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Campaign Reference Thread. Posted by Kitten. | Group: 0 |
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Kitten GM, 418 posts Thu 29 Aug 2013 at 19:43 |
Energy Weapons - Cost do not include Mech Maintenance Modifiers
PPC The Particle Projection Cannon consists of a magnetic accelerator firing high-energy proton or ion bolts that cause damage through both impact and high temperature. PPCs are among the most effective weapons available to Battlemechs. PPCs also come in extended-range (ER) versions, which fire a longer range and produce considerable higher heat. Laser is an acronym for "Light Amplification by Stimulated Emission of Radiation." When used as a weapon, a laser damages its target by concentrating extreme heat on a small area. Battlemech lasers are designated small, medium and large. Lasers are also available in extended-range (ER) versions. These types of lasers offer longer range, but at a considerably higher cost in heat. Pulse Laser The pulse laser uses a rapid-cycling, high energy pulse to generate multiple laser beams, creating an effect comparable to machine-gun fire. This design improves the hit probability of laser attacks and causes more damage per hit, though at a cost of increased heat and a somewhat shorter effective range. Treat pulse lasers the same as standard lasers, but apply a -2 modifier to the base to-hit number. Flamer is a typical flame thrower carried by mechs which produces a short range burst of fire. Players may choose to add +2 heat to the target Battlemech's Heat Scale for that turn as a result of the flamer attack, rather than doing 2 points of damage. All descriptions taken from Battletech Master Rules Book Missile Weapons - Cost do not include Mech Maintenance Modifiers
LRMs Long Range Missiles fire indirect salvos at distant targets. Because of the way they are fired, LRMs suffer penalties when trying to hit targets near the firing unit. SRMs Short Range Missiles are direct-trajectory missiles with high-explosive or armor piercing explosive warheads. They are accurate only at ranges of less than 300 meters but are more powerful than LRMs. Streak Short Range Missiles A Streak SRM contains a targeting device that prevents the missile from launching unless the missile has locked on to a target. Once locked on, the missile automatically hits its target. Artemis IV FCS: Usable by both LRM and non-Streak SRM launchers, Artemis IV Fire Control Systems increase the number of missiles that strike enemy units. Attacks are resolved per standard rules, however a +2 is added to the Missile Hits Table roll. Artemis IV FCS cannot be used for indirect fire. Special Munitions Fragmentation Missile When Fragmentation missiles explode they attempt to saturate the area (15m rad.) with lethal sharpnel, delivering impressive results against soft targets. (Deliver 1L to all infantry in the area for each LRM, and 2L to all infantry in the area for each SRM.) Against vehicles and mechs, the damage for each missile is reduced by one point (SRM's do one point of damage/LRM's do not do armor damage, but still rolls for location to check for potential critical or motive damage). Due to the 'burst' nature of the munitions, Fragmentation missiles negate, they reduce the Target Movement Modifier by 2 to a minimum of zero. Incendiary SRMs Incendiary missiles are similiar to Inferno missiles. While it is easier to obtain access to them, they are less effective than their inferno counter parts. The heat generated from an inferno is less intense, and they will only generate one point of heat for each missiles that hits. Against vehicles, a penalty modifier of -2 is applied for all motive and crtical checks. Incendiary SRM's are as effective as infernos against infantry. Incendiary SRMs suffer from the same volitile problems Infernos have. Though in the event that they detonate, they generates only one point of heat for each missile exploding instead of two. Inferno SRMs: Infernos deliver no standard Damage Value. Instead, depending on the target unit type, they deliver heat or automatic chances for critical damage, or they automatically eliminate troopers. Building Hexes: For every missile that strikes a building hex (not a unit inside it; see Attacking Buildings, p. 171, in the Buildings section), roll 1D6 for each unit occupying that hex (regardless of what level the units occupy). On