Battlemech Manual
Battlemech Manual
% Standing from seven to sixteen meters tall, and weighing from twenty to one hundred tons
% Powered by an armored and shielded fusion reactor
% Skeleton of honeycombed, foamed aluminum core wrapped with stressed silicon carbide monofilament and sheathed
by a rigid, titanium-steel shell
% Locomotion generated via bundles of polyacetylene-fiber myomer muscles
% Protected by aligned-crystal steel over a layer of boron nitride impregnated with diamond monofilaments
% Mounting a swath of powerful weapons from charged particle beams to lasers, missiles to rapid-fire autocannons
% All at the command of the noble elite, the MechWarriors
The modern BattleMech is the end result of more than three thousand years of battlefield technology development. Combining
awesome destructive power and unparalleled maneuverability, the BattleMech is perhaps the most complex machine ever produced.
The undisputed master of thirty-first century warfare, the BattleMech seems destined to reign supreme for centuries to come.
—Excerpts from a promotional pamphlet originally distributed by Defiance Industries of Hesperus, Lyran Commonwealth, 3007
©2021 The Topps Company, Inc. All Rights Reserved. BattleMech Manual, BattleTech,
Alpha Strike, BattleMech, ’Mech and MechWarrior are registered trademarks and/or trademarks
of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and
the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Printed in China. WEBSITE: CATALYSTGAMELABS.COM
BATTLEMECH MANUAL
BATTLEMECH MANUAL
TABLE OF CONTENTS
INTRODUCTION . . . . . . . . 5 JUMPING MOVEMENT . . . . . . . . . . 18 DAMAGE . . . . . . . . . . . 41
Vs. Total Warfare . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 PRONE BATTLEMECHS . . . . . . . . . . 19 DAMAGE RESOLUTION . . . . . . . . . . 41
Optional Rules . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Dropping to the Ground . . . . . . . . . . . . . . . . . . 19 Step-By-Step Damage . . . . . . . . . . . . . . . . . . . . 41
GAME TERMS . . . . . . . . . . . . . . . . 5 Moving While Prone . . . . . . . . . . . . . . . . . . . . . . 19 DAMAGE TIMING . . . . . . . . . . . . . . 43
’Mech . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5 Standing Up . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19 HULL INTEGRITY AND BREACHES . . 43
Four-Legged ’Mech . . . . . . . . . . . . . . . . . . . . . . . . 5 MOVEMENT IN WATER . . . . . . . . . 19 LOCATION DESTRUCTION . . . . . . . . 43
Movement Points . . . . . . . . . . . . . . . . . . . . . . . . . . 6 MOVEMENT ON PAVEMENT . . . . . . . 20 Transferring Damage . . . . . . . . . . . . . . . . . . . . . 44
Target . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Road Movement . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Head Destruction . . . . . . . . . . . . . . . . . . . . . . . . . 44
Target Number . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Bridge Movement . . . . . . . . . . . . . . . . . . . . . . . . 20 Leg Destruction . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Modified Target Number . . . . . . . . . . . . . . . . . . . 6
Skidding . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20 Torso Destruction . . . . . . . . . . . . . . . . . . . . . . . . . 45
Attacker Movement Modifier . . . . . . . . . . . . . . . 6 CRITICAL HITS . . . . . . . . . . . . . . . 45
RECKLESS MOVEMENT . . . . . . . . . . 20
Target Movement Modifier . . . . . . . . . . . . . . . . . 6 Floating Criticals (Optional) . . . . . . . . . . . . . . . 45
OTHER ACTIONS . . . . . . . . . . . . . . 21
Margin of Success/Failure (MoS/MoF) . . . . . . 6 Applying Critical Hits . . . . . . . . . . . . . . . . . . . . . 46
Hidden ’Mechs . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Armor Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 CRITICAL HIT EFFECTS . . . . . . . . . 47
Damage Value . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
Lifting Items (Simplified) . . . . . . . . . . . . . . . . . . 21
Ammunition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Location . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 TAG Designation . . . . . . . . . . . . . . . . . . . . . . . . . 21
Arm Blown Off (Arm) . . . . . . . . . . . . . . . . . . . . . . 47
Slot . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 COMBAT . . . . . . . . . . . . 22 Cockpit (Head) . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 LINE OF SIGHT . . . . . . . . . . . . . . . 22 Engine (Torso) . . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Mapsheet . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Levels and Height . . . . . . . . . . . . . . . . . . . . . . . . 22 Foot Actuator (Leg) . . . . . . . . . . . . . . . . . . . . . . . 47
Playing Area . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Intervening Terrain . . . . . . . . . . . . . . . . . . . . . . . 22 Gyro (Torso) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Scenario . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6 Other ’Mechs and LOS . . . . . . . . . . . . . . . . . . . . 23 Hand Actuator (Arm) . . . . . . . . . . . . . . . . . . . . . . 48
COMPONENTS . . . . . . . . . . . . . . . . 7 Water Hexes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23 Head Blown Off (Head) . . . . . . . . . . . . . . . . . . . 48
Counters . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 FIRING ARCS . . . . . . . . . . . . . . . . . 24 Heat Sinks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Forward Arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Hip (Leg) . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 48
Mapsheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 Left Side Arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Jump Jet/UMU (Leg/Torso) . . . . . . . . . . . . . . . . 48
’Mech Record Sheet . . . . . . . . . . . . . . . . . . . . . . . 7
Right Side Arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Leg Blown Off (Leg) . . . . . . . . . . . . . . . . . . . . . . . 48
SCALE . . . . . . . . . . . . . . . . . . . . . 8
Rear Arc . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 Life Support (Head) . . . . . . . . . . . . . . . . . . . . . . . 48
A Note on Realism and Scale . . . . . . . . . . . . . . . 8
Arcs and Torso Twists . . . . . . . . . . . . . . . . . . . . . 24 Lower Arm Actuator (Arm) . . . . . . . . . . . . . . . . 48
Level . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
Arcs and Reversing (Flipping) Arms . . . . . . . . 24 Lower Leg Actuator (Leg) . . . . . . . . . . . . . . . . . 49
THE MECHWARRIOR . . . . . . . . . . . . 9
ATTACK DECLARATION . . . . . . . . . . 24 Sensors (Head) . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Skills . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
Reversing (Flipping) Arms . . . . . . . . . . . . . . . . . 24 Shoulder (Arm) . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Damaging A Warrior . . . . . . . . . . . . . . . . . . . . . . . 9
Expanded Arm Flipping (Optional) . . . . . . . . 25 Upper Arm Actuator (Arm) . . . . . . . . . . . . . . . . 49
PLAYING THE GAME . . . 10 Upper Leg Actuator (Leg) . . . . . . . . . . . . . . . . . 49
DEPLOYING ’MECHS . . . . . . . . . . . . 10 Torso Twists . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
FIRING WEAPONS . . . . . . . . . . . . . 25 Weapons And Equipment . . . . . . . . . . . . . . . . . 49
SEQUENCE OF PLAY . . . . . . . . . . . 10
Making the Attack . . . . . . . . . . . . . . . . . . . . . . . . 25 DESTROYING A ’MECH . . . . . . . . . . 49
Initiative Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Movement Phase . . . . . . . . . . . . . . . . . . . . . . . . . 10 G.A.T.O.R. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 HEAT . . . . . . . . . . . . . . 50
Base Target Number . . . . . . . . . . . . . . . . . . . . . . 25 HEAT POINTS . . . . . . . . . . . . . . . . 50
Weapon Attack Phase . . . . . . . . . . . . . . . . . . . . . 10
Alternate Initiative . . . . . . . . . . . . . . . . . . . . . . . . . .10 Target Number Modifiers . . . . . . . . . . . . . . . . . 25 Building Up Heat . . . . . . . . . . . . . . . . . . . . . . . . . 50
Moving Multiple ’Mechs . . . . . . . . . . . . . . . . . . . . . 10 Combat in Water . . . . . . . . . . . . . . . . . . . . . . . . . . 27 Dissipating Heat . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Segmented Fire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Prone ’Mechs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Recording Heat Build-Up . . . . . . . . . . . . . . . . . . 51
Physical Attack Phase . . . . . . . . . . . . . . . . . . . . . 12 EFFECTS OF HEAT . . . . . . . . . . . . . 51
Specialized Attacks . . . . . . . . . . . . . . . . . . . . . . . 30
Heat Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Movement . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Rolling to Hit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
End Phase . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Weapon Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Ammunition Expenditure . . . . . . . . . . . . . . . . . 31
VICTORY CONDITIONS . . . . . . . . . . 12 Shutdown . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
HIT LOCATION . . . . . . . . . . . . . . . . 32
UNEQUAL NUMBERS OF ’MECHS . . . 12 Ammunition . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 52
Attack Direction . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Damage To MechWarriors . . . . . . . . . . . . . . . . . 52
MOVEMENT . . . . . . . . . 13 Determining Hit Location . . . . . . . . . . . . . . . . . 32
MOVEMENT MODES . . . . . . . . . . . . 13 OTHER ACTIONS . . . . . . 53
Damage Resolution . . . . . . . . . . . . . . . . . . . . . . . 32
Standing Still . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 PILOTING SKILL ROLLS (PSR) . . . . 53
PHYSICAL ATTACKS . . . . . . . . . . . . 34
Walking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Making Piloting Skill Rolls . . . . . . . . . . . . . . . . . 53
Making A Physical Attack . . . . . . . . . . . . . . . . . 34
Running . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Piloting Skill Roll Timing . . . . . . . . . . . . . . . . . . 55
Different Levels . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
Piloting Skill Rolls . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 DISPLACEMENT . . . . . . . . . . . . . . . 55
Physical Attacks And Prone ’Mechs . . . . . . . . 35
Domino Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . 55
Movement Dice . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13
Physical Attacks And Water . . . . . . . . . . . . . . . 35 FALLING . . . . . . . . . . . . . . . . . . . . 56
Jumping . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
Charge Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . 35 Location After a Fall . . . . . . . . . . . . . . . . . . . . . . . 56
Sprinting (Optional) . . . . . . . . . . . . . . . . . . . . . . 14
MOVEMENT BASICS . . . . . . . . . . . . 14 Club Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 36 Facing After a Fall . . . . . . . . . . . . . . . . . . . . . . . . . 56
Facing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Death From Above Attacks . . . . . . . . . . . . . . . . 36 Falling Damage to a ’Mech . . . . . . . . . . . . . . . . 57
Ground Movement . . . . . . . . . . . . . . . . . . . . . . . 15 Kick Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 Falling Damage to a MechWarrior . . . . . . . . . 57
Terrain . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Physical Weapon Attacks . . . . . . . . . . . . . . . . . . 38 Accidental Falls From Above . . . . . . . . . . . . . . 57
Minimum Movement . . . . . . . . . . . . . . . . . . . . . 16 Punch Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38 DAMAGING A MECHWARRIOR . . . . . 58
Immobile . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Push Attacks . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 DUMPING AMMUNITION . . . . . . . . . 58
Stacking . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Damage Resolution . . . . . . . . . . . . . . . . . . . . . . . 40 TAG DESIGNATION . . . . . . . . . . . . . 58
2
TABLE OF CONTENTS
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4
BATTLEMECH MANUAL
INTRODUCTION
% Standing from seven to sixteen meters tall, and weighing from twenty to one hundred tons
Weapons
% Powered by an armored and shielded fusion reactor
% Skeleton of honeycombed, foamed aluminum core wrapped with stressed silicon carbide monofilament and sheathed by a rigid,
titanium-steel shell
% Locomotion generated via bundles of polyacetylene-fiber myomer muscles
% Protected by aligned-crystal steel over a layer of boron nitride impregnated with diamond monofilaments
Case Rules
Special
% Mounting a swath of powerful weapons from charged particle beams to lasers, missiles to rapid-fire autocannons
% All at the command of the noble elite, the MechWarriors
The modern BattleMech is the end result of more than three thousand years of battlefield technology development. Combining
Urban Combat
awesome destructive power and unparalleled maneuverability, the BattleMech is perhaps the most complex machine ever produced.
The undisputed master of thirty-first century warfare, the BattleMech seems destined to reign supreme for centuries to come.
Battlefield
The BattleMech Manual has been designed from the ground For many more optional rules to expand your BattleTech games,
up to cater to the BattleTech player wishing to participate in an see Tactical Operations (TO), Strategic Operations (SO), Interstellar
The
all-’Mech engagement. Using the most up-to-date rules text, the Operations (IO), Campaign Operations (CO), and Alpha Strike (AS).
BattleMech Manual focuses on presenting the complete standard
rules for BattleMechs in as clean and concise a manner as possible.
GAME TERMS
Other Actions
The following terms describe important concepts used in the
VS. TOTAL WARFARE BattleTech rules.
The BattleMech Manual is an alternate presentation of the
BattleTech rules as seen in Total Warfare, not a new edition. Most
of the rules as published in both books are the same, though the
’MECH
This is the common abbreviation for “BattleMech”, and will be
BattleMech Manual rewords many of them for clarity or reduced
Heat
used throughout the text. Unless specified otherwise, this term
word count. It also incorporates all relevant errata as of its
refers to both biped and four-legged BattleMechs.
publishing date.
Additionally, the Manual adds rules and items of equipment
from sources other than Total Warfare, such as combat-dropping FOUR-LEGGED ’MECH
Damage
BattleMechs and expanded terrain options. As many players regularly Often simply called “quads,” rather than having two arms and
use such rules, the Manual includes them to provide a one-stop two legs, these ’Mechs instead have four legs. Notable examples
BattleMech play experience. However, some of these rules appear in are the Scorpion, Goliath, and Tarantula ’Mechs.
a simplified or stripped-down form compared to their original form,
in the interest of presenting a taste of the wider BattleTech ruleset but
Combat
not overwhelming the reader with complexity.
STRATEGIC RULES
OPTIONAL RULES The players will find numerous “Strategic” sidebars in
Throughout the text, you will find rules labeled “(Optional)”. the pages of the BattleMech Manual. These are all optional
Movement
These are variants that expand upon or slightly twist the existing rules. However, these are set-off in a sidebar style because
rules to allow for a potentially more interesting game. As their label there’s a distinct difference. Unlike the rest of the optional
indicates, these rules are entirely optional: the use of each must rules that are concerned with the modification of specific
be clearly detailed and agreed on by all players prior to setting up mechanics within the game—a little more movement,
the game. or a different way for a BattleMech to stand up—these
Game
Playing
While the BattleMech Manual is self-contained and there’s play or because it’s an option that a large part of the
literally hundreds of hours of enjoyment within its pages, there is community regularly uses: they’re ultimately about ways
Introduction
an epic body of additional weapons, equipment and rules that cover to make the BattleTech gaming experience better.
a huge swath of the BattleTech experience: from vehicles to infantry
to aerospace elements, much less a plethora of additional optional
rules for expanding your BattleMech experience.
5
Game Terms
INTRODUCTION
Game Terms
INTRODUCTION
Common
BattleTech mapsheet represent a typical mixture of the terrain Rough terrain represents broken, rocky
found on the habitable worlds of the Inner Sphere. The following and jumbled ground. Though firm, the
symbols represent each type of terrain as described. Specific rules unevenness of this type of terrain makes it
regarding the effect of terrain on movement and combat appear more difficult to cross than clear terrain.
in The Battlefield chapter (p. 59).
Weapons
RUBBLE
CLEAR Weapons fire, fire damage and physical
DEPTH 1
Clear terrain represents
DEPTH 2
fields, meadows
DEPTH 3
damage inflicted by BattleMechs can reduce a
and other grasslands. The ground is firm and building to a rubble terrain hex. A Rubble hex
Case Rules
may be gently rolling, but its Level does not is difficult to move through.
Special
change significantly from one side of the hex
DEPTH 1 DEPTH 2 DEPTH 3
to the other. SAND
If a hex is not clearly marked as containing another terrain Sand terrain simulates the deep, shifting
type, assume it is clear.
Urban Combat
sands common to deserts and beaches
throughout known space.
JUNGLE, LIGHT
Jungle terrain contains thick trees WATER
and shrubs, hanging vines and dense Streams, rivers, swamps, ponds and lakes
undergrowth that makes movement
Battlefield
are covered by Water terrain hexes. A Water
extremely slow and difficult. hex is defined by depth levels (see Level
The
Change, p. 15).
JUNGLE, HEAVY
Heavy jungle terrain is an even denser, WOODS, LIGHT
Other Actions
taller growth of vegetation, impeding DEPTH 1 Light woods terrain isDEPTH
DEPTH 2 covered
3 with sparse
movement further. trees of up to 12 meters in height. BattleMechs
cannot cross this terrain as easily as clear terrain.
PAVEMENT
A Paved hex offers a fairly smooth WOODS, HEAVY
and very hard surface. Paved hexes Heavily wooded terrain is covered thickly
Heat
typically include roads, sidewalks, and with 12-meter-tall trees, making movement
landing fields made of asphalt, cement, or through these areas very difficult. Light woods
even cobblestone. often border heavy woods.
Damage
COMPONENTS DICE
BattleTech often employs a number of physical components, BattleTech requires players to use two six-sided
dice. If the situation requires the player to roll one
Combat
such as the following.
die, the rules indicate this in shorthand as 1D6. Unless
otherwise noted, the abbreviation 2D6 means the
COUNTERS player rolls both dice and adds the results together.
Certain terrain features, such as rubble—
or buildings, if players wish to add buildings to
Movement
features on the maps, the use of counters combat by moving ’Mechs from hex to hex during a turn.
the
Components
INTRODUCTION
1
ARMOR DIAGRAM
1
The Armor Diagram on the top right-hand side of the record
sheet shows the arrangement of a BattleMech’s armor plating,
2 3
while the Internal Structure Diagram directly below it shows the
arrangement of a ’Mech’s internal structure. Each circle on the Armor
Diagram represents a point of armor. As armor is destroyed, the
player marks off the appropriate circles. When all the circles in one
location are filled in, damage transfers to the appropriate internal
structure location, as shown on the Internal Structure Diagram.
When all the circles in an internal structure location are filled in, that
location is destroyed. This is covered in detail in the Damage chapter
(see p. 41).
The Armor Diagram also shows the front and rear armor of
the ’Mech’s three torso locations (the arms, legs and head do not
have separate rear armor locations). The Damage Transfer Diagram,
which appears at the bottom of the Critical Hit Table, shows where
the player must transfer damage when an already destroyed
location takes additional damage.
4
For ease of reference, next to the name of each location on
both the Armor Diagram and the Internal Structure Diagram, a line
is provided to fill in that section’s starting value. On pre-generated
record sheets, the number of armor and internal structure points is
already listed.
2 5
’MECH DATA
Located in the upper left-hand corner, this section of the record
sheet lists the BattleMech’s most important statistics, including type,
tonnage, movement, and weapons inventory.
3
WARRIOR DATA
This section lists the name, skills, and condition of the
MechWarrior piloting the BattleMech.
A NOTE ON
4
CRITICAL HIT TABLE
The Critical Hit Table shows the physical location of the
REALISM AND SCALE
Given the 30-meter area of each hex stated above, players may
BattleMech’s critical equipment, weapons and ammunition when
note various oddities in the weapon ranges presented in this book,
applying critical hits. A BattleMech is usually destroyed through
such as the fact that the standard ’Mech-scale machine gun of the
critical damage.
distant thirty-first century only reaches out to 3 hexes (90 meters). As
5
today’s machine guns have effective ranges of some 2,000 meters,
HEAT DATA AND HEAT SCALE
this may seem somewhat absurd.
Located in the bottom right-hand corner of the Record Sheet,
The reason for this is simple: BattleTech is a game. Because
the Heat Data and Heat Scale help the player track the ’Mech’s
BattleTech mapsheets are only seventeen hexes long, recreating real-
internal heat buildup, as well as indicate how many heat sinks a ’Mech
world ranges on a table would require more than seven mapsheets
mounts (circles underneath the numerical value in the Heat Data
laid end to end, for a playing space greater than twelve feet in length.
section allow players to mark off heat sinks as they are damaged).
Few people have that much table space. Nor would it provide players
As heat builds up, the player checks off the boxes in the Heat Scale
with any tactical maneuvering room: anywhere a player might move
from low to high (usually with a pencil, as heat will fluctuate up and
a ’Mech on the map, an attacker could hit it. As such, while we may
down the Heat Scale throughout a game).
safely assume “real” BattleTech weapons have exceptional ranges,
Heat is a limiting factor. At certain levels of heat buildup
range abstractions are an absolute necessity unless one is regularly
(noted on the Heat Scale with asterisks), corresponding information
able to rent a tennis court for game time.
in the Heat Data section describes the heat’s effect on the ’Mech’s
operation. The blank space marked “Overflow” at the top of the Heat
Scale is used to record heat generated in excess of 30 points. LEVEL
The level of a hex is the height to which it rises above the
SCALE
prevailing terrain. All terrain has a level, but the level of each hex
is independent of the type of terrain it contains, such as woods or
One BattleTech turn is ten seconds of real time. A standard water. If it is not marked on the map, assume a hex’s level is 0.
BattleTech mapsheet measures 18 by 22 inches. Each hex on the This height is expressed in terms of levels. Level 1 is
mapsheet represents an area 30 meters across (roughly 100 feet). approximately six meters high, waist-high to a ’Mech. Level 2 terrain
is approximately twelve meters high. This is considered as being
8
Scale
INTRODUCTION
Common
sublevels. Such hexes are marked in sublevels that correspond to
levels in reverse. For example, a Sublevel 1 hex is six meters deep,
while a Sublevel 2 hex is twelve meters deep, and so on.
If any part of a hex contains a sublevel, the entire hex is
considered to be the deepest sublevel marked in it. The exception
Weapons
to this rule occurs if the hex also contains a level greater than 0, in
which case the level of the hill takes precedence as described above.
THE MECHWARRIOR
Case Rules
Special
The soldiers who pilot BattleMechs are called MechWarriors.
SKILLS
MechWarriors use two skills in combat: Piloting and Gunnery.
Urban Combat
Each skill has a rating; the lower a MechWarrior’s skill rating, the
better the MechWarrior is at the skill—and the lower their base
Target Number will be when using that skill during gameplay.
Piloting Skill represents a MechWarrior’s ability to control their
machine. This skill includes keeping a ’Mech from falling down and
Battlefield
striking targets in physical combat.
The
Gunnery Skill helps determine how easy or difficult it is for the
MechWarrior to hit with their ’Mech’s ranged weapons (see Firing
Weapons, p. 25).
Other Actions
DEFAULT SKILL RATINGS
The average Inner Sphere MechWarrior has a Gunnery Skill of 4
and a Piloting Skill of 5. The average Clan MechWarrior is a superior
pilot and marksman, with a Gunnery Skill of 3 and a Piloting Skill
of 4. Unless otherwise stated in the scenario being played, all
MechWarriors of these respective factions have these skill ratings.
Heat
Battle Value: In scenarios balanced using the Battle
Value system, the improved Gunnery and Piloting Skills of Clan
MechWarriors given above must still be paid for in BV. See the
Master Unit List at www.masterunitlist.info for a comprehensive list
Damage
of units and accompanying Battle Values.
Combat
the MechWarrior might lose control of the ’Mech, that ’Mech’s
controlling player must make a Piloting Skill Roll, commonly
abbreviated as PSR (see Piloting Skill Rolls, p. 53).
Additionally, a ’Mech’s base Target Number for physical attacks
is equal to the Piloting Skill rating of its MechWarrior. When adjusted
Movement
for movement, damage, and other factors, this number becomes the
modified Target Number for such attacks (see Physical Attacks, p. 34).
DAMAGING A WARRIOR
Introduction
The Mechwarrior
BATTLEMECH MANUAL
DEPLOYING ’MECHS
PLAYING THE GAME
Damage
or can make special types of attacks, such as double-firing an Ultra
STRATEGIC
autocannon, or can produce any other unusual effects, the player SEGMENTED FIRE
must declare any use of these at this time. As seen in the process outlined at left, after all
Players may not change an attack declaration once made. players have declared their attacks, normally each player
completely resolves the Weapon Attack Phase actions of
Combat
TORSO TWIST each ’Mech one at a time, from resolution to damage,
Torso twists are made when declaring a weapon attack; this before moving on to the next ’Mech. As an option to
affects physical attack arcs as well. A ’Mech that has torso-twisted speed up play, after all players have made their attack
changes its own firing arc, but this has no effect on damage it declarations, all players may then make all to-hit rolls for Movement
receives. See Torso Twists, page 25. all attacks declared that phase, before any damage by
any ’Mech is resolved.
RESOLVING WEAPONS FIRE
After all attacks have been declared, players resolve weapons fire
one ’Mech at a time. Again, the side that lost Initiative must act first.
Game
Playing
All weapon attacks occur at the same time. As such, all declared by each weapon hit is fully resolved, from start to finish, before
attacks must be made, even if the intended target is destroyed moving on to the next hit. If a single weapon attack inflicts
the
before all attacks against it have been resolved, and a ’Mech always multiple hits (possible with missiles, rapid-fire weapons, and
gets to make its declared attacks for the phase, even if that ’Mech or the like), then each hit from that attack is fully resolved before
Introduction
its weaponry winds up being destroyed in that phase. moving on to its next hit.
The order in which a ’Mech’s weapons are rolled and All weapon attacks by a ’Mech should be resolved before
resolved is up to that ’Mech’s controller. The damage inflicted moving to the next ’Mech.
11
SEQUENCE OF PLAY
PLAYING THE GAME
VICTORY CONDITIONS
BATTLEMECH MANUAL
MOVEMENT
STRATEGIC
Buildings: Movement dealing specifically with buildings is largely
covered in the Urban Combat chapter (see Movement Effects, p. 67). To help remember which ’Mechs moved
Hidden ’Mechs: If using the Hidden ’Mechs rules (see p. 82), a in what way, movement dice are often used.
Weapons
hidden ’Mech is not counted when making movement selections Commonly, white dice are used to mark
unless the player plans to move that hidden ’Mech that turn. A ’Mechs that walked, black dice for those
player that plans to move it that turn must reveal it and place it on that ran, and red dice for those that jumped
the map at the start of that turn’s Movement Phase. Hidden ’Mechs (if using the optional Sprinting rules, yellow
Case Rules
revealed by enemy ’Mechs during the Movement Phase cannot dice are typically used when sprinting). The
Special
move during that phase. number displayed on the die is the target
movement modifier generated as a result of
the move, with “6” traditionally indicating a
TMM of 0 (or immobility). Also common is the
Urban Combat
PILOTING SKILL ROLLS
STRATEGIC
Battlefield
may fall when navigating even clear hexes. As PSRs can to prevent confusion. During the End Phase,
The
be called for as a result of combat as well, we’ve placed remove all movement dice from the board.
the rules for them in the Other Actions chapter (see p. 53).
Players should familiarize themselves with the PSR rules
Other Actions
before beginning play.
% Target Number Modifier as Attacker: 0
% Target Number Modifier as Target: 0
% Heat Generated: 0
Heat
A walking ’Mech may expend a number of MP up to its Walking
Sequence of Play, p. 10). Every ’Mech must be assigned one (and only
MP rating (even spending 1 MP to turn a hexside facing counts as
one) of the movement modes available to it. In general, the more
walking). ’Mechs may walk backward.
hexes a ’Mech moves, the harder it is to be hit. Modes that provide
more Movement Points (MP) thus help keep a ’Mech safe. However,
% Target Number Modifier as Attacker: +1
Damage
such modes generate more heat, and make it so that a ’Mech has a
% Target Number Modifier as Target: Based on hexes traveled
harder time hitting with its own attacks.
(see the Attack Modifiers Table, p. 28)
Minimum Movement: A ’Mech that intends to use the
% Heat Generated: 1 (total, not per hex traveled)
Minimum Movement rule (see p. 16) must run.
Prone ’Mechs: As a ’Mech is assigned a movement mode
One-Legged ’Mechs: Walking is the only movement mode
Combat
first, and then moves, a ’Mech that begins the Movement Phase
prone (see p. 19) must declare whether it will walk or run before it beyond standing still that a one-legged ’Mech can use.
attempts to stand. Triple-Strength Myomer: A ’Mech with active TSM (see p. 117)
Underwater Maneuvering Units (UMUs): A ’Mech must use increases its Walking MP by 2. Recalculate its Running MP based on
the Jumping movement mode to use UMUs. For details on their use, this new total, using the procedure described below. Movement
STANDING STILL 1.5, rounding up, unless the ’Mech is using special equipment such
A ’Mech that stands still remains in the hex in which it started as MASC or a supercharger (see below).
the
the turn. It may not expend MP that turn, even to change its facing.
Choosing this mode does not make a mobile ’Mech immobile (see % Target Number Modifier as Attacker: +2
Introduction
Immobile, p. 18). However, this mode can be assigned to any ’Mech, even % Target Number Modifier as Target: Based on hexes traveled
immobile ones. As “choosing” this mode for an immobile ’Mech still uses (see the Attack Modifiers Table, p. 28)
a movement selection, this is a good way to put off assigning actions % Heat Generated: 2 (total, not per hex traveled)
to your more useful mobile ’Mechs until later in the initiative order.
13
Movement Modes
MOVEMENT
Critical Damage: If a ’Mech uses Running MP, each of the Attacks against a sprinting ’Mech receive an additional –1 Target
following forces a Piloting Skill Roll (see p. 53) after its movement Number modifier. Piloting Skill Rolls made for a sprinting ’Mech apply
in order to avoid falling: critical hit to the gyro, critical hit to a hip. a +2 Target Number modifier.
If damage reduces a ’Mech’s Walking MP rating, the player must A ’Mech equipped with MASC or a supercharger may engage
recalculate the ’Mech’s Running MP rating. one or both systems and sprint during the same turn. Engaging one
MASC: A ’Mech that has successfully activated MASC that turn system provides MP equal to the current Walking MP multiplied
(see p. 116) may run at up to twice its Walking MP. by 2.5. However, any ’Mech that tries to sprint and use MASC or a
Pavement: A ’Mech using running movement on a paved supercharger must make a Piloting Skill Roll (see p. 53; apply the +2
surface risks skidding (see Skidding, p. 20). modifier for sprinting) to avoid falling; the roll is made at the end of
Supercharger: A ’Mech that successfully activates a supercharger the ’Mech’s movement.
that turn (see p. 116) may run at up to twice its Walking MP. If a ’Mech engages both MASC and a supercharger in the same
If a ’Mech activates both a supercharger and MASC, it receives turn and sprints, the ’Mech’s MP is equal to its current Walking MP
a Running MP equal to 2.5 times its Walking MP. If a ’Mech uses a multiplied by 3. However, the ’Mech must make a PSR as described
supercharger with active triple-strength myomer in the same turn, above for both the MASC and the supercharger.
the TSM modifier is added before applying the supercharger modifier.
Water: ’Mechs cannot enter a Depth 1 or deeper water hex
while running (whether the ’Mech is already in water or not), though
MOVEMENT BASICS
After being assigned a movement mode, a ’Mech then spends
a running ’Mech may change facing in one, and/or move from a
the Movement Points (MP) provided. A ’Mech need not spend all
water hex to a land hex.
its MP each turn, but no matter how few are spent, the ’Mech’s
movement mode does not change. MP left at the end of the turn
JUMPING are lost (i.e. you can’t “bank” MP).
Only ’Mechs that possess Jumping MP and are standing at Key Reference: Movement Costs Table (see p. 17).
the start of the turn may select this mode; they may then expend a
number of MP up to their Jumping MP rating. As jumping features
numerous exceptions to the basic movement rules, see Jumping
FACING
Every hex on the map has six edges, called hexsides. Every
Movement on p. 18 for the full details.
’Mech must face one of those six hexsides: this is known as its facing.
A ’Mech faces the way its feet are pointing.
% Target Number Modifier as Attacker: +3
Changing facing costs 1 MP per hexside. For example, in the
% Target Number Modifier as Target: +1, plus a further modifier
diagram below, a 180-degree turn (three facings, from Hex A to Hex
based on hexes travelled (see the Attack Modifiers Table, p. 28).
B) costs 3 MP. ’Mechs not clearly facing one hexside at the end of the
% Heat Generated: 1 heat point for every hex jumped; improved
Movement Phase must be realigned to one of the two closest hexsides
jump jets generate half this much heat (round the final amount
by the gamemaster (or the opposing player, if there is no gamemaster).
up). However, using jump jets always generates a minimum of
Torso Twisting: A ’Mech can twist its torso. This only changes its
3 heat points, no matter how far a ’Mech jumps or what jump
weapon arcs, not its facing, and occurs in the Weapon Attack Phase
jet type is used.
(see p. 25).
Critical Damage: If a ’Mech uses Jumping MP, each of the
following forces a Piloting Skill Roll (see p. 53) to avoid falling upon
landing: loss of a leg, critical hit to the gyro, critical hit to a hip or any
actuator in a leg location.
’Mechs lose one Jumping MP for each jump jet destroyed.
SPRINTING (OPTIONAL)
Sprinting is an optional movement mode. To sprint, a ’Mech
must have two intact hip actuators.
A ’Mech’s Sprinting MP is twice its current Walking MP. Sprinting
generates 50% (round down) more heat points per turn than the
’Mech generates when running.
A ’Mech that sprints may not make any deliberate attacks that
turn. Accidental charges as a result of skidding are still possible, and a
’Mech may still fire weapons to generate heat, though such firing has
no chance of doing damage. Additionally, the ’Mech may not spot
for indirect fire or take any action that would require it to sacrifice
its attack. All restrictions that apply to a running ’Mech apply to a
sprinting ’Mech.
• facing change diagram •
14
Movement Basics
MOVEMENT
MOVE
Common
MOVE NOT MOVE NOT
ALLOWED ALLOWED
Weapons
MOVE NOT MOVE NOT
ALLOWED ALLOWED
Case Rules
MOVE
Special
ALLOWED
Urban Combat
• ground movement direction diagram • • lateral shift diagram (1 additional mp) •
Battlefield
into the hex directly to its rear. To move into any other hex, it must
first change its facing (unless it’s a quad ’Mech; see below). an extra 1 MP per level (whether up or down).
The
To enter a clear hex costs 1 MP. Terrain in a hex often raises this Backward Movement: ’Mechs moving backward may not
cost (see Terrain, below). change levels.
Lateral Shift: A quad ’Mech that still has all four of its legs may Prohibited Level Change: You can’t move a ’Mech into a hex
Other Actions
move laterally (sideways) without changing its facing. A quad ’Mech three or more levels higher than the hex it just left. Not even a forced
making a lateral shift moves into an adjacent hex that is not directly level change (such as from a charge or push) can force this to occur.
to its front or rear, while retaining its facing, for the same MP cost Similarly, you can't willingly move a ’Mech into a hex three or
as if it walked forward into it. A lateral shift costs 1 MP in addition more levels lower than the hex it just left. However, a ’Mech can be
to the cost of moving into the target hex. forced downward any number of levels. Being forced two or more
A backward lateral shift—moving into hexes C or D in the levels lower results in an automatic fall. No ’Mech may “voluntarily
Heat
diagram above—is considered backward movement; a ’Mech must fall” from a greater level in order to circumvent the maximum
walk to do this. allowable level change downwards.
Partial Hexes: ’Mechs cannot voluntarily move into or through If a ’Mech is forced into a hex that already has a ’Mech, see
half- or quarter-hexes. ’Mechs forced into such hexes are considered Displacement, page 55.
Damage
destroyed for the remainder of the scenario.
BACKWARD LEVEL
BACKWARD MOVEMENT CHANGES (OPTIONAL)
A ’Mech can only move backward if it uses Walking MP that This optional rule allows a backward moving ’Mech to change
turn. Such a ’Mech can move forward, backward, or both in the 1 level per hex. A Piloting Skill Roll (see p. 53) is required each time
Combat
same Movement Phase. the ’Mech changes a level in this way.
’Mechs moving backward may not change levels. If the roll fails, the ’Mech falls either into the hex it was moving
Backward Level Changes (Optional): If using this optional into or the hex it was moving out of, whichever is lower. The change
rule (see at right), a ’Mech may make a level change while moving in levels is not taken into consideration for determining the number Movement
backwards. of levels fallen.
Hex/Terrain Cost column of the Movement Costs Table (see p. 17). to a destroyed building. In such situations, all modifiers (including
For example, entering a heavy woods hex costs 3 MP: the base 1 for Piloting Skill Rolls required) are cumulative.
the
entering any hex, and then another 2 for the heavy woods. Conflicting Terrain: Maps may feature conflicting terrain. If
Difficult Terrain: Entering a hex containing certain terrain any part of a hex contains a sublevel, the entire hex is considered
Introduction
types requires a Piloting Skill Roll (see p. 53) to see if the ’Mech falls. to be the deepest sublevel marked in it. The exception to this rule
Such information appears on the Movement Costs Table (see p. 17). occurs if the hex also contains a level greater than 0, in which case
Water: If jumping into or out of water, see page 19. Otherwise, the level of the hill takes precedence.
see Movement in Water, page 19.
15
Movement Basics
MOVEMENT
% You can jump over hexes containing an enemy ’Mech (see p. 18). MINIMUM MOVEMENT
You can also try to jump onto an enemy ’Mech: this is known as A ’Mech can move into the hex directly in front of it, even if it
a Death From Above attack (see p. 36). does not have the MP normally required. A ’Mech can only do this if
% You can deliberately try to walk or run into an enemy ’Mech. This it meets all of the following conditions:
is a charge attack (see p. 35).
% A skidding ’Mech might skid into or through hexes containing % It has at least 1 MP to spend
enemy ’Mechs (see p. 68). % It is not prohibited from entering the hex (see Level Change,
% If conducting a ’Mech drop (see Dropping ’Mechs (Simplified), p. p. 15)
79), you can deliberately place your ’Mech in the same hex as % Such movement is the only MP it expends that turn (e.g. it
an enemy ’Mech. cannot change its facing in the same turn)
% A ’Mech attempting to enter a hex containing an enemy hidden
’Mech (see p. 82) immediately stops before it can enter the hex. To enter a hex in this fashion, a ’Mech must use running
movement. ’Mechs using this rule can enter hexes that normally could
Additionally, a ’Mech can never end its move in a hex with not be entered by a running ’Mech (for example, Depth 1 or greater
another ’Mech (friend or foe; see Stacking, p. 18). water hexes). Any Piloting Skill Rolls required for running still apply.
Prone ’Mechs: A prone ’Mech with only 1 MP available can make
a single attempt to stand using this rule. See Standing Up, on page 19.
16
Movement Basics
MOVEMENT
Common
Cost to Enter Any Hex 1 —
Terrain Cost When Entering Any New Hex
Clear +0 —
Weapons
Paved/Bridge +0 —
Road +0* —
Rough +1 —
Sand +0 +1
Case Rules
Special
Light woods +1 —
Heavy woods +2 —
Light jungle +2 +1
Urban Combat
Heavy jungle +3 +2
Water
Depth 1 +1† (Level change MP cost not included) –1
Depth 2+ +3† (Level change MP cost not included) +0 (+1 if Depth 3+)
Battlefield
Level change (up or down)
The
1 level +1 —
2 levels +2 —
Other Actions
Rubble +1 +0
Light building +1 ‡
Medium building +2 ‡
Heavy building +3 ‡
Hardened building +4 ‡
Heat
Additional Movement Actions
Facing change 1/hexside —
Dropping to the ground 1 —
Damage
Standing up 2/attempt +0
Lateral Shift (quad ’Mechs only) +1 —
Terrain Modifications
Ice +1 +3§
Combat
Mud +1 +1§
Deep Snow +1 +1§
Swamp +1 +1§ Movement
Weather Conditions
Light Fog +1 —
Heavy Fog +2 —
Full Moon Night +1** —
Game
Playing
‡ Piloting Skill Roll required to prevent damage. The roll is modified for the ’Mech’s movement per the Building Movement Modifiers Table (see p. 67).
§ This penalty applies to all PSRs made in this hex (including the PSR made when entering it).
**A ’Mech with an activated searchlight ignores this penalty.
17
Movement Basics
MOVEMENT
DEPTH 1
2 of –1, which means it can only jump over Level 3 terrain and
lower this turn. As such, the ’Mech cannot jump over Hex 3.
If Paths I or II were the only paths available, then the ’Mech
DEPTH 1 LEVEL 1 could not jump to Hex B at all, because the shortest possible
routes would both be illegal.
LEVEL 1 While the trees in Hex 5 rise two levels above the underlying
6 3 terrain, they only rise to Level 3 (1 (underlying terrain) + 2
LEVEL 1 LEVEL 4 (trees) = 3). The ’Mech’s Jumping MP equals or exceeds that
level (4 Jumping MP – 1 = 3), but the ’Mech could cross that
LEVEL 2 path regardless of the height of the trees, as trees do not affect
B jumping. As such, the player may still choose either Paths III or IV.
LEVEL 1 If the ’Mech had 5 or more Jumping MP available, it could
have traveled to its destination along Paths I or II, because the
’Mech’s Jumping MP (5) plus the level of the starting hex (–1)
• jumping diagram •
would equal or exceed the level of the intervening hilly terrain (4).
18
jumping movement
MOVEMENT
Death From Above: A ’Mech cannot jump into a hex that To stand, the ’Mech’s pilot must make a successful Piloting
already contains a ’Mech unless it is making a Death From Above Skill Roll (see p. 53). If the PSR fails, the ’Mech falls again and takes
attack against an enemy ’Mech. See page 36 for details. additional falling damage (and its pilot may also take damage, as
Common
deeper makes a Piloting Skill Roll (see p. 53), applying no modifiers it had on the ground as its initial facing when rolling on the Facing
for the depth of the hex. If the PSR succeeds, the ’Mech drops out After Fall Table (see p. 57). The ’Mech may make repeated attempts
of the air safely to the bottom of the water hex. If it fails, the ’Mech to stand as long as it has the MP required for each attempt.
tumbles to the bottom instead, falling a number of levels equal to When a ’Mech successfully stands, it may select any facing
the hex’s depth (halve the resulting damage as normal due to falling at no cost (regardless of its facing while on the ground), and may
Weapons
in water; round down). continue to expend any remaining MP in that phase.
Out of Water: Jump jets cannot be fired while submerged. Arm Damage: This has no effect on a ’Mech’s attempt to stand,
As such, a ’Mech standing in Depth 1 water may not fire jump jets with the caveats given above.
located in its legs, and a ’Mech standing in Depth 2 or deeper water Four-legged ’Mechs: A prone quad ’Mech need not make
Case Rules
cannot jump at all. For example, a ’Mech with a Jumping MP of 5 a Piloting Skill Roll to stand unless one or more legs have been
Special
that has one jump jet in each leg and one in each torso location destroyed.
may only use 3 Jumping MP when jumping out of Depth 1 water. Heat: Each attempt to stand creates 1 heat point, which is
Mechanical Jump Boosters: This piece of equipment (see cumulative with the heat created by the movement mode the ’Mech
p. 116) provides Jumping MP, but operates quite differently from chose that turn.
Urban Combat
jump jets. A ’Mech using mechanical jump boosters to jump Leg Destruction: A prone biped ’Mech with only one leg (or
generates no heat, must begin and end its jump with the same a prone quad ’Mech with only two legs) may still attempt to stand.
facing, cannot jump down levels, can use its full Jumping MP even However, it may only make one attempt per turn. This attempt to
when submerged, and cannot execute death from above attacks. stand is always considered running, and can still be made even
A ’Mech cannot use both jump jets and mechanical jump boosters though a ’Mech with one leg can normally only walk.
Battlefield
in the same turn. As an exception to the normal rules, only one Piloting Skill Roll
The
Partial Wing: This item modifies a ’Mech’s jump capabilities. is ever made for this attempt, regardless of the number of PSRs that
See page 116 for details. might be required by the action. All modifiers to this PSR are still
cumulative, however.
Other Actions
PRONE BATTLEMECHS Minimum Movement: A prone ’Mech with only 1 MP available
can use this rule (see p. 16) to make a single attempt to stand.
A ’Mech might drop to the ground to take cover, or be forced
to the ground due to falls. Whether it fell or chose to drop, such a
Mech is prone. Prone ’Mechs rise 1 level above the underlying hex. CAREFUL STAND (OPTIONAL)
Torso Twist: A prone ’Mech cannot torso twist. This optional rule allows a ’Mech to take its time when trying
to stand up and thus improve its chances. The ’Mech must have at
Heat
least 3 Walking MP available, and the careful stand attempt takes
DROPPING TO THE GROUND its entire Movement Phase, whether successful or not. The ’Mech
A ’Mech may choose to drop to the ground if it did not using is considered to have walked.
jumping movement that turn. This action creates no additional When making a careful stand attempt, the Piloting Skill Roll
heat, causes no falling damage, and costs 1 MP. The ’Mech drops to stand up applies a –2 Target Number modifier.
Damage
face down with the same facing it had while standing and is
thereafter prone. To regain its feet, it must attempt to stand (see
Standing Up, below). MOVEMENT IN WATER
Water hexes have a depth that functions as a level change (see
p. 15). ’Mechs entering water hexes must pay:
MOVING WHILE PRONE
Combat
A ’Mech lying prone at the beginning of its movement may
% the base 1 MP for entering a hex
declare walking or running movement, but may not jump. While
% plus the MP cost for entering water of that depth (1 MP if
prone, it can only change its facing in the hex or attempt to stand
Depth 1, 3 MP if Depth 2 or deeper)
(see Standing Up, below).
Movement
% plus the cost for any level change
and one leg, or both arms. A ’Mech missing all its legs, or one leg
Playing
If a ’Mech begins the Movement Phase prone, it must declare A ’Mech standing in Depth 1 water has its legs submerged,
whether it will walk or run before it attempts to stand. Each attempt and has partial cover (see p. 26). Underwater ’Mechs are completely
Introduction
to stand, successful or not, costs 2 MP. A ’Mech may attempt to stand submerged: this means a Depth 2 or deeper water hex if standing,
in the same Movement Phase that it fell, as long as it has enough or Depth 1 or deeper if prone.
MP left and did not jump that turn.
19
PRONE BATTLEMECHS
MOVEMENT
BRIDGE MOVEMENT
A ’Mech that begins the turn standing in a clear hex Roads that cross a water hex, or span a distance in which the
wishes to move into a neighboring waterway, consisting of a underlying terrain of the hex is lower than the level of the bridge,
series of Depth 2 water hexes. Because the ’Mech wants to enter are considered bridges.
a water hex with a Depth greater than 0, the ’Mech cannot run: Bridges are classified as light, medium, heavy, or hardened
its options are only walking or jumping. in the same manner as buildings, and have the same range of
The ’Mech chooses to walk. The first hex requires 6 MP to Construction Factors (CF) (see Urban Combat, p. 66). If the bridge
enter (1 for the hex, 3 MP for entering Depth 2+ water, and 2 type is not defined, assume it is a medium bridge with CF 40. Bridges
more MP for moving from a clear hex to a Depth 2 hex: a 2-level can be attacked in the same manner as buildings. When a bridge’s
change). A Piloting Skill Roll is also required (no PSR modifier is CF is reduced to 0, it collapses.
applied by the water, as the hex is not Depth 3+). Capacity: As with buildings, each hex of a bridge will only
If the ’Mech has enough MP left (and assuming it doesn’t support ’Mechs with a total tonnage equal to or less than the bridge’s
fail its PSR), it can then immediately continue to the next hex current CF. If the current CF is exceeded, the bridge hex collapses,
in the pond. This would cost 4 MP (1 for the hex, and 3 MP for and any ’Mech on it falls as normal (see Falling, p. 56).
entering Depth 2+ water). As the ’Mech is moving into a water If a bridge covers more than a single hex, CF values are assigned
hex, another PSR is required, again with no modifier for the water. to each hex. The destruction of a single hex of a multi-hex bridge does
The next turn, as the ’Mech is in water, it cannot run unless not affect any other hex in that bridge, unless more than half its total
it only intends to change its facing or if the first hex it moves hexes have been destroyed; in this case, the entire bridge collapses.
into is out of the pond and onto land. It also could not jump, as If the collapse of the final hex that destroys the whole bridge occurs
a Depth 2+ hex means the ’Mech is submerged, and jump jets due to movement, the entire bridge collapses immediately; if the
cannot be used when submerged. final hex is destroyed by an attack, the bridge collapses at the end
of the phase the attack occurred in (see Collapse, p. 73).
Under-Bridge Movement: A ’Mech may enter a bridge hex
and be considered underneath the bridge, provided the level of the
’Mechs cannot enter a Depth 1 or deeper water hex while underlying hex, plus the height of the ’Mech, is equal to or less than
running (unless using Minimum Movement; see p. 16). However, a the level of the bridge. For ’Mechs, the level of the underlying hex is
’Mech can run and change facing in water and/or move from a water the bottom of the hex.
hex to a land hex. If a ’Mech cannot move on top of the bridge, or underneath it,
Hull Breaches: Submerging one or more locations without the bridge is treated as a building hex for the purposes of movement
armor will automatically breach those locations (see p. 65). (see Urban Combat, p. 66).
Jumping: To resolve jumping into and out of water, see Jumping
Movement, page 18. SKIDDING
Underwater Maneuvering Units (UMUs): If a ’Mech is standing If a running ’Mech makes a facing change in a paved hex at any
and submerged at the start of the turn, it may use its UMUs (see point in the turn, and then attempts to enter a new hex in the same
p. 116). When doing so, it counts as having jumped that turn, and turn, before actually entering the new hex the ’Mech’s controller
ignores the additional MP cost for entering a water hex. This means must make a Piloting Skill Roll (see p. 53) to see if the ’Mech skids.
that a water hex with no obstructions or level changes would be The PSR is modified based on the total number of hexes moved in
treated as a clear hex, costing 1 MP to enter. It always costs just 1 heat the turn so far (as shown on the Piloting Skill Roll Table, p. 54, under
point to use UMUs (regardless of how far a ’Mech moves). “Skidding Movement”).
UMUs cannot be used to move from a land hex into a water hex, If the PSR is successful, the ’Mech does not skid, and may enter
or vice versa, and have no effect on a ’Mech’s movement when it is the new hex and continue its movement. If it fails, the ’Mech falls
not completely submerged. (see Falling, p. 56); it suffers normal falling damage and then skids.
See Skidding, page 68, for how to resolve the skid and the
MOVEMENT damage that results.
ON PAVEMENT
Movement on pavement is largely handled in the same way as RECKLESS MOVEMENT
movement through clear terrain, but with a few important exceptions. Applies to: Mud, Deep Snow, Swamp, Fog, Full-Moon Night,
Moonless Night (see The Battlefield, pp. 59-65).
ROAD MOVEMENT The increased MP cost imposed by the environmental
A road is simply a paved hex that passes through terrain of some conditions listed above represents the extra caution needed to avoid
other type. A ’Mech is traveling on a road if it moves from one hex to falling in such conditions. However, players who do not wish to pay
the next on that road. this additional cost can accept the risks and announce their intention
’Mechs traveling on roads pay only 1 MP per hex; however, any to pass through the terrain at full speed before moving their ’Mechs.
MP costs for changing levels are still required. ’Mechs may move If a ’Mech chooses to move recklessly, when it moves into its first
through prohibited terrain while traveling on a road, but must new hex that turn, its controller must make a Piloting Skill Roll (see
begin and end their movement on the road and remain on it while p. 53). If the roll fails, the ’Mech immediately falls (if this fall occurs
traversing such terrain.
2
0
MOVEMENT ON PAVEMENT
MOVEMENT
Other Actions
normal. However, the player must make an additional PSR for each item is picked up (or unloaded in the same hex as the unloading
level change and non-clear hex through which the ’Mech passes. ’Mech) in the End Phase of that turn.
Jumping: ’Mechs expending Jumping MP ignore this rule. A ’Mech cannot make any weapon or physical attacks in a turn
it loads or unloads.
