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Author Topic: (Answered) How many MP do one-legged 'Mechs have?  (Read 369 times)

Empyrus

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(Answered) How many MP do one-legged 'Mechs have?
« on: 07 August 2022, 21:01:10 »
A question for clarity.

A prone 'Mech that has lost one leg cannot run and can change its facing by one hex side per turn (considered walking movement). But this statement doesn't explicitly tell how many MP one-legged prone 'Mech has which leads to question how heat penalties interact with this? If there is no MP, then heat penalties would not seem to have effect. If there is 1 MP, then any standing up attempt would be using minimum movement rule, no?
If it manages to stand up, it will have 1 MP, but this is explicitly about the situation after standing up.

BMM page 44 for leg destruction, page 19 for standing up.
« Last Edit: 08 August 2022, 08:54:48 by Xotl »
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Xotl

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Re: How many MP do one-legged 'Mechs have?
« Reply #1 on: 08 August 2022, 08:54:37 »
I believe I didn't expressly call out the Minimum Movement rule in the Leg Destruction section only because I wanted to try and cut down on page flips: why say "go to page X for the explanation" when I could just give it to you (same reason it tells you there that when prone that you can only change your facing by one hex, rather than "see the prone rules").  But in this case it seems to have caused a bit of confusion, and in any case, the TW wording I used is also a touch confusing on when the 1 MP status is applied and so could be clearer.

Replace the Leg Destruction entry on p. 44 with the following:

Quote
     When a standing ’Mech loses a leg, the ’Mech automatically falls and ends its movement for that turn. The absent leg applies a +5 modifier to all Piloting Skill Rolls: this replaces all other PSR modifiers generated by damage to that leg.
     A ’Mech with one leg is reduced to 1 Walking MP (this overrides all MP increases) and cannot run. Despite all this, it can still use the Minimum Movement rule (see p. 16), and so can make one attempt to stand (see p. 19) in each subsequent turn. In an exception to the normal rules, only one Piloting Skill Roll is required for this attempt, even if damage or other factors means that the attempt would normally require two or more PSRs (though all modifiers from any such factors still apply).
     If the ’Mech manages to stand it can jump in subsequent turns, but a PSR is required each time it lands.

That should make it clear, hopefully without breaking anything else.  My only concern is that I know I noted the odd wording on this while going over TW to write the BMM and yet kept much of it.  Away from my notes, I can't recall if this was because there was some weird rule interaction that necessitated the wording, or if I was just being overly faithful to TW.  As such, consider this tentative errata; if anyone spots an aspect I'm missing, let me know.

Note that the 1 MP is spent in the standing attempt, per p. 16: "It has at least 1 MP to spend"; "Such movement is the only MP it expends that turn".  In other words, the 1 MP makes the standing attempt legal, but is also spent in the attempt, rather than making it possible but then hanging around to be spent afterwards.  This also means that anything like heat that takes away that last MP means that you can't use Minimum Movement, and thus can't try to stand.  I'll also touch up p. 16 a little bit to clarify this.
« Last Edit: 08 August 2022, 13:51:03 by Xotl »
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Empyrus

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Re: (Answered) How many MP do one-legged 'Mechs have?
« Reply #2 on: 08 August 2022, 09:44:56 »
Thank you, this seems much better.

I don't see anything unclear here but perhaps einherjarvalk will. (Lack of coordination lead us both to make same question ;D )
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