Post by mike1975 on Dec 30, 2014 16:48:05 GMT
I've compiled a list of what I could find of things that require errata. I've also been calling PB to push on it.
Just for those who can't grasp the obvious. These are unofficial and until you do not have a TM and copyright and all that with PB next to it these will never ever be official.
That being said I think we can discuss each rule and then I can alter the OP if we reach an agreement on how something is to be treated. Until we get something official it's past time work as a group to come up with something on our own as a community. We can always make changes when something official appears and highlight what is and what is not official to avoid any confusion.
ERRATA
1. Initiative and Ties....Leadership does not break the tie which is RAW. Just re-roll the dice until someone wins. Note: This includes the modified total so that if you have a faction that gets a +1 due to a Cat's Eye or something being on the table and the modified results are a tie you will still re-roll.
Reason for Change: Since Zentraedi will always have a Glaug with a Leadership of 4 the present rules means that basically Zentraedi will win all ties for initiative.
Consensus so far seems to think that this is unnecessary and I can see the point because they are looking at averages across the game and not turn to turn actions. I think more playtesting may prove this up one way or the other.
2. LOS....When you wish to determine if one mecha has LOS to another, draw an imaginary straight line from the center of the acting mecha’s torso (or hull for nonhumanoid models) to ANY part of the target mecha’s torso (or hull for nonhumanoid models). The acting mecha has LOS to its target if that line is not blocked by anything other than mecha from the same squadron as the acting mecha. Note: the base and flight stand do not effect LOS.
Reason for Change: LOS rules and a telephone pole blocking LOS concerns by some tournament players who have had that problem before. This pole blocks direct LOS. Like a 2 inch hides me if I stand behind it.
Most seem to agree but we need to wordsmith better. Suggestions?
3. When boosting units like a Veritech. If you make 2 attempts in case one fails but both succeed, you can choose to ignore the extra result but still pay the command points. This means you can no longer "fly" a veritech off the table by accident. Note FPA can boost and since they do not have the Afterburner trait they do not face this risk.
Reason for Change: At present a boosting unit can accidently fly off the table as if a pilot cannot control his speed and boosts more than he wants to by accident.
I still think having a unit flying off the table on "accident" is completely against reality but understand on this so far it appears that I am the minority.
4. Units with Life is Cheap generate one CP for every 2 units or 1 per 3 for every 3 infantry in Skirmish games.
Reason for Change: Clarification needed on whether units with Life is Cheap and lose that ability when playing Skirmish level games generate command points or not. This has come up numerous times.
Most agree but testing required. Volunteers?
5. Aircraft can be attacked in HTH by units with Flight BUT they cannot be "engaged" and be forced to expend command points to leave combat.
Reason for Change: Rules as written can be interpreted as to allow units to attack Aircraft and force them to spend command points to leave HTH combat.
I think the consensus is that Flying units can perform HTH attacks against aircraft if they can get into range but cannot "engage" Aricraft in HTH combat requiring them to spend command points to disengage.
6. Blasts cannot scatter more than half the range between attacker and target. To help prevent you from shooting yourself when using the MPA or FPA grenades.
Reason for Change: At present blast weapons can potentially scatter back and behind the attacker. An example is the Grenade Launchers on the Male Power Armor.
7. The VEF-1 Missiles are not "Accurate" but "Smart" Missiles and always get a +1 to strike even if the unit moved. So that they will be accurate in Fighter mode also and not just in Guardian mode IF the unit does not move.
Reason for Change: More of an optional rule but present rules state only units that have not moved can take advantage of the accurate trait. Having them on a VF and especially on the missiles means that the missiles can only take advantage of the trait IF the mecha is in guardian mode and does not move and is useless in Fighter mode.
I can see the point on why the RAW are ok with this but I also see little point in mounting advanced missiles if you have to stay put to take advantage of them. I think that this is contrary to the intent behind giving these missiles accurate. They lose blast and have a shorter range already compared to standard Long Range missiles.
8. Gravity Scenario Rule
Light Gravity
Under the effects of light gravity, all mecha without either the Aircraft, Vehicle, or Flight abilities, except those with the Cumbersome Ability, gain the Leap special ability for the duration of that battle. Mecha that have Leap or Flight special ability may multiply their SPD attribute by 1.5 for the duration of that battle.
