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Author Topic: Draft of new HM,WT v6 rules for review and comment  (Read 1391 times)

Darrian Wolffe

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Draft of new HM,WT v6 rules for review and comment
« on: November 14, 2025, 06:00:35 AM »

Right, who's ready to review the manuscript copy of the new HM,WT v6ruleset, so I don't have to worry about ~40 immediate typos and things when this goes live?

Note that this is a MANUSCRIPT - it has not had any layout editing done on it yet, so things like "columns" that would be really useful and readable aren't included yet.  There's the bare minimum of bolding to separate sections, and that's really about it. 

Please leave your feedback - if any, and if relevant - in this thread, not on Discord.
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Darrian Wolffe

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #1 on: November 16, 2025, 05:21:51 AM »

*poke, taps mic*

Hello?  Is this thing on?
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Hat

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #2 on: November 16, 2025, 06:20:28 AM »

I’ll try and review in the next few days. We’re supposed to be off book as of today and I’m not there yet, so free time is memorizing lines and rerunning ones I’ve learned to not forget them. Working into the weekend hasn’t helped either.
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ADHDtv

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #3 on: November 16, 2025, 10:25:44 AM »

Pg 7 does the Toughness Trait Pain resistance SPA count against SPA cap of 5 for PCs?
Pilot XP and SPAs
Dont forget to remove the Most Enjoyable at Table vote since we dont do it anymore
Is Natural Grace gone?
What is to become of any pilots that have an SPA that no longer exists?
Unnecessary nerf to Speed Demon but I know its just the new way its written not your fault, Does it still grant a bonus to reinforce times? IE if a 4/6 mech with speed demon pilot is running with 3 5/8s, is the "slowest mech" considered 5 treating the 4/6 mech as always making use of speed demon or 4 it has no effect anymore?

We still dont know if Quadmech Legs are at all ubiquitous with Standard Biped Legs in any way, are Charger legs able to be used to fix up a Goliath quadmech?
Great change to customization rules to prevent people with a lot of CBills taking advantage of the guaranteed completion effect.

This wasn't mentioned previously I don't think but on Page 53 contract roles, you might want to make it so that assignments are per month to prevent abuse of the maintenance facility available to defence by just rotating lances on a weekly basis, its less strain on Paul that way and makes being on scout more of a commitment.

Page 57 why does the Local CO not get to make use of Command Mech Quirk in main games? (IE games in which multiple PC lances are always deployed)

« Last Edit: November 16, 2025, 11:46:04 AM by ADHDtv »
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Ice

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #4 on: November 16, 2025, 01:48:14 PM »

Couple things that I am not sure if they were missed, intentionally removed, or I am blind if there.

Can we get the customization A-F chart added back in?
-The chart had the base modifier and base time multiplier per class of customization.

Can we get the omni pod swap rules back in? (-4,class A)

Can we get a reference to omni endo/ff slots considering they dont work the same as standard mechs when it comes to being fixed or not. / ex swapping a ff slot will remove omni technically.

Can we get a full example of an omni pod swap tossed in kind of like the refit example?
- Noticed someone had used class b for it at one point. Might need further clarification on if pod swaps become more than class A ever.
- Be nice to have it as a ready example for new people or returning players if its been awhile. Helps to figure out final pod time penalties/tn/times.

Wip
« Last Edit: November 20, 2025, 07:22:21 PM by Ice »
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Darrian Wolffe

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #5 on: November 20, 2025, 05:37:57 PM »

General Note: this update is bringing us in line with Campaign Operations, AND *mostly* in line with Xotl's SPA playtest document, which is going to become official at SOME point.  Also, I have JUST noticed that the Master Repair Chart isn't in the PDF for some reason. It's in my Word doc, but not in the PDF, and I don't know why.

Pg 7 does the Toughness Trait Pain resistance SPA count against SPA cap of 5 for PCs?
No, will clarify

Dont forget to remove the Most Enjoyable at Table vote since we dont do it anymore
Thanks, noted

Is Natural Grace gone?
Yes, it's been removed from Xotl's SPAs.  So has Weapon Spec, and I'm still debating removing that.

What is to become of any pilots that have an SPA that no longer exists?
That's a conversion issue and won't be covered in the campaign rules.  It'll be covered in a forum post when we do convert.  IIRC, we were going to give XP refunds. You aren't ever going to lose an SPA and have nothing to show for it.

