good little toastboy
Augur
It has been far too long since we had giant robots blasting each others limbs off, so why not take the initiative and host another battle?
I'd like to play by the same rules that Computer Gamer Refuge established in his glorious matches, that is using Battlemechs (and possibly tanks, if someone rather wants to use a tank) designed in 3025 or earlier to make heat management more interesting and avoid more complicated stuff like C3, MASC, targeting computers and the like. Movement will again be simultaneous and to make this fun for the readers as well there will again be no visibility/sensor rules. There is one additional rule: I will allow you to disengage PPC field inhibitors. This lets you ignore the to-hit-penaties for shots below minimum range but has the potential to blow up the PPC and damage your mech (you can avoid this by rolling 3+ for shots at a range of 3, 6+ at a range of 2 and 10+ for shots at range 1). Of course you don't have to disengage the inhibitor.
If you're interested in piloting a mech, please reply, if you have some experience, you may want to act as lance leader and provide your less experienced Codexians with hints and advice.Mechs will follow once I have an idea how many we need.
Magic Summoning Spell: Computer Gamer Refugee Azira laclongquan Deuce Traveler eklektyk Country_Gravy rashiakas Norfleet Corvinus Destroid
Here are the rules, mostly copy pasted with a few additions like clubs.
Basic Movement Rules:
Each mech can either walk or run, and some mechs can jump. Walking generates 1 heat and gives a +1 (that is a malus) to hit. Running generates 2 heat and gives a +2 penalty to hit. Jumping generates 1 heat/hex moved and gives a +3 penalty to hit. The penalty is the number that is added to the number that you need to hit (on 2d6).
Moving forward into a clear space takes 1 movement. Entering woods, rubble, or water takes an additional movement (or 2 for heavy woods). This means that moving forward into light woods would take 2 movement points total. Changing facings also takes 1 movement. Changing elevation also takes 1 movement per level.
But what if two mechs want to move to the same square!?
Good question. In the event that two mechs give move orders to the same square, the prority is:
fastest jumper (if jump jets were used)>fastest ground top speed>furthest distance moved (if ground speed is the same)
The priority mech can either:
a) take the square, causing the other mech to stop in their penultimate movement hex or,
b) execute a charge/death from above on the other mech
But what if I shoot at a mech that another player has killed with fire?
In that event you will continue to slag the rubble.
Mechs can back up at their walking rate, and mix forward and backward movement as they like. However you cannot change elevation while going backwards.
So that means that if we wanted to change face, and go up a hill (1 level) into light woods it would take a total of 4 movement. 1 (face change) + 2 (light woods) + 1 (elevation change) = 4 total Movement points
If anyone really cares, here is a complete list of movement costs http://www.sarna.net/wiki/TW_Movement_Costs_Table Jumping is different. A jumping mech ignores intervening terrain, and can land in any facing it wants. However, a jumping mech generates 1 heat per hex jumped and gets a +3 penality to hit. That is all that matters, just remember that the faster you move the harder it is to be hit.
Moving gives the following penalties to be hit based on the total hexes MOVED. In the previous example, spending 4 movement to go one hex (up a hill into a forest) resulted in a net of 1 hex moved. This modifier is added to the number required to get (on 2d6) in order to hit. If you mixed forward and backward movement the penalty will only be for the number of hexes in the direction you've moved last.
0-2 +0
3-4 +1
5-6 +2
7-8 +3
9-10 +4
11+ +5
Basic Firing Rules:
All weapons have short (4+), medium(6+), and long(8+)ranges. The range gives the base to hit before movement, terrain and heat modifiers. In practice, assuming both mechs moved, you can assume that shooting at short range will hit about 60% of the time, while at long range you will hit about 10% of the time.
Shooting through or into (but not out of) woods gives a penalty of +1 for light woods and +2 for heavy woods. More than a few hexes of woods blocks line of sight. Standing behind a hill gives partial cover this gives a +1 penalty to be hit, and in addition if you are hit, any shots that would hit the legs instead miss.
PPCs and LRMs have a minimum range of 3 and 6 hexes repectivly. Each hex inside minimum gives a +1 penalty to hit. In practice, it is noticeably harder to hit with PPCs at point blank range and effectively impossible for LRMs.
Firing Arcs:
When declaring your shots you can twist your torso one hexside to the left or right, after this your firing arcs will look like this:
Physical attacks
If you are next to, and facing (front 3 hexes) a mech you can punch or kick them. Note, if you are kicked, or miss a kick there is a chance you can fall down. Kicks do tonnage/5 to a leg and punches (you can punch with any arm that does not fire a weapon in that round) do tonnage/10, but have a high chance to hit the head.
You can also pick up a tree or another mech's blown-off limbs to use as clubs, you cannot fire in the turn you pick up the club though. Clubs do tonnage/5 damage.