(In essence Destroids and similar stuff gain Leap while Veritech in Battoild, Male Power Armor and Female Power Armor get 1.5 time their SPD while Battlepods multiply their SPD by 1.5 while retaining Leap)
Heavy Gravity
Under the effects of heavy gravity, like a gravity mine, all the mecha have their SPD reduced by half (to a minimum SPD of 1). Mecha that do not have the Aircraft or Vehicle special ability but have the Flight special ability lose it but gain the Leap ability, while those with the Hover or Leap ability lose it for the duration of the battle. Mecha with the Aircraft special ability reduce their SPD by half (to a minimum of 3, if the result is less than 3 cannot operate in Heavy Gravity).
Light Gravity
Vehicle = Unchanged
Aircraft 1.5x Normal
Veritech in Battloid SPD 7.5 and Flight
Veritech in Guardian SPD 15 and Flight
Veritech in Fighter SPD 18 plus Flight and Afterburner
Tomahawk SPD 5 and Leap
Battlepod SPD 7.5 and Leap
Glaug SPD 10.5 and Leap
Male Power Armor SPD 7.5 and Flight
Female Power Armor SPD 18 Flight
Heavy Gravity
Vehicle = 1/2 Normal
Aircraft 1/2 Normal
Veritech in Battloid SPD 2.5 and Leap
Veritech in Guardian SPD 5 and Leap
Veritech in Fighter SPD 6 plus Afterburner
Tomahawk SPD 2.5
Battlepod SPD 5
Glaug SPD 7
Male Power Armor SPD 2.5 and Leap
Female Power Armor SPD 6 and LeapShock Attacks Vs Aircraft and Vehicles
Aircraft that do not have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Reason for Change: Present rules allows for leaping vehicles in low gravity and leaping fighters in high gravity. Rules were written as if every unit was a humanoid mecha but in the actual rules as written all units, fighters, and vehicles are referred to as mecha. Hence the present rules are badly written.
I know this is a bit complex BUT it does work. Instead of "this is too complex" does anyone have a working alternate solution?
9. Shock Batons Vs Aircraft and Vehicles
Polus-Mjor (Character) can carry a Shock Baton and has Flight. No other unit in the game has Flight and can have a Shock Baton so this rule is for a very specific circumstance.
Aircraft that do not have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Aircraft that have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute and make their full Afterburner move as normal. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase or for the Afterburner step of their movement until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Vehicle struck with a Shock Baton will not be able to move. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated.
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10. Vehicles (Hand to Hand Change and Vehicle Addition)
To make a hand to hand attack, an attacking mecha only needs to move into base to base contact with the enemy mecha that it wishes to attack (during the Movement Step), then it may make hand to hand attacks against the figure in base to base contact.
Please note that close formation cannot be utilized during hand to hand combat attacks, by the attacker or defender.
Engaged in Hand to Hand Combat – Once a mecha is in base to base contact with an enemy figure, the two are considered to be engaged in hand to hand combat unless one of the two mecha has the Vehicle or Aircraft traits. If Engaged they cannot attack with weapons systems at all. Additionally, engaged figures cannot be attacked by other figures with weapon systems.
Reason for Change: The game also includes fighters and vehicles (Convoy Vehicle) but was written in such as way as to not take those into proper account in some circumstances such as Hand to Hand.
?
11. We still need infantry rules.....no idea what to do at present BUT these will be needed eventually for cyclones and Southern Cross Power Armor.
12. Buildings. All buildings take 4x as much damage.
Reason for Change: Buildings as they are, are paper. One Phalanx can level a town in a few turns. Or at least some scenario rules against wanton destruction by the UEDF.
No arguments so far?
13. Cover, If you have LOS to an enemy model but that unit has cover from another friendly unit you would count that cover as heavy for game purposes. Missed shots do not strike the other model. It’s the risk of trying to shoot past a unit and trying to take out something like a Glaug.
Reason for Change: Rules are clear that Mecha can block LOS but not what to do if you have LOS and the cover is another mecha.
Most seem to agree on this fix.
14. The GU-11, can Rapid Fire in Guardian or Battloid (loses Rapid Fire in Fighter Mode) but at the cost of an additional command point may Rapid Fire an additional time in Battloid only (3 Shots at 2 CP’s).
Reason for Change: Rules as written are unclear and contradictory.
Wayne Smith, while not an expert on the rules in any way, has said that the intention was to have the VF fire 1x in Fighter, 2x with Rapid Fire in Guardian (paying one command point), and up to 3x in Battloid (paying 1 command point for each of the extra shots, 2 CP's = 3 Shots)
15. Special Characters and the Reinforcements Faction Rule…can destroyed characters come back in to the game as reinforcements. I would tend to think no.
