TABLE OF CONTENTS

INTRODUCTION . . . . 3 Moving While Prone ...... 12 Club Attacks ...... 26 Box Set Contents ...... 3 Standing Up ...... 12 Death From Above Attacks ...... 26 COMPONENTS ...... 3 MOVEMENT IN WATER ...... 12 Kick Attacks ...... 28 SCALE ...... 4 Physical Weapon Attacks ...... 28 COMBAT ...... 13 A Note on Realism and Scale ...... 4 Punch Attacks ...... 28 LINE OF SIGHT ...... 13 ’MECH RECORD SHEET ...... 4 Push Attacks ...... 29 Levels and Height ...... 13 THE MECHWARRIOR ...... 5 Damage Resolution ...... 29 Intervening Terrain ...... 13 Skills ...... 5 Intervening ’Mechs ...... 14 Damaging A Warrior ...... 5 DAMAGE . . . . . 30 Water Hexes ...... 14 DAMAGE RESOLUTION ...... 30 PLAYING THE GAME . . 6 FIRING ARCS ...... 14 Resolution Order ...... 30 SETUP ...... 6 Forward Arc ...... 14 Damage Timing ...... 30 SEQUENCE OF PLAY ...... 6 Left Side Arc ...... 14 CRITICAL HITS ...... 30 Initiative Phase ...... 6 Right Side Arc ...... 14 Applying Critical Hits ...... 31 Rear Arc ...... 15 Movement Phase ...... 6 CRITICAL HIT EFFECTS ...... 32 Arcs and Torso Twists ...... 15 Weapon Attack Phase ...... 6 Ammunition ...... 32 Arcs and Reversing (Flipping) Arms . . . 15 Physical Attack Phase ...... 7 Arm Blown Off (Arm) ...... 32 ATTACK DECLARATION ...... 15 Heat Phase ...... 7 Cockpit (Head) ...... 32 Reversing (Flipping) Arms ...... 15 End Phase ...... 7 Engine (Torso) ...... 32 Torso Twists ...... 15 VICTORY CONDITIONS ...... 7 Foot Actuator (Leg) ...... 32 FIRING WEAPONS ...... 15 UNEQUAL Gyro (Torso) ...... 32 NUMBERS OF ’MECHS ...... 7 Making the Attack ...... 15 Hand Actuator (Arm) ...... 32 G.A.T.O.R...... 16 Head Blown Off (Head) ...... 33 MOVEMENT . . . . . 8 Base Target Number ...... 16 Heat Sinks ...... 33 MOVEMENT MODES ...... 8 Target Number Modifiers ...... 16 Hip (Leg) ...... 33 Standing Still ...... 8 Combat in Water ...... 19 Walking ...... 8 Prone ’Mechs ...... 19 Jump Jet (Leg/Torso) ...... 33 Running ...... 8 Specialized Attacks ...... 21 Leg Blown Off (Leg) ...... 33 Jumping ...... 8 Rolling to Hit ...... 21 Life Support (Head) ...... 33 MOVEMENT BASICS ...... 9 Ammunition Expenditure ...... 21 Lower Arm Actuator (Arm) ...... 33 Facing ...... 9 HIT LOCATION ...... 22 Lower Leg Actuator (Leg) ...... 33 Ground Movement ...... 9 Attack Direction ...... 22 Sensors (Head) ...... 33 Terrain ...... 9 Determining Hit Location ...... 22 Shoulder (Arm) ...... 33 Occupied Hexes ...... 9 Damage Resolution ...... 24 Upper Arm Actuator (Arm) ...... 33 Minimum Movement ...... 11 PHYSICAL ATTACKS ...... 24 Upper Leg Actuator (Leg) ...... 34 Immobile ...... 11 Making A Physical Attack ...... 24 Weapons And Equipment ...... 34 Stacking ...... 11 Different Levels ...... 25 DESTROYED LOCATIONS ...... 34 JUMPING MOVEMENT ...... 11 Physical Attacks And Prone ’Mechs . . . 25 TRANSFERRING DAMAGE . . . . . 34 PRONE BATTLEMECHS ...... 12 Physical Attacks And Water ...... 25 DESTROYING A 'MECH ...... 35 Dropping to the Ground ...... 12 Charge Attacks ...... 25 STEP-BY-STEP DAMAGE ...... 35

1 Table of Contents CREDITS

HEAT ...... 37 SCENARIO 2: TRIAL BY FIRE . . . 46 STEP 7: ADD WEAPONS HEAT POINTS ...... 37 SCENARIO 3: AND AMMUNITION ...... 54 Building Up Heat ...... 37 DIVIDE AND CONQUER ...... 47 STEP 8: COMPLETE Dissipating Heat ...... 37 ADDITIONAL VARIATIONS . . . . . 48 THE RECORD SHEET ...... 54 Recording Heat Build-Up ...... 37 MechWarrior Cards ...... 48 Placing Items ...... 54 EFFECTS OF HEAT ...... 37 Planetary Conditions ...... 48 Final Steps ...... 54 Movement ...... 38 Terrain ...... 48 WEAPONS AND Weapon Attacks ...... 38 Campaign Play ...... 48 EQUIPMENT TABLE ...... 55 Shutdown ...... 38 CONSTRUCTION . . . . 49 WEAPONS Ammunition ...... 38 anD EQUIPMENT . 56 Damage To ...... 39 BATTLEMECH BASICS ...... 49 Weight ...... 49 OTHER ACTIONS . . . 40 Space (Slots) ...... 49 PILOTING SKILL ROLLS (PSR) .40 The Design Process ...... 49 Making Piloting Skill Rolls ...... 40 STEP 1: DESIGN THE CHASSIS . . 50 Piloting Skill Roll Timing ...... 40. Choose Weight (Tonnage) ...... 50 DISPLACEMENT ...... 40 Add Internal Structure ...... 50 Domino Effect ...... 42 Choose Actuators ...... 51 FALLING ...... 42 STEP 2: INSTALL ENGINE . . . . . 51 Location After a Fall ...... 42 Add Engine ...... 51 Facing After a Fall ...... 42 STEP 3: ADD JUMP JETS . . . . . 51 Falling Damage to a ’Mech ...... 43 STEP 4: INSTALL Falling Damage to a MechWarrior . . . 43 CONTROL SYSTEMS ...... 52 Accidental Falls From Above ...... 44 Add Gyroscope ...... 52 DAMAGING A MECHWARRIOR . . . 44 Add Cockpit ...... 52 STEP 5: ADD ARMOR ...... 52 SCENARIOS . . . . 45 STEP 6: ADD ADDITIONAL SCENARIO 1: FINAL EXAM . . . .45 HEAT SINKS ...... 53

Dedication FIND US ONLINE: This is the ninth core BattleTech box set across classicbattletech@catalystgamelabs .com Printed in China . almost thirty-five years . It is a magnificent testament (e-mail address for any BattleTech questions) to the hundreds of artists and authors that have http://bg .battletech .com/ Published by , poured their enthusiasm into one of the longest- (official BattleTech web pages) an imprint of InMediaRes Productions, LLC . lived science-fiction universes ever published . Not http://www .CatalystGameLabs .com 113 Cherry St #93897 to mention the passionate, worldwide community (Catalyst web pages) Seattle, Washington 98104-2205 that still loves giant ’Mechs storming across alien http://www .store .catalystgamelabs .com worlds and blowing crap up! (online ordering) Humbly and gratefully—thanks to you all!

BattleTech Original Project Development Additional Writing Cover Art Design Ray Arrastia Aaron Cahall Marco Mazzoni Jordan K . Weisman Randall N . Bills Geoff Swift L . Ross Babcock III Brent Evans Interior Artwork Sam Lewis Keith Hann Production Staff Ray Arrastia Chris Lewis Additional Development Art Director Matt Alexander Marco Mazzoni BattleTech Line Mary Kaempen Brent Evans Matthew Cross Florian Mellies Developer Assistant Art Director Mark Hayden Anthony Scroggins Brent Evans Product Editing Ray Arrastia Alexander Immerzeel Assistant Line Developer Aaron Cahall Graphic Design & Layout David Kerber Kat Wylder Ray Arrastia Keith Hann Ray Arrastia Michael Komarck David Kerber

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Credits high, intent ofyour onexpanding thepower realm! andglory firepower to level entire blocks city lost by 30-foot-tall BattleMechs®, withlasers, humanoidmetaltitansbristling autocannons and dozens ofotherlethalweapons—enough % % % % % % % % % % % It isthe31stcentury,It atimeofendlesswars that rage space across human-occupied % % % % % % % % % % % Your BattleTech: Combat ofArmored x includes: Bo AGame battlefield additional specialabilitiesthat MechWarriors to bring any MechWarrior Cards: These pilot cards to bring life the chapter (see p record sheetto beusedalongsidetheConstruction BoxBeginner .Finally, alsoincludesablank thisbooklet provided for theGriffinminiature found inthe BattleTech found inthisbox set filled record sheets that correspond to the miniatures containsRecord Thispre- fifteen booklet Sheet Booklet: of themostcommon ’Mechs found Sphere inthe Inner assembly required are instantly ready-to-play, withoutany cuttingor Plastic Miniatures: incredibly rich fictional setting incredibly fictional rich ofBattleTech thesurface andskims ofproducts history ’s BattleTech Primer: This pamphlet explores a little of the great ’Mech vs reading, whichwillconvey alltherulesyou’ll needfor BattleTech This istherulebookyou’re Rulebook: currently Quick-Start Rules to give thisalternateQuick-Start atry play style this box set, butplayers candownload thefree Alpha Strike playing form ofBattleTech . The rulesare notincludedin StrikeAlpha Cards: Alpha Strike is an alternate, fast- Components, at right). mapsheets, withdifferent mapsprinted oneitherside(see Playing The Maps: box set contains two playing dice (seeComponents, at right). Dice: takes one! player thetwo are identical—each game play; during to beusedfor rulebook, easeofreferenceintroductory Tables Cards: found . Box intheBeginner Set story presented Ruleon thesamestoryline short intheGolden players into the quickly BattleTech universe, and builds Eyestorm: they’re fieldingintheirgames players increase thenumberofBattleMechs to quickly Punchboard: The game of BOX CONTENS INTRODUCTION . is a short story that willimmerse story Eyestorm isashort A G .49) . .’Mech action These cards compile tablesfound inthis These additionalplaying pieces allow . The plasticminiatures represent some BattleTech Eight high-quality plasticminiatures Eight high-quality . The two Griffin A . Your elite force ofMechWarriors® into pilotthesejuggernauts battle, proudly holding your faction’s flag M is played using 2 six-sided . . E OFA record sheetsare . . RM OR results together means theplayer rolls bothdice andaddsthe noted, theabbreviationUnless otherwise 2D6 as1D6. die, therulesindicate thisinshorthand dice DICE Terrain, p modify mapsheets, to eachgame(see bringing additionalvariety COUNTERS such asthefollowing COMPONENTS approximately six meters high, waist-high to a ’Mech or water ofterrainis independent itcontains, ofthetype suchaswoods prevailing terrain .All terrain hasalevel, butthelevel ofeachhex LE of thenumbermapsheetsused area of a given game, regardless “Playing area” refers to the total from hex to . a turn hex during and combat by moving ’Mechs these hexes to regulate movement cally intherules “mapsheets” andtreated identi- er paperorother, bothare called forhexes hexagon); wheth- (short divided into six-sided areas called sheets usedinBattleTech MAPSHEET while aSublevel 2hex istwelve meters deep, andsoon. levels inreverse sinkholes terrain isapproximately eighteen meters high,andsoon. as beingtheheight ofall’Mechs for gameplay purposes terrain isapproximately twelve meters high. This isconsidered If thesituation requires .If theplayer to roll one V BattleTech The punchboard terrain allows players andeasily to quickly BattleTech employs often anumberofphysical components, This height isexpressed interms oflevels The level of a hex is the height to above which it rises the The 18-by 22-inchmap Sublevels: EL E If it is not marked onthemap, itisnotmarked .If assumeahex’s level is0. .48) . These hexes are in sublevels marked that correspond to D C .As starempires clash,theseepicwars are won and requires players to usetwo six-sided .For example, aSublevel 1hex issixmeters deep, . Hexes withlevels lower than0are referred to as . The players use . OM are are Component s BA - .

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.Level 1is . Level 2 .Level 3

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Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment INTRODUCTION

TERRAIN HEX ICONS

The forests, rivers, hills, buildings and rough areas on a BattleTech mapsheet represent a typical mixture of the terrain found on the habitable worlds of the Inner Sphere . The following symbols represent each type of terrain as described .

CLEAR RUBBLE Clear terrain represents fields, Weapons fire, fire damage and physical damage meadows and other grasslands . The inflicted by BattleMechs can reduce a building to a ground is firm and may be gently rolling, rubble terrain hex . A Rubble hex is difficult to move but its Level does not change significantly through (the +1 MP cost and required PSR) . from one side of the hex to the other . If a hex is not clearly marked as WATER containing another terrain type, assume Streams, rivers, swamps, ponds, and lakes it is clear . are covered by Water terrain hexes . A Water hex is defined by depth levels (see Level Change, p . 9) and PAVEMENT are more difficult to move through . A Paved hex offers a fairly smooth and very hard surface . Paved hexes WOODS, LIGHT typically include roads, sidewalks, and Light Woods hexes are covered with sparse landing fields made of asphalt, cement, or trees . ’Mechs cannot cross the hex (hence the +1 even cobblestone . MP cost) as easily as Clear terrain . Three intervening hexes of Light Woods will block LOS . ROUGH Rough terrain represents broken, WOODS, HEAVY rocky and jumbled ground . Though firm, Heavy Woods hexes are thickly covered in trees, the unevenness of this type of terrain making movement even more difficult (the +2 MP makes it more difficult to cross than clear cost) than Light Woods . One Light Wood and one terrain (hence the +1 MP cost) . Heavy Wood hex intervening will block LOS .

SCALE ’MECH RECORD SHEET One BattleTech turn is ten seconds of real time . A standard Players use a ’Mech Record Sheet to track damage done to a BattleTech mapsheet measures 18 by 22 inches . Each hex on the ’Mech during combat . A blank copy of each appears at the end of the mapsheet represents an area 30 meters across (roughly 100 feet) . record sheet booklet . Permission is given to reproduce these record sheets for personal use . A NOTE ON Open Information: Unless a scenario says otherwise, record REALISM AND SCALE sheets are always open information that your opponent can review Given the 30-meter area of each hex stated above, players may at any time . note various oddities in the weapon ranges presented in this book, such as the fact that the standard ’Mech-scale machine gun of the ARMOR DIAGRAM distant thirty-first century only reaches out to 3 hexes (90 meters) . The Armor Diagram on the top right-hand side of the As today’s machine guns have effective ranges of some 2,000 1 record sheet shows the arrangement of a BattleMech’s armor meters, this may seem somewhat absurd . plating, while the Internal Structure Diagram directly below it shows The reason for this is simple: BattleTech is a game . Because the arrangement of a ’Mech’s internal structure . Each circle on the BattleTech mapsheets are only seventeen hexes long, recreating Armor Diagram represents a point of armor . Circles in excess of a real-world ranges on a table would require more than seven specific ’Mech’s Armor Value are filled in prior to play . As armor is mapsheets laid end to end, for a playing space greater than twelve destroyed, the player marks off the appropriate circles . When all feet in length . Few people have that much table space . Nor would the circles in one location are filled in, damage transfers to the it provide players with any tactical maneuvering room: anywhere appropriate internal structure location, as shown on the Internal a player might move a ’Mech on the map, an attacker could hit Structure Diagram . When all the circles in an internal structure it . As such, while we may safely assume “real” BattleTech weapons location are filled in, that location is destroyed . This is covered in have exceptional ranges, range abstractions are an absolute detail in the Damage chapter (see p . 30) . necessity unless one is regularly able to rent a tennis court for The Armor Diagram also shows the front and rear armor of game time . the ’Mech’s three torso locations (the arms, legs and head do not have 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 .

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'Mech Record Sheet 4 3 2 5 already listed For record pre-generated sheets, points thenumberofarmor is internal value) structure . case oftheinternal structure, thestarting line is provided to fill in that section’s Armor starting Value (or in the Diagram,both theArmor aswell Diagram, Structure astheInternal a SRM2 1 AC/5 1 LRM5 1 eimLsrR D]—369 6 3 — 5[DE] 3 RA MediumLaser 1 2018 BV: 2017 For easeofreference, to thenameofeachlocation on next Shadow HawkSHD-2H 1,064 Roll Again Roll Again Foot Actuator Lower LegActuator Upper LegActuator Hip Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Ammo (AC/5)20 AC/5 AC/5 AC/5 AC/5 Jump Jet Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Hand Actuator Lower ArmActuator Upper ArmActuator Shoulder 3 8 5 W weapons inventory statistics, includingtype, tonnage, movement, and of the record sheet lists the BattleMech’s most important ’M H ammunition for hits applyingcritical of theBattleMech’s equipment, critical weapons and CRITIC the MechWarrior . pilotingtheBattleMech Record Sheet, theHeat Data helpthe andHeat Scale D2 HD T1 LT T2 RT EA . E A Located corner, intheupperleft-hand thissection This section liststhename, andconditionThis of skills, section The Critical Hit The Hit Critical Table shows the physical location Located inthebottom right-hand corner ofthe [M,C,S] [M,C,S] [DB,S] 1/Msl 2/Msl Era: CH D CH RRI 5 T D 421 14 7 6 —369 218 12 6 3 2 Ammo (SRM2)50 Jump Jet Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro Gyro Fusion Engine Fusion Engine Fusion Engine Life Support Sensors SRM 2 Cockpit Sensors Life Support 55 TRO 3039-AgeofWar Inner Sphere (Intro) AL O A AT R D R T HIT T A AN . AT Roll Again Roll Again Foot Actuator Lower LegActuator Upper LegActuator Hip Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Ammo (LRM5)24 LRM 5 Jump Jet Heat Sink Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Medium Laser Hand Actuator Lower ArmActuator Upper ArmActuator Shoulder D H ABLE 4 3 EA (16) (9) (16) (13) (6) T S . (13) I (18) N CALE (18) (23) (8) (9) O TR Single 12 (12) (18) 5 (13) (13) (9) (6) (16) 1 (16) DUCTI Firing Weapons, p rating oftheMechWarrior theattack (see Skill making Gunnery GU modified Target Numberfor suchattacks (seePhysical Attacks, p for movement, damage, andotherfactors, thisnumber becomes the is equalto rating thePiloting ofitsMechWarrior Skill as PSR(seePiloting Rolls,p Skill controller Roll, mustmakeaPiloting commonly abbreviated Skill the MechWarrior might lose control of the ’Mech, that ’Mech’s heat generated inexcess of30points at the top of the Heatisused to Scale Heat recordmarked Overflow PI being played, allMechWarriors have ratings theseskill stated inthescenario 4 of and a 5 .Unlessotherwise Piloting Skill D Weapons, p make a successful shot using his ’Mech’s ranged weapons (see Firing helps determine how easyordifficultitisfor theMechWarrior to targets inphysicalfalling down andstriking combat machine’s movements better the MechWarrior isat theskill hasarating; thelowerEach skill aMechWarrior’s rating, skill the SKILLS THE MCHW describes the heat’s effect on the ’Mech’s operation asterisks), corresponding information intheHeat Data section throughout agame). with apencil, asheat upanddown willfluctuate theHeat Scale checks offtheboxes from intheHeat Scale low to high(usually off heat sinksastheyare damaged).As heat buildsup, theplayer allow value intheHeatnumerical players Data section to mark how many heat sinksa’Mech mounts (circles underneath the player track the’Mech’s internal heat buildup, aswell asindicate page 44. aMechWarriorand eventually kill DAMGING W EFA LOTI RY SKI NNE The base Target Numberfor weapon attacks is equalto the Additionally, a’Mech’s base Target Numberfor physical attacks When a’Mech attempts adangerous maneuver, orwhenever The average of Sphere Skill Inner MechWarrior has a Gunnery Piloting Skill representsPiloting Skill aMechWarrior’s to control ability his MechWarriors incombat: Piloting usetwo skills andGunnery The are soldierswhopilotBattleMechs calledMechWarriors levelsAt ofheat buildup(noted certain with ontheHeat Scale Falls, ammunition explosions, heat, and other can perils wound U L .15) ON N T SKI G S .15) KI LL Th e MechWarrior . includeskeepinga’Mech fromThis skill LL LL R R R .40) A A OLLS TI TI Damaging aMechWarrior Damaging .See , ARRIOR . ARRIOR N . N GS G (P S R . The blank space S) . When adjusted Gunnery Skill Skill .Gunnery .

.24) . .

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Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment A GAME OF ARMORED COMBAT PLAYING THE GAME This chapter breaks down how to play a game of BattleTech from Standing still is a valid movement action . A player may assign start to finish . a movement action to any ’Mech that has not been destroyed, even if it is immobile . For example, a ’Mech whose warrior is unconscious SETUP can still be given a movement action, even though it cannot move, Players first lay out the mapsheets as preferred or, if playing a in order to use one move selection . scenario, as the scenario specifies . Next, players choose their forces . The Scenarios section (see p . WEAPON ATTACK PHASE 45) details ready-made games, including which ’Mechs each player The side that lost Initiative must act first . They choose one of should field . Each ’Mech included in this box set also has a ready-to- their ’Mechs to declare fire first: this is called a fire selection . The go record sheet with all essential information . side that won Initiative then does the same . Fire selection alternates If all players agree, custom ’Mechs can be fielded, created using between players until all fire has been declared . the Construction rules on page 49 . If either side has more ’Mechs than the other, the players of that If the scenario does not specifically state deployment details, side may need to declare fire for more than one ’Mech at once (see players use the following rules: Unequal Numbers of ’Mechs, p . 7) . See the Combat chapter, starting on page 13, for how to resolve %% Both sides roll Initiative . attacks, and the Damage chapter, starting on page 30, for how to %% The winning player chooses a side of the playing area they will apply the damage from those attacks . enter; the losing player will enter the opposite side . % % Each ’Mech, when it is their turn to move, enters their side DECLARING WEAPONS FIRE walking, running, or jumping, as announced by its controller, A player may declare fire with any ’Mech that has not been counting MP expenditure beginning with the first full hex of destroyed . For example, a ’Mech with no weapons or whose warrior the playing area . is unconscious can still declare fire (in order to use up a fire selection), even though it cannot actually attack . Declaring that a ’Mech will not SEQUENCE OF PLAY fire is a valid action and still uses one fire selection . A BattleTech game consists of a series of turns, each being ten A player must declare all attacks they plan to make at this time, seconds of real time . Each turn consists of several smaller segments, specifying which weapons they will fire and at what target(s) . When called phases . The players execute the phases in a given order, with declaring attacks, a player also declares whether their ’Mech will twist all players completing a phase before anyone moves onto the next its torso or flip its arms . phase . Players may not change an attack declaration once made . Each turn includes the following phases, performed in the following order: RESOLVING WEAPONS FIRE After all attacks have been declared, players resolve weapons 1 . Initiative Phase fire one ’Mech at a time . Again, the side that lost Initiative must act 2 . Movement Phase first . 3 . Weapon Attack Phase All declared attacks must be made, even if the intended target 4 . Physical Attack Phase is destroyed before all attacks against it have been resolved . This 5 . Heat Phase means that a ’Mech always gets to make its declared attacks for the 6 . End Phase phase, even if that ’Mech or its weaponry winds up being destroyed in that phase . INITIATIVE PHASE The order in which a ’Mech’s weapons are rolled and resolved is One player from each side rolls 2D6 and adds the results up to that ’Mech’s controller . The damage inflicted by each weapon together to determine their side’s Initiative . Re-roll all ties . The side hit is fully resolved, from start to finish, before moving on to the with the higher result wins Initiative for that turn . next hit . If a single weapon attack inflicts multiple hits (possible with missiles), then each hit from that attack is fully resolved before MOVEMENT PHASE moving on to its next hit . The side that lost Initiative must act first . They choose one of All weapon attacks by a ’Mech should be resolved before their ’Mechs and assign it a movement action . The side that won moving to the next ’Mech . Initiative then does the same . Movement alternates between sides After all attacks have been resolved, all Consciousness Rolls until all ’Mechs have been moved, with any Piloting Skill Rolls (see required due to damage inflicted in this phase are made (see p . p . 40) required due to movement made the moment they are called 44) . After this comes all Piloting Skill Rolls required (see p . 40), each for . If either side has more ’Mechs than the other, it may need to move taking into account all modifiers resulting from damage inflicted more than one ’Mech at once (see Unequal Numbers of ’Mechs, p . 7) . that phase .

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SETUP however, thisprocedure mustbealtered thenumber of’Mechs oneachsideisnotequal,so on.If player declares movement for one’Mech, oranaction and moving a single ’Mech’s or declaring then the other action, an equalnumberof’Mechs, eachplayer simplytakesaturn attacksor declaring with their ’Mechs Physical Attack Phase require eachplayer to alternate moving NUMBERS OF’MECH UNEQUAL conditionsmay oftheirown . have specialvictory agreement before play begins is adraw move andhave to damageoneanother, noability thegame or ifthe last ’Mechsthe same turn, from each side cannot last ’Mechs from each side are destroyed simultaneouslyin ’Mech(s) onthemapwins side withthelastsurviving one sideachieves victory CONDITIONS VICTORY % % % % % Phase, butthefollowing summarizes allsuchactions: action’s willstate description whetheritoccurs theEnd during phase, someoptional andsomemandatory, ifapplicable END PHASE page 37. attempts inthisphase make theirrestart damage excessive heat, suchasammunitionexplosions orMechWarrior andresolve theturn built uporlostduring any effectscausedby HEAT PHASE physical effect before attacks taking theHeat Phase except for flipping, andarm torso twisting withalldamagefrom PHYSICAL ATTCKPHASE % % % % % The Movement Phase, Weapon Attack Phase, and Players repeat thesequence ofplay given above until Shutdown, p voluntarily shutdown inaprevious EndPhase (see ’Mechs can be voluntarily shut down, if or restarted p (Head), system takes 1 damage (see LifeSupport support A pilotofasubmerged damageto ’Mech withcritical itslife Reversing (Flipping), p Arms Reversed return arms to aforward-facing position(see (see Torso Twists, p Torsos that were return twisted to a forward-facing position aMechWarriorDamaging , p rollsthis turn 2D6to seeiftheyregain consciousness (see Any MechWarrior unconscious theInitiative during Phase of of can miscellaneous occurA variety this during actions Players adjusttheir’Mech’s heat scalesto any reflect heat Players repeat thesteps given for the Weapon Attack Phase, .33) In particular, .In ’Mechs forced to shutdown dueto heat Players may set other victory conditions .Players by mutual may setothervictory .38) .15) Under normal circumstances, .Undernormal the In addition,somescenarios .In .15) .44) . When both sides have P . See theHeatchapter, .See LA See page24. . See YI If the .If NG TH .An Move Move Move No. No. 10 5 9 4 8 1 2 1 2 3 3 4 5 6 7 across different force sizes it declares for three eachtime, andsoon. rather than one team, the team asmany withtwice ’Mechs declares for two ’Mechs team hasat asmany leasttwice to declare ’Mechs left for astheother OF ’MECHSEXAMPLES UNEQUALNUMBERS E G The following two tablesprovide examples ofhow thisworks If, to prior any pairofmovement orattack declarations, one Left to MoveLeft to MoveLeft Side B Units Side BUnits Side BUnits 10 1 1 2 2 3 5 9 4 8 3 7 6 5 4 A If one team has at . If least three times as many ’Mechs, M Victory Conditions Left to MoveLeft to MoveLeft Side A Units Side AUnits Side AUnits E . 18 14 17 12 16 14 12 10 2 3 4 6 6 9 8 Moves Moves Side B Side B 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 Moves Moves Side A Side A 2 3 2 3 2 3 2 1 2 1 3 2 2 2 2

7 Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment A GAME OF ARMORED COMBAT MOVEMENT In the Movement Phase, BattleMechs have the opportunity to RUNNING change their position on the mapsheet . A running ’Mech may expend a number of MP up to its Running MP rating . A ’Mech cannot run backward . MOVEMENT MODES A ’Mech’s Running MP rating is equal to its Walking MP times ’Mechs are assigned movement actions in initiative order (see 1 .5, rounding up . Sequence of Play, p . 6) . Every ’Mech must be assigned one (and only one) of the movement modes available to it . In general, the more %% Target Number Modifier as Attacker: +2 hexes a ’Mech moves, the harder it is to be hit . Modes that provide %% Target Number Modifier as Target: Based on hexes travelled more Movement Points (MP) thus help keep a ’Mech safe . However, (see the Attack Modifiers Table, p . 19) such modes generate more heat, and make it so that a ’Mech has a %% Heat Generated: 2 (total, not per hex travelled) harder time hitting with its own attacks . Minimum Movement: A ’Mech that intends to use the Critical Damage: If a ’Mech uses Running MP, each of the Minimum Movement rule (see p . 11) must run . following forces a Piloting Skill Roll (see p . 40) after its movement in order to avoid falling: critical hit to the gyro, critical hit to a hip . STANDING STILL If damage reduces a ’Mech’s Walking MP rating, the player must A ’Mech that stands still remains in the hex in which it recalculate its Running MP rating . started the turn . It may not expend MP that turn, even to change Water: ’Mechs cannot enter a Depth 1 or deeper water hex its facing . while running (whether the ’Mech is already in water or not), though Choosing this mode does not make a ’Mech immobile (see a running ’Mech may change facing in one, and/or move from a Immobile, p . 11) . However, this mode can be assigned to any ’Mech, water hex to a land hex . even immobile units . As “choosing” this mode for an immobile ’Mech still uses a movement selection, this is a good way to put off JUMPING assigning actions to your more useful mobile ’Mechs until later in Only ’Mechs that possess Jumping MP and are standing at the the initiative order . 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 %% Target Number Modifier as Attacker: 0 numerous exceptions to the basic movement rules, see Jumping %% Target Number Modifier as Target: 0 Movement on page 11 for the full details . %% Heat Generated: 0 %% Target Number Modifier as Attacker: +3 WALKING %% Target Number Modifier as Target: +1, plus a further modifier A walking ’Mech may expend a number of MP up to its Walking based on hexes travelled (see the Attack Modifiers Table, p . 19) . MP rating . ’Mechs may walk backward . %% Heat Generated: 1 heat point for every hex jumped . Using jump jets always generates a minimum of 3 heat points, no %% Target Number Modifier as Attacker: +1 matter how far a ’Mech jumps . %% Target Number Modifier as Target: Based on hexes travelled (see the Attack Modifiers Table, p . 19) Critical Damage: If a ’Mech uses Jumping MP, each of the %% Heat Generated: 1 (total, not per hex travelled) following forces a Piloting Skill Roll (see p . 40) to avoid falling upon landing: loss of a leg, critical hit to the gyro, critical hit to a hip or One-Legged ’Mechs: Walking is the only movement mode any actuator in a leg location . beyond standing still that a one-legged ’Mech can use . ’Mechs lose one Jumping MP for each jump jet destroyed .