OTHER ACTIONS Dropping Cargo: During its movement, a ’Mech may drop
all its cargo in the hex it is standing in (as opposed to properly
There are a few miscellaneous actions that also occur in or in
unloading it, as described above) by expending 1 MP. Unlike
Heat
close proximity to the Movement Phase.
regular loading/unloading, this does not affect its ability to
make attacks.
HIDDEN ’MECHS Dropping an item may destroy it. Roll 1D6 for each item
If a ’Mech attempts to enter a hex occupied by a hidden enemy carried: on a result of 1–3, the item is destroyed, and on a result of
Damage
’Mech (jumping over it does not count), or ends its movement adjacent 4–6, the item is undamaged and left in that hex.
to such a hex, the hidden ’Mech is revealed. A hidden ’Mech revealed If a ’Mech that is lifting items loses one or both hand actuators,
in these ways may immediately make a special point-blank weapon it automatically drops all lifted items at the end of the phase in
attack against the ’Mech that revealed it. See page 82 for the full details. which the damage occurred. This does not require MP.
At the end of the Movement Phase, any hidden ’Mech within Combat: Any fall, or any damage dealt to an arm or front
Combat
range of an enemy ’Mech’s active probe and with line of sight to torso location, also damages that ’Mech’s lifted cargo. For every
that enemy ’Mech is revealed. such point of damage applied to the carrying ’Mech, a ton of cargo
(or one item, whichever is more) is destroyed. The cargo does not
LIFTING ITEMS (SIMPLIFIED) reduce the damage. Movement
A ’Mech may lift items using its hands. A ’Mech can lift and Claws: A ’Mech with any claws must make a Piloting Skill Roll
carry around cargo weighing up to 10 percent of the ’Mech’s (see p. 53) with a +2 modifier when lifting items; if the object is very
tonnage (this is increased to 20 percent if the ’Mech has active fragile (such as a human being), a further +1 modifier applies (at
triple-strength myomer; see p. 117). the gamemaster’s discretion or mutual player agreement). If the
Lifting Restrictions: Only ’Mechs with functioning hand PSR fails, the object is effectively destroyed.
Game
Playing
torso-mounted weapons, and may not make club, punch, push, or If using target acquisition gear (TAG; see p. 113), all ’Mechs
physical weapon attacks. It may still charge, kick, and execute death making attempts to designate a target do so after the end of the
Introduction
from above attacks. Movement Phase, but before the beginning of the Weapon Attack
A ’Mech suffers no movement penalties when carrying cargo, Phase (Initiative order is still followed, however).
and can still use Jumping MP.
1
2
OTHER ACTIONS
BATTLEMECH MANUAL
COMBAT
After all players complete the Movement Phase, ’Mechs engage
in combat. BattleMechs use two forms of combat: weapon attacks
and physical attacks. Weapon attacks are made using ranged
armaments such as missiles, lasers, and autocannons. For physical
attacks (see p. 34), each ’Mech has a variety of options, most of which
rely on the ’Mech’s own weight to inflict damage. ALTERNATE PATH 1
Hidden ’Mechs: If a player plans to attack using a hidden ’Mech
(see p. 82), they must reveal that ’Mech and place it on the map at LINE OF SIGHT
the beginning of the Weapon Attack Phase.
ALTERNATE PATH 2
WHAT IS A TARGET?
The target of an attack can be almost anything, even if the result
will not inflict damage. For example, by firing at an empty hex, a
player can expend unwanted ammunition or heat up their ’Mech to
activate triple-strength myomer. Regardless of the target, all effects
of an attack must be taken into account (ammunition used, heat
generated, multiple-target modifiers, etc.).
You can never deliberately target a friendly ’Mech. However, • line of sight between two hexes diagram •
an area-effect attack (AE; see p. 96) damages everything in its blast
radius, even friendly ’Mechs. ’MECH HEIGHTS
Clearing Woods or Jungle: ’Mechs can target woods or jungle Standing ’Mechs are 2 levels in height; prone ’Mechs are 1 level
hexes in order to transform them into clear hexes (see p. 61). in height. For LOS purposes, a ’Mech’s level is their current height,
plus the level of the hex they are in (e.g. a prone ’Mech on a Level 2
LINE OF SIGHT hill is treated as Level 3).
Normally an attacker needs a clear line of sight (LOS) to its
TERRAIN HEIGHT AND DEPTH
target. A straight line running from the center of the attacker’s hex
A hex’s level is marked on the map. Hexes with levels higher
to the center of the target’s hex defines the LOS between two ’Mechs.
than 0 represent hills. Hexes with levels lower than 0 represent
Any hexes through which this line passes lie along the LOS, even
sinkholes.
if the line barely touches the corner of a hex. However, the hexes
Buildings: The level listed in a building hex is how many levels
containing the attacking and target ’Mechs are not counted (see
the building rises above the hex it is in. For example, a Level 2
Water Hexes, p. 23, for the sole exception to this rule).
building on a Level 4 hex makes the total height of the hex Level 6 for
LOS is always mutual: if you can see a target, that target can
LOS purposes. A ’Mech standing on top of this would thus be Level 8.
see you (unless using the optional Hidden ’Mechs rules; see p. 82).
Depths & Sublevels: Ground hexes lower than Level 0 are
You can check for LOS before declaring an attack.
marked as Sublevels, while water is marked in Depths. Both are
Adjacent ’Mechs: ’Mechs in adjacent hexes always have LOS to
treated as negative height. For example, a hex at Depth 2 or Sublevel
each other, unless one ’Mech is completely underwater and a ’Mech
2 is at Level –2. Depth 0 is the same as Level 0 for LOS purposes.
in an adjacent hex is not (see Terrain Modifiers, p. 26). Likewise, if both
Hexes as Targets: If firing directly at a hex (as opposed to a
’Mechs are in adjacent building hexes but at different levels, LOS may
’Mech or building within it), the hex adjacent to it along the LOS from
not exist (see Combat within Buildings, p. 72).
the attacker is considered to be 1 level lower than it actually is (i.e. a
Indirect Fire: If a valid LOS does not exist to the target, LRMs
Level 2 hill adjacent to it won’t block LOS to it).
and Thunderbolts may be fired indirectly (see Indirect Fire, p. 30).
Woods/Jungle: Woods and jungles rise 2 levels above the level
LOS on the Border of Two Hexes: If the LOS falls exactly on
of the underlying hex (for example, a jungle on a Level 2 hex would
the line separating two hexes, the target ’Mech’s controller decides
rise 2 levels above that, reaching Level 4). ’Mechs in such hexes are
which of the two hexes the LOS passes through (see the Line of
on the underlying terrain, not on top of the trees.
Sight Between Two Hexes Diagram at right). If a target is not player
controlled (for example, a building or a hex), randomly determine
which of the two hexes the LOS lies along. In both cases, this LOS INTERVENING TERRAIN
is used for all attacks between those two units for the rest of that Any terrain that might interfere with LOS is said to be
turn. This choice is also used when determining attack direction (see intervening terrain. This isn’t necessarily all-or-nothing: woods or
Attack Direction, p. 32). jungle only block LOS if there’s more than one hex of it along the
LOS. Only check the hexes along the LOS between the attacker and
target, not the hexes they occupy (see Water Hexes on p. 23 for a
LEVELS AND HEIGHT notable exception).
Apply the following rules for the purposes of terrain and LOS.
2
2
Line of Sight
COMBAT
Terrain along the LOS between attacker and target intervenes if:
Common
% Its level is equal to or higher than the target’s level and adjacent to it
target are standing in. Intervening terrain has the following effects on line
Weapons
LEVEL 1 LEVEL 1
of sight.
Buildings and Bridges: One intervening building hex blocks LEVEL 2 LEVEL 1
LOS; bridges, however, do not.
Woods/Jungle: Three or more points of intervening LEVEL 4 LEVEL 2 LEVEL 1
Case Rules
woods/jungle block LOS. Light woods/jungle is worth 1
Special
point, and heavy woods/jungle is worth 2 points. LEVEL 6 LEVEL 4 LEVEL 1
Urban Combat
LEVEL 4 LEVEL 2 LEVEL 1
Water: Intervening water blocks LOS unless both
attacker and target are submerged and no other terrain LEVEL 2 LEVEL 2 LEVEL 2 LEVEL 1
intervenes.
LEVEL 2 LEVEL 2 LEVEL 1
Battlefield
LEVEL 2 LEVEL 2 LEVEL 2 LEVEL 1
’Mechs never intervene, and so ’Mechs besides the
The
attacker and target have no effect on LOS.
2
LEVEL 2 LEVEL 2 LEVEL 1
LEVEL 2 LEVEL 1
Other Actions
The Line of Sight Diagram on the right illustrates many of the
principles governing line of sight.
The BattleMech in Hex A wants to attack in this turn. It is standing in LEVEL 1
Heat
SUB-LEVEL 1
LOS to the ’Mech in Hex B passes through one light woods and one
heavy woods hex, and so is blocked.
LOS to the ’Mech in Hex C passes through two light woods and a heavy
woods hex, and so is blocked.
Damage
The ’Mech in Hex D is standing in a Level 1 hex, and is therefore
considered to be at Level 3 for LOS purposes. Even though the LOS
passes through hexes 2 and 3, those woods are at Level 2 for purposes
of LOS and so do not intervene. The woods in Hex 1, however, are in
the LOS and are at Level 3 for purposes of LOS. Because these woods
Combat
are equal to or higher than both attacker and target, they intervene.
The woods in Hex 4 are equal to or higher than the attacker and
adjacent to the attacker, and so they intervene as well; only two
of these light woods hexes intervene, however, and so they do not
• line of sight diagram •
Movement
block LOS.
Finally, the ’Mech in Hex E is in a Level 3 hex, within Depth 1 water,
and so is at Level 4 for LOS purposes. LOS is blocked by Hex 5. WATER HEXES
Use the diagram to practice finding LOS with the other ’Mechs. Try A standing ’Mech in Depth 2 or deeper water (or a prone
to determine how many targets each ’Mech can see, and compare your ’Mech in Depth 1 or deeper water) is submerged. Being submerged
Game
Playing
results to the correct results that follow: Hex B has 2 targets, Hex C has completely blocks LOS to and from the ’Mech in that hex, unless the
2 targets, Hex D has 3 targets and Hex E has 0 targets. ’Mech attempting to draw LOS to it is submerged as well.
the
Line of Sight
COMBAT
FIRING ARCS
COMBAT
Common
controlling player must first announce whether a ’Mech is torso all applicable modifiers covered in Target Number Modifiers below.
twisting or reversing its arms, and then make a Piloting Skill Roll After you have your modified Target Number, roll 2D6 to see
(see p. 53). If the PSR is successful, the secondary action can occur. if the attack hits the target. If the result is equal to or greater than
A failed roll does not result in a fall: instead, the second action the modified Target Number, the attack hits.
If the modified Target Number is greater than 12, the shot
Weapons
(whether a torso twist or reversing arms) does not occur.
automatically misses; rolling a 12 does not automatically hit. If a
declared shot would automatically miss, the attacker can abort that
TORSO TWISTS shot, but another target cannot be chosen in its place that turn.
As part of each ’Mech’s weapon attack declaration, a biped ’Mech
If the modified Target Number is 2 or less, the shot
Case Rules
can rotate its torso one hexside to the left or right while keeping its
automatically hits. Because some weapons have additional effects
Special
feet pointed straight ahead. This twist lasts for the remainder of the
based on the result of the attack roll, even automatic hits may still
turn, affecting firing arcs for the Weapon Attack and Physical Attack
require the player to make a roll.
Phases, but is not considered when determining hit locations.
Resolution Order: The attacker chooses the order in which
The torso automatically returns to its forward position in the
they make attack rolls for all of their ’Mech’s declared attacks. From
Urban Combat
End Phase.
turn to turn, the attacker can change this order.
Four-Legged ’Mechs: Quad ’Mechs cannot torso twist.
Battlefield
Players use their ’Mechs’ armament to attempt to inflict The base Target Number for a weapon attack is equal to the
damage on targets. Each weapon is always fired individually,
The
attacker’s Gunnery Skill Rating (see Skills, p. 9).
even if multiple weapons of the same type are mounted in the
same location.
Finding a Club: Instead of making any weapon or physical TARGET NUMBER MODIFIERS
Other Actions
attacks that turn, a ’Mech may search rubble in the hex it occupies The base Target Number may be modified by several factors (as
for a girder to use as a club. See Club Attacks, page 36, for more details. showcased in the Strategic: G.A.T.O.R. sidebar; see left).
Heat
The attack process is not complicated—simply a the values in the Attack Modifiers Table (see p. 28). The modifier is
matter of rolling 2D6 and trying to equal or exceed your based on the movement mode the attacker used that turn (Walking,
modified Target Number. However, it’s the “modified” part Running, or Jumping), not the MP it expended or hexes it travelled.
that can trip a player up: juggling the many potential If using Movement Dice (see p. 13), the color of the die
modifiers can be imposing. indicates this modifier.
Damage
After you understand the Target Number Modifiers
section below, you’ll find that “GATOR” is a helpful mnemonic TARGET MOVEMENT MODIFIER
that reminds you what needs to be taken into account: GATOR
A moving target is harder to hit, and so an attacker’s Target
Combat
G Gunnery Skill Rating of the attacker (the base Target Number is modified by its target’s movement using the values in the
Number for the attack). Then add: Attack Modifiers Table (see p. 28). The target movement modifier (often
A Attacker movement modifier abbreviated as “TMM”) is based on the number of hexes traversed by
T Target movement modifier the target this turn, not the number of Movement Points it spent. Movement
O Other modifiers (potentially a big category, but If the target moved both backward and forward in the turn,
typically only includes woods, partial cover, and heat) base the TMM on the number of hexes moved from the hex in which
R Range modifiers the ’Mech last reversed its movement. For example, if the target
moved backward three hexes and then forward two hexes, the
target movement modifier would be based only on the final two
You start with your Gunnery Skill Rating, then add all
Game
Firing Weapons
COMBAT
A JagerMech is attacking with its AC/5s. The The Line of Sight Diagram on page 23 illustrates
JagerMech used Running MP this turn, so it must add an some examples of partial cover.
attacker movement modifier of +2 to its Target Number. The The ’Mech in Hex C has partial cover from the ’Mechs in
target traveled five hexes, creating a +2 target movement Hexes A and B. This is because it is adjacent to a level that is
modifier. The range to the target is two hexes, which is short one level below its own LOS height, along the LOS between
range for the AC/5s. However, the AC/5 has a minimum range the ’Mech and those two ’Mechs, and the LOS height of those
of 3. This means the Target Number of an attack at a range of two ’Mechs is equal to or less than the LOS height of the ’Mech.
three hexes would be modified by +1, while an attack made The ’Mech in Hex D has partial cover from the ’Mechs in
at two hexes—such as this attack—is modified by +2. The Hexes A and B for the same reason. For the ’Mech in Hex B, its
modified Target Number for the JagerMech’s AC/5s is 10: 4 target in Hex D would only receive partial cover if the ’Mech in
(Gunnery Skill Rating) + 2 (Attacker Movement) + 2 (Target Hex B declared its attacks first—LOS passes exactly between
Movement) + 2 (Minimum Range) = 10. the hexes that would allow the partial cover to intervene,
Meanwhile, an Atlas is firing its LRMs. The range to its meaning the target chooses the partial cover hex.
target is four hexes—short range for LRMs, but they also have
a minimum range of 6. This means a +3 minimum range
modifier applies to the attack. The Atlas did not move, and so
no attacker movement modifier is applied. The target spent 5 Attacks against a target with partial cover apply a +1 Target
Running MP, but only traveled two hexes, and since the target Number modifier. In addition, if the hit location roll indicates a leg,
movement modifier counts only the number of hexes moved, no the attack strikes the cover instead. In that event, if the partial cover
TMM applies. The modified Target Number for the LRM attack is is a building, the hit damages the building; otherwise, the attack
7: 4 (Gunnery Skill Rating) + 3 (Minimum Range Modifier) = 7. does not deal damage.
Buildings: A standing ’Mech occupying a Level 1 building or a
building hex one level below the roof receives partial cover, even if
its attacker is at a higher level. If the hit location roll indicates a leg,
TERRAIN MODIFIERS the attack strikes the building instead, damaging it as normal.
GATOR Four-Legged ’Mechs: For quad ’Mechs, any hit to a leg—front
Terrain can reduce the probability of a successful shot by or rear—constitutes a leg hit.
forcing the attacker to account for intervening land features. Prone ’Mechs: Prone ’Mechs cannot receive partial cover. Being
Death From Above: This attack (see p. 36) ignores terrain prone and adjacent to a Level 1 hex along the LOS from an attacker
modifiers. instead means that the attacker cannot see the prone ’Mech at all
Light Woods/Jungle: Add a +1 modifier to an attack’s Target (because prone ’Mechs are only one level high).
Number if the target is in a light woods or light jungle hex. Apply a Water: A standing ’Mech in Depth 1 water normally receives
further +1 modifier per hex of light woods or light jungle intervening partial cover. However, partial cover from water never applies to
between the attacker and target (see Intervening Terrain, p. 22). attacks that could not hit the legs in the first place (for example, if
Heavy Woods/Jungle: Add a +2 modifier to an attack’s Target the attack uses the Punch Location Table Table and the target is a
Number if the target is in a heavy woods or heavy jungle hex. Apply biped ’Mech). Otherwise, it applies even versus attackers that are at
a further +2 modifier per hex of heavy woods or heavy jungle a higher level than it or making physical attacks. Effects that ignore
intervening between the attacker and target (see Intervening Terrain, partial cover and/or terrain modifiers negate the Target Number
p. 22). modifier provided by water, but not the leg protection.
Partial Cover: Attacks against a target in partial cover (see If a fully submerged ’Mech attacks a ’Mech standing in Depth
below) receive a +1 Target Number modifier. 1 water, the target still has partial cover, but an attack striking any
Water: A standing ’Mech in Depth 1 water receives partial cover, location except for a leg strikes the cover.
which provides a +1 Target Number modifier to attacks against it (see Woods/Jungle: These terrain types do not provide partial cover.
Partial Cover Modifier below).
HEAT MODIFIER
PARTIAL COVER MODIFIER GATOR
GATOR The attacker’s Target Number may suffer a modifier due to its
To receive partial cover, a target ’Mech must be standing heat build-up, as discussed in Building up Heat (p. 50). The Heat Data
adjacent to a hex one level higher than its current hex. This adjacent section of the record sheet summarizes these modifiers.
hex can be a hill or a building (but not a bridge), but must lie along The heat modifier never applies to physical attacks.
the LOS between the attacker and target. For example, a standing
’Mech adjacent to a Level 1 hex would receive partial cover if an WEAPON & EQUIPMENT MODIFIERS
attacker traces LOS through that hex. GATOR
However, if the attacker has an LOS level higher than the target’s Some weapons and equipment provide modifiers to attacks. If
LOS level, partial cover does not apply. In other words, an attacker this is the case, it will be noted in that item’s description (see Weapons
firing downhill negates its target’s partial cover (unless the partial and Equipment, beginning on p. 96).
cover is being provided by water or a building; see below).
2
6
Firing Weapons
COMBAT
DAMAGE MODIFIERS Stealth Armor: A ’Mech with an active stealth armor system
GATOR cannot be attacked as a secondary target (see Stealth Armor, p. 115).
The attacker’s Target Number may suffer additional modifiers for
Common
Lower Arm Actuators: ’Mechs whose record sheet did not GATOR
come with lower arm actuators do not suffer actuator damage The farther away a target, the harder it is to hit. Count the
modifiers to weapon attacks, though the absent actuator still affects hexes between attacker and target, taking the shortest path (start
physical attacks. with the hex adjacent to the attacker, and include the target’s hex).
The total is the range to the target.
Weapons
IMMOBILE TARGET MODIFIER Each weapon’s range is divided into range brackets: short,
GATOR medium, and long. For example, a PPC has a range of 18 hexes. Its
Attacks against an immobile target apply a –4 Target Number short-range bracket is “1-6”, meaning that any attack made with a
modifier. PPC against targets 6 hexes away or less is in the PPC’s short range.
Case Rules
The most common immobile targets are buildings; hexes; The range bracket a target is in determines the range modifier
Special
and ’Mechs shutdown, abandoned, missing all four limbs, or with for an attack with that weapon against that target. A short-range
an unconscious MechWarrior. Do not apply this modifier unless a shot does not modify the attack’s Target Number. A medium-range
target is specifically stated to be immobile, even if it has 0 MP. shot adds a +2 Target Number modifier, while a long-range shot
adds a +4 modifier.
Urban Combat
Aimed Shots: This specialized attack can be declared against
immobile targets. See page 30. Levels: Level differences are ignored when calculating range.
A target one hex away but 99 levels higher than the attacker is still
MULTIPLE TARGETS MODIFIER one hex away when determining range and range modifiers.
GATOR
MINIMUM RANGE MODIFIER
Battlefield
A ’Mech may engage more than one target in a turn. The only
limit on the number of targets is how many weapons a ’Mech mounts. GATOR
The
During the attack declaration step, the attacker designates Some weapons, such as PPCs and long-range missiles (LRMs),
one target as the primary target. If any declared targets are in are designed to be fired at long-range targets. If a target is too close,
the attacker’s forward arc, one must be the primary target. If the hitting it with such weapons is more difficult.
Other Actions
attacker is declaring attacks only against targets in the side and rear A weapon’s minimum range, if any, appears on the Weapons
arcs, they may choose any of them as the primary target. and Equipment Tables beginning on page 120. If a target is within
All targets other than the primary target, no matter how many, this range, use the following formula to determine the minimum
are secondary targets. Against secondary targets in the forward arc, range modifier: [Min. Range] – [Target Range] + 1. For example, if a
apply a +1 Target Number modifier; against secondary targets in the ’Mech fires a PPC at a target three hexes away, the minimum range
side and rear arcs, the modifier is +2 instead. modifier would be +1. If the target is two hexes away the modifier
Heat
These rules apply regardless of where the weapons are is +2, and if one hex away the modifier is +3.
mounted. For example, a ’Mech with three medium lasers in its right
arm fires one medium laser at a target in its front arc (designated COMBAT IN WATER
as the primary target), and the second and third medium lasers at A ’Mech standing in Depth 1 water may attack ’Mechs in water
Damage
separate targets in its right side arc. The primary target receives no with its leg-mounted weapons. It may also attack ’Mechs that are
multiple targets modifier, while both secondary targets in the side not underwater, using weapons mounted in any other location.
arc each receive a +2 Target Number modifier. Underwater ’Mechs can attack a standing ’Mech in Depth
Multiple Firing Arcs: Through torso twisting, a ’Mech with 1 water; the standing ’Mech has partial cover (see Partial Cover
both upper-body and leg-mounted weapons may have two forward Modifier, p. 26), but instead of the normal procedure, an attack
Combat
firing arcs at once. Regardless, a ’Mech may only have one primary striking any location except for a leg is ignored.
target each turn. See Underwater Combat, page 64, for the full details involving
Physical Attacks: The multiple targets modifier does not apply underwater combat.
to physical attacks. Prone ’Mechs: A ’Mech prone in Depth 1 water is fully submerged. Movement
7 6 5 4 4 4 6 6 6 6 6 6 8 8 8 8 8 8
Game
Playing
the
MINIMUM RANGE
Introduction
• minimum range diagram (ppc example: base target number + minimum range modifier) •
7
2
Firing Weapons
COMBAT
Firing Weapons
COMBAT
Common
Range and Terrain
Range
Short None
Medium +2
Weapons
Long +4
Minimum range [Minimum] – [Target Range] +1 (see Minimum Range Modifier, p. 27)
Each Intervening Hex/Level between
+1 per hex/level
Attacker and Target (as well as target’s
Case Rules
(maximum +3; see Combat Within Buildings, p. 72)
Special
hex) in same multi-hex building
Target
Secondary target in forward arc +1
Secondary target in side or rear arc +2
Urban Combat
Weather Conditions
Heavy Fog +1 to all attacks of the pulse (P) and direct-fire energy (DE) types
Light Modifiers reduced if the target has high heat (see p. 62)
Dusk/Dawn +1
Battlefield
Full Moon Night +2; ignore if the target is illuminated
The
Moonless Night +3; ignore if the target is illuminated
Moderate/Heavy Rain +1
Torrential Downpour +2
Other Actions
Moderate/Heavy Snowfall +1
Wind
Moderate Gale +1 to all attacks of the missile (M) type (see p. 97)
+2 to all attacks of the missile (M) type, and
Strong Gale
+1 to all attacks of the direct-fire ballistic (DB) type (see pp. 96-97)
+3 to all attacks of the missile (M) type, and
Heat
Storm
+2 to all attacks of the direct-fire ballistic (DB) type (see pp. 96-97)
Damage
Attacker
’Mech Damage
No punching or physical weapon attack with arm; no clubbing
Shoulder hit
attacks; +2 to pushing attack (each)
+2 to punching and physical weapon attack with arm; half
Combat
Upper or lower arm actuator hit (each)
damage for punching attack with arm; +2 to clubbing attacks
+1 to punching attack with arm; no clubbing attacks; no physical
Hand actuator hit
weapon attack with arm
Hip actuator hit No kicking attacks
Movement
Upper or lower leg actuator hit (each) +2 and half damage to kicking attack with that leg
Foot actuator hit +1 to kicking attack with that leg
Other Modifiers
Charging attack Modify for relative Piloting Skills (see Comparative Modifier, p. 34)
Game
Playing
Death from above attack Modify for relative Piloting Skills (see Comparative Modifier, p. 34)
Rear kick (quad ’Mechs only) +1
the
Unintentional charge +3
Weather Conditions
Introduction
Firing Weapons
COMBAT
PRONE ’MECHS Head Shots: If aiming at a ’Mech’s head, the immobile target
Prone ’Mechs may still participate in combat. modifier is not applied, and an additional +3 modifier is added.
Water: A ’Mech prone in Depth 1 water is fully submerged. Partial Cover: If a target has partial cover, you can only aim
for locations that are not behind cover. Do not apply the Target
FIRING WHILE PRONE Number modifier for partial cover, and if a leg location is rolled when
A prone ’Mech may fire some of its weapons, as long as neither assigning a hit, re-roll until a non-leg hit location is rolled.
of its arms has been destroyed. Targeting Computer: A targeting computer allows aimed
The attacker chooses one arm: no weapons in that arm can shots against non-immobile targets. In this case, Pulse weapons
fire that turn (this includes weapons split between that arm and also cannot be used, the standard –1 Target Number modifier for a
the corresponding torso; which arm is chosen may be changed targeting computer is ignored, and a +3 modifier is applied instead.
each turn). No leg-mounted weapons can be fired either. All other Whether the target is immobile or not, aimed shots aided by a
weapons may be fired, using the same arc as if it were standing and targeting computer in any way may not target the head. See page
facing that direction. A prone ’Mech cannot torso twist. 114 for the full details.
Add a +2 Target Number modifier to weapon attacks made while
prone, in addition to any other standard modifiers. For example, if CLEARING WOODS OR JUNGLE
a ’Mech runs (+2 modifier) and then drops prone in the same turn Weapon attacks can clear wooded and jungle hexes (see
it makes a weapon attack, it receives a +4 Target Number modifier. Clearing Woods and Jungle, p. 61).
Four-Legged ’Mechs: Provided it still has all four legs, and has
taken no critical hits to any hip actuator, a prone quad ’Mech fires as INDIRECT FIRE
though it were standing (the +2 modifier for firing when down does LRM and Thunderbolt launchers may be fired indirectly. Indirect
not apply, and it may fire leg-mounted weapons). fire allows a ’Mech without a direct line of sight to a target to attack
One-Armed Prone Fire (Optional): Under this optional rule, a that target. An attacker with valid LOS to a target cannot make an
prone ’Mech with one arm destroyed may still prop itself up using indirect fire attack against that target.
its intact arm and fire any non-limb mounted weapons. Apply a +1 Another friendly ’Mech must have a valid line of sight to the
Target Number modifier (in addition to the standard prone modifier) target: this friendly ’Mech is referred to as the spotter. In order to
to all shots made in this fashion. choose to be a spotter, a ’Mech must not have charged or launched a
Death From Above attack that turn; any other action is fine. A spotter
ATTACKING PRONE ’MECHS can spot for any number of attackers against a single target, but can
A prone ’Mech makes an easier target for opponents in adjacent only spot to one target a turn.
hex, but a more difficult target at longer ranges. Apply a –2 Target An indirect fire attack applies the following modifiers:
Number modifier to any attack made against a prone ’Mech from
an adjacent hex. If the attacker is not adjacent, apply a +1 modifier. % All standard modifiers for attacker and target movement;
For example, if a ’Mech runs seven hexes and then drops prone, % All standard modifiers for the spotter’s movement;
attacks against it by non-adjacent ’Mechs receive a +4 Target Number % Terrain modifiers and partial cover based on line of sight from
modifier (+3 for entering seven hexes, +1 for firing at non-adjacent the spotter, not the firing ’Mech;
prone ’Mech = 4); adjacent ’Mechs would receive a +1 Target Number % +1 for indirect fire;
modifier (+3 for entering seven hexes, –2 for firing at an adjacent % Range modifier based on the range between the attacker and
prone ’Mech = 1). target, including minimum range modifiers;
% Finally, if a spotter makes any attacks during the Weapon Attack
Phase of a turn that it also spots, apply a +1 Target Number
SPECIALIZED ATTACKS modifier to those attacks, as well as an additional +1 modifier
Several specialized attacks, such as indirect fire, have their own
to the indirect fire attack.
rules and Target Number modifiers, as outlined below.
Aimed Shots: No indirect fire attack may be an aimed shot.
AIMED SHOT
Artemis FCS: No Artemis FCS bonuses apply to an indirect
Players may announce that they are aiming for a specific hit
fire attack.
location when declaring a weapon attack, but only against immobile
Narc Beacons: A target with an attached Narc homing pod
targets (see Immobile Target Modifier, p. 27). The following weapon
(see p. 108) does not require a spotter to be the target of indirect
types cannot make an aimed shot: Area-Effect, Cluster, or Flak
fire from an attacker firing Narc-enabled missiles (see p. 107). If a
(see the Weapon and Equipment tables, beginning on p. 121, to
spotter is not used, terrain modifiers do not apply to the attack, but
find a weapon’s type; see p. 96 for an explanation of each type).
the +2 modifier to the Cluster Hits Table roll that a Narc homing pod
Additionally, indirect fire attacks and Rapid-Fire attacks firing more
normally provides is lost (valid LOS from the attacker to the target
than one shot cannot be aimed shots.
still cannot exist). If a spotter is used, apply both the standard terrain
Apply the –4 immobile Target Number modifier to the attack
modifiers and the +2 Cluster Hits Table modifier.
(unless aiming for the head; see below). If the attack hits, the attacker
Partial Cover: Damage from indirect fire always strikes the
rolls 2D6: on a 6, 7, or 8, the shot hits the designated location. If not,
target and not the partial cover, even if it hits a leg location; see
the attacker rolls normally on the appropriate Hit Location Table (and
Partial Cover Modifier, page 26. The exception is if the partial cover is
so may hit the designated location after all).
provided by water: in this case, the indirect fire strikes the water and
This rule cannot be used with physical attacks.
does no damage, unless it is a weapon of the AE (Area-Effect) type.
3
0
Firing Weapons
COMBAT
Common
TAG: A ’Mech that hits a target with target acquisition gear Ton column of the Weapons and Equipment Tables (see p. 121).
(TAG; see p. 113) also spots the target for indirect fire; this is the
’Mech’s one allowed spot for the turn (the reverse is not true: just SHOTS
spotting a target in no way benefits TAG-guided munitions). If a All weapons that require ammunition have their ammo stored
’Mech uses TAG against a target and misses, the ’Mech can still in ammo bins. Each ammo bin provides a varying number of shots,
Weapons
attempt to spot any target for indirect fire in the normal fashion. depending on the weapon. For example, one ton spent on ammo
Note that spotting a target for indirect fire via TAG does not provides an ammo bin containing twenty shots for an AC/5, or five
apply any of the special Target Number modifiers listed under the shots for an AC/20. Missile ammunition works differently, in that a
final bullet point above. single shot for a missile launcher is always one firing of all the missile
tubes of that launcher. For example, a ton of SRM 4 ammo provides
Case Rules
Torpedoes: Long-range torpedoes may be fired indirectly
Special
underwater, so long as both the torpedo launcher’s location an ammo bin with twenty-five shots (four missiles are fired per shot).
and target are underwater. The entire attack must take place A ton of LRM 20 ammo provides an ammo bin with six shots (twenty
submerged in the same body of water. missiles are fired per shot). Put simply, each time a weapon that
requires ammunition fires, regardless of its type or size or number
Urban Combat
of missile tubes, it uses one shot of that weapon’s ammunition.
ROLLING TO HIT A weapon can draw ammo from any ammo bin that carries the
Once the player has determined all Target Number modifiers exact ammunition for that weapon. The ammo need not be in the
for the attack, they make a roll to see if the attack is successful. For same location as the weapon on the Critical Hit Table of the ’Mech
each weapon attack, the player rolls 2D6. If the result is equal to Record Sheet. For example, an LRM 15 in the left arm of a ’Mech can
Battlefield
or greater than the modified Target Number, the attack succeeds. use LRM 15 ammo carried in any location, but cannot use LRM 5,
Players choose the order they roll, and the order they resolve 10, or 20 ammo. In addition, if multiple ammo slots of the correct
The
the damage (which can be different), for all their ’Mech’s declared type exist, a player can draw ammo from any slot desired in a turn,
attacks; resolve all attacks against one target before moving on to switching slots each turn at their discretion. For example, take a
attacks by the same ’Mech against another target. From turn to turn, ’Mech with an LRM 15 and three LRM 15 ammo bins: two in the right
Other Actions
this order can differ at the player’s discretion. arm and one in the left torso. The ’Mech fires the LRM 15 in each of
three consecutive turns. Each turn, its controller can remove one
shot from any one of the three LRM 15 ammo bins.
Similarly, multiple weapons of the exact same type (e.g.,
A walking ’Mech with a Gunnery Skill of 4 fires all its all LRM 5s, or all LRM 15s, but not all LRMs in general) can share
forward-mounted weapons at one target, and two rear- ammunition bins. For example, a ’Mech with two AC/5s can have
Heat
mounted medium lasers at a second target. The attacker just one ton of AC/5 ammo to share between both, and firing both
chooses the order to make their attack rolls in, but must means that two shots are drawn from the single ammo bin.
resolve all fire against one target before moving to the next. As damage can cause ammunition to be lost or even to
explode, it is important to track which bin each shot is fired from.
Its Ultra AC/10 has a modified Target Number of 11: For ’Mechs with multiple ammo bins for a single weapon type, do
Damage
4 (Gunnery Skill) + 1 (attacker movement) + 2 (target not assign all ammunition to a single “pool”. For example, if your
movement) + 1 (partial cover) – 1 (targeting computer) ’Mech has three tons of AC/5 ammo (20 shots per ton), that’s not
+ 4 (long range) = 11. a single pool of 60 AC/5 shots. Instead, remember that you have
Its large pulse laser has a modified Target Number of 7: three separate bins of 20 shots each, with each bin’s ammo count
recorded separately on the Critical Hit Table.
Combat
4 (Gunnery Skill) + 1 (attacker movement) + 2 (target
Ammunition Use Timing: Ammo expended is marked off
movement) + 1 (partial cover) – 2 (pulse weapon modifier)
when attack declarations are made, except for Streak missile
– 1 (targeting computer) + 2 (medium range) = 7.
launchers, which only mark off ammo after a successful to-hit roll.
Its LB 5-X AC has a modified Target Number of 9:
Cluster Attacks: Though a cluster weapon (see p. 96) fires
4 (Gunnery Skill) + 1 (attacker movement) + 2 (target
Movement
multiple projectiles, each firing still only uses one shot.
movement) + 1 (partial cover) – 1 (LB-X firing cluster ammo) Rapid-Fire Attacks: Rapid-fire weapons (see p. 97) can fire
+ 2 (medium range) = 9. multiple shots in a single attack. For example, a rotary AC/5 can fire
Its LRM-15 has a modified Target Number of 10: between one and six shots in a single turn as its attack. One ton of
4 (Gunnery Skill) + 1 (attacker movement) + 2 (target ammo provides a rotary AC/5 with 20 shots. A player could fire it at
Game
movement) + 1 (partial cover) + 2 (medium range) = 10. a rate of one shot per turn for twenty turns, or fire it three times at
Playing
Its two medium lasers fired at the secondary target a rate of six shots in three different turns (consuming 18 shots) or
the
computer) + 2 (medium range) = 9. Each medium laser is rotary AC/5 with three different ammo slots of the correct type can
rolled separately. rapid-fire six shots in a single turn and then mark off all six shots in
any combination across the three different ammo slots (two shots
in each, all six shots in one, three shots in two, and so on).
1
3
Firing Weapons
COMBAT
DAMAGE RESOLUTION
LEFT SIDE RIGHT SIDE Only after all weapon attacks have been
HIT ZONE HIT ZONE made is the damage caused as a result of those
attacks applied. As such, damage dealt in a
Weapon Attack Phase never affects attacks made
that same phase (the attacks are all made before
the gameplay effects of damage caused as a
result are applied).
All Piloting Skill Rolls required due to weapon
REAR HIT ZONE attacks are made at the end of the Weapon Attack
Phase (i.e. after all attacks that phase), applying
any modifiers resulting from damage inflicted that
phase. See page 53 for details. Once this is done,
players then proceed to the Physical Attack Phase.
• attack direction diagram (white hexes = target's choice) • See the Damage chapter, pages 41-49, for
how to resolve damage.
3
2
HIT LOCATION
COMBAT
Weapons
(2D6) 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 40
2 1 1 1 1 2 2 3 3 3 4 4 4 5 5 5 5 6 6 6 7 7 7 8 8 9 9 9 10 10 12
3 1 1 2 2 2 2 3 3 3 4 4 4 5 5 5 5 6 6 6 7 7 7 8 8 9 9 9 10 10 12
Case Rules
4 1 1 2 2 3 3 4 4 4 5 5 5 6 6 7 7 8 8 9 9 9 10 10 10 11 11 11 12 12 18
Special
5 1 2 2 3 3 4 4 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 18 18 24
6 1 2 2 3 4 4 5 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 18 18 24
Urban Combat
7 1 2 3 3 4 4 5 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 18 18 24
8 2 2 3 3 4 4 5 5 6 7 8 8 9 9 10 10 11 11 12 13 14 15 16 16 17 17 17 18 18 24
9 2 2 3 4 5 6 6 7 8 9 10 11 11 12 13 14 14 15 16 17 18 19 20 21 21 22 23 23 24 32
10 2 3 3 4 5 6 6 7 8 9 10 11 11 12 13 14 14 15 16 17 18 19 20 21 21 22 23 23 24 32
Battlefield
11 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 40
The
12 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 40
Other Actions
’MECH HIT LOCATION TABLE
Heat
Roll Biped (Four-legged)
(2D6) Left Side Front/Rear Right Side
Damage
2* Left Torso [critical] Center Torso [critical] Right Torso [critical]
3 Left Leg (Left Rear Leg) Right Arm (Right Front Leg) Right Leg (Right Rear Leg)
4 Left Arm (Left Front Leg) Right Arm (Right Front Leg) Right Arm (Right Front Leg)
5 Left Arm (Left Front Leg) Right Leg (Right Rear Leg) Right Arm (Right Front Leg)
Combat
6 Left Leg (Left Rear Leg) Right Torso Right Leg (Right Rear Leg)
7 Left Torso Center Torso Right Torso
8 Center Torso Left Torso Center Torso Movement
9 Right Torso Left Leg (Left Rear Leg) Left Torso
10 Right Arm (Right Front Leg) Left Arm (Left Front Leg) Left Arm (Left Front Leg)
11 Right Leg (Right Rear Leg) Left Arm (Left Front Leg) Left Leg (Left Rear Leg)
12 Head Head Head
Game
Playing
*A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner, but the attacking player also rolls once on the Determining Critical
the
HIT LOCATION
COMBAT
PHYSICAL ATTACKS
Physical attacks occur in the Physical Attack Phase. This phase PHYSICAL ATTACK
occurs after the Weapon Attack Phase is over. As such, all weapon MODIFIERS TABLE
fire, as well as all damage and effects from it, is resolved before any
physical attacks are declared and made in a turn.
Attack Type Modifier
’Mechs can make seven different types of physical attacks:
charging (see p. 35), clubbing (see p. 36), death from above (DFA) Charging +0
(see p. 36), kicking (see p. 38), physical weapon attacks (see p. 38), Clubbing –1
punching (see p. 38), or pushing (see p. 40). Death From Above (DFA) +0*
In order to make a physical attack, a ’Mech must be adjacent Kicking –2
to its target (unless specified otherwise) and the target must be in a Punching +0
valid arc, as described in the rules for each attack. Pushing –1
Displacement: If a ’Mech’s charge, DFA, or push attack would Physical Weapon See p. 38
displace the target of another ’Mech’s physical attack, the ’Mech with
the lower Initiative (i.e. the first to move) resolves its physical attack *All the normal attack modifiers apply, including the attacker’s jumping
first. If both attackers are on the same side, the controlling player(s) movement, but the roll is not modified for terrain.
may choose which attack is resolved first. If no valid target exists, the
attack automatically fails.
A charge, DFA, or push attack can displace a ’Mech off the
playing area. In this case, off-board is not considered prohibited misses: in this case, the player can choose not to make the attack,
terrain, and the displaced ’Mech is considered destroyed. thereby avoiding the possible need to make a Piloting Skill Roll
Multiple Physical Attacks: A ’Mech may only make a single for a failed attack.
type of physical attack in a single turn. Even if a ’Mech mounts two
physical weapons (identical or otherwise), it can only make a single COMPARATIVE MODIFIER
physical weapon attack, unless the weapon’s rules specify otherwise Whenever a ’Mech charges or conducts a death from above
(such as with claws). However, when making a single punch attack, attack on another ’Mech, subtract the target’s Piloting Skill from
a player can punch with one or two arms (see Punch Attacks, p. 38). that of the attacker’s, and use the result as a modifier to the Target
A ’Mech can only be the target of one charge, DFA, or push Number. This applies even if the target is unconscious.
attack in a turn. If one of these attacks is declared against a ’Mech,
it cannot be targeted by any other attack of these types that turn. CRITICAL DAMAGE
Critical damage to a ’Mech’s arms or legs adds modifiers to the
MAKING A PHYSICAL ATTACK Target Numbers of physical attacks. See the Attack Modifiers Table,
The base Target Number for a physical attack is equal to the page 28, for a list of these modifiers.
attacking ’Mech’s Piloting Skill Rating (see Skills, p. 9).
The modified Target Number equals the base Target Number DIFFERENT LEVELS
plus the modifier for the specific physical attack as noted on the The rules for punching, clubbing, physical weapon, kicking, and
Physical Attack Modifiers Table below. All standard modifiers for charging attacks assume that the opposing ’Mechs are at the same level.
weapon attacks apply; the sole exceptions are heat and sensor A ’Mech may make a physical attack against another ’Mech only
modifiers, which never apply. if the level of the underlying hexes of both ’Mechs are within one
Physical attacks are not Piloting Skill Rolls: modifiers that only level of each other. The Different Levels Table shows which types of
affect Piloting Skill Rolls do not affect physical attacks, and vice versa. physical attacks can be made in various situations. Players must use
As with weapon attacks, if the modified Target Number is 2 or different Hit Location Tables to determine the location of damage
less, the physical attack automatically hits. If the modified Target from punching, clubbing, physical weapon, or kicking attacks against
Number is greater than 12, the physical attack automatically an opponent on various levels.
Note: A ’Mech can always make a death from above attack if it has the necessary Jumping MP, provided the target is valid.
3
4
PHYSICAL ATTACKS
COMBAT
PHYSICAL ATTACKS Like all other physical attacks, charges are resolved during
the Physical Attack Phase. This means the attacker can only charge
AND PRONE ’MECHS ’Mechs that have finished their movement. It also means a charging
Prone ’Mechs cannot make physical attacks against
Common
attack, because the charging ’Mech’s movement will not be finished
Club, death from above, kick, and physical weapon attacks may
until the end of the Physical Attack Phase.
be made against a prone ’Mech. The attacker gains the –2 Target
If the attacking ’Mech falls during the Weapon Attack Phase, its
Number modifier for attacking an adjacent prone ’Mech.
charge automatically misses; resolve the fall normally at the end of
A successful attack uses the Hit Location Table (see p. 33). For
the Weapon Attack Phase. An exception occurs if the ’Mech falls in a
Weapons
DFA attacks against prone ’Mechs, always use the Rear column.
paved hex. In this case, at the end of the Weapon Attack Phase, the
Different Levels: A prone ’Mech one level higher than the
’Mech skids for a number of hexes equal to half the hexes it entered
attacking ’Mech can also be hit by punch, club, and physical weapon
during the Movement Phase (round fractions up). When it skids into
attacks. These attacks also use the Hit Location Table (unless noted
the hex containing the ’Mech it was attempting to charge, it makes
otherwise for physical weapon attacks). A prone ’Mech one level
Case Rules
an unintentional charge (see Skidding, p. 68).
Special
lower may not be the target of a kick.
If the target falls during the Weapon Attack Phase, the charge
attack is not made and so the attacker does not move into the
PHYSICAL target’s hex.
ATTACKS AND WATER Multiple Attacks: A ’Mech may only be the target of one
Urban Combat
A ’Mech standing in Depth 1 water may make any physical charge, death from above, or push attack in a given turn.
attack. However, a physical attack cannot be made against a fully- Shutdown Targets: When determining targets for a charge
submerged ’Mech, unless the attack begins underwater as well. attack, ’Mechs that began the turn shutdown or with unconscious
For example, a ’Mech standing in Depth 1 water adjacent to pilot are treated as though they already took their movement
a prone ’Mech in Depth 1 water can only make a kick attack, since actions, regardless of what order their actions actually occur.
Battlefield
the kick attack occurs completely underwater. The standing ’Mech UMUs: A ’Mech can make a charge attack using Underwater
The
cannot make a DFA against the prone ’Mech because a portion of Maneuvering Units.
the attack would take place outside the water.
Any physical attack that occurs underwater inflicts half its CHARGE DAMAGE
Other Actions
standard damage (round down). If the attack succeeds, both ’Mechs take damage. Round all
Partial Cover: For a standing biped ’Mech, Depth 1 water fractional damage up.
provides partial cover against any physical attack that does not roll
on the Punch Location Table (bearing in mind that the attacker and % Damage to target: Divide the charging ’Mech’s weight by 10.
target being at different levels can change what location table an Multiply this by the number of hexes moved (not MP spent) by
attack uses; see the Different Levels Table on p. 34). For a standing the attacker in the Movement Phase. Do not count the hex the
Heat
quad ’Mech, Depth 1 water always provides partial cover. target is in. If the attacker moved both backward and forward
If partial cover applies, resolve the physical attack’s hit location that phase, only count the hexes moved after it last reversed
as normal. However, if the attacker is at Level 0, any damage its movement. If the attacker fell in the Movement Phase, no
grouping that resolves to the legs is ignored. If the attacker is hexes it moved before the fall apply.
instead in water of Depth 1 or deeper, any damage grouping that Damage to attacker: 1 point of damage for every 10 tons the
Damage
%
resolves to any location except the legs is ignored. target weighs.
Depth 2+ Water: A ’Mech standing in Depth 2 (or deeper)
water can make any physical attack, except for a death from above. Divide all damage into 5-point Damage Value groupings (any
See Underwater Combat, page 64, for the full details on combat leftover damage becomes its own grouping). The attacking player
Combat
when submerged. then rolls each grouping’s hit location separately. For example, a
17-point charge forms three 5-point groupings and one 2-point
CHARGE ATTACKS grouping, and each grouping is a separate hit.
Base Target Number: Piloting Skill (comparative modifier; see Buildings: A ’Mech that charges a building automatically
fails its Piloting Skill Roll required to avoid damage when entering
Movement
p. 34).
In order for a ’Mech to charge, it must not have jumped that a building hex and so takes damage equal to the current CF of
turn. A charging ’Mech cannot make any weapon attacks that turn. the building/10 (rounded up). This takes the place of the normal
Charge attacks are declared in the Movement Phase, not the damage to the attacker caused by a charge.
Physical Attack Phase. It is not necessary to move in a straight line Targets in Buildings: If a ’Mech charges a target in a building,
Game
to charge, or to use Running movement. All that is required is that the building absorbs damage as normal (see Attacking ’Mechs Inside
Playing
the attacker has enough MP to enter the hex the target occupies, Buildings, p. 71). The normal PSR to avoid taking damage when
the
and can legally do so. The attacker stops one hex away from the entering a building hex is required, with a +3 Target Number modifier
target and only then declares the charge: when resolving any action in addition to the building modifier (see Moving Into Buildings, p. 67).
Unusual Targets: If a charge is made against any target (other
Introduction
against the charging ’Mech between that moment and the time the
charge is finally resolved, treat the ’Mech as in that hex and having than a building) with no tonnage—such as a hill, for example, due
only moved that far. It does not actually finish its movement and to a skid—calculate damage to the attacker using the attacker’s
enter the target hex until the Physical Attack Phase. tonnage rather than the target’s.
5
3
Charge Attacks
COMBAT
Club Attacks
COMBAT
Common
the Weapon Attack Phase, the jumping ’Mech is considered
to be in Hex C, as though it were standing on a Level 3
hill (the target hex's level +2). The ’Mech in Hex B may fire
against the jumping ’Mech's front side with any weapons it
Weapons
can bring to bear at a range of 1. Other ’Mechs on the map
can check for LOS and fire as though the jumping ’Mech were
in Hex C with a LOS height of Level 5.
LEVEL 1
Case Rules
Special
DFA DAMAGE TO ATTACKER
• death from above diagram • If a DFA hits, divide the attacker’s weight by 5, then divide
the result into 5-point Damage Value groupings (as explained
above). Consult the Front column of the Kick Location Table to
Urban Combat
Shutdown Targets: When determining targets for a DFA find the hit location for each grouping (see p. 38) and apply this
attack, ’Mechs that began the turn shutdown or with unconscious to the attacker.
pilot are treated as though they already took their movement
actions, regardless of what order their actions actually occur. LOCATION AFTER DFA
Stacking: A ’Mech executing a DFA attack does not count as
Battlefield
A DFA is completed in the Physical Attack Phase. In that phase,
in any hex for stacking purposes until it lands (see Stacking, p. 18). the attacker lands in the target’s hex. If the DFA succeeds, the target
The
UMUs: A ’Mech cannot make a DFA attack using Underwater (if not destroyed) is displaced one hex in the direction opposite the
Maneuvering Units (but can charge using them). attack. If this results in the target being pushed off the playing area,
the target is destroyed.
Other Actions
WEAPON ATTACK PHASE If the DFA fails, the target chooses any legal adjacent hex and
The attacker cannot make weapon attacks in the same turn moves to it, even if immobile or prone. Unlike normal, this can be
it executes a DFA. an occupied hex. If the target ’Mech is displaced into a hex two or
During the Weapon Attack Phase, the attacker is considered more levels lower than its current hex, it automatically falls the full
adjacent to the target hex along the path that the attacker travels height (see Falling, p. 56). Regardless, if a ’Mech is already in the hex
during the jump, and facing the target hex. If the path of the it is displaced into, see Displacement, on page 55.
