BattleMech Manual Open Beta
BattleMech Manual Open Beta
BattleMech Manual Open Beta
%% Standing from seven to sixteen meters tall, and weighing from twenty to one hundred tons
%% Powered by an armored and shielded fusion reactor
%% Skeleton of honeycombed, foamed aluminum core wrapped with stressed silicon carbide monofilament and sheathed
by a rigid, titanium-steel shell
%% Locomotion generated via bundles of polyacetylene-fiber myomer muscles
%% Protected by aligned-crystal steel over a layer of boron nitride impregnated with diamond monofilaments
%% Mounting a swath of powerful weapons from charged particle beams to lasers, missiles to rapid-fire autocannons
%% All at the command of the noble elite, the MechWarriors
The modern BattleMech is the end result of more than three thousand years of battlefield technology development. Combining
awesome destructive power and unparalleled maneuverability, the BattleMech is perhaps the most complex machine ever produced.
The undisputed master of thirty-first century warfare, the BattleMech seems destined to reign supreme for centuries to come.
—Excerpts from a promotional pamphlet originally distributed by Defiance Industries of Hesperus, Lyran Commonwealth, 3007
©2017 The Topps Company, Inc. All Rights Reserved. BattleMech Manual, BattleTech,
Alpha Strike, BattleMech, ’Mech and MechWarrior are registered trademarks and/or trademarks
of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and
the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Printed in USA. WEBSITE: CATALYSTGAMELABS.COM
BATTLETECH SURVEY
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4
BATTLEMECH MANUAL
INTRODUCTION
%% Standing from seven to sixteen meters tall, and weighing from twenty to one hundred tons
Weapons
%% Powered by an armored and shielded fusion reactor
%% Skeleton of honeycombed, foamed aluminum core wrapped with stressed silicon carbide monofilament and sheathed by a rigid,
titanium-steel shell
%% Locomotion generated via bundles of polyacetylene-fiber myomer muscles
%% Protected by aligned-crystal steel over a layer of boron nitride impregnated with diamond monofilaments
Case Rules
Special
%% Mounting a swath of powerful weapons from charged particle beams to lasers, missiles to rapid-fire autocannons
%% All at the command of the noble elite, the MechWarriors
The modern BattleMech is the end result of more than three thousand years of battlefield technology development. Combining
Urban Combat
awesome destructive power and unparalleled maneuverability, the BattleMech is perhaps the most complex machine ever produced.
The undisputed master of thirty-first century warfare, the BattleMech seems destined to reign supreme for centuries to come.
Battlefield
The BattleMech Manual has been designed from the ground For many more optional rules to expand your BattleTech games,
up to cater to the BattleTech player wishing to participate in an see Tactical Operations (TO), Strategic Operations (SO), Interstellar
The
all-’Mech engagement. Using the most up-to-date rules text, the Operations (IO), Campaign Operations (CO), and Alpha Strike (AS).
BattleMech Manual focuses on presenting the complete standard
rules for BattleMechs in as clean and concise a manner as possible.
GAME TERMS
Other Actions
The following terms describe important concepts used in the
VS. TOTAL WARFARE BattleTech rules.
The BattleMech Manual is an alternate presentation of the
BattleTech rules as seen in Total Warfare, not a new edition. Most
’MECH
of the rules as published in both books are the same, though the
This is the common abbreviation for “BattleMech”, and will be
BattleMech Manual rewords many of them for clarity or reduced
Heat
used throughout the text. Unless specified otherwise, this term
word count. It also incorporates all relevant errata as of its
refers to both biped and four-legged BattleMechs.
publishing date.
Additionally, the Manual adds rules and items of equipment
from sources other than Total Warfare, such as combat-dropping FOUR-LEGGED ’MECH
Damage
BattleMechs and expanded terrain options. As many players regularly Often simply called “quads,” rather than having two arms and
use such rules, the Manual includes them to provide a one-stop two legs, these ’Mechs instead have four legs. Notable examples
BattleMech play experience. However, some of these rules appear in are the Scorpion, Goliath, and Tarantula ’Mechs.
a simplified or stripped-down form compared to their original form,
in the interest of presenting a taste of the wider BattleTech ruleset but
Combat
not overwhelming the reader with complexity.
STRATEGIC RULES
OPTIONAL RULES The players will find numerous “Strategic” sidebars in
Throughout the text, you will find rules labeled “(Optional)”. the pages of the BattleMech Manual. These are all optional Movement
These are variants that expand upon or slightly twist the existing rules. However, these are set-off in a sidebar style because
rules to allow for a potentially more interesting game. As their label there’s a distinct difference. Unlike the rest of the optional
indicates, these rules are entirely optional: the use of each must rules that are concerned with the modification of specific
be clearly detailed and agreed on by all players prior to setting up mechanics within the game—a little more movement,
the game. or a different way for a BattleMech to stand up—these
Game
Playing
While the BattleMech Manual is self-contained and there’s play or because it’s an option that a large part of the
literally hundreds of hours of enjoyment within its pages, there is community regularly uses: they’re ultimately about ways
Introduction
an epic body of additional weapons, equipment and rules that cover to make the BattleTech gaming experience better.
a huge swath of the BattleTech experience: from vehicles to infantry
to aerospace elements, much less a plethora of additional optional
rules for expanding your BattleMech experience.
5
Game Terms
INTRODUCTION
Game Terms
INTRODUCTION
Common
BattleTech mapsheet represent a typical mixture of the terrain Rough terrain represents broken, rocky
found on the habitable worlds of the Inner Sphere. The following and jumbled ground. Though firm, the
symbols represent each type of terrain as described. Specific rules unevenness of this type of terrain makes it
regarding the effect of terrain on movement and combat appear more difficult to cross than clear terrain.
in The Battlefield chapter (p. 59).
Weapons
RUBBLE
CLEAR Weapons fire, fire damage and physical
DEPTH 1
Clear terrain represents
DEPTH 2
fields, meadows
DEPTH 3
damage inflicted by BattleMechs can reduce a
and other grasslands. The ground is firm and building to a rubble terrain hex. A Rubble hex
Case Rules
may be gently rolling, but its Level does not is difficult to move through.
Special
change significantly from one side of the hex
DEPTH 1 DEPTH 2 DEPTH 3
to the other. SAND
If a hex is not clearly marked as containing another terrain Sand terrain simulates the deep, shifting
type, assume it is clear.
Urban Combat
sands common to deserts and beaches
throughout known space.
JUNGLE, LIGHT
Jungle terrain contains thick trees WATER
and shrubs, hanging vines and dense Streams, rivers, swamps, ponds and lakes
undergrowth that makes movement
Battlefield
are covered by Water terrain hexes. A Water
extremely slow and difficult. hex is defined by depth levels (see Level
The
Change, p. 16).
JUNGLE, HEAVY
Heavy jungle terrain is an even denser, WOODS, LIGHT
Other Actions
taller growth of vegetation, impeding DEPTH 1 Light woods terrain isDEPTH
DEPTH 2 covered
3 with sparse
movement further. trees of up to 12 meters in height. BattleMechs
cannot cross this terrain as easily as clear terrain.
PAVEMENT
A Paved hex offers a fairly smooth WOODS, HEAVY
and very hard surface. Paved hexes Heavily wooded terrain is covered thickly
Heat
typically include roads, sidewalks, and with 12-meter-tall trees, making movement
landing fields made of asphalt, cement, or through these areas very difficult. Light woods
even cobblestone. often border heavy woods.
Damage
COMPONENTS DICE
BattleTech often employs a number of physical components, BattleTech requires players to use two six-sided
dice. If the situation requires the player to roll one
Combat
such as the following.
die, the rules indicate this in shorthand as 1D6. Unless
otherwise noted, the abbreviation 2D6 means the
COUNTERS player rolls both dice and adds the results together.
Certain terrain features, such as rubble—
or buildings, if players wish to add buildings to Movement
features on the maps, the use of counters combat by moving ’Mechs from hex to hex during a turn.
the
Components
INTRODUCTION
1
ARMOR DIAGRAM
1
TM
ARMOR DIAGRAM
The Armor Diagram on the top right-hand side of the record Left Torso
Head (9)
Right Torso
2 3
while the Internal Structure Diagram directly below it shows the 'MECH DATA
’MECH RECORD SHEET
WARRIOR DATA
arrangement of a ’Mech’s internal structure. Each circle on the Armor Type: MAD CAT PRIME Name:
Movement Points: Tonnage: 75 Gunnery Skill: Piloting Skill:
Diagram represents a point of armor. As armor is destroyed, the Walking:
Running:
5
8
Tech Base: Clan
Succession
Hits Taken 1
Consciousness# 3
2 3 4 5 6
5 7 10 11 Dead
player marks off the appropriate circles. When all the circles in one Jumping: 0 Wars
location is destroyed. This is covered in detail in the Damage chapter 1 LRM 20 RT 6 1/Msl
(M,C,S)
— 7 14 21 Leg
(32)
Center
Torso
Rear (9)
Leg
(32)
The Armor Diagram also shows the front and rear armor of 1 Machine Gun CT 0 2
(DB,AI)
— 1 2 3
the ’Mech’s three torso locations (the arms, legs and head do not BV: 2,737
Left
Torso Rear
Right
Torso Rear
have rear armor locations). The Damage Transfer Diagram, which CRITICAL HIT TABLE
(7) (7)
Heat
INTERNAL STRUCTURE DIAGRAM
appears at the bottom of the Critical Hit Table, shows where the Scale
4
Head
Left Arm 1. Life Support Right Arm Left Torso (16)
Head
Right Torso (16)
Overflow
the Armor Diagram, as well as the Internal Structure Diagram, a line 4-6 4-6 4.
3. XL Fusion Engine 24*
4. Roll Again 1-3 4. Gyro
Roll Again
Center 23*
5. Roll Again 5. Roll Again
5. Gyro Torso
6. Roll Again 6. Roll Again 22*
is provided to fill in that section’s starting Armor Value (or in the case 6.
1.
Gyro
Gyro Left
(23)
Right
21
20*
Leg
of the internal structure, the starting internal structure value). Left Torso (CASE) Right Torso (CASE)
2. XL Fusion Engine Leg
(16) 19*
3. XL Fusion Engine (16)
1. XL Fusion Engine 4-6 4. XL Fusion Engine
1. XL Fusion Engine 18*
2. XL Fusion Engine 2. XL Fusion Engine
5. Machine Gun 17*
3. Medium Pulse Laser 3. Machine Gun
1-3 4. LRM 20
6. Endo Steel 1-3 4. LRM 20 16
5. LRM 20 5. LRM 20 HEAT DATA 15*
2
Heat Heat Sinks: 14*
1. LRM 20
Gyro Hits 1. LRM 20 Level* Effects 17 (34) 13*
5
Sensor Hits 30 Shutdown Double
2. Ammo (LRM 20) 6 2. Ammo (LRM 20) 6
Located in the upper left-hand corner, this section of the record 28 Ammo Exp. avoid on 8+ 12
4-6
3. Endo Steel Life Support 3.
4-6 4.
Ammo (MG) 200 26 Shutdown, avoid on 10+ 11
4. Ferro-Fibrous Endo Steel 25 –5 Movement Points
5. 5. 10*
WARRIOR DATA
4. Foot Actuator 4. Foot Actuator
3
10 –2 Movement Points 2
5. Endo Steel 5. Endo Steel 8 +1 Modifier to Fire
Damage Transfer
6. Endo Steel 6. Endo Steel 5 –1 Movement Points 1
Diagram
4
The Critical Hit Table shows the physical location of the
BattleMech’s critical equipment, weapons and ammunition for
REALISM AND SCALE
Given the 30-meter area of each hex stated above, players may
reference when applying critical hits. A BattleMech is usually
note various oddities in the weapon ranges presented in this book,
destroyed through critical damage.
such as the fact that the standard ’Mech-scale machine gun of the
distant thirty-first century only reaches out to 3 hexes (90 meters). As
HEAT DATA AND HEAT SCALE
5
today’s machine guns have effective ranges of some 2,000 meters,
Located in the bottom right-hand corner of the Record Sheet,
this may seem somewhat absurd.
the Heat Data and Heat Scale help the player track the ’Mech’s
The reason for this is simple: BattleTech is a game. Because
internal heat buildup, as well as indicate how many heat sinks a ’Mech
BattleTech mapsheets are only seventeen hexes long, recreating real-
mounts (circles underneath the numerical value in the Heat Data
world ranges on a table would require more than seven mapsheets
section allow players to mark off heat sinks as they are damaged).
laid end to end, for a playing space greater than twelve feet in length.
As heat builds up, the player checks off the boxes in the Heat Scale
Few people have that much table space. Nor would it provide players
from low to high (usually with a pencil, as heat will fluctuate up and
with any tactical maneuvering room: anywhere a player might move
down the Heat Scale throughout a game).
a ’Mech on the map, an attacker could hit it. As such, while we may
Heat is a limiting factor. At certain levels of heat buildup
safely assume “real” BattleTech weapons have exceptional ranges,
(noted on the Heat Scale with asterisks), corresponding information
range abstractions are an absolute necessity unless one is regularly
in the Heat Data section describes the heat’s effect on the ’Mech’s
able to rent a tennis court for game time.
operation. The blank space marked Heat Overflow at the top of the
Heat Scale is used to record heat generated in excess of 30 points.
LEVEL
SCALE
The level of a hex is the height to which it rises above the
prevailing terrain. All terrain has a level, but the level of each hex
One BattleTech turn is ten seconds of real time. A standard is independent of the type of terrain it contains, such as woods or
BattleTech mapsheet measures 18 by 22 inches. Each hex on the water. If it is not marked on the map, assume a hex’s level is 0.
mapsheet represents an area 30 meters across (roughly 100 feet). This height is expressed in terms of levels. Level 1 is
approximately six meters high, waist-high to a ’Mech. Level 2 terrain
is approximately twelve meters high. This is considered as being
8
Scale
INTRODUCTION
Common
sublevels. Such hexes are marked in sublevels that correspond to
levels in reverse. For example, a Sublevel 1 hex is six meters deep,
while a Sublevel 2 hex is twelve meters deep, and so on.
If any part of a hex contains a sublevel, the entire hex is
considered to be the deepest sublevel marked in it. The exception
Weapons
to this rule occurs if the hex also contains a level greater than 0, in
which case the level of the hill takes precedence as described above.
THE MECHWARRIOR
Case Rules
Special
The soldiers who pilot BattleMechs are called MechWarriors.
SKILLS
MechWarriors use two skills in combat: Piloting and Gunnery.
Urban Combat
Each skill has a rating; the lower a MechWarrior’s skill rating, the
better the MechWarrior is at the skill—and the lower their base
Target Number will be when using that skill during gameplay.
Piloting Skill represents a MechWarrior’s ability to control his
machine’s movements. This skill includes keeping a ’Mech from
Battlefield
falling down and striking targets in physical combat.
The
Gunnery Skill helps determine how easy or difficult it is for the
MechWarrior to make a successful shot using his ’Mech’s ranged
weapons (see Firing Weapons, p. 45).
Other Actions
DEFAULT SKILL RATINGS
The average Inner Sphere MechWarrior has a Gunnery Skill of 4
and a Piloting Skill of 5. The average Clan MechWarrior is a superior
pilot and marksman, with a Gunnery Skill of 3 and a Piloting Skill
of 4. Unless otherwise stated in the scenario being played, all
MechWarriors of these respective factions have these skill ratings.
Heat
Battle Value: In scenarios balanced using the Battle
Value system, the improved Gunnery and Piloting Skills of Clan
MechWarriors given above must still be paid for in BV. See the
Master Unit List at www.masterunitlist.info for a comprehensive list
Damage
of units and accompanying Battle Values."
Combat
the MechWarrior might lose control of the ’Mech, that ’Mech’s
controlling player must make a Piloting Skill Roll, commonly
abbreviated as PSR (see Piloting Skill Rolls, p. 53).
Additionally, a ’Mech’s base Target Number for physical attacks
is equal to the Piloting Skill rating of its MechWarrior. When adjusted Movement
for movement, damage, and other factors, this number becomes the
modified Target Number for such attacks (see Physical Attacks, p. 34).
DAMAGING A WARRIOR
Introduction
The Mechwarrior
BATTLEMECH MANUAL
ALTERNATE
side may need to declare fire for more than one ’Mech at once (see
STRATEGIC
DEPLOYING ’MECHS
PLAYING THE GAME
Damage
autocannon, or can produce any other unusual effects, the player
STRATEGIC
Combat
Any torso twists for the turn are made when declaring a each ’Mech one at a time, from resolution to damage,
weapon attack; this affects physical attack arcs as well. A ’Mech that before moving on to the next ’Mech. As an option to
has torso-twisted changes its own firing arc, but this has no effect speed up play, after all players have made their attack
on damage it receives. See Torso Twists, page 25. declarations, all players may then make all to-hit rolls for Movement
all attacks declared that phase, before any damage by
RESOLVING WEAPONS FIRE any ’Mech is resolved.
After all attacks have been declared, players resolve weapons
fire one ’Mech at a time. Again, the side that lost Initiative must act
first. All declared attacks must be made, even if the intended target
Game
Playing
’Mech or its weapons winds up being destroyed in that phase. The damage inflicted by each weapon hit is fully resolved,
All weapon attacks by one ’Mech should be resolved before from start to finish, before moving on to the next hit. If a single
Introduction
those of the next ’Mech, in order for players to more easily track weapon attack inflicts multiple hits (possible with missiles, rapid-
which weapons have fired. However, the order in which weapons fire weapons, and the like), then each hit from that attack is fully
are rolled and resolved is up to each ’Mech’s controller. See the resolved before moving on to its next hit. See the Damage chapter,
Combat chapter, page 25, for how to resolve weapon attacks. page 41.
11
SEQUENCE OF PLAY
PLAYING THE GAME
VICTORY CONDITIONS
BATTLEMECH MANUAL
MOVEMENT
STRATEGIC
Buildings: Movement dealing specifically with buildings is
largely covered in the Urban Combat chapter (see Movement Effects,
To speed up the game and aid all players
p. 67).
Weapons
in remembering which ’Mechs moved in
Hidden ’Mechs: If using the Hidden ’Mechs rules (see p. 82), a
what way, movement dice are often used. A
hidden ’Mech is not counted when making movement selections
’Mech’s controller places one die beside the
unless the player plans to move that hidden ’Mech that turn. A
’Mech after it has completed its move for the
player that plans to move it that turn must reveal it and place it on
turn. Commonly, white dice are used to mark
Case Rules
the map at the start of that turn’s Movement Phase. Hidden ’Mechs
Special
’Mechs that have walked, black dice for those
revealed by enemy ’Mechs during the Movement Phase cannot
that ran, and red dice for those that jumped
move during that phase.
(if using the optional Sprinting rules, yellow
dice are typically used when sprinting). The
Urban Combat
number displayed on the die is the Target
PILOTING
STRATEGIC
Battlefield
be called on to make a Piloting Skill Roll (a “PSR”) to avoid you are moving in chess—once a movement
falling. Typically this is due to entering difficult terrain, die is placed, that move cannot be changed.
The
such as water and rubble, but damaged ’Mechs may It’s best to use dice of a different size and/
fall when navigating even clear hexes, as shown on the or color than those used for rolling attacks,
Piloting Skill Roll Table on page 54. As PSRs can be called to prevent confusion. During the End Phase,
Other Actions
for as a result of combat as well, we’ve placed the rules for remove all movement dice from the board.
them in Chapter 7 (see p. 53). Players should familiarize
themselves with the PSR rules before beginning play.
Heat
Triple-Strength Myomer: A ’Mech with active TSM (see p. 115)
MOVEMENT MODES increases its Walking MP by 2. Recalculate its Running MP based on
At the beginning of each ’Mech’s movement, its controller must this new total, using the procedure described below.
select one (and only one) of the movement modes available to it.
In general, the more hexes a ’Mech moves, the harder it is to be hit.
RUNNING
Damage
Modes that provide more Movement Points (MPs) thus help keep a
’Mech safe. However, such modes also make it so that a ’Mech has A running ’Mech may expend a number of MP up to its
a harder time hitting with its own attacks. Running MP rating. A ’Mech cannot move backward while running.
A ’Mech’s Running MP rating is equal to its Walking MP times
STANDING STILL 1.5, rounding up, unless the ’Mech is using special equipment such
Combat
A ’Mech that stands still stays in the hex in which it started the as MASC or a supercharger (see below).
turn. It may not expend MP that turn, or change facing. It is also not
considered immobile (see Immobile, p. 18). %% Target Number Modifier as Attacker: +2
%% Target Number Modifier as Target: Based on hexes traveled Movement
%% Target Number Modifier as Attacker: 0 (see the Attacker Modifiers Table, p. 28)
%% Target Number Modifier as Target: 0 %% Heat Generated: 2 (total, not per hex traveled)
%% Heat Generated: 0
Critical Damage: After the end of its movement, a ’Mech that
WALKING has suffered a critical hit to its gyro or hip actuator(s) and used
Game
Playing
A walking ’Mech may expend a number of MP up to its Walking Running MP must make a Piloting Skill Roll to avoid falling (see
MP rating (even spending 1 MP to turn a hexside facing counts as Piloting Skill Rolls, p. 53).
the
walking). ’Mechs may walk backward. If damage reduces a ’Mech’s Walking MP rating, the player must
recalculate the ’Mech’s Running MP rating.
Introduction
%% Target Number Modifier as Attacker: +1 MASC: A ’Mech that has successfully activated MASC that turn
%% Target Number Modifier as Target: Based on hexes traveled (see p. 115) may run at up to twice its Walking MP.
(see the Attacker Modifiers Table, p. 28) Minimum Movement: A ’Mech using Minimum Movement (see
%% Heat Generated: 1 (total, not per hex traveled) p. 18) always counts as running.
13
Movement Modes
MOVEMENT
Pavement: A ’Mech using running movement on a paved %% Heat Generated: 1 heat point for every hex jumped; improved
surface risks skidding (see Skidding, p. 20). jump jets generate half this much heat (round the final amount
Supercharger: A ’Mech that successfully activates a supercharger up). However, using jump jets always generates a minimum of
that turn (see p. 115) may run at up to twice its Walking MP. 3 heat points, no matter how far a ’Mech jumps or what jump
If a ’Mech activates both a supercharger and MASC, it receives jet type is used.
a Running MP equal to 2.5 times its Walking MP. If a ’Mech uses a
supercharger with active triple-strength myomer in the same turn, Critical Damage: If a ’Mech uses Jumping MP, each of the
the TSM modifier is added before applying the supercharger modifier. following scenarios forces the ’Mech to make a Piloting Skill Roll (see
Water: ’Mechs cannot enter a Depth 1 or deeper water hex p. 53) to avoid falling upon landing: loss of a leg, critical hit to the
while running (whether the ’Mech is already in water or not), though gyro, critical hit to a hip or any actuator in a leg location.
a running ’Mech may change facing in one, and/or move from a ’Mechs lose one Jumping MP for each jump jet destroyed.
water hex to a land hex.
JUMPING
In the Jumping Diagram at left, the ’Mech in Hex A
A jump-capable ’Mech is one that possesses Jumping MP. To
has a Jumping MP of 6. The ’Mech jumps to Hex B, four hexes
jump, a ’Mech must be standing at the start of the turn.
away. Because the ’Mech is jumping, it spends only 1 MP for
A jumping ’Mech can move 1 hex for every available Jumping
every hex that it moves, ignoring all terrain costs (including
MP. Terrain or a hex’s level has no effect on the MP cost: if a hex
levels) for the hexes it passes over and for the hex in which it
is legal to enter, it costs 1 MP to move through or into it. A ’Mech
lands. (To reach Hex B with the facing shown by walking or
with at least one Jumping MP may jump down any number of levels.
running, the ’Mech would have had to spend at least 10 MP). As
However, a ’Mech cannot enter a hex with a level higher than the
it lands, the player can face the ’Mech in any direction desired,
sum of the ’Mech’s current Jumping MP plus the level of the hex in
at no extra cost.
which the jump began.
The ’Mech is starting in Depth 1 water (Hex A), giving it a
A ’Mech may jump in any direction, regardless of its facing. The
level of –1. Two of its jump jets are in its legs and so cannot be
player chooses a hex for the ’Mech to jump to (this may be the same
used, as they are submerged. Its other jump jets are located in
hex the ’Mech is standing in, costing 1 MP). The ’Mech can only travel to
the torsos, however, so it can still jump with a Jumping MP of 4.
that hex via the shortest path (i.e. the fewest number of hexes required
At first, it appears the ’Mech could have jumped into Hex B
to get there), landing with any facing desired. If more than one such
by at least four different hex paths that are equally short (four
path exists, the player chooses which of these paths their ’Mech takes.
hexes), as indicated on the diagram. There are actually two
If all such paths are illegal (for example, if there is only one path, and
more paths (1-5-6-B and 4-5-3-B), but in this example only the
one of the hexes in the path has a level too high for the ’Mech to enter
primary four paths will be discussed.
via jumping), then the ’Mech cannot jump to the destination hex at all.
Path I: 1, 2, 3, ending Hex B.
Path II: 1, 5, 3, ending Hex B.
%% Target Number Modifier as Attacker: +3
Path III: 4, 5, 7, ending Hex B.
%% Target Number Modifier as Target: +1, plus a further modifier
Path IV: 4, 6, 7, ending Hex B.
based on hexes traveled (see the Attacker Modifiers Table, p. 28).
The player cannot choose Path I and II, however, because
a hill in the intervening terrain (Hex 3) has a level of 4. The
’Mech has 4 Jumping MP, which would normally be enough,
but as it is standing in Depth 1 water it has a starting level
of –1, which means it can only jump over Level 3 terrain and
lower this turn. As such, the ’Mech cannot jump over Hex 3.
DEPTH 1
If Paths I or II were the only paths available, then the ’Mech
DEPTH 1
2 could not jump to Hex B at all, because the shortest possible
routes would both be illegal.
While the trees in Hex 5 rise two levels above the
DEPTH 1 LEVEL 1 underlying terrain, they only rise to Level 3 (1 (underlying
terrain) + 2 (trees) = 3). The ’Mech’s Jumping MP equals or
LEVEL 1 exceeds that level (4 Jumping MP – 1 = 3), but the ’Mech could
6 3 cross that path regardless of the height of the trees, as trees do
not affect jumping. As such, the player may still choose either
LEVEL 1 LEVEL 4
Paths III or IV.
If the ’Mech had 5 or more Jumping MP available, it could
LEVEL 2 have traveled to its destination along Paths I or II, because
B the ’Mech’s Jumping MP (5) plus the level of the starting hex
LEVEL 1 (–1) would equal or exceed the level of the intervening hilly
terrain (4).
• jumping diagram •
14
Movement Modes
MOVEMENT
Common
the roll fails, the ’Mech falls a number of levels equal to the depth
of the water hex, but the resulting damage is halved (round down).
Out of Water: Jump jets cannot be fired while submerged. FACING
As such, a ’Mech standing in Depth 1 water may not fire jump jets Every hex on the map has six edges, called hexsides. Every
located in its legs, and a ’Mech standing in Depth 2 or deeper water ’Mech must face one of those six hexsides: this is known as its facing.
Weapons
cannot jump at all. For example, a ’Mech with a Jumping MP of 5 A ’Mech is considered to be facing the way its feet are pointing.
that has one jump jet in each leg and one in each torso location Changing a ’Mech’s facing costs 1 MP per hexside. For example,
may only use 3 Jumping MP when jumping out of Depth 1 water. in the diagram below, a 180-degree turn (three hex facings, from Hex
Mechanical Jump Boosters: This piece of equipment (see A to Hex B) costs 3 MP. ’Mechs not clearly facing one hexside at the
end of the Movement Phase must be realigned to one of the two
Case Rules
p. 115) provides Jumping MP, but operates quite differently from
Special
jump jets. A ’Mech using mechanical jump boosters to jump closest hexsides by the gamemaster (or the opposing player, if there
generates no heat, must begin and end its jump with the same is no gamemaster).
facing, cannot jump down levels, can use its full Jumping MP even Torso Twisting: A ’Mech can twist its torso. This only changes
when submerged, and cannot execute death from above attacks. its weapon arcs, not its facing, and occurs in the Weapon Attack
Urban Combat
A ’Mech cannot use both jump jets and mechanical jump boosters Phase (see p. 25).
in the same turn.
Underwater Maneuvering Units (UMUs): A ’Mech counts as
using the Jumping movement mode when using UMUs. For details
on their use, see Movement in Water, page 19.
Battlefield
The
SPRINTING (OPTIONAL)
Sprinting is an optional movement mode. To sprint, a ’Mech
must have two intact hip actuators.
Other Actions
A ’Mech’s Sprinting MP is twice its current Walking MP.
Sprinting generates 50% (round down) more heat points per turn
than the ’Mech generates when running.
A ’Mech that sprints may not make any deliberate attacks that
turn. Accidental charges as a result of skidding are still possible,
and a ’Mech may still fire weapons to generate heat, though such
Heat
firing has no chance of doing damage. Additionally, the ’Mech may
not spot for indirect fire or take any action that would require it to
sacrifice its attack. All restrictions that apply to a running ’Mech
apply to a sprinting ’Mech.
Damage
Attacks against a sprinting ’Mech receive an additional –1 • facing change diagram •
Target Number modifier. Piloting Skill Rolls made for a sprinting
’Mech apply a +2 Target Number modifier.
A ’Mech equipped with MASC or a supercharger may engage MOVEMENT DIRECTION
one or both systems and sprint during the same turn. Engaging one A ’Mech can move forward into the hex it is facing at that
Combat
system provides MP equal to the current Walking MP multiplied moment, or backward into the hex directly to its rear. It cannot
by 2.5. However, any ’Mech that tries to sprint and use MASC or a move into any other hex unless it first changes its facing.
supercharger must make a Piloting Skill Roll (see p. 53; apply the +2 Four-legged ’Mechs: Quad ’Mechs are the exception to this
modifier for sprinting) to avoid falling; the roll is made at the end of rule (see Lateral Shift, p. 16). Movement
the ’Mech’s movement.
If a ’Mech engages both MASC and a supercharger in the same BACKWARD MOVEMENT
turn and sprints, the ’Mech’s MP is equal to its current Walking MP A ’Mech can only move backward if it uses Walking MP that
multiplied by 3. However, the ’Mech must make a PSR as described turn. Such a ’Mech can move forward, backward, or both in the
above for both the MASC and the supercharger. same Movement Phase.
Game
Playing
MOVEMENT BASICS
MOVEMENT
MOVE
ALLOWED
MOVE
ALLOWED
MOVING BETWEEN HEXES level in order to circumvent the maximum allowable level change in
A ’Mech always spends at least 1 MP to enter a hex. A hex’s a single hex.
terrain usually raises this MP cost, as shown under the MP Cost Per Backward Movement: ’Mechs moving backward may not
Hex/Terrain Cost column of the Movement Costs Table (see p. 17). change levels.
Such cost modifiers are cumulative. For example, a ’Mech entering a Prohibited Level Change: In the case of a forced level change
clear hex only spends the base 1 MP for entering a hex. However, a (such as from a charge, push, or death from above attack), a ’Mech
’Mech entering a heavy woods hex two levels above its current hex cannot be displaced into a hex it is prohibited from entering. This
would spend 5 MP (1 base MP for entering a hex, +2 for the two-level includes hexes at higher levels than the displaced ’Mech can move
change, and another +2 for heavy woods). upward in a single hex (three or more levels). ’Mechs can be displaced
Difficult Terrain: Entering a hex containing certain terrain types downward any number of levels, though this results in an accidental
requires a Piloting Skill Roll (see p. 53) to see if the ’Mech falls. Such fall (see p. 57).
information appears on the Movement Costs Table (see p. 17).
Half-Hexes: Only full hexes are legal in gameplay. Players may BACKWARD LEVEL CHANGES
not move into, move through, or end their movement in a half- (or (OPTIONAL)
quarter-) hex. ’Mechs that enter or are forced into such partial hexes This optional rule allows a backward-moving ’Mech to change
are considered destroyed for the remainder of the scenario. 1 level per hex. Its controller must make a Piloting Skill Roll (see p.
Lateral Shift: A quad ’Mech with all four legs intact may move 53) each time the ’Mech changes a level in this way.
laterally (sideways) without changing its facing. A quad ’Mech If the roll fails, the ’Mech falls either into the hex it was moving
making a lateral shift moves into an adjacent hex that is not directly into or the hex it was moving out of, whichever is lower. The change
to its front or rear, while retaining its facing (hexes A, B, C, or D in the in levels is not taken into consideration for determining the number
Lateral Shift Diagram above). of levels fallen.
A lateral shift costs 1 Movement Point in addition to the cost
to move into the target hex. A backward lateral shift—moving into STACKED TERRAIN
hexes C or D in the Lateral Shift Diagram above—is considered Situations may arise where multiple terrain types occur in the
backward movement; only Walking MP may be spent to perform a same hex. For example, a rough hex might also have a building on
backward lateral shift (see Running, p. 13). it, which is later reduced to rubble during the game.
Occupied Hexes: A ’Mech may move through hexes occupied In such situations, all modifiers are cumulative. For example, to
by other friendly ’Mechs. However, a ’Mech may not enter a hex enter a dual rough/rubble hex would cost 3 MP (1 for the hex, 1 for the
occupied by an enemy ’Mech (see Stacking, p. 20). rubble, and 1 for the underlying rough terrain), and the ’Mech must
Water: If jumping into or out of water, see Jumping, page 13. make a Piloting Skill Roll (see p. 53) to avoid falling due to the rubble.
Otherwise, see Movement in Water, page 19. Conflicting Levels and Terrain: Some maps may feature
conflicting levels or terrain. If any part of a hex contains a sublevel,
LEVEL CHANGE the entire hex is considered to be the deepest sublevel marked in
While moving forward, a ’Mech may change levels (or depths) it. The exception to this rule occurs if the hex also contains a level
by only 1 or 2 levels per hex, at an additional cost of 1 MP per level greater than 0, in which case the level of the hill takes precedence
(whether up or down). No ’Mech may “voluntarily fall” from a greater (see Level, p. 8).
16
MOVEMENT BASICS
MOVEMENT
Common
Cost to Enter Any Hex 1 —
Terrain Cost When Entering Any New Hex
Clear +0 —
Weapons
Paved/Bridge +0 —
Road +0* —
Rough +1 —
Case Rules
Sand +1 +1
Special
Light woods +1 —
Heavy woods +2 —
Urban Combat
Light jungle +2 +1
Heavy jungle +3 +2
Water
Depth 1 +1† (Level change MP cost not included) –1
Battlefield
Depth 2+ +3† (Level change MP cost not included) +0
The
Level change (up or down)
1 level +1 —
Other Actions
2 levels +2 —
Rubble +1 +0
Light building +1 ‡
Medium building +2 ‡
Heavy building +3 ‡
Heat
Hardened building +4 ‡
Additional Movement Actions
Facing change 1/hexside —
Damage
Dropping to the ground 1 —
Standing up 2/attempt +0
Terrain Modifications
Ice +1 +3§
Combat
Mud +1 +1§
Deep Snow +1 +1§
Swamp +1 +1§ Movement
Weather Conditions
Light Fog +1 —
Heavy Fog +1 —
Full Moon Night +1** —
Game
Playing
MOVEMENT BASICS
MOVEMENT
PRONE BATTLEMECHS
MOVEMENT
Common
(see Standing Up, below). conditions listed above represents the extra caution needed to
avoid falling in such conditions. However, players who do not wish
STANDING UP to pay this additional cost can accept the risks and announce their
A ’Mech may attempt to regain its feet when on the ground. intention to pass through the terrain at full speed before moving
Weapons
A ’Mech may attempt to stand even if missing one leg, or one arm their ’Mechs.
and one leg, or both arms. A ’Mech missing all its legs, or one leg If a ’Mech chooses to move recklessly, when it moves into
and both arms, cannot attempt to stand. its first new hex that turn, its controller must make a Piloting Skill
If a ’Mech begins the Movement Phase prone, it must declare Roll (see p. 53). If the roll fails, the ’Mech immediately falls (if this
whether it will walk or run before it attempts to stand. Each attempt fall occurs on pavement, the ’Mech skids and its move is over; see
Case Rules
Special
to stand, successful or not, costs 2 MP. A ’Mech may attempt to stand Skidding, p. 68). If the roll succeeds, the ’Mech remains upright and
in the same Movement Phase that it fell, as long as it has enough may move as normal. However, the player must make an additional
MP left and did not jump that turn. PSR for each level change and non-clear hex through which the
To stand, the ’Mech’s pilot must make a successful Piloting ’Mech passes.
Urban Combat
Skill Roll (see p. 53). If the PSR fails, the ’Mech falls again and takes Jumping: ’Mechs expending Jumping MP ignore this rule.
additional falling damage, and its pilot may also take damage as per
the normal falling rules. Use the same facing it had on the ground
as its initial facing when rolling on the Facing After Fall Table (see
MOVEMENT IN WATER
Water hexes have a depth that functions as a level change (see
p. 57). The ’Mech may make repeated attempts to stand as long as p. 16). ’Mechs entering water hexes must pay:
Battlefield
it has the MP required for each attempt.
When a ’Mech successfully stands, it may select any facing
The
%% the base 1 MP for entering a hex
at no cost (regardless of its facing while on the ground), and may %% plus the MP cost for entering water of that depth (1 MP if
continue to expend any remaining MP in that phase. Depth 1, 3 MP if Depth 2 or greater)
Four-legged ’Mechs: A prone quad ’Mech need not make
Other Actions
%% plus the cost for any level change
a Piloting Skill Roll to stand unless one or more legs have
been destroyed. Entering a water hex of any Depth greater than 0 forces a
Heat: Each attempt to stand creates 1 heat point, in addition ’Mech to make a Piloting Skill Roll (see p. 53). This includes moving
to the heat generated by the movement mode the ’Mech is using between water hexes, but not standing up or making facing
that turn. changes within one. The modifier applied to this PSR depends on
Leg Destruction: A prone biped ’Mech with only one leg (or
Heat
the hex’s depth (–1 if Depth 1, +1 if Depth 3 or greater).
a prone quad ’Mech with only two legs) may still attempt to stand. A ’Mech standing in Depth 1 water has its legs submerged,
However, it may only make one attempt per turn. This attempt to and has partial cover (see p. 26). Underwater ’Mechs are completely
stand is always considered running, and can still be made even submerged: this means a Depth 2 or greater water hex if standing,
though a ’Mech with one leg can normally only walk. or Depth 1 or greater if prone.
Damage
As an exception to the normal rules, only one Piloting Skill Roll ’Mechs cannot enter a Depth 1 or deeper water hex while
is ever made for this attempt, regardless of the number of PSRs that running (unless using Minimum Movement; see p. 18). However,
might be required by the action. All modifiers to this PSR are still a ’Mech can run and change facing in water and/or move from a
cumulative, however. water hex to a land hex.
Minimum Movement: A four-legged ’Mech can stand up Hull Breaches: Submerging one or more locations without
Combat
without having to make a Piloting Skill Roll; only if one or more armor will automatically breach those locations (see p. 65).
legs have been destroyed must it make a PSR to stand. Jumping: To resolve jumping into and out of water, see
Jumping, page 14.
CAREFUL STAND (OPTIONAL) Underwater Maneuvering Units (UMUs): If a ’Mech is Movement
With this optional rule, if a ’Mech takes its time, it can improve standing and submerged at the start of the turn, it may use its UMUs
its chances of standing up successfully. A ’Mech can spend (see p. 116). When doing so, it counts as having jumped that turn,
its entire Movement Phase standing up (i.e. only one careful and ignores the additional MP cost for entering a water hex. This
stand attempt can be made per turn). In this case, the ’Mech is means that a water hex with no obstructions or level changes would
considered to have walked. be treated as a clear hex, costing 1 MP to enter. It always costs just
Game
Playing
If the ’Mech had more than 2 Walking MP available, the Piloting 1 heat point to use UMUs (regardless of how far a ’Mech moves).
Skill Roll applies a –2 Target Number modifier. This modifier is not UMUs cannot be used to move from a land hex into a water
the
applied if the ’Mech had less than 2 Walking MP available. hex, or vice versa, and have no effect on a ’Mech’s movement when
it is not completely submerged.
Introduction
19
MOVEMENT IN WATER
MOVEMENT
not affect any other hex in that bridge, unless more than half its total
A ’Mech that begins the turn standing in a clear hex hexes have been destroyed; in this case, the entire bridge collapses.
wishes to move into a neighboring waterway, consisting of a If the collapse of the final hex that destroys the whole bridge occurs
series of Depth 2 water hexes. Because the ’Mech wants to enter due to movement, the entire bridge collapses immediately; if the
a water hex with a Depth greater than 0, the ’Mech cannot run: final hex is destroyed by an attack, the bridge collapses at the end
its options are only walking or jumping. of the phase the attack occurred in (see Collapse, p. 73).
The ’Mech chooses to walk. The first hex requires 6 MP to Under-Bridge Movement: A ’Mech may enter a bridge hex
enter (1 for the hex, 3 MP for entering Depth 2+ water, and 2 and be considered underneath the bridge, provided the level of the
more MP for moving from a clear hex to a Depth 2 hex: a 2-level underlying hex, plus the height of the ’Mech, is equal to or less than
change). A Piloting Skill Roll is also required (no PSR modifier is the level of the bridge. For ’Mechs, the level of the underlying hex is
applied by the water, as the hex is not Depth 3+). the bottom of the hex.
If the ’Mech has enough MP left (and assuming it doesn’t If a ’Mech cannot move on top of the bridge, or underneath it,
fail its PSR), it can then immediately continue to the next hex the bridge is treated as a building hex for the purposes of movement
in the pond. This would cost 4 MP (1 for the hex, and 3 MP for (see Urban Combat, p. 66).
entering Depth 2+ water). As the ’Mech is moving into a water
hex, another PSR is required, again with no modifier for the water. SKIDDING
The next turn, as the ’Mech is in water, it cannot run unless If a running ’Mech makes a facing change in a paved hex at any
it only intends to change its facing or if the first hex it moves point in the turn, and then attempts to enter a new hex in the same
into is out of the pond and onto land. It also could not jump, as turn, before that ’Mech actually enters the new hex its controlling
a Depth 2+ hex means the ’Mech is submerged, and jump jets player must make a Piloting Skill Roll (see p. 53) to see if the ’Mech
cannot be used when submerged. skids. The PSR is modified based on the total number of hexes moved
in the turn so far (as shown on the Piloting Skill Roll Table, p. 54,
under “Skidding Movement”).
If the PSR is successful, the ’Mech does not skid, and may enter
MOVEMENT the new hex and continue its movement. If it fails, the ’Mech falls
ON PAVEMENT
(see Falling, p. 56); it suffers normal falling damage and then skids.
See Skidding, page 68, for how to resolve the skid and the
Movement on pavement is largely handled in the same way as damage that results.
movement through clear terrain, but with a few important exceptions.
ROAD MOVEMENT
STACKING
A ’Mech may not voluntarily move through a hex containing
A road is simply a paved hex that passes through terrain of some
an enemy ’Mech, though it can move through a hex occupied by a
other type. A ’Mech is traveling on a road if it moves from one hex to
friendly ’Mech. At the end of a Movement Phase, only one ’Mech—
the next on that road.
friend or foe—can be in any single hex. This is called the stacking
’Mechs traveling on roads pay only 1 MP per hex; however, any
limit, and no ’Mech may deliberately violate it (unless conducting a
MP costs for changing levels are still required. ’Mechs may move
’Mech drop; see below).
through prohibited terrain while traveling on a road, but must
If the stacking rules are violated involuntarily, the result is a
begin and end their movement on the road and remain on it while
domino effect (see Domino Effect, p. 55). Most often, this occurs
traversing such terrain.
when a ’Mech moves into a hex with a friendly ’Mech and the terrain
requires a Piloting Skill Roll. If the roll fails, the entering ’Mech falls.
BRIDGE MOVEMENT The domino effect results if it cannot manage to stand up and move
Roads that cross a water hex, or span a distance in which the out of the hex during the same Movement Phase in which it fell.
underlying terrain of the hex is lower than the level of the bridge, Buildings: The stacking rules do not apply to ’Mechs in the
are considered bridges. same building hex but on different levels. Within a building hex,
Bridges are classified as light, medium, heavy, or hardened apply the stacking limits to each level of the building hex (see
in the same manner as buildings, and have the same range of Building Levels, p. 66).
Construction Factors (CF) (see Urban Combat, p. 66). If the bridge Hidden ’Mechs: If a ’Mech attempts to enter a hex containing
type is not defined, assume it is a medium bridge with CF 40. Bridges a hidden ’Mech (see p. 82), the ’Mech attempting to enter the hex
can be attacked in the same manner as buildings. When a bridge’s immediately ends its movement before moving into that hex.
CF is reduced to 0, it collapses. Jumping: Jumping ’Mechs may ignore the heights of all ’Mechs
Capacity: As with buildings, each hex of a bridge will only when moving through a hex occupied by an enemy ’Mech.
support ’Mechs with a total tonnage equal to or less than the bridge’s ’Mech Drops: A player may only deliberately violate the
current CF. If the current CF is exceeded, the bridge hex collapses, stacking rules when dropping ’Mechs (see p. 79).
and ’Mechs on it suffer normal falling damage. Skidding: A skidding ’Mech can enter and exit a hex
If a bridge covers more than a single hex, CF values are assigned occupied by an enemy ’Mech in the same Movement Phase. See
to each hex. The destruction of a single hex of a multi-hex bridge does Skidding, page 68.
2
0
MOVEMENT
ON PAVEMENT
MOVEMENT
Other Actions
When using this option, a ’Mech can enter and then exit a hex physical weapon attacks. It may still charge, kick, and execute death
occupied by an enemy ’Mech in the same move if the enemy ’Mech from above attacks.
is immobile (see p. 18), abandoned (see p. 49), or prone (see p. 18). A ’Mech suffers no movement penalties when carrying cargo,
and can still use Jumping MP.
OTHER ACTIONS Loading and Unloading: To pick up or drop items, a ’Mech
must end its Movement Phase in the same hex as the item. One
There are a few miscellaneous actions that also occur in or in
item is picked up (or unloaded in the same hex as the unloading
Heat
close proximity to the Movement Phase.
’Mech) in the End Phase of that turn.
A ’Mech cannot make any weapon or physical attacks in a turn
HIDDEN ’MECHS it loads or unloads.
If using the Hidden ’Mechs rules (see p. 82), when an enemy Dropping Cargo: During its movement, a ’Mech may drop
Damage
’Mech moves into or ends its movement adjacent to a hex occupied all its cargo in the hex it is standing in (as opposed to properly
by a hidden ’Mech, the hidden ’Mech may interrupt the move and unloading it, as described above) by expending 1 MP. Unlike regular
immediately make an attack with any available weapons. The hidden loading/unloading, this does not affect its ability to make attacks.
’Mech may immediately torso twist in order to bring its weapons to Dropped items may be destroyed. Roll 1D6 for each item
bear against the target, and uses a Range of 1. The Target Number for carried: on a result of 1–3, the item is destroyed, and on a result of
Combat
the attack is not modified for movement or terrain. 4–6, the item is undamaged and left in that hex.
Any damage takes effect during the same Movement Phase as If a ’Mech that is lifting items loses one or both hand actuators,
the attack, and the results may affect the actions of the target ’Mech it automatically drops all lifted items at the end of the phase in
for the rest of the phase. A ’Mech attacking with a point-blank shot which the damage occurred. This does not require MP. Movement
may not move, fire again, make physical attacks, or perform any Combat: Any fall, or any damage dealt to an arm or front
other action during that turn. torso location, also damages that ’Mech’s lifted cargo. For every
If a ’Mech attempts to enter a hex containing a hidden ’Mech, such point of damage applied to the carrying ’Mech, a ton of cargo
the ’Mech attempting to enter the hex immediately ends its (or one item, whichever is more) is destroyed. The cargo does not
movement before moving into that hex. reduce the damage.
Game
Playing
A ’Mech may lift items using its hands. A ’Mech can lift and If using target acquisition gear (TAG; see p. 112), all ’Mechs
carry around cargo weighing up to 10 percent of the ’Mech’s making attempts to designate a target do so after the end of the
Introduction
tonnage (this is increased to 20 percent if the ’Mech mounts active Movement Phase, but before the beginning of the Weapon Attack
triple-strength myomer; see p. 115). Phase (Initiative order is still followed, however).
Lifting Restrictions: Only ’Mechs with functioning hand
actuators may lift items.
