MWII BattleMech Combat
Initiative
- Before a combat the commander of each side makes a
leadership roll. Each two points of success or failure gives a +1 or -1
to individual initiative rolls for that side.If a character is piloting
a different 'Mech than in the last battle (even if it's the same type
of 'Mech) then there is a -4 initiative penalty. Each month of practice
with that 'Mech reduces the penalty by until after 4 months there is no
penalty. The penalty starts at -2 if the character is piloting the same
'Mech type (but different 'Mech). The penalty starts at -3 for same
'Mech type, different variant. If someone else uses a character's 'Mech
then when the character uses their 'Mech the penalty starts at -2 (same
as using the same 'Mech).
- Individual initiative is 2d6 + piloting skill level +
tactics skill level + commander's bonus + different 'Mech penalty.
Infantry don't have a piloting skill level so they use 2 x leader's
tactics skill level.
- There is an initiative penalty equal to the square
root of the number of people in the subunit (basically, a counter),
rounded up. So most vehicles have a -2 initiative penalty and most
platoons start out with a -6 initiative penalty. There is no -1
penalty. The penalty applies to players if they insist on talking a lot
about strategy during combat; or the GM can make talking a Simple
Action as in (Simple Actions #10).
Declaration
- Unit declarations go from lowest initiative to
highest initiative. Units don't know the initiative of other units. The
GM calls out initiatives from 1 (or the lowest initiative of a unit if
it is less than 1).
|
- Units with the same initiative number go based on
vehicle type and then on initiative bonus. Aerospace beats 'Mechs which
beat vehicles which beat infantry. Within each group highest initiative
bonus wins. For infantry Jump beats Mechanized which beats Foot.
- Summary of Initiative: 01. Initiative Number 02.
Initiative Bonus 03. Vehicle Type (as in section 02 above) 04. Vehicle
Walk/Flank Speed 05. Vehicle Size (Smaller is faster)
Preemption
- When a unit declares other units can preempt before
or after the declaration. A unit can preempt on any number; even ones
on which no other units would be forced to declare. Remember, units
don't know each others' initiative numbers.
- Preempting before a declaration allows a unit to act
before the declaring unit. The declaring unit is assumed to have the
same target movement modifiers as during its last turn. After being
preempted the declaring unit can now declare any normal actions.
- Preempting after a unit declares can be done before
the unit moves or after the unit moves. If done before a unit moves
then the unit's declared movement is used for target movement
modifiers. Once a preempting unit moves the declaring unit can now
move.
- If conditions have changed a unit can fully or
partially cancel any declared actions but may not redeclare (i.e. unit
does not have to move all declared hexes, unit can fire less weapons
than declared). The unit still gets penalties for movement; they
declared a move and decided not to do it. For cancelled weapons fire
the unit still gets 1/2 of the heat rounded up.
- See Opportunity Actions for exceptions to the
preemption rules.
|