Quote
PILOTING SKILL ROLLS (PSR)

MechWarriors must make Piloting Skill Rolls (PSRs) under a
variety of circumstances. A PSR is usually made to avoid falling;
unless specified otherwise, failing a PSR means the ’Mech falls.

Pushed 1 hex away, Make a PSR or fall.

Lose a Leg (page 44): When a standing ’Mech loses a leg, the ’Mech automatically falls per the standard rules for falling,

lose a Gyro(page 48: When a ’Mech’s gyro is destroyed, the ’Mech automatically falls and cannot stand up again;

Lose a Hip (page 48: The controlling player must make a PSR at the end of the phase in which the critical hit occurred.

Get Kicked/Miss a Kick (page 38): When a ’Mech is kicked it must make a Piloting Skill Roll (see p. 53). If an attacking ’Mech misses its kick, it must make a Piloting Skill Roll.

No where else in the rules is the term: "Treat as a normal fall"
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 30 January 2017, 11:33:12
First, please forgive me, as I too would love to see this "put to bed" so to speak.

No, it's all good.  I'd like this to be better as well, and this is making it so.  Thank you for trimming things down.

Quote
•   If the hex the ’Mech is displaced into is empty and at the same level, make a PSR or fall (see Falling, p. XX).

I don't have a line like the above in my revised text because displacement never occurs in a vacuum: i.e. something caused the mech to be displaced, and whatever it was always has its own rules for what to do following the displacement.  Charge (PSR +2); DFA (PSR +2); Push (PSR), Domino Effect (PSR).  Since you never arrive at the displacement rules on your own (i.e. you always show up there after running into one of the previous situations that tells you "see Displacement"), I don't want to be telling people to make a PSR, because they've already been told to do so in the rules scenario that sent them there, and another "make a PSR" instruction could just introduce confusion.  I'll see about making sure the normal, already-called-for PSR situation is a bit clearer, though.  Next:

•   If the hex the ’Mech is displaced into is empty and lower, the 'Mech automatically falls (see Falling, p. XX).

Quote
Would the above be clearer?

I've added that and other material.  Should be solid.

Quote
As again, the change still leads me to question...Does a "Mech pushed 1 level lower automatically fall? Or is a 1 level Lower the same as equal level?

One level down is lower, so yes, it automatically falls.  Source of the displacement is irrelevant.

Quote
The trigger here is the term "treat as a normal fall". That term is used nowhere else in the rules.

I can't fathom someone not understanding "this is a normal fall (see Falling, p. XX)"; that that precise wording is not used elsewhere does not really seem to matter.  But I'll change it to "this is an automatic fall".

Also, I'll change the end of the Push rules to this new para:

     If a push moves the target ’Mech into a hex with another ’Mech, see Domino Effect (p. XX). If it moves the target ’Mech into a lower level, see Displacement, page XX.

I'll make similar clarifications in the Charge and DFA sections.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 30 January 2017, 13:06:02
DISPLACEMENT
     ’Mechs moved from their hexes as a result of their opponent’s actions are displaced. Displacement can result from charging, pushing, and death from above attacks. It can also result from a domino effect that displaces a string of ’Mechs.
     A ’Mech can be displaced upward one or two levels; hexes higher than this are prohibited hexes (see below). ’Mechs can be displaced downward any number of levels. What happens depends on how far the ’Mech falls, and if the hex fallen into is occupied by another ’Mech:

•   If the hex the ’Mech is displaced into is empty, this is a normal fall (see Falling, p. XX).
•   If the hex the ’Mech is displaced into contains another ’Mech, and that hex is just one level lower, then a domino effect occurs (see p. XX).
•   If the hex the ’Mech is displaced into contains another ’Mech, and that hex is two levels or more lower, then an accidental fall from above occurs (see p. XX)

     Buildings: If a ’Mech is displaced into a building hex, the building takes damage as if the displaced ’Mech had charged it (see Charge Attacks, p. XX).
     DFA Attacks: If a ’Mech launches a death from above attack (see p. XX), and all the hexes surrounding the target ’Mech contain impassable terrain, one of the ’Mechs will automatically be destroyed. If the target ’Mech is hit by the DFA, it is destroyed. If the DFA fails, the attacker is destroyed instead.
     Prohibited Hexes: A ’Mech cannot be displaced into a hex it is prohibited from entering. Typically this means a hex three or more levels higher than the displaced ’Mech. If the rules call for a ’Mech to be displaced into a prohibited hex, the displacement cannot occur. In this case neither the target nor the attacking ’Mech move, unless the specific rules of the attack or action state otherwise. All other effects of the displacing action occur, including damage and any required Piloting Skill Rolls.

Now it does not cover a case when the 'Mech is displaced into an occupied hex of the same level.

'What happens depends on how far the ’Mech falls...' could be changed to 'what happens depends on the level difference...', since at least in the case of no level change 'Mech does not fall automatically.

One level down is lower, so yes, it automatically falls.  Source of the displacement is irrelevant.

You definitely know better, but are absolutely, one hundred percent sure that this is correct? Could you point out the line in TW from which it follows. Vehicles and infantry, for example, do not take falling damage from being displaced into a hex 1 level lower (TW and errata for TW, p.151). It's probable, that 'Mechs do not follow the case, but still?

On the topic of other spotted issues.
DFA, Weapon Attack Phase, p.37
The +3 modifier for jumping movement must always be applied to the attacker’s Target Number: it is not already included.

It should be a usual modifier for jumping movement.

Domino Effect, p.55-56 (p.152-153 in TW)

An inconsistency between the example and the description. By the description, the 'Mech B in the example should make 2 PSR's: one for being forced out from the hex, one for forcing out the 'Mech C. The example states it should make one. It's a carry-over from the TW.

One thing I am still confused on myself is the statement under "Prohibited Hexes" that says: In this case neither the target nor the attacking ’Mech move, unless the specific rules of the attack or action state otherwise.  Is there any such occasion that states that even with prohibited hexes, one (or both, whatever) of the mechs still moves?  Basically I'm trying to figure out why it was felt that caveat needed to be added.  If there is no such reason, I want it removed.

Vehicle or  infantry displaced into water?


Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 30 January 2017, 13:36:44
Now it does not cover a case when the 'Mech is displaced into an occupied hex of the same level.

That's because there's no way to arrive at this section without going through some other section that tells you what to do, applying its own unique situation and modifiers.  There's no such thing as a generic displacement that happens on its own and has no rules to go with it other than what's here.  Those scenarios are specifically covered under pushes, charges, and DFAs.  But I can add a sort of generic intro that sets the stage, for people just reading the rules without following page refs.

Quote
'What happens depends on how far the ’Mech falls...' could be changed to 'what happens depends on the level difference...', since at least in the case of no level change 'Mech does not fall automatically.

The sentence specifies "lower level".  You can't have a no-level-change lower level (or can you: at this point I'm sure of nothing on these rules).  However, the issue of whether it's an automatic fall is still open, as you point out in your later paragraph.

Quote
You definitely know better, but are absolutely, one hundred percent sure that this is correct? Could you point out the line in TW from which it follows. Vehicles and infantry, for example, do not take falling damage from being displaced into a hex 1 level lower (TW and errata for TW, p.151). It's probable, that 'Mechs do not follow the case, but still?

I definitely don't know better here: these rules are opaque as all hell, and I'm feeling my way through them with the invaluable help of this thread.  A one-level drop being an auto fall is a pure assumption on my part, based on the image in my head of it being a sharp drop.  However, what I'd missed is that it could just as easily be a gentle decline, and in any case, what matters is the mechanics (which I of course can't find in TW).

Is there any reference anywhere in TW (or even an older rulebook, if not TW) that clearly explains what happens in a one level drop but without referencing domino effect?

Quote
On the topic of other spotted issues.
DFA, Weapon Attack Phase, p.37
The +3 modifier for jumping movement must always be applied to the attacker’s Target Number: it is not already included.

It should be a usual modifier for jumping movement.

Is there ever a scenario in which it is not +3?

Quote
Domino Effect, p.55-56 (p.152-153 in TW)

An inconsistency between the example and the description. By the description, the 'Mech B in the example should make 2 PSR's: one for being forced out from the hex, one for forcing out the 'Mech C. The example states it should make one. It's a carry-over from the TW.

Excellent, thanks.

Quote
Vehicle or infantry displaced into water?

I think it's actually a ref to the case of DFA attacks directly above, which allow this scenario.  I added a clarifier.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: pheonixstorm on 30 January 2017, 14:21:24
I would think a 1 level difference would require a basic PSR, 2 levels get a penalty unless it is a sheer cliff (is that covered in the BMM?), while anything greater is an automatic fall. As you said, a 6 meter change over a 30 meter hex is roughly a 10% grade or 1 meter up per 5 meters forward.

Or you could have 1 level is psr, more than one level gets penalty per level

Hope its helpful in how your proceed.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 30 January 2017, 15:28:19
I would think a 1 level difference would require a basic PSR, 2 levels get a penalty unless it is a sheer cliff (is that covered in the BMM?), while anything greater is an automatic fall. As you said, a 6 meter change over a 30 meter hex is roughly a 10% grade or 1 meter up per 5 meters forward.

Or you could have 1 level is psr, more than one level gets penalty per level

Hope its helpful in how your proceed.


The problem is, what you are proposing are new rules. We were trying to figure out the existing ones.

The rules are adamant on the fact that 2+ levels is definitely an (automatic) fall for any kind of ground unit. I'm inclined to think that displacement into a hex 1 level lower is not, because:
a) Such displacement does not cause falling damage for non-'Mech units, why create a precedent for "Mechs?
b) Whenever mentioned, 1 level change is implicitly lumped together with 0 level change (at least, it's my impression, I can try going through the rules again).

Unfortunately, in TW such case is always mentioned in conjecture with the Domino Effect, which is confusing. We could really benefit from an opinion of some grognard with an older book. There is a chance, it was a "fixing what ain't broken" case.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 30 January 2017, 15:54:16
I've checked previous rulebooks now (I have them all), and this is one of those occasions where TW is more thorough than the previous editions.  The farther back you go, the vaguer it gets.

I've asked the higher ups for a final ruling.  If they're too busy, I'll make my own and just call a one-level drop a normal PSR situation for mechs, with the mod depending on the situation causing the displacement in the first place.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Tai Dai Cultist on 30 January 2017, 16:02:45
Another question about the logic about quirks being justified from artwork:

In the case of the Un/Re/NuSeen mechs, which version of the artwork takes precedence, if any?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 30 January 2017, 17:03:41
Is there ever a scenario in which it is not +3?

Xotl, it's not the Attacker Movement modifier, the 'Mech making DFA can't use its weapons anyway, it's the Target Movement modifier based on hexes moved +1 for jumping.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 30 January 2017, 17:12:53
Ah, the problem is the text's placement.  It's supposed to be a reminder that a DFA, though it is automatically a jumping attack, doesn't have the attacker jump mod of +3 built into its target number.  Placing that statement under Weapon Attack Phase, however, is just asking for confusion (I think I edited a previous statement, but didn't move it as I should have).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 30 January 2017, 17:52:24

I definitely don't know better here: these rules are opaque as all hell, and I'm feeling my way through them with the invaluable help of this thread.  A one-level drop being an auto fall is a pure assumption on my part, based on the image in my head of it being a sharp drop.  However, what I'd missed is that it could just as easily be a gentle decline, and in any case, what matters is the mechanics (which I of course can't find in TW).

Is there any reference anywhere in TW (or even an older rulebook, if not TW) that clearly explains what happens in a one level drop but without referencing domino effect?

Sadly...No. And that is what threw me at first. I know I've played a few matches in the past where I have "pushed" mechs down a hill/off a building, but each time was in MEGAMEK , and so the game took care of the rules.

But now I am getting ready for some devious "Take that you dirty woods hider on a hill" action, and read the rules both here and in TW. Sadly TW is lacking, and I can't help but wonder..."Am I missing something? How did this rule go so long without a clarification? Is part of because in the nebulous world of gaming, the exact rules are part of Common Misconceptions?"
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 30 January 2017, 18:18:49
People would just wing it, I assume, and not bother asking a rules question. 

Bear in mind that the Manual is the first book ever to explain how you jump into and out of water, something you could do since 1985.  Sometimes things just get missed.  Boggles my mind too.

