MWII BattleMech Combat
Actions
- During each turn each unit can do two simple actions
or one complex action.
- A unit that does two simple actions can do any two
actions except two movement actions. Note that most attack actions have
a penalty if done twice.
- Incidental actions can be done in addition to any
other actions. Most incidental actions can only be done once during a
turn.
- Any declared movement actions affect attack rolls.
Even if the movement is cancelled.
Incidental Actions
- Definition: Incidental actions can be done with no
thinking and no time. Walk/Cruise is an exception to fit within the
universe.
- Walk/Cruise.
- Torso Twist/Turret Rotation. Can be done after
weapons fire declaration to try to prevent damage to a side. Can only
do once a turn so if two 'Mechs attack a unit one may get a rear shot.
- Emergency Ejection. If a pilot takes a deadly hit he
can make a piloting roll with a +3 penalty to eject automatically. Use
the normal ejection rules otherwise.
- Disengage PPC Inhibitor. Must be done each turn that
pilot wants to do this (doesn't stay disengaged). No minimum range for
PPC. Feedback on 2d6 roll of [4 or less at range 3, 8 or less at range
2, automatic at range 1]. If feedback then PPC explodes with a 10 point
explosion.
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Simple Actions
- Definition: Simple actions can be done with little or
no thinking and minimal time.
- Run/Jump/Flank.
- Fire Weapons. Fire any weapons at one target. To fire
at two targets you can do this action twice or do a complex action. Can
declare twice to fire before movement and after movement. See below for
firing a weapon twice in a turn.
- Punch/Kick/Push/Club/Hatchet. Use Piloting for attack
rolls. There is a -1 bonus for Punch, Club, Hatchet, or Push; -2 bonus
for Kicking. See below for doing two physical attacks in a turn.
- Two-hex torso twist. Doing this causes a +1 penalty
for all Piloting rolls.
- Careful aim. Any weapons not fired can be careful
aimed at one target. Next turn unit can fire with a -1 bonus or
continue aiming at the same target until the bonus maxes out at -3. If
the target leaves the LOS of the aiming unit the bonus is lost. A unit
can't careful aim a physical attack.
- Eject.
- Spotting for Indirect Fire.
- Hot Load LRMs. Must be done each turn pilot wants at
least 1 LRM fired hot loaded. No range penalty, roll 3d6 take lowest 2
dice for # of LRMs that hit. If LRM launcher hit before it fires then
missiles explode with damage = # LRMs in launcher. So a firing 'Mech
could be preempted and have its launcher destroyed before it fires.
- Talk. Talking is a simple action. Allows a unit
commander to give complex orders, for example. Simple sentences are
treated as incidental actions. Alternatively, use subunit initiative
penalties if the players want to well coordinated. Talking back uses up
a future Simple Action.
- Dumping Ammo is a simple action. Dumping is not done
until start of the unit's next declaration. Can dump any or all or
partial ammo with one simple declaration.
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