Arguments?
16. How many of each Special Character is allowed in the game at any given time? Can you place more than one in a single squadron?
Only 1 of each character can be on the table and players can place them however they wish.
Reason for Change: Rules unclear.
Arguments?
17. Close Formation, All events within a given step of an Activation happen in the order that they are performed by the acting player. For Example: The acting player activates a squadron of Valkyries, moves, and then fires on a squadron of Regults during the combat step. Each Valkyrie attacks in any order desired by the attacking player, and any resulting losses among the Regults are taken off the board immediately as they are destroyed. Then the acting player can have the next Valkyrie attack in the order desired, by simply choosing which one fires next. The order in which they attack does not need to be determined ahead of time, but can be adapted to the situation as enemy figures are destroyed.
If the same squadron was in Close Formation all of the attacks would be considered simultaneous and are declared and then rolled at the same time. For Example: The acting player activates a squadron of Valkyries, moves, and then fires on a squadron of Regults during the combat step. If all of the Valkyries are in Close Formation than the players declares the attacks for each Valkyrie before making any attack rolls, any resulting losses among the Regults are NOT taken off the board immediately as they are destroyed but after all the Valkyries have resolved their attack rolls.
Reason for Change: Rules Unclear
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18. If you get knocked into dangerous terrain, you only take damage at the end of your activation? So if you just walk out during the movement step, you don't take any damage at all? Am I reading that right? Sounds wrong to me; I would say that you should take damage immediately upon entering dangerous terrain. The specific rule wording would need some thought, but perhaps something like:
"Mecha entering dangerous terrain, either during their activation or involuntarily outside of their activation, immediately take D6 MD. A mecha that starts it's activation in dangerous terrain takes D6 MD at the end of the activation if it is still in dangerous terrain." We would also need to consider just how much damage dangerous terrain can do, so if for example a mecha somehow manages to get knocked through multiple areas of dangerous terrain in one turn, does it take damage from each?
I would say you take damage instantly the first time in a turn only. Opinions?
Optional Changes/Modifications
1. For what it does the Recovery Pod is a bit expensive so I thought of this a while back; The Recovery Pod can use Passive Anti-Missile on any friendly within 8 inches free of cost. It has a laser net that it uses to protect itself against high speed debris in a battlefield while performing recovery operations OR just reduce the cost to 5 points.
Reason for Change: Unit expensive for what little it does.
2. There are 2 options. The player can use Anti-Missile as normal OR actively work to shoot down the missiles at him and use a command point for any of the following options. If you do not use a command point the standard Anti-Missile system / computer kicks in and you have your 4+ with missiles used as Anti-Missiles or 5+ for Anti-Missile weapons like the top lasers on the Battlepod as per the present rules.
Bonuses
No Weapons with the Anti-Missile trait +0
Anti-Missile Weapons get a +1
Anti-Missile Missiles get +2
Active Anti-Missile: normal missiles are shot down on a 7+ and 8+ for Blast missiles. You roll and add unit's GN skill. Might even balance out better at 7+ for any missile, balst or otherwise....
So a typical BattlePod with a GUN of 1 needs a 5+ to shoot down the missile normally. GN 1 plus 1 for Anti-Missile is still a 5+ so no advantage there.
A VF-1A in Battloid has a GN of 3 and get's +1 for Anti-Missile from the head lasers and would need a 3+. In Fighter or Guardian mode this would be a 4+. Slightly better survival chance IF they spend a command point. If not the standard 5+ would apply.
A Glaug actively using missiles in defense would need a 2+ since he has a GN of 3 and would get +2 if he used his missiles as Anti-Missile. If he used the arm cannons that have Anti-Missile he would still need a 3+.
Add to this units within Close Formation can also defend an ally within 2 inches at the cost of a command point and with a -1 penalty.
Reason for Change: This one is just an option that I thought of to improve the chances of a better pilot being able to survive those 4+ missile hits by using his higher GN to improve his chances much like rick does a few times using the GU-11 to shoot down missile volleys. This changes things to active and passive Anti-Missile defense.
3.Command Points and Movement
Correction #1
Finally, any mecha that successfully boosts its SPD must move a minimum distance equal to its own SPD since it is moving flat out. NOTE: If a mecha makes multiple attempts at boosting its speed and has paid the appropriate amount of Command Points and more rolls are successful than what is desired by the player then he may then ignore the results of any extra rolls. For Example: A VF-1A is the last unit in its squadron and the player wants to have it boost its SPD during its activation. Since the PIL is only a 2 the player decides to attempt to boost twice to increase his chances and pays 2 Command Points. The player rolls a 5 and a 6, achieving success both times. Since boosting his SPD twice would make the unit fly off the table the player chooses to ignore one result, he still has to pay 2 Command Points, and is allowed to boost his Valkyrie only one time taking it out of immediate danger but not out of the game.