1
2
OTHER ACTIONS
BATTLEMECH MANUAL
COMBAT
After all players complete the Movement Phase, ’Mechs engage
in combat. BattleMechs use two forms of combat: weapon attacks
and physical attacks. Weapon attacks are made using ranged
armaments such as missiles, lasers, and autocannons. For physical
attacks (see p. 34), each ’Mech has a variety of options, most of which
rely on the ’Mech’s own weight to inflict damage. ALTERNATE PATH 1
Line of Sight
COMBAT
%% The level of the terrain or feature is equal to or higher than the level of both ’Mechs; or
Common
(regardless of the level the target is on); or
%% The level of the terrain or feature is equal to or higher than the target’s level and adjacent
to it (regardless of the level the attacker is on).
LEVEL 1
Weapons
LEVEL 1 LEVEL 1
Again, intervening terrain does not include the hexes either the
attacker or target are standing in. Intervening terrain has the LEVEL 2 LEVEL 1
following effects on line of sight.
Buildings and Bridges: Intervening building hexes LEVEL 4 LEVEL 2 LEVEL 1
Case Rules
block LOS; bridges, however, do not.
Special
Woods/Jungle: Three or more points of intervening LEVEL 6 LEVEL 4 LEVEL 1
Urban Combat
LEVEL 4 LEVEL 2 LEVEL 1
Partial Cover: While partial cover (see p. 26) conceals
part of a ’Mech, it does not block LOS to that ’Mech. LEVEL 2 LEVEL 2 LEVEL 2 LEVEL 1
Battlefield
LEVEL 2 LEVEL 2 LEVEL 2 LEVEL 1
The
INTERVENING ’MECHS
2
LEVEL 2 LEVEL 2 LEVEL 1
Other Actions
The LOS diagram on the right illustrates many of the principles
governing line of sight. LEVEL 1
Heat
LOS. Checking LOS for the BattleMech in Hex A to the other ’Mechs shown, SUB-LEVEL 1
Damage
woods hex, and so is blocked.
The ’Mech in Hex D is standing in a Level 1 hex, and is therefore
considered to be at Level 3 for LOS purposes. Even though the LOS passes
through hexes 2 and 3, those woods are at Level 2 for purposes of LOS
Combat
and so do not intervene. The woods in Hex 1, however, are in the LOS
and are at Level 3 for purposes of LOS. Because these woods are equal
to or higher than both attacker and target, they intervene. The woods
in Hex 4 are equal to or higher than the attacker and adjacent to the
attacker, and so they intervene as well; only two of these light woods • line of sight diagram • Movement
results to the correct results that follow: Hex B has 2 targets, Hex C has completely blocks LOS to and from the ’Mech in that hex.
2 targets, Hex D has 3 targets and Hex E has 0 targets. See the Underwater Line of Sight Table, on page 65, for a
the
Line of Sight
COMBAT
FIRING ARCS
If an attacker has LOS to its intended target, the attacking player
then checks the firing arcs of his ’Mech’s weapons to see which
weapons can hit the target. There are four firing arcs as shown on
the Firing Arcs diagram: the forward arc (in yellow), left side arc (in
FRONT ARC
blue), right side arc (also in blue), and rear arc (in red).
Note that the firing arcs extend from the attacker to the edge LEFT ARM &
of the playing area, and there are no “blind spots”. RIGHT ARM ARC
Prone ’Mechs: Arcs do not change if the attacker is prone.
FORWARD ARC
Weapons in the three forward torso locations, the legs, or the
head of a ’Mech may fire only at targets in the forward arc. Arm-
mounted weapons may fire into the forward arc plus the appropriate LEFT ARM & RIGHT ARM &
side arc. LEFT SIDE RIGHT SIDE
Leg-Mounted Weapons: Leg-mounted weapons may not fire ARC ARC
through a hex that provides the firing ’Mech with partial cover, unless
the partial cover is provided by water (see Combat in Water, p. 27).
The firing arc is always forward for forward-mounted leg weapons,
and is not affected by torso twisting. REAR ARC
FIRING ARCS
COMBAT
STRATEGIC
During the End Phase, reversed arms automatically return to
Common
Prone ’Mechs: Prone ’Mechs may not reverse their arms. matter of rolling 2D6 and trying to equal or exceed your
modified Target Number. However, it’s the “modified” part
EXPANDED ARM FLIPPING that can trip a player up: juggling the many potential
modifiers can be imposing.
(OPTIONAL) After you understand the Target Number Modifiers
Weapons
In standard rules, a ’Mech cannot both torso twist and reverse section below, you’ll find that “GATOR” is a helpful mnemonic
its arms. However, with this option, such an action is permitted. The that reminds you what needs to be taken into account:
controlling player must first announce whether a ’Mech is torso
twisting or reversing its arms, and then make a Piloting Skill Roll G Gunnery Skill Rating of the attacker (the base Target
(see p. 53). If the PSR is successful, the secondary action can occur.
Case Rules
Number for the attack). Then add:
Special
A failed roll does not result in a fall: instead, the second action
A Attacker movement modifier
(whether a torso twist or reversing arms) does not occur.
T Target movement modifier
O Other modifiers (potentially a big category, but
TORSO TWISTS
Urban Combat
typically only includes woods, partial cover, and heat)
As part of each ’Mech’s weapon attack declaration, a biped ’Mech
R Range modifiers
can rotate its torso one hexside to the left or right while keeping its
feet pointed straight ahead. This twist lasts for the remainder of the
turn, affecting firing arcs for the Weapon Attack and Physical Attack You start with your Gunnery Skill Rating, then add all
Phases, but is not considered when determining hit locations. other applicable modifiers as indicated, and the result is your
Battlefield
The torso automatically returns to its forward position in the modified Target Number to roll against. In the Target Number
The
End Phase. Modifiers section that follows, modifiers are listed in GATOR
Four-Legged ’Mechs: Quad ’Mechs cannot torso twist. order, beginning with the Attacker Movement Modifier.
If combined with the use of Movement Dice (see
FIRING WEAPONS
p. 13), attack resolution can be greatly sped up.
Other Actions
Players use their ’Mechs’ armament to attempt to inflict
damage on targets.
Players always fire each weapon individually, even if multiple
weapons of the same type are mounted in the same location. Each BASE TARGET NUMBER
weapon can only make one attack per turn, with only one roll GATOR
Heat
allowed per attack, though a weapon might be able to fire more The base Target Number for a weapon attack is equal to the
than one shot in an attack (see R: Rapid-Fire, p. 97). attacker’s Gunnery Skill Rating (see Skills, p. 9).
Finding a Club: Instead of making any weapon or physical
attacks that turn, a ’Mech may search rubble in the hex it occupies TARGET NUMBER MODIFIERS
Damage
for a girder to use as a club. See Club Attacks, page 36, for more details. The base Target Number may be modified by several factors (as
showcased in the Strategic: G.A.T.O.R. sidebar; see above).
MAKING THE ATTACK
The base Target Number for a weapon attack is equal to the ATTACKER MOVEMENT MODIFIER
attacker’s Gunnery Skill Rating (see Skills, p. 9). GATOR
Combat
The modified Target Number equals the base Target Number A moving attacker’s Target Number is modified by their own
plus all applicable modifiers for range, minimum range, movement, movement using the values in the Attack Modifiers Table (see
terrain, and other factors covered in Target Number Modifiers below. p. 28). The attacker’s movement modifier is based on the movement
After you have your modified Target Number, roll 2D6 to see mode it used in the turn (Walking, Running, or Jumping), not the Movement
if the attack hits the target. If the result is equal to or greater than actual MP they expended or distance they moved.
the modified Target Number, the attack hits.
If the modified Target Number is greater than 12, the shot TARGET MOVEMENT MODIFIER
automatically misses; rolling a 12 does not result in an automatic GATOR
hit. If a player determines that their ’Mech’s declared attack will A moving target is harder to hit, and so an attacker’s Target
Game
Playing
automatically miss, they can choose not to make the attack, though Number is modified by its target’s movement using the values in the
another target may not be chosen in its place that turn. Attack Modifiers Table (see p. 28). The target movement modifier (often
the
If the modified Target Number is 2 or less, the shot abbreviated as “TMM”) is based on the number of hexes traversed by
automatically hits. Because some weapons have additional effects the target this turn, not the number of Movement Points it spent.
Introduction
based on the result of the attack roll, even automatic hits may still If the target moved both backward and forward in the turn,
require the player to make a roll. base the TMM on the number of hexes moved from the hex in
Resolution Order: The attacker chooses the order in which which the ’Mech last reversed its movement. For example, if the
they make attack rolls for all of their ’Mech’s announced attacks. target moved backward three hexes and then forward two hexes,
From turn to turn, the attacker can change this order.
5
2
ATTACK DECLARATION
COMBAT
the target movement modifier would be based only on the final two intervening level can be a hill or a building (but not a bridge).
hexes of movement, resulting in a TMM of 0. For example, a ’Mech standing on Level 0 terrain is at Level 2 for
If a target jumped this turn, an attacker must also apply a +1 determining LOS. An adjacent Level 1 hex lying between the attacker
modifier to the attack’s Target Number, in addition to the modifier and the target would provide partial cover.
for the number of hexes the target moved. The firing ’Mech must have an LOS level equal to or lower than
If using Movement Dice (see p. 13), the the defending ’Mech’s LOS level in order for the target to receive
color of the die indicates this modifier. partial cover. In other words, an attacker firing downhill (regardless of
how many hexes lie between attacker and target) negates its target’s
partial cover.
Attacks against a target with partial cover apply a +1 Target
A JagerMech is attacking with its AC/5s. The Number modifier. In addition, if the hit location roll indicates a leg,
JagerMech used Running MP this turn, so it must add an the attack strikes the cover instead. In that event, if the partial cover
attacker movement modifier of +2 to its Target Number. The is a building, the hit damages the building; otherwise, the attack
target traveled five hexes, creating a +2 target movement does not deal damage.
modifier. The range to the target is two hexes, which is short Four-Legged ’Mechs: For quad ’Mechs, any hit to a leg—front
range for the AC/5s. However, the AC/5 has a minimum range or rear—constitutes a leg hit.
of 3. This means the Target Number of an attack at a range of Line of Sight: Partial cover does not block LOS.
three hexes would be modified by +1, while an attack made Water: Depth 1 water normally provides partial cover to a
at two hexes—such as this attack—is modified by +2. The standing ’Mech, even versus physical attacks. However, if an attack
modified Target Number for the JagerMech’s AC/5s is 10: 4 could not hit the legs in the first place (for example, if the attack uses
(Gunnery Skill Rating) + 2 (Attacker Movement) + 2 (Target the Punch Location Table), partial cover is not applied.
Movement) + 2 (Minimum Range) = 10. If an underwater ’Mech attacks a standing ’Mech in Depth 1
Meanwhile, an Atlas is firing its LRMs. The range to its water, the target still has partial cover, but instead of the normal
target is four hexes—short range for LRMs, but they also have procedure, an attack striking any location except for a leg strikes the
a minimum range of 6. This means a +3 minimum range intervening terrain.
modifier applies to the attack. The Atlas did not move, and so Woods/Jungle: These terrain types do not provide partial cover.
no Attacker Movement Modifier is applied. The target spent 5
Running MP, but only traveled two hexes, and since the Target HEAT MODIFIER
Movement Modifier counts only the number of hexes moved, no GATOR
TMM applies. The modified Target Number for the LRM attack is The attacker’s Target Number may suffer a modifier due to its
7: 4 (Gunnery Skill Rating) + 3 (Minimum Range Modifier) = 7. heat build-up, as discussed in Building up Heat (p. 50). The Heat Data
section of the record sheet summarizes the modifiers for the effects
of heat build-up.
Target Number modifiers due to heat never apply to
TERRAIN MODIFIERS physical attacks.
GATOR
Terrain can affect the probability of a successful shot by WEAPON & EQUIPMENT MODIFIERS
forcing the attacker to account for intervening land features and GATOR
partial cover. Some weapons and equipment provide modifiers to attacks. If
Light Woods/Jungle: Add a +1 modifier to an attack’s Target this is the case, it will be noted in that item’s description (see Weapons
Number if the target is in a light woods or light jungle hex. Apply a and Equipment, beginning on p. 96).
further +1 modifier per hex of light woods or light jungle intervening
between the attacker and target (see Intervening Terrain, p. 22).
Heavy Woods/Jungle: Add a +2 modifier to an attack’s Target
Number if the target is in a heavy woods or heavy jungle hex. Apply a The Line of Sight diagram on page 23 illustrates some
further +2 modifier per hex of heavy woods or heavy jungle intervening examples of partial cover.
between the attacker and target (see Intervening Terrain, p. 22). The ’Mech in Hex C has partial cover from the ’Mechs in
Partial Cover: Attacks against a target in partial cover (see Hexes A and B. This is because it is adjacent to a level that is
below) receive a +1 Target Number modifier. one level below its own LOS height, along the LOS between
Water: A standing ’Mech in Depth 1 water receives partial cover, the ’Mech and those two ’Mechs, and the LOS height of those
which provides a +1 Target Number modifier to attacks against it (see two ’Mechs is equal to or less than the LOS height of the ’Mech.
Partial Cover Modifier below). The ’Mech in Hex D has partial cover from the ’Mechs in
Hexes A and B for the same reason. For the ’Mech in Hex B, its
PARTIAL COVER MODIFIER target in Hex D would only receive partial cover if the ’Mech in
GATOR Hex B declared its attacks first—LOS passes exactly between
To receive partial cover, a ’Mech must be standing adjacent to the hexes that would allow the partial cover to intervene,
a hex one level higher than the level of the hex the ’Mech currently meaning the target chooses the partial cover hex.
occupies, and that hex must lie between it and the attacker. The
2
6
FIRING WEAPONS
COMBAT
DAMAGE MODIFIERS Physical Attacks: The multiple targets modifier does not apply
GATOR to physical attacks.
The attacker’s Target Number may suffer additional modifiers for Stealth Armor: A ’Mech with an active stealth armor system
Common
Lower Arm Actuators: ’Mechs whose record sheet did not
come with lower arm actuators do not suffer actuator damage RANGE MODIFIER
modifiers to weapon attacks, though the absent actuator still affects GATOR
physical attacks. The farther away a target, the harder it is to hit. Find the
shortest path to the target and count the hexes between target
Weapons
IMMOBILE TARGET MODIFIER and attacker: start with the hex adjacent to the attacker’s hex along
GATOR the line of sight, and include the target’s hex. This total number of
If a ’Mech fires at an immobile target, apply a –4 modifier to hexes is the range to the target.
the Target Number. This modifier does not apply to attacks against Each weapon’s range is divided into range brackets: short,
Case Rules
’Mechs that have chosen to remain stationary, prone ’Mechs, or medium, and long. For example, a PPC has a range of 18 hexes. Its
Special
’Mechs with destroyed gyros and/or all hip actuators destroyed. short-range bracket is “1-6”, meaning that any attack made with a
Unless the situation specifically states the target is immobile, do PPC against targets 6 hexes away or less is in the PPC’s short range.
not apply this modifier. The range bracket a target is in determines the range modifier
for an attack with that weapon against that target. A short-range
Urban Combat
The following are the most common immobile targets:
buildings, hexes, shutdown or abandoned ’Mechs, ’Mechs with an shot does not modify the attack’s Target Number. A medium-range
unconscious MechWarrior, and quad ’Mechs missing four legs. shot adds a +2 Target Number modifier, while a long-range shot
adds a +4 modifier.
MULTIPLE TARGETS MODIFIER
MINIMUM RANGE MODIFIER
Battlefield
GATOR
A ’Mech may engage more than one target in a turn. The only GATOR
The
limit on the number of targets is how many weapons a ’Mech mounts. Some weapons, such as PPCs and long-range missiles (LRMs),
During the attack declaration step, the attacker designates are designed to be fired at long-range targets. If a target is too close,
one target as the primary target. If any declared targets are in hitting it with such weapons is more difficult.
Other Actions
the attacker’s forward arc, one must be the primary target. If the A weapon’s minimum range, if any, appears on the Weapons
attacker is declaring attacks only against targets in the side and rear and Equipment Tables beginning on page 118. If a target is within
arcs, they may choose any of them as the primary target. this range, use the following formula to determine the minimum
All targets other than the primary target, no matter how many, range modifier for such weapons: [Min. Range] – [Target Range] +
are secondary targets, and the player must add a Target Number 1 = Minimum Range Modifier. For example, if a ’Mech fires a PPC
modifier for attacks against them. Against secondary targets in the at a target three hexes away, the minimum range modifier to the
Heat
forward arc, the modifier is +1; against secondary targets in the side attack’s Target Number would be +1. If the target is two hexes away
and rear arcs, the modifier is +2. the modifier is +2, and if one hex away the modifier is +3.
These rules apply regardless of where the weapons are
mounted. For example, a ’Mech with three medium lasers in COMBAT IN WATER
Damage
the right arm fires one medium laser at a target in the front arc, A ’Mech standing in Depth 1 water may attack ’Mechs in water
designated as the primary target; the second medium laser at a with its leg-mounted weapons. It may also attack ’Mechs that are
target in the right side arc; and the third medium laser at another not underwater, using weapons mounted in any other location.
target in the right side arc. The primary target receives no additional Underwater ’Mechs can attack a standing ’Mech in Depth
modifier at this stage, while both secondary targets in the right side 1 water; the standing ’Mech has partial cover (see Partial Cover
Combat
arc each receive a +2 Target Number modifier for the respective Modifier, p. 26), but instead of the normal procedure, an attack
attacks against them. striking any location except for a leg is ignored.
Multiple Firing Arcs: Through torso twisting, a ’Mech with See Underwater Combat, page 64, for the full details involving
both upper-body and leg-mounted weapons may have more than underwater combat. Movement
one firing arc at once. Regardless of its number of firing arcs, a ’Mech Prone ’Mechs: A ’Mech prone in Depth 1 water is submerged,
may only have one primary target each turn. and must adjust its LOS and attack capabilities accordingly.
7 6 5 4 4 4 6 6 6 6 6 6 8 8 8 8 8 8
the
MINIMUM RANGE
Introduction
• minimum range diagram (ppc example: base target number + minimum range modifier) •
7
2
FIRING WEAPONS
COMBAT
FIRING WEAPONS
COMBAT
Common
Range and Terrain
Range
Short None
Medium +2
Weapons
Long +4
Minimum range [Minimum] – [Target Range] +1 (see Minimum Range Modifier, p. 27)
Each Intervening Hex/Level between
+1 per hex/level
Attacker and Target (as well as target’s
Case Rules
(maximum +3; see Combat Within Buildings, p. 72)
Special
hex) in same multi-hex building
Target
Secondary target in forward arc +1
Secondary target in side or rear arc +2
Urban Combat
Weather Conditions
Heavy Fog +1 to all attacks of the pulse (P) and direct-fire energy (DE) types
Light
Dusk/Dawn +1
Battlefield
Full Moon Night +2; Ignore if the target is illuminated
The
Moonless Night +3; Ignore if the target is illuminated
Moderate/Heavy Rain +1
Torrential Downpour +2
Other Actions
Moderate/Heavy Snow +1
Wind
Moderate Gale +1 to all attacks of the missile (M) type (see p. 97)
+2 to all attacks of the missile (M) type, and
Strong Gale
+1 to all attacks of the direct-fire ballistic (DB) type (see pp. 96-97)
+3 to all attacks of the missile (M) type, and
Heat
Storm
+2 to all attacks of the direct-fire ballistic (DB) type (see pp. 96-97)
Damage
Physical Attacks Only
Attacker
’Mech Damage
No punching or physical weapon attack with arm; no clubbing
Shoulder hit
attacks; +2 to pushing attack (each)
Combat
+2 to punching and physical weapon attack with arm; half
Upper or lower arm actuator hit (each)
damage for punching attack with arm; +2 to clubbing attacks
+1 to punching attack with arm; no clubbing attacks; no physical
Hand actuator hit
weapon attack with arm Movement
Charging attack Modify for relative Piloting Skills (see Comparative Modifier, p. 34)
Death from above attack Modify for relative Piloting Skills (see Comparative Modifier, p. 34)
the
Weather Conditions
Moonless Night +1; Ignore if the target is illuminated
Introduction
FIRING WEAPONS
COMBAT
PRONE ’MECHS or 8, the shot hits the designated location. For any other result, the
Prone ’Mechs may still make weapon attacks. Because they are player rolls normally on the appropriate Hit Location Table (which
largely stationary, they also often make better targets. means it may hit the designated location after all).
This rule cannot be used with physical attacks.
FIRING WHILE PRONE Partial Cover: You can make an aimed shot against a target with
A prone ’Mech may fire some of its weapons, as long as neither partial cover, but you can only aim for locations that are not behind
of its arms has been destroyed. cover. No Target Number modifier is applied for partial cover in this
The attacker chooses one arm: no weapons in that arm can case, and if a leg location is rolled when assigning a hit, re-roll until
fire that turn (this includes weapons split between that arm and a non-leg hit location is rolled.
the corresponding torso; which arm is chosen may be changed Targeting Computer: A targeting computer allows aimed shots
each turn). No leg-mounted weapons can be fired either. All other against non-immobile targets. In this case, Pulse weapons also cannot
weapons may be fired, using the same arc as if it were standing and be used, the standard –1 modifier for a targeting computer is ignored,
facing that direction. A prone ’Mech cannot torso twist. and a +3 modifier is applied to the Target Number instead. Whether the
Add a +2 Target Number modifier to weapon attacks made while target is immobile or not, aimed shots aided by a targeting computer
prone, in addition to any other standard modifiers. For example, if may not target the head. See page 113 for the full details.
a ’Mech runs (+2 modifier) and then drops prone in the same turn
it makes a weapon attack, it receives a +4 Target Number modifier. CLEARING WOODS OR JUNGLE
Four-Legged ’Mechs: Provided it still has all four legs, and has Weapon attacks can clear wooded and jungle hexes (see
taken no critical hits to any hip actuator, a prone quad ’Mech fires as Clearing Woods and Jungle, p. 61).
though it were standing (the +2 modifier for firing when down does
not apply, and it may fire leg-mounted weapons). INDIRECT FIRE
Water: A ’Mech prone in Depth 1 water is submerged, and must LRM and Thunderbolt launchers may be fired indirectly. Indirect
adjust its LOS and attack capabilities accordingly. fire allows a ’Mech without a direct line of sight to a target to attack
One-Armed Prone Fire (Optional): Under this optional rule, a that target. An attacker with valid LOS to a target cannot make an
prone ’Mech with one arm destroyed may still prop itself up using indirect fire attack against that target.
its intact arm and fire any non-limb mounted weapons. Apply a +1 Another friendly ’Mech must have a valid line of sight to the
Target Number modifier (in addition to the standard prone modifier) target: this friendly ’Mech is referred to as the spotter. In order to
to all shots made in this fashion. serve as a spotter, a ’Mech must not have charged or launched a
Death From Above attack that turn; any other action is fine. A spotter
ATTACKING PRONE ’MECHS can spot for any number of attackers against a single target, but can
A prone ’Mech makes an easier target for an opponent in an only spot to one target a turn.
adjacent hex, but a more difficult target at longer ranges. The base Target Number is the attacker’s Gunnery Skill. Use the
Apply a –2 modifier to the Target Number to any attack made following modifiers:
against a prone ’Mech from an adjacent hex. Add a +1 modifier for
all other attacks made against a prone ’Mech. %% All standard modifiers for attacker and target movement;
For example, if a ’Mech runs seven hexes and then drops prone, %% All standard modifiers for the spotter’s movement;
attacks against it by non-adjacent ’Mechs receive a +4 Target Number %% Terrain modifiers and partial cover based on line of sight from
modifier (+3 for entering seven hexes, +1 for firing at non-adjacent the spotter, not the firing ’Mech. Some scenarios allow an
prone ’Mech = 4); adjacent ’Mechs would receive a +1 Target Number indirect attack without requiring a spotter; in such scenarios,
modifier (+3 for entering seven hexes, –2 for firing at an adjacent terrain modifiers are ignored (though valid LOS from attacker
prone ’Mech = 1). to target still cannot exist);
%% +1 for indirect fire;
%% Range modifier based on the range between the attacker and
SPECIALIZED ATTACKS target, including minimum range modifiers.
Several specialized attacks, such as indirect fire, have their own
rules and Target Number modifiers, as outlined below.
Finally, if a spotter makes any attacks during the Weapon Attack
Phase of a turn that it also spots, apply a +1 Target Number modifier
AIMED SHOT
to those attacks, as well as an additional +1 modifier to the indirect
Players may aim for a specific hit location, but only against
fire attack.
immobile targets (see Immobile Target Modifier, p. 27). The following
Narc Beacons: A target with an attached Narc homing pod (see
weapon types cannot make an aimed shot: Area-Effect, Cluster, or
p. 104) does not require a spotter to be the target of indirect fire
Flak (a weapon’s type may be found by consulting the Weapon and
from an attacker equipped with Narc-enabled missiles (see p. 107).
Equipment tables, beginning on p. 118; see p. 96 for an explanation
If a spotter is not used, terrain modifiers do not apply to the attack,
of each type). Additionally, an indirect fire attack cannot be an aimed
but the +2 modifier to the roll on the Cluster Hits Table normally
shot. Otherwise, any ranged weapon may be used.
provided by a Narc homing pod is lost. If a spotter is used, apply both
An aimed shot against any location except a ’Mech’s head
the standard terrain modifiers and the +2 Cluster Hits Table modifier.
receives the –4 Target Number modifier for an attack against an
Partial Cover: Damage from indirect fire always strikes the
immobile target. When aiming at a ’Mech’s head, do not apply this
target and not the partial cover, even if it hits a leg location; see
modifier. Instead, apply a +3 modifier to the target number. If either
Partial Cover Modifier, p. 26). The exception is if the partial cover is
type of attack is successful, the player rolls again. On a result of 6, 7,
3
0
FIRING WEAPONS
COMBAT
provided by water: in this case, the indirect fire strikes the water and AMMUNITION EXPENDITURE
does no damage, unless it is a weapon of the AE (Area-Effect) type. Ballistic and missile weapons have a limited amount of
Semi-Guided Missiles: If their target has been designated ammunition. Weapons that require ammunition indicate the number
Common
Number modifier for indirect fire, as well as the modifiers for target Per Ton column of the Weapons and Equipment Tables (see p. 118).
and spotter movement.
TAG: Designating a target with target acquisition gear (TAG; SHOTS
see p. 112) does not provide spotting for indirect fire; they are two All weapons that require ammunition have their ammo stored
different mechanics. However, a ’Mech can spot for indirect fire and in ammo bins. Each ammo bin provides a varying number of shots,
Weapons
TAG a target in the same turn; if it does so, the ’Mech counts as depending on the weapon. For example, one ton spent on ammo
having fired that turn when calculating Target Number modifiers provides an ammo bin containing twenty shots for an AC/5, or five
for the indirect fire attack. shots for an AC/20. Missile ammunition works differently, in that a
Torpedoes: Long-range torpedoes may be fired indirectly single shot for a missile launcher is always one firing of all the missile
tubes of that launcher. For example, a ton of SRM 4 ammo provides an
Case Rules
underwater, so long as both the attacker and target are
Special
underwater. The entire attack must take place submerged in the ammo bin containing twenty-five shots (with four missiles fired every
same body of water. shot). A single ton of LRM 20 ammo provides an ammo bin containing
six shots (with twenty missiles fired every shot). Put simply, each time a
weapon that requires ammunition fires, regardless of its type or size or
ROLLING TO HIT
Urban Combat
number of missile tubes, it uses one shot of that weapon’s ammunition.
Once the player has determined all Target Number modifiers A weapon can draw ammo from any ammo bin that carries the
for the attack, they make a roll to see if the attack is successful. For exact ammunition for that weapon. The ammo need not be in the
each weapon attack, the player rolls 2D6. If the result is equal to same location as the weapon on the Critical Hit Table of the ’Mech
or greater than the modified Target Number, the attack succeeds. Record Sheet. For example, an LRM 15 in the left arm of a ’Mech can
Battlefield
Players choose the order they roll, and the order they resolve use LRM 15 ammo carried in any location, but cannot use LRM 5,
the damage (which can be different), for all their ’Mech’s declared 10, or 20 ammo. In addition, if multiple ammo slots of the correct
The
attacks; resolve all attacks against one target before moving on to type exist, a player can draw ammo from any slot desired in a turn,
attacks by the same ’Mech against another target. From turn to turn, switching slots each turn at their discretion. For example, take a
this order can differ at the player’s discretion. ’Mech with an LRM 15 and three LRM 15 ammo bins: two in the right
Other Actions
arm and one in the left torso. The ’Mech fires the LRM 15 in each of
three consecutive turns. Each turn, its controller can remove one
shot from any one of the three LRM 15 ammo bins.
Similarly, multiple weapons of the exact same type (e.g.,
For example, in Turn 1, a walking ’Mech (Gunnery Skill all LRM 5s, or all LRM 15s, but not all LRMs in general) can share
4) fires all its forward-mounted weapons at one target. Its ammunition bins. For example, a ’Mech with two AC/5s can have
controller chooses the order to make the attack rolls, as normal.
Heat
just one ton of AC/5 ammo to share between both, and firing both
The player also fires two rear-mounted medium lasers at a second means that two shots are drawn from the single ammo bin.
target, but must first resolve all fire against the first target. As ammunition can explode or just be lost when a location is
destroyed, it is very important to track which bin each shot is fired
Its Ultra AC/10 has a modified Target Number of 11: from. For ’Mechs with multiple ammo bins for a single weapon type,
Damage
4 (Gunnery Skill) + 1 (attacker movement) + 2 (target be careful not to make the mistake of assigning all ammunition to
movement) + 1 (partial cover) – 1 (targeting computer) a single “pool”. For example, if your ’Mech has three tons of AC/5
+ 4 (long range) = 11. ammo (20 shots per ton), you should not write on your record sheet
Its large pulse laser has a modified Target Number of 7: that the ’Mech has 60 AC/5 shots. Instead, remember that you have
4 (Gunnery Skill) + 1 (attacker movement) + 2 (target three separate bins of 20 shots each, with each bin’s ammo count
Combat
movement) + 1 (partial cover) – 2 (pulse weapon modifier) recorded separately on the Critical Hit Table.
– 1 (targeting computer) + 2 (medium range) = 7. Cluster Attacks: Though a cluster weapon (see p. 96) fires
Its LB 5-X AC has a modified Target Number of 9: multiple projectiles at a target with each shot, it still only fires one
4 (Gunnery Skill) + 1 (attacker movement) + 2 (target shot each turn. Movement
movement) + 1 (partial cover) – 1 (LB-X firing cluster ammo) Rapid-Fire Attacks: Rapid-fire weapons (see p. 97) can fire
+ 2 (medium range) = 9. multiple shots in a single attack. For example, a rotary AC/5 can fire
between one and six shots in a single turn as its attack. One ton of
Its LRM-15 has a modified Target Number of 10:
ammo provides a rotary AC/5 with 20 shots. A player could fire it at
4 (Gunnery Skill) + 1 (attacker movement) + 2 (target
a rate of one shot per turn for twenty turns, or fire it three times at
movement) + 1 (partial cover) + 2 (medium range) = 10.
Game
computer) + 2 (medium range) = 9. Each medium laser is rapid-fire six shots in a single turn and then mark off all six shots in
rolled separately. any combination across the three different ammo slots (two shots
in each, all six shots in one, three shots in two, and so on).
1
3
FIRING WEAPONS
COMBAT
DAMAGE RESOLUTION
LEFT SIDE RIGHT SIDE Only after all weapon attacks have been
HIT ZONE HIT ZONE made is the damage caused as a result of those
attacks applied. As such, damage dealt in a
Weapon Attack Phase never affects attacks made
that same phase (the attacks are all made before
the gameplay effects of damage caused as a
result is applied).
All Piloting Skill Rolls required due to weapon
REAR HIT ZONE attacks are made at the end of the Weapon Attack
Phase (i.e. after all attacks that phase), applying
any modifiers resulting from damage inflicted that
phase. See page 53 for details. Once this is done,
players then proceed to the Physical Attack Phase.
• attack direction diagram (white hexes = target's choice) • See the Damage chapter, pages 41-49, for
how to resolve damage.
3
2
HIT LOCATION
COMBAT
Weapons
(2D6) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 40
2 1 1 1 1 2 2 3 3 3 4 4 4 5 5 5 5 6 6 6 7 7 7 8 8 9 9 9 10 10 12
3 1 1 2 2 2 2 3 3 3 4 4 4 5 5 5 5 6 6 6 7 7 7 8 8 9 9 9 10 10 12
Case Rules
4 1 1 2 2 3 3 4 4 4 5 5 5 6 6 7 7 8 8 9 9 9 10 10 10 11 11 11 12 12 18
Special
5 1 2 2 3 3 4 4 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 18 18 24
6 1 2 2 3 4 4 5 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 18 18 24
Urban Combat
7 1 2 3 3 4 4 5 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 18 18 24
8 2 2 3 3 4 4 5 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 18 18 24
9 2 2 3 4 5 6 6 7 8 9 10 11 11 12 13 14 14 15 16 17 18 19 20 21 21 22 23 23 24 32
10 2 3 3 4 5 6 6 7 8 9 10 11 11 12 13 14 14 15 16 17 18 19 20 21 21 22 23 23 24 32
Battlefield
11 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 40
The
12 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 40
Other Actions
’MECH HIT LOCATION TABLE
Heat
Roll Biped (Four-legged)
(2D6) Left Side Front/Rear Right Side
Damage
2* Left Torso [critical] Center Torso [critical] Right Torso [critical]
3 Left Leg (Left Rear Leg) Right Arm (Right Front Leg) Right Leg (Right Rear Leg)
4 Left Arm (Left Front Leg) Right Arm (Right Front Leg) Right Arm (Right Front Leg)
5 Left Arm (Left Front Leg) Right Leg (Right Rear Leg) Right Arm (Right Front Leg)
Combat
6 Left Leg (Left Rear Leg) Right Torso Right Leg (Right Rear Leg)
7 Left Torso Center Torso Right Torso
8 Center Torso Left Torso Center Torso
Movement
9 Right Torso Left Leg (Left Rear Leg) Left Torso
10 Right Arm (Right Front Leg) Left Arm (Left Front Leg) Left Arm (Left Front Leg)
11 Right Leg (Right Rear Leg) Left Arm (Left Front Leg) Left Leg (Left Rear Leg)
12 Head Head Head
Game
Playing
*A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner, but the attacking player also rolls once on the Determining
the
HIT LOCATION
COMBAT
PHYSICAL ATTACKS
Physical attacks take place in the Physical Attack Phase. This PHYSICAL ATTACK
phase occurs after the Weapon Attack Phase is complete. As such, MODIFIERS TABLE
all weapon fire, as well as all damage and effects from that fire, is
resolved before any physical attacks are made in a turn.
Attack Type Modifier
’Mechs can make seven different types of physical attacks:
charging (see p. 35), clubbing (see p. 36), death from above (DFA) Charging +0
(see p. 36), kicking (see p. 38), physical weapon attacks (see p. 38), Clubbing –1
punching (see p. 38), or pushing (see p. 40). Death From Above (DFA) +0*
In order to make a physical attack, a ’Mech must be adjacent Kicking –2
to its target (unless specified otherwise) and the target must be in a Punching +0
valid arc, as described in the rules for each attack. Pushing –1
The rules for physical attacks assume that attacker and target are Physical Weapon See p. 38
’Mechs standing at the same level. Special rules regarding different
levels or prone ’Mechs appear below. *All the normal attack modifiers apply, including the attacker’s jumping
Displacement: A ’Mech can only be the target of one charge, movement, but the roll is not modified for terrain.
death from above, or push attack in a turn. If one of these attacks is
declared against a ’Mech, it cannot be targeted by any other attack
of these types that turn.
Initiative and Displacement: If one ’Mech’s charge, push, or greater than 12, the physical attack automatically misses: in this case,
DFA attack would displace the target of another ’Mech’s physical the player can choose not to make the attack, thereby avoiding the
attack, the ’Mech with the lower Initiative (i.e. the first to move) possible need to make a Piloting Skill Roll for a failed attack.
resolves its physical attack first. If both attackers are on the same side,
the controlling player(s) may determine which attack is resolved first. COMPARATIVE MODIFIER
If no valid target exists, the attack automatically fails. Whenever a ’Mech charges or conducts a death from above
Multiple Physical Attacks: A ’Mech may only make a single attack on another ’Mech, subtract the target’s Piloting Skill from
type of physical attack in a single turn. Even if a ’Mech mounts two that of the attacker’s, and use the result as a modifier to the Target
physical weapons (identical or otherwise), it can only make a single Number. This applies even if the target is unconscious.
physical weapon attack, unless the weapon’s rules specify otherwise
(such as with claws). However, when making a single punch attack, CRITICAL DAMAGE
a player can punch with one or two arms (see Punch Attacks, p. 38). Critical damage to a ’Mech’s arms or legs adds modifiers to the
Target Numbers of physical attacks. See the Attack Modifiers Table,
MAKING A PHYSICAL ATTACK page 28, for a list of these modifiers.
The base Target Number for a physical attack is equal to the
attacking ’Mech’s Piloting Skill Rating (see Skills, p. 9). DIFFERENT LEVELS
The modified Target Number equals the base Target Number The rules for punching, clubbing, physical weapon, kicking, and
plus the modifier for the specific physical attack as noted on the charging attacks assume that the opposing ’Mechs are at the same level.
Physical Attack Modifiers Table below. All standard modifiers for A ’Mech may make a physical attack against another ’Mech only
weapon attacks apply; the sole exceptions are heat and sensor if the level of the underlying hexes of both ’Mechs are within one
modifiers, which never apply. level of each other. The Different Levels Table shows which types of
Physical attacks are not Piloting Skill Rolls: modifiers that only physical attacks can be made in various situations. Players must use
affect Piloting Skill Rolls do not affect physical attacks, and vice versa. different Hit Location Tables to determine the location of damage
As with weapon attacks, if the modified Target Number is 2 or less, from punching, clubbing, physical weapon, or kicking attacks against
the physical attack automatically hits. If the modified Target Number is an opponent on various levels.
Note: A ´Mech can always make a death from above attack if it has the necessary Jumping MP, provided the target is valid.
3
4
PHYSICAL ATTACKS
COMBAT
PHYSICAL ATTACKS charge is finally resolved, treat the ’Mech as in that hex and having
only moved that far. It does not actually finish its movement and
AND PRONE ’MECHS enter the target hex until the Physical Attack Phase.
Prone ’Mechs cannot make physical attacks against
Common
the Physical Attack Phase. This means the attacker can only charge
Kicks and death from above attacks may be made against a
’Mechs that have finished their movement. It also means a charging
prone ’Mech, as can club and physical weapon attacks. Prone ’Mechs
’Mech cannot itself be the target of a charge or death from above
are always treated as adjacent to their attacker for these purposes
attack, because the charging ’Mech’s movement will not be finished
(and thus the attacker gains the –2 Target Number modifier for
until the end of the Physical Attack Phase.
Weapons
attacking an adjacent prone ’Mech).
If the attacking ’Mech falls during the Weapon Attack Phase,
Determine the location of successful attacks using the
the attack automatically misses; resolve the fall normally at the end
appropriate column of the Hit Location Table (see p. 33). Always
of the Weapon Attack Phase. An exception occurs if the ’Mech falls
determine damage inflicted by death from above attacks against
into a paved hex, in which case it is treated as a skidding ’Mech
prone ’Mechs using the Rear column of the table.
Case Rules
(this is resolved at the end of the Weapon Attack Phase). It will skid
Special
Different Levels: A prone ’Mech one level higher than the
for a number of hexes equal to half the hexes it entered during the
attacking ’Mech can also be hit by punch, club, and physical weapon
Movement Phase; when it skids into the hex containing the ’Mech
attacks. These attacks also use the Hit Location Table (unless noted
it was attempting to charge, it makes an unintentional charging
otherwise for physical weapon attacks). A prone ’Mech one level
attack (see Skidding, p. 68).
Urban Combat
lower may not be the target of a kick.
If the target falls during the Weapon Attack Phase, the charge
attack cannot be made and the ’Mech ends the turn in its current
PHYSICAL hex; i.e. it does not enter the hex of the target during the Physical
ATTACKS AND WATER Attack Phase.
A ’Mech standing in Depth 1 water may make any physical Buildings and Hills: A ’Mech may charge a building hex, or
Battlefield
attack. However, the physical attack cannot be made against a ’Mech may be forced to accidentally charge a building or hill hex under
The
that is underwater, unless the attack begins underwater as well. certain circumstances (see Displacement, p. 55, and Skidding, p. 68).
For example, a ’Mech standing in Depth 1 water adjacent to In this case, the ’Mech takes 1 point of damage for every 10 CF the
a prone ’Mech in Depth 1 water can only make a kick attack, since building has at the time of the charge (round fractions up).
Other Actions
the kick attack occurs completely underwater. The standing ’Mech Multiple Attacks: A ’Mech may only be the target of one
cannot make a DFA against the prone ’Mech because a portion of charge, death from above, or push attack in a given turn.
the attack would take place outside the water. Shutdown Targets: Shutdown targets may always be the
Any physical attack that occurs underwater inflicts half its target of a charge. In other words, for the purposes of determining
standard damage (round down). targets for charge attacks, a ’Mech that begins the turn shutdown
Partial Cover: Depth 1 water provides partial cover to a or with an unconscious pilot should be treated as though it
Heat
standing ’Mech against physical attacks. A physical attack made automatically took its movement action first, regardless of what
against a ’Mech in Depth 1 water by an attacker that is itself not order its action actually occurred.
completely underwater adds the +1 partial cover modifier to UMUs: A ’Mech can make a charge attack using Underwater
its Target Number. If the attack resolves to the legs, the attack is Maneuvering Units.
ignored.
Damage
Note that if a ’Mech on Level 0 kicks a ’Mech in Depth 1 water, CHARGE DAMAGE
the target ’Mech would not receive partial cover, because, as per If the attack succeeds, both ’Mechs take damage. To determine
the Different Levels Table above, such an attack is resolved using damage to the defender, divide the charging ’Mech’s weight by 10,
the Punch Location Table. As such, the part of the ’Mech receiving then multiply the result by the number of hexes moved (not MP
Combat
the attack does not have cover. spent) by the attacker in the Movement Phase (do not count the
Depth 2+ Water: A ’Mech standing in Depth 2 (or deeper) hex containing the target). If the attacker moved both backward
water can make any physical attack, except for a death from above. and forward in the same move, base the number of hexes it moved
See Underwater Combat, page 64, for the full details on combat from the hex in which the ’Mech last reversed its movement. Round
when submerged. fractional damage up. The charging ’Mech takes 1 point of damage Movement
In order for a ’Mech to charge, it must not have jumped that grouping). The attacking player then rolls once on the appropriate
Playing
turn. A charging ’Mech cannot make any weapon attacks that turn. Hit Location Table for each grouping. For example, a 17-point
the
Charge attacks are declared in the Movement Phase, not the charge forms three 5-point groupings and one 2-point grouping,
Physical Attack Phase. It is not necessary to move in a straight line and each grouping is assigned as a separate hit.
Targets in Buildings: If a ’Mech charges a target in a building
Introduction
PHYSICAL ATTACKS
COMBAT
FINDING A CLUB
A 65-ton JagerMech moves 5 hexes and declares a A ’Mech may not fire weapons or make physical attacks during
charging attack against a 45-ton ’Mech (it has the required the turn that it picks up a club.
1 MP left over to enter the target’s hex). If the charging attack Girder Clubs: Girders from rubbled medium, heavy, or
is successful, the target takes 33 points of damage (6.5 for the hardened buildings may also be used as clubs. To search the
JagerMech’s tonnage multiplied by 5 for the number of hexes rubble in the hex a ’Mech occupies for a suitable girder, the
it moved, rounded up). The JagerMech itself suffers 5 damage player rolls 2D6 during the Weapon Attack Phase. A result of 7 or
(45 / 10, rounded up). greater is needed to find a girder in a rubbled medium building,
6 or greater for a rubbled heavy building, and 5 or greater for a
rubbled hardened building. If a club is found, it may be picked
up that same phase.
entering the building hex (see Moving Into Buildings, p. 67). If the Limb Clubs: Any ’Mech arm or leg that has been blown
charging ’Mech crashes through multiple building hexes, the warrior off through critical hits or has fallen off as a result of side torso
must make all appropriate PSRs upon entering each building hex. destruction is left in that hex and may be used as a club.
Unusual Targets: If a charge attack is made against a target Tree Clubs: If the ’Mech is in a woods or jungle hex (or a hex
with no tonnage, such as a building or hill (for example, as the result that has been reduced to a rough hex by a chainsaw or dual saw), it
of a skid), calculate damage to the attacker using the attacker’s may uproot a tree and use it as a club. Uprooted trees only last for
tonnage rather than the target’s. one successful club attack.
PHYSICAL ATTACKS
COMBAT
Common
During the Weapon Attack Phase, the Griffin is considered to
be in Hex C, as though it were standing on a Level 2 hill (the
target hex’s level +1). The Warhammer may fire against the
Griffin’s front side with any weapons it can bring to bear at
Weapons
a range of 1. Other ’Mechs on the map can check for LOS and
fire as though the Griffin were in Hex C with an LOS height
of Level 4.
LEVEL 1
Case Rules
Special
DFA DAMAGE TO ATTACKER
• death from above diagram • To determine the damage to the attacker, divide the attacker’s
weight by 5. Then divide the result into 5-point Damage Value
groupings, as explained above. Consult the Front column of the Kick
Urban Combat
WEAPON ATTACK PHASE Location Table to find the hit location for each grouping (see p. 38).
The attacker cannot make weapon attacks in the same
turn it executes a DFA. The +3 modifier for jumping movement LOCATION AFTER DFA
must always be applied to the attacker’s Target Number: it is not At the start of the Physical Attack Phase, the attacker is
already included.
Battlefield
considered to be in the target’s hex. At the end of the DFA, the
During the Weapon Attack Phase, the attacker is considered attacker lands in the target’s hex. If the DFA is successful, the target
The
adjacent to the target hex along the path that the attacker will is pushed one hex in the direction opposite the attack. If the DFA
travel during the jump, and facing the target hex. If the path of the fails, the target chooses an adjacent hex and moves to it, even if
jump passes exactly between two hexes adjacent to the target, the immobile or prone. This motion might result in an accidental fall
Other Actions
attacker must choose which one he will occupy. For purposes of from above or a domino effect or even a Piloting Skill Roll for
determining LOS, the attacker is considered to be in the air above entering a building hex; see Displacement, page 55.
the hex, standing one level higher than the target hex or the level If the target ’Mech cannot be displaced into the appropriate
of the hex the attacker occupies, whichever is higher. hex (for example, if the terrain is prohibited), the hex chosen
If the attack is successful, both ’Mechs take damage as must be as close as possible to the original hexside through
determined below. If the attack fails, the jumping ’Mech crashes to which the target ’Mech would have moved. For example, if the
Heat
the ground and takes damage (see Falls After DFA, at right). direction of the attack would have pushed a ’Mech through
If the attacking ’Mech takes damage during the Weapon Hexside A, the controlling player then looks at hexsides B or
Attack Phase that forces the pilot to make a Piloting Skill Roll, F to see if those hexes are passable, then at hexsides C or E,
the player should roll as normal. A failed roll means the attack then finally at hexside D. If two equally distant hexes are open,
Damage
automatically misses; resolve the attacker’s fall and ending such as B or F, the appropriate player may choose either one, as
location per the rules below. described above.
If all the surrounding hexes contain impassable terrain, the
DFA DAMAGE TO TARGET target ’Mech cannot be displaced. For example, the target ’Mech
To determine damage to the target inflicted by a death from may be on Level 0 terrain surrounded by Level 3 or higher hills. In
Combat
above attack, divide the weight of the attacking ’Mech by 10 and this case, if the attack succeeds, the target is destroyed. If the attack
multiply the result by 3, rounding fractions up. For example, a Jenner fails, the attacker is destroyed.
weighing 35 tons inflicts 11 points of damage.
Damage from a DFA is not assigned to a single location. Instead, FALLS AFTER DFA Movement
divide all damage from the attack into 5-point Damage Value A successful death from above attack may cause both ’Mechs
groupings (leftover damage, if any, becomes its own grouping). to fall. Both MechWarriors must make Piloting Skill Rolls (see p. 53),
The attacking player then rolls once on the Punch Location Table for the target applying a +2 Target Number modifier and the attacker
each grouping (see p. 39). For example, a 12-point DFA forms two a +4 modifier. If either ’Mech fails this roll, the ’Mech takes damage
5-point groupings and one 2-point grouping, and each grouping is as from a 0-level fall.
Game
Prone ’Mechs: Resolve successful death from above attacks Falling, p. 56).
against a prone ’Mech on the rear column of the Hit Location Table
(see p. 33).
