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Regolamento Ampliato Battletech

The document outlines rules for called shots, ejection, forced withdrawal, crippling damage, falling, movement, and combat mechanics in BattleTech. It details how called shots can be made against targets, the consequences of ejection, and the conditions under which a Mech must withdraw from battle. Additionally, it explains movement through buildings, the effects of falling, and how combat interacts with different building types.

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0% found this document useful (0 votes)
11 views31 pages

Regolamento Ampliato Battletech

The document outlines rules for called shots, ejection, forced withdrawal, crippling damage, falling, movement, and combat mechanics in BattleTech. It details how called shots can be made against targets, the consequences of ejection, and the conditions under which a Mech must withdraw from battle. Additionally, it explains movement through buildings, the effects of falling, and how combat interacts with different building types.

Uploaded by

zalgo12589
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Regolamento Ampliato

CALLED SHOTS
Called shots can be made against active, mobile targets. Any attack can be a
called shot. The player must announce the type of called shot: high, low,
right or left when the attack is declared. All called incur in an additional
+3 to-hit modifier. If the attack hits, the hit may be resolved
on a different table than the one that would normally be used.

• For a successful called shot aimed high, consult the Shot from Above
section of the Special Hit Location Table
• For a successful called shot aimed low, consult the Shot from Below
section. Units cannot aim low against a target in partial cover or against
vehicles. Vehicles are also not subject to “aim high” attacks.
• For called shots aimed right or left, a successful attack strikes the target
as if the attack had come from one hexside to the right or left of the
hexside through which the attack would normally have come, based on
the line of sight. Aiming left hits the next hexside clockwise, while aiming
right hits the next hexside counterclockwise.
For example, if an attack would normally come in from the right side, aiming right would hit
the front (one additional hexside to the right), while aiming left would hit the back (one
additional hexside to the left).

Unlike an aimed shot (see p. 110, TW), there are no restrictions on


the type of weapon (or targeting computers) used for a called shot.
The more generalized nature of “calling an area” rather than targeting a specific location allows even
"scatter-style" weapons to be used in a called shot.

Ejection
During the Movement Phase, if a MechWarrior is conscious then they can
choose eject rather than take any other action that phase. An ejecting
MechWarrior lands in the hex immediately behind their now-abandoned
Mech. However, ejecting from a Mech can be dangerous. The pilot must
make a Piloting Skill Roll to avoid taking damage, modified for the
circumstances listed on the Ejection Modifiers Table.

Damage: A pilot who fails this PSR takes damage equal to the roll’s Margin of
Failure divided by 2 (rounded down). All equipment on an abandoned Mech
continues to function, and the ’Mech still counts as occupying the hex it is in.

Water: Ejection cannot occur if the cockpit is submerged.


Torso-Mounted Cockpit: It is impossible to eject from a torso-mounted cockpit.
Auto-Ejection: If an ammunition explosion occurs a MechWarrior will
automatically eject, even if unconscious, unless the auto-eject system is disabled.
This occurs before damage to the ’Mech is resolved (though the pilot still takes the
usual 2 points of damage due to ammo explosion feedback). Players must note
on a Mech’s record sheet before each battle

1
FORCED WITHDRAWAL
Most forces will not fight to the last man. Instead, once they have taken appreciable amounts of damage, they will
begin to retreat. The forced withdrawal rules help simulate this situation.

Under forced withdrawal, Mechs must retreat from the battlefield when rendered useless or in imminent danger of
destruction (see Crippling Damage, below). A Mech making a forced withdrawal must always move toward its
home map edge. However, the Mech need not to spend Running MP, and may retreat moving backward.
Withdrawing Mechs may still attack an enemy that closes within range of a weapon or physical attack.

CRIPPLING DAMAGE
Any unit that suffers crippling damage must withdraw from the map. Crippling damage is defined as one or more of
the following:

• Four or more points of damage to the MechWarrior


• The destruction of all sensor critical slots
• One gyro and one engine critical hit
• Two engine critical hits
• A side torso location is destroyed
• Internal structure damage in either three or more limbs or two or more torso locations (torso internal
structure damage does not count towards crippling damage if that location still has front armor)
• A vehicle is considered crippled if it loses all its armor in a single location or if all its weapons are destroyed.
• The loss of all weapons. This is triggered if a Mech loses all weapons (either through damage or ammunition
depletion) with a range greater than five hexes and if it can no longer cause more than 5 points of combined
weapons damage.
This does not apply if the ’Mech did not start with the ability to do 5 or more damage, or the ability to do damage at a range
greater than five hexes; in this case the ’Mech can never trigger this condition.

Falling
The fall damage is divided into 5-point Damage Value groupings (assigning any remaining points of damage to an
undersized grouping), and then determine a hit location for each grouping
For example, a ’Mech that suffers 33 points of falling damage takes six 5-point hits and one 3-point hit, each assigned as a separate hit Use the
appropriate column of the Hit Location Table, as specified by the Facing After Fall Table. If the fall occurs during the Movement Phase, resolve the
damage as it happens.

