battletech - 01707 - [in] - master rules (corrected complete)
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5/21/2018 BATTLETECH - 01707 - [in] - Master Rules (Corrected Complete)
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1MP
n a r d w t a r n ~ a ~ ~ a r ~ a n e w
The
player
has no opportuniQ
to
ch m
the alevatIon
WOL that
sldesllps
Wore It
enters
the
new
Real
Therefam, It Is
kwadwi ~ d t l p h e x t t ~ ~ ~ ~ l k ~ . pos3Ible Pw
s
VTOL
to
slddip Into terrain
that
causes t to
v r o t s m a y ~ ~ j a t ~ ~ ~ ~
emtio ti on
crash.
IfW
sideallp
c b s not ~ S L I R
n
a wash,
a
VK t may
~ ~ a t ~ ~ d s , o r b ~ . ~ A ~ ~ ~ n r w l l b e r
ove normally
{continue In tha
d M o n
of the facing change)
( g F ~ u p a n d d o w n m a ~ ~ ~ , a s J a n g ~ l t h a s s r A -
fter the
failed
turn.
The
sksllp
osts
no
MP.
, a n d c a n n o r ~ b y a t ~ ~ ~
Bull- hex u n w Wey am la
r n @ t t i ~ ~ ~ b @
i ewMb
m ~
md sink.
A V M L a t W i
I n H e x Q 2 A 2 k m s U w t t t
~ ~ ~ t s r r n k ~ ln & ? m W 3 P ~ ~
~ ~ ~ . H B r e o W l r T l K ~ I n h b x
Mia, t h e Y r O L c h a n ~ ~ 6 M m a w a Q B ~ a t
R w H I m o v r ~ l f l d D H X ~ S ~ v i ~ m e
S k l l l l w i t h a ~ I Y o f 4 . ~ k e n a e d s d e 5
to sumdl the
VTO
s w i m
nfo Hex m
W o o d s . B e c e u s e t h e t o p S o f ~ ~ a r r r a P ~ 2
a t ? d t h e ~ ? s 8 f ~ 1 t h e ~ ~ l ~ s i n t h
h8X. m~ h e d d h t b d t 0 ~ 4 h t B
atrim-
the
urn
th n
t
wid
h a w
t m
abm
the
nd
m i d
h w
ontinued tomu
noma
lnl Iisx
m 3
CrasMfis
WOk k t en@r
a
hex horhntatiy at ar
b b w
tlw
elevation
b e l o f t h e m i n
nthshexamconsldetwdtoh~lhnnto
the
slde
of hat tm rldcmshed.
VrOLs
take damae
from
crashingon
wh-r
side
A V r O L s t r r r t s t t s ~ l l a n d e d ~ a W
Impeded the terrain.
The
darn*
is
equal to the number of
hexas
th t
the VTOL moved in that turn times Its torin*,
~ s r l d e ~ ~ h U ~ 9 ~ x e s ~ . I f c o s t s t A B V r O L d W
y 10 mndad
up . Group the d m a e nto W r r t
i 3 M P t o t f s e h p ~ l n t h . ~ I U . m ~ ~ clusters, In
the
s m ay as fw U?M
damage.
lhe a M n g
W M H , ~ M P ~ O ~ ~ O ~ I W W M ,
n d 3 M P b
p f w hen
rolls
once
on
he
VTOL
HR bxt
Table
k r
each
cluster
of
damage If the VTOL Is still
funetlonal
lter taking
damage from tiPe
d
nd R
can n m a l l y
land
In tki temdn
of the hex In which
It
washed, the VTOL Is
consbred to
have
landed In the
hex
nd
can
mow as
nomtal
In
t
turn.
Otherwtse, the VTO is considered destmyxl. The
m L
ay
not attack in the turn
th t
t
crashes.
Explodorw: If
a mOL
takes
internalstructuredamage from
a crash
to
any laation
exwpt
the
rotors, t
will
explode as
dascrlkd
in WOL
Bphims, p
58.
.>
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Submarines
Regardless of
the
depth,
a
submarine
expends only
P
MP to
enter a Water hex.