a result of 1–4, the missile has no effect against that unit. On a result of 5–6, the missile strikes the unit, with the following rules applying for each unit type. Each missile that strikes a building hex inflicts 2 points of damage to the hex. Woods: Every missile that strikes a woods hex inflicts 4 points of damage to the hex. ’Mechs, Aerospace Fighters, and Small Crafts: For every missile that strikes the target, increase the unit’s heat level by 2 points during the Heat Phase of the turn in which the infernos hit. (Max of 10 Heat per turn, excess applied on following turns) Infantry: Every missile that strikes a conventional infantry unit automatically eliminates three troopers; every three missiles that strike a battle armor unit automatically eliminate one randomly determined trooper (unless the unit mounts fire-resistance armor; see Fire-Resistant Armor, p. 228). After all inferno attacks against an infantry unit have been resolved, add together the total number of inferno missiles that struck the target and then determine how many troopers were eliminated. For example, if two separate SRM attacks utilizing inferno missiles result in a total of five missiles striking a battle armor unit, only a single trooper would be eliminated; if those same five missiles strike a conventional infantry platoon, 15 troopers would be eliminated. Vehicles: Every missile that strikes the target automatically causes a roll on the appropriate column of the appropriate unit’s Critical Hits Table, corresponding to the location hit, with the following modifiers to the dice roll result: –2 for Combat Vehicles; no modifier for Support Vehicles (unless the Support Vehicle has the Armor Chassis and Controls modification and a BAR of 10, in which case it is treated as a Combat Vehicle). Tracking Heat: ’Mechs, aerospace fighters, and small craft that carry infernos must make an additional set of Heat Scale Avoid Rolls to determine whether or not the inferno ammo explodes per the Inferno Ammo Explosion Table. The inferno Avoid Rolls at 19, 23 and 28 heat points must be made in addition to the normal Avoid Rolls required at these heat levels. If the inferno ammo explodes, it inflicts 2 heat per missile to the carrying unit, to a maximum of 30 heat, along with the standard damage from an SRM explosion. TAG LRMs: TAG LRMs are have been modified to lock onto targets that have been painted by TAG. Against such targets the TAG LRMs will hit on a roll of 4+ (no other modifications applied). Indirect fire is declared during the intiative phase. The decision to use TAG for targeting or to use direct fire is made before weapon fires (when you would find out if TAG is successful, if the TAG misses, the LRM's automatically miss as well.) Using direct fire, the missiles resolve normally but roll 3d6 to resolve number of missiles that hit, and taking the the worse two dice rolled. Swarm LRMs: Swarm LRMs attack all units (friendly or enemy) in a targeted hex and the hexes adjacent to it. Thunder LRMs: Thunder LRMs sow minefields on a target hex. The damage inflicted is comparable to the size of the LRM launcher. Thunder minefields remain active throughout the duration of the game, unless cleared. All descriptions taken from Battletech Master Rules Book or Total Warfare Ballistic Weapons - Cost do not include Mech Maintenance Modifiers
*See Special Rules for this equipment Anti-Missle System (AMS) is a rapid-fire, point-defense machine gun capable of tracking, engaging, and destroying incoming missiles. While very effective, the system's primary drawback is its high ammunition consumption. *Roll 1d6 to determine how many missiles are destroyed. This number also represents how much ammo is used up. Each AMS may be fired at one incoming salvo per turn for salvos that hit the mech. incoming missiles must be in mechs firing arch and AMS fires automatically unless turned off prior to combat round. AMS will target SRMs then LRMs unless otherwise declared. Autocannon It is a rapid-firing, auto-loading weapon that fires high-speed streams of high-explosive, armor-piercing shells. Light autocannon range in caliber from 30 to 90mm, and heavy autocannon may be 80 to 120mm or larger. Autocannon are also available in advanced LB-X or Ultra versions. LB-X may be loaded with cluster munitions or standard rounds. Think of the cluster munitions as mech shotgun shells. When firing a cluster round