Heat
jump passes exactly between two hexes adjacent to the target, Prohibited Terrain: If the target ’Mech would be displaced
the attacker must choose which one they occupy. For purposes of into prohibited terrain (besides off the playing area, which is
determining LOS, the attacker is considered to be in the air above allowed and destroys the target), another hex must be chosen
its hex, standing two levels higher than either the target hex or the as close as possible to the original hexside through which the
Damage
level of the hex the attacker occupies, whichever is higher. target ’Mech would have moved. For example, if a target ’Mech
If the attacking ’Mech fails a Piloting Skill Roll in the Weapon would be displaced through hexside A, but A is prohibited, its
Attack Phase (or would automatically fall), instead of falling that controller then looks at hexsides B or F to see if those hexes are
phase the DFA automatically misses. Resolve the DFA in the Physical passable, then at hexsides C or E, then finally at hexside D. If
Attack Phase as an unsuccessful attack (see Falls After DFA, at right). two equally distant hexes are open, such as B or F, the controller
Combat
If the target of a DFA is destroyed during the Weapon Attack Phase, chooses either one.
the DFA becomes a normal jump and the attacker lands as normal. If all the surrounding hexes contain impassable terrain, the
target ’Mech cannot be displaced. For example, the target ’Mech
DFA DAMAGE TO TARGET may be on Level 0 terrain surrounded by Level 3 or higher hills. In Movement
To determine the damage dealt to the target, divide the weight this case, if the attack succeeds, the target is destroyed. If the attack
of the attacking ’Mech by 10 and multiply the result by 3 (round a fails, the attacker is destroyed.
fractional total up). For example, a Jenner weighing 35 tons inflicts
11 points of damage. FALLS AFTER DFA
Damage from a DFA is not assigned to a single location. Instead, After a successful death from above attack, the attacker makes
Game
divide all damage from the attack into 5-point Damage Value
Playing
The attacking player then rolls once on the Punch Location Table for cause the target ’Mech to fall, then it must make a PSR as well (with
each grouping (see p. 39). For example, a 12-point DFA forms two a +2 modifier instead). If either ’Mech fails its PSR, it takes damage
Introduction
5-point groupings and one 2-point grouping, and each grouping is as from a 0-level fall.
assigned as a separate hit. Determine attack direction as though the On an unsuccessful attack the attacker automatically falls,
attack had come from the attacking ’Mech’s starting hex. taking damage as though it had fallen 2 levels. Roll on the Facing
Prone ’Mechs: Resolve successful DFA attacks against a prone After Fall Table to determine facing (see p. 57), but the Hit Location
’Mech on the rear column of the Hit Location Table (see p. 33). for this damage is always the rear.
7
3
KICK ATTACKS Four-Legged ’Mechs: A quad ’Mech can choose to kick into its
Base Target Number: Piloting Skill –2. rear arc instead (provided the hip actuators of both legs used in the
A ’Mech cannot kick with a leg if it fired weapons mounted in kick are undamaged). Resolve the kick exactly like a standard kick,
that leg that turn. To make a kicking attack, both hip actuators must but with an additional +1 Target Number modifier.
be undamaged, and the target must be in the kicking ’Mech’s forward Critical Damage: Reduce kick damage by half for each upper
arc (based on its actual facing; ignore torso twists). and lower leg actuator damaged on the attacking ’Mech (rounding
Kicks have a Damage Value of 1 point for every 5 tons of the down); this is cumulative. For example, an attacker with two leg
attacking ’Mech’s weight, assigned as a single damage grouping. actuators damaged reduces its kick damage to 1/4 its base value.
Determine the damage location by rolling 1D6 and consulting the
appropriate column of the Kick Location Table, based on whether PHYSICAL WEAPON ATTACKS
the ’Mech is a biped or four-legged design. Base Target Number: Piloting Skill, with modifier depending on
If a ’Mech is kicked, it must make a Piloting Skill Roll (see p. 53).
weapon (see table at left).
If a ’Mech attempts a kick attack and misses, it must make a PSR. ’Mechs can be equipped with melee weapons, such as a
hatchet or sword. A ’Mech cannot use a physical weapon in
an arm if it fired weapons mounted in that arm that turn.
The target of a physical weapon attack must be in the
PHYSICAL WEAPON ’Mech’s forward arc, or in the side arc corresponding
ATTACKS TABLE to the arm in which the weapon is mounted.
All physical weapon attacks assign their damage
as a single damage grouping. While a ’Mech can have
To-Hit Damage Hit Location Affected
multiple physical weapons, it can only attack with one of
Weapon Type Modifier Value** Table by TSM?
them each turn unless the weapon specifies otherwise
Claws +1 1 per 7 tons Punch Yes (e.g. claws).
Flail 0 9† Standard No See Physical Weapons, on page 108, for more details.
Hatchet –1 1 per 5 tons Option‡ Yes Punch Attacks: If a ’Mech mounts a physical attack
Lance +1 1 per 5 tons Standard Yes weapon in an arm other than a retractable blade which
Mace +1 1 per 4 tons Option‡ Yes is retracted, it cannot make a punch attack with that arm
Retractable Blade –2* 1 per 10 tons Option ‡ Yes as long as that physical attack weapon is intact.
‡ Triple-Strength Myomer: A weapon listed on the
Sword –2 (1 per 10 tons) +1 Option Yes
table as being affected by triple-strength myomer (TSM)
Talons 0 ×1.5 As per attack Kicks only
deals twice its normal damage when a ’Mech wielding it
Vibroblade has active TSM (see p. 117).
Activated –2 See p. 109 Option‡ No
Deactivated –2 (1 per 10 tons) +1†† Option‡ Yes PUNCH ATTACKS
Base Target Number: Piloting Skill.
*Not affected by an absent or damaged hand actuator. A ’Mech cannot punch with an arm if it fired
**Assign all damage as a single damage grouping. “1 per X tons” mean that the weapon does 1 point weapons mounted in that arm that turn. A ’Mech may
of damage for every X tons the ’Mech carrying it weighs (round fractional damage up); swords and
punch with one or both arms each turn; a separate
deactivated vibroblades then add 1 point to this total.
†Not reduced by absent or missing actuators. attack roll is made for each arm. All punch attacks must
††Cannot be higher than the damage an activated vibroblade of the same type deals. be made against targets in the attacking ’Mech’s forward
‡By default the weapon rolls on the regular Hit Location Table. However, when the player declares the or side firing arcs. However, if a target is in the right or
physical weapon attack, they may also declare that it will use the Punch or Kick Hit Location Table left arc, only the right or left arm, respectively, may
instead. If so, apply a +4 Target Number modifier in addition to the weapon’s standard modifier (the punch that target.
+4 modifier does not apply when forced to roll on a Punch/Kick Location Table due to attacks from A punch attack has a Damage Value of 1 for
different levels; see p. 34). every 10 tons (or fraction of ) that the attacker weighs,
assigned as a single block of damage from each arm.
3
8
Combat
BIPED FOUR-LEGGED
Roll Roll
(1D6) Left Side Front/Rear Right Side (1D6) Left Side Front/Rear Right Side Movement
Left Front Leg/
1 Left Torso Left Arm Right Torso 1 Left Torso Right Torso
Left Rear Leg
2 Left Torso Left Torso Right Torso 2 Left Torso Left Torso Right Torso
3 Center Torso Center Torso Center Torso 3 Center Torso Center Torso Center Torso
Game
Playing
4 Left Arm Right Torso Right Arm 4 Left Front Leg Right Torso Right Front Leg
Right Front Leg/
the
5 Left Arm Right Arm Right Arm 5 Left Rear Leg Right Rear Leg
Right Rear Leg
Introduction
Punch Attacks
COMBAT
• pushing diagram •
Reduce the damage by half for each upper or lower arm actuator
damaged or not present, with these effects being cumulative (so
if both arm actuators are missing or damaged, reduce the attack
damage to one-quarter). Round fractions down, to a minimum of 1. If in the Pushing Diagram above, the ’Mech in Hex A
Determine the damage location by rolling 1D6 for each arm is successfully pushed by the ’Mech in Hex B, it moves into
and consulting the appropriate column of the Punch Location Table Hex C. If the ’Mech in Hex A is successfully pushed by a ’Mech
twice, based on whether the target is a biped or four-legged ’Mech. in Hex D, it is forced into Hex E.
Multiple Targets: A ’Mech can make two punches at two In both cases, the pilot of the target ’Mech must make
different targets (including targets in different arcs) and ignores the a Piloting Skill Roll to remain standing, and its attacker
secondary target modifier. advances into Hex A. The ’Mech in Hex A cannot push either of
Missing/Destroyed Actuators: A ’Mech cannot make a punch its opponents because neither of them lies directly in front of it.
attack with an arm if the shoulder actuator in that arm has suffered
critical damage.
’Mechs lacking a hand on the punching arm (whether by
damage or by design) add a +1 Target Number modifier, as for a Multiple Attacks: A ’Mech may only be the target of one
hand actuator critical hit. ’Mechs lacking a lower arm actuator on the charge, death from above, or push attack in a given turn.
punching arm (whether by damage or by design) must add a further If two ’Mechs attempt to push each other, resolve both attempts.
+2 Target Number modifier, as for a lower arm actuator critical hit. In If both attacks fail, nothing happens. If both attacks succeed, neither
addition, as noted above, the punch inflicts only half the standard ’Mech moves, and both must make Piloting Skill Rolls or fall. If only
damage (round down). one push attack succeeds, resolve it as usual.
Prohibited Terrain: If the target would be displaced into
PUSH ATTACKS prohibited terrain (besides off the playing area, which is allowed
Base Target Number: Piloting Skill –1. and destroys the target), neither the attacker nor target moves. All
An attacker must have both arms to make a push attack, and other effects occur, including any PSRs required to avoid falling.
cannot have made any arm-mounted weapon attacks that turn. Shoulder Actuators: Apply a +2 Target Number modifier to
The target must be a standing ’Mech in the hex directly in front push attacks for each damaged shoulder actuator the attacker has.
of the attacker (based on the orientation of the attacker’s feet; a torso
twist has no effect). The target cannot be performing a charge or DAMAGE RESOLUTION
DFA attack this turn, and must be at the same level as the attacker. Only after all physical attacks have been made is the damage
A successful push attack does not damage the target. Instead, caused as a result of those attacks applied. As such, damage dealt in
it displaces the target into the adjacent hex in the direction that a Physical Attack Phase never affects attacks made that same phase
the attacker pushes it. The attacking ’Mech moves into the hex (the attacks are all made before the gameplay effects of damage
formerly occupied by its target (unlike a charge, this does not require caused as a result are applied).
additional MP expenditure). The defender must then make a Piloting All Piloting Skill Rolls required due to physical attacks are
Skill Roll (see p. 53) or fall in the hex it was forced into. made at the end of the Physical Attack Phase (i.e. after all attacks
If the target ’Mech is displaced off the playing area, it is that phase), applying any modifiers resulting from damage inflicted
destroyed. If the target ’Mech is displaced into a hex two or more that phase. See page 53 for details. Once this is done, players then
levels lower than its current hex, it automatically falls the full height proceed to the Heat Phase.
(see Falling, p. 56). Regardless, if a ’Mech is already in the hex it is See the Damage chapter, pages 41-49, for how to resolve
displaced into, see Displacement, on page 55. damage.
4
0
PUSH ATTACKS
BATTLEMECH MANUAL
DAMAGE
Weapons
Equipment tables, beginning on page 120. Follow the step-by- torso locations. If a step below would call for transferring damage
step procedure outlined in Damage Resolution below to determine from one of these two locations inward, the attack is finished instead,
the effects of damage. and the remaining damage is lost.
Attacks: Remember that damage comes after attacks: all attacks See Transferring Damage, page 44, for more detail.
Case Rules
by all ’Mechs in a phase must be declared before you start resolving
Special
any of them. Don't fall into the habit of bouncing back and forth 1. DOES THE LOCATION/FACING HAVE ARMOR?
between declaring and resolving for each weapon or each ’Mech. Yes: Check off one armor circle on the Armor Diagram in the
Buildings: Hits against buildings are recorded differently from location (or facing, if a torso location) for every point of damage
hits on ’Mechs. See Urban Combat, page 66, for details. the hit deals, until all damage is applied or all armor in the location/
Urban Combat
Damaging a MechWarrior: This is handled on page 58. facing is destroyed. Go to Step 2.
No: Go to Step 2, answering “Yes”.
DAMAGE RESOLUTION 2. IS THERE DAMAGE REMAINING?
In short, damage from any source is first applied to the armor of the
Yes: Check off one internal structure circle on the Internal
Battlefield
location damaged. Once all armor in a location is depleted, the internal
Structure Diagram in that location for every point of damage
The
structure of that location takes damage instead. Each time a location has
remaining, until all damage is applied or all internal structure in the
its internal structure damaged, a critical hit in that location is possible
location is destroyed. Go to Step 3.
(see Critical Hits, p. 45). Once the internal structure of a location reaches
No: Attack is finished.
zero, that location is destroyed. After a location is destroyed, damage to
Other Actions
that location transfers to the neighboring location.
3. DOES ANY INTERNAL STRUCTURE REMAIN IN THE LOCATION?
Perhaps the most important thing to understand when
Yes: Go to Step 4.
applying damage is that every single hit is completely resolved—
No: Go to Step 5.
both the damage dealt and any critical hits inflicted—before
moving on to the next hit. This includes single attacks that result
4. AT THE START OF THIS PHASE, DID THE LOCATION HAVE ANY
in multiple hits, such as cluster weapons. For example, if an attack
Heat
COMPONENTS THAT COULD TAKE A CRITICAL HIT?
from a SRM-2 strikes a ’Mech, and both missiles from that attack hit,
Yes: Immediately roll once on the Determining Critical Hits
then the hit location and damage from the first missile is resolved,
Table, page 46. Apply any resulting critical hits to that location.
you check to see if any critical hits occur, any critical hits that do
Critical hits that cannot be applied are discarded. Go to Step 6.
result are resolved (and if multiple critical hits occur, the attacker
No: Immediately roll once on the Determining Critical Hits Table,
Damage
resolves each critical hit completely before moving on to the next),
page 46. Apply any resulting critical hits to the next location inward
and only then does play move on to resolve the second missile
(if any; see the Damage Transfer Diagram on p. 43). Go to Step 6.
from that attack.
Also note that the order in which damage is applied is important.
5. ARE THERE EXPLOSIVE COMPONENTS IN THE LOCATION?
If resolving multiple hits on a single ’Mech, be sure that everyone is
Combat
Yes: The location is destroyed. Immediately roll once on the
aware of what order the hits are being resolved.
Determining Critical Hits Table, page 46. Apply any resulting critical
Resolution Order: The attacker chooses the order in which they
hits to the destroyed location. Only critical hits that strike explosive
resolve each of their ’Mech’s successful attacks. From turn to turn, the
components are resolved; all others are discarded. Go to Step 6.
attacker can change this order.
No: The location is destroyed. Go to Step 6.
Movement
and its hit location, and start at Step 1. Answer each question yes or 7. DID THE DAMAGE RESULT FROM AN AMMUNITION (OR
no, and follow the instructions. OTHER INTERNAL COMPONENT) EXPLOSION?
the
Damage Transfer: The steps below assume you understand (if any; see the Damage Transfer Diagram on p. 43). If transferring to
how to transfer damage. If not, in brief, once a location has been a torso location, the damage is applied to the front armor unless the
destroyed, all further damage transfers directly to the next location attack came from the rear. Go to Step 1.
1
4
Damage Resolution
DAMAGE
START
8+. Apply the effects of any remaining critical hits to the location. torso location, the
If the location is a limb, remove all remaining armor in the location, or half the damage is applied to
location’s total original armor (round up), whichever is less. In the case of an ammunition the front armor unless
HERE
explosion in a head with CASE II, half of the starting head armor (round up) is destroyed. the attack came from
Otherwise, the remaining damage is applied to the location’s rear armor. the rear.
Any damage remaining after this does not transfer.
Step 1.
Does the facing/
YES location have
armor?
NO
YES
Attack is finished.
NO Step 9. Step 8.
Step 7.
Did the damage
NO YES
Is the location Is the location result from an ammunition
NO protected by protected by (or other internal
CASE II? CASE? component)
explosion?
YES NO
Step 2.
Is there damage YES Step 5.
The location
NO
remaining? Are there explosive
components in the is destroyed.
location?
Immediately roll once on
the Determining Critical Step 4.
Hits Table, page 46. Apply At the start of this
any resulting critical hits
YES phase, did the location have
NO to that location. Critical
hits that cannot be
any components that
could take a
YES
applied are discarded. critical hit?
Step 6.
Is there damage YES
remaining?
Attack is finished. NO
4
2
Damage Resolution
DAMAGE
Weapons
result of 8+. Apply the effects of any remaining critical hits to the
location.
If the location is a limb, remove all remaining armor in the
location, or half the location’s total original armor (round up),
Case Rules
whichever is less. In the case of an ammunition explosion in a head
Special
with CASE II, half of the starting head armor (round up) is destroyed.
Otherwise, the remaining damage is applied to the location’s rear
armor.
Any damage remaining after this does not transfer. The attack
Urban Combat
is finished.
No: The remaining damage transfers to the next location
inward (if any; see the Damage Transfer Diagram at right), directly
to the internal structure. Go to Step 2, answering “Yes”.
Battlefield
DAMAGE TIMING
The
There is a very important distinction between resolving damage • damage transfer diagram •
(the process described above) and applying its gameplay effects.
Damage dealt by attacks made in the Weapon Attack or Physical
Other Actions
In addition, the destruction of the head, leg, or torso locations
Attack Phases (including critical hit effects) is resolved as it happens, has further effects, detailed on pages 44-45.
as explained above. However, the gameplay effects of such damage are Critical Hits: If a location is destroyed by the elimination of
never applied until after all attacks in a phase have been both made and internal structure, and it contains one or more ammo slots (or other
resolved. This is because all declared attacks must be resolved, and explosive items, such as a Gauss rifle), the controlling player must
is important because it means that damage dealt by attacks never still check for critical hits due to damage to that location (see Critical
affects any other attack made in the same phase. Hits, p. 45).
Heat
Unlike attacks, the gameplay effects of damage from falls and Limb Clubs: An arm or leg which is blown off through critical
displacement are applied immediately. hits or falls off as a result of side torso destruction remains in the hex
Piloting Skill Rolls: The gameplay effects of damage are in which it was lost and may be used as a club (see Club Attacks, p. 36).
always applied before any PSRs resulting from that damage. For
Damage
example, if a foot actuator is destroyed in the Weapon Attack Phase,
this forces a PSR. The standard +1 modifier for losing a foot actuator
is applied to that PSR, as well as to any other PSRs called for that In the midst of resolving damage in the Weapon
phase (and the rest of the game, of course). Attack Phase, a ’Mech’s right torso is destroyed.
As far as resolving damage goes, the torso is gone
Combat
HULL INTEGRITY immediately. This means that the right arm also falls off
AND BREACHES immediately. If, when resolving any remaining hits that
phase, any are scored against the ’Mech’s right arm, they will
Whenever an underwater location takes damage (such as the
transfer to the right torso (since, as far as damage resolution is Movement
legs of a ’Mech standing in Depth 1 water), its controller rolls 2D6. On
concerned, the arm fell off the instant the torso was destroyed).
a result of 10 or greater, the ’Mech has lost integrity in that location,
And, since the right torso was also destroyed, the damage will
which fills with water. See page 65 for the effects of this.
transfer further inward, to the center torso (as per the Damage
Transfer Diagram).
LOCATION In terms of gameplay effects, all this destruction has
Game
Playing
Damage Timing
DAMAGE
A Grasshopper’s left arm is hit by a PPC (Damage Value 10), a The remaining 1 point of damage from the first missile
large laser (Damage Value 8), and two 5-point groupings of long- grouping transfers to the arm’s internal structure, and so the player
range missiles (Damage Value 1 per missile hit, so 5 damage per fills in one circle on the Internal Structure Diagram, leaving ten circles
grouping). Before this turn, the ’Mech had its full Armor Value of out of the original eleven, and the attacker immediately makes a roll
22 in that arm. on the Determining Critical Hits Table (see p. 46), applying effects, if
The PPC hit reduces the Armor Value by 10, so the any. The last missile grouping reduces the arm’s internal structure by
Grasshopper’s player fills in ten armor circles. The laser hit does 8 another 5 points. The player fills in five more circles on the Internal
points of damage, and so the player fills in eight more circles, leaving Structure Diagram, once again immediately makes a roll on the
four. The first missile grouping reduces the Armor Value by another 5 Determining Critical Hits Table, and applies the effects, if any.
points, but since the Grasshopper’s remaining Armor Value is 4, that If the Grasshopper’s left arm takes another 5 or more points of
leaves 1 point of damage that the location’s armor cannot absorb. damage, the arm will be destroyed.
ARMOR DIAGRAM
Left Torso
Head (9)
Right Torso
INTERNAL STRUCTURE DIAGRAM
(20) (20) Head
Left Torso (15) Right Torso (15)
DAMAGE TAKEN
PPC (10 points)
Large Laser (8 points)
LRM grouping 1 (5 points)
LRM grouping 2 (5 points)
Left Right
Arm Arm
DAMAGE TRANSFER
(11) (11)
Center
Center
Left Arm Right Arm Torso
Torso
(22) (30) (22) (22)
Left Right
Leg Leg
4
4
A ’Mech that loses both of its legs automatically falls as well. The effects of critical hits, such as Piloting Skill Roll modifiers,
It is not considered immobile (see p. 18), but it has 0 MP available. are cumulative unless specifically stated otherwise, and last for the
It cannot change its facing or attempt to stand, though it can still remainder of the game. Certain critical hits may force a PSR: if the
Common
Four-Legged ’Mechs: The effects of loss of legs are applied to to any other modifiers unless stated otherwise.
a quad ’Mech as follows: Some effects can create a chance for a critical hit even if the
location’s internal structure was not damaged. These effects are
% One destroyed leg: Immediately falls and loses all movement detailed below.
and combat bonuses gained from being four-legged: it can no Armor-Piercing Ammo: So long as it deals damage, a hit with
Weapons
longer make lateral shifts, it loses its –2 modifier to Piloting Skill AP ammo (see p. 106) has a chance at causing a critical hit, even if
Rolls, it must make a successful PSR to stand after falling, and it the target’s internal structure took no damage.
suffers a +2 modifier to Target Numbers for firing when prone. Armored Components: These prevent critical hits. See
In addition, a –1 MP penalty replaces any penalties associated page 118.
Case Rules
with damaged leg actuators in the destroyed leg. If the ’Mech Hardened Armor: When rolling on the Determining Critical
Special
jumps, it still must make the usual PSR required for jumping Hits Table for a ’Mech with hardened armor (see p. 114), apply a –2
and missing a leg, with a +5 modifier. modifier to the roll.
% Two destroyed legs: Functions with the same restrictions Multiple Locations: If a single hit damages the internal
described above for a biped ’Mech that has lost one leg: it structure of multiple locations, critical damage is resolved for each
Urban Combat
immediately falls, has only 1 MP, and so on. of those locations.
% Three destroyed legs: Functions with the same restrictions Primitive ’Mechs: When rolling on the Determining Critical
described above for a biped ’Mech that has lost both legs: it Hits Table for a ’Mech of the Primitive tech base, apply a +2 modifier
immediately falls, has only 0 MP, and so on. to the roll. A result over 12 is treated as 12.
% Four destroyed legs: Automatically falls (if not already prone) Reinforced Structure: When rolling on the Determining
Battlefield
and is immobile (see p. 18). Critical Hits Table for a ’Mech with reinforced structure (see p. 117),
The
apply a –1 modifier to the roll.
Minimum Movement: Although a one-legged ’Mech can no Through-Armor Critical Hit: A roll of a 2 on the Hit Location
longer run, the one exception is that it can still use the Minimum Table provides a chance for a critical hit, even if the attack did not
Other Actions
Movement rule (which always counts as running; see p. 16). damage internal structure (though the attack must still have dealt
at least 1 point of damage). This is known as a through-armor critical
TORSO DESTRUCTION (TAC) hit; resolve it as any other critical hit chance.
If a ’Mech’s right or left torso has all of its internal structure The chance for a TAC hit is in addition to the normal check
destroyed, the corresponding arm is blown off immediately (see for critical hits resulting from damage to the internal structure,
Arm Blown Off, p. 47, for the effects). Additional damage dealt in the and applies even if a ’Mech has no armor left in that location.
Heat
same phase that would have struck that arm or torso automatically For example, a hit location result of 2 against a ’Mech with no
transfers to the center torso. torso armor left requires two rolls on the Determining Critical
If the center torso is destroyed, the entire ’Mech is destroyed. Hits Table, one for the TAC hit and one for damaging the
Remove the ’Mech from the map in the end of the phase in which it internal structure.
If a TAC hit is scored on an already-destroyed left or right
Damage
was destroyed. If the center torso was destroyed by an ammunition
explosion or Area-Effect type weapon, the MechWarrior is killed as torso, the chance for a TAC transfers to the center torso along with
well (unless they eject first; see Ejection, p. 81). the damage.
Four-Legged ’Mechs: If a quad ’Mech loses its right or left
torso, the corresponding front leg is blown off immediately (see FLOATING CRITICALS
Combat
Leg Blown Off, p. 48). The rear leg is unaffected. (OPTIONAL)
Under standard rules, when the possibility of a through-armor
CRITICAL HITS critical hit arises from a roll of a 2 on the Hit Location Table, any
If a location takes one or more points of internal structure critical hits are applied to the location initially rolled (center, right, or Movement
damage, but is not outright destroyed, the attacker checks for left torso, depending on facing). The following rule allows a possible
critical damage by rolling 2D6 and consulting the Determining critical hit to affect any location.
Critical Hits Table (see p. 46). On an 8 or higher, the target ’Mech Using this option, when a player rolls a 2 on the Hit Location
takes critical damage: the higher the roll, the greater the damage. Table, roll the dice a second time to determine where the shot
Consult the ’Mech’s Critical Hit Table to determine the effects (see actually hits. Any critical hits inflicted are inflicted on that location.
Game
Playing
Applying Critical Hits, p. 46). If another 2 is rolled, that result indicates that the shot struck the
If a location is destroyed, rather than just damaged, no check appropriate torso location, but does not grant another possible
the
for critical hits in that location is made unless it contains one or through-armor critical hit.
more explosive slots. In that case, any resulting critical hits that Partial Cover: If the target of the attack has partial cover and a
Introduction
strike explosive slots in that location are resolved as normal (see leg location is rolled for a floating critical hit, re-roll until a non-leg
Ammunition, p. 47); hits that do not are always discarded. location is rolled.
5
4
Critical Hits
DAMAGE
TRANSFERRING CRITICALS
A JagerMech takes a critical hit to If a critical hit cannot be applied to a location,
its left arm. The attacking player rolls the CRITICAL HIT TABLE it might transfer to another location. This depends
first die, and the result is 5. This means the on the situation at the time of the hit.
critical hit affects a slot in the second half Left Arm If all possible slots in the damaged location
of the Critical Hit Table for the left arm 1. Shoulder
had already taken critical hits in previous phases or
2. Upper Arm Actuator
(the block labelled “4–6”). The attacking turns, or are otherwise inapplicable slots (see above),
3. Ultra AC/5
player then rolls the second die and gets 1-3 4. Ultra AC/5 the critical hit transfers to the next location per the
a 3. As that's an inapplicable slot (Ferro- 5. Ultra AC/5 Damage Transfer Diagram. Critical hits to the center
Fibrous), the attacking player rolls both 6. Ultra AC/5 torso and head never transfer.
dice again. This time the result is a 2 1. Ultra AC/5 If all possible slots in the damaged location
(meaning the upper section) and a 6; the 2. Autocannon/2 were not hit in previous phases, any excess critical
defending player notes the critical hit on 3. Ferro-Fibrous hits do not transfer and are lost.
that slot by crossing it out, knowing it just 4-6 4. Ferro-Fibrous Destroyed Locations: Critical hits that occur
destroyed the Ultra AC/5. 5. Ferro-Fibrous when a location is destroyed (rather than just
6. Roll Again
damaged) never transfer.
Left Torso
4
6
CRITICAL HIT EFFECTS An arm blown off by a critical hit remains in the hex in which it
was lost and may be used as a club (see Club Attacks, p. 36).
Critical hit locations are arranged alphabetically by item; the
location of the item on the ’Mech (head, leg, torso, arm) is noted in
COCKPIT (HEAD)
Common
A critical hit to the cockpit destroys that slot, kills the
AMMUNITION MechWarrior, and destroys the ’Mech. Remove the ’Mech from the
map in the end of the phase in which it was destroyed.
If a critical hit destroys a slot carrying explosive ammunition,
Torso-Mounted Cockpit: If a ’Mech has a torso-mounted
the ammo explodes (all ammunition is explosive unless specifically
cockpit, the cockpit slot is located in the center torso instead of
Weapons
noted otherwise in Weapons and Equipment (see pp. 96-119). The
the head. The effects of its destruction remain the same.
MechWarrior takes 2 points of damage as a result of the feedback
received through their neurohelmet. In addition, the ’Mech takes
damage to its internal structure. ENGINE (TORSO)
A critical hit to an ammo slot only explodes the ammo in that ’Mech engines have 3 points of shielding. Each critical hit
Case Rules
Special
slot. Exploded missile ammo deals damage equal to the number to an engine slot destroys 1 point of shielding. As shielding is
of missiles remaining in the slot times their Damage Value. All destroyed, the amount of heat escaping from the ’Mech’s fusion
other ammunition types deal damage equal to the number of drive increases.
shots remaining times their Damage Value. For example, one ton The first hit increases the ’Mech’s heat build-up by 5 points per
Urban Combat
of exploding machine gun ammo deals 400 points of damage (200 turn. The second adds another 5 points of heat build-up per turn for
shots x 2 damage), while one ton of SRM-2 ammo deals 200 points a total of 10 points per turn. A ’Mech is destroyed if it suffers three
of damage (2 missiles per shot x 50 shots x 2 damage per missile). engine hits (remember to count engine slots present in the ’Mech’s
Apply the resulting damage to the Internal Structure Diagram side torsos, if any). Remove the ’Mech from the map at the end of
(ammunition explosion damage starts the damage resolution the phase in which it was destroyed.
Battlefield
process at Step 2, as described on p. 41).
ENGINE EXPLOSIONS (OPTIONAL)
The
Because an ammunition explosion damages the internal
structure of the location where it explodes, a roll to determine Though the scientific reality of fusion engines prevents
critical hits is necessary; i.e. an ammo explosion could cause another them from exploding, the dramatic effect of such an expensive
piece of machinery blowing up in a huge ball of fire is
Other Actions
ammo explosion, inflicting 4 points of damage on the MechWarrior.
CASE: CASE does not prevent any damage to the location that extremely appealing.
the ammunition explosion occurs in. However, any excess damage If using this optional rule, when the fusion engine of a ’Mech
from the explosion after that location has been destroyed does not takes four or more critical hits in the same phase, roll 2D6. On a
transfer inward: the excess damage is simply ignored. result of 10 or higher, the engine explodes.
CASE II: If the location is protected by CASE II, check off one The explosion destroys the ’Mech and also starts a fire in the
internal structure circle on the Internal Structure Diagram in that hex, regardless of the terrain (see Effects of Fire, p. 63). Any targets
Heat
location (with the normal chance of critical effects). For any critical in adjacent hexes take damage equal to the engine’s rating (which
hits that result from this damage, roll 2D6 again for each one: is the weight of the ’Mech multiplied by its unmodified Walking
disregard the effects of that critical hit on a result of 8+. Apply the MP) divided by 10 (rounded to the nearest whole number; round .5
effects of any remaining critical hits to the location. Excess critical down). Targets two hexes away take damage equal to the engine’s
Damage
hits that cannot be applied are discarded. rating divided by 20. Targets three hexes away take damage equal
If the location is a limb, remove all remaining armor in the to the engine’s rating divided by 40.
location, or half the location’s total original armor (round up), Divide any damage into 5-point Damage Value groupings and
whichever is less. In the case of an ammunition explosion in the randomly determine each location; determine the direction of the
head when a small cockpit is used and CASE II is present, half of attack from the direction of the hex where the engine exploded.
Combat
the starting head armor (round up) is destroyed. Otherwise, any Area-Effect: An engine explosion is treated as an Area-Effect
remaining damage is applied to the location’s rear armor. (AE) type weapon (see p. 96).
Any remaining damage from the explosion does not transfer. Water: If the target is not in a water hex and an adjacent hex
Empty Bins: If an empty ammunition slot takes a critical hit, is a water hex, no damage is applied to any completely submerged Movement
the hit is still applied there, but no further damage or effects occur. ’Mech in that adjacent hex.
(neither player may choose to roll the three critical hits instead). Recalculate its Running MP accordingly by multiplying the new
The hit blows the arm off. Walking MP by 1.5, rounding up.
the
When an arm is blown off in this way, explosive components PSR Modifiers: +1 each. The ’Mech’s controller must make a
in that arm do not explode. Though the limb is destroyed, none PSR at the end of the phase in which the critical hit occurred.
Introduction
of the armor or structure on the limb is lost (this is relevant when Additionally, a PSR is required whenever the ’Mech jumps; the
calculating whether the ’Mech will be required to make a Piloting roll is made at the end of the ’Mech’s movement.
Skill Roll for having taken 20+ points of damage that phase). Target Number Modifiers: +1 to all kick attacks.
7
4
GYRO (TORSO) PSR Modifiers: +2 per hip critical hit; this modifier overrides all
The gyroscope keeps the ’Mech upright and able to move. The other critical hit modifiers from that leg. The controlling player must
first hit to a gyro damages it, and the second destroys it. make a PSR at the end of the phase in which the critical hit occurred.
When a ’Mech’s gyro is destroyed, the ’Mech automatically falls Additionally, a PSR is required every time the ’Mech runs or
and cannot stand up again; the usual Piloting Skill Roll made to avoid jumps; the roll is made at the end of the ’Mech’s movement.
damaging the MechWarrior in the fall (see p. 57) applies a +6 Target Four-Legged ’Mechs: A quad ’Mech with at least one hip critical
Number modifier for the destroyed gyro. hit loses its ability to ignore the Target Number modifier for firing
’Mechs with a destroyed gyro may make weapon attacks per while prone (see p. 30). Four hip critical hits reduce its MP to 0 (but
Firing While Prone (see p. 30), and may change facing by one hexside it is still not considered immobile).
per turn provided they have at least 1 MP available. A ’Mech with a
destroyed gyro is not considered immobile. JUMP JET/UMU (LEG/TORSO)
PSR Modifiers: +3 if damaged, +3 if destroyed (cumulative). The For each critical hit to a jump jet, reduce the ’Mech’s Jumping
controlling player must make a PSR when the first critical hit occurred, MP by 1. For each critical hit to an underwater maneuvering unit
unless the ’Mech received a second gyro hit in the same phase (in (UMU), reduce the ’Mech’s UMU MP by 1.
which case it automatically fell and so the PSR is unnecessary).
Additionally, a PSR is required every time the ’Mech runs or LEG BLOWN OFF (LEG)
jumps; the roll is made at the end of the ’Mech’s movement. This critical hit occurs when the player rolls a 12 on the
Heavy-Duty Gyro: It takes three critical hits to destroy a heavy- Determining Critical Hits Table for a leg location hit, and is
duty gyro. The first critical hit does not force a Piloting Skill Roll, but automatic—the player may not choose to roll the three critical hits
applies a +1 modifier to all future PSRs. On the second critical hit, instead. For the effects of losing a leg, see Leg Destruction, page 44.
replace the above with the effects of the first critical hit to a standard When a leg is blown off in this way, explosive components in
gyro. The third critical hit destroys a heavy-duty gyro with all the that leg do not explode. Though the limb is destroyed, none of the
usual effects for gyro destruction. armor or structure on the limb is lost (this is relevant when calculating
whether the ’Mech will be required to make a Piloting Skill Roll for
HAND ACTUATOR (ARM) having taken 20+ points of damage that phase).
A critical hit to the hand actuator destroys the muscles A leg blown off by a critical hit is left in the hex it was lost in and
controlling the ’Mech’s wrist and hand. The ’Mech can no longer may be used as a club (see Club Attacks, p. 36).
make physical weapon or clubbing attacks with that arm.
Target Number Modifiers: +1 to all punches made with that arm. LIFE SUPPORT (HEAD)
Missing Actuators: Some ’Mechs are designed without one or Any critical hit knocks out this system permanently and leaves
both hand actuators. The Target Number modifier for punch attacks the pilot vulnerable to increased heat; the other critical slot can still
given above still applies to such ’Mechs (i.e. whether the actuator is take damage, but the hit has no additional effect. The MechWarrior
destroyed or merely absent is irrelevant). takes 1 point of damage at the end of every Heat Phase that the
’Mech’s Heat Scale is between 15 and 25; if the Heat Scale is 26 or
HEAD BLOWN OFF (HEAD) higher, the MechWarrior takes 2 points of damage instead.
A hit blows off a ’Mech’s head when the player rolls a 12 on the A life support critical hit also eliminates the ’Mech’s internal air
Determining Critical Hits Table for the head hit location (see Head supply. If the ’Mech is submerged (in Depth 2 or deeper water, or
Destruction, p. 44). prone in Depth 1 or deeper water) in the End Phase of any turn, the
pilot takes 1 point of damage.
HEAT SINKS Torso-Mounted Cockpit: Warriors using a torso-mounted
A critical hit to a heat sink destroys it and reduces the ’Mech’s cockpit suffer more severe heat effects in the event of life support
ability to dissipate heat. For example, if a ’Mech with 16 single heat damage. If a ’Mech with a torso-mounted cockpit takes a life support
sinks has three of its heat sinks destroyed, it can now only dissipate critical hit, the MechWarrior suffers 1 point of damage at the end of
13 points of heat per turn. every Heat Phase that the ’Mech’s Heat Scale is between 1 and 14,
and 2 points of damage at the end of every Heat Phase that the Heat
Scale is 15 or higher.
HIP (LEG)
A critical hit to a hip freezes the affected leg in a straight
position. The ’Mech cannot make kick attacks. Additionally, its LOWER ARM ACTUATOR (ARM)
Walking MP is cut in half (round up; apply before any leg or foot This critical hit destroys the actuator in the ’Mech’s lower arm.
actuator damage MP reductions). Recalculate its Running MP Damage from punches with this arm is halved (round down).
accordingly by multiplying the new Walking MP by 1.5, rounding up. Target Number Modifiers:
After a hip critical hit, ignore any other critical hit modifiers +1 to all weapons firing from that arm.
from previous turns due to damage on that leg (even if this actually +2 to any punches or physical weapon attacks with that arm.
reduces the PSR penalty provided by the leg). However, other critical +2 to all clubbing attacks.
hits applied to that leg on this turn or later still apply. Missing Actuators: Some ’Mechs are designed without one or
A critical hit to the second hip reduces the ’Mech’s MP to 0, but both lower arm actuators. These ’Mechs do not suffer the weapon
the ’Mech is not considered immobile. attack modifier for the missing actuators, though the modifiers for
damage reduction and physical attacks still apply (see p. 40).
4
8
LOWER LEG ACTUATOR (LEG) PSR Modifiers: +1 each. The controlling player must make a
This critical hit destroys the muscle (actuator) in the lower leg. PSR at the end of the phase in which the critical hit occurred.
For each lower leg actuator critical hit, reduce the ’Mech’s Walking Additionally, a PSR is required every time the ’Mech jumps; the
Common
new Walking MP by 1.5, rounding up. Target Number Modifiers: +2 to all kick attacks.
Additionally, for each lower leg actuator critical hit, all kick
attacks inflict half the standard damage (round down). WEAPONS AND EQUIPMENT
PSR Modifiers: +1 each. The controlling player must make a When a weapon or piece of equipment receives a critical hit,
PSR at the end of the phase in which the critical hit occurred. it is rendered useless for the remainder of the game. If the item
Weapons
Additionally, a PSR is required every time the ’Mech jumps; the takes up more than one critical slot, its remaining slots are not also
roll is made at the end of the ’Mech’s movement. marked off: each can still be hit by subsequent critical hits. This has
Target Number Modifiers: +2 to all kick attacks. no effect other than to absorb the critical hit.
For example, a PPC fills three critical slots. The PPC is disabled
Case Rules
SENSORS (HEAD) as soon as one of its three critical slots takes a hit, leaving its
Special
Critical hits to a ’Mech’s sensors make weapon attacks remaining two slots able to take critical hits but otherwise resulting
increasingly difficult. Critical hits to sensors do not affect other in a useless weapon.
electronic equipment mounted by the ’Mech (such as ECM, C3, and Explosive Components: Certain items or weapons, such
Urban Combat
so on), or physical attacks. as Gauss rifles, will create an ammunition explosion (see p. 47)
Target Number Modifiers: +2 to all weapon attacks after the when they receive their first critical hit. Whether an item created
first hit. A second sensor hit makes it impossible for the ’Mech to fire an explosion (and how much damage this causes) is indicated in
its weapons. In both cases, physical attacks are unaffected. each item's description in the Weapons and Equipment chapter.
Torso-Mounted Cockpit: A ’Mech using this system may In all other respects, the critical hit is treated in the same manner
Battlefield
survive two sensor critical hits and still perform weapon attacks. as above.
Instead of the standard modifiers from sensor damage, the
The
first sensor hit incurs a +2 Target Number modifier to all weapon DESTROYING A ’MECH
attacks, while the second sensor hit increases this to a +4 modifier. A ’Mech is considered destroyed and out of the game if its
If both sensor hits are in the head, the +4 modifier at the second
Other Actions
MechWarrior dies or the ’Mech suffers three engine hits (remember
sensor hit also applies to all physical attacks and Piloting Skill to count engine slots in the side torso if that torso is destroyed).
Rolls. Three sensor hits (or more) completely blind a ’Mech with Destruction of the cockpit or center torso also renders a ’Mech
a torso-mounted cockpit, making all weapon attacks impossible destroyed. Lastly, unless a ’Mech has a torso-mounted cockpit
and applying a +4 modifier to all physical attacks and Piloting (see p. 115), destruction of the head destroys the ’Mech as well.
Skill Rolls. Destroyed ’Mechs are removed from the map in the end of the
phase in which they were destroyed, and have no further effect
Heat
SHOULDER (ARM) on game play.
A critical hit to this actuator freezes the shoulder joint. The Abandoned ’Mechs: If using the optional Ejection rules (see p.
’Mech may not punch or make physical weapon attacks with that 81), a ’Mech whose pilot has ejected is abandoned, not destroyed.
arm, nor may it make clubbing attacks. The hex the ’Mech is in continues to count as being occupied by
Damage
Target Number Modifiers: a ’Mech. Stealth armor and any equipment listed in the Electronics
+4 to all weapons firing from that arm (overrides all other section (see p. 109) continues to function. The ’Mech must be
weapons fire modifiers from critical hits to that arm). destroyed as normal to be removed from play.
+2 to all pushing attacks. Forced Withdrawal: If using the Forced Withdrawal rules (see
p. 81), a ’Mech which can no longer move and has all its weapons
Combat
UPPER ARM ACTUATOR (ARM) destroyed is also considered destroyed.
This critical hit destroys the actuator in the ’Mech’s upper arm. MechWarrior Survival: Unless their ’Mech has a torso-
Damage from punches with the arm is halved (round down). mounted cockpit (see p. 115), a MechWarrior dies if the head or
Target Number Modifiers: the head’s cockpit slot is destroyed. A MechWarrior always dies if Movement
+1 to all weapons firing from that arm. their ’Mech’s center torso is destroyed by damage of the Area-Effect
+2 to all punches and physical weapon attacks with that arm. (AE) type or by an ammunition explosion (CASE of any kind does not
+2 to all clubbing attacks. prevent this). If the center torso is destroyed in any other fashion,
the MechWarrior does not automatically die.
Even ejecting from a ’Mech can be dangerous, as the
UPPER LEG ACTUATOR (LEG)
Game
Playing
For each upper leg actuator damaged, reduce the ’Mech’s Walking
is destroyed it is removed from the field as normal, but the hex that
MP by 1. Recalculate its Running MP accordingly by multiplying the
it was in becomes a rough hex (see p. 60), in addition to any other
Introduction
Destroying a 'Mech
BATTLEMECH MANUAL
HEAT
Heat build-up is a BattleMech’s greatest limiting factor. Though Shutting Off Heat Sinks: A MechWarrior may actually wish
a ’Mech dissipates heat through its heat sinks, heat builds up when their ’Mech to build up heat, particularly if it is equipped with triple-
it moves or fires its weapons, and a high rate of activity can produce strength myomer (see p. 117). To this end, a player may shut off or
more heat than a ’Mech can dissipate. A warrior who pushes their turn on as many heat sinks as desired during the End Phase of any
’Mech past its limits eventually must pay the price. turn. Shut-off heat sinks dissipate no heat in the following Heat
Phase, and may only be switched back on during a subsequent
HEAT POINTS End Phase.
Stealth Armor: Though not listed on the Weapons and
The more heat points a ’Mech builds up, the greater its heat. A
player tracks their ’Mech’s heat points using the column of boxes on Equipment tables, stealth armor creates 10 heat points a turn when
the ’Mech Record Sheet labeled “Heat Scale”. The Heat Scale records active.
heat levels from 0 to 30 heat points. The “Overflow” box is used to
track heat levels above 30. OTHER HEAT
The Heat Point Table indicates the number of heat points generated Engine Critical Hits: The first engine hit to a ’Mech generates 5
by various actions and damage. It also shows the number of heat points points of heat per turn. The second hit raises this to 10 (total) points
a ’Mech can dissipate through its heat sinks and by standing in a water of heat per turn. This is not applied if the ’Mech is shut down.
hex. As the ’Mech’s heat reaches various levels on the Heat Scale, the Fire: During the Heat Phase, a ’Mech occupying a burning hex
’Mech suffers the adverse effects listed for those levels. on the ground absorbs an additional 5 Heat Points. A ’Mech also
absorbs 2 Heat Points for each burning hex on the ground that it
moved through during the Movement Phase. A ’Mech occupying a
BUILDING UP HEAT hex ignited during the Weapon Attack Phase of the turn will not be
Various activities build up heat at different rates. They can be
affected by the fire until the Heat Phase of the following turn (see
broadly broken down into three categories: Movement, Weapons
Fire and Smoke (Simplified), p. 63).
and Equipment, and Other.
Fire is an outside heat source (see below).
Outside Heat Sources: Any heat that does not come from a
MOVEMENT HEAT ’Mech’s own movement and weapons fire, such as heat-causing
Walking: Walking generates 1 heat point, no matter how many weapons and environmental conditions, can also build up a ’Mech’s
MP the ’Mech expends or how many hexes it moves. heat. This includes fire (as covered above). These heat sources are
Running: Running generates 2 heat points, no matter how cumulative, to a maximum of 15 heat points in a single turn.
many MP the ’Mech expends or how many hexes it moves.
Jumping: Standard jump jets generate 1 heat point per
Jumping MP expended, with a minimum of 3 heat points. For
example, when a ’Mech jumps 1, 2 or 3 hexes, it generates 3 heat HEAT POINT TABLE
points. If it jumps 4 hexes, it generates 4 heat points; if it jumps 6
hexes, it generates 6 heat points; and so on. Activity Heat Points
Improved jump jets instead generate 1 heat point per 2 hexes
Walking +1 per turn
or portion thereof jumped, to a minimum of 3 heat points.
Underwater maneuvering units (UMUs) generate 1 heat point Running +2 per turn
if used in a turn, no matter how many hexes the ’Mech moves. Jumping +1 per hex (min. of 3 per turn)
Mechanical jump boosters never generate heat. Attempting to stand +1 per attempt
Standing Up: Each attempt to stand creates 1 heat point, in Weapons fire Per Weapons Tables, pp. 120-125
addition to the heat generated by the movement mode the ’Mech Per entry in Weapons and
is using that turn. Equipment
Equipment, pp. 120-127
XXL Engines: A ’Mech with an XXL engine runs hotter than –1 per operational heat sink
normal: standing still generates 2 heat points, Walking 4 heat points, –2 per operational double
and Running 6 heat points. The heat generated per hex jumped is heat sink
doubled, with a minimum of 6 points per jump (the heat modifiers –1 additional per operational single
for improved jump jet use and jumping with an XXL engine cancel Heat sink heat sink under water (maximum
each other out). 6 points)
–2 additional per operational
WEAPONS AND EQUIPMENT HEAT double heat sink underwater
Most weapons, some equipment, and even some types of (maximum 6 points)
armor generate heat points when used. These sources are too many First engine hit +5 per turn
to summarize here: the Weapons and Equipment tables beginning Second engine hit +10 (total) per turn
on page 120 list the heat an item generates. Heat from such sources
is never applied if the ’Mech is shut down.
5
0
Heat Points
g Skill:
00 Gunnery Skill: Piloting Skill:
ner
4 5 Sphere
6 Hits Taken 1 2 3 4 5 6
uccession
10 11 Dead Consciousness# 3 5 7 10 11 Dead
Wars
(hexes)
Sht Med Lng
HEAT
3 6 9 Center Center
Left Arm Torso RightLeft
Arm Arm Torso Right Arm
3 6 9 (22) (22)(34) (34)
EFFECTS OF HEAT
(30) (47)
3 6 9
6 12 18
3 6 9 A Juliano is struck with a plasma rifle and a SRM-6 Excessive heat can injure a MechWarrior. It also causes a ’Mech
6 12 18 Left loaded with inferno munitions (see RightInferno Missiles, p. 107).
Left Right to function less efficiently: the ’Mech moves more slowly, fires less
Common
7 15 22
heat points) and rolling on the Cluster Hits Table for the number
Rear (13) Rear (12)
effects are permanent; others disappear as the ’Mech cools.
of inferno missiles that hit (a 9, meaning 5 missiles hit), the Heat Timing: The ’Mech suffers heat effects after players have
Juliano’s controller tallies the heat generated: 6 for the plasma adjusted the heat level for the turn as described above in Recording
rifle + 10 for the infernos (2 heat points per missile x 5) = 16. Heat Build-up.
Weapons
However, outside heat sources can only inflict a total of 15
Left heat points in a turn, and so 1Rightpoint Left is wasted. These 15 heat
• heat data table, with color-coded effects overlay •
Right
Case Rules
HEAT DATA
Scale
ead
Special
m
Life Support Left Torso (15)
Right Arm
Head
Right Torso (15)
Overflow
Left Torso (21)
Head
Right Torso (21)
Overflow
Sensors 1. Shoulder
Heat
Cockpit
Actuator
DISSIPATING HEAT
2. Upper Arm Actuator
30* 30*
Effects
Medium Laser
Actuator
Sensors
3. Lower Arm Actuator
1-3 4.
Heat sinks areRifle
the primary way 29in which a ’Mech rids itself of 29
Level*
or Gauss
30 Shutdown
Urban Combat
Life
er Support 5. Gauss Rifle 28* 28*
heat. However, there are a few others.
6. Gauss Rifle 27 27 28 Ammo Exp. avoid on 8+
enter Torso Heat1.Sink Types: HeatRight sinks may be standard or double.
Left
Standard 2.
Gauss Rifle
heat sinks
26*
Left Right 26*
26 Shutdown, avoid on 10+
XL Fusion Engine
Arm Gauss RifledissipateArm 1 heat
25* point per turn, and double
Arm Arm 25*
XL Fusion Engine 3. Gauss Rifle (11) (17) * (17) 25 –5 Movement Points
XL Fusion Engine heat sinks
(11)
4-6 4.dissipate 2 heat points per 24 turn. 24*
Gyro
Gauss Rifle
Center
On a5.record
Ammo sheet,
Center
(Gauss) 8if a ’Mech has double heat sinks, in the
23 * 23* 24 +4 Modifier to Fire
Gyro Torso Torso
23 Ammo Exp. avoid on 6+
Battlefield
6. Roll Again 22* 22*
Gyro section listing a ’Mech’s heat sinks,
(22) the number (31)
in parenthesis is
theLeftamount of heat the ’Mech
21
Right can dissipate in total. For example,
Right a
21 22 Shutdown, avoid on 8+
The
Gyro Left
Leg
XL Fusion Engine listing of 14Right
(28) means
20*
Leg
20*
20 –4 Movement Points
so Torsothe(15) ’Mech has
Leg
* 14 heat sinks, and dissipates
19(21)
Leg
19*
XL Fusion Engine (15) (21)
19 Ammo Exp. avoid on 4+
XL Fusion Engine up to 28 heat points each turn.
