kcw | battletech campaign | combat rules 2.0
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Maximum Tech

Advance Firing:

Firing When Down:

+1 Attacker Modifier if one arm is destroyed.

Extreme Range:

Goes to Maximum Medium Range x2. +8 Attacker Modifier.

Partial Cover:

Expanded Partial Cover:

             TARGETED
COVER MODIFIER SPLASH HITS
1/4 +0 Covered Leg
1/2 Horiz +1 Both Legs
1/2 Vert +1 Covered Arm, Leg, Torso
3/4 +1 Both Legs, Covered Arm, Torso

Physical Combat:

Use Piloting Skill rolls instead of Gunnery Skill rolls for physical attacks.

Charging:

Attacker takes damage equal to target weight/20 x # hexes.

Heat:

Expanded Heat Scale:

  HEAT
POINTS EFFECTS
50 Shutdown
49 -9 Movement Points
48 +7 Modifier to Fire
47 Pilot Damage, avoid on 12
46 Shutdown, avoid on 20+ (or Computer +12)
45 Ammo Explosion
44 System failure, avoid on 10+
43 -8 Movement Points
42 Shutdown, avoid on 18+ (or Computer +10)
41 +6 Modifier to Fire
40 Ammo Explosion, avoid on 12
39 Pilot Damage, avoid on 10+
38 Shutdown, avoid on 16+ (or Computer +8)
37 -7 Movement Points
36 System Failure, avoid on 8+
35 Ammo Explosion, avoid on 10+
34 Shutdown, avoid on 14+ (or Computer +6)
33 +5 Modifier to Fire
32 Pilot Damage, avoid on 8+
31 -6 Movement Points
30 Shutdown, avoid on 12+ (or Computer +4)

Other Rules

[19990530] Flamers: Flamers do both damage AND heat to their target. Note that since flamers are energy weapons, they do 3 points at range 1 and 1 point at range 3.

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