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Post by gravitydog on Apr 21, 2022 1:39:21 GMT
REF: Experimental Armor: When taking a point of damage roll one die, on a result of 5+ the damage is ignored. 2 upgrade slots.
Is this meant to work on any damage taken like regeneration? or is it just 1 damage point per round or attack? Should it be listed as "limit 1"?
Did a play through solo. good fun.
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Post by jayb0t on Apr 28, 2022 20:27:02 GMT
I really like your rules and want to try them. I have a question regarding the rules for Heat Sinks though. If you have 1 Heat Sink you cancel up to 3 Overheat results per turn. However, even 1 or 2 Overheat result will destroy the heat sink at the end of the activation. Is that correct?
What is the interaction with more Heat Sinks and Overheating, for example 2 Heat Sinks and 4 Overheating results? I read the rules as if all 4 Overheating results are canceled, but only 1 Heat Sink is destroyed.
Thank you for elaborating!
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Post by gravitydog on Apr 30, 2022 12:40:58 GMT
For the heat sink rule interpreted cancel 3 overheat results as canceling out the heatsink destroyed also. so with one heatsink it would take 4 overheats to loose a heatsink.
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Post by scornmandark on Jun 6, 2022 21:40:33 GMT
Hi all! Sorry for the lack of reply, I never get notified when there's a reply on this thread.
For experimental armor, yes, I intended it to be like regeneration, so roll for each wound.
For heat sinks, I'd intended that each one cancels up to three overheat results. If there are any uncanceled overheats after taking in to account all your heat sinks, then you take a damage and break a heat sink. Do you run hot for more damage? Or lower the damage output for heat protection?
I think it's fantastic you are having fun with it! My GundamHammer indexes are almost done, so I'm looking forward to faction books next.
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Post by grumpymuppet on Sept 5, 2022 1:55:23 GMT
I'm looking to play this tonight!
I'm a mechwarrior fan, but we'll be using 40k dreads as models.
I'm thinking we'll use 1 hex = 3" for movement and 1hex = 4" for weapon ranges, to suit the scale.
It seems that the location of upgrades is irrelevant - am I correct?
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Post by scornmandark on Sept 6, 2022 17:06:09 GMT
I'm looking to play this tonight! I'm a mechwarrior fan, but we'll be using 40k dreads as models. I'm thinking we'll use 1 hex = 3" for movement and 1hex = 4" for weapon ranges, to suit the scale. It seems that the location of upgrades is irrelevant - am I correct? Great! How'd it go? Sorry I didn't reply sooner. That sounds like a pretty epic battle, and that sounds like a good upscaling. In general yes - the location of any given upgrade isn't critical. Just once all upgrades on a unit are blown up its destroyed. I've got some sort of competitive rules I'm working on that make it a little more important, like lose the torso and you're out, but for the base rules it's not too important.
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Post by talarius on Dec 5, 2022 20:54:12 GMT
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Post by menacing on Dec 5, 2022 23:24:24 GMT
300 views in a month is mainstream?
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Post by talarius on Dec 6, 2022 8:59:25 GMT
Well, it’s all relative. 300 people that had likely not heard of Mecha HEX before that episode, but yeah, point taken.
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Post by yungairfryer on Feb 16, 2023 1:31:33 GMT
I really, REALLY love what you've made here. Your game is quite possibly even easier to understand and play than Grimdark Future: Firefight; and yet you really packed a lot into that one page! That being said, as a lifelong MechWarrior fan who plays MechWarrior: Online almost daily, I have a LOT of ideas for ways to add depth to your game and help it better recreate the feel of BattleTech, without making it any more complicated or hard to understand. I'll divide the various ideas I have into separate sections.
Idea 1: Pinpoint Damage
In MW, WHERE you deal damage is extremely important. Certain weapons let you deal all of your damage to one specific area, rather than spreading out the damage over the whole mech. Because these weapons are very powerful, they have huge drawbacks to balance them out, like high heat, limited ammo, or slow firing speed. In your game, I think you can represent this in a simple but effective way, by adding a new Pinpoint Damage rule to certain weapons:
Pinpoint Damage:
Upon a successful hit, the attacker chooses which slot is destroyed.
Ignore the Ammo Box rule. In other words, destroying an enemy's weapon with the Ammo Box rule deals no extra damage.
I would then add the Pinpoint Damage rule to the Particle Cannon, the Rail Gun, and the Light Gatling. I would also, at the risk of running the perfect simplicity of your linearly scaling weapons system, consider adding a new weapon, with stats something like this, so that medium-range pinpoint brawling becomes a possibility:
Snub Particle Cannon: 6 Hex / Atk 3 / Str 2 / Slot 2 Overheating, Deadly, Pinpoint
Idea 2: More Equipment/Weapons
There are several classic items in MW/BT that are absent in Mecha: HEX. I think the game would be a lot more interesting if they were added in.
Equipment: Targeting Computer / 2 Slots
+1 Hex range for all weapons. You can take multiple T-COMPs, and their effects will stack.
Weapon: TAG Spotting Laser / 6 Hex / Atk 2 / Str 2 / 1 Slot
Upon successfully landing a hit on an opponent, place a small cardboard circle next to them. They are now "Tagged". For as long as they are Tagged, all Missile weapons gain +1 to hit against them, and ignore all terrain penalties. Upon landing a successful hit on them with a missile weapon, remove the TAG marker. Your Mecha may only equip one TAG Laser, and may only TAG one enemy at a time; if you TAG a second enemy while you already have a TAG on another enemy, remove the TAG from the first enemy. Enemy Mechas and vehicles can only have one TAG marker on them at a time.
Equipment: Anti-Missile System / 2 Slots
Ammo Box
Missile attacks (except Artillery) on this Mecha or any friendly unit up to 2 Hexes away have -1 to hit. AMS's stack, and can reduce a Missile Weapon's chance to hit to as low as 5+.
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Post by scornmandark on Mar 7, 2023 14:32:32 GMT
Woah! That's awesome, I love it
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Post by scornmandark on Mar 7, 2023 22:22:42 GMT
I really, REALLY love what you've made here. Your game is quite possibly even easier to understand and play than Grimdark Future: Firefight; and yet you really packed a lot into that one page! That being said, as a lifelong MechWarrior fan who plays MechWarrior: Online almost daily, I have a LOT of ideas for ways to add depth to your game and help it better recreate the feel of BattleTech, without making it any more complicated or hard to understand. I'll divide the various ideas I have into separate sections. ---snip--- Thanks very much! I do want to preface this with the idea that it's mostly an FTL reskin, and I like a lot of the systems involved. 1) Part of the reason of allowing the defender to choose the upgrades to get damaged is to more accurately represent the randomness involved in most combat scenarios. Unless you're taking a called shot with a pretty hefty attack penalty, that sort of targeted damage is represented by a number of high strength deadly shots. Since further damage must be assigned to a damaged weapon, it already has that kind of effect. The other part of the reason is to force the defender to start making hard choices. Let's face it, the first hit always gets assigned to the extra armor (hence the point of taking it), and the first called shot would always bypass said armor lol To avoid stacks of special rules on top of special rules, I feel like it's appropriate right now to have the defender assign the damage. Overall, I think pinpoint weapons would really break the balance of the game as it stands and take some of the tactics away from the defender. 2) I like the AMS, but probably an upgrade rather than a weapon, so limited to one per model, and any target within 1 hex. TAG laser also really great, I like it. It wouldn't do any damage on it's own, but it's a good upgrade. Not too sure about the T-COMP, I think it might unbalance, especially if it applies to all weapons on the unit. I'll need to think about that one.
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