apply -1 to hit for all ranges. number hit is rolled on the missile hit table and hit locations are then rolled in 1 point increments. Special Note: Add the following modifier when rolling hit table. Short +2, Med 0, Long -2 Ultra Autocannons are capable of a higher sustained rate of fire. In rapid fire mode (double rate) roll attack roll and then roll on the missile table for 2 missiles if the attack hits. Then roll separate hit locations. On an attack roll of 2 the gun's circuits fail making the gun useless until repaired. Gauss Rifle uses a series of magnets to propel a projectile through the rifle barrel toward a target. While it requires a great deal of power to operate, this weapon generates very little heat and can achieve a muzzle velocity twice that of any conventional weapon. Special Munitions Armor-Piercing Ammunition: Every hit has a chance to inflict a critical hit. Roll once on the Determining Critical Hits Table and apply the following modifier. -1 for AC/20; -2 for AC/10; -3 for AC/5; -4 for AC/2. AP Ammo has half the shots of the same amount of standard ammo per ton and apply a +1 to hit modifier at all ranges. Precision Ammunition: Has built in guidance system to each shot. Reduce the Target Movement Modifier by 2 to a minimum of zero. PA Ammo has half the shots of the same amount of standard ammo per ton. All descriptions taken from Battletech Master Rules Book
Beagle Active Probe: The Beagle Active Probe is a electronic marvel, designed to locate hidden units. At the end of the Movement Phase, Active Probes will detect any hidden 'Mechs and vehicles (but not conventional infantry) within the Probes range (four hexs). It will increase the normal range to gather information at a four times the distance when compared to conventional equivelants. CASE: Cellular Ammunition Storage Equipment. This revolutionary equipment is credited with saving many MechWarriors lives. When ammunition detonates, the explosion is contained to that section although the internal structure for that area is destroyed. If a side torso is destroyed, the arm is blown off though it is not damaged. If used on a vehicle, the explosion blows out the rear of the vehicle, crippling it, but the crew, passengers and cargo are unharmed. C3 Computer: All mechs equiped use the range of the closest mech to the target for range modifier. Weapons must still be within maximum range to hit. C3 computers must have a mech with a Master C3 (5 tons) and up to 3 mechs with a Slave C3 (1 ton) to operate. Guardian ECM Suite: The Guardian ECM Suite blocks many types of electronic targeting systems whose signals pass through the Suite's 6 hex radius. Active Probes cannot penetrate the radius, though the probing unit would notice the jamming. Artemis IV FCS and Narc Beacon telemetry signals are blocked by the ECM Suite, thereby denying the attacking unit the Missile Hits bonus while within the Suites radius. The To-Hit roll is not affected. The Guardian ECM is capable of operating in 'active' mode, distorting and jamming sensor signals that pass through their effective range. These penalties affect ALL mechs, including the mech that mounts the EW unit. For five points of heat, the Guardian will increase long range penalties by one. For ten points of heat, the Guardian will increase long range penalties by two, and medium range penalties by one. Hatchet: The Hatchet is attached to one of the Mech's arms and does damage equivalent to a kick (1/5 tons of the mech). It weighs 1 ton/15 tons of the mech (or fraction thereof), and takes 1 crit slot for each ton it weighs. MASC: Myomer Accelerator Signal Circuitry (MASC) increases the speed at which a 'Mech can run. When engaged, the player rolls 2d6. On a roll of 3 or higher, the 'Mech can run at double its Walking MP. On a roll of 2, the MASC locks up and the 'Mech is unable to move for the rest of the game. For each additional turn, the player roll the following on 2d6. 2nd turn: 5+ 3rd turn: 7+ 4th turn: 11+ 5th turn: Automatic failure * MASC weighs 1 ton and uses 1 critical slot per 20 tons of the Mech. TAG: Target Acquisition Gear (TAG) is used to provide targeting telemetry for Arrow IV homing missiles and TAG equipped LRM missiles.
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Kitten GM, 419 posts Thu 29 Aug 2013 at 19:46 |
New Weapons Table - Cost do not include Mech Maintenance Modifiers
Ballistic Ammo cost 20,000 per Ton.
