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coMbat tables
I mentioned
previously that there are different costs for
moving through various bits of scenery. There are various other modifiers
and things that are useful to know when in combat, so here is a cheat sheet for you.

unit MoVeMent
Remember, these are additional costs over the standard
1mp - no matter what your unit, it costs
you 1 move point to move a hex forward with no terrain, or to change facing
by 1 direction. These penalties are cumulative.
| |
Tracked Vehicles |
Wheeled Vehicles |
Hover Vehicles |
Mechs |
|
Gain 1 elevation |
2 mp |
2 mp |
2 mp |
1 mp |
|
Gain 2 elevation |
Not possible |
Not possible |
Not possible |
2 mp |
|
Lose 1 elevation |
1 mp |
1 mp |
1 mp
|
1 mp |
|
Lose 2 elevation |
Not possible |
Not possible |
Not possible |
2 mp |
|
Rough |
1 mp |
Not possible |
0 mp |
1 mp |
|
Light woods |
1 mp |
Not possible |
Not possible |
1 mp |
|
Heavy woods |
Not possible |
Not possible |
Not possible |
2 mp |
|
Buildings |
Not possible |
Not possible |
Not possible |
CF dependant Piloting Check required |

to-hit Modifiers
Modifiers
for your to-hit rolls, based on your own movement:
| |
No move |
Walk |
Run |
Jump |
|
Your to-hit modifier: |
+0 |
+1 |
+2 |
+3 |
Note,
this is the movement points used - if you just turn around in a circle but
use up all your move points, that still counts as running.
Modifiers to enemy to-hit rolls based on your movement:
|
Hexes moved:* |
0-2 |
3-4 |
5-6 |
7-9 |
10+ |
|
Enemy walked/ran: |
+0 |
+1 |
+2 |
+3 |
+4 |
|
Enemy jumped: |
+1 |
+2 |
+3 |
+4 |
+5 |
* note that what matters is how many hexes you go through
in the course of movement - you could end up on the same hex and still get
the modifier. Turning does not count towards hexes moved.
And other, assorted
modifiers to base to-hit, with notes. Note that these are cumulative.
| Cause |
Modifier |
Notes |
| Short Range |
+0 |
|
| Medium Range |
+2 |
|
| Long Range |
+4 |
|
| Minimum Range |
+1, cumulative |
+1 if your target is at your minimum range, then +1
for each additional hex inside that. For example, if your minimum
range is 6 and a target is at range 3, you would get a modifier of +4. |
| Light woods |
+1 |
These are cumulative, so having two hexes
of light woods between you and your target is equivalent to a single
hex of heavy woods. Also note that unlike in classic battletech, there
is no upper limit after which it is impossible to shoot - if you had a
good enough gunner, you could shoot through 18 hexes of heavy woods
theoretically.
Note also that it counts the hexes you have to shoot
through and to - standing in woods does not itself decrease your
chance to hit, only decrease an enemy's. |
| Heavy woods |
+2 |
| Buildings |
+0 |
Buildings do not make it harder to hit you, but by
standing in one, damage to you is reduced by CF% where CF is the
building's construction factor. |
| Partial cover |
+3 |
If your unit is partially hidden from line of sight (eg
a mech behind a hill), then it gets partial cover, and enemies get a
+3 modifier to hit. But beware - for mechs, all hits will go to the
top half of your body, including a 1/6 chance of a head hit. |
| Prone (your mech) |
+2 |
|
| Prone (enemy mech) |
-2 or +1 |
Only applicable to mechs. -2 if your enemy is prone in
the adjacent hex, +1 if he's further away. |
| Critical hit to sensors |
+2 |
If
your mech takes a critical hit to its sensors, all to-hit rolls are
taken at a penalty of +2 per crit. |
| Heat
(yours) |
Variable |
0-7: +0 8-12: +1 13-16: +2 17-23: +3 24+: +4 Be aware that high heat can cause ammo explosions and/or mech shutdown. |
|
Tower Height |
+(2
- H) |
This applies when shooting at a tower. H is tower height, eg for a
level 1 tower, +1, for a level 4 tower, -2. |