I wish I could just rewrite the whole displacement rules section (rather than just re-orging it, as I am now).  It's very cumbersome.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 30 January 2017, 20:33:23
I wish I could just rewrite the whole displacement rules section (rather than just re-orging it, as I am now).  It's very cumbersome.

So, even if you rewrite the same rules in a better wording, it's still a no-go?

Anyway, now the Domino Effect, p.55-56 needs clarification.

'If a ’Mech accidentally falls one level or less, or is forced into a hex occupied by another ’Mech...' is better to put as 'If a ’Mech after displacement violates stacking rules...'. Which is, by the way, more in line with the TW wording.

As I mentioned before, there is an inconsistency between the example and the description on the pp.55-56. What I did not notice that there was more than one. If you carefully read the current (BMM) ruling, the 'Mech C does not behave, like it should. That's because the ruling changed from the one in TW (which was more counter-intuitive and convoluted). In order to fall because of the Domino Effect, the 'Mech C had to first fail the PSR in order not to be able to move forward or backward, and then fail the second one to fall. From the rules on p.55, it follows, that only one PSR is needed.

Actually, the whole section could be rewritten, especially Multiple Domino Effects parts.

Also, in ACCIDENTAL  FALLS FROM ABOVE, FALLING ’MECH HITS TARGET, p.57:

The ’Mech already in the hex is displaced (see p. 55).

Needs clarification into which hex it should be displaced.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 31 January 2017, 00:45:54
So, even if you rewrite the same rules in a better wording, it's still a no-go?

No, no: I can reword to my heart's content, am even expected to.  These wording fixes should make it to the final.  It's the outright rules changes I can't really do.  I think we have the best possible implementation of the three ways a mech can be displaced (plus individual attack sub-exceptions), and the final will have the cleanest 3.5 pages of skidding you've ever seen.  I just question whether those things should be like that in the first place.  Right now it feels a bit on occasion like honing a Nerf arrow to a razor's edge.  But all in good time.

Quote
Anyway, now the Domino Effect, p.55-56 needs clarification.

'If a ’Mech accidentally falls one level or less, or is forced into a hex occupied by another ’Mech...' is better to put as 'If a ’Mech after displacement violates stacking rules...'. Which is, by the way, more in line with the TW wording.

That's not universally true.  Only if it's one level down, or any hex laterally, is it a domino effect.  If it's two or more levels it's an accidental fall from above, so a universal statement such as you give would be misleading.

Quote
Also, in ACCIDENTAL FALLS FROM ABOVE, FALLING ’MECH HITS TARGET, p.57:

The ’Mech already in the hex is displaced (see p. 55).

Needs clarification into which hex it should be displaced.

Good point.  This would be randomly determined, just as with a domino effect fall from above (might as well have a bit of consistency here).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: wolfshadow on 31 January 2017, 08:56:41
Pg 131 for Common Misconceptions, Damage 1. 
You state that you changed the rule so that for critical hits, the attacking player rolls the dice to see if there is a critical hit, and also where the criticals go. Then on page 132 in the box with the Archer critical locations example, it mentions the Archer's controller rolls the dice locations for the critical hit.  This should be the attacking player rolling the dice, since the rule was changed.

Wolfshadow

Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Tai Dai Cultist on 01 February 2017, 15:13:39
Re: The Nightstar's string of immensely valuable Quirks

I don't want to derail a FWL thread too much, but I'd just say that MultiTrac is concerned with multiple targets, whereas the TR 3058 fluff talks about "almost preternatural accuracy" or something similarly concerned with superb general accuracy.

If keeping a surplus/deficit of quirks points to a minimum is an interest, "Good Reputation" might still be a canonically appropriate way to incorporate the fluff about its "awesome" targeting and tracking.  Although I do also like the suggestion upthread that it may be simply more elegant to give improved range targeting, even if it's at all ranges, than calling out each weapons for being accurate.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: c_gee on 02 February 2017, 11:16:06
Pg 131 for Common Misconceptions, Damage 1. 
You state that you changed the rule so that for critical hits, the attacking player rolls the dice to see if there is a critical hit, and also where the criticals go. Then on page 132 in the box with the Archer critical locations example, it mentions the Archer's controller rolls the dice locations for the critical hit.  This should be the attacking player rolling the dice, since the rule was changed.

Wolfshadow

This is true for the entire book, in fact.

Rather than hunt down and change each spot it needs to be corrected, it might be easier to add a caveat to the misconception which reminds players to apply this new rule across the entire book (and other books too).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 11:30:36
The book itself needs to be corrected on that score.  I had already noted the one instance reported above, but if anyone knows specifically where others are, I'd appreciate them pointing them out.  So far I see two Damage examples.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Hythos on 02 February 2017, 12:12:55
Where does such interpretation come from? Was it supposed to come from the latter references in your post, because in the case of a push it does not.

...
To begin with, in your example, DFA cannot be made by PHX-1, since it needs 7 jumping MP in order to make it (5 levels+2 levels 'Mech height). But if it could, one should first apply the damage from a successful DFA to Wasp, then displace it into an appropriate adjacent hex, then it will automatically fall 5 levels taking tonnage/10x6 damage (5 levels+1). You'll need a PSR with the modifier +4 (levels fallen above 1) +2 (was DFA'ed)+ all other modifiers (pre-existing damage and underlying terrain) to avoid the damage to the 'Mechwarrior. (Now, Xotl or anyone who can confirm for sure, am I right about the modifier?)
I guess I had written "Pushed" instead of "Displaced", which might have been a bit more clear to what I was meaning...

Regarding Jump MP's to reach the target, I would agree that it SHOULD take 7 Jump MP to be able to DFA a target atop of a L5 building, but I originally went back against that, considering that conventional Jump MP allows for both the propulsion to/over 6-levels high AND deceleration for a safe landing, whereas to DFA, flight-control to flutter the jets to make contact wouldn't consume as much energy as would full deceleration.

What is described, states that the Attacker must have at least 2 Jump MP's, and must be able to enter the hex legally, but doesn't imply they are mutually inclusive:
Quote
Death from above attacks are declared in the Movement Phase, not the Physical Attack Phase. All that is required is that the attacker can legally enter the hex the target occupies, and has enough  umping MP to reach that hex. An attacker must have at least 2 Jumping MP to make a DFA on a  tanding ’Mech, since a standing ’Mech is two levels high.

Possible suggestions:
4) Death From Above Attacks, p. 36
DFA might need to clarify that the attacker must still be able to jump as high as the off-set difference of terrain-elevation plus two levels:
While covered under the statement: This could indicate that a target atop of a L2 hill could be DFA'd by an attacker from a L0 terrain, 2 hexes away. (This may be valid).
However, it might make more sense to state:
"... must have a Jumping MP to reach at least two levels greater than the target's underlying terrain, minus the difference of the attacker's original elevation".
(Or some other manner to indicate the attacker's starting-hex level).

OR
Quote
All that is required is that the attacker can legally enter the hex the target occupies, and has enough Jumping MP to reach that hex, THEN, must have at least 2 Jumping MP to make a DFA on a standing ’Mech, since a standing ’Mech is two levels high.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 12:47:04
You don't need an extra 2 MP though.  A mech is treated just like a building or anything else in the case of a jump: if you can clear the obstacle, it costs you 1 MP, BUT you must have enough MP available to clear that target's level.  The statement is just there to say that a mech with 1 MP can never DFA a standing mech because it can't get high enough, not that there's an extra 2 MP charge or that the attack would always cost 2 MP minimum.  For example, if I want to DFA a standing mech right in front of me, I must have 2 MP available, but would only spend 1 MP to actually make the attack.  If the same target was on a level 5 hill, I would need 7 MP available, but would still only spend 1 MP to actually make the attack.

It could be way clearer, though (and and the text also seems to rule out DFAs against prone mechs, which are possible).  How about this?


     Death from above attacks are declared in the Movement Phase, not the Physical Attack Phase. The attacker must be able to legally enter the hex the target occupies. The attacker must expend only the usual Jumping MP needed to reach that hex, but must have enough Jumping MP available to clear any height requirement (this is the level of the hex the target is in, plus two if the target ’Mech is standing, as a standing ’Mech is always two levels high). For example, to make a DFA attack from a Level 0 hex against a ’Mech standing one hex away on a Level 3 hill would only cost 1 MP, but the attacking ’Mech must have at least 5 Jumping MP available to make the attack. See Jumping, page 14.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 14:25:07
I noticed the section on FIRE and Accidental Fires in particular does not cover starting a fire through actual combat. (i.e. original rules page 43 Tactical Operations).

Is that an oversight or intentional?

Very much intentional.  The simplification process was all about reducing rolls, and rolling every time you missed an attack to see if you started a fire was a major time sink.  So in this ruleset, fires only start if you go out of your way to do so.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 14:33:08
I can't reconcile the numbers of PSR's in the example on p.56 and in the description of Multiple Domino Effects on p.55. Ugh... Can someone explain?

Ah, I see: the example offers two PSRs.  The first is just whether or not you dodge, and the second is whether or not you actually fall.

I've changed the example so that there's only one test.  That still leaves three possible results:

Pass and dodge
Pass and don't dodge: moved into new hex, but stays upright there
Fail: moved into new hex, falls there
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 18:29:13
All right, as the displacement stuff is so incredibly annoying, fiddly, and generally not very thoroughly written out (my bad as much as anyone's), I've spent the past while rewriting it.  Instead of pasting sections of the rules here over and over, I've decided to just attach a copy of the relevant sections here in MS Word.  There's a few notes in the document to explain what's happened.

Feel free to submit any feedback here.  Ignore any prior postings of excerpts from me on this: this is the current text.

https://dl.dropboxusercontent.com/u/357573/Displacement%20Hell.docx

Charges, pushes, and DFA are edited to match.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 18:34:29
Could you clarify as to what part is unclear, exactly?

I already clarified in a later post:
Domino Effect, p.55-56 (p.152-153 in TW)

An inconsistency between the example and the description. By the description, the 'Mech B in the example should make 2 PSR's: one for being forced out from the hex, one for forcing out the 'Mech C. The example states it should make one. It's a carry-over from the TW.
Excellent, thanks.

You don't need an extra 2 MP though.  A mech is treated just like a building or anything else in the case of a jump: if you can clear the obstacle, it costs you 1 MP, BUT you must have enough MP available to clear that target's level.  The statement is just there to say that a mech with 1 MP can never DFA a standing mech because it can't get high enough, not that there's an extra 2 MP charge or that the attack would always cost 2 MP minimum.  For example, if I want to DFA a standing mech right in front of me, I must have 2 MP available, but would only spend 1 MP to actually make the attack.  If the same target was on a level 5 hill, I would need 7 MP available, but would still only spend 1 MP to actually make the attack.

It could be way clearer, though (and and the text also seems to rule out DFAs against prone mechs, which are possible).  How about this?


     Death from above attacks are declared in the Movement Phase, not the Physical Attack Phase. The attacker must be able to legally enter the hex the target occupies. The attacker must expend only the usual Jumping MP needed to reach that hex, but must have enough Jumping MP available to clear any height requirement (this is the level of the hex the target is in, plus two if the target ’Mech is standing, as a standing ’Mech is always two levels high). For example, to make a DFA attack from a Level 0 hex against a ’Mech standing one hex away on a Level 3 hill would only cost 1 MP, but the attacking ’Mech must have at least 5 Jumping MP available to make the attack. See Jumping, page 14.

I did not mean it needed 2 extra MP, if a case you got it from my post. Anyway, it's clearer now. I can suggest changing

'(this is the level of the hex the target is in, plus two if the target ’Mech is standing, as a standing ’Mech is always two levels high)'


to

'(this is the level of the hex the target is in, plus the height of the target).'

This better covers cases of vehicles, VTOLs, prone 'Mechs, etc. The following example has a standing 'Mech anyway, it will be clear from it.

