Basic to hit = Gunnery Skill |
|
All Attacks: Weapons and Physical | Modifier |
Attacker | |
Movement* | |
Stationary | None |
Walked | +1 |
Ran | +2 |
Jumped | +3 |
Prone | +2 |
Terrain | |
Light Woods | +1 per intervening hex, |
+1 if target in Light Woods | |
Heavy Woods | +2 per intervening hex, |
+2 if target in Heavy Woods | |
Water** | |
Depth 1 | -1 to hit a BattleMech in Water hex. |
Partial Cover also applies | |
+1 to hit for BattleMech firing from Water hex | |
Depth 2 | BattleMechs cannot fire into or out of Depth 2+ water |
Partial Cover | +3 (use BattleMech Punch Location Table) |
Target | |
Prone | -2 from adjacent hex, +1 from all others |
Immobile | -4 |
Skidding | +2 |
Movement | |
Moved 0-2 hexes | 0 |
Moved 3-4 hexes | +1 |
Moved 5-6 hexes | +2 |
Moved 7-9 hexes | +3 |
Moved 10+ hexes | +4 |
Jumped | +1 additional |
Is battle armor unit | +1 |
Is stuck in Swamp hex | -2 |
Weapon Attacks Only | |
Attacker | |
BattleMech Damage | |
Sensor Hit | +2 |
Shoulder Hit | +4 for weapons in arm, disregard other |
damaged actuators in arm | |
Upper or Lower Arm Actuator (each) | +1 for weapons in arm |
Heat | |
0-7 | None |
8-12 | +1 |
13-16 | +2 |
17-23 | +3 |
24+ | +4 |
Making indirect LRM attack | +1 |
Range and Terrain | |
Range | |
Short | None |
Medium | +2 |
Long | +4 |
Minimum Range | +1 at minimum range, additional +1 per |
hex less than minimum range | |
Attacker and target on different levels | |
of same building (concealment) | +3 |
Target | |
Secondary target in forward arc | +1 |
Secondary target tn side or rear arc | +2 |
Physical Attacks Only | |
Attacker | |
BattleMech Damage | |
Shoulder Hit | No punching or hatchet/sword attack with arm, |
no clubbing attacks, +2 to pushing attack (each) | |
Upper or Lower Arm Actuator Hit (each) | i +2 to punching and hatchet/sword attack with arm, |
half damage for punching attack with arm, | |
+2 to clubbing attacks | |
Hand Actuator Hit | +1 to punching attack with arm, no clubbing attacks, |
no hatchet/sword attacks with arm | |
Hip Actuator Hit | No kicking attacks |
Upper or Lower Arm Actuator Hit (each) | I +2 and half damage to kicking attack with leg |
Foot Actuator Hit | +1 to kicking attack with leg |
Target | |
Infantry | +3 to kicking and death from above attacks |
Other Modifiers | |
Charging attack | Modify for relative Piloting Skills (p 41) |
Death from Above attack | Modify for relative Piloting Skills (p 42) |
* Does not apply to infantry units | |
* * See Underwater Operations, p 88 for exceptions |
|
||
Die Roll (2D6) | Front/Rear | Side |
2* | Armor (critical) | Armor (critical) |
3 | Armor1 | Armor1 |
4 | Armor2 | Armor2 |
5 | Armor3 | Armor2 |
6 | Armor | Armor |
7 | Armor | Armor |
8 | Armor | Armor |
9 | Armor | Armor3 |
10 | Turret Armor | Turret Armor |
11 | Turret Armor4 | Turret Armor4 |
12* | Turret Armor (critical) | Armor (critical) |
GROUND VEHICLE HIT LOCATION TABLE Note: If there is no turret, then all turret hits become normal armor hits 1 A track, axle, or lift fan has been destroyed, the unit cannot move for the rest of the game If a hovercraft suffers this hit while over Depth 1 or deeper water, it stnks and is destroyed 2 A drive, wheel, or air-skirt has been damaged; -1 Cruising MP for the rest of the game 3 If the vehicle is a hovercraft, an air skirt has been damaged, -1 Cruising MP for the rest of the game If not a hovercraft, no additional effect 4 The turret locks in its current position and cannot be moved for the rest of the game it can only fire out of its current arc. If there is no turret, no additional effect * A result of 2 or 12 may inflict a critical hit Apply damage to the armor in that sec tion in the normal manner, but the attacking player also rolls once on the Determining Critical Hits Table, p 35 |
