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Post by Galahad on Dec 7, 2014 5:28:08 GMT
Anyone here ever play Battletech? You know that wonderful little summary sheet that was all but required for play? had the movement modifiers, missile-hit tables, damage charts, etc all on it?
Robotech could REALLY use something like that.
Just a one-sided sheet with things like all the To-Hit modifiers (Close Formation, Crossfire, Accurate, Rear-shot, penalties for Hover, Hard/Soft Cover, no LOS for secondary volley target, etc) brief descriptions of what the different movement rules mean (Flight=Ignore Terrain, Afterburner = Mandatory bonus movement in straight line, 90 degree turn allowed first, etc), maybe a little chart with common weapon ranges/damages on them, and/or base stats for various models?
Has anyone come up with one yet? If not, what sorts of things would you like to see on one?
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brian
New Member
Posts: 91
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Post by brian on Dec 7, 2014 7:14:56 GMT
I love that sheet. Of course, Battletech has a whole lot more charts than Robotech does.
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Post by popatachi on Dec 7, 2014 13:55:49 GMT
I made one. It's six pages, three printed back to back.
I will upload a link later when I am on my main computer.
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Post by Jaymz on Dec 7, 2014 14:07:01 GMT
6 pages? Shouldn't need that many I would think but that's me
Actually I think Mike may have done one already as well.
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Post by popatachi on Dec 7, 2014 15:15:00 GMT
It's a summary of the entire rule set. I might be able to reduce the page count if the font size is smaller, but for another day.
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Post by Jaymz on Dec 7, 2014 15:18:15 GMT
Well I think what was being asked for was more along the lines of a "bonus/penalty/modifier sheet" Ala what Batteltech has.
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Post by Galahad on Dec 7, 2014 19:44:47 GMT
Summarizing the entire ruleset isn't a bad idea, easier to look through 6 pages than 110. But yeah something a bit more focused on just movement and combat that can fit on one sheet would be extremely handy.
And yeah, you *needed* the battletech sheet because of all the tables and charts, but even games like Warhammer made summary sheets to make some of the finer points of combat a bit easier to manage. I think I printed a battletech summary sheet up on posterboard and had it laminated once. It's probably wedged inside my old main book marking the engine rating table in the mech construction rules...it was about the only page of the book I ever had to reference regularly lol
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Post by mike1975 on Dec 7, 2014 22:16:23 GMT
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Post by Galahad on Dec 8, 2014 3:21:44 GMT
Nice! The formatting could use a little touch up, some of the words ar ehanging out of the boxes, but that is super helpful. The first page in particular is pretty much exactly what i was thinking of
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Post by barnhill on Dec 8, 2014 16:10:18 GMT
I was looking for something like this too!!! I always had my handy dandy B-Tech cheat sheet with me when ever I played!
I agree with Galahad though, parts of it do appear to cover up some wording, but it is awesome for sure!
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brian
New Member
Posts: 91
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Post by brian on Dec 8, 2014 16:30:53 GMT
I don't have my book with me, but I don't think the HTH values are correct. I think a punch does 2, and doesn't a jump kick do 5? I'm pretty sure there's one move that kills a battle pod outright.
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Post by barnhill on Dec 8, 2014 16:33:12 GMT
Just checked my book and you are correct. Punch does 2 MD and the Jump Kick is 5MD.
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Post by mike1975 on Dec 9, 2014 1:27:29 GMT
Nice! The formatting could use a little touch up, some of the words ar ehanging out of the boxes, but that is super helpful. The first page in particular is pretty much exactly what i was thinking of Originally I intended it and the cards just for my use and for some use at GenCon. I'll see if I can tweak it a bit or feel free to do so yourself.
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Post by Galahad on Dec 9, 2014 1:32:44 GMT
I might just, thanks!
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Post by barnhill on Dec 9, 2014 14:10:13 GMT
I tried but couldn't figure out how to do it in Adobe. Again thanks though, its an awesome tool!
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Post by mike1975 on Dec 9, 2014 14:43:31 GMT
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Post by barnhill on Dec 9, 2014 15:24:09 GMT
Weirdly enough when I print it from Powerpoint the margins are fixed. Thanks!!
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Post by mike1975 on Dec 9, 2014 15:25:17 GMT
weird.....you should be able to manipulate it however you want. I've not locked anything on it.
