1MP.I n a r d w t a r n ~ a ~ ~ a r ~ a n e w
The player has no opportuniQ to c h a mthe alevatIon d a 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 it to - v r o t s m a y ~ ~ H j a t ~ ~ ~ ~ crash. If W sideallp c b s not ~ S L I RIn a wash, a VK)t may ~ ~ a t ~ ~ d s , o r b ~ . ~ A ~ ~ ~ move n r normally w l {continue l b e Inrtha 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 after A - the failed turn. The sksllp costs no MP.
emtio ti on
, a n d c a n n o r ~ b y a t ~ ~ ~ Bullhex u n w Wey am la& r n & @ t t i ~ ~ ~ b @mi&ewMb
m&~md sink. A V M L a t W i InHexQ2A2k#msUwttt ~ ~ ~ a t s r a r a nn k &~ # l ? 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 B X ~ S ~ v i ~ m e k ~ a Skllllwith a ~ I Y o f 4 . ~ k e n a e d s d e 5 to sumdl the VTOL s w i m Info Hex b m Woods.BeceusethetopSof~~arrraP~2
a
LL
a t ? d t h e ~ ? s 8 f ~ 1 , t h e ~ ~ l ~ s i n t h e h8X.
#m~ h e d d h t b d t 0 ~ 4 h & t B
atrimthe
the turn, then It wid h a w tWm abm and m i d h w continued to mu3 noma& lnla Iisx m 3 . CrasMfis
WOk t 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 lnthshexamconsldetwdtoh~lhn into the slde ofthat tmh &rldcmshed. VrOLs take damae from crashing on wh-r side AVrOLstrrrtstts~llanded~aW Impeded the terrain. The darn* is equal to the number of hexas that 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 by 10 (mndadup). Group the d m a e into W r r t 3 M P t o t f s e h p ~ l n t h . ~ I U . m ~ ~ clusters, In the s m way as fw U?Mdamage. lhe a M n g W M H , ~ M P ~ O ~ ~ O ~ aInW d3M WPM b , p f w then rolls once on the VTOL HR bxtM Table k r each cluster of damage. If the VTOL Is still funetlonal alter taking damage from tiPe d, and 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 and can mow as nomtal In t k &turn. Otherwtse, the VTOL is considered destmyxl. The m L may not attack in the turn that It crashes. Explodorw: If a mOL takes internal structure damage from a crash to any laation exwpt the rotors, It will explode as dascrlkd in WOL Bphims, p. 58.
-
i2
.
.>
NAVAL MOVEMENT
?
Naval mwement includes movement on and below the water's surface. Surface naval vessels may only move through Depth 1 or 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 1or deeper
i
GROUND VEHICLE
HIT LPCATION TABLE
!
water.
FrontJRear Armor (critical) Armor1
i
For line of sight purposes, a surface vessel is at Level o (on the surface of the water). Hovewmfk Treat hovercraft moving over water like surface vessels.
Armor? Amwi3 Armor Armor Armor Armor
I
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 1 MP per depth level that It ascends or descends. A submarine can move any number of 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).In order to move horizontally or change facing, the submarine must be at a vertical depth level that is higher than the depth level of the hex it accuplss-in other words, R cannot move along the bottom. Ifa submarine is at the depth of the hex it occupies and/or enters, it is consid ered to be restingon the bottom. The depth of each submarine must be recorded on its record sheet at the end of the Movement Phase.
Turret Armor Turret Armor4 Turret Armor (critical)
Slde Armor (critical) Armor1 Armor2 Armor2 Armor Armor Armor Armor3 Turret Armor Turret Armofl Armor (critical)
Nds: If there is no turret, lhen 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 ~while t over Depth 1 or deeper water, rt sinks and is destroyed. A drive, wheel, or air-skirt has been damaged; -1 Cruising MP for the rest of the game. 3 If 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~onaleffect. 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 at critical hit. Apply darnage to the armor in that section in the normal manner, but the a3acking player also rolts once on the Determining Critical 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 and Rear attack directions for all vehlcles. Vehlcks take hits to only four or five E e o n s : Front, Right Side, Left Slde, Rear, and Turret 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 that took damage, using the appropriate column based on the attack dlrectbn. Other results may also apply, as noted on the table. Unlike attacks on Battleblechs, an attack against a vehicle a m htts the side from which the attack came, or the turret. Far example, a result of M against a vehicle's dght side wllt hit the Rmt Side armor, w internal structure If all the armor In that location has h n destrow. A w u R of 1&22 would hlt the turret, If then Is m.