LRR may not indirect fire but have no minimum range. LRR Ammo =cost same as LRM Equipment Hoff Double Strength Heat Sinks. Developed on the planet Hoff, the double strength heat sinks make use of an unstable coolant that turns corrosive when exposed to intense heat. This has made their existence a curse to some and boon to others. Pros - Mech warriors love them. The Hoff Heat Sink is a 'zero' tonnage modification that turns a single heat sink into a 'double' strength heat sink that vents twice the heat of a normal heat sink. The combat advantages are obvious. Cons - The heat sink must be 'placed' on the mech. You may not 'hide' it in the Engine. This makes the heat sink vulnerable to combat damage, and potential loss. The Heat Sink is a maintenance nightmare. The coolant must be continuously flushed and replaced to prevent damage to the Heat Sink. After a battle where the heat sink is used to full effect, the heat sink must under go maintenance. The heat sink may be left in place indefinitely, working as a standard heat sink for as long as necessary till maintenance becomes available. Maintenance requires that the heat sink is removed and becomes unavailable for the next battle while is is being serviced. Cost 100,000 cb Endo Steel {Beta} You know what it is, its greatest advantage is half weight Internals, saving you tonnage to be used elsewhere. What's different, This Endo Steel uses 20 critical slots, instead of 14. Cost (5000 cb x Maintenance Modifer) per ton, by auction only. Game Note: A mech either uses Endo Steel for Internals or it does not. If it uses Endo Steel, then obviously the weight gains are noted and the criticals assigned (You may assign these criticals on any vacant critical on the mech). If there is not enough Endo Steel to use for the conversion, or there is not enough Endo Steel for repairs, standard Internals may be used which will reduce the strength of mechs internal structure. For every point of Endo steel that is repaired with standard internals, the mech's internal structure will lose a 1/2 point {rounded up}. No location may be reduced to 'half' its normal value because of this. Keep in mind that this may affect how much armor a mech have in a location (Armor value may not exceed twice internal value) ie. A mech with Endo steel needs four points of internals repaired, and must use standard Internals. The mech's internals have weakened, and is reduced by two points. Ferro-Fibbrous Armor {Beta} You know what it is. The Benefits havent changed. Standard Armor factors are multiplied by 1.12, fractions are rounded down (That's 17.92 af per ton, instead of 16) What's different, This Ferro-Fibbrous Armor uses 20 critical slots, instead of 14. Cost (20000 cb x Maintenance Modifer) per ton, by auction only. Game Note: A mech either uses Ferro-Fibbrous for Armor or it does not. If it uses Ferro-Fibbrous, then the criticals are noted and the AF is gained.
Calculations for X-3 Torso Modules ~ Weapons must be bought and mounted in pairs. ~ Each Ballistic and Missile weapons weight (+.5 ton) and cost (+50% cost to max of +50k)increased by Pseudo CASE. ~ Ammo/Heat sinks purchased and integrated with modules. ~ Final Cost mulitplied by 1.3 Calculations for X-3 Two Hand Weapons ~ Each Ballistic and Missile weapons weight (+.5 ton) and cost (+50% cost to max of +50k)increased by Pseudo CASE. ~ Ammo/Heat sinks purchased and integrated with modules. ~ Final Cost mulitplied by 1.3 Calcucations for X-3 One Hand Weapons ~ Selected weapon may not excede 2 tons ~ Each Ballistic and Missile weapons weight (+.5 ton) and cost (+50% cost to max of +50k)increased by Pseudo CASE. ~ Ammo/Heat sinks purchased and integrated with modules. ~ Final Cost mulitplied by 1.3 This message was last edited by the GM at 20:25, Thu 29 Aug 2013. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Kitten GM, 420 posts Thu 29 Aug 2013 at 19:55 |
