WizKids 35101a - CBT - Total Warfare Tables OEF.pdf

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INNER SPHERE WEAPONS AND EQUIPMENT TABLE
Damage
Minimum
Short
Medium
Long
Ammo
Attack
Aerospace
To-Hit
Item
Type*
Heat
Value
Range
Range
Range
Range
Per Ton
Value††
Range‡
Modi er
Direct-Fire Ballistic Weapons†††
Autocannon/2
DB, S
1
2
4
1–8
9–16
17–24
45
2
Long
0
Autocannon/5
DB, S
1
5
3
1–6
7–12
13–18
20
5
Medium
0
Autocannon/10
DB, S
3
10
0
1–5
6–10
11–15
10
10
Medium
0
Autocannon/20
DB, S
7
20
0
1–3
4–6
7–9
5
20
Short
0
Light Gauss Ri e
DB, X
1
8
3
1–8
9–17
18–25
16
8
Extreme
0
Gauss Ri e
DB, X
1
15
2
1–7
8–15
16–22
8
15
Long
0
Heavy Gauss Ri e
DB, X, V
2
25/20/10
4
1–6
7–13
14–20
4
25/20/10
Long
0
LB 2-X AC
DB, C/S/F‡‡
1
2
4
1–9
10–18
19–27
45
2
Extreme
0, –1†
LB 5-X AC
DB, C/S/F‡‡
1
5
3
1–7
8–14
15–21
20
3
Long
0, –1†
LB 10-X AC
DB, C/S/F‡‡
2
10
0
1–6
7–12
13–18
10
6
Medium
0, –1†
LB 20-X AC
DB, C/S/F‡‡
6
20
0
1–4
5–8
9–12
5
12
Medium
0, –1†
Light AC/2
DB, S
1
2
0
1–6
7–12
13–18
45
2
Medium
0
Light AC/5
DB, S
1
5
0
1–5
6–10
11–15
20
5
Medium
0
Light Machine Gun
DB, AI§
0
1
0
1–2
3–4
5–6
200
1
Short
0
Machine Gun
DB, AI§
0
2
0
1
2
3
200
2
Short
0
Heavy Machine Gun
DB, AI§
0
3
0
1
2
100
3
Short
0
Nail/Rivet Gun
DB, AI**
0
0**
0
1
300
0**
0
Rotary AC/2
DB, R/C
1/Sht
2/Sht, R6
0
1–6
7–12
13–18
45
8
Medium
0
Rotary AC/5
DB, R/C
1/Sht
5/Sht, R6
0
1–5
6–10
11–15
20
20
Medium
0
Ultra AC/2
DB, R/C
1/Sht
2/Sht, R2
3
1–8
9–17
18–25
45
3
Extreme
0
Ultra AC/5
DB, R/C
1/Sht
5/Sht, R2
2
1–6
7–13
14–20
20
7
Long
0
Ultra AC/10
DB, R/C
4/Sht
10/Sht, R2
0
1–6
7–12
13–18
10
15
Medium
0
Ultra AC/20
DB, R/C
8/Sht
20/Sht, R2
0
1–3
4–7
8–10
5
30
Medium
0
Direct-Fire Energy Weapons
ER Large Laser
DE
12
8
0
1–7
8–14
15–19
8
Long
0
ER Medium Laser
DE
5
5
0
1–4
5–8
9–12
5
Medium
0
ER Small Laser
DE
2
3
0
1–2
3–4
5
3
Short
0
Flamer
DE, H, AI§
3
2§§
0
1
2
3
2§§
Short
0
Flamer (Vehicle)
DE, H, AI§
3
2§§
0
1
2
3
20
2§§
Short
0
Large Laser
DE
8
8
0
1–5
6–10
11–15
8
Medium
0
Medium Laser
DE
3
5
0
1–3
4–6
7–9
5
Short
0
Small Laser
DE
1
3
0
1
2
3
3
Short
0
Plasma Ri e
DE, H, AI
10
10**
0
1–5
6–10
11–15
10
10**
Medium
0
Light PPC
DE
5
5
3
1–6
7–12
13–18
5
Medium
0
PPC
DE
10
10
3
1–6
7–12
13–18
10
Medium
0
Heavy PPC
DE
15
15
3
1–6
7–12
13–18
15
Medium
0
ER PPC
DE
15
10
0
1–7
8–14
15–23
10
Long
0
Snub-Nose PPC
DE, V
10
10/8/5
0
1–9
10–13
14–15
10/8
Medium
0
Pulse Weapons
Large Pulse Laser
P
10
9
0
