Author Topic: (Answered) Reckless Movement and Double Jeopardy PSRs  (Read 856 times)

Static

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(Answered) Reckless Movement and Double Jeopardy PSRs
« on: 06 September 2023, 18:22:44 »
The rules for Reckless Movement on page 20 of the BMM state that when using Reckless Movement, a 'Mech must

Quote
make an additional PSR for each level change and non-clear hex through which the 'Mech passes

Does this mean that if a 'Mech enters a hex which already requires a PSR to enter (say, an ice hex), they are required to make two hex-entrance PSRs--one for entering a non-clear hex recklessly and one for entering a hex that always mandates a PSR?
« Last Edit: 07 September 2023, 03:42:19 by Xotl »

Xotl

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Re: Reckless Movement and Double Jeopardy PSRs
« Reply #1 on: 07 September 2023, 03:42:10 »
The wording for this entire behaviour is less than great and I'm planning on changing it in some way in the next printing.  It is planned to be changed to:

     The increased MP cost imposed by the environmental conditions listed above represents the extra caution needed to avoid falling in such conditions. However, players who do not do not want to pay this MP cost can instead announce their intention to move recklessly before entering a hex affected by such a condition. When it recklessly enters the hex, its controller must make a Piloting Skill Roll (see p. 53). If the roll fails, the ’Mech immediately falls [...]

And then delete the last sentence ("However, the player must make an additional PSR for each level change and non-clear hex through which the ’Mech passes.")

Lastly, on p. 61, for all Terrain Modifications that have a Reckless Movement qualifier, change the PSR paragraph to read:

All PSRs made in a hex with X (including the PSR made when entering one, if Reckless Movement was used) [...]



The BMM version on paper looks a lot like the TO version. However, even if you passed your first PSR (the Reckless check), all modified terrain was non-clear by definition so that was another PSR unless the reckless move was due to light conditions, and then those terrain types said every time you enter a hex of that type you also made a PSR per p. 61.  So you could make up to three PSRs for entering a hex: the standard entrance check per p. 61, the Reckless check, and the non-clear/level change check (even if the level change was into clear terrain).  This was silly.

The revised text eliminates all of that to make these sorts of hexes/light levels only dangerous if you speed through them or (in the case of the terrain types) have the misfortune to require a PSR in them due to some other cause, and you can decide that as you go.  They don't cause a PSR by default.  I might change this further: wait for the next BMM errata to see the final version.

Note that all this would only apply to the BMM: the TO versions operate as they always have.

Let me know if this is unclear or if you spot issues.
« Last Edit: 07 September 2023, 20:12:42 by Xotl »
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Static

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Re: (Answered) Reckless Movement and Double Jeopardy PSRs
« Reply #2 on: 07 September 2023, 11:15:11 »
Got it. That makes reckless movement way more useful. Thanks!

 

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