Here are the ranges of the weapons I'm thinking about having in play right now.
Weapon Heat Damage Min Short Med Long
Sm Laser Heat 1 Dam 3 Short 1 Med 2 Long 3
Med Laser Heat 3 Dam 4 Short 1-3 Med 4-6 Long 7-9
Lg Laser Heat 8 Damage 8 Short 1-5 Med 6-10 Long 11-15
AC/2 Heat 1 Damage 2 Min 4 Short 1-8 Med 9-16 Long 17-24
AC/5 Heat 1 Damage 5 Min 3 Short 1-6 Med 7-12 Long 13-18
AC/10 Heat 3 Damage 10 Short 1-5 Med 5-10 Long 11-15
SRM 2 Heat 2 Damage 2/missile that hits Short 1-3 Med 4-6 Long 7-9
SRM 4 Heat 3 Damage 2/missile that hits Short 1-3 Med 4-6 Long 7-9
SRM 6 Heat 4 Damage 2/missile that hits Short 1-3 Med 4-6 Long 7-9
PPC 10 Heat 10 Dam 10 Min 3 Short 4-6 Med 7-12 Long 13-18
LRM 10 Heat 4 Dam 1/Missile that hits Min 6 Short 7 Medium 8-14 Long 15-21
LRM 15 Heat 5 Dam 1/Missile that hits Min 6 Short 7 Medium 8-14 Long 15-21
Heat Rules
Moving and shooting generates heat, your heat sinks dissipate heat. If you generate more heat than you dissipate then heat builds up. A small amount of heat is no big deal, but as it builds it can cause bad stuff. Most of the mechs (deliberately) do not have heat problems; i.e. it is difficult/impossible to increase heat level. Otherwise you can get to heat 4 without problems and 7 with only a minor movement penalty.
Here is the heat chart
Heat Effect
0
1
2
3
4
5 -1 Movement
6
7
8 +1 To hit
9
10 -2 Movement
11
12
13 +2 To hit
14 Possible Shutdown (avoid 4+)
15 -3 Movement
16
17 +3 To hit
18 Possible Shutdown (avoid 6+)
19 Ammo Explosion (avoid 4+)
20 -4 Movement
21
22 Possible Shutdown (avoid 8+)
23 Ammo Explosion (avoid 6+)
24 +4 To hit
25 -5 Movement
26 Possible Shutdown (avoid 10+)
27
28 Ammo Explosion (avoid 8+)
29
30 Shutdown
30+ Mech cannot power up.
I'd like to play by the same rules that Computer Gamer Refuge established in his glorious matches, that is using Battlemechs (and possibly tanks, if someone rather wants to use a tank) designed in 3025 or earlier to make heat management more interesting and avoid more complicated stuff like C3, MASC, targeting computers and the like. Movement will again be simultaneous and to make this fun for the readers as well there will again be no visibility/sensor rules. There is one additional rule: I will allow you to disengage PPC field inhibitors. This lets you ignore the to-hit-penaties for shots below minimum range but has the potential to blow up the PPC and damage your mech (you can avoid this by rolling 3+ for shots at a range of 3, 6+ at a range of 2 and 10+ for shots at range 1). Of course you don't have to disengage the inhibitor.
If you're interested in piloting a mech, please reply, if you have some experience, you may want to act as lance leader and provide your less experienced Codexians with hints and advice.Mechs will follow once I have an idea how many we need.
Magic Summoning Spell: Computer Gamer Refugee Azira laclongquan Deuce Traveler eklektyk Country_Gravy rashiakas Norfleet Corvinus Destroid
Here are the rules, mostly copy pasted with a few additions like clubs.
Basic Movement Rules:
Each mech can either walk or run, and some mechs can jump. Walking generates 1 heat and gives a +1 (that is a malus) to hit. Running generates 2 heat and gives a +2 penalty to hit. Jumping generates 1 heat/hex moved and gives a +3 penalty to hit. The penalty is the number that is added to the number that you need to hit (on 2d6).
Moving forward into a clear space takes 1 movement. Entering woods, rubble, or water takes an additional movement (or 2 for heavy woods). This means that moving forward into light woods would take 2 movement points total. Changing facings also takes 1 movement. Changing elevation also takes 1 movement per level.
But what if two mechs want to move to the same square!?
Good question. In the event that two mechs give move orders to the same square, the prority is:
fastest jumper (if jump jets were used)>fastest ground top speed>furthest distance moved (if ground speed is the same)
The priority mech can either:
a) take the square, causing the other mech to stop in their penultimate movement hex or,
b) execute a charge/death from above on the other mech
But what if I shoot at a mech that another player has killed with fire?
In that event you will continue to slag the rubble.
Mechs can back up at their walking rate, and mix forward and backward movement as they like. However you cannot change elevation while going backwards.
