Turn Phases
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
* * * Ground Combat Vehicle Critical Hits Table from Total Warfare, p194 * * * |
---|
2d6 Roll | Front | Side | Rear | Turret |
---|
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.
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
Roll | Effect | Movement Modifier | Modifer |
---|
2 | No effect | No effect | No effect |
3–4 | Minor damage | No effect | +2 mod. to All Physical Rolls |
5–6 | Moderate damage | –1 Cruise MP | +3 mod. to All Physical Rolls |
7–8 | Heavy damage | Only half Cruising MP (round fractions up)
2nd Heavy Damage becomes Serious damage. | +4 mod. to All Physical Rolls |
9-10 | Serious damage | Rotor's can no longer support the VTOL.
Make Ejection Rolls | +1 penalty to Eject Roll |
11 | Major damage | Rotor's can no longer support the VTOL.
Make Ejection Rolls | +2 penalty to Eject Roll |
12 | Critical damage | Rotor's can no longer support the VTOL.
Make Ejection Rolls | +3 penalty to Eject Roll |
13+ | Epic Failure | Rotor's can no longer support the VTOL.
Make Ejection Rolls | +4 penalty to Eject Roll |
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.
This message was last edited by the GM at 18:43, Thu 05 Feb 2015.