Xenos Rampant: Mechcommander EN
Editorial
I'm not a hard-core Battletech fan, but I had
an old Czech starter box at home, the Grey Death trilogy, and that got me into
Mechcommander and Mechwarrior 2 and 4. Now that there's a Battletech
renaissance, mechs are available both from Catalyst Games (in acceptable
quality) and cheaply from 3D print with MW:O visuals, and with Xenos Rampant
thrown in as excellent sandbox rules, why not give Battletech a try.
I'm not interested in playing Battletech rules
for many reasons (and maybe even prejudice), and that includes Alpha Strike.
And I'm not going to carefully study the entire Davion family tree. I don't
need that to play. I just need it to look and behave like
Mechwarrior/Mechcommander without the granularity that is a staple of
boardgames. The Mechcommander in particular, which was a nice strategy, is what
interests me the most as a player. That is, making it fast, fun, and full of
mechs.
That's why we developed the environment to
Xenos Rampant, named Mechcommander. We are not converting the detailed system
of Battletech, we don't want to modify XR to be more like Battletech. But we're
taking the mechs, taking some of the spice from Battletech and trying to fit
them into the confines set by Xenos Rampant. Not the other way around.
This, of course, means many limitations. For
example, the difference in weight categories, where we apply that heavier light
mechs have increased squad size, so they shoot better than medium mechs without
upgrades, on the other hand take into account that Heavy Infantry statblock has
free shooting, meanwhile light mech you have to activate to shoot, which means
heavy mech shoots better than light mech.
Same with Stabilised Weaponry. The XR rule
allows for 2 points Mech to fire while moving, which Xenos Rampant does not
allow. We are considering Stabilised Weaponry to represent (for lack of any
other bonus) Clan mechs, which are better at moving and shooting than Inner
Sphere mechs. But there is still the possibility to apply this rule across all
mechs (for free, so as not to increase the point burden). Which in turn works
against the spirit of the one activation = one action rules.
And similar problems are thrown at you
everywhere. How to represent melee combat, how to represent weapons acting with
heat? What about weapons that are both antiarmor with heat increase effect. And
still fit the point value? What about weapon range?
We've answered some questions. Mechs fighting
at close range (so that the Attack vs Defence stat is used) are shooting at
close range. Thus, the Xenos Rules and Unit Upgrades modifying melee weapons in
the XR rules are there to represent for example, the flamethrower
(Mono-Molecular Blades Xeno Rules).
All of this works better if you imagine not the
bravery of the Mechwarrior instead of Courage rule, but the ability of the mech
to lead the fight before it is knocked out (Regeneration rule is thus a
redirection of the emergency shutdown).
This brings us back to the difference between
clans and the inner sphere, because the XR doesn't work with that much detail.
Yet, for example, extending the range of weapons for Clan mechs makes sense.
So if you want to do stats for your mech, use
www.sarna.net, and adjust the mech's speed, armor, and equipment as you see fit
according to unit statblocks.
As a reminder, any house rules must be agreed
to by all players.
These rules are more intended to have mechs
played as Single Model in infantry statblocks, but there is no problem applying
the rules to entire lances of mechs, for infantry, aircraft, tanks and other
armoured units. Use your imagination and all the possibilities of the rules
with strength points (these apply not only that 1 model represents multiple
strength points, but that multiple models represent one strength point.
Simply put, our goal is to modify and create
homebrew rules for Xenos Rampant as little as possible.
Weight categories
We
propose the following weight categories
Option 1
Light
Mechs
20-25t
Light Infantry
30-35t
Light Infantry Increased Squad Size
Recon
Infantry for specialised Recon Mechs
Medium Mechs
40-55t
Heavy Infantry
Heavy Mechs
60-75t
Heavy Infantry Increased Squad Size
Assault Mechs
80-95t
Elite Infantry
100t
Elite Infantry Super Heavy Armor
Option 2
20-30t
Light Infantry
35-45t
Light Infantry Increased Squad Size
50t-60t
Heavy Infantry
65-75t
Heavy Infantry Increased Squad Size
80-95t
Elite Infantry
100t
Elite Infantry Super Heavy Armor
Other units
The Berserk Infantry can represent mechs equipped
primarily for close combat. Heavy Armour and Even Heavier Armour upgrades
represent mechs in different weight categories
Support Infantry represents mechs designed primarily for fire support, such as the Catapult or Vulture. House Rule: Use upgrades from Berserk Infantry Heavy Armour and Even Heavier Armour to represent mechs by weight category.