MOVEMENT DICE Movement dice help players remember which ’Mechs moved and in what way . While not required, it is highly recommended that players use this rule, and the remainder of these rules will assume that they are doing so . (These dice are not included in this box .) Commonly, white dice are used to mark ’Mechs that walked, black dice for those that ran, and red dice for those that jumped . The number displayed on the die is the Target Number generated as a result of the move, with “6” traditionally indicating a modifier of 0 (didn’t move) . The move cannot be changed once a movement die is placed . It’s best to use dice of a different size and/or color than those used for rolling attacks, to prevent confusion . After all weapon’s fire is completed, remove all movement dice from the board . STRATEGIC

8

Movement Modes Movement Phase .Sucha’Mech canmoveturn forward, backward, orbothinthesame BA destroyed for theremainder ofthescenario half- orquarter-hexes cost (seeTerrain, at right) . at right Diagram Direction Movement the on as shown facing, its changing first without hex rear to its directly hex into the ward GROUND MVEENT changes itsweapon arcs, notitsfacing hexsides by theopposingplayer the Movement Phase must be realigned to one of the two closest B) costs 3MP diagram below, (three turn a180-degree facings, from Hex Ato Hex A ’Mech faces theway itsfeet are pointing ’Mech mustface asitsfacing oneofthosesixhexsides: thisisknown FACING are lost(i.e movement modedoesnotchange butnomatterits MPeachturn, how few are spent, the’Mech’s the Movement Points (MP)provided MOVEENT BASICS CKW ’Mechs moving backward may notchangelevels A ’Mech canonlymove backward ifituses Walking MPthat Partial Hexes: ’Mechs cannotvoluntarily move into orthrough To enter aclearhex costs 1MP back or is facing, it hex into the move forward can A ’Mech Torso Twisting: its torso a ’Mech (see p twists If Changing facingcosts 1MPperhexside hex onthemaphassixedges,Every calledhexsides Key Reference: Movement Costs Table (seep After being assigned a movement mode, a ’Mech then spends .you can’t “bank” MP). A .’Mechs facingone hexside notclearly at theend of RD M . • facing .’Mechs forced into suchhexes are considered O . V

change EM . EN . Terrain raises inahex often this MP left at theendofturn .MPleft It cannot move into any cannot other .It

.A’Mech neednotspendall diagram . T . . .For example, inthe

• .10) . 15), this only . M O .Every V - .

EM (friend or foe;(friend , p seeStacking charge attack (seep to collideit isdeliberately withthat enemy trying ’Mech: thisisa but cannot walk or run through a hex occupied by an enemy unless OCCUPIED HXES requirestypes (see p a Piloting Roll Skill for theHeavy Woods (to navigate through thetrees) . 1 MPfor entering any hex (thedistance traveled), and2MPmore 10) . For example, entering a Heavy Woods hex costs 3 MP: the base raises thisMPcost, as shown ontheMovement Costs Table (seep TERRAIN Displacement, page40. circumvent themaximumallowable level changedownwards fall levels; being forced two or more levels lower results in an automatic in immediately prior a ’Mech into a hex three or more levels higher than the hex it was as from a charge, push, or death from above attack) cannot force change levels (whether upordown) . by only1or2levels perhex, at anadditionalcost of 1MPperlevel LE see Movement inWater, page12. Such information appearsontheMovement Costs Table (seep EN .No’Mech may “voluntarily fall” from agreater level inorder to V A ’Mech cannever enditsmove inahex withanother’Mech A ’Mech can move through a hex occupied by a friendly ’Mech, Terrain:Difficult All hexes cost at least1MPto enter If a’Mech isforcedIf into ahex that already hasa’Mech, see However, a’Mech canbeforced downward any numberof Prohibited Level Change: Even aforced level change (such Backward Movement: ’Mechs moving backward may not When moving forward a’Mech may changelevels (ordepths) Water: EL • MOVE NOT MOVE NOT MOVE NOT MOVE NOT ALLOWED ALLOWED ALLOWED ALLOWED T CH ground If jumpinginto oroutofwater, If seepage12.Otherwise, . AN .25) .

movement GE Movement Basics Entering a hex containing certain terrainEntering ahex containing certain ALLOWED ALLOWED ALLOWED ALLOWED MOVE MOVE MOVE .11)

direction . 40) to see if the ’Mech falls MOVE NOT MOVE NOT MOVE NOT MOVE NOT ALLOWED ALLOWED ALLOWED ALLOWED .However, terrain often

diagram

• .10) . . .

9

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment MOVEMENT

MOVEMENT COSTS TABLE

Movement Action/Terrain Type MP Cost Per Hex/Terrain Cost Piloting Skill Roll Cost to Enter Any Hex 1 — Terrain Cost When Entering Any New Hex Clear +0 — Paved/Bridge +0 — Road +0* — Rough +1 — Light woods +1 — Heavy woods +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+) Level change (up or down) 1 level +1 — 2 levels +2 — Rubble +1 +0 Additional Movement Actions Facing change 1/hexside — Dropping to the ground 1 — Standing up 2/attempt +0

* If traveling along road; otherwise cost of underlying terrain. ** MP cost to move along the bottom of the water hex.

10

Movement Costs Table if moving over hexes thatforce normally aPSR.However, it obeys in hexes itjumps over in,forthe samehex itbegantheturn 1MP costs 1 MP to move over or into it, period MP rules JUMPING MOVEENT in thehex will beforced outofthat hex (seeDisplacement, p deliberately violate it single hex . limit,’Mechand no mayThiscalled thestacking is that phaseare removed from play), onlyone’Mech canbeinany STACKING it isnot % % modifier, andan aimed shot(seep Attacks againstanimmobiletarget applya–4 Target Number IMMOBILE on page12. make asingleattempt to standusingthisrule greater water hexes) . could notbeentered by arunning’Mech (for example, 1or Depth movement % % % if itmeetsallofthefollowing conditions: does not have required theMP normally MINIMUM MOVEENT Piloting Skill Roll (seep Roll Piloting Skill do nothingbutstandstill p .6),immobile’Mechs may stillbeselected, even thoughtheycan % % % % % . Terrain does notaffect thisMPcost: ifahex islegalto enter, it A jumping ’Mech ignores terrain (and the presence of ’Mechs) A jumping’Mech canmove 1hex for eachavailable Jumping . To jump, . oftheturn a’Mech mustbestandingat thestart Jumping features numerous exceptions to themovement rulesare violated thestacking involuntarily,If oneofthe’Mechs At theendofMovement any Phase (after ’Mechs destroyed Unless asituation specificallystates thetarget isimmobile, its gyro destroyed reduced to 0MPby damage and/orheat, actuator a’Mech with to stand still, prone ’Mechs, ’Mechs missingtwo legs, ’Mechs The following are notimmobile:mobile’Mechs that choose unconscious MechWarrior shutdown, abandoned, missing all four limbs, or with an The following are immobile: buildings;hexes; ’Mechs An immobile’Mech cannotmakemovements ofany kind Prone ’Mechs: Aprone ’Mech withonly1MPavailable can To enter ahex inthisfashion,a’Mech mustuserunning cannot changeitsfacinginthesameturn) Such movement istheonlyMPitexpends that (e turn p isnotprohibitedIt from entering thehex (seeLevel, Change hasat least1MPto spend It A ’Mech canmove into thehex infront directly ofit, even ifit Piloting Rolls: An immobile ’Mech Skill forced to make a When assigning movement (seeMovement actions Phase, .9) . .’Mechs usingthisrulecanenter hexes that normally . .As Rolls such,itneednotmake Piloting Skill . .40)automatically fails, unlessitisprone . . .21)canbemadeat thetarget . A ’Mech can only do this . A ’Mech may jump into . See StandingUp, .See M O .40) .g V .it . . .

EM EN exceed thelevel hillyterrain oftheintervening (4). hex(–1)would equal or Jumping MP(5)plusthelevel ofthestarting travelled to itsdestinationalongPaths IorII,because the’Mech’s eitherPathsstill choose IIIorIV. of thetrees, jumping. astrees such, theplayer donotaffect As may – 1=3),butthe’Mech could cross thatpathregardless oftheheight The ’Mech’s JumpingMPequals orexceeds thatlevel (4Jumping MP terrain, theyonlyriseto Level 3(1(underlyingterrain) +2(trees) =3). routespossible would illegal. be both then the’Mech could notjumpto HexBatall, because theshortest cannot jumpover Paths Hex3.If IorIIwere theonlypathsavailable, only jumpover Level 3terrain andlower such,the’Mech thisturn.As 1 water levelin Depth of –1, which means it hascan a starting Jumping MP, which would enough, normally be but as it is standing terrainin theintervening (Hex3)hasalevel of4.The ’Mech has4 discussed.be fourpathswill B and4-5-3-B),butinthisexample onlytheprimary indicated onthediagram. There are more two actually paths(1-5-7- (fourhexes),at leastfourdifferent hexpathsthatare as equally short so itcan stilljump withaJumpingMPof4. are submerged. otherjumpjetsare Its located inthetorsos, however, –1. Two ofitsjump jetsare initslegsandsocannot used, be asthey any direction desired, atnoextra cost. to atleast10MP). spend itlands, As theplayer can face the’Mech in the facing shown by walking orrunning, the’Mech would have had passes over andforthehexinwhichitlands. (To reach HexBwith it moves, ignoring all terrain costs (including levels) for the hexes it Because the’Mech hexthat isjumping, only1MPforevery itspends a JumpingMPof6.The ’Mech jumpsto HexB, fourhexes away. If the’MechIf had5ormore JumpingMPavailable, itcould have thetrees levelsWhile inHex5risetwo above theunderlying The player cannot Path choose Ior II, however, because ahill Path IV: 4,6,7,endingHexB. Path III:4,5,7,endingHexB. Path II:1,5,3,endingHexB. Path I:1,2,3,endingHexB. At the’Mech first,itappears could have into jumped HexBby 1water inDepth (HexA),givingitalevel The ’Mech of isstarting In theJumpingDiagram above, the’Mech inHexAhas T 6 6 DEPTH 1 DEPTH 1 LEVEL 1 Jumpi ng Movement • jumping DEPTH 1 LEVEL 1 LEVEL 2

diagram LEVEL 4 LEVEL 1 LEVEL 1

• B B 2 3 3

11

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment MOVEMENT

the normal rules of the hex it lands in . A jumping ’Mech also ignores MOVING WHILE PRONE facing: it can jump in any direction for the same MP cost, regardless If a ’Mech begins the Movement Phase prone, it must declare of its initial facing, and when it lands it chooses any facing desired . whether it will walk or run before it attempts to stand (it may not A ’Mech with at least 1 Jumping MP may jump down any jump) . While prone, it can only change its facing in the hex or attempt number of levels . However, a ’Mech cannot enter a hex with a level to stand (see Standing Up, below) . higher than the sum of its current Jumping MP plus the level of the hex its jump began in . STANDING UP A ’Mech can only jump to its destination hex via the shortest A ’Mech may attempt to stand even if missing one leg, or one path (i .e . the fewest number of hexes required to get there) . If more arm and one leg, or both arms . A ’Mech missing both legs, or one leg than one such path exists, the player chooses which of these paths and both arms, cannot . A ’Mech may attempt to stand in the same their ’Mech takes . If all such paths are illegal (for example, there is Movement Phase that it fell, as long as it has enough MP left and did only one path, and one of the hexes in the path has a level too high not jump that turn . for the ’Mech to enter via jumping), the ’Mech cannot jump to the Each attempt to stand, successful or not, costs 2 MP . The ’Mech’s destination hex at all . pilot must make a Piloting Skill Roll (see p . 40) . If the PSR fails, the Death From Above: A ’Mech cannot jump into a hex that ’Mech falls again and takes additional falling damage and possible already contains a ’Mech unless it is making a Death From Above pilot damage . Use the same facing it had on the ground as its initial attack against an enemy ’Mech in that hex . See page 26 for details . facing when rolling on the Facing After Fall Table (see p . 44) . The Into Water: A ’Mech cannot jump directly into water Depth 1 ’Mech may make repeated attempts to stand as long as it has the or deeper, but can end its jump over such a hex . If it does so, it must MP required for each attempt . make a Piloting Skill Roll (see p . 40) . If the PSR succeeds, the ’Mech is When a ’Mech successfully stands, it may select any facing at no placed standing at the bottom of the hex . If it fails, the ’Mech tumbles cost (regardless of its facing while on the ground), and may continue to the bottom instead, falling a number of levels equal to the hex’s to expend any remaining MP in that phase . depth (halve the resulting damage; round down) . Heat: Each attempt to stand creates 1 heat point . Out of Water: Jump jets cannot be fired while submerged . Leg Destruction: A prone ’Mech with only one leg may still As such, a ’Mech standing in Depth 1 water may not fire jump jets attempt to stand . However, it may only make one attempt per turn . located in its legs . For example, a ’Mech with a Jumping MP of 5 that This attempt to stand is always considered running, and can still be has one jump jet in each leg and one in each torso location may only made even though a ’Mech with one leg can normally only walk . use 3 Jumping MP when jumping out of Depth 1 water . As an exception to the normal rules, only one Piloting Skill Roll is ever made for this attempt, regardless of the number of PSRs that PRONE BATTLEMECHS might be required by the action . All modifiers to this PSR are still A ’Mech might drop to the ground to take cover, or be forced cumulative, however . to the ground due to falls . Either way, such a Mech is prone . Prone Minimum Movement: A prone ’Mech with only 1 MP available ’Mechs rise 1 level above the underlying hex, and are harder to hit can use this rule (see p . 11) to make a single attempt to stand . with and against . MOVEMENT IN WATER DROPPING TO THE GROUND Water hexes have a depth that functions as a level change (see A ’Mech may choose to drop to the ground if it did not jump p . 9) . ’Mechs entering water hexes must pay: that turn . This creates no additional heat, causes no falling damage, and costs 1 MP . The ’Mech drops face down with the same facing it %% the base 1 MP for entering a hex had while standing . To regain its feet, it must attempt to stand (see %% plus the MP cost for entering water of that depth (1 MP if Depth 1) Standing Up, at right) . %% plus the cost for any level change

Entering a water hex of any Depth greater than 0 forces a ’Mech to make a Piloting Skill Roll (see p . 40) . This includes moving between water hexes, but not standing up or making facing changes within one . A ’Mech standing in Depth 1 water has its legs submerged, and has partial cover (see p . 17) . Underwater ’Mechs are completely submerged: this means a Depth 2 or deeper water hex if standing, or Depth 1 or deeper if prone . ’Mechs cannot enter a Depth 1 or deeper water hex while running (unless using Minimum Movement; see p . 11) . However, a ’Mech can run and change facing in water and/or move from a water hex to a land hex . Jumping: To resolve jumping into and out of water, see Jumping Movement, at left .

12

Prone BattleMechs piece ofterrain . than 0represent hills T plus theircurrent height whencalculating LOS . in height ’M LEVELS ANDHEIGHT , p (see Attack Direction . turn This choice isalsousedwhen determining attack direction all attacks between theattacker andthat target for therest ofthat the two hexes the LOS lies along (for example, abuildingorhex), randomly determine whichof Two Hexes Diagram a target at right) . If is notcontrolled by a player of thetwo hexes liesalongtheLOS (seetheLineofSight Between between two hexes, the target ’Mech’s controller decides which LOS doesnotexist to thetarget (seeIndirect Fire, p ’Mech inanadjacent hex isnot(seeTerrain, p Modifiers to eachother, unlessone’Mech anda iscompletely underwater can seeyou LOS (seeWater Hexes, p andtarget ’Mechs areattacking not considered whendetermining barely touches thecorner ofahex . The hexes containing the through whichthisline passesliealongtheLOS, even iftheline the target’s hex definestheLOS between two ’Mechs line runningfrom thecenter oftheattacker’s hex to thecenter of (LOS) mustexist between theattacker andthetarget LINE OFSIGHT (ammunition used, heat generated, modifiers, etc multiple-target the target, alleffects ofanattack mustbetakeninto account hex, aplayer canexpend unwanted ammunition.Regardless of damage result willnotinflict WH weight damage to inflict ofoptions,has avariety mostofwhichrely onthe’Mech’s own lasers, andautocannons Weapon Attack Phase, usingranged armamentssuchasmissiles, attacks andphysical attacks engage in combat ERR ECH H A hex’s level onthemap ismarked Standing ’Mechs are 2levels inheight; prone ’Mechs are 1level Apply thefollowing rulesfor ofterrain thepurposes andLOS . LOS Between Exactly Two Hexes: theLOS If passesexactly Fire:Indirect LRMsmay befired indirectly, aslongavalid Adjacent ’Mechs: ’Mechs inadjacent hexes always have LOS LOS isalways mutual Normally, inorder to attack atarget, aclearlineofsight A player cannever deliberately target ’Mech . afriendly The target ofanattack canbealmostanything, even ifthe After allplayers complete theMovement Phase, ’Mechs A T I A .’Mechs are treated asat thelevel hex oftheirunderlying I . N S AT E H IGHT . BattleMechs use two forms of combat: weapon E . The higher thelevel number, thehigherthat IGHT AN IGHT A G .22) .14,for thesoleexception to thisrule). A .For physical attacks (seep S . . That is, ifyou canseeatarget, that target RG .For example, by at anempty firing . Weapon attacks are madeinthe E In both cases, . In this LOS is used for T? A D D M COMBAT .Hexes withlevels higher EPTH E OFA 24), each ’Mech .24),each’Mech .22) .Any hexes .17) .Astraight .) RM are terrain, standingon theunderlying notontop ofthetrees following effects online ofsight the attacker or target terrain are has the standing in . Intervening CT EFFE % % % might level) (dependingonitsunderlying . itself would notintervene, thoughthehex containing therubble as trees and buildings, in LOS can intervene . For example, rubble the attacker andtarget may inLOS, intervene dependingontheterrain’s level relative to LOS (not includingthe hexes occupied by the attacker and target) INTERVENG RRA 2 levels above that, reaching Level 4) hex theyoccupy (for example, awoods onaLevel 2hex would rise always at thebottom ofthehex (i.e as ifitisat thelevel ofthesurrounding terrain .A’Mech inwater is deeper thewater of thebodywater (from 0onwards) Depth surface . The depthrepresents thebottom OR % % % Intervening hillsblockLOS Intervening Hills: . Again, terrain intervening doesnot includethehexes either attacker ison). the target’s level andadjacent to it(regardless ofthelevel the The level ofthe terrain orfeature isequalto orhigherthan the target ison);or the attacker’s level and adjacent to it(regardless ofthelevel The level ofthe terrain orfeature isequalto orhigherthan level ofboth’Mechs; or The level oftheterrain orfeature isequalto orhigherthanthe Terrain alongtheLOS between if: two ’Mechs intervenes Terrain between theattacker andthetarget that liesalongthe Woods: Water: • E line Water hexes descend to aspecificdepthbelow the D C S Woods 2levels rise above thelevel oftheunderlying

of OF

. Water for intervenes LOS (seebelow) purposes sight LINE OFSIGHT LINE OFSIGHT ALTERNATE PATH2 ALTERNATE PATH2 ALTERNATE PATH1 .As such,thehigher thedepthnumber, the I .Onlyterrain features that have levels, such OM

between N T ERV Line of Sight . BA

two .at itsfulldepth). . EN ’Mechs occupying these hexes

hexes I T N G T

diagram ERR A

• I N .

13

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment COMBAT

• line of sight diagram • The LOS diagram at 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 a Level 0 hex, and is therefore considered to be at Level 2 for purposes of LOS. Checking LOS for the ’Mech in Hex A to the other ’Mechs shown, we find the following conditions: LOS to the ’Mech in Hex B passes through one light woods and one heavy woods hex, and so is blocked. LEVEL 1 LOS to the ’Mech in Hex C passes through two light woods and a heavy woods hex, and so is blocked. LEVEL 1 LEVEL 1 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 LEVEL 2 LEVEL 1 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 LEVEL 4 LEVEL 2 LEVEL 1 in Hex 1, however, are in the LOS and are at Level 3 for purposes of LOS. Because these woods are equal to or higher than both LEVEL 6 LEVEL 4 LEVEL 1 attacker and target, they intervene. The woods in Hex 4 are equal to or higher than the attacker and adjacent to the attacker, and LEVEL 3 LEVEL 4 LEVEL 2 LEVEL 1 so they intervene as well; only two of these light woods hexes intervene, however, and so they do not block LOS. LEVEL 4 LEVEL 2 LEVEL 1 Finally, the ’Mech in Hex E is in a Level 3 hex, standing in Depth 1 water, and so is at Level 4 for LOS purposes. LOS is LEVEL 2 LEVEL 2 LEVEL 2 LEVEL 1 blocked by Hex 5. Use the diagram to practice finding LOS with the other LEVEL 2 LEVEL 2 LEVEL 1 ’Mechs. Try to determine how many targets each ’Mech can see, LEVEL 2 LEVEL 2 LEVEL 1 and compare your results to the correct results that follow: Hex LEVEL 2 B has 2 targets, Hex C has 2 targets, Hex D has 3 targets and Hex LEVEL 2 LEVEL 2 LEVEL 1 E has 0 targets. 2 LEVEL 1 LEVEL 2

Partial Cover: While partial cover (see p . 17) conceals part of a ’Mech, it does not block LOS to that ’Mech . LEVEL 1 Water: Intervening water blocks LOS for the purpose of these

rules . SUBLEVEL 1 Woods: Three or more points of intervening woods block LOS . Light woods is worth 1 point, and heavy woods is worth 2 points . SUBLEVEL 1

INTERVENING ’MECHS Intervening ’Mechs have no effect on LOS or attacks .

WATER HEXES A standing ’Mech in Depth 2 or deeper water (or a prone ’Mech in Depth 1 or deeper water) is submerged . This blocks LOS to and from the ’Mech in that hex, except for physical attacks . FIRING ARCS If an attacker has LOS to its intended target, the attacking player Leg-Mounted Weapons: Leg-mounted weapons may not fire then checks the firing arcs of their ’Mech’s weapons to see which through a hex that provides the firing ’Mech with partial cover . The weapons can hit the target . There are four firing arcs as shown on firing arc is always forward for forward-mounted leg weapons, and the Firing Arcs diagram: the forward arc (in yellow), left side arc (in is not affected by torso twisting . blue), right side arc (also in blue), and rear arc (in red) . Note that the firing arcs extend from the attacker to the edge of the playing area, and there are no “blind spots ”. LEFT SIDE ARC Prone ’Mechs: Arcs do not change if the attacker is prone . Weapons in a ’Mech’s left arm may fire at targets in the left side arc and forward arc . FORWARD ARC All weapons may fire into the forward arc unless they are rear- RIGHT SIDE ARC mounted . Arm-mounted weapons may fire into the forward arc plus Weapons in a ’Mech’s right arm may fire at targets in the right the appropriate side arc . side arc and forward arc .

14

Firing Arcs reversed automatically arms return to the front arc andreverse theEndPhase,twist .In inthesame turn itsarms must bereversed (unlessoneisdestroyed) .A’Mech cannottorso reverse theirarms whichlater actuators arm losethemthrough damagecannotthen remaining arm can reverse agame, losesoneduring itsarms itcanstillreverse the cannotreverseapplicable arm eitherofitsarms for arm-mounted weapons, instead arcs oftheusualfiring flip itsarms not have any weapons splitbetween torso locations andarm can on its Hit Critical in both arms actuators arm Table and that does ARMS REVSING (FLIPPIG) resolved the attack fire), theplayer mustannounce thesechoices at thesametimeas make a specialized attack with it (such as an aimed shot or indirect % % following mustbeannounced: ATTCK DECLARTION arcs for thoseweapons mounted weapon into therear arc firing instead oftheusualfiring (FLIPPING) ARMS ARCS ANDREVING , p Direction damage (i.e attacks) areweapons always (andkick aligned withthefeet the ’Mech’s facing, asshown onthediagram .Arcs for leg-mounted are determined by inwhichitstorso thedirection isturned, notby ARCS ANDTORSOTWI leg weapons, andisnotaffected by torso twisting cover partial may not fire through a hex that provides the ’Mech firing with on therecord sheet’s Hit Critical Table Weapons that are rear-mounted willhave a(R)besidetheirname REA ARC % % Prone ’Mechs: Prone ’Mechs may notreverse theirarms Reversing occurs attack arms during declaration arms .Both Both arms must lack these actuators: a’Mech mustlacktheseactuators: withonly one arms Both whoserecordA 'Mech sheetdoesnot show handandlower All attacks by allplayers mustbedeclared before any are Each weapon aplayer can makeoneattack .If aturn wants to Which specifictarget itisbeingfired at Which specificweapon isbeingfired the playerNext, declares their attacks a’Mech (see flips below), its arms If it may fire any arm- Torso-twisting hasnoeffectonhow a’Mech willreceive itstorso a’Mech (seeat twists right), itsupper-body arcs firing If Leg-Mounted Weapons: Only rear-mounted weapons may fire into therear arc . . .22) .After flipping its arms, a’Mech usestherear arc firing .itonlyaffectsthe’Mech’s own arcs; firing seeAttack . The arc firing isalways to therear for rear-mounted . However, ’Mechs equipped with hand and lower . . Rear-facing leg-mounted weapons . . For the each attack, . If a’Mech that .If . . C . . O .

M T BA turn to theattackerturn turn, canchangethis order they makeattack rolls for alloftheir’Mech’s declared attacks automatically hits another target may notbechoseninitsplace that . turn automatically miss, though theycanchoosenotto maketheattack, hit automatically misses;rolling a12doesnotresult inanautomatic Target Number, theattack hits hits thetarget to create afinal Target Number MAKING THETTCK full listofavailable weapons andthestatistics for each. the location .See Weapons andEquipment Table onpage55for a if multipleweapons are ofthesametype mounted inthesame damage ontargets FIRING WEAPONS End Phase Phases, butisnotconsidered whendetermining hitlocations arcs affecting firing turn, for the Weapon Attack and Physical Attack feet pointed straight ahead can rotate itstorso onehexside whilekeepingits orright to theleft TORSO TWIS If aplayer .If determines that their’Mech’s declared attack will Resolution Order: The attacker choosestheorder inwhich themodified If Target Numberis2orless, theshot themodified If Target Numberisgreater than12,theshot usethe G.AT anattack, When making Players usetheir ’Mechs’ to armament attempt to inflict Prone ’Mechs: Prone ’Mechs may nottorso twist The torso automatically returns to itsforward positioninthe of each ’Mech’sAs part weapon attack declaration, a ’Mech LEFT ARM& LEFT ARM& LEFT SIDE LEFT SIDE . ARC ARC If theresult .If isequalto orgreater thanthemodified . Attack Dec laration .Eachweapon is always fired individually, even • RIGHT ARMARC RIGHT ARMARC firing LEFT ARM& LEFT ARM& FRONT ARC FRONT ARC REAR ARC . lastsforThis twist theremainder ofthe

arcs . . Then roll 2D6to seeiftheattack

diagram RIGHT ARM& RIGHT ARM& RIGHT SIDE RIGHT SIDE .O

.Rsidebar(seep • ARC ARC . .From . .16),

15

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment COMBAT

BASE TARGET NUMBER G.A.T.O.R. (GUNNERY SKILL) The attack process is not complicated—simply a GATOR matter of rolling 2D6 and trying to equal or exceed the The base Target Number for a weapon attack is equal to the modified Target Number . However, it’s the modified part— attacker’s Gunnery Skill Rating (see Skills, p . 5; and see the Warrior juggling all those numbers—that can be tricky . Data section of your record sheet) . After you understand the Target Number Modifiers section starting at right, you’ll find that “GATOR” is a helpful TARGET NUMBER MODIFIERS mnemonic that reminds you what needs to be taken into The base Target Number may be modified by several factors, account: including movement, terrain (woods, partial cover, and so on) and range . All modifiers are cumulative . STRATEGIC G Gunnery Skill Rating of the attacker (the base Target Number for the attack) . Then add: ATTACKER MOVEMENT MODIFIER A Attacker movement modifier [the color of the Movement GATOR Die on your ’Mech] The attacker’s Target Number is modified by their own T Target movement modifier [the number of the Movement movement using the values in the Attack Modifiers Table (see die on the target ’Mech] p . 19) . The attacker’s movement modifier is based on the movement O Other modifiers (potentially a big category, but typically mode it used in the turn (Walking, Running, or Jumping), not the only includes woods, partial cover, and heat) actual MP expended or distance moved (the color of the Movement R Range modifiers Die on your 'Mech, not the number) .

