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Artillery isn't back to square one. Damage doesn't stack, it doesn't require an order on the turn it resolves and you only get +2 for clear line of sight. Those are the changes from the current ruleset.
One important thing to note that is the same: Even with the advent of the 'Called Shot' modifier, artillery cannot make and artillery attack if they are based. They can make a normal ranged attack, but 'Called Shot' artillery fire is not allowed (thankfully!).
I noticed a change in the wording for mech pushing as well.
In DA, if you vented a mech and it started up and removed tokens, you could then give the token-less mech an order on the next turn and not take heat. In DA pushing a mech was defined as giving a mech with a token an order (other than vent).
In AoD, the wording changes to: giving an order on two consecutive turns (tokened or not). So, if I read this right, a vent order to start up followed by another order on the next turn, would result in a click of heat, even though you have not tokens on the mech.
Please, pretty please, someone correct me if I'm wrong. This, to me, is going against the whole mindset of making mechs the kings of the battlefield again.
@one_eyed_bob:
I think this is another case where the Rules of Warfare is not telling the whole story, but it is told in the Quick Start rules (go figure). On page 4 it says:
Quote
Gaining heat. ’Mechs respond a bit differently. If you give an order to a ’Mech that already has an order token, it doesn’t receive a second order token or pushing damage. Instead, it gains 1 heat.
Since it says that first, I figure the later section is paraphrasing. 'Mech's should gain heat in the same way they always did (IMHO).
Here's a couple updates. The two updates are:
* Low walls are not a legal standard terrain template.
* 'Mechs always deal a minimum of 1 damage with any successful close combat attack.
----------------------
Battlefield preparation:
* First player infiltrates first.
Turns:
* Turns are broken up into 3 stages: command, order and clean-up.
* Command, Artillery attacks, Awe, VC3 points and many CEC card effects are resolved during the command stage.
* Order token removal and automatic 'Mech cooling is resolved during the clean-up stage.
Orders:
* 'Mechs can be given an assault combat order if not in base with an enemy. Assault orders can be used to make either a close combat attack or a ranged combat attack. When making an assault order:
- The target gets +1 defense.
- The 'Mech gets +1 heat.
- If making a close combat attack, the 'Mech may move its full move first.
- If making a ranged combat attack, the 'Mech may move half its move first.
- Special Equipment that doesn't require an attack order may be used (currently excludes only TSEMP and Homing Beacon).
Formations:
* Units moving in formation do not take pushing damage if they receive a second order token.
* Mercenaries may be a part of any formation.
* Alliances allow allied factions to make formations using multiple factions.
- The following House alliances are permanent:
o Republic of the Sphere/Highlanders
o House Davion/Swordsworn
o House Steiner/Stormhammers
- The following Grand alliances are effective as of the release of AoD:
o Bannson's Raiders/House Liao
o Spirit Cats/Steel Wolves
- Allied factions do not automatically gain special abilities from other faction's faction abilities, faction pride, or situational alliance cards.
Special Equipment:
* If a VTOL gains Salvage, move it to NOE. If it cannot legally exist at NOE at that location, eliminate it.
* VTOLs can use Improved Targeting during a movement order ranged attack.
* Multi-target Anti-Personnel attacks must divide damage among the targets. Untargeted infantry in base still receive full damage.
* Bypass may be used to take control of a single captured unit even if more than one captured unit is in base contact.
* Even though Bypass eliminates the unit with Bypass, it awards no VC1 points to your opponent if it is used to take control of a captive that was under your control when it was captured.
* Armor Piercing equipment only ignores defense special equipment with the word 'armor' in its name.
Modifiers:
* Quad 'Mechs in hindering get +1 defense. This is the hull-down modifier.
* Units at cruising or on elevated terrain only receive the height advantage modifier (+1 defense) if the attacker is at NOE. Other cruising units or those on elevated terrain may attack normally.
* Units without enemies in base may attack enemies at range even if the target is in base contact with a friendly unit. The target receives +2 defense, or +1 if a 'Mech. This is the friendly fire modifier.
