i was thinking of really aggravating Clan forces of units
crawling/walking/running/sprinting/cruising/flanking/overdriving/safethrusting/maxsafethrusting/overthrusting/landing in particular Clan 'Mechs
so i came up with these rules for Trampoline hexes:
1, any or all "Trampoline" hexes can be configured at the start of a scenario and use mechanical jump boosters technology mounted both on a platform and underneath a platform for their bouncing effects
2, a Trampoline hex applies a positive piloting/driving modifier to any unit moving on it that's equal to said unit's current attacker movement modifier multiplied by 4, and said unit's attacker movement modifier is multiplied by 4 while said unit is attacking while said unit is on Trampoline hex
3, a Trampoline hex masses 10% of a specific tonnage of a unit it's designed to affect as stated above (fractional accounting may be used), and can be configured to more or less affect different tonnage units; so, for every full 5 tons unit masses more than Trampoline hex configuration, apply a -1 modifier to both piloting/driving & attacking before multiplying as described in 2 rule above; and so, for every full 5 tons unit masses less than Trampoline hex configuration, apply a +1 modifier to both piloting/driving & attacking before multiplying as described in 2 rule above
4, a Trampoline hex has a CF equal to its tonnage
5, a Trampoline hex has a BV equal to 5 multiplied by its tonnage
6, cost for a Trampoline hex equals the formula for a structure
7, a Trampoline hex is destroyed on its fourth critical hit (each critical hit reduces multiplier number 4, mentioned above in rule 2, by 1 to a minimum of 0)
8, when a Trampoline hex is destroyed, its remains become a Rubble hex
9, the trampoline of a Trampoline hex can be hidden
comments? recommendations? perhaps "Trampoline" hexes can be retermed "Trapoline" hexes