Wednesday, May 27, 2015

Battletech Heaps: Active Probe Rules

Whether it's for nostalgia or novelty, Wednesdays are the days that I put up old Battletech house rules I created nigh on 10 years ago. For those of you who aren't familiar with the (in)famous, addictive board game of armored combat, I'll add some context, but know that you should abandon all non-courier fonts, ye who enter here.

Active Probe Modifications
Active probes in Battletech are generally used just to assist with Hidden Units, detecting minefields, and sensor rules, rarely-used optional rules.

Fast Facts:
-Paltry 6 hex range.
-Trumped by ECM.
-Not TAG, which allows you to attack the enemy.
-Not C3, which makes attacking the enemy easier.

Not for nothin', but Battletech is a game about attacking the enemy and making them win the race to the grave. A simple improvement would be allow active probes to negate some battlefield impediments.

The active probe equipped units may ignore 1 point of each environmental condition that affects a hex within six hexes of them, including but not limited to smoke, nighttime conditions, and woods. This does not affect line of sight.
Distance of each hex Benefit of BAP
Light Woods at 3, Light Woods at 4    Reduces a +2 modifier to +1. Maximum reduction for each cover type is 1.
Light Smoke at 3, Light Woods at 8    Reduces a +2 modifier to +1, Only one hex in BAP radius
Light Woods at 7, Light Woods at 8 No effect on +3 modifier, No hexes in BAP radius
Light Woods at 3, Smoke at 4 Reduces +2 modifier to +0. Reduces each modifier by one for each cover type.
Night Conditions, Enemy at 2 hexes Reduces +1 nighttime modifier to +0.
Night Conditions, Enemy at 7 hexes Reduces +1 nighttime modifier to +0 because hexes within the BAP range are affected by the nighttime conditions.

Advanced Bloodhound Probes may reduce the modifiers of one--and only one--type of condition by two.

I wanted to make this work for Stealth Armor, but that isn't necessarily a cover modifier, it's a range modifier, so it falls into the purview of C3. ECM on any hex will cancel BAP modifier reductions.