Zakatak, on 25 May 2012 - 04:43 PM, said:
I have played 6 Mechwarrior games and read a few books, but I haven't played the boardgame sadly. Being that this game is based off the TT, I have to ask...
The way I see it, TT has "speeds", that when translated into real numbers, look like this:
- 32.4kph (Annihiliator, Urbie)
- 54.0kph (Atlas, Awesome)
- 64.8kph (Catapult, Marauder)
- 86.4kph (Timber Wolf, Bushwacker)
- 97.2kph (Grand Dragon, Shadow Cat)
- 118.8kph (Jenner, Mist Lynx)
- 129.6kph (Cicada, Ice Ferret)
- 151.2kph (Hermes)
- 162.0kph (Fire Moth)
These are given simple number values of how many hexes they move per turn I believe. However, something confuses me. The "speeds" are generally increments of 10.8kph, but there are some gaps where it increments at twice that (21.6kph).
These speeds seem... missing.
- 43.2kph
- 75.6kph
- 108.0kph
- 140.4kph
Why is that? 75.6kph would be a great speed for a lot of heavy designs I have planned, and 108.0kph would be nice for alot of lights, 43.2kph being useful for a lot of heavy hitting assaults. Why are there gaps twice as great as the others in some areas?
It has to do with the Tabletop rules.
Your engine's rating (and thus its weight) is based upon the 'Mech's
walking speed. So if you have a 40 ton 'Mech with a walking speed of 5 MPs, you would have a engine rated 200.
Your 'Mech's
top speed, that is its running speed, is 50% greater than it's walking speed,
rounded up. The above 'Mech would have a running speed of 8 MPs, since 5/2 = 2.5, which rounds up to 3. Which is why you see speeds jump by 21.6 kph every so often.
The game's 30 meter hexes, and IIRC 10 second turn, translates to 1MP = 10.8 kph, which is why 'Mechs top speed don't translate to whole numbers.