1–3
4–7
8–10
9
Medium
–2
Medium Pulse Laser
P
4
6
0
1–2
3–4
5–6
6
Short
–2
Small Pulse Laser
P, AI§
2
3
0
1
2
3
3
Short
–2
Missile Weapons ‡‡‡
LRM 5
M, C, S
2
1/Msl, C5/5
6
1–7
8–14
15–21
24
3/4
Long
0
LRM 10
M, C, S
4
1/Msl, C5/10
6
1–7
8–14
15–21
12
6/8
Long
0
LRM 15
M, C, S
5
1/Msl, C5/15
6
1–7
8–14
15–21
8
9/12
Long
0
LRM 20
M, C, S
6
1/Msl, C5/20
6
1–7
8–14
15–21
6
12/16
Long
0
MML 3**
M, C, S
LRM ammo
2
1/Msl, C3/3
6
1–7
8–14
15–21
40
2/2
Long
0
SRM ammo
2
2/Msl, C2/3
0
1–3
4–6
7–9
33
4/4
Short
0
MML 5**
M, C, S
LRM ammo
3
1/Msl, C5/5
6
1–7
8–14
15–21
24
3/4
Long
0
SRM ammo
3
2/Msl, C2/5
0
1–3
4–6
7–9
20
6/8
Short
0
MML 7**
M, C, S
LRM ammo
4
1/Msl, C5/7
6
1–7
8–14
15–21
17
4/6
Long
0
SRM ammo
4
2/Msl, C2/7
0
1–3
4–6
7–9
14
8/12
Short
0
MML 9**
M, C, S
LRM ammo
5
1/Msl, C5/9
6
1–7
8–14
15–21
13
5/7
Long
0
SRM ammo
5
2/Msl, C2/9
0
1–3
4–6
7–9
11
10/14
Short
0
MRM 10
M, C
4
1/Msl, C5/10
0
1–3
4–8
9–15
24
6
Medium
+1
MRM 20
M, C
6
1/Msl, C5/20
0
1–3
4–8
9–15
12
12
Medium
+1
MRM 30
M, C
10
1/Msl, C5/30
0
1–3
4–8
9–15
8
18
Medium
+1
MRM 40
M, C
12
1/Msl, C5/40
0
1–3
4–8
9–15
6
24
Medium
+1
Narc Missile Beacon
M, E, S
0
**
0
1–3
4–6
7–9
6
**
**
0
Improved Narc Launcher
M, E, S
0
**
0
1–4
5–9
10–15
4
**
**
0
Rocket Launcher 10
M, C, OS
3
1/Msl, C5/10
0
1–5
6–11
12–18
OS
6
Medium
+1
Rocket Launcher 15
M, C, OS
4
1/Msl, C5/15
0
1–4
5–9
10–15
OS
9
Medium
+1
Rocket Launcher 20
M, C, OS
5
1/Msl, C5/20
0
1–3
4–7
8–12
OS
12
Medium
+1
SRM 2
M, C, S
2
2/Msl, C2/2
0
1–3
4–6
7–9
50
2/4
Short
0
SRM 4
M, C, S
3
2/Msl, C2/4
0
1–3
4–6
7–9
25
4/6
Short
0
SRM 6
M, C, S
4
2/Msl, C2/6
0
1–3
4–6
7–9
15
8/10
Short
0
Streak SRM 2
M, C**
2
2/Msl, C2/2
0
1–3
4–6
7–9
50
4
Short
0
Streak SRM 4
M, C**
3
2/Msl, C2/4
0
1–3
4–6
7–9
25
8
Short
0
Streak SRM 6
M, C**
4
2/Msl, C2/6
0
1–3
4–6
7–9
15
12
Short
0
Equipment
A-Pod
PD, OS, AI
0
**
OS
**
B-Pods
PD, OS, AI
0
**
OS
**
Anti-Missile System
PD
1
**
12
**
Beagle Active Probe
E
4
**
Guardian ECM Suite
E
6
**
Machine Gun Array
T
**
**
**
**
**
**
**
**
**
0
TAG
E
0
0
1–5
6–9
10–15
**
*See the Weapon and Equipment Types Table, p. 304, for abbreviation explanations, or Weapons and Equipment, p. 113, for
complete details. If weapon types are separated by a slash, then those weapon types all apply at once. For example, an
LB-X can either be red as a Direct-Fire Ballistic Weapon, or as Cluster Weapon, which means it also has switchable ammo
and is ak capable.
