I like this mechanic as it allows you to have the drama of not knowing when you will get the objective. Most of the scenarios revolve around taking buildings and then finding the objective within them (on a random roll that gets easier the smaller the building and the longer you are in it). The fact that they essentially require you to have a large number of LoS blocking buildings to play the game combined with relatively short ranges means that the game is going to be about maneuver, which is awesome. For example, the average speed of a MBT is around 5.” That tells me the game designer wants you to engage each other at close ranges. Most of the units in the game are pretty slow, too. So, each weapon has a range against these types of weapons as well, typically 6″ to 24.” However, in order to not have the game be a shoot-out, the introduction of the countermeasures rule means that units with countermeasures (most of them) will limit your weapon ranges. Most weapons, as in Heavy Gear, have unlimited range which makes sense from a realism perspective. Weapon ranges vary depending on the target you are firing at. So, if you would hit on a 2+, you now hit on a 4+. If the target is hull down, you get -2 to hit it. For example, if your energy is one below the Armor of your target, you damage it on a 6+ (and you can’t hurt a target beyond that). If your energy is equal to the target’s armor, it is a 5+ to damage it, and it scales up or down from there. For example, you roll to hit based on a fixed characteristic of the weapon itself (a 2+ for example), not the model firing it, and then compare it’s Energy to the target’s Armor, much like 40K’s Strength/Toughness ratio. The game requires far less die rolling than 40K for example, and seems to move at a quicker pace. They are fast paced, simple and largely intuitive. There is no index though, which sucks.Īs for the rules themselves: I like them. The art in the book is excellent and the diagrams are all very useful. The units all sound appropriately bad ass, and the setting is much less grim-dark and much more upbeat and high-tech. I will say that the story of the game is pretty cool, based largely around the UCM and their upcoming crusade to liberate their home worlds. I am a fluff guy at my core, but the rules are what make or break a game, and the fluff is a largely subjective consideration. This is my first impressions of the game after having given a cursory read-through of the rules. Also please note, I have not played the game, yet. Hey everyone, we got our Dropaone rule books in two days ago and I have been reading the book and wanted to talk about my impressions so far.įirst of all, this isn’t an in-depth review, that will come later.
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