Hi folks! I wanted to share the final set of revisions to our MechWarrior abilities in BATTLETECH 1.3. We'd like to thank all of you in the community for your feedback and playtesting of these new abilities, and we can't wait to hear what you all think!
Piloting 5 (Evasive Movement) is now Sure Footing.
PASSIVE: 'Mechs piloted by this MechWarrior gain one bonus Evasion charge after moving (can exceed the unit's maximum). If the move is not a sprint, jump, or charge to melee, the 'Mech also gains ENTRENCHED (50% stability damage reduction).
Tactics 5 (Sensor Lock) imposes a penalty to the hit chance of the target.
This is in addition to the former effects of revealing the target and removing evasive charges. This penalty is identical to, and stacks with, the penalty from being hit by a PPC.
ACTION: Select a target within sensor range to reveal it until the end of the current round and remove two of its EVASIVE charges. The target also gains +2 SENSORS IMPAIRED effect.
Guts 5 (Bulwark) was substantially redesigned.
A MechWarrior with Bulwark increases the value of Cover or Guarded by 20%. If both Cover and Guarded are in effect, Bulwark only increases the total damage resistance by 20%. Additionally, both Cover and Guarded are each worth only 20% Damage Resistance, and they stack. The possible states a Mech can be in are thus:
Guts 8 (Juggernaut) is now Coolant Vent.
ACTION: This unit will remove 50 extra heat this round. For the next three rounds, this unit will gain an extra 8 heat. There is a 4 round cooldown.
Note that the heat removed applies at the end of the ‘Mech’s turn, when heat would normally be reduced; this is a bonus to that normal heat reduction. Also note that Coolant Vent does not consume a movement or firing action; the user can trigger it at any time during the unit’s turn, before the unit fires, and still take all the unit’s normal actions. Any action that would normally end the unit’s turn will do so without providing an opportunity to trigger the ability, though.
Piloting 5 (Evasive Movement) is now Sure Footing.
PASSIVE: 'Mechs piloted by this MechWarrior gain one bonus Evasion charge after moving (can exceed the unit's maximum). If the move is not a sprint, jump, or charge to melee, the 'Mech also gains ENTRENCHED (50% stability damage reduction).
Tactics 5 (Sensor Lock) imposes a penalty to the hit chance of the target.
This is in addition to the former effects of revealing the target and removing evasive charges. This penalty is identical to, and stacks with, the penalty from being hit by a PPC.
ACTION: Select a target within sensor range to reveal it until the end of the current round and remove two of its EVASIVE charges. The target also gains +2 SENSORS IMPAIRED effect.
Guts 5 (Bulwark) was substantially redesigned.
A MechWarrior with Bulwark increases the value of Cover or Guarded by 20%. If both Cover and Guarded are in effect, Bulwark only increases the total damage resistance by 20%. Additionally, both Cover and Guarded are each worth only 20% Damage Resistance, and they stack. The possible states a Mech can be in are thus:
- No Bulwark, in the open: 0% DR
- No Bulwark, in cover: 20% DR
- No Bulwark, guarded: 20% DR
- No Bulwark, in cover, guarded: 40% DR
- Bulwark, in the open: 0% DR
- Bulwark, in cover: 40% DR
- Bulwark, guarded: 40% DR
- Bulwark, in cover, guarded: 60% DR
Guts 8 (Juggernaut) is now Coolant Vent.
ACTION: This unit will remove 50 extra heat this round. For the next three rounds, this unit will gain an extra 8 heat. There is a 4 round cooldown.
Note that the heat removed applies at the end of the ‘Mech’s turn, when heat would normally be reduced; this is a bonus to that normal heat reduction. Also note that Coolant Vent does not consume a movement or firing action; the user can trigger it at any time during the unit’s turn, before the unit fires, and still take all the unit’s normal actions. Any action that would normally end the unit’s turn will do so without providing an opportunity to trigger the ability, though.