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Anyone playing Harebrained Schemes Battletech?
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<blockquote data-quote="Blue" data-source="post: 7414690" data-attributes="member: 20564"><p>Great summary [MENTION=710]Mustrum_Ridcully[/MENTION]. Building off your excellent foundation, a few more things:</p><p></p><p>Mechs have a stability rating, and some weapons do stability damage, with melee attacks doing the most. You have five bars to fill up before you fall, and an extra protection that you can't fall from an attack unless you were Unsteady before it. Unsteady is some number of those bars filled (depending on your pilot rating). So you can't go from "okay" to down in one hit.</p><p></p><p>Movement options are move (allows action), sprint (ends turn) or jump (allows action). They don't seem to penalize attacks like they do in TT. Also, they give you "pips" of evasion, up to 4 normally (more with high skills), and each mech that attacks it removes a pip. (There's also a turn-ending ability called "sensor lock" which removes two and locks it in for indirect fire.)</p><p></p><p>Indirect fire is exactly what it sounds - if you have LRMs in range and any of your mech has eyes on a target, you can fire LRMs, even over blocking terrain. There's a penalty to hit that way you can offset with skills.</p><p></p><p>The smallest weapons (MG, Small Lasers and Flamers) are now "support" weapons. They only have a range of 2 hexes, ignore evasion, and are the only weapons that can fire if you make a melee attack.</p><p></p><p>Oh, and mechs get Guarded and Entrenched, either through actions or terrain like forests. These reduce damage from attacks from the front and sides by 25% or 50% (except against melee attacks).</p><p></p><p>For all of that, it feels a lot closer to tabletop then many D&D game adaptions. You can even Death From Above!</p></blockquote><p></p>
[QUOTE="Blue, post: 7414690, member: 20564"] Great summary [MENTION=710]Mustrum_Ridcully[/MENTION]. Building off your excellent foundation, a few more things: Mechs have a stability rating, and some weapons do stability damage, with melee attacks doing the most. You have five bars to fill up before you fall, and an extra protection that you can't fall from an attack unless you were Unsteady before it. Unsteady is some number of those bars filled (depending on your pilot rating). So you can't go from "okay" to down in one hit. Movement options are move (allows action), sprint (ends turn) or jump (allows action). They don't seem to penalize attacks like they do in TT. Also, they give you "pips" of evasion, up to 4 normally (more with high skills), and each mech that attacks it removes a pip. (There's also a turn-ending ability called "sensor lock" which removes two and locks it in for indirect fire.) Indirect fire is exactly what it sounds - if you have LRMs in range and any of your mech has eyes on a target, you can fire LRMs, even over blocking terrain. There's a penalty to hit that way you can offset with skills. The smallest weapons (MG, Small Lasers and Flamers) are now "support" weapons. They only have a range of 2 hexes, ignore evasion, and are the only weapons that can fire if you make a melee attack. Oh, and mechs get Guarded and Entrenched, either through actions or terrain like forests. These reduce damage from attacks from the front and sides by 25% or 50% (except against melee attacks). For all of that, it feels a lot closer to tabletop then many D&D game adaptions. You can even Death From Above! [/QUOTE]
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