kcw | battletech campaign | combat rules 2.0
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Maximum Tech

Engine Explosion:

Engine explodes on a 2 or 12 when engine takes 2 crits at once. Self Destruct Sequence is not used.

Hull Down:

Quadmechs can enter and leave hull-down for 2 MP. Gives them +2 Targeted Modifier if they have partial cover.

Target Movement Modifiers:

  MOVEMENT    TARGETED MODIFIER
0-2 0
3-4 +1
5-6 +2
7-9 +3
10-13 +4
14-18 +5
19-24 +6
25+ +7

Line of Sight and Dead Zones:

Xy = highest (and closest) elevation to lower unit
Ly = lower unit elevation
Hy = higher unit elevation
Lx = lower unit distance from X
Hx = higher unit distance from X

A = Xy - Ly
B = Hy - Xy
C = (A - B) * 2 = (2Xy - Ly - Hy) * 2 = 4Xy - 2Ly - 2Hy
D = Hx - Lx

if (4Xy - 2Ly - 2Hy + Hx - Lx) > 0 then no LOS

Called Shot:

+4 to-hit. Use Shot From Above, Shot From Below for high and low called shots. For left and right, calculate as if attack had come from one hexside left or right of the target. Punch and hatchet attacks can be called low.

Damage:

Altered Energy Weapon Damage:

Laser, flamer, PPC. 1/2 damage at extreme range, -1 damage at long range, +1 damage at targets in same or adjacent hex.

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