Introduction
7
3
PHYSICAL ATTACKS
COMBAT
KICK ATTACKS same turn. Resolve the kick exactly like a standard kick, but with an
Base Target Number: Piloting Skill –2. additional +1 modifier to the Target Number.
No weapons mounted on a kicking leg can fire in the turn in Critical Damage: Reduce damage for all kick attacks by half
which a ’Mech kicks. To make a kicking attack, both hip actuators for each upper and lower leg actuator damaged, with these effects
must be undamaged, and the ’Mech’s target must be in one of the being cumulative. For example, if one leg actuator is missing, reduce
three forward-arc hexes, based on the facing of the attacker’s feet the damage for all kick attacks to one-half its original value, rounding
(not the upper body, as in the case of a torso twist). down. If two leg actuators are missing, reduce the damage for all kick
Kicks have a Damage Value of 1 point for every 5 tons of the attacks to one-quarter its original value, rounding down.
attacking ’Mech’s weight, assigned as a single block of damage.
Determine the damage location by rolling 1D6 and consulting the PHYSICAL WEAPON ATTACKS
appropriate column of the Kick Location Table, based on whether Base Target Number: Piloting Skill, with modifier depending on
the ’Mech is a biped or four-legged design. weapon (see table below).
When a ’Mech is kicked it must make a Piloting Skill Roll (see p. 53). ’Mechs can be equipped with a variety of equipment tailor-made
If an attacking ’Mech misses its kick, it must make a Piloting Skill Roll. to inflict damage, such as a hatchet or sword. A ’Mech can either deliver
Four-Legged ’Mechs: A quad ’Mech can kick into its rear a physical weapon attack using its arm or fire the weapons on that arm,
arc (provided the hip actuators of both legs used in the kick are but it may not do both. The target of the physical weapon attack can
undamaged), but cannot kick into the front and rear arc in the be in the ’Mech’s forward arc or in the side arc corresponding to the
arm in which the equipment is mounted.
The Physical Weapon Attacks Table at left shows all the
various equipment that ’Mechs can use to make a physical
weapon attack, along with relevant information such as
PHYSICAL WEAPON Target Number modifiers, Damage Value, the Hit Location
ATTACKS TABLE Table to be used, and so on. If the weapon is listed as being
affected by triple-strength myomer (TSM), then when a
Weapon To-Hit Damage Hit Location Affected ’Mech has active triple-strength myomer it deals twice its
Type Modifier Value** Table by TSM? normal damage (see p. 115). All Physical Weapon Attacks
Claws +1 1/per 7 tons Punch Yes
assign their damage as a single block.
Punch Attacks: If a ’Mech mounts a physical attack
Flail 0 9† Standard No
weapon in an arm other than a retractable blade which is
Hatchet –1 1/per 5 tons Option†† Yes
retracted, it cannot make a punch attack with that arm as
Mace +1 1/per 4 tons Option†† Yes long as that physical attack weapon is intact.
Retractable
–2* 1/per 10 tons Option†† Yes
Blade
PUNCH ATTACKS
Sword –2 (1/per 10 tons) +1 Option†† Yes Base Target Number: Piloting Skill.
In a single turn, a ’Mech may punch with one or both
*Damage to the hand actuator (or the absence of a hand actuator) in the arm mounting a
arms; a separate attack roll is made for each arm. All punch
retractable blade does not modify its Target Number.
**Damage Values listed in the format “1/per X tons” mean that the weapon does 1 point of attacks must be made against targets in the attacking ’Mech’s
damage for every X tons of weight of the ’Mech carrying it. Round up in all cases of fractional forward or side firing arcs. If the target is in the right or left
damage. For a sword, then add one point of damage to the final damage total. All Physical arc, only the right or left arm, respectively, may punch. A
Weapon Attacks assign their damage as a single block. ’Mech can deliver a punch using its arm or fire the weapons
†A flail’s damage is not affected by damage to the hand actuator (or the absence of a hand on that arm, but it may not do both.
actuator) in the arm mounting it. A punch attack has a Damage Value of 1 for every 10
††By default the weapon rolls on the regular Hit Location Table. However, when the player tons (or fraction of ) that the attacker weighs, assigned as a
announces the physical weapon attack, they may also announce that it will use the Punch or single block of damage from each arm. Reduce the damage
Kick Hit Location Table instead. In this case, apply a +4 Target Number modifier in addition by half for each upper or lower arm actuator damaged or
to the standard Target Number modifier for the weapon (this modifier does not apply when
not present, with these effects being cumulative (so if both
forced to roll on a Punch/Kick Location Table due to attacks from different levels; see p. 34).
arm actuators are missing or damaged, reduce the attack
3
8
PHYSICAL ATTACKS
COMBAT
Combat
BIPED FOUR-LEGGED
D6 D6
Roll Left Side Front/Rear Right Side Roll Left Side Front/Rear Right Side
Movement
Left Front Leg/
1 Left Torso Left Arm Right Torso 1 Left Torso Right Torso
Left Rear Leg
2 Left Torso Left Torso Right Torso 2 Left Torso Left Torso Right Torso
3 Center Torso Center Torso Center Torso 3 Center Torso Center Torso Center Torso
Game
Playing
4 Left Arm Right Torso Right Arm 4 Left Front Leg Right Torso Right Front Leg
Right Front Leg/
the
5 Left Arm Right Arm Right Arm 5 Left Rear Leg Right Rear Leg
Right Rear Leg
Introduction
PHYSICAL ATTACKS
COMBAT
• pushing diagram •
damage to one-quarter). Round fractions down, to a minimum of 1.
All Physical Weapon Attacks assign their damage as a single block.
Determine the damage location by rolling 1D6 for each arm
and consulting the appropriate column of the Punch Location Table If in the Pushing diagram above, the ’Mech in Hex A
twice, based on whether the ’Mech is a biped or four-legged design. is successfully pushed by the ’Mech in Hex B, it moves into
Multiple Targets: A ’Mech can make two punches at two Hex C. If the ’Mech in Hex A is successfully pushed by a ’Mech
different targets (including targets in different arcs) and ignores the in Hex D, it is forced into Hex E.
secondary target modifier. In both cases, the pilot of the target ’Mech must make
Missing/Destroyed Actuators: A ’Mech cannot make a punch a Piloting Skill Roll to remain standing, and its attacker
attack with an arm if the shoulder actuator in that arm has suffered advances into Hex A. The ’Mech in Hex A cannot push either of
critical damage. its opponents because neither of them lies directly in front of it.
’Mechs lacking a hand on the punching arm (whether by
damage or by design) add a +1 Target Number modifier, as for a
hand actuator critical hit. ’Mechs lacking a lower arm actuator on the
punching arm (whether by damage or by design) must add a further If two ’Mechs are pushing each other, resolve both attempts
+2 Target Number modifier, as for a lower arm actuator critical hit. In and apply the net effect. If both attacks fail, nothing happens. If both
addition, as noted above, the punch inflicts only half the standard attacks succeed, neither ’Mech moves, and both must make Piloting
damage (round down). Skill Rolls or fall. If only one push attack succeeds, resolve it as usual.
Prohibited Terrain: If the target would be displaced into
PUSH ATTACKS prohibited terrain, which includes half-hexes (except into a hex
Base Target Number: Piloting Skill –1. more than two levels lower than the target’s current hex, which
A ’Mech uses both arms to make a push attack against its target, would result in an automatic fall; see Displacement, p. 55), neither
which must be another standing ’Mech. Pushing attacks can only the attacker nor the target move; all other effects occur, however,
be made against a target in the hex directly in front of the attacker including any Piloting Skill Rolls to avoid falling.
(based on the orientation of its feet, not its upper body; a torso twist Shoulder Actuators: Each damaged shoulder actuator on the
does not change what can be the legal target). ’Mech attempting to push adds a +2 Target Number modifier to
A ’Mech may make no arm-mounted weapon attacks in the turn the attack.
that it makes a push attack. The target ’Mech cannot be performing
a charge or death from above attack this turn. It must also be at the DAMAGE RESOLUTION
same level as the attacker. Only after all physical attacks have been made is the damage
A successful push attack does not damage the target. Instead, caused as a result of those attacks applied. As such, damage dealt in
it moves the defending ’Mech into the adjacent hex in the direction a Physical Attack Phase never affects attacks made that same phase
that the attacker pushes it. If the push is successful, the attacking (the attacks are all made before the gameplay effects of damage
’Mech advances into the hex formerly occupied by its target (unlike caused as a result is applied).
a charge attack, this does not require additional MP expenditure). All Piloting Skill Rolls required due to physical attacks are
At the same time, the defender must make a Piloting Skill Roll (see made at the end of the Physical Attack Phase (i.e. after all attacks
p. 53) or fall. See also Displacement, page 55. that phase), applying any modifiers resulting from damage inflicted
Multiple Attacks: A ’Mech may only be the target of one that phase. See page 53 for details. Once this is done, players then
charge, death from above, or push attack in a given turn. proceed to the Heat Phase.
See the Damage chapter, pages 41-49, for how to resolve damage.
4
0
PHYSICAL ATTACKS
BATTLEMECH MANUAL
DAMAGE
Weapons
Equipment tables, beginning on page 118. Follow the step-by- See Transferring Damage, page 44, for more detail.
step procedure outlined in Damage Resolution below to determine
the effects of damage. 1. DOES THE LOCATION HAVE ARMOR?
Attacks: It is very important to remember that all attacks in a Yes: Check off one armor circle on the Armor Diagram in the
Case Rules
phase must be declared and made before any of the hit locations appropriate location (or facing, if a torso location) for every point of
Special
and damage from those attacks is resolved. You do not attack with damage taken, until all damage is applied or all armor in the location
and resolve damage for one weapon at a time; damage resolution is destroyed. Go to Step 2.
comes after all attacks in a given phase. No: Proceed to Step 3.
Buildings: Hits against buildings are recorded differently from
Urban Combat
hits on ’Mechs. See Urban Combat, page 66, for details. 2. IS THERE DAMAGE REMAINING?
Yes: Go to Step 3 to allocate remaining damage.
DAMAGE RESOLUTION No: Attack is finished.
In short, damage from any source is first applied to the armor of the
3. DOES THE LOCATION HAVE AN INTERNAL STRUCTURE?
Battlefield
location damaged. Once all armor in a location is depleted, the internal
Yes: Check off one internal structure circle on the Internal
The
structure of that location takes damage instead. Each time a location has
Structure Diagram in the appropriate location for every point of
its internal structure damaged, a critical hit in that location is possible
damage taken, until all damage is applied or all internal structure in
(see Critical Hits, p. 45). Once the internal structure of a location reaches
the location is destroyed. Go to Step 4.
zero, that location is destroyed. After a location is destroyed, damage to
Other Actions
No: Proceed to Step 6.
that location transfers to the neighboring location.
Perhaps the most important thing to understand when applying
4. AT THE BEGINNING OF THE CURRENT PHASE, DID THE
damage is that every single hit is completely resolved—both the
LOCATION CONTAIN ANY COMPONENTS THAT COULD SUSTAIN
damage dealt and any critical hits inflicted—before moving on to the
A CRITICAL HIT?
next hit. This includes single attacks that result in multiple hits, such
Yes: Immediately roll once on the Determining Critical Hits
as cluster weapons. For example, if an attack from a SRM-2 strikes a
Heat
Table, page 46. Apply the effects of any critical hits to the location.
’Mech, and after rolling on the Cluster Hits Table it is determined that
If multiple critical hits occur as the result of a single hit, resolve each
both missiles from that attack hit, then the hit location and damage
critical hit completely before moving on to the next one. Critical hits
from the first missile is resolved, any critical hits resulting from the hit
that cannot be applied are discarded. Go to Step 5.
are determined, any critical hits that do result are resolved, and only
No: Immediately roll once on the Determining Critical Hits Table.
Damage
then does play move on to resolve the second missile from that attack.
Any critical hits are applied to the next location inward (if any; see
Also note that the order in which damage is applied is important.
the Damage Transfer Diagram). Go to Step 5.
If resolving multiple hits on a single ’Mech, be sure that everyone is
aware of what order the hits are being resolved.
5. DOES ANY INTERNAL STRUCTURE REMAIN IN THE LOCATION?
Resolution Order: The attacker chooses the order in which
Combat
Yes: Attack is finished.
they determine hit locations (and resolve damage) for each of their
No: The location and all components contained in it are
’Mech’s successful attacks. From turn to turn, the attacker can change
immediately destroyed; any armor remaining at that location (front
this order.
and rear) is also destroyed.
The destruction of components in this fashion does not cause Movement
STEP-BY-STEP DAMAGE ammunition or other components to explode, but otherwise all
The following steps offer a more thorough walkthrough of components in the location are affected as though critically hit. Go
damage resolution. to Step 6.
To apply damage from an attack, begin with the amount of
damage the attack inflicts and its hit location, and start at Step 1. 6. IS THERE DAMAGE REMAINING?
Game
Playing
Answer each question yes or no, and follow the instructions. Yes: Go to Step 7 to allocate remaining damage.
If a head, leg, or torso location is destroyed, see separate No: Attack is finished.
the
how to transfer damage. If not, in brief, once a location has been OTHER INTERNAL COMPONENT) EXPLOSION?
destroyed, all further damage transfers directly to the next location Yes: Go to Step 8.
inward, if any (the Damage Transfer Diagram shows you which No: Damage transfers to the armor of the next location inward
locations are inward; see p. 43). The damage is applied to the armor (if any; see Damage Transfer Diagram). Go to Step 1.
1
4
Damage Resolution
DAMAGE
Step 1. Step 3.
Does the Does the location
location have NO have an internal NO The remaining damage
armor? structure? transfers to the next location
inward (if any; see Damage
Transfer Diagram), directly to
the internal structure.
YES YES
Check off one armor circle on the Armor Check off one internal structure circle on
Diagram in the appropriate location for the Internal Structure Diagram in the
every point of damage taken, until all appropriate location for every point of
damage is applied or all armor in the damage taken, until all damage is
location is destroyed. applied or all internal structure in the
location is destroyed.
Step 2.
Is there damage
remaining?
YES
Step 6.
Immediately roll once on the Is there damage
Step 4.
Determining Critical Hits Table, page 46.
Apply the effects of any critical hits to
At the beginning
remaining?
NO
of the current phase,
the location. If multiple critical hits
YES did the location contain NO
NO occur as the result of a single hit, resolve
each critical hit completely before
any components that
could sustain a
moving on to the next one. Critical hits
that cannot be applied are discarded.
critical hit? YES Step 7.
Did the damage
result from an ammunition
(or other internal
component)
NO explosion? NO
Attack is finished.
4
2
Damage Resolution
DAMAGE
Common
internal structure. Go to Step 3.
Weapons
chance of critical effects). For any critical hits that result, roll 2D6
again for each one: disregard the effects of that critical hit on a
result of 8+. Apply the effects of any remaining critical hits to the
location. Excess critical hits that cannot be applied are discarded.
Case Rules
If the location is a limb, remove all remaining armor in the
Special
location, or half the location’s total original armor (round up),
whichever is less. In the case of an ammunition explosion in the
head when a small cockpit is used and CASE II is present, half of
the starting head armor (round up) is destroyed. Otherwise, any
Urban Combat
remaining damage is applied to the location’s rear armor.
Any remaining damage from the explosion does not transfer.
The attack is finished.
No: The remaining damage transfers to the next location
inward (if any; see Damage Transfer Diagram), directly to the
Battlefield
internal structure. Go to Step 3.
The
• damage transfer diagram •
DAMAGE TIMING
There is a very important distinction between resolving damage
Other Actions
In addition, the destruction of the head, leg, or torso locations
(the process described above) and applying its gameplay effects. has further effects, detailed below.
Damage dealt by attacks made in the Weapon Attack or Physical Critical Hits: If a location is destroyed by the elimination of
Attack Phases (including critical hit effects) is resolved as it happens, internal structure, and it contains one or more ammo slots (or other
as explained above. However, the gameplay effects of such damage explosive items, such as a Gauss rifle), the controlling player must
are never applied until after all attacks in a phase have been both made still check for critical hits due to damage to that location (see Critical
and resolved. This is because all attacks made in a phase are always Hits, p. 45).
Heat
resolved, and is important because it means that damage dealt by Limb Clubs: An arm or leg which is blown off through critical
attacks never affects any other attack made in the same phase. hits or falls off as a result of side torso destruction remains in the
Unlike attacks, the gameplay effects of damage from falls are hex in which it was lost and may be used as a club (see Club Attacks,
applied immediately. p. 36).
Damage
Piloting Skill Rolls: The gameplay effects of damage are
always applied before any PSRs resulting from that damage. For
example, if a foot actuator is destroyed in the Weapon Attack Phase,
this forces a PSR. The standard +1 modifier for losing a foot actuator In the midst of resolving damage in the Weapon
is applied to that PSR, as well as to any other PSRs called for that Attack Phase, a ’Mech’s right torso is destroyed.
Combat
phase (and the rest of the game, of course). As far as resolving damage goes, the torso is gone
immediately. This means that the right arm also falls off
HULL INTEGRITY immediately. If, when resolving any remaining hits that
AND BREACHES phase, any are scored against the ’Mech’s right arm, they will
transfer to the right torso (since, as far as damage resolution is
Movement
DESTRUCTION that the target ’Mech had declared that it was firing that phase.
This is because all declared attacks must be resolved. Only at the
Introduction
Damage Timing
DAMAGE TM
ARMOR DIAGRAM
TRANSFERRING DAMAGE HEAD DESTRUCTION
Left Torso Right Torso
Once a location has been destroyed, all further damage If a head has all its internal
(20) structure destroyed, the MechWarrior
(20)
transfers directly to the next location inward. The damage is applied inside is killed and the ’Mech is destroyed. Remove the ’Mech from
to the armor of the location transferred to, unless it came from an the map in the end of the phase in which it was destroyed.
ammunition explosion (see below). Torso-Mounted Cockpit: The above assumes the ’Mech has a
ECH RECORD SHEET
Damage to a missing arm or leg transfers to the torso on the head-mounted cockpit. If using a torso-mounted cockpit, destruction
same side (so left leg or arm damage transfers to the left torso, while of the head does not destroy the ’Mech or kill its pilot, though
WARRIOR DATA
right arm or leg damage transfers to the right torso). Additional additional effects may occur (see Torso-Mounted Cockpit, p. 114).
damage to a destroyed side torso location transfers to the center
PER torso. Damage from a destroyedName:head or center torso does not
LEG DESTRUCTION
transfer. The Damage Transfer Diagram illustrates this principle, and When a standing ’Mech loses a leg, the ’Mech automatically falls
age: the Gunnery Skill:
70diagrams below explore it in more detail. Piloting Skill:
per the standard rules for falling, and ends its movement for that
Base: Inner Sphere
Damage from the rear firing arcTaken
Hits that hits
1 a2 missing
3 limb4 is 5 6 turn. Apply a +5 modifier to all Piloting Skill Rolls: this replaces all
transferred
Clan Invasionto the appropriate rear torso location. For example,
Consciousness# 3 5 7 10 11 Deadother PSR modifiers generated by damage to that leg. If the ’Mech
damage from the rear that hits a missing left leg is transferred to stays prone, it can still change its facing one hexside per turn; it is
the left rear torso. considered to have walked if it changes its facing.
Ammunition Explosion: Damage from ammunition explosions A prone ’Mech with one leg may attempt to stand on its
ntory transfers
(hexes)
to the internal structure of the next location inward, remaining leg in subsequent turns. However, it may only make one
g bypassing
Min Sht Medthe armor
Lng entirely. attempt per turn, and this attempt to stand is always considered
Torso-Mounted Cockpit: If the head of a ’Mech with a torso- running. In an exception to the normal Center rules, only one PSR is
DE) — 3 6 9
mounted cockpit is destroyed, excess damage to the head still does Left Arm Right Arm
DE) — 3 6 9 required for this attempt, even if damage
Torso or other factors means
not transfer to other locations, and further strikes to the head have (22)
that the attempt would normally require (22)
(30)two or more PSRs (though
D) — 0 0 re-rolled.
their location 0 all modifiers from any such factors still apply). If the ’Mech manages
DE) — 7 17 19 to stand, it has a Walking MP of 1 (this overrides all MP increases)
Msl — 3 6 9 and cannot run. The ’Mech may still jump, but the pilot must make
C) a Piloting Skill Roll each time the ’Mech lands.
Left Right
Leg Center Leg
(26) Torso (26)
Rear (13)
A Grasshopper’s left arm is hit by a PPC (Damage Value 10), a The remaining 1 point of damage from the first missile
large laser (Damage Value 8), and two 5-point groupings of long- grouping transfers to the arm’s internal structure, and so the player
range missiles (Damage Value 1 per missile hit, so 5 damage per fills in one circle on the Internal Structure Diagram, leaving ten circles
grouping). Before this turn, the ’Mech had its full Armor Value of out of the original eleven, and the attacker immediately makes a roll
22 in that arm. on the Determining Critical Hit Table (see p. 46), applying effects, if
The PPC hit reduces the Armor Value by 10, so the any. The last missile grouping reduces the arm’s internal structure by
Grasshopper’s player fills in ten armor circles. The laser hit does 8 another 5 points. The player fills in five more circles on the Internal
points of damage, and so the player fills in eight more circles, leaving Structure Diagram, once again immediately makes a roll on the
four. The first missile grouping reduces the Armor Value by another 5 DeterminingLeft Critical Hits Table, and applies the effects, if any. Right
points, but since the Grasshopper’s remaining Armor Value is 4, that If the Grasshopper’s
Torso Rear left arm takes another 5 or more pointsTorso
of Rear
leaves 1 point of damage that the location’s armor cannot absorb. damage, the arm will be destroyed.
(10) (10)
TM
2. 1. Shoulder
DAMAGE TAKEN
3. 2. Upper Arm Actuator
PPC (10 points) 30*
4. Streak SRM 2 3. Lower Arm Actuator
5. 1-3 4. Large Laser (8 points)
Hand Actuator 29
LRM grouping 1 (5 points)
6. 5. Medium Laser 28*
g Skill: LRM grouping 2 (5 points)
6. Roll Again 27
4 5 6
0 11 Dead
Center Torso 1. Roll Again Left Right 26*
1. 2. Roll Again Arm Arm
DAMAGE TRANSFER 25*
2. 3. Roll Again (11) (11)
3. 4-6 4. 24*
1-3 4.
Roll Again
Center 23*
Center 5. Roll Again
5. Left Arm Right Arm Torso
(22)
Torso 6. Roll
(22)
Again 22*
6. (30) (22)
21
1. Left Right
20*
Leg
2.
Right
Right Torso
Leg
4
19*
4
Left (15)
3. Leg Location Destruction
Center Leg
(15)
DAMAGE
A ’Mech that loses both of its legs automatically falls (if not Cumulative Effects: The effects of critical hits, such as Piloting
already prone); the MechWarrior automatically takes 1 point of Skill Roll modifiers, are cumulative unless specifically stated otherwise,
damage from this fall. and last for the remainder of the game. Certain critical hits may force
Common
p. 18), the ’Mech has 0 MP available. It cannot change hexsides or addition to any other modifiers unless stated otherwise.
attempt to stand, though it can still attempt to prop itself up to fire Destroyed Location with Explosive Slots: If a location is
if it has both arms. destroyed by the elimination of internal structure and contains
Four-Legged ’Mechs: The effects of loss of legs are applied to one or more ammo slots (or other explosive items, such as a Gauss
a quad ’Mech as follows: rifle), the controlling player must still check for critical hits due to
Weapons
damage to that location. If one or more critical hits result, they are
%% One destroyed leg: Immediately falls and loses all movement assigned as normal. If one of these critical hits strikes an explosive
and combat bonuses gained from being four-legged: it can no slot that is not yet empty, it explodes as normal (see Ammunition,
longer make lateral shifts, it loses its –2 modifier to Piloting Skill p. 47). Critical hits generated in this fashion do not transfer.
Case Rules
Rolls, it must make a successful PSR to stand after falling, and it A limb blown off due to rolling a 12 when checking for critical
Special
suffers a +2 modifier to Target Numbers for firing when prone. hits is treated differently: explosive components in that limb never
In addition, a –1 MP penalty replaces any penalties associated explode when this occurs.
with damaged leg actuators in the destroyed leg. If the ’Mech Multiple Locations: If a single hit damages the internal
jumps, it still must make the usual PSR required for jumping structure of multiple locations, the attacker rolls to determine
Urban Combat
and missing a leg, with a +5 modifier. critical damage for each of those locations.
%% Two destroyed legs: Functions with the same restrictions Primitive ’Mechs: When rolling to determine critical hits on a
described above for a biped ’Mech that has lost one leg: it ’Mech of the Primitive tech base, apply a +2 modifier to the roll. Any
immediately falls, has only 1 MP, and so on. modified result of 13 or more is treated as a 12 result.
%% Three destroyed legs: Functions with the same restrictions Reinforced Structure: When rolling to determine critical hits
Battlefield
described above for a biped ’Mech that has lost both legs: it on a ’Mech with reinforced structure (see p. 116), apply a –1 modifier
The
immediately falls, has only 0 MP, and so on. to the roll.
%% Four destroyed legs: Automatically falls (if not already prone) Through-Armor Critical Hit: A roll of a 2 on the Hit Location
and is immobile (see p. 18). Table provides a chance for a critical hit even if the attack did not
Other Actions
damage internal structure (though the attack must still have dealt
Minimum Movement: Although a one-legged ’Mech can no at least 1 point of damage to the armor). This is known as a through-
longer run, the one exception is that it can still use the Minimum armor critical (TAC) hit; resolve it by rolling on the Determining
Movement rule (which always counts as running; see p. 18). Critical Hits Table just as for other critical hit rolls.
The chance for a TAC hit is in addition to the normal check
TORSO DESTRUCTION for a critical hit resulting from damage to the internal structure,
Heat
If a ’Mech’s right or left torso has all of its internal structure and applies even if a ’Mech has no armor left in that location. For
destroyed, the corresponding arm (for four-legged ’Mechs, the example, a hit location result of 2 against a ’Mech with no torso
corresponding front leg) is blown off immediately (see either Arm armor left requires two rolls on the Determining Critical Hits Table,
Blown Off, p. 47 or Leg Blown Off, p. 48 for the effects of this). Additional one for the TAC hit and one for damaging the internal structure
with that attack.
Damage
damage in the same phase that would normally have struck the limb
is automatically transferred to the appropriate torso (and since that
torso is destroyed, the damage ultimately transfers to the center torso). FLOATING CRITICALS
If the center torso is destroyed, the entire ’Mech is destroyed. (OPTIONAL)
Remove the ’Mech from the map in the end of the phase in which it Under standard rules, when the possibility of a through-armor
Combat
was destroyed. If the center torso was destroyed by an ammunition critical hit arises from a roll of a 2 on the Hit Location Table, any
explosion or Area-Effect type weapon, the MechWarrior is killed as critical hits are applied to the location initially rolled (center, right,
well (unless the warrior ejects first; see Ejection, p. 81). or left torso, depending on facing). This chance for a critical hit
represents the possibility of a lucky shot penetrating a chink in the
CRITICAL HITS
Movement
’Mech’s armor. As it is logical to assume that such lucky shots can
Typically, the chance for critical damage occurs whenever a strike areas other than the torso, the following rule allows a possible
hit deals one or more points of damage to the internal structure. critical hit to affect any location.
The amount of damage dealt is irrelevant, so long as the hit deals Using this option, when a player rolls a 2 on the Hit Location
at least one point of damage. However, in some instances, critical Table, roll the dice a second time to determine where the shot
Game
Playing
damage can occur even if the internal structure is not damaged (see actually hits. Any critical hits inflicted are inflicted on that location.
Through-Armor Critical Hit, below). If another 2 is rolled, that result indicates that the shot struck the
the
To determine if critical damage occurs, the attacker rolls 2D6 appropriate torso location, but does not grant another possible
and consults the Determining Critical Hits Table (see p. 46). On a through-armor critical hit.
Introduction
result of 8 or higher, the target ’Mech takes critical damage: the Partial Cover: If the target of the attack has partial cover and a
higher the roll, the greater the critical damage inflicted. Consult the leg location is rolled for a floating critical hit, re-roll until a non-leg
’Mech’s Critical Hit Table to determine the exact effect (as described location is rolled.
in Applying Critical Hits, see p. 46).
5
4
Critical Hits
DAMAGE
4. XL Fusion Engine
Critical Hits 2. XL Fusion Engine 2. XL Fusion Engine
5. Roll Again
DAMAGE
CRITICAL HIT EFFECTS An arm blown off by a critical hit remains in the hex in which it
was lost and may be used as a club (see Club Attacks, p. 36).
Critical hit locations are arranged alphabetically by item; the
location of the item on the ’Mech (head, leg, torso, arm) is noted in
COCKPIT (HEAD)
Common
A critical hit to the cockpit destroys that slot, kills the
AMMUNITION MechWarrior, and destroys the ’Mech. Remove the ’Mech from the
map in the end of the phase in which it was destroyed.
If a critical hit destroys a slot carrying explosive ammunition,
Torso-Mounted Cockpit: If a ’Mech has a torso-mounted
the ammo explodes (all ammunition is explosive unless specifically
cockpit, the cockpit slot is located in the center torso instead of
Weapons
noted otherwise in Weapons and Equipment (see pp. 96-117). The
the head. The effects of its destruction remain the same.
MechWarrior takes 2 points of damage as a result of the feedback
received through their neurohelmet. In addition, the ’Mech takes
damage to its internal structure. ENGINE (TORSO)
A critical hit to an ammo slot only explodes the ammo in that ’Mech engines have 3 points of shielding. Each critical hit to an
Case Rules
Special
slot. The explosion deals damage equal to the ammo’s Damage engine slot destroys 1 point of shielding. As shielding is destroyed,
Value times the shots remaining. Missile ammo explodes with a the amount of heat escaping from the ’Mech’s fusion drive increases.
force equal to the number of missiles remaining times their Damage The first hit increases the ’Mech’s heat build-up by 5 points per
Value. For example, one ton of machine gun ammo explodes with turn. The second adds another 5 points of heat build-up per turn for
Urban Combat
a force of 400 points of damage (2 x 200), while one ton of SRM-2 a total of 10 points per turn. A ’Mech is destroyed if it suffers three
ammo explodes with a force of 200 points of damage (2 x 2 x 50). engine hits (remember to count engine slots present in the ’Mech’s
Calculate the total Damage Value of all ammo currently carried side torsos, if any). Remove the ’Mech from the map at the end of
in the slot and apply that total to the Internal Structure Diagram the phase in which it was destroyed.
(ammunition explosion damage starts the damage resolution
Battlefield
process at Step 3, as described on p. 41). ENGINE EXPLOSIONS (OPTIONAL)
The
Because an ammunition explosion damages the internal Though the scientific reality of fusion engines prevents them
structure of the location where it explodes, a roll to determine from exploding, the dramatic effect of such an expensive piece of
critical hits is necessary; i.e. an ammo explosion could cause another machinery blowing up in a huge ball of fire is extremely appealing.
If using this optional rule, when the fusion engine of a ’Mech
Other Actions
ammo explosion, inflicting 4 points of damage on the MechWarrior.
CASE: CASE does not prevent any damage to the location that takes four or more critical hits in the same phase, roll 2D6. On a
the ammunition explosion occurs in. However, any excess damage result of 10 or higher, the engine explodes.
from the explosion after that location has been destroyed does not The explosion destroys the ’Mech and also starts a fire in the
transfer inward: the excess damage is simply ignored. hex, regardless of the terrain (see Effects of Fire, p. 64). Any targets
CASE II: If the location is protected by CASE II, check off one in adjacent hexes take damage equal to the engine’s rating (which
internal structure circle on the Internal Structure Diagram in that is the weight of the ’Mech multiplied by its unmodified Walking
Heat
location (with the normal chance of critical effects). For any critical MP) divided by 10 (rounded to the nearest whole number; round .5
hits that result from this damage, roll 2D6 again for each one: down). Targets two hexes away take damage equal to the engine’s
disregard the effects of that critical hit on a result of 8+. Apply the rating divided by 20. Targets three hexes away take damage equal
effects of any remaining critical hits to the location. Excess critical to the engine’s rating divided by 40.
Damage
hits that cannot be applied are discarded. Divide any damage into 5-point Damage Value groupings and
If the location is a limb, remove all remaining armor in the randomly determine each location; determine the direction of the
location, or half the location’s total original armor (round up), attack from the direction of the hex where the engine exploded.
whichever is less. In the case of an ammunition explosion in the Area-Effect: An engine explosion is treated as an Area-Effect
head when a small cockpit is used and CASE II is present, half of (AE) type weapon. Any damage dealt as a result is applied to every
Combat
the starting head armor (round up) is destroyed. Otherwise, any applicable target in each hex, regardless of the level of the target
remaining damage is applied to the location’s rear armor. in that hex.
Any remaining damage from the explosion does not transfer. Water: If the target is not in a water hex and an adjacent hex is
Empty Bins: If an empty ammunition slot takes a critical hit, a water hex, no damage is applied to completely submerged targets Movement
the hit is still applied there, but no further damage or effects occur. in that adjacent hex.
(neither player may choose to roll the three critical hits instead). Recalculate its Running MP accordingly by multiplying the new
The hit blows the arm off. Walking MP by 1.5, rounding up.
the
When an arm is blown off in this way, explosive components PSR Modifiers: +1 each. The ’Mech’s controller must make a
in that arm do not explode. Though the limb is destroyed, none PSR at the end of the phase in which the critical hit occurred.
Introduction
of the armor or structure on the limb is lost (this is relevant when Additionally, a PSR is required whenever the ’Mech jumps; the
calculating whether the ’Mech will be required to make a Piloting roll is made at the end of the ’Mech’s movement.
Skill Roll for having taken 20+ points of damage that phase). Target Number Modifiers: +1 to all kick attacks.
7
4
GYRO (TORSO) A critical hit to the second hip reduces the ’Mech’s MP to 0, but
The gyroscope keeps the ’Mech upright and able to move. The the ’Mech is not considered immobile.
first hit to a gyro damages it, and the second destroys it. PSR Modifiers: +2 per hip critical hit; this modifier overrides all
When a ’Mech’s gyro is destroyed, the ’Mech automatically falls other critical hit modifiers from that leg. The controlling player must
and cannot stand up again; the usual Piloting Skill Roll made to avoid make a PSR at the end of the phase in which the critical hit occurred.
damaging the MechWarrior in the fall (see p. 57) applies a +6 Target Additionally, a PSR is required every time the ’Mech runs or
Number modifier for the destroyed gyro. jumps; the roll is made at the end of the ’Mech’s movement.
’Mechs with a destroyed gyro may make weapon attacks per Four-Legged ’Mechs: A quad ’Mech with at least one hip critical
Firing While Prone (see p. 30), and may change facing by one hexside hit loses its ability to ignore the Target Number modifier for firing
per turn provided they have at least 1 MP available. A ’Mech with a while prone (see p. 30). Four hip critical hits reduce its MP to 0 (but
destroyed gyro is not considered immobile. it is still not considered immobile).
PSR Modifiers: +3 if damaged, +3 if destroyed (cumulative). The
controlling player must make a PSR at the end of the phase in which JUMP JET/UMU (LEG/TORSO)
the first critical hit occurred, unless the ’Mech received a second gyro For each critical hit to a jump jet, reduce the ’Mech’s Jumping
hit in the same phase (in which case it automatically fell and so the MP by 1. For each critical hit to an underwater maneuvering unit
PSR is unnecessary). (UMU), reduce the ’Mech’s UMU MP by 1.
Additionally, a PSR is required every time the ’Mech runs or
jumps; the roll is made at the end of the ’Mech’s movement. LEG BLOWN OFF (LEG)
Heavy-Duty Gyro: It takes three critical hits to destroy a heavy- This critical hit occurs when the player rolls a 12 on the
duty gyro. On the first critical hit, a +1 modifier applies to all Piloting Determining Critical Hits Table for a leg location hit, and is
Skill Rolls, but no PSR is forced by this if the ’Mech runs or jumps. The automatic—the player may not choose to roll the three critical hits
second critical hit replaces the +1 PSR modifier with all the effects of instead (see Leg Destruction, p. 44).
a first critical hit to a standard gyro. The third critical hit destroys it, When a leg is blown off in this way, explosive components in
causing all the normal effects of gyro destruction. that leg do not explode. Though the limb is destroyed, none of the
armor or structure on the limb is lost (this is relevant when calculating
HAND ACTUATOR (ARM) whether the ’Mech will be required to make a Piloting Skill Roll for
A critical hit to the hand actuator destroys the muscles having taken 20+ points of damage that phase).
controlling the ’Mech’s wrist and hand. The ’Mech can no longer A leg blown off by a critical hit is left in the hex it was lost in and
make physical weapon or clubbing attacks with that arm. may be used as a club (see Club Attacks, p. 36).
Target Number Modifiers: +1 to all punches made with that arm.
LIFE SUPPORT (HEAD)
HEAD BLOWN OFF (HEAD) Any critical hit knocks out this system permanently and leaves
A hit blows off a ’Mech’s head when the player rolls a 12 on the the pilot vulnerable to increased heat; the other critical location
Determining Critical Hits Table for the head hit location (see Head can still take damage, but the hit has no additional effect. The
Destruction, p. 44). MechWarrior takes 1 point of damage at the end of every Heat Phase
that the ’Mech’s Heat Scale is between 15 and 25; if the Heat Scale
HEAT SINKS is 26 or higher, the MechWarrior takes 2 points of damage instead.
A critical hit to a heat sink destroys it and reduces the ’Mech’s A life support critical hit also eliminates the ’Mech’s internal air
ability to dissipate heat. For example, if a ’Mech with 16 single heat supply. If the ’Mech is submerged (in Depth 2 or deeper water, or
sinks has three of its heat sinks destroyed, it can now only dissipate prone in Depth 1 or deeper water) in the End Phase of any turn, the
13 points of heat per turn. pilot takes 1 point of damage.
A double heat sink takes up more than one slot on the Critical Torso-Mounted Cockpit: Warriors using a torso-mounted cockpit
Hit Table but is still destroyed by a single critical hit, like any other suffer more severe heat effects in the event of life support damage. If a
multi-slot item. Additional critical hits to a multi-slot heat sink ’Mech with a torso-mounted cockpit takes a life support critical hit, the
still apply, but produce no further effects. Each double heat sink MechWarrior suffers 1 point of damage at the end of every Heat Phase
destroyed reduces the ’Mech’s ability to eliminate heat by 2 points. that the ’Mech’s Heat Scale is between 1 and 14, and 2 points of damage
at the end of every Heat Phase that the Heat Scale is 15 or higher.
HIP (LEG)
A critical hit to a ’Mech’s hip freezes the affected leg in a straight LOWER ARM ACTUATOR (ARM)
position. The ’Mech’s Walking MP is cut in half. Recalculate its Running This critical hit destroys the actuator in the ’Mech’s lower arm.
MP accordingly by multiplying the new Walking MP by 1.5, rounding up. Damage from punches with this arm is halved (round down).
After a hip critical hit, ignore any other critical hit modifiers from Target Number Modifiers:
previous turns on that leg (other leg critical hits this turn or later still +1 to all weapons firing from that arm.
apply). This means it is possible for a ’Mech’s performance to improve +2 to any punches or physical weapon attacks with that arm.
after a hip critical hit if it had suffered earlier critical hits to the same +2 to all clubbing attacks.
leg: locked in a straight position, the leg serves as a sort of crutch, Missing Actuators: Some ’Mechs are designed without one or
making movement easier in some cases than moving on a number both lower arm actuators. These ’Mechs do not suffer the weapon
of free-flexing yet damaged actuators. attack modifier for the missing actuators, though the modifiers for
damage reduction and physical attacks still apply (see p. 40).
4
8
LOWER LEG ACTUATOR (LEG) PSR Modifiers: +1 each. The controlling player must make a
This critical hit destroys the muscle (actuator) in the lower leg. PSR at the end of the phase in which the critical hit occurred.
For each lower leg actuator critical hit, reduce the ’Mech’s Walking Additionally, a PSR is required every time the ’Mech jumps; the
Common
new Walking MP by 1.5, rounding up. Target Number Modifiers: +2 to all kick attacks.
Additionally, for each lower leg actuator critical hit, all kick
attacks inflict half the standard damage (round down). WEAPONS AND EQUIPMENT
PSR Modifiers: +1 each. The controlling player must make a Just as with any other multi-slot item, if a weapon or piece of
PSR at the end of the phase in which the critical hit occurred. equipment occupies more than one slot on the Critical Hit Table,
Weapons
Additionally, a PSR is required every time the ’Mech jumps; the the first critical hit it suffers destroys the weapon or equipment, and
roll is made at the end of the ’Mech’s movement. additional critical hits to its other slots have no further gameplay
Target Number Modifiers: +2 to all kick attacks. effect (except that the critical hit is absorbed).
For example, a PPC fills three critical slots. The PPC is disabled
Case Rules
SENSORS (HEAD) as soon as one of its three critical slots takes a hit, leaving its
Special
Critical hits to a ’Mech’s sensors make weapon attacks remaining two slots able to take critical hits but otherwise resulting
increasingly difficult. Critical hits to sensors do not affect other in a useless weapon.
electronic equipment mounted by the ’Mech (such as ECM, C3, and Explosive Components: Certain non-ammo components,
Urban Combat
so on), or physical attacks. such as Gauss rifles, can explode when they suffer critical hits.
Target Number Modifiers: +2 to all weapon attacks after the The specific rules for the equipment state whether this is the case,
first hit. A second sensor hit makes it impossible for the ’Mech to fire and how much damage is inflicted (see Weapons and Equipment,
its weapons. In both cases, physical attacks are unaffected. pp. 96-117). These explosions are handled in the same way as
Torso-Mounted Cockpit: A ’Mech using this system may ammunition explosions (see p. 47).
Battlefield
survive two sensor critical hits and still perform weapon attacks.
Instead of the standard modifiers from sensor damage, the DESTROYING A ’MECH
The
first sensor hit incurs a +2 Target Number modifier to all weapon A ’Mech is considered destroyed and out of the game if its
attacks, while the second sensor hit increases this to a +4 modifier. MechWarrior dies or the ’Mech suffers three engine hits (remember
If both sensor hits are in the head, the +4 modifier at the second
Other Actions
to count engine slots in the side torso if that torso is destroyed).
sensor hit also applies to all physical attacks and Piloting Skill Destruction of the cockpit or center torso also renders a ’Mech
Rolls. Three sensor hits (or more) completely blind a ’Mech with a destroyed. Lastly, unless a ’Mech has a torso-mounted cockpit
torso-mounted cockpit, making all weapon attacks impossible and (see p. 114), destruction of the head destroys the ’Mech as well.
applying a +4 modifier to all physical attacks and Piloting Skill Rolls. Destroyed ’Mechs are removed from the map in the end of the
phase in which they were destroyed, and have no further effect
SHOULDER (ARM) on game play.
Heat
A critical hit to this location freezes the shoulder joint. The Abandoned ’Mechs: If using the optional Ejection rules (see p.
’Mech may not punch or make physical weapon attacks with that 81), a ’Mech whose pilot has ejected is abandoned, not destroyed.
arm, nor may it make clubbing attacks. The hex the ’Mech is in continues to count as being occupied by
Target Number Modifiers: a ’Mech. Stealth armor and any equipment listed in the Electronics
Damage
+4 to all weapons firing from that arm (overrides all other section (see p. 109) continues to function. The ’Mech must be
weapons fire modifiers from critical hits to that arm). destroyed as normal to be removed from play.
+2 to all pushing attacks. Forced Withdrawal: If using the Forced Withdrawal rules (see
p. 81), a ’Mech which can no longer move and has all its weapons
UPPER ARM ACTUATOR (ARM) destroyed is also considered destroyed.
Combat
This critical hit destroys the actuator in the ’Mech’s upper arm. MechWarrior Survival: Unless a ’Mech has a torso-mounted
Damage from punches with the arm is halved (round down). cockpit (see p. 114), its MechWarrior dies if the head or its
Target Number Modifiers: cockpit slot is destroyed, or if the center torso is destroyed by an
+1 to all weapons firing from that arm. ammunition explosion or damage of the Area-Effect (AE) type. If Movement
+2 to all punches and physical weapon attacks with that arm. the center torso is destroyed in any other fashion, the MechWarrior
+2 to all clubbing attacks. does not automatically die. CASE mounted in the center torso does
not protect a MechWarrior from a center torso ammo explosion.
Even ejecting from a ’Mech can be dangerous, as the
UPPER LEG ACTUATOR (LEG) MechWarrior may suffer damage upon landing (see Ejection, p. 81).
Game
This critical hit destroys the muscle (actuator) in the upper leg.
Playing
Destroying a 'Mech
BATTLEMECH MANUAL
HEAT
Heat build-up is a BattleMech’s greatest limiting factor. Though Shutting Off Heat Sinks: A MechWarrior may actually wish
every ’Mech can dissipate heat through its heat sinks, heat builds up their ’Mech to build up heat, particularly if it is equipped with triple-
whenever it moves or fires its weapons, and a high rate of activity strength myomer (see p. 115). To this end, a player may shut off or
often produces more heat than a ’Mech can dissipate. turn on as many heat sinks as desired during the End Phase of any
An overheated ’Mech can continue to function, but a warrior turn. Shut-off heat sinks dissipate no heat in the following Heat Phase,
who pushes their ’Mech past its limits eventually must pay the price. and may only be switched back on during a subsequent End Phase.
As a ’Mech’s internal heat increases, it moves more slowly and its Stealth Armor: Though not listed on the Weapons and Equipment
weapons fire becomes less accurate. If its internal heat reaches a tables, stealth armor creates 10 heat points a turn when active.
certain level, the ammunition it carries may explode. The ’Mech’s
fusion reactor may even shut down, making the ’Mech inactive and OTHER HEAT
immobile until the heat drops below a certain point. Engine Critical Hits: The first engine hit to a ’Mech generates 5
points of heat per turn. The second hit raises this to 10 (total) points
HEAT POINTS of heat per turn. This is not applied if the ’Mech is shut down.
The more heat points a ’Mech builds up, the greater its heat. A Fire: During the Heat Phase, a ’Mech occupying a burning hex
player tracks their ’Mech’s heat points using the column of boxes on on the ground absorbs an additional 5 Heat Points. A ’Mech also
the ’Mech Record Sheet labeled “Heat Scale”. The Heat Scale records absorbs 2 Heat Points for each burning hex on the ground that it
heat levels from 0 to 30 heat points. The Heat Overflow box is used moved through during the Movement Phase. A ’Mech occupying a
to track heat levels above 30. hex ignited during the Weapon Attack Phase of the turn will not be
The Heat Point Table indicates the number of heat points generated affected by the fire until the Heat Phase of the following turn (see
by various actions and damage. It also shows the number of heat points Fire and Smoke (Simplified), p. 63).
a ’Mech can dissipate through its heat sinks and by standing in a water Fire is an outside heat source (see below).
hex. As the ’Mech’s heat reaches various levels on the Heat Scale, the Outside Heat Sources: Any heat that does not come from a
’Mech suffers the adverse effects listed for those levels. ’Mech’s own movement and weapons fire, such as heat-causing
weapons and environmental conditions—can also build up a ’Mech’s
heat. This includes fire (as covered above). These heat sources are
BUILDING UP HEAT cumulative, to a maximum of 15 heat points in a single turn.
Various activities build up heat at different rates. They can be
broadly broken down into three categories: Movement, Weapons
and Equipment, and Other.
HEAT POINT TABLE
MOVEMENT HEAT
Walking: Walking generates 1 heat point, no matter how many Activity Heat Points
MP the ’Mech expends or how many hexes it moves. Walking +1 per turn
Running: Running generates 2 heat points, no matter how
Running +2 per turn
many MP the ’Mech expends or how many hexes it moves.
Jumping: Standard jump jets generate 1 heat point per Jumping +1 per hex (min. of 3 per turn)
Jumping MP expended, with a minimum of 3 heat points. For Attempting to stand +1 per attempt
example, when a ’Mech jumps 1, 2 or 3 hexes, it generates 3 heat Per Weapons and Equipment
Weapons fire
points. If it jumps 4 hexes, it generates 4 heat points; if it jumps 6 Tables, pp. 118-125
hexes, it generates 6 heat points; and so on. Per Weapons and Equipment Tables,
Weapons
Improved jump jets instead generate 1 heat point per 2 hexes pp. 118-125, or entry in
and Equipment
or portion thereof jumped, to a minimum of 3 heat points. Weapons and Equipment, pp. 96-117
Underwater maneuvering units (UMUs) generate 1 heat point –1 per operational heat sink
if used in a turn, no matter how many hexes the ’Mech moves. –2 per operational double
Mechanical jump boosters never generate heat. heat sink
Standing Up: Each attempt to stand creates 1 heat point, in –1 additional per operational single
addition to the heat generated by the movement mode the ’Mech Heat sink heat sink under water (maximum
is using that turn. 6 points)
–2 additional per operational
WEAPONS AND EQUIPMENT HEAT double heat sink underwater
Most weapons, some equipment, and even some types of (maximum 6 points)
armor generate heat points when used. These sources are too many First engine hit +5 per turn
to summarize here: the Weapons and Equipment tables beginning Second engine hit +10 (total) per turn
on page 118 list the heat an item generates. Heat from such sources
is never applied if the ’Mech is shut down.