**See Other Combat Weapons and Equipment, p. 129; for aerospace units, see Weapons and Equipment, p. 236.
†When red as a Cluster Weapon by non-aerospace units; aerospace units always apply the –1 to-hit modi er.
††For Missile Weapons, the number after the slash represents a missile weapon linked to Artemis IV FCS (see p. 130).
†††Rapid-Fire Weapons display their Damage Value uniquely; i.e. an Ultra AC/2 is “2/Sht, R2”, meaning each shot that is red
deals 2 points of damage (2/Sht) and it can re a total of two shots in a turn (R2).
‡Maximum range for weapons mounted on aerospace units; see Range Modi er, p. 235, in the Aerospace Units section.
‡‡May use Cluster Ammunition; see LB-X Weapons and Cluster Ammunition, pp. 120 and 141 respectively.
‡‡‡Missile Weapons display their Damage Value uniquely; i.e. 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 red with each shot (/20).
§See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 309.
§§Against ’Mech/aerospace ghter/small craft targets only, every time the weapon is red, before the to-hit roll is made,
the player may announce he is applying the Damage Value as heat to the target, in place of damage (see Heat-Causing
Weapon , p. 113).
CLAN WEAPONS AND EQUIPMENT TABLE
Damage
Minimum
Short
Medium
Long
Ammo
Attack
Aero
To-Hit
Item
Type*
Heat
Value
Range
Range
Range
Range
Per Ton
Value††
Range‡
Modi er
Direct-Fire Ballistic Weapons†††
LB 2-X AC
DB, C/S/F‡‡
1
2
4
1–10
11–20
21–30
45
1
Extreme
0, –1†
LB 5-X AC
DB, C/S/F‡‡
1
5
3
1–8
9–15
16–24
20
3
Long
0, –1†
LB 10-X AC
DB, C/S/F‡‡
2
10
0
1–6
7–12
13–18
10
6
Medium
0, –1†
LB 20-X AC
DB, C/S/F‡‡
6
20
0
1–4
5–8
9–12
5
12
Medium
0, –1†
AP Gauss Ri e
DB, X, AI §
1
3
0
1–3
4–6
7–9
40
3
Short
0
Gauss Ri e
DB, X
1
15
2
1–7
8–15
16–22
8
15
Long
0
HAG 20
DB, X, C, F
4
C5/20**
2
1–8
9–16
17–24
6
16/12/12
Long
0
HAG 30
DB, X, C, F
6
C5/30**
2
1–8
9–16
17–24
4
24/18/18
Long
0
HAG 40
DB, X, C, F
8
C5/40**
2
1–8
9–16
17–24
3
32/24/24
Long
0
Light Machine Gun
DB, AI§
0
1
0
1–2
3–4
5–6
200
1
Short
0
Machine Gun
DB, AI§
0
2
0
1
2
3
200
2
Short
0
Heavy Machine Gun
DB, AI§
0
3
0
1
2
100
3
Short
0
Nail/Rivet Gun
DB, AI
0
0**
0
1
300
0**
0
Ultra AC/2
DB, R/C
1/Sht
2/Sht, R2
2
1–9
10–18
19–27
45
3
Extreme
0
Ultra AC/5
DB, R/C
1/Sht
5/Sht, R2
0
1–7
8–14
15–21
20
7
Long
0
Ultra AC/10
DB, R/C
3/Sht
10/Sht, R2
0
1–6
7–12
13–18
10
15
Medium
0
Ultra AC/20
DB, R/C
7/Sht
20/Sht, R2
0
1–4
5–8
9–12
5
30
Medium
0
Direct-Fire Energy Weapons
ER Large Laser
DE
12
10
0
1–8
9–15
16–25
10
Extreme
0
ER Medium Laser
DE
5
7
0
1–5
6–10
11–15
7
Medium
0
ER Small Laser
DE
2
5
0
1–2
3–4
5–6
5
Short
0
ER Micro Laser
DE
1
2
0
