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Battletech record sheets list ssw11/14/2022 ‘Mechs can be mounted with all kinds of lasers, PPCs (particle projector cannons), autocannons, gauss rifles (basically, rail guns), short and long range missiles, flamers, point-defence systems, and good old-fashioned machine guns for anti-infantry work. The weaponry in BattleTech is predictably awesome. Interestingly, this can make “low ground” almost as tactically important in BattleTech as traditional “high ground” is in many other wargaming systems. Firing waist-deep in water may help your ‘mech stay cool, which can increase rates of fire. Players can also chose to slow their movement or not fire certain weapons, giving their ‘mech a chance to cool down before again going flat-out.Īnother trick players can pull is moving into bodies of water like lakes or streams. Heat sinks can be hit, however, along with the engine’s heat-protective casing. To combat this problem, ‘mechs are designed with “heat sinks” that dissipate a certain amount of heat per turn. Managing excess heat is a classic dilemma faced by mechwarriors. Overall system shutdown is soon a possibility, as well as catastrophic ammo explosions. Powered by fusion reactors, “waste heat” can build up within a ‘mech’s systems until penalties to hit and movement start to accrue. One notable feature in BattleTech is heat. Elevation, terrain, and buildings can naturally block line of sight. ‘Mechs can pivot at the waist to engage targets in expanded arcs, and difficulties to hit are based on the pilot’s gunnery skill, range, how fast your ‘mech moved, and how fast the target ‘mech was moving. Once all ‘mechs have moved, a fire phase begins. Additional movement points are required for turning, difficult terrain, and moving up elevated terrain. Many ‘mechs also have a “jump” movement rate, used for when massive jump-jets fire to launch the war machine skyward. ‘Mechs have at least two movement rates, one for walking and one for running. Since then, rules sets have been developed to handle BattleTech without hexes as a bull-blown miniatures game. BattleTech: ClassicĪs mentioned in previous articles, BattleTech was originally created as a hex-based wargame. We’ll also be opening the access ports on some of the technology of this universe, and how it drives mechanics of Sci-Fi gameplay. If you’re just joining us, please take a moment to check out Part One and Part Two of our series, where we take an introductory look at BattleTech and then explore some of backstory and setting of this amazing franchise.įor now, however, let’s discuss some of the mechanics of these games, including the tabletop wargame, RPG, CCG, and “quick-fire” expansion sets. Oriskany here, inviting you to strap into your ‘mechs and fire up the reactors … it’s time ready to stomp, shoot, and jump-jet our way still deeper into the immense Sci-Fi wargaming universe that is BattleTech. Welcome back to the Inner Sphere, Beasts of War.
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