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Reference Information.

Posted by Comstar AdeptFor group 0
Comstar Adept
GM, 156 posts
-1 BM Handicap
Thu 5 Feb 2015
at 13:22
  • msg #1

Reference Information

Hit Locations


For Mechs:
Standard Location

Roll 2d6Front/RearRightLeft
2Center Torso (crit check)Right Torso (crit check)Left Torso (crit check)
3Right ArmRight LegLeft Leg
4Right ArmRight ArmLeft Arm
5Right LegRight ArmLeft Arm
6Right TorsoRight LegLeft Leg
7Center TorsoRight TorsoLeft Torso
8Left TorsoCenter TorsoCenter Torso
9Left LegLeft TorsoRight Torso
10Left ArmLeft ArmRight Arm
11Left ArmLeft LegRight Leg
12HeadHeadHead





Punch Locations

Roll d6Front/RearRightLeft
1Left ArmRight TorsoLeft Torso
2Left TorsoRight TorsoLeft Torso
3Center TorsoCenter TorsoCenter Torso
4Right TorsoRight ArmLeft Arm
5Right ArmRight ArmLeft Arm
6HeadHeadHead





Kick Hit Locations

Roll 6Front/RearRightLeft
1-3Right LegRight LegLeft Leg
4-6Left LegRight LegLeft Leg





Critical Check

Roll 2d6Possible Critical Result
1-7No Critical
8-9One Critical
10-11Two Criticals
12Three Criticals or Limb Blown Off







For Conventional Tracked/Wheel/Hover Units:
Standard Location

Roll 2d6FrontRearSide
2Front (critical)Rear (critical)Side (critical)
3Front (Motive)Rear (Motive)Side (Motive)
4Front (Motive)Rear (Motive)Side (Motive)
5Right Side (Motive)Left Side (Motive)Front (Motive)
6FrontRearSide
7FrontRearSide
8FrontRearSide (critical)
9Left Side (Motive)Right Side (Motive)Rear (Motive)
10TurretTurretTurret
11TurretTurretTurret
12Turret (Critical)Turret (Critical)Turret (Critical)





Motive Damage Check

Attack Direction Modifier
Hit from Front +0 ~ Rear +1 ~ Sides +2

Vehicle Type Modifier
Tracked +0 ~ Wheeled +2 ~ Hover +3

Roll 2d6DamageMovement ModifierDriving Skill Modifier
2-5No EffectNo EffectNo Effect
6-7Minor DamageNo Effect+1 penalty all Drive Skills
8-9Moderate DamageCruising -1 MP+2 penalty all Drive Skills
10-11Heavy DamageCruising -1/2 (Starting) MP (Rounded)+3 penalty all Drive Skills
12Major DamageNo Movement for rest of the GameVehicle is Immobile, and no longer active after current turn.
6HeadHeadHead





Vehicle Critical Hits

Footnote: 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.

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.


Ground 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 Hit Locations:
Footnote:  Damage to rotors = Normal Damage/10 (rounded up), and check for Motive Damage.

Roll 2d6FrontRearSide
2Front (critical)Rear (critical)Side (critical)
3Rotors (Motive)Rotors (Motive)Rotors (Motive)
4Rotors (Motive)Rotors (Motive)Rotors (Motive)
5Right SideLeft SideFront
6FrontRearSide
7FrontRearSide
8FrontRearSide (critical)
9Left SideRight SideRear
10Rotors (Motive)Rotors (Motive)Rotors (Motive)
11Rotors (Motive)Rotors (Motive)Rotors (Motive)
12Rotors (Critical)Rotors (Critical)Rotors (Critical)





Motive Damage Check

Attack Direction Modifier
Hit from Front +0 ~ Rear +1 ~ Sides +2

RollEffectMovement ModifierModifer
2No effectNo effectNo effect
3–4Minor damageNo effect+2 mod. to All Physical Rolls
5–6Moderate damage–1 Cruise MP+3 mod. to All Physical Rolls
7–8 Heavy damageOnly half Cruising MP (round fractions up)
2nd Heavy Damage becomes Serious damage.
+4 mod. to All Physical Rolls
9-10Serious damageRotor's can no longer support the VTOL.
Make Ejection Rolls
+1 penalty to Eject Roll
11 Major damageRotor's can no longer support the VTOL.
Make Ejection Rolls
+2 penalty to Eject Roll
12 Critical damageRotor's can no longer support the VTOL.
Make Ejection Rolls
+3 penalty to Eject Roll
13+ Epic FailureRotor's can no longer support the VTOL.
Make Ejection Rolls
+4 penalty to Eject Roll