1
2
3–4
2
Short
0
Flamer
DE, H, AI§
3
2§§
0
1
2
3
2§§
Short
0
Flamer (Vehicle)
DE, H, AI§
3
2§§
0
1
2
3
20
2§§
Short
0
Heavy Large Laser
DE
18
16
0
1–5
6–10
11–15
16
Medium
+1
Heavy Medium Laser
DE
7
10
0
1–3
4–6
7–9
10
Short
+1
Heavy Small Laser
DE
3
6
0
1
2
3
6
Short
+1
Plasma Cannon
DE, H, AI
7
0**
0
1–6
7–12
13–18
10
0**
Medium
0
ER PPC
DE
15
15
0
1–7
8–14
15–23
15
Long
0
Pulse Weapons
Large Pulse Laser
P
10
10
0
1–6
7–14
15–20
10
Long
–2
Medium Pulse Laser
P
4
7
0
1–4
5–8
9–12
7
Medium
–2
Small Pulse Laser
P, AI§
2
3
0
1–2
3–4
5–6
3
Short
–2
Micro Pulse Laser
P, AI§
1
3
0
1
2
3
3
Short
–2
Missile Weapons‡‡‡
ATM 3**
M, C, S
2
2/Msl, C5/3
4
1–5
6–10
11–15
20
4
Medium
0
ATM 6**
M, C, S
4
2/Msl, C5/6
4
1–5
6–10
11–15
10
8
Medium
0
ATM 9**
M, C, S
6
2/Msl, C5/9
4
1–5
6–10
11–15
7
14
Medium
0
ATM 12**
M, C, S
8
2/Msl, C5/12
4
1–5
6–10
11–15
4
20
Medium
0
ATM ER Ammo
**
1/Msl, C5/**
4
1–9
10–18
10–27
**
§§§
Extreme
0
ATM HE Ammo
**
3/Msl, C5/**
0
1–3
4–6
7–9
**
§§§
Short
0
Narc Missile Beacon
M, E, S
0
**
0
1–4
5–8
9–12
6
**
**
0
LRM 5
M, C, S
2
1/Msl, C5/5
0
1–7
8–14
15–21
24
3/4
Long
0
LRM 10
M, C, S
4
1/Msl, C5/10
0
1–7
8–14
15–21
12
6/8
Long
0
LRM 15
M, C, S
5
1/Msl, C5/15
0
1–7
8–14
15–21
8
9/12
Long
0
LRM 20
M, C, S
6
1/Msl, C5/20
0
1–7
8–14
15–21
6
12/16
Long
0
SRM 2
M, C, S
2
2/Msl, C2/2
0
1–3
4–6
7–9
50
2/5
Short
0
SRM 4
M, C, S
3
2/Msl, C2/4
0
1–3
4–6
7–9
25
4/6
Short
0
SRM 6
M, C, S
4
2/Msl, C2/6
0
1–3
4–6
7–9
15
8/10
Short
0
Streak SRM 2
M, C**
2
2/Msl, C2/2
0
1–4
5–8
9–12
50
4
Medium
0
Streak SRM 4
M, C**
3
2/Msl, C2/4
0
1–4
5–8
9–12
25
8
Medium
0
Streak SRM 6
M, C**
4
2/Msl, C2/6
0
1–4
5–8
9–12
15
12
Medium
0
Equipment
A-Pod
PD, OS, AI
0
**
OS
**
B-Pods
PD, OS, AI
0
**
OS
**
Anti-Missile System
PD
1
**
24
**
Active Probe
E
5
**
Light Active Probe
E
3
**
ECM Suite
E
6
**
Machine Gun Array
T
**
**
**
**
**
**
**
**
**
0
TAG
E
0
0
1–5
6–9
10–15
**
Light TAG
E
0
0
1–3
4–6
7–9
**
*See the Weapon and Equipment Types Table, below, for abbreviation explanations, or Weapons and Equipment, p. 113, for
complete details. If weapon types are separated by a slash, then those weapon types all apply at once. For example, an
LB-X can either be red as a Direct-Fire Ballistic Weapon, or as Cluster Weapon, which means it also has switchable ammo
and is ak capable.
**See Other Combat Weapons and Equipment, p. 129; for aerospace units, see Weapons and Equipment, p. 236.
†When red as a Cluster Weapon by non-aerospace units; aerospace units always apply the –1 to-hit modi er.
††For Missile Weapons, the number after the slash represents a missile weapon linked to Artemis IV FCS (see p. 130).