You might also think on, whether it's fine for the rules in BMM to work only for 'Mechs, or they should be applicable to all types of units. I'm afraid, that if it's the latter, then in some cases a more delicate formulation is needed (not that I can point out any at the moment, though).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 02 February 2017, 18:35:25
Another question about the logic about quirks being justified from artwork:

In the case of the Un/Re/NuSeen mechs, which version of the artwork takes precedence, if any?
While I'm not the biggest fan of the Reseen, they're 3060s vintage variants, so I didn't use many of their construction queues for this, though IMO pretty much all of them would have somewhat different quirks. As for the Shimseen v Unseen issue, where we have art, I went with the Shimseen as the primary option. Where we didn't have art, I used the Unseen as the basis, because even if Catalyst can't legally use the artwork, the designs are still there down the centuries.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 18:51:48
You might also think on, whether it's fine for the rules in BMM to work only for 'Mechs, or they should be applicable to all types of units. I'm afraid, that if it's the latter, then in some cases a more delicate formulation is needed (not that I can point out any at the moment, though).

The Manual was very deliberately written from a mech-only standpoint (the reason that all mentions of "unit" was replaced by "mech", for the most part).  In some cases this was just a matter of emphasis, but in other cases this meant outright rules rewording when a passage didn't make sense when only dealing with mechs (usually this involved stacking issues).

As such, everything is going to stay mech-related whenever possible, rather than generic.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 19:19:25
The Manual was very deliberately written from a mech-only standpoint (the reason that all mentions of "unit" was replaced by "mech", for the most part).  In some cases this was just a matter of emphasis, but in other cases this meant outright rules rewording when a passage didn't make sense when only dealing with mechs (usually this involved stacking issues).

As such, everything is going to stay mech-related whenever possible, rather than generic.

The point was, if you will have a need to port the clarified rules into a broader rulesbook, you might have to go through all the statements again in order to fish out some clauses.

I'll give the document a look.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 02 February 2017, 19:38:04
All right, as the displacement stuff is so incredibly annoying, fiddly, and generally not very thoroughly written out (my bad as much as anyone's), I've spent the past while rewriting it.  Instead of pasting sections of the rules here over and over, I've decided to just attach a copy of the relevant sections here in MS Word.  There's a few notes in the document to explain what's happened.

Feel free to submit any feedback here.  Ignore any prior postings of excerpts from me on this: this is the current text.

https://dl.dropboxusercontent.com/u/357573/Displacement%20Hell.docx

Charges, pushes, and DFA are edited to match.

I love it. Much clearer as to what happens, etc.

Any chance the DISPLACEMENT rule can be ammended to include this from Falling Damage to a MechWarrior?

Quote
FALLING DAMAGE TO A MECHWARRIOR
A player makes a second Piloting Skill Roll after every fall. All modifiers applied to the PSR that caused the fall are applied to this second roll, with an additional +1 modifier applied to the Target Number for every level above 1 fallen. If the roll succeeds, the MechWarrior avoids taking damage. If the roll fails, the MechWarrior takes 1 point of damage.

Makes Pushing an Enemy Mech downhill (even if just 1 level) more tactical than pushing same level?

If not, no worries, as now the rules (to me for pushing) makes sense as to what does, and does not transpire.


Now...about that Hip Critical....:P  @p?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 19:45:07
Any chance the DISPLACEMENT rule can be ammended to include this from Falling Damage to a MechWarrior?

Haven't finished reading yet, but don't you already do it under the rules?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 20:09:44
All right, as the displacement stuff is so incredibly annoying, fiddly, and generally not very thoroughly written out (my bad as much as anyone's), I've spent the past while rewriting it.  Instead of pasting sections of the rules here over and over, I've decided to just attach a copy of the relevant sections here in MS Word.  There's a few notes in the document to explain what's happened.

Feel free to submit any feedback here.  Ignore any prior postings of excerpts from me on this: this is the current text.

https://dl.dropboxusercontent.com/u/357573/Displacement%20Hell.docx

Charges, pushes, and DFA are edited to match.

Wait, could you clarify where you want to see the feedback, because someone has already raided the document and has made changes.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 20:14:12
As I said, there's a few notes by me in there.  Comments would be great in this thread, thanks.  That way, we can all take a look at them.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 02 February 2017, 20:17:04
Haven't finished reading yet, but don't you already do it under the rules?

Yes and no.

To avoid damage the PSR is adjusted by a +1 modifier per level fallen.

I am asking if it is possible for the PSR for actual fall to be modified by +1 per level.

So a 'Mech pushed 2 levels downhill would need to make a PSR at +2 for the two levels lower, and if the mech actually falls, then the pilot makes a PSR at +2 for 2 levels fallen to avoid damage.

In other words, I am asking for the various PSRs to be equal numbers, much like every other PSR to Fall vs the PSR to avoid damage.

I.E. A 'Mech with 5 PS Pilot, taking 20+ points of Damage with a Damaged Hip and Damaged Gyro would be a PSR

5
+1     20 points damage
+2     Damaged Hip
+3     Damaged Gyro

PSR would be 11 to avoid falling as well as 11 to avoid taking damage.

Now, if that pilot were pushed down a level 1 hill, the PSR would be 11 to avoid falling, but would be a 12 to avoid taking damage.
I am asking for the +1 per level modifier be added to PSR for avoiding the fall as well. Makes pushing down a hill more desirable tactically.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 20:18:31
I love it. Much clearer as to what happens, etc.

Any chance the DISPLACEMENT rule can be ammended to include this from Falling Damage to a MechWarrior?

Probably not: as much as I'd prefer it (both for the tactical implications but also to keep the two sets of checks the same), that would be a rule change.

Actually, what the hell: I'll ask.

Quote
Now...about that Hip Critical....:P  @p?

Run that one by me again, please.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 20:30:54
Yes and no.

To avoid damage the PSR is adjusted by a +1 modifier per level fallen.

I am asking if it is possible for the PSR for actual fall to be modified by +1 per level.

So a 'Mech pushed 2 levels downhill would need to make a PSR at +2 for the two levels lower, and if the mech actually falls, then the pilot makes a PSR at +2 for 2 levels fallen to avoid damage.

In other words, I am asking for the various PSRs to be equal numbers, much like every other PSR to Fall vs the PSR to avoid damage.

Sorry, I'm being brain-dead [drool] and do not get the difference. Could you elaborate the example, especially the difference, there is a chance that I did not get some rule correctly.

As I said, there's a few notes by me in there.  Comments would be great in this thread, thanks.  That way, we can all take a look at them.

While "unstucking" the domino effect chain by destroying the last "Mech is the easiest solution, it's a bit of ouch.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 20:36:50
Sorry, I'm being brain-dead [drool] and do not get the difference. Could you elaborate the example, especially the difference, there is a chance that I did not get some rule correctly.

No worries.  There's a special PSR modifier for the levels involved, but ONLY for avoiding mechwarrior damage after the fall.  That same mod isn't applied to the PSR to avoid the fall in the first place.  In all other scenarios that I can think of, the situational mods to avoid a fall and avoid damage from that fall are the same.

Quote
While "unstucking" the domino effect chain by destroying the last "Mech is the easiest solution, it's a bit of ouch.

True, but in that case you'll have already had at least one mech prior already move and resolve everything.  You can't go back.  It's the same logic as to why this happens in the case of DFAs and accidental falls (the move is already at least partially completed), and it was decided not to allow a special stacking exception in such cases.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 02 February 2017, 20:40:59
Run that one by me again, please.

Back when you were here in Vancouver in November last year, and at lunch I had mention the bizarreness of the hip critical effect and how it makes a really hurt leg better, and we both agreed it was a wierd rule. Was just me with a tongue-in-cheek jab about starting you down the trail of even more insantiy ;)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 20:42:08
Oh yeah.  I fought to kill that one, but lost.  Hip crutching remains.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 02 February 2017, 20:42:42
Sorry, I'm being brain-dead [drool] and do not get the difference. Could you elaborate the example, especially the difference, there is a chance that I did not get some rule correctly.

While "unstucking" the domino effect chain by destroying the last "Mech is the easiest solution, it's a bit of ouch.

See my edited/modified post above.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 02 February 2017, 20:45:27
Oh yeah.  I fought to kill that one, but lost.  Hip crutching remains.

I know, it's why I haven't brought up for changing, just an inside joke.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 20:47:03
We'll have a future beer over it and I'll complain some more. :)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 20:50:10
No worries.  There's a special PSR modifier for the levels involved, but ONLY for avoiding mechwarrior damage after the fall.  That same mod isn't applied to the PSR to avoid the fall in the first place.
OK, so my understanding was correct.

True, but in that case you'll have already had at least one mech prior already move and resolve everything.  You can't go back.  It's the same logic as to why this happens in the case of DFAs and accidental falls: again, there's no going back, and it was decided not to allow a special stacking exception in that case.
In the case of DFAs and accidental falls there is, at least, something big falling on other things. Destroying 'Mechs by squeezing seems a bit artificial. I just thought, that some backtracking would be allowed. Anyway, such situations are not that frequent.

In ACCIDENTAL FALL FROM ABOVE:

The case of a 'Mech falling into a non-empty water hex?

Oh yeah.  I fought to kill that one, but lost.  Hip crutching remains.

Not the worst of the rules.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 21:06:52
Also, in Falling ’Mech Hits Target the facing of the fallen 'Mech should be clarified. (I believe there's a question about this in the Rules Questions sub-forum.)

Another thing that could be changed was the difference in the damage allocation to the fallen 'Mech, in a case whether it hits or does not hit the target. Could've been made as per Falling rules in both cases.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 21:22:49
Now, if that pilot were pushed down a level 1 hill, the PSR would be 11 to avoid falling, but would be a 12 to avoid taking damage.
I am asking for the +1 per level modifier be added to PSR for avoiding the fall as well. Makes pushing down a hill more desirable tactically.

Actually, as I read the rules, both modifiers are +11 in this examples. In any case, regardless of the following reasoning. And there is a thing, that could be clarified.

Assume, the 'Mech falls in this example.
Concern #1:
How many levels will 'Mech fall? My reasoning is: since the level drop is not sharp (<2 levels), then the 'Mech is first displaced and after that (fails the PSR and) falls. Hence, it falls 0 levels. It could be reasoned, that it falls 1 level instead. The ruling would be appreciated, since it changes the damage.
Concern #2:
Even if it is ruled, that the 'Mech falls 1 level in such example, it still does not get the modifier for the levels fallen. Because 1 level fall is not above 1 level fall. Are you sure that there was no mix up of the # of levels fallen and the # of levels fallen+1, which is a multiplier for damage?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 02 February 2017, 21:37:56
Actually, as I read the rules, both modifiers are +11 in this examples. In any case, regardless of the following reasoning. And there is a thing, that could be clarified.

Assume, the 'Mech falls in this example.
Concern #1:
How many levels will 'Mech fall? My reasoning is: since the level drop is not sharp (<2 levels), then the 'Mech is first displaced and after that (fails the PSR and) falls. Hence, it falls 0 levels. It could be reasoned, that it falls 1 level instead. The ruling would be appreciated, since it changes the damage.
Concern #2:
Even if it is ruled, that the 'Mech falls 1 level in such example, it still does not get the modifier for the levels fallen. Because 1 level fall is not above 1 level fall. Are you sure that there was no mix up of the # of levels fallen and the # of levels fallen+1, which is a multiplier for damage?

Not home but off the top of my head the calcukation does account for a +1.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 22:13:37
The case of a 'Mech falling into a non-empty water hex?

People could probably figure it out, but why make them hunt or guess.  Added a brief note.

Also, in Falling ’Mech Hits Target the facing of the fallen 'Mech should be clarified. (I believe there's a question about this in the Rules Questions sub-forum.)

Done.  Thanks for the reminder on that thread.

Quote
Another thing that could be changed was the difference in the damage allocation to the fallen 'Mech, in a case whether it hits or does not hit the target. Could've been made as per Falling rules in both cases.

Sorry, not following what you mean here.

Concern #1:
How many levels will 'Mech fall? My reasoning is: since the level drop is not sharp (<2 levels), then the 'Mech is first displaced and after that (fails the PSR and) falls. Hence, it falls 0 levels. It could be reasoned, that it falls 1 level instead. The ruling would be appreciated, since it changes the damage.

You are correct: that's why the wording is the way it is ("it is forced into a new hex and then falls in that hex").  Falls happen after displacement, so they will be 0-level falls unless they're off cliffs / into water.

