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House rules for negating many facing changes: ray movement
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PlaywithLAMs
Capellan Confederation
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PostPosted: 29-Mar-2010 14:52    Post subject: House rules for negating many facing changes: ray movement Reply to topic Reply with quote

Ray movement is when a unit is in a hex and moves from one hex to one or more other hexes and doesn't have to make so many facing changes - the unit moves along the ray which starts from the center of the hex the unit is currently in and stops at the hex it will stop moving in. Ray movement costs 1/2 MP for each fractional hexside facing change (not a whole hexside facing change) regardless of how fractional the change is. A unit must pay 1 MP per full hexside change that leads up to a fractional hexside change.

For example: using the map that can be downloaded at classicbattletech.com from the downloads page that has the Maps and Counters link, let's say that in Turn 2 a 'Mech in hex 0108 facing 0207 wants to fire machine guns at short range at a fighter that has landed on the ground in hex 1207. Using ray movement, the 'Mech uses 1/2 MP to fractionally change facing so it now faces the hexside where hexes 0207 & 0208 are adjacent. Now the 'Mech uses 1 MP to move along that hexside, uses another 1 MP to move through hex 0308, uses another 1 MP to move along the hexside that hexes 0407 & 0408 are adjacent to, uses 1 MP to move through hex 0508, uses another 1 MP to move along the hexside that hexes 0607 & 0608 are adjacent to, uses 1 MP to move through hex 0708, uses another 1 MP to move along the hexside that hexes 0807 & 0808 are adjacent to, uses 1 MP to move through hex 0908, uses another 1 MP to move along the hexside that hexes 1007 & 1008 are adjacent to, uses 1 MP to move into hex 1108, and finally uses another 1/2 MP to make a fractional facing change to face hex 1207 at a total of 11 MP used.

Using the same example but with the current rules the 'Mech would in Turn 2 use 1 MP to go through hex 0207, then use 1 MP to go through hex 0307, then use 1 MP to go through hex 0406, then use 1 MP to go through hex 0506, then use 1 MP to go through hex 0605, then use 1 MP to make a full hexside facing change to face hex -0706, then use 1 MP to go through hex 0706, then use 1 MP to go through hex 0806, then use 1 MP to go through hex 0807, then use 1 MP to go through hex 1007, then use 1 MP to go through hex 1108, and finally use another 1 MP to make a full hexside facing change to face hex 1207 at a total of 12 MP used. As you can see in the previous example, ray movement enabled the 'Mech from having to use a twelfth MP. Ray movement can in some instances lessen the amount of MP required to go somewhere.

Note that when a unit moves along a hexside, that unit pays an amount of movement points equal to one of the two hexes adjacent to that hexside equal to the total MP of either of those two hexes required MP which is of course decided by the player controlling said unit.

[Last edited by PlaywithLAMs on 31-Mar-2010 21:06; edited 2 times in total]
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ralgith
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PostPosted: 29-Mar-2010 15:18    Post subject: House rules for negating many facing changes: ray movement Reply to topic Reply with quote

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