𝑇𝑂𝑁
𝐹𝐴𝐿𝐿 𝐷𝐴𝑀𝐴𝐺𝐸 = ∗ (𝐿𝑉𝑓𝑎𝑙𝑙 + 1)
10
A fall in the same hex is considered a fall from LV = 0.

𝑇𝑂𝑁
[ ∗ (𝐿𝑉𝑓𝑎𝑙𝑙 + 1)]
𝐷𝑀𝐺𝑊𝑎𝑡𝑒𝑟 = 10
2

Falling damage to a Mechwarrior


A player makes a second PSR after every fall (often called a seat belt check) All modifiers applied to the PSR that
caused the fall are applied to this second roll, with an additional +1 modifier applied to the Target Number for every
level above 1 fallen If the roll succeeds, the MechWarrior avoids taking damage (wounds) If the roll fails, the
MechWarrior takes 1 point of damage (wound)
Automatic Damage: A MechWarrior automatically takes 1 point of damage if at the time of the fall their ’Mech is
immobile (see p 11) or if the modified Target Number for the PSR to avoid MechWarrior damage is greater than 12

2
Movement
LEVEL CHANGE
When moving forward a ’Mech may change levels (or depths) by only 1 or 2 levels per hex, at an additional cost of 1
MP per level (whether up or down);

• Backward Movement: ’Mechs moving backward may not change levels


• Prohibited Level Change: Even a forced level change (such as from a charge, push, or death from above attack)
cannot force a ’Mech into a hex three or more levels higher than the hex it was in immediately prior. However, a
’Mech can be forced downward any number of levels; being forced two or more levels lower results in an
automatic fall. No ’Mech may “voluntarily fall” from a greater level in order to circumvent the maximum allowable level
change downwards. If a ’Mech is forced into a hex that already has a ’Mech, see Displacement.

MOVEMENT IN WATER
Water hexes have a depth that functions as a level change (see p 9) ’Mechs entering water hexes must pay:

• the base 1 MP for entering a hex


• plus, the MP cost for entering water of that depth (1 MP if Depth 1)
• plus, the cost for any level change

Entering a water hex of any Depth greater than 0 forces a ’Mech to make a Piloting Skill Roll. This includes moving
between water hexes, but not standing up or making facing changes within one

A ’Mech standing in Depth 1 water has its legs submerged, and has partial cover. Underwater mechs are completely
submerged.
Mechs cannot enter a Depth 1 or deeper water hex while running (unless using Minimum Movement; see p 11)
However, a mech can run and change facing in water and/or move from a water hex to a land hex

PRONE BATTLEMECHS
DROPPING TO THE GROUND: A mech may choose to drop to the ground if it did not jump that turn This creates no
additional heat, causes no falling damage, and costs 1 MP. The mech drops face down with the same facing it had
while standing. To regain its feet, it must attempt to stand (see Standing Up).

COMBAT
FIRING WHILE PRONE: a prone mech may fire some of its weapons, as long as neither of its arms has been
destroyed. The attacker chooses one arm: no weapons in that arm can fire that turn (this includes weapons split
between that arm and the corresponding torso), no leg-mounted weapons can be fired either. All the other weapons
may be fired, using only the front arc as if it were standing and facing that direction. A prone mech cannot torso twist.
Add a +2 Target Number modifier to weapon attacks made while prone, in addition to any other applicable modifiers

ATTACKING PRONE ’MECHS: a prone mech is an easier target if in an adjacent hex, but a more difficult target at
longer ranges. Apply a –2 Target Number modifier to attacks made against a prone mech from an adjacent hex; if the
attacker is not adjacent, apply a +1 TN modifier

3
STANDING UP
MOVING WHILE PRONE: if a mech begins the Movement Phase prone, it must declare whether it will walk or run
before it attempts to stand (it may not jump). While prone, it can only change its facing in the hex or attempt to
stand).

A mech may attempt to stand even if missing one leg, or one arm and one leg, or both arms. A mech missing both
legs, or one leg and both arms, cannot. A ’Mech may attempt to stand in the same Movement Phase that it fell, as long
as it has enough MP left and did not jump that turn.
Each attempt to stand, successful or not, costs 2 MP. The mech’s pilot must make a PSR, if it fails, the mech falls again
and takes additional falling damage and possible pilot damage (use the same facing it had on the ground as its initial
facing when rolling on the Facing After Fall). The mech may make repeated attempts to stand as long as it has the MP
required for each attempt

When a ’Mech successfully stands, it may select any facing at no cost and may continue to expend any
remaining MP in that phase

Heat: Each attempt to stand creates 1 heat point

Leg Destruction: A prone ’Mech with only one leg may still attempt to stand However, it may only make one attempt
per turn This attempt to stand is always considered running, and can still be made even though a ’Mech with one leg
can normally only walk. Missing a leg imposes a +5 PSR modifier

As an exception to the normal rules, only one Piloting Skill Roll is ever made for this attempt, regardless of the
number of PSRs that might be required by the action. All modifiers to this PSR are still cumulative, however.
Minimum Movement: A prone ’Mech with only 1 MP available can use this rule to make a single attempt to stand

Torso/turret twists
As part of each unit’s weapon attack declaration, players can twist the torsos of their 'Mechs (except for four-legged
'Mechs, which cannot torso twist) or rotate the turrets of any turreted vehicles. This twist or rotation lasts for the
remainder of the turn, affecting firing arcs for the Weapon Attack and Physical Attack phases. The torso or turret
returns to its forward position in the End Phase.