Correction #2
If any Command Points were spent to boost the figure’s SPD during the Movement Step, the full amount of the boosted SPD must be moved (in inches) during the Afterburner movement according to the number of success roles used by the player. For Example: A VF-1A in Fighter mode opts to boost its SPD to 24 during the Movement Step, but only moves 14 inches, wasting part of the extra movement gained. Regardless of how much of its boosted SPD the VF-1A used during the Movement Step, the VF-1A must move the full 24 inches of its boosted SPD during the Resolution Step.
Reason for Change: Rules clarification and allows a pilot some control and realism.
4. Units that boosted off the table can return from the players edge/deployment are in D3 turns. This to adds to Errata #5 if people prefer the RAW.
Reason for Change: A secondary option to Errate #5 and/or Optional Rule #3.
5. Blast Missiles
Direct fire weapons such as the cannons on the Monster can be targeted to hit any spot or location at a DF of 5. Missiles with the Blast trait must be fired at a terrain feature such as a tree or building (something over ¾ inches tall) or at a unit such as an enemy mecha and the blast template is centered over the target. Missiles with the Blast trait cannot normally be targeted at a specific spot such as a corner of a building or spot on the ground. Only missiles with the Indirect Fire and Blast traits can be targeted at a specific spot at a DF of 5.
Reason for Change: Weapon systems with the Blast ability cause huge explosions that have the chance of damaging not only the target figure or location, but also other figures or structures nearby. When a figure makes a Blast attack, the roll to Strike is made as normal to see if it hits its intended target.
6.Command Points and Movement
Correction #1
Finally, any mecha that successfully boosts its SPD must move a minimum distance equal to its own SPD since it is moving flat out. NOTE: If a mecha makes multiple attempts at boosting its speed and has paid the appropriate amount of Command Points and more rolls are successful than what is desired by the player then he may then ignore the results of any extra rolls. For Example: A VF-1A is the last unit in its squadron and the player wants to have it boost its SPD during its activation. Since the PIL is only a 2 the player decides to attempt to boost twice to increase his chances and pays 2 Command Points. The player rolls a 5 and a 6, achieving success both times. Since boosting his SPD twice would make the unit fly off the table the player chooses to ignore one result, he still has to pay 2 Command Points, and is allowed to boost his Valkyrie only one time taking it out of immediate danger but not out of the game.
Correction #2
If any Command Points were spent to boost the figure’s SPD during the Movement Step, the full amount of the boosted SPD must be moved (in inches) during the Afterburner movement according to the number of success roles used by the player. For Example: A VF-1A in Fighter mode opts to boost its SPD to 24 during the Movement Step, but only moves 14 inches, wasting part of the extra movement gained. Regardless of how much of its boosted SPD the VF-1A used during the Movement Step, the VF-1A must move the full 24 inches of its boosted SPD during the Resolution Step.
7a. Hand to Hand combat, one suggestion I got was to allow units to pay one command point and allow them to turn around it attacked in Hand to Hand. This is like another unit yelling watch your back or something.
7b. Ranged Combat, same thing, allow a unit to turn around when shot from behind at the cost of one command point, can only do this once per activation so that one single squadron can still surround a unit. It drains command points strategically from an emeny and only removes the +1 strike for attacking from behind.
Reason: Enemy mecha get a to-hit bonus when attacking from your back arc; does this mean they can walk into your back arc and attack? I don't like the idea of models facing each other just constantly walking around each other for back strike bonuses - at least not in melee. In ranged combat it might not be a bad idea; at least it keeps people moving.
I do like the PP system where you have to start your activation in a model's back arc to get the bonus. There may be more suitable way of balancing it though, I don't know. Having said that, I like how a unit attacking from both sides gets a bonus, and I don't think that needs to be "only if they start in both sides", as it gives shooty units a motive to get close and mix it up.
The fix of allowing a unit to turn, maybe limit it to once per activation, at the cost of a command point eliminates or reduces the idea of having units run or jump around to back strike in close combat. Like avoiding the jump and back strike attacks in Battletech that some mechs are designed for.
