170

BATTLETECH - 01707 - [in] - Master Rules (Corrected Complete)

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Rules for the game

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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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