’Mechs: A 'Mech can twist its torso one hexside (60°) to the left or right of the direction in which its feet are pointing.
This new alignment modifies a 'Mech's upper body firing arc as described in Firing Arcs, but for movement and hit
location purposes the 'Mech is still considered to be facing in its pre-twist direction.

Vehicles: Vehicles with turrets may


align the turrets to any hexside.
Rotating its turret modifies a vehicle's
Fo & RA

Forward Arc
LA

LA

firing arc as described in Firing Arcs.


rw

LA & RA Arc
Ar

ar Arc
c

dA
rc
Re

LA Arc RA Arc
ar
Ar

RA
c

Rear Arc
Ar
c

4
Combattimento Urbano ed edifici
BattleTech divides buildings into four types: light, medium, heavy and hardened. Each type is rated to describe the
damage it can withstand, the protection it provides and the weight it can bear.
Two numbers describe buildings in BattleTech: the Construction Factor (CF) and levels.
Default Values: If a scenario does not specify a building’s type, treat it as medium, Level 2.

Default CF Values

• Light = CF 15,
• Medium = CF 40
• Heavy = CF 90
• Hardened = CF 120.

Multiple-Hex Buildings

For buildings that cover more than one hex, each hex has its own CF value. The destruction of a single hex in a multi-
hex building does not affect any other hex within the same structure, unless more than half the total hexes have been
destroyed. At that point, the rest of the building collapses.

MOVING THROUGH BUILDINGS

Infantry enter building hexes as though entering clear terrain, paying only 1 Ground MP to enter a building hex.
Mechanized infantry must pay 2 Ground MP to enter a building hex, but a mechanized infantry unit with only 1
Ground MP available may still enter the building if it qualifies under the Minimum Movement rule. Infantry units
may enter a building at a higher level, when moving from one building hex to an adjacent building hex (including
when inside a multi-hex building).

A unit with Jumping MP may enter a building at any level higher than ground level provided that level is equal to or
less than the sum of the battle armor’s Jumping MP plus the level of the battle armor unit in the hex where the jump
started. The unit must have sufficient Jumping MP; it must have line of sight to the target building hex level and it
cannot enter such a hex if that would violate the stacking rules. Finally, when using Jumping MP to enter a building
hex below the level of the roof, the unit’s movement ends immediately upon entering the first building hex. When the
unit jumps into a building hex (not including the roof), it must make an Anti-’Mech Skill roll. The controlling player
should first consult the PSR Modifier column of the Table below and apply the appropriate TN modifier for the
building type. If the roll is successful, the unit takes no damage. If unsuccessful, the battle armor unit takes a single
hit, with damage based on the building type. A unit does not make an Anti-’Mech Skill roll when using Jumping MP to
leave a building hex.

Building Type Original CF PSR Modifier Damage


Light 1-15 0 2
Medium 16-40 +1 3
Heavy 41-90 +2 4
Hardened 91-150 +5 5

5
Combat and Buildings
Burst-Fire Weapons: Burst-fire weapons apply their standard damage value against building hexes, not their
damage vs. conventional infantry

INFANTRY DAMAGE IN BUILDINGS TABLE


Building Type Damage to infantry is:
Light 75% of damage to building
Medium 50% of damage to building
Heavy 25% of damage to building
Hardened None

Combat inside buildings: each building hex and level acts like light woods for purposes of the to-hit modifier: a unit
inside a target building hex being fired upon by another unit inside the same building receives +1 to-hit modifier, and
line of sight is blocked if more than two building hexes and/or levels intervene between the attacker and target hex.
Some attack damage against infantry units may be assigned to the building hex the infantry unit occupies, depending
on the building type.
Burst-Fire Weapons and Conventional Infantry: When burst-fire weapons are used against conventional infantry
in a building hex, assign damage per the Burst-Fire Weapon Damage Vs. Conventional Infantry Table, but reduce the
damage by half (round as normal). Damage assigned to the building is per the weapon’s non-burst-fire damage.

INFANTRY DAMAGE FROM ATTACKS INSIDE BUILDINGS TABLE


Building Type Damage to infantry is:
Light 100% (building absorbs 0%)
Medium 100% (building absorbs 0%)
Heavy 75% (building absorbs 25%)
Hardened 50% (building absorbs 50%)

COLLAPSE
A building hex will collapse if it takes total damage equal to or greater than its CF, or if the combined tonnage of units
occupying any one level of a building hex above the ground floor exceeds the current CF of that building hex.
(This tonnage rule applies to infantry; use the Tons of Cargo Space Occupied for this calculation.)

Because CF is tracked per hex of a multi-hex building, the collapse of one hex will not affect any other hex in that
building unless it brings the total of collapsed hexes to more than half, in which case the entire building collapses.