Roll 2d6FrontSideRearRotors
2-5No Critical HitNo Critical HitNo Critical Hit No Critical Hit 
6Co-Pilot HitWeapon JamCargo/Infantry hitRotor Damage
7Weapon JamCargo/Infantry hitWeapon JamRotor Damage
8StabilizerStabilizerStabilizerRotor Damage
9SensorsWeapon DestroyedWeapon DestroyedFlight Stabilizer hit
10Pilot HitEngine HitSensorsFlight Stabilizer hit
11Weapon DestroyedAmmunitionEngine HitRotors Destroyed
12Crew KilledFuel TankFuel TankRotors 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.

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 difficult 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 modifier to all Driving Skill Rolls. Finally, apply a +1 to-hit modifier to all attacks. Additional critical hits to the flight stabilizers have no further effect.

This message was last edited by the GM at 15:11, Sun 21 June 2015.
Comstar Adept
GM, 157 posts
-1 BM Handicap
Thu 5 Feb 2015
at 18:45
  • msg #2

Reference Information

* * * Weapons * * *


Ballistic:
Ballistic Weapons - Cost do not include Mech Maintenance Modifiers

Balistic Weapons Table
Weapon
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
Autocannon/20
7
20
--
1-3
4-6
7-9
10-12
14
10
5
300,000
tn 10+
Autocannon/12
4
12
--
1-3
4-6
7-9
10-12
8
6
8
240,000
tn 13+
Autocannon/10
3
10
--
1-5
6-10
11-15
16-20
12
7
10
200,000
tn 9+
Autocannon/ 6
1
6
--
1-4
5-8
9-12
13-16
3.5
2
16
65,000
tn 9+
Autocannon/ 5
1
5
3
1-6
7-12
13-18
19-24
8
4
20
125,000
tn 8+
Autocannon/ 2
1
2
4
1-8
9-16
17-24
25-32
6
1
50
75,000
tn 7+
Autocannon/ 2 (Light)
1
2
--
1-3
4-6
7-9
10-12
0.5
1
32
30,000
tn 9+
LBX Autocannons
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
Autocannon/20
6
20
--
1-4
5-8
9-12
13-16
14
11
5
600,000
tn 16+
Autocannon/10
2
10
--
1-6
7-12
13-18
19-24
11
6
10
400,000
tn 13+
Autocannon/ 5
1
5
3
1-7
8-14
15-21
22-28
8
5
20
250,000
tn 12+
Autocannon/ 2
1
2
4
1-9
10-18
19-27
28-36
6
1
50
150,000
tn 11+
Fast Auto Canons
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
Autocannon/20 Ultra
7
20
--
1-3
4-7
8-10
11-12
15
10
5
450,000
tn 15+
Autocannon/10 Ultra
3
10
--
1-6
7-12
13-18
19-24
13
7
10
320,000
tn 13+
Autocannon/ 5 Ultra
1
5
2
1-6
7-13
14-20
21-25
9
5
20
200,000
tn 11+
Autocannon/ 5 Rapid
1
5
--
1-3
4-6
7-9
10-12
3.0
2
20
100,000
tn 10+
Autocannon/ 2
1
2
3
1-8
9-17
18-25
26-32
7
3
50
120,000
tn 11+
Autocannon/ 2 Rapid
1
2
--
1-3
4-6
7-9
10-12
1
1
50
60,000
tn 9+
Standard
--
--
--
--
--
--
--
--
--
Repair Pool 1:2
10,000
tn 6+ (up to 3t)
LBX
--
--
--
--
--
--
--
--
--
Repair Pool 1:1
20,000
tn 8+ (up to 1t)
Armor Piercing
--
--
--
--
--
--
--
--
--
Repair Pool 2:1
40,000
tn 10+(up to 1t)
Cluster
--
--
--
--
--
--
--
--
--
Repair Pool 3:2
30,000
tn 9+ (up to 1t)
Precision
--
--
--
--
--
--
--
--
--
Repair Pool 3:1
60,000
tn 12+(up to.5t)
White Phosphorous
--
--
--
--
--
--
--
--
--
Repair Pool 3:2
30,000
tn 9+ (up to 1t)
Weapon
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
Gauss Rifle
1
15
2
1-7
8-15
16-22
23-28
15
7
8
300,000
tn 14+
Light Gauss Rifle
1
8
3
1-8
9-17
18-25
26-32
12
5
16
270,000
tn 13+
Standard
--
--
--
--
--
--
--
--
--
Repair Pool 2:1
30,000
tn 10+(up to 1t)
Machine Gun
0
2
--
1
2
3
4
0.5
1
200
5,000
2,000
* Anti Missile System
0
2
--
--
1
2
3
0.5
1
200
100,000
2,000


