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Author Topic: Heavy Gear: Arena FAQ  (Read 11965 times)
Wizard
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jonalfarlinga
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« on: November 29, 2010, 01:18:36 AM »

Heavy Gear Arena FAQ

Q: How many damage boxes can a gear have?
A: A gear can have a maximum of 5 damage boxes.

Q: How does cover work?
A: To achieve lock, you need a detect rating or active detect roll equal to or greater than the number of pieces of terrain (+1 if any or all is solid) between you and the target. When rolling to attack, check for percentage of model covered from a model's eye view. There is another -1 to attack if any of that is solid.

Q: What does Back, Shoulder, Manipulator/Arm mean in the component slots on the gear sheets?
HRA: It tells you where on the Gear the slot should be modeled. Other than Manipulators and arms. These have no in game effect. Arms allow you to climb, and Manipulators allow holding weapons.

Q: How many duelists can I start the campaign with?
A: You can attempt to hire up to six duelists at team creation. After your six attempts have been made, you may hire young guns until you have hired six duelists.

Q: What weapons can be used with pugilist form?
HRA: Fist-type weapons (Mauler fist, Vibro claw) may be used with any Prerequisite: Fist combo. Chassis reinforcement increases the power of all basic fist attacks. Any other weapon can be used if listed as a Prerequisite.

Q: Can grappling gears take actions?
A: Gears involved in a grapple can make punch/kick attacks and use any combo which has prerequisite grapple.

Q: Can Grapple interrupt another model's activation?
A: No.

Q: Does it provoke a free strike to leave melee range?
HRA: No.

Q: Can a team drop a sponsor?
HRA: Yes, but they cannot attract a new sponsor on the same turn.

Q: How high does a gear have to be to get a "from above" bonus on a direct fire attack?
HRA: The attacker's base must be at or above the head of the defender.

Q: What if I have no gears which qualify for a given match?
HRA: Play Team Skirmish.

Q: Pg. 18 says managers can purchase any or all talents, pg. 22 says they can only buy one per level.
HRA: You may have one talent per box on the character sheet. Higher level boxes cannot hold lower level talents.

Q: Can I remove/swap components/weapons on gears?
A: Weapons may be removed, swap or hoarded at will. Components may be removed once installed, but are lost after removal and no cash is returned.
« Last Edit: December 26, 2010, 10:13:45 AM by Wizard » Logged

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MattBlackEmerid
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« Reply #1 on: December 01, 2010, 12:35:48 PM »

What gears are available for purchase when first making a duelist team? Is it just Common Gears from any manufacturer? I realize some things in team generation dictate gear manufacturers won't sell gears to guys who buy from certain ones, but other than that is it just restricted by rarity?
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Wizard
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« Reply #2 on: December 01, 2010, 02:02:52 PM »

Q: What Gears are available for purchase?
A: Any Common gear is available for purchase on the open market for it's market value. Uncommon gears are also available at a cost of 3x market value. If your sponsor benefits make gears available to you, you may buy those gears at market value. Otherwise, you need a fixer to search the black market to buy gears.
   When starting a team, if your beginning sponsor is a gear/components manufacturer, you begin the game with access to it's benefits. In order to secure sponsor benefits after team creation, you must spend the listed amount of team rep, and roll Organization vs. the Threshold. Once you have secured gear access, you need not roll or spend rep for that benefit in the future.

Q: For NorthCo and Territorial Arms, can I use gears from either alongside gears from their prohibited manufacturers lists?
A: Yes. The restriction listed under NorthCo and Territorial Arms applies only to teams sponsored by those companies. So, for example, a Team sponsored by NorthCo could have A Hunter and a Warrior, but not a Cheetah, while a team sponsored by Paxton could field a Jager and a Hunter side by side.

Q: Does the Tough talent really apply -1 to health rolls?
A: No. It's a typo. Tough adds +1 to all health rolls.

