Tactical Rules
Tactical Turn
1 - Determine Initiative - Roll 2d6 and add the Units CV to the roll.
The unit with the higher roll determines who will go first (Player "A")
2 - Player "A" activates a mech that has not been activated this turn.
a - Mech resolves movement on map.
b - Mech selects target for weapon fire.
c - Mech Resolves Weapon Fire
d - Damage is noted on Target.
3 - Player "B" activates a mech that has not been activated this turn
a - Mech resolves movement on map.
b - Mech selects target for weapon fire.
c - Mech Resolves Weapon Fire
d - Damage is noted on Target.
4 - Repeat Phase 2 and 3 until all units have
5 - Repeat Phase 1-3 until battle is resolved.
Combat Resolution
Determine the range of combat, and roll d6 equal to the Attack Rating for the range engaged.
Determine the targets last movement mode.
If the target used normal movement, Target Defense Modifier is equal to Movement
or
If the target used jump movement, Target Defense Modifier is equal to Jump rating +1
Add +0 for Short Range
Add +1 for Medium Range
Add +2 for Long Range
Target Defense Modifier
Mechwarrior Skill | Stationary | * 0 * | * 1 * | * 2 * | * 3 * | * 4 * | * 5 * |
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Green Skill | 2 | 4 | 5 | 6 | 6 (3) | 6 (5) | 6 (6) |
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Regular Skill | 1 (4) | 2 | 3 | 4 | 5 | 6 | 6 (3) |
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Veteran Skill | 1 (3) | 1 (5) | 2 | 3 | 4 | 5 | 6 |
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Elite Skill | 1 (2) | 1 (4) | 1 (5) | 2 | 3 | 4 | 5 |
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ie. A Green Mechwarrior is trying to shoot a Locust at Short Range {+4 Def Mod +0 Range}
The Mechwarrior will need to roll '6' on a D6, followed by a second roll of 5+ to land a hit on the nimble target.
A Veteran Mechwarrior trying to hit the same target, at the same range will need only a 5+
For each hit scored, the target takes one point of damage.
Damage
2/3 of the damage is marked against the targets armor. Every third hit is marked against the targets internals instead of armor.
Damage that exceeds the armor value of the target, is marked against the target's internals. When Internals is reduced to zero, the mech is considered destroyed.
Each point of damage to the internals has a chance to inflict a critical hit. Roll a d6 for each point of internal inflicted. Critical Damage is inflicted on a 5+
Roll d6 for each critical hit
1-2 = Leg Actuator (Decrease the Units movement by one)
3 = Jump Jet (Decrease the Units jump by one) / If no jump jet, (Decrease movement by one.)
4 = Weapon Destroyed (Decrease Attack Rating for all ranges by one)
5 = Mech Warrior injured (Mech Warrior takes (1) Damage)
6 = Ammo Explosion / Pilot Hit (Mech destroyed) / If no ammo, Pilot Takes (2) Damage
A Mechwarrior's ability to take damage is determined by their experience level. Each time the Mechwarrior takes damage, their combat effectiveness is reduced. This is reflected by reducing the Mechwarriors 'effective' level by one for each point of damage received.
When a Mechwarrior's effective level is 'Green' takes a point of damage, they're are considered 'Critical' and rendered unconscious for one turn, leaving the mech 'stationary' and incapable of action for one turn.
When a Mechwarrior in critical condition takes another point of damage, they are killed. If the mech survives combat without it's pilot, it remains on the battlefield and becomes the spoils of wars for whoever controls of the map at the end of combat.
This message was last edited by the GM at 17:38, Thu 13 Dec 2018.