Updating test wording document now: check it in about five minutes to see the changes.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 22:22:30
Not home but off the top of my head the calcukation does account for a +1.
No, it does not, and more so, regardless of the ruling (the one Xotl just clarified).

Sorry, not following what you mean here.
If the 'Mech hits the target, it falls on its back (the fallen 'Mech). If it does not -- roll for the facing change and determine the hit location. Why bother with different resolution process? The suggestion was to resolve the fall normally in both cases.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 22:29:28
If the 'Mech hits the target, it falls on its back (the fallen 'Mech). If it does not -- roll for the facing change and determine the hit location. Why bother with different resolution process? The suggestion was to resolve the fall normally in both cases.

No idea.  I agree that it's strange, but part of that is how it is in TW.  If I was to say that a falling mech that doesn't hit something always takes damage to its back, then we have a strange situation where a fall that could have hit something but didn't is handled differently than a just plain-old fall.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 02 February 2017, 22:38:15
No idea.  I agree that it's strange, but part of that is how it is in TW.  If I was to say that a falling mech that doesn't hit something always takes damage to its back, then we have a strange situation where a fall that could have hit something but didn't is handled differently than a just plain-old fall.
I meant, it would be more intuitive to roll for the facing change in both situations.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 02 February 2017, 22:40:11
Agreed, but TW already fixed one of those in place (p. 152), so my hands are tied.

It's on the list of XotlTech revisions for one magical day down the road.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: mitchberthelson on 02 February 2017, 22:49:24
QUIRK FEEDBACK:
Phantom-The original version of its TRO:3055 mentioned that this machine's armor was designed with special processes to make it appear blurry to any scanning systems. Because this is designed to confuse an enemy, I would suggest adding the Distracting Quirk (which covers confusion as well as intimidation).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: skiltao on 03 February 2017, 13:23:22
The statement is just there to say that a mech with 1 MP can never DFA a standing mech because it can't get high enough <snip> if I want to DFA a standing mech right in front of me, I must have 2 MP available

I don't think Total Warfare or the Master Rules required any specific number of jump jets. A 'Mech only needs to rise a single level to smash its lower body into an adjacent 'Mech's upper body, after all; compare with the elevation the DFA'ing 'Mech is assumed to take during the Weapons phase. (See also: standing on a hill to punt heads.)

In contrast, the 1990 Compendium says the attacker crashes into the target from three levels above it, with the implication being that the three-level fall is what causes the DFA's x3 damage multiplier. The BTC:RoW shortened it two levels, but, since BTC:RoW didn't mark the paragraph as a rules change, I believe the intent was to clarify that 3 levels = 1 level of 'Mech + 2 levels of airspace (in TW parlance, it'd be 2 levels of 'Mech + 1 level of airspace).

So if you start from the same elevation as an adjacent target, the requirement should be for either one or three Jump MP (depending on whether you read the BMR text as an intentional change or--especially since it isn't listed among the other changes in the back--as an accidental omission of clarifying text), not two.

"Four shalt thou not count, neither count thou two, excepting that thou then proceed to three. Five is right out. Once the number three, being the third number, be reached, then lobbest thou thyself towards thy foe, who, being naughty in My sight, shall snuff it."
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 03 February 2017, 13:57:48
In terms of the level of the attacking mech / Jump MP needed for it to DFA, TW is a bit confusing.

P. 149 says:
For purposes of determining LOS, the attacking unit is considered to be in the air above the hex, standing one level higher than the target hex or the level of the hex the attacker occupies, whichever is higher.

Seems straightforward: the attacker is 1 level above the defender.  1 MP would be enough to reach that.

But p. 150 says:
On an unsuccessful attack, the attacker automatically falls, taking damage as though the ’Mech had fallen 2 levels onto its back

If you're only one level up, you shouldn't take 2 levels worth of falling damage.

And then there's the older rulebooks, which are different in this specific regard and so don't provide a clear guideline forward.

I can only guess that the assumption was that at the LOS stage, during the Weapon Attack Phase, you're only 1 level up, but at the end you reach two levels up (which is why all successful DFA damage uses the punch table and why you fall two levels).  But it's not clear and I could use any further insight anyone might have here.  I may have to run it by Randall and Ray.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: nckestrel on 03 February 2017, 14:06:44
If you attack the DFA'er, you're attacking right before he lands on his target. But that's not how high he jumped.  The DFAer is not jumping straight sideways (and only one level up) to the target, but over and coming down.  Thus the DFA'er is falling two levels, but is targeted at only one level above the ground? 

It's only two levels up regardless of how far the DFA'er jumped, because the jump is controlled until the point where it's over the target and only "falls" the two levels down.

(My random trying to connect dots attempt).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: skiltao on 03 February 2017, 16:45:37
I could quibble the physics and fiction of the jump-kick, but rules-wise, yeah, I agree: the attacker has already completed all movement up to the moment of impact, including falling one or more levels. However they word it, every book seems to agree that if the DFA is
So why the difference between attacker and target damage? If the attack misses, doesn't the attacker have 6 more meters in which to brake with its jump jets? Maybe if the attack is
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 03 February 2017, 18:04:05
I could quibble the physics and fiction of the jump-kick, but rules-wise, yeah, I agree: the attacker has already completed all movement up to the moment of impact, including falling one or more levels. However they word it, every book seems to agree that if the DFA is
  • unsuccessful, the attacker takes 3xtonnage/10 damage (equivalent to 2 levels plus automatically getting knocked prone).
  • successful, the attacker takes 2xtonnage/10 damage (equivalent to 2 levels without getting knocked prone yet).
  • successful, the target takes 3xtonnage/10 damage (equivalent to 3 levels without getting knocked prone yet).
So why the difference between attacker and target damage? If the attack misses, doesn't the attacker have 6 more meters in which to brake with its jump jets? Maybe if the attack is
  • unsuccessful, the attacker falls 3 levels, minus 1 for braking.
  • successful, the attacker falls 3 levels, but the last 2 count for half (as though falling on another unit were like falling into water).
  • successful, the target takes 3 levels of damage.

IMHO, it's quite obvious, that the choice of the damage values was dictated by the game balance. Also, the turn sequence is an abstraction, as are damage values. If a unit deliberately makes an action that damages both it and the enemy unit, the damage does not have to be equal for them. The same thing happens for charges.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: skiltao on 03 February 2017, 20:02:37
[Edit: I know it's been said that rules for hexless play won't appear in this book, but those "strategic" optional rule boxes look ready-made to slip the hexless rules in. /Edit]

Xotl, is this thread open to back-and-forth the way the MUL thread is, or would the rest of my post here be better off in the Global Errata Discussion Thread (http://bg.battletech.com/forums/index.php?topic=5884.0)?

CrazyGrasshopper, I agree on all points. However, it's also quite obvious that the designers tried to be consistent on at least some points, and there are other places throughout the rules (e.g., engine masses, weapon stats, prone Target Modifiers) where a unifying logic isn't strictly necessary but appears to have been used anyways. The question at hand is how many Jump MP are required to attempt a Death From Above attack--it's certainly true that the text may not hold clues to the answer; but saying so isn't itself an answer, and doesn't really move us any closer to a solution.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 03 February 2017, 20:24:37
My thoughts on DFA (and why I left it to others argue and concerned more with the Pushing aspect) is in order to DFA, I need to get above my target.

Now I stand 2 levels tall, my target stands 2 levels tall.

If I am jumping from 0 level and target at 0 level, I need to get to level 2 (same as standing on a Level 2 terrain puts me exactly higher than him), so I only need at most 2 functioning Jump Jets. Just as if I wanted to jump 2 levels up, I would need, 2 Jump Jets.

I call this my All things being equal argument.

Note, this also my minimum.

Sure, I hear people exclaim, but what if you are on a Level 1 hill and the target is adjacent and on 0 level ground, then you would need only 1 JJ to raise 1 level above.

And I would say, Sure, but for rules balance to ensure the All Things being Equal argument is adhered, you need 2 JJ.

What if my Target is on the Level 1 hill, and I am on Level 0? Well, does the Minimum 2 MP alotted by 2 Jump Jets get you higher than your target? No, then sorry Buck, you're outta Luck, you need 3 JJs to get there.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 03 February 2017, 20:36:01
Xotl, is this thread open to back-and-forth the way the MUL thread is, or would the rest of my post here be better off in the Global Errata Discussion Thread (http://bg.battletech.com/forums/index.php?topic=5884.0)?

If you just want to post an errata report or drop a concern, that's okay.  But I'm definitely open to back and forth, and the thread has seen a good amount of it already.

In general I'd like to hash out issues here in order to make sure the final is solid, rather than just attempting an answer with no outside input and risking winding up with errata for the final anyways.  The whole point of an open beta is that I want to hear what you all have to say.  No one person will catch everything.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 03 February 2017, 20:46:04
Displacement
As the rules state now, a displacement into a hex 1 (EDIT: or 2) levels lower has the same treatment as a displacement into a hex from 0 to 2 levels higher. Thus, you do not really need the first two bullets. If you do want to have bullets at all (they do make reading easier), then you might change the text as following (I'll just change the whole section):
Quote
’Mechs forced into another hex as a result of their opponent’s actions are displaced. Displacement normally occurs due to charge, push, and death from above attacks, and typically just results in one or both ’Mechs moving and then making any required Piloting Skill Rolls. However, more complicated situations can arise.

In a case when the displacement is not prohibited (see below):
•   If the hex the ’Mech is displaced is of the same level, or one or two levels lower or higher, check if the newly-entered hex contains another ’Mech. If so, see Domino Effect, page XX. Otherwise, follow the normal rules called for by the action that caused the displacement.
•   If the hex the ’Mech is displaced into is three or more levels lower, check if the newly-entered hex contains another ’Mech. If so an accidental fall from above occurs (see Accidental Fall From Above, p. XX). Otherwise, an automatic fall occurs (see Falling, p. XX).

Actions that cause a displacement usually call for a Piloting Skill Roll by the ’Mech being displaced. Any fall that occurs as a result is a 0-level fall that happens in the hex the ’Mech is displaced into. However, if a ’Mech is displaced down three or more levels, any such PSR is ignored, as the ’Mech automatically falls; the fall distance is calculated from the ’Mech’s original level before the fall as normal.
Buildings: When resolving displacement, remember that building levels are treated as any other terrain level. If a ’Mech is displaced into a building hex, the building takes damage as if the displaced ’Mech had charged it (see Charge Attacks, p. XX).
DFA Attacks: If a ’Mech launches a death from above attack (see p. XX), and all the hexes surrounding the target ’Mech are prohibited hexes, one of the ’Mechs will automatically be destroyed. If the target ’Mech is hit by the DFA, it is destroyed. If the DFA fails, the attacker is destroyed instead.
Prohibited Displacement: A ’Mech cannot be displaced into a hex three or more levels higher than the displaced ’Mech’s original hex (or into any hex the scenario designates as prohibited). In such a case, the displacement cannot occur, and neither the target nor attacking ’Mech move, unless the action specifically states otherwise. All other effects of the displacing action occur.


On the issue of the Domino Effect example, p.56 (I already know the page numbers by heart).

Ah, I see: the example offers two PSRs.  The first is just whether or not you dodge, and the second is whether or not you actually fall.

I've changed the example so that there's only one test.  That still leaves three possible results:

Pass and dodge
Pass and don't dodge: moved into new hex, but stays upright there
Fail: moved into new hex, falls there

The Multiple Domino Effect says:
If the first target ’Mech failed its PSR, it falls in the hex it was displaced into as normal. If the first target ’Mech’s PSR was instead successful, but it was still forced out of its hex (because it could not dodge), it must immediately make another PSR when it is placed in the hex with the new target ’Mech, or fall in that hex.

The example states:
The ’Mech standing in Hex B will be forced into Hex C and must make a Piloting Skill Roll to avoid falling.

So, the 'Mech that was in the hex B makes only one PSR (enforced by the 'Mech fallen from A), but the rules state it should make another one.