1. XL Fusion Engine 18* 18*
Medium Laser (R)
2. XL Fusion Engine
17* 17* 18 Shutdown, avoid on 6+
Other Actions
3. XL Fusion Engine
Roll Again 1-3 4. Double Heat Sink 16 16 17 +3 Modifier to Fire
System HEAT DATA 5. Double Heat Sink 15HEAT
* DATA 15*
15 –3 Movement Points
gine
SRM 2)Hits
50 Heat 6. Double Heat HeatSink Sinks: *
Heat
14 Heat Sinks: 14*
Gyro Hits Level* Effects 22 Level*
13 * Effects 14 (28) 13*
14 Shutdown, avoid on 4+
SRM 2) 50 1. PPC
nsor Hits 30 Shutdown
2. PPC
Single
12
30 Shutdown Double
12 13 +2 Modifier to Fire
28 Ammo Exp. avoid on 8+ 28 Ammo Exp. avoid on 8+
Support 3. PPC
4-6 4. Medium
26 Shutdown, avoid on 10+ 11 26 Shutdown, avoid on 10+ 11 10 –2 Movement Points
25 –5 Movement
5.
24 +4 Modifier
•
heatAmmo
Laser
Points ,
data single and10double
to Fire(Gauss) 8
25
*
–5 Movement
heat Points
sinks
24 +4 Modifier to Fire
• 10* 8 +1 Modifier to Fire
Heat
6. Roll Again
23 Ammo Exp. avoid on 6+
22 Shutdown, avoid on 8+
9 23 Ammo Exp. avoid on 6+
Shutdown, avoid on 8+
9
5 –1 Movement Points
822
* 8*
20 –4 Movement Points 20 –4 Movement Points
Coolant Pods:
19 Ammo Exp. avoid on 4+
A coolant pod 7increases the cooling capacity
19 Ammo Exp. avoid on 4+
7
g Mech’sRight
of18theShutdown, active
avoid onLegheat sinks by 1618
6+ point each, avoid
Shutdown, regardless
on 6+ of heat 6
17 +3 Modifier
1. Hipto Fire 517
* +3 Modifier to Fire 5*
Movement Effect Weapon Attack Effect
ctuator
sink type (see
15 –3 Movement p.
2. Upper
119).
Points
Leg Actuator 15 –3 Movement Points
Damage
14 Shutdown, avoid on 4+ 414 Shutdown, avoid on 4+ 4
ctuator Partial
3. Wing:
Lower LegAActuator
13 +2 Modifier to Fire
partial wing 3(see p. 116) dissipates 3 heat
13 +2 Modifier to Fire 3 Shutdown Effect Ammunition Effect
or 4. Foot Actuator
points
10 –2per turn,
Movement
5. Roll
whether
Points
Again
the ’Mech 2jumped or not.Points
10 –2 Movement 2
8
Damage Transfer +1 Modifier to Fire 8 +1 Modifier to Fire
Diagram5 Snow:
6. Deep snow dissipates 115heat
RollPoints
Again –1 point perPoints
turn if at least 1
MOVEMENT
–1 Movement Movement
one heat sink is mounted in the legs 0 (if the ’Mech is prone, 3 heat 0
h,
of BattleTech,
The Topps Company,
’Mech andInc.
BattleMech
All rights reserved.
are trademarks
Catalyst
of Game
The Topps
LabsCompany,
and the Inc. All rights reserved. Catalyst Game Labs and the
points per turn are dissipated). At 5, 10, 15, 20, and 25 heat points, subtract the number
Combat
.sPermission
logo are trademarks
to photocopy
of InMediaRes
for personalProduction,
use. LLC. Permission to photocopy for personal use.
Water: Submerged heat sinks dissipate twice as much heat. indicated from the ’Mech’s Walking MP. For example, at anywhere
A ’Mech standing in Depth 1 water has its leg-mounted heat sinks from 5 to 9 heat points, subtract 1 from the ’Mech’s Walking MP.
submerged. A ’Mech standing in Depth 2 or deeper water or prone Remember that Running MP is 1.5 times the current Walking MP;
in Depth 1 or deeper water has all of its heat sinks submerged (even if the Walking MP is reduced, the player must also recalculate their Movement
those in the engine). No more than 6 additional heat points per turn ’Mech’s Running MP, rounding fractions up.
can be dissipated due to water. This effect is not cumulative with any previous heat-caused
movement point loss. For example, when a ’Mech’s heat build-up
RECORDING HEAT BUILD-UP reaches 5 on the Heat Scale, its Walking MP is reduced by 1. When
During each turn’s Heat Phase, each player adds up the heat the build-up reaches 10 on the Heat Scale, reduce Walking MP by
Game
Playing
points built up by their ’Mech, as well as any heat from outside 2 total, not by 2 more MP.
sources (see Outside Heat Sources, p. 50). They then subtract the heat When the Heat Scale drops below the point at which these
the
dissipated by heat sinks. The result may be positive or negative. Add effects occur, the ’Mech regains 1 Walking MP, though previous
this number to the current level of heat shown on the Heat Scale. If applicable losses remain in force. For example, if the heat falls below
Introduction
the result is negative, adjust the Heat Scale downward; if the result 10 on the Heat Scale but remains at or above 5, the ’Mech continues
is positive, adjust it upward. The Heat Scale cannot drop below 0. to suffer –1 MP until the heat drops below 5.
Overflow Heat: Mark any heat generated beyond 30 in the Jumping: Reductions in Walking MP from heat build-up do
“Overflow” box on the record sheet. not affect a ’Mech’s Jumping (or UMU) MP.
1
5
EFFECTS OF HEAT
HEAT
and fire in the turn following the turn in which the power plant is
A Hatamoto-Chi begins a turn with a Heat Scale level restarted. When the heat drops below 14 on the Heat Scale, the
of 4. During the turn, the ’Mech fires both its PPCs and walks power plant restarts automatically, even if the pilot is out of action.
(generating 21 heat points). It only has sixteen standard heat Aimed Shots: Other players can target a shutdown ’Mech with
sinks working, which dissipate 16 heat points, leaving 5 to aimed shots (see p. 30).
build up. During the Heat Phase, these 5 points are added to Overflow Heat: A ’Mech’s heat level must be below 30 before
the 4 already on its Heat Scale, bringing the total to 9. In the a restart can occur.
next turn, the ’Mech must reduce its Walking MP by 1 (giving Voluntary Shutdown: Players may elect to voluntarily shut
it a Walking MP of 3 and a Running MP of 5) and add +1 to its down a ’Mech during any End Phase. They may then restart the
Target Number for weapon attacks (but not physical attacks). power plant in any subsequent End Phase, provided they first pass
If the ’Mech repeats these actions in the next turn, the any Shutdown Avoid checks due to heat (if needed).
player must add 5 more heat points to the Heat Scale, bringing
the total to 14. Now the player must make a 2D6 roll of 4 or AMMUNITION
higher to avoid shutdown. Even if they manage this, the If a ’Mech with unemptied bins of explosive ammunition reaches
Hatamoto-Chi’s Walking MP is still reduced by 1 more, to 2, 19 points or higher on the Heat Scale, one of these bins may explode.
until its heat falls below 10 on the Heat Scale. At the same To avoid an explosion, the ’Mech’s controller must roll 2D6 once and
time, the ’Mech applies a +2 Target Number modifier to its meet or exceed the Target Number of the highest Ammo Explosion
weapon attacks. threshold reached; a ’Mech with 19-22 heat would need a 4+, 23-27
heat a 6+, and 28-30 heat an 8+ to avoid.
When an overheated ’Mech’s ammo explodes, the ammunition
critical slot with the most destructive ammo per shot explodes first.
WEAPON ATTACKS Ammo per shot is defined as the Damage Value done by one turn’s
At 8, 13, 17, and 24 heat points, add the number indicated to the worth of shots. For example, the ammo per shot of a machine gun
’Mech’s Target Number for weapon attacks. For example, at 8 heat slot has a Damage Value of 2, a LRM-15 a Damage Value of 15, and
points, add 1 to all weapon attack Target Numbers for as long as the a SRM-6 a Damage Value of 12. When the ’Mech carries two ammo
heat remains at or above 8. As with movement, these effects are not slots with equivalent per-shot Damage Values, the ’Mech’s controlling
cumulative, and disappear when heat build-up is reduced. player chooses which ammo explodes.
These penalties apply only to weapon attacks, not All of the appropriate ammo type in a single critical slot
physical attacks. explodes. If more than one critical hit slot holds the appropriate
ammo type, the one with the most shots remaining explodes. If
two or more locations have an equal number of shots remaining,
SHUTDOWN randomly determine which one explodes.
At 14, 18, 22, 26 and 30 heat points, a ’Mech attempts to shut Resolve the explosion following the rules in Critical Hit Effects,
down its power plant automatically as a safety procedure. page 45. An ammunition explosion has no effect on any ’Mech other
A conscious MechWarrior can override the power plant’s than the one that suffered it.
safety shutdown procedure, as indicated by the “Avoid” Target Exploding/One-Shot Weapons: Exploding weapons and their
Number listed with the effect, though shutdown cannot be ammunition (such as Gauss rifles), as well as all One-Shot (OS) type
avoided at 30 or more heat points. If their ’Mech’s Heat Scale is at weapons, do not explode from overheating.
or above 14, the player rolls 2D6 once during the Heat Phase. If Inferno Missiles: A ’Mech carrying Inferno ammunition must
the roll result is equal to or greater than the highest Avoid Target roll an additional set of Heat Scale Avoid Rolls to determine whether
Number corresponding to the ’Mech’s heat level, the pilot avoids or not its inferno ammo explodes (see p. 107).
shutdown for that turn. If heat accumulation reaches two or more MechWarrior Damage: Ammunition explosions automatically
trigger levels in one turn, roll 2D6 only once, against the highest injure the MechWarrior, inflicting 2 points of damage and thus
Avoid Target Number. forcing two Consciousness Rolls (see p. 58).
If a ’Mech shuts down, a Piloting Skill Roll (see p. 53) is
immediately required, with a +3 Target Number modifier (any other DAMAGE TO MECHWARRIORS
PSR required while the ’Mech is shutdown automatically fails). If a ’Mech’s life support system takes one or more critical hits,
Additionally, the ’Mech becomes immobile (see p. 18). Its equipment its MechWarrior suffers damage when the ’Mech’s heat levels are
ceases to function except for life support and heat sinks (which still high. The MechWarrior takes 1 point of damage at the end of every
dissipate heat as normal), and it cannot attack or take any other Heat Phase that the ’Mech’s Heat Scale is between 15 and 25; if
action. Engine critical hits do not generate heat while a ’Mech is the Heat Scale is 26 or higher, the MechWarrior takes 2 points of
shut down. Outside heat sources (see p. 50) still create heat build- damage instead.
up, however. Torso-Mounted Cockpit: If a ’Mech with a torso-mounted
The player may attempt to restart the power plant during in cockpit takes a life support critical hit, the MechWarrior instead
any subsequent Heat Phase. To do this, the player rolls 2D6. If the suffers 1 point of damage at the end of every Heat Phase that the
result is equal to or greater than the highest current Avoid Target ’Mech’s Heat Scale is between 1 and 14, and 2 points of damage at
Number, the player can restart the power plant. A ’Mech may move the end of every Heat Phase that the Heat Scale is 15 or higher.
5
2
EFFECTS OF HEAT
BATTLEMECH MANUAL
OTHER ACTIONS
Common
While events such as movement or combat generally occur at
fixed intervals, there are several important events that can occur
at a variety of points in a BattleTech turn. Rules that can apply in
PILOTING SKILL ROLLS
The Piloting Skill Roll Table (see p. 54) lists the events that
multiple phases are covered in this chapter.
require a player to make a PSR for their MechWarrior. A PSR is
Weapons
required every time one of these events occurs (the exact moment
PILOTING in the phase when the PSR is made is explained under Piloting Skill
SKILL ROLLS (PSR) Roll Timing, see p. 55). Piloting Skill Rolls use the MechWarrior’s
Piloting Skill as the base Target Number, modified by the following:
MechWarriors must make Piloting Skill Rolls (PSRs) under a
Case Rules
variety of circumstances. A PSR is usually made to avoid falling;
Special
% all indicated modifiers for the event
unless specified otherwise, failing a PSR means the ’Mech falls. All
% all modifiers applied by other events which have already
events that require a PSR are listed in the Piloting Skill Roll Table
occurred in the same phase
on page 54.
% all modifiers applied due to Preexisting Damage (as seen on
Four-Legged ’Mechs: A quad ’Mech adds a –2 modifier to all
Urban Combat
the Piloting Skill Roll Table)
Piloting Skill Rolls made to avoid falls as long as none of its legs
are destroyed.
The result is the modified Target Number.
Immobile ’Mechs and Unconscious Warriors: Immobile
To make a Piloting Skill Roll, the player rolls 2D6. If the result is
’Mechs or ’Mechs with an unconscious warrior forced to make a
equal to or greater than the modified Target Number, the roll succeeds.
Piloting Skill Roll—such as when shut down due to overheating—
Battlefield
If the result is less than the modified Target Number, the roll fails.
automatically fail the roll.
A player cannot choose to intentionally fail a Piloting Skill Roll.
The
’Mech Damage: A ’Mech only makes one Piloting Skill Roll for
taking 20 or more damage points in a single phase, regardless of
how many points of damage is taken that phase. EXPANDED DAMAGE MODIFIERS
Multiple Rolls: If a ’Mech is required to make multiple Piloting (OPTIONAL)
Actions
As an option, the Piloting Skill Roll modifier for taking 20+
Other
Skill Rolls at the same time (e.g. a ’Mech is kicked and takes 20 damage
from that kick, both of which force a PSR), each PSR is rolled one at a points of damage in a single phase may be modified by the number
time (though all modifiers are cumulative and apply to all rolls). If one of damage points taken. For every 20 points of damage a ’Mech
of these PSRs fails, any remaining PSRs in that sequence are ignored. takes, adds a +1 modifier. For example, a ’Mech that takes 40 to 59
Prone ’Mechs: A prone ’Mech ignores all Piloting Skill Rolls points of damage receives a +2 modifier, a ’Mech that takes 60 to
79 points of damage receives a +3 modifier, and so on.
Heat
required to avoid falls, except when attempting to stand.
Damage
Combat
Movement
Game
Playing
the
Introduction
3
5
Common
movement action (entering water, trying to stand up, entering the player makes three Piloting Skill Rolls: one for taking 20
rubble, and so on) are made immediately following the action. As or more points of damage, and two more for losing two leg
such, if a PSR is made to enter a hex, and the PSR fails, the ’Mech actuators. The modified Target Number for each of the three
falls in the hex it entered. rolls is 8: 5 (Piloting Skill) + 1 (20+ points of damage) + 1
Multiple rolls may be required during movement. For example,
Weapons
(damaged leg actuator) + 1 (damaged leg actuator).
if a ’Mech wants to move through three hexes of Depth 1 water, the During the Physical Attack Phase, the same ’Mech is kicked
player must make a PSR when the ’Mech enters each water hex. in the leg by two other ’Mechs, losing another actuator and
If a PSR is required in the Movement Phase due to weapon taking 20 more points of damage. At the end of the phase, the
attacks (possibly due to attacks by hidden ’Mechs; see p. 82), the player must make four more Piloting Skill Rolls: two for getting
Case Rules
roll is also made immediately. kicked twice, one for losing a leg actuator, and one for the 20
Special
Attack Phases: Piloting Skill Rolls due to attacks made in points of damage. The modified Target Number for each of the
the Weapon or Physical Attack phases are made at the end of the four rolls is 9: 5 (Piloting Skill) + 2 (existing actuator damage) +
phase the attacks occurred in (i.e. after all attacks that phase). 1 (another damaged leg actuator) + 1 (20+ points of damage).
Urban Combat
Apply all modifiers resulting from damage that phase.
Consciousness Rolls: If both a Consciousness Roll and a PSR
are required at the same time, the Consciousness Roll comes first.
Displacement: Any PSR required due to displacement (see If resolving building collapses and displacement, see Damage
below) happens immediately, regardless of the phase. and Displacement on page 73.
Destroyed ’Mechs: A ’Mech destroyed by an action that would
Battlefield
MechWarrior Damage: Any PSR made to see if a MechWarrior
is damaged by a fall (see p. 57) is made immediately, before also displace it (such as a charge) does not move or resolve any
The
applying any damage caused by the fall. displacement.
Forced Off-Board: A ’Mech displaced into a partial hex or off
the playing area is considered destroyed for the remainder of the
DISPLACEMENT scenario.
Actions
A ’Mech forced into another hex is displaced. This typically Prohibited Displacement: A ’Mech cannot be displaced into a
Other
occurs due to charge, push, and death from above attacks. hex three or more levels higher than the hex it was moved from. In
If a ’Mech is displaced into a hex of the same level, or one or such a case, the displacement cannot occur, and neither the target
two levels higher, check if the newly-entered hex contains another nor attacking ’Mech move, unless the action specifically states
’Mech. If so, see Domino Effect, at right. otherwise. All other effects of the displacing action occur.
If a ’Mech is displaced downward, what happens depends on Timing: Displacement (including any resulting PSRs and
Heat
how many levels down the ’Mech is displaced, and if the newly damage) is resolved immediately after the action that caused it,
entered hex is occupied by another ’Mech: regardless of what phase it is. If any damage was inflicted by the
action that caused the displacement, apply it before resolving the
% If the hex the ’Mech is displaced into has no other ’Mech in it,
displacement, even though the phase has not yet ended.
Damage
and is one level lower, follow the normal rules called for by the
If a physical attack might cause displacement, and in doing
action that caused the displacement.
so interrupt another physical attack, the ’Mech with the lower
% If the hex the ’Mech is displaced into contains another ’Mech,
Initiative (i.e. the first to move) resolves its physical attack first. If
and that hex is one level lower, a domino effect occurs (see right).
both attackers are on the same side, the controlling player(s) may
% If the hex the ’Mech is displaced into has no other ’Mech in it,
determine which attack is resolved first. If no valid target exists, the
Combat
and is two or more levels lower, an automatic fall occurs (see
attack automatically fails.
Falling, p. 56).
% If the hex the ’Mech is displaced into contains another ’Mech,
and that hex is two levels or more lower, then an accidental DOMINO EFFECT Movement
fall from above occurs (see p. 57). If a ’Mech is forced into a hex occupied by another ’Mech, the
’Mech already in the hex (known as “the target ’Mech”) is forced
Actions that cause a displacement often call for a Piloting Skill out of that hex. This is called a domino effect. The target ’Mech
Roll by the ’Mech being displaced. Any fall that results is a 0-level immediately makes a Piloting Skill Roll.
fall that occurs in the hex the ’Mech is displaced into. However, if a If the target ’Mech fails its PSR, it is displaced into the hex in the
Game
’Mech is displaced down two or more levels, any such PSR is ignored, direction opposite the hexside where the intruding ’Mech entered
Playing
as the ’Mech automatically falls; the fall distance is calculated from the hex. The target ’Mech then falls in that hex.
the
the ’Mech’s level before the fall as normal. Dodging a Domino Effect: If the target ’Mech’s PSR is instead
Buildings: If a ’Mech is displaced into a building hex, both successful, and the domino effect also originates from one of the
are damaged as if the displaced ’Mech had voluntarily moved into
Introduction
target’s four side hexes, then the target can dodge the domino
it and failed its PSR (see Moving Into Buildings, p. 67). Remember effect by immediately moving one hex directly forward or backward,
that each level of a building hex is separate for stacking purposes. so long as all of the following are true:
5
5
Displacement
OTHER ACTIONS
% it is mobile FALLING
% it is standing If a ’Mech falls, it suffers damage and its MechWarrior may be
% it has enough MP unspent that turn to move into the hex injured as well.
% it did not jump that turn
% the hex being moved to does not already have a ’Mech in it LOCATION AFTER A FALL
When a ’Mech falls while moving from one hex to another,
As usual, the ’Mech cannot move backward if it ran that turn. it falls in the hex it was moving into. If a fall occurs because of an
If the target ’Mech’s PSR is successful but it cannot dodge, it is attack or any other combat-related reason, the ’Mech falls in the hex
still forced into the next hex as noted above, but does not fall. it occupies.
Multiple Domino Effects: If a ’Mech is the target of a domino Unless stated otherwise, ’Mech falls are 0-level falls; this includes
effect, and there is another ’Mech in the hex it is displaced into, ’Mechs that fall due to jumping. However, if a ’Mech is displaced
another domino effect occurs. Such domino effects continue as long downwards two or more levels (see Displacement, p. 55), subtract
as ’Mechs remain in hexes adjacent to one another in the direction the level of the hex the ’Mech landed in from the level of the hex it
of the effect. was in immediately prior to the fall: this is the number of levels it fell.
If there is no legal hex for the last ’Mech in a multiple domino Falling and Collisions: If a ’Mech falls two or more levels into
effect chain to be displaced into, it is destroyed. a hex occupied by another ’Mech, the two ’Mechs may collide (see
Accidental Falls From Above, p. 57).
Falling
OTHER ACTIONS
A prone Grasshopper in a Level 1 hex attempts to The MechWarrior piloting the Grasshopper in the
stand. The MechWarrior fails the Piloting Skill Roll, and so the previous example has a Piloting Skill of 5. It does not have
Common
levels. The player rolls a 1 on the Facing After Fall Table and finds this phase, and it fell 0 Levels, and so no modifiers apply to the
that the ’Mech landed on its front, so the damage locations are Target Number for the Piloting Skill Roll. Its controller therefore
rolled on the Front column of the Hit Location Table. need only roll 5 or better to avoid damaging the MechWarrior.
The Grasshopper suffers 7 points of damage (70 tons
Weapons
divided by 10 equals 7; the number of levels fallen plus 1
equals 1; 7 x 1 = 7). The player divides the 7 points into one
5-point grouping and one 2-point grouping, and then uses FALLING DAMAGE
the Front column of the Hit Location Table to determine the
TO A MECHWARRIOR
exact location of the damage.
Case Rules
A player makes a second Piloting Skill Roll after every fall
Special
(often called a “seatbelt check”). All modifiers applied to the PSR
that caused the fall are applied to this second roll, with an additional
+1 modifier applied to the Target Number for every level above 1
FALLING DAMAGE TO A ’MECH fallen. If the roll succeeds, the MechWarrior avoids taking damage.
Urban Combat
A fall deals damage equal to 1 point for every 10 tons that If the roll fails, the MechWarrior takes 1 point of damage.
the ’Mech weighs (rounding up), multiplied by the number of Automatic Damage: A MechWarrior automatically takes 1
levels plus 1 that the ’Mech fell. Divide the damage into 5-point point of damage if at the time of the fall their ’Mech is immobile
Damage Value groupings (assigning any remaining points of (see p. 27) or if the modified Target Number for the PSR to avoid
damage to an undersized grouping), and then determine a hit MechWarrior damage is greater than 12.
Battlefield
location for each grouping. For example, a ’Mech that suffers 33
points of falling damage takes six 5-point hits and one 3-point ACCIDENTAL
The
hit, each assigned as a separate hit. Use the appropriate column
of the Hit Location Table (see p. 33), as specified by the Facing
FALLS FROM ABOVE
A ’Mech cannot intentionally fall onto another ’Mech. However,
After Fall Table (see below).
if a ’Mech is displaced into a hex two or more levels lower than
If the fall occurs during the Movement Phase, resolve the
Actions
its previous hex, and that hex already contains a ’Mech, then the
Other
damage as it happens.
displaced ’Mech might fall onto the target ’Mech. The displaced
Water: If a ’Mech falls when standing in Depth 1 or greater ’Mech makes an attack roll with a base Target Number of 7, modified
water, it suffers normal falling damage divided by 2 (round down). by target movement and terrain.
A ’Mech above the water’s surface that falls into water suffers
normal falling damage divided by 2 for hitting the water’s surface, FALLING ’MECH MISSES TARGET
Heat
and also normal falling damage divided by 2 for the fall from the If the attack roll fails, the falling ’Mech lands in an adjacent hex
water’s surface to the bottom of the water hex. Damage for hitting as close as possible to the hex from which it fell; if multiple such
the water’s surface equals tonnage/10 (round up) x (# of levels fallen hexes exist, randomly determine which hex it lands in. Resolve this
+ 1)/2). Normal damage for hitting the bottom of the water hex as a standard fall.
Damage
equals tonnage/10 (round up) x (depth of water hex + 1)/2. Damage is
resolved separately; round any fractional final damage values down. FALLING ’MECH HITS TARGET
If a ’Mech takes damage in water, it may suffer a hull breach. If the attack roll is successful, divide the falling ’Mech’s weight
See page 65. by 10 (round up), and multiply this by the number of levels fallen
to the point of impact (the level of the underlying hex plus the level
Combat
of the target ’Mech –1). Divide this damage by 2 (round down) if
the target ’Mech is fully submerged. Then divide the damage into
FACING AFTER 5-point Damage Value groupings (assigning any remaining points
FALL TABLE of damage to an undersized grouping), and assign a hit location for Movement
each grouping to the target ’Mech using the Punch Location Table.
Determine damage to the falling ’Mech as normal for a fall of
Roll (1D6) New Facing Hit Location that height. Roll for facing as normal on the Facing After Fall Table
1 Same Direction Front (see left), but the ’Mech always lands on its back and all damage is
applied to the rear.
2 1 Hexside Right Right Side
The target ’Mech is immediately displaced to a random
Game
Playing
3 2 Hexsides Right Right Side neighboring legal hex (see Displacement, p. 55), and must make a
Piloting Skill Roll (see p. 53) with a +2 modifier or fall in the hex it
the
Falling Damage
OTHER ACTIONS
DAMAGING A The player makes this roll for every point of damage taken; for
example, in the case of an ammunition explosion in a ’Mech, that
MECHWARRIOR MechWarrior will need to make two consecutive Consciousness
Three types of damage to a ’Mech can also damage the Rolls. However, if a MechWarrior is knocked unconscious, no further
MechWarrior inside: head hits, falling, and internal ammunition Consciousness Rolls need be made that turn.
explosions. In addition, excessive heat buildup can harm the A ’Mech with an unconscious warrior becomes immobile (see p.
MechWarrior if the ’Mech’s life support system suffers a critical hit. 18). The ’Mech cannot move, fire, or take any other action, though its
A MechWarrior can withstand up to 5 points of damage. The player can still assign it a movement selection (see p. 10).
sixth point of damage kills the warrior. A warrior that takes 6 points of damage is dead. Remove the
Ammunition Explosions: An ammunition explosion causes 2 MechWarrior’s ’Mech from the map in the end of the phase in which
points of damage to the MechWarrior as a result of severe electric they were killed.
shock they receive through the neurohelmet. Equipment: If a MechWarrior is unconscious, any piece of
Falling: If a ’Mech falls, its controller must immediately make equipment that can be activated or deactivated in the End Phase (see
a Piloting Skill Roll for the MechWarrior, before applying any falling p. 12) continues to function (provided it started the turn activated),
damage to the ’Mech. All modifiers applied to the PSR that caused as does CASE.
the fall are applied to this second roll, with an additional +1 modifier Piloting Skill Rolls: If a MechWarrior is forced to make both a
applied to the Target Number for every level above 1 fallen as well. Consciousness Roll and a PSR at the same time, the Consciousness
If the roll fails, the warrior takes 1 point of damage. Roll always comes first.
If the ’Mech is immobile (see p. 27), or if the modified Target All PSRs required of an unconscious MechWarrior automati-
Number for the PSR to avoid MechWarrior damage is greater than cally fail.
12, such a fall automatically damages the warrior. Recovering Consciousness: During the End Phase of each turn
Head Hits: The MechWarrior takes 1 point of damage whenever after the turn in which the MechWarrior lost consciousness, the player
the ’Mech’s head takes a hit dealing 1 or more points of damage, even rolls 2D6. If the result is equal to or greater than the consciousness
if the hit does not penetrate the ’Mech’s armor (unless the ’Mech has number for the warrior’s current total damage points, the warrior
a torso-mounted cockpit; see p. 115). regains consciousness. The player need not roll again to determine
Heat: When a ’Mech’s life support system takes a critical hit, the unconsciousness until the warrior takes new damage.
MechWarrior takes 1 point of damage at the end of every Heat Phase For example, a MechWarrior with 3 points of damage must make
that the ’Mech’s Heat Scale is between 15 and 25; if the Heat Scale a single 2D6 roll in the End Phase to wake up. A roll of 7+ means the
is 26 or higher, the MechWarrior takes 2 points of damage instead. warrior regains consciousness that phase.
If a ’Mech with a torso-mounted cockpit takes a life support
critical hit, the danger from heat is greater. If a ’Mech with a torso-
mounted cockpit suffers a life support critical hit, the MechWarrior DUMPING AMMUNITION
suffers 1 point of damage at the end of every Heat Phase that the During the End Phase, a player can declare that their ’Mech will
’Mech’s Heat Scale is between 1 and 14, and 2 points of damage at dump ammunition in the next turn, meaning the MechWarrior will
the end of every Heat Phase that the Heat Scale is 15 or higher. open the ammo loading doors on the back of the ’Mech and allow
TM ammunition to feed out.
Ammunition must be dumped by critical hit slot (i.e. you cannot
CONSCIOUSNESS ROLLS
MechWarriors can survive up to 5 points of damage, but they may ARMOR DIAGRAM
dump only some of the ammo in a slot; it must be all or nothing). Any
or all slots may be dumped as a single action.
be knocked unconscious long before taking that much. Every time When a player announces that their ’Mech will dump
a warrior takes a point of damage, its controller must immediately ammunition, Left Torso
that Right Torso
ammunition is immediately unavailable for use.
make a Consciousness Roll. Roll 2D6 and consult the Consciousness However, the actual dumping of the ammunition is not carried out
Table below (the Warrior Data section of the ’Mech Record Sheet also (20) (20)
until the next End Phase. For that one turn, the ammunition remains
contains the information on this table). If the roll result is equal to or onboard in its normal location and critical hit slot, and can still suffer
greater than the MechWarrior’s consciousness number, the warrior critical hits or the effect of heat buildup.
remains conscious. If the result is less than the consciousness number, A ’Mech dumping ammunition cannot run or jump in that turn,
D SHEET the warrior is immediately knocked unconscious. but can still fire. Any hit against the dumping ’Mech on any rear torso
location inflicts normal damage, but it also causes all dumping
ammunition that can explode to do so (damage is applied to the
WARRIOR DATA location the ammunition is stored in, as normal).
Ammunition dumped in a hex cannot be exploded or used for
any type of attack.
Name: Underwater: ’Mechs may not declare their intention to dump
ammunition when submerged. If a ’Mech submerges during the
Gunnery Skill: Piloting Skill: turn its ammunition is being dumped, all three torso locations
automatically flood (see Hull Integrity and Breaches, p. 65).
Hits Taken 1 2 3 4 5 6
Consciousness# 3 5 7 10 11 Dead TAG DESIGNATION
If using target acquisition gear (TAG; see p. 113), all ’Mechs
making attempts to designate a target do so after the end of the
Movement Phase, but before the beginning of the Weapon Attack
• mechwarrior data • Phase (Initiative order is still followed, however).
g
5
9 Center
8
Damaging a Mechwarrior
Left Arm Torso Right Arm
BATTLEMECH MANUAL
THE BATTLEFIELD
Combat
of Bountiful Harvest to the frozen, broken wastelands of Misery, to manage them.
from the shattered cities of Alexandria to the planet-wide dust
storms of Mars. This chapter will cover some of the most common
environments in which the typical warrior can expect to fight.
TERRAIN TYPES
The following details a variety of terrain types reasonably Movement
terrain and weather types/conditions that can be used in a game. A terrain type’s MP Modifier specifies how much additional MP
Playing
Conditions not printed on a map can easily be represented via is required to enter that hex, on top of the standard 1 MP required to
the
counters and the like, so long as their representation is understood enter any hex. For example, it costs 3 MP to enter a light jungle hex:
by all players prior to the game. the standard 1 MP, and the +2 MP added by light jungle.
If a terrain type lists “None” for its PSR modifier, a Piloting Skill
Introduction
PLANETARY CONDITIONS
THE BATTLEFIELD
TERRAIN TYPES
THE BATTLEFIELD
Common
Reckless Movement, p. 20).
of the terrain types above. For example, a heavy woods hex may PSRs: Entering a swamp hex forces a Piloting Skill Roll. All
also be shrouded in deep snow, and smoke may drift over any hex. PSRs made in a hex with a swamp (including the PSR made when
All effects applied by the terrain modification stack with those of entering one) apply a +1 Target Number modifier.
the terrain modified.
Weapons
CLEARING WOODS
ICE (SIMPLIFIED)
If applied to water hexes, the hex is presumed to be frozen OR JUNGLE
solid, and cannot be broken or melted through during the battle. ’Mechs can declare weapon attacks to clear woods or jungle
Case Rules
Cannot be used with Extreme Temperatures (see p. 62) of 30 hexes. The Terrain Factor (TF) of a hex determines the Damage Value
Special
degrees Celsius and above. the hex can take before being reduced from heavy to light, or from
MP Modifier: A hex covered in ice adds +1 MP cost per hex light to rough terrain (you cannot reduce a woods or jungle hex to
(but see Reckless Movement, p. 20). clear terrain). A hex’s type does not change until its TF falls below
PSRs: Entering an ice hex forces a Piloting Skill Roll. All PSRs the value of the reduced hex shown on the Terrain Factor column
Urban Combat
made in a hex with ice (including the PSR made when entering one) of the Terrain Factor and Conversion Table (see below).
apply a +3 Target Number modifier. For example, a heavy woods hex that takes 35 points of
damage remains a heavy woods hex; if the same hex takes 6 more
points of damage it is automatically reduced to light woods. A
MUD (SIMPLIFIED) heavy woods hex can be changed to a rough hex in a single Weapon
Battlefield
Cannot be used with Extreme Temperatures (see p. 62) of –30 Attack Phase, provided enough damage is inflicted.
degrees Celsius and below.
The
Finally, clearing woods or jungle requires a declared attack
MP Modifier: A hex covered in mud adds +1 MP cost per hex against that terrain’s TF. If an attack against a ’Mech passes through
(but see Reckless Movement, p. 20). or into such a hex, the attack does not reduce that hex’s TF.
PSRs: Entering a mud hex forces a Piloting Skill Roll. All PSRs
Other Actions
Area-Effect Weapons: Weapons of the area-effect (AE) type
made in a hex with mud (including the PSR made when entering always damage any woods or jungle hexes in their blast area, even
one) apply a +1 Target Number modifier. if the attack was not declared as an attempt to do so. Double the
Damage Value of these weapons against such hexes.
SMOKE, LIGHT Cluster Weapons: For weapons that use the Cluster Hits Table,
Light smoke acts as light woods for the purpose of line of use the weapon’s full Damage Value (i.e., do not roll on the table).
sight and weapons fire modifiers. See Fire and Smoke (Simplified), Flechette Ammunition: This ammunition (see p. 107) deals
Heat
page 63. double damage to woods and jungle hexes.
LOS: When trying to clear a woods or jungle hex, treat the hex
SMOKE, HEAVY as a standing ’Mech. If this “’Mech” would have partial cover from
Heavy smoke acts as heavy woods for the purpose of line of the attack (see p. 26), than the attacker cannot attempt to clear the
Damage
sight and weapons fire modifiers. See Fire and Smoke (Simplified), woods/jungle.
page 63.
Combat
Deep snow may not be added to water hexes. Cannot be AND CONVERSION TABLE
used with Extreme Temperatures (see p. 62) of 30 degrees Celsius
and above.
Terrain Factor Former Terrain New Terrain
MP Modifier: A hex covered in deep snow adds +1 MP cost
Heavy Jungle: 100 Heavy Jungle Light Jungle
Movement
per hex (but see Reckless Movement, p. 20).
PSRs: Entering a deep snow hex forces a Piloting Skill Roll. All Light Jungle: 60 Light Jungle Rough
PSRs made in a hex with deep snow (including the PSR made when
Heavy Woods: 90 Heavy Woods Light Woods
entering one) apply a +1 Target Number modifier.
Heat: Deep snow dissipates 1 heat point per turn if at least one Light Woods: 50 Light Woods Rough
Game
heat sink is mounted in the legs (if the ’Mech is prone, 3 heat points
Playing
TERRAIN MODIFICATIONS
THE BATTLEFIELD
WEATHER CONDITIONS must roll 2D6. A result of 7+ means the searchlight is destroyed in
addition to the normal effects of the attack.
Weather conditions represent global situations that apply to an
Finally, a ’Mech’s controller can turn its searchlight off or on
entire playing area. This includes such situations as fighting at night,
during any End Phase.
or in a pounding rainstorm.
The following entries describe rules for weather conditions.
They are organized by general category, with varying degrees of DUSK/DAWN
conditions for each type. Note that many of these conditions can Attack Target Number Modifier: +1 to all weapon attacks,
be combined at once. For example, players might agree to combine unless the target ’Mech’s heat scale is at 25 heat points or higher.
the rules for a Strong Gale or Storm, Heavy Snowfall, and Extreme
Temperatures to simulate combat in a fierce blizzard. FULL MOON NIGHT
MP Modifier: +1 MP cost per hex (but see Reckless Movement,
p. 20). A ’Mech with a searchlight ignores this penalty.
EXTREME TEMPERATURES Attack Target Number Modifier: +2 to all weapon attacks.
If a scenario takes place under such conditions, modify
Reduce this by 1 for every 20 points of heat on the target ’Mech’s heat
movement and combat as follows.
scale (minimum of 0). Ignore this modifier if the target is illuminated.
Combat in temperatures between 50 and –30 degrees Celsius
has no real game effect. However, fighting in significantly higher or
MOONLESS NIGHT
lower temperatures affects how well ’Mechs dissipate heat.
MP Modifier: +2 MP cost per hex (but see Reckless Movement,
For each 10 degrees C (or fraction thereof ) higher than 50
p. 20). A ’Mech with a searchlight ignores this penalty.
degrees, add 1 heat point to the ’Mech’s heat buildup each turn.
Attack Target Number Modifier: +3 to all weapon attacks, and
For every 10 degrees C (or fraction thereof ) less than –30 degrees,
subtract 1 heat point from the ’Mech’s heat build-up each turn. +1 to all physical attacks. Reduce each modifier by 1 for every 15
points of heat on the target ’Mech’s heat scale (minimum of 0 in
both). Ignore these modifiers if the target is illuminated.
FOG
LIGHT FOG
RAIN
MP Modifier: Apply a +1 MP cost per hex (but see Reckless
Movement, p. 20). MODERATE RAINFALL
Attack Target Number Modifier: +1 to all weapon attacks.
Mud: Moderate rainfall automatically includes all modifiers and
HEAVY FOG
effects of mud (see p. 61) in any clear, Depth 0 water hex on the
MP Modifier: Apply a +2 MP cost per hex (but see Reckless
playing area.
Movement, p. 20).
Attack Target Number Modifier: +1 to all attacks of the pulse
and direct-fire energy types (see DE: Direct-Fire Energy, p. 97). HEAVY RAINFALL
Attack Target Number Modifier: +1 to all weapon attacks.
PSRs: Apply a +1 modifier to all Piloting Skill Rolls.
LIGHT Mud: Heavy rainfall automatically includes all modifiers and
Low-light conditions can present a host of battlefield effects for mud (see p. 61); mud occurs in every hex across the
complications. playing area (except for water hexes of Depth 1+, standard roads,
Searchlights: Searchlights illuminate targets, thus offsetting and building hexes).
many of the penalties of fighting in a low-light environment.
Mounted searchlights have a range of 30 hexes (half underwater). TORRENTIAL DOWNPOUR
A searchlight illuminates all targets in a chosen hex that the Attack Target Number Modifier: +2 to all weapon attacks.
’Mech with the searchlight could normally trace LOS to, in the arc PSRs: Apply a +2 modifier to all Piloting Skill Rolls.
where the searchlight is mounted, during any Weapon or Physical Mud: A torrential downpour automatically includes all modifiers
Attack Phase. A searchlight also illuminates all intervening hexes (and and effects of mud (see p. 61); mud occurs in every hex across the
hence all ’Mechs in those hexes) between the target hex illuminated playing area except for roads, building hexes, and water hexes of
and the searchlight-equipped attacker in the same manner. Finally, Depth 1+. Additionally, all Depth 0 water hexes become swamp
a ’Mech with a searchlight illuminates itself. hexes (see p. 61).
For simplicity’s sake, all searchlight beams are two levels high.
A searchlight is presumed to be aiming at ground level, but a player
may specify any level from 1 to 29 at, above, or below the level the SNOW
’Mech is at (and within LOS). The searchlight then illuminates that
level and the one immediately above it. For example, a searchlight MODERATE SNOWFALL
could specify that it is aiming up to level 29; if it did so, levels 29 and Attack Target Number Modifier: +1 to all weapon attacks.
30 would be illuminated. Deep Snow: Moderate snowfall eventually covers the battlefield
If all players agree—or the scenario designates this—’Mechs in snow. At the start of Turn 20 of a scenario, every hex is covered in
without searchlights can be given a mounted searchlight for the deep snow (see p. 61). This includes the tops of buildings, but not
duration of the scenario. Each time such a searchlight-equipped water hexes.
’Mech takes a hit in any torso location (Front or Rear), the attacker
6
2
WEATHER CONDITIONS
THE BATTLEFIELD
Battlefield
Deep Snow: Heavy snowfall eventually covers the battlefield of the game, declare the same one side of every hex to be
in snow. At the start of Turn 15 of a scenario, every hex is covered
The
Direction 1, numbering the remaining hexsides 2 through
in deep snow (see p. 61). This includes the tops of buildings, but 6 clockwise. Roll one die. The wind will blow in the direction
not water hexes. shown on the die for the entire game. This single-hex direction is
considered “downwind.”
Other Actions
WIND
STARTING A FIRE
MODERATE GALE The ease or difficultly of starting a fire depends on whether or
Attack Target Number Modifier: +1 to all attacks of the not it is intentionally lit.
missile (M) type (see M: Missile, p. 97). Weather Conditions: If any rain or snow weather conditions
Fire: If using the simplified Fire and Smoke rules, fire spreads
Heat
are present on the battlefield, fires cannot be started. Fire also
more easily in these conditions (see Determining Fire Spread, p. 64). cannot be started in hexes with Deep Snow or Ice.
Damage
missile (M) type, and +1 to all attacks of the direct-fire ballistic (DB) Clearing Woods or Jungle, p. 61) runs the risk of accidentally setting
type (see DB: Direct-Fire Ballistic, p. 97). the woods on fire. To represent this risk, the player rolls 2D6 before
PSRs: Apply a +1 modifier to all Piloting Skill Rolls. each clearing attempt. On a result of 5 or less, the woods take
Fire: If using the simplified Fire and Smoke rules, fire spreads damage as usual, but have also been set afire.
more easily in these conditions (see Determining Fire Spread, p. 64).
Combat
INTENTIONAL FIRES
STORM (SIMPLIFIED) Players who intend to start fires may declare that their ’Mech
Attack Target Number Modifier: +3 to all attacks of the will fire its weapons at any woods, jungle, or building hex. On a
missile (M) type, and +2 to all attacks of the direct-fire ballistic (DB) successful attack against the hex, the player rolls 2D6 and consults
Movement
type (see DB: Direct-Fire Ballistic, p. 97). the Fire Table (p. 64). Modifiers are applied to the Target Number,
PSRs: Apply a +3 modifier to all Piloting Skill Rolls. not the roll; any result equal to or higher than the Target Number
Fire: If using the simplified Fire and Smoke rules, fire spreads means a fire has started.
more easily in these conditions (see Determining Fire Spread, p. 64).
EFFECTS OF FIRE
Game
Playing
FIRE AND SMOKE Any hex that is set on fire during the game must be marked as
the
(SIMPLIFIED) such with a fire counter. Once started, a fire continues to burn for
the rest of the game (see Extinguishing Fire, p. 64).
Players may optionally use the following rules to introduce
Introduction
UNDERWATER COMBAT
THE BATTLEFIELD
UNDERWATER
UNDERWATER RANGE TABLE
LINE OF SIGHT TABLE
Long
Underwater1 Ground2 ’Mech at Depth 1 Weapon
Underwater1 Yes No Yes4 Small Laser 1 2 —
Weapons
Ground2 No Yes Yes3 Medium Laser 1–2 3–4 5–6
Large Laser 1–3 4–6 7–9
’Mech at Depth 1 Yes6 Yes5 Yes7
Light PPC* 1–4 5–7 8–10
PPC* 1–4 5–7 8–10
Case Rules
1Includes standing ’Mechs at Depth 2+ and prone ’Mechs at Depth 1+.
Special
Heavy PPC* 1–4 5–7 8–10
2Includes all ’Mechs at Level 0+.
Snub-nose PPC 1–6 7–8 9
3At +1 for partial cover; use the appropriate column of the ’Mech Hit Location Table,
ER Micro Laser 1 2 —
with any leg hits striking the water and inflicting no damage.
4At +1 for partial cover; use the appropriate column of the ’Mech Hit Location Table, ER Small Laser (Clan) 1 2 3–4
Urban Combat
with any location hit but leg hits striking the water and inflicting no damage. ER Small Laser (IS) 1 2 3
5Can only fire torso, arm or head weapons. ER Medium Laser (Clan) 1–3 4–7 8–10
6Can only fire leg weapons. ER Medium Laser (IS) 1–3 4–5 6–8
7Leg weapons can only hit legs; all other weapons can only hit non-submerged ER Large Laser (Clan) 1–5 6–10 11–16
Battlefield
locations (see Water, under Partial Cover Modifier, p. 26). ER Large Laser (IS) 1–3 4–9 10–12
The
ER PPC (Clan and IS) 1–4 5–10 11–16
Micro Pulse Laser 1 2 —
Physical Attacks: Any physical attack that occurs underwater Small Pulse Laser (Clan) 1 2 3–4
inflicts half its standard damage (round down). A ’Mech standing in
Other Actions
Small Pulse Laser (IS) 1 2 —
Depth 2 (or deeper) water can make any physical attack, except for a Medium Pulse Laser (Clan) 1–3 4–5 6–8
death from above.
Medium Pulse Laser (IS) 1–2 3 4
For rules on physical attacks in Depth 1 water, see Physical Attacks
Large Pulse Laser (Clan) 1–4 5–10 11–14
and Water, page 35.
Large Pulse Laser (IS) 1–2 3–5 6–7
Heat
When an underwater location takes damage (such as a leg in Medium Heavy Laser 1–2 3–4 5–6
Depth 1 water), the ’Mech’s controller rolls 2D6: this is often called a hull Large Heavy Laser 1–3 4–6 7–9
breach check. On a result of 10 or greater, the ’Mech has lost integrity Binary Laser (Blazer) Cannon 1–3 4–6 7–9
in that location, which fills with water.
Damage
Chemical Laser, Small 1 2 —
Only roll for flooding when an underwater ’Mech takes damage,
Chemical Laser, Medium 1–2 3–4 5–6
not for a damaged ’Mech that later enters the water (a ’Mech above
Chemical Laser, Large 1–3 4–6 7–9
the surface of a water hex that falls into a water hex does not check for
hull integrity until it strikes the bottom of the water hex). However, if ER Pulse Laser, Small 1 2 3–4
all armor in a location (or facing, if a torso location) is destroyed, that ER Pulse Laser, Medium 1–3 4–6 7–9
Combat
location is automatically breached if submerged at that time or later. ER Pulse Laser, Large 1–4 5–10 11-16
All components in a breached location become nonfunctional. If Improved Heavy Laser, Small 1 2 —
the breached location contains engine slots, the engine functions as Improved Heavy Laser, Medium 1–2 3–4 5–6
if it took as many critical hits as engine critical slots in that location; if Improved Heavy Laser, Large 1–3 4–6 7–9
Movement
the breached location contains the cockpit, the ’Mech is considered Re-engineered Laser, Small 1 2 —
destroyed and its MechWarrior killed. If a side torso is flooded, the
Re-engineered Laser, Medium 1–2 3–4 5–6
corresponding arm (front leg, for quad ’Mechs) and its components
Re-engineered Laser, Large 1–3 4–6 7–9
become nonfunctional as well. Even if a ’Mech exits the water, all limbs
and components rendered non-functional due to flooded locations Variable-Speed Laser, Small 1 2 3
Game
Playing
remain non-functional. An arm rendered non-functional in this fashion Variable-Speed Laser, Medium 1 2–3 4–6
counts as destroyed for the purposes of firing while prone (see p. 30). Variable-Speed Laser, Large 1–2 3–5 6–9
the
These effects are not critical hits, and will not cause ammunition X-Pulse Laser, Small 1 2 3
to explode. Components in the breached location can still take critical X-Pulse Laser, Medium 1–2 3–4 5–6
Introduction
hits, even though the component is out of commission. X-Pulse Laser, Large 1–3 4–6 7–9
Laser Anti-Missile System — — —
* Minimum range 3.
5
6
UNDERWATER COMBAT
BATTLEMECH MANUAL
URBAN COMBAT
Several published mapsets have buildings printed directly on Building levels
the mapsheets. Players can also use counters to mark buildings—any affect movement in
STRATEGIC
type will do, but the building’s type and level should be clearly marked,
and the counter should fit appropriately within the hex or hexes it will
SIMPLIFIED the same way as all
other terrain levels. In
occupy on the mapsheet. If any counters are to represent a single, BUILDINGS other words, a ’Mech
continuous building, this must be noted clearly for all players. Urban combat can be can move to the roof
Rules for rarer and more complicated structures (from railway fun, but it also introduces of a building hex,
stations all the way up to the legendary Castle Brian Star League additional Piloting Skill Rolls and while staying on
megafortress) can be found in Tactical Operations. and the need to track damage roofs change levels as
to buildings. For those in though each building
search of simpler, quicker
BUILDING TYPES games, a common approach is
were a hill (provided
the ’Mech does not
BattleTech divides buildings into four types: light, medium, to treat all buildings as hills of change more than its
heavy, and hardened. Each building will also have two values: its an equivalent level that can be maximum allowed level
level, and its Construction Factor. Type is a permanent attribute, neither entered nor destroyed. changes in a single hex
while Construction Factor and level may fluctuate based on damage
and the CF of each hex
inflicted to the building.
can support the ’Mech).
Default Values: If a scenario does not specify a building’s type,
treat it as medium, Level 2.
BASEMENTS
A building’s description—or the scenario—states whether or
CONSTRUCTION FACTOR not it has a basement. Otherwise, players determine if a building
The Construction Factor (CF) determines how a building’s
has a basement—and the effect of a ’Mech falling into it—by rolling
physical structure affects play. This number applies to a hex as a
2D6 and consulting the Basements Table below whenever a ’Mech
whole; each level of a building hex does not have its own CF.
enters a building hex at Level 0 for the first time in a scenario. Only
The CF is the number of damage points a building hex can take
one basement roll is made for each building hex per scenario.
before being reduced to rubble. This damage, regardless of when it
A ’Mech automatically falls through the floor into a basement if
occurs, is tracked across a game. The CF also represents the number
it is on Level 0 and its tonnage is greater than the building hex’s CF
of tons of additional weight each level of a building hex can support
at the start of the current Movement Phase. Use the Facing After Fall
without collapsing.