OROUtUlD VEHICLE Cl=llTlCAL HITS TABLE
Dle Roll (1D6) 1.
2 3
4 5 6
ResJt Crcw Stunned (Fao actions for the rest of this turn and 2 more turns) Main Weapon Jams (No ftre from largest systcrn for 1 turn: Er~gineHit (No movement for rest of game: if a hovercraft suffers t h ~ shrt whilc over Depth 1 or dceper water. :t sinks and is destroyed.) Crew Xllled (Vehicle out of game) Fuel Tank Hit !Vek~icleexplodes) Ammo/Power Plant Hit {Veh~cle explodes)
&OMPAT Naval unlts use all standard vehlcles rules, but they have unlque HR tocation and CWcal HR tables. Submarine
underwater operations and &heuse qf tomdoes are descri In Underwdtw Opmfims, p. 88 in SpWd Case Rules.
58
quad welghs 4 tons. Do no2 reduce these w a g e s that have suffered casuattles,
,Hm#o W ~ M e c h m s i veMcl mm and Pnalntain. there I -FlmpeMw can be thrown, bW&M&ty u n b rarely last long -Inst
BmleWchs. but m s m W n w s Inflict enough d a m e to turn the tide d m,wd-wme a ssrlcws threat In confined areas such wmb and wban zones. BattleTech provides rubs for fow types of infantty: foot, motorized, jump Wantry and battle m Infantry. The Infantry Units Tab& Ulustrater the W s of avalleble unlts, their W m m t Points, and the number of men h a fun
To m u m a vehicle during a turn, an Infamy untt must start its Movement Phage in the same hex as the vahicie. ---,l-The vehicle must spend 1 MP to mount the Infantry unit. Mounted infantry may not fke weapons.
_
If the vehicle wqing Infantry explodes during combat, all If a - infantry units mounted in the vehicle are also de-. - vehicle suffers a Crew Killed crftical hlt result, a H Infantry mounted in the vehlde are kllled. If a vehkle suffers a Crew Stunned reedt, all Infantry mounted In the vehlcle are stunned and c a n m act or move f m the vehicle until the =hick's crew has reoovered. Infantry mounted in vehtdes that am destroyed without explcdlng may move and fire nomwy in the turn after the vehlcle was destroyed.
~ u n i t o f ~ t y p e . Nonstandard baWe m o r W s we descrlhd h W m Battle Armor Vsn'ants and Inner Sphere 8atbte Suits, -8 61 and 83,
reamctlwb. - B& bghnkrg the game, the p@em should MI out the appropllate recarU sheet for unlt, lndicatlng #e unit's type, weapons, and other
~ Y W Foot tnfantry Rifle:
atatlstlcs. Use this record sheet
m91unft during the game.
MOVEMENT
illsamuntlHg
Infantry have no faclng and can mow in any M o n unless blocked by impassable ternin.
An infantry unit may dismount a vehicle only at the end of that vehicle's m m n t . A vehicle must spend 1 MP to
henerd, mfantfymustpwthe same Mowemmt Point cmts as
dismount an infantry unit. The unit dlsrnountg in the same hex
other units. H w w e r , Infantry w~mdonly1MPtowvteror Ieae buildings, and they may dimb up M o r stabs d W hgstoreachdifeerbntWata d
o
f
l
~
~
~
.
. Infamy magr-notmause Im Depth 1 or &wr water md may only cllmb 1 elwertim 1 per k.Jump-infamy and jarmpcwabre be8-W armor nma p r the ] wing for BBttlBMech$j with the eJcce(rtM that -
,.
-.
,
1
S t a o k l e A mounted infantry unit does not count toward stacklng limits.
toCeptEgCkofthe~0f
~
-
.
as the mrrytng vehicle and may not move or ntzrke atlacks in the ttnn it dismounts. m k s made %ahst the dismounted . mlt mmde as if the unit had .-.:;. .- .,h&ed 0 h k s , raUm than the m w m n t of the canying unit. -
:-:,::
-: '
-MECHANEED I S A ~ L ARMOR E Battle armor unlts train to work closely wtth OmniMechc In combat. Each OmniMech torso features handholds that