IMPORTANT A Beginner's Visual Guide To Battletech Mechanics

Discussion in 'Rule Tips, Additions, & GM Tools' started by MagnusEffect, Jul 22, 2013.

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  1. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    MOVEMENT COSTS
    This table is pretty self-explainatory. Don't worry too much about memorizing anything here. Megamek will handle most of it. It is here just so you can familiarize yourself with movement costs.
    [​IMG]

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    FIRING ARCS
    Memorize these! Knowing firing arcs like the back of your hand is perhaps one of the single most important game mechanics to understand. When an AC/20 armed Hunchback is baring down on you, knowing where he can and cannot hit you will save your life!
    [​IMG][​IMG]
    NOTE: The vehicle firing arcs shown on the right only apply if the "TacOps Vehicle Firing Arcs" rule is turned on; it gives vehicles a more unique feel from mechs. If the rule is turned off, vehicles have the same firing arcs as Mechs (regardless, vehicle turrets will still fire in any direction).

    [​IMG]
    NOTE: Remember that these firing arcs only apply to Aerospace when they are grounded.

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    ATTACK PHASE MODIFIERS
    This is another crucial table that is important to understand thoroughly. Remember that modifiers ALWAYS modify your "to-hit" number that you need to roll in order to succeed (they do NOT modify what you actually roll with 2d6). In Battletech terms, a "+# modifier" is synonymous with a penalty.
    A "-# modifier" is essentially a bonus to your roll... this may be backwards from what some people are used to in tabletop games.
    [​IMG]
    NOTE: At the top for the Attacker, you will notice that your movement penalizes your aim (walking [+1] < running [+2] < jumping [+3]). Firing into or through certain terrain also penalizes your aim. Finally... and perhaps most importantly... remember that the more hexes someone moves per turn, the harder they are to hit (moved 0-2 [+0] < moved 3-4 [+1] < moved 5-6 [+2] < moved 7-8 [+3] < etc.). On top of the number of hexes moved, if a Mech jumped, it adds an additional +1 penalty for anyone trying to hit them! Moving maximum distances (preferably with jump jets) is the best way to avoid taking damage! Remember: speed is life!

    [​IMG]
    NOTE: At the top of this chart you will notice that severe heat levels can actually affect your ability to hit your target (heat levels have other affects besides this such as slowing you down or risking shutdown/ammo explosion). Another VERY important thing to remember is penalties for range brackets (short [+0] < medium [+2] < long [+4]). The "extreme" range bracket is not listed here, but it is highly recommended to play with the "Extreme Range" rule turned on (extreme range [+6]).

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    INDIRECT FIRE & UNDERWATER WEAPON RANGES:
    These are less important to understand fully, but they are mechanics that come up often enough that I felt it was worth including.
    [​IMG][​IMG]

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    Feel free to post any questions/comments below.
     
    Last edited: Jun 13, 2015
  2. MagnusEffect

    MagnusEffect Administrator Staff Member Jarl SC Huscarl

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    (reserved)

    An addendum:
     
    Last edited: Apr 3, 2017
  3. Sheogoraath

    Sheogoraath Worst Person in the Universe Viking

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    This is great and super helpful! Thanks Magnus!
     
  4. Kith Kinda

    Kith Kinda New Guy Thrall

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    Sweet! Thanks. This will come in handy.....
     
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