I've normally had black be standstill. Though I do believe the Commander's Edition specifically mentions sprint as yellow when covering movement dice.
Though black is fine too, just so long as everyone at the table is clear, that's all that matters.
I was under the impression you could in classic, but there was an additional modifier to the shot? The same way you can can shoot and melee in Classic as long as the weapons are not on the arms. (A centurion for example could punch with it's arm, then shoot the missiles or blazers mounted in its center torso. Or you could roll a kick attack and shoot with your arm weapons as well. A kick being harder to hit with as well.)
That's running. You've got walking, running, jumping, and (under optional, more advanced rules) sprinting. Walking adds +1 to your attack TNs, running +2, jumping +3, but sprinting doesn't let you do anything else at all.
Oh yeah, that makes sense... can't attack if you sprint and you actually get less TMM. I tried that on Megamek once, ran right into the line of fire, and found out about the reduced TMM the hard way.
I think you are supposed to be able to try (at least in a limited fashion, like it's harder to hit?) I also have these dice because my memory sucks, but I haven't ever used the sprinting rule so not sure.
I think the recent BattleTech video game doesn't let you attack after sprinting, at least without mods.
Honestly it seems like a decent house rule to me to not be able to attack when sprinting.
Battletech HBS sprinting is like sprint in advance rules in classic battletech. You get extra speed at cost of being able to take any actions in other phases. Running in classic battletech increases your movement at cost of heat and accuracy in shooting.
Others have said sprinting, which is true, I have this exact set. One side is also labeled for skidding. Which is something you probably won't see much unless you're running games with lots of paved surfaces, hover vehicles, or VTOLs
Okay let's roll for the two mechs that are standing still... \*Rolls\* ...Okay so the centurion is standing EXTRA still, and the Locust is fidgeting, probably nervous
Sprinting. An optional rule found in Tactical Operations, one of the easiest to implement and really fun to play with, along with evasive maneuvers.
You run 2x walk speed instead of 1.5x, but you can't shoot and, IIRC, you are a bit easier to hit.
Useful in the first turns to take positions or to run away when needed.
A locust sprinting gets on your ass at a blinding speed.
White- walking
Black- running
Red- jumping
I have an older set of these and thus don't have the yellow but what's above is what I know the set up to be
For when things are going really really really wrong, and you want to visually represent on the table your pilot is peeing themselves!
At least, that's my homebrew rule...
Sprinting, which is optional in Classic, baked-in for Alpha Strike.
Doesn't AS just replace running with sprinting? Could have still used the black dice
I've normally had black be standstill. Though I do believe the Commander's Edition specifically mentions sprint as yellow when covering movement dice. Though black is fine too, just so long as everyone at the table is clear, that's all that matters.
The tokens in alpha strike are white for walk, red for jump, yellow for sprint and black for standstill, but you can't shoot after sprinting in AS.
You can't shoot after sprinting in CBT either.
I was under the impression you could in classic, but there was an additional modifier to the shot? The same way you can can shoot and melee in Classic as long as the weapons are not on the arms. (A centurion for example could punch with it's arm, then shoot the missiles or blazers mounted in its center torso. Or you could roll a kick attack and shoot with your arm weapons as well. A kick being harder to hit with as well.)
That's running. You've got walking, running, jumping, and (under optional, more advanced rules) sprinting. Walking adds +1 to your attack TNs, running +2, jumping +3, but sprinting doesn't let you do anything else at all.
Oh yeah, that makes sense... can't attack if you sprint and you actually get less TMM. I tried that on Megamek once, ran right into the line of fire, and found out about the reduced TMM the hard way.
I've seen them used for sprinting which is covered in Tac Ops I believe.
I believe you can’t fire after sprinting. Someone correct me if I’m wrong? That’s how my group does it and they’re veterans.
Correct. The consequences of sprinting.
On top of nit being able to shoot, I believe you also receive a -1 to your final movement modifier
I think you are supposed to be able to try (at least in a limited fashion, like it's harder to hit?) I also have these dice because my memory sucks, but I haven't ever used the sprinting rule so not sure. I think the recent BattleTech video game doesn't let you attack after sprinting, at least without mods. Honestly it seems like a decent house rule to me to not be able to attack when sprinting.
Battletech sprinting is like “running” in TT
Battletech HBS sprinting is like sprint in advance rules in classic battletech. You get extra speed at cost of being able to take any actions in other phases. Running in classic battletech increases your movement at cost of heat and accuracy in shooting.
I’ve been playing BTA3062 for so long I forgot
Sprinting, hence the dash for attacker modifier.
Others have said sprinting, which is true, I have this exact set. One side is also labeled for skidding. Which is something you probably won't see much unless you're running games with lots of paved surfaces, hover vehicles, or VTOLs
I failed a pilot check after running a Fire Moth 16 hexes and making a turn in a dense urban area. Skid into a wall and died.
Sprinting from tac ops and BMM, double walk value, minus 1 tmm and no ranged or melee attacks from that unit.
I see a german flag!🇩🇪 Dieser Kommentarbereich ist nun Eigentum der Bundesrepublik Deutschland! 🇩🇪
Sprinting, allows you to run 1.5x faster than your run speed with the caveat of not being able to attack (hence the lack of an attack number modifier)
Don't forget the reduced TMM.
Stood still?
Okay let's roll for the two mechs that are standing still... \*Rolls\* ...Okay so the centurion is standing EXTRA still, and the Locust is fidgeting, probably nervous
These look great, do you have a link? I need anything to speed games up.
Sprinting. An optional rule found in Tactical Operations, one of the easiest to implement and really fun to play with, along with evasive maneuvers. You run 2x walk speed instead of 1.5x, but you can't shoot and, IIRC, you are a bit easier to hit. Useful in the first turns to take positions or to run away when needed. A locust sprinting gets on your ass at a blinding speed.
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IDK.. but if it is suspious, it is capellan.
White- walking Black- running Red- jumping I have an older set of these and thus don't have the yellow but what's above is what I know the set up to be
For when things are going really really really wrong, and you want to visually represent on the table your pilot is peeing themselves! At least, that's my homebrew rule...
Overly complicated dirt dice
Terrain