Movement
Ground Vehicles: Ground vehicles moving on pavement may receive a
movement bonus of 1 MP, regardless of whether the vehicle uses cruising or flanking movement. To gain the extra MP, the unit must begin its turn on a paved hex and continue to travel on pavement for the entire Movement Phase.
SKID MODIFIERS TABLE
Hexes Moved Piloting Skill Modifier
0-2 –1
3-4 0
5-7 +1
8-10 +2
11-17 +4
18-24 +5
25+ +6
SIDESLIPPING
Sideslipping is similar to a skid. However, as a sideslipping unit is not actually touching the ground as it moves, it incurs no damage during the sideslip itself unless it runs into something. If a VTOL or hover vehicle using flanking movement makes a facing change at any point in the turn and then
attempts to enter a new hex in the same turn, before that vehicle actually enters the hex, the player must make a Driving Skill Roll to see if the unit sideslips.
If the Driving Skill Roll is successful, the vehicle follows its desired course. If the Driving Skill Roll fails, the vehicle sideslips a number of hexes equal to the Margin of Failure in the direction of the hex that it would have moved to without the facing change; regardless of the MoF, a vehicle can only sideslip for a number of hexes equal to one less than the number of hexes entered in the turn prior to a sideslip. For example if a unit has moved for 3 hexes and then is forced to make a Driving Skill Roll with a resulting Margin of Failure of 4 or more, the vehicle could only sideslip for 2 hexes. A Driving Skill Roll is not required if the vehicle does not move after it changes facing.
The player has no opportunity to change the elevation of a VTOL vehicle that sideslips before it enters the new hex. Therefore, it is possible for a vehicle to sideslip into an obstacle that causes it to crash. If the sideslip does not result in a crash, the vehicle may move normally (continue in the direction of the facing change) after the failed turn.
The sideslip, distance is subtracted from the available MP for movement.
Combat
There are like three different versions of Battle Tech to handle vehicle combat. Half of us are familiar with the ones Mac, used so i'm going to go with those...
Vehicle hit location
2D6 Attack Direction
Roll Front Rear Side§
2* Front (critical) Rear (critical) Side (critical)
3 Front Rear Side
4 Front Rear Side
5 RightSide Left Side Front
6 Front Rear Side
7 Front Rear Side
8 Front Rear Side (critical)*
9 Left Side Right Side Rear
10 Turret Turret Turret
11 Turret Turret Turret
12* Turret (critical) Turret (critical) Turret (critical)
= possible motive damage
§ = Attacks from one side always damage that side's armor
Motive Damage
2–5 No effect
6–7 Minor damage; +1 modifier to all Driving Skill Rolls
8–9 Moderate damage; –1 Cruising MP, +2 modifier to all Driving Skill Rolls
10–11 Heavy damage; only half Cruising MP (round fractions up), +3 modifier to all Driving Skill Rolls
12+ Major damage; no movement for the rest of the game. Vehicle is immobile.
Attack Direction Modifier: (for motive damage)
Hit from rear +1
Hit from the sides +2
Vehicle Type Modifiers: (for motive damage)
Tracked +0
Wheeled +2
Hovercraft +3
* * * Ground Combat Vehicle Critical Hits Table from Total Warfare, p194 * * * |
---|
2d6 Roll | Front | Side | Rear | Turret |
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2-5 | No Critical Hit | No Critical Hit | No Critical Hit | No Critical Hit |
6 | Driver Hit | Cargo/Infantry Hit | Weapon Malfunction | Stabilizer |
7 | Weapon Malfunction | Weapon Malfunction | Cargo/Infantry Hit | Turret Jam |
8 | Stabilizer | Crew Stunned | Stabilizer | Weapon Malfunction |
9 | Sensors | Stabilizer | Weapon Destroyed | Turret Locks |
10 | Commander Hit | Weapon Destroyed | Engine Hit | Weapon Destroyed |
11 | Weapon Destroyed | Engine Hit | Ammunition** | Ammunition** |
12 | Crew Killed | Fuel Tank* | Fuel Tank* | Turret Blown Off |
*If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit.
**If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.
Note: If you get the same result, or an item does not exist on that particular vehicle, keep moving down the table until you reach something that it does have.
Ground Combat Vehicle Critical Hit Effects
Critical hits only affect items in the location struck. If the item listed on the Ground Combat Vehicle Critical Hits Table does not apply in that location (the item doesn’t exist, only one such critical hit can occur per location and so on), simply move down the column until an applicable critical result is achieved. For example, a dice roll result of 9 for the Rear location indicates Weapon Destroyed. If the vehicle mounts no weapons in that location, the player moves down to the Rear result for 10: Engine Hit. If a player reaches 12 without achieving a critical result, start over at 6 and continue down again. If a vehicle has already taken all the critical damage in a column, ignore the critical hit.
Ammunition: This result means the Combat Vehicle’s ammunition explodes. Unlike a ’Mech, where only a single slot explodes, the Combat Vehicle loses all its ammunition (see p. 125).