Start with your Gunnery Skill Rating, then add all TARGET MOVEMENT MODIFIER other applicable modifiers as indicated, and the result is GATOR your modified Target Number to meet or exceed on the die A moving target is harder to hit, and so an attacker’s Target roll . In the Target Number Modifiers section (as well as the Number is modified by its target’s movement using the values Attack Modifiers Table), modifiers are listed in GATOR order, in the Attack Modifiers Table (see p . 19) . The target movement beginning with the Attacker Movement Modifier . modifier (often abbreviated as “TMM”) is based on the number of hexes traversed by the target this turn, not the number of Movement Points it spent (the number on the Movement Die on your ’Mech, not the color) . If the target moved both backward and forward in the turn, base the TMM on the number of hexes moved from the hex in which 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 hexes of movement, resulting in a TMM of 0 (the Movement Die would show a 6) . If a target jumped this turn, an attacker must also apply a +1 modifier to the attack’s Target Number, in addition to the modifier for the number of hexes the target moved .

DAMAGE MODIFIER GATOR The attacker’s Target Number may suffer additional modifiers for damage to its arms or sensors, as discussed in Critical Hits (p . 30) . Lower Arm Actuators: ’Mechs whose record sheet did not come with lower arm actuators do not suffer actuator damage modifiers to weapon attacks, though the absent actuator still affects physical attacks .

HEAT MODIFIER GATOR The attacker’s Target Number may suffer a modifier due to its heat build-up, as discussed in Building Up Heat (p . 37) . The Heat Data section of the record sheet summarizes the modifiers for the effects of heat build-up . Target Number modifiers due to heat never apply to physical attacks .

16

GATOR MU immobile targets if ithas0MP modifier unlessatarget isspecificallystated to beimmobile, even MechWarrior, aswell asunoccupied hexes down, abandoned, missingallfour limbs, orpossessanunconscious modifier IMM P to physical attacks targetmay . eachturn onlyhave oneprimary arcone firing at once both upper-body andleg-mounted weapons may have more than arc eachreceive a+2 Target Numbermodifier multiple targets modifier, targets intheside while bothsecondary separate targets initsrightsidearc target), andthesecond andthird mediumlasersat as theprimary firesarm onemedium laserat atarget initsfront arc (designated mounted cumulative in thesideandrear arcs, themodifieris+2. These modifiersare not arc, applya+1 Target targets againstsecondary Numbermodifier; targets are secondary arcs, target theymay chooseany ofthemastheprimary attacker attacks is declaring only againsttargets in the sideandrear the attacker’s target forward arc, onemustbetheprimary the attack isignored Number modifier cover isbeingprovidedpartial by water; seebelow) . attacker and target) negates its target’s cover partial (unless the attacker downhill firing (regardless ofhow many hexes liebetween target’s LOS cover level, partial does not apply attacker traces LOS through that hex . ’Mech adjacent to aLevel 1hex would receive cover ifan partial the LOS between theattacker andtarget butmustliealong hex canbeahillorbuilding(butnotbridge), adjacent to ahex onelevel higherthanitscurrent hex . This adjacent one target as the primary targetone target as the primary mounts only limitonthenumberoftargets ishow many weapons a’Mech G G G A AT AT AT RTI Aimed Shot : This specialized attack canbedeclared against The mostcommon immobiletargets are ’Mechs whichare shut Attacks againstanimmobiletarget applya–4 Target Number Physical Attacks: The multipletargets modifierdoesnotapply Multiple Firing Arcs: torso twisting, Through a’Mech with These rulesapplyregardless ofwhere theweapons are target, nomatterAll how targets many, otherthantheprimary Attacks against a target with partial coverAttacks againstatarget applya+1 withpartial Target However, iftheattacker hasanLOS level higherthanthe To receive cover, partial atarget ’Mech must bestanding During theattack declarationDuring step, theattacker designates A ’Mech may engagemore thanonetarget . inaturn The L LE TIP OB O O O . . .For example, a’Mech withthree mediumlasersinitsright R R R AL . ILE . CO See page21. .See In addition, if the hit location roll . In indicates a leg, T T . .Regardless arcs, ofits numberoffiring a’Mech . A V A Against secondary targets .Against intheforward secondary RGE ER M RG E T T M S O M . . target receivesThe primary no DI If any If declared targets are in O F O F DI I .For example, astanding DI ER F . Do notapply this .Do IE In other words, . In an I ER R . C If the .If O M T BA of +2always result inLOS beingblocked cover the attacker to account for intervening land features and partial T cover isnotapplied partial first place (for example, iftheattack usesthe Punch Location Table), physical attacks even versus attackers that are at ahigherlevel thanitormaking an attacker would fullyblockLOS . However, lying prone adjacent to a level 1 hex along the LOS from Partial CoverPartial . , at Modifier left) provides a+1 Target Numbermodifierto attacks againstit(see 1watera standing’Mech inDepth receives cover, partial which receiveleft) a+1 Target Numbermodifier TerrainIntervening , p woodsheavy between theattacker intervening anditstarget (see +2modifierperhex of occupies woods aheavy hex .Apply afurther TerrainIntervening , p light woods between theattacker intervening andthetarget (see occupies +1modifierper hex of a light woods hex .Apply afurther modifiers G ERR AT cover hex. cover topartial intervene, meaningthetarget thepartial chooses first—LOS passesexactly thehexes between thatwould allow the coveronly receive if the partial ’Mech in Hex B declared its attacks for thesamereason. For the’Mech inHexB, itstarget inHexDwould the LOS heightofthe’Mech. ’Mechs, and the LOS ’Mechsheight of those two is equal to or less than its own LOS height, along the LOS the ’Mech between and those two A andB. This isbecause itisadjacent to alevel thatisonelevel below cover.examples ofpartial Terrain can affect the probability of a successful shot by forcing Woods: cover These donotprovide terrain types partial Water: Prone ’Mechs: Prone ’Mechs cannot receive cover partial Death From Above: This attack (see p Water: Cover:Partial cover Attacks againstatarget (seeat inpartial Woods:Heavy Light Woods: .For (seep line ofsight purposes O A The ’Mech in Hex D has partial coverThe ’Mech from inHexDhaspartial the’Mech inHexA coverThe ’Mech from inHexChaspartial the’Mechs inHexes The Line of Sightdiagram on page 14 illustrates some . Target Number Modif ier s R I A standing ’Mech in Depth 1water Astanding’Mech inDepth receives cover, partial Water doesnotprovide aterrain modifier N M .However, ifanattack could nothitthelegsin O Add a+1 Target Numbermodifierifthetarget Add a+2 Target Numbermodifierifthetarget .13) .13) DI F . I ERS .13),terrain modifiersinexcess . . . 26) ignores terrain .However, . .

17

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment COMBAT

RANGE MODIFIER GATOR The Rolling To Hit diagram, below, illustrates how to The farther away a target, the harder it is to hit . Count the hexes determine a modified Target Number. between attacker and target, taking the shortest path (start with the The Wolverine has used its Running movement of 8 MP to move hex adjacent to the attacker, and include the target’s hex) . The total from Hex A to Hex B. Though it expended 8 MP in the move, it actually is the range to the target . travelled five hexes, and so the player places a black Movement Die Each weapon’s range is divided into range brackets: short, with a “2” showing. For the Griffin to move from Hex C to Hex D would require Running and since it's only two hexes, would not receive any medium, and long . For example, a PPC has a range of 18 hexes . Its movement modifier. As such, the player decides instead to use 2 short-range bracket is “6”, meaning that any attack made with a PPC Jumping MP to reach Hex D. It's still only two hexes so no modifier against targets 1-6 hexes away or less is in the PPC’s short range . there, but since he jumped, he places a red Movement Die with a "1" The range bracket a target is in determines the range modifier showing. Finally, the Thunderbolt used its Walking MP of 4 to move from Hex E to Hex F. But since it also only traveled two hexes, a white for an attack with that weapon against that target . A short-range shot Movement Die is placed next to the Thunderbolt with a "6" showing, does not modify the attack’s Target Number . A medium-range shot meaning 0 modifier. adds a +2 Target Number modifier, while a long-range shot adds a The WVR-6M Wolverine would love to fire its weapons against +4 modifier . Weapons cannot hit a target beyond their long range . the Thunderbolt in Hex F—it didn't move enough to generate a Levels: Level differences are ignored when calculating range . A modifier and has serious damage, particularly in the left torso pointing right at the Wolverine. However, because LOS passes exactly between target one hex away but 99 levels higher than the attacker is still one hexes I and II, the target chooses and the defending Thunderbolt hex away when determining range and range modifiers . selects the LOS to pass through hex I, meaning LOS is blocked in both directions. MINIMUM RANGE MODIFIER As such, the Wolverine is firing a medium laser and SRM 6 at the Griffin (they both have the same range, so even though they’re GATOR different weapons, the player can figure the numbers simultaneously). Some weapons, such as PPCs and long-range missiles (LRMs), The player remembers the GATOR principle as he begins to add up are designed to be fired at long-range targets . If a target is too close, his numbers. The Base Target Number is the Griffin MechWarrior’s hitting it with such weapons is more difficult . Gunnery Skill of 4 (GATOR). The Wolverine used Running movement this turn, so the Attacker Movement Modifier is +2; the black Movement A weapon’s minimum range, if any, appears on the Weapons Die (GATOR). While the target Griffin only moved two hexes, because and Equipment Table on page 55, as well as the record sheet . If a it jumped, it receives a +1; the "1" on the red Movement Die (GATOR). target is within this range, use the following formula to determine The target has partial cover to the Wolverine, which adds a +1 Partial the minimum range modifier: [Min . Range] – [Target Range] + 1 . For Cover Modifier (GATOR). Additionally, there is a light woods along the LOS between the Wolverine and Griffin which is intervening (the light woods in the Level 1 hex is not intervening), which adds a +1 Terrain Modifier (GATOR). The 4 target is four hexes away, which is in the medium range for the 3 medium laser and SRM 6, adding a +1 TARGET Range Modifier of +2 (GATOR). The MOVEMENT lINE OF SIGHT result is a modified Target Number 2 5 +2 TARGET of 11 [4 (Gunnery Skill) +2 (Attacker +0 TARGET MOVEMENT Movement) +1 (Target Movement) MOVEMENT LEVEL 1 +1 (Partial Cover Modifier) +1

+1 TARGET (Terrain Modifier) +2 (Range LEVEL 1 MOVEMENT Modifier) = 11]. The GRF-1N Griffin is attacking 1 back with its PPC. The Griffin’s LEVEL 3 MechWarrior’s Gunnery Skill is 3. The Griffin used Jumping movement 2 this turn, so it must add an Attacker FRONT LEVEL 2 FIRING Movement Modifier of +3; the red 0 ARC Movement Die. The target moved five hexes, creating a +2 Target LEVEL 2 LEVEL 1 2 Movement Modifier. There is a Light 1 Woods in between the attacker and 1 target along the LOS (again, the light +0 TARGET woods in the Level 1 hex is below MOVEMENT the height required to intervene), and the target is in Light Woods, creating a +2 Terrain Modifier. The 0 range to the target is four hexes, which is in short range for the PPC. For that attack, the modified Target Number is 10 [3 (Gunnery Skill) +3 (Attacker Movement) + 2 (Target Movement) +2 (Terrain Modifier) • rolling to hit diagram • +0 (Range) = 10].

18

Target Number Modifiers water isfullysubmerged with weapons not mounted inthelegs COMBAT INW away themodifieris+2,andif onehex away themodifieris+3. minimum range modifierwouldthetarget istwo hexes be+1.If example, ifa’Mech fires aPPCat atarget three hexes away, the A ’Mech 1water standinginDepth may attack ’Mechs inwater MINIMUM RANGE Gunnery Skill (GATOR Skill Gunnery All Attacks: Weapons andPhysical Attacker Target Movement (GA Modifier Attacker Movement (G Modifier ’Mech Damage [Damage Modifier (GAT’Mech Damage[DamageModifier OR)] Movement are (modifiers cumulative) Movement are (modifiers cumulative) 7 Upper orlower (each) actuator arm Shoulder hit hit Sensor Movement Immobile Prone Prone Jumped Ran Walked Stationary Stationary Jumped Moved 25+hexes Moved 18–24hexes Moved 10–17hexes Moved 7–9hexes Moved 5–6hexes Moved 3–4hexes Moved 0–2hexes [Black Movement Die] 6 6 • SHORT RANGE [White Movement Die] [White [Red Movement Die] minimum [White Movement Die,[White number6showing] 5 5 . )

range 4 4 ATER ATTACK MODIFIERSTABLE

diagram TOR) .A’Mech prone 1 inDepth 4 4 A TOR) 4 4 ( ppc

example 6 6 CONTINUED NEXT PAGE C MEDIUM RANGE 6 6 O : base M +1 for weapons inarm +4 for weapons disregard inarm, inarm otherdamagedactuators +2 +1 additional +6 +5 +4 +3 +2 +1 0 –4 –2 from adjacent hex; +1from allothers +2 +3 +2 +1 None Modifier Base TargetNumber 6 6

target T BA F PRONE ’MECHS fire (thisincludesweapons that turn and splitbetween that arm hasbeendestroyedof itsarms N IRI 6 6

Water: Prone incombat ’Mechs may stillparticipate The attackernoweapons choosesonearm: inthatcan arm A prone ’Mech may fire someofitsweapons, aslongneither number GLE WHI 6 6 Attack Mo difie rs Table A’Mech prone 1water inDepth isfullysubmerged + minimum 6 6 8 8 PR

range . ONE 8 8 LONG RANGE LONG RANGE

modifier 8 8 ) • 8 8 . 8 8 8 8 .

19

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment COMBAT

ATTACK MODIFIERS TABLE (CONTINUED)

Weapon Attacks Only Modifier Attacker (continued) Heat [Heat Modifier (GATOR)] 0–7 None 8–12 +1 13–16 +2 17–23 +3 24+ +4 Target [Multiple Targets Modifier (GATOR)] Secondary target in forward arc +1 Secondary target in side or rear arc +2 Specialized Attacks Making Indirect Fire attack +1 (+2 if the spotter also attacked this turn) Spotting for Indirect Fire +1 Terrain Modifiers (GATOR) (modifiers are cumulative) Light Woods +1 per intervening hex; +1 if target in light woods Heavy Woods +2 per intervening hex; +2 if target in heavy woods Water Depth 1 +1; see Partial Cover Modifier, p . 17 Depth 2 Underwater ’Mechs cannot target units that are not underwater Partial Cover +1; see Partial Cover Modifier, p . 17 Range Modifier (GATOR) Range Short None Medium +2 Long +4 Minimum range [Minimum] – [Target Range] +1 (see Minimum Range Modifier, p . 18)

Physical Attacks Only Attacker ’Mech Damage [Damage Modifier (GATOR)] 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 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 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 . 25) Unintentional charge +3 Death from above attack Modify for relative Piloting Skills (see Comparative Modifier, p . 25)

20

Attack Modifiers Table at anadjacent prone ’Mech =1). Target Numbermodifier(+3for entering seven hexes, –2for firing adjacent prone ’Mech =4);adjacent ’Mechs would receive a+1 Number modifier(+3for moving seven hexes, +1for at firing non- prone, attacks againstitby non-adjacent ’Mechs receive a+4 Target theattacker isnotadjacent,hex .If applya+1modifier modifier to attacks madeagainstaprone ’Mech from anadjacent more difficulttarget at longerranges A modifier itreceives itmakesaweaponsame turn attack, a+4 Target Number example, ifa’Mech runs(+2modifier)andthendrops prone inthe while prone, inadditionto any otherapplicablemodifiers facing that .Aprone direction ’Mech cannottorso twist weapons may befired, usingthesamearc asifitwere standingand . No leg-mountedeach turn) weapons can be fired either the corresponding torso; ischosenmay whicharm bechanged % % but canonlyspotto onetarget . aturn spotter can spot for any number of attackers against a single target, Froma Death Above attack isfine any that turn; otheraction choose to beaspotter, a’Mech must not have charged orlaunched target: ’Mech isreferred thisfriendly to asthespotter attack againstthat target An attacker with valid LOS to a target fire cannot make an indirect ’Mech line of without sighta direct to a target to attack that target I when assigning until anon-leghitlocation ahit, re-roll isrolled cover,Number modifierfor partial andifaleglocation isrolled for locations that are not behind cover modifier isnotapplied, and anadditional+3modifierisadded Location Table (andsomay hitthedesignated all). location after not, theattackerlocation rolls .If ontheappropriate normally Hit the attacker rolls 2D6: ona6,7,or8,theshothitsdesignated attack (unlessaimingfor theattack thehead;seebelow) hits, .If cannot makeanaimedshot immobile targets (seeImmobileTarget, p Modifier hit location aweapon butonlyagainst whendeclaring attack, A rules and Target Numbermodifiers, asoutlinedbelow SPECIALIZED ATTCK N % % TT IM ECT F DIR For example, ifa’Mech runsseven hexes andthendrops A prone ’Mech isaneasiertarget ifinanadjacent hex, buta Add a+2 Target Numbermodifierto weapon attacks made All standard modifiersfor the spotter’s movement; All standard modifiersfor attacker and target movement; An fire indirect attack appliesthefollowing modifiers: ’MechAnother musthave friendly avalid lineofsight to the LRM launchersmay befired indirectly Cover:Partial cover, atarget haspartial If you canonlyaim aiming atHead a’Mech’s Shots: If head, theimmobiletarget This rulecannotbeusedwithphysical attacks Apply the–4immobile Target Numbermodifierto the Players may announce that theyare aimingfor aspecific Several specialized attacks, such as indirect fire, have their own A ED SH CKI . N G PRONE O T E IR . . ’M ECH .Apply a–2 Target Number . Do not applyDo the Target S Indirect fire allows .Indirect a . .17)Missiles . In order .In to . . . All other C .For O . . .A . M T BA provides an ammobincontaining shotsfor twenty anAC/5, or five depending ontheweapon .For example, oneton spent onammo in ammobins and doesnodamage provided by water: inthiscase, fire theindirect thewater strikes CoverPartial , p Modifier cover,target and not the partial even if it hits a leg location; see % % % % this order candiffer at theplayer’s discretion . attacks by thesame’Mech againstanothertarget attacks; resolve all attacks against one target before moving on to the damage(whichcanbedifferent), for alltheir’Mech’s declared or greater thanthemodified Target Number, theattack succeeds each weapon the player attack, rolls the result 2D6.If isequalto for theymakearoll theattack, to seeiftheattack issuccessful ROLLING TOHIT SH Equipment Table (seep intheAmmo per carried Ton column ofthe Weapons and number ofshotsavailable for that weapon perton ofammo ammunition AMMUNITION EXPENDITUR % % % % O All weapons that require ammunitionhave theirammostored Partial Cover:Partial Damagefrom fire indirect always the strikes Aimed Shots: fire Noindirect attack may beanaimedshot modifier to fire theindirect attack Number modifierto thoseattacks, aswell asanadditional+1 Attack Phase that of a turn it also spots, apply a +1 Target Finally, ifaspotter makesany attacksthe during Weapon target, includingminimumrange modifiers; modifierbasedontherange between theattacker and Range +1 for fire; indirect the spotter, ’Mech; notthefiring Terrain cover basedonlineofsight modifiersandpartial from Players choosetheorder theyroll, andtheorder theyresolve Once the player hasdetermined all Target Number modifiers Ballistic andmissileweapons have alimited amount of T S . Each ammo bin provides a varying numberofshots, .Eachammobinprovides avarying Weapons that require ammunition indicate the Speciali zed Attacks . .17) The exceptioncover is isifthepartial .55) . .From to turn turn, .For . .

21

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment COMBAT

shots for an AC/20 . Missile ammunition works differently, in that Lay a straightedge from the center of the attacker’s hex to a single shot for a missile launcher is always one firing of all the the center of the target’s hex . Compare the hexside crossed by the missile tubes of that launcher . For example, a ton of SRM 4 ammo straightedge to the Attack Direction Diagram to find the side of the provides an ammo bin containing twenty-five shots (with four ’Mech hit by the attack . If the straightedge crosses at the intersection missiles fired every shot) . A single ton of LRM 20 ammo provides of two hexsides, the target chooses which side is hit by the attack an ammo bin containing six shots (with twenty missiles fired every before the attacking player makes the hit location roll . shot) . Put simply, each time a weapon that requires ammunition fires, Prone ’Mechs: If the target ’Mech is prone, use the hexside the regardless of its type or size or number of missile tubes, it uses one top center of the ’Mech is pointing at as its facing . Any damage to a shot of that weapon’s ammunition . prone ’Mech from outside sources such as weapons fire is treated as A weapon can draw ammo from any ammo bin that carries the if the ’Mech was standing with that facing . exact ammunition for that weapon . The ammo need not be in the same location as the weapon on the Critical Hit Table of the ’Mech DETERMINING HIT LOCATION Record Sheet . For example, an LRM 15 in the left arm of a ’Mech can To determine the location of a hit, the player rolls 2D6 and use LRM 15 ammo carried in any location, but cannot use LRM 5, consults the appropriate column of the Hit Location Table (see right) . 10, or 20 ammo . In addition, if multiple ammo slots of the correct As with resolving attack rolls, the attacker chooses the order type exist, a player can draw ammo from any slot desired in a turn, in which they determine hit locations (and resolve damage to the switching slots each turn at their discretion . For example, take a target) for all of their ’Mech’s declared attacks . From turn to turn, the ’Mech with an LRM 15 and three LRM 15 ammo bins: two in the attacker can change this order . right arm and one in the left torso . The ’Mech fires the LRM 15 in each It is vital that every hit location roll be made one at a time . If a of three consecutive turns . Each turn, its controller can remove one ’Mech hits with multiple weapons in a single attack, it is tempting to shot from any one of the three LRM 15 ammo bins . just roll a bunch of dice and so try to resolve all hit locations at once . Similarly, multiple weapons of the exact same type (e .g ., all LRM This is wrong, as the order in which attacks hit is very important, even 5s, or all LRM 15s, but not all LRMs in general) can share ammunition if a ’Mech hits with multiple of the same weapon . This is explained bins . For example, a ’Mech with two AC/5s can have just one ton of further in the Damage chapter (beginning on p . 30) . AC/5 ammo to share between both, and firing both means that two Critical Hit: A roll of 2 when determining hit location creates shots are drawn from the single ammo bin . the chance for a critical hit in the torso location rolled, even if the As damage can cause ammunition to be lost or even to explode, armor remains intact in that location (see Through-Armor Critical Hit, it is very important to track which bin each shot is fired from . For under Critical Hits, p . 30) . ’Mechs with multiple ammo bins for a single weapon type, be careful Partial Cover: Remember that, as described in Partial Cover not to make the mistake of assigning all ammunition to a single Modifier (see p . 17), if a ’Mech has partial cover and the hit location “pool” . For example, If a player's ’Mech has three tons of AC/5 ammo of an attack against that ’Mech indicates a leg, the attack strikes the (20 shots per ton), they would not write on the ’Mech's record sheet cover instead . that it has 60 AC/5 shots . Instead, they would note that it has three separate bins of 20 shots each, with each bin’s ammo count recorded separately on the Critical Hit Table . Ammunition Use Timing: Ammo expended in a turn is marked off when attack declarations are made . FRONT HIT ZONE HIT LOCATION When an attack hits its target, the firing player must determine precisely where the attack struck . Hit location is determined by the attack direction and the target’s facing .

ATTACK DIRECTION When an attack hits a ’Mech, it hits from the target’s front, rear, left, or right side . Use the direction of a standing LEFT SIDE RIGHT SIDE ’Mech’s feet to determine its facing, disregarding any torso HIT ZONE HIT ZONE twists it has made that turn .

Ray wishes to fire upon an enemy ’Mech. He draws a straight line between the center of the attacking ’Mech and the center of the target ’Mech. After looking at the Attack Direction diagram for the ’Mech, Ray determines REAR HIT ZONE that the attack crosses the left side, meaning that all his attacks against that target this turn will use the Left Side column of the Hit Location Table. • attack direction diagram (white hexes = target's choice) •

22

Hit Location *A result hit. acritical of2may Apply damageto inflict inthenormalmanner, thearmorinthat section buttheattacking player alsorolls once ontheDetermining (2D6) Critical Hits Table, p. 31. Roll (2D6) 10 11 12 9 8 7 6 2 3 4 5 Roll CLUSTER HITSTABLE 10 11 12 2* 4 3 5 7 6 8 9 2 2 2 2 2 2 1 1 1 1 1 1 4 3 3 4 4 3 3 2 1 2 2 2 Left Torso[critical] Center Torso Right TorsoRight Left Side Left Right Arm Right Left Torso Right LegRight Left Arm Left Arm Left Leg Left Leg 5 4 4 5 5 3 3 3 1 2 2 3 Weapon Size Head HIT LOCATIONTABLE 6 5 5 6 6 4 4 4 2 2 3 3 10 10 10 8 8 6 6 6 3 3 4 6 C 15 12 12 15 15 9 9 9 5 5 6 9 O M 20 Center Torso[critical] 16 16 20 20 12 12 12 12 6 6 9 T BA Front/Rear Center Torso Right TorsoRight Right Arm Right Right Arm Right Left Torso Right LegRight Left Arm Left Arm Left Leg Head Hit Location Tables Right TorsoRight [critical] Right Side Right Center Torso Right TorsoRight Right Arm Right Right Arm Right Left Torso Right LegRight Right LegRight Left Arm Left Leg Head

23

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment COMBAT

MISSILE ATTACKS Each shot in a missile attack contains multiple projectiles . Even if PHYSICAL ATTACK a ’Mech is hit with a missile attack, not every missile in the flight may hit the ’Mech . The attacker determines how many of the missiles hit the MODIFIERS TABLE target by rolling 2D6 and consulting the Cluster Hits Table (see p . 23) . First, find the Weapon Size of the missile launcher on the top Attack Type Modifier row of the table (e .g . for a SRM 4, use the 4 column; for a LRM-15, use Charging +0 the 15 column) . Cross-reference this number to the dice-roll result Clubbing –1 in the left column . The result is the number of missiles that actually Death From Above (DFA) +0* hit the target . Kicking –2 Punching +0 A Catapult fires its LRM 20. The attack is successful, and so the Pushing –1 attacking player must now determine how many of his 20 missiles Physical Weapon See p . 28 actually hit the target. He rolls 2D6, with a result of 8. He finds that number in the left-hand column of the Cluster Hits Table, then reads *All the normal attack modifiers apply, including the attacker’s jumping across the row to the 20 Weapon Size column, which shows that 12 movement, but the roll is not modified for terrain. missiles reached their target.