5
0
Heat Points
3. Name: 2. Upper Arm Actuator
30*
4. Streak SRM Skill: 2 3. Lower Arm Actuator
1-3
g Skill:
00 Gunnery Piloting Skill:
ner5.Sphere Hits Taken 4. Hand Actuator 29
4 5 6 1 2 3 4 5 6
uccession
10 6.
11 Dead Consciousness# 3 5 7 10 11 Dead 5. Medium Laser 28*
HEAT
Wars
6. Roll Again 27
(hexes)
Sht
Center Torso
Med Lng 1. Roll Again Left Right 26*
3 1.6 9 Center
2. Roll Again
Center
Arm Arm
EFFECTS OF HEAT 25*
Left Arm Torso RightLeft
Arm Arm Torso Right Arm
3
2.66 9 (22) (30) (22)(34)
3. Roll Again
(47) (34)
(11) (11)
4-6
3 9
3.12 For example, a Juliano is struck with a heat-causing Excessive heat can injure a MechWarrior. It also causes a ’Mech24*
3 4. Roll Again
6 18
3
4.12
6 9 Plasma Rifle, as well as an SRM-6 loaded with inferno Center
to function less efficiently: the ’Mech moves more slowly, fires less23*
5. Roll Again
Common
7 22 Leg Center Leg
Leg Center Leg
7 6.15 22
(26) generation forTorso
the Plasma Rifle (40)
(6(26) points) andTorso
rolling on (40) effects are permanent; others (22)
disappear as the ’Mech cools.
Rear (13) Rear (12)
the Cluster Hits Table for the number of Inferno missiles that Heat Timing: The ’Mech suffers heat effects after players have21
1. struck the target (a 9, resulting in 5 missiles hitting the target), adjustedLeft Right
the heat level for the turn as described above in Recording20*
The Juliano’s controller tallies the heat generated: 6 for the Leg
2.
Right Torso Heat Build-up. Leg
19*
Weapons
3. Plasma Rifle + 10 for the infernos (2 heat points per missile x 5) (15) (15)
6 4.
1. Heat
= 16. However, such outside heat sources Sink
can only inflict a total
• heat data table, with color-coded effects overlay •
18*
Left of 15 heat points in a turn, and 2. Heat Sink After the
so 1 point is wasted.
Right Left Right
5. ER Torso
LargeRear Laser Torso Torso
Rear Rear Torso Rear 17*
(10) controlling player determines the(10) 3.
heat Heat
for the Sink
Juliano’s movement
6. ER Large Laser 1-3
and weapons fire, they add the two
(10)
4.numbers
Heattogether.
Sink
(10)
16
HEAT DATA
Case Rules
Heat Heat
Special
INTERNAL STRUCTURE DIAGRAM Scale
INTERNAL STRUCTURE System
5. Anti-Missile DIAGRAM Scale 15*
ead
m Engine
Life Support HitsHead
Left Torso (15)
Right Arm
Right Torso (15)
Overflow
Left Torso (21)
Head
6. Ammo (StreakRight
SRM 2) 50
Torso (21)
Overflow
Heat 14*
Sensors 1. Shoulder
Cockpit
ActuatorGyro Hits2. Upper Arm Actuator HEAT
DISSIPATING 1.
30* Ammo (Streak SRM 2) 5030*
Level* Effects 13*
Medium Laser
Actuator
Sensor Hits
3. Lower Arm Actuator
1-3 4. 30 Shutdown
Urban Combat
Sensors
or Heat sinks areRifle
Gauss the primary way 29in which a ’Mech rids itself of
2. Roll Again 29
Life
er Support 5. Gauss Rifle 28* 28* 28 Ammo Exp. avoid on 8+ 12
heat. However, there are a few others.
Life Support
enter Torso Heat Sink Types: Heat4-6
6. Gauss Rifle 3. Roll Again
27
sinks may be standard or double.
27
26 Shutdown, avoid on 10+ 11
Left 1. Gauss Rifle 26*
Right Left 4. Roll Again Right 26*
25 –5 Movement Points
XL Fusion Engine Standard 2.
Arm heat sinks
Gauss RifledissipateArm 1 heat
25* point per turn, and double
Arm Arm 10*
XL Fusion Engine 3. Gauss Rifle (11) (17) * 5. Roll Again (17)
25*
24 +4 Modifier to Fire
XL Fusion Engine heat sinks
(11)
4-6 4.dissipate 2 heat points per
24 turn. 24*
Gauss Rifle
6. Roll Again 23 Ammo Exp. avoid on 6+ 9
Battlefield
Center Center
Gyro On a5.record
Ammo sheet,
(Gauss) 8if a ’Mech23has *
double heat sinks, in the 23*
Gyro Torso
6. Roll Again
section listing a ’Mech’s heat sinks, 22*
Torso
the number (31)
in parenthesis is 22* 22 Shutdown, avoid on 8+ 8*
The
Gyro (22)
the
Leftamount of heat the ’Mech
21
Right can dissipate
Left in total. For example, Right a
21
20 –4 Movement Points
Gyro 20* 20* 7
so
Leg
XL Fusion Engine listing of 14Right
(28) means Torso the(15)
’Mech has
Leg Leg
* 14 heat sinks, and dissipates
Leg 19 Ammo Exp. avoid on 4+
XL Fusion Engine (15)
XL Fusion Engine up to 28 heat points each turn.
1. XL Fusion Engine
19(21)
18* Right Leg (21)
19*
18* 18 Shutdown, avoid on 6+ 6
Other Actions
Medium Laser (R)
2. XL Fusion Engine
3. XL Fusion Engine
17*
1. Hip 17* 17 +3 Modifier to Fire 5*
Roll Again 1-3 4. Double Heat Sink 16 16 15 –3 Movement Points
HEAT DATA 5. Double Heat Sink 15HEAT
*
2. DATA Upper Leg Actuator 15* 4
System
gine Hits 14 Shutdown, avoid on 4+
SRM 2) 50 Heat 6. Double Heat Heat Sink Sinks: *
Heat
14 3. Lower Leg Actuator
Heat Sinks: 14*
Gyro Hits Level* Effects 22 Level* Effects 14 (28) 13 +2 Modifier to Fire 3
SRM 2) 50 1. PPC
Single
13 *
4. Foot Actuator Double
13*
nsor Hits 30 Shutdown
2. PPC
28 Ammo Exp. avoid on 8+ 12
30 Shutdown
28 Ammo Exp. avoid on 8+ 12 10 –2 Movement Points 2
Support 3. PPC 5. Jump Jet 8 +1 Modifier to Fire
Damage Transfer
4-6 4. Medium
26 Shutdown, avoid on 10+ 11 26 Shutdown, avoid on 10+ 11
• Diagram,
Laser
25 –5 Movement Points 25 6.
–5 Jump Jet
Movement Points
•
Heat
5.heatAmmo data single and10double
to Fire(Gauss) 8
* heat sinks 10*
5 –1 Movement Points 1
24 +4 Modifier 24 +4 Modifier to Fire
23 Ammo6. Exp.Roll
avoidAgain
on 6+ 923 Ammo Exp. avoid on 6+ 9
22 Shutdown, avoid on 8+ 822
* Shutdown, avoid on 8+ 8* 0
20 –4 Movement Points 20 –4 Movement Points
Inc. Classic19
Coolant
BattleTech,
Pods: A coolant
BattleTech,
pod 7increases
’Mech 19 andAmmo
the cooling
BattleMech
Exp. avoid on are
capacity 7
trademarks of The Topps Company, Inc. All rights reserved.
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1. Hip 5* 5*
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–3 Movement p.Points
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ctuator 2. Upper
14 Shutdown,
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avoid on 4+ 414 Shutdown, avoid on 4+ 4 Shutdown Effect Ammunition Effect
ctuator Water:3. Heat
Lower Leg
13 +2 Modifier to Fire
sinks dissipate
Actuator twice as much heat
313 +2 Modifier to Fire
underwater. 3
or 4. Foot Actuator
When
10 –2 a ’Mech
Movement is standing in Depth
Points 210 1 water, only heat sinks
–2 Movement Points 2
MOVEMENT
8 5. Roll
+1 Modifier Again
to Fire 8 +1 Modifier to Fire
Damage Transfer
mounted
Diagram 5 in the
6.
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RollPoints
Again 15A ’Mech standing
–1 Movement Points in Depth 2 1
Combat
h,
of BattleTech,
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.sPermission submerged,
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LLC. Permission to photocopy for personal use. even indicated from the ’Mech’s Walking MP. For example, at anywhere
those in the engine. A ’Mech can shed no more than an additional from 5 to 9 heat points, subtract 1 from the ’Mech’s Walking MP.
6 points of heat per turn due to water. Remember that Running MP is 1.5 times the current Walking MP;
if the Walking MP is reduced, the player must also recalculate his
RECORDING HEAT BUILD-UP
Movement
’Mech’s Running MP, rounding fractions up.
During each turn’s Heat Phase, each player adds up the heat This effect is not cumulative with any previous heat-caused
points built up by their ’Mech, as well as any heat from outside movement point loss. For example, when a ’Mech’s heat build-up
sources (see Outside Heat Sources, p. 50). They then subtract the heat reaches 5 on the Heat Scale, its Walking MP is reduced by 1. When
dissipated by heat sinks. The result may be positive or negative. Add the build-up reaches 10 on the Heat Scale, reduce Walking MP by
Game
Playing
this number to the current level of heat shown on the Heat Scale. If 2 total, not by 2 more MP.
the result is negative, adjust the Heat Scale downward; if the result When the Heat Scale drops below the point at which these
the
is positive, adjust it upward. The Heat Scale cannot drop below 0. effects occur, the ’Mech regains 1 Walking MP, though previous
Extremely High Heat: When the Heat Scale is above 30, a applicable losses remain in force. For example, if the heat falls below
Introduction
’Mech takes longer to restart, because the heat level must drop 10 on the Heat Scale but remains at or above 5, the ’Mech continues
below 30 before a restart can occur. Mark any heat generated to suffer –1 MP until the heat drops below 5.
beyond 30 in the Heat Overflow box on the record sheet. Jumping: Reductions in Walking MP from heat build-up do
not affect a ’Mech’s Jumping (or UMU) MP.
1
5
EFFECTS OF HEAT
HEAT
EFFECTS OF HEAT
BATTLEMECH MANUAL
OTHER ACTIONS
Common
While events such as movement or combat generally occur at
fixed intervals, there are several important events that can occur
at a variety of points in a BattleTech turn. Rules that can apply in
PILOTING SKILL ROLLS
The Piloting Skill Roll Table (see p. 54) lists the events that
multiple phases are covered in this section.
require a player to make a PSR for their MechWarrior. A PSR is
Weapons
required every time one of these events occurs (the exact moment
PILOTING in the phase when the PSR is made is explained under Piloting Skill
SKILL ROLLS (PSR) Roll Timing, below). Piloting Skill Rolls use the MechWarrior’s Piloting
Skill as the base Target Number, modified by the following:
MechWarriors must make Piloting Skill Rolls (PSRs) under a
Case Rules
variety of circumstances. A PSR is usually made to avoid falling;
Special
%% all indicated modifiers for the event
unless specified otherwise, failing a PSR means the ’Mech falls. All
%% all modifiers applied by other events which have already
events that require a PSR are listed in the Piloting Skill Roll Table
occurred in the same phase
on page 54.
%% all modifiers applied due to Preexisting Damage (as seen on
Four-Legged ’Mechs: A quad ’Mech adds a –2 modifier to all
Urban Combat
the Piloting Skill Roll Table)
Piloting Skill Rolls made to avoid falls as long as none of its legs
are destroyed.
The result is the modified Target Number.
Immobile ’Mechs and Unconscious Warriors: Immobile
To make a Piloting Skill Roll, the player rolls 2D6. If the result is
’Mechs or ’Mechs with an unconscious warrior forced to make
equal to or greater than the modified Target Number, the roll succeeds.
a Piloting Skill Roll—such as when shutting down due to
Battlefield
If the result is less than the modified Target Number, the roll fails.
overheating—automatically fail the roll.
A player cannot choose to intentionally fail a Piloting Skill Roll.
The
’Mech Damage: A ’Mech only makes one Piloting Skill Roll for
taking 20 or more damage points in a single phase, regardless of
how many points of damage is taken that phase. PILOTING SKILL ROLL TIMING
Multiple Rolls: If a ’Mech is required to make multiple Piloting Exactly when a Piloting Skill Roll is made depends on the phase
Actions
of the turn and the action which triggers it.
Other
Skill Rolls at the same time (e.g. a ’Mech is kicked and takes 20 damage
from that kick, both of which force a PSR), each PSR is rolled one at a Movement Phase: Piloting Skill Rolls required due to a
time (though all modifiers are cumulative and apply to all rolls). If one movement action (entering water, trying to stand up, entering
of these PSRs fails, any remaining PSRs in that sequence are ignored. rubble, and so on) are made immediately following the action. As
Prone ’Mechs: A prone ’Mech may ignore all Piloting Skill Rolls such, if a PSR is made to enter a hex, and the PSR fails, the ’Mech
Heat
required to avoid falls, except when attempting to stand. falls in the hex it entered.
Damage
Combat
Movement
Game
Playing
the
Introduction
3
5
1Only during the phase that the reactor shuts down. If the MechWarrior must make a 4Automatic fall if death from above attack is unsuccessful.
Piloting Skill Roll for a ’Mech with a shutdown reactor, the ’Mech automatically falls; 5This penalty applies to all PSRs made in this hex (including the PSR made when entering it).
in either case, if the ’Mech falls, the warrior automatically takes 1 point of damage 6Ignore all modifiers from previous critical hits on that leg.
(see Falling Damage to the MechWarrior, p. 57). 7Do not add modifiers for other damaged actuators in the leg.
2The modifier for a destroyed gyro is +6 when making a Piloting Skill Roll to avoid 8To avoid damage only. Does not result in a fall if Piloting Skill Roll fails. See Buildings,
damaging the MechWarrior during an automatic fall. p. 66. Add an additional +1 modifier if unit is charging or being charged (in addition
3The modifier for a destroyed leg is +5 when making a Piloting Skill Roll to avoid to the +2 modifier normally required in that situation).
damaging the MechWarrior during an automatic fall.
5
4
Common
If a PSR is required in the Movement Phase due to weapon three Piloting Skill Rolls: one for taking 20 or more points
attacks (possibly due to attacks by hidden ’Mechs; see p. 82), the of damage, and two more for losing two leg actuators. The
roll is also made immediately. modified Target Number for each of the three rolls is 8: 5
Weapon Attack Phase: All Piloting Skill Rolls required due to (Piloting Skill) + 1 (20+ points of damage) + 1 (damaged leg
weapon attacks are made at the end of the Weapon Attack Phase
Weapons
actuator) + 1 (damaged leg actuator).
(i.e. after all attacks that phase), applying any modifiers resulting During the Physical Attack Phase, the same ’Mech is
from damage inflicted that phase. kicked in the leg by two other ’Mechs, losing another actuator
’Mechs that fall during the Weapon Attack Phase begin the and taking 20 more points of damage. The player must make
turn’s Physical Attack Phase prone. This means that a death from four more Piloting Skill Rolls: two for getting kicked twice, one
Case Rules
above or charging attack automatically fails if the ’Mech making it for losing a leg actuator, and one for the 20 points of damage.
Special
fails a PSR before the beginning of the Physical Attack Phase (see The modified Target Number for each of the four rolls is 9: 5
p. 12). (Piloting Skill) + 2 (existing actuator damage) + 1 (another
Physical Attack Phase: All Piloting Skill Rolls required due to damaged leg actuator) + 1 (20+ points of damage).
physical attacks are made at the end of the Physical Attack Phase
Urban Combat
(i.e. after all attacks that phase), applying any modifiers resulting
from damage inflicted in that phase.
Consciousness Rolls: If a MechWarrior is forced to make both
a Consciousness Roll and a Piloting Skill Roll at the same time, the
DOMINO EFFECT
If a ’Mech accidentally falls one level or less, or is forced into
Consciousness Roll always comes first.
Battlefield
a hex occupied by another ’Mech, the ’Mech already in the hex
MechWarrior Damage: When making a Piloting Skill Roll
The
(known as “the target ’Mech”) is forced out of that hex. This is known
to see if a MechWarrior will be damaged by a fall (see p. 56), this
as a domino effect. The target ’Mech immediately makes a Piloting
check is made immediately, before any damage resulting from
Skill Roll.
the fall is applied.
If the target ’Mech fails its PSR, it falls in the new hex it is
forced into; i.e. either in the direction opposite of the hex where the
Actions
Other
EXPANDED DAMAGE MODIFIERS
accidentally falling ’Mech entered the hex, or randomly determined
(OPTIONAL) if the ’Mech entered the hex directly from above.
As an option, the Piloting Skill Roll modifier for taking 20+ If the target ’Mech’s PSR is instead successful, and the domino
points of damage in a single phase may be modified by the number effect also originates from one of a ’Mech’s four side hexes, then
of damage points taken. For every 20 points of damage a ’Mech the ’Mech can avoid the domino effect by moving one hex directly
Heat
takes, adds a +1 modifier. For example, a ’Mech that takes 40 to 59 forward or backward, so long as all of the following are true:
points of damage receives a +2 modifier, a ’Mech that takes 60 to
79 points of damage receives a +3 modifier, and so on. %% it is mobile
%% it is standing
DISPLACEMENT
Damage
%% it has enough MP unspent that turn to move into the hex
’Mechs moved from their hexes as a result of their opponent’s %% it did not jump that turn
actions are displaced. Displacement can result from charging,
pushing, and death from above attacks. It can also result from a As usual, the ’Mech cannot move backward if it ran that turn.
domino effect that displaces a string of ’Mechs. If the target ’Mech’s PSR is successful but it does not fit all the
Combat
A ’Mech cannot be displaced into a hex it is prohibited from criteria above, then it is still forced into the next hex—i.e. either
entering. Typically this means hexes three or more levels higher in the direction opposite of the hex where the accidentally falling
than the displaced ’Mech. ’Mechs can be displaced downward any ’Mech entered the hex or randomly determined, as noted above—
number of levels, though this results in an accidental fall (see p. 57). but remains standing. Movement
If the rules call for a ’Mech to be displaced into an illegal hex, Multiple Domino Effects: If a ’Mech fails its Piloting Skill Roll
the displacement cannot occur. Unless the specific rules of the after being forced out of its hex by the unintentional movement
attack or action state otherwise, in these cases neither the target of other ’Mech, and if there is another ’Mech in that hex, it will
nor the attacking ’Mech moves. All other effects of the displacing potentially continue the domino effect. The new target ’Mech
action occur, including damage and any required Piloting Skill Rolls. makes a PSR to see if it stays standing, and if it is successful, and
Game
Playing
Buildings: If a ’Mech is displaced into a building hex, the meets the criteria above, it can end the domino effect. (Note that
building takes damage as if the displaced ’Mech had charged it if the original target ’Mech’s PSR was successful, but it was stilled
the
(see Charge Attacks, p. 35). unintentionally moved out of its hex, it must immediately make
DFA Attacks: If a ’Mech launches a death from above attack another PSR when it interacts with a new target ’Mech in the hex
Introduction
(see p. 35), and all the hexes surrounding the target ’Mech contain where it was moved, applying the rules above.)
impassable terrain, one of the ’Mechs will automatically be The domino effect continues as long as ’Mechs remain in hexes
destroyed. If the target ’Mech is hit by the DFA, it is destroyed. If adjacent to one another in the direction of the effect, and none of
the DFA fails, the attacker is destroyed instead. them manages to step out of the way.
5
5
Displacement
OTHER ACTIONS
Falling
OTHER ACTIONS
A prone Grasshopper in a Level 1 hex attempts to The MechWarrior piloting the Grasshopper in the
stand. The MechWarrior fails the Piloting Skill Roll, and so the previous example has a Piloting Skill of 5. It does not have
Common
levels. The player rolls a 1 on the Facing After Fall Table and finds in this turn, and it fell 0 Levels, and so no modifiers apply to the
that the ’Mech landed on its front, so the damage locations are Target Number for the Piloting Skill Roll. Its controller therefore
rolled on the Front column of the Hit Location Table. need only roll 5 or better to avoid damaging the MechWarrior.
The Grasshopper suffers 7 points of damage (70 tons
Weapons
divided by 10 equals 7; the number of levels fallen plus 1
equals 1; 7 x 1 = 7). The player divides the 7 points into one
5-point grouping and one 2-point grouping, and then uses ACCIDENTAL
the Front column of the Hit Location Table to determine the
FALLS FROM ABOVE
exact location of the damage.
Case Rules
An accidental fall from above occurs when a ’Mech is displaced
Special
by a charge, push, or death from above attack, or as a result of
another accidental fall from above or the domino effect (see
Displacement, p. 55) moving it into a hex containing another ’Mech,
Water: If a ’Mech falls when standing in Depth 1 or greater
and the hex it is entering is two levels or more lower than the hex
Urban Combat
water, it suffers normal falling damage divided by 2 (round down).
from which it was displaced. If the difference in hex levels is 1 or 0,
A ’Mech above the water’s surface that falls into water suffers
a domino effect occurs instead (see p. 55).
normal falling damage divided by 2 for hitting the water’s surface,
When a ’Mech accidentally falls two levels or more into a hex
and also normal falling damage divided by 2 for the fall from the
occupied by another ’Mech, make an attack roll with a base Target
water’s surface to the bottom of the water hex. Damage for hitting
Number of 7, modified by target movement and terrain.
Battlefield
the water’s surface equals tonnage/10 (round up) x (# of levels fallen
A ’Mech may not intentionally fall from above.
+ 1)/2). Normal damage for hitting the bottom of the water hex
The
equals tonnage/10 (round up) x (depth of water hex + 1)/2. Damage is
resolved separately; round any fractional final damage values down. FALLING ’MECH HITS TARGET
If a ’Mech takes damage in water, it may suffer a hull breach. If the attack roll is successful, treat the accidental fall as a
See page 65. successful death from above attack (see p. 36). However, use the
Actions
Other
damage process outlined below.
To determine the damage to the target ’Mech, divide the
FALLING DAMAGE weight of the falling ’Mech by 10, multiplied by the number of
TO A MECHWARRIOR levels fallen at the point of impact. Divide the damage into 5-point
A player makes a second Piloting Skill Roll after every fall. All Damage Value groupings (assigning any remaining points of
modifiers applied to the PSR that caused the fall are applied to this
Heat
damage to an undersized grouping), and then determine a hit
second roll, with an additional +1 modifier applied to the Target location for each grouping using the Punch Location Table.
Number for every level above 1 fallen. If the roll succeeds, the Determine damage to the falling ’Mech as normal for a fall,
MechWarrior avoids taking damage. If the roll fails, the MechWarrior with the ’Mech landing on its back. The ’Mech already in the hex is
takes 1 point of damage. displaced (see p. 55).
Damage
Automatic Damage: A MechWarrior automatically takes 1
point of damage if at the time of the fall they are unconscious, the FALLING ’MECH MISSES TARGET
’Mech is immobile (see p. 18), or if the modified Target Number for If the attack roll fails, the falling ’Mech lands in an adjacent
the PSR to avoid MechWarrior damage is greater than 12. hex as close as possible to the hex from which it fell, and takes the
Combat
standard damage from falling. No other ’Mechs take damage. If
multiple adjacent hexes lie equally close to the hex from which the
FACING AFTER ’Mech fell, randomly determine which hex it enters.
If all legal hexes already contain ’Mechs, a domino effect results
FALL TABLE (see p. 55). Otherwise, if there is no legal hex for the falling ’Mech to Movement
be placed in (e.g. all such hexes are prohibited terrain or higher than
Roll (1D6) New Facing Hit Location the level of the hex in which it fell from), it is destroyed.
1 Same Direction Front
2 1 Hexside Right Right Side DAMAGING A
Game
MECHWARRIOR
Playing
6 1 Hexside Left Left Side MechWarrior if the ’Mech’s life support system suffers a critical hit.
A MechWarrior can withstand up to 5 points of damage. The
sixth point of damage kills the warrior.
7
5
DAMAGING A MECHWARRIOR
OTHER ACTIONS
Ammunition Explosions: An ammunition explosion causes 2 A ’Mech with an unconscious warrior becomes immobile (see p.
points of damage to the MechWarrior as a result of severe electric 18). The ’Mech cannot move, fire, or take any other action, though its
shock they receive through the neurohelmet. player can still assign it a movement selection (see p. 10).
Falling: If a ’Mech falls, the controlling player must immediately A warrior that takes 6 points of damage is dead. Remove the
make a Piloting Skill Roll for the MechWarrior, before applying any MechWarrior’s ’Mech from the map in the end of the phase in which
falling damage to the ’Mech. All modifiers applied to the PSR that they were killed.
caused the fall are applied to this second roll, with an additional +1 Equipment: If a MechWarrior is unconscious, any piece of
modifier applied to the Target Number for every level above 1 fallen equipment that can be activated or deactivated in the End Phase (see
as well. If the roll fails, the warrior takes 1 point of damage. p. 12) continues to function (provided it started the turn activated),
If the MechWarrior is unconscious, the ’Mech is shut down, as does CASE.
or the ’Mech has lost both legs, such a fall automatically damages Piloting Skill Rolls: If a MechWarrior is forced to make both a
the warrior. Consciousness Roll and a PSR at the same time, the Consciousness
Head Hits: The MechWarrior takes 1 point of damage whenever Roll always comes first.
the ’Mech’s head takes a hit dealing 1 or more points of damage, even All PSRs required of an unconscious MechWarrior automati-
if the hit does not penetrate the ’Mech’s armor. cally fail.
Heat: When a ’Mech’s life support system takes a critical hit, the Recovering Consciousness: During the End Phase of each turn
MechWarrior takes 1 point of damage at the end of every Heat Phase after the turn in which the MechWarrior lost consciousness, the player
that the ’Mech’s Heat Scale is between 15 and 25; if the Heat Scale rolls 2D6. If the result is equal to or greater than the consciousness
is 26 or higher, the MechWarrior takes 2 points of damage instead. number for the warrior’s current total damage points, the warrior
If a ’Mech with a torso-mounted cockpit takes a life support regains consciousness. The player need not roll again to determine
critical hit, the danger from heat is greater. If a ’Mech with a torso- unconsciousness until the warrior takes new damage.
mounted cockpit suffers a life support critical hit, the MechWarrior For example, a MechWarrior with 3 points of damage must make
suffers 1 point of damage at the end of every Heat Phase that the a single 2D6 roll in the End Phase to wake up. A roll of 7+ means the
’Mech’s Heat Scale is between 1 and 14, and 2 points of damage at warrior regains consciousness that phase.
the end of every Heat Phase that the Heat Scale is 15 or higher.
CONSCIOUSNESS ROLLS
DUMPING AMMUNITION
During the End Phase, a player can declare that their ’Mech will
MechWarriors can survive up to 5 points of damage, but they may dump ammunition in the next turn, meaning the MechWarrior will
be knocked unconscious long before taking that much. Every time open the ammo loading doors on the back of the ’Mech and allow
a warrior takes a point of damage, its controller must immediately ammunition to feed out.
make a Consciousness Roll. Roll 2D6 and consult the Consciousness The ’Mech may dump any or all of its ammunition, but
TM
Table below (the Warrior Data section of the ’Mech Record Sheet also ammunition must be dumped by critical hit slot; if any ammo in a
contains the information on this table). If the roll result is equal to or
greater than the MechWarrior’s consciousness number, the warrior
ARMOR DIAGRAM
slot is dumped, all of it must be.
When a player announces that their ’Mech will dump
remains conscious. If the result is less than the consciousness number, ammunition, that ammunition is immediately unavailable for use.
the warrior is immediately knocked unconscious. However, the Left Torso
actual dumping of the ammunitionRight Torsoout
is not carried
The player makes this roll for every point of damage taken; for until the next End (20) (20)
Phase. For that one turn, the ammunition remains
example, in the case of an ammunition explosion in a ’Mech, that onboard in its normal location and critical hit slot, and can still suffer
MechWarrior will need to make two consecutive Consciousness critical hits or the effect of heat buildup.
Rolls. However, if a MechWarrior is knocked unconscious, no further A ’Mech dumping ammunition cannot run or jump in that turn,
D SHEET
Consciousness Rolls need be made that turn. but can still fire. Any hit against the dumping ’Mech on any rear torso
location inflicts normal damage, but it also causes all dumping
ammunition that can explode to do so (damage is applied to the
WARRIOR DATA location the ammunition is stored in, as normal).
Ammunition dumped in a hex cannot be exploded or used for
any type of attack.
Name: Underwater: ’Mechs may not declare their intention to dump
ammunition when submerged. If a ’Mech submerges during the
Gunnery Skill: Piloting Skill: turn its ammunition is being dumped, all three torso locations
automatically flood (see Hull Integrity and Breaches, p. 65).
Hits Taken 1 2 3 4 5 6
Consciousness# 3 5 7 10 11 Dead TAG DESIGNATION
If using target acquisition gear (TAG; see p. 112), all ’Mechs
making attempts to designate a target do so after the end of the
Movement Phase, but before the beginning of the Weapon Attack
Phase (Initiative order is still followed, however).
• mechwarrior data •
g
9 Center
Left Arm Torso Right Arm
9 (22) (22)
5
(30)
8
DUMPING AMMUNITION
0
BATTLEMECH MANUAL
THE BATTLEFIELD
Combat
of Bountiful Harvest to the frozen, broken wastelands of Misery, to manage them.
from the shattered cities of Alexandria to the planet-wide dust
storms of Mars. This chapter will cover some of the most common
environments in which the typical warrior can expect to fight.
TERRAIN TYPES
The following details a variety of terrain types reasonably Movement
terrain and weather types/conditions that can be used in a game. A terrain type’s MP Modifier specifies how much additional MP
Playing
Conditions not printed on a map can easily be represented via is required to enter that hex, on top of the standard 1 MP required to
the
counters and the like, so long as their representation is understood enter any hex. For example, it costs 3 MP to enter a light jungle hex:
by all players prior to the game. the standard 1 MP, and the +2 MP added by light jungle.
If a terrain type lists “None” for its PSR modifier, a Piloting Skill
Introduction
PLANETARY CONDITIONS
THE BATTLEFIELD
TERRAIN TYPES
THE BATTLEFIELD
Common
Reckless Movement, p. 19).
of the terrain types above. For example, a heavy woods hex may PSRs: Entering a swamp hex forces a Piloting Skill Roll. All
also be shrouded in deep snow, and smoke may drift over any hex. PSRs made in a hex with a swamp (including the PSR made when
All effects applied by the terrain modification stack with those of entering one) apply a +1 Target Number modifier.
the terrain modified.
Weapons
CLEARING WOODS OR JUNGLE
ICE (SIMPLIFIED) ’Mechs can use weapon attacks to clear wooded or jungle
If applied to water hexes, the hex is presumed to be frozen hexes. Each type of woods or jungle hex is rated to describe the
solid, and cannot be broken or melted through during the battle. damage it can withstand. The Terrain Factor (TF) determines the
Case Rules
Cannot be used at all with Extreme Temperatures (see p. 62) of number of damage points a woods or jungle hex can take before
Special
30 degrees Celsius and above. being reduced from heavy to light, or cleared of trees completely
MP Modifier: A hex covered in ice adds +1 MP cost per hex (the fallen trees convert the hex to rough rather than clear terrain).
(but see Reckless Movement, p. 19). Regardless of a hex’s current Terrain Factor, its type does not change
PSRs: Entering an ice hex forces a Piloting Skill Roll. All PSRs
Urban Combat
until the TF falls below the value of the reduced hex shown on the
made in a hex with ice (including the PSR made when entering one) Terrain Factor column of the Terrain Factor and Conversion Table.
apply a +3 Target Number modifier. For example, a heavy woods hex that takes 35 points of
damage remains a heavy woods hex; if the same hex takes 6 more
MUD (SIMPLIFIED) points of damage it is automatically reduced to light woods. A
Battlefield
Cannot be used with Extreme Temperatures (see p. 62) of –30 heavy woods hex can be changed to a rough hex in a single Weapon
degrees Celsius and below. Attack Phase, provided enough damage is inflicted.
The
MP Modifier: A hex covered in mud adds +1 MP cost per hex Finally, clearing woods or jungle requires a declared attack
(but see Reckless Movement, p. 19). against that terrain’s TF. If an attack against a ’Mech passes through
PSRs: Entering a mud hex forces a Piloting Skill Roll. All PSRs or into such a hex, the attack does not reduce that hex’s TF.
Other Actions
made in a hex with mud (including the PSR made when entering Area-Effect Weapons: Weapons of the area-effect (AE) type
one) apply a +1 Target Number modifier. target a specific hex, they always damage a woods or jungle hex;
double the Damage Value of these weapons against such hexes.
SMOKE, LIGHT Cluster Weapons: For weapons that use the Cluster Hits Table,
Light smoke acts as light woods for the purpose of line of use the weapon’s full Damage Value (i.e., do not roll on the table).
sight and weapons fire modifiers. See Fire and Smoke (Simplified), Flechette Ammunition: This ammunition (see p. 107) deals
Heat
page 63. double damage to woods and jungle hexes.
LOS: When trying to clear a woods or jungle hex, treat the hex
as a standing ’Mech. If this “’Mech” would have partial cover from
SMOKE, HEAVY the attack (see p. 26), than the attacker cannot attempt to clear the
Heavy smoke acts as heavy woods for the purpose of line of
Damage
woods/jungle.
sight and weapons fire modifiers. See Fire and Smoke (Simplified),
page 63.
Combat
Deep snow may not be added to water hexes. Cannot be
used with Extreme Temperatures (see p. 62) of 30 degrees Celsius
and above. Terrain Factor Former Terrain New Terrain
MP Modifier: A hex covered in deep snow adds +1 MP cost
Heavy Jungle: 100 Heavy Jungle Light Jungle Movement
per hex (but see Reckless Movement, p. 19).
PSRs: Entering a deep snow hex forces a Piloting Skill Roll. All Light Jungle: 60 Light Jungle Rough
PSRs made in a hex with deep snow (including the PSR made when Heavy Woods: 90 Heavy Woods Light Woods
entering one) apply a +1 Target Number modifier.
Light Woods: 50 Light Woods Rough
Heat: –1 Heat Point per turn; this modifier only applies if a heat
Game
sink is mounted in the legs (if the ’Mech is prone, a maximum of –3 Rough: 0 All others No change
Playing
TERRAIN MODIFICATIONS
THE BATTLEFIELD
WEATHER CONDITIONS
THE BATTLEFIELD
Battlefield
Players may optionally use the following rules to introduce
Attack Target Number Modifier: +1 to all weapon attacks.
the effects of fire to the battlefield. Place a fire counter (a pre-made
The
Deep Snow: Moderate snowfall eventually covers the
counter, a penny or whatever else players agree to use) on any hex
battlefield in snow. At the start of Turn 20 of a scenario, every hex is
that is set on fire during the game.
covered in deep snow (see p. 61). This includes the tops of buildings,
but not water hexes.
Other Actions
WIND DIRECTION
HEAVY SNOWFALL Games in which fire and smoke are present require players
Attack Target Number Modifier: +1 to all weapon attacks. to first determine the battlefield’s wind direction. At the start
PSRs: Apply a +1 modifier to all Piloting Skill Rolls. of the game, declare the same one side of every hex to be
Deep Snow: Moderate snowfall eventually covers the Direction 1, numbering the remaining hexsides 2 through
battlefield in snow. At the start of Turn 15 of a scenario, every hex is 6 clockwise. Roll one die. The wind will blow in the direction
Heat
covered in deep snow (see p. 61). This includes the tops of buildings, shown on the die for the entire game. This single-hex direction is
but not water hexes. considered “downwind.”
Damage
The ease or difficultly of starting a fire depends on whether or
MODERATE GALE not it is intentionally lit.
Attack Target Number Modifier: +1 to all attacks of the Weather Conditions: If any rain or snow weather conditions
missile (M) type (see M: Missile, p. 97). are present on the battlefield, fires cannot be started. Fire also
cannot be started in hexes with Deep Snow or Ice.
Combat
Fire: If using the simplified Fire and Smoke rules, fire spreads
more easily in these conditions (see Determining Fire Spread, p. 64).
ACCIDENTAL FIRES
STRONG GALE (SIMPLIFIED) Any ’Mech attempting to clear a woods or jungle hex (see
Attack Target Number Modifier: +2 to all attacks of the Clearing Woods or Jungle, p. 61) runs the risk of accidentally setting Movement
missile (M) type, and +1 to all attacks of the direct-fire ballistic (DB) the woods on fire. To represent this risk, the player rolls 2D6 before
type (see DB: Direct-Fire Ballistic, p. 97). each clearing attempt. On a result of 5 or less, the woods take
PSRs: Apply a +1 modifier to all Piloting Skill Rolls. damage as usual, but have also been set afire.
Fire: If using the simplified Fire and Smoke rules, fire spreads
INTENTIONAL FIRES
Game
Players who intend to start fires may declare that their ’Mech
will fire its weapons at any woods, jungle, or building hex. On a
the
STORM (SIMPLIFIED)
Attack Target Number Modifier: +3 to all attacks of the successful attack against the hex, the player rolls 2D6 and consults
the Fire Table (p. 64). Modifiers are applied to the Target Number,
Introduction
missile (M) type, and +2 to all attacks of the direct-fire ballistic (DB)
type (see p. DB: Direct-Fire Ballistic, p. 97). not the roll; any result equal to or higher than the Target Number
PSRs: Apply a +3 modifier to all Piloting Skill Rolls. means a fire has started.
Fire: If using the simplified Fire and Smoke rules, fire spreads
more easily in these conditions (see Determining Fire Spread, p. 64).
3
6
UNDERWATER COMBAT
THE BATTLEFIELD
UNDERWATER UNDERWATER
LINE OF SIGHT TABLE RANGE TABLE
Short
Long
Underwater1 Ground2 ’Mech at Depth 1
Weapon
Underwater1 Yes No Yes4
Weapons
Small Laser 1 2 —
Ground2 No Yes Yes3 Medium Laser 1–2 3–4 5–6
’Mech at Depth 1 Yes6 Yes5 Yes7 Large Laser 1–3 4–6 7–9
Light PPC* 1–4 5–7 8–10
Case Rules
1Includes standing ’Mechs at Depth 2+ and prone ’Mechs at Depth 1. PPC* 1–4 5–7 8–10
Special
2Includes ’Mechs standing at Level 0+. Heavy PPC* 1–4 5–7 8–10
3At +1 for partial cover; use the appropriate column of the ’Mech Hit Location Table, Snub-nose PPC 1–6 7–8 9
with any leg hits striking the water and inflicting no damage. ER Micro Laser 1 2 —
4At +1 for partial cover; use the appropriate column of the ’Mech Hit Location Table,
Urban Combat
ER Small Laser (Clan) 1 2 3–4
with any location hit but leg hits striking the water and inflicting no damage. ER Small Laser (IS) 1 2 3
5Can only fire torso, arm or head weapons.
6Can only fire leg weapons. ER Medium Laser (Clan) 1–3 4–7 8–10
7Can only fire leg weapons at legs and upper-body weapons at upper bodies; +1 for ER Medium Laser (IS) 1–3 4–5 6–8
ER Large Laser (Clan) 1–5 6–10 11–16
Battlefield
partial cover (see Depth 1 Water, above).
ER Large Laser (IS) 1–3 4–9 10–12
The
ER PPC (Clan and IS) 1–4 5–10 11–16
Range Table to determine range modifiers. If a weapon listed in the Micro Pulse Laser 1 2 —
Weapons and Equipment Tables does not appear on the Underwater Small Pulse Laser (Clan) 1 2 3–4
Other Actions
Range Table, it cannot be used underwater; see Torpedo (SRT, LRT, NLRT) Small Pulse Laser (IS) 1 2 —
Launcher, page 104, for the sole exception. Medium Pulse Laser (Clan) 1–3 4–5 6–8
Physical Attacks: Any physical attack that occurs underwater Medium Pulse Laser (IS) 1–2 3 4
inflicts half its standard damage (round down). A ’Mech standing in Large Pulse Laser (Clan) 1–4 5–10 11–14
Depth 2 (or deeper) water can make any physical attack, except for a Large Pulse Laser (IS) 1–2 3–5 6–7
death from above.
Heat
Small Heavy Laser 1 2 —
For rules on physical attacks in Depth 1 water, see Physical Attacks
and Water, page 35. Medium Heavy Laser 1–2 3–4 5–6
Large Heavy Laser 1–3 4–6 7–9
HULL INTEGRITY AND BREACHES Binary Laser (Blazer) Cannon 1–3 4–6 7–9
Damage
Whenever an underwater location takes damage (such as the legs Chemical Laser, Small 1 2 —
of a ’Mech which is in Depth 1 water), the controlling player rolls 2D6. Chemical Laser, Medium 1–2 3–4 5–6
On a result of 10 or greater, the ’Mech has lost integrity in that location, Chemical Laser, Large 1–3 4–6 7–9
which fills with water. ER Pulse Laser, Small 1 2 3–4
Only make this roll for flooding at the moment an underwater
Combat
ER Pulse Laser, Medium 1–3 4–6 7–9
’Mech takes damage, not for a damaged ’Mech that later enters the
ER Pulse Laser, Large 1–4 5–10 11-16
water. A ’Mech above the surface of a water hex that falls into a water
hex does not check for hull integrity until it strikes the bottom of the Improved Heavy Laser, Small 1 2 —
water hex. If all of a location’s armor is destroyed (whether this occurred Improved Heavy Laser, Medium 1–2 3–4 5–6 Movement
before the ’Mech entered the water hex or while it is submerged), that Improved Heavy Laser, Large 1–3 4–6 7–9
location is automatically breached. Variable-Speed Laser, Small 1 2 3
All components in a breached location become nonfunctional. If Variable-Speed Laser, Medium 1 2–3 4–6
the breached location contains engine slots, the engine functions as if Variable-Speed Laser, Large 1–2 3–5 6–9
it took as many critical hits as engine critical slots in that location; if the
Game
breached location is the head, the ’Mech is considered destroyed and X-Pulse Laser, Medium 1–2 3–4 5–6
the MechWarrior killed. If a side torso is flooded, the corresponding
the
UNDERWATER COMBAT
BATTLEMECH MANUAL
URBAN COMBAT
Several published mapsets have buildings printed directly on hex that is not a non-
the mapsheets. Players can also use counters to mark buildings—any adjacent building hex.
STRATEGIC
type will do, but the building’s type and level should be clearly marked,
and the counter should fit appropriately within the hex or hexes it will
SIMPLIFIED For more information,
see Changing Levels in
occupy on the mapsheet. If any counters are to represent a single, BUILDINGS Buildings, page 67.
continuous building, this must be noted clearly for all players. Urban combat can be Building levels
Rules for rarer and more complicated structures (from railway fun, but it also introduces affect movement in
stations all the way up to the legendary Castles Brian Star League additional Piloting Skill Rolls the same way as all
megafortress) can be found in Tactical Operations. and the need to track damage other terrain levels. In
to buildings. For those in other words, a ’Mech
search of simpler, quicker
BUILDING TYPES games, a common approach is
can move to the roof
of a building hex,
BattleTech divides buildings into four types: light, medium, to treat all buildings as hills of and while staying on
heavy, and hardened. Each building will also have two values: its an equivalent level that can be roofs change levels as
level, and its Construction Factor. Type is a permanent attribute, neither entered nor destroyed. though each building
while Construction Factor and level may fluctuate based on damage
were a hill (provided
inflicted to the building.
the ’Mech does not
Default Values: If a scenario does not specify a building’s type,
change more than its maximum allowed level changes in a single
treat it as medium, Level 2.
hex and the CF of each hex can support the ’Mech).
Building Types
URBAN COMBAT
MOVEMENT EFFECTS Collapse: If the total tonnage of ’Mechs on any single level
of a building hex exceeds the hex’s current CF (except Level 0,
’Mechs can move into, onto, or through buildings. The rules in this
the ground floor; see Basements, p. 66), the entire building hex
section cover entering building hexes below the level of the roof; i.e.
Common
Falling: If a ’Mech falls inside a building hex, it inflicts the
a hex on the roof of the building. The Building Modifiers Table below
same damage on the building hex as though the ’Mech entered
summarizes movement costs and modifiers for each type of building.
the building hex.
Jumping: A ’Mech cannot use Jumping MP to enter a building
hex, though it can enter the hex by jumping onto a building roof ).
BUILDING
Weapons
However, it can use Jumping MP to leave a building hex, provided
MODIFIERS TABLE it does not enter another building hex other than by its roof at any
point in the rest of the current Movement Phase.
Building Original MP Cost Piloting Stacking: Normal stacking limits are in effect at each level in
Case Rules
Type CF Per Hex Skill Modifier a building, in each hex.
Special
Light 1–15 +1 0
Medium 16–40 +2 +1 CHANGING
Heavy 41–90 +3 +2 LEVELS IN BUILDINGS
Urban Combat
Once inside a building, a ’Mech may not change levels, except
Hardened 91–150 +4 +5
as noted under Basements, page 66.
Cost to Enter Any Hex 1
BUILDING MOVEMENT
Battlefield
MODIFIERS TABLE
The
Hexes Piloting Hexes Piloting
Moved In Skill Moved Skill
Other Actions
Turn Modifier In Turn Modifier
1–2 0 10–17 +4
3–4 +1 18–24 +5
5–6 +2 25+ +6
7–9 +3
Heat
MOVING INTO BUILDINGS
’Mechs can enter a building hex at ground level (Level 0) from
Damage
an adjacent hex. ’Mechs that involuntarily enter a building hex
(such as during a skid or after being displaced by another ’Mech’s
actions) should use Skidding and Displacement rules to resolve such
movement (see pp. 68 and 55, respectively).
Combat
A ’Mech may enter a building hex at a level higher than ground
level only if entering from an adjacent hex with a level equivalent to
the building level being entered; i.e. a ’Mech may enter a building,
but only at a level equal to that of the last hex the ’Mech entered.
Every time a ’Mech enters a building hex (not including moving Movement
onto the roof), the warrior must make a Piloting Skill Roll (see p. 53).
Modify the roll using the table above, based both upon the building
type (on the Building Modifiers Table), as well as the number of
hexes moved at the time of the PSR (on the Building Movement
Modifiers Table). If the roll is successful, the ’Mech takes no damage.
Game
Playing
hits from the direction the ’Mech moved into the hex (e.g. a quad
’Mech shifting left into a building takes damage to its left side). A
Introduction
MOVEMENT EFFECTS
URBAN COMBAT
SKIDDING
If a ’Mech using running movement makes a facing change SKIDDING DIAGRAM 1:
in a paved hex at any point in the turn, and then attempts to INITIAL MOVEMENT
enter a new hex in the same turn, before that ’Mech actually In Skidding Diagram 1, the controlling player wants his
enters the hex the player must make a Piloting Skill Roll (see p. Phoenix Hawk PHX-S3 in Hex A to end its turn in Hex H, facing the
53) to see if the ’Mech skids. The roll is modified based on the numbered hexside. To spend the required 10 MP, the Phoenix Hawk
total number of hexes moved in the turn so far, using the Skid must run (it has a Walking MP of 6, and a Running MP of 9—or 12,
Modifiers Table (see below). If it passes, the ’Mech does not skid with MASC activated). It runs to Hex C and makes a facing change
and may enter the hex and continue its movement; multiple rolls toward Hex D. No Piloting Skill Roll is required.
could occur in a turn, based upon the ’Mech’s movements. If it However, when the Phoenix Hawk attempts to enter Hex D, still
fails, the ’Mech falls (see Falling, p. 56); it suffers normal falling running, the player must make a Piloting Skill Roll before entering
damage and then skids. the hex because the ’Mech will be running as it moves into a new
The ’Mech skids for a number of hexes equal to the number hex after making a facing change on pavement.
of hexes it has moved in the turn so far (not MP spent, so facing So far, the Phoenix Hawk has moved 2 hexes, and so the
changes are ignored), divided by 2 (round up), continuing in modifier for the Piloting Skill Roll is –1. The player needs to roll a
the direction it was travelling before making the facing change 4 or higher to avoid skidding. The player rolls a 10, and the ’Mech
that caused it to skid. continues to run toward Hex H.
