Project Update: Faction Preview: New Genesis
This faction was one of the trickier ones to get right, but I'm really happy with their final iteration.
Using BioFusion to build their MACs means they move more organically than the hulking machines of other factions, but their more fragile anatomy can lead to chain reactions when hit.
Their special Spine modules are much simpler to understand. Stick them on your units and ram into the enemy. Especially useful when combined with their added manoeuvrability.
Bye for now,
Chris
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Rads are explained on page 13 of the quickstart: Each hit causes 1 Rad instead of a normal hit. At the end of cooldown all units take hits equal to their Rad value. **They then halve their Rad value, rounding up**... 1 Rad / 2 = 0.5 ... Rounded up = 1 Does 1 Rad decay to 0, or remain at 1 forever?
hello! Was taking a good look at the free PDF and the rules give a very nice vibe! One question tough, any thoughts on rules to represent different pilot experience levels? Apologies if has already been commented!
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Will MAC Attack have defined basing conventions? Will base sizes differ between unit types, or will they all be fine on the same base sizes as the MACs have? I've heard conflicting information re Battletech whether they trend towards 30mm or 35mm hex bases, and I'm curious how different units are based during playtesting and whether this has any effect on the gameplay.