* Units may attack enemies at range even if an enemy is in base with the attacker . The target receives +2 defense. This is the called-shot modifier. Units with multiple ranged attacks may target an enemy in base and another further away without the called-shot modifier. Quad 'Mechs ignore infantry when determining whether to apply the called shot modifier.
* Indirect fire attacks may not be made using the called-shot modifier.
* Anti-aircraft units double their range versus cruising targets only.
Movement:
* VTOLs break away on a 4-6, like other vehicles.
* VTOLs with a speed value less that 13 may not execute ranged combat attack during a move order.
* Quad 'Mechs ignore infantry for break away and movement purposes.
* Quad 'Mechs cannot free spin or change facing on a failed break away attempt.
* Quad 'Mechs do not deal 1 pushing damage to opposing infantry after exiting base contact with them.
* If a 'Mech fails to break away while running, it doesn't receive the +1 heat for the run.
* The aquatic speed mode ignores water for movement, and is considered submerged in deep water.
* Transports may move half their move rounded up when disembarking.
Transports:
* Transports may not board units that have already received an order this turn.
Attacks:
* A close or ranged combat attack roll that is a critical miss will automatically miss all targets and other affected units.
* A close or ranged combat attack roll that is a critical hit will deal +1 damage to all targets or units within the blast radius of artillery tokens. Any other affected units will not receive additional damage.
Close Combat:
* 'Mechs always deal a minimum of 1 damage with any successful close combat attack.
* Quad 'Mechs without a melee damage type deal 1 damage in close combat.
* Quad 'Mechs may make close combat attacks against any target in base contact.
Ranged Combat:
* Artillery does not require a second order to resolve.
* When an artillery attack resolves, the attacker gets +2 if the line of fire to the marker is not blocked.
Charge:
* Prior to moving a charging 'Mech, draw a line of fire (ignore the attacker's front arc) from the attacker to the target. If the line of fire crosses any non-water terrain or non-infantry base, the target gets +2 to its defense. Use this line of fire to determine if the attack began in the target's rear arc.
* A charging 'Mech will take a minimum of 1 damage, regardless of its primary damage value. Modifiers to a 'Mech's damage value are applied before determining how much damage it does to itself.
Ram:
* Draw a line of fire prior to the Ram attack to determine if the attack began in the target's rear arc.
Terrain:
* Low walls are not a legal standard terrain template.
* Units without Jump Jets entering any terrain type that hinders their movement must stop as soon as they occupy that terrain feature (i.e. when their center dot enters the terrain feature).
* 'Mechs or Aquatic movement type units are Submerged when they occupy deep water terrain. Submerged units deal full damage using close combat attacks. Submerged units may not make or be the targets of ranged combat attacks at all.
Combat Enhancement Cards:
There are 6 combat enhancement card types (full details in rulebook):
* Planetary Conditions: Played before deployment. Effects the entire battle.
* Faction Pride: Cost build points based on game build total. Grant a special ability or effect. Require at least one member of faction. Cheaper for 100% pure faction forces. Only one may be played per game. May not be played with a Situational Alliance card.
* Mercenary Contracts: Cost build points based on game build total. Grants a faction symbol to all mercenaries in your force. May grant a special ability or effect.
* Situational Alliances: Cost build points based on game build total. Grant a special ability or effect. Army must contain each faction listed and no non-allied factions. Allows formations using members of any of those factions. Only one may be played per game. May not be played with a Faction Pride card.
* Gear: Costs build points and adds to the point value of a 'Mech. Must meet 'Mech class and probably other requirements (like attack type). Adds a special ability or effect to a 'Mech.
* Pilots: Cost build points and adds to the point value of a ;Mech. Must meet 'Mech class and possibly other requirements. Adds stat bonuses. Gunslingers may add a faction symbol to a 'Mech with no faction symbol for an additional cost. Gunslingers assigned to a 'Mech that already has a faction symbol must pay their recruitment cost for that faction. May cost more on pilot's preferred 'Mech, but will grant additional abilities or effects.