Weapon tables
This
is a table to tell you exactly what the damage potential of various weapons
is.
NOTE:
heat is irrelevant on vehicles.
|
Code |
Name |
Damage |
Heat |
Min Range |
S |
M |
L |
Weight
(t) |
Notes |
|
AC-10 |
Autocannon 10 |
10 |
3 |
- |
5 |
10 |
15 |
12 |
|
|
AC-2 |
Autocannon 2 |
2 |
1 |
4 |
8 |
16 |
24 |
6 |
|
|
AC-20 |
Autocannon 20 |
20 |
7 |
- |
3 |
6 |
9 |
14 |
|
|
AC-5 |
Autocannon 5 |
5 |
1 |
3 |
6 |
12 |
18 |
8 |
|
|
Flamer |
Flame Thrower |
2 |
3 |
- |
1 |
2 |
3 |
1 |
All Flamers:
+2 heat to enemy |
|
Flamer-II |
Flamer mk II |
2 |
3 |
- |
1 |
2 |
3 |
0 |
|
Flamer-IV |
Flamer mk IV |
2 |
3 |
- |
2 |
4 |
6 |
0 |
|
GR |
Gauss Rifle |
15 |
1 |
2 |
7 |
14 |
22 |
0 |
|
|
IDF-2 |
Indirect Fire Cannon 2 |
2 |
2 |
18 |
12 |
24 |
36 |
12 |
All IDF weapons:
+1 penalty to hit
Enemy move
penalties doubled |
|
IDF-5 |
Indirect Fire Cannon 5 |
5 |
3 |
13 |
9 |
18 |
27 |
16 |
|
IDF-10 |
Indirect Fire Cannon 10 |
10 |
6 |
12 |
8 |
16 |
24 |
24 |
|
IDF-20 |
Indirect Fire Cannon 20 |
20 |
14 |
7 |
5 |
10 |
15 |
28 |
|
LL |
Large Laser |
8 |
8 |
- |
5 |
10 |
15 |
5 |
|
|
LL-III |
Large Laser mk III |
9 |
10 |
- |
3 |
6 |
10 |
0 |
-2 to hit |
|
LL-VI |
Large Laser mk VI |
10 |
10 |
- |
8 |
16 |
25 |
0 |
|
|
LRM-5 |
Long Range Missiles (5) |
1-5 |
2 |
6 |
7 |
14 |
21 |
2 |
All LRMs:
Damage grouped in 5pt
shots
1 damage per
missile
|
|
LRM-10 |
Long Range Missiles (10) |
1-10 |
4 |
6 |
7 |
14 |
21 |
5 |
|
LRM-15 |
Long Range Missiles (15) |
1-15 |
5 |
6 |
7 |
14 |
21 |
7 |
|
LRM-20 |
Long Range Missiles (20) |
1-20 |
6 |
6 |
7 |
14 |
21 |
10 |
|
LRM5-II |
LRM 5 mk II |
1-5 |
2 |
3 |
7 |
14 |
21 |
2 |
|
LRM10-II |
LRM 10 mk II |
1-10 |
4 |
3 |
7 |
14 |
21 |
5 |
|
LRM15-II |
LRM 15 mk II |
1-15 |
5 |
3 |
7 |
14 |
21 |
7 |
|
LRM20-II |
LRM 20 mk II |
1-20 |
6 |
3 |
7 |
14 |
21 |
10 |
|
MG |
Machine Gun |
2 |
0 |
- |
1 |
2 |
3 |
0.5 |
|
|
MG-II |
Machine Gun mk II |
1 |
0 |
- |
2 |
4 |
6 |
0.8 |
|
|
ML |
Medium Laser |
5 |
3 |
- |
3 |
6 |
9 |
1 |
|
|
PPC |
Particle Projection Cannon |
10 |
10 |
3 |
6 |
12 |
18 |
7 |
|
|
PPC-VI |
PPC mk VI |
15 |
15 |
- |
7 |
15 |
23 |
0 |
|
|
SL |
Small Laser |
3 |
1 |
- |
1 |
2 |
3 |
0.5 |
|
|
SL-VI |
Small Laser mk VI |
5 |
2 |
- |
2 |
4 |
6 |
0 |
|
|
SRM-2 |
Short Range Missiles (2) |
2-4 |
2 |
- |
3 |
6 |
9 |
1 |
All standard SRMs:
2 damage per missile |
|
SRM-4 |
Short Range Missiles (4) |
2-8 |
3 |
- |
3 |
6 |
9 |
2 |
|
SRM-6 |
Short Range Missiles (6) |
2-12 |
4 |
- |
3 |
6 |
9 |
3 |
|
SRM2-II |
SRM2 mk II |
3-6 |
2 |
- |
3 |
6 |
9 |
1 |
All SRM mk IIs:
3 damage per missile |
|
SRM4-II |
SRM4 mk II |
3-12 |
4 |
- |
3 |
6 |
9 |
2 |
|
SRM6-II |
SRM6 mk II |
3-18 |
6 |
- |
3 |
6 |
9 |
3 |
Note
that these are standard weapons. It is possible for mechs to get upgraded
weapons, which may have different damage, weight, range and heat.
There
are also various mechs which have physical weapons. These are counted as a a
standard weapon, with range 1/1/1.
|
Mech |
Weapon |
Damage |
|
Hatchetman
(HCT-3F) |
Hatchet |
9 |
|
Yen-Lo-Wang
(CN9-YLW) |
Hatchet |
10 |
|
Whirlwind
(WLW-1BL) |
Hatchet (x2) |
13 |
|
Axeman
(AXE-2N) |
Hatchet |
13 |
|
Shoki (SK1-IZW) |
Sword |
14 |

Physical
Attacks
Physical attacks are only available to mechs. This table
lists firing requirements and damage. All attacks have to be at range 1 or
0, unless stated otherwise. Throughout this table, T is the mech
weight.
| Attack |
Damage |
Piloting Check modifier to hit |
Notes |
| Punch |
Usable hands: T/10 Otherwise: T/20 |
+0 |
Must not fire weapons in at least one arm. |
| Double Punch |
Usable hands: T/5 Otherwise: T/10 |
+0 |
Must not fire arm weapons. |
| Kick |
T/5 |
-2 |
Must not fire weapons in at least one leg. |
| Push |
0 |
-1 |
Enemy takes a piloting check on +4s. |
| Charge |
(T/10) * (Hexes moved) |
+(Your piloting skill - enemy piloting skill) |
Must not fire weapons, and have moved by foot into target's hex.
Attacker takes damage. |
| Death From Above |
(T/10)
* 3 |
+3 |
Must not fire weapons, and have moved by jumping into target's hex.
Attacker takes damage and piloting check on +2s.
Missing causes a
piloting check on +8s. |
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