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Reactor: Online.  Sensors: Online.  Weapons: Online.  All systems nominal.

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Author Topic: Land-Air-Mechs in campaign play  (Read 1781 times)

serrate

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Re: Land-Air-Mechs in campaign play
« Reply #15 on: May 20, 2018, 04:36:57 PM »

And if the building or trees are present in the next 3 hexes as well, do you continue to pay extra to maintain the higher elevation as you move over them? I'd guess no for the building, since it seems like WIGE effects would be present off the top of the building. I wouldn't think that applied to trees though, so would there be extra MP spent to maintain the height for each hex?

I'm making assumptions based on some logic, so likely not relevant at all since we're talking BT rules...
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Black Omega

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Re: Land-Air-Mechs in campaign play
« Reply #16 on: May 20, 2018, 04:57:56 PM »

That is the question.  Do trees constitute "underlying terrain"?  If no, then there would be 2 mp per hex above each tree hex.  It does states that an LAM can land in a light woods hex if using airmech cruise mp.  A case can be made for buildings.  We are unlikely to get any answers from TPTB.

On another note; Jumping Jack is specifically for jumping MP only and does not apply to airmech movement.
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Darrian Wolffe

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Re: Land-Air-Mechs in campaign play
« Reply #17 on: May 20, 2018, 05:13:37 PM »


On another note; Jumping Jack is specifically for jumping MP only and does not apply to airmech movement.

Can you cite source?  Because the entire reason that TPTB made the Airmech Cruise and Flank AMMs so high is because they're "jumping all the time".  That's a direct quote from Ben.  AirMechs are considered to be constantly jumping and that seems ample reason to apply JJ to AirMech AMMs.
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Black Omega

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Re: Land-Air-Mechs in campaign play
« Reply #18 on: May 20, 2018, 05:23:05 PM »

AToW, page 223  "The Jumping Jack SPA replaces the normal -3 attacker movement modifier for using jumping movement with a -1 modifier."  Jumping movement is not airmech movement.
« Last Edit: May 20, 2018, 05:27:26 PM by Black Omega »
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Darrian Wolffe

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Re: Land-Air-Mechs in campaign play
« Reply #19 on: May 20, 2018, 05:25:38 PM »

AToW, page 223  "The Jumping Jack SPA replaces the normal -3 attacker movement modifier for using jumping movement with a -1 modifier.  Jumping movement is not airmech movement.

ATOW was written 5 years before IO, and when it was written, nobody who could use WiGE movement modes could take Mech piloting SPAs.  

As a side note, it would be very nice to be able to go to CGL and ask these questions, but Xotl is very clear that TPTB aren't going to touch LAM questions any more.
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Black Omega

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Re: Land-Air-Mechs in campaign play
« Reply #20 on: May 20, 2018, 05:36:08 PM »

The quick start rules through IO all said airmech mode movement was either walk, run, airmech cruise, airmech flank.

I seem to remember the subject coming up before.  Perhaps not in our group, but in the discussions [aka arguments] on the website before IO was published.

I certainly don't want to duplicate the arguments had over there.  Especially we are on the same side of the LAM thing.
« Last Edit: May 20, 2018, 05:38:07 PM by Black Omega »
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Black Omega

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Re: Land-Air-Mechs in campaign play
« Reply #21 on: May 20, 2018, 07:00:57 PM »

ATOW was written 5 years before IO, and when it was written, nobody who could use WiGE movement modes could take Mech piloting SPAs.  

I think that is my point.  TW predated AToW and the wige rules were created in TW.  Therefore wige movement modes were not allowed to have mech piloting SPA's.

Ok I may be pushing logic a bit, but that is where I was going.
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