Intiative ~ Players roll intiative, if they lose, they must move immediately. If they win, they may wait to the Eridani fire phase to move before firing. Use of Artillary and Daisy Cutters are announced. Movement ~ The Op Force moves all their units Fire Phase ~ All Eridani Units resolve attacks. Units that won intiative and did not move during the intiative Phase may move before resolving Attacks. Op Force resolves after all Eridani's have moved. All damage from Physical attacks are delayed till next turn, and may be prempted if units fall prone. Physical Combat ~ All physical damage resolves. Artillary and Daisy Cutters are resolved. Heat Scales are adjusted Intiative is based on your Physical tn (this tn may be adjusted with the Tactics option). Battlemaster will state what the battles current intiative modifier is. Add this to the target number and thats what you will need to roll to gain intiative. So if your physical tn is 5+, and the current battle states Intiative +2, then you will need to roll a 7+ to gain intiative. Weapon fire is resolved much like battletech. Use your ranged combat tn, and adjust with any relevant options the character may have. Physical Combat Attack Modifiers: Characters Physical stat is the base tn + Movement + Defense Modifier + Target Skill Modifier +0 Charging, Death from Above, and Punching -1 Clubbing and Pushing -2 Kicking Target Skill Modifier +0 If the target has a tn 5+ for Pilot skill +1 for each point lower than 5 -1 for each point higher than 5 Attacks against building are modified with the chart below (which includes the immobile target bonus) -4 tn bonus for Light buildings (01-15 cf) -3 tn bonus for Medium buildings (16-40 cf) -2 tn bonus for Heavy buildings (41-90 cf) +1 tn penalty for Hardened buildings (91+ cf) Normal battletech adjustments are applied along with an adjustment for pilot skill. Compare the attacker and defenders physical levels. Add relevant options (Attack may add bonus from Melee option / Defender may add bonus from Melee OR Hazard option) The tn is -1 for each point of advantage the attacker enjoys. The tn is +1 for each point of disadvantage the attacker suffers. In most cases, it is fair to presume the Op Force Units have a Pilot Skill tn 5+. The Battlemaster will inform you if this is not so. Building Notes There is also a house rule for target a unit in a building with Direct fire ranged weapons (weapons that work with a target computer) or Physical combat (not charge/death from above/ram) to specifically do damage to the unit with out damaging the building. This is done so that if the enemy takes cover in a building you need to protect, you have an option to attack them with out damaging something you are trying to protect. The penalties are ... +1 tn penalty Light +2 tn penalty Medium +3 tn penalty Heavy +6 tn penalty Hardened Vehicle Notes 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
*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. VTOL Notes When travelling through terrain, a Vtol need to be one level higher than the terrain for safe navigation. The only action it may take from level 0 is to elevate up to level 1 to begin flight. Trees are considered level 2 in heght and require a level 3 elevation to be avoided. Vtols that expend any movement are considered to have 'Jump' modifiers for attackers and defenders. VTOL COMBAT VEHICLE HIT LOCATION TABLE 2D6 Roll Front Rear Side 2* Front (critical) Rear (critical) Side (critical) 3 Rotors† Rotors† Rotors† 4 Rotors† Rotors† Rotors† 5 Right Side Left Side Front 6 Front Rear Side 7 Front Rear Side 8 Front Rear Side (critical)* 9 Left Side Right Side Rear 10 Rotors† Rotors† Rotors† 11 Rotors† Rotors† Rotors† 12* Rotors(critical)† Rotors(critical)† Rotors (critical)†*A result of 2 or 12 (or 8 if the attack strikes the side) may inflict a critical hit on the VTOL. For each such attack, apply damage normally to the armor in that section. The attacking player then immediately rolls once on the VTOL Combat Vehicle Critical Hits Table, below. †Damage Value / 10 (round up); see Rotor Hits, p. 197. Roll for possible Motive Damage