Ack! I messed it up! The 'Mech close combat rule should read:
* 'Mechs always deal a minimum of 1 damage with any successful close combat attack against a single target.
----------------------
Battlefield preparation:
* First player infiltrates first.
Turns:
* Turns are broken up into 3 stages: command, order and clean-up.
* Command, Artillery attacks, Awe, VC3 points and many CEC card effects are resolved during the command stage.
* Order token removal and automatic 'Mech cooling is resolved during the clean-up stage.
Orders:
* 'Mechs can be given an assault combat order if not in base with an enemy. Assault orders can be used to make either a close combat attack or a ranged combat attack. When making an assault order:
- The target gets +1 defense.
- The 'Mech gets +1 heat.
- If making a close combat attack, the 'Mech may move its full move first.
- If making a ranged combat attack, the 'Mech may move half its move first.
- Special Equipment that doesn't require an attack order may be used (currently excludes only TSEMP and Homing Beacon).
Formations:
* Units moving in formation do not take pushing damage if they receive a second order token.
* Mercenaries may be a part of any formation.
* Alliances allow allied factions to make formations using multiple factions.
- The following House alliances are permanent:
o Republic of the Sphere/Highlanders
o House Davion/Swordsworn
o House Steiner/Stormhammers
- The following Grand alliances are effective as of the release of AoD:
o Bannson's Raiders/House Liao
o Spirit Cats/Steel Wolves
- Allied factions do not automatically gain special abilities from other faction's faction abilities, faction pride, or situational alliance cards.
Special Equipment:
* If a VTOL gains Salvage, move it to NOE. If it cannot legally exist at NOE at that location, eliminate it.
* VTOLs can use Improved Targeting during a movement order ranged attack.
* Multi-target Anti-Personnel attacks must divide damage among the targets. Untargeted infantry in base still receive full damage.
* Bypass may be used to take control of a single captured unit even if more than one captured unit is in base contact.
* Even though Bypass eliminates the unit with Bypass, it awards no VC1 points to your opponent if it is used to take control of a captive that was under your control when it was captured.
* Armor Piercing equipment only ignores defense special equipment with the word 'armor' in its name.
Modifiers:
* Quad 'Mechs in hindering get +1 defense. This is the hull-down modifier.
* Units at cruising or on elevated terrain only receive the height advantage modifier (+1 defense) if the attacker is at NOE. Other cruising units or those on elevated terrain may attack normally.
* Units without enemies in base may attack enemies at range even if the target is in base contact with a friendly unit. The target receives +2 defense, or +1 if a 'Mech. This is the friendly fire modifier.
* Units may attack enemies at range even if an enemy is in base with the attacker . The target receives +2 defense. This is the called-shot modifier. Units with multiple ranged attacks may target an enemy in base and another further away without the called-shot modifier. Quad 'Mechs ignore infantry when determining whether to apply the called shot modifier.
* Indirect fire attacks may not be made using the called-shot modifier.
* Anti-aircraft units double their range versus cruising targets only.
Movement:
* VTOLs break away on a 4-6, like other vehicles.
* VTOLs with a speed value less that 13 may not execute ranged combat attack during a move order.
* Quad 'Mechs ignore infantry for break away and movement purposes.
* Quad 'Mechs cannot free spin or change facing on a failed break away attempt.
* Quad 'Mechs do not deal 1 pushing damage to opposing infantry after exiting base contact with them.
* If a 'Mech fails to break away while running, it doesn't receive the +1 heat for the run.
* The aquatic speed mode ignores water for movement, and is considered submerged in deep water.
* Transports may move half their move rounded up when disembarking.
Transports:
* Transports may not board units that have already received an order this turn.
Attacks:
* A close or ranged combat attack roll that is a critical miss will automatically miss all targets and other affected units.
* A close or ranged combat attack roll that is a critical hit will deal +1 damage to all targets or units within the blast radius of artillery tokens. Any other affected units will not receive additional damage.
Close Combat:
* 'Mechs always deal a minimum of 1 damage with any successful close combat attack against a single target.
