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<blockquote data-quote="payn" data-source="post: 9766354" data-attributes="member: 90374"><p>As your appointed Comstar sideline reporter im pleased to announce playtest <a href="https://battletech.com/playtest-battletech/wp-content/uploads/sites/6/2025/09/BattleTech-Playtest-0200-Mobility-Rules-9-29a.pdf" target="_blank">package 2</a> This time mobility rules! There is a lot going on here compared to last time so ill do it item by item.</p><ol> <li data-xf-list-type="ol"><strong>Water mobility changes</strong>. No longer a PSR for walking in water per hex, or at all. Can now run in water with a PSR. <em>Payn's thoughts, awesome about time they made water something people did everything they could to avoid. </em></li> <li data-xf-list-type="ol"><strong>Backwards level changes with PSR</strong> TacOps optional rule becoming standard. Payn's thoughts; About time commonly used house rule in most pick up games.</li> <li data-xf-list-type="ol"><strong>Immobility definition expansion.</strong> Previous any building or vehicle/mech shutdown is immobile and receives -4 TMM. New, any building or vehicle/mech that has shutdown or been reduced to 0MP receives -4TMM. (Actuator damage can reduce a mech to 0MP like motive checks for vehicles.) A mech can be reduced to 0MP but still jump, its considered immobile if it doesnt jump instead of stationary. Furthermore, enemies can pass through immobile unit hexes which they couldnt before. <em> Payn's thoughts; ish I dont like this. I think losing an initiative count is really bad (calculating unequal units is one of the tables biggest PITA events). A -4 to hit is already a bad day, now you no longer count for initiative nor can you control any area on the board with said units as their last stand. Reducing MP to 0 will be rather frequent and can happen to a single critical on assault mechs. I'm gonna plytest this hard by askign everybody to bring MASC units this week.</em></li> <li data-xf-list-type="ol"> <strong>Piloting check for a damaged Gyro</strong> is no +2 instead of +3. <em>Payn's thoughts; Im cool with that.</em></li> <li data-xf-list-type="ol"><strong>Foot actuator critical changes</strong>. If foot actuator is destroyed, reduce MP by 1, +1 to kick attacks, and PSR on jumps only (previously on run too).<em> Payn's thoughts; Im cool with this too.</em></li> <li data-xf-list-type="ol"><strong>Hip actuator critical hit changes</strong>. First hip critical MP reduced by half (4/6 become 2/3) second hit reduces speed again by half (2/3 becomes 1/2). Hips ovverride any previous loss of MP from foot or leg actuators. No more kick attacks, +1PSR stacking with any other leg actuator hit, PSR on run or jump movement. <em>Payn's thoughts, I like everything but the chance to reduce a mech to 0MP. I think this should only occur on a gyro destruction or a leg blown off (which only happens on a 12 roll for critical confirmation check). </em></li> <li data-xf-list-type="ol"><strong>Cumalitive leg PSR effects</strong>. All leg criticals are added together for one single PSR to remain standing. Previously if you had multiple actuators hit, you had to make multiple PSRs all at the same cumaltive check which resulted in likely fall as you now need to make 2 or more difficult checks. <em>Payn's thoughts; Im good with this I think it will speed things along and keep mechs ont heir feet. </em></li> <li data-xf-list-type="ol"><strong>Leg Destruction. </strong>MP reduced by half min 2 (this overrides previous MP reduction by leg critical hits). No more kick attacks. +4 PSR checks for standing, running, or jumping. Quad stuff im not going into. <em>Payn's thoughts; Its fine, but weird that you could theoretically take a number of leg actuator hits, become immobile, but then get MP back by a leg getting destroyed... I dont care for this 0MP to a mech buisness. Also, the forums are having a vote right now if a destroyed leg flies off a mech or if it requires a 12 on a crit confirmation. Its really weird if a leg comes off but you can still stand and move IMO...</em></li> <li data-xf-list-type="ol"><strong>Standing up PSR change</strong>. PReviously straight PSR check, now -1 PSR. <em>Payn's thougths; love it, it shouldnt be hard to get up with a fully functional mech. </em></li> </ol><p>Whew, thats a lot. I love it all except mechs can be reduced to 0MP through actuator hit, even less so that you can regain MP in certain situations. Im hoping they take the actuator and leg hit changes without the immobilization. Vehicles being immobilzed easily is already a burden that needs looking at IMO.</p></blockquote><p></p>