Just for those who can't grasp the obvious. These are unofficial and until you do not have a TM and copyright and all that with PB next to it these will never ever be official.
That being said I think we can discuss each rule and then I can alter the OP if we reach an agreement on how something is to be treated. Until we get something official it's past time work as a group to come up with something on our own as a community. We can always make changes when something official appears and highlight what is and what is not official to avoid any confusion.
ERRATA
1. Initiative and Ties....Leadership does not break the tie which is RAW. Just re-roll the dice until someone wins. Note: This includes the modified total so that if you have a faction that gets a +1 due to a Cat's Eye or something being on the table and the modified results are a tie you will still re-roll.
Reason for Change: Since Zentraedi will always have a Glaug with a Leadership of 4 the present rules means that basically Zentraedi will win all ties for initiative.
Consensus so far seems to think that this is unnecessary and I can see the point because they are looking at averages across the game and not turn to turn actions. I think more playtesting may prove this up one way or the other.
2. LOS....When you wish to determine if one mecha has LOS to another, draw an imaginary straight line from the center of the acting mecha’s torso (or hull for nonhumanoid models) to ANY part of the target mecha’s torso (or hull for nonhumanoid models). The acting mecha has LOS to its target if that line is not blocked by anything other than mecha from the same squadron as the acting mecha. Note: the base and flight stand do not effect LOS.
Reason for Change: LOS rules and a telephone pole blocking LOS concerns by some tournament players who have had that problem before. This pole blocks direct LOS. Like a 2 inch hides me if I stand behind it.
Most seem to agree but we need to wordsmith better. Suggestions?
3. When boosting units like a Veritech. If you make 2 attempts in case one fails but both succeed, you can choose to ignore the extra result but still pay the command points. This means you can no longer "fly" a veritech off the table by accident. Note FPA can boost and since they do not have the Afterburner trait they do not face this risk.
Reason for Change: At present a boosting unit can accidently fly off the table as if a pilot cannot control his speed and boosts more than he wants to by accident.
I still think having a unit flying off the table on "accident" is completely against reality but understand on this so far it appears that I am the minority.
4. Units with Life is Cheap generate one CP for every 2 units or 1 per 3 for every 3 infantry in Skirmish games.
Reason for Change: Clarification needed on whether units with Life is Cheap and lose that ability when playing Skirmish level games generate command points or not. This has come up numerous times.
Most agree but testing required. Volunteers?
5. Aircraft can be attacked in HTH by units with Flight BUT they cannot be "engaged" and be forced to expend command points to leave combat.
Reason for Change: Rules as written can be interpreted as to allow units to attack Aircraft and force them to spend command points to leave HTH combat.
I think the consensus is that Flying units can perform HTH attacks against aircraft if they can get into range but cannot "engage" Aricraft in HTH combat requiring them to spend command points to disengage.
6. Blasts cannot scatter more than half the range between attacker and target. To help prevent you from shooting yourself when using the MPA or FPA grenades.
Reason for Change: At present blast weapons can potentially scatter back and behind the attacker. An example is the Grenade Launchers on the Male Power Armor.
7. The VEF-1 Missiles are not "Accurate" but "Smart" Missiles and always get a +1 to strike even if the unit moved. So that they will be accurate in Fighter mode also and not just in Guardian mode IF the unit does not move.
Reason for Change: More of an optional rule but present rules state only units that have not moved can take advantage of the accurate trait. Having them on a VF and especially on the missiles means that the missiles can only take advantage of the trait IF the mecha is in guardian mode and does not move and is useless in Fighter mode.
I can see the point on why the RAW are ok with this but I also see little point in mounting advanced missiles if you have to stay put to take advantage of them. I think that this is contrary to the intent behind giving these missiles accurate. They lose blast and have a shorter range already compared to standard Long Range missiles.
8. Gravity Scenario Rule
Light Gravity
Under the effects of light gravity, all mecha without either the Aircraft, Vehicle, or Flight abilities, except those with the Cumbersome Ability, gain the Leap special ability for the duration of that battle. Mecha that have Leap or Flight special ability may multiply their SPD attribute by 1.5 for the duration of that battle.
(In essence Destroids and similar stuff gain Leap while Veritech in Battoild, Male Power Armor and Female Power Armor get 1.5 time their SPD while Battlepods multiply their SPD by 1.5 while retaining Leap)
Heavy Gravity
Under the effects of heavy gravity, like a gravity mine, all the mecha have their SPD reduced by half (to a minimum SPD of 1). Mecha that do not have the Aircraft or Vehicle special ability but have the Flight special ability lose it but gain the Leap ability, while those with the Hover or Leap ability lose it for the duration of the battle. Mecha with the Aircraft special ability reduce their SPD by half (to a minimum of 3, if the result is less than 3 cannot operate in Heavy Gravity).
