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K1600Mike

Sergeant
Jun 18, 2018
58
11
Unless the building was destroy in the same round the mech jumped up on a building, I think said mech should not sustain fall damage. Theory being by the next round the jump jets should have recharged enough to allow the mech to control the decent. Thoughts?
 
Upvote 0
So if the Jump Jets trigger and the Mech lands without damage, that was a Turn’s worth of Action. Does the Mech then Brace and that player misses their next Turn?
 
Unless the building was destroy in the same round the mech jumped up on a building, I think said mech should not sustain fall damage. Theory being by the next round the jump jets should have recharged enough to allow the mech to control the decent. Thoughts?
A fall cannot be avoided by using jump jets; a fall is by definition uncontrolled (if it was controlled, it would be a jump not a fall).

Total Warfare has the following to say about collapsing buildings:

"Falling: Any units occupying a building level higher than 0 (including the roof) suffer standard falling damage (see Unit Displacement, p. 151) in addition to the damage caused by the collapse."
- Total Warfare, p.177​
 
You can use JJ when you walk off a cliff don't you? I would think you would notice your building your standing on was being attacked.


A fall cannot be avoided by using jump jets; a fall is by definition uncontrolled (if it was controlled, it would be a jump not a fall).

Total Warfare has the following to say about collapsing buildings:

"Falling: Any units occupying a building level higher than 0 (including the roof) suffer standard falling damage (see Unit Displacement, p. 151) in addition to the damage caused by the collapse."
- Total Warfare, p.177​
 
You can use JJ when you walk off a cliff don't you? I would think you would notice your building your standing on was being attacked.

Bear in mind that each turn is only 10 seconds, and initiative order is only an arbitrary means to manage the turn based system.

In the Mechwarrior's reality every 'mech is moving, jumping, firing, exploding in a fluid chaotic fight. They are trying to keep their 'mech upright, select a location and direction to move to, fire on targets as they present, angle to best absorb attacks, monitor heat and ammunition all at once.

It's not a stretch to assume they'd have a hard time telling whether the guns on a moving 'mech ~300m away are pointing at them or fractionally lower at the building.
 
Bear in mind that each turn is only 10 seconds, and initiative order is only an arbitrary means to manage the turn based system.

In the Mechwarrior's reality every 'mech is moving, jumping, firing, exploding in a fluid chaotic fight. They are trying to keep their 'mech upright, select a location and direction to move to, fire on targets as they present, angle to best absorb attacks, monitor heat and ammunition all at once.

It's not a stretch to assume they'd have a hard time telling whether the guns on a moving 'mech ~300m away are pointing at them or fractionally lower at the building.
Complete agreement. :bow:

Beyond Sensory Overload, even with (truthfully, exacerbated by!!!) onboard sensors, diagnostics, etc making sense of the battlefield, anticipating the Enemy’s next move and acting on both instinct and training in those 10-seconds is light-years from the staid, contemplative turn-based abstraction we have before us.

BATTLETECH is a fun and authentic BattleTech Combat computer game, and HBS made it so week that it is easy to move past the abstraction and lose context for the manner of combat taking place. : )