kcw | battletech campaign | combat rules 2.0
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Initiative Phase

Initiative roll:

PCs and NPPCs = 2d6 + Walk/Cruise +
Piloting sk lvl + Tactics sk lvl
NPCs = 2d6 + Walk/Cruise +
13 - Piloting base - Gunnery base
Infantry = 2d6 + Walk + 2 + 2/Exp Level Above Green

Units go from highest initiative to lowest initiative. A unit must go during its turn. A does not have to use all of its actions, but any not used are wasted.

[19981227] Use the current WALK/CRUISE MPs in the above equations. Heat and damage that reduce WALK/CRUISe MPs will also lower a unit's initiative bonus.

Tie breakers:

  1. Unit Type (Mech, Aerospace, VTOL, Hover, Ground,
Track, Jump Inf, Mech Inf, Foot Inf)
2. Lowest Tonnage
3. 2d6 Die Roll

Action Phase

Each unit gets 2 Simple Actions (SA). A unit may only do one MOVE action in its action phase. A unit may only do each action once in its turn (i.e. units can't do two "fire" actions, they must instead do a "fire" and a "2nd fire" action). A unit must complete one action before performing another action (exception: Anytime Actions). Units do not have to use all of their SAs.

Units resolve heat at the end of their turn as normal. Heat from opportunity actions are resolved immediately. Note that heat dissipation is only done at the end of a unit's turn.

In the following descriptions modifiers are listed as

{Piloting Modifier/ Piloting Roll/ Gunnery Modifer/ Targeted Modifier}

where:

 Piloting Modifier = modifier to piloting skill targets
until the unit's next turn
Piloting Roll = pilot roll required with this mod
Attacker Modifier = modifier to combat skill targets
until the unit's next turn
Targeted Modifier = mod to other units' gunnery skill
targets when firing on this unit
until this unit's next turn. TM
doesn't include modifier for number
of hexes moved.

Anytime Actions:

Anytime Actions (marked with a * in their SA cost) may be done once per turn, at any point in the turn (including during someone else's action phase or in the middle of a unit's action). Anytime Actions that have a cost of greater than 1 can only be done if the unit had leftover SAs after its turn. An Anytime Action can be done during a unit's action phase at its usual SA cost.

Copyright (c) 1998 Kevin C. Wong
Page Created: May 14, 2004
Page Last Updated: May 14, 2004