When a building hex collapses because its maximum weight limit has been exceeded, or because of damage from unit
movement, it falls immediately. If it collapses due to damage from attacks, the collapse occurs at the end of the
attack phase in which the damage was inflicted.

DAMAGE FROM COLLAPSE: when a building hex collapses, any unit inside or on the roof suffers damage equal to
the hex’s CF at the beginning of the current phase divided by 10, multiplied by the number of levels of building above
the affected unit (round up). Players divide this damage into 5-point groupings. For ’Mechs on the roof of a building
hex, use the Front column of the ’Mech Hit Location Table. For conventional infantry, apply the full damage of the
collapse, multiplied by 3 (for standard infantry) or by 2 (for mechanized or a battle armor Unit).
𝐶𝐹𝐵𝐸𝐺𝐼𝑁𝑁𝐼𝑁𝐺_𝑃𝐻𝐴𝑆𝐸
𝐷𝑀𝐺 = ∗ (𝐿𝑉𝐴𝐵𝑂𝑉𝐸 + 1)
10

Falling: Any units occupying a building level higher than 0 (including the roof) suffer standard falling damage (in
addition to the damage caused by the collapse.

6
Infantry & Battle Armor
(from BattleTech - Total Warfare [5th Print 2018])

7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
Critici sui veicoli di terra
Ammunition: This result means all the Combat Vehicle’s ammunition explodes. Count the total damage for all
ammunition carried and apply the damage directly to the vehicle’s internal structure in the location struck. If the
vehicle has CASE, apply the damage instead to its rear armor, with any excess damage ignored and the vehicle suffers
a Crew Stunned result.

Cargo/Infantry Hit: The Combat Vehicle’s internal cargo and/or infantry troops are hit. Infantry suffers damage as
though the weapon that caused the critical hit had struck the infantry unit; apply the weapon’s full damage. If the
Combat Vehicle carries more than one infantry unit, randomly determine which one gets hit.

Commander Hit: The vehicle’s commander is injured, causing confusion among the crew equivalent to a Crew
Stunned critical hit. In addition, for the rest of the game the vehicle suffers a +1 modifier to all to-hit rolls and Driving
Skill Rolls. Treat successive Commander Hit results as Crew Stunned.

Crew Killed: The critical hit penetrates the crew cabin, killing or severely injuring the entire crew. The Combat
Vehicle remains intact, but is considered destroyed for purposes of determining victory. Without its crew it cannot
move, fire or take any other action for the remainder of the game and is considered immobile. This result has no
effect on any infantry the vehicle is carrying.

Crew Stunned: Damage from the critical hit shakes the crew compartment, disorienting the crewmen. During the
following turn, the Combat Vehicle may move no faster than Cruising speed, and may take no other. After that, the
vehicle may act normally. Multiple Crew Stunned results in the same turn extend the number of turns for which
these effects last. If the vehicle has suffered Commander Hit and Driver Hit results, and then takes a Crew Stunned
hit, treat the latter result as Crew Killed. This outcome has no effect on any infantry units the vehicle carries.

Driver Hit: The vehicle’s driver is injured. For the remainder of the game, apply a +2 modifier to all Driving Skill
Rolls. Treat successive Driver Hit results as Crew Stunned.

Engine Hit: The vehicle’s engine is severely damaged. The vehicle may not move or change facing for the remainder
of the game and is considered an immobile target. However, its electronics still function; any Direct-Fire Energy and
Pulse Weapons no longer work; also treat as a turret lock.

Fuel Tank: The fuel tank is breached, causing the entire Combat Vehicle to explode. Any cargo or infantry carried is
destroyed. This critical hit only affects ICE engines; if the vehicle has a fusion engine, treat this result as Engine Hit.

Sensors: Each critical hit to the vehicle’s sensors adds a +1 modifier to all to-hit rolls, with multiple hits being
cumulative. The fourth sensor hit makes it impossible for the vehicle to fire weapons.

Stabilizer: A vehicle’s weapon stabilizers help it fire straight while moving. When this system takes a critical hit,
double the attacker movement modifier for all attacks from weapons mounted in the location struck. Weapons
mounted elsewhere in the vehicle are not affected. Second and subsequent hits to the stabilizer in the same location
have no further effect.

Turret Blown Off: The Combat Vehicle’s turret gets blown off, effectively destroying the vehicle.

Turret Jam: The turret rotation mechanism temporarily freezes, leaving the turret stuck in its current facing until
the crew spends a Weapon Attack Phase fixing the jam. The Combat Vehicle may not fire any weapons while the jam
is being fixed. Treat a second or subsequent Turret Jam critical hit—regardless of whether the crew cleared first
jam—like a Turret Locks critical hit.

Turret Locks: The turret rotation mechanism is severely damaged, locking the turret in its current facing for the
remainder of the game. Additional critical hits of this type have no further effect.