* Quad 'Mechs without a melee damage type deal 1 damage in close combat.
* Quad 'Mechs may make close combat attacks against any target in base contact.
Ranged Combat:
* Artillery does not require a second order to resolve.
* When an artillery attack resolves, the attacker gets +2 if the line of fire to the marker is not blocked.
Charge:
* Prior to moving a charging 'Mech, draw a line of fire (ignore the attacker's front arc) from the attacker to the target. If the line of fire crosses any non-water terrain or non-infantry base, the target gets +2 to its defense. Use this line of fire to determine if the attack began in the target's rear arc.
* A charging 'Mech will take a minimum of 1 damage, regardless of its primary damage value. Modifiers to a 'Mech's damage value are applied before determining how much damage it does to itself.
Ram:
* Draw a line of fire prior to the Ram attack to determine if the attack began in the target's rear arc.
Terrain:
* Low walls are not a legal standard terrain template.
* Units without Jump Jets entering any terrain type that hinders their movement must stop as soon as they occupy that terrain feature (i.e. when their center dot enters the terrain feature).
* 'Mechs or Aquatic movement type units are Submerged when they occupy deep water terrain. Submerged units deal full damage using close combat attacks. Submerged units may not make or be the targets of ranged combat attacks at all.
Combat Enhancement Cards:
There are 6 combat enhancement card types (full details in rulebook):
* Planetary Conditions: Played before deployment. Effects the entire battle.
* Faction Pride: Cost build points based on game build total. Grant a special ability or effect. Require at least one member of faction. Cheaper for 100% pure faction forces. Only one may be played per game. May not be played with a Situational Alliance card.
* Mercenary Contracts: Cost build points based on game build total. Grants a faction symbol to all mercenaries in your force. May grant a special ability or effect.
* Situational Alliances: Cost build points based on game build total. Grant a special ability or effect. Army must contain each faction listed and no non-allied factions. Allows formations using members of any of those factions. Only one may be played per game. May not be played with a Faction Pride card.
* Gear: Costs build points and adds to the point value of a 'Mech. Must meet 'Mech class and probably other requirements (like attack type). Adds a special ability or effect to a 'Mech.
* Pilots: Cost build points and adds to the point value of a ;Mech. Must meet 'Mech class and possibly other requirements. Adds stat bonuses. Gunslingers may add a faction symbol to a 'Mech with no faction symbol for an additional cost. Gunslingers assigned to a 'Mech that already has a faction symbol must pay their recruitment cost for that faction. May cost more on pilot's preferred 'Mech, but will grant additional abilities or effects.
* Situational Alliances: Cost build points based on game build total. Grant a special ability or effect. Army must contain each faction listed and no non-allied factions. Allows formations using members of any of those factions. Only one may be played per game. May not be played with a Faction Pride card.
Where do you see the thing about "Army must contain each faction listed and no non-allied factions." I thought you only have to have one unit from each faction to use the card? The rest of the force could be made up of the rainbow.
* Situational Alliances: Cost build points based on game build total. Grant a special ability or effect. Army must contain each faction listed and no non-allied factions. Allows formations using members of any of those factions. Only one may be played per game. May not be played with a Faction Pride card.
Where do you see the thing about "Army must contain each faction listed and no non-allied factions." I thought you only have to have one unit from each faction to use the card? The rest of the force could be made up of the rainbow.
"In order to use a situational alliance card, you must have at least one unit from each of the factions named on the card in your battleforce, and the only other factions that may be included in your battleforce are those named in a House or Grand Alliance." pg 36 Situational Alliances
Spudkin is assuming the second sentence means factions named in a House or Grand Alliance with one of the factions named on the card.
Whoops! It looks like you answered your own question already.