* Anti Missile System now uses 10d6 Ammmo to shoot down 2d6 Missiles.





Energy:
Energy Weapons - Cost do not include Mech Maintenance Modifiers

Energy Weapons Table
Weapon
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
PPC
10
10
3
1-6
7-12
13-18
19-24
7
3
--
200,000
tn 9+
Large Laser
8
8
--
1-5
6-10
11-15
16-20
5
2
--
100,000
tn 8+
Medium Laser
3
5
--
1-3
4-6
7-9
10-12
1
1
--
40,000
tn 7+
Small Laser
1
3
--
1
2
3
4
0.5
1
--
15,000
tn 7+
Flamer
3
2
--
1
2
3
4
1
1
--
10,000
tn 7+
ER Weapons
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
ER PPC
15
10
--
1-7
8-14
15-23
24-30
7
3
--
300,000
tn 12+
ER Large Laser
12
8
--
1-7
8-14
15-19
20-24
5
2
--
200,000
tn 11+
ER Medium Laser
5
5
--
1-4
5-8
9-12
13-16
1
1
--
160,000
tn 13+
ER Small Laser
2
3
--
1-2
3-4
5
6
0.5
1
--
20,000
tn 11+
Pulse Weapons
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
Large Pulse Laser
10
9
--
1-3
4-7
8-10
11-13
7
2
--
175,000
tn 10+
Medium Pulse Laser
4
6
--
1-2
3-4
5-6
7-8
2
1
--
60,000
tn 9+
Small Pulse Laser
2
3
--
1
2
3
4
1
1
--
20,000
tn 9+
Light Weapons
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
Light PPC
14
10
4
1-5
6-10
11-15
16-20
3.5
6
--
300,000
tn 13+
Light Large Laser
12
8
--
1-4
5-8
9-12
13-16
2.5
4
--
150,000
tn 12+
Light Medium Laser
5
5
--
1-2
3-4
5-6
7-8
0.5
2
--
60,000
tn 11+
Targeting Acquisition
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
TAG
0
0
-
1-5
6-9
10-15
16-19
1
1
--
50,000
tn 9+
Light TAG
0
0
--
1-3
4-6
7-9
10-12
0.5
1
--
20,000
tn 9+





Electronics:
Electronics - Cost do not include Mech Maintenance Modifiers

Electronics Table
Equipment
Passive Heat
Partial Heat
Active Heat
Area of Effect
Tech Skill
Tons
Critical slots
Cost
Availability
Beagle Probe
0
5
10
4
4
1.5
2
200,000
tn 11+
Raven Probe
0
5
10
4
4
3.75
2
60,000
tn 9+
Guardian Suite
0
6
10
4
4
1.5
2
200,000
tn 11+
Raven ECM Suite
0
5
10
4
4
3.75
2
60,000
tn 9+
Target Computer
0
-
-
-
3
0.5
1
30,000
tn 11+
Skirmish Computer
0
-
-
-
3
0.5
1
20,000
tn 11+
Sniper Computer
0
-
-
-
3
0.5
1
20,000
tn 11+
Plug Suit
0
-
-
-
3
1
1 per weight class
50,000
tn 15+
(or 11+)
BEAS {1 arm}
0
-
-
-
2
Mech/25
1 + 1 per weight class
Mech x 1000
tn 11+
(or 13+)
BEAS {2 legs}
0
-
-
-
2
Mech/25
1 + (1 per weight class)
Mech x 3000
tn 12+
(or 14+)