In Falling and Collisions,
If a ’Mech falls into a hex occupied by another ’Mech, that ’Mech might also take damage.
might be changed into:
In a case a ’Mech falls into a hex occupied by another ’Mech, if... (the next sentence from here).
It's shorter and does not mention taking damage, since it does not happen in all the cases. It's probably not worth a change, though.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 03 February 2017, 20:55:08
CrazyGrasshopper, I agree on all points. However, it's also quite obvious that the designers tried to be consistent on at least some points, and there are other places throughout the rules (e.g., engine masses, weapon stats, prone Target Modifiers) where a unifying logic isn't strictly necessary but appears to have been used anyways. The question at hand is how many Jump MP are required to attempt a Death From Above attack--it's certainly true that the text may not hold clues to the answer; but saying so isn't itself an answer, and doesn't really move us any closer to a solution.

I, actually, made a point only about the damage values. I, myself, would prefer any conclusive, self-consistent and well-written judgement on the number of jump MP needed.

Also, as a feedback on the errata gathering process, for such case as displacement rules, an updated document really speeds up things.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: skiltao on 03 February 2017, 21:09:43
I was showing how the damage values could be used to measure how many Jump MP are required for a DFA, and you appeared to be contesting the validity of that method. Forgive me if that was not your intent.

I realize that the damage-based argument isn't very compelling on its own, but it is at least viable, and it harmonizes with the much stronger one I mentioned earlier.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 03 February 2017, 21:15:29
I was showing how the damage values could be used to measure how many Jump MP are required for a DFA, and you appeared to be contesting the validity of that method.

Oh, I (@p?) did not get, what you meant, too. Sorry.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: skiltao on 03 February 2017, 21:30:24
No worries.  :D
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 05 February 2017, 15:47:57
Under EJECTION (SIMPLIFIED ), it states that a Pilot can choose to eject during the movement phase instead of any other action, and the table has a Modifier for being unconscious.

Perhaps the Sentence:

During the Movement Phase, a player may choose to have their MechWarrior eject rather than take any other action that phase.

could be changed to:

During the Movement Phase, a player may choose to have their MechWarrior, providing they are not unconscious, eject rather than take any other action that phase.

or something similar?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: GespenstM on 06 February 2017, 13:50:19
(Deleted, post outdated)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 07 February 2017, 21:46:08
Displacement Hell
I'm going to voice a concern about switching from a displacement into a hex 2 levels lower being an automatic fall to it being handled regularly. It changes tactical implications of charges, DFA's, pushes etc. A cliff with 3+ level fall is a rarer occurrence on the map. EDIT: Disregard this, see below.

Found this in TW, p.63 Skidding:
Accidental Falls From Above: If a unit skids into a hex whose level is lower and greater than the maximum allowable level change for that unit (see Level Change, p. 48), the unit experiences an accidental fall from above (see p. 152). Regardless of the results of the accidental fall, the unit’s skid ends in that hex.


Implicitly confirms that in the current version the ruling is correct.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 08 February 2017, 01:18:29
Edited my previous post.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 09 February 2017, 16:58:12
Just noticed something...The 'highlighted' chapter info on the right side of the pages (i.e Combat, Damage, etc) flows from Bottom to Top, where in every other current rule book flows top to bottom.

Just gonna bump this, as the Reverse Order of Chapters on the right hand are very off-putting when looking at the book as a PDF.

Oh, Where I am currently, looks to right side of page...Ah, Combat, and quick scan; "There's what I'm Looking for The Battlefield, it's 'above' combat." Scroll UP...DURN IT! I needed to scroll down...Grumble-grumble-grumble, scroll down.


Again, it's not a....'book totally useless if this stays' but it is opposite to every other Rulebook's (both CGL and any other published book, like a dictionary) layout.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 09 February 2017, 17:35:27
That was a deliberate choice on Ray's part.  I can't remember the exact reason he gave for it, but I'm not going to argue with the guy who does layout for a living. :)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 09 February 2017, 18:21:30
That was a deliberate choice on Ray's part.  I can't remember the exact reason he gave for it, but I'm not going to argue with the guy who does layout for a living. :)

OK, very, very odd though, and backwards of everything else out there... ???
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: sadlerbw on 10 February 2017, 11:03:07
Couple item. Not sure if they have been mentioned because it's a little tricky to search this thread:

p19: Standing Up, Minimum Movement. It looks like the Minimum Movement section is a copy of the Four-Legged 'Mechs section.

p27: Damage Modifiers. First sentence reads, "The attacker's Target Number may suffer additional modifiers for combat damage to arms, sensors, as discussed in..." Seems like either there is a missing item in the list of 'arms, sensors' or it should just say 'arms and sensors'.

p95: The Tarantula has Extended Torso Twist...but it's a quad.

I'm still working my way through the rules, so there may be more.

EDIT: Had the wrong page number for the second item!
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: MoneyLovinOgre4Hire on 12 February 2017, 21:33:46
Quirk suggestion:

Caesar should have Bad Reputation (Clan Invasion Only), as the fluff from TRO 3050 Upgrade says that the mech was unpopular with FedCom troops when it was first introduced.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: TigerShark on 13 February 2017, 10:39:38
OVERVIEW
With the streamlining of the rules into the new BattleTech manuals, I think it's time to re-visit the decision to increase Piloting skill charts in BV2. The Piloting increase value (+15% per level) is a massive jump from BV1 (+5%), and has seen the impact of encouraging players to either (a) not use leveled units or (b) only level their Gunnery when possible, unless the design is specifically intended for melee combat.

1. Pilot Skill BV chart should change to reflect a 1.10 modifier for Piloting increases, replacing the current increase of 1.15.
2. Piloting and Gunnery modifiers should be added together, replacing the current method requiring multiplication.

SUGGESTION 1

After two+ years of having our pilot BV at +10% on a private campaign server (i.e.: around 2,500+ games player in this time), I've seen a noticeable increase in the VOLUNTARY addition of Piloting levels to high-BV units. Prior to this, there were two methods of leveling units prescribed: (1) Automatic leveling checks, performed whenever XP is gained and (2) player-controlled leveling.

During play with method (1), players would either not use or scrap their units which had a single Piloting level, unless the unit was specifically designed for melee combat (i.e.: Berzerker, Charger, No-Dachi, etc.). With method (2), players would only level their Gunnery when possible. This is because the BV increase was not seen as representing the true "value" of the unit on the field, resulting in opponents which outperformed them in firepower and armor. Piloting increases were not a bonus, but a detriment and created a significant challenge in exchange for minimal usefulness. Method (2) saw the same behavior. Given a 1,000 BV unit, the question is posed "do you want to increase 200 BV to deal more damage, or 150 BV to fall slightly less?" The obvious answer here is the 200 BV, as it leads to faster gameplay and the perception of a better overall unit.

It occurs to me that there is a threshold for diminishing returns for a single level of Piloting. Would you choose to use a leveled unit if it only cost +1%? Surely, you'd choose a 4/0 unit every time for a mere +5%. How about if a level cost 5%? Probably still within the range of seeing it as a "bargain." As we climb up the ladder, it requires more weighing of pros/cons, until you get to a certain point where the increase does not represent the advantages you gain. That level, at current, is +15%.

+ Play-testing over the years has shown Piloting to be over-valued for 'Mechs.
+ Tracked/wheeled vehicles, Battle Armor, and infantry platoons, seldom (or never) use their piloting/AntiMech values, and are clearly being over-charged. A tracked vee, for example, could get a 30% gain in BV by having a 4/3 pilot, yet never once make a piloting role, unless specifically fielded on pavement.
+ A move to +10% would see multiple benefits, including a better balance between veteran- and regular-skilled armies, including Clan-IS games.
+ Historical "legends" and "aces" do not currently make sense in-game or match their descriptions in the text. For example, a 1/2 Star League gunslinger would be beaten every time in a BV-balanced match against 4/5 pilots. This shouldn't be the case. A change in piloting would make elite pilots fit their literary descriptions.


SUGGESTION 2
This one has always puzzled me, as there is no inherent benefit gained by Piloting/Gunnery from an opposite ability's level. A 3 Gunnery pilot only benefits from Piloting levels inasmuch as he's simply able to stand longer. But how is this true for a Tracked vehicle? A suit of BattleArmor? An Infantry platoon? The answer is "they don't" for other unit types and there is no reason to multiply the two abilities together, since there is only one chart for all unit types.

+ As the BT Manual's goal is simplification, this suggestion is self-explanatory: Addition is simpler than multiplication
+ It makes figuring your unit's final Piloting Skill multiplier easy to do, even without a calculator.
+ It further enhances the abilities of leveled pilots, versus hugging the 4/5 sweet spot and only leveling Piloting or Gunnery. A 2/5 (1.40) is worth much more than a 3/4 (1.38), in almost every respect (again, melee units are the exception).
+ Given the above pilot, and with both suggestions implemented, a 2/5 (1.40) would cost much more than a 3/4 (1.30), showing the disparity in value between Gunnery and Piloting levels.


(http://www.wars-of-reaving.net/image/PilotSkillBVChart.png)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 13 February 2017, 13:32:27
Attack Modifiers Table, pp. 132-133

For ease of reading, is it possible to move the footnotes from the p.133 to the p.132. You can probably cram them in, if you write them in one line.

Tables, in general

Is it possible to create a table that lists damage from falling, skidding, failing PSR while moving through a building, building collapse, etc?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 13 February 2017, 15:17:52
Quirk suggestion:

Caesar should have Bad Reputation (Clan Invasion Only), as the fluff from TRO 3050 Upgrade says that the mech was unpopular with FedCom troops when it was first introduced.
Aside from the Banshee, which has a Bad Reputation for centuries that eventually goes away, the aim was to have quirks that wouldn't apply to only one variant or for a short period of time like that. Unless it's a Blakist mech, in which case, REMOVE WORD REMOVE WORD.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 14 February 2017, 14:18:17
PPC Capacitor, pp.105-106

It could be clarified on which turns the capacitor is considered charged for the case of taking a critical hit. I assumed that it is considered charged on the turn the initial charging happens, following the same logic as for discharging, but it could be made more clear from the description.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Scotty on 14 February 2017, 16:54:06
Snip

The BMM doesn't deal with BV at all.  This is the wrong book to suggest that change.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: TigerShark on 14 February 2017, 17:17:12
The BMM doesn't deal with BV at all.  This is the wrong book to suggest that change.

Ah. Unfortunate. Odd that it doesn't have a Pilot Skill BV chart included, but oh well. :)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: nckestrel on 14 February 2017, 17:32:38
Ok, so maybe the suggestion should be that it does (at least what BV is and how to adjust for skill).
And then adjust the skill BV costs :).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 14 February 2017, 17:34:58
Ok, so maybe the suggestion should be that it does (at least what BV is and how to adjust for skill).
And then adjust the skill BV costs :).

I can get behind this. I did find it odd that the BMM had no section on pilot skill ratings (beyond saying a pilot has a Gunnery and Piloting Skill and this is what it used for).
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Scotty on 14 February 2017, 17:55:49
Ok, so maybe the suggestion should be that it does (at least what BV is and how to adjust for skill).
And then adjust the skill BV costs :).

Does BV affect how a 'Mech pilots?  It emphatically does not; a 'Mech with a displayed BV is identical to the same 'Mech with no BV printed on its sheet.

That, plus the fact that Xotl was not allowed to change BV for another thing that was already in the book despite wanting to (C3) makes me pretty sure this book is not the place for it, one way or another.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: TigerShark on 14 February 2017, 18:06:22
Does BV affect how a 'Mech pilots?  It emphatically does not; a 'Mech with a displayed BV is identical to the same 'Mech with no BV printed on its sheet.

That, plus the fact that Xotl was not allowed to change BV for another thing that was already in the book despite wanting to (C3) makes me pretty sure this book is not the place for it, one way or another.

So, basically, BV is not something that will be included in the book's final draft at all. Correct?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Scotty on 14 February 2017, 18:12:46
I was not involved in writing the book, so my word on the subject is something rather less firm than concrete, but it is my understanding that BV, if it is not already present (and I'm fairly certain it is not), will not be present in the final.

This is conjecture based on Xotl's own statements in this thread and elsewhere, and following the reasoning employed behind those statements and decisions.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: TigerShark on 14 February 2017, 18:17:42
Understood. Where would an appropriate place be to make such a request re.: piloting BV?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: cavingjan on 14 February 2017, 18:53:46
Where is it currently?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 14 February 2017, 19:12:15
That would be Errata Discussion (well, best fit, anyways: we generally don't want people making rule revision requests in the Errata forum, because this forum is intended for confirmed error reports, oddities like this thread aside).  However, there's no real need, as I fully agree with your post and if the opportunity ever comes to revise Piloting BV you can be sure I'll push for that option.