Light Gravity
Vehicle = Unchanged
Aircraft 1.5x Normal
Veritech in Battloid SPD 7.5 and Flight
Veritech in Guardian SPD 15 and Flight
Veritech in Fighter SPD 18 plus Flight and Afterburner
Tomahawk SPD 5 and Leap
Battlepod SPD 7.5 and Leap
Glaug SPD 10.5 and Leap
Male Power Armor SPD 7.5 and Flight
Female Power Armor SPD 18 Flight
Heavy Gravity
Vehicle = 1/2 Normal
Aircraft 1/2 Normal
Veritech in Battloid SPD 2.5 and Leap
Veritech in Guardian SPD 5 and Leap
Veritech in Fighter SPD 6 plus Afterburner
Tomahawk SPD 2.5
Battlepod SPD 5
Glaug SPD 7
Male Power Armor SPD 2.5 and Leap
Female Power Armor SPD 6 and LeapShock Attacks Vs Aircraft and Vehicles
Aircraft that do not have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Reason for Change: Present rules allows for leaping vehicles in low gravity and leaping fighters in high gravity. Rules were written as if every unit was a humanoid mecha but in the actual rules as written all units, fighters, and vehicles are referred to as mecha. Hence the present rules are badly written.
I know this is a bit complex BUT it does work. Instead of "this is too complex" does anyone have a working alternate solution?
9. Shock Batons Vs Aircraft and Vehicles
Polus-Mjor (Character) can carry a Shock Baton and has Flight. No other unit in the game has Flight and can have a Shock Baton so this rule is for a very specific circumstance.
Aircraft that do not have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Aircraft that have the Afterburner trait struck by a shock baton will move forward in a straight line at half their SPD attribute and make their full Afterburner move as normal. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase or for the Afterburner step of their movement until the effects of the baton have abated. If they fly off the table they are considered destroyed as normal.
Vehicle struck with a Shock Baton will not be able to move. The effect lasts until their next activation on the subsequent turn. They are not allowed to make a turn at the start of their movement phase until the effects of the baton have abated.
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10. Vehicles (Hand to Hand Change and Vehicle Addition)
To make a hand to hand attack, an attacking mecha only needs to move into base to base contact with the enemy mecha that it wishes to attack (during the Movement Step), then it may make hand to hand attacks against the figure in base to base contact.
Please note that close formation cannot be utilized during hand to hand combat attacks, by the attacker or defender.
Engaged in Hand to Hand Combat – Once a mecha is in base to base contact with an enemy figure, the two are considered to be engaged in hand to hand combat unless one of the two mecha has the Vehicle or Aircraft traits. If Engaged they cannot attack with weapons systems at all. Additionally, engaged figures cannot be attacked by other figures with weapon systems.
Reason for Change: The game also includes fighters and vehicles (Convoy Vehicle) but was written in such as way as to not take those into proper account in some circumstances such as Hand to Hand.
?
11. We still need infantry rules.....no idea what to do at present BUT these will be needed eventually for cyclones and Southern Cross Power Armor.
12. Buildings. All buildings take 4x as much damage.
Reason for Change: Buildings as they are, are paper. One Phalanx can level a town in a few turns. Or at least some scenario rules against wanton destruction by the UEDF.
No arguments so far?
13. Cover, If you have LOS to an enemy model but that unit has cover from another friendly unit you would count that cover as heavy for game purposes. Missed shots do not strike the other model. It’s the risk of trying to shoot past a unit and trying to take out something like a Glaug.
Reason for Change: Rules are clear that Mecha can block LOS but not what to do if you have LOS and the cover is another mecha.
Most seem to agree on this fix.
14. The GU-11, can Rapid Fire in Guardian or Battloid (loses Rapid Fire in Fighter Mode) but at the cost of an additional command point may Rapid Fire an additional time in Battloid only (3 Shots at 2 CP’s).
Reason for Change: Rules as written are unclear and contradictory.
Wayne Smith, while not an expert on the rules in any way, has said that the intention was to have the VF fire 1x in Fighter, 2x with Rapid Fire in Guardian (paying one command point), and up to 3x in Battloid (paying 1 command point for each of the extra shots, 2 CP's = 3 Shots)
15. Special Characters and the Reinforcements Faction Rule…can destroyed characters come back in to the game as reinforcements. I would tend to think no.