SRMs: On the record sheet, the Damage column lists it as "2/ PHYSICAL ATTACKS Msl", meaning two points of damage per missile . The attacker rolls Physical attacks take place in the Physical Attack Phase . This a separate hit location for each short-range missile (SRM) that hits . phase occurs after the Weapon Attack Phase is complete . As such, LRMs: On the record sheet, the Damage column lists it as "1/ all weapon fire, as well as all damage and effects from that fire, is Msl", meaning one point of damage per missile . The attacker makes resolved before any physical attacks are made in a turn . one hit location roll for every 5 long-range missiles (LRMs) that hit the ’Mechs can make seven different types of physical attacks: target . Group the missiles that hit into lots of 5; in other words, after charging (see p . 25), clubbing (see p . 26), death from above (DFA) rolling on the Cluster Hits Table on page 23, form as many 5-point (see p . 26), kicking (see p . 28), physical weapon attacks (see p . 28), Damage Value groupings as possible, assigning any remaining points punching (see p . 28), or pushing (see p . 29) . to one smaller lot, and determine a hit location for each lot . In order to make a physical attack, a ’Mech must be adjacent to its target (unless specified otherwise) and the target must be in a valid arc, as described in the rules for each attack . In the previous example, the Catapult hit its target with 12 The rules for physical attacks assume that attacker and target are missiles from its LRM 20 attack. The straightedge shows that the ’Mechs standing at the same level . Special rules regarding different attack strikes the target’s left side. Because the attack is an LRM attack, levels or prone ’Mechs appear on page 25 . the damage is divided into 5-point groups. In this case, the attack hits Initiative and Displacement: A ’Mech can only be the target in two 5-point Damage Value groupings, plus one 2-point Damage of one charge, death from above, or push attack in a turn . If one of Value grouping. The attacking player rolls to determine hit location these attacks is declared against a ’Mech, it cannot be targeted by for each of the three groups, with results of 8, 4, and 11. Consulting the any other attack of these types that turn . column for left-side hits, he finds that the 5-point groups of damage If one ’Mech’s charge, push, or DFA attack would displace the hit the target’s center torso and left arm. The remaining 2-point group strikes the target’s right leg. target of another ’Mech’s physical attack, the ’Mech with the lower Initiative (i .e . the first to move) resolves its physical attack first . If both attackers are on the same side, the controlling player(s) may determine which attack is resolved first . If no valid target exists, the DAMAGE RESOLUTION attack automatically fails . Only after all weapon attacks have been made is the damage Multiple Physical Attacks: A ’Mech may only make a single caused as a result of those attacks applied . As such, damage dealt in type of physical attack in a single turn . Even if a ’Mech mounts a Weapon Attack Phase never affects attacks made that same phase two physical weapons (identical or otherwise), it can only make (the attacks are all made before the gameplay effects of damage a single physical weapon attack . However, when making a single caused as a result are applied) . punch attack, a player can punch with one or two arms (see Punch All Piloting Skill Rolls required due to weapon attacks are Attacks, p . 28) . made at the end of the Weapon Attack Phase (i .e . after all attacks that phase), applying any modifiers resulting from damage inflicted MAKING A PHYSICAL ATTACK that phase . See page 40 for details . Once this is done, players then The base Target Number for a physical attack is equal to the proceed to the Physical Attack Phase . attacking ’Mech’s Piloting Skill Rating (see Skills, p . 5) . See the Damage chapter, pages 30-36, for how to resolve The modified Target Number equals the base Target Number damage . plus the modifier for the specific physical attack as noted on the Physical Attack Modifiers Table above . All standard modifiers for weapon attacks apply; the sole exceptions are heat and sensor modifiers, which never apply .

24

Physical Attacks page 19,for alistofthesemodifiers Target Numbersofphysical attacks CRITICAL CO possible needto for Roll makeaPiloting afailedattack Skill the player thereby can choose not to make the attack, avoiding the greater than 12, the physical attack automatically misses: inthis case, the physical attack automatically hits donotaffect physical Rolls affect Piloting attacks, Skill andvice versa . Number that of theattacker’s, andusetheresult asamodifierto the Target attack thetarget’s onanother’Mech, subtract from Piloting Skill side asifitwere standing prone ’Mechs column using the Rear of the table, based on the hex bydetermine damage inflicted death from above attacks against appropriate Location column of the Hit Table (seep anadjacent proneattacking ’Mech) . (and thus the attacker gains the –2 Target Number modifier for are always treated asadjacent to theirattacker for these purposes prone ’Mech, ascanclubandphysical weapon attacks ’Mechs AND PRONE’MECHS PHYSICAL ATTCK attacks againstanopponent onvariouslevels of damagefrom punching, clubbing, physical weapon, orkicking must usedifferent Location Hit Tables to determine thelocation ofphysicaltypes attacks canbemadeinvarious situations one level ofeachother only if the level hexes of the underlying of both ’Mechs are within same level and charging attacks assume that the opposing ’Mechs are at the DIFFERENT LEVELS MP Note: always A´Mechcan make a death from above MP, Jumping attack ifit hasthenecessary provided thetarget isvalid. Critical Critical damage to a ’Mech’s or legs adds modifiers to arms the As withweapon attacks, ifthemodified Target Numberis2orless, Physical attacks are modifiersthat Rolls: only notPiloting Skill Whenever a’Mech charges adeath from orconducts above Determine the location of successful attacks using the anddeath fromKicks above attacks may bemadeagainsta Prone ’Mechs cannotmake physical attacks againstother A ’Mech may makeaphysical attack againstanother’Mech The rules for punching, clubbing, physical weapon, kicking, Prone ’Mech 1level lower Prone ’Mech 1level higher Standing ’Mech 1level lower Standing ’Mech 1level higher Target is: . . This applieseven ifthetarget isunconscious A . R A D TIV AM E . The Different Levels Table shows which M . A G O E DI See theAttack .See Modifiers Table, If themodified .If Target Numberis F . DIFFERENT LEVELSTABLE I ER Charge, (Punch Kick Table), Club(Punch Table), Physical Weapon (Punch Table) None Punch, Club, Physical Weapon Charge, Punch (Kick Table), Club(Kick Table), Physical Weapon (Kick Table) Allowed Physical Attack . .Prone ’Mechs .23) Always . . .Players C O M T BA water canmakeany physical except attack, for adeath from above receiving theattack doesnothave cover using thePunch Location Table the Different Levels Table (see below), such an attack is resolved the target ’Mech would not receive cover, partial because, as per coverfor partial is itselfnotfullysubmerged addsthe+1 Target Numbermodifier attack 1water madeagainsta’Mech inDepth by anattacker that standing ’Mech againstphysical attacks other than kicks standard damage (round down) . the attack would takeplace outsidethewater cannot makeaDFA of againsttheprone ’Mech becauseaportion attack occurs completelythe kick underwater sincea prone attack, 1water ’Mech inDepth canonlymakeakick submerged ’Mech, aswell unlesstheattack begins underwater attack AND W PHYSICAL ATTCK ’Mech onelevel lower may notbethetarget ofakick for physical(unless noted otherwise weapon attacks) .Aprone weapon attacks ’Mech can also be hit byattacking punch, club, and physical movement andenter thetarget hex until thePhysical Attack Phase hex and having only moved that far the time the charge is finally resolved, treat the ’Mech as in that againstthechargingany action ’Mech between that moment and from the target and only then declares the charge: when resolving occupies, andcanlegally do so is that theattacker hasenoughMPto enter thehex thetarget line to charge, orto useRunningmovement Physical Attack Phase .Achargingturn ’Mech cannotmakeany weapon attacks that . turn Base Target Piloting (comparative Skill Number: seeleft). modifier; CHARGE TTCKS Depth 2+ Water:Depth A’Mech 2(ordeeper) standing in Depth Note that if a ’Mech on Level a ’Mech 1 in water, Depth 0 kicks Cover:Partial 1 water Depth cover provides partial to a Any physical halfits attack inflicts that occurs underwater For example, 1water a’Mech standinginDepth adjacent to 1waterA ’Mech standinginDepth may makeany physical Different Levels: Aprone ’Mech onelevel higherthanthe Charge attacks are declared intheMovement Phase, notthe orderIn for a’Mech to charge, itmustnothave jumpedthat .However, aphysical attack cannotbemadeagainstafully- If theattack resolves .If to thelegs, itisignored . These Location attacks also use the Hit Table ATER It is not necessary to move isnotnecessary inastraight .It PHYSICAL ATTACKS . The attacker stops onehex away As such, the part ofthe’Mech .As such,thepart It does not actually finishits doesnotactually .It . . The standing’Mech .All that isrequired . . . Such an . . . .

25

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment COMBAT

Like all other physical attacks, charges are resolved during If the target would be displaced into prohibited terrain, neither the Physical Attack Phase . This means the attacker can only charge the attacker nor target moves . The exception is if the target would be ’Mechs that have finished their movement . It also means a charging pushed off the playing area, which is allowed . All other effects occur, ’Mech cannot itself be the target of a charge or death from above however, including any Piloting Skill Rolls required to avoid falling . attack, because the charging ’Mech’s movement will not be finished until the end of the Physical Attack Phase . FALLS If the attacking ’Mech falls during the Weapon Attack Phase, After any successful charging attack, the attacking and target its charge automatically misses; resolve the fall normally at the end ’Mechs must make Piloting Skill Rolls with a +2 Target Number of the Weapon Attack Phase . If the target falls during the Weapon modifier, or fall in the hexes they currently occupy (unless they’ve Attack Phase, the charge attack is not made and so the attacker does already fallen due to displacement) . not move into the target’s hex . Multiple Attacks: A ’Mech may only be the target of one CLUB ATTACKS charge, death from above, or push attack in a given turn . Base Target Number: Piloting Skill –1. Shutdown Targets: When determining targets for a charge To attack another ’Mech with a club, the target must be in the attack, ’Mechs that began the turn shutdown or with unconscious attacker’s forward firing arc . The attacking ’Mech: pilot are treated as though they already took their movement actions, regardless of what order their actions actually occur . %% cannot have fired any arm-mounted weapons in the same turn %% must have both its shoulder actuators undamaged CHARGE DAMAGE %% must have two undamaged hand actuators If the attack succeeds, both ’Mechs take damage . Round all fractional damage up . A club occupies both of the ’Mech’s hands . A successful attack with a club does 1 point of damage for % % Damage to target: Divide the charging ’Mech’s weight by 10 . every 5 tons that the attacking ’Mech weighs . Roll normally on the Multiply this by the number of hexes moved (not MP spent) Hit Location Table . by the attacker in the Movement Phase . Do not count the Missing Actuators: A ’Mech must have two undamaged hand hex the target is in . If the attacker moved both backward and actuators to use a club . Apply a +2 Target Number modifier to the forward that phase, base the number of hexes it moved from attack for each damaged upper or lower arm actuator . the hex in it last reversed its movement . If the attacker fell in the Movement Phase, no hexes it moved before the fall apply . FINDING A CLUB % % Damage to attacker: 1 point of damage for every 10 tons the A ’Mech may not fire weapons or make physical attacks during target weighs . the turn that it picks up a club . Limb Clubs: Any ’Mech arm or leg that has been blown Divide all damage into 5-point Damage Value groupings (any off through critical hits or has fallen off as a result of side torso leftover damage becomes its own grouping) . The attacking player destruction is left in that hex and may be used as a club . then rolls each grouping’s hit location separately . For example, a Tree Clubs: If the ’Mech is in a woods hex, it may uproot a tree 17-point charge forms three 5-point groupings and one 2-point and use it as a club . Uprooted trees only last for one successful club grouping, and each grouping is a separate hit . attack .

A 65-ton Catapult moves 5 hexes and declares a charging DEATH FROM ABOVE ATTACKS attack against a 45-ton ’Mech (it has the required 1 MP left over to Base Target Number: Piloting Skill (comparative modifier; see p. 25). enter the target’s hex). If the charging attack is successful, the target A jump-capable ’Mech can leap onto its target, a risky maneuver takes 33 points of damage (6.5 for the Catapult’s tonnage multiplied that brings the full weight of the machine crashing down on the by 5 for the number of hexes it moved, rounded up). The Catapult itself victim’s head . suffers 5 damage (45 / 10, rounded up). Death from above (DFA) attacks are declared in the Movement Phase, not the Physical Attack Phase . The attacker stops one hex away from the target and only then declares the DFA: when resolving LOCATION AFTER CHARGE any action against the ’Mech making the DFA attack between that If the charge misses, the attacking ’Mech chooses to move into moment and the time the DFA is finally resolved, treat the ’Mech as in the hex to the right or left of the attacker’s forward arc . If one of those that hex and having only moved that far . It does not actually finish its hexes is prohibited terrain, the other hex must be chosen; if both are movement and enter the target hex until the Physical Attack Phase . prohibited, the attacker does not move . The attacker spends the usual Jumping MP needed to reach the If the charge succeeds, the attacker then advances into the target’s hex, but must have enough MP available to clear any height target’s hex . If the target ’Mech is not destroyed, it is displaced into requirement (the level of the hex the target is in, plus two if the target the adjacent hex in the direction that the attacker charged it . If ’Mech is standing, as a standing ’Mech is always two levels high) . For this displaces the target ’Mech into a hex two or more levels lower example, to make a DFA attack from a Level 0 hex against a ’Mech than its current hex, it automatically falls the full height (see Falling, standing one hex away on a Level 3 hill would only cost 1 MP, but p . 42) . Regardless, if a ’Mech is already in the hex it is displaced into, the attacking ’Mech would need at least 5 Jumping MP available to see Displacement, on page 40 . make the attack . See Jumping Movement, page 11 .

26

Physical Attacks inflicts 17points ofdamagepoints55-ton ofdamage Griffininflicts multiply theresult by 3,rounding up fractions above dividetheweight ’Mech by attack, 10and oftheattacking D per therulesunderFalls After DFA, at right misses Attack Phase (orwould automatically fall),theDFA automatically level ofthehex theattacker occupies, whichever ishigher its hex, standingtwo levels higherthaneitherthe target's hex orthe determining LOS, theattacker isconsidered to beintheairabove the attacker mustchoosewhichonetheyoccupy between two hexesjump passesexactly adjacent to thetarget, thejump,during andfacingthetarget thepath ofthe hex .If adjacent to thetarget hex alongthe path that the attacker travels it executes aDFA . W in any, p until purposes itlands(seeStacking hex for stacking regardlessactions, occur ofwhat actually order theiractions pilot are treated asthoughtheyalready took theirmovement ’Mechs thatshutdown begantheturn attack, orwithunconscious charge, death from above, orpushattack inagiven . turn but may bethetarget ofweapon attacks will notbefinisheduntil thePhysical Attack Phase a DFA attack cannotitselfbethetarget ofaDFA, since itsmovement ’Mech that has finished its movement the Physical Attack Phase modifiers it isnotalready included attacker mustalways applythe+3modifierfor jumpingmovement: D FA EA To determine damageto thetarget by inflicted adeath from If the attacking ’Mech fails a Piloting Skill Roll inthe ’Mech Roll failsaPiloting theattacking Skill If Weapon the During Weapon Attack Phase, theattacker isconsidered The attacker cannotmakeweapon attacks inthesameturn A’Mech executingStacking: aDFA attack doesnotcount as Shutdown Targets: When determining targets for a DFA Multiple Attacks: A’Mech may onlybethetarget ofone aDFAA ’Mech making cannotbethetarget ofphysical attacks, Like allotherphysical attacks, DFA attacks are resolved during When calculating themodified Target Number for aDFA, the LEVEL 1 .Resolve the attacker’s fallingdamageandendinglocation PON . A M • A A death G TT E T A

from . This means the attacker can only DFA a CK PH O T .However, donotapplyany terrain

above A RG ASE . It also means a ’Mech making also means a ’Mech making It

diagram E . T .

.For example, a .For of purposes • . . C . . .11) O M T BA a Piloting Skill Roll (seep Roll a Piloting Skill height (seeFalling more levels lower thanitscurrent hex, itautomatically fallsthefull thetargetan occupied hex ’Mech .If isdisplaced into ahex two or moves to it, even if immobile or prone the attack (if notdestroyed) isdisplaced onehex opposite inthedirection the attacker landsinthetarget’s theDFA hex .If succeeds, thetarget the displacement resulting from asuccessful DFA didnotalready AF FALLS fails, theattacker isdestroyed this case, if the attack succeeds, the target is destroyed may beonLevel 0terrain surrounded by Level 3or higher hills target ’Mech cannotbedisplaced would bepushed offtheplaying area, whichisallowed or F, thecontroller chooseseitherone finally at hexside D or Fto seeifthosehexes are passable, thenat hexsides CorE, then hexside A,but Ais prohibited, its controller then looks at hexsides B moved to the original hexside through which the target ’Mech would have prohibited terrain, another hex must be chosen as close as possible it isdisplaced into, seeDisplacement, onpage40. LO location for eachgrouping (seep Consult theFront Location column oftheKick Table to findthehit result into 5-point Damage Value groupings (asexplained above) . D (see p against aprone ’Mech on the rear Location column oftheHit Table the attack hadcome ’Mech’s from theattacking hex . starting is assigned asaseparate hit 5-point groupings andone2-point grouping, andeachgrouping each grouping (seep playerThe attacking then rolls once on the Punch Location Table for groupings (leftover damage, if any, becomes its own grouping) divide all damage from the attack into 5-point Damage Value D FA with anLOS heightofLevel 4. map can checkforLOS andfire asthough were theGriffin inHex C weapons itcan ’Mechs bringto atarange onthe bear of 1.Other The though it were standing on aLevel 3hill (the target hex’s level +2). the Weapon Attack Phase, isconsidered theGriffin to inHexC, as be ’sGriffin pathduringthejumpisshown intheillustration. During aDFAmaking attackfrom HexAagainstaBattleMaster. The C After a successful death from above the attacker makes attack, theDFAIf fails, thetarget choosesany legaladjacent hex and A DFA iscompleted inthePhysical Attack Phase If allthesurrounding hexesIf contain impassableterrain, the Prohibited Terrain: the target If ’Mech would be displaced into aDFAIf hits, dividetheattacker’s weight by 5,thendividethe Prone ’Mechs: Resolve successful death from above attacks Damage from aDFA isnotassigned to asinglelocation .Instead, .23) A .For example, if atarget ’Mech would be displaced through BattleMaster mayfire’s againstthe Griffin front sidewithany TI In the Death from AboveIn theDeath is Diagram theGriffin atleft, . A AF ON M A T , p G If two equallydistant hexes .If are open,suchasB E .42)Regardless, ifa’Mech isalready inthehex E T .28)For example, a12-point DFA forms two R D Phy sical Att acks T .40),witha+4 Target Numbermodifier E O A Determine attack asthough .Determine direction FA R D . .28)andapplythisto theattacker TT FA .For example, thetarget ’Mech A . The exception isifthetarget . Unlike normal, this can be CK E R In that phase, .In If the attack the attack . If . In .In If .If . .

27

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment COMBAT

KICK LOCATION TABLE PUNCH LOCATION TABLE Roll (1D6) Left Side Front/Rear Right Side 1–3 Left Leg Right Leg Right Leg Roll (1D6) Left Side Front/Rear Right Side 4–6 Left Leg Left Leg Right Leg 1 Left Torso Left Arm Right Torso 2 Left Torso Left Torso Right Torso cause the target ’Mech to fall, then it must make a PSR as well (with 3 Center Torso Center Torso Center Torso a +2 modifier instead) . If either ’Mech fails its PSR, it takes damage 4 Left Arm Right Torso Right Arm as from a 0-level fall . 5 Left Arm Right Arm Right Arm On an unsuccessful attack the attacker automatically falls, taking damage as though it had fallen 2 levels . Roll on the Facing After Fall 6 Head Head Head Table to determine facing (see p . 44), but the Hit Location for this damage is always the rear . PUNCH ATTACKS KICK ATTACKS Base Target Number: Piloting Skill. Base Target Number: Piloting Skill –2. A ’Mech cannot punch with an arm if it fired weapons mounted A ’Mech cannot kick with a leg if it fired weapons mounted in in that arm that turn . A ’Mech may punch with one or both arms each that leg that turn . To make a kicking attack, both hip actuators must turn; a separate attack roll is made for each arm . All punch attacks be undamaged, and the target must be in the kicking ’Mech’s forward must be made against targets in the attacking ’Mech’s forward or arc (based on its actual facing; ignore torso twists) . side firing arcs . If the target is in the right or left arc, only the right or Kicks have a Damage Value of 1 point for every 5 tons of the left arm, respectively, may punch . attacking ’Mech’s weight, assigned as a single damage grouping . A punch attack has a Damage Value of 1 for every 10 tons (or Determine the damage location by rolling 1D6 and consulting the fraction of) that the attacker weighs, assigned as a single damage appropriate column of the Kick Location Table, if the target is standing . grouping . Reduce the damage by half for each upper or lower If a ’Mech is kicked, it must make a Piloting Skill Roll (see p . 40) . arm actuator damaged or not present, with these effects being If a ’Mech attempts a kick attack and misses, it must make a PSR . cumulative (so if both arm actuators are missing or damaged, Critical Damage: Reduce kick damage by half for each reduce the attack damage to one-quarter) . Round fractions down, upper and lower leg actuator damaged on the attacking ’Mech to a minimum of 1 . (rounding down); this is cumulative . For example, an attacker Determine the damage location by rolling 1D6 for each punch with two leg actuators damaged reduces its kick damage to 1/4 and consulting the appropriate column of the Punch Location Table its base value . Table, if the target is standing on the same level . Multiple Targets: A ’Mech can make two punches at two PHYSICAL WEAPON ATTACKS different targets (including targets in different arcs) and ignores the secondary target modifier . Base Target Number: Piloting Skill –1. Missing/Destroyed Actuators: A ’Mech cannot make a punch ’Mechs can be equipped with a variety of arm-mounted melee attack with an arm if the shoulder actuator in that arm has suffered weapons, the most common being the hatchet . A ’Mech cannot use critical damage . a physical weapon in an arm if it fired weapons mounted in that ’Mechs lacking a hand on the punching arm (whether by arm that turn . The target of a physical weapon attack must be in the damage or by design) add a +1 Target Number modifier, as for a ’Mech’s forward arc, or in the side arc corresponding to the arm in hand actuator critical hit . ’Mechs lacking a lower arm actuator on the which the weapon is mounted . punching arm (whether by damage or by design) must add a further By default, a hatchet rolls on the regular Hit Location Table . +2 Target Number modifier, as for a lower arm actuator critical hit . In However, when the player declares the hatchet attack, they may also addition, as noted above, the punch inflicts only half the standard declare that it will use the Punch or Kick Hit Location Table instead . damage (round down) . If so, apply a +4 Target Number modifier in addition to the standard –1 modifier (so a total of +3; note that the +4 modifier does not apply when forced to roll A Catapult with Piloting Skill Rating 5 punches a Thunderbolt, standing in light on a Punch/Kick Location Table due to attacks from woods, once, on its right side. Because the Catapult has no lower arm actuator, the player different levels; see p . 25) . adds a +2 Target Number modifier and reduces the normal damage by half (rounding down). A hatchet deals 1 point of damage for every 5 tons Neither ’Mech moved, and so the modified Target Number is 9: 5 (Piloting Skill Rating) the attacking ’Mech weighs . Assign all its damage as a + 2 (no lower arm actuator) + 1 (no hand actuator) + 1 (light woods) = 9. The player rolls single damage grouping . a 9 and hits the target. Punch Attacks: If a ’Mech mounts a physical The Catapult weighs 65 tons, so its punch has a normal Damage Value of 7 (65 divided attack weapon in an arm, it cannot make a punch by 10, rounded up), but the missing actuator reduces this to 3 (7 divided by 2, rounded down). attack with that arm as long as that physical attack The attacking player rolls a 3 on the Punch Location Table, which means the attack hits the target’s center torso. weapon is intact .

28

Physical Attacks caused asaresult are applied). (the attacks are allmadebefore thegameplay effectsofdamage a Physical Attack Phase never affects attacks made that same phase caused asaresult ofthoseattacks applied DAMGE RESOLUTION attempts charge, death from above, orpushattack inagiven . turn displaced into, seeDisplacement, onpage40. (see lower thanitscurrent hex, itautomatically fallsthefull height (seep Roll a Piloting Skill require additionalMPexpenditure) . The defender mustthenmake formerly occupied by itstarget (unlikeacharge, thisdoesnot the attacker pushesit it displaces thetarget into theadjacent that hex inthedirection also beat the samelevel astheattacker acharge ordeath fromperforming above must attack .It thisturn that it turn makes a push attack doesnotchangewhattorso canbethelegaltarget) twist . attacker a (basedontheorientation ofitsfeet, notitsupperbody; can onlybemadeagainstatarget infront inthehex directly ofthe target, whichmustbeanotherstanding’Mech .Pushing attacks Base Target Piloting –1. Skill Number: PUSH ATTCK push attacks for each damaged shoulder actuator the attacker has which isallowed exception isifthetarget would bepushedofftheplaying area, occur,effects includingany PSRsrequired to avoid falling prohibited terrain, neither the attacker nor target moves orfall Rolls succeed, neither’Mech moves, andbothmustmakePiloting Skill Falling, p Only after all physicalOnly after attacks have been made is the damage two ’Mechs attemptIf to pusheachother, resolve both Multiple Attacks: A’Mech may onlybethetarget ofone the target ’MechIf is displaced into a hex two or more levels A successful push attack does not damage the target A ’Mech may makenoarm-mounted weapon attacks inthe toA ’Mech usesbotharms makeapushattack againstits Shoulder Actuators: Apply a+2 Target Numbermodifier to Prohibited Terrain: If bothattacks fail, .If nothinghappens If onlyonepushattack succeeds, .If resolve itasusual . 42) . Regardless, if a ’Mech is already in the hex it is . . ’Mech movesThe attacking into thehex .40)orfallinthehex itwas forced into If the targetIf would be displaced into . The target ’Mech cannot be . As such, damage dealt in .As such,damagedealtin If bothattacks .If . All other . Instead, C . The O . . . M T BA damage proceed to theHeat Phase that phase phase), applyingany modifiersresulting from damageinflicted at theendofPhysical Attack Phase (i.e of themisdirectly infront ofit. ’Mech inHexAcannot because pusheitherofitsopponents neither Rollto remainSkill standing, anditsattacker advances into HexA.The could notthenattempt apushattack. forced course ifonepushissuccessful, into HexE. Of theother’Mech the ’Mech in Hex A is successfully pushed by a ’Mech in Hex D, it is successfully pushedby the’Mech inHexB, itmoves into HexC.If chapter, theDamage See pages30-36,for how to resolve requiredAll Rolls Piloting dueto Skill physical attacks are made . In both cases,In both thepilotoftarget ’Mech must make aPiloting inthePushingIf diagram below, the’Mech inHexAis See page 40 for . See details Damag e Resoluti on • pushing .

diagram . Once this is done, players then

• after allattacks that .after

29

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment A GAME OF ARMORED COMBAT DAMAGE This chapter explains how to apply damage to BattleMechs, and damage from the attacks it declared and hit with earlier that phase . deal with the variety of special effects that can occur as a result of it . In other words, attack damage is recorded as hits are resolved, but it Every weapon does a specific amount of damage, defined as does not affect the target until all attacks declared that phase have Damage Value, which appears under the Damage Value column been resolved . on the Weapons and Equipment Table on page 55, as well as the Displacement and Falls: Unlike attacks, the gameplay effects of record sheet . Follow the step-by-step procedure outlined in Damage damage from displacement and falls are applied immediately, rather Resolution below to determine the effects of damage . than at the end of the phase . Attacks: It is very important to remember that all attacks in a Piloting Skill Rolls: The gameplay effects of damage are always phase must be declared and made before any of the hit locations applied before any PSRs resulting from that damage . For example, if and damage from those attacks is resolved . Rather than attacking a foot actuator is destroyed in the Weapon Attack Phase, this forces with and resolving damage for for one weapon or one ’Mech at a a PSR . The standard +1 modifier for losing a foot actuator is applied time, damage resolution comes after all attacks by all ’Mechs in a to that PSR, as well as to any other PSRs called for that phase (and given phase . the rest of the game, of course) . DAMAGE RESOLUTION Damage from any source is first applied to the armor of In the midst of resolving damage in the Weapon Attack the location damaged (if the location is one of the three torso Phase, a ’Mech’s right torso is destroyed. As far as resolving damage goes, the torso is gone immediately. locations, the appropriate facing is damaged) . Once the armor This means that the right arm also falls off immediately. If, when of a location/facing is gone, any further damage to there is dealt resolving any remaining hits that phase, any are scored against the to the internal structure of that location . Each time a location ’Mech’s right arm, they will transfer to the right torso (since, as far has its internal structure damaged, a critical hit in that location as damage resolution is concerned, the arm fell off the instant the is possible (see Critical Hits, at right) . Once the internal structure torso was destroyed). And, since the right torso was also destroyed, of a location reaches zero, that location is destroyed, along with the damage will transfer further inward, to the center torso (as per everything inside it (see Destroyed Locations, p . 34) . After a location the Damage Transfer Diagram on page 34). is destroyed, further damage that would have been applied to In terms of gameplay effects, all this destruction has absolutely no effect on any weapons located in the arm or torso that the target that location transfers inwards to its neighboring location (see ’Mech had declared that it was firing that phase. This is because all Transferring Damage, p . 34) . declared attacks must be resolved. Only at the end of the phase are the arm and torso truly gone. Even if the ‘Mech was blown to pieces, RESOLUTION ORDER it still makes any attacks it already declared. The order in which damage is applied is important . If resolving multiple hits on a single ’Mech, be sure that everyone is aware of what order the hits are being resolved . The attacker chooses the order in which they determine hit locations (and resolve damage) for each of their ’Mech’s successful attacks . From turn to turn, the CRITICAL HITS If a location takes one or more points of internal structure attacker can change this order . damage, but is not outright destroyed, the attacker checks for critical It is also important to understand that, when applying damage, damage by rolling 2D6 and consulting the Determining Critical Hits every single hit is completely resolved—both the damage dealt and Table (see p . 31) . On an 8 or higher, the target ’Mech takes critical any critical hits inflicted—before moving on to the next hit . This damage: the higher the roll, the greater the damage . Consult the includes single attacks that result in multiple hits, such as cluster ’Mech’s Critical Hit Table to determine the effects (see Applying Critical weapons . For example, if a SRM-2 strikes a ’Mech, and both missiles Hits, p . 31) . from that attack hit, then the hit location and damage from the first If a location is destroyed, rather than just damaged, no check missile is resolved, the attacker determines whether any critical hits for critical hits in that location is made unless it contains one or occur, resolves each hit that occurs separately, and only then does more explosive slots . In that case, any resulting critical hits that play move on to resolve the second missile from that attack . strike explosive slots in that location are resolved as normal (see Ammunition, p . 32); hits that do not are always discarded . DAMAGE TIMING The effects of critical hits, such as Piloting Skill Roll modifiers, There is a very important distinction between resolving damage are cumulative unless specifically stated otherwise, and last for the and applying its gameplay effects . remainder of the game . Certain critical hits may force a PSR: if the Damage dealt by attacks made in the Weapon Attack or Physical critical hit also applies a modifier to this PSR, that modifier is in Attack Phases (including critical hit effects) is resolved as it happens . addition to any other modifiers unless stated otherwise . However, damage dealt by attacks never affects any other attack made Multiple Locations: If a single hit damages the internal in the same phase . All attacks declared in a phase get to be made . This structure of multiple locations, critical damage is resolved for each is true even if a ’Mech is destroyed before the time comes to resolve of those locations .