House Rules
Elite Infantry
Adjust the base movement value of Elite
Infantry to 5" and reduce the cost by 1 point. Except in very rare cases,
a unit cannot gain Mobility or Xenos Rules: Slow
Reason for this is, that Assault Mechs has to
be slower then heavy mechs, so it is not possible to use Slow rule.
Jump Jets
The game reprints the Skimmer rule in jets.
With this, the mech can land in impassable terrain where it can no longer move
except to jump away again.
Recon Infantry
Modify the wording of the Firefight rule as
follows: if the rules allow a unit to react with the Firefight mechanic, that
unit has three options:
- Firefight: Standard use of the Firefight mechanic.
- Dodge: The unit moves ½ its movement to the nearest cover and must always move to increase its distance from the unit that initiated the Firefight. The unit does not fire
- Combat Retreat: apply the Skirmish rule (with activation rule), however the movement must be made towards the nearest cover and must always increase its distance from the unit that initiated the Firefight.
Fearsome
The Fearsome rule also applies to shooting
attacks within 12".
Shooting to the back
Units in Xenos Rampant fight in a loose
formation, so they have neither flanks nor rear and can see 360° to the right.
However, if you want to help the light mechs a bit and also simplify the
destruction of 100t giants, apply that, when firing from the rear, the armor is
reduced by 1. Define how you will deal with firing from the rear with the
opponent before the game starts.
We recommend that you define the back as a 45° or 60° cone defined by the position of the back of the torso of the mech (where possible). Thus, use this rule to rotate the torso to define the position of it.
The Firefight rule is only triggered after the attacker has been shot. Thus, the activated model moves behind targeted mech, fire with a -1 penalty shot at the target's armor, and then the Firefight rule will be triggered. The player of the targeted mech may move the torso of the mech at any time during the Firefight rule. Since mechs shoot and move in 360°, the actual shooting is not affected by the torso rotation (and real LOS).
Fire support mechs
A number of mechs are equipped for both
firefights and long-range weapons capable of indirect fire. Heavy and Assault
mechs armed with at least 30 LRM launchers may use the Artillery and Indirect
upgrades reserved for Support Infantry, and may also use the Spotter rule, but
at a cost of 2 points.
However, be careful with this house rule, long ranges can ruin the balance of the game.
Long range
Some mechs are equipped with extra long range
weapons and advanced targeting systems (ER PPC,ER Laser, Gaus Rifle, but not ER
Flamer). Use the Artillery rule for such mechs, but again use this rule with
care, long ranges can ruin the balance of the game.
What's what in Xeno Rules
Cloaking Device - Mechs equipped with electronic warfare
devices
Combat Medic - Mechs equipped with electronic warfare devices
Fearsome - Can represent a mecha piloted by a known mechwarrior, or mechs of known units such as the Saurimat Commando
Force Field - Mechs equipped with electronic warfare devices
Infiltrators - Lightweight mechs, or mechs with zero heat or electronic signature (like I think off)
Mono-Molecular Blades - Flamethrowers, or maybe SRM6
Regeneration - Redirecting the system before an emergency shutdown, or the Mechwarriot's ability to properly work with systems.
Skimmer - Jump Jets - see House Rules
Slow - Mechs that are significantly slower in their weight class, such as the Crusader. House Rule: Cannot be applied to Elite Infantry.
Special Insertion - Battletech's history offers plenty of opportunities to get similar mechs onto the battlefield, such as light mechs that move off the table, etc.
Stabilized Weaponry - This rule is applied to highlight the design possibilities of Clan mechs. House Rule: Shooting on the move belongs to Battletech. Apply this Xeno Rule to all mechs for 0 points. Suggest how to differentiate between Clan and IS mechs.
What's what between upgrades
Armor Piercing - PPC , AC 10/20 and other piercing weapons
Heavy Weapons - Gauss Rifle, Large Lasers or LB-X and other weapons that deal massive damage
Close Quarters Doctrine - the mech is equipped primarily with short range weapons or targeting restrictions
Guerrilas - can represent the capabilities of small mechs, exploiting terrain irregularities for cover, or active electronic warfare devices
Mobile - mechs with speeds over 120km/h, or faster mechs in their category
Undisciplined - mechs that have heat management issues (such as the Crusader) , or mechs equipped with heat-boosting weapons such as PPCs, half-cannons and heavy lasers.
Assault Doctrine - specialized mechs for close combat, such as the Crusader
Indirect Fire - mechs that use weapons that conduct indirect fire
Artillery - Mechs armed with more than the normal amount of SRMs and LRMs in their weight class.
Wargaming ASP Dalibor and Jindřich Zeman
Photos and painting: Ales Gregorek
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