23
Weapon Destroyed: One weapon mounted in the damaged location suffers major damage and ceases to function.
The attacking player then rolls 1D6. On a result of 1–3, the player controlling the target unit chooses which weapon
in that location stops working. On a 4–6, the attacking player chooses which weapon stops working. The vehicle
cannot fire that weapon for the remainder of the game. If a weapon is destroyed that can explode, it is treated as an
ammunition explosion for the location where the weapon is mounted.

Weapon Malfunction: This critical hit causes a weapon mounted in the location struck to malfunction. If a Combat
Vehicle has multiple weapons in that location, randomly determine which one takes the hit. The vehicle cannot fire
that weapon until the malfunction is fixed. The vehicle crew must spend one Weapon Attack Phase clearing the
malfunction, during which the vehicle may make no weapon attacks

VTOLs
Modificatori per colpire
Apply an additional +1 target movement modifier when making attacks against airborne VTOLs.
Because a VTOL flies above woods, it does not benefit from woods modifiers for the hex it occupies while in flight.

Motive System Damage


If at any time during a turn a VTOL vehicle is airborne when damage reduces its MP to 0, treat it as if it had received
an Engine Damage critical hit, see below. The engine itself remains functional, but the VTOL cannot move for the rest
of the game.

Rotor Hits
For each attack that strikes a rotor location, for every 10 points (or fraction thereof) of a weapon’s Damage Value,
apply 1 point of damage. Any successful physical attack by a ’Mech automatically destroys the VTOL’s rotor.

Critici sui VTOL

VTOL Combat Vehicle Critical Hit Effects


Unless stated otherwise in this section, critical hits against a VTOL are the same as those for ground Combat Vehicles.

Co-Pilot Hit: The VTOL’s co-pilot or gunner is injured. For the rest of the game, apply a +1 modifier to all to-hit rolls.
Treat a subsequent Co-Pilot Hit as Crew Killed.

Engine Damage: If a landed VTOL’s engine takes damage, the unit cannot move for the rest of the game. If a flying
VTOL’s engine takes damage over a clear, paved, rough or building hex, make a Driving Skill Roll with a +4 modifier.
If the roll succeeds, the VTOL lands in that hex and is rendered immobile. If the roll fails, the VTOL is destroyed. If the
VTOL takes engine damage while flying over other terrain, it is automatically destroyed.

Fuel Tank: A fuel tank hit causes the VTOL to explode. If the VTOL mounts a fusion engine, treat this result as an
Engine Hit.

Pilot Hit: The VTOL’s pilot is injured. For the remainder of the game, apply a +2 modifier to all Driving Skill Rolls. In
addition, the controlling player must immediately make a successful Driving Skill Roll or the VTOL drops one
elevation. The drop may cause the vehicle to crash. Treat a subsequent Pilot Hit as Crew Killed.

Rotor Damage: Damage to the rotors slows down the VTOL. Each critical hit reduces the VTOL’s Cruising MP by an
additional 1, meaning that the controlling player must also recalculate Flank MP (multiply Cruising MP by 1.5,
rounding up). This results in a loss of 2 MP, one for the critical hit and one for the actual rotor damage.

Rotors Destroyed: The VTOL’s rotor is destroyed, destroying the vehicle.

24
Dopo la Battaglia
Recupero di Pezzi e ‘Mech nemici
Per semplicità di gioco si presuppone che tutto l’equipaggiamento “standard”, salvo condizioni particolari legate alla
missione, sia sempre disponibile sui pianeti civilizzati. Tuttavia, i Mechwarriors potrebbero affrontare nemici dotati
di equipaggiamenti sperimentali, rari o con accesso limitato. In questi casi, al termine della battaglia, è possibile
tentare di recuperarli.

La difficoltà di recupero dipende dal modo in cui il mech o il veicolo nemico è stato distrutto. Consultando la tabella
sottostante, si effettua un tiro per ogni pezzo di equipaggiamento ancora integro che si desidera recuperare.

Roll 2D6 Stato del bersaglio


3+ Testa distrutta / Danni minimi*
5+ Entrambe le gambe distrutte
6+ Motore distrutto
9+ Center Torso distrutto
*braccio staccato dalla distruzione del torso laterale etc…

Il recupero di un ‘Mech nemico sconfitto segue un procedimento simile, facendo riferimento alla tabella sotto si
dovranno tirare 2D6 e confrontare il risultato con la classe di difficoltà della prova

Roll 2D6 Stato del bersaglio


4+ Testa distrutta
6+ Entrambe le gambe distrutte
8+ Motore distrutto
10+ Center Torso distrutto

Guadagno dei PX
Ogni scenario ha degli obiettivi che forniscono dei punti vittoria (PV) al rispettivo schieramento. Al termine dello
scenario si calcola la differenza di PV tra i giocatori e le forze nemiche (OpFor) per determinare il vincitore.
Il vincitore solitamente controlla il campo di battaglia e può recuperare eventuali unità danneggiate e reclamare il
bottino di guerra.
Successivamente, vengono assegnati i Punti Esperienza (PX) ai Mechwarrior sopravvissuti facendo riferimento alla
tabella seguente.

Il livello di sconfitta non influisce sulla quantità di PX guadagnati, modificando ad esempio le scelte strategiche
disponibili o le tipologie di scenari successive.