30

Damage Resolution that takes the hit 1D6 . The result ofthisroll identifies thespecificslotinthat block hit isassigned to thesecond block assigned to thefirstblockofsixslots, whileonaresult of4–6,the of slots in that location takes the hit: on a result of 1–3, the hit is locations, theattacker firstrolls 1D6. This identifies which block and thesecond block “4–6” divided into two blocksofsixslots, withthefirstblocklabelled “1–3” consult Transferring Criticals (seeright) . roll all slots in the location are the die again. If inapplicable, then off thedamage or legs, roll 1D6,findtheresult Hit ontheCritical Table, andmark procedureexact dependsonthelocation damaged completely, even if they still have internal remaining structure on the Critical Hit on the Critical Hit Table Transferring Criticals (seeright) . head critical hittoa critical that location, justasifyou were assigning alegor slots, simply ignore that block and only roll 1D6 when assigning right), roll bothdice again(notjustthelastdie). Critical Hit Table affects hittocritical determine whichslotinthedamagedlocation thehit APPLYING CRITICALHITS damage the chance for a TAC transfers to thecenter torso alongwiththe one for the TAC hitandonefor damaging theinternal structure requires left armor two rolls Hits Critical ontheDetermining Table, example, a hit location result of 2 against a ’Mech with no torso inthatand applieseven location .For left ifa’Mech hasnoarmor for hitsresulting critical from damageto theinternal structure, (TAC)critical hit at least1point ofdamage). asathrough-armorThis isknown damage internal (thoughtheattack structure muststillhave dealt Table provides achance for hit, even acritical iftheattack didnot Roll (2D6) *Roll 3 critical hitlocations*Roll 3critical iftheattack strikes thetorso. Torso orArm The Hits: Hit Critical Table for theselocations is the’Mech’s hitstrikes thecritical Head orLeg If Hits: head Multi-slot Components: items Some take up multiple slots oneoftheblocks six isfilledentirelyIf withinapplicable When damageoccurs, critical theattacker rolls for each If a If TAC hitisscored onanalready-destroyed orright torso, left The chance for a TAC hitisinadditionto check thenormal Through-Armor Location Aroll CriticalHit: ofa2ontheHit 10–11 . The target player offthisdamageontheir’Mech’s marks 8–9 2–7 12 . CRITICAL HITSTABLE If allslotsinthelocation are .If inapplicable, thenconsult If theslotrolled .If isaninapplicableslot(seeright), . Head/Limb Blown Off; Roll 3 Critical Hit Locations* Hit 3Critical Roll Head/Limb Blown Off; Roll 2 Critical Hit Locations Hit 2Critical Roll Roll 1 Critical Hit Location Hit 1Critical Roll Hit No Critical Effect . It is possible that some locations It can be blown off DETERMINING . If the slot rolled If is an inapplicable slot (see at A single critical . hitA singledisables critical any item or . When assigning hitto acritical these . The attacker thenrolls another

. eimLsrH D]—369 6 3 — 5[DE] 3 HD SRM6 MediumLaser 1 1 AC/5 1 2018 2017 BV: D Wolverine WVR-6R 1,101 Jump Jet Jump Jet Foot Actuator Lower LegActuator Upper LegActuator Hip Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Ammo (SRM6)15 Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Hand Actuator Lower ArmActuator Upper ArmActuator Shoulder SRM 6 SRM 6 . The A . 5 8 5 M A1 RA T4 LT A is destroyed (rather thanjustdamaged)never transfer previous phases, any excess hitsdonottransfer critical andare lost never transfer Damage Transfer Diagram hitsto .Critical thecenter torso andhead (see above), hittransfers thecritical location perthe to thenext hits inprevious inapplicableslots phasesorturns, orare otherwise the hit to anotherlocation . This dependsonthesituation at thetimeof TR then consult Transferring Criticals (seebelow) . again, not just the last die that can,andare italicized always appear fainter than the words in a slot filled with equipment Again”, andthewords inslotsthat damage cannottakecritical % % slot andtheplayer rolls again: to aslotfor whichany ofthefollowing applies, itisaninapplicable completely before moving one onto thenext roll Hits Critical ontheDetermining Table, resolve hit eachcritical effects occur assigned to theslot, butnofurther is the itemeffect, butsoakupthehit:critical have nofurther of itsnumberslots componentstructural except theengine, gyro, orsensors, regardless % % GE [M,C,S] [DB,S] 2/Msl RRI ANSFE destroyed theAC/5. knowing itjust section), Data crossing itoutinthe'Mech by crossing it out (as well as the critical hitonthatslot the defendingplayer notes anda6; section) the upper the result isa2(meaning diceboth again. This time playerso theattacking rolls that’s an inapplicable slot, die and turns gets aout 4. It player thenrolls thesecond “4–6”).Thelabelled attacking for therightarm(theblock half oftheCritical HitTable a slotinthesecondaffects 5. This meansthecritical hit the firstdie, andtheresult is playerThe attacking rolls critical hit to its right arm. Era: Destroyed Locations: hitsthat Critical occur whenalocation allpossibleslots inthedamagedlocation wereIf nothit in allpossibleslotsinthedamagedlocation sufferedIf critical hitcannot beappliedto acritical alocation, it mightIf transfer For aninapplicabletorso hit, theattacker orarm rolls both dice (On pregenerated record sheets, slots are empty labelled “Roll the slotisempty the slothasalready hit taken acritical hitroll acritical would Slots: If Inapplicable applydamage hitsresult multiplecritical from If Multiple Critical Hits: a 5 . A —369 218 12 6 3 Wolverine takes a Roll Again Jump Jet Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro Gyro Fusion Engine Fusion Engine Fusion Engine Life Support Sensors Medium Laser Cockpit Sensors Life Support 55 TRO 3039-StarLeague Inner Sphere . (Intro) N Critical hitsonadditionalslotsoccupied .Critical by G CRITIC If all slots in the location are . If inapplicable, .) Critic al H its ALS Jump Jet Jump Jet Foot Actuator Lower LegActuator Upper LegActuator Hip Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Heat Sink AC/5 AC/5 AC/5 AC/5 Hand Actuator Lower ArmActuator Upper ArmActuator Shoulder Roll Again Roll Again Roll Again Ammo (AC/5)20 . . . (16) (9) (16) (13) (6) .

31 (13)

Playing Other Weapons (20) Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment (18) (20) (8) (8) Single 12 (12) (20) (13) (13) (9) (6) (16) (16) DAMAGE

COCKPIT (HEAD) In the Weapon Attack Phase, the internal structure of A critical hit to the cockpit destroys that slot, kills the a BattleMaster’s right torso is damaged. The attacker must MechWarrior, and destroys the ’Mech . Remove the ’Mech from the immediately roll to determine critical hits before resolving any further map in the end of the phase in which it was destroyed . weapons fire. The attacker rolls a 12, resulting in three critical hits. The right torso of the BattleMaster mounts three medium lasers, two of which were destroyed in a previous turn, and so one critical hit destroys ENGINE (TORSO) the final medium laser. As all possible slots in the location were not ’Mech engines have 3 points of shielding . Each critical hit to an hit before this phase, the two excess critical hits do not transfer and engine slot destroys 1 point of shielding . As shielding is destroyed, are lost. the amount of heat escaping from the ’Mech’s fusion drive increases . In the Physical Attack Phase of the same turn, the internal The first hit increases the ’Mech’s heat build-up by 5 points per structure of the BattleMaster’s right torso is damaged again. A 10 is turn . The second adds another 5 points of heat build-up per turn for rolled for determining critical hits, resulting in two critical hits. As all a total of 10 points per turn . A ’Mech is destroyed if it suffers three possible slots in the damaged location took critical hits before this engine hits (remember to count engine slots present in the ’Mech’s phase, both critical hits transfer to the BattleMaster’s center torso. side torsos, if any) . Remove the ’Mech from the map at the end of the phase in which it was destroyed .

CRITICAL HIT EFFECTS FOOT ACTUATOR (LEG) Critical hit types are arranged alphabetically by item; the This critical hit destroys the muscle (actuator) in the foot . For location of the item on the ’Mech (head, leg, torso, arm) is noted in each foot actuator damaged, reduce the ’Mech’s Walking MP by parentheses in this section . 1 . Recalculate its Running MP accordingly by multiplying the new Walking MP by 1 .5, rounding up . AMMUNITION PSR Modifiers: +1 each (for all subsequent PSRs) . The ’Mech’s If a critical hit destroys a slot carrying ammunition, the ammo controller must make a PSR at the end of the phase in which the explodes . The MechWarrior takes 2 points of damage (wounds) as critical hit occurred . a result of the feedback received through their neurohelmet . In Additionally, a PSR is required whenever the ’Mech jumps; the addition, the ’Mech takes damage to its internal structure . roll is made at the end of the ’Mech’s movement . A critical hit to an ammo slot only explodes the ammo in that Target Number Modifiers: +1 to all kick attacks . slot . The explosion deals damage equal to the ammo’s Damage Value times the shots remaining . Missile ammo explodes with a force equal GYRO (TORSO) to the number of missiles remaining times their Damage Value . For The gyroscope keeps the ’Mech upright and able to move . The example, one ton of machine gun ammo explodes with a force of 400 first hit to a gyro damages it, and the second destroys it . points of damage (2 x 200), while one ton of SRM-2 ammo explodes When a ’Mech’s gyro is destroyed, the ’Mech automatically falls with a force of 200 points of damage (2 x 2 x 50) . Calculate the total and cannot stand up again; the usual Piloting Skill Roll made to avoid Damage Value of all ammo currently carried in the slot and apply damaging the MechWarrior in the fall (see p . 43) applies a +6 Target that total to the Internal Structure Diagram (ammunition explosion Number modifier for the destroyed gyro . damage starts the damage resolution process at Step 2, as described ’Mechs with a destroyed gyro may make weapon attacks per on p . 36) . Which usually destroys any ’Mech . Firing While Prone (see p . 19), and may change facing by one hexside Because an ammunition explosion damages the internal per turn provided they have at least 1 MP available . A ’Mech with a structure of the location where it explodes, a roll to determine critical destroyed gyro is not considered immobile . hits is necessary . PSR Modifiers: +3 if damaged (for all subsequent PSRs), +3 if Empty Bins: If an empty ammunition slot takes a critical hit, destroyed (cumulative) . The ’Mech’s controller must make a PSR at the hit is still applied there, but no further damage or effects occur . the end of the phase in which the first critical hit occurred, unless the ’Mech received a second gyro hit in the same phase (in which case ARM BLOWN OFF (ARM) it automatically fell and so the PSR is unnecessary) . A damaged gyro This critical hit occurs when the player rolls a 12 on the forces a PSR every time the ’Mech runs or jumps, made at the end of Determining Critical Hits Table for an arm hit, and is automatic the ’Mech’s movement . (neither player may choose to roll the three critical hits instead) . The hit blows the arm off . HAND ACTUATOR (ARM) When an arm is blown off in this way, ammunition in that arm A critical hit to the hand actuator destroys the muscles does not explode . Though the limb is destroyed, none of the armor controlling the ’Mech’s wrist and hand . The ’Mech can no longer or structure on the limb is lost (this is relevant when calculating make physical weapon or clubbing attacks with that arm . whether the ’Mech will be required to make a Piloting Skill Roll for Target Number Modifiers: +1 to all punches made with that having taken 20+ points of damage that phase) . arm . An arm blown off by a critical hit remains in the hex in which it Missing Actuators: Some ’Mechs are designed without one or was lost and may be used as a club (see Club Attacks, p . 26) . both hand actuators . The Target Number modifier for punch attacks given above still applies to such ’Mechs (i .e . whether the actuator is destroyed or merely absent is irrelevant in this case) .

32

Critical Hit Effects supply higher, theMechWarrior takes2points of damageinstead ’Mech’s is26or isbetween 15 and 25;iftheHeat Heat Scale Scale Heat Phasetakes 1point that ofdamageat the theendofevery take damage, butthehit hasnoadditionaleffect the pilotvulnerable to increased slotcanstill heat; theothercritical LIFE SUPPORT(HEAD) and may beusedasaclub(seeClubAttacks, p having taken20+points ofdamagethat phase). whether the’Mech willberequired to for Roll make aPiloting Skill onthelimbislost(thisrelevantor structure whencalculating does notexplode instead (seeLeg, p Destruction automatic—the player may notchooseto roll thethree hits critical Determining Critical Hits Table for a leg location hit, and is LEG BLOWNOFF(G) MP by 1. JUMP JET(LEG/TORSO) jumps; theroll ismade at theend of the’Mech’s movement hitoccurredmake aPSRat theendofphaseinwhichcritical hitmodifiersfromother critical that leg the ’Mech isnotconsidered immobile yet damagedactuators a numberoffree-flexing movementof crutch, making easierinsomecasesthanmoving on asasort to thesameleg:lockedinastraight position,thelegserves to improve hitifithadsuffered ahipcritical after hits critical earlier later stillapply). This meansitispossiblefor a’Mech’s performance from previous or onthathitsthisturn turns leg(othercritical new Walking MPby 1.5,rounding up down) .Recalculate itsRunningMPaccordingly by multiplyingthe straight position . The ’Mech’s Walking MP is cut in half (round HIP (LEG) points ofheat . perturn has three ofitsheat sinksdestroyed, itcannow onlydissipate 13 to dissipateability heat HEAT SINK , p Destruction Hits Critical Determining Table for theheadhitlocation (seeHead HEAD BLOWNOFF(HD) A life support critical hit also eliminatesA life the support ’Mech’s internal air out this systemAny permanently and leaves hitknocks critical inthehexA legblown itwas lostin offby hitisleft acritical When a leg is blown off in this way, ammunition in that leg This hit occurs critical whentheplayer rolls a12onthe For hitto eachcritical ajumpjet, reduce the’Mech’s Jumping Additionally, aPSRisrequired timethe’Mech runsor every hit;thismodifieroverrides +2perhipcritical all PSR Modifiers: hittoA critical thesecond hipreduces the’Mech’s MPto 0,but hit,After ignore ahipcritical any hitmodifiers othercritical hittoA critical a’Mech’s hip freezes the affected leg ina hittoA critical aheat sinkdestroys itandreduces the’Mech’s A hitblows offa’Mech’s headwhen theplayer rolls a12onthe If the’Mech issubmerged 2ordeeper .If (standing inDepth .34) This destroys the’Mech . . Though thelimbisdestroyed, noneofthearmor .For example, ifa’Mech with16heat sinks .34) . . . The ’Mech’s controller must .26) . The MechWarrior . D . . A . M A roll ismadeat theendof ’Mech’s movement hitoccurredcritical controller mustmakeaPSRat theendofphaseinwhich halfthestandardattacks damage(round inflict down) . new Walking MPby 1.5,rounding up MP by 1.Recalculate itsRunningMPaccordingly by multiplyingthe For eachlower hit, reduce critical legactuator the’Mech’s Walking ACTUTOR (LEG) LOWER LEG Damage from ishalved puncheswiththearm (round down) . UPPER ARMCTUTO(RM) normayarm, itmakeclubbingattacks ’Mech may notpunch ormakephysical weapon attacks withthat SHOULDER (ARM) its weapons first hit attacks increasingly difficult SENSORS (HEAD) Target Numberanddamagemodifiersto physical attacks stillapply the weapon attack modifierfor themissingactuators, thoughthe without oneorbothlower actuators arm Damage from ishalved puncheswiththisarm (round down) . ACTUTOR (RM) LOWER ARM thepilottakes1pointturn, ofdamage water, orprone 1ordeeperwater) inDepth intheEndPhase ofany GE Target attacks +2to Modifiers: allkick Number Additionally, aPSRisrequired timethe’Mech jumps;the every +1each(forPSR Modifiers: allsubsequent . PSRs) The ’Mech‘s Additionally, for eachlower hit, all kick critical leg actuator This hitdestroys critical inthelower themuscle(actuator) leg % % % Target Modifiers: Number This hitdestroys critical inthe’Mech’s theactuator . upperarm % % Target Modifiers: Number hitto freezesA critical thisactuator the shoulder joint Target +2to Modifiers: allweapon Number the attacks after hitstoCritical a’Mech’s sensorsmakeweapon attacks Designed with Missing Actuators: ’MechsDesigned with Missing are Some designed % % % Target Modifiers: Number This hitdestroys critical inthe’Mech’s theactuator lower . arm % % % % % % % % .Asecond sensor hitmakesitimpossiblefor the’Mech to fire . +2 to allclubbingattacks . arm +2 to allpunchesandphysical weapon attacks withthat +1 to allweapons from firing that . arm +2 to allpushingattacks weapons fire modifiersfrom hitsto critical that. arm) +4 to allweapons from firing that (overrides arm allother +2 to allclubbingattacks . arm +2 to any punchesorphysical weapon attacks withthat +1 to allweapons from firing that . arm In bothcases, .In physical attacks are unaffected Critic al H it Effe cts . Critical hitsto .Critical sensorsdonotaffectphysical ...... Such’Mechs donotsuffer . . . . The . .

33

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment (9)

(20) (20)

Griffin GRF-1N 55 5 Inner Sphere 8 (Intro) 5 Era: TRO 3039 - Age of War DAMAGE

1 LRM 10 RT 4 1/Msl 6 7 14 21 [M,C,S] modifiers from any such factors still apply) . If the ’Mech manages to 1 PPC UPPRA 10E 10R [DE] LE 3G 6 12ACTU 18 ATOR (LEG) (14) (14) stand, it has a Walking MP (20)of 1 (this overrides all MP increases) and This critical hit destroys the muscle (actuator) in the upper leg . cannot run; over heating can reduce that Walking MP to 0 . The ’Mech For each upper leg actuator damaged, reduce the ’Mech’s Walking may still jump, but the pilot must make a Piloting Skill Roll with a +5 MP by 1 . Recalculate its Running MP accordingly by multiplying the modifier each time the ’Mech lands . new Walking MP by 1 .5, rounding up . A ’Mech that loses both of its legs automatically falls (if not Additionally, all kick attacks inflict half the standard damage already(18) prone) . While not considered immobile (see(18) p . 11), the ’Mech (rounding down) . has 0 MP available . It cannot(7) change hexsides or attempt to stand, PSR Modifiers: +1 each . The ’Mech’s controller must make a PSR though it can still attempt to prop itself up to fire if it has both arms . at the end of the phase in which the critical hit occurred . Minimum Movement: Although a one-legged ’Mech can no Additionally, a PSR is required every time the ’Mech jumps; the longer run, the one exception is that it can still use the Minimum roll is made at the end of the ’Mech’s movement . Movement rule and can therefore try to stand even though it doesn't Target Number Modifiers: +2 to all kick attacks . have the 2 MP required (which always counts as running; see p . 11) . BV: 1,272 WEAPONS AND EQUIPMENT TOR(6)SO DESTRUCTION(6) When a weapon or piece of equipment receives a critical hit, it Left/Right Torsos: If a ’Mech’s right or left torso has all of is rendered useless for the remainder of the game . If the item takes its internal structure destroyed, the corresponding arm is blown up more than one critical slot, its remaining slots are not also marked off immediately (see Arm Blown Off, p . 32) . Additional damage Life Support off: each can still be hit by subsequent critical hits . This has no effect dealt in the same(13) phase that would have(13) struck that arm or torso Shoulder other than to absorbSensors the critical hit . Shoulder Upper Arm Actuator Cockpit Upper Arm Actuator automatically transfers to the center torso . Lower Arm ActuatorFor example, Rolla PPC Again fills three Lower Arm Actuator Center Torso: If the center torso is destroyed, the entire ’Mech is Hand Actuatorcritical slots . The PPC Sensorsis disabled as soon Hand Actuator destroyed . Remove the ’Mech from the map in the end of the phase Roll Again as one of its three criticalLife Support slots takes a PPC Roll Again PPC in which it was destroyed . If the center torso was destroyed by an hit, leaving its remaining two slots ammunition explosion the MechWarrior is killed as well . Roll Again able to take critical hits but otherwise PPC Fusion Engine Roll Again resulting in a useless weapon . Roll Again Roll Again Fusion Engine Roll Again (9) (9) Fusion Engine Roll Again Roll Again TRANSFERRING DAMAGE Roll Again Gyro Roll Again Once a location has been destroyed, all further damage to that DESTROGyroYED LOCATIONS Roll Again Roll Again location transfers directly(18) to the next location inward . This occurs Gyro If a location is destroyed, all components in that location are both when there is leftover damage from the attack that destroyed also destroyed, includingGyro all armor (which counts towards the 20+ the location, and when damage occurs from hits that later strike the Fusion Engine damage forcing a PSR) . In addition, the destruction of the head, leg, destroyed(13) location . The damage is first(13) applied to the armor of the or torso locations hasFusion further Engine effects, detailed below . Jump Jet Fusion Engine Jump Jet location transferred to, unless it came from an ammunition explosion Jump Jet Critical Hits: If Heata location Sink is destroyed by the eliminationJump Jet of Roll Again LRM 10 (see below) . internal structure, andJump it Jet contains one or more ammo slots, the Roll Again LRM 10 Roll Again ’Mech’s controller must still check for critical hits inAmmo that (LRMlocation 10) 12 Roll Again (see Critical Hits, p . 30) . Ammo (LRM 10) 12 12 (12) Roll Again Limb Clubs: An arm or leg blown off through criticalRoll Again hits or that Single Roll Again fell off due to side torso destruction remains in the hexRoll Againin which it Roll Again was lost and may be used as a club (see Club Attacks, Rollp . 26) Again . Roll Again Roll Again Roll Again Roll Again Roll Again HEAD DESTRUCTION Roll Again If a head has all its internal structure destroyed, the MechWarrior inside is killed and the ’Mech is destroyed . Remove the ’Mech from the map in the end of the phase in which it was destroyed . Hip Hip Upper Leg Actuator Upper Leg Actuator Lower Leg ActuatorLEG DESTRUCTION Lower Leg Actuator Foot Actuator When a standing ’Mech loses a leg, the ’Mech Footautomatically Actuator Roll Again Roll Again Roll Again falls and ends its movement for that turn . Apply a +5 Rollmodifier Again to all Piloting Skill Rolls: this replaces all other PSR modifiers generated by damage to that leg . If the ’Mech stays prone, it can still change 2017 its facing one hexside per turn; it is considered to have walked if it changes its facing . A prone ’Mech with one leg may attempt to stand on its remaining leg in subsequent turns . However, it may only make one attempt per turn, and this attempt to stand is always considered running . In an exception to the normal rules, only one PSR is required for this attempt, even if damage or other factors means that the • damage transfer diagram • attempt would normally require two or more PSRs (though all

34

Destroyed Locations destroyed by anammunitionexplosion . head’s slotisdestroyed, cockpit oriftheir’Mech’s center torso is game play phase inwhichtheywere destroyed, effect on andhave nofurther % % the following occur: DESTROYING A’MECH inward, bypassing entirely thearmor explosions transfers location to theinternal ofthenext structure leg istransferred rear to torso theleft facing p and thediagrams below explore itinmore detail transfer torso damage to adestroyed sidetorso location transfers to thecenter orlegdamagetransfers arm right to torso) theright .Additional leg damage orsame arm transfers side (so left to torso, the left while .22)that transfers inward transfers to theappropriate rear torso % % cannot absorb. ValueArmor is4,thatleaves ofdamagethatthelocation’s 1point armor Valuethe Armor by another5points, butsince theGrasshopper’s remaining player fills ineight more circles, leaving four. The first missile grouping reduces fills inten armorcircles. ofdamage, 8points The laserhitdoes andsothe the ’Mech Value haditsfullArmor of22inthatarm. Value(Damage grouping). missile hit,so5damage per 1per Before this turn, (26) Left Leg laser (Damage Valuelaser (Damage groupings 5-point 8),andtwo oflong-range missiles Left Arm MechWarrior AMechWarrior Survival: diesiftheheador Destroyed ’Mechs are removed from the map in theendof the ofitscenteror thedestruction torso location) . its engine isdestroyed (causedby itsuffering three engine hits, taken) . or head location, or ifsix MechWarriorcockpit wounds are its MechWarrior ofthe’Mech’s dies(causedby destruction A ’Mech isconsidered destroyed andoutofthegameifany of Ammunition Explosion:Damagefrom ammunition Damage dealtto therear HitLocation hitzone (seeDetermining , Damage to or leg transfers a missing arm to the torso on the .Damagefrom adestroyed heador center torso doesnot (22) .For example, damagefrom therear that hitsamissingleft The PPC hit reduces Value the Armor by 10, so the . The Damage Transfer Diagram illustrates thisprinciple, A . Grasshopper’s Value armishitby left aPPC(Damage 10),alarge Left T orso (20) Center T (30) orso (20) Right T . . orso Right Arm (22) Right (26) Leg Grasshopper . DAMAGE TAKEN DAMAGE TRANSFER D LRM grouping 2(5points) LRM grouping 1(5points) (8points) Laser Large PPC (10points) ’s player A M the arm will be destroyed.the armwillbe Criticalthe Determining HitsTable, andappliestheeffects, ifany. on the Internal Structure Diagram, once again immediately makes a roll on arm’s internal by structure another5points. The player fillsinfive more circles Table (seep. 31),applyingeffects, ifany. The lastmissilegrouping reduces the and the attacker immediately makes a roll on Critical the Determining Hit the Internal Structure Diagram, leaving ten circles out of the original eleven, transfers to the arm’s internal structure, and so the player fills in one circle on A the location isdestroyed remaining, until alldamageisappliedorinternal in structure Structure Diagram inthat location point for ofdamage every 2. IS THERE DAMAGE REMAINING? facing isdestroyed the hitdeals, until inthelocation/ all damage isappliedorallarmor location (orfacing, ifatorso location) point for ofdamage every 1. DOES THE LOCATION/FACING HAVE ARMOR? because the’Mech isdestroyed the attack is finishedinstead, andtheremaining damageislost, for transferring damagefrom oneofthesetwo locations inward, from theheadorcenter torso locations for eachoftheseeventssections for additionalinformation (onp or no, andfollow theinstructions at Step 1.Answerand itshitlocation, andstart eachquestionyes chapter assumesthat you’reresolution .It familiarwiththerest ofthis STEP-BY-P DAMG If theGrasshopperIf The remaining ofdamagefrom 1point thefirstmissilegrouping GE Arm (11) Left No: Attack isfinished Yes: Go toNo: Go Step 2,answering “Yes” Yes: TransferringSee , page34,for Damage more detail Damage Transfer that there: Remember isnodamagetransfer ahead, leg,If ortorso location isdestroyed, seetheseparate To apply damage, begin with the amount of damage inflicted The following offers a thorough walkthrough of damage Left T . (15) Left Leg Check off one armor circleCheck offonearmor Diagram ontheArmor inthe Check offoneinternal circle structure ontheInternal orso (15) ’s armtakes left another5ormore ofdamage, points Go to .Go Step 2. Destroying a 'Me ch Head Go to .Go Step 3. . Center T (22) orso . . . If astep below .If would call Right T orso (15) Right (15) Leg . Right (11) Arm .34)

35

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment DAMAGE

3. DOES ANY INTERNAL STRUCTURE REMAIN IN THE LOCATION? 5. IS THERE AMMUNITION IN THE LOCATION? Yes: Go to Step 4 . Yes: The location is destroyed . Immediately roll once on No: Go to Step 5 . the Determining Critical Hits Table, page 31 . Apply any resulting critical hits to the destroyed location . Only critical hits that strike 4. AT THE START OF THIS PHASE, DID THE LOCATION HAVE ANY ammunition are resolved; all others are discarded . Go to Step 6 . COMPONENTS THAT COULD TAKE A CRITICAL HIT? No: The location is destroyed . Go to Step 6 . Yes: Immediately roll once on the Determining Critical Hits Table, page 31 . Apply any resulting critical hits to that location . 6. IS THERE DAMAGE REMAINING? Critical hits that cannot be applied are discarded . Go to Step 6 . Yes: The remaining damage transfers to the next location inward No: Immediately roll once on the Determining Critical Hits (if any; see the Damage Transfer Diagram on p . 34) . If transferring to Table, page 31 . Apply any resulting critical hits to the next location a torso location, the damage is applied to the front armor unless inward (if any; see the Damage Transfer Diagram on p . 34) . Go to the attack came from the rear, in which case it is applied to the rear . Step 6 . Go to Step 1 . No: Attack is finished .