Attack Direction Modifier: (for motive damage) Hit from rear +1 Hit from the sides +2 VTOL COMBAT VEHICLE CRITICAL HITS TABLE 2D6 Roll Hit Location Front Side Rear Rotors 2–5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit 6 Co-Pilot Hit Weapon Jam Cargo/Infantry Hit Rotor Damage 7 Weapon Jam Cargo/Infantry Hit Weapon Jam Rotor Damage 8 Stabilizer Stabilizer Stabilizer Rotor Damage 9 Sensors Weapon Destroyed Weapon Destroyed Flight Stabilizer Hit 10 Pilot Hit Engine Hit Sensors Flight Stabilizer Hit 11 Weapon Destroyed Ammunition** Engine Hit Rotors Destroyed 12 Crew Killed Fuel Tank* Fuel Tank* Rotors Destroyed *Only if the VTOL has an ICE engine. For VTOLs with fusion engines, treat this result as Engine Hit. **If the VTOL carries no ammunition, treat this result as Weapon Destroyed. VTOL Combat Vehicle Critical Hit Effects Unless stated otherwise in this section, critical hits against a VTOL are the same as those for ground Combat Vehicles (see p. 192). Co-Pilot Hit: The VTOL’s co-pilot or gunner is injured. For the rest of the game, apply a +1 modifier to all to-hit rolls. Treat a subsequent Co-Pilot Hit as Crew Killed. Engine Damage: If a landed VTOL’s engine takes damage, the unit cannot move for the rest of the game. If a flying VTOL’s engine takes damage over a clear, paved, rough or building hex, make a Driving Skill Roll with a +4 modifier (plus any additional modifiers that might apply) to avoid crashing. If the roll is successful, the VTOL lands in a hex but may not move for the rest of the game. If the roll fails, the VTOL crashes (see Rotor Destruction, at right). If the VTOL takes engine damage while flying over other terrain, it automatically crashes , as per Rotors Destroyed at right. Per standard rules for buildings, if a VTOL is forced to land in a building hex that cannot support the VTOL’s weight, the hex collapses (see Construction Factor and Collapse, pp. 166 and 176 respectively). Fuel Tank: A fuel tank hit causes the VTOL to explode; see VTOL Explosions, p. 198. If the VTOL mounts a fusion engine, treat this result as an Engine Hit. Pilot Hit: The VTOL’s pilot is injured. For the remainder of the game, apply a +2 modifier to all Driving Skill Rolls. In addition, the controlling player must immediately make a successful Driving Skill Roll or the VTOL drops one elevation. The drop may cause the vehicle to crash. Treat a subsequent Pilot Hit as Crew Killed. Rotor Damage: Damage to the rotors slows down the VTOL. Each critical hit reduces the VTOL’s Cruising MP by an additional 1, meaning that the controlling player must also recalculate Flank MP (multiply the new Cruising MP by 1.5, rounding up). This results in a loss of 2 MP, one for the critical hit and one for the actual rotor damage. (see VTOL Combat Vehicle Hit Location Table, p. 196) Rotors Destroyed: If a VTOL’s rotor is destroyed in flight, the unit crashes in its current hex and takes 1 point of falling damage for every 10 tons that it weighs (rounding up), times the number of levels plus 1 that it fell. VTOL vehicles falling into wooded hexes plunge to the ground, not to the treetops. If the VTOL falls into a water hex, it is destroyed. Divide the damage into 5-point Damage Value groupings and determine a hit location for each grouping. Use the appropriate column of the VTOL Combat Vehicle Hit Location Table as specified by the Facing After a Fall Table in Ground Movement, p. 68. Re-roll any hits to the rotor. Falling damage takes effect simultaneously with all other damage in the phase. A VTOL with a destroyed rotor cannot move and is considered an immobile target. Flight Stabilizer: The VTOL suffers damage to its flight stabilizer, making it diffi cult to turn steadily or fl y straight. The VTOL may move no faster than Cruising speed for the remainder of the game; also apply a +3 modifi er to all Driving Skill Rolls. Finally, apply a +1 to-hit modifi er to all attacks. Additional critical hits to the fl ight stabilizers have no further eff ect. Bomb Runs target a hex the Vtol does a highspeed {Max Straight (no turns) Flank} fly over. Dropping them on target while flying at level 4 is considerd a Mental Skill modified by movement (+3). +1 if they are flying above level 4, and -1 if they are flying below level 4. While making a Bomb run, the Vtol is subject to counter fire from ground targets. Units with a weapon range of 6 or greater may fire at the Vtol. The Vtol's movement +6 Vtol Defense modifier +1 if the attacker is over level 4 -1 if the attacker is below level 4 -4 if the attacker is the target area of the bomb run. Attacks in the target area resolve against the 'front' of the Vtol Attacks no in the target area resolve against the 'side' of the Vtol Munition Notes Fragmentation Missiles: Fragmentation Missiles are specificaly made to combat infantry and will explode with the intent to shower an area with shrapnel. Infantry take 'double' damage from