More traits and a Cataphract review. Plus what you need to play!

(This is a continuation of Blog #3) with blog 4 added on.
Solkan is correct in his observation on the forums. “Checks have greater potential for a significant swing in results than Rolls” (paraphrased).


My early alpha play testers figured out a way to get a 15D6 attack check, requiring 6+ actions, and I think that's the best they've managed (and pure theory really. If you managed all those modifiers in game then you've probably already won). When you’ve read the rules see if you can figure out how they did it. The winning answer will get all the internets.


A good rule to remember is: The dice represent the potential of the action, and the result of the test is the actual result of the action.

Attributes, Checks, and Rolls

Models in Heavy Gear are defined by attributes. Current Heavy Gear players are used to some specific information on their models data cards. I’m going to tell you now how that is changing, show the Hunter and Jaguar example models and explain what is going on with the Dice tests.


First off, the Alpha does not have fancy data cards. That kind of formatting is reserved for final products, not products in development. When the Open Alpha is released this week on Friday the 31st you will also be able to download Army lists for all of the Factions. Each of these lists will include a copy of the basic army selection rules, some identification pics (to help out new players) and simply formatted tables with Models and Variants.

Lets look at an example and learn about the attributes of Gears and Weapons:

What's a Gear?

Here is an excerpt from the alpha of the introduction to Heavy Gear. An introduction is not required by the rules but for a player to understand the context of the game it is a stage worth indulging in.

 

People who appreciate Mecha and other military tech love the small details these little technical snips of information. It really pleases us to see care taken to get it right, to put the dirt under the fingernails of the universe.We care about the Gears because anyone would care about how they function.

 

The devil is in the details in a future reality world the Heavy Gears embody and realize that in the best way possible. Today in the modern era designers are building mecha prototypes and I find myself viewing robotics and vehicle  tech videos and noticing that the Heavy Gear future is coming. How long until police give up horses and start riding riot mecha? How long until urban work exoskeletons replace forklifts and ladders in many workplaces?

So here you go:

New Heavy Gear: Development Curator Blog Introduction

Author: David McLeod, Heavy Gear Game Development Curator

January 22nd, 2014, Blog 001

 

Welcome to the Heavy Gear Development Blog.

This blog will be a place to announce and discuss the new rules edition for Heavy Gear, and other related topics. One of the many fun parts of this development is that I get to define a great many things, one of which is my title. I’ve decided that being a development curator is a pretty good description of what I do. I’ll elaborate on that later, first I should introduce myself.

 

I came to Heavy Gear relatively recently when I worked the manager of a game store here in Canada. I was looking for a new science fiction game for the store and we started to get some in and sell people some starter armies. I started with a Peace River force, mostly because I loved the concept that an arms manufacturer would have the word peace in the title. I assumed that this must have been chosen ironically and appreciated the humor behind it. This initial hook pulled me into a story universe that is satisfyingly complex. I can not call myself a manga superfan, there are forum members who can quote line and verse from every mecha film and series ever made, but I can call myself a fan.

 

Pages

Subscribe to RSS - Heavy Gear Blitz Alpha