Unnecessary nerf to Speed Demon but I know its just the new way its written not your fault, Does it still grant a bonus to reinforce times? IE if a 4/6 mech with speed demon pilot is running with 3 5/8s, is the "slowest mech" considered 5 treating the 4/6 mech as always making use of speed demon or 4 it has no effect anymore?
Um, it should, I'll recheck and add to reinforcement timing if necessary.

We still dont know if Quadmech Legs are at all ubiquitous with Standard Biped Legs in any way, are Charger legs able to be used to fix up a Goliath quadmech?
Oh, good catch.  Needs to be added.  Quadmech legs are canonically their own thing.

Great change to customization rules to prevent people with a lot of CBills taking advantage of the guaranteed completion effect.
Thank you.  This may or may not be a test to see if this becomes an official rule.

This wasn't mentioned previously I don't think but on Page 53 contract roles, you might want to make it so that assignments are per month to prevent abuse of the maintenance facility available to defence by just rotating lances on a weekly basis, its less strain on Paul that way and makes being on scout more of a commitment.
This was supposed to be in there anyway, I just missed it.  TY.

Page 57 why does the Local CO not get to make use of Command Mech Quirk in main games? (IE games in which multiple PC lances are always deployed)
Entirely for game reasons.  +6 init should be near impossible to ever get.  Fluffwise, it was clarified that Command Mechs are optimized for Lance-sized command, not ~battalion, so changing the Command Mech stuff made both game and fluff sense.  If you want that, there's the 2-seater Battlemasters and Cyclops's (which, incidentally, aren't things, again for game reasons).

Can we get the customization A-F chart added back in?
-The chart had the base modifier and base time multiplier per class of customization.
It'll be there; I just haven't remade the chart yet.

Can we get the omni pod swap rules back in? (-4,class A)
See master Repair Chart issue, above.

Can we get a reference to omni endo/ff slots consisting they dont work the same as standard mechs when it comes to being fixed or not. / ex swapping a ff slot will remove omni technically.
Good idea.  Noted.

Can we get a full example of an omni pod swap tossed in kind of like the refit example?
- Noticed someone had used class b for it at one point. Might need further clarification on if pod swaps become more than class A ever.
- Be nice to have it as a ready example for new people or returning players if its been awhile. Helps to figure out final pod time penalties/tn/times.
Yes, I'll add examples of a repair, a limb replacement, a customization, and an OmniMech Pod swap.
« Last Edit: December 07, 2025, 02:08:13 AM by Darrian Wolffe »
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Darrian Wolffe

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #6 on: November 20, 2025, 07:52:16 PM »

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deadlyfire2345

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #7 on: November 23, 2025, 11:44:19 AM »

Is there a way to swap out BA suits either by purchase or refit? Or are we stuck with the suit provided from the market with the team?

Table will need motive repairs for vehicles (will previous +1 to TN as spoken prior) becomes a 0 mod at 60 min

If adding unit side stuff in question, will need avionics, landing gear, and anything else not listed. Only suggested seeing as how you have turret locked when I do not think many, if at all, mechs have a turret installed. Other than that, its a personal add, can help with it if needed to have a separate table, but not really necessary. - side unit stuff doesn't need to be added because support vee/combat vee/ASF repairs are already covered in the rules.  The turret stuff is only on the table because BattleMech turrets exist and are on the CampOps table


Any TN for "Replace fresh arm in fresh torso" or should we used "Destroyed limb" for it regardless? EG. the Grendel I got from solo had both the LA and LT destroyed mid game, I replaced the torso so now I will have to place a fresh arm in a fresh torso.

Selling omni of "true base" vs "configuration base". Would you like to treat an omni mech as damaged/crippled if its missing a few pods?

So in terms of the mobile HQ, we cannot bring it on as a 4th vehicle with 4 companies having 3 vehicles each, how can it be used? If it starts on the board in AtB? Just seems strange to have something that we gain benefit from using but not be able to use it just sit on the side. I know I asked about it, but still wish for clarification on it.
« Last Edit: December 07, 2025, 12:42:14 AM by Darrian Wolffe »
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Black Omega

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #8 on: November 23, 2025, 05:41:09 PM »

1] I note on page 22 that there are multiple changes to xp point costs to improve skills -- particularly in improving skills from 7+ to 6+, 6+ to 5+ and 5+ to 4+.  Seems like a big jump. - Yes, it is.

2] Page 4 formula for number of pilot hit boxes [BOD+STR/2]+1.  Per standard math rules, formula reads as [BOD attribute] + [STR attribute divided by 2] +1.
As I believe we are wanting the avg of [BOD and STR] +1, please change formula to [(BOD+STR)/2]+1.


