Strum Wealh, on 05 December 2015 - 01:58 AM, said:
Expanded movement modes, pages 18-23 of
Tactical Operations.

- "To use sprinting movement, a ’Mech must have two working hip actuators. A ’Mech’s Sprinting MP is twice its current Walking/Cruising MP."
- "A unit’s Evading MP equals its Running/Flanking MP, and any attack against an Evading unit suffers a +1 to-hit modifier, in addition to its normal movement modifier and any other applicable modifiers."; "To use Evading movement, a ’Mech must have two working hip actuators. Also, a prone ’Mech receives no benefit from Evading movement, even if it started the Movement Phase using Evading movement."
- "A shielding unit uses movement to put itself in harm’s way to protect another target (another unit, a building, a hex and so on) from attacks."
- "A ’Mech enacting the Physical Defense movement mode leaves itself wide open to weapon attacks in the hopes of catching the unwary opponent in a trap that it springs in order to bring a physical attack to bear."
- "A ’Mech must have two hands, two lower arm, two upper arm and two shoulder actuators functioning to attempt crawling."; "A ’Mech that begins a Movement Phase prone can select the Crawling movement mode."
- "A bipedal (two-legged) ’Mech can go hull down... by 'taking a knee'; that is, it has one knee down on the ground, the other leg bracing for support."
- "The Climbing rules enable a ’Mech to enter a hex that is 3 or more levels higher or lower than the hex it occupies. To attempt a climb, a ’Mech must have at least one arm with all four actuators (hand, lower arm, upper arm and shoulder) functional, and that arm’s hand must be free (not holding a physical attack weapon such as a sword, hatchet and so on, a hand-held weapon or other object)."
- "The Leaping rules enable ’Mechs to leap down more than 2 levels, at considerable risk of leg damage and falling."
- "The 'dangle-and-drop' maneuver is a safer but slower way of dropping down multiple levels. To use the dangle-and-drop procedure, a ’Mech must have two undamaged hand actuators."
Nothing so grandiose as performing cartwheels and MMPR-style backflips or the handstands mentioned in
TechManual, but there are TT gameplay rules that allow 'Mechs to sprint without MASC or TSM or a Supercharger (though, those things can be used in conjunction with "normal" sprinting to move even faster), assume a
kneeling shooting position in order to go "hull-down", assume a
prone shooting position (covered on page 113 of
Total Warfare), is able to emulate the "
leopard crawl" of an infantryman (see also,
here), climb up & down sheer surfaces, leap off of ledges, and can hang-and-drop (which also implies at least the potential for pull-ups and shimmying across a ledge or rope).
We also know that a 'Mech can lift an object up to 5 percent of its tonnage (increased to 10 percent for operating Triple Strength Myomer) with one hand (TacOps, pg. 92), and can throw objects up to 2.5 percent of its mass (doubled for operating TSM) up to 180 meters (6 hexes) with one hand (also described on page 92 of TacOps).
The same capabilities that would allow an
Atlas to throw a Dodge Caravan (curb weight 1,953 kg, or 1.95 tons) at another 'Mech (see "Throwing at Another Unit", pg. 95 of TacOps) would just as easily allow it to throw a 'Mech-scale baseball/softball/football at another 'Mech, and the same capabilities that allow a 'Mech to swing a hatchet (or other melee weapon) with any accuracy would be applicable to a 'Mech-scale tennis racket, or a 'Mech-scale baseball or cricket bat.

The same capabilities that allow a 'Mech's hands to pick up & manipulate a person or object would also allow it to move 'Mech-scale chess pieces on a 'Mech-scale chess board.
first and foremost
look at those penalties
exactly what everyone here has been telling the "nimble" crowd, they aren't designed to do that. If you try to do ityou are more than likely going to seriously damage your mech.

Do you not see that you completely and utterly helped prove that point with this citation???
If you got that from the citation, then you honestly truly are hearing what you want to hear. Plain and simple.
Let me reiterate here:
[color=#CCCCCC]
To use the dangle-and-drop procedure, a ’Mech must have two undamaged hand actuators."[/color]
[color=#CCCCCC]
leap down more than 2 levels, at considerable risk of leg damage and falling."[/color]
[color=#CCCCCC]
To attempt a climb, a ’Mech must have at least one arm with all four actuators (hand, lower arm, upper arm and shoulder) functional, and that arm’s hand must be free (not holding a physical attack weapon such as a sword, hatchet and so on, a hand-held weapon or other object)."[/color]
[color=#CCCCCC]
A ’Mech enacting the Physical Defense movement mode leaves itself wide open to weapon attacks[/color]
[color=#CCCCCC]
"A ’Mech must have two hands, two lower arm, two upper arm and two shoulder actuators functioning to attempt crawling[/color]
I went ahead and bolded and highlighted and underlined some of the most important areas.
What you fail to acknowledge is that all of this stuff you're trying to pass off are the equivalent of a 3025 L1 tech alpha strike. It's an "oh sh*t" button you can hit to hopefully save your life while ending the enemy's. Not doing powerslides around corners, stopping on a dime, doing somersaults, and other obscenely ridiculous feats of agility.
You also fail to notice that the maneuvers mentioned there also either cause a great deal of destruction based on a PSR roll that would also add HEAVY modifiers, we're talking +3, 4, 5 for a 2d6 roll, which creates a VERY large improbability that a pilot would even be able to perform it, but ALSO stacks with all the other PSRs accumulated during that round.
Needing to roll a 10+ to "take a knee" is the equivalent of "i'm going to just poke around the corner and take a look. Don't worry I'm fast enough to get out of trouble if they see m....."
"Frank? Frank what happened? Did you get killed already?"
Except in the above example you gave in defense of these ideas you have even less chance to successfully pull off the feat.
Let's say you get a measley +3 to your PSR for any feat above you mentioned.
Ok, let's say you have a skilled veteran pilot with a piloting of 3.
3+3 = 6 Not hard to do so I guess you were right.... but wait! There's more!
Since many of the maneuvers you mentioned above require you to stand near perfectly still and/or expose yourself to enemy fire for 1 round, you're almost guaranteed to take 20+ damage which incurs ANOTHER +2 penalty =8
That PSR is looking a little more difficult now isn't it? We're not done yet though...
You still have to take into account that if you take ANY damage to ANY leg actuator you'll get another penalty
so a veteran skilled pilot would be looking at a bare minimum roll of 8 under optimal conditions and not taking more than 20 points of damage that round.
Oh and you can't shoot back that round either
Oh and you have to repeat that process to stand back up
Oh and if you fail that PSR, at the VERY least you have rendered your mech completely combat ineffective for a minimum of 2 rounds. That's provided you didn't take any crits or TACs (see, this was another rule in TT, you could actually roll a 12 and get a "Through Armor Critical", yea you read that right THROUGH armor) which are actually not all that uncommon.