Melee Weapons:
Melee Weapons - Cost do not include Mech Maintenance Modifiers

Electronics Table
Melee Weapon
Attack Modifier
Punch Modifier
Damage
* Tons
Critical slots
Cost
Availability
Hatchet
-1 Bonus
+3 Penalty
Mech/5
Mech/15 (round up)
Mech/15 (round up)
5,000 per ton
tn 7+
Sword
-2 Bonus
+2 Penalty
1+(Mech/10)
Mech/20 (round up)
Mech/15 (round up)
10,000 per ton
tn 8+
Claymore
-2 Bonus
+2 Penalty
1+(Mech/5)
Mech/15 (round up)
Mech/30 (round up)
Each Arm
10,000 per ton
tn 9+


* Round Melee Weapon Weight up, to the nearest 1/2 Ton.

This message was last edited by the GM at 16:48, Thu 19 Feb 2015.
Comstar Adept
GM, 158 posts
-1 BM Handicap
Fri 6 Feb 2015
at 00:33
  • msg #3

Re: Reference Information

Missiles:
Number of Missiles Fired
Die Roll 2D6 2 3 4 5 6 9 10 12 15 20
2 1 1 1 1 2 3 3 4 5 6
3 1 1 2 2 2 3 3 4 5 6
4 1 1 2 2 3 4 4 5 6 9
5 1 2 2 3 3 5 6 8 9 12
6 1 2 2 3 4 5 6 8 9 12
7 1 2 3 3 4 5 6 8 9 12
8 2 2 3 3 4 5 6 8 9 12
9 2 2 3 4 5 7 8 10 12 16
10 2 3 3 4 5 7 8 10 12 16
11 2 3 4 5 6 9 10 12 15 20
12 2 3 4 5 6 9 10 12 15 20


Fractional Tonnage
LRM  1.00t = 120 missiles / 0.50t = 45 Missiles / 0.25t = 20 Missiles
SRM  1.00t = 100 missiles / 0.50t = 40 Missiles / 0.25t = 16 Missiles




Missile Weapons - Cost do not include Mech Maintenance Modifiers
Missile Weapons Table
Long Range Missiles
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
LRM- 4
2
1/missile
6
1-7
8-14
15-21
22-28
1.5
1
30
30,000
tn 9+
LRM- 5
2
1/missile
6
1-7
8-14
15-21
22-28
2
1
24
30,000
tn 7+
LRM- 6
3
1/missile
6
1-7
8-14
15-21
22-28
2
2
20
35,000
tn 9+
LRM-10
4
1/missile
6
1-7
8-14
15-21
22-28
5
2
12
100,000
tn 8+
LRM-15
5
1/missile
6
1-7
8-14
15-21
22-28
7
3
8
175,000
tn 9+
LRM-20
6
1/missile
6
1-7
8-14
15-21
22-28
10
5
6
200,000
tn 10+
Artemis IV FCS
--
--
--
--
--
--
--
1
1
--
120,000
--
Standard
--
--
--
--
--
--
--
--
--
Repair Pool 1:1
30,000
tn 6+ (up to 3t)
Bombard
--
--
--
--
--
--
--
--
--
Repair Pool 1:1
30,000
tn 6+ (Up to 2t)
Artemis
--
--
--
--
--
--
--
--
--
Repair Pool 3:2
45,000
tn 8+ (Up to 1tn)
Hawkeye (Tag) LRM Munitions
--
--
--
--
--
--
--
--
--
Repair Pool 2:1
60,000
tn 11+(Up to 1tn)
Swarm LRM Munitions
--
--
--
--
--
--
--
--
--
Repair Pool 2:1
60,000
tn 11+(Up to 1tn)
Thunder LRM Munitions
--
--
--
--
--
--
--
--
--
Repair Pool 2:1
60,000
tn 11+(Up to 1tn)