Does the location/facing have armor? Check off one armor circle on the Armor Diagram in Yes the location (or facing, if a torso location) for every point of damage the hit deals, until all damage is applied or all armor in 1 No the location/facing is destroyed . Go to Step 2 .

Is there damage remaining? Check off one internal structure circle on the Internal Yes Structure Diagram in that location for every point of damage remaining, until all damage is applied or all internal structure in 2 the location is destroyed . Go to Step 3 . No Attack is finished.

Does any internal structure remain in Immediately roll once on the Determining Critical the location? Hits Table, page 31 . Apply any resulting critical hits to that Yes location . Critical hits that cannot be applied are discarded . Go 3 to Step 6 . No

Immediately roll once on the Determining Critical Hits At the start of this phase, did the Table, page 31 . Apply any resulting critical hits to the next location have any components that location inward (if any; see the Damage Transfer Diagram on p . could take a critical hit? 34) . Go to Step 6 . 4 Yes No The location is destroyed . Immediately roll once on the Determining Critical Hits Table, page 31 . Apply any resulting critical hits to the destroyed location . Only critical hits that strike 5. Is there ammunition in the location? ammunition are resolved; all others are discarded . Go to Step 6 . 5 Yes No The location is destroyed . Go to Step 6 .

6. Is there damage remaining? The remaining damage transfers to the next location Yes inward (if any; see the Damage Transfer Diagram on p . 34) . 6 If transferring to a torso location, the damage is applied to the No Attack is finished. front armor unless the attack came from the rear . Go to Step 1 .

36

Step-by-step Damage 1 1 Sra R H 2 /s — 6 9 6 3 — 2/Msl 2 HD 8(DE) 12 CT StreakSRM2 1 ERLargeLaser 1 Mdu ae L 3 5(DE) 3 5(DE) LA 3 RA 1 MediumLaser 1 MediumLaser 1 2010 R 1 (PD) 1 Anti-Missile SystemRT 2 1 2 1 2 1 2 1 2 1 1,354 Roll Again Roll Again Roll Again Roll Again Roll Again 12 Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again 4 6 4 ’Mech jumps1,2or3hexes, itgenerates 3heat points expended, withaminimumof3heat points many MPthe’Mech expends orhow many hexes itmoves MP the’Mech expends orhow many hexes itmoves M and Equipment, andOther broadly broken down into three categories: Movement, Weapons BUILDING UPHEAT those levels on theHeat Scale, the ’Mech suffers theadverse effects listed for standing inawater hex .As the’Mech’s heat reaches variouslevels of heat points a’Mech candissipate through itsheat sinksandby generated and damage by various actions track heat levels above 30. heat levels from 0 to 30 heat points the ’Mech Record Sheet labelled “Heat Scale” player tracks their’Mech’s heat points usingthecolumn ofboxes on HEAT POINS ’Mech pastitslimitseventually mustpay theprice more heat thana’Mech candissipate it moves or fires itsweapons, canproduce and a high rate of activity a ’Mech dissipates heat through itsheat sinks, heat buildsupwhen (M,C) O Heat sink Weapons fire Attempting to stand Jumping Running Walking Activity Second engine hit First engine hit Jumping: Running: Runninggenerates 2heat points, nomatter how Walking: Walking generates 1heat point, nomatter how many Various buildupheat at different activities rates The Heat Point Table indicates the number of heat points The more heat points a’Mech buildsup, thegreater itsheat Heat build-up is a BattleMech’s greatest limiting factor V EM ’MECH RECORDSHEET HEAT POINTTABLE . 1 EN Jump jetsgenerate 1heat point perJumpingMP T H 2 1 2 1 2 1 7 1719 7 — — 3 9 6 — 3 9 6 — 3 Clan Invasion Inner Sphere 70 A G 2 EA 0 . –1 additionalperoperational heat –1 peroperational heat sink record sheet Equipment Table, p Per inthe entry Weapons and +1 perattempt +1 perhex (min.of3perturn) +2 perturn +1 perturn Heat Points +10 (total) perturn +5 perturn T 0 points) sink underwater (maximum6 A . The “Overflow” box is used to M A warrior whopushestheir .Awarrior It also shows the number . It E OFA . The recordsHeat Scale .For example, whena 55, and on the .55,andonthe 1 1 HEAT . . 2 1 2 1 2 1 2 1 2 1 . They canbe If itjumps4 .If 1 Roll Again Roll Again Roll Again Roll Again Roll Again 20 20 Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again . Though . 2 RM A .A 10 11 OR dissipated infuture turns “Overflow” box ontherecord sheet, whichwillstillneedto be is positive, adjustitupward the result isnegative, downward; adjusttheHeat Scale iftheresult this numberto thecurrent level ofheat shown ontheHeat Scale Heat Build-up. adjusted theheat level for above asdescribed theturn inRecording effects are permanent;othersdisappearasthe’Mech cools accurately, andmay shutdown oreven explode the’Mech moves lessefficiently: moreto slowly, function fires less EFFECTS OFHEAT dissipated by heat sinks heat points built up by their ’Mech . They the heat then subtract RECORDING HEATBUILD-UP can bedissipated due to water those in the engine) .No more than 6 additional heat points per turn 1ordeeperwaterin Depth hasallofitsheat sinkssubmerged (even submerged A ’Mech 1 water standing in Depth has its leg-mounted heat sinks heat DISSIPATING HEAT points ofheat. perturn This isnotappliedifthe’Mech isshutdown . 5 points . ofheat perturn The second hitraises thisto 10(total) O the record sheets). Table on page 55 lists the heat anitem generates (also found on are too many to summarize here: the Weapons and Equipment W is usingthat . turn addition to theheat generated by themovement modethe’Mech heat points; andsoon. hexes, itgenerates 4heat points; ifitjumps6hexes, itgenerates 6 E TH EA .Eachheat sinkdissipates 1heat point . perturn Overflow Heat:Overflow Heat Timing: The ’Mech suffers players heat after effects have Excessive heat caninjure a MechWarrior eachturn’sDuring Heat Phase, eachplayer addsupthe Water: way itselfof inwhicha’MechHeat rids sinksare theprimary Engine Critical Hits: The firstengine hitto a’Mech generates weaponsMost generate heat points whenused Standing Up:Eachattempt to standcreates 1heat point, in TM E PONS R HEA Arm (11) Left (26) Left Leg D C Torso Rear Left Arm . A ’Mech 2 or deeper waterstanding in Depth or prone Level* Submerged heat sinksdissipate asmuchheat twice Heat Left Torso (15) (22) 5 8 10 13 14 15 17 18 19 20 22 23 24 25 26 28 30 (15) (10) Left Left Leg • AN heat –1 MovementPoints +1 ModifiertoFire –2 MovementPoints +2 ModifiertoFire Shutdown, avoidon4+ –3 MovementPoints +3 ModifiertoFire Shutdown, avoidon6+ Ammo Exp.avoidon4+ –4 MovementPoints Shutdown, avoidon8+ Ammo Exp.avoidon6+ +4 ModifiertoFire –5 MovementPoints Shutdown, avoidon10+ Ammo Exp.avoidon8+ Shutdown T Left Torso Mark any Mark heat generated beyond 30 in the OM . The result may bepositive ornegative D EQUIPM

data (20) . Head Effects . The cannotdrop Heat Scale below 0.

Center . and Torso (22) BA Heat Poi nt s Rear (13) Head (9) Center Center Torso Torso

(30) heat T Right Torso (15)

sinks EN It also causes a ’Mech alsocausesa’Mech .It (20) Right Torso Single T H 22

Right • (15) Leg Some ofthese .Some . These sources Right (11) Arm EA Torso Rear Right Arm Right (10) T (22) Overflow 1 20 21 22 2 2 2 2 2 28 2 0 10 11 12 1 1 1 1 1 18 Right . 0 1 2 8 (26) Leg .Add If .If .

37

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment HEAT

MOVEMENT • heat data table, with color-coded effects overlay • At 5, 10, 15, 20, and 25 heat points, subtract the number indicated from the ’Mech’s Walking MP . For example, at anywhere from 5 to 9 heat points, subtract 1 from the ’Mech’s Walking MP . Remember that Running MP is 1 .5 times the current Walking MP; if the Walking MP is reduced, the player must also recalculate their ’Mech’s Running MP, Heat rounding fractions up . Level* Effects This effect is not cumulative with any previous heat-caused 30 Shutdown Movement Point loss . For example, when a ’Mech’s heat build-up 28 Ammo Exp. avoid on 8+ reaches 5 on the Heat Scale, its Walking MP is reduced by 1 . When 26 Shutdown, avoid on 10+ the build-up reaches 10 on the Heat Scale, reduce Walking MP by 2 25 –5 Movement Points total, not by 2 more MP . 24 +4 Modifier to Fire When the Heat Scale drops below the point at which these 23 Ammo Exp. avoid on 6+ effects occur, the ’Mech regains 1 Walking MP, though previous 22 Shutdown, avoid on 8+ applicable losses remain in force . For example, if the heat falls below 20 –4 Movement Points 10 on the Heat Scale but remains at or above 5, the ’Mech continues 19 Ammo Exp. avoid on 4+ to suffer –1 MP until the heat drops below 5 . 18 Shutdown, avoid on 6+ Jumping: Reductions in Walking MP from heat build-up do not 17 +3 Modifier to Fire affect a ’Mech’s Jumping MP . 15 –3 Movement Points 14 Shutdown, avoid on 4+ WEAPON ATTACKS 13 +2 Modifier to Fire 10 –2 Movement Points At 8, 13, 17, and 24 heat points, add the number indicated to the 8 +1 Modifier to Fire ’Mech’s Target Number for weapon attacks . For example, at 8 heat 5 –1 Movement Points points, add 1 to all weapon attack Target Numbers for as long as the heat remains at or above 8 . As with movement, these effects are not cumulative, and disappear when heat build-up is reduced . Movement Effect Weapon Attack Effect These penalties apply only to weapon attacks, not physical attacks . Shutdown Effect Ammunition Effect SHUTDOWN Heat Scale, the power plant restarts automatically, even if the pilot At 14, 18, 22, 26, and 30 heat points, a ’Mech attempts to shut is out of action . down its power plant automatically as a safety procedure . Aimed Shot: Other players can target a shut down ’Mech with A conscious MechWarrior can override the power plant’s safety aimed shots (see p . 21) . shutdown procedure, as indicated by the “Avoid” Target Number listed Overflow Heat: A ’Mech’s heat level must be below 30 before with the effect, though shutdown cannot be avoided at 30 or more a restart can occur . heat points . If their ’Mech’s Heat Scale is at or above 14, the player Voluntary Shutdown: Players may elect to voluntarily shut rolls 2D6 once during the Heat Phase . If the roll result is equal to or down a ’Mech during any End Phase . They may then restart the greater than the highest Avoid Target Number corresponding to the power plant in any subsequent End Phase, provided they first pass ’Mech’s heat level, the pilot avoids shutdown for that turn . If heat any Shutdown Avoid checks due to heat (if needed) . accumulation reaches two or more trigger levels in one turn, roll 2D6 only once, against the highest Avoid Target Number . AMMUNITION If a ’Mech shuts down, a Piloting Skill Roll (see p . 40) is immediately required, with a +3 Target Number modifier (any other If a ’Mech with unemptied bins of ammunition reaches 19 points PSR required while the ’Mech is shutdown automatically fails) . or higher on the Heat Scale, one of these bins may explode . To avoid Additionally, the ’Mech becomes immobile (see p . 11) . Its equipment an explosion, the ’Mech’s controller must roll 2D6 once and meet or ceases to function except for heat sinks and life support, and it cannot exceed the Target Number of the highest Ammo Explosion threshold attack or take any other action . Engine critical hits do not generate reached; a ’Mech with 19-22 heat would need to roll a 4 or higher, heat while a ’Mech is shut down . 23-27 heat a 6 or higher, and 28-30 heat an 8 or higher to avoid . For every turn that the ’Mech is shut down, its heat sinks dissipate When an overheated ’Mech’s ammo explodes, the ammunition heat as normal, and the player may attempt to restart the power critical slot with the most destructive ammo per shot explodes first . plant during each subsequent turn's Heat Phase (it must spend one Ammo per shot is defined as the Damage Value done by one turn’s entire turn—heat phase to heat phase—shut down) . To do this, the worth of shots . For example, the ammo per shot of a machine gun player rolls 2D6 . If the result is equal to or greater than the highest slot has a Damage Value of 2, a LRM-15 a Damage Value of 15, and a current Avoid Target Number, the player can restart the power plant . SRM-6 a Damage Value of 12 . If a ’Mech carries two ammo slots with A ’Mech may move and fire in the turn following the turn in which equivalent per-shot Damage Values, the ’Mech’s controller chooses the power plant is restarted . When the heat drops below 14 on the which ammo explodes .

38

EFFECTS OF HEAT is 26orhigher, the MechWarrior takes2points ofdamageinstead Phase that the’Mech’s isbetween 15and25;iftheHeat Heat Scale Scale MechWarrior takes1point Heat ofdamage(wound) at theendofevery MechWarrior suffers damagewhenthe’Mech’s heat levels are high. The DAMGE TOCHW Consciousness (seep Rolls the MechWarrior, 2points ofdamage(wounds) inflicting andforcing two one that suffered it 32 .An ammunitionexplosion hasnoeffectonany ’Mech otherthanthe explodes an equal number of shots remaining, randomly determine which one with themostshotsremaining explodes more hitslotholdstheappropriate thanonecritical ammotype, theone If a’Mech’sIf system takesoneormore life hits, critical support its MechWarrior Damage:Ammunition explosions automatically injure Resolve theexplosion following therulesinCritical, page HitEffects All of the appropriate slot explodes in a single critical ammo type . . .44) If two ormore locations .If have ARRIORS H T EA . If . If Damag e to MechWarri ors Number modifier to modifier itsweaponNumber attacks. Heat Scale. At thesametime, the’Mech appliesa+2Target MP of2(Running MPof3),untilitsheatfalls below 10onthe Awesome’s Walking MP is still reduced by 1 more, to Walking of 4orhigherto avoid shutdown. Even iftheymanagethis, the bringing thetotal to 14.Now theplayer must make a2D6roll the player must add5more to heatpoints theHeatScale, for weapon attacks(butnotphysical attacks). of 2 and a Running MP of 3) and add +1 to its Target Number ’Mech must reduce itsWalking MP by 1(givingitaWalking MP on itsHeatScale, turn,the bringingthetotal to 9.Inthenext theHeatPhase,During are these5points addedto the4already working, whichdissipate 26heat points, leaving5to buildup. (generating onlyhas26standard It heatsinks 31heatpoints). theturn,’Mechof 4.During fires three PPCsandwalks If the ’MechIf turn, repeats in the these next actions An Awesome begins aturnwithHeatScalebegins level

39

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment A GAME OF ARMORED COMBAT OTHER ACTIONS While events such as movement or combat generally occur at Multiple rolls may be required during movement . For example, fixed intervals, there are several important events that can occur at a if a ’Mech wants to move through three hexes of Depth 1 water, a variety of points in a BattleTech turn . Rules that can apply in multiple PSR is made immediately after each hex is entered . phases are covered in this chapter . Attack Phases: Piloting Skill Rolls due to attacks made in the Weapon or Physical Attack phases are made at the end of the phase PILOTING the attacks occurred in (i e. . after all attacks that phase) . Apply all modifiers resulting from damage that phase . SKILL ROLLS (PSR) Consciousness Rolls: Consciousness Rolls are made MechWarriors must make Piloting Skill Rolls (PSRs) under a immediately upon triggering . If both a Consciousness Roll and a PSR variety of circumstances . A PSR is usually made to avoid falling: are required at the same time, the Consciousness Roll comes first . unless stated otherwise, failing one means the ’Mech falls . Displacement: Any PSR required due to displacement (see The Piloting Skill Roll Table (see p . 41) lists the events that below) happens immediately, regardless of the phase . require a PSR . A PSR is required every time one of these events occurs MechWarrior Damage: Any PSR made to see if a MechWarrior (the exact moment when the PSR is made is explained under Piloting is damaged by a fall (see p . 43) is made immediately, before applying Skill Roll Timing; see p . below) . any damage caused by the fall . If a ’Mech is required to make multiple Piloting 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 time, but all During the Weapon Attack Phase, a ’Mech whose modifiers are cumulative and apply to all rolls . If one of these PSRs MechWarrior has a Piloting Skill of 5 takes 40 points of damage and loses two lower leg actuators. At the end of the phase, the player makes fails, any remaining PSRs in that sequence are ignored . three Piloting Skill Rolls: one for taking 20 or more points of damage, Immobile ’Mechs and Unconscious Warriors: ’Mechs that are and two more for losing two leg actuators. The modified Target immobile or that have an unconscious warrior automatically fail any Number for each of the three rolls is 8: 5 (Piloting Skill) + 1 (20+ points required PSRs, if they were standing . of damage) + 1 (damaged leg actuator) + 1 (damaged leg actuator). ’Mech Damage: If a ’Mech takes 20 or more damage points in During the Physical Attack Phase, the same ’Mech is kicked in the a single phase, it makes only one PSR for this, regardless of the final leg by two other ’Mechs, losing another actuator and taking 20 more damage total it took that phase . points of damage. At the end of the phase, the player must make four Prone ’Mechs: A prone ’Mech ignores all PSRs required to avoid more Piloting Skill Rolls: two for getting kicked twice, one for losing a falls, except when attempting to stand . leg actuator, and one for the 20 points of damage. The modified Target Number for each of the four rolls is 9: 5 (Piloting Skill) + 2 (existing actuator damage) + 1 (another damaged leg actuator) + 1 (20+ points MAKING PILOTING SKILL of damage). ROLLS Piloting Skill Rolls use the MechWarrior’s Piloting Skill as the base Target Number, modified by the following: DISPLACEMENT %% all indicated modifiers for the event A ’Mech forced into another hex is displaced . This typically %% all modifiers applied by other events which have already occurs due to charge, push, and death from above attacks . occurred in the same phase If a ’Mech is displaced into a hex of the same level, or one or two %% all modifiers applied due to Preexisting Damage (as seen on the levels higher, check if the newly-entered hex contains another ’Mech . Piloting Skill Roll Table) If so, see Domino Effect, on page 42 . If a ’Mech is displaced downward, what happens depends on The result is the modified Target Number . how many levels down the ’Mech is displaced, and if the newly To make a Piloting Skill Roll, the player rolls 2D6 . If the result entered hex is occupied by another ’Mech: is equal to or greater than the modified Target Number, the roll succeeds . If the result is less than the modified Target Number, the %% If the hex the ’Mech is displaced into has no other ’Mech in it, roll fails, which almost always means the ’Mech falls . and is one level lower, follow the normal rules called for by the A player cannot choose to intentionally fail a Piloting Skill Roll . action that caused the displacement . %% If the hex the ’Mech is displaced into contains another ’Mech, PILOTING SKILL ROLL TIMING and that hex is one level lower, a domino effect occurs (see Exactly when a Piloting Skill Roll is made depends on the phase p . 42) . of the turn and the action that triggers it . %% If the hex the ’Mech is displaced into has no other ’Mech in it, Movement Phase: Piloting Skill Rolls required due to a and is two or more levels lower, an automatic fall occurs (see movement action (trying to stand up, entering water or rubble, Falling, p . 42) . etc .) are made immediately following the action . As such, if a PSR is %% If the hex the ’Mech is displaced into contains another ’Mech, required due to entering a hex and is failed, the ’Mech falls in that and that hex is two levels or more lower, then an accidental fall new hex that triggered that PSR . from above occurs (see p . 44) and that ’Mech is displaced .

40

Piloting Skill Rolls 6 5 4 3 2 1 Do notaddmodifiersfor otherdamagedactuators intheleg.Do Ignore allmodifiersfrom previous hitsonthat critical leg. Automatic fallifdeath from above attack isunsuccessful. The modifierfor adestroyed legis+5whenmaking aPiloting Skill Rollto avoid damagingtheMechWarrior duringanautomatic fall. The modifierfor adestroyed gyro is+6whenmaking aPiloting Skill Rollto avoid damagingtheMechWarrior duringanautomatic fall. duringthephasethatOnly thereactor shutsdown. IftheMechWarrior mustmake aPiloting Skill Rollfor a’Mech withashutdown reactor, the’Mech automatically falls;ineither ’Mech's Actions Physical Attacks Against ’Mech Damage to ’Mech Situation case, ifthe’Mech falls, thewarrior automatically takes 1point ofdamage(seeFalling Damageto aMechWarrior, p. 43). Entered 1water Depth hex asuccessfulMade death from above attack asuccessfulMade charging attack kick Missed charged/hit by death from above ’Mech was successfully ’Mech was pushed ’Mech was kicked Leg destroyed Gyro destroyed Gyro hit destroyed actuator Hip Leg/foot destroyed actuator ’Mech fusionreactor shutsdown ’Mech takes20+damagepoints inonephase PILOTING SKILLROLLTABLE O TH Automatic fall Automatic fall Modifier +4 +3 E +2 +2 +3 +2 +1 +1 –1 0 0 0 4 1 R A 3 2 Preexisting Damage CasesSpecial Situation CTI Leg previously destroyed Gyro previously hit Per previously hipactuator destroyed Unintentional charge when their’Mech isfalling toMechWarrior avoid damage trying withdamagedhiporgyro Ran Jumped withdestroyed leg or leg/foot/hip actuators Jumped withdamagedgyro Entered rubblehex Attempted to stand Entered 3+water Depth hex Entered 2water Depth hex Per leg/foot previously actuator destroyed Pi loting Skill Roll Table ONS Damage, below Damage, below Damage, below per Preexisting per Preexisting per Preexisting +1/every level +1/every Modifier above 1 +5 +2 +3 +1 +3 +1 0 0 0 6 5

41

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment OTHER ACTIONS

Actions that cause a displacement often call for a Piloting Skill Roll by the ’Mech being displaced . Any fall that results is a 0-level fall that occurs in the hex the ’Mech is displaced into . However, if a ’Mech is displaced down two or more levels, any such PSR is ignored, LEVEL 1 as the ’Mech automatically falls; the fall distance is calculated from the ’Mech’s level before the fall as normal . Destroyed ’Mechs: A ’Mech destroyed by an action that would LEVEL 1 also displace it (like a charge) does not resolve any displacement . Forced Off-Board: A ’Mech displaced into a partial hex or off the playing area is considered destroyed for the scenario . Prohibited Displacement: A ’Mech cannot be displaced into a hex three or more levels higher than the hex it was moved from . In such a case, the displacement cannot occur, and neither the target nor attacking ’Mech move, unless the action specifically states otherwise . All other effects of the displacing action occur . Timing: Displacement (including any resulting PSRs and damage) is resolved immediately after the action that caused it, regardless of what phase it is . If any damage was inflicted by the displacement diagram action that caused the displacement, apply it before resolving the • • displacement, even though the phase has not yet ended . If a physical attack might cause displacement, and in doing so interrupt another physical attack, the ’Mech with the lower In the Displacement diagram above, the ’Mech in Hex A Initiative (i .e . the first to move) resolves its physical attack first . If is displaced one level down into Hex B. The ’Mech already in Hex both attackers are on the same side, the controlling player(s) may B makes an immediate Piloting Skill Roll. It has no MP left. As such, determine which attack is resolved first . If no valid target exists, the whether it passes or fails it will in turn be forced into Hex C. The ’Mech already in Hex C does have MP left, and the displaced attack automatically fails . A displacement can also mean a planned ’Mech is coming from one of its side hexes, so the ’Mech in Hex C can try physical attack can no longer occur . to dodge. First, its controller must make a PSR. If its roll fails, it is forced into Hex D and falls (and if another ’Mech was in that hex, the domino DOMINO EFFECT effect would continue). If a ’Mech is forced into a hex occupied by another ’Mech, the If its PSR is successful (and it did not run that turn), it may move one ’Mech already in the hex (known as “the target ’Mech”) is forced out of hex directly backward, into Hex E, ending the domino effect. If the ’Mech that hex . This is called a domino effect . The target ’Mech immediately had 2 or more MP left, it could instead move forward into the light woods makes a Piloting Skill Roll . in Hex F. If it had no MP left, however, it would be forced into Hex D. If the target ’Mech fails its PSR, it is displaced into the hex in the direction opposite the hexside where the intruding ’Mech entered the hex . The target ’Mech then falls in that hex . FALLING Dodging a Domino Effect: If the target ’Mech’s PSR is instead If a ’Mech falls, it suffers damage and its MechWarrior may be successful, and the domino effect also originates from one of the injured as well . target’s four side hexes, then the target can dodge the domino effect by immediately moving one hex directly forward or backward, so LOCATION AFTER A FALL long as all of the following are true: When a ’Mech falls while moving from one hex to another, it falls in the hex it was moving into . If a fall occurs because of an % % it is mobile attack or any other combat-related reason, the ’Mech falls in the hex % % it is standing it occupies . %% it has enough MP unspent that turn to move into the hex Unless stated otherwise, ’Mech falls are 0-level falls; this includes %% it did not jump that turn ’Mechs that fall due to jumping . However, if a ’Mech is displaced %% the hex being moved to does not already have a ’Mech in it downwards two or more levels (see Displacement, p . 40), subtract the level of the hex the ’Mech landed in from the level of the hex it As usual, the ’Mech cannot move backward if it ran that turn . was in immediately prior to the fall: this is the number of levels it fell . If the target ’Mech’s PSR is successful but it cannot dodge, it is Falling and Collisions: If a ’Mech falls two or more levels into still forced into the next hex as noted above, but does not fall . a hex occupied by another ’Mech, the two ’Mechs may collide (see Multiple Domino Effects: If a ’Mech is the target of a domino Accidental Falls From Above, p . 44) . effect, and there is another ’Mech in the hex it is displaced into, another domino effect occurs . Such domino effects continue as long as ’Mechs remain in hexes adjacent to one another in the direction FACING AFTER A FALL of the effect . When a ’Mech falls, it takes damage and its facing may change . If there is no legal hex for the last ’Mech in a multiple domino This facing change determines the Hit Location Table used when effect chain to be displaced into, it is destroyed . assigning damage from the fall . To determine the ’Mech’s facing after

42

Domino Effect as ifthe’Mech was standingwiththat facing a prone ’Mech from outside sources such as weapons fire is treated use thehexside itsheadispointing at asitsfacing damagefrom that fall taking their sidesorrear automatically roll over to lieface down after Facing After Fall Table (seebelow) . the fallandwhere the ’Mech takesdamage, roll 1D6andconsult the Value groupings (assigning any remaining points ofdamage to an plus 1that the’Mech fell ’Mech weighs (rounding up), multiplied by the number of levels ’MECH FALLING DAMETO Table). liesprone andface It down intherubblehex,facing hexsideC. on itsrightside(i.e. itusestherightsidecolumn oftheHitLocation ofitsoriginalfacing(clockwise) andtakes thedamagefrom thefall A result of3meansthe’Mech isnow facing hexsidesto two theright ’Mech’s controller hex, they must make a Piloting Roll. Skill The roll fails, and so the Hex Ato move into HexB. astheplayer soon As enters therubble Damage Arc for Prone thetarget ’Mechs: ’Mech If isprone, A fallen’Mech liesprone andface down .’Mechs that fallon A falldealsdamageequalto 1point 10tons for that the every Roll (1D6) In theFalling Diagram above, aplayer wants their’Mech in 2 1 3 5 4 6 FACINGAFTER FALL TABLE Opposite Direction rolls 1D6andconsults theFacing After Fall Table. 2 Hexsides Right 1 Hexside Right Same Direction Same 2 Hexsides Left • 1 Hexside Left New Facing falling .Dividethedamageinto 5-point Damage .

diagram

• . Hit Location O Right Side Right Right Side Right Left Side Left Side Front Rear .Any damageto TH

