Author Topic: (Answered) Critical Hits Clarification  (Read 2197 times)

Son of Kerenski

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(Answered) Critical Hits Clarification
« on: 16 November 2016, 16:37:42 »
Quote
MP Hit: Something related to the unit’s ability to move has been damaged. the affected unit loses half of its current move, rounding normally (to a minimum move loss of 2 inches). If a unit is reduced to a move of 0 inches (or less) in this fashion, the unit may no longer move.

So in this example an Atlas with a 6" move is reduced to 3" on the first hit, 1.5'' on the second - but has a minimum move of 2'' so it now defaults to 2''.

Then it takes another MP hit and is reduced to 0.75'' but still moves at 2''. Then the fouth MP hit takes it to 0.38''...still moving at 2'' though because it hasnt been reduced to zero.

Im assuming a 5th MP hit makes it immobile.

Quote
Some mechanism for controlling the unit’s weapons has been damaged. this could represent anything from arm actuator damage to sensor hits. Each Fire Control Hit adds a cumulative to-hit modifier of +2 for all subsequent weapon attacks by the damaged unit. (this modifier will not apply to physical attacks.)

Theres 4 FC circles to mark on an AS sheet. Does the 5th FC hit render ranged attacks unusable? As a 2nd engine hit destroys the mech?
« Last Edit: 16 November 2016, 16:47:20 by nckestrel »

nckestrel

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Re: Critical Hits Clarification
« Reply #1 on: 16 November 2016, 16:46:56 »
You are misinterpreting minimum movement.
Minimum movement rule does not change or limit the Move rating.  It has nothing to do with what the unit's Move rating is, or how it's affected by critical hits. 

An Atlas with a 6" Move rating is reduced to 3" on the first hit, 1" on the second hit (the minimum Move loss from an MP Hit is 2"), and then is immobile on the third MP hit. 

The minimum movement rules says, even if you only have a Move of 1" (Atlas with two MP hits), and the terrain around you is ultra-heavy jungle (+4" movement cost), you can move 2" from where you started.  It does nothing to your Move rating, and therefore doesn't affect how critical hits affect your Move rating.  When Move is referring to the rating, it should be capitalized.  The minimum movement rule is referring to actual movement, not the Move rating.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

nckestrel

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Re: (Answered) Critical Hits Clarification
« Reply #2 on: 16 November 2016, 16:48:07 »
Theres 4 FC circles to mark on an AS sheet. Does the 5th FC hit render ranged attacks unusable? As a 2nd engine hit destroys the mech?

No, the four was considered to be a practical limit, not a rules limit.
Alpha Strike Introduction resources
Left of Center blog - Nashira Campaign for A Game of Armored Combat, TP 3039 Vega Supplemental Record Sheets

Son of Kerenski

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Re: (Answered) Critical Hits Clarification
« Reply #3 on: 16 November 2016, 17:11:16 »
Thanks for the quick reply.

As for the 2" move it does kinda read that way, hence my interpretation. Im a big believer in making something absolutely bulletproof and therefore this rule could have been worded better so that it was more clear.

Also a skill 0 MW would still have an 8 to hit before any other mods at close range with 4 FC hits.
« Last Edit: 16 November 2016, 17:18:49 by Son of Kerenski »

 

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