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Rules Hex Comd NOVA

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Card System a.i. for BattleTech

We are wrapping up our testing of a card system for BattleTech/Hex Command NOVA. No dice are used in this game version. No roster cards are used other than for reference. All damage to vehicles is recorded with O-Rings on 3D printed posts applied to vehicle base. Testing with 5-8 mechs so far shows 1.5 hours of actual play time, excluding discussions, chatting, idea talking during game (this is a big problem) etc. Cards are used to determine what each mech does; the basic impetus was to remove the player from total control of their mech. A drawn card tells you what you can do with your force; the idea was for players to simply watch whats going on, making relatively minor tactical decisions. All other work on Hex Command NOVA may be replaced by this system. Other eras e.g. linear tactic eras such as American Civil War, Ancients e…


105mm Howitzer Backpack

A backpack has been created of twin 105mm Howitzers; mechs with suitable rear designs can have the pack mounted at repair or factory facilities. Once mounted mechs do not have jump ability. The howitzer high arc of fire is intended for surgical area bombardment rather than the more blanketed effect caused by MLRS such as LRM20's.

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Firing at Higher Targets

It is true that mechs with weapons in their torso will NOT be able to engage targets higher than 1 elevation unless at longer than medium range.

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Hex Command NOVA rules are updated

The rules are updated.

  • CnC dice no longer used

  • d6 used for combat

  • All weapons grouped into categories of Energy, Kinetic and Missile each given range and Attack Values.

  • Attack Value is compared to Defense Value of target and the result is the number of dice to roll to hit. Target takes damage if hit is scored. Missiles are exactly the same except they can cause stability / pilot die rolls and may affect hexes around the target hex.

  • Index Card roster cards are still available in the DB but superseded by Business Card Layouts.

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