|
|
Die Roll (1D6) | Result |
1 | Crew Stunned (No actions for the rest of this turn and 2 more turns) |
2 | Mam Weapon Jams (No fire from largest system for 1 turn) |
3 | Engine Hit (No movement for rest of game, if a hovercraft suffers this hit while over Depth 1 or deeper water, it sinks and is destroyed ) |
4 | Crew Killed (Vehicle out of game) |
5 | Fuel Tank Hit (Vehicle explodes) |
6 | Ammo/Power Plant Hit (Vehicle explodes) |
|
|
Activity | Heat Points |
Walking | +1 per turn |
Running | +2 per turn |
Jumping | +1 per hex (minimum of 3 per turn) |
Attempting to Stand | +1 per attempt |
Weapons Fire | Per Weapons and |
Equipment Tables, p 115 | |
Heat Sink | -1 per operational heat sink |
-2 per operational double heat sink | |
-1 additional per heat sink under | |
water (maximum 6 points) | |
-2 additional per double heat sink | |
underwater (maximum 6 points) | |
First Engine Hit | +5 per turn |
Second Engine Hit | +10 (total) per turn |
Fire | |
Walking through | +2 per hex |
Standing in | +5 per turn |
|
|||
Building Type | Original CF | Piloting MP Cost* | Skill Modifier |
Light | 1-15 | 2 | 0 |
Medium | 16-40 | 3 | +1 |
Heavy | 41-90 | 4 | +2 |
Hardened | 91-150 | 5 | +5 |
* Infantry pay only l MP to enter a Building hex, regardless of type. |
|
|
Heat | Avoid |
Level | Number |
10 | 4+ |
14 | 6+ |
19 | 8+ |
23 | 10+ |
28 | 12 |
|
|
BattleMech's Situation | Modifier |
Damage to BattleMech | |
BattleMech takes 20+ Damage Points in one phase | +1 |
BattleMech reactor shuts down | +31 |
Leg/foot actuator destroyed | +1 |
Hip actuator destroyed | +2 |
Gyro hit | +3 |
Gyro destroyed | Automatic Fall |
Leg destroyed | Automatic Fall |
Physical Attacks on BattleMech | |
BattleMech was kicked | 0 |
BattleMech was pushed | 0 |
BattleMech was successfully charged/ | |
death from above attack | +2 |
Unit s Actions | |
BattleMech missed kick | 0 |
BattleMech makes a successful charging attack | +2 |
BattleMech made death from above attack | +42 |
BattleMech entering Depth 1 Water hex | -1 |
BattleMech entering Depth 2 Water hex | 0 |
BattleMech entering Depth 3+ Water hex | +1 |
BattleMech attempting to stand | 0 |
BattleMech entering Rubble hex | 0 |
Running unit moves after facing change | |
while on pavement | See Skidding Movement below |
Ranking VTOL moves after facing change | See Sideslipping p 55 |
BattleMech jumping with damaged gyro | |
or leg/foot/hip actuators | per Preexisting Damage below |
BattleMech jumping with destroyed leg | per Preexisting Damage below |
BattleMech running with damaged hip or gyro | per Preexisting Damage below |
Special Case | |
MechWarnor trying to avoid damage when | |
his BattleMech is falling | +1/level fallen |
Preexisting Damage | |
Per leg/foot actuator previously destroyed | +1 |
Per hip actuator previously destroyed | +2 |
Gyro previously hit | +3 |
Leg previously destroyed | +54 |
Skidding Movement | |
Hexes Moved in Turn | |
0-2 | -1 |
3-4 | 0 |
5-7 | +1 |
8-10 | +2 |
11+ | +4 |
Building Movement3 | |
Unit entering/leaving Light Building hex | 0 |
Unit entering/leaving Medium Building hex | +1 |
Unit entering/leaving Heavy Building hex | +2 |
Unit entering/leaving Hardened Building hex | +5 |
Hexes Moved in Turn | |
1-2 | 0 |
3-4 | +1 |
5-6 | +2 |
7-9 | +3 |
10+ | +4 |
1 Only during the turn that the reactor shuts down If the MechWarnor must make a Piloting Skill Roll for a Mech with a shut-down reactor the BattleMech automatically falls 2 Automatic fall if death from above attack is unsuccessful 3 To avoid damage only Does not result m a fall if Piloting Skill Roll fails See Buildings p 49 Add an additional modifier of 1 if unit is charging or being charged (in addition to the +2 modifier normally required in that situation) 4 Do not add modifiers for other damaged actuators in the leg |
