There are several subtle changes to the rules that provide some new options as well as balancing some weapons. In addition several style changes have been implemented and some re-balancing of certain armies (Peace River, CEF, and Black Talons, I'm looking at you!).
More details after the cutoff
Submitted by Dave McLeod on Fri, 02/14/2014 - 1:17am
The Alpha play test is revving up, many players are reading and commenting on the rules and now it’s time to have a quick review of attacking, weapons attributes, and damage effects.
How to resolve an attack in Heavy Gear is not a lot more complicated that making an opposed test for the attack and defender (s). Getting the attack to stick and do damage is going to take some work since the attacker has to fight against the natural defender’s advantage, terrain. There are several ways to improve your odds when attacking.
Submitted by Dave McLeod on Thu, 02/06/2014 - 8:34pm
There is nothing like a new release to get a month started.
I’ve been humbled and impressed by the quality of the responses that have come in to the initial readings and games played. It’s clear we live in a connected world with responses on the forums, e-mail, messages and others. The Heavy Gear Alpha sub-forum will have logged over 350 thread responses by the time I’m done this blog post on Monday AM.
One thing is clear. There’s a lot of interest. Some new faces and some old familiar ones are popping in to help out with their experience and knowledge. The sheer brain power being marshaled means only one thing: People care. It’s the most important thing to remember is that the person on the other side of the conversation also cares about the game and the setting and the little details that make it such a great sandbox to play in. We owe it to each other to debate the points honestly, respectfully, and even bluntly.
Submitted by Dave McLeod on Mon, 02/03/2014 - 1:25am
(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.
Submitted by Dave McLeod on Thu, 01/30/2014 - 5:13pm
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:
Submitted by Dave McLeod on Wed, 01/29/2014 - 4:34pm
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:
Submitted by Dave McLeod on Mon, 01/27/2014 - 1:31pm
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.
Submitted by Dave McLeod on Wed, 01/22/2014 - 2:09pm