Fragmentation missiles. Other targets take half damage. Incendiary Missiles: Milder versions of Inferno Missiles. Five points 'damage' of Incendiary Missiles are required to duplicate the Inferno's effects against Buildings, Infantry, and Conventional vehicles. Two points of 'damage' will generate one point of heat against a Mech. Incendiary Missiles are as volitile as Inferno missiles and use the same Ammo Explosion Tables. Infernos SRMs: (Auction only Ammo) Infernos deliver no standard Damage Value. Instead, depending on the target unit type, they deliver heat or automatic chances for critical damage, or they automatically eliminate troopers. Building Hexes: For every missile that strikes a building hex (not a unit inside it; see Attacking Buildings, p. 171, in the Buildings section), roll 1D6 for each unit occupying that hex (regardless of what level the units occupy). On a result of 1–4, the missile has no effect against that unit. On a result of 5–6, the missile strikes the unit, with the following rules applying for each unit type. Each missile that strikes a building hex inflicts 2 points of damage to the hex. Woods: Every missile that strikes a woods hex inflicts 4 points of damage to the hex. ’Mechs, Aerospace Fighters, and Small Crafts: For every missile that strikes the target, increase the unit’s heat level by 2 points during the Heat Phase of the turn in which the infernos hit. {To a maximum of 10 heat. Excess heat is applied the following turn(s)} Infantry: Every missile that strikes a conventional infantry unit automatically eliminates three troopers. After all inferno attacks against an infantry unit have been resolved, add together the total number of inferno missiles that struck the target and then determine how many troopers were eliminated. For example, if two separate SRM attacks utilizing inferno missiles result in a total of five missiles striking a conventional infantry platoon, 15 troopers would be eliminated. Vehicles: Every missile that strikes the target automatically causes a roll on the appropriate column of the appropriate unit’s Critical Hits Table, corresponding to the location hit, with the following modifiers to the dice roll result: –2 for Combat Vehicles; no modifier for Support Vehicles (unless the Support Vehicle has the Armor Chassis and Controls modification and a BAR of 10, in which case it is treated as a Combat Vehicle). Even though no armor damage is inflicted, normal location rolls are also made for each missile hit to for potential motive damage or extra criticals. Tracking Heat: ’Mechs, aerospace fighters, and small craft that carry infernos must make an additional set of Heat Scale Avoid Rolls to determine whether or not the inferno ammo explodes per the Inferno Ammo Explosion Table. The inferno Avoid Rolls at 19, 23 and 28 heat points must be made in addition to the normal Avoid Rolls required at these heat levels. If the inferno ammo explodes, it inflicts 2 heat per missile to the carrying unit, to a maximum of 30 heat, along with the standard damage from an SRM explosion. Swarm Missiles: (Auction only Ammo) Swarm Missiles attack all units (friendly or enemy) in a targeted hex as well as the hexes adjacent to it. Thunder Missiles: (Auction only Ammo) Thunder Missiles sow minefields on a target hex. The damage inflicted is comparable to the size of the Missile Salvo. Thunder minefields remain active throughout the duration of the game, unless cleared. Artillary / Indirect fire Spotter... If the spotter is equipped with Target Acquisition Gear for spotting they just need to paint the target. Else they're making a Mental Skill check. +1 If spotter is Walking/Cruise speed +2 If spotter is Running/Flank speed +3 If spotter is Jumping/VTOL +x normal penalties for intervening terrain. +1 If they are engaging in normal combat (Artillary is considered Secondary Target) -4 Bonus if it is an immobilie target, like a building/fortification Artillary shifts one hex for each point the spotter fails the roll by. Indirect Fire Automatically misses. Once spotting roll is made... Artillary and TAG LRMs drops on target with a tn 4+ (Scatters one hex for each point failed) Standard LRMs require a Mental Base check modified by movement, and range, but nt intervening terrain. Rule in question: Regarding the use of level