Arguments?
16. How many of each Special Character is allowed in the game at any given time? Can you place more than one in a single squadron?
Only 1 of each character can be on the table and players can place them however they wish.
Reason for Change: Rules unclear.
Arguments?
17. Close Formation, All events within a given step of an Activation happen in the order that they are performed by the acting player. For Example: The acting player activates a squadron of Valkyries, moves, and then fires on a squadron of Regults during the combat step. Each Valkyrie attacks in any order desired by the attacking player, and any resulting losses among the Regults are taken off the board immediately as they are destroyed. Then the acting player can have the next Valkyrie attack in the order desired, by simply choosing which one fires next. The order in which they attack does not need to be determined ahead of time, but can be adapted to the situation as enemy figures are destroyed.
If the same squadron was in Close Formation all of the attacks would be considered simultaneous and are declared and then rolled at the same time. For Example: The acting player activates a squadron of Valkyries, moves, and then fires on a squadron of Regults during the combat step. If all of the Valkyries are in Close Formation than the players declares the attacks for each Valkyrie before making any attack rolls, any resulting losses among the Regults are NOT taken off the board immediately as they are destroyed but after all the Valkyries have resolved their attack rolls.
Reason for Change: Rules Unclear
?
18. If you get knocked into dangerous terrain, you only take damage at the end of your activation? So if you just walk out during the movement step, you don't take any damage at all? Am I reading that right? Sounds wrong to me; I would say that you should take damage immediately upon entering dangerous terrain. The specific rule wording would need some thought, but perhaps something like:
"Mecha entering dangerous terrain, either during their activation or involuntarily outside of their activation, immediately take D6 MD. A mecha that starts it's activation in dangerous terrain takes D6 MD at the end of the activation if it is still in dangerous terrain." We would also need to consider just how much damage dangerous terrain can do, so if for example a mecha somehow manages to get knocked through multiple areas of dangerous terrain in one turn, does it take damage from each?
I would say you take damage instantly the first time in a turn only. Opinions?
Optional Changes/Modifications
1. For what it does the Recovery Pod is a bit expensive so I thought of this a while back; The Recovery Pod can use Passive Anti-Missile on any friendly within 8 inches free of cost. It has a laser net that it uses to protect itself against high speed debris in a battlefield while performing recovery operations OR just reduce the cost to 5 points.
Reason for Change: Unit expensive for what little it does.
2. There are 2 options. The player can use Anti-Missile as normal OR actively work to shoot down the missiles at him and use a command point for any of the following options. If you do not use a command point the standard Anti-Missile system / computer kicks in and you have your 4+ with missiles used as Anti-Missiles or 5+ for Anti-Missile weapons like the top lasers on the Battlepod as per the present rules.
Bonuses
No Weapons with the Anti-Missile trait +0
Anti-Missile Weapons get a +1
Anti-Missile Missiles get +2
Active Anti-Missile: normal missiles are shot down on a 7+ and 8+ for Blast missiles. You roll and add unit's GN skill. Might even balance out better at 7+ for any missile, balst or otherwise....
So a typical BattlePod with a GUN of 1 needs a 5+ to shoot down the missile normally. GN 1 plus 1 for Anti-Missile is still a 5+ so no advantage there.
A VF-1A in Battloid has a GN of 3 and get's +1 for Anti-Missile from the head lasers and would need a 3+. In Fighter or Guardian mode this would be a 4+. Slightly better survival chance IF they spend a command point. If not the standard 5+ would apply.
A Glaug actively using missiles in defense would need a 2+ since he has a GN of 3 and would get +2 if he used his missiles as Anti-Missile. If he used the arm cannons that have Anti-Missile he would still need a 3+.
Add to this units within Close Formation can also defend an ally within 2 inches at the cost of a command point and with a -1 penalty.
Reason for Change: This one is just an option that I thought of to improve the chances of a better pilot being able to survive those 4+ missile hits by using his higher GN to improve his chances much like rick does a few times using the GU-11 to shoot down missile volleys. This changes things to active and passive Anti-Missile defense.