A
submarine
can move vertically
at
a oost of 1MP per
depth level that It ascends
or
descends. A submarine can move
any
number
o
levels
up
and
down
at
crulslng
speed
In
a single
Water
hex
as long as it has sufficient MP. A submarine cannot
descend
to
a
depth
greater
than
that of its
hex
or ascend
above
the surface
of
the
water
(Level
0 .
n
order to move
horizontally
or
change acing, the submarine must be at a
vertical
depth
level that is higher
than the depth
level
of the
hex
t accuplss--
in
other words,
R
cannot
move along
the bottom. If
a
submarine
is at the depth of
the hex
t occupies
and/or
enters i t is consid
ered
to be resting
on
he
bottom.
The depth of each
submarine
must be recordedon its
record
sheet a t the end
of the
Movement Phase.
GROUND VEHICLE
HIT LPCATION TABLE
NAVAL MOVEMENT
Naval
mwement
includes movement on and below
the
water's
surface.
Surface
navalvessels
may only move through
Depth
1 r
deeper Water
hexes, at a cost
of 1
MP
per
hex
entered,
regardless
of
depth.
Unlike
other
units, naval
vessels
moving
on
the surface can use flank speed in
Depth
1
r
deeper
water.
For lineof sight purposes,
a surface
vessel
is at
Levelo
i
on the surface of the water .
Hovewmfk Treat hovercraft
moving
over
water like surface
vessels.
FrontJRear
Armor (critical)
Armor1
Armor?
Amwi3
Armor
Armor
Armor
Armor
Turret
Armor
Turret
Armor4
Turret
Armor
(critical)
Slde
Armor critical)
Armor1
Armor2
Armor2
Armor
Armor
Armor
Armor3
Turret
Armor
Turret
A r m o f l
Armor
(critical)
Nds: If there
is
no turret, l h e n all
turret
hits
become
normal
armor hlts.
A
back,
axle
or Irft
fan
h a s been destroyed;
the
unit
cannoZ move for t h e
rest
of
the game.
If a hovercraft
suffers
this
h ~ thile
over Depth 1 or deeper
wa te r, rt
sinks a n d is destroyed.
A
drive, wheel,
or air-skirt
has
been
damaged;
-1
Cruising
MP for
the rest of
the
game.
3
f
the
vehicle is
a hovercraft,
an
air-skirt
has
been
damaged
1Cruising
MP for
the rest of the
game.
If not
a hovercraft, no addit~onal ffect.
4The turret
locks
in its current position
and cannot
be
moved for the rest
of the
game;
it
can only fire
out
of
its
current
arc.
If
there
is
no
turret, no
additional
effect.
* A result of 2
or
12 may inf ~ c t
critical
hit. Apply
darnage t o the armor in that
section
n the normal
manner, but
the
a3acking player
also
rolts
once
on the
etermining
ritical Hlts Table
p. 35
FmRt
Vehkles use the
standard rules for flrlng
arcs, multiple
targets
and
Whit madlflers.VeQlides
use slightly different rules
for t k l q damage.
The
dl-rn
shows the
Front, Side nd
Rear
attack
directions for all
vehlcles.
Vehlcks take hits
to
only four or
five
Eeons : Front, Right
Side, LeftSlde
Rear,
andTurret w Rotor (If applicable).
When
a
vehlcle
takes
a hit.
roll
2D6
and
consult
the Hlt Location
Table
for
that type
of vefilck
to
determine
the
locatlon
th t
ook
damage,
usingthe
appropriate column
basedon he
attack
dlrectbn.
Other
results
may
also
apply, as
noted
on the
table.
Unlike attacks
on Battleblechs,
an
attack
against
a vehicle
a m tts
the
side
fromwhich
the
attackcame, or the turret.
Far example, a resultof against a vehicle's dght side wllt hit
the
Rmt Side armor, w nternal structure If all the armor In that
locationhas
h n est row. A wuR
of
1 22
would
hlt the
turret, If
th n s
m
OMPAT
OROUtUlD
VEHICLE
Cl=llT
CAL HITS
TABLE
Dle Roll
1D6)
ResJt
1
Crcw
Stunned
Fao actions for
the r e s t
of this
turn
and
more turns)
2
M a i n
Weapon Jams
(No
ftre
from
largest
systcrn
for 1 urn:
Er~gineHit No movement for rest of
game: if a hovercraft suffers
t h ~ s
rt
whi lc over
Depth
1
or
dceper
w a t e r .