†††Rapid-Fire Weapons display their Damage Value uniquely; i.e. an Ultra AC/2 is “2/Sht, R2”, meaning each shot that is red
deals 2 points of damage (2/Sht) and it can re a total of two shots in a turn (R2).
‡Maximum range for weapons mounted on aerospace units; see Range Modi er, p. 235, in the Aerospace Units section.
‡‡May use Cluster Ammunition; see LB-X Weapons and Cluster Ammunition, pp. 120 and 141 respectively.
‡‡‡Missile Weapons display their Damage Value uniquely; i.e. 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 red with each shot (/20).
§See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 309.
§§Against ’Mech/aerospace ghter/small craft targets only, every time the weapon is red, before the to-hit roll is made, the player
may announce he is applying the Damage Value as heat to the target, in place of damage (see Heat-Causing Weapon, p. 113).
§§§Non-Bays: When using ER ammo, increase the range bracket to extreme and half the Attack Value (round up). When using
HE ammo, reduce the range bracket to short and then multiply the Attack Value by 1.5 (round up). Bays: If all the ATMs in a
given bay have at least one ton of each ammo type, the bay’s short range bracket Attack Value is multiplied by 1.5 (round
up), the medium range bracket remains the same, and it also has a long and extreme range brackets, with an Attack Value
that is halve (round up) the standard value.
AEROSPACE WEAPONS AND EQUIPMENT
WEAPON AND EQUIPMENT TYPES TABLE
See Weapons and Equipment, p. 113, for complete details of weapon and equipment types.
AE: Area-E ect Weapon
C: Cluster Weapon
DE: Direct-Fire Energy Weapon
DB: Direct-Fire Ballistic Weapon
H: Heat-Causing Weapon
M: Missile Weapon
R: Rapid-Fire (Multi-Firing) Weapon
V: Variable Damage
AI: Anti-Infantry
OS: One-Shot Weapon
Item
Heat
Attack Value*
Aerospace Range‡
To-Hit Modi er
Killer Whale
20
4
Extreme
0
P: Pulse Weapon
PD: Point-Blank Weapon
E: Electronics
CE: Counter-Electronics
T: Targeting System
S: Switchable Ammo Supply
PE: Performance Enhancement
F: Flak
X: Explosive Weapon
White Shark
15
3
Extreme
0
Barracuda
10
2
Extreme
–2
AR10
Kraken-T‡
50
10
Extreme
0
Killer Whale-T‡
20
4
Extreme
0
White Shark-T‡
15
3
Extreme
0
Barracuda-T‡
10
2
Extreme
0
*Capital-scale damage; see p. Damage , p. 238
†AR10 can re Killer Whale, White Shark, or Barracuda missiles (but not tele-operated missiles) as long as the appropriate ammunition
is available.
‡See Tele-Operated Missiles, p. 251.
ADDITIONAL INNER SPHERE WEAPONS AND EQUIPMENT FOR BATTLE ARMOR
Item
Type
Damage
Value
Minimum
Range
Short
Range
Medium
Range
Long
Range
To-Hit
Modi er
Direct-Fire Ballistic Weapons
“Firedrake” Support Needler
DB, AI‡‡
1
0
1
2
3
0
“David” Light Gauss Ri e
DB
1
0
1–3
4–5
6–8
0
“King David” Light Gauss Ri e
DB
1
0
1–3
4–6
7–9
0
Grand Mauler Gauss Cannon
DB
1
0
1–2
3–4
5
0
Magshot Gauss Ri e
DB
2
0
1–3
4–6
7–9
0
Tsunami Gauss Ri e
DB
1
0
1–2
3–4
5
0
Micro Grenade Launcher
DB, AI§
1
0
1
2
0
Grenade Launcher
DB, AI§
1
0
1
2
3
0
Light Mortar