Since WK did not post a FAQ today (obstensibly because of a power failure, so I'm trying not to be too upset), this thread will probably be the only source of key clarifications for BM's and players this weekend at the prerelease. I suggest that everyone planning to attend a prerelease should print off the clarifications at the top of this thread, and show them to the BM or BMs before the prerelease so that there are no confusions. (In a perfect world, every BM would have already reviewed this thread and have the clarifications printed off for their players. Unfortunately, we don't live anywhere near perfect, that's why there's MWRealms.) Since the prize is such a valuable & desireable commodity, it would suck even worse than usual if anyone was beaten out of a win by an unexpected ruling.
Just trying to watch out for my homies out there in the MW community. Good luck!
Thanks, Cloudmoon. I'm glad I could help. :)
Just remember, this list is no substitute for the rules. Any ruling by your battlemaster trumps this list (unless you can show them the justification in the actual rulebook).
BTW, there's one more change to list, and a minor clarification:
Here are those two updates:
* 'Mechs have a minimum damage value of 1 when making close combat attacks against a single target. The damage can still be reduced by armor.
* Transports that become salvaged disembark their passengers at then end of the order that caused them to become salvaged (not immediately). You can kill passengers more easily with things like Pulse, Rapid Strike, No Mercy, etc.
And here's a new updated version of the complete list for those who are interested...
----------------------
Battlefield preparation:
* First player infiltrates first.
Turns:
* Turns are broken up into 3 stages: command, order and clean-up.
* Command, Artillery attacks, Awe, VC3 points and many CEC card effects are resolved during the command stage.
* Order token removal and automatic 'Mech cooling is resolved during the clean-up stage.
Orders:
* 'Mechs can be given an assault combat order if not in base with an enemy. Assault orders can be used to make either a close combat attack or a ranged combat attack. When making an assault order:
- The target gets +1 defense.
- The 'Mech gets +1 heat.
- If making a close combat attack, the 'Mech may move its full move first.
- If making a ranged combat attack, the 'Mech may move half its move first.
- Special Equipment that doesn't require an attack order may be used (currently excludes only TSEMP and Homing Beacon).
Formations:
* Units moving in formation do not take pushing damage if they receive a second order token.
* Mercenaries may be a part of any formation.
* Alliances allow allied factions to make formations using multiple factions.
- The following House alliances are permanent:
o Republic of the Sphere/Highlanders
o House Davion/Swordsworn
o House Steiner/Stormhammers
- The following Grand alliances are effective as of the release of AoD:
o Bannson's Raiders/House Liao
o Spirit Cats/Steel Wolves
- Allied factions do not automatically gain special abilities from other faction's faction abilities, faction pride, or situational alliance cards.
Special Equipment:
* If a VTOL gains Salvage, move it to NOE. If it cannot legally exist at NOE at that location, eliminate it.
* VTOLs can use Improved Targeting during a movement order ranged attack.
* Multi-target Anti-Personnel attacks must divide damage among the targets. Untargeted infantry in base still receive full damage.
* Bypass may be used to take control of a single captured unit even if more than one captured unit is in base contact.
* Even though Bypass eliminates the unit with Bypass, it awards no VC1 points to your opponent if it is used to take control of a captive that was under your control when it was captured.
* Armor Piercing equipment only ignores defense special equipment with the word 'armor' in its name.
Modifiers:
* Quad 'Mechs in hindering get +1 defense. This is the hull-down modifier.
* Units at cruising or on elevated terrain only receive the height advantage modifier (+1 defense) if the attacker is at NOE. Other cruising units or those on elevated terrain may attack normally.
* Units without enemies in base may attack enemies at range even if the target is in base contact with a friendly unit. The target receives +2 defense, or +1 if a 'Mech. This is the friendly fire modifier.
* Units may attack enemies at range even if an enemy is in base with the attacker . The target receives +2 defense. This is the called-shot modifier. Units with multiple ranged attacks may target an enemy in base and another further away without the called-shot modifier. Quad 'Mechs ignore infantry when determining whether to apply the called shot modifier.
* Indirect fire attacks may not be made using the called-shot modifier.
* Anti-aircraft units double their range versus cruising targets only.
Movement:
* VTOLs break away on a 4-6, like other vehicles.
* VTOLs with a speed value less that 13 may not execute ranged combat attack during a move order.
