Battletech - Blood of Kerensky


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Just wondering, but is it correct to presume that level 1 elevation prevents targets from seeing each other unless either target is ontop of the elevation? On the presumation, we do not know what versions of the Mechs we are fighting correct? As we would not know on the true battle field.

-Blood
 

Since when did clanners care about conditions on a true battlefield. They live in their own little world of modern flintlock era style shootouts. :lol:

This of course was a joke, and in no way an answer to your question.
 

IIRC, Level 1 elevation between 2 mechs does NOT block line of sight, but DOES impose a +4 to hit modifier, and changes your attack to the punch-hit location.

And there's no way of knowing what variant you're fighting except by paying attention to what it fires, or getting within active probe range.
 

Jemal said:
IIRC, Level 1 elevation between 2 mechs does NOT block line of sight, but DOES impose a +4 to hit modifier, and changes your attack to the punch-hit location.

And there's no way of knowing what variant you're fighting except by paying attention to what it fires, or getting within active probe range.

Hmm... Good to know. Thanks!

-Blood
 

My thoughts on the to hit location = punch from +2 levels is that it could get reeeal ugly with lb-x (shot) autocannons, er large lasers, er ppcs, etc... It makes high ground very, very important to get that 1-6 head shot versus like 3%, and all with out a to-hit penalty too - unlike partial cover.

I would put forward a modification as follows use the punch table on target if you are less than or equal to 3 hexs per elevation level away from them. vice-verse for shooter and legs target...

I.e. If you are fairly close then you are looking down/up at some one, otherwise they are simply much farther away than they are vertical.
 

Okay, I built a 'scout' heavy mech.

70 ton, 2 ER PPCs, 4 med pulse lasers, all w/targeting
has HS to fire 2x ppc, or 1x ppc and 4x pulse
moves 5/8, ecm, active probe
max armor

Survivable in the challange? I can always slow it down, up 5 or more tons and and add some more mid range punch. Thing is this would be a really fun role to fill, heavy scout lol...
 

Mechanically, meaning dice wise, what is the difference between Pulse lasers and non-Pulse lasers? I remember reading that Pulse lasers get a -1 to hit penalty, is that true?


-Blood
 


@DireLemming

No real clue...

@Bloodweaver1

Well, besides what you see in the mech maker proggie, they have a -2 modifer to hit - i.e. they should be the bane of fast mechs... Add the -1 for targeting computer and that makes called shots quite do-able for slower mechs..
 
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