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AGOAC Reference Card 7th Printing

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0% found this document useful (0 votes)
14 views

AGOAC Reference Card 7th Printing

Uploaded by

dmorcillo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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ATTACK MODIFIERS TABLE (PP.

19-20)
Modifier Modifier
Gunnery Skill Base Target Number Heat [Heat Modifier (GATOR)]
Attacker Movement Modifier (GATOR) 0–7 None
Movement 8–12 +1
Stationary [White Movement Die, number 6 13–16 +2
None
showing] 17–23 +3
Walked [White Movement Die] +1 24+ +4
Ran [Black Movement Die] +2 Target [Multiple Targets Modifier (GATOR)]
Jumped [Red Movement Die] +3 Secondary target in forward arc +1
Prone +2 Secondary target in side or rear arc +2
Target Movement Modifier (GATOR) Specialized Attacks (GATOR)
Hexes Moved (highest applicable modifier only) Making Indirect Fire attack +1 (+2 instead if the spotter also attacked this turn)
Moved 0–2 hexes 0 Spotting for Indirect Fire +1
Moved 3–4 hexes +1 Terrain Modifiers (GATOR) (modifiers are cumulative)
Moved 5–6 hexes +2 +1 per intervening hex;
Light Woods
Moved 7–9 hexes +3 +1 if target in light woods
Moved 10–17 hexes +4 +2 per intervening hex;
Heavy Woods
+2 if target in heavy woods
Moved 18–24 hexes +5
Water
Moved 25+ hexes +6
Depth 1 +1; see Partial Cover Modifier, p. 17
Other Movement (cumulative, including with Hexes Moved)
Jumped +1 Underwater ’Mechs cannot target units that are not
Depth 2
underwater
Immobile –4
Partial Cover +1; see Partial Cover Modifier, p. 17
Prone –2 from adjacent hex; +1 from all others
Range Modifier (GATOR)
Attacker
Range
’Mech Damage [Damage Modifier (GATOR)]
Short None
Sensor hit +2
Medium +2
+4 for weapons in arm,
Shoulder hit Long +4
disregard other damaged actuators in arm
Minimum range [Minimum] – [Target Range] +1
Upper or lower arm actuator hit (each) +1 for weapons in arm
(see Minimum Range Modifier, p. 18)

ATTACK MODIFIERS TABLE (P. 20) HIT LOCATION TABLE (P. 23)

Physical Attacks Only Modifier Roll (2D6) Left Side Front/Rear Right Side
Attacker
Center Torso
’Mech Damage [Damage Modifier (GATOR)] 2* Left Torso [critical] Right Torso [critical]
[critical]
No punch or physical weapon attacks with arm; no club attacks; +2 to
Shoulder hit
push attacks (each) 3 Left Leg Right Arm Right Leg
+2 to punch and physical weapon attacks with arm; half damage for 4 Left Arm Right Arm Right Arm
Upper or lower arm actuator hit (each)
punch attacks with arm; +2 to club attacks
+1 to punch attacks with arm; no club attacks; no physical weapon
5 Left Arm Right Leg Right Arm
Hand actuator hit
attack with arm 6 Left Leg Right Torso Right Leg
Hip actuator hit No kick attacks
7 Left Torso Center Torso Right Torso
Upper or lower leg actuator hit (each) +2 and half damage to all kick attacks
Foot actuator hit +1 to all kick attacks 8 Center Torso Left Torso Center Torso
Other Modifiers 9 Right Torso Left Leg Left Torso
Charging attack Modify for relative Piloting Skills (see Comparative Modifier, p. 25)
10 Right Arm Left Arm Left Arm
Death from above attack Modify for relative Piloting Skills (see Comparative Modifier, p. 25)
11 Right Leg Left Arm Left Leg
CLUSTER HITS TABLE (P. 23)
12 Head Head Head
Roll Weapon Size
*A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the
(2D6) 2 4 5 6 10 15 20 normal manner, but the attacking player also rolls once on the Determining Critical Hits
2 1 1 1 2 3 5 6 Table, p. 31.
3 1 2 2 2 3 5 6
4 1 2 2 3 4 6 9
DETERMINING CRITICAL
5 1 2 3 3 6 9 12
HITS TABLE (P. 31)
6 1 2 3 4 6 9 12
7 1 3 3 4 6 9 12 Roll (2D6) Effect
8 2 3 3 4 6 9 12 2–7 No Critical Hit
9 2 3 4 5 8 12 16 8–9 Roll 1 Critical Hit
10 2 3 4 5 8 12 16 10–11 Roll 2 Critical Hits
11 2 4 5 6 10 15 20 12 Head or Limb Blown Off / Roll 3 Critical Hits*
12 2 4 5 6 10 15 20 *Roll 3 critical hits if the attack strikes a torso location.
MOVEMENT COSTS TABLE (P. 10) PILOTING SKILL ROLL TABLE (P. 41)

