Ok...I've been out of the loop for a bit. But in reading some stuff on the net....I'm very interested in the Quick Strike rules.
Essentially it cuts the mech sheet down to a baseball card size sheet. Gives each unit a much easier to calulate point value. Streamlines the rules, and speeds up the game. Lets you run a MUCH larger force. And seeing as I have the minis...
Wouldn't it be nicer to have each player running a stack of mechs rather than just one or two.
I was concerned that the battles we would be doing would not do justice to Tukayyid.
Stay tuned...The campaign might just have gotten a whole lot bigger.
Basics rules for Quick Strike can be found here...
http://bg.battletech.com/wp-content/uploads/2011/10/BattleForce_QSR.pdf
Sample of a Quick Strike mech sheet...
UPDATE:
Yep. We will be using the Quick Strike rules out of the Strategic Operations book.
Faster all around, easier to move multiple units, but just about everything Battletech has.
To sum up some of the key points of Quick Strike.
There are 3 weapon ranges...Short 6" or less, Medium 6+ - 24", and Long 24"- 48".
You do damage based upon what range you are shooting at.
So using the Atlas sheet above at short range you would do 5 damage, base of 2, +2 for the AC, +1 for the LRM. (They list the AC, SRM and LRM so you could use specialty ammos if you wanted)
Pilots have a single stat that is used for gunnery and piloting.
All the physicals are in the game...damage based upon the mechs size.
One move stat. Only terrain matters for slowing you down...no cost for turns.
No side hits...everything is on the front, rear shots do +1 to the damage total.
One target per turn...one fire stick. (May not even need these).
One critical chart that you start rolling on once you are into the structure.
Heat tracking...Only some mechs have enough weapons to overheat (OV stat). The amount you overheat your mech by is the amount of extra damage you do that turn. You only drop your heat back to 0 if you take a turn not shooting.
Stay tuned...
Tuesday, November 29, 2011
Monday, November 21, 2011
Zellbrigen & Clan Honor levels
One of the main differences with the clans that took the field on Tukayyid is how each one stuck to Clan honor codes in battle against the ComGuards.
There are three areas where Clan Honor come into play.
Dueling, Physical Attacks, and Retreating.
Each of these three areas has 4 "Levels" of Honor. A "1" being the most strict adherence to clan honor, "4" being total disregard.
Each Clan will have an Honor rating like this...
Clan Wolf
Dueling: 4
Physicals: 4
Retreat: 4
Here is a more detailed description as to what each level of the Honor system means.
Dueling Honor Levels
Physical Attack Honor Levels
Retreat Honor Levels
Vehicles are considered beneath honor duels are not subject to the Clan honor system. meaning, they may be fired upon by multiple clan mechs and or be the target of physical attacks no matter the honor level the clan follows.
Clan Battle Armor does not follow Dueling rules or the Honor codes for Physicals or Dueling. They do follow the Retreat honor levels. Meaning, they will fire upon or make physical attacks against any comguard unit, even if that unit is engaged in a honor duel with a Clan mech.
More details on how Dueling works will come in a later post.
There are three areas where Clan Honor come into play.
Dueling, Physical Attacks, and Retreating.
Each of these three areas has 4 "Levels" of Honor. A "1" being the most strict adherence to clan honor, "4" being total disregard.
Each Clan will have an Honor rating like this...
Clan Wolf
Dueling: 4
Physicals: 4
Retreat: 4
Here is a more detailed description as to what each level of the Honor system means.
Dueling Honor Levels
- Will use Clan Dueling engagement rules under all circumstances.
- Any Mech that does not honor a duel, becomes "Dezgra" and may be freely targeted by any and all Clan mechs.
- If any Mech breaks a Duel, then the entire battle becomes a Grand Melee, allowing Clanners to fire freely on all targets.
- No restrictions on Clan targeting.
Physical Attack Honor Levels
- Clanners will only make Physical attacks if their mech has no ranged weapons left that can fire.
- Any ComGuard mech that attempts a physical attack becomes Dezgra and may be the target of Physical attacks by Clanners.
- Should any ComGuard mech attempt a Physical attack, then all clanners are free to make physical attacks on any mech for the remainder of the battle.
- Clanners may make Physical attacks from the start of the battle.
Retreat Honor Levels
- Clanners will not retreat from the battlefield.
- May only retreat if they are out numbered 4 to 1 (Mechs only)
- May only retreat if out numbered 3 to 1 (Mechs only)
- Clanners may retreat when ever they want.
Vehicles are considered beneath honor duels are not subject to the Clan honor system. meaning, they may be fired upon by multiple clan mechs and or be the target of physical attacks no matter the honor level the clan follows.
Clan Battle Armor does not follow Dueling rules or the Honor codes for Physicals or Dueling. They do follow the Retreat honor levels. Meaning, they will fire upon or make physical attacks against any comguard unit, even if that unit is engaged in a honor duel with a Clan mech.
More details on how Dueling works will come in a later post.
Subscribe to:
Posts (Atom)