one terrain (hills, buildings, etc) for partial cover. Rule defined for the campaign: There is no Def modifier for Partial cover. The level one terrain simply covers your legs. Roll on normal damage tables, and any damage to your legs take, that passes through your level one cover, will never land because they are behind the cover. Reasoning: If your mech is behind cover, they cant see your legs. They shouldnt get hit. If they come up as a location, then the cover takes the damage instead (if it's a building this can be important). This is the plain and simple resolution that makes sense to me. It should not be six times easier to draw a hit on the head, simply because you cant see the mechs feet. That makes no sense to me. If youre going to negate damage because of hit location, the attackers damage is already being penalized and reduced. They shouldnt be a +3 bonus to Def Modifier as well. They CAN suffer a penalty though. If they're wading through level one water, they're easier to hit because the water makes manuvering more difficult. Rule in question: What happens to the mech warrior when they take damage. Rule defined for the campaign: The standard mechwarrior damage rules are NOT in effect. There is no consciousness check. Instead each time the pilot takes damage, 2d6 is rolled and they take a 2nl wound. A body location that takes 2nl damage becomes a L wound. Any penalties that they take because of this will affect their ranged rolls (gunnery numbers) and physical rolls (pilot checks, intiative checks) Reasoning: It makes no sense to me that a mechwarrior could take 4 points of damage from falling, and getting whacked in his mechs head, be near dying and still function perfectly fine with no detrimental effect on his skill. This introduces the effect of the mechwarrior getting battered and beaten up in the mech, and his ability suffering because of it. (This is the logical reason) It also helps keep pilots alive, and able to participate in a fight quicker. Pilots under the original rules are dead after 6 hits... no ifs and butts about it. Under the rules in play, the average mechwarrior, can sustain as much as twice the damage and not end up in a body bag. In a campaign game with player characters, this is a good thing. 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Kitten GM, 421 posts Thu 29 Aug 2013 at 20:00 |
Conventional Units may only use ICE engines.
This message was last edited by the GM at 21:34, Tue 17 Feb 2015. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Kitten GM, 438 posts Thu 12 Sep 2013 at 14:12 |
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Kitten GM, 1000 posts Wed 20 Nov 2013 at 21:39 |
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Kitten GM, 1271 posts Mon 9 Dec 2013 at 19:06 |
A Standard Mine field, will have an assortment of explosives set to trigger as units pass over them. A mech that travels through them rolls a d10. If they roll equal to or less than the number of hexes they travel through, they trigger a mine and take 5 points of damage. A mech will take this damage on kick charts. Vehicles will take this damage on front charts, and are subject to an automatic possible Motive Critical check. Adjustments Moving more than 10 hexs through a minefield will trigger a mine,and a roll is made to see if a second one is triggered (Hexes traveled -10 for second check) Jumping through a minefield, is counted as 'one' hex moved through. (the one you land in) A Beagle Probe operating at Full (10 heat) Targeting mode will make detection/avoidance of mines possible. A beagle probe will reduce the dice roll by one for a unit that moves at a Flank/Run. A beagle probe will reduce the dice roll by two for a unit that moves at a cruise/walk. A Beagle Probe operating at Partial (5 heat) Targeting mode will make detection/avoidance of mines possible. A beagle probe will reduce the dice roll by one for a unit that moves at a cruise/walk. There may be adjustments to the mechanics of the above based on the individual characteristics of the minefield. | |||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Kitten GM, 5530 posts Thu 5 Feb 2015 at 01:51 |
Punch Locations
Kick Hit Locations
This message was last edited by the GM at 01:59, Thu 05 Feb 2015. |
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