Movement Action/Terrain Type MP Cost Per Hex/Terrain Cost Piloting Skill Roll Cause of PSR Modifier
Cost to Enter Any Hex 1 — Damage to ’Mech
Terrain Cost When Entering Any New Hex ’Mech takes 20+ damage points in one phase +1
Clear +0 — Involuntary fusion reactor shutdown +31
Paved/Bridge +0 — Leg/foot actuator destroyed +1
Road +0* — Hip actuator destroyed +22
Rough +1 — Gyro hit +3
Light woods +1 — Gyro destroyed Automatic fall3
Leg destroyed Automatic fall4
Heavy woods +2 —
Physical Attacks Against ’Mech
Water
’Mech was kicked 0
Depth 1 +1** (Level change MP cost not included) –1
’Mech was pushed 0
Depth 2 +3** (Level change MP cost not included) +0
’Mech was successfully
Depth 3+ +3** (Level change MP cost not included) +1 +2
charged/hit by death from above
Level change (up or down) ’Mech’s Actions
1 level +1 — Missed kick 0
2 levels +2 — Made a successful charging attack +2
Rubble +1 +0 Made a successful death from above attack +45
Additional Movement Actions Entered Depth 1 water hex –1
Facing change 1/hexside — Entered Depth 2 water hex 0
Dropping to the ground 1 — Entered Depth 3+ water hex +1
Standing up 2/attempt +0 Attempted to stand 0
* If traveling along road; otherwise cost of underlying terrain. Entered rubble hex 0
** MP cost to move along the bottom of the water hex. Jumped with damaged gyro
per Preexisting Damage, below
or leg/foot/hip actuators
Jumped with destroyed leg per Preexisting Damage, below
PUNCH LOCATION TABLE (P. 28)
Ran with damaged hip or gyro per Preexisting Damage, below
Special Cases6 Modifier
Roll (1D6) Left Side Front/Rear Right Side
MechWarrior trying to avoid damage
1 Left Torso Left Arm Right Torso +1/every level above 1
when their ’Mech is falling
2 Left Torso Left Torso Right Torso
Preexisting Damage
3 Center Torso Center Torso Center Torso
Per leg/foot actuator previously destroyed +1
4 Left Arm Right Torso Right Arm
Per hip actuator previously destroyed +27
5 Left Arm Right Arm Right Arm
Gyro previously hit +3
6 Head Head Head
Leg previously destroyed +58
1
Only during the phase that the reactor shuts down. If the MechWarrior must make a Piloting Skill Roll for a
’Mech with a shutdown reactor, the ’Mech automatically falls; in either case, if the ’Mech falls, the warrior
KICK LOCATION TABLE (P. 25) automatically takes 1 point of damage (see Falling Damage to a MechWarrior, p. 43).
Roll (1D6) Left Side Front/Rear Right Side
2
This modifier can replace other modifiers. See Hip (Leg) on page 33 for details.
3
The modifier for a destroyed gyro is +6 when making a Piloting Skill Roll to avoid damaging the MechWarrior
1–3 Left Leg Right Leg Right Leg
during an automatic fall.
4–6 Left Leg Left Leg Right Leg 4
The modifier for a destroyed leg is +5 when making a Piloting Skill Roll to avoid damaging the MechWarrior
during an automatic fall.
5
Automatic fall if death from above attack is unsuccessful.
DIFFERENT LEVELS TABLE (P. 25)
6
These cases do not cause PSRs, but their modifiers apply to all PSRs made.
7
Ignore all PSR modifiers from critical hits on that leg suffered in previous phases/turns.
Target is: Allowed Physical Attack 8
Do not add PSR modifiers for other damaged actuators in the leg.
Standing ’Mech 1 level higher Charge, Club (Kick Table), DFA, Physical Weapon (Kick Table), Punch (Kick Table)
Standing ’Mech 1 level lower Charge, Club (Punch Table), DFA, Kick (Punch Table), Physical Weapon (Punch Table) HEAT PT. TABLE (P. 37) PHYSICAL ATTACK
Prone ’Mech 1 level higher Club, DFA, Physical Weapon, Punch Activity Heat Points MODIFIERS
Prone ’Mech 1 level lower DFA Walking +1 per turn TABLE (P. 24)
Running +2 per turn Attack Type Modifier
Jumping +1 per hex (min. of 3 per turn) Charging +0
FACING AFTER FALL Attempting to stand +1 per attempt Clubbing –1
TABLE (P. 43) Per entry in the Weapons and Death From Above (DFA) +0*
Roll (1D6) New Facing Hit Location Weapons fire Equipment Table, p. 55, and on Kicking –2
1 Same Direction Front the record sheet Physical Weapon See p. 28
–1 per operational heat sink Punching +0
2 1 Hexside Right Right Side
–1 additional per operational Pushing –1
3 2 Hexsides Right Right Side Heat sink
heat sink under water
4 Opposite Direction Rear *All the normal attack modifiers apply,
(maximum 6 points)
including the attacker’s jumping
5 2 Hexsides Left Left Side First engine hit +5 per turn movement, but the roll is not modified for
6 1 Hexside Left Left Side Second engine hit +10 (total) per turn terrain.

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