Thanks for the new rules. I'm excited to give them a run.
After reading thru the rules, I do have a few questions/comments-
I dig the new terrains. Adds a bit of spice. When using the 'advanced' rather than the 'basic' terrain rules, do mechs still effectively move at half speed, (2 spd/hex) or do I ONLY suffer the effects of the specific terrain?
for instance, when I roll a super awesome in Sticky terrain, and I get to move 'normally', does that mean normal= 2spd/hex or normal=normal?
when I take criticals and my armor is reduced to 3/4 or 1/2, do I round up or down?
great/bad aim! (on the bullseye/mishap charts) +/-2 ACC for rest of round. what if its the end of combat? forget about it, or carry over to the next round or phase or attack of same type or some such?
I like that there are now rules for pushing. I want to be a big mech and push smaller mechs into the sticky terrain and ruin their nice Sunday clothes.
why roll agian if I get a Tremendous Wallop on the Bullseye chart but my opponent doesnt use critical hits? why not have this result in an instant kill, or a penalty for a hero to survive?
I like the new character abilities, quite a bit.
The Fighter squad tactics ability- '+1 Acc in the Melee Combat phase' i'm not understanding, is this if his squad gets attacks in the melee combat phase, or if hes attacking in the Character action phase, or if hes on a mech and that mech makes a melee attack, or perhaps I have a basic misunderstanding of how character combat is working.
furthermore- Mech Jockey bonuses, does the mech still get them if the jockey isnt in the driver;s seat for any reason?
furtherfurthermore-portal master. Jeepers Crap! cant wait to play with this one. i could see this one having serious impacts on the game.
do hero abilities/ bonuses stack?
do I have to be a sorcery mech to use a wand?
3.0 questions
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Re: 3.0 questions
Normal = whatever normal is for the terrain you're moving into. The only terrain that has Speed penalties for moving through are rough, water, and elevated if you're going up. Keep in mind that a hex is not limited to having only one terrain keyword, though. You could easily have sticky rough elevated obscuring water terrain (not sure what kind of terrain that would be, exactly, but it's possible with the rules).zamzow wrote:I dig the new terrains. Adds a bit of spice. When using the 'advanced' rather than the 'basic' terrain rules, do mechs still effectively move at half speed, (2 spd/hex) or do I ONLY suffer the effects of the specific terrain? for instance, when I roll a super awesome in Sticky terrain, and I get to move 'normally', does that mean normal= 2spd/hex or normal=normal?
Let's say round up.when I take criticals and my armor is reduced to 3/4 or 1/2, do I round up or down?
For the rest of the round means until the end of the round. When you get to the next Tactics Phase, the round is over. If it's the Ranged Phase, and it's the last Phase of the round, and you're making your last attack of the phase and get a +2 Acc bonus for the rest of the round, it's wasted. On the other hand, if it's the first phase of the round then you get +2 Acc on every attack you make with that unit the rest of the round, be it ranged or melee.great/bad aim! (on the bullseye/mishap charts) +/-2 ACC for rest of round. what if its the end of combat? forget about it, or carry over to the next round or phase or attack of same type or some such?
why roll agian if I get a Tremendous Wallop on the Bullseye chart but my opponent doesnt use critical hits? why not have this result in an instant kill, or a penalty for a hero to survive?
Because there are other things besides heroes and squads that don't take crits, like lunar dragons, and we don't want them insta-killed.
The bonus applies to any squad (that is, unit of soldiers not in a mech) that the fighter is attached to. If that squad makes a melee attack (which would happen in the regular Melee Phase), it gets +1 Acc.The Fighter squad tactics ability- '+1 Acc in the Melee Combat phase' i'm not understanding, is this if his squad gets attacks in the melee combat phase, or if hes attacking in the Character action phase, or if hes on a mech and that mech makes a melee attack, or perhaps I have a basic misunderstanding of how character combat is working.
Hmmm, good question. Let's go with "Each mech can only have one pilot, and a mech jockey must be the pilot in order to make use of his piloting bonuses and personal abilities."furthermore- Mech Jockey bonuses, does the mech still get them if the jockey isnt in the driver;s seat for any reason?
Let's go with "yes", but pay attention when you're playing and see if anything seems out of whack with too many bonuses.do hero abilities/ bonuses stack?
No, but at some point we'll be doing...something...to make wands more effective if used with arcane mechs. We're just not sure what. Maybe wands will cost double for non arcane mechs or something, but for now just treat them the same for every mech.do I have to be a sorcery mech to use a wand?
Dieter Zimmerman
[[Faceless Minion of the Dark Master]]
[[Faceless Minion of the Dark Master]]