Difference between revisions of "'Mech Duel Rules"

(Created page with '==Description== The 'Mech Duel Rules or "Solaris Rules" appeared in the Box Solaris VII: The Game World. They simulate the battle between a handful of BattleMechs in a m…')
 
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==Game Experience==
 
==Game Experience==
 
Because of the modified heat system and the limitation on few actions per turn the players must consider their moves very well. They have to decide when the time is right to fire, for the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s).
 
Because of the modified heat system and the limitation on few actions per turn the players must consider their moves very well. They have to decide when the time is right to fire, for the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s).
 +
This led to a distinctively different performance of some weapons and whole BattleMechs.
  
These rules provide more action, you really are able to take your 'Mechs and Warriors to the limit, the higher detail offers many more tactics but the game gets more complex and time consuming as well.
+
The Duel rules provide more action, you really are able to take your 'Mechs and Warriors to the limit, the higher detail offers many more tactics but the game gets more complex and time consuming as well.
  
 
==References==
 
==References==
 
*[[Solaris VII: The Game World]]
 
*[[Solaris VII: The Game World]]

Revision as of 21:04, 4 April 2010

Description

The 'Mech Duel Rules or "Solaris Rules" appeared in the Box Solaris VII: The Game World.

They simulate the battle between a handful of BattleMechs in a much higher detail than the standard Rules do.

Major Features

  • The scale is four times larger than the scale of the standard rules, changing the diameter of the area a hex represents to 7.5 meter and a turn lasts 2.5 seconds real time
  • Because of the limited time a MechWarrior can perform only a certain number of actions (e.g. walking, fire a single weapon, fire a Target Interlock Circuit, etc.)
  • After its use, a weapon needs some time till it is available again (depends on weapon used)
  • The weapons produce four times the heat of their standard values, the heat scale adapts to this but the heat sinks keep their "slow" cooling rate
  • There are some advanced actions like evading, aiming or sprinting
  • A jump can last up to four turns and it is possible to change the course or to fire during a jump

Game Experience

Because of the modified heat system and the limitation on few actions per turn the players must consider their moves very well. They have to decide when the time is right to fire, for the 'Mechs run a lot hotter and the respective weapons may not be used in the following turn(s). This led to a distinctively different performance of some weapons and whole BattleMechs.

The Duel rules provide more action, you really are able to take your 'Mechs and Warriors to the limit, the higher detail offers many more tactics but the game gets more complex and time consuming as well.

References