DB, AI§
3
1
1
2
3
0
Heavy Mortar
DB, AI§
3
2
1-2
3-4
5-6
0
Light Recoilless Ri e
DB, AI§
2
0
1–2
3–4
5–6
0
Medium Recoilless Ri e
DB, AI§
3
0
1–2
3–4
5–6
0
Heavy Recoilless Ri e
DB, AI§
3
0
1–3
4–5
6–7
0
Direct-Fire Energy Weapons
Flamer
DE, H, AI§
2§§
0
1
2
3
0
Man-Portable Plasma Ri e
DE
2
0
1–2
3–4
5–6
0
Support PPC
DE
2
0
1–2
3–5
6–7
0
Missile Weapons
Compact Narc
M, E
**
0
1–2
3–4
5
0
LRM 1
M, C, S
1/Msl, C5/‡
6
1–7
8–14
15–21
0
LRM 2
M, C, S
1/Msl, C5/‡
6
1–7
8–14
15–21
0
LRM 3
M, C, S
1/Msl, C5/‡
6
1–7
8–14
15–21
0
LRM 4
M, C, S
1/Msl, C5/‡
6
1–7
8–14
15–21
0
LRM 5
M, C, S
1/Msl, C5/‡
6
1–7
8–14
15–21
0
MRM 1
M, C, S
1/Msl, C5/‡
0
1–3
4–8
9–15
+1
MRM 2
M, C
1/Msl, C5/‡
0
1–3
4–8
9–15
+1
MRM 3
M, C
1/Msl, C5/‡
0
1–3
4–8
9–15
+1
MRM 4
M, C
1/Msl, C5/‡
0
1–3
4–8
9–15
+1
MRM 5
M, C
1/Msl, C5/‡
0
1–3
4–8
9–15
+1
Rocket Launcher 1
M, C
1/Msl, C5/‡
0
1–3
4–7
8–12
+1
Rocket Launcher 2
M, C
1/Msl, C5/‡
0
1–3
4–7
8–12
+1
Rocket Launcher 3
M, C
1/Msl, C5/‡
0
1–3
4–7
8–12
+1
Rocket Launcher 4
M, C
1/Msl, C5/‡
0
1–3
4–7
8–12
+1
Rocket Launcher 5
M, C
1/Msl, C5/‡
0
1–3
4–7
8–12
+1
SRM 1
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 2
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 3
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 4
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 5
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 6
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
Equipment
Light TAG
E
0
1–3
4–6
7–9
ADDITIONAL CLAN WEAPONS AND EQUIPMENT FOR BATTLE ARMOR
Item
Type
Damage
Value
Minimum
Range
Short
Range
Medium
Range
Long
Range
To-Hit
Modi er
Direct-Fire Ballistic Weapons
“Bearhunter” Superheavy AC
DB, AI‡‡
3
0
0
1
2
+1
Heavy Grenade Launcher
DB, C, AI§
1
0
1
2
3
0
Light Recoilless Ri e
DB, AI§
2
0
1–2
3–4
4–6
0
Medium Recoilless Ri e
DB, AI§
3
0
1–2
3–4
4–6
0
Heavy Recoilless Ri e
DB, AI§
3
0
1–3
4–5
6–7
0
Direct-Fire Energy Weapons
Flamer
DE, H, AI§
2§§
0
1
2
3
0
Support PPC
DE
2
0
1–2
3–5
6–7
0
Missile Weapons
Compact Narc
M, E
**
0
1–2
3–4
5
0
LRM 1
M, C, S
1/Msl, C5/‡
0
1–7
8–14
15–21
0
LRM 2
M, C, S
1/Msl, C5/‡
0
1–7
8–14
15–21
0
LRM 3
M, C, S
1/Msl, C5/‡
0
1–7
8–14
15–21
0
LRM 4
M, C, S
1/Msl, C5/‡
0
1–7
8–14
15–21
0
LRM 5
M, C, S
1/Msl, C5/‡
0
1–7
8–14
15–21
0
SRM 1
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 2
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 3
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 4
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 5
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
SRM 6
M, C, S
2/Msl, C2/‡
0
1–3
4–6
7–9
0
Advanced SRM 1†
M, C
1/Msl, C2/‡
0
1–4
5–8
9–12
0
Advanced SRM 2†
M, C
1/Msl, C2/‡
0
1–4
5–8
9–12
0
Advanced SRM 3†
M, C
1/Msl, C2/‡
0
1–4
5–8
9–12
0
Advanced SRM 4†
M, C
1/Msl, C2/‡
0
1–4
5–8
9–12
0
Advanced SRM 5†
M, C
1/Msl, C2/‡
0
1–4
5–8
9–12
0
Advanced SRM 6†
M, C
1/Msl, C2/‡
0
1–4
5–8
9–12
0
*See the Weapon and Equipment Types Table, p. 306, for abbreviation explanations, or Weapons and Equipment , p. 113, for complete details.