3.Command Points and Movement
Correction #1
Finally, any mecha that successfully boosts its SPD must move a minimum distance equal to its own SPD since it is moving flat out. NOTE: If a mecha makes multiple attempts at boosting its speed and has paid the appropriate amount of Command Points and more rolls are successful than what is desired by the player then he may then ignore the results of any extra rolls. For Example: A VF-1A is the last unit in its squadron and the player wants to have it boost its SPD during its activation. Since the PIL is only a 2 the player decides to attempt to boost twice to increase his chances and pays 2 Command Points. The player rolls a 5 and a 6, achieving success both times. Since boosting his SPD twice would make the unit fly off the table the player chooses to ignore one result, he still has to pay 2 Command Points, and is allowed to boost his Valkyrie only one time taking it out of immediate danger but not out of the game.
Correction #2
If any Command Points were spent to boost the figure’s SPD during the Movement Step, the full amount of the boosted SPD must be moved (in inches) during the Afterburner movement according to the number of success roles used by the player. For Example: A VF-1A in Fighter mode opts to boost its SPD to 24 during the Movement Step, but only moves 14 inches, wasting part of the extra movement gained. Regardless of how much of its boosted SPD the VF-1A used during the Movement Step, the VF-1A must move the full 24 inches of its boosted SPD during the Resolution Step.
Reason for Change: Rules clarification and allows a pilot some control and realism.
4. Units that boosted off the table can return from the players edge/deployment are in D3 turns. This to adds to Errata #5 if people prefer the RAW.
Reason for Change: A secondary option to Errate #5 and/or Optional Rule #3.
5. Blast Missiles
Direct fire weapons such as the cannons on the Monster can be targeted to hit any spot or location at a DF of 5. Missiles with the Blast trait must be fired at a terrain feature such as a tree or building (something over ¾ inches tall) or at a unit such as an enemy mecha and the blast template is centered over the target. Missiles with the Blast trait cannot normally be targeted at a specific spot such as a corner of a building or spot on the ground. Only missiles with the Indirect Fire and Blast traits can be targeted at a specific spot at a DF of 5.
Reason for Change: Weapon systems with the Blast ability cause huge explosions that have the chance of damaging not only the target figure or location, but also other figures or structures nearby. When a figure makes a Blast attack, the roll to Strike is made as normal to see if it hits its intended target.
6.Command Points and Movement
Correction #1
Finally, any mecha that successfully boosts its SPD must move a minimum distance equal to its own SPD since it is moving flat out. NOTE: If a mecha makes multiple attempts at boosting its speed and has paid the appropriate amount of Command Points and more rolls are successful than what is desired by the player then he may then ignore the results of any extra rolls. For Example: A VF-1A is the last unit in its squadron and the player wants to have it boost its SPD during its activation. Since the PIL is only a 2 the player decides to attempt to boost twice to increase his chances and pays 2 Command Points. The player rolls a 5 and a 6, achieving success both times. Since boosting his SPD twice would make the unit fly off the table the player chooses to ignore one result, he still has to pay 2 Command Points, and is allowed to boost his Valkyrie only one time taking it out of immediate danger but not out of the game.
Correction #2
If any Command Points were spent to boost the figure’s SPD during the Movement Step, the full amount of the boosted SPD must be moved (in inches) during the Afterburner movement according to the number of success roles used by the player. For Example: A VF-1A in Fighter mode opts to boost its SPD to 24 during the Movement Step, but only moves 14 inches, wasting part of the extra movement gained. Regardless of how much of its boosted SPD the VF-1A used during the Movement Step, the VF-1A must move the full 24 inches of its boosted SPD during the Resolution Step.
7a. Hand to Hand combat, one suggestion I got was to allow units to pay one command point and allow them to turn around it attacked in Hand to Hand. This is like another unit yelling watch your back or something.
7b. Ranged Combat, same thing, allow a unit to turn around when shot from behind at the cost of one command point, can only do this once per activation so that one single squadron can still surround a unit. It drains command points strategically from an emeny and only removes the +1 strike for attacking from behind.
Reason: Enemy mecha get a to-hit bonus when attacking from your back arc; does this mean they can walk into your back arc and attack? I don't like the idea of models facing each other just constantly walking around each other for back strike bonuses - at least not in melee. In ranged combat it might not be a bad idea; at least it keeps people moving.
I do like the PP system where you have to start your activation in a model's back arc to get the bonus. There may be more suitable way of balancing it though, I don't know. Having said that, I like how a unit attacking from both sides gets a bonus, and I don't think that needs to be "only if they start in both sides", as it gives shooty units a motive to get close and mix it up.
The fix of allowing a unit to turn, maybe limit it to once per activation, at the cost of a command point eliminates or reduces the idea of having units run or jump around to back strike in close combat. Like avoiding the jump and back strike attacks in Battletech that some mechs are designed for.