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Post by barnhill on Dec 9, 2014 15:55:02 GMT
Yep I changed a couple things (not sure if you were wanting feedback so I didn't post anything)and will be printing them off on double sided cardstock I think. (I get an AMAZING work discount from Kinkos)
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Post by mike1975 on Dec 9, 2014 16:12:47 GMT
sweet! Post what you changed. I'm not stuck on it. It was really pre-lim and I made it partly for use at GenCon a long time back so that PB would have a decent show.
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Post by barnhill on Dec 9, 2014 16:39:47 GMT
Ok. I will post my changes in a few minutes when I get a second again to compare at lunch.
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Post by barnhill on Dec 9, 2014 18:00:36 GMT
I have only really looked at the first two pages, but here is what I updated:
Under Steal Activation: Was: Steal on 6 on D6, only one attempt every other activation allowed Changed to: Steal on 6 on D6, only one attempt every other activation allowed (3d6 if a model with Leadership in play)
Under Activate Electronic Attack Suite Was: When activated chosen enemy target suffers -1 Strike Penalty Changed to: When activated chosen enemy target within 24 inches, target suffers -1 Strike Penalty
Under Use additional Weapon System Was: Unit may fire one additional weapon system as if they had the Focus Fire trait whether they have moved or not Changed to: Unit may fire one additional weapon system per CP spent, unit cannot fire same weapon more than once per turn
All Hand to Hand damage values were increased by 1 point and the effect for body block was changed Was: Target moves D6 inches in direction of attack Changed to: Target moves D6 inches in direction chosen by attacker. Same size base or smaller.
Page 2 Under Crossfire Was: Unit must have members in squadron in both from and rear arcs of target Changed to: Unit must have members from squadron in both front and rear arcs of target
Attack From Rear Was: Attacking unit must be in rear arc of unit it is attacking Changed to: Attacking unit must be in rear arc of target unit
Under Anti-Missle Fire Was: With direct fire weapon system without the Anti-Missile trait 6+ Changed to: With direct fire weapon system without the Anti-Missile trait 6+ and 1 CP
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Post by popatachi on Dec 9, 2014 18:39:33 GMT
Wouldn't all the different anti-missile fire systems still use 1 CP, not just the direct fire with no special ability option?
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Post by mike1975 on Dec 9, 2014 18:58:38 GMT
I have only really looked at the first two pages, but here is what I updated: Under Steal Activation: Was: Steal on 6 on D6, only one attempt every other activation allowed Changed to: Steal on 6 on D6, only one attempt every other activation allowed (3d6 if a model with Leadership in play) Under Activate Electronic Attack Suite Was: When activated chosen enemy target suffers -1 Strike Penalty Changed to: When activated chosen enemy target within 24 inches, target suffers -1 Strike Penalty Under Use additional Weapon System Was: Unit may fire one additional weapon system as if they had the Focus Fire trait whether they have moved or not Changed to: Unit may fire one additional weapon system per CP spent, unit cannot fire same weapon more than once per turn All Hand to Hand damage values were increased by 1 point and the effect for body block was changed Was: Target moves D6 inches in direction of attack Changed to: Target moves D6 inches in direction chosen by attacker. Same size base or smaller. Page 2 Under Crossfire Was: Unit must have members in squadron in both from and rear arcs of target Changed to: Unit must have members from squadron in both front and rear arcs of target Attack From Rear Was: Attacking unit must be in rear arc of unit it is attacking Changed to: Attacking unit must be in rear arc of target unit Under Anti-Missle Fire Was: With direct fire weapon system without the Anti-Missile trait 6+ Changed to: With direct fire weapon system without the Anti-Missile trait 6+ and 1 CP Looks great to me. When you finish send it to me and I will repost.
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Post by mike1975 on Dec 9, 2014 18:59:41 GMT
Wouldn't all the different anti-missile fire systems still use 1 CP, not just the direct fire with no special ability option? AM is free if it is a weapon with AM, a weapon that can be set to or that is designed with missile defense in mind. You can shoot down missiles with something like a GU-11 but have to focus (pay one command point) to do so.
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Post by barnhill on Dec 9, 2014 19:14:33 GMT
What he said.
I will go over the second two pages tomorrow at lunch and see if anything else has changed.
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Post by popatachi on Dec 9, 2014 20:11:41 GMT
thanks. I forgot about the anti-missile ability.
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Post by popatachi on Dec 11, 2014 18:28:34 GMT
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