For every hex that a ’Mech skids, it suffers additional The Phoenix Hawk makes another facing change in Hex E
damage equal to one-half its normal falling damage, rounded toward Hex F. In order to move safely from Hex E to Hex F while
up. After the skid has ended, add up the damage from both running on pavement, the player must make another PSR, this time
the fall and the skid, then apply it in 5-point Damage Value modified by 0 because the ’Mech has moved 4 hexes. The Target
groupings. Use the column of the Hit Location Table determined Number is 5 (5 + 0). If the player rolls a 4 or less, the warrior failed
by the fall to determine the location(s) for this damage. to maintain control of the Phoenix Hawk and it skids down the
After a skid, the ’Mech’s movement ends, even if it had 1A-1B hex row.
MP remaining.
Combat Effects: Add a +2 Target Number modifier for all SKIDDING DIAGRAM 1: SKIDDING
weapons fire and physical attacks made against a ’Mech during Normally the ’Mech would skid for two hexes (4 / 2 = 2), placing
a turn in which it skid. In addition, apply a +1 Target Number it in Hex 1B. However, the light woods in Hex 1A must be taken into
modifier for all weapons fire and physical attacks made by a consideration. The Movement Point Cost Per Hex for light woods is
’Mech during a turn in which it skids. 1, so that is subtracted from the total amount of hexes to be skid,
meaning the ’Mech only skids 1 hex into 1A. The Phoenix Hawk,
which weighs 45 tons, suffers 5 points of damage falling into hex
SKID MODIFIERS E where it failed its Piloting Skill Roll (45 tons divided by 10 is 4.5,
rounded up to 5) and 3 points of damage per hex it enters during
TABLE the skid (half the falling damage of 4.5, rounded up) for a total of
8 (5 + 3 = 8); it only skid 1 hex and the woods do not cause any
Hexes Piloting Skill additional damage. Once the skid is finished, the player rolls two
Moved Modifier times to determine the locations of the falling/skid damage: one
0-2 –1 5-point Damage Value grouping and one 3-point Damage Value
grouping. Both groupings are applied to the appropriate location
3-4 0 determined through the fall (see Falling, p. 56).
5-7 +1 If the light woods had not been in Hex 1A, then the Phoenix
8-10 +2 Hawk would’ve skid into the building Hex of 1B, which would’ve
required the controlling player to resolve the damage to both the
11-17 +4 ’Mech and the building hex as though the ’Mech had charged the
18-24 +5 building (see Charge Attacks, p. 35).
25+ +6 If the player rolls a 5 or greater, then the Phoenix Hawk
continues to run towards Hex H. The ’Mech makes another facing
change in Hex G towards Hex H. Once more, in order to move safely
from Hex G to Hex H while running on pavement (even though the
hex the ’Mech is moving into is not pavement), the player must
make another Piloting Skill Roll, this time modified by +1 because
the ’Mech has moved 6 hexes. The Target Number is 6 (5 + 1).
If the player rolls a 5 or less, the warrior failed to maintain control
of the Phoenix Hawk and it skids down the 2A-2D hex row. Normally
the Phoenix Hawk would skid for three hexes (6 / 2 = 3), placing it in
Hex 2C. However, the ’Mechs in hexes 2A and 2B might modify the
total number of hexes skid before the ’Mech reaches Hex 2C.
6
8
MOVEMENT EFFECTS
URBAN COMBAT
• skidding diagram 1 •
Weapons
2c 2A
2d
Case Rules
2b
Special
L5 L5 L5 L5 L6 L6
VE ED VE ED
Urban Combat
VE VE VE VE LE DEN LE DEN
LE DIUM LE DIUM LE DIUM LE DIUM
E E E E R R
M M M M HA HA
L6 L6
VE ED VE ED
LE DEN LE DEN
SKIDDING DIAGRAM 1: COLLISIONS ’Mech would
Battlefield
R R
HA HA
If the Phoenix Hawk collided with the ’Mech in Hex 2A, its still be able to
The
controlling player would apply the damage (a 5-point and 2-point move normally
Damage Value groupings) from the fall, skid to the hex occupied by this turn. The L6
VE ED
the ’Mech, and then would resolve the damage from the collision; enemy ’Mech’s con- LE DEN
R
Other Actions
this might result in the ’Mech being destroyed in Hex 2A, before troller, however, rolls a HA
it actually unintentionally charges the ’Mech in Hex 2A, which 3, which means it failed
would mean that no collision or further damage is resolved for the to dodge. In addition,
Phoenix Hawk or target ’Mech. Of course a charging resolution because it has now moved,
doesn’t need to be resolved at this point because the target ’Mech it cannot move again later in
has not yet moved in this Movement Phase and so automatically the Movement Phase.
Heat
avoids the skidding Phoenix Hawk. As such, the player does not yet The skidding Phoenix Hawk strikes the target ’Mech, doing 27
apply its falling or skidding damage. points of damage: 4.5 (45 tons divided by 10) x 6 (the number of hexes
As the Phoenix Hawk enters Hex 2B, there is another ’Mech the Phoenix Hawk entered during the turn, not counting skidding
it must avoid, which has also not yet moved in the current phase. hexes), rounding up (if needed). The controlling player then rolls six
The Target Number for the resulting unintentional charge attack times for each of the five 5-point, and the single 2-point, Damage Value
Damage
is 10: 5 (base Target Number) + 2 (attacker ran) + 0 (no target groupings on the front side of the Kick Hit Location Table.
movement modifier, as the target has not yet moved in this phase) + The Phoenix Hawk also takes damage from the successful
3 (unintentional charge). The controlling player rolls a 10! charge equal to 1 point of damage for every 10 tons that the target
Because the target ’Mech has not yet moved, it can avoid the weighs (round fractions up), applied in 5-point Damage Value
Combat
successful charging attack by making a successful Piloting Skill Roll groupings on the Front/Rear column. At the end of the successful
(in this case, a result of 4 or better). charge, the Phoenix Hawk is in Hex 2B (even though it would
However, before the player makes the Piloting Skill Roll, the normally have skid for 1 more hex, because it unintentionally charged
controller of the skidding Phoenix Hawk first applies the falling another ’Mech, it ends its movement in that hex), while the target
damage and skidding damage to their ’Mech. As the Phoenix Hawk ’Mech is moved into Hex 2C. The Phoenix Hawk is already prone, and Movement
weighs 45 tons, it suffers 5 points of damage falling into Hex G, where so its player need not make a Piloting Skill Roll to avoid a fall, but the
it failed its Piloting Skill Roll (45 tons divided by 10 is 4.5, rounded up target ’Mech must make the standard PSR to avoid a fall after impact;
to 5) and 6 points of damage for skidding into Hex 2A and 2B (half if it fails, the target ’Mech will fall into Hex 2C.
the falling damage of 4.5, rounded up) for a total of 11 (5 + 6); the Finally, the displacement of the ’Mech in Hex 2B to Hex 2C
controller applies the two 5-point and one 1-point Damage Value automatically causes a domino effect to the ’Mech in Hex 2C. If it
Game
Playing
groupings to the appropriate location as determined by the fall (see had not yet moved this turn, it could attempt to get out of the way
Falling, p. 56). (see Domino Effect, p. 55); if it has already moved, it will be moved
the
This damage is applied before the controller of the enemy ’Mech to Hex 2D, after which both ’Mechs in Hexes 2C and 2D must make
makes its Piloting Skill Roll to dodge the skidding Phoenix Hawk, Piloting Skill Rolls to avoid falling.
Introduction
because if the falling and skidding damage destroys the Phoenix If the ‘Mech had fallen and skid at any time in the turn, regardless of
Hawk, then the charge would not occur and the dodging enemy whether the ‘Mech still had MP to expend, its movement would be over.
9
6
MOVEMENT EFFECTS
URBAN COMBAT
INTERRUPTING A SKID Water: ’Mechs automatically end their skid if they enter Depth
Accidental Falls From Above: If the level of the hex to be 1 or greater water. No additional damage is applied, but any location
entered is two or more lower than the level of the skidding ’Mech’s without armor will result in a hull breach as normal (see p. 65).
current hex, the ’Mech experiences an accidental fall from above (see
p. 57). Regardless of the results of the accidental fall, the ’Mech’s skid COLLISIONS
ends in that hex. If an obstacle lies in the path of the skid, the skidding ’Mech
Collisions: Collisions may completely stop a skid, but these are may crash into it.
dealt with separately (see at right). Falling damage (if any) as well as skidding damage resulting
Terrain: If a skidding ’Mech moves into any terrain hex (not from the number of hexes travelled up until the crash must be
including buildings, level changes, or water), other than clear and/ applied before any damage from a collision is applied. If a ’Mech
or paved hexes, then that terrain affects the duration of its move. For continues to skid after a collision, then that additional damage is
each such hex entered, subtract the Movement Points required to applied after all the resulting damage from a collision is applied.
enter that terrain type from the remaining hexes to be skid, as shown For example, if a ’Mech falls and skids for four hexes, but runs
on the Movement Costs Table, page 17, with no additional damage into a building hex in the second hex of its skid—which it destroys
applied. If a skidding ’Mech would enter a hex that would reduce its and so continues to skid—the damage from the fall and two hexes
remaining hexes to move to 0 (or less), it would still enter that hex, of skid would be applied first, then the damage from the collision
ending its movement in that hex. would be applied, then the damage from the collapsing building
For example, if a ’Mech skidding through six hexes enters a light would be applied, then the damage from the additional hexes skid
woods for its third hex, it would subtract two from the hexes left to (if any) would be applied.
skid (one for entering the hex, and one for the light woods), leaving it If at any time during a collision and the application of damage
two hexes left to skid. If the next hex it entered were a heavy woods the skidding ’Mech is destroyed, the skid ends immediately, with no
hex, that would subtract three hexes (one for entering the hex, and further effects applied or resolved.
two more for the heavy woods), which it doesn’t have left, but it Buildings: Skidding ’Mechs automatically crash into buildings
would skid into that hex regardless (as above, with no additional if entering a building hex. The building hex and skidding ’Mech
damage), ending the skid in the heavy woods hex. take damage as if the skidding ’Mech had executed a successful
Additionally, if the level of the hex to be entered is one or charge attack (see Charge Attacks, p. 35). Additionally, check for
more higher than the level of the skidding ’Mech’s current hex, the a basement (see p. 66); if there is a basement, the fall occurs first,
skidding ’Mech automatically crashes into it and stops (see Levels, before a building collapse (if the building takes enough damage
under Collisions, at right). to collapse).
SKIDDING
DIAGRAM 2:
SKIDDING
In Skidding Diagram 2, LEVEL 6
Player 1 wants his 55-ton Griffin
in Hex A to end its movement in LEVEL 6 LEVEL 4
Hex D. To spend the required 8
MP, this ’Mech must run (it has a
LEVEL 6 LEVEL 6 LEVEL 5 LEVEL 4
Walking MP of 5 and a Running
MP of 8). The Griffin runs to Hex
LEVEL 6 LEVEL 5 LEVEL 6 LEVEL 3
B. When it attempts to enter Hex
C, its controller must make a
Piloting Skill Roll (due to the road) LEVEL 6 LEVEL 6 LEVEL 6 LEVEL 3
MOVEMENT EFFECTS
URBAN COMBAT
Common
basement, and the skidding ’Mech still has hexes
left to skid, look at the MP Cost column on the
Building Modifiers Table (see p. 67), and subtract
that number of MPs for the type of building hex
destroyed from the remaining hexes to be skid.
Weapons
After subtracting, if there are still hexes to be
skid, the skid continues.
For example, if a ’Mech skid into a Medium
Building hex, destroyed that building hex, and
Case Rules
still had 4 more hexes to skid, then the controlling
Special
player would subtract 2 MP (after looking at the
MP cost column of the Building Hex Table), leaving
the ’Mech to skid only 2 more hexes. In either case
(i.e. if the building hex was not destroyed, or if the
Urban Combat
subtraction of the MP cost from the building type
reduced the remaining hexes to be skid to 0), the
skid ends, with the skidding ’Mech now occupying
the building hex.
Levels: If the level of the hex to be entered
Battlefield
is one or more higher than the level of the
The
skidding ’Mech’s current hex, the skidding ’Mech
automatically crashes into it and stops, taking 1
point of damage for every 20 tons the skidding
Other Actions
’Mech weighs (round fractions up). Group the
resulting damage into 5-point groupings, then roll once for each
grouping on the appropriate Hit Location Table (always use the
COMBAT EFFECTS
Combat in and around buildings may damage the buildings
Front/Rear column). and the ’Mechs inside. Players may attack ’Mechs inside buildings,
If the level of the hex to be entered is one level lower than the or the buildings themselves.
level of the skidding ’Mech’s current hex, the level change has no
Heat
effect on the skid. If the level is one or two levels lower, the change
has no additional effect on the skid. ATTACKING BUILDINGS
Other ’Mechs: A skidding ’Mech must make a successful Building hexes are immobile targets, and attacks against
charge attack (meaning an unintentional charge), with all the them receive the usual –4 Target Number modifier for firing at
standard modifiers (including those for unintentional charges), such a target. However, weapon attacks targeted at a building
Damage
against any ’Mech in the path of its skid. An unintentional charge hex from adjacent hexes always hit, as do all physical attacks
is not modified for differences in Piloting Skill between the attacker (though players must still roll for weapon effects, such as
and potential target ’Mechs. jamming if firing an Ultra autocannon at double-rate, for
If the unintentional charge is successful, the skidding ’Mech example). Always use the full Damage Value for cluster weapons
that strike a building hex; i.e. cluster type weapons do not use
Combat
applies damage as for a standard charge (see Charge Attacks, p.
35). For target ’Mechs, the damage is rolled on the Kick Location the Cluster Hits Table in this case.
Table (unless that ’Mech is prone, in which case use the appropriate When a building hex suffers damage, subtract the weapon’s
column of the Hit Location Table; see p. 33). The charge is resolved Damage Value from the building hex’s current CF. When the
immediately and, unlike standard charge attacks, can affect a ’Mech cumulative damage equals or exceeds the building hex’s CF, the Movement
that has not yet moved. Use the distance the skidding ’Mech moved hex becomes rubble for the rest of the game. If it is part of a multi-
before the skid to calculate damage. hex building, this may or may not result in the rest of the building
After the crash is resolved, the skid continues if the target hexes collapsing (see Collapse, p. 73).
’Mech was destroyed. Otherwise, adjust both ’Mechs’ positions on
the map as for a successful charge, and the skid ends. This could ATTACKING
Game
Playing
result in a domino effect in the hex where the displaced ’Mech ends ’MECHS INSIDE BUILDINGS
up (see Displacement, p. 55).
the
continues its skid. Building hexes block line of sight, but the building hex a ’Mech
Note that a skid is one of the few instances when a ’Mech occupies is not considered when determining LOS (since it is not
can enter and exit a hex occupied by an enemy ’Mech in the same intervening terrain).
Movement Phase.
1
7
Combat Effects
URBAN COMBAT
The building occupied by the target provides some protection COMBAT WITHIN BUILDINGS
against attacks. From each hit on a ’Mech inside a building, the ’Mechs fighting in the same building (including ’Mechs
building hex absorbs an amount of damage equal to its current CF, occupying different hexes in a multi-hex building) must do so
divided by 10 (round up). For attacks with multiple damage groupings, according to the following special rules. ’Mechs on a building’s roof
treat each Damage Value grouping as a separate attack. The building use the rules given above under Attacking ’Mechs Inside Buildings.
hex absorbs the same amount of damage from each hit. Resolve the Unlike standard combat, ’Mechs in the same building hex (and
damage (reducing the CF) at the end of the Weapon Attack Phase. even at the same level in the same hex) can attack one another. If the
Missed shot aimed at a target inside a building hex do not damage attacking ’Mech is in the same building hex and on the same level
the building hex. In addition, when a cluster weapon successfully strikes as the target, use the normal weapon and physical attack rules, but
a target inside a building hex, any damage that does not strike the target do not modify the Target Number for the terrain. When ’Mechs on
as indicated by a roll on the Cluster Hits Table does not damage the different levels inside a building hex—or in different hexes (and/or
building hex. The exception is if the attacker is adjacent to the building, levels) of a multi-hex building—fire at each other, use the standard
in which case all missed shots automatically strike the building hex. Target Number procedures, with the following modifications:
LOS: Because a ’Mech only occupies a single level inside a
building, for purposes of LOS within the same multi-hex building, %% A ’Mech inside a target building hex being fired upon by a ’Mech
a ’Mech only rises one level above the level of the underlying hex. inside the same building receives +1 Target Number modifier,
Physical Attacks: Physical attacks cannot be made against targets and line of sight is blocked if more than two building hexes
in a building hex by ’Mechs outside the hex, unless the attacker is located and/or levels intervene between the attacker and target hex.
in the same multi-hex building and is adjacent to the target, on the same %% Do not add a level to a ’Mech’s height when it is inside a building
level of the building hex (see Combat within Buildings, at right). hex for line of sight purposes.
%% If a shot from a different level than the level a ’Mech occupies
hits that ’Mech, roll 1D6 and consult the appropriate section
of the Special Hit Location Table. If the ’Mech is prone, use the
Several opponents make successful attacks against Front/Rear column of the standard Hit Location Table (see p. 33).
a Hunchback inside a medium building hex, hitting it with
an AC/10, a small laser, a large laser, and nine missiles from an
LRM-15. The building hex has a current CF of 38. Each attack’s
damage is thus reduced by 4 (38 ÷10 = 3.8, rounded up to 4). In the Building Combat Diagram at left, Player 1
As such, the AC/10 inflicts 6 points of damage on the has a BattleMaster (Gunnery 4) on the hunt and has run
Hunchback. The small laser inflicts no damage, while the large to enter Building Hex A at Level 0. Player 2 has three ’Mechs:
laser inflicts 4 damage points. The LRM damage is divided into a a Wolverine that did not move this turn at Level 4 (the roof) in
5-point grouping and a 4-point grouping. One point of the 5-point Hex A, a Warhammer that ran 5 hexes to Level 1 of Hex A from
grouping reaches the Hunchback, while the 4-point grouping is a neighboring building, and a Locust on Level 2 in Hex B. The
entirely absorbed by the building (the six missiles from the LRM- building has a CF of 60 on every level.
15 that did not strike the target do not damage the building hex). During the Weapon Attack Phase, Player 1 determines
The Hunchback takes a total of 11 points of damage, while the which ’Mech his BattleMaster will attack. He sees that three
building hex’s CF is reduced from 38 to 19 (38 – 4 – 3 – 4 – 4 – 4 = building hex levels are between the BattleMaster (Level 0, Hex
19) at the end of the Weapon Attack Phase. A) and the Wolverine (Level 4, Hex A). Three or more hexes and/
or levels of intervening building between attacker and target
means line of sight is not valid, and so Player 1 cannot attack
the Wolverine.
The Target Number to attack the Warhammer is 13 (4
Gunnery, + 2 because the BattleMaster ran, + 2 for medium
range using the BattleMaster’s machine guns, + 2 for the
LEVEL 0 LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 target movement modifier, + 3 for the building hex between
the BattleMaster and the target, the building hex the target
occupies, and the difference in levels). Player 1 cannot make
this attack, either.
LEVEL 4 The Target Number to attack the Locust is 8 (4 Gunnery,
HEAVY + 2 because the BattleMaster ran, + 2 for the building hex the
target occupies and the difference in levels), making the Locust
LEVEL 3
HEAVY the only one suitable target. However, even if the attack strikes
the Locust, the 2 points of damage from the machine gun will
not damage it. This is because the building has a CF of 60: as
a building absorbs 10% of its CF from every attack directed
against ’Mechs inside it, this means the BattleMaster would
have to do at least 7 points of damage to hurt the target Locust.
LEVEL 0 LEVEL 1 LEVEL 2 LEVEL 3
All the BattleMaster accomplishes is reducing the building’s CF
on Level 2 by 2 points (the damage of the machine gun it fired).
• building combat diagram •
7
2
Combat Effects
URBAN COMBAT
COLLAPSE
A building hex will collapse if it takes total damage equal COLLAPSE: MOVEMENT
to or greater than its CF, or if the tonnage of a ’Mech occupying In the Building Collapse Diagram on p. 74, Player 1 wants the
Common
the current CF of that building hex; regardless of whether a in Hex B and a Stinger to jump to Hex B. (Because a ’Mech cannot enter a
building has a basement or not, this never includes Level 0 of building hex using Jumping MP, the Stinger must land on the roof, and
a building hex (see Basements, p. 66). so it will end up at Level 3). Player 1 lost the Initiative, and so Player 2
Because CF is tracked per hex of a multi-hex building, plans to move his Archer last, walking from Hex C through Hex D to Level
the collapse of one hex will not affect any other hex in that
Weapons
0 of Hex E.
building, unless it brings the total of collapsed hexes to The building itself has taken significant damage. Each hex with an
more than half, in which case the entire building collapses. X represents a collapsed building hex that is now rubble, while hexes D
When a building hex (or a multi-hex building) collapses and E each only have 8 CF remaining. Hex B has taken 1 point of damage,
because its maximum weight limit has been exceeded, or leaving it with a CF of 39.
Case Rules
because of damage from ’Mech movement, it collapses As the Locust enters Hex B, Player 1 must make a Piloting Skill Roll
Special
immediately. If the collapse is caused by damage from to avoid damage against a Target Number of 7: 5 (Piloting Skill) + 1 (four
attacks, the collapse occurs at the end of the phase in which hexes moved, including the building hex the ’Mech is attempting to enter)
the damage was inflicted. + 1 (Medium Building). Whether the roll is successful or not, Hex B takes 2
Urban Combat
When a building hex collapses, ’Mechs inside suffer points of damage (20 for the tonnage of the Locust divided by 10), leaving
damage equal to the hex’s CF at the beginning of the the building hex with a current CF of 37.
current phase divided by 10, multiplied by the number After the Locust moves, the Stinger jumps to the roof of the building in
of levels of building above the affected ’Mech (round up). hex B. No Piloting Skill Roll is required to enter the hex, nor is the hex damaged.
’Mechs on top of a collapsing building hex suffer damage The combined weight of the Locust (20 tons) and Stinger (20
Battlefield
as though they were on the highest level inside it. tons) is 40 tons, more than the building’s current CF of 37. However,
Divide this damage into 5-point Damage Value because these ’Mechs are located on two different levels in the hex,
The
groupings, with any remaining points assigned to a final their combined weight does not collapse the hex
grouping. Roll the hit location for each grouping. For ’Mechs Player 2 can now make his planned move. His Archer first walks
on the roof of a building hex, use the Front column of the from Hex C to Hex D, ending up at Level 0 inside the building in Hex D. As
Other Actions
Hit Location Table; for ’Mechs inside a building hex, use the with the Locust, Player 2 must make a Piloting Skill Roll to avoid damage
Front column of the Punch Hit Location Table. upon entering the building hex, against a Target Number of 6: 5 (Piloting
Basements and Collapse: When a building hex Skill) + 1 (medium building). Regardless of the roll’s success or failure, the
collapses, the resulting rubble will fill in any basement the building hex takes 7 points of damage (70 for the tonnage of the Archer
building might have had (i.e. do not roll for a basement). divided by 10 = 7).
A building with a basement becomes a rubble hex equal
Heat
to the level of the terrain underneath the building, not COLLAPSE: HEX COLLAPSE
a sublevel rubble hex. If the collapse occurs as a ’Mech Hex D has a current CF of 7, and so the 7 points of damage caused by
moves into the building hex at Level 0 for the first time in the Archer collapses it. This collapse must be immediately resolved.
the scenario, its controller need not make a basement roll Because the building collapses as the Archer is entering the hex,
Damage
(see Basements, p. 66). no roll is needed to determine if the building hex has a basement. The
If a ’Mech occupies a basement when a building hex collapse of Hex D does not exceed more than half the total hexes of the
collapses, that ’Mech is destroyed. multi-hex building. The entire building spans eighteen hexes, of which Hex
Falling: ’Mechs occupying a building level higher than D is the ninth to collapse; the rest of the building hexes remain unaffected.
0 (including the roof ) suffer standard falling damage (see Player 2 applies damage from the collapse after any damage
Combat
Displacement, p. 55) in addition to the collapse damage. received from entering the hex, if the Archer failed its Piloting Skill Roll.
At the beginning of the Movement Phase, Hex D’s CF was 7; divided by
DAMAGE AND DISPLACEMENT 10, this gives a base damage of 0.7. The building had 3 levels above the
If the ’Mech fails its Piloting Skill Roll for entering a hex, Archer, and so the ’Mech takes 3 points of damage (base damage 0.7 x 3 Movement
damage from moving into the hex is applied first. Then all = 2.1 (rounded up to 3). Player 2 assigns the 3 damage points using the
damage from the collapsing building hex or hexes is resolved, Front/Back column of the Punch Hit Location Table.
for all ’Mechs involved, followed by falling damage (if any; Having applied all appropriate damage, Player 2 can continue the
see Falling Damage To A ’Mech, p. 56) and then displacement Archer’s movement into Hex E. As before, he must make a Piloting Skill
(accidental falls from above, domino effect and so on; see Roll to avoid damage upon entering this building hex, against a Target
Game
’Mechs in higher levels. the Archer divided by 10 = 7). Like Hex D, Hex E has a current CF of 7, and so
If enough ’Mechs are occupying different levels of a the Archer’s entrance collapses it. The collapse occurs as the Archer entered
Introduction
multilevel building hex when it collapses, and those ’Mechs the hex, meaning no basement roll is required.
survive the collapse, some ’Mechs may be displaced multiple
times. If a ’Mech cannot be displaced (for example, all the CONTINUED ON P. 74
adjacent hexes are prohibited terrain), the ’Mech is destroyed.
3
7
Combat Effects
URBAN COMBAT
COLLAPSE: BUILDING COLLAPSE grouping, using the Front/Back column of the Hit Location Table.
The collapse of hex E means that ten of the building’s eighteen The Stinger ends the fall prone at Level 0 with a new facing. Its
hexes have collapsed. Ten is more than half, and so the rest of the exact hex placement depends on whether the Stinger struck the
building hexes automatically collapse as well. These events must be Locust or not.
resolved immediately. If the Locust were struck and randomly displaced into a hex
First, the players apply damage inflicted by the collapsing that contained another ’Mech—or if the Stinger missed and were
building. In the case of the Archer, at the beginning of the Movement randomly displaced into such a hex—and if the entrance of either
Phase, Hex E had a CF of 7. Divided by 10, this gives a base damage ’Mech into that hex would violate the stacking limit, a domino effect
of 0.7. The building had 3 levels above the Archer, and so the ’Mech would occur, requiring immediate resolution.
takes 3 points of damage (base damage 0.8 x 3 = 2.1, rounded up to Had the Stinger instead been any ’Mech massing 40 or more
3). Player 2 assigns the damage using the Front/Back column of the tons, Hex B would have collapsed when the Stinger made its jump, as
Punch Hit Location Table. the weight of the heavier ’Mech would be greater than the building’s
Player 1’s ’Mechs, all in Hex B, fare somewhat worse. At the current CF after the damage inflicted by the Locust. In this scenario,
beginning of the Movement Phase, Hex B had a CF of 37; divided by 10, when the Archer moved into Hex D, that hex’s collapse would have
which gives a base damage of 4 (3.7, rounded up). Luckily, the Stinger demolished the rest of the hexes in the multi-hex building before the
is on the roof, meaning that no building levels are above it. It therefore Archer could continue its movement into Hex E, meaning that the
takes 4 points of damage, assigned against the Front/Back column of Archer would have moved into a rubble hex.
the Hit Location Table. The Locust is at Level 2 in Hex B. With only 1 level
above the ’Mech, it also takes 4 points of damage, applied against the
Front/Back column of the Punch Hit Location Table.
COLLAPSE: FALLING
AND DISPLACEMENT
Next, the players resolve falling damage. The Locust
falls two levels and so takes 6 points of damage: 20 tons
divided by 10, multiplied by the number of levels fallen +1
(2 levels +1 = 3). Player 1 rolls on the Facing After Fall Table LEVEL 2
(see p. 57) and gets a 1 (same direction, front). He assigns MEDIUM
damage to the front of the Locust in one 5-point grouping
LEVEL 2
and one 1-point grouping, using the Front/Back column LEVEL 3
MEDIUM
of the Hit Location Table. The Locust ends its fall prone at
Level 0 in Hex B (now a rubble hex). LEVEL 2
Player 1 next resolves the Stinger’s fall. The Stinger MEDIUM
was at Level 3, more than two levels higher than the Level
0 hex it’s falling into. Also, the hex contains another ’Mech LEVEL 2
(the Locust), and so Player 1 must use the Accidental Falls
From Above rule (see p. 57). The Target Number is 6 (7 LEVEL 3
for the base Target Number, +1 for the target movement MEDIUM
modifier, – 2 (target is prone and adjacent)).
If the roll result equals or exceeds 6, the Stinger strikes
LEVEL 1
the Locust and inflicts 6 points of damage (the weight of the
falling ’Mech divided by 10, x 3 for levels fallen) on the Locust’s LEVEL 2
rear, using the Front/Back column of the Hit Location Table. MEDIUM
Player 1 then randomly determines an adjacent hex into
which the Locust is displaced. If the result is less than 6, the LEVEL 2
MEDIUM
Stinger does not strike the Locust, but instead is displaced LEVEL 0
into a randomly determined hex adjacent to Hex B. (If a LEVEL 2 LEVEL 2
building were still standing in that hex, the Stinger would take MEDIUM MEDIUM
additional damage, but since every adjacent building hex is
rubble, the ’Mech is off the hook.) LEVEL 2
Regardless of whether or not the Stinger struck the MEDIUM
Locust, the Stinger takes the same 8 points of falling
LEVEL 2
damage: 20 tons (weight of the Stinger) divided by 10, MEDIUM
multiplied by the number of levels fallen, + 1 (3 levels + 1 =
4). Player 1 assigns the damage to the back of the Stinger
(per the rules for damage after an Accidental Fall From
Above, see p. 57) in one 5-point grouping and one 3-point
• building collapse diagram •
7
4
Combat Effects
BATTLEMECH MANUAL
Weapons
All special case rules are optional: the use of any of these rules DURING GAME PLAY
in a game must be agreed upon by all players before play begins. Use the following rules for each Battlefield Support Type
during game play.
BATTLEFIELD SUPPORT Attack Declaration: With the exception of Minefields (see p.
Case Rules
79), use the following rules when declaring an attack:
Special
Artillery, minefields, and aerospace fighters—and their effect
on the battlefield—are pivotal elements of BattleTech fiction. The
following rules bring these types of support elements into any game. %% Support Types can be used during the Weapon Attack Phase
of any turn of the game.
%% If a player wishes to use one or more Support Types, they
Urban Combat
BEFORE PLAY BEGINS must declare their use during the Attack Declaration portion
Players pay for Battlefield Support using Battlefield Support of the Weapon Attack Phase of the turn they will be used (see
Points. If a scenario does not provide details for Battlefield Support, Artillery Support, p. 77, for the exception). The player reveals
then the players must determine the amount of Battlefield Support their selection and use of that Support Type. If they purchased
Points (BSPs) they will have access to before the game begins (note multiple instances of that same Support Type, they do not
Battlefield
the Extraction Raid, Objective Raid, Diversionary Raid and Planetary need to reveal the full number of that Support Type that they
The
Assault terminology is flavor only; players simply pick which values purchased but are not using.
they wish to use in what ever scenario/game they're playing): %% The controlling player declares the target hex for the attack; in
the case of Strafing attacks, the player must designate multiple
Other Actions
%% Extraction Raid Support: 5 BSPs hexes (see Strafing, p. 76).
%% Objective Raid Support: 12 BSPs %% A player can make a Battlefield Support attack at any time
%% Diversionary Raid Support: 20 BSPs during the Weapon Attack Phase. As many can be made in a
%% Planetary Assault Support: 35 BSPs single turn as are available.
Players may need to adjudicate some use of Battlefield Support Attack Direction: If any Battlefield Support attack is successful,
Points. For example, if the Planetary Assault Support option is used,
Heat
roll 1D6: on a result of 1–4, all Damage Groupings in the attack hit
but one player spends their full allotment of BSPs on Light Density the front; on a result of 5–6, they all hit the rear. There are exceptions
Minefields, the result would be 70 minefields on the playing area— to this rule, such as artillery, scattering, and minefields: see below.
potentially rather annoying unless the other player agrees to that Area-Effect Damage Type: Area-Effect Damage Type attacks
style of play. As with any rules, players should understand and agree
Damage
(see p. 96) include the notation “[AE]” in their entry and on the
on the potential extremes before play begins. Battlefield Support Table.
Once the players have determined the amount of Battlefield Damage Value Groupings: If an attack is successful, all
Support Points they will have access to, they should secretly select Damage Value groupings are applied, but a separate hit location
and write down the specific Battlefield Support Types they want roll is made for each grouping. Each Damage Value grouping noted
to have available during the scenario, as noted on the Battlefield
Combat
on the Battlefield Support Table consists of 5 damage. For example,
Support Table. Players do not need to spend their full allotment the Heavy Bombing has five Damage Value groupings, so it would
of BSPs; unspent BSPs are lost once play begins, and may not be apply a total 25 points of damage, in five Damage Value groupings
used to purchase Battlefield Support Types during the game. (Some of 5 damage each.
additional secret notes may need to be written down based upon Target Number Modifiers: No modifiers are applied to the Movement
the specific support chosen; see details below.) Target Numbers shown on the Battlefield Support Table. Players
For example, if two players decide to use Objective Raid simply roll 2D6, comparing the result against the Target Number for
Support (12 BSPs), Player A may simply want three Sniper Artillery that Support Type, to determine whether the attack is successful.
attacks (4 BSPs each), while Player B opts for one Aerospace Light (See Artillery Support, p. 77, for the exception.)
Strike (2 BSP), an Aerospace Strafing attack (5 BSPs), a Thumper
Game
Artillery strike (3 BSPs), and four Light Density Minefields (2 BSPs). of any Battlefield Support attacks. If a bombing or artillery attack
One-Time Use: Each instance of a Battlefield Support Type is
the
is applied using the Punch Hit Location Table (after rolling 1D6 to
determine attack direction as normal).
5
7
BATTLEFIELD SUPPORT
SPECIAL CASE RULES
OFFENSIVE AEROSPACE SUPPORT After a player announces all Offensive Aerospace Support they
(STRIKES) wish to use in a given turn, an opponent may reveal their selection(s)
Light Strike Target Number: 4 of a Defensive Aerospace Support (Light Air Cover) to remove the
Heavy Strike Target Number: 6 attack(s). Before the attacker makes their roll, the defender rolls against
Successful Attack: If the attack is successful, make a separate a Target Number based upon the specific attack, as noted in this entry.
roll on the appropriate Hit Location column for each Damage If a player reveals more than one Defensive Aerospace Support,
Value grouping. they may choose to assign them all to a single attack, or if there are
Unsuccessful Attack: No effect. multiple attacks, they may split them up in any fashion. However, all
such designations must be announced before any rolls are made.
OFFENSIVE AEROSPACE SUPPORT Successful Roll: If the roll is successful, the opponent’s Aerospace
(BOMBING) [AE] Support attack is completely nullified; no roll is made by the attacker,
Light Bombing Target Number: 5 and their Aerospace Support selection is considered spent.
Heavy Bombing Target Number: 7 Unsuccessful Roll: If the roll fails, the attacking player resolves
Successful Attack: If the attack is successful, make a separate their attack as normal.
roll on the appropriate Hit Location column for each Damage
Value grouping. DEFENSIVE AEROSPACE SUPPORT
If the hex targeted by a bombing is a building hex, and there is a (HEAVY AIR COVER)
’Mech in that building hex, the full damage is applied simultaneously Light Strike/Bombing Target Number: 9
to both the building and the ’Mech. Heavy Strike Target Number: 5
Unsuccessful Attack: If the attack fails, it will scatter. Determine Strafing/Heavy Bombing Target Number: 6
the Margin of Failure (MoF) between the modified Target Number This is not an attack. Instead, it can potentially nullify an
and the die roll result. For each MoF point, the bombing attack will Offensive Aerospace Support attack.
scatter one hex. After a player announces all Offensive Aerospace Support they
Next, roll 1D6 and compare it to the Scatter Diagram (see p. 77) wish to use in a given turn, an opponent may reveal their selection(s) of a
to determine where the attack lands. If there is a ’Mech in that hex, Defensive Aerospace Support (Heavy Air Cover) to remove the attack(s).
even a friendly ’Mech, it is automatically hit; use the rules above for Before the attacker makes their roll, the defender rolls against a Target
applying damage, but use a direction of attack as coming from the Number based upon the specific attack, as noted directly above.
original targeted hex (i.e. do not roll the 1D6 to determine attack
direction as for a normal attack).
OFFENSIVE AEROSPACE SUPPORT During the current turn, Chris reveals that he’ll be
attempting to make Light Bombing, Heavy Strike, and
(STRAFING)
Strafing Aerospace Support attacks. With all of Chris’ Aerospace
Strafing Target Number: 7
Support attacks for this turn announced, Kevin reviews the
Upon the declaration of a strafing attack, a player must
battlefield. His ’Mechs are currently in bad condition and lined
designate from one to five consecutive hexes, all in a straight line.
up perfectly for that strafing run; this could push him over the
When resolving the attack, the player makes a separate attack roll for
edge into defeat. He decides to reveal Defensive Aerospace
every ’Mech in one of those five targeted hexes, against the Strafing
Support: one Light Air Cover and one Heavy Air Cover.
Target Number of 7.
Kevin knows he could assign both Support Types to try and
Successful Attack: If the attack is successful, make a separate
take down the Strafing attack, but he’s hurting enough that he
roll on the appropriate Hit Location column for each Damage Value
needs to knock out two of the three attacks. He maximizes his
grouping. If more than one target was successfully struck, then the
chances against the Strafing attack by announcing he’ll assign
three Damage Value groupings of a Strafing attack hit each target;
his Heavy Air Cover there, and then assigns his Light Air Cover
i.e. if the player successfully strikes four targets with a Strafing attack,
to the Heavy Strike.
all four targets would be hit by three Damage Value groupings, with
Kevin first rolls his Heavy Air Cover for the Strafing attack,
the attacker resolving hit locations for each grouping. (Remember
needing a 6. He gets a 7! The Strafing attack is shot down with
to first roll 1D6 to determine whether each attack strikes the front
no further effects. Kevin’s Target Number to take down the
or rear of the ’Mech).
Heavy Strike with his Light Air Cover is 9; he rolls a 5, so the
Unsuccessful Attack: If the attack fails in a hex, nothing occurs,
attack will still happen.
but attacks in other hexes are unaffected.
Now Chris rolls for the Heavy Strike, and gets a 7; this beats
the Target Number by 1, so he’ll be rolling for the four Damage
DEFENSIVE AEROSPACE SUPPORT
Value groupings on the target. Ouch!
(LIGHT AIR COVER) Finally, Chris only needs to roll a 5 to hit with his Light
Light Strike Target Number: 3 Bombing attack, but rolls a 2! The attack misses the intended
Light Bombing Target Number: 4 target hex, because it’s a bombing attack, it scatters (in this
Heavy Strike Target Number: 9 instance, three hexes: the Margin of Failure of the dice roll). Any
Strafing/Heavy Bombing Target Number: 11 target, friend or foe, in the hex it scatters to will automatically
This Battlefield Support Type is not an attack. Instead, it can be attacked by the Light Bombing.
potentially nullify an Offensive Aerospace Support attack.
7
6
BATTLEFIELD SUPPORT
SPECIAL CASE RULES
If a player reveals more than one Defensive Aerospace Support, In the case of the first target hex, make a separate roll on the
they may choose to assign them all to a single attack, or if there are appropriate column for each Damage Value grouping, after rolling
multiple attacks, they may split them up in any fashion. However, all the 1D6 to determine whether the attack will strike the front or
Common
Successful Roll: If the roll is successful, the opponent’s For the second (and third) radius of hexes, the direction of the
Aerospace Support attack is completely nullified; no roll is attack for determining hit locations is based upon the central target
made by the attacker and their Aerospace Support selection is hex; then roll for each Damage Value grouping.
considered spent.
Unsuccessful Roll: If the roll fails, the attacking player resolves
Weapons
their attack as normal.
6 2
Base Artillery Target Number: 8 (see below)
Case Rules
Pre-designated Hexes: Before beginning play, each side using
Special
Artillery Support secretly chooses five hexes on the playing area
for each Artillery Support selection to serve as pre-plotted target TARGET
hexes (these hexes cannot be shared between Artillery Support HEX
selections). Artillery Support on a pre-plotted hex automatically
Urban Combat
hits; i.e. no roll against a Target Number is made, the attack is simply
announced and damage assigned (as noted below).
Note that this number of hexes is intended for a playing area
composed of four maps. For every two additional maps used, add
three additional pre-plotted target hexes per Artillery Support
Battlefield
selection. However, regardless of the size of the playing area, no
The
player can place more than five pre-plotted hexes per mapsheet (an • scatter diagram •
area 17 hexes long by 15 hexes wide). These limits apply regardless
of how much Artillery Support is in use by either side.
Other Actions
Targeting: When targeting a hex that has not been pre-
designated, use the following rules.
During any turn’s Weapon Attack Phase, the player must
announce that an Artillery Support is incoming and secretly
write down the target hex number. The artillery attack arrives
during the Weapon Attack Phase of the following turn,
Heat
at which time the player rolls to determine if the attack
successfully strikes the targeted hex.
If the target hex was in the LOS of a friendly ’Mech
(a spotter) during the Attack Declaration portion of the
Weapon Attack Phase of the turn in which the artillery
Damage
attack was launched, and the same friendly ’Mech has
the target hex in its LOS during the Weapon Attack Phase
in following turn when the attack occurs, apply a –2
Target Number modifier.
RADIUS 0
Combat
The spotter can spot for any number of Artillery
Support attacks (as well as indirect fire attacks; see
p. 30) against a single target and its hex, but can only
spot to one such target and hex combination in a turn. RADIUS 1
If a spotter makes any attacks during the Weapon Attack Movement
Phase of a turn that it also spots (i.e. the turn when the
attack arrives and the roll is made), apply a +1 Target
Number modifier to those attacks, as well as applying
RADIUS 2
only a –1 (in place of the –2) modifier for targeting to
Game
BATTLEFIELD SUPPORT
SPECIAL CASE RULES
If a building hex is damaged by artillery, and there are ’Mechs in Variant Artillery—Copperhead: Copperhead is an alternate
the building, the full damage is applied simultaneously to both the Artillery Support attack, using the following rules:
building as well as the units.
Unsuccessful Attack: If the attack fails, it scatters. Determine %% BSPs: The player designates whether each Artillery Support
the Margin of Failure (MoF) between the Target Number and the selection is a Thumper, Sniper, or Long Tom Copperhead
die roll result. The artillery attack will scatter one hex for each MoF Artillery Support attack. BSP costs are identical to the
point. Next, roll 1D6 and compare it to the Scatter Diagram (see standard attacks.
p. 77) to determine where the shot lands. Any ’Mechs in any of those %% Damage Value Groupings: Copperhead Artillery munitions
hexes, including friendly ’Mechs, as well as terrain and buildings are function as Arrow IV homing missiles (see p. 97), including their
automatically hit. Use the rules above for applying damage, with the ability to home in on TAG-designated targets. The Damage Value
direction of attack for the new target hex coming from the original Groupings for each type are as follows: Thumper: 1; Sniper: 2;
targeted hex (i.e. once again, do not roll the 1D6 for a normal attack). Long Tom: 3.
*No modifiers are applied to this Target Number, except for Artillery Support (see p. 77). **All Damage Value groupings are five points of damage.
†Scatters if misses; see page 77. ††Affects multiple hexes; see Artillery Support, page 77.
‡See rules, page 79.
7
8
BATTLEFIELD SUPPORT
SPECIAL CASE RULES
Variant Artillery—Illumination/Smoke: Illumination and Detecting Minefields: A ’Mech with an active probe (see
Smoke are alternate Artillery Support attacks, using the following rules: p. 109) can potentially reveal minefields. At any point during a
’Mech’s movement, if it mounts an active probe and the effective
Common
selection is a Thumper, Sniper, or Long Tom Illumination or the controlling player of that minefield must make a roll. On a result
Smoke Artillery Support attack. The BSPs for Illumination and of 10+, any enemy minefields in that hex are revealed.
Smoke are half the standard cost (rounding down). Clearing Minefields: A player may use an LRM-20; Rocket
%% Illumination: Instead of damage, Illumination Artillery Launcher 20; MRM-20, -30 or -40; ATM 12 (HE or standard) or ATM
Support negates any Light-based Target Number modifiers 9 (HE), or Artillery Support, to try and clear a minefield. The player
Weapons
(see p. 62) against targets within their area of effect—i.e. the must designate the attack to clear the minefield. When the attack
target hex (and all adjacent hexes, if appropriate)—for the rest hits the hex, the player rolls 2D6. On a result of 5 or better, the strike
of the game. reduces the Damage Value groupings of all minefields in the hex,
%% Smoke: Instead of damage, a Smoke Artillery Support fills the enemy and friendly, to 0.
Case Rules
target hex (and all adjacent hexes, if appropriate) with heavy For Artillery Support, any time the target hex of an artillery
Special
smoke (see p. 61) that rises 2 levels above the underlying attack (not any adjacent hexes) contains a minefield, even if the
terrain. This smoke remains in play for the rest of the game. artillery was not designated to clear the minefield, the controlling
player should roll 2D6. On a result of 10+, the minefield is cleared.
MINEFIELD SUPPORT [AE] In all instances, minefields cleared in this fashion do
Urban Combat
Light Density Target Number: 9 not explode.
Medium Density Target Number: 8 Dropping ’Mechs: If a minefield is present in a hex in which
Heavy Density Target Number: 7 a dropping ’Mech lands (see below), treat the dropping ’Mech as
Unlike all other Battlefield Support Types, minefields are not an though it entered the hex along the ground.
attack declared during the Weapon Attack Phase. Instead, at the start
Battlefield
of the game, a player who has selected one or more Minefield Support DROPPING ’MECHS
The
option writes down the hex number, corresponding to the map, which
contains each minefield selection. The player can designate any full hex (SIMPLIFIED)
anywhere on the playing area, except water hexes. BattleMechs, being exceptionally versatile and resilient
Other Actions
The maximum number of minefield Damage Value groupings combat units, are capable of being dropped directly onto the
that can be placed in a single hex by a single player is 6. However, battlefield, using special disposable equipment to plummet from
both sides can have a minefield in the same hex. In other words, a DropShips high up in the atmosphere or even in orbit. The sudden
player could only place a single Heavy Density minefield in a hex, appearance of many tons of ’Mech directly on top of an enemy
but could instead place three Light Density fields, or a Light and position and seemingly out of nowhere has turned the tide of
a Medium Density field. In all those instances, two sets of each many battles.
Heat
combination could be present in a given hex, one for each side of Players may choose to keep some or all of their force in
the game. reserve at the start of the battle, if the scenario permits this or
During each Movement Phase, a minefield’s controlling if all players agree.
player secretly tracks if any ’Mechs enter a hex with a minefield.