E R A CTI values down . Damage isresolved round separately; any finaldamage fractional hex equalstonnage/10 (round up) x(depthofwater hex +1)/2. damageforfallen +1)/2).Normal hittingthebottom ofthewater the water’s equalstonnage/10 (round up) x(#oflevels surface water’s to thebottom ofthe water surface hex .Damagefor hitting fallingdamagedividedbyand alsonormal 2for thefallfrom the fallingdamagedividedbynormal 2for hittingthewater’s surface, water, itsuffers fallingdamagedividedby normal 2(round down) . damage asithappens (see p a separate hit damage takes six 5-point hits and one 3-point hit, each assigned as grouping undersized grouping), andthendetermine ahitlocation for each MechWarrior damageisgreater than12. (see p point ofdamageifat thetimeoffalltheir’Mech isimmobile (wound) . (wounds) theroll .If fails, the MechWarrior takes 1 point ofdamage the rollfallen . If succeeds, the MechWarrior avoids damage taking +1 modifier applied to the Target levelNumber for above every 1 caused thefallare appliedto thissecond roll, withanadditional called a seat(often beltcheck). All modifiers appliedto the PSR that TO AMECHW FALLING DAME Location Table to determine theexact location ofthedamage. grouping,and one4-point andthenusestheFront column oftheHit 1; 9 x 1 = 7). The player into divides the 9 points grouping one 5-point 10 equals 8.5,rounded upto 9;thenumber oflevels fallen plus1equals Location Table. so thedamagelocations are rolled ontheFront column oftheHit Facing After Fall Table andfindsthat the ’Mech landedonitsfront, hex. This means the ’Mech fell 0 levels. The player rolls a 1 on the fails thePiloting Roll, Skill andsothe’Mech falls againinthesame damaging (wounding) theMechWarrior. Roll.Skill controller Its therefore needonlyroll 5orbetter to avoid Levels, applyto andsonomodifiers theTarget forthePiloting Number damage, itdidnottake ofdamageinthisturn,and itfell0 20points example nothave does hasaPiloting any of5.It pre-existing Skill A ’Mech above thewater’s that fallsinto water surface suffers Water: thefalloccurs theMovement during If Phase, resolve the Automatic Damage:AMechWarrior automatically takes1 A player fall makes asecond every after Piloting Roll Skill .23),asspecifiedby theFacing After Fall Table (seebelow) . .11)orifthemodified Target Numberfor thePSRto avoid The A prone BattleMaster The MechWarrior piloting the BattleMaster ONS .For example, a ’Mech that suffers 33 points of falling If a ’Mech falls when standing in Depth 1orgreater a’Mech fallswhenstandinginDepth If BattleMaster .Use theappropriate Location column oftheHit Table . suffers 9 points ofdamage(85tons suffers 9points dividedby attempts to stand. The MechWarrior ARRIOR Fall ing in the previous

43

Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment OTHER ACTIONS

ACCIDENTAL Head Hits: The MechWarrior takes 1 point of damage (wound) FALLS FROM ABOVE whenever the ’Mech’s head takes a hit, even if the hit did not penetrate the ’Mech’s armor . A ’Mech cannot intentionally fall onto another ’Mech . However, Heat: When a ’Mech’s life support system takes a critical hit, if a ’Mech is displaced into a hex two or more levels lower than the MechWarrior takes 1 point of damage (wound) at the end of its previous hex, and that hex already contains a ’Mech, then the every Heat Phase that the ’Mech’s Heat Scale is between 15 and 25; displaced ’Mech might fall onto the target ’Mech . The displaced if the Heat Scale is 26 or higher, the MechWarrior takes 2 points of ’Mech makes an attack roll with a base Target Number of 7, modified damage (wounds) instead . by target movement (the number on the Movement Die, not the color) and terrain . CONSCIOUSNESS ROLLS MechWarriors can survive up to 5 points of damage (wounds), FALLING ’MECH MISSES TARGET but they may be knocked unconscious long before taking that If the attack roll fails, the falling ’Mech lands in an adjacent hex much . Every time a warrior takes a point of damage (wound), its as close as possible to the hex from which it fell; if multiple such controller must immediately make a Consciousness Roll . Roll 2D6 hexes exist, randomly determine which hex it lands in . Resolve this and consult the Consciousness Table (as seen on the Warrior Data as a standard fall . section of the ’Mech Record Sheet, duplicated below) . If the roll result is equal to or greater than the MechWarrior’s consciousness FALLING ’MECH HITS TARGET number, the warrior remains conscious . If the result is less than If the attack roll is successful, divide the falling ’Mech’s weight the consciousness number, the warrior is immediately knocked by 10 (round up), and multiply this by the number of levels fallen unconscious . For example, after the first damage (wound), if a to the point of impact (the level of the underlying hex plus the player rolls a 2 the pilot is unconscious; if the player rolls 3 or more level of the target ’Mech) . Divide this damage by 2 (round down) if the pilot remains conscious . the target ’Mech is fully submerged . Then divide the damage into The player makes this roll for every point of damage taken; for 5-point Damage Value groupings (assigning any remaining points example, in the case of an ammunition explosion in a ’Mech, that of damage to an undersized grouping), and assign a hit location for MechWarrior will need to make two consecutive Consciousness each grouping to the target ’Mech using the Punch Location Table . Rolls . However, if a MechWarrior is knocked unconscious, no further Determine the amount of damage to the falling ’Mech as normal Consciousness Rolls need be made that turn . for a fall of that height . Roll for facing as normal on the Facing After A ’Mech with an unconscious warrior becomes immobile (see Fall Table (see p . 43), but the ’Mech always lands on its back and all p . 11) . damage is applied to the rear . A warrior that takes 6 points of damage (wounds) is dead . The target ’Mech is immediately displaced to a random Remove their ’Mech from the map in the end of the phase in which neighboring legal hex (see Displacement, p . 40), and must make a they were killed . Piloting Skill Roll (see p . 40) with a +2 modifier or fall in the hex it Piloting Skill Rolls: If a MechWarrior is forced to make both a was displaced into . Consciousness Roll and a PSR at the same time, the Consciousness Roll always comes first . FORBIDDEN DISPLACEMENT All PSRs required of an unconscious MechWarrior automatically If there is no legal hex for the falling or target ’Mech to be placed fail . in, that ’Mech is destroyed . Recovering Consciousness: During the End Phase of each turn after the turn in which the MechWarrior lost consciousness (i .e . the DAMAGING A pilot must remain unconscious for at least one full turn), the player rolls 2D6 . If the result is equal to or greater than the consciousnessTM MECHWARRIOR number for the warrior’s current total damage points (wounds), Three types of damage to a ’Mech can also damage (wound) the warrior regains consciousness . The player need not roll again the MechWarrior inside: head hits, falling, and internal ammunition to determine unconsciousness until the warrior takes new damage explosions . In addition, excessive heat buildup can harm the Left Torso Right Torso (wound) . MechWarrior if the ’Mech’s life support system suffers a critical hit . (20) (20) For example, a MechWarrior with 3 points of damage (wounds) A MechWarrior can withstand up to 5 points of damage must make a single 2D6 roll in the End Phase to wake up . A roll of 7+ (wounds) . The sixth point of damage (wound) kills the warrior . means the warrior regains consciousness that phase . Ammunition Explosions: An ammunition’MECH explosion causes RECORD 2 SHEET points of damage to the MechWarrior . Falling: If a ’Mech falls, its controller must immediately make a Piloting Skill Roll for the MechWarrior (the seat belt check), before applying any falling damage to the ’Mech . All modifiers applied to the PSR that caused the fall are applied to this second roll, with70 an additional +1 modifier applied for every level above 1 fallen as well . If the roll fails, the warrior takes4 1 point of damage (wound) .Inner Sphere 1 2 If the ’Mech is immobile 6 (see p . 11), or if the modifiedClan Target Invasion 10 11 Number for the PSR to avoid 4MechWarrior damage is greater than 12, such a fall automatically damages (wounds) the warrior . • data • 44 1 Medium Laser RA 3 5 (DE) — 3 6 9 Center Left Arm Right Arm 1 Medium Laser LA 3 5 (DE) — 3 6 9 Torso DAMAGING A MECHWARRIOR (22) (30) (22) 1 Anti-Missile System RT 1 (PD) — 0 0 0 1 ER Large Laser CT 12 8 (DE) — 7 17 19 1 Streak SRM 2 HD 2 2/Msl — 3 6 9 (M,C) Left Right Leg Center Leg (26) Torso (26) Rear (13)

Left Right 1,354 Torso Rear Torso Rear (10) (10)

Head Overflow 1 Left Torso (15) Right Torso (15) 1 2 1 2 2 0 2 1 1 2 28 Roll Again Roll Again 2 1 Roll Again 1 Roll Again Left Right 2 1 2 Roll Again 2 Roll Again Arm Arm 2 Roll Again 2 Roll Again (11) (11) 2 Roll Again Roll Again 1 Center Roll Again Roll Again 2 Torso Roll Again Roll Again 22 (22) 21 Left Right 1 20 2 Leg Leg 1 (15) (15) 1 1 18 2 2 1 1 1 1 1 2 0 Heat 1 Level* Effects 1 1 2 0 1 30 Shutdown 2 12 2 Roll Again 28 Ammo Exp. avoid on 8+ 12 Roll Again Roll Again 26 Shutdown, avoid on 10+ 11 Roll Again Roll Again –5 Movement Points 25 10 Roll Again Roll Again 24 +4 Modifier to Fire Roll Again Roll Again 23 Ammo Exp. avoid on 6+ 22 Shutdown, avoid on 8+ 8 20 –4 Movement Points 19 Ammo Exp. avoid on 4+ 18 Shutdown, avoid on 6+ 1 1 17 +3 Modifier to Fire 2 2 15 –3 Movement Points Shutdown, avoid on 4+ 14 13 +2 Modifier to Fire 10 –2 Movement Points 2 8 +1 Modifier to Fire 5 –1 Movement Points 1 0 201 corresponding punch-out playingcorresponding piece asneeded punch-out miniature the illustrations ontheindicated record thecorrect sheetsto select copies (bg PDF ofthisrecord andsimplyprint outthenecessary sheetbooklet same record sheetinthesamegame the record assomeofthescenarios require sheet booklet two ofthe set-up and/orenter the side of the playing area where the attacker and defender either area ofagiven game, regardless ofthenumbermapsheetsused single 17” x22” playing map, while “playing area” refers to thetotal either theattacker ordefender side, withtheloserplaying opposite potential modifications to openupnewareas ofplay your own scenarios the three scenarios illustrate ofmissionsyou avariety canplay using engagement, andshouldbeplayed intheorder theyappear special rulesfor thescenario the forces conditions andany eachsidewilluse, andthevictory scenarios BattleTech gamesystem, ideasfor andwillhelpspark creating selected therightvariant! selected review thecode designationand thenquickly to ensure you’ve recordWhen with thename/illustration, selecting sheets, start chassis inas adepicted primary on the record sheet does not change; it always represents the determining forces the variant: the GRN-1Nand the GRN-1S (shown on the Type similar inspeed, butare eachauniquechassiswithseveral variants For example, theWolverine andGriffinbothweigh 55tons andare war, boastingalternate weapons, equipment, placement orarmor chassis may have several variants developed over thecenturies of LRM10 1 PPC 1 Miniatures Playing &Punch-out Pieces: For eachscenario, use Copying Record Sheets: Players willneedto photocopy from the Unless specificallystated otherwise, mapedge”“home is Terms:Game As on page 3, described “mapsheet” indicates a playersChoosing Sides:Both roll 2D6:thewinnerchooses Each scenario islongerandmore complex thantheprevious providesThis section three ready-to-play gamesituations called BATTLEMECH VARIANTS 2018 2017 BV: ’Mech Data box) . The scenarios usethesedesignations when There are two Griffinrecord sheetsinthisbox, eachadifferent isconsideredEach BattleMech auniquechassis, buteach Each entry describes themapsheetsusedfor describes thescenario, .Eachentry Griffin GRF-1N 1,272 If ascenario requires .If two ofthesameminiature, usethe . .com) . Roll Again Roll Again Foot Actuator Lower LegActuator Upper LegActuator Hip Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Jump Jet Jump Jet Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Hand Actuator Lower ArmActuator Upper ArmActuator Shoulder 5 8 5 . To helpgetyou eachscenario includes started, . A1 0[E 218 12 6 3 10[DE] 10 RA T4 RT .However, the illustration ofeachvariant shown A G [M,C,S] 1/Msl Era: . SCENARIOS A 421 14 7 6 Jump Jet Heat Sink Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro Gyro Fusion Engine Fusion Engine Fusion Engine Life Support Sensors Roll Again Cockpit Sensors Life Support Technical Readout sourcebook 55 TRO 3039-AgeofWar Inner Sphere (Intro) .Players canalsodownload the M LRM5 1 eimLsrR D]—369 15 10 6 5 3 — — 8[DE] 5[DE] 8 3 RA RA MediumLaser Large Laser 2 1 2018 2017 BV: E OFA Griffin GRF-1S 1,253 Heat Sink Heat Sink Foot Actuator Lower LegActuator Upper LegActuator Hip Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again LRM 5 Jump Jet Jump Jet Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Hand Actuator Lower ArmActuator Upper ArmActuator Shoulder 5 8 5 . . T2 LT row, in Roll Again Roll Again Foot Actuator Lower LegActuator Upper LegActuator Hip Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Ammo (LRM10)12 Ammo (LRM10)12 LRM 10 LRM 10 Jump Jet Jump Jet Roll Again Roll Again Roll Again Roll Again Roll Again PPC PPC PPC Hand Actuator Lower ArmActuator Upper ArmActuator Shoulder [M,C,S] 1/Msl Era: . . . . The

RM 421 14 7 6 . . Roll Again Jump Jet Fusion Engine Fusion Engine Fusion Engine Gyro Gyro Gyro Gyro Fusion Engine Fusion Engine Fusion Engine Life Support Sensors Heat Sink Cockpit Sensors Life Support 55 TRO 3039-SuccessionWars Inner Sphere (Intro) OR % % % % an identical selection of BattleMechs an identical selection BattleMech warfare BattleMech engagements thatalso simulates comprise most the lance-on-lance allstudentnearly MechWarriors Sphere in theInner offierce competitionkind MechWarriors willface onthebattlefield creates Sphere—usually the intheInner deception—common becoming aMechWarrior one cadet are gravely academy canonlyaccept informed that themilitary “final exam . ready, thecadets’ are combat tested andleadershipskills witha SITUATION fire….open will advance academy’s to themilitary battleschool. students into simulated battle. oneofthoselance Only commanders arena as lance commanders, each leading a group of three junior has become second nature, almosttedious—until today, thatis. FINAL EXAM SCENARIO 1: A ATT % % % % Catapultwith aheavy . medium ’Mechs for thetrial, buthassuppliedthelance commander D (see p GAME SET-UP % % % % % % % % EFEN (18) (9) Cadet Keenan (Piloting 5, Gunnery 4), SHD-2H Shadow Hawk 4),SHD-2H Cadet Keenan(Piloting 5, Gunnery Cadet Armstrong 4),COM-2D (Piloting 5,Gunnery 4), LCT-1VCadet Shotugama(Piloting 5,Gunnery Locust CPLT-C1 Lance Commander 4), (Piloting Pushkin 5,Gunnery To keepthetest fair, thetraining officer hasgiven bothsides This scenario re-creates the typical thetypical This scenario re-creates “final exam” experienced by allthat up, thetraining officer fact, ismaking In but the SphereWhen anInner training officer feels theirstudents are of the simulator reality comes the virtual intoAs view, the ’Mechs two,“Three, one, GO!” This timethepressure isreally studentsenter on:two theelectronic have“We drop clearance. atmy Deploy mark.” After three monthsofdailyexercises, theinitializationprocedure “Button up, down lock andstandby.” Cadet Rodriguez (Piloting 5, Gunnery 4), SHD-2H Shadow Hawk 4),SHD-2H (PilotingCadet Rodriguez 5,Gunnery Cadet 4),COM-2D Johansson (Piloting Commando 5, Gunnery Cadet Winston 4),LCT-1V (Piloting 5,Gunnery Locust CPLT-C1 Lance Commander Horace 4), (Piloting 5,Gunnery The training officer haschosenalance ofmostlylight and #2andGrassland #2mapsheetsasshown Lay outtheDesert .46) (14) (13) (6) Commando E CK . The loserwillsimplyhave to abandontheirdreams of D C D (13) ” theirsimulated Before battle, starting two students E (20) ER R Catapult Catapult Heat Sink Heat Sink Foot Actuator Lower LegActuator Upper LegActuator Hip Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Roll Again Ammo (LRM5)24 Jump Jet Jump Jet Roll Again Roll Again Roll Again Roll Again Medium Laser Medium Laser Large Laser Large Laser Hand Actuator Lower ArmActuator Upper ArmActuator Shoulder (18) . (20) OM (7) (9) . Single 12 (12) (20) (13) (13) BA (9)

Scenario 1 (6) (14) . (18) (18) (9) (14) T (13) (6) (13) (20) (18) . The scenario (20) (7) (9) Single 16 (16) (20) (13) (13) .

(9)

(6) 45 (14) (18) Playing Other Weapons Introduction Movement Combat Damage Heat scenarios Construction the Game Actions & Equipment SCENARIOS

SCENARIO 2: TRIAL BY FIRE “Assault lance, report—what’s your status?” D

efender “There is no assault lance! They ambushed us as we came out of N the pass. Get me out of here!” The lone MechWarrior struggled to calm his frazzled nerves during D eployment

eployment the long seconds that passed before his commlink crackled with the D commander’s response. “Main force unable to reach your present position. Rendezvous at ttacker

A Drop Zone Beta.” Beta was across enemy lines. Back at the academy, the MechWarrior had wanted nothing more than to get into the action. Now he was in the action, all right. His Desert #2#2 Grassland #2#2 father’s ’Mech was heavily damaged and his lancemates were dead. The • scenario 1 map layout • young MechWarrior felt panic closing in, but forced it out of his mind. He would not become another casualty. “Yes sir! On my way…” DEPLOYMENT The defender chooses one of their BattleMechs and places it on SITUATION any hex along the west edge of the playing area . The attacker then Just as a war is a series of battles, so most battles are a series chooses one of their BattleMechs and places it on any hex along the of engagements . In one such engagement, a lance of novice east edge . The players alternate placing their ’Mechs in this way until MechWarriors is ambushed and nearly wiped out, leaving one all eight ’Mechs are on the playing area . Play then begins with the inexperienced pilot alone with his damaged ’Mech . The only way Initiative Phase of the first turn . back to his unit is across enemy lines . VICTORY CONDITIONS GAME SET-UP The winner is the side which cripples (see below) or destroys all Lay out the Desert #2 and Grassland #3 mapsheets as shown . of the other side’s BattleMechs first . DEFENDER SPECIAL RULES The defender is a lone MechWarrior in a BattleMaster that For this scenario, a ’Mech is considered crippled under the suffered damage in an earlier battle . following conditions: one or both legs are destroyed, all of its Pre-existing Damage: Before play begins the defending player weapons are destroyed, its gyro is destroyed or it has taken two must roll hit locations on the Front side column for four attacks against the BattleMaster, each inflicting 5 points of damage . Re-roll engine critical hits . any head hits and do not roll for critical hits, if any occur . If a ’Mech exits the map for any reason, it is considered destroyed and may not re-enter the scenario . %% MechWarrior Thompson (Piloting 5, Gunnery 4), Now play the game! BLR-1G BattleMaster .

VARIATIONS ATTACKER This scenario can be replayed with any number of variations . Three ’Mechs stand between the wounded BattleMaster and its Modifying the terrain or the forces on each side are two of many rendezvous point . Fortunately for the lone defender, they are piloted possible ways to mix it up . by rookie MechWarriors even greener than him .

FORCE SELECTION %% Sergeant Hoffmann (Piloting 5, Gunnery 5), The simplest way to modify the scenario is by altering the roster WVR-6M Wolverine of ’Mechs each side uses . Here is one suggested alternate arrangement: Attacker: TDR-5SE Thunderbolt, WVR-6R

Wolverine, LCT-1V Locust, COM-3A Commando. D Defender: TDR-5S Thunderbolt, GRF-1N efender N Griffin, LCT-1E Locust, COM-2D Commando. D eployment eployment TERRAIN D The terrain in this scenario can be varied by

setting up the mapsheets differently or using the ttacker die-cut terrain (see p . 48) . For example, turning the A mapsheets so they are facing opposite directions will create a different battlefield . Or players can Desert #2#2 Grassland #3#3 place the mapsheets so that their narrow sides touch, rather than their wide sides . • scenario 2 map layout •

46

Scenario 2 % D % west edgeoftheplaying area, withany facingdesired may place their’Mech anywhere withinthree hexes ofthe playing area, withany facingdesired any Clear Level 0hex within six hexes ofthe east edge of the first hex ofmovement ’Mech enters counts asits the board, sothefirstfullhex the playing area itsmovement from thewest off edgeandstarts ’Mech entersPhase ofthesecond .Eachattacking the turn The attackers enter theplaying area theMovement during the playing area first, thenreceives ofmovement oneturn the playing area .Instead, thedefender places their ’Mech on All therulesstay thesame, buttheattackers donotdeploy on V considered destroyed edge, theattacker winsthescenario the eastedgeonly defender automatically winsInitiative . inthefirstturn BattleMaster in their area . To simulate their surprise, the SPECIAL RULES destroyed, for the attacker thegameendsinvictory or destroy ’Mechs all of the attacking BattleMaster canmove offtheeastedgeofplaying area VICTORY CONDITIONS % % EPLO ARITIONS LCT-1V MechWarrior Adjani 5), (Piloting 6,Gunnery COM-3A MechWarrior Lucas 5), (Piloting 6,Gunnery After theattacker’s ’Mechs are deployed, thedefender The attacker setsupfirst, andcanplace their’Mechs on Playing the scenario as a chase is a simple wayit to vary Now play thegame! Any ’Mech that exits theplaying attacking area is The defending ’Mech may safely exit the playing area at The attackers are unprepared for ofthe thearrival for thedefenderThe if the game ends in victory YM Locust Commando EN If itleaves .If theplaying area at any other T . . . . . If the BattleMaster is If . L A SCENA D ance . ttack C C eployment ommand ommand D D . . efense

eployment L ance % % % % commanders grimlyordered theirremaining ’Mechs to holdtheirground. force, ofitsown intheprocess. butlosttwo-thirds force The attacking destroyedforcing it apart. half of the defending ’Mech vaporizing armorandfusingthecomponents beneath. companies tore into one another with all of the firepower they could muster, DIVIDE ANDCONQUR SCENARIO 3: A ATT % % % % % % each . D terrain pieces, asshown . including thedie-cut GAME SET-UP comes withinrange concentrate theirfire ononegroup ofdefenders before theothergroup development gives the attackers a definite advantage, because they can SITUATION

SUBLEVEL % % % % % % % % % %

2 EFEN SUBLEVEL

1 MechWarrior O’Rourke (Piloting 4, Gunnery 3),GRF-1NGriffin MechWarrior (Piloting 4,Gunnery O’Rourke WVR-6M MechWarrior 3), (Piloting Kanazawa 4,Gunnery 4), Lieutenant (Piloting Marks 5,Gunnery TDR-5SE Thunderbolt Captain 3),AWS-8Q Seymore (Piloting 3,Gunnery Awesome forceThe attacking consists ofasinglelance Unwilling to surrender andwithnoreinforcements withinrange, both Slowly but surely, the attackers drove awedge into thedefending force, thegroundExplosions shook asthebattlerose to afever pitch. The two MechWarrior 4),COM-2D Jones(Piloting Commando 5,Gunnery MechWarrior 4),COM-3ATheissen (Piloting Commando 5,Gunnery Sergeant Alvarez 4),LCT-1V (Piloting 4,Gunnery Locust Recon Lance MechWarrior Shadow Hawk Lee 4),SHD-2H (Piloting 5,Gunnery Sergeant Petersen 3), (Piloting 4,Gunnery TDR-5S Thunderbolt Lieutenant 2),CPL-K2 Blake(Piloting 3,Gunnery Catapult Command Lance The defending force consists of two weakened lances of three ’Mechs #3andGrassland #3mapsheetsasshown,Lay outtheDesert The attackers have managedto dividethedefending force RI CK D • OS D D E ER esert esert

R scenario Wolverine #3 #3 . N

3

map G G

rassland rassland layout Scenario 3

• #3 #3 .

DEPTH

2 A

DEPTH

1 ttack R econ R D D econ eployment D eployment L efense ance L ance . This

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Playing Other Weapons Introduction Movement Combat Damage Heat scenarios Construction the Game Actions & Equipment SCENARIOS

DEPLOYMENT Force Balance: As noted above, both MechWarrior Cards must The defender sets up first . The ’Mechs of the command lance have the same cost, so both players will need to agree on that cost can be placed along the playing area’s west edge in any hexes that prior to the game . If you cannot agree, roll a D6 and divide by 2 lie within 6 hexes of the playing area’s north edge . The ’Mechs of the (rounding down) . recon lance can be placed along the playing area’s east edge in any Piloting and Gunnery Skills: All MechWarrior Cards include hexes that lie within 6 hexes of the playing area’s south edge . Gunnery and Piloting Skills . Use the values listed on the card during The attacker sets up after all the defending ’Mechs are placed . game play . If you’re replaying one of the scenarios from this section, The attacker can attack the defender’s lances in any order they prefer . note that the values on the MechWarrior Card will replace the Piloting If they want to attack the recon lance first, they must place their and Gunnery Skill listed in the scenario entry for that ’Mech . However, ’Mechs in the northeast corner of the east mapsheet, in the row to maintain force balance, an opposing MechWarrior should have of hexes numbered 1510 through 1517 . If they want to attack the their Skill Rating improved (i .e ., lowered) by the same increment command lance first, they must place their ’Mechs in the southwest as the bonus provided by the MechWarrior Card . For example, if a corner of the west mapsheet, in the row of hexes numbered 1510 MechWarrior Card would lower a unit’s rating from Piloting Skill 4 through 1517 . to Piloting Skill 3, an opposing MechWarrior could improve their Piloting Skill of 5 by one level, to Piloting Skill 4 . VICTORY CONDITIONS The winner is the team that cripples or destroys all of the PLANETARY CONDITIONS opposing team’s BattleMechs first . For more challenging games, players can introduce one or both of the following Planetary Conditions . SPECIAL RULES For this scenario, a ’Mech is considered crippled under any of FULL MOON NIGHT the following conditions: one or both legs are destroyed, all of its MP Modifier: +1 MP cost per hex . weapons are destroyed, its gyro is destroyed, or it has taken two Attack Target Number Modifier: +2 to all weapon attacks (not engine critical hits . physical attacks) . Reduce this modifier by 1 for every 20 points of heat If a ’Mech exits the playing area for any reason, it is considered on the target ’Mech’s heat scale (to a minimum of 0) . destroyed . To reflect the defenders’ disrupted command structure, the STRONG GALE defending team must subtract 2 from all of its Initiative rolls . Attack Target Number Modifier: Apply a +2 Target Number Now play the game! modifier to all missile attacks and a +1 Target Number modifier to all autocannon and machine gun attacks . VARIATIONS PSRs: Apply a +1 modifier to all Piloting Skill Rolls . For a smaller (and shorter) game, remove the SHD-2H Shadow Hawk and LCT-1V Locust from the defender, and the TDR-5SE TERRAIN Thunderbolt from the attacker; follow all other rules . The punch-out sheet includes several terrain pieces to modify If three players want to try the scenario, two players can share either mapsheet . If players cannot mutually agree on a way to add command of the defending side . In this case, each defending player the terrain, use the following rules before deploying any ’Mechs: controls one of the defender lances . The two players take turns rolling Initiative for their side . If at any time the two players cannot agree on %% Both players must add the same number of terrain pieces . which ’Mech to move or declare fire with, both roll 2D6: the player %% Randomly determine who will start, then rotate back and forth, with the higher result decides the defending side’s action for the placing only one terrain piece at a time . remainder of that phase . %% Terrain cannot be within two hexes of the edge of the mapsheet, and there must always be three hexes between each terrain ADDITIONAL piece . VARIATIONS CAMPAIGN PLAY Use the following rules for additional variations for any of these Players can introduce the concept of the campaign: a series of scenarios . linked scenarios . Players could decide that Scenario 1 and Scenario 3 are linked, and surviving ’Mechs from Scenario 1 could be brought MECHWARRIOR CARDS in as reinforcements for Scenario 3 . For example, if the Defender These cards bring notable MechWarriors from the fiction to from Scenario 1 has a Catapult and a Commando that survived after life (such as the MechWarriors from the Eyestorm novella found in winning that game, those two ’Mechs (including any damage with this box) . After you have one scenario under your belt, review the which they ended Scenario 1) are under the control of the defender MechWarrior Cards and consider adding them to your game . Use in Scenario 3 and can enter along the west edge of the playing area the following rules when doing so: during the Movement Phase of Turn 5 .

%% Only one BattleMech per side can have an attached MechWarrior Card . %% Both MechWarrior Cards must have the same cost .