To further clarify, there are no BV rules of any kind in the Manual and there won't be in the final.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Diogenes on 14 February 2017, 20:20:34
Typo spotting: P.46, left column, two lines into the subsection on Torso or Arm Hits: "the first block labeleded"

While I'm not quite an expert on 'mech lore to delve much into the quirks table, could I suggest the Wraith have the Cowl quirk?  There's nothing in the fluff text about it that I'm aware of, but the artwork and miniature definitely have a "hooded mantle" aesthetic, so it might seem fitting.

Questions I've seen and heard elsewhere make me wonder if a couple items should be added to the Common Misconceptions section, regarding ammunition explosions:

And by the by - thanks to CGL for the work in putting this together.  O0  I know a few long-time players who are really glad to see how this is shaping up and clarifying a lot of things we thought we knew.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 15 February 2017, 01:19:21
Xotl, I do not want to pry, but have you read my last post on the displacement (the long one)? Apart from the suggested wording change, it contains a concern about the Domino Effect rules, and it's the last one I have to the rules as they are written in your document.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 15 February 2017, 10:12:09
No worries--appreciate the reminder.

Quick check of my own: have you checked your concerns against the downloadable dropbox displacement document (alliteration!) as downloaded today?  I updated the same document continually as I went through that chapter with you and Neon, and want to make sure that you've seen the resulting rules as they stand right now.

If the concern still exists, I'll go over it.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 15 February 2017, 12:58:04
No worries--appreciate the reminder.

Quick check of my own: have you checked your concerns against the downloadable dropbox displacement document (alliteration!) as downloaded today?  I updated the same document continually as I went through that chapter with you and Neon, and want to make sure that you've seen the resulting rules as they stand right now.

If the concern still exists, I'll go over it.

It still exists (unless I download something wrong; should be the same link you provided previously, right?):

If the first target ’Mech’s PSR was instead successful, but it was still forced out of its hex (because it could not dodge), it must immediately make another PSR when it is placed in the hex with the new target ’Mech, or fall in that hex.

Further in the example:
In the Displacement diagram above, the ’Mech in Hex A has fallen 1 level into Hex B. The ’Mech standing in Hex B will be forced into Hex C and must make a Piloting Skill Roll to avoid falling. The ’Mech in Hex C can try to dodge the domino effect. First, ’Mech C’s controller must make a PSR. If the roll fails, the ’Mech is forced into Hex D and falls. If another ’Mech occupied that hex, the domino effect continues.

From the rule it follows that the 'Mech that started in the hex B should make one more PSR to avoid falling in the hex C to the total of two: one for being forced from the hex B, one for forcing out the 'Mech that started at the hex C. The example does not mention this.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 15 February 2017, 15:57:59
I've just realized that there's nothing in TW about forcing two PSRs if in a multiple domino effect chain.  So let's axe that because it just adds more rolls, more text, and more complications.  We'll just keep using the standard domino effect rules regardless of how many mechs are in the chain.

I've updated the text again to reflect this (and added a few clarifiers elsewhere, such as noting that the domino effect dodge doesn't allow you to deliberately violate stacking, even though it's part of displacement).  Despite the extra clarifiers, this is overall a bit shorter because we've axed all that extra domino effect text.  New version linked below:

https://dl.dropboxusercontent.com/u/357573/Displacement%20Hell.docx
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 15 February 2017, 19:47:14
I've just realized that there's nothing in TW about forcing two PSRs if in a multiple domino effect chain.

Actually, that problem was inherited from TW. It had the same inconsistency.

Displacement Hell, Domino Effect Example
The ’Mech in Hex B makes an immediate Piloting Skill Roll. We’ll assume it has no MP left, which means that, whether it passes or fails, it will in turn be forced into Hex C.


If the picture has not changed, you do not have to assume it does not have MP to dodge. The incoming 'Mech enters from the forward hex.

Displacement Hell: Falling, Falling Damage to 'Mech, Water
A ’Mech above the water’s surface that falls into water suffers normal falling damage divided by 2 for hitting the water’s surface, and also normal falling damage divided by 2 for the fall from the water’s surface to the bottom of the water hex. Damage for hitting the water’s surface equals tonnage/10 (round up) x (# of levels fallen + 1)/2). Normal damage for hitting the bottom of the water hex equals tonnage/10 (round up) x (depth of water hex + 1)/2. Damage is resolved separately; round any fractional final damage values down.

In which situations does the separate resolution matter (apart from giving slightly more damage compared to the (# of levels fallen+1)/2) ? ??? The only one I can come up with is an accidental fall from above onto a fully submerged target, in which the falling unit is destroyed during its contact with the water surface, thus missing its target by default.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 15 February 2017, 23:29:17
Standing Up, p.19
Minimum Movement: A four-legged ’Mech can stand up without having to make a Piloting Skill Roll; only if one or more legs have been destroyed must it make a PSR to stand.

I suspect something else was intended to be in this paragraph.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 19 February 2017, 21:30:08
Heat, Ammunition, p.52
Inferno Missiles: A ’Mech carrying Inferno ammunition must roll an additional set of Heat Scale Avoid Rolls to determine whether or not its inferno ammo explodes (see p. 47).

Rules for inferno munitions are on p. 107.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: sadlerbw on 22 February 2017, 13:09:34
I am STILL poking my way through this thing. Again, not sure if this stuff was already mentioned or not:

p.37: In the example at the top of the page, it mentions a Griffin and a Warhammer. However, in the graphic, both mechs are Timber Wolves. Should probably be changed to 'Mech A' and 'Mech B' or something like that for clarity.

p.38,p.40,p.135: The Kick, Punch, and Physical Weapon sections all refer to doing damage in a single 'block'. I don't think the term damage block is used anywhere else. I would suggest changing this to 'group' or 'damage value grouping' to be consistent with other discussions of applying single chunks of damage.

p.42,p.43: CASE and CASE II: this kinda breaks the flow chart for me, both visually, and verbally in steps 8 and 9. There are a number of ways this could be fixed. You could make CASE and CASE II sequential steps that are always checked. You could re-write the text version to match the three-answer node on the visual chart. You could make CASE and CASE II steps 9a and 9b, and add an 8 to represent the choice between CASe, CASE II, and Neither. I don't care which, but it isn't quite right the way it is now.

p.49: Destroying a mech: Since it is predicated on using an optional rule, I believe the 'Abandoned 'Mechs' heading should be in purple, and marked as optional.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Pat Payne on 22 February 2017, 20:47:01
I am STILL poking my way through this thing. Again, not sure if this stuff was already mentioned or not:

p.37: In the example at the top of the page, it mentions a Griffin and a Warhammer. However, in the graphic, both mechs are Timber Wolves. Should probably be changed to 'Mech A' and 'Mech B' or something like that for clarity.

Given some of the mockups shown previously, I tend to think the Mad Cats are just placeholders for later art (remember that the cover we were shown earlier for the Manual was of a Rifleman)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Maelwys on 23 February 2017, 03:15:39
I can understand the desire not to give the Celestials Improved Communications in order to work with their c3i, so I'm not going to really argue that, but I will suggest that they as a whole should get the "Distracting" quirk, considering their fluff and the reaction to them during and after the Jihad. Under the Archangel fluff it states "infused their military with bold new unit, and filled the ranks of the elite with machines that can strike fear into the enemy's heart while providing a symbol the fanatics can rally behind."

I'd also suggest either Command Mech or Battle Computer for the Archangel, considering its fluff. "Intended as a command unit or an anchor for assault..." and they're also as fluffed as being part of command units.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Sniper on 24 February 2017, 01:43:03
P.  97  R: Rapid-Fire 4th paragraph

"If firing four to five shots, a jam occurs on a to-hit roll of 3 or less. "  is repeated twice.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: sadlerbw on 24 February 2017, 18:10:02
Given some of the mockups shown previously, I tend to think the Mad Cats are just placeholders for later art (remember that the cover we were shown earlier for the Manual was of a Rifleman)

I understand, and in most of the examples, it doesn't actually matter. In this example, I think it actually makes the example a bit confusing if they don't happen to end up with unique top-down images. Any of the other examples that also did this (skidding for example) but it didn't make them unclear, I didn't mention.

Also, a couple more that may have already been mentioned:

p.55: Domino Effect, second paragraph. I would change the end of that sentence to read: "...or randomly determined if the falling 'Mech entered the hex from directly above." Without explicitly saying 'the falling 'Mech' I was having a little trouble figuring out which of the two 'mechs was entering which hex.

p.55: Multiple Domino Effects, first sentence: should read, "...the unintentional movement of THE other 'Mech, and if..."

p.55: Multiple Domino Effects, last sentence: the word 'stilled' should be 'still'.

p.60: To me, it would be more clear if the heavy/light woods/jungle ONLY mentioned the modifier for that type of terrain, not the mods for both heavy and light in the LOS sections. So for example, heavy woods would read, "Three or more points of intervening woods/jungle block LOS. Heavy Woods is worth 2 points."

p.65: Underwater LOS Table, Footnote 7: This is slightly confusing. Could be interpreted to mean leg weapons always hit leg and vice versa instead of being a hit for leg locations and a miss for anything else. Maybe say, "Leg weapons are treated as attacker underwater. Torso and arm weapons are treated as attacker on ground." That should end up pointing players to footnotes 3 and 4 appropriately.

p.71: Levels. Last paragraph seems to say the exact same thing for entering a hex one level lower and a hex one-or-two levels lower. Something is either duplicated or missing here.

General Note: I found the background image on only the odd pages to be so dark in the lower central area that it makes reading the text difficult. The even pages are OK, it's the just odd pages. That dark 'smudge' down at the bottom is just too close to the black text color and I can't read it as well as the rest of the page.

EDIT:

p.72 second paragraph of the page should begin, "Missed shots aimed..." shots needs to be plural.

p.72 Physical Attacks. in the last sentence where it says, "...on the same level of the building hex..." I think it should just be 'building', not 'building hex'.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: sadlerbw on 25 February 2017, 09:42:34
Couple more:

p.73 Collapse -> Falling: I think the reference at the end of this sentence should be 'Falling Damage to a 'Mech, p.56', instead of 'Displacement, p.55'
p.74 Building Collapse, second paragraph: should say 0.7x3=2.1, not 0.8x3=2.1
p.81 Skin-of-the-teeth ejection: SHouldn't the heading for this section be colored purple, since it is marked as optional?
p.96: Heat Effects, last sentence: I admit this is picky, but the most other 'see this section references are formatted like, "(see [SECTION NAME], p.[###])", but this one is not in parentheses and spells out 'page'. This isn't wrong, just slightly inconsistent.
p.97: PD: Point-Blank: I think this was either supposed to say 'PB: Point-Blank', or 'PD: Point Defense'. The abbreviations later on in the equipment section are 'PD', so I'm leaning towards it should have been point defense.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 25 February 2017, 19:01:34
I can understand the desire not to give the Celestials Improved Communications in order to work with their c3i, so I'm not going to really argue that, but I will suggest that they as a whole should get the "Distracting" quirk, considering their fluff and the reaction to them during and after the Jihad. Under the Archangel fluff it states "infused their military with bold new unit, and filled the ranks of the elite with machines that can strike fear into the enemy's heart while providing a symbol the fanatics can rally behind."

I'd also suggest either Command Mech or Battle Computer for the Archangel, considering its fluff. "Intended as a command unit or an anchor for assault..." and they're also as fluffed as being part of command units.
That's... actually something I hadn't thought of. I'll add Improved Communications to what I can. I'm less enthused about Distracting, but that's because I think the quirk isn't very good.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: MoneyLovinOgre4Hire on 26 February 2017, 19:18:31
Distracting seems to be in danger of becoming an overused quirk.

