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 - To-Hit Modifiers - Weapon Tables - Physical Attacks

 

 

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.