3] Interesting question: LAM pilots are not listed in page 18 min rank tables.  Assuming they follow rank of ASF as CPO's.  Jazz LAM pilot Ohani is qualified in light mech, med mech and light/medium LAM's.  I have Ohani listed as MSGT and paying per table on page 12 [rules v5, aka pg 15 v6 draft].  Have I been underpaying?  Is she not also qualified in ASF's? and might she fly one of unit fighters if needed? [Same for Fury and Paladin LAM pilots]
 
Hopefully more to follow,
« Last Edit: December 07, 2025, 12:46:10 AM by Darrian Wolffe »
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ADHDtv

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #9 on: November 25, 2025, 08:11:08 PM »

How does the Hopper SPA interact with Quadmechs, since losing a leg on quads does normally force a fall but does not reduce speed to 0/1
« Last Edit: December 07, 2025, 12:16:33 AM by Darrian Wolffe »
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ADHDtv

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #10 on: November 28, 2025, 07:02:04 PM »

Please clarify what you mean by melee weapons and jettison capable weapons don’t apply for gunslinger.
Does this mean that a Wolverine with a Gunslinger pilot only has 1 free hand with which to wield 1 small handheld weapon because in fluff/art it’s already holding a “handheld” (jettison capable / droppable) weapon in one hand? Similarly, meaning buccaneers wielding a hatchet in one hand (as per the default config) , CANNOT wield an srm2 handheld weapon in each hand,because any melee weapon ( to unclude a slugger club) are occupying the “slot”
Follow on question is that if said wolverine is in fact only allowed to use one handheld weapon with gunslinger in the Wolverine 6R due to the Jettison Capable AC/5 in the right hand, would suppressing the Jettison Capable Weapon through customization (PG 39) by removing all weapons from the aforementioned arm free up the location again for use of handheld items (like cargo, gunslinger pistols, normal handheld weapons, and Clubs)
« Last Edit: November 30, 2025, 02:16:15 PM by ADHDtv »
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Darrian Wolffe

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #11 on: December 01, 2025, 06:34:26 AM »

Seth, that's a great question. I don't know what it means, because I copied the rule effects out of Xotls SPA document, and I don't know what it means there, either.
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Hat

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #12 on: December 03, 2025, 06:26:02 PM »

Rob,

Here's some spot checking.  I will try and do a comprehensive review soon, that said, my show opens on the 12th (9 days).  Some are just comments / observations.

Experience and Skill Ratings
1 XP
Successfully ejecting from an incapacitated Mech - Does anyone remember to use this?

Piloting/Gunnery Cost changes - reasonable given the removal of a 1 skill

Other skill improvement - decreased costs to +3 encourages people to round out skills, while higher (+5 and above) are a more significant investment.  75 to +4 (new) 80 (old).  It's only the very highest where it's a notable net negative. 

Natural Aptitude & Slow/Fast Learner mods doubled, making them more impactful especially given their high starting cost.

Clearing a Used SPA slot (drop from 12 to 10), makes the math easier. Nice.

Skill Ratings: it would be helpful to note how to covert the skills in the cards from say 4+ to the skill rating in the table as I don't recall what the base is and I think it depends on the skill. - Skill Rating Table, including Skill Base Value, added to doc

SPAs: max number of slots per PC/wingman would be useful to note here rather than in Force Composition with a reference added in place of the corresponding paragraph.

Battle Taxi: probably should be reworded to indicate that the mech or combat vehicle piloted... vs. this mech or vehicle as this isn't a unit customization, rather a pilot ability.

Bodyguard: what does the phrase "This cannot contribute to or block LOS in any way." mean?  A unit doesn't block LOS, so not sure what the intent of this statement is.

Clan Tech Knowledge: existing notes for this effectively become the SPA so that te retention costs apply to all techs, correct?  Loss of Clan Tech skilled techs doubling noted in retirement/separation section.

Fist Fire: standard or modified cluster hit result?

Forward Observer: the refinement is that the unit must be within 14 hexes of the target hex.  Is this on the round fired, the round landing or both?  I'm guessing fired?

