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PostPosted: Fri Feb 26, 2016 5:23 pm 
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Joined: Fri Feb 26, 2016 11:28 am
Posts: 89
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 :lol:

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 :wink:


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