Table (see p. 57) to determine the ’Mech’s resulting facing and which
The range of possible CF values for each building type appears
facing to apply the fall damage to. A collapsed basement creates a
on the Building Modifiers Table, page 67.
sublevel below the ground floor of the building hex, with a depth
Current CF: The CF of a building is always defined at the instant
equal to the number of basement levels (1 or 2).
an action takes place. For example, if two ’Mechs enter the same
A collapsed basement will not automatically collapse the
building hex at different times in the same Movement Phase, the
building hex but the building hex will take damage equal to the
CF as far as both ’Mechs are concerned will be different, as the first
tonnage of the falling ’Mech divided by 10 (round fractions up).
‘Mech will have damaged the building hex.
Double the damage for a two-level basement.
Default Values: If the scenario does not specify a building’s CF,
assume that a light building hex has CF 15, a medium building hex
has CF 40, a heavy building hex has CF 90, and a hardened building
hex has CF 120.
BASEMENTS TABLE
Multiple-Hex Buildings: For buildings that cover more than
one hex, each hex has its own CF value. The destruction of a single
hex in a multi-hex building does not affect any other hex within the Roll
same structure, unless more than half the total hexes have been (2D6) Effect
destroyed. For more information, see Collapse (see p. 73). 2 Double basement. The ’Mech falls 2 levels.
3-4 Basement. The ’Mech falls 1 level.
BUILDING LEVELS 5-8 No basement.
Treat building levels exactly like other terrain levels for line of
sight and movement, with each level of a building measuring roughly 9 Small basement. No effect on ’Mechs.
six meters high. These levels do not represent a specific number of 10-11 Basement. The ’Mech falls 1 level.
floors, but rather are an abstraction of the building’s interior. 12 Double basement. The ’Mech falls 2 levels.
6
6
Building Types
URBAN COMBAT
MOVEMENT EFFECTS Once inside a building, a ’Mech may not change levels, except
as noted under Basements, page 66.
’Mechs can move into, onto, or through buildings. The rules in this
Collapse: If a ’Mech’s tonnage on any single level of a building
section cover entering building hexes below the level of the roof; i.e.
Common
see Basements, p. 66), the entire building hex immediately collapses.
a hex on the roof of the building. The Building Modifiers Table below
See Collapse, on page 73.
summarizes movement costs and modifiers for each type of building.
Falling: If a ’Mech falls while in a building hex, damage is
resolved to both the ’Mech and the building as if the ’Mech had
voluntarily entered the building hex and failed its PSR.
BUILDING
Weapons
Involuntary Entry: ’Mechs that involuntarily enter a building
MODIFIERS TABLE hex (after being displaced or via a skid) use the Displacement or
Collisions With Stationary Objects rules to resolve such movement
Building Original MP Cost Piloting (see pp. 55 and 70, respectively).
Case Rules
Type CF Per Hex Skill Modifier Jumping: A ’Mech cannot use Jumping MP to move into a
Special
Light 1–15 +1 0 building, though it can jump onto a building roof. However, it can
use Jumping MP to leave a building hex, provided it does not enter
Medium 16–40 +2 +1 another building hex that Movement Phase other than by its roof.
Heavy 41–90 +3 +2 Stacking: The stacking limit (see p. 18) is applied to each level
Urban Combat
Hardened 91–150 +4 +5 of a building hex separately, rather than the hex as a whole. For
Cost to Enter Any Hex 1 example, a five-level building hex could have a ’Mech in each level
of the building, even though they would all be in the same hex
(normally forbidden).
BUILDING MOVEMENT
Battlefield
MODIFIERS TABLE
The
Hexes Piloting Hexes Piloting
Moved In Skill Moved Skill
Other Actions
Turn Modifier In Turn Modifier
1–2 0 10–17 +4
3–4 +1 18–24 +5
5–6 +2 25+ +6
7–9 +3
Heat
MOVING INTO BUILDINGS
’Mechs can enter a building hex. By default this is done at
Damage
the building's ground level (i.e. the level of the underlying hex the
building is in). A ’Mech may only enter a building hex at a level
higher than the building's ground level if entering from an adjacent
hex with a higher level (e.g. if a ’Mech walks from a Level 3 hill into
Combat
a neighboring building hex on a Level 1 hill, it would enter the
building at Level 2).
When a ’Mech voluntarily enters a building hex (not including
moving onto the roof ), its controller must make a Piloting Skill Roll
(see p. 53). Modify the roll using the table above, based on both the
Movement
building type (on the Building Modifiers Table) and the number of
hexes moved at the time of the PSR (on the Building Movement
Modifiers Table). If the roll fails, the ’Mech takes damage equal to
the building hex’s current CF divided by 10 (round up). This damage
hits from the direction the ’Mech moved into the hex (e.g. a quad
Game
Playing
’Mech shifting left into a building takes damage to its left side). A
failed roll does not cause the ’Mech to fall.
the
MOVEMENT EFFECTS
URBAN COMBAT
SKIDDING
If a ’Mech using running movement makes a facing change SKIDDING DIAGRAM 1:
in a paved hex at any point in the turn, and then attempts to INITIAL MOVEMENT
enter a new hex in the same turn, before that ’Mech actually In Skidding Diagram 1 on page 69, a player wants their
enters the hex the player must make a Piloting Skill Roll (see p.
Phoenix Hawk PHX-S3 in Hex A to run to Hex H. It has a Piloting
53) to see if the ’Mech skids. The roll is modified based on the
total number of hexes moved in the turn so far, using the Skid Skill of 5. As part of its move, the ’Mech runs to Hex C and makes a
Modifiers Table (see below). If it passes, the ’Mech does not skid facing change toward Hex D. No Piloting Skill Roll is required.
and may enter the hex and continue its movement; multiple rolls However, when the Phoenix Hawk attempts to enter Hex D,
could occur in a turn, based upon the ’Mech’s movements. If it the player must make a PSR before entering the hex, because the
fails, the ’Mech falls (see Falling, p. 56); it suffers normal falling ’Mech will be running as it moves into a new hex after making a
damage and then skids. facing change on pavement.
The ’Mech skids for a number of hexes equal to the number So far, the Phoenix Hawk has moved 2 hexes, and so per the
of hexes it has moved in the turn so far (not MP spent, so facing Skid Modifiers Table it applies a –1 modifier to its PSR. With a Piloting
changes are ignored), divided by 2 (round up), continuing in
Skill of 5, the player needs to roll a 4 or higher to avoid skidding.
the direction it was travelling before making the facing change
that caused it to skid. The player rolls a 10, and the ’Mech continues to run toward Hex H.
If a ’Mech skids off the playing area, it is considered The Phoenix Hawk makes another facing change in Hex E
destroyed for the remainder of the scenario. Otherwise, for toward Hex F. In order to move safely from Hex E to Hex F while
every hex that it skids, it suffers additional damage equal to running on pavement, the player must make another PSR, this time
one-half its normal falling damage, rounded up. After the skid modified by 0 because the ’Mech has moved 4 hexes. The Target
has ended, add up the damage from both the fall and the Number is 5 (5 + 0).
skid, then apply it in 5-point Damage Value groupings. Use
the column of the Hit Location Table determined by the fall to SKIDDING DIAGRAM 1: SKIDDING
determine the location(s) for this damage.
If the player fails the PSR (rolls a 4 or less), the Phoenix Hawk
After a skid, the ’Mech’s movement ends, even if it had
MP remaining. skids down the 1A-1B hex row. Normally it would skid for two hexes
Combat Effects: Add a +2 Target Number modifier for all (4 / 2 = 2), placing it in Hex 1B. However, the light woods in Hex 1A
weapons fire and physical attacks made against a ’Mech during must be taken into account. The Movement Point Cost Per Hex for
a turn in which it skid. In addition, apply a +1 Target Number light woods is 1, so that is subtracted from the total amount of hexes
modifier for all weapons fire and physical attacks made by a to be skid, meaning the ’Mech only skids 1 hex into 1A.
’Mech during a turn in which it skids. The 45-ton Phoenix Hawk suffers 5 points of damage falling
into hex E where it failed its Piloting Skill Roll (45 tons divided by 10 is
4.5, rounded up to 5) and 3 points of damage per hex it enters during
SKID MODIFIERS the skid (half the falling damage of 4.5, rounded up) for a total of
TABLE 8 (5 + 3 = 8); it only skid 1 hex and the woods don’t deal additional
damage. Once the skid is finished, the player rolls on the Facing After
Hexes Piloting Skill Fall Table (see p. 57) to determine the Hit Location Table column (see
Moved Modifier p. 33) where the falling/skid damage will be applied: one 5-point
0-2 –1 Damage Value grouping and one 3-point grouping.
If the light woods had not been in Hex 1A, the Phoenix Hawk
3-4 0
would have skid into the building Hex of 1B, which would have
5-7 +1
required its controller to resolve the damage to both the ’Mech and
8-10 +2 the building hex as though the ’Mech had charged the building (see
11-17 +4 Charge Damage, p. 35).
18-24 +5 If the player instead passes the PSR (rolls a 5 or greater), then
the Phoenix Hawk continues to run towards Hex H. The ’Mech makes
25+ +6
another facing change in Hex G towards Hex H. Once more, in order
to move safely from Hex G to Hex H while running on pavement
(even though the hex the ’Mech is moving into is not pavement), the
player must make another Piloting Skill Roll, this time modified by
+1 because the ’Mech moved 6 hexes. The Target Number is 6 (5 + 1).
6
8
SKIDDING
URBAN COMBAT
• skidding diagram 1 •
Common
LE DEN LE DEN
R R
HA HA
Weapons
2b
2d 2c
2A
Case Rules
Special
L5 L5 L5 L5 L6 L6
VE VE VE VE VE ED VE ED
LE DIUM LE DIUM LE DIUM LE DIUM LE DEN LE DEN
R R
ME ME ME ME HA HA
Urban Combat
L6 L6
VE ED VE ED
LE DEN LE DEN
R R
HA HA
SKIDDING DIAGRAM 1: COLLISIONS
Battlefield
If the player rolls a 5 or less, the warrior failed to maintain
L6
VE ED
The
control of the Phoenix Hawk and it skids down the 2A-2D hex row. LE DEN
R
Normally the Phoenix Hawk would skid for three hexes (6 / 2 = 3), HA
placing it in Hex 2C. However, a collision with the ’Mech in Hex 2A
might end the skid.
Other Actions
Before resolving any part of the collision, damage to the
Phoenix Hawk from its fall and its skid to that point must first be
resolved. As the Phoenix Hawk weighs 45 tons, it suffers 5 points of
damage falling into Hex G, where it failed its Piloting Skill Roll (45 then rolls six hit locations: five 5-point Damage Value groupings
tons divided by 10 is 4.5, rounded up to 5) and 3 points of damage and one 2-point grouping, all applied to the front side of the Kick
for skidding into Hex 2A (half the falling damage of 4.5, rounded
Heat
Location Table. The Phoenix Hawk also takes damage from the
up); the player rolls on the Facing After Fall Table (see p. 57) to successful charge, equal to 1 point of damage for every 10 tons that
determine the Hit Location Table column (see p. 33) the damage the target weighs (round fractions up), applied in 5-point Damage
groupings are applied to. Assuming the skidding Phoenix Hawk Value groupings on the Front/Rear column of the Hit Location Table.
survives, only then is the collision resolved.
At the end of the successful charge, the Phoenix Hawk ends its
Damage
The ’Mech in Hex 2A has not yet moved this phase. The Target
move in Hex 2A (even though it would normally have skid for two
Number for the resulting unintentional charge attack is 11: 5
more hexes, its unintentional charge automatically ends its skid
(base Target Number) + 2 (attacker ran) + 0 (no target movement
and its movement in general). The target ’Mech is moved into Hex
modifier, as the target has not yet moved this phase) + 1 (skidding)
+ 3 (unintentional charge). The Phoenix Hawk’s controller rolls 2B. The Phoenix Hawk is already prone, and so its controller need
Combat
an 11! But because the target ’Mech has not yet moved, it can still not make a Piloting Skill Roll to avoid a fall, but the target ’Mech
avoid the successful charge by making a Piloting Skill Roll (in this must make the standard PSR to avoid a fall after impact; if it fails,
case, needing a result of 4 or better). The enemy ’Mech’s controller, the target ’Mech will fall into Hex 2B.
however, rolls a 3, which means it failed to dodge. Finally, the displacement of the original ’Mech in Hex 2A to Hex Movement
As the falling and skidding damage happens first, this might 2B automatically causes a domino effect to the ’Mech already in Hex
result in the Phoenix Hawk being destroyed before the collision 2B. If the ’Mech already in 2B had not yet moved this turn, it could
actually occurs. If so, then the target ’Mech would still be able to attempt to get out of the way (see Domino Effect, p. 55); if it had
move normally this turn. If not, the target ’Mech cannot move again already moved, it will be moved to Hex 2C, after which the ’Mechs
later in the Movement Phase. now in Hexes 2B and 2C each must make a PSR to avoid falling.
Game
Playing
The Phoenix Hawk’s charge deals 27 points of damage: 4.5 If the Phoenix Hawk falls and skids at any time in the turn,
(45 tons divided by 10) × 6 (the number of hexes the Phoenix Hawk once all effects are resolved its movement would be over, regardless
the
entered during the turn, not counting skidding hexes). Its controller of if it still had MP left.
Introduction
9
6
SKIDDING
URBAN COMBAT
INTERRUPTING A SKID Water: ’Mechs automatically end their skid if they enter Depth
Accidental Falls: If the level of the hex to be entered is two or 1 or greater water. This entry into water does not deal additional
more lower than the level of the skidding ’Mech’s current hex, the damage, though any location without armor that is submerged will
’Mech automatically falls (see p. 56). If there is already a ’Mech in suffer a hull breach as normal (see p. 65).
the hex it falls into, an accidental fall from above occurs (see p. 57).
Regardless, the ’Mech’s skid ends in that hex. COLLISIONS WITH
Collisions: Collisions may completely stop a skid, but these are
STATIONARY OBJECTS
dealt with separately (see p. 70).
If an obstacle lies in the path of the skid, the skidding ’Mech
Damage: Damage can be applied at various stages during a
skid, and is resolved immediately when applied. If a skidding ’Mech may crash into it.
is destroyed at any point in its skid, its skid ends immediately, with Falling damage (if any) as well as skidding damage resulting
no further effects. from the number of hexes travelled up until the crash must be
Terrain: If a skidding ’Mech moves into a terrain hex (not applied and resolved before resolving any part of a collision. If a
including buildings, level changes, or water), other than clear and/ ’Mech continues to skid after a collision, that additional damage is
or paved hexes, then that terrain reduces the distance it skids. For applied after all damage from the collision is applied.
each such hex entered, subtract the Movement Points required For example, if a ’Mech falls and skids for four hexes, but runs
to enter that terrain type from the remaining hexes to be skid, as into a building hex in the second hex of its skid—which it destroys
shown on the Movement Costs Table, page 17. The terrain applies and so continues to skid—the damage from the fall and two hexes
no additional damage. If the ’Mech would enter a hex that would of skid would be applied first, then the damage from the collision
reduce its remaining hexes to move to 0 (or less), it still enters that would be applied, then the damage from the collapsing building
hex, ending its movement there. would be applied, then the damage from the additional hexes skid
For example, if a ’Mech skidding through six hexes enters light (if any) would be applied.
woods for its third hex, it would subtract two from the hexes left to
Buildings: Skidding ’Mechs automatically crash into buildings
skid (2 MP for a light woods hex), leaving it two hexes left to skid. If
if entering a building hex. The hex takes damage as if the skidding
the next hex it entered were a heavy woods hex, that would subtract
three hexes (3 MP for a heavy woods hex), which it doesn’t have left, ’Mech had executed a successful charge attack (see Charge Damage,
but it would skid into that hex regardless, ending the skid in the heavy p. 35). The ’Mech takes damage equal to the building hex’s current CF
woods hex. divided by 10 (round up). Check for a basement (see p. 66); if there
Additionally, if the level of the hex to be entered is one or is a basement, the fall occurs first, before a building collapse (if the
more higher than the level of the skidding ’Mech’s current hex, the building takes enough damage to collapse).
skidding ’Mech automatically crashes into it and stops (see Levels, If the building hex is not destroyed (or if there was a basement),
under Collisions with Stationary Objects, p. 71). the ’Mech’s skid ends, with the ’Mech occupying the building hex.
SKIDDING
URBAN COMBAT
Common
remaining hexes to be skid. After subtracting, if there are still hexes
to be skid, the skid continues.
For example, if a ’Mech skid into a Medium Building hex,
destroyed that building hex, and still had 4 more hexes to skid,
the ’Mech’s controller would subtract 2 MP (after looking at the MP
Weapons
cost column of the Building Hex Table), leaving the ’Mech to skid
only 2 more hexes. In either case (i.e. if the building hex was not
destroyed, or if the subtraction of the MP cost from the building
type reduced the remaining hexes to be skid to 0), the skid ends,
Case Rules
with the skidding ’Mech now occupying the building hex.
Special
Levels: If the level of the hex to be entered is one or more
higher than the level of the skidding ’Mech’s current hex, the
skidding ’Mech automatically crashes into it and stops. The ’Mech
takes 1 point of damage for every 20 tons it weighs, round fractions
Urban Combat
up (use the Front/Rear column to apply the damage; the hit always
comes from the front).
Battlefield
damage (if any) as well as skidding damage resulting from the
The
number of hexes travelled up until the crash must be applied and
resolved before resolving any part of a collision with a ’Mech.
A skidding ’Mech must make a successful charge attack (i.e.
Other Actions
an unintentional charge) against any ’Mech in the path of its skid.
Apply the +3 modifier for an unintentional charge; do not modify COMBAT EFFECTS
for differences in Piloting Skill between the attacker and target. Combat in and around buildings may damage the buildings
If the unintentional charge is successful, and the target does and the ’Mechs inside. Players may attack ’Mechs inside buildings,
not dodge (see below), the skidding ’Mech applies damage as for or the buildings themselves.
a standard charge (see Charge Damage, p. 35). Use the distance Art vs. Rules: For LOS purposes, a building always fills its hex,
Heat
the skidding ’Mech moved before its skid to calculate damage. regardless of what the art may show on the playing map.
Damage to the target ’Mech is rolled on the Kick Location Table
(unless the target is prone, in which case use the appropriate
column of the Hit Location Table; see p. 33). This is resolved
ATTACKING BUILDINGS
Building hexes are immobile targets (–4 Target Number
immediately and, unlike a standard charge, can affect a ’Mech
Damage
modifier). However, weapon attacks targeted at a building hex
that has not yet moved.
from adjacent hexes always hit, as do all physical attacks (though
After the collision is resolved, the skid continues if the target
players must still roll for weapon effects, such as jamming if firing
’Mech was destroyed. Otherwise, the target ’Mech is displaced into
an Ultra autocannon at double-rate, for example). Always use the
the adjacent hex in the direction that the attacker skidded into it
full Damage Value for cluster weapons that strike an adjacent
Combat
(see Displacement, p. 55), the attacker advances into the target’s
building hex; i.e. cluster type weapons do not use the Cluster
hex, and the skid ends. If the unintentional charge is unsuccessful,
Hits Table in this case.
the skidding ’Mech did not strike the target ’Mech and continues
When a building hex suffers damage, subtract the weapon’s
its skid.
Damage Value from the building hex’s current CF. When the
If a ’Mech continues to skid after a collision, then the resulting
Movement
unintentional charge.
Before the skidding ’Mech enters the target’s hex, the target ’Mechs inside a building hex may be attacked. An attacker
’Mech’s controller must make a Piloting Skill Roll. Success means must have line of sight to the building hex, as well as to the
Introduction
the target ’Mech may make its movement immediately (it may not target ’Mech. Building hexes block LOS, but the building hex a
move again later in the Movement Phase). Failure means the target ’Mech is in does not count (since it is not intervening terrain).
remains in its hex (this failure does not cause a fall).
1
7
Combat Effects
URBAN COMBAT
Buildings protect against attacks. A building reduces the damage COMBAT WITHIN BUILDINGS
of each hit on a ’Mech inside it by its current CF / 10 (round up; treat ’Mechs in the same building—whether in the same building hex
each Damage Value grouping as a separate hit). The building hex takes but on different levels, or in different hexes of a multi-hex building)—
that amount of damage from the hit. Resolve damage to the building’s can attack one another. Use the standard attack procedures, with the
CF at the end of the Weapon Attack Phase. following modifications:
Shots fired at a ’Mech inside a building hex that miss do not
damage the building (neither does any damage not applied to a % Line of sight is blocked if more than two building hexes and/or
’Mech from a successful cluster attack). The exception is if the attacker levels intervene between the attacker and target hex.
is adjacent to the building, in which case all missed shots automatically % Apply an automatic +1 Target Number modifier, and another +1
strike the building. for each intervening building hex and/or level.
AE Damage: Area-effect attacks ignore the above damage % Always use the Front/Rear column of the standard Hit Location
reduction rules (see Area-Effect, p. 96). Table to resolve hits (see p. 33). If the target is in the same hex
Partial Cover: A standing ’Mech occupying a Level 1 building or as the attacker, treat it as if it were in the attacker's forward arc.
a building hex only one level below the roof automatically receives
partial cover, even if its attacker is at a higher level. If the hit location Note that a ’Mech on a building’s roof is not considered within
roll indicates a leg, the attack strikes the building instead, damaging a building, and so if it fires on a ’Mech in a building it uses the rules
it as normal. given above under Attacking ’Mechs Inside Buildings.
Physical Attacks: Physical attacks (other than charges) cannot
be made against targets in a building hex, unless the attacker is in the
same multi-hex building, on the same level, and is in a hex adjacent
to the target (see Combat within Buildings, at right). In the Building Combat Diagram at left, Player 1 has
a BattleMaster (Gunnery 4) on the hunt and has run to enter
Building Hex A at Level 0. Player 2 has three ’Mechs: a Wolverine
that did not move this turn at Level 4 (the roof) in Hex A, a
Several opponents make successful attacks against Warhammer that moved 5 hexes to Level 1 of Hex A from a
a Hunchback inside a medium building hex, hitting it with neighboring building, and a Locust on Level 2 in Hex C. The
an AC/10, a small laser, a large laser, and nine missiles from an building has a CF of 60 on every level.
LRM-15. The building hex has a current CF of 38. Each attack’s During the Weapon Attack Phase, Player 1 looks for a
damage is thus reduced by 4 (38 ÷10 = 3.8, rounded up to 4). target for his BattleMaster’s machine guns. He sees that three
As such, the AC/10 inflicts 6 points of damage on the building hex levels are between the BattleMaster (Level 0, Hex
Hunchback. The small laser inflicts no damage, while the large A) and the Wolverine (Level 4, Hex A). More than two hexes and/
laser inflicts 4 damage points. The LRM damage is divided into a or levels of intervening building between attacker and target
5-point grouping and a 4-point grouping. One point of the 5-point means line of sight is not valid, and so Player 1 cannot attack
grouping reaches the Hunchback, while the 4-point grouping is the Wolverine.
entirely absorbed by the building (the six missiles from the LRM- The Target Number to attack the Warhammer is 10 (4
15 that did not strike the target do not damage the building hex). Gunnery, + 2 because the BattleMaster ran, + 2 for the target
The Hunchback takes a total of 11 points of damage, while the movement modifier, + 1 for combat within buildings, and
building hex’s CF is reduced from 38 to 19 (38 – 4 – 3 – 4 – 4 – 4 = + 1 for the intervening level). That’s rather high, and so the
19) at the end of the Weapon Attack Phase. BattleMaster’s player looks for an alternate target.
The Target Number to attack the Locust is 8 (4 Gunnery,
+ 2 because the BattleMaster ran, + 1 for combat within
buildings, and + 1 for the intervening level), making the
Locust the best target. However, even if the attack strikes the
Locust, the 2 points of damage from the machine gun will
LEVEL 0 LEVEL 1 LEVEL 2 LEVEL 3 LEVEL 4 not damage it. This is because the building has a CF of 60:
as a building absorbs 10% of its current CF from every attack
directed against ’Mechs inside it, this means the BattleMaster
would have to do at least 7 points of damage to hurt the target
LEVEL 4 Locust. All the BattleMaster would accomplish is reducing
HEAVY the building’s CF on Level 2 by 2 points (the damage of the
LEVEL 3
machine gun).
HEAVY
Combat Effects
URBAN COMBAT
COLLAPSE
A building hex will collapse if it takes total damage equal COLLAPSE: MOVEMENT
to or greater than its CF, or if the tonnage of a ’Mech occupying In the Building Collapse Diagram on page 74, Player 1 wants the
Common
the current CF of that building hex; regardless of whether a in Hex B and a Stinger to jump to Hex B. (Because a ’Mech cannot enter a
building has a basement or not, this never includes Level 0 of building hex using Jumping MP, the Stinger must land on the roof, and
a building hex (see Basements, p. 66). so it will end up at Level 3). Player 1 lost the Initiative, and so Player 2
Because CF is tracked per hex of a multi-hex building, plans to move his Archer last, walking from Hex C through Hex D to Level
the collapse of one hex will not affect any other hex in that
Weapons
0 of Hex E.
building, unless it brings the total of collapsed hexes to The building itself has taken significant damage. Each hex with an
more than half, in which case the entire building collapses. X represents a collapsed building hex that is now rubble, while hexes D
When a building hex (or a multi-hex building) collapses and E each only have 7 CF remaining. Hex B has taken 1 point of damage,
because its maximum weight limit has been exceeded, or leaving it with a CF of 39.
Case Rules
because of damage from ’Mech movement, it collapses As the Locust enters Hex B, Player 1 must make a Piloting Skill Roll
Special
immediately. If the collapse is caused by damage from to avoid damage against a Target Number of 7: 5 (Piloting Skill) + 1 (four
attacks, the collapse occurs at the end of the phase. hexes moved, including the building hex the ’Mech is attempting to enter)
When a building hex collapses, any ’Mech in it takes + 1 (Medium Building). Whether the roll is successful or not, Hex B takes 2
damage. The base damage is equal to the hex’s CF at the
Urban Combat
points of damage (20 for the tonnage of the Locust divided by 10), leaving
start of the phase divided by 10. If there are building the building hex with a current CF of 37.
levels above the ’Mech, add to this the base damage After the Locust moves, the Stinger jumps to the roof of the building in
multiplied by the number of building levels above that hex B. No Piloting Skill Roll is required to enter the hex, nor is the hex damaged.
’Mech. Round the final result up. ’Mechs on the top level The combined weight of the Locust (20 tons) and Stinger (20
Battlefield
or roof apply no multiplier (i.e. the roof does not count tons) is 40 tons, more than the building’s current CF of 37. However,
as a level above for this purpose). because these ’Mechs are located on two different levels in the hex,
The
Divide this damage into 5-point Damage Value their combined weight does not collapse the hex.
groupings, with any remaining points assigned to a final Player 2 can now make his planned move. His Archer first walks
grouping. Roll the hit location for each grouping. For ’Mechs from Hex C to Hex D, ending up at Level 0 inside the building in Hex D. As
Other Actions
on the roof of a building hex, use the Front column of the with the Locust, Player 2 must make a Piloting Skill Roll to avoid damage
Hit Location Table; for ’Mechs inside a building hex, use the upon entering the building hex, against a Target Number of 6: 5 (Piloting
Front column of the Punch Hit Location Table. Skill) + 1 (medium building). Regardless of the roll’s success or failure, the
Basements and Collapse: When a building hex building hex takes 7 points of damage (70 for the tonnage of the Archer
collapses, the resulting rubble will fill in any basement the divided by 10 = 7).
building might have had (i.e. do not roll for a basement).
Heat
A building with a basement becomes a rubble hex equal COLLAPSE: HEX COLLAPSE
to the level of the terrain underneath the building, not Hex D has a current CF of 7, and so the 7 points of damage caused by
a sublevel rubble hex. If the collapse occurs as a ’Mech the Archer collapses it. This collapse must be immediately resolved.
moves into the building hex at Level 0 for the first time in Because the building collapses as the Archer is entering the hex,
Damage
the scenario, its controller need not make a basement roll no roll is needed to determine if the building hex has a basement. The
(see Basements, p. 66). collapse of Hex D does not exceed more than half the total hexes of the
If a ’Mech occupies a basement when the building hex multi-hex building. The entire building spans eighteen hexes, of which Hex
above it collapses, that ’Mech is destroyed. D is the ninth to collapse; the rest of the building hexes remain unaffected.
Falling: ’Mechs occupying a building level higher than 0 Player 2 applies damage from the collapse after any damage
Combat
(including the roof) suffer standard falling damage (see Falling received from entering the hex, if the Archer failed its Piloting Skill Roll.
Damage to a ’Mech, p. 57) in addition to the collapse damage. At the beginning of the Movement Phase, Hex D’s CF was 7; divided by 10,
this gives a base damage of 0.7. The building had two levels above the
DAMAGE AND DISPLACEMENT Archer, and so the ’Mech takes 3 points of damage (base damage 0.7 x 3 Movement
If the ’Mech fails its Piloting Skill Roll for entering a hex, = 2.1 (rounded up to 3). Player 2 assigns the 3 damage points using the
damage from moving into the hex is applied first. Then all Front/Back column of the Punch Hit Location Table.
damage from the collapsing building hex or hexes is resolved, Having applied all appropriate damage, Player 2 can continue the
for all ’Mechs involved, followed by falling damage (if any; Archer’s movement into Hex E. As before, he must make a Piloting Skill
see Falling Damage To A ’Mech, p. 57) and then displacement Roll to avoid damage upon entering this building hex, against a Target
Game
levels are resolved first, then ’Mechs in higher levels. the Archer divided by 10 = 7). Like Hex D, Hex E has a current CF of 7, and so
If enough ’Mechs are occupying different levels of a the Archer’s entrance collapses it. The collapse occurs as the Archer entered
Introduction
multilevel building hex when it collapses, and those ’Mechs the hex, meaning no basement roll is required.
survive the collapse, some ’Mechs may be displaced multiple
times. If a ’Mech cannot be displaced (for example, all the CONTINUED ON P. 74
adjacent hexes are prohibited terrain), the ’Mech is destroyed.
3
7
BUILDING COLLAPSE
URBAN COMBAT
COLLAPSE: BUILDING COLLAPSE grouping, using the Front/Back column of the Hit Location Table.
The collapse of hex E means that ten of the building’s eighteen The Stinger ends the fall prone at Level 0 with a new facing. Its
hexes have collapsed. Ten is more than half, and so the rest of the exact hex placement depends on whether the Stinger struck the
building hexes automatically collapse as well. These events must be Locust or not.
resolved immediately. If the Locust were struck and randomly displaced into a hex
First, the players apply damage inflicted by the collapsing that contained another ’Mech—or if the Stinger missed and were
building. In the case of the Archer, at the beginning of the Movement randomly displaced into such a hex—and if the entrance of either
Phase, Hex E had a CF of 7. Divided by 10, this gives a base damage of ’Mech into that hex would violate the stacking limit, a domino effect
0.7. The building had two levels above the Archer, and so the ’Mech would occur, requiring immediate resolution.
takes 3 points of damage (base damage 0.7 x 3 = 2.1, rounded up to Had the Stinger instead been any ’Mech massing 40 or more
3). Player 2 assigns the damage using the Front/Back column of the tons, Hex B would have collapsed when the Stinger made its jump, as
Punch Hit Location Table. the weight of the heavier ’Mech would be greater than the building’s
Player 1’s ’Mechs, all in Hex B, fare somewhat worse. At the current CF after the damage inflicted by the Locust. In this scenario,
beginning of the Movement Phase, Hex B had a CF of 37; divided by when the Archer moved into Hex D, that hex’s collapse would have
10, which gives a base damage of 3.7. Luckily, the Stinger is on the roof, demolished the rest of the hexes in the multi-hex building before the
meaning that no building levels are above it. It therefore takes 4 points Archer could continue its movement into Hex E, meaning that the
of damage (3.7, rounded up), assigned against the Front/Back column Archer would have moved into a rubble hex.
of the Hit Location Table. The Locust is at Level 2 in Hex B. With only 1
level above the ’Mech, it also takes 4 points of damage, applied against
the Front/Back column of the Punch Hit Location Table.
COLLAPSE: FALLING
AND DISPLACEMENT
Next, the players resolve falling damage. The Locust
falls two levels and so takes 6 points of damage: 20 tons
divided by 10, multiplied by the number of levels fallen +1
(2 levels +1 = 3). Player 1 rolls on the Facing After Fall Table LEVEL 2
(see p. 57) and gets a 1 (same direction, front). He assigns MEDIUM
damage to the front of the Locust in one 5-point grouping
LEVEL 2
and one 1-point grouping, using the Front/Back column LEVEL 3
MEDIUM
of the Hit Location Table. The Locust ends its fall prone at
Level 0 in Hex B (now a rubble hex). LEVEL 2
Player 1 next resolves the Stinger’s fall. The Stinger MEDIUM
was at Level 3, more than two levels higher than the Level
0 hex it’s falling into. Also, the hex contains another ’Mech LEVEL 2
(the Locust), and so Player 1 must use the Accidental Falls
From Above rule (see p. 57). The Target Number is 6 (7 LEVEL 3
for the base Target Number, +1 for the target movement MEDIUM
modifier, – 2 (target is prone and adjacent)).
If the roll result equals or exceeds 6, the Stinger strikes
LEVEL 1
the Locust and inflicts 6 points of damage (the weight of
the falling ’Mech divided by 10, x 3 for levels fallen) on the LEVEL 2
Locust’s rear, using the Front/Back column of the Punch MEDIUM
Location Table. Player 1 then randomly determines an
adjacent hex into which the Locust is displaced. If the result is LEVEL 2
MEDIUM
less than 6, the Stinger does not strike the Locust, but instead LEVEL 0
is displaced into a randomly determined hex adjacent to Hex LEVEL 2 LEVEL 2
B. (If a building were still standing in that hex, the Stinger MEDIUM MEDIUM
would take additional damage, but since every adjacent
building hex is rubble, the ’Mech is off the hook.) LEVEL 2
Regardless of whether or not the Stinger struck the MEDIUM
Locust, the Stinger takes the same 8 points of falling
LEVEL 2
damage: 20 tons (weight of the Stinger) divided by 10, MEDIUM
multiplied by the number of levels fallen, + 1 (3 levels + 1 =
4). Player 1 assigns the damage to the back of the Stinger
(per the rules for damage after an Accidental Fall From • building collapse diagram •
Above, see p. 57) in one 5-point grouping and one 3-point
7
4
BUILDING COLLAPSE
BATTLEMECH MANUAL
Weapons
All special case rules are optional: the use of any of these rules DURING GAME PLAY
in a game must be agreed upon by all players before play begins. Use the following rules for each Battlefield Support Type
during game play.
BATTLEFIELD SUPPORT Attack Declaration: With the exception of Minefields (see p.
Case Rules
79), use the following rules when declaring an attack:
Special
Artillery, minefields, and aerospace fighters—and their effect
on the battlefield—are pivotal elements of BattleTech fiction. The
following rules bring these types of support elements into any game. % Support Types can be used during the Weapon Attack Phase
of any turn of the game.
Urban Combat
If a player wishes to use one or more Support Types, they
BEFORE PLAY BEGINS %
must declare their use during the Attack Declaration portion
Players pay for Battlefield Support using Battlefield Support
of the Weapon Attack Phase of the turn they will be used (see
Points. If a scenario does not provide details for Battlefield Support,
Artillery Support, p. 77, for the exception). The player reveals
then the players must determine the amount of Battlefield Support
their selection and use of that Support Type. If they purchased
Points (BSPs) they will have access to before the game begins (note
Battlefield
multiple instances of that same Support Type, they do not
the Extraction Raid, Objective Raid, Diversionary Raid and Planetary
need to reveal the full number of that Support Type that they
The
Assault terminology is flavor only; players simply pick which values
purchased but are not using.
they wish to use in what ever scenario/game they're playing):
% The controlling player declares the target hex for the attack; in
the case of Strafing attacks, the player must designate multiple
Other Actions
% Extraction Raid Support: 5 BSPs
hexes (see Strafing, p. 76).
% Objective Raid Support: 12 BSPs
% A player can make a Battlefield Support attack at any time
% Diversionary Raid Support: 20 BSPs
during the Weapon Attack Phase. As many can be made in a
% Planetary Assault Support: 35 BSPs
single turn as are available.
Players may need to adjudicate some use of Battlefield Support
Attack Direction: If any Battlefield Support attack is successful,
Points. For example, if the Planetary Assault Support option is used,
Heat
roll 1D6: on a result of 1–4, all Damage Groupings in the attack hit
but one player spends their full allotment of BSPs on Light Density
the front; on a result of 5–6, they all hit the rear. There are exceptions
Minefields, the result would be 70 minefields on the playing area—
to this rule, such as artillery, scattering, and minefields: see below.
potentially rather annoying unless the other player agrees to that
Area-Effect Damage Type: Area-Effect Damage Type attacks
style of play. As with any rules, players should understand and agree
Damage
(see p. 96) include the notation “[AE]” in their entry and on the
on the potential extremes before play begins.
Battlefield Support Table.
Once the players have determined the amount of Battlefield
Damage Value Groupings: If an attack is successful, all
Support Points they will have access to, they should secretly select
Damage Value groupings are applied, but a separate hit location
and write down the specific Battlefield Support Types they want
roll is made for each grouping. Each Damage Value grouping noted
to have available during the scenario, as noted on the Battlefield
Combat
on the Battlefield Support Table consists of 5 damage. For example,
Support Table. Players do not need to spend their full allotment
the Heavy Bombing has six Damage Value groupings, so it would
of BSPs; unspent BSPs are lost once play begins, and may not be
apply a total of 30 points of damage, in six Damage Value groupings
used to purchase Battlefield Support Types during the game. (Some
of 5 damage each.
additional secret notes may need to be written down based upon Movement
Target Number Modifiers: No modifiers are applied to the
the specific support chosen; see details below.)
Target Numbers shown on the Battlefield Support Table (see p. 78).
For example, if two players decide to use Objective Raid
Players simply roll 2D6, comparing the result against the Target
Support (12 BSPs), Player A may simply want three Sniper Artillery
Number for that Support Type, to determine whether the attack is
attacks (4 BSPs each), while Player B opts for one Aerospace Light
successful. (See Artillery Support, p. 77, for the exception.)
Strike (2 BSP), an Aerospace Strafing attack (5 BSPs), a Thumper
Game
BATTLEFIELD SUPPORT
SPECIAL CASE RULES
OFFENSIVE AEROSPACE SUPPORT After a player announces all Offensive Aerospace Support they
(STRIKES) wish to use in a given turn, an opponent may reveal their selection(s)
Light Strike Target Number: 5 of a Defensive Aerospace Support (Light Air Cover) to remove the
Heavy Strike Target Number: 6 attack(s). Before the attacker makes their roll, the defender rolls against
Successful Attack: If the attack is successful, make a separate a Target Number based upon the specific attack, as noted in this entry.
roll on the appropriate Hit Location column for each Damage If a player reveals more than one Defensive Aerospace Support,
Value grouping. they may choose to assign them all to a single attack, or if there are
Unsuccessful Attack: No effect. multiple attacks, they may split them up in any fashion. However, all
such designations must be announced before any rolls are made.
OFFENSIVE AEROSPACE SUPPORT Successful Roll: If the roll is successful, the opponent’s Aerospace
(BOMBING) [AE] Support attack is completely nullified; no roll is made by the attacker,
Light Bombing Target Number: 5 and their Aerospace Support selection is considered spent.
Heavy Bombing Target Number: 7 Unsuccessful Roll: If the roll fails, the attacking player resolves
Successful Attack: If the attack is successful, make a separate their attack as normal.
roll on the appropriate Hit Location column for each Damage
Value grouping. DEFENSIVE AEROSPACE SUPPORT
If the hex targeted by a bombing is a building hex, and there is a (HEAVY AIR COVER)
’Mech in that building hex, the full damage is applied simultaneously Light Strike/Bombing Target Number: 9
to both the building and the ’Mech. Heavy Strike Target Number: 5
Unsuccessful Attack: If the attack fails, it will scatter. Determine Strafing/Heavy Bombing Target Number: 6
the Margin of Failure (MoF) between the modified Target Number This is not an attack. Instead, it can potentially nullify an
and the die roll result. For each MoF point, the bombing attack will Offensive Aerospace Support attack.
scatter one hex. After a player announces all Offensive Aerospace Support they
Next, roll 1D6 and compare it to the Scatter Diagram (see p. 77) wish to use in a given turn, an opponent may reveal their selection(s) of a
to determine where the attack lands. If there is a ’Mech in that hex, Defensive Aerospace Support (Heavy Air Cover) to remove the attack(s).
even a friendly ’Mech, it is automatically hit; use the rules above for Before the attacker makes their roll, the defender rolls against a Target
applying damage, but use a direction of attack as coming from the Number based upon the specific attack, as noted directly above.
original targeted hex (i.e. do not roll the 1D6 to determine attack
direction as for a normal attack).
OFFENSIVE AEROSPACE SUPPORT During the current turn, Chris reveals that he’ll be
attempting to make Light Bombing, Heavy Strike, and
(STRAFING)
Strafing Aerospace Support attacks. With all of Chris’ Aerospace
Strafing Target Number: 7
Support attacks for this turn announced, Kevin reviews the
Upon the declaration of a strafing attack, a player must
battlefield. His ’Mechs are currently in bad condition and lined
designate from one to five consecutive hexes, all in a straight line.
up perfectly for that strafing run; this could push him over the
When resolving the attack, the player makes a separate attack roll for
edge into defeat. He decides to reveal Defensive Aerospace
every ’Mech in one of those five targeted hexes, against the Strafing
Support: one Light Air Cover and one Heavy Air Cover.
Target Number of 7.
Kevin knows he could assign both Support Types to try and
Successful Attack: If the attack is successful, make a separate
take down the Strafing attack, but he’s hurting enough that he
roll on the appropriate Hit Location column for each Damage Value
needs to knock out two of the three attacks. He maximizes his
grouping. If more than one target was successfully struck, then the
chances against the Strafing attack by announcing he’ll assign
three Damage Value groupings of a Strafing attack hit each target;
his Heavy Air Cover there, and then assigns his Light Air Cover
i.e. if the player successfully strikes four targets with a Strafing attack,
to the Heavy Strike.
all four targets would be hit by three Damage Value groupings, with
Kevin first rolls his Heavy Air Cover for the Strafing attack,
the attacker resolving hit locations for each grouping. (Remember
needing a 6. He gets a 7! The Strafing attack is shot down with
to first roll 1D6 to determine whether each attack strikes the front
no further effects. Kevin’s Target Number to take down the
or rear of the ’Mech).
Heavy Strike with his Light Air Cover is 9; he rolls a 5, so the
Unsuccessful Attack: If the attack fails in a hex, nothing occurs,
attack will still happen.
but attacks in other hexes are unaffected.
Now Chris rolls for the Heavy Strike, and gets a 7; this beats
the Target Number by 1, so he’ll be rolling for the four Damage
DEFENSIVE AEROSPACE SUPPORT
Value groupings on the target. Ouch!
(LIGHT AIR COVER) Finally, Chris only needs to roll a 5 to hit with his Light
Light Strike Target Number: 3 Bombing attack, but rolls a 2! The attack misses the intended
Light Bombing Target Number: 4 target hex, because it’s a bombing attack, it scatters (in this
Heavy Strike Target Number: 9 instance, three hexes: the Margin of Failure of the dice roll). Any
Strafing/Heavy Bombing Target Number: 11 target, friend or foe, in the hex it scatters to will automatically
This Battlefield Support Type is not an attack. Instead, it can be attacked by the Light Bombing.
potentially nullify an Offensive Aerospace Support attack.
7
6
BATTLEFIELD SUPPORT
SPECIAL CASE RULES
If a player reveals more than one Defensive Aerospace Support, For the second (and third) radius of hexes, the direction of the
they may choose to assign them all to a single attack, or if there are attack for determining hit locations is based upon the central target
multiple attacks, they may split them up in any fashion. However, all hex; then roll for each Damage Value grouping.
Common
Successful Roll: If the roll is successful, the opponent’s in the building, the full damage is applied simultaneously to both
Aerospace Support attack is completely nullified; no roll is the building as well as the units.
made by the attacker and their Aerospace Support selection is
considered spent.
Unsuccessful Roll: If the roll fails, the attacking player resolves
Weapons
their attack as normal.
Case Rules
Pre-designated Hexes: Before beginning play, each side using
Special
Artillery Support secretly chooses five hexes on the playing area TARGET
for each Artillery Support selection to serve as pre-plotted target HEX
hexes (these hexes cannot be shared between Artillery Support
selections). Artillery Support on a pre-plotted hex automatically
Urban Combat
hits; i.e. no roll against a Target Number is made, the attack is simply
announced and damage assigned (as noted below).
Note that this number of hexes is intended for a playing area
composed of four maps. For every two additional maps used, add
three additional pre-plotted target hexes per Artillery Support
Battlefield
selection. However, regardless of the size of the playing area, no • scatter diagram •
The
player can place more than five pre-plotted hexes per mapsheet (an
area 17 hexes long by 15 hexes wide). These limits apply regardless
of how much Artillery Support is in use by either side.
Other Actions
Targeting: When targeting a hex that has not been pre-
designated, use the following rules.
During any turn’s Weapon Attack Phase, the player must
announce that an Artillery Support is incoming and secretly
write down the target hex number. The artillery attack
arrives during the Weapon Attack Phase of the following
Heat
turn, at which time the player rolls to determine if the
attack successfully strikes the targeted hex.
If a ’Mech chooses to spot the target hex for indirect
fire (see p. 30) on both the turn the artillery attack was
launched and the turn on which it arrives, apply a –2
Damage
Target Number modifier to the artillery attack.
The spotter can spot for any number of Artillery
Support attacks (as well as indirect fire attacks) against
a single hex, but can only spot to one hex a turn. If a RADIUS 0
Combat
spotter makes any attacks during the Weapon Attack
Phase of a turn that it also spots, apply a +1 Target
Number modifier to those attacks, as well as applying
only a –1 (in place of the –2) modifier for targeting to RADIUS 1
the Artillery Support attack.
Movement
BATTLEFIELD SUPPORT
SPECIAL CASE RULES
Unsuccessful Attack: If the attack fails, it scatters. Determine Variant Artillery—Copperhead: Copperhead is an alternate
the Margin of Failure (MoF) between the Target Number and the Artillery Support attack, using the following rules:
die roll result. The artillery attack will scatter one hex for each MoF
point. Next, roll 1D6 and compare it to the Scatter Diagram (see % BSPs: The player designates whether each Artillery Support
p. 77) to determine where the shot lands. Any ’Mechs in any of those selection is a Thumper, Sniper, or Long Tom Copperhead
hexes, including friendly ’Mechs, as well as terrain and buildings are Artillery Support attack. BSP costs are identical to the
automatically hit. Use the rules above for applying damage, with the standard attacks.
direction of attack for the new target hex coming from the original % Damage Value Groupings: Copperhead Artillery munitions
targeted hex (i.e. once again, do not roll the 1D6 for a normal attack). function as Arrow IV homing missiles (see p. 97), including their
ability to home in on TAG-designated targets. The Damage Value
Groupings for each type are as follows: Thumper: 1; Sniper: 2;
Long Tom: 3.
*No modifiers are applied to this Target Number, except for Artillery Support (see p. 77). **All Damage Value groupings are five points of damage.
†Scatters if misses; see page 76. ††Affects multiple hexes; see Artillery Support, page 77.
‡See rules, page 78. ‡‡See rules, page 79.
7
8
BATTLEFIELD SUPPORT
SPECIAL CASE RULES
Variant Artillery—Illumination/Smoke: Illumination and Smoke are Detecting Minefields: A ’Mech with an active probe (see
alternate Artillery Support attacks, using the following rules: p. 109) can potentially reveal minefields. At any point during a
’Mech’s movement, if it mounts an active probe and the effective
Common
selection is a Thumper, Sniper, or Long Tom Illumination or the controlling player of that minefield must make a roll. On a result
Smoke Artillery Support attack. The BSPs for Illumination and of 10+, any enemy minefields in that hex are revealed.
Smoke are half the standard cost (rounding down). Clearing Minefields: A player may use an LRM-20; Rocket
% Illumination: Instead of damage, Illumination Artillery Launcher 20; MRM-20, -30 or -40; ATM 12 (HE or standard) or ATM
Support negates any Light-based Target Number modifiers 9 (HE), or Artillery Support, to try and clear a minefield. The player
Weapons
(see p. 62) against targets within their area of effect—i.e. the must designate the attack to clear the minefield. When the attack
target hex (and all adjacent hexes, if appropriate)—for the rest hits the hex, the player rolls 2D6. On a result of 5 or better, the strike
of the game. reduces the Damage Value groupings of all minefields in the hex,
% Smoke: Instead of damage, a Smoke Artillery Support fills the enemy and friendly, to 0.
Case Rules
target hex (and all adjacent hexes, if appropriate) with heavy For Artillery Support, any time the target hex of an artillery
Special
smoke (see p. 61) that rises 2 levels above the underlying attack (not any adjacent hexes) contains a minefield, even if the
terrain. This smoke remains in play for the rest of the game. artillery was not designated to clear the minefield, the controlling
player should roll 2D6. On a result of 10+, the minefield is cleared.
MINEFIELD SUPPORT [AE] In all instances, minefields cleared in this fashion do
Urban Combat
Light Density Target Number: 9 not explode.
Medium Density Target Number: 8 Dropping ’Mechs: If a minefield is present in a hex in which
Heavy Density Target Number: 7 a dropping ’Mech lands (see below), treat the dropping ’Mech as
Unlike all other Battlefield Support Types, minefields are not an though it entered the hex along the ground.
attack declared during the Weapon Attack Phase. Instead, at the start
Battlefield
of the game, a player who has selected one or more Minefield Support DROPPING ’MECHS
The
option writes down the hex number, corresponding to the map, which
contains each minefield selection. The player can designate any full hex (SIMPLIFIED)
anywhere on the playing area, except water hexes. BattleMechs, being exceptionally versatile and resilient
Other Actions
The maximum number of minefield Damage Value groupings combat units, are capable of being dropped directly onto the
that can be placed in a single hex by a single player is 6. However, battlefield, using special disposable equipment to plummet from
both sides can have a minefield in the same hex. In other words, a DropShips high up in the atmosphere or even in orbit. The sudden
player could only place a single Heavy Density minefield in a hex, appearance of many tons of ’Mech directly on top of an enemy
but could instead place three Light Density fields, or a Light and position and seemingly out of nowhere has turned the tide of
a Medium Density field. In all those instances, two sets of each many battles.
Heat
combination could be present in a given hex, one for each side of Players may choose to keep some or all of their force in
the game. reserve at the start of the battle, if the scenario permits this or
During each Movement Phase, a minefield’s controlling if all players agree.
player secretly tracks if any ’Mechs enter a hex with a minefield.
When a ’Mech—either enemy or friendly—enters a minefield DROP TIMES
Damage
hex, any player controlling a minefield in that hex immediately How long it takes for a dropped force to arrive on the
announces the presence of any minefields there and rolls against battlefield must be determined before the game begins, either
the listed Target Number(s). In all instances, each minefield is by instructions given in the scenario or by the agreement of all
resolved separately. players. The time prior to arrival may be a fixed rate (e.g., “all
Combat
Skidding (see p. 68) or displacement (see p. 55) can also trigger dropped ’Mechs arrive on Turn 5”), variable (e.g., “all dropped
a minefield; if a ’Mech enters a minefield hex along the ground for ’Mechs arrive at 1D6 turns into the battle”), or some combination
any reason, the minefield’s controlling player must immediately of the two (e.g., “Alpha Lance arrives on Turn 2, but Beta Lance
announce its presence and make an attack roll. ’Mechs expending does not arrive for 1D6-1 turns after this”). If the players cannot
Jumping MPs only trigger a minefield if they end their movement
Movement
or do not wish to choose, use the default of “forces arrive on
in a minefield hex. Turn 3.”