When a ’Mech—either enemy or friendly—enters a minefield DROP TIMES
Damage
hex, any player controlling a minefield in that hex immediately How long it takes for a dropped force to arrive on the
announces the presence of any minefields there and rolls against battlefield must be determined before the game begins, either
the listed Target Number(s). In all instances, each minefield is by instructions given in the scenario or by the agreement of all
resolved separately. players. The time prior to arrival may be a fixed rate (e.g., “all
Combat
Skidding (see p. 68) or displacement (see p. 55) can also trigger dropped ’Mechs arrive on Turn 5”), variable (e.g., “all dropped
a minefield; if a ’Mech enters a minefield hex along the ground for ’Mechs arrive at 1D6 turns into the battle”), or some combination
any reason, the minefield’s controlling player must immediately of the two (e.g., “Alpha Lance arrives on Turn 2, but Beta Lance
announce its presence and make an attack roll. ’Mechs expending does not arrive for 1D6-1 turns after this”). If the players cannot
Jumping MPs only trigger a minefield if they end their movement or do not wish to choose, use the default of “forces arrive on
Movement
further effect in play. ’Mech will land. This can be done by writing the information
Unsuccessful Attack: If the attack fails, unlike other Battlefield on a piece of paper and turning it face down on the table. If a
Support Types, the minefield stays active. Players may agree to
Introduction
DROPPING ’MECHS
SPECIAL CASE RULES
At the end of the Movement Phase, after all non-dropping the displacement direction for each one). This is not considered an
troops have moved, a Piloting Skill Roll (see p. 53) is made for each accidental fall from above. If a ’Mech cannot be displaced (for example,
dropping ’Mech in the order the player controlling the ’Mechs all the adjacent hexes are prohibited terrain), the ’Mech is destroyed.
chooses. If more than one player is dropping ’Mechs this turn, stagger
the order by their initiative, as in standard movement. FAILED LANDINGS
Before each roll, the player must reveal the nominated target A ’Mech that fails the Piloting Skill Roll for its drop will at the
hex for the landing (if both opponents have troops arriving in the very least be damaged, and may even be destroyed.
same turn, alternate turns as per standard movement). A successful Location: A ’Mech that fails its landing scatters 1D6 hexes for
roll result indicates the ’Mech lands in the target hex at the end of every Margin of Failure point. To determine the exact location, roll
the Movement Phase. If a ’Mech fails the roll, completely resolve that one die and compare it to the Scatter Diagram (see p. 77) to find
drop before moving on to the next ’Mech. the direction of the scatter. The dropping ’Mech will scatter in that
A dropping ’Mech may not move or make attacks in the turn direction a number of hexes as determined above.
that it landed, but may act normally on the following turn. Attacks If the ’Mech completely misses the playing area, it is considered
made against dropping ’Mechs apply a +3 target movement modifier destroyed for purposes of determining victory in the current scenario.
as well as an additional +2 Target Number modifier. Damage: Damage for a failed landing is as though the ’Mech
Flak: All Type F (flak) attacks apply a –2 Target Number modifier had fallen a number of levels equal to the roll’s Margin of Failure
when made against dropping ’Mechs. (see Falling, p. 56). For example, if a ’Mech with a modified Piloting
Minefields: If the ’Mech lands in a hex that contains a minefield Skill target number of 6 or higher rolled a 3, the ’Mech would suffer
(see p. 79), treat the dropping ’Mech as though it entered the hex damage as from a fall of 3 levels. A PSR for landing that fails by more
along the ground. than 7 means the ’Mech is automatically destroyed.
Planetary Conditions: Any Piloting Skill Roll modifiers Stacking: Per the stacking rules (see p. 20), only one ’Mech can
resulting from in-play Weather Conditions (see p. 62) are applied be in a single hex at the end of the Movement Phase. If a ’Mech
to the PSR above. violates the stacking rules when it scatters and enters a hex after
Stacking: Per the stacking rules (see p. 20), only one ’Mech a failed landing roll, use the Displacement rules to determine the
can be in a single hex at the end of the Movement Phase. If a ’Mech effects (see p. 55); in this case, use the direction of the original target
violates the stacking rules when it lands use the Displacement rules to hex to determine the direction of movement for any displacement
determine the effects (see p. 55); randomly determine the direction to that might occur. This is automatically treated as an accidental fall
displace any ’Mechs (if there are multiple ’Mechs, randomly determine from above (see p. 57).
8
0
DROPPING ’MECHS
SPECIAL CASE RULES
Common
Torso-Mounted Cockpit: It is impossible to eject from a torso-
system. When the pilot fires this system, explosive bolts allow the mounted cockpit.
cockpit canopy to separate from the ’Mech and the pilot rockets Water: A MechWarrior cannot eject if the cockpit is submerged
away from the now-disabled ’Mech. (unless it is equipped with a full-head ejection system; see above).
During the Movement Phase, a player may choose to have their Skin-of-the-Teeth Ejection (Optional): If players are looking
Weapons
MechWarrior eject rather than take any other action that phase. for a slightly less deadly style of ejection, use the following
An ejecting MechWarrior lands in the hex immediately behind additional option.
the abandoned ’Mech. However, ejecting from a ’Mech can be Any time a location which contains a critical hit slot bearing
dangerous, and the pilot may suffer damage upon landing. The pilot the cockpit is destroyed, and the ’Mech has an ejection system (not
Case Rules
must make a successful Piloting Skill Roll to avoid taking damage, counting a Full-Head Ejection System, see p. 114), the auto-eject
Special
modified for the circumstances listed on the Ejection Modifiers automatically engages. However, regardless of the pilot’s condition,
Table. A pilot who fails this PSR takes damage equal to the roll’s the MechWarrior automatically receives damage to bring their
Margin of Failure divided by 2 (rounded down), and will need to condition up to 5 points of damage. For example, a pilot with no
make a Consciousness Roll for every point of damage taken per the pre-existing damage and a pilot with 3 points of damage would
Urban Combat
standard rules (see Consciousness Rolls, p. 58). both fill out their condition monitors to 5 points of damage if using
Ammunition Explosion: In the case of an impending these rules). The pilot may still take damage during the ejection
ammunition explosion, a MechWarrior will automatically eject before itself, and these rules do not apply in the event of a critical hit to a
the ammo explodes, unless the auto-eject system is disabled. This cockpit slot (in which case the pilot is still killed).
occurs before damage to the ’Mech is resolved (though the pilot still
Battlefield
takes the usual 2 points of damage due to ammo explosion feedback).
FORCED WITHDRAWAL
The
Players must decide before each battle and note on the record
Most forces will not fight to the last man. Instead, once they
sheet whether or not the auto-eject system is disabled; it is on by
have taken appreciable amounts of damage, they will begin to
default, and can be turned on and off in the End Phase just like any
retreat. The forced withdrawal rules help simulate this situation.
Other Actions
other system (see p. 12).
Under forced withdrawal, crippled ’Mechs must retreat from
Equipment: All equipment on a ’Mech where the pilot has
the battlefield when damage has rendered them useless or they
ejected continues to function until the ’Mech is destroyed.
are in imminent danger of being destroyed (see Crippling Damage,
below). A ’Mech making a forced withdrawal must move toward its
home map edge. However, a ’Mech need not spend Running MP;
EJECTION MODIFIERS TABLE it can also move backward if its controller wishes. Also, if equipped
Heat
with MASC, a supercharger, or some other system that increases
Landing Terrain Modifier speed at the risk of damage, a ’Mech need not engage that system
Clear –2
when forced to withdraw.
Withdrawing ’Mechs may still attack an enemy ’Mech that
Water –1
Damage
closes within range of a weapon or physical attack.
Deep Snow –2
Rough 0
CRIPPLING DAMAGE
Rubble 0 Any ’Mech that suffers crippling damage must withdraw from
Light Jungle/Woods +2 the map. Crippling damage is defined as one or more of the following:
Combat
Heavy Jungle/Woods +3
Per Level of Building +1 %% Four or more points of damage to the MechWarrior
%% The destruction of all sensor critical slots
%% One gyro and one engine critical hit Movement
Planetary Conditions Modifier %% Two engine critical hits
Heavy Snow Fall/Strong Gale/ %% A side torso location is destroyed
+2
Torrential Downpour %% Internal structure damage in either three or more limbs or two
Storm +3 or more torso locations (torso internal structure damage does
not count towards crippling damage if that location still has
Game
Playing
BattleMech Prone +5
weapons (either through damage or ammunition depletion) with
Pilot Unconscious +3 a range greater than five hexes and if it can no longer cause more
Introduction
Per Point of Head Internal Structure Damage +1 than 5 points of combined weapons damage. This does not apply
Automatic Ejection +1 if the ’Mech did not start with the ability to do 5 or more damage,
or the ability to do damage at a range greater than five hexes; in
this case the ’Mech can never trigger this condition.
1
8
FORCED WITHDRAWAL
SPECIAL CASE RULES
DESIGN QUIRKS
SPECIAL CASE RULES
BATTLEFISTS (2 POINTS) a torso twist, it does not reset at each End Phase: the arc chosen
The Battlefists quirk applies only to ’Mechs that are equipped remains until deliberately changed. The mount rotates with any
with hand actuators. This quirk reflects ’Mechs that feature hands torso twist as normal.
Common
their unique configuration (such as the Awesome’s mace-like fist, or hit in any torso location (Front or Rear), the player must roll 2D6 to
the Pillager’s sharpened “knuckles”). This quirk is only paid for once, determine if the Directional Torso Mount is destroyed. A result of 7+
even if the ’Mech has two fists. If the ’Mech has two hands, and this means the Directional Torso Mount is destroyed (and the weapon
quirk is only meant to apply to one of those hands, this must be is locked in the current arc), in addition to the normal effects of
specified (the cost remains the same). the attack.
Weapons
A ’Mech with Battlefists receives a –1 Target Number modifier
when making Punch attacks. DISTRACTING (1 POINT)
A ’Mech with the Distracting quirk is physically designed to
COMBAT COMPUTER (3 POINTS) intimidate (or confuse) its opponent with its appearance. This
Case Rules
The ’Mech possesses an advanced combat computer, such includes the fearsome visage of the Atlas BattleMech, but can also
Special
as those installed in the Stalker and Juliano. The computer aids include ’Mechs cosmetically designed to appear more heavily
the MechWarrior in managing heat levels; each turn the ’Mech armed or deadly than they truly are, such as the Arbiter.
will generate four points of heat less than normal (but never less A ’Mech with the Distracting quirk applies a +1 Special Source
than zero). modifier to any Morale Checks its opponents must make when
Urban Combat
using the Tactical Morale rules (see pp. 211-213, TO). If using the
COMMAND ’MECH (2 POINTS) Demoralizer Special Piloting Ability from Campaign Operations
Some BattleMechs, such as the Atlas, BattleMaster, Black Knight, (see p. 74, CO), the Distracting quirk adds a +1 modifier to the
King Crab, Marauder, Mongoose, and Wolverine are designed as demoralizer’s WIL score.
This quirk may apply to a ’Mech in some periods but not others:
Battlefield
command ’Mechs. Each turn one or more such ’Mechs are on the
battlefield with a conscious MechWarrior, their force receives a +1 for example, the Mackie would almost certainly be Distracting upon
The
modifier to all Initiative rolls. its debut, but would lose the quirk once the novelty wore off and
This modifier is not cumulative with a Battle Computer. newer designs were introduced.
Other Actions
COMPACT ’MECH (1 POINT) EASY TO MAINTAIN (1 POINT)
This Quirk describes a ’Mech that is particularly slim in stature, Some ’Mechs, such as the Thorn, are easier to maintain and
such as the Jackalope. It enables the ’Mech to share a BattleMech repair. All repair or replacement rolls made for a ’Mech with this
cubicle with another Compact ’Mech. It also allows a ’Mech quirk receive a –1 Target Number modifier.
recovery vehicle to transport two Compact ’Mechs. In both cases, This is an innate quality to the ’Mech, regardless of whether
the combined tonnage of the two ’Mechs cannot exceed relevant enough spare parts are available to actually fix it. As such, the
Heat
tonnage limits. Vindicator doesn’t gain this quirk just because its spare parts are
The Compact ’Mech quirk only provides this bonus for plentiful (and the Assassin has it despite the fact that its custom
transportation purposes; Compact ’Mechs cannot share the same spare parts are rare).
space at the same time when undergoing maintenance or repairs.
Damage
This quirk can only be applied to ’Mechs that also possess EASY TO PILOT (2 POINTS)
the Narrow/Low Profile quirk, and is further limited to ’Mechs of Training ’Mechs such as the Chameleon and Crockett are
medium weight (55 tons) or less. designed to be easier for a rookie MechWarrior or pilot to operate.
A MechWarrior with a Piloting Skill higher than 3 will receive a
COWL (4 POINTS) –1 Target Number modifier for Piloting Skill Rolls required as a result
Combat
BattleMechs such as the Cyclops have been outfitted with a of damage or terrain. More skilled MechWarriors receive no benefit.
protective cowl that provides an additional 3 points of head armor
against all attacks except those that originate along the row of EXTENDED TORSO TWIST (3 POINTS)
hexes directly in front of the cowled ’Mech. Unlike most ’Mechs, one with this quirk can twist its torso Movement
much further. When torso twisting, the ’Mech can change its facing
DIRECTIONAL TORSO MOUNT by one or two hexsides.
(2 POINTS)
A well-known feature of the Goliath, a Directional Torso Mount FAST RELOAD (1 POINT)
acts as a somewhat more restrictive BattleMech shoulder turret, BattleMechs such as the Hatchetman and Enforcer have weapons
Game
Playing
allowing any weapons in the mount to shoot in either the standard that use large removable ammunition magazines, allowing them
forward torso arc or the rear arc, depending on the mount’s current to reload much faster than normal. This quirk can be assigned to
the
facing. The mount’s facing is set at the start of the game, and can be individual weapons, locations on a ’Mech (such as the right torso), or
changed at the same time torso twists are made. However, unlike the entire ’Mech. Affected weapons can reload in half the normal time.
Introduction
Regardless of the option chosen, the cost for this quirk is the same.
3
8
DESIGN QUIRKS
SPECIAL CASE RULES
IMPROVED TARGETING
(3: SHORT, 4: MEDIUM, OR 5: LONG
POINTS)
The ’Mech has advanced targeting capabilities in one range
bracket. The quirk can be applied up to three times, but can be
taken only once per range bracket. The cost of the quirk varies with
the range bracket chosen. All ranged attack Target Numbers at the
selected range bracket receive a –1 modifier.
A ’Mech with this quirk cannot take Improved Targeting for
the Extreme range bracket, nor can this quirk be combined with
Variable Range Targeting.
JETTISON-CAPABLE WEAPON (1
POINT)
Some ’Mechs are equipped with mounted weapons that can
be jettisoned in combat and—if recovered—remounted on the
same ’Mech with ease. This feature was often included in early Star
League-era attempts to develop handheld weapon mounts, as seen
on the original BattleMaster, Wolverine, Griffin, and Phoenix Hawk
designs.
A ’Mech can carry a maximum of two Jettison-Capable
Weapons, and must take the Jettison-Capable quirk for each
weapon so equipped. Handheld Weapons may not receive this
quirk, nor may any item mounted using pod technology (fixed
weapons on an OmniMech may be Jettison-Capable, however).
A Jettison-Capable Weapon may be dropped in combat using
the basic rules for Dumping Ammunition (see p. 58), except there
is no risk of explosion from the jettisoning weapon, and thus there
8
4
DESIGN QUIRKS
SPECIAL CASE RULES
are no special effects when a ’Mech jettisoning its weapons is struck OVERHEAD ARMS (2 POINTS)
from the rear. Jettisoning an ammunition-dependent weapon does ’Mechs equipped with overhead arms—such as the Fire
not also jettison its ammunition. Treat any critical slots for a Jettison- Moth—can deliver ranged, direct-fire attacks while hiding almost
Common
weapon is jettisoned. cannot be combined with the Low-Mounted Arms quirk, nor can it
In campaign play, the location of a jettisoned weapon should be taken by any ’Mech that either does not have arms, or lacks any
be tracked, as it can be recovered and remounted on the ’Mech form of direct-fire ranged weaponry in said arms.
later using the same rules and time spent as an ammunition A ’Mech with Overhead Arms can fire its direct-fire weapons
reload (though any critical hits the weapon may have sustained over any terrain feature that stands equal in height to the ’Mech
Weapons
before being jettisoned will still need to be repaired). As with itself (such as a hill or building 2 levels high). Because this still blocks
dumped ammunition—and unlike truly independent Handheld LOS as far as the ’Mech’s sensors are concerned, any such attacks by
Weapons—jettisoned weapons may not be picked up and used these weapons will receive a +2 Target Number modifier. Friendly
by other ’Mechs. spotters cannot assist with this type of attack.
Case Rules
When a ’Mech that uses its Overhead Arms in this fashion, it
Special
MODULAR WEAPONS (1 POINT) instantly exposes itself to return fire. Attacks against a ’Mech using
Though lacking the flexibility of an OmniMech, a ’Mech with its Overhead Arms receive a +2 Target Number modifier if they pass
Modular Weapons such as the O-Bakemono or Mercury can be through the covering terrain—in addition to the normal +1 Target
repaired or customized more easily. Equipment can be replaced in Number modifier for partial cover, but any hits that fail to strike the
Urban Combat
half the normal time (though repairs in-place take the usual amount target’s arm hit locations strike the covering terrain instead.
of time). When using the Customization Rules (see p. 188, SO), half
the time is required. PROTECTED ACTUATORS (1 POINT)
On some ’Mechs, only certain weapons or equipment are Armor protection around the actuators is more effective,
modular. In this case, the specific gear with the modular quality making a ’Mech with this quirk more resistant to Leg and Swarm
Battlefield
must be noted, but this does not reduce the quirk’s cost. attacks by infantry. The Target Numbers for such attacks receive a
The
+1 modifier.
MULTI-TRAC (2 POINTS)
A ’Mech with this quirk can track multiple targets and may REINFORCED LEGS (1 POINT)
Other Actions
attack any number of targets in its front and arm firing arcs in the Designed for executing the dreaded “Death From Above”
same turn without adding the secondary-target modifier. Secondary attack, some ’Mechs (the Highlander, for example) suffer half the
targets in the rear arc are treated as normal. normal damage to the legs when performing Death From Above
successfully.
NARROW/LOW PROFILE (4 POINTS)
Designs such as the UrbanMech, Vulcan, and Lancelot have a RUGGED (1 OR 2 POINTS)
Heat
narrow or low profile that makes them harder to hit. Ranged attacks Rather than being easy to maintain, some ’Mechs are instead
against a ’Mech with a Narrow/Low Profile receive a +1 Target extremely reliable, reducing the frequency with which they require
Number modifier. maintenance. The cost is 1 point if the ‘Mech can go for two times
as long between maintenance periods as normal, and 2 points if it
Damage
NIMBLE JUMPER (3 POINTS) can go up to three times as long.
Jump jets are brute-force thrusters designed only to transport
a ’Mech directly from point A to point B. Some ’Mechs, however, RUMBLE SEAT (0 POINTS)
such as the Spider, are especially nimble when jumping. When a ’Mechs are generally built with only enough seating for their
’Mech with this quirk jumps, it need not follow the most direct path operators, but some may contain a spare seat in their control areas
Combat
to its target hex. Instead, it may deviate from that path by up to one in which a passenger (or observer/instructor) may ride along.
hex of its controller’s choice (assuming the ’Mech has the Jumping This quirk may not be taken by any ’Mech that employs a Small
MP required, of course; additional heat for such a jump is generated or Torso-Mounted Cockpit, has the Cramped Cockpit quirk, or is
as normal for the jump jet type in use). For example, a jump that classified in the Light or Ultra-Light weight class. Movement
would normally cover six hexes can instead cover up to seven. A ’Mech with a Rumble Seat has a single extra seat available in
If a ’Mech jumps in this fashion, attacks against the ’Mech its cockpit suitable to carry one passenger in relative comfort. This
receive an additional +1 Target Movement Modifier (a total of +2 seat is typically devoid of controls, and so this passenger may not
for jumping, instead of the normal +1; the extra hex traveled is also control the ’Mech (but may have access to the ’Mech’s sensors, and
factored into the ’Mech’s Target Movement Modifier, as normal). may even possess the ability to shut down the ’Mech in the event of
Game
Playing
However, attacks made by the jumping ’Mech receive the same an emergency—a feature commonly used in training ’Mechs). The
additional Target Number modifier (a total of +4 for jumping, passenger is susceptible to the same damage for any hits taken to
the
instead of +3). the MechWarrior, with the exception of ammunition explosions, but
This quirk can only be taken by light or medium ’Mechs, and the seat is not ejection-capable (though it may be part of a cockpit
Introduction
only for those that have at least as many Jumping MP as they do that features a Full Head Ejection system).
Walking MP. A ’Mech without a rumble seat must pay for passenger space
in tonnage, as appropriate to the ’Mech’s construction rules.
5
8
DESIGN QUIRKS
SPECIAL CASE RULES
DESIGN QUIRKS
SPECIAL CASE RULES
DIFFICULT TO MAINTAIN (1 POINT) double all repair and maintenance times for work performed on
Some ’Mechs are harder to maintain and repair. All repair them. If an Illegal ’Mech repair fails, the item gains the Nonfunctional
or replacement rolls made for this ’Mech receive a +1 Target quirk as well.
Common
production, Illegal ’Mechs should also receive the Obsolete quirk
EM INTERFERENCE (1 POINT) (see p. 88), with the year of their obsolescence determined to be
An energy weapon is insufficiently shielded and causes the same as their year of introduction.
interference with other delicate electronics. The turn after the
weapon has been fired, the following equipment aboard the ’Mech INACCURATE WEAPON (VARIES)
Weapons
will not function: any ECM, any Active Probe, Artemis IV FCS, Artemis Being of poor design, a weapon is less accurate than normal
V FCS, Blue Shield PFD, any C3, Chameleon LPS, Cockpit Command and receives a +1 Target Number modifier. The value is 1 point per
Console, Electronic Warfare Equipment, MASC, MRM FCS, NARC, Null 5 points (or fraction thereof) of maximum damage the weapon can
Signature System, Stealth Armor, Streak Launchers, Supercharger, inflict in a single Damage Value grouping.
Case Rules
Targeting Computer, and Void Signature System. More than one weapon can receive this quirk.
Special
Alternatively, this quirk can be purchased for the ’Mech itself,
in which case the problem is with the ’Mech’s electronics in general, LOW-MOUNTED ARMS (2 POINTS)
rather than its interaction with any specific weapon. The cost for this ’Mechs equipped with extremely low-mounted arms—such as the
version of the quirk is the same. Dark Crow—have mounted their arms far too low to take advantage of
Urban Combat
the ’Mech’s height advantage. This quirk cannot be combined with the
EXPOSED ACTUATORS (1 POINT) Overhead Arms quirk, nor can it be taken by any ’Mech that either does
The actuators on some designs (such as the Commando) are not have arms, or lacks any form of weaponry in its arms.
poorly protected and more vulnerable to the effects of Swarm and A ’Mech with Low-Mounted Arms fires its arm-mounted
Battlefield
Leg attacks by infantry. The Target Numbers for such attacks receive weapons as if they are actually mounted in the ’Mech’s legs, even
a –1 modifier. though these arms still rotate with the torso position. As a result,
The
these weapons may be blocked from firing by partial cover such as
EXPOSED WEAPON LINKAGE (2 POINTS) low hills and buildings. By the same token, attacks against ’Mech
Some designs such as the Cygnus have the mechanics of a with Low-Mounted Arms that pass over partial cover cannot strike
Other Actions
weapon dangerously exposed. When a location that holds such a the ’Mech’s arms either, and instead will strike the covering terrain.
weapon is hit, roll 2D6. On a roll of 10+, that weapon is unable to
fire for the remainder of the game. NO/MINIMAL ARMS (2 POINTS)
This quirk can be taken only once and only for a single weapon Some ’Mechs effectively have no arms, such as the Stalker and
type, and affects all weapons of that type on the ’Mech (for example, Locust, or arms that are totally ineffective in aiding a fallen ’Mech in
all AC/20s). regaining its feet. When making a Piloting Skill Roll to stand up, such
Heat
’Mechs receive a +2 Target Number modifier; this is not cumulative
HARD TO PILOT (2 POINTS) with the Attempting to Stand optional rules (see p. 24, TO). In addition,
This ’Mech is hard to operate; MechWarriors receive a +1 Target the ’Mech cannot make physical attacks with its arms.
Number modifier to all Piloting Skill Rolls.
Damage
NO COOLING JACKET (2 POINTS)
ILLEGAL DESIGN (0 POINTS) A weapon’s design excludes the standard cooling jacket. As a
’Mechs designed with this quirk do not follow the existing result, it generates 2 extra points of heat when fired.
construction rules for some reason, achieving effects that are not
normally allowed in game-play, and which can fail spectacularly NO EJECTION SYSTEM (2 POINTS)
Combat
at any moment. (Note: Even in an Illegal Design, the total weight Some ’Mechs—notably the Spider—lack an emergency escape
and critical space of all components used in the design must fit system. The MechWarrior can never eject and thus cannot use the
within the design’s stated tonnage and critical space; the Law of Ejection (Simplified) rules (see p. 81).
Conservation of Mass is absolute.) Movement
If employed, the opposing player may roll 2D6 to determine if NO TORSO TWIST (2 POINTS)
the ’Mech with this quirk suffers a catastrophic failure once every 6 Some ’Mech designs, like the Bushwacker, lack the flexibility to
turns of combat. On a result of 6 or higher, such catastrophic failure twist at the waist (or don’t possess a waist to twist). A ’Mech with
occurs in 1D6 of the ’Mech’s hit locations (using the Front/Back Hit this quirk cannot torso twist.
Locations Table). A Critical Hit check is then made for each failure
Game
Playing
location determined, applying a +4 modifier to the roll result. On NON-FUNCTIONAL ITEM (5 POINTS)
any modified roll result of 13+, the location suffers complete collapse A ’Mech with this quirk has one or more components or pieces
the
if it is an arm, leg, head, wing, main gun, or turret. This will destroy of equipment that simply do not work. No amount of repairs or
all items within (and any explosive components checks should be replacement will correct this issue; the ’Mech must be redesigned
Introduction
made as appropriate for location destruction). If the affected location from the ground up to solve the problem.
is none of the above, it suffers 4 critical hits, determined as normal. A ’Mech can have multiple Non-functional quirks, but each
Illegal ’Mechs suffer an additional +4 Target Number modifier must be assigned to the specifically non-operational components
to repair or replace any damaged or destroyed components, and they possess.
7
8
DESIGN QUIRKS
SPECIAL CASE RULES
DESIGN QUIRKS
SPECIAL CASE RULES
STRATEGIC
significant targeting problems. All ranged attacks receive a +1
Common
providing fans with a comprehensive list of official
SLOW TRAVERSE (1 POINT) game units. Drawing on over thirty years of official
This unit has an underpowered turret traverse mechanism. The BattleTech supplements, there you’ll find more than
turret may only rotate two hexsides in a turn. 3,500 variants for well over 900 individual combat units!
And updates ensure you’ll always be provided with the
Weapons
STATIC AMMO FEED (2 POINTS) latest configurations.
A ’Mech with the Static Ammo Feed system uses a very crude Vast functionality has been incorporated to give you
or minimized form of ammunition feed for its ballistic weapons the tools necessary for building accurate and dynamic
that renders the weapon incapable of switching between multiple forces. The database can be sorted by BattleTech Eras
Case Rules
ammunition bins. It is most commonly seen in ’Mechs that feature spanning the history of the game’s many rich time
Special
exposed ammunition feeds, such as the Blade or the Cygnus, and thus periods. You can also sort by the many BattleTech
often occurs in conjunction with the Exposed Weapon Linkage quirk. factions—the Star League, the Great Houses, the Clans,
The Static Ammo Feed quirk must be taken for each affected and of course Mercenaries and Pirates.
weapon type the ’Mech carries, though it can cover multiple Even more tools are available at the free Master Unit
Urban Combat
weapons of that type at the same time. Thus, a ’Mech with two List site. Beyond helpful walkthroughs to get you started,
Autocannon/10s and two Autocannon/5s would need two Static you’ll find dice roll aids for cluster hits, force-balanced
Ammo Quirks to account for all four weapons having this issue, assignment tables, Battle Value skill calculations, and even
if desired—one for the AC/10s and the other for the AC/5s. This tools to generate random planetary systems.
Visit WWW.MASTERUNITLIST.INFO today!
Battlefield
quick cannot be applied to energy weapons.
Weapons covered by this quirk will be unable to switch between
The
different ammunition types, even if they possess the Switchable (S)
feature. Thus, all ammunition carried for a weapon with a Static
Ammo Feed must be of the same type throughout play. BATTLEMECH QUIRK LISTING
Other Actions
Technical Readout: Prototypes introduced the practice of including
UNBALANCED (1 POINT) design quirks with each new unit, a process that has continued with
The ’Mech’s design (one notorious example is the Javelin) is subsequent Technical Readouts. However, earlier Technical Readouts
unbalanced. Treat this quirk as a +1 Target Number modifier for lack quirk details. For players interested in a recommended list of quirks
Piloting Skill Rolls made whenever the ‘Mech enters a hex requiring for older machines, the following should be of help.
a PSR due to a building type or planetary condition (i.e. Terrain Type, Base Designs vs. Variants: Note that the following quirk list
Heat
Terrain Modification, and so on). is intended to cover each ’Mech in the broadest possible sense. For
the most part, each quirk assignment is meant to cover all variants
WEAK HEAD ARMOR (VARIES) of that machine, and all eras in which it appears. There are literally
The value of this quirk is equal to the number of armor points thousands of ’Mech variants in the BattleTech universe: attempting
Damage
effectively lost; for example, a ’Mech with 9 points of head armor but to assign quirks to every variant of every machine would require
using a 4-point version of this quirk effectively has only 5 armor points. more space than is available. Players should thus feel free to modify
these quirk assignments to deal with specific variants or eras.
WEAK LEGS (1 POINT) Additionally, individual machines may be modified as
This ’Mech’s legs were never designed to take the stresses usual to represent the trials and tribulations (or upgrades) it has
Combat
involved in physical attacks. When the ’Mech is kicked or executes undergone in the field, with the usual caveat that player-added
a Death From Above attack, roll for a possible critical hit on each leg positive quirks should be balanced by an equivalent point total
(even if the armor is not breached) and apply the results. in negative quirks as normal.
Movement
Game
Playing
the
Introduction
9
8
DESIGN QUIRKS
SPECIAL CASE RULES
DESIGN QUIRKS
SPECIAL CASE RULES
Weapons
Copperhead Difficult To Maintain Emperor Improved Cooling Jacket (RA/LA Large Laser)
Corvis Modular Weapons Enfield Fast Reload (LB 10-X)
Cossack Extended Torso Twist Barrel Fist (Both), Fast Reload (AC/10), Improved Cooling
Enforcer
Cougar Narrow/Low Profile Jacket (AC/10); Ammunition Feed Problem (AC/10)
Case Rules
Enforcer III Barrel Fist (Both), Fast Reload (UAC/10)
Special
Coyotl Extended Torso Twist; Obsolete (2943)
Crab Easy To Maintain Epimetheus Non-Standard Parts, Prototype
Crimson Hawk Protected Actuators Excalibur Battlefists, Vestigial Hands (RA)
Easy To Maintain, Improved Communications, Exterminator Difficult To Maintain
Urban Combat
Crimson Langur
Protected Actuators Eyleuka Exposed Actuators
Crockett Easy To Pilot; Poor Life Support Fafnir No/Minimal Arms
Cronus Easy To Maintain Falcon Narrow/Low Profile
Crossbow Modular Weapons (LRM 10s); EM Interference (PPC) Falcon Hawk Good Reputation (1)
Battlefield
Crossbow (Omni) Improved Targeting (Short) Falconer Stable; No Torso Twist
The
Crusader Easy To Maintain, Stabalized Weapon (SRM 6), Ubiquitous Fennec No/Minimal Arms
Cudgel Difficult To Maintain Fenris (Ice Ferret) Improved Sensors
Cuirass Easy To Maintain Fire Falcon Improved Sensors
Other Actions
Battle Computer, Cowl; Difficult Ejection, Fire Scorpion Cowl
Cyclops Poor Cooling Jacket (RA and LA Medium Laser), Fireball Improved Communications, Narrow/Low Profile
Weak Head Armor (4) Firebee Poor Life Support
Cygnus Exposed Weapon Linkage; Static Ammo Feed Firefly No/Minimal Arms, No Torso Twist
Daboku No Torso Twist, Prototype Firestarter Ubiquitous; Exposed Weapon Linkage (LA/RA Flamers)
Heat
Daedalus Difficult To Maintain Firestarter (Omni) Cowl; Difficult To Maintain
Daikyu Accurate Weapon (Ultra AC/5s) Flamberge Improved Targeting (Medium)
Extended Torso Twist, Narrow/Low Profile; Flashfire Modular Weapons (Fluid Guns)
Daimyo
Difficult To Maintain
Damage
Flashman Rugged (2)
Daishi (Dire Wolf) Difficult Ejection
Flea Easy To Maintain; No/Minimal Arms
Dark Crow Low-Mounted Arms
Galahad Difficult To Maintain
Dart Extended Torso Twist
Galahad
Dasher (Fire Moth) Overhead Arms Anti-Aircraft Targeting, Extended Torso Twist, Multi-Trac
(Glass Spider)
Combat
Dasher II Poor Performance Gallant Stabilized Weapons (RA Large Pulse Lasers)
Defiance Hyper-Extending Actuators, Searchlight, Stable Gallowglas Good Reputation (1), Improved Cooling Jacket (PPC)
Deimos Anti-Air Targeting Garm Extended Torso Twist Movement
Dervish Easy To Maintain, Hyper-Extending Actuators Extended Torso Twist, Improved Communications,
Ghost
Deva Improved Sensors; Bad Reputation Improved Sensors
Devastator Hyper-Extending Actuators, Searchlight Gladiator Bad Reputation
Dragon Narrow/Low Profile, Stable Gladiator
Distracting
(Executioner)
Game
Playing
Duan Gung Protected Actuators; Non-Standard Parts Improved Cooling Jacket (ER Large Laser),
Goshawk II
Eagle Extended Torso Twist; Weak Head Armor (1) Improved Life Support, Nimble Jumper; Weak Legs
1
9
DESIGN QUIRKS
SPECIAL CASE RULES
Weapons
Night Gyr Difficult To Maintain
Easy To Maintain, Narrow/Low Profile; Night Hawk Easy To Maintain
Locust IIC
No/Minimal Arms, Weak Legs
Night Wolf Directional Torso Mount (AMS), Hyper-Extending Actuators
Loki (Hellbringer) Searchlight
Nightsky Modular Weapon (Hatchet)
Case Rules
Anti-Aircraft Targeting, Searchlight, Ubiquitous;
Special
Longbow Accurate Weapon (All), Command ’Mech,
No/Minimal Arms Nightstar
Improved Communications
Longshot Difficult To Maintain
Ninja-To Improved Cooling Jackets (LA/RA ER Large Lasers)
Lupus Exposed Actuators
Nobori-nin
Urban Combat
Lynx Multi-Trac Distracting
(Huntsman)
Easy To Maintain, Protected Actuators, Rugged (1); No-Dachi Distracting, Hyper-Extending Actuators
Mackie
Oversized
Nova Cat Extended Torso Twist; Exposed Actuators
Mad Cat
Improved Targeting (Medium); Weak Head Armor (1) Nyx Narrow/Low Profile; Difficult To Maintain
(Timber Wolf)
Battlefield
Mad Cat Mk II Improved Targeting (Medium) O-Bakemono Modular Weapons; No/Minimal Arms
The
Maelstrom No Torso Twist Ocelot Nimble Jumper
Malak Improved Sensors; Bad Reputation Omen Protected Actuators, Rugged (1)
Battlefists (RA), Exposed Actuators,
Other Actions
Man O' War Onager
Stabilized Weapons (RA/LA) Exposed Weapon Linkage (HAG/30)
(Gargoyle)
Mandrill Narrow/Low Profile Onslaught Protected Actuators; Non-Standard Parts
Mangonel Difficult To Maintain, No/Minimal Arms Orion Anti-Aircraft Targeting, Easy To Maintain
Mantis Non-Standard Parts Anti-Aircraft Targeting, Easy To Maintain,
Orion IIC
Improved Targeting (Medium)
Command ’Mech, Distracting,
Heat
Marauder Hyper-Extending Actuators, Narrow/Low Profile; Orochi No/Minimal Arms
Exposed Weapon Linkage (AC/5) Directional Torso Mount (1 CT Medium Laser),
Osiris
Command ’Mech, Distracting, Hyper-Extending Actuators, Extended Torso Twist
Marauder II Osprey Directional Torso Mount (Gauss Rifle); No/Minimal Arms
Narrow/Low Profile, Protected Actuators
Damage
Command ’Mech, Distracting, Hyper-Extending Actuators; Hyper-Extending Actuators, Multi-Trac,
Marauder IIC Osteon
Exposed Actuators Protected Actuators; Bad Reputation
Marshal Easy To Maintain, Rugged (2) Ostroc Narrow/Low Profile
Masakari Improved Communications, Improved Sensors,
Improved Targeting (Long) Ostscout
Combat
(Warhawk) Narrow/Low Profile, Nimble Jumper, Rugged (1)
Matador Battlefists, Distracting Ostsol Improved Sensors, Narrow/Low Profile
Mauler No Torso Twist Ostwar Easy To Maintain
Improved Communications, Improved Sensors; Owens Improved Sensors Movement
Men Shen
Exposed Actuators Pack Hunter Reinforced Legs, Stabilized Weapon (ER PPC)
Mercury Easy To Maintain, Modular Weapons; No Torso Twist Pack Hunter II Stabilized Weapon (ER PPC)
Merlin Easy To Maintain, Rugged (1) Paladin Difficult To Maintain, Non-Standard Parts
Mjolnir Accurate Weapon (Mace), Easy To Maintain Panther Improved Targeting (Short), Nimble Jumper
Game
Playing
Mongoose II Improved Communications Pariah (Septicemia) Extended Torso Twist, Multi-Trac; Bad Reputation
Morpheus Protected Actuators; Difficult To Maintain Pathfinder Improved Sensors
Introduction
Morrigan Stabilized Weapon (Heavy Large Laser); Weak Legs Patriot Protected Actuators, Stable
Naga Extended Torso Twist; Bad Reputation (Clan), No/Minimal Arms Peacekeeper Rugged (1)
3
9
Weapons
Sun Cobra Variable Range Targeting Verfolger Hyper-Extending Actuators; Difficult To Maintain
Sunder Extended Torso Twist Victor Accurate Weapon (AC 20)
Supernova Improved Targeting (Long) Viking Easy To Maintain, Multi-Trac
Tai-sho Improved Communications, Stabilized Weapon (UAC/10) Vindicator Rugged (1), Ubiquitous; Difficult Ejection, No Torso Twist
Case Rules
Special
Talon Rugged (1); No/Minimal Arms Viper (Black Python) Improve Targeting (Short)
Talos Easy To Pilot Vixen (Incubus) Jettison Capable Weapon (Large Pulse Laser)
Tarantula Easy To Pilot, Extended Torso Twist; Exposed Actuators Volkh Non-Standard Parts
Targe Extended Torso Twist; Bad Reputation, No/Minimal Arms Von Rohrs (Hebi) Bad Reputation
Urban Combat
Directional Torso Mount [H Medium Laser]; Vulcan Narrow/Low Profile
Tempest
Poor Performance Vulture (Mad Dog) Improved Targeting (Medium)
Templar Easy To Maintain Wakazashi Difficult To Maintain
Tessen Bad Reputation Accurate Weapon (OS SSRM 2s), Fast Reload (OS SSRM 2s);
Battlefield
War Dog
Thanatos Modular Weapons, Stable No Torso Twist
The
Thor (Summoner) Improved Communications, Ubiquitous Warhammer Barrel Fist (Both), Searchlight, Ubiquitous
Thorn Easy To Maintain Warhammer IIC Barrel Fist (Both), Searchlight
Thresher Improved Targeting (Medium) Warlord Easy To Maintain
Other Actions
Thug No Torso Twist Wasp Easy to Maintain, Extended Torso Twist, Ubiquitous
Thunder Cowl, Improved Cooling Jacket (AC/20) Watchman Easy To Maintain, Easy To Pilot, Rugged (1), Ubiquitous
Thunder Fox Easy To Maintain Werewolf Non-Standard Parts
Thunder Hawk Improved Targeting (Long) Improved Cooling Jacket (Large Pulse Laser);
White Flame
Thunder Stallion Cramped Cockpit Bad Reputation, Exposed Actuators
Heat
Thunderbolt Rugged (2), Ubiquitous Whitworth Rugged (1); Weak Legs
Ti Ts'ang Hyper-Extending Actuators Improved Cooling Jacket (Heavy PPC);
Wight
Titan Protected Actuators Exposed Actuators, Weak Legs
Wildfire Non-Standard Parts, Prototype
Damage
Titan II Protected Actuators
Toro Improved Targeting (Long); Weak Legs Wolf Trap (Tora) Bad Reputation
Toyama Bad Reputation Wolfhound Easy To Pilot, Good Reputation (1)
Trebaruna Command Mech Command ’Mech, Extended Torso Twist, Fast Reload (AC/5),
Wolverine Improved Communications, Jettison-Capable Weapon
Combat
Trebuchet Easy To Maintain (AC/5), Protected Actuators, Ubiquitous; Cramped Cockpit
Tsunami Difficult To Maintain
Wolverine II Command ’Mech, Improved Communications
Tundra Wolf Easy To Maintain; Weak Head Armor (1)
Woodsman Easy To Maintain
Turkina No Torso Twist Movement
Wraith Nimble Jumper; Difficult To Maintain
Uller (Kit Fox) No Torso Twist
Wyvern Ammunition Feed Problem (LRM 10)
Compact ’Mech, No/Minimal Arms, Extended Torso Twist,
UrbanMech Wyvern IIC Protected Actuators
Narrow/Low Profile
Compact ’Mech, No/Minimal Arms, Extended Torso Twist, Xanthos Improved Life Support
UrbanMech IIC
Game
Narrow/Low Profile
Ursus Distracting; Easy To Maintain Yeoman Distracting; No/Minimal Arms, No Torso Twist
the
Improved Targeting (Short), Protected Actuators; Barrel Fist (RA), Easy To Maintain;
Valiant Zeus
Weak Head Armor (1) Ammunition Feed Problem (LRM 15)
5
9
WEAPONS AND
EQUIPMENT
BattleMechs use a wide variety of weapon systems, ranging
from autocannons to lasers to hatchets to missiles, as well as
WEAPON TYPES
Each weapon uses a series of abbreviations, given below, to
specialty electronics designed to hinder the enemy and assist allies detail any special effects it may have. Some types have no effect
on the battlefield. in ’Mech-only combat, but are still listed here in order to maintain
The in-flux nature of the BattleTech universe makes a canonical compatibility across the wider BattleTech ruleset.
list of available weapons and equipment difficult, since new items Weapons often feature multiple types at once. Additionally,
are continually introduced as the timeline progresses. The BattleMech some weapons (such as hyper-assault Gauss rifles) may take on
Manual presents all the most common items as of the in-universe different types at different times.
year 3145 that are available to BattleMechs and serve a purpose in %% AE: Area-Effect. Area-effect weapons damage every target in the
’Mech versus ’Mech combat. The Weapons and Equipment Tables, hexes within their area of effect, including buildings, terrain, and
beginning on page 118, provides a simplified summary of each item. even friendly ’Mechs. Some area-effect weapons can also damage
all the surrounding hexes adjacent to the target hex: this varies
BASIC INFORMATION depending on both the weapon and the munitions being used.
All items in this chapter are assumed to obey the following rules %% AI: Anti-Infantry. This has no additional effect against
unless specifically stated otherwise: BattleMechs.
Ammunition: If the item is a weapon requiring ammunition, a %% C: Cluster. Each shot in a cluster attack contains multiple
critical hit to its ammunition bin deals the weapon’s damage times projectiles, not all of which may hit the target. Cluster attacks
the number of shots left in that bin as an internal explosion to the use the Cluster Hits Table (see p. 33) to resolve their damage.
affected location (see Ammunition, under Critical Hit Effects, p. 47). The Damage Value for all cluster attacks has two parts. For
If an ammunition type is stated as non-explosive, a critical hit example, a silver bullet Gauss rifle has a Damage Value of C1/15.
to a bin containing that ammo still disables the bin for the rest of The first number is the attack’s grouping size. This is how
the game. much damage caused by the attack is grouped together into
If a bin is empty and takes a critical hit, the slot still takes the Damage Value groupings and applied as its own hit location roll.
critical hit, but but no ammunition explosion or effects occur. This ranges from 1 (i.e. every point of damage is its own Damage
Artillery & Mines: With the exception of Arrow IV Homing Value grouping) on up.
Missiles (see p. 97), these weapons are dealt with separately, under The second number is the attack’s weapon size. When a
Battlefield Support (see p. 77). cluster attack hits, the attacker rolls 2D6 and consults the Cluster
Critical Hit Effects: A critical hit (see p. 45) to any slot of an item Hits Table. Weapon size tells the attacker which column on the
destroys that item. Critical hits to intact slots of an already-destroyed table to use: cross-reference this with the roll result. The result
item are still absorbed, but have no further effect. is the number of individual projectiles from the attack that hit
Heat Effects: If the item is a weapon requiring ammunition, the target (e.g. rolling a 7 on the Cluster Hits Table for an attack
overheating ammunition bins risk exploding. The ’Mech suffers the with a weapon size of 15 means that 9 projectiles hit the target).
weapon’s listed damage times the number of shots remaining unless The attacker multiplies the number of projectiles that hit
the ammo is non-explosive (or the bin is empty). See Ammunition, with the attack by the damage per projectile. Unless stated
under Effects of Heat, page 52. otherwise, the damage dealt by each projectile is always 1 point
OmniMechs: All items presented below may be pod-mounted (Missile weapons will state the damage each of their missiles
on OmniMechs unless stated to the contrary. deals). Group the resulting damage total into Damage Value
groupings equal to the attack’s grouping size. Each grouping
CHAPTER CONTENTS requires its own hit location roll.
Items in this chapter are ordered as follows: For example, with a silver bullet Gauss rifle (C1), every
projectile in a successful attack requires its own hit location roll of
%% Ranged Weapons (pp. 97-106) 1 Damage Value, because it has a grouping size of 1; for all ATM,
%% Special Munitions (pp. 106-108) LRM, and MRM launchers (regardless of their size), the grouping
%% Physical Weapons (pp. 108-109) size is 5, meaning that any attack from these weapons always forms
%% Electronics (pp. 109-113) Damage Value groupings of 5. If at any point you cannot make a full
%% Structural Components (pp. 114-116) group (possible for any weapon with a grouping size larger than 1),
%% Miscellaneous Equipment (pp. 116-117) a single undersized grouping is created with any leftover damage.
Each grouping that hits, no matter its damage or the
number of projectiles it contains, deals only a single hit. For
example, if a group of 5 LRMs strikes a ’Mech’s head, that’s one
hit to the head, not five.
9
6
WEAPON TYPES
WEAPONS AND EQUIPMENT
%% DB: Direct-Fire Ballistic. These weapons (except machine %% S: Switchable Ammo. This weapon may employ one or more
guns) can use a targeting computer when making attacks (see types of special munitions (see p. 106).
Targeting Computer, p. 113). %% V: Variable Damage. The Damage Value of weapons with
Common
can use a targeting computer when making attacks (see weapons always have three Damage Values: their values at
Targeting Computer, p. 113). short, medium. and long range (e.g. a weapon with Damage
%% E: Electronics. Values of V25/20/10 deals 25 damage points at short range, 20
%% F: Flak. Apply a –2 Target Number modifier to attacks made at medium, and 10 at long).
by a flak weapon against dropping ’Mechs (see p. 79). This is %% X: Explosive. Item explodes when damaged, with varying
Weapons
cumulative with all other modifiers provided by the weapon damage; see the individual item’s description for the exact
or its ammunition unless specified otherwise. details.
%% H: Heat-Causing. This weapon may inflict additional heat,
damage, or both (see also Outside Heat Sources in the Heat
ARTILLERY
Case Rules
section, p. 50, for details).
Special
%% M: Missile. A target’s anti-missile systems may reduce the
number of missiles from a missile attack (see Anti-Missile Systems, ARROW IV HOMING
p. 116). Most missiles are also Cluster weapons (see above). MISSILES (SIMPLIFIED)
%% OS: One-Shot. One-shot weapons can only be fired once per An Arrow IV missile can be fired indirectly (similarly to an
Urban Combat
game, and may not carry any additional ammunition. The single Artillery Support attack), or directly:
shot carried by an OS launcher may be of any munition type
available to that launcher type. Despite using ammunition, OS %% Indirect (only if target is more than 17 hexes away):
weapons are not explosive unless specified as such. During any turn’s Weapon Attack Phase, the player must
%% P: Pulse. Apply a –2 Target Number modifier to all attacks from announce that an Arrow IV Homing Missile is incoming and
Battlefield
such weapons. Pulse weapons using a targeting computer secretly write down the target hex number (make sure to
The
receive the computer’s Target Number bonus, but not when mark off the ammo and allocate heat for the firing ’Mech).
making any kind of Aimed Shot (see Targeting Computer, p. 113). The Arrow IV attack arrives during the Weapon Attack Phase
%% PD: Point-Blank. Point-blank weapons can only be used of the following turn.
Other Actions
against targets in the same or adjacent hexes. %% Direct (only if target is 17 or less hexes away): A direct-fire
%% R: Rapid-Fire. A rapid-fire weapon may optionally fire multiple attack is made during the Weapon Attack Phase and has no
shots at a single target as its attack. The number after “R” in the time in flight: it arrives the same phase it is launched.
Damage column of the appropriate Weapons and Equipment
tables indicates the maximum number of shots that can be On the turn the homing missile arrives (or the turn it is
made in that attack (for example, an R2 weapon may fire one or fired, if using Direct fire), it may attack any ’Mech successfully
Heat
two shots as its attack, while an R6 weapon may fire anywhere designated by friendly TAG within 8 hexes of the chosen hex. If
from one to six shots as its attack). there are multiple such ’Mechs, the firer chooses which to attack.
