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Can Mechs Jump?


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#41 Kraftwerkedup

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Posted 15 December 2015 - 02:11 PM

View PostNathan Foxbane, on 15 December 2015 - 02:02 PM, said:

As far as I can tell from the rule books, yes, it is an accidental fall if a leap is used. Still, considering the intent and if the pilot made their leap PSRs the DFA rules should be used. Failed leap PSRs should result in a normal accidental fall mechanic. Considering the way hovercraft work though a leap would be a suicide action because it would gut their motive system at the least to do one.

Maybe Megamek won't let you do a charge of a level two cliff (it shouldn't at that point it is a leap), but it should let you do a charge into a hex one elevation level lower than you. At that point charges and kicks both use the punch table and this lines up with the image.



Thats all correct.

Megamek will let you charge off a level 1 elevation change, not 2. Thus the way to not be charged by hovercraft is to be behind 2 elevation changes.

A hovercraft cant "leap". Thus youre completely immune to being charged or fallen on by them. Unless you miss a sliding PSR, in which case you can fall off the cliff and damage a mech below. And perhaps TT players might make an exception, but its not specifically in the rules, if you drive off a level 2 cliff, you just fall, you dont do any damage in a tank to the mech or tank below, unless you explode. Theyre considered small enough that you probably arent in the same location when the event occurs within a hex. And not with ICEs.

Which means you cant push immobile tanks off of cliffs onto infantry or what have yous, unfortunately, unless the infantry is in a building.

Edited by Kraftwerkedup, 15 December 2015 - 02:12 PM.


#42 Kraftwerkedup

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Posted 15 December 2015 - 02:14 PM

Oh but you CAN push a coolant truck off a cliff onto an overheating mech, and cool it if theres a container breach, per TacOps lol.

Coolant trucks with container breaches spill their coolant and cool that hex for one turn per their normal rules.

#43 Nathan Foxbane

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Posted 15 December 2015 - 02:24 PM

View PostKraftwerkedup, on 15 December 2015 - 02:11 PM, said:

Which means you cant push immobile tanks off of cliffs onto infantry or what have yous, unfortunately, unless the infantry is in a building.

Doesn't matter with infantry. They cannot be the target of an accidental fall. It auto misses. Can do with tanks though, since accidental falls automatically hit vehicles, no roll required... Unless they changed that in TacOps.

View PostKraftwerkedup, on 15 December 2015 - 02:14 PM, said:

Oh but you CAN push a coolant truck off a cliff onto an overheating mech, and cool it if theres a container breach, per TacOps lol.

Coolant trucks with container breaches spill their coolant and cool that hex for one turn per their normal rules.

Should be able to roast 'Mechs too, as coolant trucks just have liquid storage, which can hold any sort of liquid. I can only imaging what coolant would do to infantry without environment suits in the target hex. Because well, coolant poisoning.

#44 Kaeb Odellas

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Posted 15 December 2015 - 03:04 PM

I thought mechs also pushed off with their legs when using jump jets, explaining why jump height scales linearly with the number of jump jets you had. It wouldn't make sense for 2 jets to lift you twice as high as one jet unless the mech also jumped with its legs.

#45 Lucian Nostra

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Posted 15 December 2015 - 03:06 PM

Per lore yes and no. the pilot of the pretty baby (awesome) was credited for being able to "skip" her mech to the side to dodge fire. Yes skip in "" suggesting its sorta a skip and alluding to her being special for being able to do it.

The other is the locust being notable for its ability to tighten its leg mymors to sorta hop, again something notable to just the locust. And also a hop being not really a jump.

Even jump kicking mechs required jjs to do per lore (didn't exist in TT rules)





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