**See Other Combat Weapons and Equipment, p. 129
†Add +1 to the die roll when rolling on the Cluster Hits Table.
‡See Missile Attacks, p. 218
‡‡Treat as Flamer on Burst-Fire Weapon Damage Vs. Conventional Infantry Table, see either p. 217 or p. 309.
§See Burst-Fire Weapon Damage Vs. Conventional infantry Table, either p. 217 or p. 309.
§§Against ’Mech/aerospace ghter/small craft targets only, every time the weapon is red, before the to-hit roll is made, the player may
announce he is applying the Damage Value as heat to the target, in place of damage (see Heat-Causing Weapon, p. 113).
GROUND MOVEMENT
PAGE 52
MOVEMENT COSTS TABLE
Movement Action/
Terrain Cost
MP Cost Per Hex/Terrain Type
Prohibited Units
Movement Action/
Terrain Cost
MP Cost Per Hex/Terrain Type
Prohibited Units
Cost to Enter Any Hex
1
Level change (up or down)
1 level
Terrain Cost When Entering Any
New Hex
Clear
+1 (’Mechs, VTOLs, subs, ProtoMechs)
+2 (infantry, ground vehicles)
+0 6
Naval vessel
2 levels
+2 (’Mechs, VTOLs, subs)
Infantry, Ground Vehicles,
WiGE 13 , ProtoMechs
Paved/Bridge
+0
Naval vessel
Road
+0 3
Naval vessel
3+ levels
+1/level (VTOLs, subs)
’Mechs, ProtoMechs, Infantry,
Ground Vehicles, WiGE 13
Rough
+1
Wheeled, Naval vessel
Rubble
+1 1
Wheeled, Naval vessel
Wheeled 9 , Hover, VTOL 12 , WiGE 12 ,
Naval vessel
Light woods
+1 10
Light building
+1 2
VTOL, WiGE, Naval vessel
Medium building
+2 2
VTOL, WiGE, Naval vessel
Heavy woods
+2 11
Vehicles 12 , Naval vessel
Water
Depth 0
Heavy building
+3 2
VTOL, WiGE, Naval vessel
+0
Naval vessel
Hardened building
+4 2
VTOL, WiGE, Naval vessel
Additional movement actions
Facing change
Depth 1
+1 1 (Level change MP cost not
included)
Infantry 14 , Vehicles 4, 7
1/hexside 5
Depth 2+
+3 1 (Level change MP cost not
included)
Infantry 14 , Vehicles 4, 7 , IndustrialMechs 8
Dropping to the ground
(’Mech only)
1
Standing up (’Mech only)
2/attempt
1 MP cost to move along the bottom of a water hex; Piloting Skill Roll required to prevent falling.
2 Piloting Skill Roll required to prevent damage; infantry pays only 1 MP (except mechanized infantry, which pays 2 MP) to enter any building
hex.
3 If traveling along road; otherwise cost of underlying terrain.
4 Hovercraft may enter all water hexes along the surface and may enter such hexes using anking movement.
5 No cost for infantry.
6 If a wheeled Support Vehicle lacks the O -Road Vehicle Chassis and Controls modi cation, then movement costs 1 additional MP per hex.
7 Wheeled or tracked Support Vehicles with the Amphibious Chassis and Controls modi cation can move through any water hex on the surface
at a cost of 2 MP (see p. 56).
8 IndustrialMechs can enter a Depth 2 or greater water hex. However, the IndustrialMechs must mount either a fuel cells, ssion or fusion
power plant and must mount the Environmental Sealing Chassis and Controls modi cation to do so. If the IndustrialMech does not meet
those requirements, it is considered destroyed if they remain in a Depth 2 or greater water hex (or prone in a Depth 1 water hex) in the End
Phase of the turn immediately following the turn in which they entered it.
9 Wheeled Support Vehicles with either the Monocycle or Bicycle Chassis and Controls modi cation can enter a light woods hex.
10 Infantry pays only 1 MP (except mechanized infantry, which pays 2 MP) to enter any light woods hex.
11 Infantry pays only 2 MP (except mechanized infantry, which pays 3 MP) to enter any heavy woods hex.
12 VTOL and WiGE vehicles can enter a woods hex provided their elevation is higher than the level of the woods in the hex.