Huron Warrior should have the Rumble Seat quirk, per the description of Loren Jaffery riding in one in Highlander Gambit.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: sadlerbw on 26 February 2017, 22:47:18
Ok, finally made it through! here is the last of the stuff I noted, although I'm almost sure some has been mentioned elsewhere:

p.104 Torpedo: The silly quote makes no sense. the phrase 'damn the torpedoes'in context  means 'forget/ignore the torpedoes'. So, 'flood the tubes and damn the torpedoes' doesn't make a whole lot of sense. I'd just drop it and leave the quote as, "Flood the tubes. I've got an Atlas to kill!"
p.111 All-C3 Master Network. The example references red, blue, and green lances in the text, but the lances in the picture are red, blue, and yellow.
p.116 AMS: Nowhere is it mentioned that using AMS generates heat. While it is in the tables, might be helpful to add a bullet point for taking heat to the list of results.
p.118 Weapon Types: Just another reference to 'PD: Point-Blank', in case this should be Point-Defense.
p.127 Firing arc/attack direction arc images. In the two images comparing the damage and firing direction arcs, it might be helpful if they were both presented in the same scale. It isn't wrong or anything like that as-is. I just think it would be a better comparison if both images were to the same scale and showed the same number of hexes.
p.135 Physical Weapon Attack Table: ANother mention of 'damage block' that I think should be 'grouping' or 'damage value grouping'.
p.141 Nimble Jumper: don't see any text in the description.
p.142 Oversized: don't see any text in the description.
p.142 Exposed Weapon Linkage: Second sentence reads, "On a 10+, that weapon is unable." Something is missing here.
p.143 Optional Rules Checklist: The 'f' should not be capitalized in 'BattleField Support'.

Look forward to seeing the finished version!
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Alexander Knight on 27 February 2017, 03:10:25
Pedantic correction here.  The torpedoes in the quote "Damn the torpedoes" refers to Confederate mines that had been laid, not submarine-launched weapons.   :D
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: sadlerbw on 02 March 2017, 19:57:07
Pedantic correction here.  The torpedoes in the quote "Damn the torpedoes" refers to Confederate mines that had been laid, not submarine-launched weapons.   :D

Yes. Your complaint is much better worded than mine was, but that is the point I was trying to make. I still maintain it doesn't make a whole lot of sense, even as a joke!
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Asmo on 09 March 2017, 08:46:35
Suggestions for the common misconceptions section.

STEALTH ARMOUR
Stealth armour does not confuse a C3 network – only the spotter applies the negative range modifier – all other mechs in the network ignore these penalties (p111). When Stealth mode is active – the unit may not be a secondary target (p114).

MASC
If a MASC roll is failed and actuators damaged, then piloting skill rolls are made before moving the mech – all at the cumulative modifier (p115)

SHUTDOWN
If your mech shuts down in the end phase due to heat then you must make a PSR with a +3 modifier (plus any other mods from critical damage: gyro, actuator, etc) to remain standing. (p52)

HEAT FROM EXTERNAL SOURCES
No mech may have more than 15 extra heat applied in a phase from plasma weapons, inferno rounds or planetary conditions (p50).

These seem to be the common ones that people get wrong in our area that were not already covered in that section.

Cheers,

Rob

Title: Re: BattleMech Manual Beta: Feedback desired
Post by: GespenstM on 12 March 2017, 01:38:27
Sorry, I may be too late here but I was wondering if someone could explain the choices behind the Grand Titan's traits?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 12 March 2017, 13:34:13
Sorry, I may be too late here but I was wondering if someone could explain the choices behind the Grand Titan's traits?
What part are you having issues with? It's got a lot of fiddly weapons and an XLFE, and the Multi-Trac gives it the ability to beat on units that get close while hitting stuff at range.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: GespenstM on 12 March 2017, 15:02:26
I actually don't have an issue with it, I was just wondering what the rationale in it was and there's nothing wrong in what you've said.

If I had to offer opinions though, I would say Multi-Trac doesn't help its combat mission much. The Grand Titan is primarily an update to the classical Atlas fighting style; use armor to lumber in, chase foes down, and hope you're still in good enough shape to bring a lot of close-combat weapons down on them. The only major differences are the Grand Titan uses more speed (understanding that 3/5/0 movement does not suffice to chase foes down in 3055+ era play) and uses a large number of small to medium weapons rather than relying on a single big gun backed by a few small supporting ones.

In practice, the Grand Titan also fails at this mission once you get beyond 3075; it doesn't have enough weapon range to reliably hit much of anything, and still can't chase down foes well. Lobbing a LRM-15 or a Light Gauss at something else downrange is generally beside the point.

That said, none of what you've said/done is wrong. In fact, a closer reading of TRO3055U shows you're right in issuing Difficult to Maintain to it; the TRO entry notes the unit had constantly shifting engineering goals and challenges and it's fair to infer that flaw from it. Nothing in the entry supports or disproves Multi-Trac, but I'm merely noting that this trait doesn't really help it with what it wants to do in the first place.

(Compare this with the Anvil's traits, which directly enable its main combat style and make it more viable in post 3075 play. ...Not that the ANV-3R sucks in that era. It's still good. This just made it even better)
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 12 March 2017, 15:51:28
That said, none of what you've said/done is wrong. In fact, a closer reading of TRO3055U shows you're right in issuing Difficult to Maintain to it; the TRO entry notes the unit had constantly shifting engineering goals and challenges and it's fair to infer that flaw from it. Nothing in the entry supports or disproves Multi-Trac, but I'm merely noting that this trait doesn't really help it with what it wants to do in the first place.
There's not a lot of material in general for the Grand Titan for getting quirks. The only one I really wanted I couldn't have, and that's because "Matrix of Leadership" isn't actually a quirk.

Quote
(Compare this with the Anvil's traits, which directly enable its main combat style and make it more viable in post 3075 play. ...Not that the ANV-3R sucks in that era. It's still good. This just made it even better)
I wanted to salt the FWLM with some good designs to make Guerrero's massive success on that front make a little bit more sense.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: GespenstM on 12 March 2017, 16:05:53
Heh, I hear ya. Well, if I'm offering requests/suggestions on improving the Grand Titan... I would say the Grand Titan's biggest problem is actually hitting anything. Most of the time it will be taking Long Range firing mods on its attacks, since its effective combat ranges are... really small. That is to say, I'd give it the same sort of improved targeting treatment the Anvil got.

This is, however, a huge improvement to the unit and my suggestion should be taken with significant caution; it's basically like adding a quasi-Targeting Comp onto the thing for free.

Mostly I say this out of a strong desire for the Grand Titan to actually be a great unit. It is, art-wise, one of my favorite machines in the game. Play-wise, not so much.

That said, I concede the point that there's not much major material to go on for giving quirks to the Grand Titan and Multi-Trac isn't 'wrong' at all. Thanks for explaining your thoughts!
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Scotty on 12 March 2017, 16:12:33
I am almost 100% certain that, despite CampaignAnon above mentioning the FWL having some good designs, the purpose of the quirks assigned in the BMM were not to correct balance issues or improve poorly performing 'Mechs.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 12 March 2017, 16:27:08
I am almost 100% certain that, despite CampaignAnon above mentioning the FWL having some good designs, the purpose of the quirks assigned in the BMM were not to correct balance issues or improve poorly performing 'Mechs.
Correct, since the Mackie is now RUINED FOREVER. At any rate, all but one or two designs I gave their quirks based on fluff (Grand Crusader 1), or some wink wink, nudge nudge kind of thing. The Guerrero comment was just because obviously the AFFC was Devastators and Nightstars as far as the eye can see at the time. 8)

Heh, I hear ya. Well, if I'm offering requests/suggestions on improving the Grand Titan... I would say the Grand Titan's biggest problem is actually hitting anything. Most of the time it will be taking Long Range firing mods on its attacks, since its effective combat ranges are... really small. That is to say, I'd give it the same sort of improved targeting treatment the Anvil got.

This is, however, a huge improvement to the unit and my suggestion should be taken with significant caution; it's basically like adding a quasi-Targeting Comp onto the thing for free.
Unfortunately, that's pretty much why I didn't give it that quirk. I did 3058 first and realized that perhaps that was a bit too many units with the Improved Targeting Quirks.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: GespenstM on 13 March 2017, 19:26:01
That's fair. That said, there is something fluff-related I can point out: The Grand Titan is a plausible candidate for Command Mech or whatever it's called.

Consider the following:

 - All of the notable pilots in the TRO are leaders of some sort, and one inherited theirs from a regiment CO (Clarisse Boyer giving hers to her daughter, I believe). There appears to be some tendency for the machine to find its way into officers' hands.

 - Several of the variants/refits of the chassis are tooled toward making it more viable as a leadership-riding machine.

While not as obvious a slam-dunk choice for the trait as a Cyclops would be (and there's certainly room to say "No" to the idea, thus), I can make a realistic case for it.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Empyrus on 13 March 2017, 20:14:30
Heavies and assaults are often command 'Mechs for various reasons. I'd imagine Command 'Mech quirk denotes a 'Mech that usually sports equipment for commanders, and the quirk list kinda seems to agree.

The Grand Titan is kinda modeled after the Atlas, and the Atlas is designated Command 'Mech so i'd say it is plausible the Grand Titan would copy this role. And GespenstM makes good points otherwise.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 14 March 2017, 01:22:27
Aimed Shots, p.30, Targeting Computer, p.113
In neither of these entries it's not explained how aimed shots are made against an immobile target in a presence of a Targeting Computer.
From TW p.143: If using a targeting computer to make an aimed shot against an immobile target, apply an additional –1 modifier (representing the targeting computer) to the –4 immobile target modifier. All other rules for an aimed shot remain the same.

Multiple Firing Arcs, p.27
Multiple Firing Arcs: Through torso twisting, a ’Mech with both upper-body and leg-mounted weapons may have more than one firing arc at once. Regardless of its number of firing arcs, a ’Mech may only have one primary target each turn.

The thing that I got from this sentence is that there can be only one primary target in a turn. I understand that a torso twist changes arcs... But was really meant by this sentence?

Indirect Fire, p.30
Pedantic comment about style. The entry lists modifiers under bullets, but then suddenly drops the habit before a start of the paragraph "Finally, if a spotter..." I suggest to make another bullet to list that final modifier. Also, a +1 modifier for weapon fire that comes from spotting in the same turn could be mentioned under Other modifiers in the Target Number Modifiers Section starting at p.25.

Piloting Skill Roll Table, p.54 and p.137
In Physical Attacks Against ’Mech and Unit’s Actions the word 'Mech is repeated needlessly and clutters the table. You can probably do without it.

Physical  Attacks And Water, p.35
Partial Cover: Depth 1 water provides partial cover to a standing ’Mech against physical attacks. A physical attack made against a ’Mech in Depth 1 water by an attacker that is itself not completely underwater adds the +1 partial cover modifier to its Target Number. If the attack resolves to the legs, the attack is ignored.

From the underlined I understand that the kicks were not considered in this paragraph (because you can kick and kicks land on legs). A notion about kicks should be added.

Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 14 March 2017, 08:36:21
That's fair. That said, there is something fluff-related I can point out: The Grand Titan is a plausible candidate for Command Mech or whatever it's called.

Consider the following:

 - All of the notable pilots in the TRO are leaders of some sort, and one inherited theirs from a regiment CO (Clarisse Boyer giving hers to her daughter, I believe). There appears to be some tendency for the machine to find its way into officers' hands.

 - Several of the variants/refits of the chassis are tooled toward making it more viable as a leadership-riding machine.

While not as obvious a slam-dunk choice for the trait as a Cyclops would be (and there's certainly room to say "No" to the idea, thus), I can make a realistic case for it.
It's an assault mech that isn't a gauss boat or something like a Berzerker though. So of course it's going to end up being used as a command ride. Heck, we have Luther Fisk commanding (well, XOing anyway) from the seat of a Salamander. The Grand Titan is, Optimus Prime aside, pretty generic. If I was doing a specific variant list, I might give Command 'Mech to the -13M, but it would need Peter Cullen at the wheel.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: GespenstM on 14 March 2017, 09:49:36
Well, that's cool. Was just raising the idea as the chassis has some interest to me (I'm one of its few fans who doesn't care much about the Optimus Prime references), but that's alright.