* Quad 'Mechs ignore infantry for break away and movement purposes.
* Quad 'Mechs cannot free spin or change facing on a failed break away attempt.
* Quad 'Mechs do not deal 1 pushing damage to opposing infantry after exiting base contact with them.
* If a 'Mech fails to break away while running, it doesn't receive the +1 heat for the run.
* The aquatic speed mode ignores water for movement, and is considered submerged in deep water.
* Transports may move half their move rounded up when disembarking.
Transports:
* Transports may not board units that have already received an order this turn.
* Transports that become salvaged disembark their passengers at then end of the order that caused them to become salvaged (not immediately).
Attacks:
* A close or ranged combat attack roll that is a critical miss will automatically miss all targets and other affected units.
* A close or ranged combat attack roll that is a critical hit will deal +1 damage to all targets or units within the blast radius of artillery tokens. Any other affected units will not receive additional damage.
Close Combat:
* 'Mechs have a minimum damage value of 1 when making close combat attacks against a single target.
* Quad 'Mechs without a melee damage type deal 1 damage in close combat.
* Quad 'Mechs may make close combat attacks against any target in base contact.
Ranged Combat:
* Artillery does not require a second order to resolve.
* When an artillery attack resolves, the attacker gets +2 if the line of fire to the marker is not blocked.
Charge:
* Prior to moving a charging 'Mech, draw a line of fire (ignore the attacker's front arc) from the attacker to the target. If the line of fire crosses any non-water terrain or non-infantry base, the target gets +2 to its defense. Use this line of fire to determine if the attack began in the target's rear arc.
* A charging 'Mech will take a minimum of 1 damage, regardless of its primary damage value. Modifiers to a 'Mech's damage value are applied before determining how much damage it does to itself.
Ram:
* Draw a line of fire prior to the Ram attack to determine if the attack began in the target's rear arc.
Terrain:
* Low walls are not a legal standard terrain template.
* Units without Jump Jets entering any terrain type that hinders their movement must stop as soon as they occupy that terrain feature (i.e. when their center dot enters the terrain feature).
* 'Mechs or Aquatic movement type units are Submerged when they occupy deep water terrain. Submerged units deal full damage using close combat attacks. Submerged units may not make or be the targets of ranged combat attacks at all.
Combat Enhancement Cards:
There are 6 combat enhancement card types (full details in rulebook):
* Planetary Conditions: Played before deployment. Effects the entire battle.
* Faction Pride: Cost build points based on game build total. Grant a special ability or effect. Require at least one member of faction. Cheaper for 100% pure faction forces. Only one may be played per game. May not be played with a Situational Alliance card.
* Mercenary Contracts: Cost build points based on game build total. Grants a faction symbol to all mercenaries in your force. May grant a special ability or effect.
* Situational Alliances: Cost build points based on game build total. Grant a special ability or effect. Army must contain each faction listed and no non-allied factions. Allows formations using members of any of those factions. Only one may be played per game. May not be played with a Faction Pride card.
* Gear: Costs build points and adds to the point value of a 'Mech. Must meet 'Mech class and probably other requirements (like attack type). Adds a special ability or effect to a 'Mech.
* Pilots: Cost build points and adds to the point value of a ;Mech. Must meet 'Mech class and possibly other requirements. Adds stat bonuses. Gunslingers may add a faction symbol to a 'Mech with no faction symbol for an additional cost. Gunslingers assigned to a 'Mech that already has a faction symbol must pay their recruitment cost for that faction. May cost more on pilot's preferred 'Mech, but will grant additional abilities or effects.
i just had a quick question about the charge rule, i understand the drawing a line to see if the charge is unimpeded, but it used to be if the target you wanted to charge was outside your front arc you didn not have line of sight to it and could not charge it. Has this changed or is it still the same?
Solain13 - there was no line of sight rule for Charge in the original Dark Age rules. Several people suggested house rules requiring something like that (I believe StuManUSA's believable rules had something like it), but there was nothing official.
Originally you could charge around buildings, backwards and receive no penalty at all.