ΔPV Stato PX
+3 o oltre Vittoria decisiva 3
+2 Vittoria 2
+1 Vittoria di misura 1
0 Pareggio 0
-1 Sconfitta di misura 0
-2 Sconfitta 0
-3 o oltre Sconfitta decisiva 0

25
Ferite e Recupero
Dopo il combattimento si determinano gli effetti delle ferite riportate dal pilota. Per ogni punto di danno subito si
deve effettuare un tiro per determinare la parte del corpo ferita, quindi si determina se quella ferita è una ferita
critica. Per farlo si devono seguire i seguenti step:
Se un personaggio viene “ucciso” in combattimento è come se avesse subito 6 ferite.

1. Determine Injury Locations: Roll 2d6 for each hit and consult Hit Location
2. Determine Critical Hits: (a critical hit counts as 2 damage to the rolled location) Roll 2d6 + the total number
of pilot hits for each hit. Any result of 13+ is a critical hit.
3. Determine Injuries: Consult the Damage Results Table below.
4. Determine Recovery: Recovery is based on the Recovery Time Table, however in some cases information
from the Damage Results Table is necessary).
5. Determine Combat Penalties: Review the Reduced Combat Table.

Hit Location Roll


Roll 2d6 Location
2 Head
3 Chest
4 Abdomen
5 Left Arm
6 Right Arm
7 Left Leg
8 Right Leg
9 Right Arm
10 Left Arm
11 Chest
12 Head
Per Hit:
Roll 2d6 + # of total hits to determine if critical

Damage Result
Limbs Head Chest Abdomen
Hits Result Hits Result Hits Result Hits Result
1 Cuts/Bruises @ 1 Laceration 1 Cuts/Bruises @ 1 Cuts/Bruise @
2 Sprained 2 Concussion * 2 Broken rib(s) 2 Bruised Kidney
@
3 Broken 3 Concussion *** 3 Broken Collar 3 Internal Bleeding
Bone
4+ Lost 4 Cerebral Contusion 4 Punctured 4 Internal
Lung ^ Bleeding **
5+ Chronic traumatic 5+ Broken back 5+ Internal Bleeding
encephalopathy ***
(CTE)
** Moderate, double length of recovery
*** Severe, triple standard length of recovery
^ Includes injuries from 1 and 2 hits
@ Roll 1d2 to determine which possibility

26
Recovery Time Reduced Combat Table
Injury Type Time (days) Injury Skill Penalty
Cut / Bruise / Laceration 0 Sprained Hand/Arm Gunnery +1
Sprain 12 * # Broken Collar Bone Gunnery +1
Concussion 14 *** #
Broken Hand/Arm Gunnery +2
Broken Rib 20 *
Bruised Kidney 10 * Lost Hand/Arm Gunnery +3
Broken Limb 30 ** # Sprained Foot/Leg Piloting +1
Broken Foot/Leg Piloting +2
Broken Collar Bone 22 ** #
Lost Foot/Leg Piloting +3
Internal Bleeding 20 *** Concussion Piloting +1
Lost Limb 28 @
C.C. Piloting +2
Cerebral Contusion 90 ***
CTE Piloting +4
Punctured Lung 20 **
Broken Back Piloting / Gunnery +3 / +3
CTE 180 *** @
Broken Back 150 ^ # Effects are cumulative.

Effects of entering combat before healed:


* Roll 1d6 and add 1 to the roll per pilot damage suffered in battle. On results of 6+ reset recovery time.
** Automatically reset recovery time
*** Automatically reset recovery time; then roll 1d6 and add 1 to the roll per pilot damage suffered in battle, for
results of 6+ increase level of injury by 1. Going above 5 hits to location kills the pilot.
# See reduced combat table (temporary)
@ See reduced combat table (permanent)
^ Chance of permanent paralization if pilot re-enters combat; Roll 1d6 and add 1 to the roll per pilot damage
suffered in battle. Soldier is paralyzed on a result of 6+

Additional Rules & Pilot Quirks Effect


Resilient Provides a -1 to the Critical Hit Roll and grants a 25% reduction in recovery time
Tough as Nails Provides a -2 to the Critical Hit Roll and grants a 50% reduction in recovery time

Il tempo che intercorre tra una missione e l’altra sullo stesso pianeta è pari a 2D6 giorni mentre il tempo di viaggio
tra i diversi pianeti è molto più lungo, dipendente dalla distanza da attraversare.

27
Nuovo equipaggiamento, War of 3039
Generale
Double Heat Sink: raffreddano il mech in maniera molto più efficiente
Dissipa 2 H, Pesa 1 t, 3 Critical Slot

Endo Steel internal structure (Draconis Combine): Più leggera ma molto più costosa ed ingombrante della
struttura interna standard. Quest’ultima ha massa pari al 10% della massa totale del mech, mentre la struttura endo
ha massa pari al 5% (arrotondata per eccesso alla 0.5t più vicina)

CASE Cellular Ammunition Storage Equipment (Draconis Combine): previene che il danno derivato dall’esplosione
di componenti (munizioni/Gauss etc) si propaghi in altre parti del mech. Il danno si risolve come di consueto nella
parte colpita.
Pesa 0.5 t, 1 Critical Slot

Critical Hit: Slots allocated to CASE are inapplicable slots, critical hits to them have no effect and must be re-rolled.
If an ammo explosion transfers into a location protected by CASE, the internal structure in that location takes damage as normal. All excess damage is
ignored. For example, if a mech suffered an arm ammo explosion and damage transferred to a side torso equipped with CASE, the internal structure of
the side torso would be damaged as normal, but any excess damage beyond that would not transfer.