Q: Does the FGC still only suffer "out of ammo" on a fumble, regardless of RoF?
A: No, the FGC's RoF works like any other weapon. But, you can buy reloads for it!
« Last Edit: December 01, 2010, 02:42:44 PM by Wizard » Logged

Žaš er gott. Ég var gert fyrir bardaga, og minn skal vera öldin kappans. Lįtašu önnur goš drottnu žegar barįttan er buin. Ég skal riša gaulaš ofvišriš, og deyja į sķšastrum miklum storminum.
Wizard
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jonalfarlinga
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« Reply #3 on: December 25, 2010, 11:01:11 PM »

Errata

Any gear with stock TD may remove it and reduce it's market value by 40k. The downside to this is that if you want the TD back later, it will cost more and take up a component slot, which stock TDs do not.

The rest of this post was removed pending new changes.
« Last Edit: January 10, 2011, 10:19:08 AM by Wizard » Logged

Žaš er gott. Ég var gert fyrir bardaga, og minn skal vera öldin kappans. Lįtašu önnur goš drottnu žegar barįttan er buin. Ég skal riša gaulaš ofvišriš, og deyja į sķšastrum miklum storminum.
Wizard
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jonalfarlinga
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« Reply #4 on: January 10, 2011, 10:30:22 AM »

Further Errata
Melee Combat:
Rather than adding Maneuver score to melee rolls, the gear with the higher Man gets a +1. This reduces the effect of higher maneuver against low maneuver gears.

Accuracy of weapons does not add to defense. This reduces the utility of the godly +1 Acc weapons.

Rather than +1 for a higher speed band, we apply speed mods to melee as to range. (-1 att, +1 def at Top, +1 att, -1 def at stop).

Managers:
Military has to acquire his Gears, weapons, and components access separately, like everyone else.

Black Market cost for gears is x2 no matter the rarity. All other black market items are as in the book.

Clowns are removed until they can be balanced.

Duelists:
All duelists get the Ranged Offense combo family. (Military already has it) Further, at level one, all duelists have access to all combo in their (now 3) families.

To address lvl 3 specializations, you choose a path at lvl three, done. This path only affects your skill choices, not combo access.

Skills:
Dual Wield allows you to use the Link trait, with a -1 to the attack roll. We didn't change link at all, we change the skill to give -1 when you use it. We made this change because Dual Wield is now something that you aren't forced to get to remain competitive.

Second action remains, but it is now different because of changes to actions, below.

Gear/Weapon Spec/Mastery: Spec gives +1 die to the relevant stat, mastery gives +2 dice. They don't stack when making combo checks, use the better one.

Combos:
Maneuver does not add to combos.

One action per turn can initiate a combo chain (so if you have 2 actions, you can only do a chain with one).

All combo chains are 3 actions regardless of dueling.

If you have extra actions, they may be spent to add to the length of your combo chain (spend one action for a 3 action chain, or two for a 4 action chain).

You can now mix/match offensive and defensive combos at will. You might use a defensive combo when the opponent attacks, then when your turn comes around, use your remaining two combos to attack.

The Jump skill can only be used once per turn, and does not grant a free strike.

Also, we're adding Rally to the list of combo actions. If you don't get a MoS 0 or more, the combo fails. You can have multiple Rally actions ongoing at the same time, but if you take damage, they all go away.

Scenarios:
All salary caps are by the participant with the lowest team level.

Shoot Out salary cap: 900 per level per team. Half that for a small game.
Last One standing cap: 300 per level per gear. Half that for a small game.
Stalker Prey: 300 per level per gear.
Block and Run: 1500 per level per gear. Half that for a small game.
Lone Wolf: 300 per level per gear.
Close Sparring: 1800 per level per team. Half that for a small game.
Chain Dueling: 300 per level per gear.
Team Skirmish: 1800 per level per team. Half that for a small game.
Pendulum: 900 per level per team. Half that for a small game.
King of the Hill: 1800 per level per team. Half that for a small game.

Weapons:
Armor Crushing does one box of damage if it gets MoS 0 or more, and doesn't exceed armor.

Katanas and Mauler fists lost armor crushing.

Shields and Bucklers gained Armor Crushing.

The sturdy box from shield ignores the 5 damage box maximum. This is the only way to get more than 5 damage boxes.
« Last Edit: January 10, 2011, 01:09:47 PM by Wizard » Logged

Žaš er gott. Ég var gert fyrir bardaga, og minn skal vera öldin kappans. Lįtašu önnur goš drottnu žegar barįttan er buin. Ég skal riša gaulaš ofvišriš, og deyja į sķšastrum miklum storminum.
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