Successful Attack: If the attack succeeds, roll on the front
column of the Kick Location Table for each Damage Value grouping. ARRIVAL
If a minefield is triggered and inflicts damage against a target, At the start of a turn in which dropped ’Mechs arrive on
Game
further effect in play. ’Mech will land. This can be done by writing the information
Unsuccessful Attack: If the attack fails, unlike other Battlefield on a piece of paper and turning it face down on the table. If a
Support Types, the minefield stays active. Players may agree to
Introduction
DROPPING ’MECHS
SPECIAL CASE RULES
At the end of the Movement Phase, after all non-dropping the displacement direction for each one). This is not considered an
troops have moved, a Piloting Skill Roll (see p. 53) is made for each accidental fall from above. If a ’Mech cannot be displaced (for example,
dropping ’Mech in the order the player controlling the ’Mechs all the adjacent hexes are prohibited terrain), the ’Mech is destroyed.
chooses. If more than one player is dropping ’Mechs this turn, stagger
the order by their initiative, as in standard movement. FAILED LANDINGS
Before each roll, the player must reveal the nominated target A ’Mech that fails the Piloting Skill Roll for its drop will at the
hex for the landing (if both opponents have troops arriving in the very least be damaged, and may even be destroyed.
same turn, alternate turns as per standard movement). A successful Location: A ’Mech that fails its landing scatters 1D6 hexes for
roll result indicates the ’Mech lands in the target hex at the end of the every Margin of Failure point. To determine the exact location, roll
Movement Phase with any facing desired. If a roll fails, resolve that one die and compare it to the Scatter Diagram (see p. 77) to find
drop completely before moving on to the next ’Mech. the direction of the scatter. The dropping ’Mech will scatter in that
A dropping ’Mech may not move or make attacks in the direction a number of hexes as determined above.
turn that it landed, but may act normally on the following turn. If the ’Mech completely misses the playing area, it is considered
Attacks made against a ’Mech on the turn it lands apply a +3 target destroyed for purposes of determining victory in the current scenario.
movement modifier. Damage: Damage for a failed landing is as though the ’Mech
Flak: Type F (flak) attacks made against a ’Mech on the turn it had fallen a number of levels equal to the roll’s Margin of Failure
lands apply a –2 Target Number modifier. (see Falling, p. 56). For example, if a ’Mech with a modified Piloting
Minefields: If the ’Mech lands in a hex that contains a minefield Skill target number of 6 or higher rolled a 3, the ’Mech would suffer
(see p. 79), treat the dropping ’Mech as though it entered the hex damage as from a fall of 3 levels. A PSR for landing that fails by more
along the ground. than 7 means the ’Mech is automatically destroyed.
Planetary Conditions: Any Piloting Skill Roll modifiers Stacking: Per the stacking rules (see p. 18), only one ’Mech can
resulting from in-play Weather Conditions (see p. 62) are applied be in a single hex at the end of the Movement Phase. If a ’Mech
to the PSR above. violates the stacking rules when it scatters and enters a hex after a
Stacking: Per the stacking rules (see p. 18), only one ’Mech failed landing roll, use the Displacement rules to determine the effects
can be in a single hex at the end of the Movement Phase. If a ’Mech (see p. 55); in this case, the movement direction of the dropping
violates the stacking rules when it lands use the Displacement rules to ’Mech for any displacement that might occur is traced from the hex
determine the effects (see p. 55); randomly determine the direction to that ’Mech originally aimed to land in. This is treated as an accidental
displace any ’Mechs (if there are multiple ’Mechs, randomly determine fall from above (see p. 57).
8
0
DROPPING ’MECHS
SPECIAL CASE RULES
EJECTION If a ’Mech has its auto-ejection system engaged, does not have
a Full-Head Ejection System, and has its head destroyed, the auto-
(SIMPLIFIED) eject system activates. The MechWarrior automatically receives
During the Movement Phase, if a MechWarrior is conscious
Common
example, an undamaged pilot and a pilot with 3 points of damage
phase. An ejecting MechWarrior lands in the hex immediately would both fill out their condition monitors to 5 points of damage.
behind their now-abandoned ’Mech. However, ejecting from a The pilot may still take damage during the ejection itself. These rules
’Mech can be dangerous. The pilot must make a Piloting Skill Roll do not apply in the event of a critical hit to a cockpit slot (which
to avoid taking damage, modified for the circumstances listed on outright kills the pilot).
Weapons
the Ejection Modifiers Table. A pilot who fails this PSR takes damage
equal to the roll’s Margin of Failure divided by 2 (rounded down).
All equipment on an abandoned ’Mech continues to function, FORCED WITHDRAWAL
and the ’Mech still counts as occupying the hex it is in. However, Most forces will not fight to the last man. Instead, once they
have taken appreciable amounts of damage, they will begin to
Case Rules
the ’Mech is considered destroyed for its controller's movement and
Special
attack selection purposes. retreat. The forced withdrawal rules help simulate this situation.
Auto-Ejection: If an ammunition explosion occurs a Under forced withdrawal, ’Mechs must retreat from the
MechWarrior will automatically eject, even if unconscious, unless battlefield when rendered useless or in imminent danger of
the auto-eject system is disabled. This occurs the moment the destruction (see Crippling Damage, below). A ’Mech making a forced
Urban Combat
explosion triggers, before any other damage or events are resolved, withdrawal must always move toward its home map edge. However,
interrupting the normal ammo explosion process (though the pilot the ’Mech need not spend Running MP, and may retreat moving
still takes the usual 2 points of damage due to ammo explosion backward. If equipped with MASC, a supercharger, or some other
feedback). system that increases speed at the risk of damage, a ’Mech need
Players must note on a ’Mech’s record sheet before each battle not engage that system when withdrawing.
Battlefield
whether or not its auto-eject system is disabled; it is on by default, Withdrawing ’Mechs may still attack an enemy ’Mech that
closes within range of a weapon or physical attack.
The
and can be turned on and off in the End Phase (see p. 12).
Full-Head Ejection System: See page 115.
Torso-Mounted Cockpit: This cannot be ejected from. CRIPPLING DAMAGE
Other Actions
Water: Ejection cannot occur if the cockpit is submerged Any ’Mech that suffers crippling damage must withdraw from
(unless it has a full-head ejection system). the map. Crippling damage is defined as one or more of the following:
Skin-of-the-Teeth Ejection (Optional): If players want more
survivable pilots, use this additional option. % Four or more points of damage to the MechWarrior
% The destruction of all sensor critical slots
% One gyro and one engine critical hit
EJECTION MODIFIERS TABLE Two engine critical hits
Heat
%
% A side torso location is destroyed
% Internal structure damage in either three or more limbs or two
Landing Terrain Modifier
or more torso locations (torso internal structure damage does
Clear –2 not count towards crippling damage if that location still has
Damage
Water –1 front armor)
Deep Snow –2 % The loss of all weapons. This is triggered if a ’Mech loses all
Rough 0 weapons (either through damage or ammunition depletion)
Rubble 0 with a range greater than five hexes and if it can no longer
cause more than 5 points of combined weapons damage. This
Combat
Light Jungle/Woods +2
does not apply if the ’Mech did not start with the ability to
Heavy Jungle/Woods +3
do 5 or more damage, or the ability to do damage at a range
Per Level of Building +1
greater than five hexes; in this case the ’Mech can never trigger
this condition. Movement
BattleMech Prone +5
(SIMPLIFIED—OPTIONAL)
Pilot Unconscious +3
Introduction
FORCED WITHDRAWAL
SPECIAL CASE RULES
HIDDEN ’MECHS
SPECIAL CASE RULES
BATTLEFISTS (2 POINTS) Each time a location with a Directional Torso Mount takes a
The Battlefists quirk applies only to ’Mechs that are equipped hit (Front or Rear), the player must roll 2D6. A result of 9+ means
with hand actuators. This quirk reflects ’Mechs that feature hands the mount is destroyed and its weapon locked in its current arc, in
Common
their unique configuration (such as the Awesome’s mace-like fist, or The 3-point version of this quirk is available only to quad
the Pillager’s sharpened “knuckles”). This quirk is only paid for once, ’Mechs. In this case, the mount operates as a full turret, capable of
even if the ’Mech has two fists. If the ’Mech has two hands, and this rotating a full 360 degrees.
quirk is only meant to apply to one of those hands, this must be No weapon with location placement restrictions (such as a
specified (the cost remains the same). heavy Gauss rifle) can be placed in a Directional Torso Mount.
Weapons
A ’Mech with Battlefists receives a –1 Target Number modifier
when making Punch attacks. DISTRACTING (1 POINT)
A ’Mech with the Distracting quirk is physically designed to
COMBAT COMPUTER (3 POINTS) intimidate (or confuse) its opponent with its appearance. This
Case Rules
The ’Mech possesses an advanced combat computer, such includes the fearsome visage of the Atlas BattleMech, but can also
Special
as those installed in the Stalker and Juliano. The computer aids include ’Mechs cosmetically designed to appear more heavily
the MechWarrior in managing heat levels; each turn the ’Mech armed or deadly than they truly are, such as the Arbiter.
will generate four points of heat less than normal (but never less A ’Mech with the Distracting quirk applies a +1 Special Source
than zero). modifier to any Morale Checks its opponents must make when using
Urban Combat
the Morale rules (see pp. 179-180, TO:AR). If using the Demoralizer
COMMAND ’MECH (2 POINTS) Special Piloting Ability from Campaign Operations (see p. 74, CO),
Some BattleMechs, such as the Atlas, BattleMaster, Black Knight, the Distracting quirk reduces the Demoralizer’s psychological attack
King Crab, Marauder, Mongoose, and Wolverine are designed as Target Number modifier from +4 to +3.
This quirk may apply to a ’Mech in some periods but not others:
Battlefield
command ’Mechs. Each turn one or more such ’Mechs are on the
battlefield with a conscious MechWarrior, their force receives a +1 for example, the Mackie would almost certainly be Distracting upon
The
modifier to all Initiative rolls. its debut, but would lose the quirk once the novelty wore off and
This modifier is not cumulative with a Battle Computer. newer designs were introduced.
Other Actions
COMPACT ’MECH (1 POINT) EASY TO MAINTAIN (1 POINT)
This Quirk describes a ’Mech that is particularly slim in stature, Some ’Mechs, such as the Thorn, are easier to maintain and
such as the Jackalope. It enables the ’Mech to share a BattleMech repair. All maintenance, repair, and replacement rolls made for a
cubicle with another Compact ’Mech. It also allows a ’Mech ’Mech with this quirk receive a –1 Target Number modifier.
recovery vehicle to transport two Compact ’Mechs. In both cases, This is an innate quality to the ’Mech, regardless of whether
the combined tonnage of the two ’Mechs cannot exceed relevant enough spare parts are available to actually fix it. As such, the
Heat
tonnage limits. Vindicator doesn’t gain this quirk just because its spare parts are
The Compact ’Mech quirk only provides this bonus for plentiful (and the Assassin has it despite the fact that its custom
transportation purposes; Compact ’Mechs cannot share the same spare parts are rare).
space at the same time when undergoing maintenance or repairs.
Damage
This quirk can only be applied to ’Mechs that also possess EASY TO PILOT (2 POINTS)
the Narrow/Low Profile quirk, and is further limited to ’Mechs of Training ’Mechs such as the Chameleon and Crockett are
medium weight (55 tons) or less. designed to be easier for a rookie MechWarrior or pilot to operate.
A MechWarrior with a Piloting Skill higher than 3 will receive a
COWL (4 POINTS) –1 Target Number modifier for Piloting Skill Rolls required as a result
Combat
BattleMechs such as the Cyclops have been outfitted with a of damage or terrain. More skilled MechWarriors receive no benefit.
protective cowl that provides an additional 3 points of head armor.
However, attacks that originate along the row of hexes directly in EXTENDED TORSO TWIST (3 POINTS)
front of the cowled ’Mech ignore this additional armor. Unlike most ’Mechs, one with this quirk can twist its torso Movement
much further. When torso twisting, the ’Mech can change its facing
DIRECTIONAL TORSO MOUNT by one or two hexsides. Quad ’Mechs normally cannot torso twist
(2 OR 3 POINTS) at all. However, a quad ’Mech with this quirk can perform a normal
A well-known feature of the original Goliath, a Directional Torso (not extended) torso twist.
Mount acts as a somewhat more restrictive BattleMech shoulder
Game
The mount’s facing is set at the start of the game, and can be that use large removable ammunition magazines, allowing them
changed at the same time torso twists are made. However, unlike to reload much faster than normal. This quirk can be assigned to
Introduction
a torso twist, it does not reset at each End Phase: the arc chosen individual weapons, locations on a ’Mech (such as the right torso), or
remains until deliberately changed. The mount rotates with any the entire ’Mech. Affected weapons can reload in half the normal time.
torso twist as normal. Regardless of the option chosen, the cost for this quirk is the same.
3
8
Design Quirks
SPECIAL CASE RULES
IMPROVED TARGETING
(3: SHORT, 4: MEDIUM, OR 5: LONG
POINTS)
The ’Mech has advanced targeting capabilities in one range
bracket. The quirk can be applied up to three times, but can be
taken only once per range bracket. The cost of the quirk varies with
the range bracket chosen. All ranged attack Target Numbers at the
selected range bracket receive a –1 modifier.
A ’Mech with this quirk cannot take Improved Targeting for
the Extreme range bracket, nor can this quirk be combined with
Variable Range Targeting.
JETTISON-CAPABLE WEAPON
(1 POINT)
A ’Mech can be equipped with mounted weapons that can
be jettisoned in combat and—if recovered—remounted on that
’Mech with ease. This feature can be seen in early Star League-era
attempts to develop handheld weapon mounts, such as on the
BattleMaster, Griffin, Wolverine, and Phoenix Hawk.
The quirk is bought for a single weapon; a ’Mech can carry a
maximum of two jettison-capable weapons, paying the quirk cost
each time. It is assumed that any official variant replacing a jettison-
capable weapon with another weapon in the same location also
uses a jettison-capable weapon, though a gamemaster may rule
8
4
Design Quirks
SPECIAL CASE RULES
that variants based on field refits or low-tech conditions do not NIMBLE JUMPER (3 POINTS)
benefit. No Handheld Weapon (see pp. 127-128, TO:AUE) or item Jump jets are brute-force thrusters designed only to transport
using pod technology may benefit from this quirk, though fixed a ’Mech directly from point A to point B. Some ’Mechs, however,
Common
A jettison-capable weapon may be dropped using the ’Mech with this quirk jumps, it need not follow the most direct
Dumping Ammunition rules (see p. 58), except no risk of hull path to its target hex. Instead, it may deviate from that path by
breaches is created, and no risk of an explosion if a ’Mech jettisoning up to one hex of its controller’s choice (assuming the ’Mech has
its weapons is struck from the rear. Jettisoning an ammunition- the Jumping MP required, of course; additional heat for such a
dependent weapon does not also jettison its ammunition. Treat any jump is generated as normal for the jump jet type in use). For
Weapons
critical slots for a jettison-capable weapon as a Roll Again result if example, a jump that would normally cover six hexes can instead
they are struck after the weapon is jettisoned. cover up to seven.
In campaign play the location of a jettisoned weapon should If a ’Mech deviates with its jump in this fashion, attacks against
be tracked, as it can be remounted on the ’Mech later using the it that turn receive an additional +1 target movement modifier (a
Case Rules
same rules and time spent as an ammunition reload. A jettisoned total of +2 for jumping, instead of the normal +1; the extra hex
Special
weapon may be used by any ’Mech that is a variant of the ’Mech the travelled is also factored into its TMM). However, the deviating
weapon was originally designed for, as long as the variant features ’Mech's attacker movement modifier also increases, from +3 to +4.
that exact weapon and in the exact same location. This quirk can only be taken by light or medium ’Mechs, and
only for those that have at least as many Jumping MP as they do
Urban Combat
MODULAR WEAPONS (1 POINT) Walking MP.
Though lacking the flexibility of an OmniMech, a ’Mech with
Modular Weapons such as the O-Bakemono or Mercury can be OVERHEAD ARMS (2 POINTS)
repaired or customized more easily. Equipment can be replaced in If it is standing and has line of sight to its target, a ’Mech with
half the normal time (though repairs in-place take the usual amount Overhead Arms treats its arm-mounted weapons as one level higher
Battlefield
of time). When using the Customization rules (see p. 188, CO), half when determining the effects of terrain.
The
the time is required. For example, a standing Dasher on Level 0 terrain would be
On some ’Mechs, only certain weapons or equipment are Level 2 for LOS purposes as normal, but would treat attacks from
modular. In this case, the specific gear with the modular quality its arm-mounted weapons as coming from Level 3. This does not
Other Actions
must be noted, but this does not reduce the quirk’s cost. allow the ’Mech to fire over Level 2 hexes directly in front of it (since
the ’Mech must already have line of sight for the Overhead Arms to
MULTI-TRAC (2 POINTS) function), but it would ignore partial cover for targets at the same
A ’Mech with this quirk can track multiple targets and may level (Level 2, in our example) unless the target was receiving it
attack any number of targets in its front and arm firing arcs in the from water.
same turn without adding the secondary-target modifier. Secondary A ’Mech with Overhead Arms receives a +2 Target Number
Heat
targets in the rear arc are treated as normal. modifier to its punch and physical weapon attacks (except for leg-
mounted ones, like talons).
NARROW/LOW PROFILE (3 POINTS) This quirk cannot be combined with the Low-Mounted Arms
Designs such as the UrbanMech, Vulcan, and Lancelot have a quirk, or taken by any ’Mech that either does not have arms, or lacks
any form of direct-fire ranged weaponry in said arms.
Damage
narrow or low profile that makes them harder to hit at range.
If the Margin of Success for a weapon attack made against a
narrow/low profile ’Mech is 0 or 1, the hit is considered a glancing PROTECTED ACTUATORS (1 POINT)
blow. For example, if you need to roll a 9 or better to hit the target, Armor protection around the actuators is more effective,
a result of 10 would be a glancing blow. making a ’Mech with this quirk more resistant to Leg and Swarm
Combat
A glancing blow inflicts half the normal damage (rounded attacks by infantry. The Target Numbers for such attacks receive a
down); for weapons that roll on the Cluster Hits Table, instead apply +1 modifier.
a –4 modifier to the Cluster roll result (with a minimum result of 2).
Additionally, apply a –2 modifier when rolling on the Determining REINFORCED LEGS (1 POINT) Movement
Critical Hits Table any time a glancing blow yields the possibility of Designed for executing the dreaded “Death From Above”
a critical hit; if using the Advanced Determining Critical Hits rule (see attack, some ’Mechs (the Highlander, for example) suffer half the
p. 83, TO:AR), apply a –4 modifier instead. normal damage to the legs when performing Death From Above
This quirk has no effect versus non-weapon attacks, such as successfully.
falls or physical attacks. It also has no effect versus all-or-nothing
Game
If using the Linking Weapons rule (see p. 83, TO:AR), the entire Some ’Mechs are extremely reliable, reducing the frequency
the
linked group is considered a glancing blow. with which they require maintenance. The cost is 1 point if the
Damage Reduction: If also using the Glancing Blow rule (see ‘Mech can go for two times as long between maintenance periods
Introduction
p. 78, TO:AR), the effects stack (1/4 damage is dealt). Any subtractive as normal, and 2 points if it can go up to three times as long. See
damage reduction effects (such as ferro-lamellor armor) are applied Campaign Operations, page 191, for details on maintenance.
after all other damage reduction effects.
5
8
Design Quirks
SPECIAL CASE RULES
Design Quirks
SPECIAL CASE RULES
DIFFICULT TO MAINTAIN (1 POINT) on them. If an Illegal ’Mech repair fails, the item gains the Non-
Some ’Mechs are harder to maintain and repair. All repair functional quirk as well.
or replacement rolls made for this ’Mech receive a +1 Target Finally, because they are technically failures at the time of their
Common
(see p. 88), with the year of their obsolescence determined to be
EM INTERFERENCE (1 OR 2 POINTS) the same as their year of introduction.
An energy weapon is insufficiently shielded and causes
interference with other delicate electronics. The turn after the INACCURATE WEAPON (VARIES)
weapon has been fired, the following equipment aboard the ’Mech Being of poor design, a weapon is less accurate than normal
Weapons
will not function: any ECM, any Active Probe, Artemis IV FCS, Artemis and receives a +1 Target Number modifier. The value is 1 point per
V FCS, Blue Shield PFD, any C3, Chameleon LPS, Cockpit Command 5 points (or fraction thereof) of maximum damage the weapon can
Console, Electronic Warfare Equipment, MASC, MRM FCS, Narc (and inflict in a single Damage Value grouping.
iNarc), Null Signature System, Stealth Armor, Streak Launchers, More than one weapon can receive this quirk.
Case Rules
Supercharger, Targeting Computer, and Void Signature System.
Special
Alternatively, this quirk can be purchased for the ’Mech itself, LOW-MOUNTED ARMS (2 POINTS)
in which case the problem occurs whenever any energy weapon ’Mechs equipped with extremely low-mounted arms—such as the
on the ’Mech is fired. The cost for this version of the quirk is 2 Dark Crow—have mounted their arms far too low to take advantage of
points, but can only be purchased if the ’Mech has more than one the ’Mech’s height advantage. This quirk cannot be combined with the
Urban Combat
energy weapon. Overhead Arms quirk, nor can it be taken by any ’Mech that either does
not have arms, or lacks any form of weaponry in its arms.
EXPOSED ACTUATORS (1 POINT) A ’Mech with Low-Mounted Arms fires its arm-mounted
The actuators on some designs (such as the Commando) are weapons as if they are actually mounted in the ’Mech’s legs, even
Battlefield
poorly protected and more vulnerable to the effects of Swarm and though these arms still rotate with the torso position. As a result,
Leg attacks by infantry. The Target Numbers for such attacks receive these weapons may be blocked from firing by partial cover such as
The
a –1 modifier. low hills and buildings. By the same token, attacks against ’Mech
with Low-Mounted Arms that pass over partial cover cannot strike
EXPOSED WEAPON LINKAGE (2 POINTS) the ’Mech’s arms either, and instead will strike the covering terrain.
Other Actions
Some designs such as the Cygnus have the mechanics of a
weapon dangerously exposed. When a location that holds such a NO/MINIMAL ARMS (2 POINTS)
weapon is hit, roll 2D6. On a roll of 10+, that weapon is unable to Some ’Mechs effectively have no arms, such as the Stalker and
fire for the remainder of the game. Locust, or arms that are totally ineffective in aiding a fallen ’Mech in
This quirk can be taken only once and only for a single weapon regaining its feet. When making a Piloting Skill Roll to stand up, such
type, and affects all weapons of that type on the ’Mech (for example, ’Mechs receive a +2 Target Number modifier; this is not cumulative
Heat
all AC/20s, all ER PPCs). with the Attempting to Stand optional rules (see p. 22, TO:AR). In
addition, the ’Mech cannot make physical attacks with its arms.
HARD TO PILOT (2 POINTS)
This ’Mech is hard to operate; MechWarriors receive a +1 Target NO COOLING JACKET (2 POINTS)
Damage
Number modifier to all Piloting Skill Rolls. A weapon’s design excludes the standard cooling jacket. As a
result, it generates 2 extra points of heat when fired.
ILLEGAL DESIGN (0 POINTS)
’Mechs designed with this quirk do not follow the existing NO EJECTION SYSTEM (2 POINTS)
construction rules for some reason, achieving effects that are not Some ’Mechs—notably the Spider—lack an emergency escape
Combat
normally allowed in game-play, and which can fail spectacularly at system. The MechWarrior can never eject and thus cannot use the
any moment. (Note: The total weight and critical space of all compo Ejection (Simplified) rules (see p. 81).
nents must still fit within the design’s tonnage and critical space.)
If employed, the opposing player may roll 2D6 to determine if NO TORSO TWIST (2 POINTS) Movement
the ’Mech with this quirk suffers a catastrophic failure once every 6 Some ’Mech designs lack the flexibility to twist at the waist
turns of combat. On a result of 6 or higher, such catastrophic failure (or don’t possess a waist to twist). A ’Mech with this quirk cannot
occurs in 1D6 of the ’Mech’s hit locations (using the Front/Back Hit torso twist.
Locations Table). A Critical Hit check is then made for each failure
location determined, applying a +4 modifier to the roll result. On NON-FUNCTIONAL ITEM (5 POINTS)
Game
Playing
any modified roll result of 13+, the location suffers complete collapse A ’Mech with this quirk has one or more components or pieces
if it is an arm, leg, head, wing, main gun, or turret. This will destroy of equipment that simply do not work. No amount of repairs or
the
all items within (and any explosive components checks should be replacement will correct this issue; the ’Mech must be redesigned
made as appropriate for location destruction). If the affected location from the ground up to solve the problem.
Introduction
is none of the above, it suffers 4 critical hits, determined as normal. A ’Mech can have multiple Non-functional quirks, but each
Illegal ’Mechs suffer an additional +4 Target Number modifier must be assigned to the specifically non-operational components
to repair or replace any damaged or destroyed components, and they possess.
double all repair and maintenance times for work performed
7
8
Design Quirks
SPECIAL CASE RULES
Design Quirks
SPECIAL CASE RULES
STRATEGIC
Any turret (or 3-point Directional Torso Mount) on the ’Mech may
Common
providing fans with a comprehensive list of official
STATIC AMMO FEED (1 POINT) game units. Drawing on over thirty-five years of official
Weapons with the Static Ammo Feed quirk use a very crude BattleTech supplements, there you’ll find more than
or minimized form of ammunition feed that renders the weapon 3,500 variants for well over 900 individual combat units!
incapable of switching between multiple ammunition bins. It is And updates ensure you’ll always be provided with the
Weapons
most commonly seen in ’Mechs that feature exposed ammunition latest configurations.
feeds, such as the Blade or the Cygnus, and thus often occurs in Vast functionality has been incorporated to give you
conjunction with the Exposed Weapon Linkage quirk. the tools necessary for building accurate and dynamic
The Static Ammo Feed quirk must be taken for each forces. The database can be sorted by BattleTech Eras
Case Rules
affected weapon type the ’Mech carr ies, though it can cover spanning the history of the game’s many rich time
Special
multiple weapons of that type at the same time. Thus, a ’Mech periods. You can also sort by the many BattleTech
with two Autocannon/10s and two Autocannon/5s would factions—the Star League, the Great Houses, the Clans,
need two Static Ammo Quirks to account for all four weapons and of course Mercenaries and Pirates.
having this issue, if desired—one for the AC/10s and the other Even more tools are available at the free Master Unit
Urban Combat
for the AC/5s. This quick cannot be applied to weapons without List site. Beyond helpful walkthroughs to get you started,
switchable ammunition. you’ll find dice roll aids for cluster hits, force-balanced
Weapons covered by this quirk will be unable to switch between assignment tables, Battle Value skill calculations, and even
different ammunition types, even if they possess the Switchable tools to generate random planetary systems.
Ammo (S) feature. Thus, all ammunition carried for a weapon with a Visit WWW.MASTERUNITLIST.INFO today!
Battlefield
Static Ammo Feed must be of the same type.
The
UNBALANCED (1 POINT)
The ’Mech’s design (one notorious example is the Javelin) is WEAK HEAD ARMOR (VARIES)
Other Actions
unbalanced. Treat this quirk as a +1 Target Number modifier for The value of this quirk is equal to the number of armor points
Piloting Skill Rolls made whenever the ‘Mech enters a hex requiring effectively lost; for example, a ’Mech with 9 points of head armor
a PSR due to a building type or planetary condition (i.e. Terrain Type, but using a 4-point version of this quirk effectively has only 5
Terrain Modification, and so on). armor points.
Heat
This ’Mech’s legs were never designed to take the stresses
involved in physical attacks. If the ’Mech executes a Death From
Above attack, roll on the Determining Critical Hits table for each of
its legs. If it is kicked in a leg, roll on the table for the leg that was
kicked. In both cases, the critical check occurs even if the leg armor
Damage
was not breached.
Combat
design quirks with each new unit, a process that has continued with
subsequent Technical Readouts. However, earlier Technical
Readouts lack quirk details. For players interested in a
recommended list of quirks for older machines, the following Movement
should be of help.
Base Designs vs. Variants: Note that the following quirk list
is intended to cover each ’Mech in the broadest possible sense. For
the most part, each quirk assignment is meant to cover all variants
of that machine, and all eras in which it appears. There are literally
Game
Playing
more space than is available. Players should thus feel free to modify
these quirk assignments to deal with specific variants or eras.
Introduction
Design Quirks
SPECIAL CASE RULES
Common
Copperhead Difficult To Maintain Eisenfaust Battlefists, Easy To Maintain, Protected Actuators
Corvis Modular Weapons Command ’Mech, Improved Cooling Jacket (LA/RA Large
Emperor
Cossack Extended Torso Twist Laser)
Cougar Ubiquitous Enfield Extended Torso Twist
Weapons
Coyotl Extended Torso Twist Barrel Fist (LA/RA), Fast Reload (AC/10), Improved Cooling
Enforcer
Crab Easy To Maintain Jacket (AC/10); Ammunition Feed Problem (AC/10)
Crimson Hawk Protected Actuators Enforcer III Barrel Fist (LA/RA), Fast Reload (UAC/10)
Epimetheus Non-Standard Parts, Prototype
Case Rules
Easy To Maintain, Improved Communications,
Special
Crimson Langur Excalibur Vestigial Hands
Protected Actuators
Crockett Easy To Pilot; Poor Life Support Exterminator Difficult To Maintain
Cronus Easy To Maintain Eyleuka Exposed Actuators
Urban Combat
Modular Weapons (LRM 10s); Obsolete (2550-3070), Poor Stabilized Weapon (LT/RT Heavy Gauss Rifles);
Crossbow Fafnir
Targeting (Long) No/Minimal Arms
Crossbow (Omni) Improved Targeting (Short) Falcon Narrow/Low Profile
Easy To Maintain, Rugged (1), Stabilized Weapon (Legs), Falcon Hawk Good Reputation (1)
Crusader
Ubiquitous Falconer Stable; No Torso Twist
Battlefield
Cudgel Difficult To Maintain Fennec No/Minimal Arms
The
Cuirass Easy To Maintain Fenris (Ice Ferret) Improved Sensors
Cyclops Battle Computer, Cowl; Difficult Ejection, Weak Head Armor (2) Fire Falcon Improved Sensors
Other Actions
Cygnus Exposed Weapon Linkage, Static Ammo Feed Fire Scorpion Cowl
Daboku No Torso Twist, Prototype Fireball Improved Communications, Narrow/Low Profile
Daedalus Difficult To Maintain Firebee Poor Life Support, Weak Legs
Daikyu Extended Torso Twist Firefly No/Minimal Arms, No Torso Twist
Extended Torso Twist, Narrow/Low Profile; Difficult To Firestarter Ubiquitous; Exposed Weapon Linkage (LA/RA Flamers)
Daimyo
Maintain
Heat
Firestarter (Omni) Cowl; Difficult To Maintain
Daishi (Dire Wolf) Improved Targeting (Long); Difficult Ejection Flamberge Improved Targeting (Medium)
Dark Crow Low-Mounted Arms Flashfire Modular Weapons (Fluid Guns)
Dart Extended Torso Twist Flashman Rugged (1)
Damage
Dasher (Fire Moth) Narrow/Low Profile, Overhead Arms Flea Easy To Maintain, Improved Life Support; No/Minimal Arms
Dasher II Poor Performance Galahad Difficult To Maintain
Barrel Fist (LA/RA), Hyper-Extending Actuators, Galahad
Defiance Anti-Aircraft Targeting, Extended Torso Twist, Multi-Trac
Searchlight, Stable (Glass Spider)
Combat
Deimos Anti-Aircraft Targeting Gallant Stabilized Weapons (RA Large Pulse Lasers)
Dervish Easy To Maintain, Hyper-Extending Actuators Gallowglas Good Reputation (1)
Improved Communications, Improved Sensors; Bad Garm Extended Torso Twist
Deva
Reputation Extended Torso Twist, Improved Communications, Improved Movement
Easy To Maintain, Modular Weapons; Bad Reputation, Goliath Multi-Trac; Exposed Actuators
Dragoon
Obsolete (2780) Goshawk
the
Nimble Jumper
Duan Gung Protected Actuators; Non-Standard Parts (Vapor Eagle)
Eagle Extended Torso Twist; Weak Head Armor (1) Goshawk II Improved Life Support, Nimble Jumper
Introduction
Ebony Improved Targeting (Medium) Grand Crusader Directional Torso Mount (LT/RT); Bad Reputation
Eidolon Non-Standard Parts Grand Crusader II Easy To Maintain, Stable; Bad Reputation
1
9
Common
Compact ’Mech, Cramped Cockpit, Narrow/Low Profile, Naginata Cowl, Stable
Locust
No/Minimal Arms, Weak Legs Nexus Bad Reputation
Easy To Maintain, Narrow/Low Profile; No/Minimal Arms, Nexus II Extended Torso Twist; Bad Reputation
Locust IIC
Weak Legs Night Gyr Difficult To Maintain
Weapons
Loki (Hellbringer) Searchlight Night Hawk Easy To Maintain
Anti-Aircraft Targeting, Searchlight, Ubiquitous; No/ Night Wolf Directional Torso Mount (AMS), Hyper-Extending Actuators
Longbow
Minimal Arms
Nightsky Modular Weapon (Hatchet)
Longshot Difficult To Maintain
Case Rules
Command ’Mech, Good Reputation (1), Variable Range
Special
Lupus Exposed Actuators Nightstar
Targeting; Difficult To Maintain
Lynx Multi-Trac Ninja-To Stable
Easy To Maintain, Protected Actuators, Rugged (1); Nobori-nin
Mackie Stable
Oversized
Urban Combat
(Huntsman)
Mad Cat No-Dachi Hyper-Extending Actuators
Improved Targeting (Medium); Weak Head Armor (1)
(Timber Wolf)
Nova Cat Extended Torso Twist; Exposed Actuators
Mad Cat Mk II Improved Targeting (Medium)
Nyx Narrow/Low Profile; Difficult To Maintain
Maelstrom Good Reputation (1); No Torso Twist
Battlefield
O-Bakemono Modular Weapons; No/Minimal Arms
Malak Improved Comm. Improved Sensors; Bad Reputation
Ocelot Jettison-Capable Weapon (RA Medium Lasers)
The
Man O' War
Stabilized Weapons (LA/RA) Omen Protected Actuators, Rugged (1)
(Gargoyle)
Battlefists (RA); Exposed Actuators, Exposed Weapon
Mandrill Narrow/Low Profile Onager
Other Actions
Linkage (HAG/30)
Mangonel Difficult To Maintain, No/Minimal Arms
Onslaught Protected Actuators; Non-Standard Parts
Mantis Non-Standard Parts
Orion Anti-Aircraft Targeting, Easy To Maintain, Rugged (1)
Command ’Mech, Directional Torso Mount (RT),
Orion IIC Anti-Aircraft Targeting, Easy To Maintain, Rugged (1)
Marauder Hyper-Extending Actuators, Narrow/Low Profile;
Exposed Weapon Linkage (AC/5) Orochi No/Minimal Arms
Heat
Command ’Mech, Hyper-Extending Actuators, Directional Torso Mount (1 CT ER Medium Laser), Extended
Marauder II Osiris
Narrow/Low Profile Torso Twist
Command ’Mech, Hyper-Extending Actuators; Osprey Directional Torso Mount (RT); No/Minimal Arms
Marauder IIC Extended Torso Twist, Multi-Trac, Protected Actuators; Bad
Exposed Actuators Osteon
Damage
Marshal Easy To Maintain, Rugged (2) Reputation (Clan)
Masakari (Warhawk) Improved Targeting (Long) Ostroc Narrow/Low Profile
Matador Battlefists Improved Communications, Improved Sensors, Narrow/Low
Ostscout
Profile, Rugged (1)
Mauler No Torso Twist
Combat
Ostsol Improved Sensors, Narrow/Low Profile
Improved Communications, Improved Sensors; Exposed
Men Shen Ostwar Easy To Maintain
Actuators
Mercury Easy To Maintain, Modular Weapons; No Torso Twist Owens Improved Sensors
Narrow/Low Profile, Stabilized Weapon (CT Medium Laser); Pack Hunter Reinforced Legs Movement
Mercury II Pack Hunter II Stabilized Weapon (ER PPC)
Bad Reputation (Clan)
Merlin Easy To Maintain, Rugged (1) Paladin Difficult To Maintain, Non-Standard Parts
Mjolnir Accurate Weapon (Mace), Easy To Maintain Panther Improved Targeting (Short), Nimble Jumper
Command ’Mech, Easy To Pilot, Stabilized Weapons (Small Jettison-Capable Weapon (Large Pulse Laser), Narrow/
Mongoose Parash
Game
Low Profile
Playing
Extended Torso Twist; Bad Reputation (Clan), No/Minimal Peacekeeper Rugged (1)
Naga
Arms Penetrator Good Reputation (1), Stable
3
9
Common
Stealth Improved Sensors Improved Targeting (Short), Protected Actuators; Weak
Valiant
Stiletto Multi-Trac; Difficult Ejection Head Armor (1)
Stinger Rugged (1), Ubiquitous; Cramped Cockpit Valkyrie Easy To Maintain, Improved Communications
Stooping Hawk Rugged (2) Vanquisher Stable; Bad Reputation, No/Minimal Arms
Weapons
Strider Easy To Pilot Venom Nimble Jumper; Difficult Ejection
Striker Easy To Maintain Verfolger Hyper-Extending Actuators; Difficult To Maintain
Sun Cobra Protected Actuators Victor Rugged (1)
Case Rules
Sunder Extended Torso Twist Viking Easy To Maintain, Multi-Trac; No/Minimal Arms
Special
Supernova Improved Targeting (Long) Vindicator Rugged (1); Difficult Ejection, No Torso Twist
Tai-sho Improved Communications, Stabilized Weapon (UAC/10) Viper (Black Python) Improve Targeting (Short)
Talon Rugged (1); No/Minimal Arms Vixen (Incubus) Jettison-Capable Weapon (Large Pulse Laser)
Urban Combat
Talos Easy To Pilot Volkh Non-Standard Parts
Tarantula Easy To Pilot, Extended Torso Twist; Exposed Actuators Von Rohrs (Hebi) Bad Reputation
Targe Extended Torso Twist; Bad Reputation, No/Minimal Arms Vulcan Narrow/Low Profile
Tempest Directional Torso Mount (H Medium Laser) Vulture (Mad Dog) Improved Targeting (Medium)
Battlefield
Templar Easy To Maintain Wakazashi Difficult To Maintain
The
Tessen Bad Reputation Accurate Weapon (OS SSRM 2s), Fast Reload (OS SSRM 2s);
War Dog
Thanatos Stable No Torso Twist
Thor (Summoner) Improved Communications, Ubiquitous Warhammer Rugged (2), Searchlight, Stable, Ubiquitous
Other Actions
Thorn Easy To Maintain Warhammer IIC Searchlight, Stable
Thresher Improved Targeting (Medium) Warlord Easy To Maintain
Thug No Torso Twist Wasp Easy To Maintain, Extended Torso Twist, Ubiquitous
Thunder Cowl Watchman Easy To Maintain, Easy To Pilot, Rugged (1)
Thunder Fox Easy To Maintain Werewolf Non-Standard Parts
Heat
Command ’Mech, Good Reputation (1), Variable Range Directional Torso Mount (LT/RT); Bad Reputation, Exposed
Thunder Hawk White Flame
Targeting; Difficult To Maintain Actuators
Thunder Stallion Cramped Cockpit Whitworth Rugged (1); Weak Legs
Thunderbolt Multi-Trac, Rugged (2), Ubiquitous Wight Exposed Actuators, Weak Legs
Damage
Ti Ts'ang Hyper-Extending Actuators Wildfire Non-Standard Parts, Prototype
Titan Protected Actuators Wolf Trap (Tora) Bad Reputation
Titan II Protected Actuators Wolfhound Easy To Maintain, Good Reputation (1)
Toro Cramped Cockpit Command ’Mech, Extended Torso Twist, Improved
Combat
Toyama Bad Reputation Wolverine Communications, Jettison-Capable Weapon (AC/5),
Protected Actuators, Ubiquitous; Cramped Cockpit
Trebaruna Command ’Mech
Command ’Mech, Improved Communications, Protected
Trebuchet Easy To Maintain, Fast Reload (torso weapons) Wolverine II
Actuators Movement
Tsunami Difficult To Maintain
Woodsman Easy To Maintain
Tundra Wolf Easy To Maintain; Weak Head Armor (1)
Wraith Ubiquitous; Difficult To Maintain
Turkina No Torso Twist
Wyvern Rugged (1)
Uller (Kit Fox) Narrow/Low Profile; No Torso Twist
Wyvern IIC Protected Actuators
Game
Playing
Extended Torso Twist, Narrow/Low Profile; No/Minimal Yao Lien Non-Standard Parts
UrbanMech IIC Yeoman No/Minimal Arms
Arms
Introduction
WEAPONS AND
EQUIPMENT
BattleMechs use a wide variety of weapon systems, ranging
from autocannons to lasers to hatchets to missiles, as well as
WEAPON TYPES
Each weapon uses a series of abbreviations, given below, to
specialty electronics designed to hinder the enemy and assist allies detail any special effects it may have. Some types have no effect
on the battlefield. in ’Mech-only combat, but are still listed here in order to maintain
The in-flux nature of the BattleTech universe makes a canonical compatibility across the wider BattleTech ruleset.
list of available weapons and equipment difficult, since new Weapons often feature multiple types at once. Additionally,
items are continually introduced as the timeline progresses. The some weapons (such as hyper-assault Gauss rifles) may take on
BattleMech Manual presents all the most common items as of different types at different times.
the in-universe year 3145 that are available to BattleMechs and % AE: Area-Effect. AE attacks damage every target in their area
serve a purpose in ’Mech versus ’Mech combat. The Weapons and of effect (this can be multiple hexes)—terrain, buildings, even
Equipment Tables, beginning on page 120, provide a simplified friendly ’Mechs. In BattleMech Manual play, when determining
summary of each item. AE damage to a building, double the normal damage and apply
this once to the building’s CF. Against ’Mechs, every ’Mech in the
BASIC INFORMATION area of effect is damaged, regardless of the level it is at or if it is
All items in this chapter are assumed to obey the following rules inside a building (i.e. no building reduces AE damage to ’Mechs
unless specifically stated otherwise: inside it), unless the ’Mech is underwater.
Ammunition: If the item is a weapon requiring ammunition, % AI: Anti-Infantry. This has no additional effect versus ’Mechs.
a critical hit to its ammunition bin deals the weapon’s damage % C: Cluster. Each shot in a cluster attack contains multiple
times the number of shots left in that bin as an internal explosion projectiles, not all of which may hit the target. Cluster attacks
to the affected location (see Ammunition, under Critical Hit use the Cluster Hits Table (see p. 33) to resolve their damage.
Effects, p. 47). The Damage Value for cluster attacks has two parts. For
If an ammunition type is stated as non-explosive, a critical hit example, a silver bullet Gauss rifle’s Damage Value is C1/15.
to a bin containing that ammo still disables the bin for the rest of The number to the right is the attack’s weapon size. If a
the game. cluster attack hits, the attacker rolls 2D6 and consults the Cluster
If a bin is empty and takes a critical hit, the slot still takes the Hits Table. Weapon size tells you which table column to use:
critical hit, but but no ammunition explosion or effects occur. cross-reference this with the roll result. This gives the number
Artillery & Mines: With the exception of Arrow IV Homing of projectiles that hit the target (e.g. rolling a 7 on the Cluster
Missiles (see p. 97), these weapons are dealt with separately, under Hits Table for an attack with a weapon size of 15 means that 9
Battlefield Support (see p. 75). projectiles hit). Multiply the number of projectiles that hit by the
Critical Hit Effects: A critical hit (see p. 45) to any slot of an item damage per projectile (1 damage each, unless stated otherwise;
destroys that item. Critical hits to intact slots of an already-destroyed Missile weapons state the damage each missile deals). This is the
item are still absorbed, but have no further effect. attack’s damage total.
Heat Effects: If the item is a weapon requiring ammunition, The number to the left is the attack’s grouping size. This
overheating ammunition bins risk exploding. The ’Mech suffers the value ranges from 1 to 5. After a cluster attack hit, split its
weapon’s listed damage times the number of shots remaining unless damage total into Damage Value groupings equal to the attack’s
the ammo is non-explosive (or the bin is empty). See Ammunition, grouping size. For example, an attack with a grouping size of 1
under Effects of Heat, page 52. forms every point of damage dealt into its own Damage Value
grouping, while an attack with a grouping size of 5 has every 5
CHAPTER CONTENTS points of damage form its own grouping. If at any point there’s
Items in this chapter are ordered as follows: not enough damage to make a full damage grouping, form a
single undersized damage grouping.
% Ranged Weapons (pp. 97-106) The attacker rolls a separate hit location for every grouping.
% Special Munitions (pp. 106-108) For example, for all standard SRM launchers (C2), every 2 points
% Physical Weapons (pp. 108-109) of Damage Value dealt is a separate hit with its own hit location
% Electronics (pp. 109-114) roll. For all ATM, LRM, and MRM launchers (regardless of the
% Structural Components (pp. 114-117) launcher size or damage per projectile), the grouping size is 5
% Miscellaneous Equipment (pp. 118-119) (C5): every 5 points of Damage Value dealt is a separate hit with
its own hit location roll.
Each grouping only ever deals one hit. For example, an LRM
strike dealing 5 damage to the head is one hit to the head, not five.
9
6
WEAPON TYPES
WEAPONS AND EQUIPMENT
% DB: Direct-Fire Ballistic. These weapons (except machine % S: Switchable Ammo. This weapon may employ one or more
guns) can use a targeting computer when making attacks (see types of special munitions (see p. 106).
Targeting Computer, p. 114). % V: Variable Damage. The Damage Value of weapons with
Common
can use a targeting computer when making attacks (see weapons always have three Damage Values: their values at
Targeting Computer, p. 114). short, medium, and long range (e.g. a weapon with Damage
% E: Electronics. Values of V25/20/10 deals 25 damage points at short range, 20
% F: Flak. Apply a –2 Target Number modifier to attacks made at medium, and 10 at long).
by a flak weapon against dropping ’Mechs (see p. 79). This is % X: Explosive. Item explodes when damaged; see the individual
Weapons
cumulative with all other modifiers provided by the weapon item’s description for the exact details.
or its ammunition unless specified otherwise.
% H: Heat-Causing. This weapon may inflict additional heat,
damage, or both (see also Outside Heat Sources in the Heat
ARTILLERY
Case Rules
chapter, p. 50, for details).
ARROW IV HOMING
Special
% M: Missile. A target’s anti-missile systems may reduce the
number of missiles from a missile attack (see Anti-Missile Systems, MISSILES (SIMPLIFIED)
p. 118). Most missiles are also Cluster weapons (see above). “Agincourt II: Electric Boogaloo.”
% OS: One-Shot. One-shot weapons can only be fired once per An Arrow IV missile can be fired indirectly (similarly to an
Urban Combat
game, and may not carry any additional ammunition. The single Artillery Support attack), or directly:
shot carried by an OS launcher may be of any munition type
available to that launcher type. Despite using ammunition, OS % Indirect (only if target is more than 17 hexes away):
weapons are not explosive unless specified as such. During any turn’s Weapon Attack Phase, the player must
% P: Pulse. Pulse weapons using a targeting computer receive the announce that an Arrow IV Homing Missile is incoming and
Battlefield
computer’s Target Number bonus, but not when making any secretly write down the target hex number (make sure to
The
kind of Aimed Shot (see Targeting Computer, p. 114). mark off the ammo and allocate heat for the firing ’Mech).
% PB: Point-Blank. Point-blank weapons can only be used The Arrow IV attack arrives during the Weapon Attack Phase
against targets in the same or adjacent hexes. of the following turn.
Other Actions
% R: Rapid-Fire. A rapid-fire weapon may optionally fire multiple % Direct (only if target is 17 or less hexes away): A direct-fire
shots at a single target as its attack. The number after “R” in the attack is made during the Weapon Attack Phase and has no
Damage column of the appropriate Weapons and Equipment time in flight: it arrives the same phase it is launched.
tables indicates the maximum number of shots that can be
made in that attack (for example, an R2 weapon may fire one or On the turn the homing missile arrives (or the turn it is
two shots as its attack, while an R6 weapon may fire anywhere fired, if using Direct fire), it may attack any ’Mech successfully
Heat
from one to six shots as its attack). designated by friendly TAG within 8 hexes of the chosen hex. If
When firing multiple shots in a single attack (i.e. “rapid- there are multiple such ’Mechs, the firer chooses which to attack.
firing”), the weapon consumes ammo and creates heat for If there are no such ’Mechs when the missile arrives, it explodes
each shot fired; whether any hit is irrelevant. On a successful harmlessly over the battlefield. (Undirected or misdirected
attack, the attacker rolls 2D6 and compares the result to the missiles do not scatter.)
Damage
appropriate column of the Cluster Hits Table (see p. 33). The The firer then rolls 2D6. On a result of 4 or higher, the missile
Weapon Size for the attack is the number of shots fired by the strikes the target, dealing 20 points of damage. This is treated
weapon that turn, and so this can change from turn to turn as a hit from a Direct-Fire Ballistic weapon (i.e. in this instance it
(for example, a Rotary AC/5 rapid-firing four shots uses the is not an AE type weapon), resolved against the ’Mech’s facing
Combat
“4” column, but would use the “6” column if rapid-firing six relative to the ‘Mech that fired the missile. On a result of 3 or less,
shots, whereas a rapid-firing Ultra AC would always use the however, the missile hits the hex occupied by the designated
“2” column). The 2D6 result is the number of shots that strike target instead, and inflicts 5 points of area-effect damage to all
the target. targets in the hex.
Once the controller determines the number of shots that A friendly TAG may designate a target for any number of Arrow
Movement
hit, a different hit location roll is made for each shot. Each shot IV Homing Missiles per round from any number of attackers, with
deals damage equal to the weapon’s Damage Value. only one attack roll required to designate the target. However, a
Each time a rapid-fire weapon fires more than one shot TAG-equipped ’Mech may not designate multiple targets for Arrow
in a single turn, it may jam. This is determined by the attack’s IV in a turn, even if it is equipped with multiple TAG units. If a ’Mech
to-hit roll, which is made even if the attack would automatically with an on-board Arrow IV launcher using homing missiles also
Game
Playing
hit. When firing two or three shots, a jam occurs on an attack mounts TAG, the ’Mech may designate a target and fire its homing
roll of 2. If firing four to five shots, a jam occurs on a to-hit roll missiles against it in the same turn.
the
of 3 or less. If firing six to seven shots, a jam occurs on a to-hit An Arrow IV missile is unaffected by anti-missile systems of any
roll of 4 or less, and so on. If the weapon jams, it is useless kind. Nemesis Narc pods can result in an Arrow IV missile attacking
Introduction
for the rest of the game (see Rotary Autocannon, p. 98, for the a friendly target; see that item’s description (p. 108) for details.
exception); the shots are still fired, however, and can still hit Tech Base: Clan and Inner Sphere
the target as normal.