:t sinks and is destroyed.)
Crew
Xllled
Vehicle out o f game)
Fuel Tank
H i t Vek~icle
xplodes)
6 Ammo/Power Plant Hit {Veh~cle
explodes)
Navalunlts use all standard vehlcles rules but
they
underwater
operations and
he
use q tomdoes re
descri
have
unlque
HR
tocation
and
CWcal
HR
tables.
Submarine
In
Underwdtw
Opmfims
p.
in
SpWd
ase
Rules
8
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,Hm o
W ~ M e c h smi veMcl
quadwelghs 4 tons. Do
no2
reducethesew a g e s
mm and Pnalntain there
that have
suffered
casuattles,
-FlmpeMw
c n
be
thrown,
bW&M&ty
u n b rarely
last long -Inst
BmleWchs.
but
m s m W n w s
nflict
enough d a m eto turn the
tide
d
To
m u m
a
vehicle during
a turn,
an
nfamy untt
must
m
d wme a
ssrlcws
threat n confined
areas
such
start itsMovement
Phage
in the same hex
as the
vahicie.
wmb and
wban
zones.
--,l-The vehicle must spend 1MP
to
mount the Infantry unit.
BattleTech
provides
rubs for fow
types of
infantty foot,
Mounted infantrymay not fke
weapons.
motorized jump Wantry
and
battle nfantry.
If
the vehicle
wqing Infantryexplodes duringcombat, all
The
Infantry
Units Tab& Ulustrater theW s avalleble
infantry
units
mounted in the
vehicle
are
also d
f
a
unlts, their
W m m t Points,
and the number of men
h
a
fun
vehicle suffers
a
Crew Killedcrftical
hlt result, aH
Infantry mount-
~ u n i t o f ~ t y p e .
e in the
vehlde are
kllled.
If a
Nonstandard baWe m o r
W s
vehkle
suffers
a Crew Stunned
we descrlhdh Wm
attle
reedt,
all Infantry mounted
In
rmor Vsn'antsand Inner phere
th
vehlcle are stunned
and
atbte
Suits,
8
61 and
83
c a n m
act
or
reamctlwb.
move
f m he vehicle until
the
B& bghnkrg the game,
the p@em shouldMI out the
appropllate
recarU
sheet
for
unlt, lndicatlng
e
unit s
type
weapons,
and other
atatlstlcs. Use this record sheet
t o C e p t E g C k o f t h e ~ 0 f
m91unft
during
the game.
MOVEMENT
Infantry have no faclng and
can
mow
in any
o n nless
blocked
by impassableternin.
henerd,mfantfymustpwthe
same
owemmtPoint
cmts
as
oth r
units. H w w e r ,
Infantry
w ~ m d o n l y 1 M P t o w v t e r o r
Ieae buildings, and
they
may
dimb up M o r stabs W
h g s t o r e a c h d i f e e r b n t W a t a
~ d o f l ~ ~ ~ .
~ Y W
Foot tnfantry
Rifle:
=hick's
crew has
reoovered.
Infantry mounted in vehtdes
that am destroyed without
explcdlng
may
move and fire
n o m w y in the turn
after
the
vehlcle
was
destroyed.
S t a o k l e A mounted
infantry
unit does
ot
count
toward stacklng limits.
illsamuntlHg
An
infantry
unit
may
dismount
a
vehicle
only at the
end
of th t
vehicle's m m n t .
A
vehicle
must
spend
1MP to
dismount an
infantry
unit The
unit
dlsrnountg in
the
same
hex
as the
mrrytng
vehicle
and may
not move or ntzrke tl cks n
the ttnn
it
dismounts.
m k s
made ahst the dismounted
Infamy magr not
m use
Im
.
mlt
mm e
as if th unit
had
.
Depth 1
or &wr water md may only cllmb
elwertim
.
h&ed h k s , aUm than
the
m w m n t of th c nying unit.
perk.
ump-nfamy
and
jarmpcwabre
be8-W
armor nma p r -:
-
MECHANEED I S A ~ L ERMOR
he wing
for BBttlBMech j
with the eJcce(rtM that
Battle
armor
unlts
train
to
work closely
wtth
OmniMechc
In combat. Each OmniMech torso
features
handholds
that
,.
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