Kai Allard-Liao ( Era Report: 3052 preview).Two ready-to-play scenarios focus on the highlights of this volume, while an extensive Rules Addendum introduces fire and artillery, providing a sneak peak of all the advanced rules options provided in Tactical Operations. More than a dozen vehicle sheets bring the excitement of combined-arms game play to any table top. Record Sheets: 3050 Upgrade contains more than 85 pre-printed ’Mech record sheets that will have players firing autocannons, missiles and PPCs at each other in no time. Grab your dice and start rolling, because these sheets are for you! Now you own Technical Readout: 3050 Upgrade and want to deploy some of those ’Mechs and vehicles on your gaming table. You’ve grasped the tactics involved with the additional units and weapons from Total Warfare to defeat your opponents. It should be noted that this product was replaced by two electronic versions which split product between the Inner Sphere and Clans/Star League. NOTE: Crits on explosive component in blown-off limb should -probably- generate non-pilot-wounding explosions with damage constrained to the limb, but I can't think of a case where a blown-off limb can suffer a further critical hit, so.įixed: Damage to prototype jumpjet should flag jumpMP as phaseDamaged / color it red.įixed: Blown-off limb visualization shouldn't prevent corresponding side torso's thick outline from being visible.įixed: Blown-off limb with armor remaining should have a thin white outline recessed in the red area.Record Sheets: 3050 Upgrade contains record sheets for the primary variants of vehicles and ’Mechs described in Technical Readout: 3050 Upgrade and also a section of additional rules providing a sneak preview of all that Tactical Operations: The Advanced Planetary Conquest Rules has to offer including ready-to-play scenarios as well as quick-start rules for artillery, the rules have been modified as appropriate to ensure they are completely playable with the rules and scenarios in this book. NOTE: This update does not include any other water-related anything beyond manually marking a location 'flooded'.įixed: Crits on explosive component in blown-off limb do not induce explosions. Flooded locations don't count towards 'no limbs counts as immobile'.User may dismiss flooded from arm when torso is flooded.Crits to components in previously flooded location can cause inventory entries and damage visualization in other component-related panels to turn red as if it were fresh damage.These features are available in new crit-location-header menu (see attached image). (NOTE: No feedback if computer rolls less than 8. Manually trigger crit chance in location.Manually toggle limb/head detached (i.e.I don't want rule automations to appear to be ignoring what's on the sheet.įWIW, the main reason they're in there right now was that I needed a solid list of units with No/Minimal Arms quirk for informing arm-outline sizing.Quirks aren't in AGoAC and I don't assume players have any rules beyond that.Quirk list is chassis specific, but some are weapon specific and only apply to a single variant. Working it into the Inventory area is a no go because the loadout of some units would leave no room for more.) Other reasons quirks might come off: NOTE: This may not be included in the main release due to how frequently the list for common units is truncated and the difficulty of working the list in elsewhere. That's just not changing for now.Īnyhow, If you get a chance, maybe check on some of your favorite, or perhaps peculiar units, that lack lower and hand actuators and see if there are any real objectionable results!Īdded: Up to three of a unit's quirks are listed in the header. I'm also trying hard to avoid bespoke dot patterns (for reasons) so sorry if some assaults end up having cannon arms instead of blobxes. The weirdest area is probably around 2/5 caliber autocannons that often end up with the same barrel size as arms with large lasers and PPCs - blame it on Sentinel art that's establishing these guys as legit cannons. The logic means that, for example, an AC/10 Urbanmek (No/minimal arms) is going to have one stubby-cannon-sized arm whereas an AC/10 Rifleman is going to have a more normal sized cannon arm, but also that the AC/20 Urbanmek is going to have a larger arm than the AC/10 variant, but not as large as say, the Gauss arm of the Gladiator prime,
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