7
9
ARTILLERY
WEAPONS AND EQUIPMENT
AUTOCANNONS
WEAPONS AND EQUIPMENT
weapon can be used again after that turn, while a failed roll means
that the jam is not cleared, though the player may attempt to clear
GAUSS RIFLES
A Gauss rifle uses a magnetized series of coils or rails, rather
the weapon in a subsequent turn. Any jammed RAC may be subject
than chemicals or powder, to accelerate a ferrous slug to incredibly
Common
the subject of a single clearing attempt per turn: a separate Gunnery
Ammunition: All Gauss weapon ammunition is non-explosive.
Skill Roll is made for each attempt.
Critical Hit: The first critical hit to a Gauss rifle causes it to
Critical Hit: If a rotary autocannon suffers a critical hit while
explode as if an ammunition critical slot was hit, with the damage
jammed, an ammo explosion results with a Damage Value equal to
each weapon inflicts from the explosion listed in its profile. Only
a single shot for the weapon.
Weapons
mark off the critical slot(s) that was hit. After this first explosion,
Special Munitions: No
further critical hits to the weapon will not cause another explosion.
Technology Base: Clan or Inner Sphere
Type: DB, R
GAUSS RIFLE
“This machine kills Clanners.”
Case Rules
ULTRA AUTOCANNON (UAC)
Special
Critical Hit: The first critical hit to a Gauss rifle results in a
“Master Technician, I’d like to speak with you about my AC’s firing 20-point ammunition explosion.
circuitry...” Technology Base: Clan or Inner Sphere
Game Rules: Rapid-fire, two shots maximum. Type: DB, X
Urban Combat
Special Munitions: No
Technology Base: Clan or Inner Sphere
Type: DB, R ANTI-PERSONNEL
GAUSS RIFLE
FLAMERS “For when a machine gun just won’t do.”
Battlefield
Critical Hit: The first critical hit to an anti-personnel Gauss rifle
Flamers are a catch-all term for the wide variety of
results in a 3-point ammunition explosion.
The
flamethrowers in use by the armed forces of the thirty-first century.
Technology Base: Clan
Some tap into the ’Mech’s own reactor for the ravening heat
Type: AI, DB, X
necessary, while others require ammunition for their devastating
Other Actions
properties to work.
Ammunition: By default, flamers do not require ammunition.
Those that do are noted as such.
External Heat: Every time a flamer is fired, before the attack
roll is made, the player may announce they are applying heat to the
target, instead of the weapon’s normal Damage Value. The amount
of heat applied is the same as the weapon’s Damage Value, unless
Heat
otherwise noted.
Enhanced Flamers (Optional): If using this optional rule,
whenever a flamer of any kind is fired at a target that tracks heat
(such as a ’Mech), instead of choosing whether to deal heat or
Damage
damage to the target, a hit applies both.
Type: AI, DE, H
FLAMER
Combat
“Nice national park you got here. Be a shame if something were
to happen to it.”
Technology Base: Clan or Inner Sphere
ER FLAMER
Movement
“Less spread on this one, but I still wouldn’t call it ‘friendly fire’.”
External Heat: An ER flamer only deals 1 point of heat.
Technology Base: Clan or Inner Sphere
Game
HEAVY FLAMER
Playing
GAUSS RIFLES
WEAPONS AND EQUIPMENT
LASERS
WEAPONS AND EQUIPMENT
Common
Number modifier. Technology Base: Inner Sphere
Technology Base: Clan Type: AI (small X-pulse laser only), P
Type: AI (ER small pulse laser only), P
M-POD
HEAVY LASER
Weapons
“Shocking shrapnel shower shreds Savage Sorenson’s
“The closest thing to a laser freight train.” Solaris streak!”
Game Rules: Attack rolls for heavy lasers apply a +1 Target The short range and one-shot capability of this Solaris-
Number modifier. designed weapon has prevented it from being widely used in a
Technology Base: Clan battlefield capacity.
Case Rules
Special
Type: DE Game Rules: Attacks with M-Pods apply a –1 Target Number
modifier and the following range: 1 hex for short, 2 for medium,
IMPROVED HEAVY LASER 3 for long. Use a Weapon Size of “15” on the Cluster Hits Table (see
“So… they replaced the accuracy problems with high explosives?” p. 33) at Short range, the “10” column at Medium range, and the “5”
Urban Combat
Game Rules: Improved heavy lasers do not suffer the usual +1 column at Long range. An M-Pod may attack targets in the same
Target Number modifier for standard heavy lasers. However, treat hex as the attacker.
the first critical hit to an improved heavy laser as an ammunition Critical Hit: Unexpended M-Pods that take a critical hit
explosion, with the small improved heavy laser causing a 3-point explode for 5 points of damage as an ammunition explosion.
explosion, the medium causing a 5-point explosion, and the large Expended M-Pods can still be affected by a critical hit in the same
Battlefield
causing an 8-point explosion. way as empty ammo bins.
The
Technology Base: Clan Technology Base: Inner Sphere
Type: DE, X Type: C, OS, V, X
MACHINE GUNS
Other Actions
PULSE LASER
“Hey! Who broke my large pulse laser’s TarComp interface?” The machine gun (MG) has been favored as the quintessential
Game Rules: Attack rolls for pulse lasers apply a –2 Target anti-infantry weapon since the first crude models appeared in the
Number modifier. nineteenth century.
Technology Base: Clan or Inner Sphere Technology Base: Clan or Inner Sphere
Type: AI (small pulse laser and micro pulse laser only), P Rapid-Fire Mode (Optional): Using this option, any machine
Heat
gun may be modified to fire at a much higher rate, chewing up
huge amounts of ammunition but greatly increasing the damage
RE-ENGINEERED (RE) LASER potential. The damage and heat inflicted and amount of ammo used
“The laser so nice they engineered it twice.”
depends on the type of machine gun used:
Game Rules: Attack rolls for re-engineered lasers apply a
Damage
–1 Target Number modifier. RE lasers also treat each armor circle
% For light machine guns, the damage and heat is 1D6–1 (to a
provided by hardened, ferro-lamellor, and laser-reflective armors
minimum of 1).
as 1 point of standard armor. Versus RE lasers, these armors provide
% For standard machine guns, the damage and heat is 1D6.
no special protective bonuses of any kind.
% For heavy machine guns, the damage and heat is 1D6+1.
Technology Base: Inner Sphere
Combat
Type: P
Each rapid-fire burst uses a number of rounds equal to the heat
generated above x 3.
VARIABLE-SPEED The controlling player must mark any machine guns to be used
PULSE (VSP) LASER in rapid-fire mode on the record sheet at the beginning of the game,
Movement
“Note: Your laser’s stutter is intentional.” and the weapons can only rapid-fired during the game. Machine
Game Rules: Just as the Damage Value of variable speed pulse guns cannot be fired in rapid-fire mode when part of a machine gun
lasers changed based on the range bracket the weapon is fired in, array (see p. 102); to use rapid-fire mode, the array must be shut off
attack rolls made with such weapons benefit from various modifiers before the game begins, and left off throughout.
Game
MACHINE GUNS
WEAPONS AND EQUIPMENT
MISSILE LAUNCHERS
Ammo Explosions: A critical hit to a missile ammunition bin causes
damage equal to the launcher size times the number of remaining shots
times the damage inflicted per missile.
OS-Type launchers do not explode when hit.
Advanced Fire Control: Some launchers may utilize advanced
fire control systems, such as Artemis. Those launchers that may do
so will be noted, along with the type of fire control available. Note
that tech base restrictions still apply; for example, a launcher type
listed as being compatible with Artemis V still needs to be a Clan
version of that launcher.
Indirect Fire: Some launchers may perform an indirect attack
(see p. 30). Those that can will be noted.
Special Munitions: Some launchers are able to employ special
missile munitions, as detailed on page 106. Those that can will be
noted. Note that tech base restrictions still apply; a launcher may
only select those munitions available to its tech base.
ADVANCED TACTICAL
MISSILE (ATM) LAUNCHER
“For the Clan Warrior who thinks LRMs don’t have enough
gimmicks.”
Advanced Fire Control: ATMs have an integral Artemis IV sys-
tem. This integral Artemis performs exactly as its standard coun-
LIGHT MACHINE GUN (LMG) terpart (i.e., adds +2 to its Cluster Hits Table roll; shots fired into or
“How does a ‘light’ machine gun weigh 500 kilos?” through an enemy ECM field lose this bonus), and requires no extra
Type: AI, DB critical slots or tonnage.
Indirect Fire: No
MACHINE GUN ARRAY (MGA) Special Munitions: ATMs may only use Standard, Extended
“You see, it’s kind of like a gatling gun made out of gatling guns…” Ranged (ER), and High Explosive (HE) ATM munitions. These have
Game Rules: When a machine gun array hits a target, roll on no special rules, only varying range and damage values, and so all
the Cluster Hits Table to determine how many machine guns in the relevant information is found on the Clan Weapons Table (see p. 125).
array hit. The Weapon Size used is the number of machine guns in All three munition types benefit from the launcher’s Artemis effect.
the array (e.g., if two machine guns, roll on the “2” column, if 4, use Each requires its own ammo bin.
the “4” column). The roll result is the number of hits that struck the Regardless of the munition type used, damage from ATM hits
target, with each hit’s damage equal to the Damage Value of the is divided into 5-point damage groupings.
machine gun type in the array. Technology Base: Clan
Once the number of hits is determined, roll once on the Type: C, M, S
appropriate Hit Location Table and apply and resolve all hits
to that location one at a time. This means that if an MGA 4
successfully hits its target, the subsequent roll on the Cluster ENHANCED LRM
Hits Table indicates that three machine guns hit, and the hit LAUNCHER (NLRM)
location is determined to be the target ’Mech’s head, then the “You fool! You thought you had me cornered, but I have a smaller
weapon causes 3 points of MechWarrior damage and forces three minimum range! And… backup weapons.”
Consciousness Rolls. Advanced Fire Control: Yes (Artemis IV; see p. 110)
Like heat sinks, an MGA can be turned off during the End Phase Indirect Fire: Yes
of a turn. In any subsequent turn, the grouped machine guns can be Special Munitions: Yes
fired individually. The MGA can be turned back on during the End Technology Base: Inner Sphere
Phase of any turn. Type: C, M, S
10
2
MISSILE LAUNCHERS
WEAPONS AND EQUIPMENT
EXTENDED MULTI-MISSILE
LRM LAUNCHER (ELRM) LAUNCHER (MML)
“A kilometer’s worth of pain. Just watch out for that minimum “I’ve got Tandem-Charge SRMs, Infernos, Swarm-I, and Semi-
Common
Game Rules: When attacking targets within their minimum Game Rules: The multi-missile launcher can fire SRMs or LRMs,
range (10 hexes or less), ELRMs must use the Cluster Hits column and each missile type retains its characteristic damage and ranges.
for half their rated rack size (rounding up). For example, an ELRM- Note that an MML-5 cannot draw on ammunition intended for a
15 that hits within its minimum range would roll on the “8” column separate LRM-5 launcher.
Weapons
for Cluster Hits, rather than the 15 column (15 ÷ 2 = 7.5, rounded Advanced Fire Control: Yes (Artemis IV; see p. 110)
up to 8). Indirect Fire: Yes (LRMs only)
Advanced Fire Control: No Special Munitions: Yes, as per missile type (SRM or LRM)
Indirect Fire: Yes Technology Base: Inner Sphere
Special Munitions: No Type: C, M, S
Case Rules
Special
Technology Base: Inner Sphere
Type: C, M ONE-SHOT
(OS) MISSILE LAUNCHER
IMPROVED ONE SHOT “The derringer of ’Mech weapons.”
Urban Combat
(I-OS) MISSILE LAUNCHER Game Rules: OS launchers can be any size MML, MRM, SRM,
“After decades of research, we have finally discovered muzzle- SRT, LRM, LRT, NLRM, or NLRT launcher, Thunderbolt launcher, or
loading LRMs.” – LAW R&D Narc and iNarc launchers, and use the same statistics as the launcher
Game Rules: I-OS launchers can consist of any size MML, chosen, except they are also OS weapons (see p. 97).
MRM, SRM, SRT, LRM, LRT, NLRM, or NLRT launcher, Thunderbolt A one-shot MML may have for its single shot any one munition
Battlefield
launcher, or Narc and iNarc launchers, and use the same statistics type available to MML (not both types).
The
as the launcher chosen, except they are also OS weapons (see p. 97). Advanced Fire Control: As per original launcher type
A one-shot MML may have for its single shot any one munition Indirect Fire: As per original launcher type
type available to MML (not both types). Special Munitions: As per original launcher type
Other Actions
Advanced Fire Control: As per original launcher type Technology Base: Clan or Inner Sphere (as per original
Indirect Fire: As per original launcher type launcher type)
Special Munitions: As per original launcher type Type: As per original launcher type, plus OS
Technology Base: Clan or Inner Sphere (as per original
launcher type) ROCKET LAUNCHER (RL)
Type: As per original launcher type, plus OS “Surprisingly ineffective as a jump jet aid.”
Heat
Game Rules: Attack rolls with rocket launchers apply a +1
LONG RANGE MISSILE Target Number modifier.
LAUNCHER (LRM) Advanced Fire Control: No
“Locked, stocked, and sitting behind a nice tough hill.” Indirect Fire: No
Damage
Advanced Fire Control: Yes (Artemis IV and Artemis V; Special Munitions: No
see p. 110) Technology Base: Inner Sphere
Indirect Fire: Yes Type: C, M, OS
Special Munitions: Yes
Technology Base: Clan or Inner Sphere SHORT RANGE MISSILE
Combat
Type: C, M, S (SRM) LAUNCHER
“My Arctic Wolf is the purest expression of “SRM is love, SRM is life”.
MEDIUM RANGE MISSILE It needs more SRMs, though.”
(MRM) LAUNCHER Advanced Fire Control: Yes (Artemis IV and Artemis V; Movement
“One giant leap backward. It’s like the Succession Wars in see p. 110)
missile form.” Indirect Fire: No
Game Rules: Attack rolls with MRMs apply a +1 Target Number Special Munitions: Yes
modifier. Technology Base: Clan or Inner Sphere
Type: C, M, S
Game
Indirect Fire: No
the
Special Munitions: No
Technology Base: Inner Sphere
Type: C, M
Introduction
3
10
MISSILE LAUNCHERS
WEAPONS AND EQUIPMENT
Common
location of the damage. If the player declares that their ’Mech
will make two attempts, both must be resolved, even if the first is
successful (this could result in the first attempt being successful,
yet the second attempt failing and still damaging the ’Mech).
Critical Hit: iNarc ammunition bins that suffer a critical hit
Weapons
explode for 3 points per pod (unless they are Explosive Pods;
see p. 108).
Technology Base: Inner Sphere
PARTICLE
Case Rules
Special
PROJECTOR CANNONS
The particle projector cannon (PPC for short) is one of
the most powerful non-ballistic weapons ever devised for
Urban Combat
the modern battlefield. Consisting of a magnetic accelerator,
firing high-energy proton or ion bolts, PPCs have been used for
centuries to flay armor through kinetic and thermal damage.
PPC
Battlefield
“‘Azure whiplash?’ No, too corny. ‘Man-made lightning!’
The
That’s the ticket!” – Donal marketing exec
Technology Base: Clan or Inner Sphere
Type: DE
Other Actions
ER PPC
“The hand of Zeus.”
Technology Base: Clan or Inner Sphere
Type: DE
Heat
HEAVY PPC
“This is the Lord’s Light 3, the most powerful PPC in the Inner
Sphere. It’s my very favorite gun. I call her Doris.”
Technology Base: Inner Sphere
Damage
Type: DE
LIGHT PPC
“Lighter package, same great range.”
Combat
Technology Base: Inner Sphere
Type: DE
PPC CAPACITOR
Game
Playing
“Charge it!”
Game Rules: Instead of firing a PPC as normal, a ’Mech
the
may charge its PPC capacitor (it cannot start a game charged,
unless a specific scenario states otherwise). This requires one turn
Introduction
RIFLES (CANNONS)
A weapon using caseless ammo can use no other special
munition types.
“Real cutting-edge stuff here. Might as well get a trebuchet.” Ammunition Multiplier: x2
These weapons were produced by various Inner Sphere and Technology Base: Inner Sphere
Periphery manufacturers for centuries before the modern autocannon Usable By: AC, LAC
rendered them obsolete. Today, very few are manufactured in the
Inner Sphere (usually in the most technologically backward areas) CLUSTER AMMO
while the Clans have abandoned them entirely. Game Rules: Apply a –1 modifier to the attack’s Target Number.
Game Rules: Rifles of all sizes must subtract 3 points of damage An attack with cluster ammunition is treated as both a type C
(to a minimum of 0) for successful attacks against any ’Mech. For (Cluster) and type F (Flak) attack. The weapon size is always equal to
example, a light rifle (which deals 3 damage) is incapable of the autocannon rating (e.g. an AC/5 has a weapon size of 5), and the
damaging ’Mechs. However, they still do their full damage against grouping size is always C1.
terrain and buildings. Ammunition Multiplier: x1
Technology Base: Inner Sphere Technology Base: Clan or Inner Sphere
Type: DB Usable By: LB-X
10
6
PLASMA WEAPONS
WEAPONS AND EQUIPMENT
FLECHETTE AMMO
Game Rules: Double damage against woods or jungle hexes.
Half damage versus all other targets (round down). INFERNO AMMO
EXPLOSION TABLE
Common
Usable By: AC, LAC, PAC Heat Avoid Heat Avoid
Level Number Level Number
PRECISION AMMO 10 4+ 23 10+
Game Rules: Reduce the target’s movement modifier by 2, to
Weapons
14 6+ 28 12
a minimum of zero.
Ammunition Multiplier: x0.5 19 8+
Technology Base: Inner Sphere
Usable By: AC, LAC
Case Rules
Special
Additionally, each missile that strikes a building hex may also
MISSILE MUNITIONS affect ’Mechs inside the building on the level of the building that
was hit by inferno missiles. For every ’Mech on the level of the
ARTEMIS IV MISSILES building that was hit, roll 1D6. On a result of 1-4, the missile has
Urban Combat
Game Rules: Artemis IV-equipped missiles used with an no effect against that ’Mech. On a result of 5-6, the missile also
Artemis IV FCS (see p. 110) gain a +2 modifier when rolling on the strikes the ’Mech. It is possible for one missile to strike multiple
Cluster Hits Table (to a maximum modified result of 12). If interfered ’Mechs on the same level of the building hex. Note that inferno
with by ECM, they may still be fired as normal (unaugmented) missiles are an exception to the Attacking ’Mechs Inside Buildings
missiles of their base launcher type. rules (see p. 71).
Battlefield
Artemis IV-equipped missiles provide no benefits when fired
Fire: If an attacker is intentionally trying to start a fire, one or
from an Artemis V launcher (and vice versa).
The
more inferno missiles fired at any woods, jungle, or building hex
Technology Base: Clan or Inner Sphere
will automatically set that hex on fire. See Starting a Fire, page 63.
Usable By: LRM, LRT, NLRM, NLRT, SRM, SRT, MML
Woods: Every inferno missile that strikes a woods hex inflicts
Other Actions
4 points of damage to the hex.
ARTEMIS V MISSILES
Technology Base: Clan or Inner Sphere
Game Rules: Artemis V-equipped missiles used with an
Usable By: SRM and MML
Artemis V FCS (see p. 110) apply a –1 modifier to their attack
rolls, and add +3 to rolls on the Cluster Hits Table (to a maximum
modified result of 12). If interfered with by ECM, they may still be NARC-EQUIPPED MISSILES
fired as normal (unaugmented) missiles of their base launcher type. Game Rules: Narc-equipped missiles can home in on Narc
homing pods (see both Homing Pods entries, p. 108). If interfered
Heat
Artemis V-equipped missiles provide no benefits when fired
from an Artemis IV launcher (and vice versa). with by ECM, they may still be fired as normal (unaugmented)
Technology Base: Clan missiles of their base launcher type.
Usable By: LRM, LRT, SRM, SRT Technology Base: Clan or Inner Sphere
Usable By: LRM, NLRM, SRM, MML
Damage
FRAGMENTATION MISSILES
Game Rules: Double damage against woods or jungle hexes. SEMI-GUIDED LRMS
No damage versus all other targets. Game Rules: Against any target successfully designated by
Technology Base: Inner Sphere friendly TAG (see p. 113), these missiles ignore the target movement
Combat
Usable By: LRM, NLRM, MML, SRM modifier (if fired indirectly, also ignore all indirect fire, terrain, and
spotter-related modifiers).
INFERNO MISSILES Technology Base: Inner Sphere
Game Rules: Infernos do not have a Damage Value. Instead, Usable By: LRM, NLRM, MML
Movement
each missile that strikes a ’Mech increases its heat level by 2 points
during the Heat Phase of the turn in which the missiles hit. Any NARC / INARC PODS
additional heat dealt by infernos lasts for the current turn. Game Rules: Fired from Narc missile beacons (see p. 104).
When rolling to avoid an ammunition explosion due to its Multiple pods of the same type do not have a cumulative effect;
own heat level, a ’Mech carrying Inferno ammunition must roll an they only add redundancy.
Game
additional set of Heat Scale Avoid Rolls to determine whether or A pod, once attached, remains in effect for the entire battle.
Playing
not the ammo explodes per the Inferno Ammo Explosion Table. However, if the location a pod is attached to is destroyed, the pod
The inferno Avoid Rolls at 19, 23, and 28 heat points must be made
the
is also destroyed and its effects are lost at the end of the phase in
in addition to the normal Avoid Rolls required at these heat levels. which the location was destroyed.
If the inferno ammo explodes, it inflicts 2 heat per missile to the Critical Hit: Unless stated otherwise, a critical hit to a slot that
Introduction
carrying ’Mech, to a maximum of 30 heat, along with the standard contains a Narc ammunition bin causes it to explode, inflicting 2
damage from an SRM explosion. points of damage per pod (3 points per iNarc pod).
Building Hexes: Each inferno missile that strikes a building
hex inflicts 2 points of damage to the hex.
7
10
SPECIAL MUNITIONS
WEAPONS AND EQUIPMENT
ECM PODS These Narc missile beacon munitions can also attract Arrow IV
Game Rules: On a successful attack, treat the target as if within homing missiles (see p. 108). If a Nemesis-tagged ’Mech is in a hex
an ECM field hostile to it (see ECM Suites, p. 112). The ECM pod has adjacent to the intended target in the turn the homing missile arrives,
no effect radius of its own—it only works on the target to which it roll 1D6. On a result of 1–3, the attack hits the Nemesis-tagged target.
is attached. On a result of 4–6, the attack is resolved against the intended target.
Technology Base: Inner Sphere If there are multiple adjacent Nemesis-tagged targets, there is an
Usable By: iNarc equal chance the homing missile will strike any of them if it does not
strike the intended target.
EXPLOSIVE PODS Technology Base: Inner Sphere
Game Rules: On a successful attack, the target suffers 4 points Usable By: iNarc
of damage (6 for iNarcs).
Critical Hit: A critical hit to a slot that contains explosive pods
causes the pods to explode, inflicting 4 points of damage (6 for
PHYSICAL WEAPONS
Physical weapons are a wide variety of cutting, bashing, or
iNarcs) per pod remaining. slashing weapons mounted onto BattleMechs. These range from
Technology Base: Inner Sphere ’Mech-sized claws to ornate blades to massive, pulverizing maces.
Usable By: Narc, iNarc The Clans initially demonstrated no interest in melee weapons,
finding them a primitive and wasteful “barbarian” alternative to
HAYWIRE PODS “proper” ranged combat. However, their recent employment of claws
Game Rules: On a successful attack, the target suffers a +1 may indicate that this attitude is changing.
Target Number modifier to all weapon attacks (including TAG) and Game Rules: In a single turn, a ’Mech can either fire the
may not spot for indirect fire. weapons mounted on an arm or deliver a physical weapon attack
Technology Base: Inner Sphere with that arm, but not both. While a ’Mech can have multiple physical
Usable By: iNarc weapons, it can only ever attack with one of them each turn unless
the weapon specifies otherwise. For more details on physical attacks,
HOMING PODS (NARC) see page 34.
Game Rules: On a successful attack, in subsequent turns all Hit Location Table: Some physical weapons use the standard
friendly Narc-equipped missile hits on the target gain a +2 modifier Hit Location Table, and some the Punch Hit Location Table. Still
when rolling on the Cluster Hits Table. Homing pods are non- others by default use the standard Hit Location Table, but have
functional as long as they are within the area of effect of an active the option to use the Punch Hit Location Table if this is announced
enemy ECM suite (see ECM Suites, p. 112). before the attack and a +4 modifier is applied to the attack’s Target
Technology Base: Clan or Inner Sphere Number. For each weapon, the annotation of Standard, Punch,
Usable By: Narc or Option will be used to indicate which of the above three hit
location methods applies.
HOMING PODS (INARC) TSM: Some physical weapons benefit from triple-strength
Game Rules: On a successful attack, in subsequent turns all myomer (see p. 117). Those that do will be noted.
friendly Narc-equipped missile attack rolls against the target apply
a –1 modifier to their Target Number, and a +2 modifier when rolling CLAWS
on the Cluster Hits Table. Homing pods are non-functional as long “RIP AND TEAR!”
as they are within the area of effect of an active enemy ECM suite Game Rules: A claw applies a +1 Target Number modifier, and
(see ECM Suites, p. 112). deals 1 point of damage for every 7 tons of the attacking ’Mech’s
Technology Base: Inner Sphere weight (rounded up). A ’Mech with two claws can make two claw
Usable By: iNarc attacks each Physical Attack Phase.
’Mechs with claws may lift an object as Normal (see Lifting Items
NEMESIS PODS (Simplified) p. 21), but must make a successful Piloting Skill Roll (see
Game Rules: Attacks using Artemis IV-capable, Narc-equipped, p. 53) with a +2 modifier to avoid damaging the object. If the object is
or semi-guided missiles will strike a friendly ’Mech tagged by an extremely fragile (such as a human being), an additional +1 modifier
enemy Nemesis pod instead of their intended enemy target, if: applies (at the gamemaster’s discretion or mutual player agreement).
A failed attempt to lift an object effectively destroys it.
% the Nemesis-tagged ’Mech is along the LOS between the Claws may be used to grab and wield a club (see p. 36), with an
attacker and the original target, and additional +2 modifier to the attack’s Target Number.
% LOS exists between the attacker and the Nemesis-tagged Hit Location Table: Punch.
’Mech, and TSM: Yes.
% the Nemesis-tagged ’Mech is not underwater. Technology Base: Clan or Inner Sphere
PHYSICAL WEAPONS
WEAPONS AND EQUIPMENT
FLAIL attack damages the target’s internal structure as well, make two
“If you get over the whole ‘crushing your own cockpit’ thing, it’s checks). The attacker must then immediately roll 2D6: on a result of
not a bad weapon.” 10+, the blade is destroyed (mark off the topmost critical slot).
Common
a flail attack roll result of 2 the attacker strikes itself instead of the TSM: Yes.
intended target, dealing 5 points of damage (resolve using the Front Technology Base: Clan or Inner Sphere
column of the standard Hit Location Table). The attacker must also
make a Piloting Skill Roll (see p. 53) to avoid falling. Flail damage is SWORD
never reduced by absent or damaged actuators. “The noble art of fencing reduced to a brutal form. Bashing
Weapons
Hit Location Table: Standard. someone’s ’Mech apart has never been so elegant.”
TSM: No. Game Rules: Attacks with a sword apply a –2 Target Number
Technology Base: Inner Sphere modifier, and deal 1 damage per 10 tons of the attacking ’Mech’s
weight (rounding up), plus 1 additional point of damage.
Case Rules
HATCHET Hit Location Table: Option.
Special
“I could bury this, but you wouldn’t like it.” TSM: Yes.
Game Rules: Attacks with a hatchet apply a –1 Target Technology Base: Inner Sphere
Number modifier, and deal 1 damage per 5 tons of the attacking
TALONS
Urban Combat
’Mech’s weight.
Hit Location Table: Option. “Partial wings and now this. I bet the Diamond Sharks make a
TSM: Yes. Jade Falcon beak-and-feathers kit next.”
Technology Base: Inner Sphere Game Rules: When performing a kick or Death From Above
attack, multiply the damage by 1.5 (round to nearest whole number;
Battlefield
LANCE .5 rounds up). On mixed-technology ’Mechs, talons can receive the
The
“At last I can joust with a fusion bomb between my legs.” TSM damage bonus for kick attacks, but not for DFA attacks. Critical
Game Rules: Attacks with a lance apply a +1 Target Number hits to the talons or the foot actuator in the leg where they are
modifier, and deal 1 damage per 5 tons of the attacking ’Mech’s mounted destroy the talons.
Hit Location Table: As per attack type.
Other Actions
weight. After a lance hit, if armor remains in the location struck
(or facing, for torso locations), the attacker rolls 2D6. On a result TSM: With kicks.
of 10+, the hit also deals 1 point of internal structure damage; the Technology Base: Clan
resulting Determining Critical Hits Table roll applies a –2 modifier.
(A lance attack that strikes unarmored internal structure rolls for VIBROBLADE
Determining Critical Hits normally.) “Lets even light ’Mechs carve up assaults like a chainsaw on butter.”
Game Rules: Attacks with a vibroblade apply a –2 Target
Heat
Hit Location Table: Standard.
TSM: Yes. Number modifier. When declaring a vibroblade attack, the attacker
Technology Base: Inner Sphere must announce if the weapon is activated or deactivated. Activated
vibroblades generate heat and deliver a fixed damage amount (7 for
MACE a small vibroblade, 10 for a medium, and 14 for a large), regardless
Damage
“Walk as softly as an 80-ton ’Mech can and carry this.” of actuator damage or equipment such as TSM.
Game Rules: Attacks with a Mace apply a +1 Target Number When deactivated, a vibroblade creates no heat and deals
modifier, and deal 1 damage per 4 tons of the attacking ’Mech’s damage equal to 1 plus the ’Mech’s tonnage divided by 10 (rounding
weight (rounded up). up to the nearest whole number), modified by equipment and critical
damage as normal. The damage dealt by a deactivated vibroblade
Combat
If a mace attack misses its target, the attacker must make a
Piloting Skill Roll (see p. 53) with a +2 modifier to avoid falling. cannot exceed the damage an activated vibroblade of that type deals.
Hit Location Table: Option. Hit Location Table: Option.
TSM: Yes. TSM: If deactivated.
Technology Base: Inner Sphere Movement
Technology Base: Inner Sphere
Piercing (Optional): With this option, if a ’Mech hits with a ACTIVE PROBES
punch attack, and that arm has a retractable blade which is currently ’Mechs with multiple active probes (of any type) may use
Introduction
retracted, its controller can immediately extend that blade. This only one at a time. These systems can be activated, deactivated, or
inflicts a possible critical hit in the location struck by the punch attack switched over during the End Phase of any turn.
(regardless of whether internal structure was damaged or not; if the Hidden ’Mechs (Expanded) (Optional): When using the
9
10
ELECTRONICS
WEAPONS AND EQUIPMENT
ELECTRONICS
WEAPONS AND EQUIPMENT
• c3 configuration diagram •
Case Rules
Special
Urban Combat
Battlefield
The
Other Actions
Heat
Damage
• c3 diagram •
Combat
In the C3 Diagram, the enemy ’Mech in Hex A is facing
’Mechs in Hexes B, C, D, and E, which are connected to a C3
network. The ’Mech in Hex B is closest to the enemy, at a Range
of 2; even though it is at Level 10, levels are never taken into Movement
consideration when determining range to target. The ’Mech in
Hex C can attack as though it were at a Range of 2, provided the
weapons it fires have a Maximum Range of 4 or more. The ’Mech
in Hex D can also fire as though at a Range of 2, but must add
the terrain modifier for firing through one hex of light woods. The
Game
Playing
In all cases, if the ’Mechs in Hex C, D, or E fired weapons with If there were a Level 2 hill in Hex F (blocking LOS between
minimum ranges, those ranges must be taken into consideration, the ’Mech in Hex B and the target in Hex A), the ’Mechs in Hexes
Introduction
with the range determined from the attacker to the target, not C and D would still be able to target the ’Mech in Hex A as though
the range from the ’Mech in Hex B to the target. they were at Range 2.
1
11
ELECTRONICS
WEAPONS AND EQUIPMENT
DESIGNATING A C3 NETWORK Because a C3i network has no master computer, the network
Prior to the start of play, the controller of a C3 network must cannot be shut down by the loss of a single ’Mech. Only ’Mechs in
clearly designate on their ’Mech’s record sheets which C3 Masters the effect radius of enemy ECM or whose C3i computer is destroyed
controls which C3 Masters and/or C3 Slaves, and which C3 Master are isolated from the network.
connects three C3 Masters together to form a company-level (12- C3i computers are not compatible with standard C3 Masters/C3
’Mech) C3 network; as noted above, the C3 network can never be Slaves and do not have the TAG capability of the standard C3 Master.
extended beyond 12 ’Mechs. Technology Base: Inner Sphere
To designate a C3 network, use the following rules:
ECM SUITES
% A C3 Master can only control one to three C3 Slaves or one to ’Mechs with multiple ECM suites (of any type) may use only one
three C3 Masters. at a time.
% While a C3 Master controls another C3 Master, it cannot control Water: If an ECM suite is in a location above the surface of a
a C3 Slave. water hex, it cannot affect ’Mechs underwater. In other words, for
an ECM suite to affect ’Mechs underwater, the suite must be in a
The C3 Configuration Diagram on page 111 illustrates the only location that is underwater.
four ways (see All-C3 Master Network below for the exception) a
C3 network can be created. In each of the four diagrams, a circle ECM SUITE/GUARDIAN ECM SUITE
represents a ’Mech; an “S” represents a C3 Slave, while an “M” “Only one man would dare use Somerset jamming techniques on
represents a C3 Master. The arrows show the network links between me. ADAM STEINER!” – Nicolai Malthus, The Somerset Strikers series,
C3 Masters and C3 Slaves, while the colors differentiate between broadcast 08/12/3052
each lance-level (4-’Mech) C3 network. Game Rules: ECM suites create a 6-hex bubble. While within
All-C3 Master Network: The only allowable variation on those the bubble or tracing line of sight through the bubble, many enemy
four configurations is to replace C3 Slaves with C3 Masters. systems become disrupted (friendly ’Mechs are unaffected). An ECM
For example, in Configuration 1, if the controlling player suite has the following effects on the following enemy systems:
replaced any of the C3 Slaves in the red lance with a C3 Master, then
all three C3 Slaves in that lance would have to be replaced with % Active Probe: Active probes cannot penetrate an ECM’s area of
C3 Masters, as a C3 Master cannot control another C3 Master and effect. The probing ’Mech would notice that it is being jammed,
control a C3 Slave simultaneously. Such an exchanging of C3 Slaves however. This does not apply to Bloodhound Active Probes.
for C3 Masters can happen at the lance level, without affecting the % Artemis IV/V FCS: ECM blocks the effects of Artemis FCS.
company level. In the cited example, even if the entire red lance was Artemis-equipped launchers may be fired through or into ECM,
composed of C3 Masters, the blue and yellow lances could still be but they lose any Target Number and Cluster Hits Table bonuses.
composed of networks consisting of a C3 Master and three C3 Slaves. % C3 and C3i Computer: ECM cuts off any C3-equipped ’Mech
Multiple Networks: If multiple C3 networks are established from its network. Only those C3 ’Mechs able to draw an LOS to
at the start of the game and they are not designated as connected the master ’Mech that does not pass through the ECM radius
before play begins, they cannot share targeting information. can access the network.
A ’Mech may only belong to a single C3 network. Additionally, If a C3 Master is isolated from the network by ECM, the
while a ’Mech may mount both a C3 Master and a C3 Slave, it may not entire network below it is effectively shut off (all ’Mechs
use both at once. If a player fields a ’Mech equipped in this way, they subordinate to it on the diagram on p. 111), though the Master’s
must designate at the start of game which C3 system is operational. TAG capability still functions. For a Master ’Mech connecting
ELECTRONICS
WEAPONS AND EQUIPMENT
Damage
Game Rules: An Apollo system negates the +1 Target Number
provided by their homing pod if the pod they are homing in
modifier that applies to an equipped MRM launcher. However, on
on lies within an ECM bubble. A Narc launcher itself (standard
a successful hit with such a launcher, the attacker must subtract 1
and iNarc) is not affected by ECM.
from their roll on the Cluster Hits Table.
% Unaffected Systems: Any system not listed above is
Critical Hit: An Apollo Fire Control System is an attachment to
Combat
unaffected by ECM. This includes Streak launchers, targeting
an MRM launcher, but if it suffers a critical hit the launcher continues
computers, TAG, and MRM Apollo FCS.
to function.
Technology Base: Clan (ECM suite) or Inner Sphere (Guardian)
Technology Base: Inner Sphere
ANGEL ECM SUITE
Movement
“The good and bad angel, all in one lovely package.” TARGET
Game Rules: The Angel ECM suite works like standard ECM ACQUISITION GEAR (TAG)
(see above), but also blocks the Bloodhound Active Probe and even “You’re it!”
negates the locking systems of Streak missiles. Streak missiles fired Game Rules: Instead of making an attack roll for TAG during
the Weapon Attack Phase, all ’Mechs making TAG attacks do so after
Game
into or through a hostile Angel ECM bubble will not fire if the attack
Playing
roll fails (as normal), but on a successful Streak launcher attack, the the end of the Movement Phase, but before the beginning of the
Weapon Attack Phase (initiative order is still followed, however).
the
attacker must roll on the Cluster Hits Table as though the launcher
were a standard (non-Streak) model. To designate a target with TAG, calculate the Target Number as
Technology Base: Clan or Inner Sphere for a standard weapon attack (TAG does not benefit from a targeting
Introduction
ELECTRONICS
WEAPONS AND EQUIPMENT
STRUCTURAL COMPONENTS
WEAPONS AND EQUIPMENT
Common
the ECM suite functions normally. When the stealth armor system is
engaged, the ECM does not function, but the ’Mech suffers effects TORSO-MOUNTED COCKPIT
as if in the radius of an enemy ECM suite (see p. 112). If the ECM suite “Knocking this ’Mech’s block off doesn’t really do much. Pity about
is destroyed, the stealth armor system cannot function. the ejection system though.”
A ’Mech may start the game with the system engaged; this Game Rules: Apply a +1 modifier to all Piloting Skill Rolls.
Weapons
must be indicated on the ’Mech’s record sheet. Stealth armor may A MechWarrior using a torso-mounted cockpit receives no
be turned on or off during the End Phase of any turn. pilot damage from hits to the torso area where the cockpit is placed,
While the system is engaged, attacks against a ’Mech equipped though ammunition explosions, excess heat, falling damage, and
with stealth armor receive additional Target Number modifiers of +1 cockpit destruction affect the warrior as normal. It is impossible to
Case Rules
at medium range and +2 at long range. In addition, a ’Mech with its eject from a torso-mounted cockpit.
Special
stealth armor system engaged cannot be attacked as a secondary A ’Mech using this system may survive 2 sensor critical hits
target (see Multiple Targets Modifier, p. 27). and still perform weapon attacks. Instead of the standard modifiers
While engaged, stealth armor generates 10 heat points per from sensor damage, the first sensor hit incurs a +2 Target Number
turn. modifier to all weapon attacks, while the second increases this to a
Urban Combat
Technology Base: Inner Sphere +4 modifier. If both sensor hits are in the head, the +4 modifier for the
second sensor hit also applies to all Physical Attacks and Piloting Skill
COCKPIT SYSTEMS Rolls, as the ’Mech is effectively blinded. Three sensor hits (or more)
completely blind a ’Mech with a torso-mounted cockpit, rendering all
FULL-HEAD EJECTION SYSTEM weapon attacks impossible and applying a +4 modifier to all Piloting
Battlefield
“Something to remember your Hatchetman by.” Skill Rolls.
The
Game Rules: This system may be deployed at any phase of a Finally, warriors using a torso-mounted cockpit suffer more
turn at the player’s choosing, or the head may jettison automatically severe heat effects in the event of life support damage. If a ’Mech
in the event of an internal explosion. Any critical hits to the ’Mech’s with a torso-mounted cockpit takes a life support critical hit, the
Other Actions
Life Support slots disable this system, rendering it impossible to eject. MechWarrior suffers 1 point of damage for every turn the ’Mech
A ’Mech with a submerged head that has suffered a hull breach also overheats by 1 to 14 points, and 2 points of damage at the end of
cannot use the system. every Heat Phase of every turn the ’Mech overheats by 15 points or
The MechWarrior automatically suffers 1 point of damage more. This replaces the standard MechWarrior heat effects.
when the system is launched. If the ’Mech (or at least its head) is If the head of a ’Mech with a torso-mounted cockpit is
not submerged, the warrior may then choose any hex within 12 destroyed, excess damage does not transfer to other locations, and
Heat
hexes of the ’Mech (if the ’Mech was upright at the time), or within further strikes to the head have their location re-rolled.
12 hexes in the ’Mech’s forward arc (if it was prone) to make landfall. Technology Base: Clan or Inner Sphere
A Piloting Skill Roll (see p. 53) with a +3 modifier is required to land
on target; failure means the head scatters 1D6 / 2 hexes (rounding ENGINES
down) in a random direction. Upon landing, a standard MechWarrior
Damage
ejection roll (see p. 81) must be made with an additional +2 Target XXL ENGINE
Number modifier to avoid taking a second point of damage from “The reactor shielding’s basically aluminum foil, but it’s nice to be
the ejection. able to heat your rations without leaving the cockpit.”
If the ’Mech is submerged (and the head location has suffered no Game Rules: XXL fusion engines run hot: standing still
armor breach), an ejected full-head pod automatically rockets to the generates 2 heat points per turn, Walking movement 4 heat
Combat
water’s surface and floats there as an immobile vessel, retaining the points, and Running movement 6 heat points. Heat generated per
remaining armor and structure values of the ’Mech’s head location. hex jumped is doubled, with a minimum of 6 points per jump (the
Once the pod lands (or surfaces), the warrior may step out heat modifiers for improved jump jet use and jumping with an XXL
and make for safety, or—if floating on water or in an otherwise engine cancel each other out). Movement
toxic environment—remain in the capsule to await rescue. This has Technology Base: Clan or Inner Sphere
no effect on standard gameplay, but may be important for certain
scenarios or campaigns featuring role-playing elements. GYROS
Attacks against a jettisoned full-head pod can only be made
after it has landed: for such attacks, apply the –4 modifier to the HEAVY-DUTY GYRO
Game
Playing
attack’s Target Number for an immobile target. Attacks against “Takes a licking, keeps on kicking.”
a jettisoned head inflict damage to the head’s remaining armor, Game Rules: It takes three critical hits to destroy a heavy-
the
internal structure, and critical hit locations per any other attack that duty gyro. The first critical hit does not force a Piloting Skill Roll,
strikes a ’Mech’s head. but applies a +1 modifier to all future PSRs. On the second critical
Introduction
Once a full-head ejection system is jettisoned (whether hit, replace the above with the effects of the first critical hit to a
successfully or not), the ’Mech is considered to have suffered a Head standard gyro. The third critical hit destroys a heavy-duty gyro with
Blown Off critical hit and so is treated as destroyed. all the usual effects for gyro destruction.
Technology Base: Inner Sphere Technology Base: Inner Sphere
5
11
Cockpit Systems
WEAPONS AND EQUIPMENT
MANEUVERABILITY AIDS
WEAPONS AND EQUIPMENT
Common
place the next turn; apply other modifiers that decrease movement,
such as heat and damage, normally.
Weapons
Running MP; multiply the new Walking MP by 1.5, rounding
up. Jumping MP is unaffected. Note that any MP penalties due
to heat are still applied.
% Double the ’Mech’s lifting ability (see Lifting Items, p. 21).
% Double the damage for punch, kick, and club attacks (e.g.
Case Rules
a punch from a 55-ton ’Mech with active TSM would do 12
Special
damage), as well as some physical weapon attacks (see p. 38).
% If a ’Mech uses both triple-strength myomer and a supercharger
in the same round, the TSM modifier is added before applying
the supercharger modifier.
Urban Combat
Critical Hit: Slots allocated to TSM are inapplicable slots (see
p. 46); critical hits to them have no effect and must be re-rolled.
Technology Base: Inner Sphere
Battlefield
UNDERWATER
The
MANEUVERING UNIT (UMU)
“Under the sea, where a watery doom is waiting for thee...”
Game Rules: To use UMUs, a ’Mech must use the jumping
Other Actions
movement mode (and counts as jumping when calculating Target
Number modifiers). Each UMU generates 1 UMU MP, and a ’Mech
may move 1 hex underwater or 1 depth (up or down) for each UMU
MP. No move with UMUs can take a ’Mech out of water or move it
to a depth or 1 or less. The normal hull breach rules still apply (see
Hull Integrity And Breaches, p. 65), and if the UMUs are disengaged,
Heat
all standard rules for moving underwater apply.
UMUs generate only 1 heat point per turn total, regardless of the
number of UMU MP used (2 total heat if used with an XXL engine).
A ’Mech using UMUs moves in an upright position and marks
Damage
its submerged depth based on the location of its feet relative to the
water surface. If this is Depth 2, the ’Mech is presumed to be just
above the bottom of the hex.
Technology Base: Clan or Inner Sphere
Combat
STRUCTURE internal structure would be doubled to 10 points of damage. A
Critical Hit: Slots allocated to internal structure are location with 9 points of internal structure would lose all 9 points
inapplicable slots (see p. 46): critical hits to them have no effect to this hit, but the remaining single point would be lost, with no
and must be re-rolled. damage transfer. Movement
Technology Base: Inner Sphere
COMPOSITE STRUCTURE
“Sure it’s light, but it’s got all the structural integrity of REINFORCED STRUCTURE
wet cardboard.” “A healthy diet of endo-composites will give your ’Mech
Game Rules: All damage to the internal structure of a ’Mech strong bones.”
Game
Playing
using composite structure is doubled. Game Rules: Each point of reinforced structure can sustain
Excess damage that transfers to a location still protected two points of damage.
the
by armor does not apply this effect. Additionally, remaining When rolling to determine critical hits on a ’Mech with
points of damage created as a result of the damage-doubling reinforced structure, apply a –1 modifier to the roll result.
Introduction
effect do not transfer. For example, a 5-point hit to composite Technology Base: Clan or Inner Sphere
7
11
Structure
WEAPONS AND EQUIPMENT
MISCELLANEOUS EQUIPMENT
WEAPONS AND EQUIPMENT
CASE II
“Poor Leftenant Weiss had all of his
ammo set off. His ’Mech survived, but Weiss is a
Common
Game Rules: All rules references to CASE
apply equally to CASE II, unless that reference or
the rules below indicate otherwise.
When a location protected by CASE II
takes damage from an ammunition explosion
Weapons
(including any ammunition-like explosions,
such as critical hits to Gauss weapons), only
1 point of internal damage is inflicted to the
location (with the normal chance of critical
Case Rules
effects), while any remaining damage is
Special
applied to the location’s rear armor (if any). If
the location is a limb, remove all remaining
armor in the location, or half the location’s total
original armor, whichever is less. Any remaining
Urban Combat
damage from the explosion does not transfer
after that.
Furthermore, for any critical hits resulting
from an ammunition explosion vented by
Battlefield
CASE II, the controlling player rolls 2D6 again
for each one, and disregards the critical effects
The
on a result of 8+. Otherwise, the critical hit
applies as normal. However, CASE II does not
stop MechWarrior damage from feedback (see
Other Actions
Ammunition, p. 47).
If a ’Mech carries ammunition in its head
protected by CASE II, an ammunition explosion
causes one point of internal structure damage.
Then, half of the starting head armor (rounding
up) is destroyed (e.g. if a ’Mech was designed
Heat
with 9 points of head armor then it will always
lose 5 points of head armor, even if the head
only had 6 points remaining at the time of the
explosion). No damage is transferred.
Damage
Critical Hit: Slots allocated to CASE II are
inapplicable slots (see p. 46): critical hits to
them have no effect and must be re-rolled.
Technology Base: Clan or Inner Sphere
Combat
COOLANT POD
“Ha! It looked like I was overheating, but this
means my 5 ER PPCs are ready to go!”
Game Rules: Though a ’Mech may mount Movement
multiple coolant pods, only one may be
triggered per turn, at the start of the ’Mech’s
Heat Phase. A coolant pod increases the cooling
capacity of all of the ’Mech’s active heat sinks by
1 point each (regardless of heat sink type). Each
Game
Playing
MISCELLANEOUS EQUIPMENT
BATTLEMECH MANUAL
WEAPONS AND
EQUIPMENT TABLES
The Weapons and Equipment chapter of the BattleMech Manual Once more, all such decisions were made to make these tables
covers the most common weapons and equipment as of the easy to use. Players wishing more exacting details for era play can find
in-universe year of 3145. them within the various BattleTech books noted in the Introduction.