When firing multiple shots in a single attack (i.e. “rapid- If there are no such ’Mechs when the missile arrives, it explodes
firing”), the attack is considered a Cluster weapon. It consumes harmlessly over the battlefield. (Undirected or misdirected
ammo and creates heat for each shot fired; whether any hit is missiles do not scatter.)
Damage
irrelevant. On a successful attack, the attacker rolls 2D6 and The firer then rolls 2D6. On a result of 4 or higher, the missile
compares the result to the appropriate column of the Cluster strikes the target, dealing 20 points of damage. This is treated
Hits Table (see p. 33). The Weapon Size for the attack is the as a hit from a Direct-Fire Ballistic weapon (i.e. in this instance it
number of shots fired by the weapon that turn, and so this can is not an AE type weapon), resolved against the ’Mech’s facing
Combat
change from turn to turn (for example, a Rotary AC/5 rapid- relative to the ‘Mech that fired the missile. On a result of 3 or less,
firing four shots uses the “4” column, but would use the “6” however, the missile hits the hex occupied by the designated
column if rapid-firing six shots, whereas a rapid-firing Ultra AC target instead, and inflicts 5 points of area-effect damage to all
would always use the “2” column). The 2D6 result is the number targets in the hex.
of shots that strike the target. A friendly TAG may designate a target for any number of Arrow Movement
Once the controller determines the number of shots that IV Homing Missiles per round from any number of attackers, with
hit, a different hit location roll is made for each shot. Each shot only one attack roll required to designate the target. However, a
deals damage equal to the weapon’s Damage Value. TAG-equipped ’Mech may not designate multiple targets for Arrow
Each time a rapid-fire weapon fires more than one shot in a IV in a turn, even if it is equipped with multiple TAG units. If a ’Mech
single turn, it may jam. This is determined by the attack’s to-hit with an on-board Arrow IV launcher using homing missiles also
Game
Playing
roll, which is made even if the attack would automatically hit. mounts TAG, the ’Mech may designate a target and fire its homing
When firing two or three shots, a jam occurs on an attack roll of missiles against it in the same turn.
the
2. If firing four to five shots, a jam occurs on an attack roll of 3 or An Arrow IV missile is completely unaffected by anti-missile
less. If firing four to five shots, a jam occurs on a to-hit roll of 3 or systems of any kind. Nemesis Narc pods can result in an Arrow
Introduction
less. If firing six to seven shots, a jam occurs on a to-hit roll of 4 IV missile attacking a friendly target; see that item’s description
or less, and so on. If the weapon jams, it is useless for the rest of (p. 108) for details.
the game (see Rotary Autocannon, p. 98, for the exception); the Tech Base: Clan and Inner Sphere
shots are still fired, however, and can still hit the target as normal.
7
9
ARTILLERY
WEAPONS AND EQUIPMENT
AUTOCANNONS
WEAPONS AND EQUIPMENT
weapon can be used again after that turn, while a failed roll means
that the jam is not cleared, though the player may attempt to clear
GAUSS RIFLES
A Gauss rifle uses a magnetized series of coils or rails, rather
the weapon in a subsequent turn. Any jammed RAC may be subject than chemicals or powder, to accelerate a ferrous slug to incredibly
Common
the subject of a single clearing attempt per turn: a separate Gunnery Ammunition: All Gauss weapon ammunition is non-explosive.
Skill Roll is made for each attempt. Critical Hit: A critical hit on a Gauss rifle causes the weapon to
Critical Hit: If a rotary autocannon suffers a critical hit while explode as if an ammunition critical slot was hit, with the damage
jammed, an ammo explosion results with a Damage Value equal to each weapon inflicts from the explosion listed in its profile. Only
a single shot for the weapon.
Weapons
mark off the critical slot(s) that was hit. After this first explosion,
Special Munitions: No further critical hits to the weapon will not cause another explosion.
Technology Base: Clan or Inner Sphere
Type: DB, R
GAUSS RIFLE
“This machine kills Clanners.”
Case Rules
ULTRA AUTOCANNON (UAC)
Special
Critical Hit: A critical hit on a Gauss rifle results in a 20-point
“Master Technician, I’d like to speak with you about my AC’s firing ammunition explosion.
circuitry...” Technology Base: Clan or Inner Sphere
Game Rules: Rapid-fire, two shots maximum. Type: DB, X
Urban Combat
Special Munitions: No
Technology Base: Clan or Inner Sphere
Type: DB, R ANTI-PERSONNEL
GAUSS RIFLE
FLAMERS “For when a machine gun just won’t do.”
Battlefield
Critical Hit: A critical hit on an anti-personnel Gauss rifle
Flamers are a catch-all term for the wide variety of
results in a 3-point ammunition explosion.
The
flamethrowers in use by the armed forces of the thirty-first century.
Technology Base: Clan
Some tap into the ’Mech’s own reactor for the ravening heat
Type: AI, DB, X
necessary, while others require ammunition for their devastating
Other Actions
properties to work.
Ammunition: By default, flamers do not require ammunition.
Those that do are noted as such.
External Heat: Every time a flamer is fired, before the attack
roll is made, the player may announce they are applying heat to the
target, instead of the weapon’s normal Damage Value. The amount
of heat applied is the same as the weapon’s Damage Value, unless
Heat
otherwise noted.
Enhanced Flamers (Optional): If using this optional rule,
whenever a flamer of any kind strikes a target that tracks heat (such
as a ’Mech), apply both the flamer’s heat and damage to the target.
Damage
Type: AI, DE, H
FLAMER
“Nice national park you got here. Be a shame if something were
Combat
to happen to it.”
Technology Base: Clan or Inner Sphere
ER FLAMER Movement
“The flamer for those who want to really reach out and burn
something.”
External Heat: The ER flamer can deal the equivalent of half
its damage, rounded down to a minimum of 1, as heat.
Technology Base: Clan or Inner Sphere
Game
Playing
HEAVY FLAMER
the
GAUSS RIFLES
WEAPONS AND EQUIPMENT
LASERS
Treat a result of less than 2 as 2, and a result of greater than 12 as 12.
When firing a HAG, its controller can choose to make a Flak
attack. This means the attack gains the Flak type, in addition The laser (its name originates from the ancient acronym
to the weapon’s normal types, and cannot benefit from a “Light Amplification by Stimulated Emission of Radiation”) is
targeting computer. the most basic of modern battlefield energy weapons. Designed
Critical Hit: A critical hit on a hyper-assault Gauss rifle results to deliver a concentrated burst of extreme heat to a small area,
in an ammunition explosion, with the HAG-20 delivering a 10-point military-grade lasers can gouge through military-grade armors
explosion, the HAG-30 a 15-point explosion, and the HAG-40 a in a fraction of a second.
20-point explosion. Ammunition: By default, lasers do not require ammunition.
Technology Base: Clan Those that do are noted as such.
Type: C, DB, X
LASER
IMPROVED “Red or blue: it’s still half the battle.”
Technology Base: Clan or Inner Sphere
HEAVY GAUSS RIFLE Type: DE
“Drag chute optional.”
Game Rules: A ’Mech expending MP and firing an improved
heavy Gauss rifle in the same turn must make a Piloting Skill BINARY LASER
Roll (see p. 53) at the end of the Weapon Attack Phase, with the (BLAZER) CANNON
following modifiers based on the ’Mech’s weight class: Assault –1, “So big. So impractical. I’m surprised it’s not on every second
Heavy 0, Medium +1, Light +2. Unlike other PSR effects, this is not Lyran ’Mech.”
cumulative; if a ’Mech fires two of these weapons in the same turn, Technology Base: Inner Sphere
two rolls would be required, but only the single modifier would Type: DE
apply to each roll.
Critical Hit: A critical hit on an improved heavy Gauss rifle CHEMICAL LASER
results in a 30-point ammunition explosion. If the rifle is split between “Why are there ‘Do Not Eat’ labels on the ammunition?”
the center torso and side torso, CASE located in the side torso that Ammunition: Chemical lasers require ammunition, which
contains the rifle stops any transfer of damage to the center torso; if follows all normal ammunition rules for critical hits and heat.
the rifle is struck in the center torso, however, a 30-point ammunition Technology Base: Clan
explosion applies to the center torso. Type: DE
Technology Base: Inner Sphere
Type: DB, X
10
0
LASERS
WEAPONS AND EQUIPMENT
Common
designed weapon has prevented it from being widely used in a
EXTENDED-RANGE battlefield capacity.
(ER) PULSE LASER Game Rules: Attacks with M-Pods apply a –1 Target Number
“Shoot farther, not smarter.” modifier and the following range: 1 hex for short, 2 for medium,
Weapons
Game Rules: Attack rolls for ER pulse lasers apply a –1 Target 3 for long. Use a Weapon Size of “15” on the Cluster Hits Table (see
Number modifier. p. 33) at Short range, the “10” column at Medium range, and the “5”
Technology Base: Clan column at Long range.
Type: AI (ER small pulse laser only), P Critical Hit: Unexpended M-Pods that take a critical hit
explode for 5 points of damage as an ammunition explosion.
Case Rules
Special
Expended M-Pods can still be affected by a critical hit in the same
HEAVY LASER way as empty ammo bins.
“The closest thing to a laser freight train.” Technology Base: Inner Sphere
Game Rules: Attack rolls for heavy lasers apply a +1 Target Type: C, OS, PD, V, X
Number modifier.
Urban Combat
Technology Base: Clan
Type: DE MACHINE GUNS
The machine gun (MG) has been favored as the quintessential
IMPROVED HEAVY LASER anti-infantry weapon since the first crude models appeared in the
nineteenth century.
Battlefield
“So… they replaced the accuracy problems with high explosives?”
Technology Base: Clan or Inner Sphere
Game Rules: Improved heavy lasers do not suffer the usual +1
The
Rapid-Fire Mode (Optional): Using this option, any machine
Target Number modifier for standard heavy lasers. However, treat a
gun type may be modified to fire at a much higher rate than
critical hit to an improved heavy laser as an ammunition explosion,
normal, chewing up huge amounts of ammunition but significantly
with the small improved heavy laser causing a 3-point explosion,
Other Actions
increasing the weapon’s damage potential. The damage and heat
the medium causing a 5-point explosion, and the large causing an
when rapid-firing depends on the type of machine gun used:
8-point explosion.
Technology Base: Clan
%% For light machine guns, the damage and heat is 1D6–1 (to a
Type: DE, X
minimum of 1).
%% For standard machine guns, the damage and heat is 1D6.
PULSE LASER
Heat
%% For heavy machine guns, the damage and heat is 1D6+1.
“Hey! Who broke my large pulse laser’s TarComp interface?”
Game Rules: Attack rolls for pulse lasers apply a –2 Target Each rapid-fire burst uses a number of rounds equal to the
Number modifier. damage it inflicted x 3.
Technology Base: Clan or Inner Sphere The controlling player must mark any machine guns to be used
Damage
Type: AI (small pulse laser and micro pulse laser only), P in rapid-fire mode on the record sheet at the beginning of the game,
and the weapons can only rapid-fired during the game. Machine
VARIABLE-SPEED guns cannot be fired in rapid-fire mode when part of a machine gun
PULSE (VSP) LASER array (see p. 102); to use rapid-fire mode, the array must be shut off
before the game begins, and left off throughout.
Combat
“Note: Your laser’s stutter is intentional.”
Game Rules: Just as the Damage Value of variable speed pulse
lasers changed based on the range bracket the weapon is fired in, MACHINE GUN (MG)
attack rolls made with such weapons benefit from various modifiers “Damn, he’s 91 meters out.”
based on that range: Type: AI, DB Movement
Type: AI, P, V
Playing
MACHINE GUNS
WEAPONS AND EQUIPMENT
MISSILE LAUNCHERS
Ammo Explosions: A critical hit to a missile ammunition bin causes
damage equal to the launcher size times the number of remaining shots
times the damage inflicted per missile.
OS-Type launchers do not explode when hit.
Advanced Fire Control: Some launchers may utilize advanced
fire control systems, such as Artemis. Those launchers that may do
so will be noted, along with the type of fire control available. Note
that tech base restrictions still apply; for example, a launcher type
listed as being compatible with Artemis V still needs to be a Clan
version of that launcher.
Indirect Fire: Some launchers may perform an indirect attack
(see p. 30). Those that can will be noted.
Special Munitions: Some launchers are able to employ special
missile munitions, as detailed on page 106. Those that can will be
noted. Note that tech base restrictions still apply; a launcher may
only select those munitions available to its tech base.
ADVANCED TACTICAL
MISSILE (ATM) LAUNCHER
“For the Clan Warrior who thinks LRMs don’t have enough
gimmicks.”
Advanced Fire Control: ATMs have an integral Artemis IV sys-
tem. This integral Artemis performs exactly as its standard coun-
terpart (i.e., adds +2 to its Cluster Hits Table roll; shots fired into or
through an enemy ECM field lose this bonus), and requires no extra
critical slots or tonnage.
MACHINE GUN ARRAY (MGA) Indirect Fire: No
“You see, it’s kind of like a gatling gun made out of gatling guns…” Special Munitions: ATMs may only use Standard, Extended
Game Rules: When a machine gun array hits a target, roll on Ranged (ER), and High Explosive (HE) ATM munitions. These have
the Cluster Hits Table to determine how many machine guns in the no special rules, only varying range and damage values, and so all
array hit. The Weapon Size used is the number of machine guns in relevant information is found on the appropriate Clan Weapons and
the array (e.g., if two machine guns, roll on the “2” column, if 4, use Equipment Tables (beginning on p. 122). All three munition types
the “4” column). The roll result is the number of hits that struck the benefit from the launcher’s Artemis effect. Each requires its own
target, with each hit’s damage equal to the Damage Value of the ammo bin.
machine gun type in the array. Regardless of the munition type used, damage from ATM hits
Once the number of hits is determined, roll once on the is divided into 5-point damage groupings.
appropriate Hit Location Table and apply and resolve all hits Technology Base: Clan
to that location one at a time. This means that if an MGA 4 Type: C, M, S
successfully hits its target, the subsequent roll on the Cluster
Hits Table indicates that three machine guns hit, and the hit ENHANCED LRM
location is determined to be the target ’Mech’s head, then the LAUNCHER (NLRM)
weapon causes 3 points of MechWarrior damage and forces three “You fool! You thought you had me cornered, but I have a smaller
Consciousness Rolls. minimum range! And… backup weapons.”
Like heat sinks, an MGA can be turned off during the End Phase Advanced Fire Control: Yes (Artemis IV; see p. 110)
of a turn. In any subsequent turn, the grouped machine guns can be Indirect Fire: Yes
fired individually. The MGA can be turned back on during the End Special Munitions: Yes
Phase of any turn. Technology Base: Inner Sphere
Type: C, M, S
10
2
MISSILE LAUNCHERS
WEAPONS AND EQUIPMENT
EXTENDED MULTI-MISSILE
LRM LAUNCHER (ELRM) LAUNCHER (MML)
“A kilometer’s worth of pain. Just watch out for that minimum “I’ve got Tandem-Charge SRMs, Infernos, Swarm-I, and Semi-
Common
Game Rules: When attacking targets within their minimum Game Rules: The multi-missile launcher can fire SRMs or LRMs,
range (10 hexes or less), ELRMs must use the Cluster Hits column and each missile type retains its characteristic damage and ranges.
for half their rated rack size (rounding up). For example, an ELRM- Note that an MML-5 cannot draw on ammunition intended for a
15 that hits within its minimum range would roll on the “8” column separate LRM-5 launcher.
Weapons
for Cluster Hits, rather than the 15 column (15 ÷ 2 = 7.5, rounded Advanced Fire Control: Yes (Artemis IV; see p. 110)
up to 8). Indirect Fire: Yes (LRMs only)
Advanced Fire Control: No Special Munitions: Yes, as per missile type (SRM or LRM)
Indirect Fire: Yes Technology Base: Inner Sphere
Special Munitions: No Type: C, M, S
Case Rules
Special
Technology Base: Inner Sphere
Type: C, M ONE-SHOT
(OS) MISSILE LAUNCHER
IMPROVED ONE SHOT “The derringer of ’Mech weapons.”
Urban Combat
(I-OS) MISSILE LAUNCHER Game Rules: OS launchers can be any size MML, MRM, SRM,
“After decades of research, we have finally discovered muzzle- SRT, LRM, LRT, NLRM, or NLRT launcher, and use the same statistics
loading LRMs.” – LAW R&D as the launcher chosen, except they are also OS weapons (see p. 97).
Game Rules: I-OS launchers can consist of any size MML, MRM, A one-shot MML may have for its single shot any one munition
SRM, SRT, LRM, LRT, NLRM, or NLRT launcher, and use the same type available to MML (not both types).
Battlefield
statistics as the launcher chosen, except they are also OS weapons Advanced Fire Control: As per original launcher type
The
(see p. 97). Indirect Fire: As per original launcher type
A one-shot MML may have for its single shot any one munition Special Munitions: As per original launcher type
type available to MML (not both types). Technology Base: Clan or Inner Sphere
Other Actions
Advanced Fire Control: As per original launcher type Type: As per original launcher type, plus OS
Indirect Fire: As per original launcher type
Special Munitions: As per original launcher type ROCKET LAUNCHER (RL)
Technology Base: Clan or Inner Sphere “Surprisingly ineffective as a jump jet aid.”
Type: As per original launcher type, plus OS Game Rules: Attack rolls with rocket launchers apply a +1
Target Number modifier.
Heat
LONG RANGE MISSILE Advanced Fire Control: No
LAUNCHER (LRM) Indirect Fire: No
“Locked, stocked, and sitting behind a nice tough hill.” Special Munitions: No
Advanced Fire Control: Yes (Artemis IV and Artemis V; Technology Base: Inner Sphere
Damage
see p. 110) Type: C, M, OS
Indirect Fire: Yes
Special Munitions: Yes SHORT RANGE MISSILE
Technology Base: Clan or Inner Sphere (SRM) LAUNCHER
Type: C, M, S “My Arctic Wolf is the purest expression of “SRM is love, SRM is life”.
Combat
It needs more SRMs, though.”
MEDIUM RANGE MISSILE Advanced Fire Control: Yes (Artemis IV and Artemis V;
(MRM) LAUNCHER see p. 110)
“One giant leap backward. It’s like the Succession Wars in Indirect Fire: No Movement
Indirect Fire: No
Playing
Special Munitions: No
the
MISSILE LAUNCHERS
WEAPONS AND EQUIPMENT
STREAK LRM Torpedoes may only be fired from or into a water hex of Depth
1 or greater, and the attacker must trace LOS through water hexes of
(SLRM) LAUNCHER Depth 1 or greater. If a torpedo hits a location that is not submerged,
“As if the Clans needed an option to hit me with even
reroll the location.
more missiles.”
See Attacking Underwater, page 64, for more details.
Game Rules: Make an attack roll as normal. If successful, all
Advanced Fire Control: Yes (Artemis IV and Artemis V; see p. 110)
missiles from the launcher automatically hit (no roll on the Cluster
Indirect Fire: Yes (LRT and NLRT only)
Hits Table is required); the player rolls to determine hit locations as
Special Munitions: Artemis-equipped torpedoes only
per the regular cluster rules. If the roll fails, the launcher does not
Technology Base: Clan or Inner Sphere
fire: no ammunition is used and no heat is generated. However,
Type: As per original launcher type
the attempted attack still counts as an attack for purposes such as
physical attacks; for example, an attack made with a leg-mounted
Streak launcher that does not hit still precludes making a kick with NARC
that leg that turn.
An attacker firing Streak missiles into or through a hostile Angel
MISSILE BEACONS
Rather than lobbing missiles, a Narc beacon fires large grappling
ECM bubble (see p. 112) must roll on the Cluster Hits Table after a hit
munitions called “pods”. The most common is the homing pod, which
as though the launcher were a standard (non-Streak) model. Non-
improves the accuracy of those missiles equipped with properly
Angel ECM has no effect.
attenuated sensors. However, the more advanced iNarc system offers
Advanced Fire Control: No
several specialty pod types, providing a user with a variety of tricks.
Indirect Fire: Yes
Buildings: Narc pods cannot be fired into or inside buildings,
Special Munitions: No
but may be fired at them.
Technology Base: Clan
Special Munitions: See page 107.
Type: C, M
Type: M, S
Common
of the damage. If the player declares that their ’Mech will make two
attempts, both must be resolved, even if the first is successful (this
could result in the first attempt being successful, yet the second
attempt failing and still damaging the ’Mech).
Critical Hit: iNarc ammunition bins that suffer a critical hit
Weapons
explode for 3 points per pod (unless they are Explosive Pods; see
p. 108).
Technology Base: Inner Sphere
PARTICLE
Case Rules
Special
PROJECTOR CANNONS
The particle projector cannon (PPC for short) is one of the
most powerful non-ballistic weapons ever devised for the modern
Urban Combat
battlefield. Consisting of a magnetic accelerator, firing high-
energy proton or ion bolts, PPCs have been used for centuries to
flay armor through kinetic and thermal damage.
PPC
Battlefield
“‘Azure whiplash?’ No, too corny. ‘Man-made lightning!’ That’s
The
the ticket!” – Donal marketing exec
Technology Base: Clan or Inner Sphere
Type: DE
Other Actions
ER PPC
“The hand of Zeus.”
Technology Base: Clan or Inner Sphere
Type: DE
Heat
HEAVY PPC
“This is the Lord’s Light 3, the most powerful PPC in the Inner
Sphere. It’s my very favorite gun. I call her Doris.”
Technology Base: Inner Sphere
Damage
Type: DE
LIGHT PPC
“Lighter package, same great range.”
Combat
Technology Base: Inner Sphere
Type: DE
PPC CAPACITOR
Game
Playing
“Charge it!”
Game Rules: Instead of firing a PPC as normal, a ’Mech may
the
charge its PPC capacitor (it cannot start a game charged, unless
a specific scenario states otherwise). This requires one turn and
Introduction
PARTICLE
PROJECTOR CANNONS
WEAPONS AND EQUIPMENT
PLASMA WEAPONS Each successful attack with AP ammo has a chance at causing
a critical hit, even if the target’s internal structure took no damage.
Plasma weapons, rather than tapping a BattleMech’s fusion After applying damage to the target, roll once on the Determining
reactor for their ammunition, instead incinerate a cartridge of plastic Critical Hits Table (see p. 46). This roll is modified based on the type of
foam and use it as a projectile. AC used, with the AC/2 applying a –4 modifier, the AC/5 a –3 modifier,
Ammunition: Non-explosive. the AC/10 a –2 modifier, and the AC/20 a –1 modifier.
Type: AI, DE, H If using a ProtoMech Autocannon (PAC), use the following
modifiers instead: PAC 2 (–4), PAC 4 (–3), PAC 8 (–2).
PLASMA CANNON If the attack scores a through-armor critical hit (see p. 45), make
“We have perfected your ‘Plasma Rifle’, Spheroid. That will be one two checks for potential critical hits, applying the AP ammo roll
Assault ’Mech.” – Clan Diamond Shark Merchant. modifier to only one of those checks. If the attack damages internal
Game Rules: A plasma cannon has no Damage Value. However, structure directly, make only the standard roll for critical hits; AP ammo
a ’Mech hit by a Plasma Cannon must add 2D6 points of heat during has no additional effect if the attack damages the internal structure.
that turn’s Heat Phase (see Outside Heat Sources, p. 50). Ammunition Multiplier: x0.5
Technology Base: Clan Technology Base: Clan (PAC only), Inner Sphere
Usable By: AC, LAC, PAC
PLASMA RIFLE
“For the pyromaniac who thinks they have everything.” CASELESS AMMO
Game Rules: In addition to its standard Damage Value of 10, a Game Rules: On an attack roll result of 2, the ammo feed breaks
plasma rifle delivers 1D6 points of heat to ’Mechs during the Heat down: the weapon is useless for the rest of the scenario. In addition,
Phase (see Outside Heat Sources, p. 50). the shot automatically misses and the controlling player must
Technology Base: Inner Sphere immediately roll once on the Determining Critical Hits Table (see
p. 46), applying all critical hits to the affected autocannon (starting
RIFLES (CANNONS) with the uppermost undamaged slot). This is not an ammunition
explosion, and MechWarrior damage does not occur as a result.
“Real cutting-edge stuff here. Might as well get a trebuchet.” A weapon using caseless ammo can use no other special
These weapons were produced by various Inner Sphere and munition types.
Periphery manufacturers for centuries before the modern autocannon Ammunition Multiplier: x2
rendered them obsolete. Today, very few are manufactured in the Technology Base: Clan or Inner Sphere
Inner Sphere (usually in the most technologically backward areas) Usable By: AC, LAC
while the Clans have abandoned them entirely.
Game Rules: Rifles of all sizes must subtract 3 points of damage
CLUSTER AMMO
(to a minimum of 0) for successful attacks against any ’Mech. For
Game Rules: Apply a –1 modifier to the attack’s Target Number.
example, a light rifle (which deals 3 damage) is incapable of
An attack with cluster ammunition is treated as both a type C
damaging ’Mechs. However, they still do their full damage against
(Cluster) and type F (Flak) attack.
terrain and buildings.
Ammunition Multiplier: x1
Technology Base: Inner Sphere
Technology Base: Clan or Inner Sphere
Type: DB
Usable By: LB-X
10
6
PLASMA WEAPONS
WEAPONS AND EQUIPMENT
FLECHETTE AMMO
Game Rules: Double damage against woods or jungle hexes.
Half damage versus all other targets (round down). INFERNO AMMO
EXPLOSION TABLE
Common
Usable By: AC, LAC, PAC Heat Avoid Heat Avoid
Level Number Level Number
PRECISION AMMO 10 4+ 23 10+
Game Rules: Reduce the target’s movement modifier by 2, to
Weapons
14 6+ 28 12
a minimum of zero.
Ammunition Multiplier: x0.5 19 8+
Technology Base: Inner Sphere
Usable By: AC, LAC
Case Rules
Special
Additionally, each missile that strikes a building hex may also
MISSILE MUNITIONS affect ’Mechs inside the building on the level of the building that
was hit by inferno missiles. For every ’Mech on the level of the
ARTEMIS IV MISSILES building that was hit, roll 1D6. On a result of 1-4, the missile has no
Urban Combat
Game Rules: Artemis IV-equipped missiles used with an effect against that ’Mech. On a result of 5-6, the missile also strikes
Artemis IV FCS (see p. 110) gain a +2 modifier when rolling on the the ’Mech. It is possible for one missile to strike multiple ’Mechs on
Cluster Hits Table (to a maximum modified result of 12). If interfered the same level of the building hex. Note that inferno missiles are an
with by ECM, they may still be fired as normal (unaugmented) exception to the Attacking ’Mechs Inside Buildings rules (see p. 71).
missiles of their base launcher type. Fire: If an attacker is intentionally trying to start a fire, one or
Battlefield
Artemis IV-equipped missiles provide no benefits when fired
more inferno missiles fired at any woods, jungle, or building hex
from an Artemis V launcher (and vice versa).
The
will automatically set that hex on fire. See Starting a Fire, page 63.
Technology Base: Clan or Inner Sphere
Woods: Every inferno missile that strikes a woods hex inflicts
Usable By: LRM, LRT, NLRM, NLRT, SRM, SRT, MML
4 points of damage to the hex.
Technology Base: Clan or Inner Sphere
Other Actions
ARTEMIS V MISSILES
Usable By: SRM and MML
Game Rules: Artemis V-equipped missiles used with an
Artemis V FCS (see p. 110) apply a –1 modifier to their attack
NARC-EQUIPPED MISSILES
rolls, and add +3 to rolls on the Cluster Hits Table (to a maximum
modified result of 12). If interfered with by ECM, they may still be Game Rules: Narc-equipped missiles can home in on Narc
fired as normal (unaugmented) missiles of their base launcher type. homing pods (see both Homing Pods entries, p. 108). If interfered
with by ECM, they may still be fired as normal (unaugmented)
Heat
Artemis V-equipped missiles provide no benefits when fired
from an Artemis IV launcher (and vice versa). missiles of their base launcher type.
Technology Base: Clan Technology Base: Clan or Inner Sphere
Usable By: LRM, LRT, SRM, SRT Usable By: LRM, NLRM, SRM, MML
Damage
FRAGMENTATION MISSILES SEMI-GUIDED LRMS
Game Rules: Double damage against woods or jungle hexes. Game Rules: Against any target successfully designated by
No damage versus all other targets. friendly TAG (see p. 112), these missiles ignore the target movement
Technology Base: Inner Sphere modifier (if fired indirectly, also ignore indirect fire, terrain, and all
Combat
Usable By: LRM, NLRM, MML spotter-related modifiers).
Technology Base: Inner Sphere
INFERNO MISSILES Usable By: LRM, NLRM, MML
Game Rules: Infernos do not have a Damage Value. Instead,
each missile that strikes a ’Mech increases its heat level by 2 points NARC / INARC PODS Movement
during the Heat Phase of the turn in which the missiles hit. Any Game Rules: Fired from Narc missile beacons (see p. 104).
additional heat dealt by infernos lasts for only one turn. Multiple pods of the same type do not have a cumulative effect;
When rolling to avoid an ammunition explosion due to its they only add redundancy.
own heat level, a ’Mech carrying Inferno ammunition must roll an A pod, once attached, remains in effect for the entire battle.
Game
additional set of Heat Scale Avoid Rolls to determine whether or However, if the location a pod is attached to is destroyed, the pod
Playing
not the ammo explodes per the Inferno Ammo Explosion Table. is also destroyed and its effects are lost at the end of the phase in
The inferno Avoid Rolls at 19, 23, and 28 heat points must be made
the
carrying ’Mech, to a maximum of 30 heat, along with the standard points of damage per pod (3 points per iNarc pod).
damage from an SRM explosion.
Building Hexes: Each inferno missile that strikes a building
hex inflicts 2 points of damage to the hex.
7
10
SPECIAL MUNITIONS
WEAPONS AND EQUIPMENT
ECM PODS These Narc missile beacon munitions can also attract Arrow IV
Game Rules: On a successful attack, treat the target as if within homing missiles (see p. 108). If a Nemesis-tagged ’Mech is in a hex
an ECM field hostile to it (see ECM Suites, p. 112). The ECM pod has adjacent to the intended target in the turn the homing missile arrives,
no effect radius of its own—it only works on the target to which it roll 1D6. On a result of 1–3, the attack hits the Nemesis-tagged target.
is attached. On a result of 4–6, the attack is resolved against the intended target.
Technology Base: Inner Sphere If there are multiple adjacent Nemesis-tagged targets, there is an
Usable By: iNarc equal chance the homing missile will strike any of them if it does not
strike the intended target.
EXPLOSIVE PODS Technology Base: Inner Sphere
Game Rules: On a successful attack, the target suffers 4 points Usable By: iNarc
of damage (6 for iNarcs).
Critical Hit: A critical hit to a slot that contains explosive pods
causes the pods to explode, inflicting 4 points of damage (6 for
PHYSICAL WEAPONS
Physical weapons are a wide variety of cutting, bashing, or
iNarcs) per pod remaining. slashing weapons mounted onto BattleMechs. These range from
Technology Base: Inner Sphere ’Mech-sized claws to ornate blades to massive, pulverizing maces.
Usable By: Narc, iNarc The Clans initially demonstrated no interest in melee weapons,
finding them a primitive and wasteful “barbarian” alternative to
HAYWIRE PODS “proper” ranged combat. However, their recent employment of claws
Game Rules: On a successful attack, the target suffers a +1 may indicate that this attitude is changing.
Target Number modifier to all weapon attacks (including TAG) and Game Rules: In a single turn, a ’Mech can either fire the
may not spot for indirect fire. weapons mounted on an arm or deliver a physical weapon attack
Technology Base: Inner Sphere with that arm, but not both. While a ’Mech can have two physical
Usable By: iNarc weapons, it can only ever attack with one of them each turn unless
the weapon specifies otherwise. For more details on physical attacks,
HOMING PODS (NARC) see page 34.
Game Rules: On a successful attack, in subsequent turns all Hit Location Table: Some physical weapons use the standard
friendly Narc-equipped missile hits on the target gain a +2 modifier Hit Location Table, and some the Punch Hit Location Table. Still
when rolling on the Cluster Hits Table. Homing pods are non- others by default use the standard Hit Location Table, but have
functional as long as they are within the area of effect of an active the option to use the Punch Hit Location Table if this is announced
enemy ECM suite (see ECM Suites, p. 112). before the attack and a +4 modifier is applied to the attack’s Target
Technology Base: Clan or Inner Sphere Number. For each weapon, the annotation of Standard, Punch,
Usable By: Narc or Option will be used to indicate which of the above three hit
location methods applies.
HOMING PODS (INARC) TSM: Some physical weapons benefit from triple-strength
Game Rules: On a successful attack, in subsequent turns all myomer (see p. 115). Those that do will be noted.
friendly Narc-equipped missile attack rolls against the target apply
a –1 modifier to their Target Number, and a +2 modifier when rolling CLAWS
on the Cluster Hits Table. Homing pods are non-functional as long “RIP AND TEAR!”
as they are within the area of effect of an active enemy ECM suite Game Rules: A claw applies a +1 Target Number modifier, and
(see ECM Suites, p. 112). deals 1 point of damage for every 7 tons of the attacking ’Mech’s
Technology Base: Inner Sphere weight (rounded up). A ’Mech with two claws can make two claw
Usable By: iNarc attacks each Physical Attack Phase.
’Mechs with claws may lift an object as Normal (see Lifting Items
NEMESIS PODS (Simplified) p. 21), but must make a successful Piloting Skill Roll (see
Game Rules: Attacks using Artemis IV-capable, Narc-equipped, p. 53) with a +2 modifier to avoid damaging the object. If the object is
or semi-guided missiles will strike a friendly ’Mech tagged by an extremely fragile (such as a human being), an additional +1 modifier
enemy Nemesis pod instead of their intended enemy target, if: applies (at the gamemaster’s discretion or mutual player agreement).
A failed attempt to lift an object effectively destroys it.
%% the Nemesis-tagged ’Mech is along the LOS between the Claws may be used to grab and wield a club (see p. 36), with an
attacker and the original target, and additional +2 modifier to the attack’s Target Number.
%% LOS exists between the attacker and the Nemesis-tagged Hit Location Table: Punch.
’Mech, and TSM: Yes.
%% the Nemesis-tagged ’Mech is not underwater. Technology Base: Clan or Inner Sphere
PHYSICAL WEAPONS
WEAPONS AND EQUIPMENT
FLAIL ELECTRONICS
“If you get over the whole ‘crushing your own cockpit’ thing, it’s Game Rules: Any system in this section can be deactivated
not a bad weapon.” in the End Phase of any turn. It may then be reactivated in any
Common
attack roll result of 2, the attacker automatically misses the intended
target, and instead strikes itself. Such a self-inflicted strike delivers
only 5 points of damage, resolved using the Front Hit Location
ACTIVE PROBES
’Mechs with multiple active probes (of any type) may use
Table. Additionally, the attacker must make a Piloting Skill Roll (see
only one at a time. These systems can be activated, deactivated, or
p. 53) to avoid falling.
Weapons
switched over during the End Phase of any turn.
Hit Location Table: Standard.
Hidden ’Mechs (Expanded) (Optional): When using the
TSM: No.
Hidden ’Mechs rules, a player normally determines if any enemy
Technology Base: Inner Sphere
’Mechs lie within the detection radius of an active probe after
the ’Mech has finished moving (see p. 82). Using this option,
Case Rules
HATCHET
Special
the detection radius is active throughout the ’Mech’s entire
“I could bury this, but you wouldn’t like it.” movement. This allows a probe-equipped ’Mech to detect
Game Rules: Attacks with hatchet apply a –1 Target hidden ’Mechs along its movement path, whereas the standard
Number modifier, and deal 1 damage per 5 tons of the attacking rules can result in a probe passing a hidden ’Mech without
Urban Combat
’Mech’s weight. detecting it.
Hit Location Table: Option. Targeting (Optional): If a target is within the probe’s range
TSM: Yes. and line of sight exists to the target, reduce the total Target
Technology Base: Inner Sphere Number modifier for firing through and into woods/jungles by 1
(that is, reduce the total woods/jungles modifier by 1, regardless of
Battlefield
MACE the number of woods/jungle hexes involved). This bonus applies
only to the ’Mech with the probe, unless that ’Mech is part of a C3
The
“Walk as softly as an 80-ton ’Mech can and carry this.”
Game Rules: Attacks with a Mace apply a +1 Target Number network, in which case the bonus is passed along to other ’Mechs
modifier, and deal 1 damage per 4 tons of the attacking ’Mech’s in that network.
Other Actions
weight (rounded up).
If a mace attack misses its target, the attacker must make a ACTIVE PROBE/BEAGLE ACTIVE
Piloting Skill Roll (see p. 53) with a +2 modifier to avoid falling. PROBE/LIGHT ACTIVE PROBE
Hit Location Table: Option. “I see you...”
TSM: Yes. Game Rules: An active probe only affects game play if players
Technology Base: Inner Sphere are using the Hidden ’Mechs rules (see p. 82). Under those rules,
Heat
an active probe can detect any hidden ’Mech, if at the end of a
RETRACTABLE BLADE Movement Phase the concealed ’Mech lies inside the probe’s range)
“The time-honored tradition of shanking, now for BattleMechs.” and line of sight would exist between the ’Mech carrying the probe
Game Rules: Attacks with a retractable blade apply a –2 Target and the hidden ’Mech (if that ’Mech was not concealed).
Number modifier, and deal 1 damage per 10 tons of the attacking The ranges for each probe type are as follows: Light Active
Damage
’Mech’s weight (rounded up). Probe (3), Beagle Active Probe (4), Active Probe (5). Otherwise, all
Piercing (Optional): With this option, if a ’Mech hits with a three probes behave the same, with any reference to “active probes”
punch attack, and that arm has a retractable blade which is currently applying equally to all three types listed here.
retracted, its controller can immediately extend that blade. This Water: If an active probe is in a location of a ’Mech that is
above the surface of a water hex, it cannot detect a ’Mech hidden
Combat
inflicts a possible critical hit in the location struck by the punch attack
(regardless of whether internal structure was damaged or not; if the underwater. In other words, for an active probe to work underwater,
attack damages the target’s internal structure as well, make two it must have a clear LOS to the hidden ’Mech that passes only
checks). The attacker must then immediately roll 2D6: on a result of through underwater hexes.
10+, the blade is destroyed (mark off the topmost critical slot). Technology Base: Clan (Active Probe, Light Active Probe) or Movement
“The noble art of fencing reduced to a brutal form. Bashing rules as regular active probes (see above). However, in addition
to its increased range (8 hexes), the Bloodhound is not defeated
the
ELECTRONICS
WEAPONS AND EQUIPMENT
ARTEMIS IV
FIRE-CONTROL SYSTEM
“Give the gift of good missile grouping.”
Game Rules: Successful attacks by launchers using this system
and firing Artemis IV-equipped missiles (see p. 107) apply a +2 to the
Cluster Hits Table roll (to a maximum modified result of 12).
An Artemis FCS cannot be used with Streak launchers or Narc-
equipped missiles. It can be used with other specialty munitions,
but those munitions will not gain the benefits of the Artemis system.
Artemis may also be used with OS missile launchers.
Critical Hit: If the Artemis system assigned to a specific launcher
is destroyed, the missile launcher can still be fired as a normal launcher.
Technology Base: Clan or Inner Sphere
ARTEMIS V
FIRE-CONTROL SYSTEM
“Why don’t Clan missile launchers just come standard with this?”
Game Rules: Attacks by launchers using this system and firing
Artemis V-equipped missiles (see p. 107) apply a –1 modifier to their
Target Number and +3 to the Cluster Hits Table roll (to a maximum
modified result of 12).
An Artemis FCS cannot be used with Streak launchers or Narc-
equipped missiles. It can be used with other specialty munitions,
but those munitions will not gain the benefits of the Artemis system.
Artemis may also be used with OS missile launchers.
Critical Hit: As per Artemis IV (see above).
Technology Base: Clan
C3 COMPUTER SYSTEM
“I thought this firmware upgrade was going to let me stay out of
sight when shooting?”
Game Rules: A C3 computer system can link up to twelve
’Mechs together in a communications network that shares targeting
information. When using a C3 computer network, range to a target
is calculated from the networked ’Mech nearest the target with LOS
to that target. This means that a well-placed ’Mech may allow an
attacker to use their weapon’s short-range Target Number modifier, • c3 diagram •
even though the attacker might be at long range.
A weapon attack using a C3 network must conform to standard
LOS restrictions and cannot fire beyond its maximum range. The C3
network itself has no maximum range, but only ’Mechs actually on In the C3 Diagram, the enemy ’Mech in Hex A is facing
the playing area can benefit from the network or provide information ’Mechs in Hexes B, C, D and E, which are connected to a C3
to it, and the C3 Master (or C3 Masters, if using a company-sized network. The ’Mech in Hex B is closest to the enemy, at a Range
network) must be on the playing area. of 2; even though it is at Level 10, levels are never taken into
Indirect Fire: C3-equipped ’Mechs launching or spotting consideration when determining range to target. The ’Mech in
targets for an indirect fire attack use the Indirect Fire rules (see p. 30), Hex C can attack as though it were at a Range of 2, provided
and gain no benefit from a C3 network. the weapons it fires have a Maximum Range of 4 or more.
LOS: While ’Mechs must have LOS to a target to make an attack The ’Mech in Hex D can also fire as though at a Range of 2,
using a C3 system, the C3 system itself need not have LOS. but must add the terrain modifier for firing through the light
woods in Hex F. The ’Mech in Hex E cannot attack the enemy
’Mech in Hex A because no line of sight exists between the two.
In the C3 Diagram, if there were a Level 2 hill in Hex F In all cases, if the ’Mechs in Hex C, D, or E fired weapons
(blocking LOS between the ’Mech in Hex B and the target in with minimum ranges, those ranges must be taken into
Hex A), the ’Mechs in Hexes C and D would still be able to target consideration, with the range determined from the attacker to
the ’Mech in Hex A as though they were at Range 2. the target, not the range from the ’Mech in Hex B to the target.
11
0
ELECTRONICS
WEAPONS AND EQUIPMENT
Minimum Range: Minimum range is always calculated from Multiple Networks: If multiple C3 networks are established
the actual attacker. at the start of the game and they are not designated as connected
Same Hex: If a networked ’Mech providing targeting data to before play begins, they cannot share targeting information.
A ’Mech may only belong to a single C3 network. Additionally,
Common
as a building), attacks by those other members against that target
are still legal. not use both at once; during the End Phase of any turn the player
Water: If the C3 computer (any kind) is in a location above may announce switching between each for use of that system in the
the surface of a water hex, it cannot be linked to a C3 system following turn. If a player fields a ’Mech equipped in this way, they
underwater. Instead, C3 underwater is only able to link to another must designate at the start of game which C3 system is operational.
Weapons
C3 that is also underwater.
Equipment: The following equipment and rules interact with
C3 systems in specific ways:
ECM: ECM cuts off any C3-equipped ’Mech from its network.
Case Rules
%%
Special
Only those C3 ’Mechs able to draw an LOS to the master ’Mech
that does not pass through an ECM’s area of effect can access
the network. See ECM Suites, page 112, for details.
%% Stealth Armor: Stealth armor range penalties are calculated
Urban Combat
using the distance between the stealth-equipped ’Mech and
the closest ’Mech to it in the network.
%% TAG: A C3 Master (but not C3 Slaves) exactly duplicates the
function of TAG (see Target Acquisition Gear; p. 112).
%% Variable Damage Weapons: When determining the damage
Battlefield
of a Type V (Variable Damage) weapon, always use the range
The
from the attacking ’Mech to the target.
DESIGNATING A C3 NETWORK
Other Actions
Prior to the start of play, the controller of a C3 network must
clearly designate on their ’Mech’s record sheets which C3 Masters
controls which C3 Masters and/or C3 Slaves, and which C3 Master
connects three C3 Masters together to form a company-level (12-
’Mech) C3 network; as noted above, the C3 network can never be
extended beyond 12 ’Mechs.
To designate a C3 network, use the following rules:
Heat
%% A C3 Master can only control one to three C3 Slaves or one to
three C3 Masters.
%% While a C3 Master controls another C3 Master, it cannot control
Damage
a C3 Slave.
Combat
can be created. In each of the four diagrams, a circle represents a
’Mech; an “S” represents a C3 Slave, while an “M” represents a C3
Master. The arrows show the network links between C3 Masters and
C3 Slaves, while the colors differentiate between each lance-level
(4-’Mech) C3 network. Movement
entire red lance was composed of C3 Masters, the blue and green
lances could still be composed of networks consisting of a C3
Master and three C3 Slaves. • c3 configuration diagram •
1
11
ELECTRONICS
WEAPONS AND EQUIPMENT
ELECTRONICS
WEAPONS AND EQUIPMENT
Damage
and TAG-designate a target in the same turn; if so, the ’Mech +3 modifier is applied instead. If the attack is successful, the player
counts as firing a weapon that turn when calculating indirect fire rolls again. On a result of 6, 7, or 8, the shot hits the designated
Target Number modifiers. location. For any other result, the player then rolls normally on the
Light TAG functions as TAG; only its range is altered, and any appropriate Hit Location Table.
Combat
reference to TAG applies to Light TAG equally. Despite being a Cluster type weapon, Hyper-Assault Gauss
Technology Base: Clan (TAG, Light TAG) or Inner Sphere (TAG) rifles benefit from a targeting computer’s Target Number modifier
if not making a Flak attack. However, HAGs are never able to make
TARGETING COMPUTER Aimed Shots.
“All I’m saying is that it stops being just a computer when you’ve Technology Base: Clan or Inner Sphere Movement
Number modifier.
A Watchdog can be used as the ECM suite stealth armor requires.
Additionally, a targeting computer allows Aimed Shots against
Technology Base: Clan
a non-immobile ’Mech. Follow all the rules given for Aimed Shots
(see p. 30). However, for targeting computer-aided Aimed Shots,
3
11
ELECTRONICS
WEAPONS AND EQUIPMENT
STRUCTURAL COMPONENTS
WEAPONS AND EQUIPMENT
Common
“It’s the Six Million C-Bill ’Mech!” %% Mechanical jump boosters generate no heat and may be used
Game Rules: A ’Mech with MASC can activate the system even underwater.
when it declares which movement mode it will use during the %% A ’Mech using mechanical jump boosters cannot steer in mid-
Movement Phase. If so, its controller immediately rolls 2D6 (before flight and so begins and ends its jumps with the same facing.
Weapons
the ’Mech moves): %% Mechanical jump boosters may not be used to execute a Death
From Above attack.
%% On a result of 3 or higher, the ’Mech can run that turn at a %% A ’Mech may not use both jump jets and mechanical jump
speed equal to double its current Walking MP. boosters in the same turn.
%% On a result of 2, the player automatically assigns one critical hit
Case Rules
Technology Base: Inner Sphere
Special
to each leg that has not yet been destroyed; the player does not
roll on the Determining Critical Hits Table. This damage (and any
Piloting Skill Rolls that result) is applied before the ’Mech moves. SUPERCHARGER
Any speed reductions that occur apply immediately, with the “Well, sir, it all started when Technician Barton told Davis to hold
Urban Combat
controlling player recalculating the appropriate Walking MP his beer...”
and then doubling that new number to determine how many Game Rules: A supercharger enables a ’Mech to move at twice
total MPs the ’Mech may expend that turn due to the MASC its standard Walking MP as an enhanced run. It follows the same
system activation. rules as MASC (see at left), with the following exceptions:
%% The player must roll 2D6 every turn the ’Mech is using MASC
%% On a failed supercharger activation roll, the controlling player
Battlefield
to determine whether or the system delivers a critical hit to
each leg. On the second consecutive turn of MASC use, a result rolls on the Determining Critical Hits Table (p. 46) to determine
The
of 4 or less inflicts a critical hit to each leg. A result of 6 or less the number of critical hits that results. Apply any such hits to
the upper-most undamaged critical slot(s) in the center torso.
inflicts a critical hit to each leg on the third consecutive turn, 10
%% Regardless of whether or not critical damage occurs, a failed
or less on the fourth, and the fifth turn of MASC use, a critical
Other Actions
supercharger activation roll destroys the supercharger system:
hit is automatically assigned to each leg.
mark off its critical slot.
%% For each turn in which the system is not used, reduce the target %% A ’Mech may combine a supercharger with MASC. If both are
number at which critical hits are assigned by one interval, but used in the same round, the controlling player must make
never below 3. For example, a player using MASC for three separate activation rolls for each. If successful, the ’Mech receives
consecutive turns needs a result of 7 or higher on the third turn a Running MP equal to 2.5 times its Walking MP (rounded up).
to avoid inflicting critical damage. After an intervening turn of %% A ’Mech may combine a supercharger with triple-strength
Heat
not using the system, the player needs a 5 or higher to avoid myomer. If both are used in the same round, the TSM modifier
inflicting critical hits on the ’Mech’s legs. Two turns without is added before applying the supercharger modifier.
using MASC reduces the threshold number to the original 3.