XL Engines Extralight fusion engine (Lyran Commonwealth): pesano la metà di un motore standard a parità di
performance, ma sono molto più costosi (~4x rispetto a un motore standard) e ingombranti, occupano infatti anche
3 slot nel torso sinistro e destro, rendendo il mech più vulnerabile.

MASC Myomer Accelerator Signal Circuitry (Capellan Confederation): un mech equipaggiato col MASC può
attivarlo quando dichiara che tipo di movimento vuole usare durante la fase di movimento.
Il suo controllore tirerà 2D6 prima di muovere il mech:

• Con un risultato di 3+ il mech può correre a 2xWalking Speed


• Con un risultato di 2 il mech subisce un critico su ogni gamba non ancora distrutta (questo critico viene
applicato PRIMA di effettuare il movimento, si effettuano -se necessari- i PSR e si ricalcola la running speed)

Il giocatore deve lanciare i 2D6 ogni turno che intende usare il MASC, usandolo per più turni consecutivi la possibilità
di subire un critico aumenta. Allo stesso modo per ogni turno in cui il MASC non viene attivato, la possibilità di
danneggiamento si riduce di uno step (vedi tabella)

Critical Hit: se il MASC viene danneggiato durante la fase di movimento


(per esempio a causa di una caduta), esso cessa immediatamente di
funzionare (si ricalcolano i MP del mech).

28
Armamenti
Binary Laser Cannon (BLazer)
Light/ Medium/Heavy Rifle (Cannon)
Rocket Launcher (RL): armi primitive a colpo singolo, impongono un +1 al TN.
Streak SRM-2 (Free Worlds League): se il tiro per colpire riesce, tutti i missili colpiscono automaticamente
(sempre usando le regole per i cluster), se il tiro per colpire fallisce il lanciatore non spara i missili (No calore e No
munizioni sprecate), conta comunque come attacco, possibilmente impedendo alcuni attacchi fisici

Artemis IV Fire Control System (Free Worlds League): gli attacchi con sistemi che impiegano questo sistema di
controllo applicano un +2 al tiro sulla Cluster Hit table. Il bonus non si applica per il fuoco indiretto.
Non può essere usato in concomitanza a lanciatori Streak o equipaggiati con il Narc

Critical Hit: se il sistema Artemis di un lanciatore viene distrutto, il lanciatore continua a funzionare in modalità
standard.

Narc Missile Beacon (Free Worlds League)


• HOMING PODS (NARC): in caso di attacco riuscito, nei turni successivi tutti i missili alleati equipaggiati con
Narc che colpiscono il bersaglio ottengono un modificatore di +2 quando si tira sulla Cluster Hit table.
Critical Hit: un critico a uno slot che contiene dei pod li fa esplodere, causando 2 danni per pod rimasto.

• EXPLOSIVE PODS: in caso di attacco riuscito esplodono infliggendo 4 danni


Critical Hit: un critico a uno slot che contiene dei pod li fa esplodere, causando 4 danni per pod rimasto.

LB 10-X AC (Federated Suns): può utilizzare alternativamente munizioni slug o pellet; un mech può essere
equipaggiato con entrambe, deve però avere due separate riserve di munizioni.
I pellet contano come un attacco cluster e flak (antiaereo), le munizioni cluster forniscono un -1 TN per colpire, ma
si deve quindi tirare sulla cluster hit table (con taglia pari alla taglia dell’arma) per vedere quanti colpi sono
effettivamente andati a segno, poi per ognuno di essi si deve determinare la hit location sul mech.

Ultra AC/5 (Federated Suns): è un’arma rapid fire 2 e cluster 5


Un’arma R (rapid-fire) può sparare più colpi a un singolo bersaglio durante l’attacco, in questo caso l’arma è
considerata un’arma cluster (quindi tirerà sulla Cluster Hit table per vedere quanti colpi andranno a segno). L’arma
genererà calore e consumerà munizioni anche se alcuni colpi mancassero il bersaglio. Il danno di ogni colpo del
cluster è pari al danno dell’arma.
Inceppamento: ogni volta che un’arma R spara più di un colpo ha la probabilità di incepparsi, questa è data dal tiro
per colpire, che si deve effettuare sempre, anche in caso di successo automatico (bersaglio immobile, etc..).
Una volta che un’arma si è inceppata, essa è inutilizzabile per il resto dello scenario, tuttavia i colpi sono comunque
sparati e possono comunque colpire il bersaglio.