So that means that if we wanted to change face, and go up a hill (1 level) into light woods it would take a total of 4 movement. 1 (face change) + 2 (light woods) + 1 (elevation change) = 4 total Movement points
If anyone really cares, here is a complete list of movement costs http://www.sarna.net/wiki/TW_Movement_Costs_Table Jumping is different. A jumping mech ignores intervening terrain, and can land in any facing it wants. However, a jumping mech generates 1 heat per hex jumped and gets a +3 penality to hit. That is all that matters, just remember that the faster you move the harder it is to be hit.
Moving gives the following penalties to be hit based on the total hexes MOVED. In the previous example, spending 4 movement to go one hex (up a hill into a forest) resulted in a net of 1 hex moved. This modifier is added to the number required to get (on 2d6) in order to hit. If you mixed forward and backward movement the penalty will only be for the number of hexes in the direction you've moved last.
0-2 +0
3-4 +1
5-6 +2
7-8 +3
9-10 +4
11+ +5
Basic Firing Rules:
All weapons have short (4+), medium(6+), and long(8+)ranges. The range gives the base to hit before movement, terrain and heat modifiers. In practice, assuming both mechs moved, you can assume that shooting at short range will hit about 60% of the time, while at long range you will hit about 10% of the time.
Shooting through or into (but not out of) woods gives a penalty of +1 for light woods and +2 for heavy woods. More than a few hexes of woods blocks line of sight. Standing behind a hill gives partial cover this gives a +1 penalty to be hit, and in addition if you are hit, any shots that would hit the legs instead miss.
PPCs and LRMs have a minimum range of 3 and 6 hexes repectivly. Each hex inside minimum gives a +1 penalty to hit. In practice, it is noticeably harder to hit with PPCs at point blank range and effectively impossible for LRMs.
Firing Arcs:
When declaring your shots you can twist your torso one hexside to the left or right, after this your firing arcs will look like this:
Physical attacks
If you are next to, and facing (front 3 hexes) a mech you can punch or kick them. Note, if you are kicked, or miss a kick there is a chance you can fall down. Kicks do tonnage/5 to a leg and punches (you can punch with any arm that does not fire a weapon in that round) do tonnage/10, but have a high chance to hit the head.
You can also pick up a tree or another mech's blown-off limbs to use as clubs, you cannot fire in the turn you pick up the club though. Clubs do tonnage/5 damage.
Here are the ranges of the weapons I'm thinking about having in play right now.
Weapon Heat Damage Min Short Med Long
Sm Laser Heat 1 Dam 3 Short 1 Med 2 Long 3
Med Laser Heat 3 Dam 4 Short 1-3 Med 4-6 Long 7-9
Lg Laser Heat 8 Damage 8 Short 1-5 Med 6-10 Long 11-15
AC/2 Heat 1 Damage 2 Min 4 Short 1-8 Med 9-16 Long 17-24
AC/5 Heat 1 Damage 5 Min 3 Short 1-6 Med 7-12 Long 13-18
AC/10 Heat 3 Damage 10 Short 1-5 Med 5-10 Long 11-15
SRM 2 Heat 2 Damage 2/missile that hits Short 1-3 Med 4-6 Long 7-9
SRM 4 Heat 3 Damage 2/missile that hits Short 1-3 Med 4-6 Long 7-9
SRM 6 Heat 4 Damage 2/missile that hits Short 1-3 Med 4-6 Long 7-9
PPC 10 Heat 10 Dam 10 Min 3 Short 4-6 Med 7-12 Long 13-18
LRM 10 Heat 4 Dam 1/Missile that hits Min 6 Short 7 Medium 8-14 Long 15-21
LRM 15 Heat 5 Dam 1/Missile that hits Min 6 Short 7 Medium 8-14 Long 15-21
Heat Rules
Moving and shooting generates heat, your heat sinks dissipate heat. If you generate more heat than you dissipate then heat builds up. A small amount of heat is no big deal, but as it builds it can cause bad stuff. Most of the mechs (deliberately) do not have heat problems; i.e. it is difficult/impossible to increase heat level. Otherwise you can get to heat 4 without problems and 7 with only a minor movement penalty.
Here is the heat chart
Heat Effect
0
1
2
3
4
5 -1 Movement
6
7
8 +1 To hit
9
10 -2 Movement
11
12
13 +2 To hit
14 Possible Shutdown (avoid 4+)
15 -3 Movement
16
17 +3 To hit
18 Possible Shutdown (avoid 6+)
19 Ammo Explosion (avoid 4+)
20 -4 Movement
21
22 Possible Shutdown (avoid 8+)
23 Ammo Explosion (avoid 6+)
24 +4 To hit
25 -5 Movement
26 Possible Shutdown (avoid 10+)
27
28 Ammo Explosion (avoid 8+)
29
30 Shutdown
30+ Mech cannot power up.