13 This only applies to WiGE units entering a hex whose level is higher than the unit’s current hex; see Wing-In-Ground-E ect , p. 55, for rules
governing entering hexes whose level is lower than the unit’s current hex.
14 Infantry can enter a water hex of Depth 1 or deeper if they are noted as having UMU MPs.
PILOTING/DRIVING SKILL ROLL TABLE
PAGE 60
Situation
Modi er
Situation
Modi er
Situation
Modi er
Damage to ’Mech
’Mech takes 20+ damage points in
one phase
+1
Flanking VTOL/WiGE/Hover Vehicle
moved after facing change
See
Sideslipping ,
p. 67
Skidding Movement
Hexes moved in turn
0–2
–1
’Mech jumped with damaged gyro or
leg/foot/hip actuators
per Preexisting
Damage, below
’Mech fusion (or ssion) reactor shuts
down
+3 1
3–4
0
5–7
+1
per Preexisting
Damage, below
Leg/foot actuator destroyed
+1
’Mech jumped with destroyed leg
8–10
+2
Hip actuator destroyed
+2
11–17
+4
per Preexisting
Damage, below
Gyro hit
+3
’Mech ran with damaged hip or gyro
18–24
+5
Gyro destroyed
Automatic fall 2
Special cases
MechWarrior trying to avoid damage
when his ’Mech is falling
25+
+6
Leg destroyed
Automatic fall 3
Physical attacks against ’Mech
’Mech was kicked
+1/level fallen 8
Building Movement 7
Unit entering/leaving light building hex
0
IndustrialMech trying to avoid critical
damage when falling
0
+1/level fallen 8
’Mech was pushed
0
Unit entering/leaving medium
building hex
+1
’Mech was successfully charged/hit by
death from above
IndustrialMech with ICE power plant
fails PSR (see Piloting/Driving Skill
Rolls , p. 59)
+2
0 (no additional
modi ers)
Unit entering/leaving heavy building
hex
+2
Unit’s actions
’Mech missed kick
0
Four-legged ’Mech with intact legs
–2
Unit entering/leaving hardened
building hex
+5
Unintentional charge
+3
’Mech made a successful charging
attack
+2
Hexes moved in turn
1–2
’Mech mounts small cockpit
+1
0
’Mech made death from above attack
+4 4
3–4
+1
’Mech entered Depth 1 water hex
–1
Preexisting Damage
Per leg/foot actuator previously
destroyed
5–6
+2
’Mech entered Depth 2 water hex
0
+1
7–9
+3
’Mech entered Depth 3+ water hex
+1
’Mech attempted to stand
0
Per hip actuator previously destroyed
+2 5
10–17
+4
’Mech entered rubble hex
0
Gyro previously hit
+3
18–24
+5
Running/ anking unit moved after
facing change while on pavement
See Skidding ,
p. 62.
Leg previously destroyed
+5 6
25+
+6
Only during the phase that the reactor shuts down. If the MechWarrior must make a Piloting Skill Roll for a ’Mech with a shutdown reactor, the ’Mech automatically falls;
in either case, if the ’Mech falls, the warrior automatically takes 1 point of damage (see Falling Damage to the MechWarrior , p. 69).
Ignore all modi ers from previous critical hits on that leg.
Do not add modi ers for other damaged actuators in the leg.
The modi er for a destroyed gyro is +6 when making a Piloting Skill Roll to avoid damaging the MechWarrior during an automatic fall.
To avoid damage only. Does not result in a fall if Piloting Skill Roll fails. See Buildings, p. 166. Add an additional +1 modi er if unit is charging or being charged (in
addition to the +2 modi er normally required in that situation).
The modi er for a destroyed leg is +5 when making a Piloting Skill Roll to avoid damaging the MechWarrior during an automatic fall.
Automatic fall if death from above attack is unsuccessful.
For the purposes of falling, a ‘Mech only rises 1 level above the underlying terrain.
FACING AFTER FALL TABLE
PAGE 68
Die Roll (1D6)
New Facing
Hit Location
1
Same Direction
Front
2
1 Hexside Right
Right Side
3
2 Hexsides Right
Right Side
4
Opposite Direction
Rear
5
2 Hexsides Left
Left Side
6
1 Hexside Left
Left Side
GROUND MOVEMENT
G R O U N D M O V E M E N T
1
5
6
2
7
3
4
G R O U N D M O V E M E N T
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