Colpi Sparati Inceppamento (To hit roll)


2-3 2
4-5 3 o meno
6-7 4 o meno

29
S/M/L Pulse Laser (Draconis Combine): invece di sparare un singolo fascio di energia, mantengono più raggi laser
attivi in rapida successione, garantendo maggiore rateo di fuoco e accuratezza, al prezzo di una maggiore
generazione di calore.
Un pulse laser fornisce un modificatore di -2 alla TN per tutti gli attacchi

ER Large Laser (Draconis Combine): è un laser LARGO a gittata estesa ma con maggiore generazione di calore
ER PPC (Draconis Combine): è un PPC a gittata estesa con maggior generazione di calore
GAUSS RIFLE (Federated Suns, Lyran Commonwealth): è un’arma in grado di accelerare proiettili ferrosi con
minima produzione di calore sfruttando una serie di bobine o rotaie magnetizzate, piuttosto che sostanze chimiche o
polvere da sparo
Munizioni: tutte le munizioni GAUSS non sono esplosive.
Critical Hit: un colpo critico fa esplodere l’arma (si risolve come un’esplosione di un ammo bin) che infliggerà un
danno dipendente dal tipo di GAUSS (un Gauss-rifle standard esplode per 20 danni).

Munizioni
SRM INFERNO: gli Inferno non infliggono danno ma ogni mech colpito da essi aumenterà, nella heat phase, il suo
calore di 2 punti per ogni missile che l’ha colpito (Max +15H da fonti esterne),
questo calore rimane solamente per 1 turno. Un mech che si surriscalda
mentre porta delle munizioni inferno dovrà effettuare dei tiri calore aggiuntivi
sulla tabella seguente.
In caso di ammo explosion ogni missile Inferno esploderà infliggendo
2DMG+2H per missile, massimo +30Heat.

Altri usi degli SRM Inferno

• Appiccare un incendio: 1 o più missili sparati in un esagono contenente una foresta, giungla o un edificio
appiccheranno automaticamente un incendio (vedi pag. 63 BattleMech Manual)
• Inferno vs fanteria: ogni missile che colpisce un plotone di fanteria infligge 3 DMG.
• Inferno vs veicoli: ogni missile che colpisce un veicolo causa un critico sulla tabella relativa al lato colpito,
non infligge danni né calore. Se il veicolo è corazzato questo tiro subisce una penalità di -2
• Inferno vs edifici: ogni missile Inferno che colpisce un edificio infligge 2 DMG.
• Inferno vs foreste: ogni missile Inferno che colpisce una foresta/giungla infligge 4 DMG all’esagono.

Missili ARTEMIS IV: possono beneficiare del sistema di guida Artemis (+2 Cluster Hits Table roll). In caso di
interferenza ECM funzionano come dei lanciatori standard del loro tipo. Usabili sia sugli LRM che sugli SRM.

Missili equipaggiati con il NARC: possono puntare agli homing pod Narc, che fornirà un +2 sulla cluster hit table, in
caso di interferenze ECM funzionano come missili normali per il loro lanciatore.

30
Shots
Damage Minimum Short Medium Long Critical
Item Heat Tons per
Value Range Range Range Range Slots
Ton
Direct-Fire Ballistic Weapons
Gauss Rifle 1 15 2 1-7 8-15 16-22 15 7 8
LB 10-X AC 2 10 0 1-6 7-12 13-18 11 6 10
Ultra AC/5 1/Sht 5/Sht, R2 2 1-6 7-13 14-20 9 5 20
Light Rifle 1 3 0 1-4 5-8 9-12 3 1 18
Medium Rifle 2 6 1 1-5 6-10 11-15 5 2 9
Heavy Rifle 4 9 2 1-6 7-12 13-18 8 3 6
Direct-Fire Energy Weapons
BLazer 16 12 0 1-5 6-10 11-15 9 4 //
ER Small Laser 2 3 0 1-2 3-4 5 0.5 1 //
ER Medium Laser 5 5 0 1-4 5-8 9-12 1 1 //
ER Large Laser 12 8 0 1-7 8-14 15-19 5 2 //
ER PPC 15 10 0 1-7 8-14 15-23 7 3 //
Small Pulse Laser 2 3 0 1 2 3 1 1 //
Medium Pulse Laser 4 6 0 1-2 3-4 5-6 2 1 //
Large Pulse Laser 10 9 0 1-3 4-7 8-10 7 2 //
Missile Weapons
NARC Missile Beacon 0 ** 0 1-3 4-6 7-9 3 2 6
1/Msl,
Rocket Launcher 10 3 0 1-5 6-11 12-18 0.5 1 OS
C5/10
1/Msl,
RL 15 4 0 1-4 5-9 10-15 1 2 OS
C5/15
1/Msl,
RL 20 5 0 1-3 4-7 8-12 1.5 3 OS
C5/20
Streak SRM 2 2 2/Msl 0 1-3 4-6 7-9 1.5 1 25
Streak SRM 4 3 2/Msl 0 1-3 4-6 7-9 3 1 15
Streak SRM 6 4 2/Msl 0 1-3 4-6 7-9 4.5 2 12

31

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