Anyway, there isn't much else for me to comment on. I hope the final release goes well!
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 14 March 2017, 10:23:03
Aimed Shots, p.30, Targeting Computer, p.113
In neither of these entries it's not explained how aimed shots are made against an immobile target in a presence of a Targeting Computer.
From TW p.143: If using a targeting computer to make an aimed shot against an immobile target, apply an additional –1 modifier (representing the targeting computer) to the –4 immobile target modifier. All other rules for an aimed shot remain the same.

That's because that TW line isn't a rule.  "Against immobile targets apply the immobile modifier" is no different than also saying "targets at medium range apply the medium range modifier", and I tried to remove all such redundancies within the text.  Assume the standard rules hold unless mentioned otherwise.

Quote
Multiple Firing Arcs, p.27
Multiple Firing Arcs: Through torso twisting, a ’Mech with both upper-body and leg-mounted weapons may have more than one firing arc at once. Regardless of its number of firing arcs, a ’Mech may only have one primary target each turn.

The thing that I got from this sentence is that there can be only one primary target in a turn. I understand that a torso twist changes arcs... But was really meant by this sentence?

Torso twisting, which can give a mech two "front" firing arcs (torso and legs), raised the question as to whether or not you could have two primary targets (one in each arc).  This says no.

Quote
Indirect Fire, p.30
Pedantic comment about style. The entry lists modifiers under bullets, but then suddenly drops the habit before a start of the paragraph "Finally, if a spotter..." I suggest to make another bullet to list that final modifier. Also, a +1 modifier for weapon fire that comes from spotting in the same turn could be mentioned under Other modifiers in the Target Number Modifiers Section starting at p.25.

Agreed.

Quote
Piloting Skill Roll Table, p.54 and p.137
In Physical Attacks Against ’Mech and Unit’s Actions the word 'Mech is repeated needlessly and clutters the table. You can probably do without it.

Agreed.

Quote
Physical  Attacks And Water, p.35
Partial Cover: Depth 1 water provides partial cover to a standing ’Mech against physical attacks. A physical attack made against a ’Mech in Depth 1 water by an attacker that is itself not completely underwater adds the +1 partial cover modifier to its Target Number. If the attack resolves to the legs, the attack is ignored.

From the underlined I understand that the kicks were not considered in this paragraph (because you can kick and kicks land on legs). A notion about kicks should be added.

It does say this is possible at the start of the section, but this is definitely not as clear as it could be: will clarify.

Thanks again.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 14 March 2017, 19:52:05
That's because that TW line isn't a rule.  "Against immobile targets apply the immobile modifier" is no different than also saying "targets at medium range apply the medium range modifier", and I tried to remove all such redundancies within the text.  Assume the standard rules hold unless mentioned otherwise.

IMHO, redundancy in this particular case was welcome.

Torso twisting, which can give a mech two "front" firing arcs (torso and legs), raised the question as to whether or not you could have two primary targets (one in each arc).  This says no.

But both arcs (torso and legs) are considered forward? Would be more natural if the forward arc would be determined as the "torso" arc after the torso twist is finished.

It does say this is possible at the start of the section, but this is definitely not as clear as it could be: will clarify.

While it does say this is possible at the start of the section, it is not clear if you have apply partial cover penalty in a case of a kick. Also this paragraph (p.53): "Note that if a ’Mech on Level 0 kicks a ’Mech in Depth 1 water, the target ’Mech would not receive partial cover, because, as per the Different Levels Table above, such an attack is resolved using the Punch Location Table. As such, the part of the ’Mech receiving the attack does not have cover," makes me think that partial cover should not apply for punches (if both 'Mechs are in Depth 1 water), since the reasoning is analogous.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: pheonixstorm on 16 March 2017, 21:10:08
Quirk issues: p141, p86, p88
Ubiquitous
Quote
When attempting to locate replacement parts for this ’Mech, add +2 to the Target Number.

Non-Standard Parts
Quote
When attempting to locate replacement parts, add +2 to the Target Number.

One of these things is not like the other. I assume that Ubiquitous should be listed as -2 to the TN? In which case the changes will need to be made on p141 and 86
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Sigil on 18 March 2017, 12:26:01
Quirk Issue: IMP-1A Imp (and variants)

pg. 174 Historical: Operation Klondike

"The powerful and capable Pauley-Bronson Z communications system, tied to the Tacticon T10K Battle Computer and its array of displays, gives its driver complete command and control of even a planetary-scale assault."

The IMP-1A should have the "Battle Computer" Quirk. 
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: pheonixstorm on 19 March 2017, 21:31:48
Another quirks item I would like to add

A little clarity on exactly what Improved Communications DOES

Quote
The ’Mech has a powerful communications suite that can burn
through standard electronic countermeasures. Standard enemy ECM
suites (see p. 112) do not interfere with this ’Mech, but Angel ECM
(see p. 112) still has its normal effect.

Does this mean that Imp Comm keeps BAP and C3M/S(i) alive or just everything in that ECM block??
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CrazyGrasshopper on 19 March 2017, 23:29:18
Attacking Buildings, p.71
However, weapon attacks targeted at a building hex from adjacent hexes always hit, as do all physical attacks (though players must still roll for weapon effects, such as jamming if firing an Ultra autocannon at double-rate, for example). Always use the full Damage Value for cluster weapons that strike a building hex; i.e. cluster type weapons do not use the Cluster Hits Table in this case.

I think, this easily can be misinterpreted as that cluster weapons always do full the full damage, instead of this being the case only when firing from an adjacent hex. TW, p.171 (errata): use the full Damage Value for Cluster Weapons; i.e. Cluster Weapons do not use the Cluster Hits Table when determining damage against an adjacent building hex.

EDIT:
Hyper-Assault Gauss Rifle, p.100

While the entry says you can make a flak attack with HAG, in BMM flak attacks have a default -2 TN modifier. In TW, HAGs made flak attacks with -3 TN modifier. Was the change intentional?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 19 March 2017, 23:55:19
Improved Comms: that's hilarious.  I'll check on the exact effect.

HAG: reported earlier; BMM is in error.

Attacking Buildings: thanks, will add that.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: pheonixstorm on 20 March 2017, 17:06:57
Another minor nit to pick about quirks

Clarification if you please.

COOLING SYSTEM FLAWS
Quote
A flaw in the design can result in the ’Mech generating excess
heat. Whenever the ’Mech executes or receives a physical attack, falls,
or is forced to make a Piloting Skill roll because it received 20 points
or more damage, roll 2D6. On a result of 10+ the ’Mech will generate
5 points more heat each turn for the rest of the battle.

So if I read this correctly every time the mech punches/kicks or is punched/kicked, falls, or takes more than 20pts of damage a roll is made. Is this done when each condition is met until[/] a failed roll? Is the extra 5 heat a one time deal or is it cumulative every time the conditions are met and the roll fails?
Title: Re: BattleMech Manual
Post by: Talen5000 on 21 March 2017, 04:51:32
Spelling issue page 4, under playtesters....

Correct spelling of "Tenaka Fury" is "Tenaka Furey"
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: CampaignAnon on 23 March 2017, 00:44:56
Another quirks item I would like to add

A little clarity on exactly what Improved Communications DOES

Does this mean that Imp Comm keeps BAP and C3M/S(i) alive or just everything in that ECM block??
According to SO, yes.
Quote from: Strategic Operations page 195
Hostile Guardian ECM or Clan ECM systems do not interfere with this unit, but Angel ECM (see p. 279, TO) still has its normal effect.
That's sort of the point.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Talen5000 on 26 March 2017, 22:47:50
Quirks
The Cauldron Born has the "Narrow/Low profile" quirk.

Powerful...but not one I would necessarily associate with the design.
The design is noted in the Luthien Sourcebook for absorbing a lot of damage, which is why it got the name Cauldron Born. Unfortunately, there is no suitable quirk for this aspect - there is no "Tough" quirk, Rugged applies to maintenance and Protected Actuators applies to swarm attacks.  Plus, an "Absorb Damage" would be grossly overpowering. A suitable replacement might be a positive modifier to Critical Rolls but I don't think such a quirk exists.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Heavyguard on 06 April 2017, 13:06:57
Common Misconceptions, pg. 129 - Critical Damage Re-rolling Example
"...means that the entire process starts over with the Archer’s controller rolling to see which block—upper or lower—to apply the critical damage."

Should be changed to;
"...means that the entire process starts over with the Archer’s attacker rolling to see which block—upper or lower—to apply the critical damage."

The example for re-rolling critical damage upper/lower location (in relation to DAMAGE #5 references the Archer's controller rolling for the critical hit damage location, however DAMAGE #1 now mentions that the rule has changed and the ATTACKER now rolls for the critical hit damage location.

DAMAGE, pg.128
1. “The player making the attack is the one that rolls the locations of any critical hits that result.”
Since the very earliest editions of the game, while the attacker rolls on the Determining Critical Hits Table, the controller of the ’Mech that is taking the damage is the one that rolls to see where any critical hits to that ’Mech go.
However, as far as we can tell, nobody ever plays that way. As such, we’ve changed the rule to match common usage: the attacker now does indeed roll the location of any critical hits.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Wrangler on 06 April 2017, 13:59:40
I know its is bit late suggest this, i like throw this out.
Rapid-Fire optional rule for regular machine guns.
Its simple, gives more value to the machine guns and it has reasonable trade offs as well a fun option to be included in the rules.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 06 April 2017, 14:11:32
Did you look in the Machine Gun section?  Or are you referring to something else?
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Wrangler on 06 April 2017, 20:43:59
Did you look in the Machine Gun section?  Or are you referring to something else?
Ack, my copy of the book was messing up. i didn't see it. please delete my post. :(
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: NeonKnight on 11 June 2017, 13:11:18
Ran into an issue last night where a scenario I was running incorporated the SAND terrain feature.

According to the upcoming BATTLEMECH MANUAL, it lists sand (page 60) as applying a +1 MP penalty (and a +1 Pilot Roll modifier)

However, this runs counter to TACTICAL OPERATIONS page 39 (corrected in the Recent Errata) from:

Quote
Sand
The Expanded Movement Costs and Planetary Conditions Table lists two MP costs for sand. The 1 MP cost applies to all units except infantry and Wheeled Vehicles; the 2 MP cost applies to infantry units and Wheeled Vehicles (except in the case of a Wheeled Support Vehicle that mounts the Dune Buggy Chassis and Controls modification). Infantry can avoid the increased MP cost by using Jumping MP, however.

to

Quote
⑤ Sand (p. 39)
First paragraph, first and second sentences
The Expanded Movement Costs and Planetary Conditions Table lists two MP costs for sand. The 1 MP cost applies to all units except infantry and Wheeled Vehicles; the 2 MP cost applies to infantry units and Wheeled Vehicles (except in the case of a Wheeled Support Vehicle that mounts the Dune Buggy Chassis and Controls modification).
Change to:
Sand applies a +1 MP for Wheeled Vehicles (except in the case of a Wheeled Vehicle that mounts the Dune Buggy chassis modification) and infantry using ground movement.

For completeness, I also cross checked SAND against the rules in ALPHA STRIKE, and those rules state:

Quote
SAND
Sand terrain has no effect on ’Mech or ProtoMech units, and most vehicle motive types, but will affect any infantry (including battle armor) that uses ground movement, and wheeled vehicles that lack the Dune Buggy (DUN) special ability.
In addition to the above, wheeled vehicles without the Dune Buggy (DUN) special may also get stuck (see Bogging Down, p. 70).

So, hopefully the SAND in the BM Manual is an oversight and should match all the other rules, in that SAND does not penalize 'Mechs with movement but Pilot checks only.
Title: Re: BattleMech Manual Beta: Feedback desired
Post by: Xotl on 12 July 2017, 12:57:30
So the last post on this was eaten by the downtime monster, so here it is again.

The final files have been handed off to layout, so the beta is now closed.  Over and above all your comments here, I've had six months (off and on) to further review the manuscript.  The final changelog sits at 346 changes (not including any updates to the quirk mech list), with some of those being "replace this entire section with the following new text", so there's lots of stuff being corrected, added, trimmed, and clarified to what was already a very well-received book.  I'll do a thorough "what's new" post once the final is released (I don't have the date for this at this time).

I'd like to thank everyone who took the time to give their feedback on the beta, whether it was here, on Facebook, 4chan, reddit, emails to me, and various and sundry forums.  I especially want to thank those who registered here just to make sure their voice was heard.  Cheers.