|
||
Terrain Type/ Activity | MP Cost Per Hex | Prohibited Units |
Clear | 1 | Naval |
Paved/Road/Bndge | 13 | Naval |
Rough | 2 | Wheeled Naval |
Light Woods | 2 | Wheeled Hover Naval |
Heavy Woods | 3 | Ground Naval |
Water |
|
|
Depth 0 | 1 | Naval |
Depth 1 | 21 | Infantry Ground** |
Depth 2+ | 41 | Infantry Ground4 |
Elevation Change (up or down) |
|
|
1 level | +1 ( Mechs VTOL Subs) | — |
+2 (Infantry Ground) |
|
|
2 levels | +2 ( Mechs VTOL Subs) | Infantry Ground |
3+ levels | +1/level (VTOL Subs) | Mechs Infantry Ground |
Rubble | 21 | Wheeled Naval |
Light Building | 22 | Naval |
Medium Building | 32 | Naval |
Heavy Building | 42 | Naval |
Hardened Building | 52 | Naval |
Movement Actions |
|
|
Facing Change | 1/hexside5 | — |
Dropping to the Ground | 1 | — |
Standing Up | 2/attempt | — |
1 Piloting Skill Roll required to prevent falling 2 Piloting Skill Roll required to prevent damage infantry pay only 1 MP to enter or leave any building 3 If traveling along road otherwise cost of underlying terrain 4 Hovercraft may enter all Water hexes 5 No cost for infantry |
|
|||
Die Roll Result | Left Side | Front/Rear | Right Side |
1-3 | Left Leg | Right Leg | Right Leg |
4-6 | Left Leg | Left Leg | Right Leg |
|
||
Die Roll (1D6) | New Facing | Hit Location |
1 | Same Direction | Front |
2 | 1 Hexside Right | Right Side |
3 | 2 Hexsides Right | Right Side |
4 | Opposite Direction | Rear |
5 | 2 Hexsides Left | Lett Side |
6 | 1 Hexside Lett | Left Side |
|
|||
D6 Result | Leftside | Front/Rear | Right Side |
1 | Left Torso | Left Arm | Right Torso |
2 | Left Torso | Left Torso | Right Torso |
3 | Center Torso | Center Torso | Center Torso |
4 | Left Arm | Right Torso | Right Arm |
5 | Left Arm | Right Arm | Right Arm |
6 | Head | Head | Head |
|
|||
Die Roll (2D6) | Left Side | Front/Rear | Right Side |
2* | L Torso | C Torso | R Torso |
(critical) | (critical) | (critical) | |
3 | Left Leg | Right Arm | Right Leg |
4 | Left Arm | Right Arm | Right Arm |
5 | Left Arm | Right Leg | Right Arm |
6 | Left Leg | Right Torso | Right Leg |
7 | Left Torso | C Torso | Right Torso |
8 | C Torso | Left Torso | C Torso |
9 | Right Torso | Left Leg | Left Torso |
10 | Right Arm | Left Arm | Left Arm |
11 | Right Leg | Left Arm | Left Leg |
12 | Head | Head | Head |
* A result of 2 may inflict a cntical hit Apply damage to the armor in that section m the normal manner but the attacking player also rolls once on the Determining Critical Hits Table p 35 |
Die Roll (2D6) | Number of Missiles Fired | |||||||||
2 | 3 | 4 | 5 | 6 | 9 | 10 | 12 | 15 | 20 | |
2 | 1 | 1 | 1 | 1 | 2 | 3 | 3 | 4 | 5 | 6 |
3 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 5 | 6 |
4 | 1 | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 6 | 9 |
5 | 1 | 2 | 2 | 3 | 3 | 5 | 6 | 8 | 9 | 12 |
6 | 1 | 2 | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 12 |
7 | 1 | 2 | 3 | 3 | 4 | 5 | 6 | 8 | 9 | 12 |
8 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 8 | 9 | 12 |
9 | 2 | 2 | 3 | 4 | 5 | 7 | 8 | 10 | 12 | 16 |
10 | 2 | 3 | 3 | 4 | 5 | 7 | 8 | 10 | 12 | 16 |
11 | 2 | 3 | 4 | 5 | 6 | 9 | 10 | 12 | 15 | 20 |
12 | 2 | 3 | 4 | 5 | 6 | 9 | 10 | 12 | 15 | 20 |
|
|
Die Roll (2D6) | Effect |
2-7 | No Critical Hit |
8-9 | Roll 1 Critical Hit Location |
10-11 | Roll 2 Critical Hit Locations |
12 | Head/Limb Blown Off/Roll 3 |
Critical Hit Locations* | |
* Roll 3 critical hit locations if the attack strikes the torso |