Long Range Rockets
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
LRR- 4
2
1/missile
--
1-5
6-10
11-15
16-20
1.5
1
30
30,000
tn 10+
LRR- 5
2
1/missile
--
1-5
6-10
11-15
16-20
2
1
24
30,000
tn 9+
LRR- 6
3
1/missile
--
1-5
6-10
11-15
16-20
2
2
20
35,000
tn 10+
LRR-10
4
1/missile
--
1-5
6-10
11-15
16-20
5
2
12
100,000
tn 10+
LRR-15
5
1/missile
--
1-5
6-10
11-15
16-20
7
3
8
175,000
tn 11
LRR-20
6
1/missile
--
1-5
6-10
11-15
16-20
10
5
6
200,000
tn 12+
Artemis IV FCS
--
--
--
--
--
--
1
1
--
120,000
tn 10+
Standard
--
--
--
--
--
--
--
--
--
Repair Pool 1:1
30,000
tn 6+ (up to 3t)
Streak LRR
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
Streak LRR- 4
2
1/missile
--
1-5
6-10
11-15
16-20
2.25
1
30
60,000
tn 12+
Streak LRR- 5
2
1/missile
--
1-5
6-10
11-15
16-20
3
2
24
60,000
tn 11+
Streak LRR- 6
3
1/missile
--
1-5
6-10
11-15
16-20
3
2
20
70,000
tn 12+
Standard
--
--
--
--
--
--
--
--
--
Repair Pool 3:1
60,000
tn 8+(up to.75t)



Short Range Missiles
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
SRM-2
2
2/missile
--
1-3
4-6
7-9
10-12
1
1
50
10,000
tn 7+
SRM-4
3
2/missile
--
1-3
4-6
7-9
10-12
2
1
25
60,000
tn 7+
SRM-5
4
2/missile
--
1-3
4-6
7-9
10-12
2
2
20
70,000
tn 9+
SRM-6
4
2/missile
--
1-3
4-6
7-9
10-12
3
2
15
80,000
tn 8+
Artemis IV FCS
--
--
--
--
--
--
1
1
--
120,000
tn 10+
Standard
--
--
--
--
--
--
--
--
--
Repair Pool 1:1
30,000
tn 6+ (up to 3t)
Artemis SRM Munitions
--
--
--
--
--
--
--
--
--
Repair Pool 3:2
45,000
tn 8+ (up to 1t)
Fragmentation SRM Munitions
--
--
--
--
--
--
--
--
--
Repair Pool 3:2
45,000
tn 8+ (up to 1t)
Incendiary SRM Munitions
--
--
--
--
--
--
--
--
--
Repair Pool 1:1
30,000
tn 8+ (up to 1t)
Streak SRMs
Heat
Damage
Min Range
Short
Medium
Long
Extreme
Tons
Critical slots
Ammo per ton
Cost
Availability
Streak SRM-2
2
2/missile
--
1-3
4-6
7-9
10-12
1.5
1
50
15,000
tn 9+
Streak SRM-4
3
2/missile
--
1-3
4-6
7-9
10-12
3.0
1
25
90,000
tn 11+
Streak SRM-5
4
2/missile
--
1-3
4-6
7-9
10-12
3.0
2
15
105,000
tn 12+
Streak SRM-6
4
2/missile
--
1-3
4-6
7-9
10-12
4.5
2
15
120,000
tn 12+
Standard
--
--
--
--
--
--
--
--
--
Repair Pool 2:1
60,000
tn 8+ (up to 1.5t)
Incendiary
--
--
--
--
--
--
--
--
--
Repair Pool 3:1
60,000
tn 8+ (up to 0.5t)





This message was last edited by the GM at 15:32, Fri 06 Feb 2015.
Comstar Adept
GM, 159 posts
-1 BM Handicap
Fri 6 Feb 2015
at 18:12
  • msg #4

Re: Reference Information

Campaign turn phases...

Turn Phases
Initiative ~ Players roll initiative, if they lose, they must move immediately.
If they win, they may wait to for the Merc fire phase to move before firing.
Use of Indirect Fire Support and Partial/Active for Probe/ECM is announced

Movement ~ The Op Force moves all their units

Fire Phase ~ All Merc Units resolve attacks.  Mercs that won initiative and did not move during the initiative Phase may move before resolving Attacks.  Op Force resolves after all Mercs have moved.  All damage from Physical attacks are delayed till Physical Combat Phase, and may be prempted if units fall prone.

Indirect Fire Damage ~ Damage from Indirect Fire Resolved.

Physical Combat ~ All physical damage resolves. Heat Scales are adjusted.
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