kcw | battletech campaign | combat rules 2.0
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Move Actions

Note that Torso Twisting is not a MOVE action.

Standing Still:

SA Cost = 0
Heat Cost = 0
Modifiers = {PM --/PR --/AM --/TM --}

Unit has 0 Movement Points.

Walk/Cruise:

SA Cost = 0
Heat Cost = 1
Modifiers = {PM --/PR --/AM +1/TM --}

Unit has Movement Points equal to its Walk/Cruise.

Run/Flank:

SA Cost = 1
Heat Cost = 2
Modifiers = {PM --/PR --/AM +2/TM --}

Unit has Movement Points equal to its Run/Flank.

Jump:

SA Cost = 1
Heat Cost = MAX (3, # Hexes Jumped)
Modifiers = {PM --/PR --/AM +3/TM +1}

Unit can Jump a number of hexes equal to its Jump.

Sprint:

SA Cost = 2
Heat Cost = 3
Modifiers = {PM +2/PR --/AM +4/TM -1}

Unit has Movement Points equal to 2 times its Walk/Cruise.

Evade:

SA Cost = 2
Heat Cost = 2
Modifiers = {PM --/PR --/AM +4/TM ??}

Can't do while prone. Needs both hip actuators.

  PILOTING SKILL BASE        TARGETED MODIFIER
6+ +1
4-5 +2
2-3 +3
0-1 +4
Copyright (c) 1998 Kevin C. Wong
Page Created: May 14, 2004
Page Last Updated: May 14, 2004