[QUOTE="payn, post: 9766354, member: 90374"] As your appointed Comstar sideline reporter im pleased to announce playtest [URL='https://battletech.com/playtest-battletech/wp-content/uploads/sites/6/2025/09/BattleTech-Playtest-0200-Mobility-Rules-9-29a.pdf']package 2[/URL] This time mobility rules! There is a lot going on here compared to last time so ill do it item by item. [LIST=1] [*][B]Water mobility changes[/B]. No longer a PSR for walking in water per hex, or at all. Can now run in water with a PSR. [I]Payn's thoughts, awesome about time they made water something people did everything they could to avoid. [/I] [*][B]Backwards level changes with PSR[/B] TacOps optional rule becoming standard. Payn's thoughts; About time commonly used house rule in most pick up games. [*][B]Immobility definition expansion.[/B] Previous any building or vehicle/mech shutdown is immobile and receives -4 TMM. New, any building or vehicle/mech that has shutdown or been reduced to 0MP receives -4TMM. (Actuator damage can reduce a mech to 0MP like motive checks for vehicles.) A mech can be reduced to 0MP but still jump, its considered immobile if it doesnt jump instead of stationary. Furthermore, enemies can pass through immobile unit hexes which they couldnt before. [I] Payn's thoughts; ish I dont like this. I think losing an initiative count is really bad (calculating unequal units is one of the tables biggest PITA events). A -4 to hit is already a bad day, now you no longer count for initiative nor can you control any area on the board with said units as their last stand. Reducing MP to 0 will be rather frequent and can happen to a single critical on assault mechs. I'm gonna plytest this hard by askign everybody to bring MASC units this week.[/I] [*] [B]Piloting check for a damaged Gyro[/B] is no +2 instead of +3. [I]Payn's thoughts; Im cool with that.[/I] [*][B]Foot actuator critical changes[/B]. If foot actuator is destroyed, reduce MP by 1, +1 to kick attacks, and PSR on jumps only (previously on run too).[I] Payn's thoughts; Im cool with this too.[/I] [*][B]Hip actuator critical hit changes[/B]. First hip critical MP reduced by half (4/6 become 2/3) second hit reduces speed again by half (2/3 becomes 1/2). Hips ovverride any previous loss of MP from foot or leg actuators. No more kick attacks, +1PSR stacking with any other leg actuator hit, PSR on run or jump movement. [I]Payn's thoughts, I like everything but the chance to reduce a mech to 0MP. I think this should only occur on a gyro destruction or a leg blown off (which only happens on a 12 roll for critical confirmation check). [/I] [*][B]Cumalitive leg PSR effects[/B]. All leg criticals are added together for one single PSR to remain standing. Previously if you had multiple actuators hit, you had to make multiple PSRs all at the same cumaltive check which resulted in likely fall as you now need to make 2 or more difficult checks. [I]Payn's thoughts; Im good with this I think it will speed things along and keep mechs ont heir feet. [/I] [*][B]Leg Destruction. [/B]MP reduced by half min 2 (this overrides previous MP reduction by leg critical hits). No more kick attacks. +4 PSR checks for standing, running, or jumping. Quad stuff im not going into. [I]Payn's thoughts; Its fine, but weird that you could theoretically take a number of leg actuator hits, become immobile, but then get MP back by a leg getting destroyed... I dont care for this 0MP to a mech buisness. Also, the forums are having a vote right now if a destroyed leg flies off a mech or if it requires a 12 on a crit confirmation. Its really weird if a leg comes off but you can still stand and move IMO...[/I] [*][B]Standing up PSR change[/B]. PReviously straight PSR check, now -1 PSR. [I]Payn's thougths; love it, it shouldnt be hard to get up with a fully functional mech. [/I] [/LIST] Whew, thats a lot. I love it all except mechs can be reduced to 0MP through actuator hit, even less so that you can regain MP in certain situations. Im hoping they take the actuator and leg hit changes without the immobilization. Vehicles being immobilzed easily is already a burden that needs looking at IMO. [/QUOTE]
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