Gunnery Spec: now prevents having both Gun Spec: Energy and Wpn Spc ERLL.  They didn't use to stack, now they're incompatible.  Is it possible to "upgrade" or "cross-grade" the two?  Clearing and rebuying is horribly expensive and not thematically necessary.  "I'm spending more time focusing, so lose practice with other weapons of the same type, or I've worked to broaden my weapon selection and so lost my finer touch with a single weapon."  Gunnery/Weapon Spec stacking totally reworked

Gunslinger: what's an AES and where are rules for handhelds?  Perhaps note in the Rules Variants in play section at the beginning for location. - AES is standard Dark Age equipment; handheld weapons are in TacOps and have been added to the "Rules Variants in Play" section)

Hopper: Should it give a TN mod for attempting to stand 1 legged?  Not a lot of use if you can't get up on the leg in the first place. - Using Xotl's SPA rules, and it doesn't have it there.

Hot Dog: Nice improvements.

Human TRO: How many options are there?  I can't tell if it's 2 (1 per sentence) or 3 (2 in the first sentence, plus the second sentence).

Marksman: 2 point bonuses were considered really powerful.  Should it be a -2 to the TN or a -1?  I would think -1 especially considering that they can also move normally. Another Xotl's SPA issue here.

Range Master: Better balance.

Slugger: Does the choice to take a +4 penalty to hit on the punch table apply to non-club melee weapons?

Speed Demon: If the Piloting/Driving skill roll for a +2 Run MP bonus fails, just not successful or are there consequences? 

Tactical Genius: is the initiative reroll only if you're the local CO?

Weapon Spec: my recommendation is to decrease to a -1 to hit bonus with a specific weapon, move it to the 40 (30 after creation) cost category and have it stack with Gun Spec if applicable.  Total price for the equivalent mod is at +10 or +20 XP, same price as something that covers a category, and gives the option to get 1 weapon outside of an entire category for the same price.  - See Gunnery Spec comment above

Zweihander: decreased benefit for decreased cost is fine.  How does rounding work? Seems overly restrictive to not be able to be combined with more than 1 other melee SPA. Another Xotl's SPA issue here.

Dual Cockpit
"Non-specific SPAs can only be used by the pilot."  Examples?  How do Human TRO and Hot Dog work for example?

Reinforcement time: - explicitly notes in the current version not impacted by SPAs.  "If the entire Reinforcement Unit is jump-capable, subtract one additional Turn from this result.  A unit equipped with TSM or MASC are treated as having Jump Jets for this purpose, but no other equipment or SPAs have this effect."
I think it would be good to add back, but understand if it's not.  It no longer impacts the walking MP value which may be why conceptually it's not added.

BattleTech Component Repairs
All entries with a "no roll" entry in the skill modifier should have the **Cannot apply time-based modifiers note to avoid people doing it in 1/4 time at a theoretical increase to a roll that's not made.  Is this dumb?  Yes.  Do we probably need to call it out anyway?  Yes.

Scrapping Components
Scrap Location (all items removed) - I believe this means that all items need to be removed first before scrapping as opposed to you get all items uninstalled in the 120 minutes.  Is that correct?  If you have something other than a Standard FE and want to scrap a side torso, how does that work?
« Last Edit: December 07, 2025, 02:30:47 AM by Darrian Wolffe »
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deadlyfire2345

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #13 on: December 03, 2025, 07:20:09 PM »

I have gotten the XP from the eject skill several times. (perks of not turning it off I suppose)
Should prob put a time on putting the ejected seat back in head if we are adding times to things that were "instant" however. - I get you, but no.  I'd then have to clarify tech data between normal and full head ejection, and honestly the ejection *should* destroy the cockpit location and no one wants to deal with that.  Lets let this one go.

Skill rating: There is an option in MMl where you can change the base for each and every skill any personnel can have, Rob would have to do it manually, but doable
Hopper: Instead of auto fall, its a PSR + all other modifiers (leg destroyed + possible gyro + possible actuator hit in other leg (minus hip)

Gunslinger: AES is currently experimental (or clan, I cant tell you off the back of my hand) and shouldnt be readily available this early in our campaign. (Could be wrong here)

Human TRO: Anything that can take critical hits (Mech, Vehicles, ASF)

Another thing, is the dropship considered a maintenance facility while grounded, or can it be considered basic out of contract too? - clarified
« Last Edit: December 07, 2025, 02:34:23 AM by Darrian Wolffe »
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Darrian Wolffe

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Re: Draft of new HM,WT v6 rules for review and comment
« Reply #14 on: December 07, 2025, 02:35:36 AM »

OK, I've locked the document and am starting layout.  I'll publish the doc this week (hopefully Sunday night/Monday mornin) and we'll be looking at conversion.  I'm trying to get this done before the next contract.
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