Count the total damage for all ammunition carried and apply the damage directly to the vehicle’s internal structure in the location struck. If the vehicle has CASE, apply the damage instead to its rear armor, with any excess damage ignored and the vehicle suffers a Crew Stunned result.
Cargo/Infantry Hit: The Combat Vehicle’s internal cargo and/or infantry troops are hit. (This result applies to items in a dedicated cargo bay, not carried using the Cargo Carriers rules on p. 261.)
Infantry suffers damage as though the weapon that caused the critical hit had struck the infantry unit; apply the weapon’s full damage. For example, if an SRM causes the critical hit, the infantry unit suffers 2 points of damage, while a Gauss rifle inflicts 15 points of damage. Cargo is destroyed. If the Combat Vehicle carries more than one type of cargo or more than one infantry unit, randomly determine which one gets hit.
Commander Hit: The vehicle’s commander is injured, causing confusion among the crew equivalent to a Crew Stunned critical hit. In addition, for the rest of the game the vehicle suffers a +1 modifier to all to-hit rolls and Driving Skill Rolls. Treat successive Commander Hit results as Crew Stunned.
Crew Killed: The critical hit penetrates the crew cabin, killing or severely injuring the entire crew. The Combat Vehicle remains intact, but is considered destroyed for purposes of determining victory. Without its crew it cannot move, fire or take any other action for the remainder of the game and is considered immobile. However, all its electronics function until the vehicle is destroyed (see Destroying a Unit, p. 128). This result has no effect on any infantry the vehicle is carrying.
Crew Stunned: Damage from the critical hit shakes the crew compartment, disorienting the crewmen. During the following turn, the Combat Vehicle may move no faster than Cruising speed, and may take no other actions (firing weapons and so on). After that, the vehicle may act normally. Multiple Crew Stunned results in the same turn extend the number of turns for which
these effects last. If the vehicle has suffered Commander Hit and Driver Hit results, and then takes a Crew Stunned hit (even if all this occurs in the same phase), treat the latter result as Crew Killed. This outcome has no effect on any infantry units the vehicle carries.
Driver Hit: The vehicle’s driver is injured. For the remainder of the game, apply a +2 modifier to all Driving Skill Rolls. Treat successive Driver Hit results as Crew Stunned.
Engine Hit: The vehicle’s engine is severely damaged. The vehicle may not move or change facing for the remainder of the game and is considered an immobile target. However, its electronics still function; any Direct-Fire Energy and Pulse Weapons no longer work; also treat as a turret lock.
Fuel Tank: The fuel tank is breached, causing the entire Combat Vehicle to explode in a spectacular fashion. Any cargo or infantry carried is destroyed. This critical hit only affects ICE engines; if the vehicle has a fusion engine, treat this result as Engine Hit.
Sensors: Each critical hit to the vehicle’s sensors adds a +1 modifier to all to-hit rolls, with multiple hits being cumulative. The fourth sensor hit makes it impossible for the vehicle to fire weapons.
Stabilizer: A vehicle’s weapon stabilizers help it fire straight while moving. When this system takes a critical hit, double the attacker movement modifier for all attacks from weapons mounted in the location struck. Weapons mounted elsewhere in the vehicle are not affected. Second and subsequent hits to the stabilizer in the same location have no further effect.
Turret Blown Off: The Combat Vehicle’s turret gets blown off, effectively destroying the vehicle.
Turret Jam: The turret rotation mechanism temporarily freezes, leaving the turret stuck in its current facing until the crew spends a Weapon Attack Phase fixing the jam. The Combat Vehicle may not fire any weapons while the jam is being fixed. Treat a second or subsequent Turret Jam critical hit, regardless of whether the crew cleared first jam, like a Turret Locks critical hit.
Turret Locks: The turret rotation mechanism is severely damaged, locking the turret in its current facing for the remainder of the game. Additional critical hits of this type, or Turret Jam critical hits, have no further effect.
Weapon Destroyed: One weapon mounted in the damaged location suffers major damage and ceases to function. The attacking player then rolls 1D6. On a result of 1–3, the player controlling the target unit chooses which weapon in that location stops working. On a 4–6, the attacking player chooses which weapon stops working. The vehicle cannot fire that weapon for the remainder of the game.
If a weapon is destroyed that can explode (such as a Gauss rifle, see p. 135), it is treated as an ammunition explosion for the location where the weapon is mounted (see Ammunition, p. 125).
Weapon Malfunction: This critical hit causes a weapon mounted in the location struck to malfunction. If a Combat Vehicle has multiple weapons in that location, randomly determine which one takes the hit. The vehicle cannot fire that weapon until the malfunction is fixed. The vehicle crew must spend one Weapon Attack Phase clearing the malfunction, during which the vehicle may make no weapon attacks (though it may move normally during the Ground Movement Phase). The crew may only fix one weapon malfunction per Weapon Attack Phase.
This message was last edited by the GM at 18:55, Tue 20 Dec 2011.