Khobai, on 23 November 2017 - 11:36 PM, said:
because thats how it works in battletech: if you lose your CT your mech gets destroyed. if you lose both legs your mech isnt destroyed.
this game is supposed to be like battletech. and one of the major ways its not like battetech is that your mech is destroyed when you lose both legs.
so yeah thats the grievance. it really is as simple as that: its not battletechesque.
Ok, so make it like BT. Loose both legs, your on the ground. Only able to use one arm weapon as other is used to prop yourself up.
Since we dont have fall down, make it so you just cannot move at all, like in BT.
There you go, no auto destruction AND just like BT.
As per TT rules;
Firing When Down
A BattleMech that has fallen or dropped to the ground may
fire some of its weapons as long as neither of its arms has been
destroyed.The pilot uses one arm to support the BattleMech as
it fires,so the weapons on that arm cannot fire.The pilot may fire
all the weapons mounted on the other arm, and the BattleMech
may fire any weapons mounted in its head or torso. A prone
BattleMech may not fire its leg-mounted weapons.Add a +2 tohit
modifier for firing when down.
Leg Destruction
When a BattleMech loses one leg,either through a critical hit
or the destruction of the leg’s internal structure,the BattleMech
automatically falls. An immediate Piloting Skill Roll with a +5
modifier is made (plus any modifiers for other damage; the +5
modifier for leg destruction replaces all pre-existing modifiers
for damage to that leg),to avoid damaging the MechWarrior.
In subsequent turns,the BattleMech may attempt to stand
on its remaining leg, but the pilot must add a +5 modifier to
the Piloting Skill Roll plus any modifiers for other damage. If
the BattleMech manages to stand, it has a Walking MP of 1 and
cannot run. To take into account the missing leg, add +5 to any
Piloting Skill Roll made thereafter.The BattleMech may still jump
(minus the power of the jump jets on the missing leg), but the
pilot must make a Piloting Skill Roll each time the ’Mech lands.
For purposes of attacker movement, such an attempt to
stand is considered a run. If the 'Mech stays prone, it can still
change its facing on hexside per turn; it is considered to have
walked if it changes its facing.
Leg Blown Off (Leg)
This critical hit occurs when the player rolls a result of 12 on
the Determining Critical Hits Table when the location hit is a leg.
When a BattleMech’s leg is blown off, the ’Mech automatically
falls and takes normal falling damage,though it might be able to
stand up again. See Leg Destruction, p. 28. The leg may be picked
up and used as a club per the rules for Club Attacks, p. 33.
Edited by TWIAFU, 24 November 2017 - 07:27 AM.