Now, if you draw a line of sight (just a straight line from center dot from center dot, range and arc are irrelevant) and it crosses non-water terrain or a non-infantry base, the target gets +2 defense.
Um, I think you meant to say line of fire instead of line of sight in your last post, Spudkin.
WK has essentially added the term "line of fire" to the MW lexicon. I think the primary purpose of this is to make clear that, yes, any VTOL at cruising always has a clear line of fire to every other unit on the battlefield, and thus the DF/SC alliance is almost impossible to overcome under normal circumstances.
Some questions that haven't yet been covered in this thread:
1) How do Merc contracts interact with gunslinger recruitment to a faction? (I understand that it's been clarified elsewhere, but not here.)
2) How does Predator work with other means of gaining a second attack (Rapid Strike, Pulse, No Mercy)?
3) If you have a formation of 3-5 units, and some of them are in base contact with a single enemy unit and others are not, can you declare a formation ranged combat attack against that unit? (Assume arc and min/max range requirements are all met.) If so, does the called shot modifier always apply, never apply, or does it depend on which unit in the formation is the primary firer?
4) If you have a formation of 3-5 units, and some of them are in base contact with an enemy unit or units and others are not, can you declare a formation ranged combat attack against a different enemy unit that is not in base contact with any friendly units? (Assume arc and min/max range requirements are all met.) If so, does the friendly fire modifier always apply, never apply, or does it depend on which unit in the formation is the primary firer?
5) Can I use a faction-specific pilot in a gunslinger 'Mech if I also use a Merc contract of the pilot's faction?
Um, I think you meant to say line of fire instead of line of sight in your last post, Spudkin.
Yes, that's what I meant. Though line of sight could be considered synonymous, the correct term is 'line of fire'.
BTW, I left out several of the issues you brought up here, because I didnt' feel they were adequately answered officially yet. But, since you've exposed my secrets ( :p ), I'll tell you my thoughts about these issues as they stand right now.
Quote
1) How do Merc contracts interact with gunslinger recruitment to a faction? (I understand that it's been clarified elsewhere, but not here.)
There was a recent clarification about this, though I want it to be in a FAQ before I feel I can stand behind it 100%. Supposedly using a Merc contract recruits both the 'Mech and the gunslinger pilot automatically, so the gunslinger doesn't have to pay a recruitment cost. The other side of this is that gunslingers can't recruit to a different faction if a Merc contract is in play for their army.
Quote
2) How does Predator work with other means of gaining a second attack (Rapid Strike, Pulse, No Mercy)?
Again, I want the soso clarification about this one in a FAQ before I can stand behind it 100%. It seems that there is an intent to restrict the 'extra attack' effects to only one per order.
Quote
3) If you have a formation of 3-5 units, and some of them are in base contact with a single enemy unit and others are not, can you declare a formation ranged combat attack against that unit? (Assume arc and min/max range requirements are all met.) If so, does the called shot modifier always apply, never apply, or does it depend on which unit in the formation is the primary firer?
This one has somewhat of a basis in the rules. On page 30 it says, 'Only units eligible to receive ranged combat orders may be members of ranged combat formations.' This suggests that any unit that could make a ranged attack on its own could be a member of a ranged combat formation. So, even if a member of a formation is based, as long as all other requirements are met (range, arc, faction, etc.), that formation is legal.
I want that one in the FAQ, too, though. :)
Quote
4) If you have a formation of 3-5 units, and some of them are in base contact with an enemy unit or units and others are not, can you declare a formation ranged combat attack against a different enemy unit that is not in base contact with any friendly units? (Assume arc and min/max range requirements are all met.) If so, does the friendly fire modifier always apply, never apply, or does it depend on which unit in the formation is the primary firer?
This goes to the answer of the previous question. If one of the members of your formation is in base with an enemy and so is your target, that member could not make a ranged attack on its own. Therefore, it cannot help as part of a ranged combat formation.
Quote
5) Can I use a faction-specific pilot in a gunslinger 'Mech if I also use a Merc contract of the pilot's faction?