Primitives and Prototypes: There are a host of primitive and
prototype weapons in BattleTech, spanning many eras. As this book
is focused on the most common weapons and equipment, they are
WEAPON TYPES
The following is a complete list of weapon Types (see pp. 96-97
not included in the BattleMech Manual. for the full descriptions of each Type’s effects):
Note: While it is beyond the scope of the Manual, every
weapon and piece of equipment within this book has a very % AE: Area-Effect % M: Missile
specific Introduction date (when it first reached the battlefield). % AI: Anti-Infantry % OS: One-Shot
Additionally, some have an Extinct date (when the depredations % C: Cluster % P: Pulse
of war robbed the Great Houses of their abilities to manufacture % DB: Direct-Fire Ballistic % PB: Point-Blank
the most high-tech of weaponry) and then a Recovered date % DE: Direct-Fire Energy % R: Rapid-Fire
(when a technological renaissance brought such technologies % E: Electronics % S: Switchable Ammo
back into the modern eras). These tables, however, do not employ % F: Flak % V: Variable Damage
such precise dates. % H: Heat-Causing % X: Explosive
12
0
WEAPON TYPES
WEAPONS AND EQUIPMENT
Common
Item Type* Heat Tons
Value Range Range Range Range Slots Per Ton Ref
Direct-Fire Ballistic Weapons
Autocannon/2 DB, S 1 2 4 1–8 9–16 17–24 6 1 45 98
Autocannon/5 DB, S 1 5 3 1–6 7–12 13–18 8 4 20 98
Weapons
Autocannon/10 DB, S 3 10 0 1–5 6–10 11–15 12 7 10 98
Autocannon/20 DB, S 7 20 0 1–3 4–6 7–9 14 10 5 98
Light Gauss Rifle DB, X 1 8 3 1–8 9–17 18–25 12 5 16 100
Gauss Rifle DB, X 1 15 2 1–7 8–15 16–22 15 7 8 99
Case Rules
Heavy Gauss Rifle DB, V, X 2 25/20/10 4 1–6 7–13 14–20 18 11 4 100
Special
Improved Heavy Gauss DB, X 2 22 3 1–6 7–12 13–19 20 11 4 100
Magshot Gauss Rifle DB, X 1 2 0 1–3 4–6 7–9 0.5 2 50 100
Silver Bullet Gauss C, DB, F, X 1 C1/15 2 1–7 8–15 16–22 15 7 8 100
Urban Combat
LB 2-X AC DB, S 1 2 4 1–9 10–18 19–27 6 4 45 98
LB 5-X AC DB, S 1 5 3 1–7 8–14 15–21 8 5 20 98
LB 10-X AC DB, S 2 10 0 1–6 7–12 13–18 11 6 10 98
LB 20-X AC DB, S 6 20 0 1–4 5–8 9–12 14 11 5 98
Light AC/2 DB, S 1 2 0 1–6 7–12 13–18 4 1 45 98
Battlefield
Light AC/5 DB, S 1 5 0 1–5 6–10 11–15 5 2 20 98
The
Light Machine Gun AI, DB 0 1 0 1–2 3–4 5–6 0.5 1 200 101
Machine Gun AI, DB 0 2 0 1 2 3 0.5 1 200 101
Heavy Machine Gun AI, DB 0 3 0 1 2 — 1 1 100 101
Other Actions
Light Rifle (Cannon) DB 1 3** 0 1–4 5–8 9–12 3 1 18 106
Medium Rifle (Cannon) DB 2 6** 1 1–5 6–10 11–15 5 2 9 106
Heavy Rifle (Cannon) DB 4 9** 2 1–6 7–12 13–18 8 3 6 106
Rotary AC/2 DB, R 1/Sht 2/Sht, R6 0 1–6 7–12 13–18 8 3 45 98
Rotary AC/5 DB, R 1/Sht 5/Sht, R6 0 1–5 6–10 11–15 10 6 20 98
Ultra AC/2 DB, R 1/Sht 2/Sht, R2 3 1–8 9–17 18–25 7 3 45 99
Heat
Ultra AC/5 DB, R 1/Sht 5/Sht, R2 2 1–6 7–13 14–20 9 5 20 99
Ultra AC/10 DB, R 4/Sht 10/Sht, R2 0 1–6 7–12 13–18 13 7 10 99
Ultra AC/20 DB, R 8/Sht 20/Sht, R2 0 1–3 4–7 8–10 15 10 5 99
Direct-Fire Energy Weapons
Damage
Binary (Blazer) Cannon DE 16 12 0 1–5 6–10 11–15 9 4 — 100
Flamer AI, DE, H 3 2** 0 1 2 3 1 1 — 99
ER Flamer AI, DE, H 4 2** 0 1–3 4–5 6–7 1 1 — 99
Heavy Flamer AI, DE, H 5 4** 0 1–2 3 4 1.5 1 10 99
Combat
Small Laser DE 1 3 0 1 2 3 0.5 1 — 100
Medium Laser DE 3 5 0 1–3 4–6 7–9 1 1 — 100
Large Laser DE 8 8 0 1–5 6–10 11–15 5 2 — 100
ER Small Laser DE 2 3 0 1–2 3–4 5 0.5 1 — 101 Movement
ER Medium Laser DE 5 5 0 1–4 5–8 9–12 1 1 — 101
ER Large Laser DE 12 8 0 1–7 8–14 15–19 5 2 — 101
Plasma Rifle DE, H 10 10** 0 1–5 6–10 11–15 6 2 10 106
Light PPC DE 5 5 3 1–6 7–12 13–18 3 2 — 105
PPC DE 10 10 3 1–6 7–12 13–18 7 3 — 105
Game
Playing
Common
Item Type* Heat Tons
Value Range Range Range Range Slots Per Ton Ref
SRM 2 C, M, S 2 2/Msl, C2/2 0 1–3 4–6 7–9 1 1 50 103
SRM 4 C, M, S 3 2/Msl, C2/4 0 1–3 4–6 7–9 2 1 25 103
SRM 6 C, M, S 4 2/Msl, C2/6 0 1–3 4–6 7–9 3 2 15 103
Weapons
Streak SRM 2 C, M 2 2/Msl, C2/2 0 1–3 4–6 7–9 1.5 1 50 104
Streak SRM 4 C, M 3 2/Msl, C2/4 0 1–3 4–6 7–9 3 1 25 104
Streak SRM 6 C, M 4 2/Msl, C2/6 0 1–3 4–6 7–9 4.5 2 15 104
Thunderbolt 5 M 3 5 5 1–6 7–12 13–18 3 1 12 104
Case Rules
Special
Thunderbolt 10 M 5 10 5 1–6 7–12 13–18 7 2 6 104
Thunderbolt 15 M 7 15 5 1–6 7–12 13–18 11 3 4 104
Thunderbolt 20 M 8 20 5 1–6 7–12 13–18 15 5 3 104
Artillery Weapons
Urban Combat
Arrow IV ** 10 20** 0 ** ** ** 15 15 5 97
Physical Attack Weapons
Vibroblade, Small — 3 7** — — — — 3 1 — 109
Vibroblade, Medium — 5 10** — — — — 5 2 — 109
Battlefield
Vibroblade, Large — 7 14** — — — — 7 4 — 109
The
Special
Active Probe, Beagle E 0 — — — — 4 1.5 1 — 110
Active Probe, Bloodhound E 0 — — — — 8 2 3 — 110
Other Actions
Anti-Missile System PB 1 — — — — — 0.5 1 12 118
Anti-Missile System, Laser PB 7 — — — — — 1.5 2 — 118
ECM Suite, Angel E 0 — — — — 6 2 2 — 112
ECM Suite, Guardian E 0 — — — — 6 1.5 2 — 112
M-Pod C, OS, V, X 0 15/10/5 0 1 2 3 1 1 OS 101
Heat
Target Acquisition Gear (TAG) E 0 — 0 1–5 6–9 10–15 1 1 — 113
Damage
is 5 (C5), and that 20 missiles are fired with each shot (/20).
Combat
Movement
Game
Playing
the
Introduction
3
12
CLAN WEAPONS
Clan Weapons
WEAPONS AND EQUIPMENT
Common
Item Type* Heat Tons
Value Range Range Range Range Slots Per Ton Ref
Pulse Weapons
Micro Pulse Laser AI, P 1 3 0 1 2 3 0.5 1 — 101
Small Pulse Laser AI, P 2 3 0 1–2 3–4 5–6 1 1 — 101
Weapons
Medium Pulse Laser P 4 7 0 1–4 5–8 9–12 2 1 — 101
Large Pulse Laser P 10 10 0 1–6 7–14 15–20 6 2 — 101
ER Pulse Small Laser AI, P 3 5 0 1–2 3–4 5–6 1.5 1 — 101
ER Pulse Medium Laser P 6 7 0 1–5 6–9 10–14 2 2 — 101
Case Rules
Special
ER Pulse Large Laser P 13 10 0 1–7 8–15 16–23 6 3 — 101
Missile WeaponsM
ATM 3 C, M, S 2 2/Msl, C5/3 4 1–5 6–10 11–15 1.5 2 20 102
ATM 6 C, M, S 4 2/Msl, C5/6 4 1–5 6–10 11–15 3.5 3 10 102
Urban Combat
ATM 9 C, M, S 6 2/Msl, C5/9 4 1–5 6–10 11–15 5 4 7 102
ATM 12 C, M, S 8 2/Msl, C5/12 4 1–5 6–10 11–15 7 5 5 102
ATM ER Ammo — ** 1/Msl, C5/** 4 1–9 10–18 19–27 ** ** **
ATM HE Ammo — ** 3/Msl, C5/** 0 1–3 4–6 7–9 ** ** **
Battlefield
Narc Missile Beacon M, S 0 ** 0 1–4 5–8 9–12 2 1 6 104
The
LRM 5 C, M, S 2 1/Msl, C5/5 0 1–7 8–14 15–21 1 1 24 103
LRM 10 C, M, S 4 1/Msl, C5/10 0 1–7 8–14 15–21 2.5 1 12 103
LRM 15 C, M, S 5 1/Msl, C5/15 0 1–7 8–14 15–21 3.5 2 8 103
Other Actions
LRM 20 C, M, S 6 1/Msl, C5/20 0 1–7 8–14 15–21 5 4 6 103
SRM 2 C, M, S 2 2/Msl, C2/2 0 1–3 4–6 7–9 0.5 1 50 103
SRM 4 C, M, S 3 2/Msl, C2/4 0 1–3 4–6 7–9 1 1 25 103
SRM 6 C, M, S 4 2/Msl, C2/6 0 1–3 4–6 7–9 1.5 1 15 103
Streak SRM 2 C, M 2 2/Msl, C2/2 0 1–4 5–8 9–12 1 1 50 104
Heat
Streak SRM 4 C, M 3 2/Msl, C2/4 0 1–4 5–8 9–12 2 1 25 104
Streak SRM 6 C, M 4 2/Msl, C2/6 0 1–4 5–8 9–12 3 2 15 104
Streak LRM 5 C, M 2 1/Msl, C5/5 0 1–7 8–14 15–21 2 1 24 104
Streak LRM 10 C, M 4 1/Msl, C5/10 0 1–7 8–14 15–21 5 2 12 104
Damage
Streak LRM 15 C, M 5 1/Msl, C5/15 0 1–7 8–14 15–21 7 3 8 104
Streak LRM 20 C, M 6 1/Msl, C5/20 0 1–7 8–14 15–21 10 5 6 104
Artillery Weapons
Arrow IV ** 10 20** 0 ** ** ** 12 12 5 97
Combat
Special
Active Probe E 0 — — — — 5 1 1 — 109
Active Probe, Light E 0 — — — — 3 0.5 1 — 110
Anti-Missile System PB 1 — — — — — 0.5 1 24 118 Movement
** Follow the Page Ref entry for this item to see the full details.
M Missile Weapons display their Damage Value uniquely; e.g. an LRM 20 is “1/Msl, C5/20”, meaning each missile does 1 point of damage (1/Msl), the largest Damage Value grouping
is 5 (C5), and that 20 missiles are fired with each shot (/20).
5
12
Clan Weapons
WEAPONS AND EQUIPMENT
*This item’s tonnage and/or critical slot placement requires construction rules not covered in this book.
12
6
CLAN EQUIPMENT
Common
Armor
Standard — 0 N/A Munition Bins
AC – Cluster 1 1 106
Ferro-Fibrous — 7 114
Missile – Artemis IV 1 1 107
Ferro-Lamellor — 12 114
Weapons
Missile – Artemis V 1 1 107
Hardened — 0 114 Missile – Inferno 1 1 107
Laser-Reflective — 5 114 Missile – Narc-Equipped 1 1 107
Cockpits Narc – Homing (Narc) 1 1 108
Case Rules
Standard 3 — 47 PAC – Armor-Piercing 1 1 106
Special
PAC – Flechette 1 1 107
Small 2 * 47, 115
Physical Weapons
Torso-Mounted 4 * 47, 115
Claws * * 108
Electronics Talons * * 109
Urban Combat
Artemis IV FCS 1 1* 110 Structure
Artemis V FCS 1.5 2* 110 Standard — 0 N/A
Targeting Computer * * 114 Composite — 0 117
Engines Endo-Composite — 4 117
Battlefield
Endo-Steel — 7 117
Standard — 6* 48
Reinforced — 0 117
The
XL — 10* 48 Miscellaneous Equipment
XXL — 14* 115 AES * * 118
Gyros Armored Component * 0 118
Other Actions
Standard — 4* 48 CASE 0* 0* 118
Maneuverability Aids CASE II 0.5 1 119
Coolant Pod 1 1 119
Jump Jet, Standard * 1* 14, 18
Full-Head Ejection System 0 0 115
Jump Jet, Improved * 2* 14, 18 Heat Sink 1 1 51
MASC * * 116
Heat
Heat Sink, Double 1 2 51
Partial Wing * 6* 116 Machine Gun Array 0.25 1* 102
Supercharger * 1* 116 OS Missile Launcher — — 103
UMU * 1* 19, 117 OS Missile Launcher, Improved — — 103
Damage
PPC Capacitor 1 1* 105
* This item’s tonnage and/or critical slot placement requires construction rules not covered in this book.
Combat
Movement
Game
Playing
the
Introduction
7
12
Clan Equipment
BATTLEMECH MANUAL
COMMON
MISCONCEPTIONS
MOVEMENT
1. “A ’Mech that is reduced to 0 MP for any reason is
considered immobile.”
There are several conditions under which a ’Mech has 0 MP,
but is not considered immobile (as each hex covers thirty meters,
there’s lots of room for a ’Mech to thrash around in even if it can’t
actually leave that space). Immobile is a very specific rules status, as
defined on page 18; if the rules don’t specifically state that a ’Mech
is immobile, then it is not.
Movement
COMMON MISCONCEPTIONS
COMBAT 4. “The only ’Mechs that can flip their arms are those
specifically mentioned as such in their TRO text/other
1. “A ’Mech standing in light woods can’t be seen by an source (like the Rifleman).”
Common
two ’Mechs, but it can still shoot out at the enemy.” actuators (like the UrbanMech)—as well as any OmniMech
LOS is only affected by intervening terrain (see p. 22), and any configuration lacking these actuators—can flip both its arms (not
terrain a ’Mech is in (whether as attacker or target) isn’t intervening. just one arm). But it must be capable of flipping both arms: a ’Mech
Therefore, standing in one hex of light woods and having two hexes with just one arm lacking these actuators cannot flip even that one
Weapons
of light woods between a ’Mech and its attacker does not block LOS arm—it’s all or nothing.
in either direction.
Remember that LOS is always mutual. If you can see a target, 5. “Minimum range modifiers are not applied against
it can see you. a target that is exactly at minimum range. For
example, if firing a PPC (minimum range of 3), if
Case Rules
the target is 3 hexes away then no minimum range
Special
2. “Firing arcs are the same as damage arcs.”
penalty is applied.”
The two arcs are not the same. However, we recognize that
while every rules publication on the matter has provided two Minimum range always includes the full number of hexes. If
a weapon has a minimum range of 6 hexes, then the minimum
Urban Combat
separate diagrams outlining the differences, the diagram to
illustrate a ’Mech’s damage arc left a lot to be desired. We’ve placed range Target Number modifier begins being calculated there: +1
the Firing Arcs Diagram and the Attack Direction Diagram side by at 6 hexes, +2 at 5, and so forth.
side below, so that you can see how they differ.
Battlefield
The
FRONT HIT ZONE
FORWARD ARC
Other Actions
LEFT ARM &
RIGHT ARM ARC
Heat
LEFT ARM & RIGHT ARM & LEFT SIDE RIGHT SIDE
LEFT SIDE RIGHT SIDE HIT ZONE HIT ZONE
ARC ARC
Damage
REAR ARC
REAR HIT ZONE
Combat
• firing arcs diagram • • attack direction diagram (white hexes = target's choice) • Movement
Note that there are no blind spots in firing arcs: every hex 6. "If I spot a target for indirect fire, that lets me use TAG-
belongs to one of the four firing arcs. guided munitions against that target."
Hitting a target with TAG (see p. 58) also spots that target for
Game
3. “A ’Mech can torso twist to change where an attacker’s indirect fire (see p. 30). However, the reverse is not true: spotting a
Playing
damage will strike it. If ’Mech A moves into the rear target for indirect fire in no way helps TAG-guided munitions.
the
Torso twisting only affects a ’Mech’s upper-body firing arcs, Declaration and resolution are two separate stages. Only after
never the damage arcs against it. Thus, a ’Mech cannot torso twist all attacks by all players are declared do you begin resolving them.
to avoid getting shot in the back.
9
12
Combat
COMMON MISCONCEPTIONS
8. “If a ’Mech has partial cover, then attackers roll on the Only claws always roll on the Punch Hit Location Table. Flails
Punch Hit Location Table when assigning hits to it.” (and clubs, which are not physical weapons but occupy their own
unique category) always roll on the regular Hit Location Table.
This was true until 2006, when Total Warfare was released. Now
’Mechs with partial cover gain a +1 Target Number modifier, the
15. “Push attacks can be made against any enemy ’Mech
standard Hit Location Table is used, and any hit striking the legs is
that is within the three hexes of the pusher’s front arc. A
ignored (and not re-rolled).
’Mech is allowed to torso twist to push an enemy located
in its side arc.”
9. “A prone ’Mech that has lost an arm can still fire any
torso weapons it has during the Weapon Attack Phase.” Push attacks may only be made against an enemy ’Mech that is
directly in front of the pushing ’Mech, and torso twists have no effect
A prone ’Mech requires both arms to fire its torso weapons,
on this. Remember that at the end of a successful push attack, the
although the weapons in one arm can fire as well in this case (unless
pusher moves into the enemy’s hex.
using the One-Armed Prone Fire option; see p. 30).
10. “Piloting Skill Rolls and rolling to hit for physical attacks DAMAGE
are the same, so, for example, the +1 PSR modifier from
having a small cockpit makes a ’Mech’s physical attacks 1. “The player making the attack is the one that rolls the
more difficult.” locations of any critical hits that result.”
Physical attacks are not Piloting Skill Rolls: modifiers that only Since the very earliest editions of the game, while the attacker
affect Piloting Skill Rolls do not affect physical attacks, and vice versa. rolls on the Determining Critical Hits Table, the controller of the
’Mech that is taking the damage is the one that rolls to see where
11. “Charge attacks must be made in a straight line to the any critical hits to that ’Mech go.
target, and must be made using Running movement.” However, as far as we can tell, nobody ever plays that way. As
such, we’ve changed the rule to match common usage: the attacker
A charge need neither be made in a straight line or by the
now does indeed roll the location of any critical hits.
shortest route. So long as the charging ’Mech has sufficient MP, it is
allowed to go around terrain or enemy ’Mechs that are blocking its
path to the target.
2. “Critical hits on locations that don’t have anything in
A charge can be made using either Walking or Running
them are wasted.”
movement; only Jumping is forbidden (unless the charge is being If a ’Mech suffers a critical hit in a location that, at the start of
made underwater; in this case, it can be made if the charging ’Mech the phase, had nothing that could be damaged (i.e. all slots in the
uses UMUs; see p. 35). location were inapplicable at the start of the phase; see p. 46), then
the critical hit is applied to an adjacent location, as dictated by the
12. “When calculating charge attack damage, you include Damage Transfer Diagram (see p. 43).
the hex the target occupies.”
While you must be able to pay the MP required to enter the
3. “Since you resolve damage as it happens, if my ’Mech
target’s hex in order to declare a charge attack, when determining
is destroyed in an attack phase before I’ve resolved my
damage, the hex the target occupies is not counted.
attacks, I don’t get to attack back.”
There is a difference between damage resolution and applying
13. “A ’Mech can attack with two physical weapons in the the gameplay effects of damage. Always remember that all declared
same phase.” attacks must be resolved; they are only resolved one at a time as a
way of figuring out exactly what happens. In the end, every player
A ’Mech may only ever make one physical weapon attack in
always gets the chance to make the attacks they declared in a phase,
the Physical Attack Phase, unless using claws (see p. 108). A ’Mech
even if an attacking ’Mech loses the weapons it is attacking with in
may make two punch attacks in the same phase, but a punch is not
that phase, or is destroyed in that phase.
a physical weapon attack (it’s a punch attack).
If using the optional Piercing rules (see p. 109), a ’Mech can
immediately make a follow-on retractable blade attack after landing
4. “If you destroy the gyro, you destroy the ’Mech.”
a punch with the same arm. While a destroyed gyro is very detrimental, a ’Mech without
a gyro is not even considered immobile (see p. 18), let alone
14. “A successful hatchet attack always rolls on the Punch destroyed under standard BattleTech rules. Not even if using the
Hit Location Table to determine damage location.” optional Forced Withdrawal rules (see p. 81) does destroying a gyro
also destroy that ’Mech.
Hatchet attacks (as well as mace, sword, or retractable blade
attacks) by default roll on the regular Hit Location Table. However, if
attacking with one of these four weapons, the attacker can choose
to roll on the Punch or Kick Hit Location Table instead, but only if this
intention was declared, and a +4 Target Number modifier applied,
prior to the attack roll.
13
0
Damage
CRITICAL HIT TABLE
Head
COMMON MISCONCEPTIONS
Left Arm 1. Life Support
1. Shoulder 2. Sensors
2. Upper Arm Actuator 3. Cockpit
3. Lower Arm Actuator 4. Roll Again
5. “When rolling for critical damage against a ’Mech’s 1-3 4. Hand Actuator 5. Sensors
torso or arm, if the ’Mech has items in both blocks of 5. Medium
An Archer Laser
ARC-2R’s 6. Life Support
left torso contains 7 equipment
slots (i.e. the first block of six slots, labeled “1–3”, and 6. Roll Again
items. The upper block of equipment contains an LRM 20
Center Torso
Common
if the second block only has one item in it. If it does, 2. Roll Again
The lower block of equipment contains a lone2.
1. Fusion Engine
ton Fusion
of LRM Engine
20
and the first D6 roll for critical damage indicates that 3. Roll Again
4-6(14.slot).
ammo Should the Archer suffer a critical
3. hit in the
Fusion Engine
would roll a D6 first1-3
equipment in the lower block was damaged, then the Roll Again
left torso,5.
its attacker
Roll Again to determine
4. Gyrowhich
lone item is automatically damaged.” block—upper or lower—the critical damage is5.to be
Gyro
applied,
6. Roll Again
and roll another D6 to determine which slot6.in that Gyroblock
Weapons
The second D6 roll is always made. If the result indicates a hit
on a “roll again” result, the entire process for determining which to apply 1. the critical
Gyro
block and which item is hit starts over. Left Torso damage2. to.Fusion
3.“roll
A final
Fusion
Engine
Engine
1. LRM 20 result
4-6 of again”
6. “All combat is simultaneous, so if ’Mech A hits 2. LRM 20 (or an 4. Fusion Engine
inapplicable
Case Rules
5. Medium Laser (R)
’Mech B with two weapons (say, two PPCs) it doesn’t slot such6. as endo-Laser (R)
Special
3. LRM 20
1-3 4. LRM 20 Medium
matter which order the damage is resolved.” steel, TSM, CASE, etc.;
5. LRM 20 see Inapplicable
“All combat is simultaneous” is a slightly misleading way of 6. Ammo (LRM) 6 EngineSlots,
Hits
p. 46) means that the
stating the rule that all declared attacks must be resolved. However, Gyro Hits
Urban Combat
1. Ammo (LRM) 6 entire process starts
the order of resolution matters. 2. Roll Again Sensor Hits
over with the Archer’s
If a PPC hits ’Mech B’s left rear torso and does exactly enough 3. Roll Again Life Support
damage to eliminate all the remaining internal structure there
4-6 4. Roll Again attacker rolling to see
5. Roll Again which block—upper
(which also destroys the attached left arm) and then a second PPC
6. Roll Again or lower—to apply the
hits ’Mech B’s left arm, the damage will be transferred all the way to
Battlefield
critical damage.
’Mech B’s center torso rear. If the rear armor and internal structure of
The
the center torso could absorb less than 10 points of damage, ’Mech
B would be destroyed. Left Leg
If, however, the order of resolution were reversed (the first PPC 1. Hip
HEAT 2. Upper Leg Actuator
Other Actions
hits the left arm and then the second PPC hits the left torso), so
3. Lower Leg Actuator
long as the left arm had enough armor and/or internal structure 4. Foot Actuator
remaining to absorb 10 points of damage, no damage from those 1. “A player
5. must make all rolls for shutdown avoidance
Roll Again
attacks would be done to ’Mech B’s center torso and ’Mech B would and ammo explosion
6. Roll Again avoidance that are below Damage
their Transfe
Diagram
not be destroyed. ’Mech’s heat level.”
A player must © 2008
only WizKids,
pass the Inc.avoidance
shutdown Classic BattleTech,
roll and the ’Mech a
7. “Destroyed ’Mechs remain in the hex they were
Heat
ammo explosion avoidance rolls with the highest applicable TargetPermission
destroyed in and block other ’Mechs from entering Number. For example, a player whose ’Mech is at 22 heat would
the hex.” have make two rolls, one needing an 8+ to avoid shutting down,
Destroyed ’Mechs are removed from the map. Their carcasses and the other at 4+ to avoid an ammo explosion.
Damage
have no effect on the game (unless using the optional Wreckage A MechWarrior does have to make all Consciousness Rolls
rules; see p. 49). required (see p. 58), however, which is perhaps where the confusion
stems from.
Combat
Movement
Game
Playing
the
Introduction
1
13
Heat
COMMON MISCONCEPTIONS
OTHER ACTIONS In the standard rules, the modifier is only ever +1, whether the
damage taken in a phase is 20 points or 200. Only if using the Expanded
Damage Modifiers optional rule (see p. 53) does it work as presumed
1. “Piloting Skill Rolls don’t stack. If a ’Mech suffers a gyro
above.
hit and a foot actuator hit in the same turn that it takes
20+ points of damage, it only makes a single PSR with
a +5 modifier.” 6. “When a ’Mech falls, it falls into an adjacent hex as
indicated by the Facing After Fall Table.”
PSRs do indeed stack. A ’Mech that suffers a gyro hit, foot actuator
hit, and 20 or more points of damage in the same phase would have to A ’Mech falls into its own hex. The Facing After Fall Table is
make three PSRs, and each one would have a +5 modifier (+3 for the only used to determine which side the ’Mech fell onto, so that the
gyro, +1 for the foot actuator, and +1 for the 20+ points of damage). damage from the fall can be applied to the correct locations.
The only case where PSRs do not stack is when a ’Mech is
missing a leg and makes an attempt to stand. In this case, only 7. “Piloting Skill Rolls made to see if the MechWarrior is
one PSR is required by the ’Mech, no matter how many might be injured after a fall aren’t modified.”
triggered by the attempt. However, all applicable modifiers are still All modifiers applied to the PSR that caused the fall are also
applied to that one roll. applied to the PSR to see if the MechWarrior is damaged by that fall,
with an additional +1 modifier applied for every level above 1 fallen.
2. “A ’Mech doesn’t need to make a Piloting Skill Roll for
jumping into water hexes.”
SPECIAL-CASE RULES
A PSR is required every time a ’Mech enters a water hex.
1. “Hidden ’Mechs can’t spot for indirect fire.”
3. “A ’Mech needs to make a Piloting Skill Roll for jumping
Hidden ’Mechs can indeed spot for indirect fire without being
into woods hexes.”
revealed.
No PSR is required for a ’Mech to jump into a woods hex.
Other Actions
INDEX
•A• PSR timing, 55 types, 66 Coolant pod, 51, 119 damage to attacker, 37
Active probes, 109-110 resolution order, 25 Building collapse, 67, 73 Cooling jacket diagram, 37
Beagle, 110 reversing (flipping) arms, 24 damage and, 73 improved, 84 jumping, 19
ECM suites, 112 rolls, 31 diagram, 74 no, 87 location after, 37
hidden ’Mechs and, 82 Attack declaration, 24 displacement and, 73, 74 poor, 88 multiple, 36
light, 110 battlefield support, 75 falling and, 74 Cooling system flaws, 86 prohibited terrain, 37
Actuator Attack direction hex, 73-74 Counters, 7 shutdown targets, 37
enhancement system, 118 battlefield support, 75 movement and, 73 Cowl, 83 stacking and, 37
exposed, 87 diagram, 32, 129 Critical damage UMUs and, 37
hyper-extended, 84 Attack modifiers table, 28-29, •C• jumping, 14 during weapon attack, 37
protected, 85 134-135 C3 computer system, 110 kick attacks, 38 Depths, 6
Aerospace support Attacker movement modifier, 6 boosted, 112 physical attacks, 34 line of sight and, 22
defensive light air cover, 76 Autocannon, 98 configuration diagram, 111 running, 14 Destroyed ’Mech, 49
defensive heavy air cover, 76-77 LB-X, 98 designating, 112 Critical hit, 43, 45 displacement, 55
offensive bombing, 76 light, 98 diagram, 111 ammunition and, 47 Dice, 7
offensive strafing, 76 Protomech, 98 ECM and, 110, 112-113 applying, 46 movement, 13
offensive strikes, 76 rotary, 98-99 master network, 112 arm blown off, 47 Direct-fire ballistic, 97
Aimed shot, 30 ultra, 99 multiple networks, 112 cockpit, 47 Direct-fire energy, 97
heat and, 52 Autocannon munitions stealth armor and, 110 destroyed locations, 46 Directional torso mount, 83
indirect fire and, 30 armor-piercing, 106 TAG and, 110 determining, 32 Displacement, 55
Ammo feed, static, 89 caseless, 106 C3I computer system, 112 determining table, 140 diagram, 56
Ammunition, 96. See also cluster, 106 diagram, 112 effects, 96 physical attacks, 34
Munitions flechette, 107 ECM and, 112-113 engine, 47 prohibited, 55
critical hits and, 47 precision, 107 Cannons, 106 engine explosions, 47 PSR timing, 55
dumping, 58 Careful stand, 19 floating, 45 timing, 55
expenditure, shots, 31 •B• Cargo, dropping 21 foot actuator, 47 Distracting quirk, 83
explosion, 44 Backward Cellular ammunition storage gyro, 48 Diversionary raid support, 75
explosion and MechWarrior level changes, 15 equipment (CASE), 43, 47, 118 hand actuator, 48 Domino effect, 55
damage, 58 movement, 15 Cellular ammunition storage head blown off, 48 dodging, 55-56
feed problem, 86 Barrel fist, 82 equipment II (CASE II), 43, heat sinks, 48 multiple, 56
heat and, 52 Basement 47, 119 hip, 48 Drop times, 79
switchable, 97 collapse, 73 Charge attacks, 35-36 inapplicable slots, 46 Dropping ’Mech, 79-80
use timing for, 31 table, 140 falls and, 36 jump jet, 48 arrival, 79-80
Anti-aircraft targeting, 82 Battle computer, 82 location after, 36 leg blown off, 48 failed landings, 80
Anti-infantry, 96 Battlefield support multiple targets, 35 life support, 48
Anti-missile system, 118 illumination/smoke artillery, 79 multiple, 35 lower arm actuator, 48 •E•
Area effect, 96 one-time use, 75 UMUs and, 35 lower leg actuator, 49 ECM suites, 112-113
battlefield support damage, 75 playing area, 75 Charge damage, 35 multiple, 46 Angel, 113
clearing woods, jungle, 61 points, 75, 78 Clan multi-slot components, 46 Guardian, 112-113
damage, 72 table, 78, 142 equipment, 127 sensors, 49 Ejection, 81
engine explosion, 47 types of, 76-79 weapons, 124-125 shoulder, 49 auto-, 81
hidden ’Mechs and, 82 Battlefield tracking Claws, 36, 108 table, 8, 46 difficult, 86
Arm GM record sheet, 146 Clear terrain, 7, 60 through-armor, 45 full-head, 81
blown off hit, 47 record sheet, 145 Club attack, 36 transferring, 46 modifiers table, 81, 142
critical hits, 46 Battlefists, 83 Clubs, 25 upper arm actuator, 49 no system, 87
low-mounted, 87 BattleMech. See ’Mech Cluster attack, 31, 32 upper leg actuator, 49 torso-mounted cockpit, 81
no/minimal, 87 Bridge Cluster hits table, 33, 136 weapons, equipment, 49 water and, 81
overhead, 85 intervening, 23 Cluster weapon, 96 Electromagnetic interference, 87
Armor movement, 20 clearing woods, jungle, 61 •D• Electronics, 109-114
ballistic-reinforced, 114 Building Cockpit, cramped, 86 Damage End phase, 12
diagram, 8, 44 attacking, 32, 35, 71-72 Cockpit systems attacks, 41 Engine
ferro-lamellor, 114 basements, 66 full-head ejection system, 115 crippling, 81 critical hits heat, 50
hardened, 114 basements table, 66 small, 115 explosive components and, 41 explosions, 47
laser-reflective, 114 combat diagram, 72 torso-mounted, 115 ’Mech, 41 XXL, 115
stealth, 115 combat effects on, 71 Collision MechWarrior, 58 Equipment
value, 6 construction factor and, 66 dodging, 71 misconceptions, 130-131 Clan, 127
Armored component, 118 damage and, 66, 73. See also with ’Mechs, 71 modifiers, 27 consciousness rolls and, 58
critical hit, 45 Building collapse skidding and, 70 step-by-step, 41-43 critical hit, 49
Armor-piercing ammo, displacement and, 55 with stationary objects, 70-71 timing, 43 heat, 50
critical hit, 45 falling, and, 67 Combat transfer, 44 Inner Sphere, 126
Artemis FCS, indirect fire and, 30 fire in, 64 building diagram, 72 transfer diagram, 42 misconceptions, 132
Artemis IV/V fire-control systems, hex, Inferno missiles and, 107 computer, 83 value, 6 Explosive, 97
110 intervening, 23 inside buildings, 72 Damage resolution, 32, 41 components, 49
ECM suites and, 112 involuntary entry and, 67 lifting, 21 ammunition, internal Extraction raid support, 75
indirect fire and, 30 jumping and, 67 line of sight, 22 components explosion, 41 Extreme temperatures, 62
Artillery, 96 levels, 66 line of sight diagram, 22 armor and, 41
Arrow IV homing missiles, 97 line of sight and, 22 misconceptions, 129-130 CASE, CASE II and, 43 •F•
Artillery support, 77-79 modifiers table, 67, 140 target, 22 critical hit components and, 41 Facing, 14
Copperhead, 78 movement and, 13, 67 Command ’Mech, 83 flow chart, 42, 138 change diagram, 14
pre-designated hexes, 77 movement modifiers table, Communications, improved, 84 internal structure and, 41 after fall, 56
radius diagram, 77 67, 140 Compact ’Mech, 83 physical attacks, 40 after fall table, 57, 140
scatter diagram, 77 multiple hex, 66 Components, 7-8 Damage value groupings Falling, 56
targeting, 77 simplified, 66 Consciousness battlefield support, 75 accidental, 70
Attack. See also specific attack types skidding into, 70-71 recovering, 58 cluster weapons, 96 accidental, from above, 57
arm flipping expanded, 25 stacking and, 67 rolls, 55, 58 Copperhead artillery, 78 building collapse and, 73
making, 25 targets in, 35 Construction factor, buildings, 66 Death from above attacks, 26, 36 charge attacks and, 36
3
13
INDEX
collisions and, 56 Magshot, 100 line of sight, 22 underwater table, 65 Missile munitions
diagram, 56 silver bullet, 100 Inferno missiles, heat and, 52 Location, 6 Artemis IV, 107
facing after, 56 Girder clubs, 36 Initiative, 10 destruction, 43 fragmentation, 107
facing after table, 57 Good reputation, 84 alternate, 10 inferno, 107
location after, 56 Ground movement, 15 Inner Sphere •M• inferno explosion table, 107
’Mech damage from, 57-58 backward, 15 equipment, 126 Mace, 109 Narc-equipped, 107
’Mech hits target, 57 direction diagram, 15 weapons, 121-123 Machine guns, 101 semi-guided LR, 107
’Mech misses target, 57 Gyro, 48 Internal structure diagram, 44 array, 102 Modified target number, 6
Fast reload, 83 heavy-duty, 115 heavy, 101 Morale, broken, 81
Fine manipulators, 84 •J• light, 102 Movement, 13-14
Fire •H• Jettison-capable weapon, 84-85 Maintain basics, 14-15
accidental, 63 Hands, vestigial, 86 Jump jet hit, 48 easy to, 83 building and, 13, 67-71
determining spread, 64 Hardened armor, critical hit, 45 Jumper, nimble, 85 difficult to, 87 costs table, 17, 133
effects of, 63-64 Hatchet, 109 Jumping, 14, 18-19 Mapsheet, 6, 7 dice, 13
extinguishing, 64 Head diagram, 18 Margin of failure, 6 hidden ’Mechs and, 13
illumination and, 64 armor, weak, 89 heat and, 50-51 Margin of success, 6 minimum, 13, 16, 19
Inferno missiles, 107 critical hits, 46 Jungle MASC, 116 misconceptions, 128
intentional, 63 destruction, 44 clearing, 30, 61 Master unit list, 89 modes, 13-14
segmented, 11 hits, ’Mech damage, 58 heavy, 7, 60 ’Mech, 5 multiple ’Mechs and, 10
spreading, 64 shots, 30 intervening, 23 abandoned, 49 pavement, 20
starting, 63 Heat light, 7, 60 data, 8 phase, 10
table, 64, 141 ammunition and, 52 line of sight and, 22 forced withdrawal, 49 phase, PSR timing, 55
wind direction and, 63 building up, 50 partial cover modifier, 26 heights, LOS and, 22 points, 6
Firing arc, 24 data, 8 terrain modifiers, 26 illegal design, 87 reckless, 20-21
diagram, 24, 129 data table, 51 movement of hidden, 13 under-bridge, 20
forward, 24 dissipating, 51 • K-L • record sheet, 7, 8 M-Pods, 101
left side, 24 effects, 51, 96 Kick attacks, 38 skills of, 9 MRM “Apollo” fire control
multiple, 27 ’Mech damage, 58 Lance, 109 unequal numbers, 12 system, 113
rear, 24 misconceptions, 131 Landing failures, 80 unequal numbers examples, 12 Mud, 61
right side, 24 movement and, 50-52 Laser, 100 ’Mech damage, 52, 58 Multiple locations, critical hit, 45
torso twists and, 24 outside sources of, 50-51 anti-missile system, 118 ammunition explosions, 52 Multiple target modifiers, 27
Firing weapons, 25 overflow, 51 binary (Blazer) cannon, 100 destroying, 49 Multi-trac ’Mech, 85
Flail, 109 phase, 12 chemical, 100 falling damage, 57 Myomer acceleration signal
Flak, 97 point, 50 extended-range, 100 gunnery skill rating, 9 circuitry (MASC), 116
dropping ’Mech and, 80 point table, 50, 140 extended-range pulse, 101 hit location table, 33, 136 running and, 14
Flamers, 99 recording, 51 heavy, 101 kick location table, 136 table, 116
Flechette ammunition, clearing scale, 8 improved heavy, 101 piloting skill rolls, 9, 53
woods, jungle, 61 shutdown and, 52 pulse, 101 PSR timing, 55 •N•
Fog, 62 standing up, 19 re-engineered, 101 punch location table, 137 Narc missile beacons, 104
Forced off-board, displacement timing, 51 variable-speed pulse, 101 wreckage, 49 ECM suites and, 113
and, 55 weapon attacks, 52 X-pulse, 101 ’Mech design quirks indirect fire and, 30
Forced withdrawal, 81 Heat sink Lateral shift, 15 base design vs. vatiants, 89 iNarc and, 104-105
Four-legged ’Mech, 5 critical hit, 48 Leg listing, 89 Narc pods, 107
firing, 30 shutting off, 50 critical hits, 46 negative, 86-89 ECM, 108
hip critical hit, 48 types, 51 reinforced, 85 negative table, 144 explosive, 108
kick attacks, 38 Heat-causing weapon, 97 weak, 89 positive, 82-86 homing, 108
leg destruction, 45 Hexes Leg destruction, 44-45 positive table, 143 Nemesis, 108
partial cover modifier, 26 occupied, 16 minimum movement and, 45 table, 90-95 Night, 62
piloting skill rolls, 53 partially occupied, 16 standing up, 19 Mechanical jump boosters, 116 Non-functional item, 87
standing up, 19 Hidden ’Mech, 21, 82 Leg-mounted weapons, partial Minefield support, 79 Non-standard parts, 88
combat, 22 cover and, 24 Minefield
•G• forbidden hexes, 82 Level, 6, 8-9 clearing, 79 •O•
Game playing jumping, 82 collisions and, 71 detecting, 79 Objective raid support, 75
deploying ’Mechs, 10 misconceptions, 132 different, physical attacks dropping ’Mech and, 79, 80 Obsolete ’Mech, 88
misconceptions, 128 point-blank shots, 82 and, 34 hidden ’Mech, 82 One-armed prone fire, 30
sequence of play, 10-12 Hills, intervening, 23 different, physical attacks Mines, 96 One-legged ’Mech, walking, 13
GATOR Hip critical hit, 48 table, 34 Missile, 97 One-shot weapons, 97
attack movement modifier, 25 Hit. See also Critical hit range modifier, 27 Missile launcher heat and, 52
base target number, 25 attack direction and, 32 table, 137 advanced fire control, 102 Oversized ’Mech, 88
damage modifiers, 27 location, 32 Level change, 15 advanced tactical, 102
heat modifier, 26 rolling for, 31 backward movement, 15 ammo explosions, 102 •P•
immobile target modifiers, 27 Hull integrity prohibited, 15 enhanced LRM, 102 Partial cover
multiple targets modifier, 27 breaches, 43 Lifting, 21 extended LRM, 103 aimed shot, 30
partial cover modifier, 26 underwater breaches, 65 Light, 62 improved one-shot, 103 critical hit, 45
range modifier, 27 Limb clubs, 36, 43 indirect fire, 102 hit location and, 32
target movement modifier, 25 •I• Line of sight, 22 long range, 103 indirect fire, 30
target number modifier, 25 Ice, 61 adjacent ’Mech, 22 medium range, 103 LOS and, 23
terrain modifiers, 26 Immobile ’Mech, 18 bordering two hexes, 22 multi-, 103 modifier, 26
weapon, equipment piloting skill rolls, 18, 53 C3 computer systems, 110 one-shot, 103 terrain modifiers, 26
modifiers, 26 target modifiers, 27 clearing woods, jungle, 61 rocket, 103 water and physical attacks, 35
Gauss rifles, 99 Inapplicable slots, 46 diagram, 23 short range, 103 Partial hexes, ground movement,
anti-personnel, 99 iNarc pod, 107 indirect fire, 22 special munitions, 102 15
heavy, 100 explosive, 108 inside building, 72 streak LRM, 104 Partial wing, 116
hyper assault, 100 homing, 108 intervening terrain, 22-23 streak SRM, 104 Particle projector cannons, 105
improved heavy, 100 Indirect fire, 30-31 levels and height, 22 thunderbolt, 104 capacitor, 105-106
light, 100 C3 computer systems, 110 other ’Mechs, 23 torpedo, 104 ER, 105
13
4
INDEX
heavy, 105 Reinforced structure, critical hit, 45 designation, 21 movement in, 15, 19-20
light, 105 Reputation indirect fire and, 31 partial cover modifier, 26
snub-nose, 105 bad, 86 Target movement modifier (TMM), 6, 25 physical attacks and, 35
Pavement, 7, 60 good, 84 Target number, 6 running and, 14
movement on, 20 Retractable blade, 109 Target number modifiers, 48, 49 skidding and, 70
running and, 14 Rifles, 106 battlefield support, 75 terrain modifiers, 26
Physical attack, 12, 34 Road movement, 20 Targeting Weapon, 96
comparative modifier, 34 Rough terrain, 7, 60 computer, 114 accurate, 82
damage resolution, 40 Rubble, 7, 60 computer, aimed shot, 30 modifiers, 26
on different levels, 34, 35 Rugged ’Mech, 85 improved, 84 exposed linkage, 87
on different levels table, 34 Rules poor, 88 inaccurate, 87
inside building, 72 optional, 5 variable range, 86 jettison-capable, 84-85
making, 34 strategic, 5 Terrain, 15 modular, 85
modifiers, 28, 29 Running, 13-14 difficult, 15 primitive, prototype, 120
modifiers table, 34 heat, 50 height, depth, 22 stabilized, 86
multiple, 34 hex icons, 7 types, 96-97, 120
multiple targets, 27 •S• intervening, 22-23 Clan, 124-125
prone ’Mechs, 35 Sand, 7, 60 modifications, 61 critical hit, 49
water and, 35 Scale, 8 modifiers, 26 heat, 50
Physical weapon attack, 38 realism and, 8 skidding, 70 Inner Sphere, 121-123
table, 38, 137 Scenario, 6 types, 59-60 misconceptions, 132
Pilot Sealing, poor, 88 water, 15 physical, 108-109
easy to, 83 Searchlight, 86 Terrain factor and conversion table, 61, 141 resolving fire, 11
hard to, 87 Segmented fire, 11 Torpedoes, indirect fire, 31 declaring fire, 10-11
Piloting skill roll (PSR), 13, 53 Semi-guided missiles, indirect fire, 31 Torso Weapon attack, 10-11
consciousness and, 58 Sensor ghosts, 88 critical hit, 46 death from above, 37
damage timing and, 43 Sensors, improved, 84 destruction, 45 heat and, 52
expanded damage modifiers, 53 Shutdown, 52 Torso twist, 11, 14, 25 modifiers, 28-29
immobile, 18 Skidding, 20, 68 extended, 83 Weather conditions
making, 53 collisions diagram, 69 firing arc and, 24 extreme temperatures, 62
modifiers, 47, 48, 49 combat effects of, 68 no, 87 fire and smoke, 63-64
multiple rolls and, 53 diagram, 68, 70 Torso-mounted cockpit, 44, 47, 48, 49 fog, 62
table, 54, 139 initial movement diagram, 68 critical hit, 52 light, 62
timing, 55 interrupting, 70 Total Warfare, 5 rain, 62
Planetary assault support, 75 modifiers table, 68, 140 Tree clubs, 36 snowfall, 62-63
Planetary conditions, 59 Slot, 6 Triple-strength myomer (TSM), 117 Wind
dropping ’Mechs, 80 inapplicable, 46 direction, 63
Plasma weapons, 106 Slow traverse, 89 •U• fire spread and, 64
Playing area, 6 Smoke Ubiquitous ’Mech, 86 moderate gale, 63
Point-blank shot, 82, 97 fire spread and, 64 Unbalanced ’Mech, 89 storm, 63
Poor performance, 88 heavy, 61, 64 Unconscious warrior, PSR, 53 strong gale, 63
Primitive ’Mech, critical hit, 45 light, 61, 64 Underwater Woods
Profile, narrow/low, 85 wind direction, 64 ammunition dumping, 58 clearing, 30, 61
Prone ’Mech, 19 Snow combat, attacking, 64 heavy, 7, 60
attack direction, 32 deep, 61 hull integrity and breaches, 65 inferno missiles, 107
attacking, 30 heat dissipation, 51 line of sight table, 65, 141 intervening, 23
combat in water, 27 heavy, 63 physical attacks, 65 light, 7, 60
damage arc for falling, 56 moderate, 62 range, 64 line of sight and, 22
dropping to ground, 19 Specialized attack, 30 range table, 65, 141 partial cover modifier, 26
firing, 30 Sprinting, 14 Underwater maneuvering unit (UMU), 117 terrain modifiers, 26
minimum movement, 16 Stable ’Mech, 86 Workmanship, poor, 88
movement and, 13, 19 Stacked terrain, 15 •V•
one-armed fire, 30 conflicting, 15 Variable damage, 97 •X•
partial cover modifier, 26 Stacking, 18 Vibroblade, 109 XXL engines
physical attacks, 35 death from above and, 37 Victory conditions, 12 heat, 50
piloting skill rolls, 53 dropping ’Mechs, 80 movement, 13
reversing arms prohibition, 24 landing failures, 80 •W•
standing up, 19 Standing still, 13 Walking, 13
target movement modifier, 25 Standing up, heat, 50 heat, 50
Protomech autocannon, 98 Stealth armor, 27 Warrior data, 8
Pulse weapon, 97 heat, 50 Watchdog composite electronic
Punch attack, 38, 40 Structural components, 114-117 warfare system, 114
location table, 39 Structure, 117 Water, 7
missing/destroyed actuators, 40 Sublevels, 6, 9 active probes, 110
multiple targets, 40 LOS and, 22 battlefield support, 75
Push attack, 40 Submerged ’Mechs, 23 C3 computer systems, 110
Supercharger, 116 cmbat in, 27
•R• Swamp, 61 depth, 60
Rain, 62 Sword, 109 depth 2+, 35
Ramshackle ’Mech, 88 engine explosion, 47
Range, 27 •T• falling damage and, 57
Rapid-fire attack, 31, 97 Talons, 109 heat dissipation and, 51
hit location and, 32 Target, 6, 22 hexes, 23
Record sheet hex as, 22 intervening, 23
battlefield tracking, 145 unusual, 35 jumping into/out of, 19
GM battlefield tracking, 146 Target acquisition gear (TAG), 58, 113-114 ’Mech falling and, 57
5
13
RECORD SHEETS & TABLES
*A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner, but the attacking player also rolls once on the Determining Critical Hits Table, p. 46.
START
8+. Apply the effects of any remaining critical hits to the location. torso location, the
If the location is a limb, remove all remaining armor in the location, or half the damage is applied to
location’s total original armor (round up), whichever is less. In the case of an ammunition the front armor unless
HERE
explosion in a head with CASE II, half of the starting head armor (round up) is destroyed. the attack came from
Otherwise, the remaining damage is applied to the location’s rear armor. the rear.
Any damage remaining after this does not transfer.
Step 1.
Does the facing/
YES location have
armor?
NO
YES
Attack is finished.
NO Step 9. Step 8.
Step 7.
Did the damage
NO YES
Is the location Is the location result from an ammunition
NO protected by protected by (or other internal
CASE II? CASE? component)
explosion?
YES NO
Step 2.
Is there damage YES Step 5.
The location
NO
remaining? Are there explosive
components in the is destroyed.
location?
Immediately roll once on
the Determining Critical Step 4.
Hits Table, page 46. Apply At the start of this
any resulting critical hits
YES phase, did the location have
NO to that location. Critical
hits that cannot be
any components that
could take a
YES
applied are discarded. critical hit?
Step 6.
Is there damage YES
remaining?
Attack is finished. NO
1
14
RECORD SHEETS & TABLES
BATTLEFIELD TRACKING
RECORD SHEETS & TABLES
(FOR ALL EYES)
TURN NUMBER
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
G.A.T.O.R.
Mud Hexes
G Gunnery Skill Rating of the attacker O Other modifiers
(the base Target Number for the (potentially a big category,
attack). Then add: but typically only includes
A Attacker movement modifier woods, partial cover, and heat) Snow, Deep Hexes
T Target movement modifier R Range modifiers
Swamp Hexes
FORCED WITHDRAWAL (p. 81)
Any ’Mech that suffers crippling damage must withdraw from the map.
Crippling damage is defined as one or more of the following:
• Four or more points of damage to the MechWarrior FIRE AND SMOKE (pp. 63-64)
• The destruction of all sensor critical slots
Fire Hexes
• One gyro and one engine critical hit
• Two engine critical hits
• A side torso location is destroyed
• Internal structure damage in either three or more limbs or two or
more torso locations (torso internal structure damage does not Smoke Hexes
count towards crippling damage if that location still has front armor)
• The loss of all weapons. This is triggered if a ’Mech loses all weapons
(either through damage or ammunition depletion) with a range
greater than five hexes and if it can no longer cause more than 5
points of combined weapons damage. This does not apply if the ’Mech
did not start with the ability to do 5 or more damage, or the ability to
do damage at a range greater than five hexes; in this case the ’Mech BATTLEFIELD SUPPORT (p. 75)
can never trigger this condition.
BATTLEFIELD SUPPORT POINTS*:
A ’Mech making a forced withdrawal must move toward its home map Extraction Raid Support: 5 BSPs Objective Raid Support: 12 BSPs
edge. However, a ’Mech need not spend Running MP; it can also move Diversionary Raid Support: 20 BSPs Other
backward if its controller wishes. Also, if equipped with MASC, a Planetary Assault Support: 35 BSPs Number of Maps*
supercharger, or some other system that increases speed at the risk of
damage, a ’Mech need not engage that system when forced to withdraw. Support Types:
Withdrawing ’Mechs may still attack an enemy ’Mech that closes within Offensive Aerospace Support Defensive Aerospace Support
range of a weapon or physical attack. Artillery Support Minefield Support
*For every two maps beyond the first four, add 50% to the BSPs provided.
NOTES
© 2021 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc.
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All rights reserved.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
TM
BATTLEFIELD TRACKING
(GM/TEAM EYES ONLY)
OBJECTIVE
ARTILLERY SUPPORT†
Type TN Dmg** Cost/Each Uses Remaining
Thumper 8 3/1†† (AE) 3
Target Hex/Turn:
MINEFIELD SUPPORT
Type TN* Dmg** Cost/Each Total Minefields
Light Density 9 2 (AE) 0.5
Mined Hexes:
*No modifiers are applied to this Target Number. †Scatters if misses; see page 77.
**All Damage represents groupings of five points of damage. ‡See rules, page 78.
††Affects multiple hexes; see page 77 ‡‡See rules, page 79.
© 2021 The Topps Company, Inc. Classic BattleTech, BattleTech, ’Mech and BattleMech are trademarks of The Topps Company, Inc.
All rights reserved.Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.