Tables - BattleTech Master Rules

ATTACK MODIFIERS TABLE
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  

 

GROUND VEHICLE HIT LOCATION TABLE
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

 

GROUND VEHICLE CRITICAL HITS TABLE
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)

 

HEAT POINT TABLE
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 MODIFIERS TABLE
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.

 

INFERNO AMMO EXPLOSION TABLE
Heat Avoid
Level Number
10 4+
14 6+
19 8+
23 10+
28 12

 

PILOTING SKILL ROLL TABLE
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

 

MOVEMENT COST TABLE
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

 

BATTLEMECH KICK LOCATION TABLE
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

 

FACING AFTER A FALL TABLE
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

 

BATTLEMECH PUNCH LOCATION TABLE
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

 

BATTLEMECH HIT LOCATION TABLE
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

 

DETERMINING CRITICAL HITS
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

 

 


© 2001 Nic Jansma, All Rights Reserved.