Kaziganthi, on 22 September 2012 - 01:16 PM, said:
Can you point me in the direction of which rule set indicates they do, as most of the clan omni's have the same torso set-up, that would indicate they all do as well. I was always under the impression no mech could rotate more than 1 hex facing to the left or right, which indicates only a 60 degree torso rotation. But they were also able to get 1 arm into their rear arc and fire that arms mounted weapon(s).
I know the Rifleman for sure, and most likely the Blackjack. The Longbow is an artillary mech like the Catapult and I believe subject to the same restrictions.
If you could me in the right direction for the specifics, it would be a great help for the up coming battles I have planned for my gaming nights. My players have a regiment in thier pocket and are fighting off the clans
Unfortunately there is no rule. I merely mention these ones because they appear to have the capacity for full rotation, as opposed to ones like, say, they Jagermech, which would shear off its over-the-top kneecaps if it rotated its torso too far. I suppose if you want to get critical, it could be a Level 3 + detail. I'd consider it like an optional rule; if you can look at a mech's design, and locate its waist, and judge that it could probably do a full rotation (like say, it has that nice cylinder belt waistline instead of something unflexible like most mechs), then you could argue that it could rotate.
I know in the BT cartoon (totally not canon, but I'll mention it anyway), they show Timberwolves and Mad Dogs rotating 180 degrees at the waist, as if the torso is on a 360 mount, or at least, a 180 mounting. In a way, it makes sense, looking at the design. At the waist, it does kind of look like you could rotate the whole thing backward.
In lieu of rotating torsos, mechs that don't have lower arm and hand actuators (Catapult, Jenner, Rifleman, Longbow), can flip their arms completely backward by rotating them at the shoulderjoint. The only mech I know of that might be able to do that kind of thing with full arms would be the Ryoken (with its seriously weird arms that can seemingly hinge backward at the elbows), and the Fire Moth, for a similar reason in both the elbows AND the shoulders. (one look at the Fire Moth can tell you that if it were to rotate its shoulders down to normal human positioning, its hands would be aimed BEHIND it).
If you're using basic rules, torso rotation is just the one hex left and right. But if you're using like, Master Rules, with optional rules (the stuff you make on the fly, like high speed trip damage and whether you can pick up that de-limbed 20 tonner and use it as a club), then for fairness I'd say that for certain mechs it becomes 2 hexes left or right. Maybe full rotation if you want. But I'd say to rotate THAT far, you'd need to use movement points to even things out. For each additional hex torso-twisted, make it one movement point. Or perhaps even cumulative, like, one hex turned is one point, two is an additional 2 points, and full rotation ends up a whopping 5 points?
It's all up to you and your buddies, man. Talk it out with them, see if they're game for it.