HCN Updated for Limited Roster Concept using O-Rings and Posts on Mech Bases
10. Non-Roster Or Limited Roster System
It is true that the use of a hit marking system on the game table has nuances and in order to implement, players must understand the compromises to make it work and thus the game move faster than a pen and paper roster sheet for each mech.
Even though the mechs have multiple locations where hits can be caused, in order to effectively record the damage a compromise of how many hit locations has to be made. For instance, left leg right leg right arm left arm etc. In addition, mechs have multiple weapons. With a system that only records a “hit” how can the locations be adjudicated?
1. Multiple hit locations have to be reduced to a single category value, and only when that value reaches a set limit is any category affected, such as movement or combat. Until that maximum, the mech moves and fires all its weapons normally.
a. In Hex Command Mechanized, a combat hit affects the main weapon with a -1 for each recorded hit.
2. Or, the O-rings have to be further complicated by severity e.g. brown for a leg hit that doesn’t cause any damage might be shown as a dotted ring, whereas a solid ring indicates a component in the general category has been affected.
3. Obviously, with only a single color category and not for location per se, we can’t show a left or a right, just a category. For arms, the same issue holds; arms are where some weapons can be located. One weapon can be in one arm but different in another.
4. But weapons can also be in the torso and shoulders, or a sponson above or attached to the body.
So in conclusion, without overly complicating the rings and colors and all the rest, we must accept in order to play the game faster the vehicles have to be as they are in Hex Command Mechanized: a single combat, movement and defence category.
Damage die: 1-2 Body/Torso 3-4 Combat 5-6 Movement
11. Status Markers Use and Explanation
The purpose of these markers is as alternate or enhancement to SM die roll process otherwise when to use these markers tbd (numbers precede name in case simply rolling a d6 is decided to use): All these markers will have die placed on them if they are time-related (they generally will be timer related).
Abandoned The vehicle is abandoned and not able to act until a pilot enters to determine the cause. How a vehicle becomes abandoned tbd.
6 Unknown Status The status of the vehicle cannot be determined by sensors; it can operate as normal but damage and condition of the vehicle cannot be detemined. When to use tdb (use only roster?)
5 Torso Jammed The torso is fixed in the indicated facing direction until a timer expires or repair die roll
4 Immobile The vehicle is not able to move until a timer expires or repair die roll
3 Shutdown The vehicle is shut down until a timer expires or repair die roll
2 Move Hindered The vehicle can only move in the die rolled direction until a timer expires or repair die roll
1 Comms Out The vehicle cannot communicate until a timer expires or repair die roll
Timer A marker with a die on it showing time until marker expires. Denomination of die by CnC die: Color: d4 Code: d6 CnC: d8 Severe D10