%% A ’Mech may combine MASC with a supercharger. If both are Technology Base: Clan or Inner Sphere
Damage
used in the same round, the controlling player must make
separate activation rolls for each. If successful, the ’Mech receives TRIPLE-STRENGTH MYOMER (TSM)
a Running MP equal to 2.5 times its Walking MP (rounded up). “Almost makes you want to laugh at inferno missiles. Almost.”
Game Rules: Triple-strength myomer provides a benefit only
Critical Hit: If critical damage occurs to MASC during a when a ’Mech is running hot. If a ’Mech is equipped with TSM and
Combat
Movement Phase as it is being used (for example, due to a fall), the ends a turn with a heat level of 9 or higher, the following effects take
MASC immediately stops functioning and the player must recalculate place the next turn; apply other modifiers that decrease movement,
the ’Mech’s MP. If this recalculation results in the ’Mech having already such as heat and damage, normally.
expended more MP than it has available, its movement ends.
Technology Base: Clan or Inner Sphere %% Increase the ’Mech’s Walking MP by 2 and recalculate its Movement
Turn Avoid Number a punch from a 55-ton ’Mech with active TSM would do 12
1 3+ damage), as well as some physical weapon attacks (see p. 38).
the
STRUCTURAL COMPONENTS
WEAPONS AND EQUIPMENT
UNDERWATER MISCELLANEOUS
MANEUVERING UNIT (UMU)
“Under the sea, where a watery doom is waiting for thee...” EQUIPMENT
Game Rules: UMUs cannot be used to move into or out of
water, and have no effect on a ’Mech’s movement while it is not ANTI-MISSILE SYSTEM (AMS)
completely submerged and in water Depth 2 or greater. Each UMU “The Yori Flyswatter is the last word in missile defense.”
generates 1 UMU MP, and a ’Mech may move 1 hex underwater for Game Rules: If a successful attack roll is made with a Missile
each UMU MP. The normal hull breach rules apply (see Hull Integrity weapon (see p. 97) against a ’Mech carrying an AMS, and strikes in
And Breaches, p. 65), and if the UMUs are disengaged, all standard the attack direction covered by the firing arc of the location in which
rules for moving underwater apply. the AMS is mounted, the defending player can choose to engage
Use of UMUs imposes a +3 attacker movement modifier on the AMS. AMS only works against weapons that are Type M (Missile
all attacks made by the UMU-equipped ’Mech, as though it were weapons: see p. 97). Weapons that lack this Type, regardless of their
jumping. However, UMUs generate only 1 heat point per turn total, name or any other factor, are unaffected.
regardless of the number of UMU MPs used. If the player chooses to engage, the result is as follows:
A ’Mech employing UMUs moves in an upright position. It
should identify its submerged depth based on the location of its %% The attacking player applies a –4 modifier to their roll on the
feet relative to the water surface, as an upright ’Mech within 1 depth Cluster Hits Table (an AMS never reduces a roll on the table below
of the surface is considered only partially submerged, and so may no 2). This modifier is cumulative with other Cluster Table modifiers.
longer employ UMU movement. %% If the missile weapon is a Streak launcher, treat the launcher as
Technology Base: Clan or Inner Sphere though the controlling player rolled an 7 on the appropriate
column of the Cluster Hits Table to determine how many
STRUCTURE missiles struck the target.
Critical Hit: Slots allocated to internal structure are inapplicable %% If the missile weapon attack consists of only a single missile
slots (see p. 46): critical hits to them have no effect and must be (such as a Thunderbolt missile or Narc pod), roll 1D6: on a result
re-rolled. of 1-3 the missile is destroyed, on a result of 4-6 the missile
strikes the target.
COMPOSITE STRUCTURE %% One shot of ammunition is marked off each time the AMS
“Sure it’s light, but it’s got all the structural integrity of engages a missile weapon.
wet cardboard.”
Game Rules: All damage to the internal structure of a ’Mech Each AMS cannot engage more than one missile attack per turn.
using composite structure is doubled. If, in a single Weapon Attack Phase, more than one missile weapon
Excess damage that transfers to a location still protected successfully strikes the target in the attack direction covered by the
by armor does not apply this effect. Additionally, remaining firing arc where an AMS is mounted, the defending player can choose
points of damage created as a result of the damage-doubling which (if any) missile weapon to inflict the modifier against.
effect do not transfer. For example, a 5-point hit to composite Only one AMS can engage each attack, regardless of how many
internal structure would be doubled to 10 points of damage. A AMS cover the attack direction. If a ’Mech mounts more than one
location with 9 points of internal structure would lose all 9 points AMS that covers the same attack direction, the defender chooses the
to this hit, but the remaining single point would be lost, with no order in which they activate and against which (if any) missile attack
damage transfer. each inflicts their modifiers.
Technology Base: Inner Sphere Firing an AMS is not an attack. As such, engaging arm-mounted
AMS will not prevent a ’Mech from punching.
Enhanced Missile Defense (Optional): Using this optional rule,
REINFORCED STRUCTURE
if an AMS engages a missile attack, and the modified roll result on the
“A healthy diet of endo-composites will give your ’Mech
Cluster Hits Table is less than 2, the anti-missile system has successfully
strong bones.”
destroyed all the missiles and no damage from the attack is applied.
Game Rules: Each point of reinforced structure can sustain
Critical Hit: If a slot containing AMS ammo suffers a critical hit,
two points of damage. To reflect this, when marking damage off
it explodes for 2 points per shot.
on a location with this structure type, draw a single slash through
Technology Base: Clan or Inner Sphere
the structure bubble for the first point of damage sustained, and a
second slash, making an “X” (or block the structure point out entirely)
after the second point (at which point any remaining damage LASER ANTI-MISSILE
transfers normally, unless any special rules apply). SYSTEM (L-AMS)
When rolling to determine critical hits on a ’Mech with “What better way to fight missiles than with lasers?”
reinforced structure, apply a –1 modifier to the roll result. Game Rules: Standard anti-missile system rules apply when
Technology Base: Clan or Inner Sphere using the Laser AMS (see above), except the laser system requires no
ammunition. Furthermore, if an L-AMS reduces a missile flight’s Cluster
Hits roll to less than 2, it completely destroys the incoming flight.
Technology Base: Clan or Inner Sphere
11
6
MISCELLANEOUS EQUIPMENT
WEAPONS AND EQUIPMENT
CELLULAR AMMUNITION
STORAGE EQUIPMENT (CASE)
“Sure my ’Mech’s torso got blown off, but it survived to fight
Common
Game Rules: If ammo (or any other explosive component,
such as a Gauss rifle) in a CASE-equipped location explodes, resolve
the resulting damage to the internal structure in that location
as normal. However, any excess damage is ignored, rather than
Weapons
transferring to an additional internal structure location. Remember
that the loss of all internal structure in a side torso location also
blows off the corresponding arm, though the arm is not damaged
by the explosion and can still be used as a club (see p. 38).
If an ammo explosion transfers into a location protected
Case Rules
Special
by CASE, the internal structure in that location takes damage as
normal. All excess damage is ignored, as above. For example, if an
Inner Sphere ’Mech suffered an arm ammo explosion and damage
transferred to a side torso equipped with CASE, the internal
Urban Combat
structure of the side torso would be damaged as normal, but any
excess damage beyond that would not transfer.
Critical Hit: Slots allocated to CASE are inapplicable slots (see
p. 46): critical hits to them have no effect and must be re-rolled.
Technology Base: Clan or Inner Sphere
Battlefield
CASE II
The
“Poor Leftenant Weiss had all of his ammo set off. His ’Mech
survived, but Weiss is a vegetable.”
Other Actions
Game Rules: All rules references to CASE apply equally to CASE
II, unless that reference or the rules below indicate otherwise.
When ammunition protected by CASE II explodes (including
any ammunition-like explosions, such as critical hits to Gauss
weapons), only 1 point of internal damage is inflicted to the location
(with the normal chance of critical effects), while any remaining
damage is applied to the location’s rear armor (if any). If the location
Heat
is a limb, remove all remaining armor in the location, or half the
location’s total original armor, whichever is less. Any remaining
damage from the explosion does not transfer after that.
Furthermore, for any critical hits resulting from an ammunition
Damage
explosion vented by CASE II, the controlling player rolls 2D6 again
for each one, and disregards the critical effects on a result of 8+.
Otherwise, the critical hit applies as normal. However, CASE II does
not protect against the pilot damage from ammo explosions. COOLANT POD
If a ’Mech is equipped with a small cockpit and carries “Ha! It looked like I was overheating, but this means my 5 ER PPCs
Combat
ammunition in its head protected by CASE II, an ammunition are ready to go!”
explosion causes one point of internal structure damage. Then, half Game Rules: Though a ’Mech may mount multiple coolant
of the starting head armor (rounding up) is destroyed (e.g. if a ’Mech pods, only one may be triggered per turn, at the start of the ’Mech’s
was designed with 9 points of head armor then it will always lose 5 Heat Phase. A coolant pod increases the cooling capacity of all of Movement
points of head armor, even if the head only had 6 points remaining the ’Mech’s active heat sinks by 1 point each (regardless of heat
at the time of the explosion). No damage is transferred. sink type).
Critical Hit: Slots allocated to CASE II are inapplicable slots Critical Hit: A critical hit on a coolant pod results in a 10-point
(see p. 46): critical hits to them have no effect and must be re-rolled. ammunition explosion.
Technology Base: Clan or Inner Sphere Technology Base: Clan or Inner Sphere
Game
Playing
the
Introduction
7
11
MISCELLANEOUS EQUIPMENT
WEAPONS AND EQUIPMENT
WEAPONS AND
EQUIPMENT TABLES
The Weapons and Equipment chapter of the BattleMech Once more, all such decisions were made to make these tables
Manual covers the most common weapons and equipment as of easy to use. Players wishing more exacting details for era play can find
the in-universe year of 3145. them within the various BattleTech books noted in the Introduction.
Primitives and Prototypes: There are a host of primitive and
prototype weapons in BattleTech, spanning many eras. As this book
is focused on the most common weapons and equipment, they are
WEAPON TYPES
The following is a complete list of weapon Types (see pp. 96-97
not included in the BattleMech Manual. for the full descriptions of each Type’s effects):
Note: While it is beyond the scope of the Manual, every
weapon and piece of equipment within this book has a very %% AE: Area-Effect %% M: Missile
specific Introduction date (when it first reached the battlefield). %% AI: Anti-Infantry %% OS: One-Shot
Additionally, some have an Extinct date (when the depredations %% C: Cluster %% PD: Point-Blank
of war robbed the Great Houses of their abilities to manufacture %% DB: Direct-Fire Ballistic %% R: Rapid-Fire
the most high-tech of weaponry) and then a Recovered date %% DE: Direct-Fire Energy %% S: Switchable Ammo
(when a technological renaissance brought such technologies %% E: Electronics %% V: Variable Damage
back into the modern eras). These tables, however, do not employ %% F: Flak %% X: Explosive
such precise dates. %% H: Heat-Causing
11
8
WEAPON TYPES
WEAPONS AND EQUIPMENT
Common
Item Type* Heat Tons
Value Range Range Range Range Slots Per Ton Ref
Direct-Fire Ballistic Weapons
Autocannon/2 DB, S 1 2 4 1–8 9–16 17–24 6 1 45 98
Autocannon/5 DB, S 1 5 3 1–6 7–12 13–18 8 4 20 98
Weapons
Autocannon/10 DB, S 3 10 0 1–5 6–10 11–15 12 7 10 98
Autocannon/20 DB, S 7 20 0 1–3 4–6 7–9 14 10 5 98
Light Gauss Rifle DB, X 1 8 3 1–8 9–17 18–25 12 5 16 100
Gauss Rifle DB, X 1 15 2 1–7 8–15 16–22 15 7 8 99
Case Rules
Heavy Gauss Rifle DB, V, X 2 25/20/10 4 1–6 7–13 14–20 18 11 4 100
Special
Improved Heavy Gauss DB, X 2 22 3 1–6 7–12 13–19 20 11 4 100
Magshot Gauss Rifle DB, X 1 2 0 1–3 4–6 7–9 0.5 2 50 100
Silver Bullet Gauss C, DB, F, X 1 C1/15 2 1–7 8–15 16–22 15 7 8 100
Urban Combat
LB 2-X AC DB, S 1 2 4 1–9 10–18 19–27 6 4 45 98
LB 5-X AC DB, S 1 5 3 1–7 8–14 15–21 8 5 20 98
LB 10-X AC DB, S 2 10 0 1–6 7–12 13–18 11 6 10 98
LB 20-X AC DB, S 6 20 0 1–4 5–8 9–12 14 11 5 98
Light AC/2 DB, S 1 2 0 1–6 7–12 13–18 4 1 45 98
Battlefield
Light AC/5 DB, S 1 5 0 1–5 6–10 11–15 5 2 20 98
The
Light Machine Gun AI, DB 0 1 0 1–2 3–4 5–6 0.5 1 200 101
Machine Gun AI, DB 0 2 0 1 2 3 0.5 1 200 101
Heavy Machine Gun AI, DB 0 3 0 1 2 — 1 1 100 101
Other Actions
Light Rifle (Cannon) DB 1 3** 0 1–4 5–8 9–12 3 1 18 106
Medium Rifle (Cannon) DB 2 6** 1 1–5 6–10 11–15 5 2 9 106
Heavy Rifle (Cannon) DB 4 9** 2 1–6 7–12 13–18 8 3 6 106
Rotary AC/2 DB, R 1/Sht 2/Sht, R6 0 1–6 7–12 13–18 8 3 45 98
Rotary AC/5 DB, R 1/Sht 5/Sht, R6 0 1–5 6–10 11–15 10 6 20 98
Ultra AC/2 DB, R 1/Sht 2/Sht, R2 3 1–8 9–17 18–25 7 3 45 99
Heat
Ultra AC/5 DB, R 1/Sht 5/Sht, R2 2 1–6 7–13 14–20 9 5 20 99
Ultra AC/10 DB, R 4/Sht 10/Sht, R2 0 1–6 7–12 13–18 13 7 10 99
Ultra AC/20 DB, R 8/Sht 20/Sht, R2 0 1–3 4–7 8–10 15 10 5 99
Direct-Fire Energy Weapons
Damage
Binary (Blazer) Cannon DE 16 12 0 1–5 6–10 11–15 9 4 — 100
Flamer AI, DE, H 3 2** 0 1 2 3 1 1 — 99
ER Flamer AI, DE, H 4 2** 0 1–3 4–5 6–7 1 1 — 99
Heavy Flamer AI, DE, H 5 4** 0 1–2 3 4 1.5 1 10 99
Combat
Small Laser DE 1 3 0 1 2 3 0.5 1 — 100
Medium Laser DE 3 5 0 1–3 4–6 7–9 1 1 — 100
Large Laser DE 8 8 0 1–5 6–10 11–15 5 2 — 100
ER Small Laser DE 2 3 0 1–2 3–4 5 0.5 1 — 101 Movement
ER Medium Laser DE 5 5 0 1–4 5–8 9–12 1 1 — 101
ER Large Laser DE 12 8 0 1–7 8–14 15–19 5 2 — 101
Small VSP Laser AI, DE, V 3 5/4/3 0 1–2 3–4 5–6 2 1 — 101
Medium VSP Laser AI, DE, V 7 9/7/5 0 1–2 3–5 6–9 4 2 — 101
Large VSP Laser AI, DE, V 10 11/9/7 0 1–4 5–8 9–15 9 4 — 101
Game
Playing
Common
Item Type* Heat Tons
Value Range Range Range Range Slots Per Ton Ref
Streak SRM 2 C, M 2 2/Msl, C2/2 0 1–3 4–6 7–9 1.5 1 50 104
Streak SRM 4 C, M 3 2/Msl, C2/4 0 1–3 4–6 7–9 3 1 25 104
Streak SRM 6 C, M 4 2/Msl, C2/6 0 1–3 4–6 7–9 4.5 2 15 104
Weapons
Thunderbolt 5 M 3 5 5 1–6 7–12 13–18 3 1 12 104
Thunderbolt 10 M 5 10 5 1–6 7–12 13–18 7 2 6 104
Thunderbolt 15 M 7 15 5 1–6 7–12 13–18 11 3 4 104
Thunderbolt 20 M 8 20 5 1–6 7–12 13–18 15 5 3 104
Case Rules
Special
Artillery Weapons
Arrow IV ** 10 20** 0 ** ** ** 15 15 5 97
Special
Active Probe, Beagle E 0 — — — — 4 1.5 1 — 109
Urban Combat
Active Probe, Bloodhound E 0 — — — — 8 2 3 — 109
Anti-Missile System PD 1 — — — — — 0.5 1 12 116
Anti-Missile System, Laser PD 7 — — — — — 1.5 2 — 116
ECM Suite, Angel E 0 — — — — 6 2 2 — 112
Battlefield
ECM Suite, Guardian E 0 — — — — 6 1.5 2 — 112
The
M-Pod C, OS, PD, V, X 0 15/10/5 0 1 2 3 1 1 OS 101
Target Acquisition Gear (TAG) E 0 — 0 1–5 6–10 11–15 1 1 — 112
Other Actions
* See the Weapons and Equipment chapter, beginning on page 96, for an explanation of each Type.
** Follow the Page Ref entry for this item to see the full details.
M Missile Weapons display their Damage Value uniquely; e.g. an LRM 20 is “1/Msl, C5/20”, meaning each missile does 1 point of damage (1/Msl), the largest Damage Value grouping
is 5 (C5), and that 20 missiles are fired with each shot (/20).
Heat
Damage
Combat
Movement
Game
Playing
the
Introduction
1
12
CLAN WEAPONS
Clan Weapons
WEAPONS AND EQUIPMENT
Common
Item Type* Heat Tons
Value Range Range Range Range Slots Per Ton Ref
Pulse Weapons
Micro Pulse Laser AI, P 1 3 0 1 2 3 0.5 1 — 101
Small Pulse Laser AI, P 2 3 0 1–2 3–4 5–6 1 1 — 101
Weapons
Medium Pulse Laser P 4 7 0 1–4 5–8 9–12 2 1 — 101
Large Pulse Laser P 10 10 0 1–6 7–14 15–20 6 2 — 101
ER Pulse Small Laser AI, P 3 5 0 1–2 3–4 5–6 1.5 1 — 101
ER Pulse Medium Laser P 6 7 0 1–5 6–9 10–14 2 2 — 101
Case Rules
Special
ER Pulse Large Laser P 13 10 0 1–7 8–15 16–23 6 3 — 101
Missile WeaponsM
ATM 3 C, M, S 2 2/Msl, C5/3 4 1–5 6–10 11–15 1.5 2 20 102
ATM 6 C, M, S 4 2/Msl, C5/6 4 1–5 6–10 11–15 3.5 3 10 102
Urban Combat
ATM 9 C, M, S 6 2/Msl, C5/9 4 1–5 6–10 11–15 5 4 7 102
ATM 12 C, M, S 8 2/Msl, C5/12 4 1–5 6–10 11–15 7 5 5 102
ATM ER Ammo — ** 1/Msl, C5/** 4 1–9 10–18 19–27 ** ** **
ATM HE Ammo — ** 3/Msl, C5/** 0 1–3 4–6 7–9 ** ** **
Battlefield
Narc Missile Beacon M, S 0 ** 0 1–4 5–8 9–12 2 1 6 104
The
LRM 5 C, M, S 2 1/Msl, C5/5 0 1–7 8–14 15–21 1 1 24 103
LRM 10 C, M, S 4 1/Msl, C5/10 0 1–7 8–14 15–21 2.5 1 12 103
LRM 15 C, M, S 5 1/Msl, C5/15 0 1–7 8–14 15–21 3.5 2 8 103
Other Actions
LRM 20 C, M, S 6 1/Msl, C5/20 0 1–7 8–14 15–21 5 4 6 103
SRM 2 C, M, S 2 2/Msl, C2/2 0 1–3 4–6 7–9 0.5 1 50 103
SRM 4 C, M, S 3 2/Msl, C2/4 0 1–3 4–6 7–9 1 1 25 103
SRM 6 C, M, S 4 2/Msl, C2/6 0 1–3 4–6 7–9 1.5 1 15 103
Streak SRM 2 C, M 2 2/Msl, C2/2 0 1–4 5–8 9–12 1 1 50 104
Heat
Streak SRM 4 C, M 3 2/Msl, C2/4 0 1–4 5–8 9–12 2 1 25 104
Streak SRM 6 C, M 4 2/Msl, C2/6 0 1–4 5–8 9–12 3 2 15 104
Streak LRM 5 C, M 2 1/Msl, C5/5 0 1–7 8–14 15–21 2 1 24 104
Streak LRM 10 C, M 4 1/Msl, C5/10 0 1–7 8–14 15–21 5 2 12 104
Damage
Streak LRM 15 C, M 5 1/Msl, C5/15 0 1–7 8–14 15–21 7 3 8 104
Streak LRM 20 C, M 6 1/Msl, C5/20 0 1–7 8–14 15–21 10 5 6 104
Artillery Weapons
Arrow IV ** 10 20** 0 ** ** ** 12 12 5 97
Combat
Special
Active Probe E 0 — — — — 5 1 1 — 109
Active Probe, Light E 0 — — — — 3 0.5 1 — 109
Anti-Missile System PD 1 — — — — — 0.5 1 24 116 Movement
Anti-Missile System, Laser PD 5 — — — — — 1 1 — 116
ECM Suite E 0 — — — — 6 1 1 — 112
ECM Suite, Angel E 0 — — — — 6 2 2 — 112
Target Acquisition Gear (TAG) E 0 — 0 1–5 6–10 11–15 1 1 — 112
Game
* See the Weapons and Equipment chapter, beginning on page 96, for an explanation of each Type.
Introduction
** Follow the Page Ref entry for this item to see the full details.
M Missile Weapons display their Damage Value uniquely; e.g. an LRM 20 is “1/Msl, C5/20”, meaning each missile does 1 point of damage (1/Msl), the largest Damage Value grouping
is 5 (C5), and that 20 missiles are fired with each shot (/20).
3
12
Clan Weapons
WEAPONS AND EQUIPMENT
*Follow the Page Ref entry for this item to see the full details.
12
4
CLAN EQUIPMENT
Common
Armor Munition Bins
Standard — 0 N/A AC – Cluster 1 1 106
Missile – Artemis IV 1 1 107
Ferro-Fibrous — 7 114
Missile – Artemis V 1 1 107
Cockpits
Weapons
Missile – Inferno 1 1 107
Standard 3 — 47 Missile – Narc-Equipped 1 1 107
Small 2 * 47, 114 Narc – Homing (Narc) 1 1 108
Torso-Mounted 4 * 47, 114 PAC – Armor-Piercing 1 1 106
Case Rules
Construction Options PAC – Caseless 1 1 106
Special
PAC – Flechette 1 1 107
Mixed Technologies — — N/A
Physical Weapons
Ultra-Light BattleMechs — — N/A
Claws * * 108
Electronics Structure
Urban Combat
Artemis IV FCS 1 1* 110 Standard — 0 N/A
Artemis V FCS 1.5 2* 110 Composite — 0 116
Targeting Computer * * 113 Endo-Composite — 4 116
Engines Endo-Steel — 7 116
Battlefield
Reinforced — 0 116
Standard — 6* 47
Miscellaneous Equipment
The
XL — 10* 47 CASE 0* 0* 117
Gyros CASE II 0.5 1 117
Standard — 4* 48 Coolant Pod 1 1 117
Other Actions
Maneuverability Aids Full-Head Ejection System 0 0 114
Jump Jet, Standard * 1* 14 Heat Sink 1 1 51
Heat Sink, Double 1 2 51
Jump Jet, Improved * 2* 14
Machine Gun Array 0.25 1* 102
MASC * * 115 OS Missile Launcher — — 103
Supercharger * 1* 115
Heat
OS Missile Launcher, Improved — — 103
UMU * 1* 19, 116 PPC Capacitor 1 1* 105
*Follow the Page Ref entry for this item to see the full details.
Damage
Combat
Movement
Game
Playing
the
Introduction
5
12
Clan Equipment
BATTLEMECH MANUAL
COMMON
MISCONCEPTIONS
MOVEMENT
1. “A ’Mech that is reduced to 0 MP for any reason is
considered immobile.”
There are several conditions under which a ’Mech has 0 MP,
but is not considered immobile (as each hex covers thirty meters,
there’s lots of room for a ’Mech to thrash around in even if it can’t
actually leave that space). Immobile is a very specific rules status, as
defined on page 18; if the rules don’t specifically state that a ’Mech
is immobile, then it is not.
Movement
COMMON MISCONCEPTIONS
COMBAT 4. “The only ’Mechs that can flip their arms are those
specifically mentioned as such in their TRO text/other
1. “A ’Mech standing in light woods can’t be seen by an source (like the Rifleman).”
Common
two ’Mechs, but it can still shoot out at the enemy.” actuators (like the UrbanMech)—as well as any OmniMech
LOS is only affected by intervening terrain (see p. 22), and any configuration lacking these actuators—can flip both its arms (not
terrain a ’Mech is in (whether as attacker or target) isn’t intervening. just one arm). But it must be capable of flipping both arms: a ’Mech
Therefore, standing in one hex of light woods and having two hexes with just one arm lacking these actuators cannot flip even that one
Weapons
of light woods between a ’Mech and its attacker does not block LOS arm—it’s all or nothing.
in either direction.
Remember that LOS is always mutual. If you can see a target, 5. “Minimum range modifiers are not applied against
it can see you. a target that is exactly at minimum range. For
example, if firing a PPC (minimum range of 3), if
Case Rules
the target is 3 hexes away then no minimum range
Special
2. “Firing arcs are the same as damage arcs.”
penalty is applied.”
The two arcs are not the same. However, we recognize that
while every rules publication on the matter has provided two Minimum range always includes the full number of hexes. If
a weapon has a minimum range of 6 hexes, then the minimum
Urban Combat
separate diagrams outlining the differences, the diagram to
illustrate a ’Mech’s damage arc left a lot to be desired. We’ve placed range Target Number modifier begins being calculated there: +1
the Firing Arcs Diagram and the Attack Direction Diagram side by at 6 hexes, +2 at 5, and so forth.
side below, so that you can see how they differ.
Battlefield
The
FRONT HIT ZONE
FRONT ARC
Other Actions
LEFT ARM &
RIGHT ARM ARC
Heat
LEFT ARM & RIGHT ARM & LEFT SIDE RIGHT SIDE
LEFT SIDE RIGHT SIDE HIT ZONE HIT ZONE
ARC ARC
Damage
REAR ARC
REAR HIT ZONE
• firing arcs diagram • • attack direction diagram (white hexes = target's choice) • Combat
Movement
Note that there are no blind spots in firing arcs: every hex 6. “If I designate a target with Target Acquisition Gear
belongs to one of the four firing arcs. (TAG), that’s the same as if the target has been spotted
for indirect fire.”
Game
3. “A ’Mech can torso twist to change where an attacker’s TAG designation (see p. 58) and spotting for indirect fire (see
Playing
damage will strike it. If ’Mech A moves into the rear p. 30) are two completely different mechanics. Accomplishing one
the
damage arc of ’Mech B, ’Mech B can torso twist and any has no effect on the other.
damage from ’Mech A will instead strike ’Mech B’s left or
right side (depending on which way it twisted).” 7. “You declare and immediately resolve attacks on a
Introduction
Torso twisting only affects a ’Mech’s upper-body firing arcs, ’Mech by ’Mech basis.”
never the damage arcs against it. Thus, a ’Mech cannot torso twist Declaration and resolution are two separate stages. Only after
to avoid getting shot in the back. all attacks by all players are declared do you begin resolving them.
7
12
Combat
COMMON MISCONCEPTIONS
8. “If a ’Mech has partial cover, then attackers roll on the Only claws always roll on the Punch Hit Location Table. Flails
Punch Hit Location Table when assigning hits to it.” (and clubs, which are not physical weapons but occupy their own
unique category) always roll on the regular Hit Location Table.
This was true until 2006, when Total Warfare was released. At
that time, the rules were changed so that ’Mechs with partial cover
14. “Push attacks can be made against any enemy ’Mech
receive a +1 Target Number modifier, the standard Hit Location Table
that is within the three hexes of the pusher’s front arc. A
is used, and any hit that would strike the cover is ignored (and not
’Mech is allowed to torso twist to push an enemy located
re-rolled).
in its side arc.”
9. “A prone ’Mech that has lost an arm can still fire any Push attacks may only be made against an enemy ’Mech that is
torso weapons it has during the Weapon Attack Phase.” directly in front of the pushing ’Mech, and torso twists have no effect
on this. Remember that at the end of a successful push attack, the
A prone ’Mech requires both arms to fire its torso weapons,
pusher moves into the enemy’s hex.
although the weapons in one arm can fire as well in this case (unless
using the One-Armed Prone Fire option; see p. 30).
DAMAGE
10. “Piloting Skill Rolls and rolling to hit for physical attacks
are the same, so, for example, the +1 PSR modifier from 1. “The player making the attack is the one that rolls the
having a small cockpit makes a ’Mech’s physical attacks locations of any critical hits that result.”
more difficult.” Since the very earliest editions of the game, while the attacker
Physical attacks are not Piloting Skill Rolls: modifiers that only rolls on the Determining Critical Hits Table, the controller of the
affect Piloting Skill Rolls do not affect physical attacks, and vice versa. ’Mech that is taking the damage is the one that rolls to see where
any critical hits to that ’Mech go.
11. “Charge attacks must be made in a straight line to the However, as far as we can tell, nobody ever plays that way. As
target, and must be made using Running movement.” such, we’ve changed the rule to match common usage: the attacker
now does indeed roll the location of any critical hits.
A charge need neither be made in a straight line or by the
shortest route. So long as the charging ’Mech has sufficient MP, it is
allowed to go around terrain or enemy ’Mechs that are blocking its
2. “Critical hits on locations that don’t have anything in
path to the target.
them are wasted.”
A charge can be made using either Walking or Running If a ’Mech suffers a critical hit in a location that, at the start of
movement; only Jumping is forbidden (unless the charge is being the phase, had nothing that could be damaged (i.e. all slots in the
made underwater; in this case, it can be made if the charging ’Mech location were inapplicable at the start of the phase; see p. 46), then
uses UMUs; see p. 35). the critical hit is applied to an adjacent location, as dictated by the
Damage Transfer Diagram (see p. 43).
12. “A ’Mech can attack with two physical weapons in the
same phase.” 3. “Since you resolve damage as it happens, if my ’Mech
A ’Mech may only ever make one physical weapon attack in
is destroyed in an attack phase before I’ve resolved my
the Physical Attack Phase, unless using claws (see p. 108). A ’Mech
attacks, I don’t get to attack back.”
may make two punch attacks in the same phase, but a punch is not There is a difference between damage resolution and applying
a physical weapon attack (it’s a punch attack). the gameplay effects of damage. Always remember that all declared
If using the optional Piercing rules (see p. 109), a ’Mech can attacks must be resolved; they are only resolved one at a time as a
immediately make a follow-on retractable blade attack after landing way of figuring out exactly what happens. In the end, every player
a punch with the same arm. always gets the chance to make the attacks they declared in a phase,
even if an attacking ’Mech loses the weapons it is attacking with in
13. “A successful hatchet attack always rolls on the Punch that phase, or is destroyed in that phase.
Hit Location Table to determine damage location.”
Hatchet attacks (as well as mace, sword, or retractable blade
4. “If you destroy the gyro, you destroy the ’Mech.”
attacks) by default roll on the regular Hit Location Table. However, if While a destroyed gyro is very detrimental, a ’Mech without
attacking with one of these four weapons, the attacker can choose a gyro is not even considered immobile (see p. 18), let alone
to roll on the Punch or Kick Hit Location Table instead, but only if this destroyed under standard BattleTech rules. Only if using the
intention was declared, and a +4 Target Number modifier applied, optional Forced Withdrawal rules (see p. 81) does destroying a gyro
prior to the attack roll. also destroy that ’Mech.
12
8
Damage
CRITICAL HIT TABLE
Head
COMMON MISCONCEPTIONS
Left Arm 1. Life Support
1. Shoulder 2. Sensors
2. Upper Arm Actuator 3. Cockpit
3. Lower Arm Actuator 4. Roll Again
5. “When rolling for critical damage against a ’Mech’s 1-3 4. Hand Actuator 5. Sensors
torso or arm, if the ’Mech has items in both blocks of 5. Medium
An Archer Laser
ARC-2R’s 6. Life Support
left torso contains 7 equipment
slots (i.e. the first block of six slots, labeled “1–3”, and 6. Roll Again
items. The upper block of equipment contains an LRM 20
Center Torso
Common
if the second block only has one item in it. If it does, 2. Roll Again
The lower block of equipment contains a lone2.
1. Fusion Engine
ton Fusion
of LRM Engine
20
and the first D6 roll for critical damage indicates that 3. Roll Again
4-6(14.
ammo slot). Should the Archer suffer a critical
3. hitFusion
in the left
Engine
would roll a D6 first1-3
equipment in the lower block was damaged, then the Roll Again
torso, its 5.
controller
Roll Again to determine
4. Gyrowhich
lone item is automatically damaged.” block—upper or lower—the critical damage is5.to beGyro
applied,
6. Roll Again
and roll another D6 to determine which slot6.in that Gyroblock
Weapons
The second D6 roll is always made. If the result indicates a hit
on a “roll again” result, the entire process for determining which to apply 1. the critical
Gyro
block and which item is hit starts over. Left Torso damage2. to.Fusion
3.“roll
A final
Fusion
Engine
Engine
1. LRM 20 result
4-6 of again”
6. “All combat is simultaneous, so if ’Mech A hits 2. LRM 20 (or an 4. Fusion Engine
inapplicable
Case Rules
5. Medium Laser (R)
’Mech B with two weapons (say, two PPCs) it doesn’t slot such6. as endo-Laser (R)
Special
3. LRM 20
1-3 4. LRM 20 Medium
matter which order the damage is resolved.” steel, TSM, CASE, etc.;
5. LRM 20 see Inapplicable
“All combat is simultaneous” is a slightly misleading way of 6. Ammo (LRM) 6 EngineSlots, Hits
p. 46) means that the
stating the rule that all declared attacks must be resolved. However, Gyro Hits
Urban Combat
1. Ammo (LRM) 6 entire process starts
the order of resolution matters. 2. Roll Again Sensor Hits
over with the Archer’s
If a PPC hits ’Mech B’s left rear torso and does exactly enough 3. Roll Again Life Support
damage to eliminate all the remaining internal structure there
4-6 4. Roll Again controller rolling to see
5. Roll Again which block—upper or
(which also destroys the attached left arm) and then a second PPC
6. Roll Again lower—to apply the
hits ’Mech B’s left arm, the damage will be transferred all the way to
Battlefield
critical damage.
’Mech B’s center torso rear. If the rear armor and internal structure of
The
the center torso could absorb less than 10 points of damage, ’Mech
B would be destroyed. Left Leg
If, however, the order of resolution were reversed (the first PPC 1. Hip
HEAT 2. Upper Leg Actuator
Other Actions
hits the left arm and then the second PPC hits the left torso), so
3. Lower Leg Actuator
long as the left arm had enough armor and/or internal structure 4. Foot Actuator
remaining to absorb 10 points of damage, no damage from those 1. “A player
5. must make all rolls for shutdown avoidance
Roll Again
attacks would be done to ’Mech B’s center torso and ’Mech B would and ammo explosion
6. Roll Again avoidance that are below Damage
their Transfe
Diagram
not be destroyed. ’Mech’s heat level.”
A player must © 2008
only WizKids,
pass the Inc.avoidance
shutdown Classic BattleTech,
roll and the ’Mech a
7. “Destroyed ’Mechs remain in the hex they were
Heat
ammo explosion avoidance rolls with the highest applicable TargetPermission
destroyed in and block other ’Mechs from entering Number. For example, a player whose ’Mech is at 22 heat would
the hex.” have make two rolls, one needing an 8+ to avoid shutting down,
Destroyed ’Mechs are removed from the map. Their carcasses and the other at 4+ to avoid an ammo explosion.
Damage
have no effect on the game (unless using the optional Wreckage A MechWarrior does have to make all Consciousness Rolls
rules; see p. 49). required (see p. 58), however, which is perhaps where the confusion
stems from.
Combat
Movement
Game
Playing
the
Introduction
9
12
Heat
COMMON MISCONCEPTIONS
OTHER ACTIONS In the standard rules, the modifier is only ever +1, whether the
damage taken in a phase is 20 points or 200. Only if using the Expanded
Damage Modifiers optional rule (see p. 55) does it work as presumed
1. “Piloting Skill Rolls don’t stack. If a ’Mech suffers a gyro
above.
hit and a foot actuator hit in the same turn that it takes
20+ points of damage, it only makes a single PSR with
a +5 modifier.” 6. “When a ’Mech falls, it falls into an adjacent hex as
indicated by the Facing After Fall Table.”
PSRs do indeed stack. A ’Mech that suffers a gyro hit, foot actuator
A ’Mech falls into its own hex. The Facing After Fall Table is
hit, and 20 or more points of damage in the same phase would have to
only used to determine which side the ’Mech fell onto, so that the
make three PSRs, and each one would have a +5 modifier (+3 for the
damage from the fall can be applied to the correct locations.
gyro, +1 for the foot actuator, and +1 for the 20+ points of damage).
The only case where PSRs do not stack is when a ’Mech is
missing a leg and makes an attempt to stand. In this case, only 7. “Piloting Skill Rolls made to see if the MechWarrior is
one PSR is required by the ’Mech, no matter how many might be injured after a fall aren’t modified.”
triggered by the attempt. However, all applicable modifiers are still All modifiers applied to the PSR that caused the fall are also
applied to that one roll. applied to the PSR to see if the MechWarrior is damaged by that fall,
with an additional +1 modifier applied for every level above 1 fallen.
2. “A ’Mech doesn’t need to make a Piloting Skill Roll for
jumping into water hexes.”
SPECIAL-CASE RULES
A PSR is required every time a ’Mech enters a water hex.
1. “Hidden ’Mechs can’t spot for indirect fire.”
3. “A ’Mech needs to make a Piloting Skill Roll for jumping
Hidden ’Mechs can indeed spot for indirect fire without being
into woods hexes.”
revealed or activated.
No PSR is required for a ’Mech to jump into a woods hex.
Other Actions
RECORD SHEETS & TABLES
Movement Action/Terrain Type MP Cost Per Hex/Terrain Cost Piloting Skill Roll
Cost to Enter Any Hex 1 —
Terrain Cost When Entering Any New Hex
Clear +0 —
Paved/Bridge +0 —
Road +0* —
Rough +1 —
Sand +1 +1
Light woods +1 —
Heavy woods +2 —
Light jungle +2 +1
Heavy jungle +3 +2
Water
Depth 1 +1† (Level change MP cost not included) –1
Depth 2+ +3† (Level change MP cost not included) +0
Level change (up or down)
1 level +1 —
2 levels +2 —
Rubble +1 +0
Light building +1 ‡
Medium building +2 ‡
Heavy building +3 ‡
Hardened building +4 ‡
Additional Movement Actions
Facing change 1/hexside —
Dropping to the ground 1 —
Standing up 2/attempt +0
Terrain Modifications
Ice +1 +3§
Mud +1 +1§
Deep Snow +1 +1§
Swamp +1 +1§
Weather Conditions
Light Fog +1 —
Heavy Fog +1 —
Full Moon Night +1** —
Moonless Night +2** —
*A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner, but the attacking player also rolls once on the Determining Critical Hits Table, p. 46.
Step 1. Step 3.
Does the Does the location
location have NO have an internal NO The remaining damage
armor? structure? transfers to the next location
inward (if any; see Damage
Transfer Diagram), directly to
the internal structure.
YES YES
Check off one armor circle on the Armor Check off one internal structure circle on
Diagram in the appropriate location for the Internal Structure Diagram in the
every point of damage taken, until all appropriate location for every point of
damage is applied or all armor in the damage taken, until all damage is
location is destroyed. applied or all internal structure in the
location is destroyed.
Step 2.
Is there damage
remaining?
YES
Step 6.
Immediately roll once on the Is there damage
Step 4.
Determining Critical Hits Table, page 46.
Apply the effects of any critical hits to
At the beginning
remaining?
NO
of the current phase,
the location. If multiple critical hits
YES did the location contain NO
NO occur as the result of a single hit, resolve
each critical hit completely before
any components that
could sustain a
moving on to the next one. Critical hits
that cannot be applied are discarded.
critical hit? YES Step 7.
Did the damage
result from an ammunition
(or other internal
component)
NO explosion? NO
Attack is finished.
13
6
RECORD SHEETS & TABLES
1Only during the phase that the reactor shuts down. If the MechWarrior must make a 4Automatic fall if death from above attack is unsuccessful.
Piloting Skill Roll for a ’Mech with a shutdown reactor, the ’Mech automatically falls; 5This penalty applies to all PSRs made in this hex (including the PSR made when entering it).
in either case, if the ’Mech falls, the warrior automatically takes 1 point of damage 6Ignore all modifiers from previous critical hits on that leg.
(see Falling Damage to the MechWarrior, p. 57). 7Do not add modifiers for other damaged actuators in the leg.
2The modifier for a destroyed gyro is +6 when making a Piloting Skill Roll to avoid 8To avoid damage only. Does not result in a fall if Piloting Skill Roll fails. See Buildings,
damaging the MechWarrior during an automatic fall. p. 66. Add an additional +1 modifier if unit is charging or being charged (in addition
3The modifier for a destroyed leg is +5 when making a Piloting Skill Roll to avoid to the +2 modifier normally required in that situation).
damaging the MechWarrior during an automatic fall.
7
13
RECORD SHEETS & TABLES
BUILDING MOVEMENT
MODIFIERS TABLE
Medium
Underwater1 Yes No Yes4
Short
Long
Ground2 No Yes Yes3
Weapon
’Mech at Depth 1 Yes6 Yes5 Yes7
Small Laser 1 2 —
1Includes standing ’Mechs at Depth 2+ and prone ’Mechs at Depth 1.
Medium Laser 1–2 3–4 5–6
2Includes ’Mechs standing at Level 0+.
3At +1 for partial cover; use the appropriate column of the ’Mech Hit Location Table, Large Laser 1–3 4–6 7–9
Light PPC* 1–4 5–7 8–10
with any leg hits striking the water and inflicting no damage.
4At +1 for partial cover; use the appropriate column of the ’Mech Hit Location Table, PPC* 1–4 5–7 8–10
with any location hit but leg hits striking the water and inflicting no damage. Heavy PPC* 1–4 5–7 8–10
5Can only fire torso, arm or head weapons. Snub-nose PPC 1–6 7–8 9
6Can only fire leg weapons. ER Micro Laser 1 2 —
7Can only fire leg weapons at legs and upper-body weapons at upper bodies; +1 for ER Small Laser (Clan) 1 2 3–4
partial cover (see Depth 1 Water, above). ER Small Laser (IS) 1 2 3
ER Medium Laser (Clan) 1–3 4–7 8–10
ER Medium Laser (IS) 1–3 4–5 6–8
ER Large Laser (Clan) 1–5 6–10 11–16
ER Large Laser (IS) 1–3 4–9 10–12
TERRAIN FACTOR ER PPC (Clan and IS) 1–4 5–10 11–16
AND CONVERSION TABLE Micro Pulse Laser 1 2 —
Small Pulse Laser (Clan) 1 2 3–4
Terrain Factor Former Terrain New Terrain
Small Pulse Laser (IS) 1 2 —
Heavy Jungle: 100 Heavy Jungle Light Jungle
Medium Pulse Laser (Clan) 1–3 4–5 6–8
Light Jungle: 60 Light Jungle Rough
Medium Pulse Laser (IS) 1–2 3 4
Heavy Woods: 90 Heavy Woods Light Woods
Large Pulse Laser (Clan) 1–4 5–10 11–14
Light Woods: 50 Light Woods Rough
Large Pulse Laser (IS) 1–2 3–5 6–7
Rough: 0 All others No change
Small Heavy Laser 1 2 —
Medium Heavy Laser 1–2 3–4 5–6
Large Heavy Laser 1–3 4–6 7–9
Binary Laser (Blazer) Cannon 1–3 4–6 7–9
Chemical Laser, Small 1 2 —
FIRE TABLE Chemical Laser, Medium 1–2 3–4 5–6
Weapon Type Target Number Chemical Laser, Large 1–3 4–6 7–9
Inferno Automatic ER Pulse Laser, Small 1 2 3–4
Plasma Weapon or Flamer 3+ ER Pulse Laser, Medium 1–3 4–6 7–9
Direct-Fire Energy or Pulse ER Pulse Laser, Large 1–4 5–10 11-16
7+ Improved Heavy Laser, Small 1 2 —
Weapon
Missile or Direct-Fire Ballistic 9+ Improved Heavy Laser, Medium 1–2 3–4 5–6
Environment* Modifier Improved Heavy Laser, Large 1–3 4–6 7–9
Woods +0 Variable-Speed Laser, Small 1 2 3
Jungle +1 Variable-Speed Laser, Medium 1 2–3 4–6
Building: Light –2 Variable-Speed Laser, Large 1–2 3–5 6–9
Building: Medium –1 X-Pulse Laser, Small 1 2 3
Building: Heavy +0 X-Pulse Laser, Medium 1–2 3–4 5–6
Building: Hardened +2 X-Pulse Laser, Large 1–3 4–6 7–9
Extreme Temperatures ** Laser Anti-Missile System** — — —
BATTLEFIELD TRACKING
RECORD SHEETS & TABLES(FOR ALL EYES)
TURN NUMBER
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
G.A.T.O.R.
Mud Hexes
G Gunnery Skill Rating of the attacker O Other modifiers
(the base Target Number for the (potentially a big category,
attack). Then add: but typically only includes
A Attacker movement modifier woods, partial cover, and heat) Snow, Deep Hexes
T Target movement modifier R Range modifiers
Swamp Hexes
FORCED WITHDRAWAL (p. 81)
Any ’Mech that suffers crippling damage must withdraw from the map.
Crippling damage is defined as one or more of the following:
• Four or more points of damage to the MechWarrior FIRE AND SMOKE (pp. 63-64)
• The destruction of all sensor critical slots
Fire Hexes
• One gyro and one engine critical hit
• Two engine critical hits
• A side torso location is destroyed
• Internal structure damage in either three or more limbs or two or
more torso locations (torso internal structure damage does not Smoke Hexes
count towards crippling damage if that location still has front armor)
• The loss of all weapons. This is triggered if a ’Mech loses all weapons
(either through damage or ammunition depletion) with a range
greater than five hexes and if it can no longer cause more than 5
points of combined weapons damage. This does not apply if the ’Mech
did not start with the ability to do 5 or more damage, or the ability to
do damage at a range greater than five hexes; in this case the ’Mech BATTLEFIELD SUPPORT (p. 75)
can never trigger this condition.
BATTLEFIELD SUPPORT POINTS*:
A ’Mech making a forced withdrawal must move toward its home map Extraction Raid Support: 5 BSPs Objective Raid Support: 12 BSPs
edge. However, a ’Mech need not spend Running MP; it can also move Diversionary Raid Support: 20 BSPs Other
backward if its controller wishes. Also, if equipped with MASC, a Planetary Assault Support: 35 BSPs Number of Maps*
supercharger, or some other system that increases speed at the risk of
damage, a ’Mech need not engage that system when forced to withdraw. Support Types:
Withdrawing ’Mechs may still attack an enemy ’Mech that closes within Offensive Aerospace Support Defensive Aerospace Support
range of a weapon or physical attack. Artillery Support Minefield Support
*For every two maps beyond the first four, add 50% to the BSPs provided.
NOTES
© 2017 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc.
3
All rights reserved.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
14
TM
BATTLEFIELD TRACKING
(GM/TEAM EYES ONLY)
OBJECTIVE
ARTILLERY SUPPORT†
Type TN Dmg** Cost/Each Uses Remaining
Thumper 8 3/1†† (AE) 3
Target Hex/Turn:
MINEFIELD SUPPORT
Type TN* Dmg** Cost/Each Total Minefields
Light Density 9 2 (AE) 0.5
Mined Hexes:
*No modifiers are applied to this Target Number. †Scatters if misses; see page 77.
**All Damage represents groupings of five points of damage.
††Affects multiple hexes; see page 77 ‡See rules, page 79.
© 2017 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc.
All rights reserved.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
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