48

Additional Variations record theinternal describes arrangement sheet, whichabstractly is illustrated andtracked by Hit theCritical Table onthe’Mech’s SPACE (SLOT) % % % % tonnage tons) fallinto .BattleMechs four weight classes, determined by their ’Mechs weighing 20to 100tons (increasing inincrements of5 WEIGHT and space BATTLEMECH BASICS design’s specifications to Record ablankBattleMech Sheet to doallwork onscratch paperbefore committing theresulting math-intensive,these rulescanbefairly designers are encouraged thatBattleMechs conform to therulespresented inthisbook % % % % Internal space space)Internal (alsocalledcritical onaBattleMech rolesbreaking, orfire support than mostother’Mechs, andsoare favored for defensive, line- for maximumfirepower andarmor, theytend to befarslower Assault ofattack forces astheheart They serve often brawlers, withaverage andawiderange ofweapons mobility Heavy they are favored asraiders andhunter/killers common ’Mech type Medium forcessecurity sacrifice both for speed, and are favored as scouts or light andweaponarmor optionsare usuallylimited, theyoften ’Mechs commonly spotted onthebattlefield Light weightsBattleMech are measured intons, withstandard weight, factors: relies construction BattleMech ontwo primary The following system enablesplayers unique to construct Left Leg LegRight Left Arm Arm Right Left Torso TorsoRight Center Torso Head Location . . BattleMechs weighBattleMechs 20to 35tons, andare thelightest BattleMechs weighBattleMechs from 60to 75tons CRITICAL SPACE BattleMechs weighBattleMechs from 80 to 100tons CONSTRUCTION BattleMechs weighBattleMechs 40to 55 tons, andare themost . A G . Typically balancing speed and firepower, TABLE A . M Open Critical SlotsOpen E OFA 12 12 2 2 8 8 2 1 . . They tend to be . Because their .Because .Usually built . .As RM .

OR also beremoved a lower requires actuator arm that onthat thehandactuator arm the amount ofavailable slotsinalocation critical . The removal of I % % % here are thegeneral rulesregarding slotsandtheiruse: critical components addedin that step are assigned to a’Mech .However, design process to follow willexplain any specialrulesfor how the number ofslotsallocated Hit onitsCritical Table be assigned to locations on the ’Mech’s body, and their required process—particularly after thechassis, after engine,process—particularly andcontrol systems . the BattleMech for theBattleMech’sand locations (ifnecessary) heat sinks pointsarmor gyro andcockpit capability, ifany andweightRating weight andinternal structure latereach ofwhichisfullydescribed inthissection: THE DESIGNPROCESS ASS and sensors)ineachlocation ofastandard . BattleMech ’Mech, suchastheengine,equipment in every gyro, life support, slots(thosenotautomaticallyopen critical assigned to specific specific bodylocations systems,cockpit engines, andgyros—must behousedinthose in, becausetherelevant components andequipment—actuators, of a’Mech’s body N % % % CREAS Removal of hand and/or lower actuators can arm increase a single, 12-slotlocation . placing items, ignore this and treat each of these locations as sections andtorsosheet, thearm locations are broken into two 6-slot construction rulesconstruction specifically otherwise permit placed together inarow) intheirlocation(s) unlesstheitem’s slotsforCritical allmulti-slotitems mustbecontiguous (i.e specially noted as asingleitem onthetables Many items takeupmore slot:thesemustbe thanonecritical time slotmayNo critical accommodate more thanoneitem at a As the’Mech’s variousdesign elements are chosen,theymust The above design process isa mere framework Step 8:Complete theRecord Sheet Step 7:Install Weapons andAmmunition—add weapons to Step 6:Add Additional thenumber Heat Sinks—determine Step weight, 5:Add thearmor Armor—determine andallocate Step Control 4:Install Systems—determine theBattleMech’s Step theBattleMech’s 3:Add JumpJets—determine jump theBattleMech’sStep Engine—determine 2:Install Engine theBattleMech’sStep 1:Design theChassis—determine The process design ofBattleMech isorganized into eight steps, The Space Critical Table summarizes the number of at left N IG E . D C I . . This onlymatters for hits:when determining critical N I . N . G CO . Certain sections ofthistableare already sections filled .Certain . G CRITIC BattleMech Basics OM . ONEN MP . BA AL SP T T . S A CE .Eachstep inthe . . On the record . The actual . .

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Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment CONSTRUCTION

are determined—can involve a bit more flexibility as weapons, CHOOSE WEIGHT (TONNAGE) armor, and heat sinks are balanced for their best fit in terms of weight Under these rules, BattleMechs may weigh 20 to 100 tons (in and space . For instance, some designers might wish to assign armor 5-ton increments) . The total weight of the ’Mech’s engine, weapons, as soon as they have chosen the engine and chassis, perhaps to armor, and other components may not exceed the amount chosen . maximize the ’Mech’s protection before dealing with heat sinks and The total may fall below, but any unspent weight left over after the weapons . Others may want to choose weapons first, to see how creation process is wasted tonnage, and the ’Mech always counts as many extra heat sinks would be needed . weighing the full amount for any gameplay purposes . It may be useful to make copies of the ’Mech Record Sheet to visually arrange the placement of weapons and equipment, while ADD INTERNAL STRUCTURE tracking tonnage on a piece of scratch paper . Every BattleMech has an internal structure, which represents Gameplay Effects: Several construction options available to its skeleton and joints . The weight of this structure depends on the ’Mechs have effects over and above the tonnage required or number weight of the ’Mech and what structure type is chosen . of critical spaces occupied . When this is the case, this will be so noted The BattleMech’s mass and structure type also determines the in that construction step . number of internal structure points in each location . A designer must mark out any excess circles on the Internal Structure Diagram, STEP 1: leaving behind only the number of circles in each location equal to DESIGN THE CHASSIS the number of internal structure points in that location . The first step in BattleMech design is the creation of the ’Mech’s basic framework, or chassis . The Internal Structure Table shows that a 65-ton ’Mech requires 6.5 tons for its internal structure. It has 21 points of internal Jason wants to design a heavy fire-support ’Mech with structure points in the centre torso, 15 points in the right and left torsos, good armor, which he intends to call the Catapult. Heavy ’Mechs 10 points in the right and left arms, and 15 points in the right and left weigh between 60 and 75 tons. Jason decides his Catapult will be a legs. On the record sheet’s Internal Structure Diagram, Jason blacks out 65-ton ’Mech. all the excess circles in those locations. This leaves 58.5 tons remaining (65 – 6.5 = 58.5).

INTERNAL STRUCTURE TABLE

Internal Structure Circles Total ’Mech Structure Maximum Armor Torso Torso Arms Legs Tonnage Tonnage Head Factor (Center) (Left/Right) (Each) (Each) 20 2 .0 3 6 5 3 4 69 25 2 .5 3 8 6 4 6 89 30 3 .0 3 10 7 5 7 105 35 3 .5 3 11 8 6 8 119 40 4 .0 3 12 10 6 10 137 45 4 .5 3 14 11 7 11 153 50 5 .0 3 16 12 8 12 169 55 5 .5 3 18 13 9 13 185 60 6 .0 3 20 14 10 14 201 65 6 .5 3 21 15 10 15 211 70 7 .0 3 22 15 11 15 217 75 7 .5 3 23 16 12 16 231 80 8 .0 3 25 17 13 17 247 85 8 .5 3 27 18 14 18 263 90 9 .0 3 29 19 15 19 279 95 9 .5 3 30 20 16 20 293 100 10 .0 3 31 21 17 21 307

50

Step 1 jump jetscanbe installed(seeStep 3). speed and theweight ofits engine inthe ’Mech’sstep establishesthekey factors itsmaximum mobility: INSTALL EN GINE STEP 2: p lower over can flip both arms actuators arm andfire backward (see (and theeffects are cumulative) . % % % % % areup criticals) as follows: underneath the lower (slot 4 on the actuator Critical Hit arm Table) . Table) the’Mech hasahandactuator, .If itmustalways beinstalled Hit (slot3ontheCritical actuator underneath theupperarm directly penalty canmakepunchandclubattacksan arm withthat withno arm just for appearance’s sake in order to free up more slots for weapons, to keep costs down, or physical combat things, orto increase inthey canpickupandcarry theirability CHOOSE ACTUTORS for factor possible armor ’Mechs at eachtonnage circles eachlocation receives the internal structure, aswell asthenumberofinternal structure the weight ofthe’Mech) . locations may receive points amaximumof9armor (regardless of any placed armor inrear locations (seeAdd, p Armor pointsarmor as they have internal structurepoints, including except thenumberof amaximumoftwice theheadmay carry by the number ofinternal points structure per section Factor)Armor (called its Maximum ’Mech may carry is determined redistributed elsewhere) . The maximumamountpoints ofarmor a based ontheweight ofthe’Mech itself(i.e .15) % % % % % and lower armactuators. wants to make sure he has lots of room, so he decides to forego hands weapons. Hedoesn’t foresee hisCatapult gettinginto brawls, and The second step istheinstallation ofthe’Mech’s engine Arm Flipping: Any ’Mech designed withoutboth handand without alowerAn arm alsohasnohandactuator actuator arm No physical weapons canbeplaced inthat . arm Damage from punches with that is halved arm (round down) . that . arm Add a +2 Target Number modifier to all punches made with No Lower Arm Actuator: clubbing attacks The ’Mech cannot use that to arm pick things up or make that . arm Add a +1 Target Number modifier to all punches made with No HandActuator: The (otherthanfreeing ofnot installingtheseactuators effects A ’Mech that installs both hand and lower actuators in arm ’Mechs have andhands,Some arms sothat fullyarticulated The Structure Internal Table onpage50provides themassof points structure areInternal fixed to theirassigned locations, .A’Mech withalower mustalways actuator arm installit Jason envisions his’Mech longrange ashavingpowerful Other ’Mechs lacksomeoralloftheseactuators, .Other

. . .Also provided isthe maximum It also determines how many .It .theymay notbe CONS . .52)All head .All locations . This TRUCTI by itsdesired Walking MP speed Rating, which is determined by the ’Mech’s total weight and desired integral components fusion engine to power itsmovement, weapon systems, andother ADD ENGINE this isalmostalways done leg locations Walking MP MP desired 5) . The weight ofthesedependsontheweight ofthe’Mech andthe example, a’Mech withfive jumpjetswould have aJumpingMPof singly, with each jet providing one Jumping Movement Point (for burstsofjumpingmovementallow for short ADD JUMPJETS STEP 3: whole number multiplying its Walking MPby 1.5androunding upto thenearest tonnage for engines ofvarious ratings MP oftheCatapult is6(4×1.5=6). tons. This leaves the’Mech with45tons (58.5–13.5=45).The Running = 260).Looking attheEngineTable, a260-rated engineweighs 13.5 MP rating of4.This gives theCatapult anenginerating of260(4×65 concern. Jasondecidesto isnottheprimary givespeed itaWalking The outputofthisengine ismeasured by the’Mech’s Engine one undertheserulesmustcarry constructed BattleMech Every Space: A ’Mech with jumpjetsmay have asmany jumpjetsasithas mayBattleMechs optionally beequippedwithjumpjetsto The ’Mech’s RunningMPisalsocalculated at thistimeby . To compute theEngine Rating, multiplythe’Mech’s tonnage Tonnage Engine Rating =’MechEngine Rating Tonnage ×Desired Walking MP Running MP=Desired Walking MP×1.5(round up) ENGINE RATINGAND MOBILITY FORMULAS 90–100 ’Mech 60–85 20–55 Because theCatapult isintended to fightatlongrange, JUMP JETSTABLE . . Jump jetsmay onlybemounted ina’Mech’s torso and . They donothave to beplaced symmetrically, although ON . . Jump Jet Weight JumpMP)/ (per .Eachrequires slot onecritical . The Engine Table onpage52 Step s 2 and 3 Critical Slots 0 .5tons /1 2 tons /1 . 1 ton /1 .Jumpjetsare mounted . lists the

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Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment CONSTRUCTION

ENGINE TABLE To offset its slower speed and help it get into better firing positions, Jason decides to give the Catapult jump jets. Looking at Engine Engine the Jump Jets Table, Jason sees that each Jump MP will use up a ton. Tonnage Tonnage Rating Rating He decides to give the ’Mech the maximum Jumping MP of 4, at a cost of 4 tons. This leaves him with 41 tons (45 – 4 = 41). Each jump jet 20 0 .5 210 9 .0 requires one critical slot. Jason places two in the right torso and two in 25 0 .5 215 9 .5 the left, leaving 10 critical slots in each of those locations. 30 1 .0 220 10 0. 35 1 .0 225 10 0. STEP 4: INSTALL 40 1 .0 230 10 5. CONTROL SYSTEMS 45 1 .0 235 11 0. This step sees the installation of the ’Mech’s control systems: 50 1 .5 240 11 5. the gyroscope that keeps it upright and the cockpit system where 55 1 .5 245 12 0. the MechWarrior resides during battle . 60 1 .5 250 12 5. ADD GYROSCOPE 65 2 .0 255 13 0. A BattleMech requires a powerful gyroscope to keep it upright 70 2 .0 260 13 5. and able to move . To determine the weight for a gyro, divide the 75 2 .0 265 14 0. ’Mech’s Engine Rating by 100 and round the result up to the nearest whole number . The resulting number is the gyro’s base weight (in 80 2 .5 270 14 5. tons) . 85 2 .5 275 15 5. For example, the gyro on a ’Mech with a 160-rated engine 90 3 .0 280 16 0. would weigh 2 tons: 160 ÷ 100 = 1 .6, rounded up to 2 . 95 3 .0 285 16 5. ADD COCKPIT 100 3 .0 290 17 5. Every BattleMech must have a cockpit, which contains the 105 3 .5 295 18 0. MechWarrior’s control station, life-support system, and electronic 110 3 .5 300 19 0. sensors . A basic cockpit always weighs 3 tons . 115 4 .0 305 19 5. 120 4 .0 310 20 5. With a 260-rated engine, Jason knows that the Catapult 125 4 .0 315 21 5. is going to need a 3-ton gyro (260 / 100 = 2.6, rounded up to 3). 130 4 .5 320 22 5. As the cockpit always requires 3 tons, this leaves him with 35 tons (41 – 3 – 3 = 35). 135 4 .5 325 23 5. 140 5 .0 330 24 5. 145 5 .0 335 25 5. 150 5 .5 340 27 0. ARMOR TABLE 155 5 .5 345 28 5. Armor Points per Ton: 16 160 6 .0 350 29 5. 165 6 .0 355 31 5. 170 6 .0 360 33 0. STEP 5: ADD ARMOR 175 7 .0 365 34 5. Armor protects the BattleMech’s internal structure and critical 180 7 .0 370 36 5. components . 185 7 .5 375 38 5. There is no minimum amount of armor—a ’Mech may even have no armor if desired (though experience in war has shown this 190 7 .5 380 41 0. to be a bad idea) . The maximum amount of armor a ’Mech may 195 8 .0 385 43 5. mount is based on its number of internal structure points . For all 200 8 .5 390 46 0. locations but the head, the ’Mech may mount twice as many armor points as it has internal structure in that location . For example, if an 205 8 .5 395 49 0. arm has 9 points of internal structure, it may carry up to 18 points 400 52 5. of armor . Torso locations divide this maximum between their front and rear sides . (Most designs focus more armor toward the front, as ’Mechs tend to sustain more frontal combat damage .) The head is an exception, in that all ’Mechs may always be built with up to 9

52

Steps 4 and 5 Table, at right). and round the result down (or simply consult theIntegral Heat Sinks integral (or “critical-free”), dividethe’Mech’s engine rating by 25 sinks ten free heat sinksafusionengine provides, letaloneany additional while smallerengines are unableto store thefullcomplement of ifinwatereach turn (seep together wishes to fitit mayplacement—each beplaced wherever thedesigner can and be installed beyond this free amount, at acost of 1ton per heat sink if theengine’s rating isnothighenough .Additional heat sinksmay sinks weapons andequipment step for now, leaving theheat assigning sinksuntil after the’Mech’s design begins to come into play, and so the player this can skip this time movement, weapons fire, may and other actions be allocated at ADDITIONAL STEP 6:ADD placed symmetrically, thisisalmostalways althoughinpractice done for Structure Diagram theInternal Points .Armor donothave to be ’Mech’s body indicate Points thenumberofArmor ofthe protecting eachpart of wasted armor points would require 6tons ofarmor, butwould result in7points 5 .tons onlygetsyou ofarmor 104points points isthemaximumthat canbeinstalledona30-ton ’Mech . weight onpoints that cannotbemounted many Factors—may Armor Maximum force thedesigner to “waste” 16 points per ton (8points perhalf-ton) . other factor pointsarmor inthehead, regardless ofthe’Mech’s weight orany – 10). (excepttwo thehead). multiplies thenumber ineachlocation ofinternal points structure by exceed themaximum amountofarmoralocation can hold, hethen torso: 24onthefront facing and11ontherear. To make sure hedidn’t facing, and8ontherear. Finally, onthecenter Jasonputs35points that any ’Mech can have, andeach sidetorso gets27:19onthefront assigned 18points. The headgetsthemaximum ofarmor 9point on the ’Mech. Each arm is assigned 13 points, while each leg is 16 =160). 10 tons ofarmorto theCatapult provides (10× 160armorpoints alone won’t stop enemy fire, and so some armor is a must. Assigning to rely onkeeping to longrange to helpprotect his’Mech. Still, that The larger the ’Mech’s engine, the more heat sinks it can store, Space: There are on heat no special sinkrestrictions A ’Mech’s fusionengine automatically provides 10free heat The heat sinksthat dissipate heat produced by a’Mech’s Use Diagram theArmor ontheblank’Mech Record Sheetto reachingSometimes adesired numberofpoints—such as mayArmor bemounted infull-orhalf-ton lots, andprovides . These donottakeuptonnage, butmay occupy slots critical . To findthenumberofheat sinksthat may beconsidered .Note that heat sinksdissipate heat doubletheirnormal .At thisstage, however, ofBattleMech thegive-and-take The ten tons ofarmorleave Jasonwith25tons remaining (35 mustThese assignedto locations points be specific andfacings thathewantsKnowing alotofweaponry, Jasonisgoing . Mark outany .Mark excess circles armor inthesameway as Multiple heat .Multiple sinksdonothave to begrouped . . 37), making legplacement ideal .37),making

HEAT .For example, 105armor . To have thefull105 CONS

SINK . TRUCTI . .

the legs, leg. per two headslot,and theremainingslot. Heplaces fourin oneintheempty assignedtobe theCritical HitTable, witheachsinkusingonecritical inside theengine. This meansthattheextra five hejustaddedmust that havinga260-rated engineallows for10heatsinksto stored be assigned critical slots. Consulting theIntegral HeatSinksTable, hesees and ammunition (25–5=20). mind, atacost of5tons. This leaves Jasonwith20tons forweapons heat sinks. Five more sufficientforwhathehasin heatssinkswillbe knows hewants hisCatapult to have more thantheautomatic ten INTEGRAL HEATSINKS Engine Rating Next Jasonfigures outthenumber ofheatsinksthatmustNext be With the large weapon loadout Jason is anticipating, he 250-270 225-245 200-220 175-195 150-170 125-145 100-120 375-395 350-370 325-345 300-320 275-295 ON 75-95 50-70 25-45 400 TABLE Max Integral Heat Sinks 16 15 14 13 12 11 10 9 8 7 6 5 4 3 2 1 Step 6

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Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment CONSTRUCTION

If heat sinks beyond the free 10 are added to a ’Mech, STEP 8: COMPLETE those stored in the engine still weigh one ton each, but do not occupy criticals . These sinks are considered an integral THE RECORD SHEET part of the engine, and so can only be destroyed if the engine By the time the designer has chosen all structure, engine, and controls is destroyed . for the BattleMech, and added the armor, weapons and equipment, all items must be allocated to their proper places on the blank ’Mech Record Sheet . STEP 7: ADD Any weight not allocated by this stage is considered wasted tonnage . WEAPONS AND AMMUNITION PLACING ITEMS The weapons and ammunition available to BattleMechs By this point, all components on the ’Mech should have been placed are listed on the Weapons and Equipment Table (see p . 55) . In on the Critical Hit Table . If any remain, consult the Space (Slots) section (see addition to any heat, damage and range statistics, these tables p . 49) for details on how to assign components to critical slots, and each provide the tonnage and critical slots each item occupies . design step for placement instructions specific to that step . Any slot not Space: All weapons and equipment must be allocated to filled during this process is assumed to have a "Roll Again" on it . the Critical Hit Table in a contiguous series within the same location . They may therefore not be placed in a location that FINAL STEPS has fewer open critical slots than the equipment requires . The ’Mech’s record sheet must have all data filled in for the ’Mech However, an AC/20 may be split between any Data block (including name, tonnage, and MPs) . All items and components two adjacent locations (not including the legs) . If so, it with critical slots must be distributed on the Critical Hit Table (including automatically receives the more restrictive firing arc of the armor, engine, gyro, extra heat sinks, weapons, as well as ammunition two locations . For example, if a ’Mech carries an AC/20 split and number of shots per bin) . All extraneous armor and internal structure between its left torso and left arm, that weapon uses the torso points must be blacked out on the Armor and Internal Structure Diagrams arc, not the arm arc . (including the back armor sections) . Finally, heat sink data must be filled Weapon Arcs: Weapons placed in the torso, leg, or head in on the Heat Data block, with extraneous heat sink circles blacked out locations may have a forward or rearward firing arc . Rear-firing (or new ones drawn in, if necessary) . weapons must be so noted when installed . Once all of the above is completed, the BattleMech is ready for play! Torso- and head-mounted items receive the firing arc of the ’Mech’s torso (or the torso’s rear, if the item is mounted for rearward firing) . Arm-mounted weapons receive the firing arc (9) (19) (19) appropriate to that arm . Leg-mounted weapons may receive either a forward or rearward firing arc . Ammunition: A ’Mech needs at least one ton of ammo Catapult CPLT-C1 65 4 Inner Sphere for each ballistic or missile weapon (machine guns of all types 6 (Intro) Era: TRO 3039 - Age of War are the exception in that they may have ammo in half-ton 4

bins) . The Ammo column of the Weapons and Equipment 2 Medium Laser CT 3 5 [DE] — 3 6 9 1 Medium Laser RT 3 5 [DE] — 3 6 9 1 Medium Laser LT 3 5 [DE] — 3 6 9 (13) (13) 1 LRM 15 RA 5 1/Msl 6 7 14 21 (24) Table (see p . 55) notes how many shots a weapon carries per [M,C,S] 1 LRM 15 LA 5 1/Msl 6 7 14 21 ton (only machine guns can carry ammunition in half-ton lots) . [M,C,S]

(18) (18) Ammunition is stored in ammo bins . Each ammo bin (11) (whether half-ton or full ton) occupies one critical slot . Multiple ammunition bins of the exact same type need not

be contiguous . See Ammunition, on page 32, for more details . BV: 1,399 (8) (8)

Life Support (15) (15) Shoulder Sensors Shoulder Upper Arm Actuator Cockpit Upper Arm Actuator LRM 15 Heat Sink LRM 15 LRM 15 Sensors LRM 15 LRM 15 Life Support LRM 15 Jason decides to start with the long-range weapons Roll Again Roll Again Roll Again Roll Again and work his way down. For a strong ranged punch, he Roll Again Fusion Engine Roll Again Roll Again Fusion Engine Roll Again (10) (10) Fusion Engine Roll Again Roll Again chooses twin LRM 15 launchers (7 tons each) with 1 ton of Roll Again Gyro Roll Again Gyro Roll Again Roll Again (21) ammo for each launcher. He mounts the launchers in the Gyro Gyro Fusion Engine right and left arms. The ammunition he places in the right Fusion Engine (15) (15) Jump Jet Fusion Engine Jump Jet Jump Jet Medium Laser Jump Jet and left torsos. Medium Laser Medium Laser Medium Laser Ammo (LRM 15) 8 Ammo (LRM 15) 8 This leaves 4 tons (20 – 7 – 7 – 1 – 1 = 4). With a light Roll Again Roll Again Roll Again Roll Again 15 (15) Roll Again Roll Again Single ammunition load, Jason sees the need for backup weapons. Roll Again Roll Again Roll Again Roll Again Four medium lasers will serve nicely (1 ton each). He places Roll Again Roll Again Roll Again Roll Again two of these in the center torso, and one in each of the right Roll Again Roll Again and left torsos, each occupying one critical slot. Hip Hip As no weapons have been stated as rear-mounted, all Upper Leg Actuator Upper Leg Actuator Lower Leg Actuator Lower Leg Actuator Foot Actuator Foot Actuator weapons on the Catapult will fire forward. The ’Mech is now Heat Sink Heat Sink Heat Sink Heat Sink complete. 20182017

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Steps 7 and 8 † ** ’Mech Tonnage /15 * ’Mech Tonnage /5 Medium Laser Medium Large Laser Direct-Fire Energy Weapons Small Laser Flamer Autocannon/20 Machine Gun Machine PPC Hatchet Physical Weapons SRM 6 SRM 4 SRM 2 Autocannon/10 Autocannon/5 Autocannon/2 Direct-Fire BallisticWeapons Heat Sink Equipment LRM 20 LRM 15 LRM 10 LRM 5 WeaponsMissile For heat sinksoutsidetheengine(seeStep 6:Add Additional, p. Sinks Heat 53) Type Heat WEAPONS ANDEQUIPMENTTABLE 10 –1 3 8 1 3 7 0 0 4 3 2 3 1 1 6 5 4 2 Damage 2/Msl 2/Msl 2/Msl 1/Msl 1/Msl 1/Msl 1/Msl 20 10 10 — 5 8 3 2 2 5 2 * CONS Minimum Minimum Range — — — — — — — — — — — — 3 4 3 6 6 6 6 TRUCTI Range Short Short 1–3 1–5 1–3 1–3 1–3 1–3 1–5 1–6 1–8 1–6 1–7 1–7 1–7 1–7 — — 1 1 1 Medium Weapons & Equipment Table Range 6–10 6–10 7–12 9–16 7–12 8–14 8–14 8–14 8–14 4–6 4–6 4–6 4–6 4–6 — — 2 2 2 ON Range Long 11–15 11–15 13–18 17–24 13–18 15–21 15–21 15–21 15–21 7–9 7–9 7–9 7–9 7–9 — — 3 3 3 Tons 0 .5 0 .5 14 12 10 ** 5 1 1 3 2 1 8 6 7 1 7 5 2 Critical Slots 10 1 ** 2 1 1 7 1 2 1 1 5 4 1 3 3 2 1 1 † per Tonper Ammo 200 10 15 25 50 20 45 12 24 — — — — — — — 5 6 8

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Playing Other Weapons Introduction Movement Combat Damage Heat Scenarios Construction the Game Actions & Equipment A GAME OF ARMORED COMBAT WEAPONS AND EQUIPMENT This section describes the most common weapons and MISSILE LAUNCHERS equipment used by Inner Sphere forces . Game rules for many more Missile launchers are devices used to deliver self-propelled and weapons and other items can be found in the BattleMech Manual . self-guided munitions to inflict damage on a target . The statistics for heat produced, Damage Value, range, and tonnage of each weapon and piece of equipment in this section appear in the LONG-RANGE MISSILES (LRM) Weapons and Equipment Table in Construction, page 55 . Long-range missile racks fire salvos of high-explosive missiles at distant targets . Because of the way they are fired, LRMs suffer AUTOCANNONS penalties when trying to hit targets near the firing ’Mech . “Autocannon” (often abbreviated as “AC”), is a general term for modern ’Mech-scale cannons, which have a wide variety of calibers, SHORT-RANGE MISSILES (SRM) firing speeds, and munition types . Some fire a single massive round, SRMs are direct-trajectory missiles with high-explosive or armor- others are shotgun-like weapons, and still others are high-speed piercing explosive warheads . Compared to LRMs, they have a shorter Gatling-like cannons that spew out a large number of rounds in a range but compensate with a more powerful payload . short span of time . PARTICLE FLAMERS PROJECTOR CANNONS Flamers are a catch-all term for the wide variety of flamethrowers The particle projector cannon (PPC for short) is one of the in use by the armed forces of the thirty-first century . Most tap into most powerful non-ballistic weapons ever devised for the modern the ’Mech’s own reactor for the ravening heat necessary . battlefield . Consisting of a magnetic accelerator, firing high-energy proton or ion bolts, PPCs have been used for centuries to flay armor LASERS through kinetic and thermal damage . The laser (its name originates from the ancient acronym “Light Amplification by Stimulated Emission of Radiation”) is the most PHYSICAL WEAPONS basic of modern battlefield energy weapons . Designed to deliver a Physical weapons are a wide variety of cutting, bashing, or concentrated burst of extreme heat to a small area, military-grade slashing weapons mounted onto BattleMechs . These range from lasers can gouge through military-grade armors in a fraction of a ’Mech-sized claws to ornate blades to massive, pulverizing maces . second . The most common physical weapon by far is the hatchet . MACHINE GUNS The machine gun (MG) has been favored as the quintessential anti-infantry weapon since the first crude models appeared in the nineteenth century .

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WEAPON TYPES