Battletech Alpha Strike Pdf Download

Short
0–3
+0
Standard
+0
Medium
4–12
+2
Melee
+1
Long
13–21
+4
Charge
+2
Extreme
22–30
+6
Death From Above
+3
Horizon
31+
+8
Anti-'Mech Infantry
+1
Altitude Bombing
+3
Target's Available MP 0–2
+0
Dive Bombing
+2
3–4
+1
Strafing
+4
5–6
+2
Striking
+2
7–9
+3
10–17
+4
18+
+5
Jump Capable
+1
Is Bogged Down
[2]
Climbing
[3]
Sprinting
–1 [4]
Airborne Aerospace Unit Airborne Small Craft
Evading (Evading Unit's Skill) Skill 6–8
+2 [6] –1
Airborne DropShip +1
–2
Airborne VTOL or WiGE
+1
Skill 5
+2
Battle Armor
+1
Skill 4–3
+3
Large (LG, VLG, or SLG special)
–1
Skill 2–1
+4
ProtoMech
+1
+1 [7]
Is a Drone
+1
Is a Grounded DropShip
–2
Underwater Woods (per hex) Light
+1 [8]
Heavy
+2 [8]
Tailing the Target
Ultra-Heavy
+3 [8]
Is an IndustrialMech with:
Buildings
[9]
Heavy Industrial
+1
Jungle (per hex) Light
Is an Aerospace Unit: –2
Advanced Fire Control (AFC)
+0 [12]
No AFC special
+1 [12]
Is a Support Vehicle with: +1
Advanced Fire Control (AFC)
+0 [12]
Heavy
+2
Basic Fire Control (BFC)
+1 [12]
Ultra-Heavy
+3
No AFC or BFC special
+2 [12]
Planted Fields (per 2 hex) Partial Cover
+1 [10] +2
Has taken Fire Control Hit
+2 per hit [12]
Is Overheating
+1 per Heat Level [13]
Is Attacking Indirectly
+1 [11]
Is Spotting for Indirect Fire
+1 [14]
Is an Anti-'Mech Infantry Unit: Has Stealth Armor
Varies [5]
Is Shutdown/Immobile
–4
Is a Dropping Unit
+3
Non-Infantry Units
Conventional Infantry
+3
Attacking a unit transporting battle armor
No Critical Hits
+3 [15]
1 Critical Hit (2 for IndustrialMech)
Units with BAR Special
1 Critical Hit
2 Critical Hits
Submerged Units
1 Critical Hit
1 Critical Hit (2 for units with BAR special)
If the damage exceeds the unit's unit's Threshold, 1 Critical Hit
1 Critical Hit (2 for units with BAR special)
Check for Motive Systems Damage (P.42)
Check for Motive Systems Damage (P.42)
Aerospace Units Vehicle Units [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15]
Modifier is based on available movement modified by heat level and critical hits, if applicable. Hex travelled is irrelevant. This modifier does not apply to aerospace units. Treat bogged down target as if it has a Target Movement Modifier of +0. Treat Climbing unit as if it has half its normal Ground Move, with no jump. Use the unit's Sprinting Move for the base target movement modifier. For battle armor targets, Stealth adds +1 at Short and Medium ranges, and +2 at Long range. For all other units, Stealth adds +0 at Short range, +1 at Medium range, and +2 at Long range. Includes fixed-wing support vehicles, conventional fighters, small craft and DropShips. Only applies when target is airborne. Do not apply if attacker is an airborne aerospace unit. Only if attacker is also underwater (or is on the water surface and using TOR special); all underwater ranges are halved. Target has intervening or occupied Woods t errain. Buildings block Line of Sight, providing either partial or full covers as a hill of equivalent size. Apply an additional onal +1 to-hit modifier er if target is an Infantry unit. If the spotting unit makes a weapon attack in the same turn as it spots, apply a +2 modifier instead. Fire Control Hit effects may apply multiple times. Does not apply to Physical attacks. Does not apply to Physical attacks. Not cumulative with the Attacking Indirectly modifier. Applies if target is transporting transporting battle armor as cargo, cargo, or using mechanized/extended mechanized/extended mechanized mechanized infantry specials. specials.
2
Ammo Hit
Weapon Hit
Ammo Hit
Fuel Hit
KF Boom Hit
No Critical Hit
3
Engine Hit
Weapon Hit
Crew Stunned
Fire Control Hit
Docking Collar Hit
No Critical Hit
4
Fire Control Hit
Fire Control Hit
Fire Control Hit
Engine Hit
No Critical Hit
No Critical Hit
5
No Critical Hit
MP Hit
Fire Control Hit
Weapon Hit
Fire Control Hit
No Critical Hit
6
Weapon Hit
No Critical Hit
No Critical Hit
No Criticial Hit
Weapon Hit
Weapon Hit
7
MP Hit
MP Hit
No Critical Hit
No Criticial Hit
Thruster Hit
Gunners Stunned
8
Weapon Hit
No Critical Hit
No Critical Hit
No Criticial Hit
Weapon Hit
Weapon Hit
9
No Critical Hit
MP Hit
Weapon Hit
Weapon Hit
Door Hit
Gunners Killed
10
Fire Control Hit
Unit Destroyed
Weapon Hit
Engine Hit
No Critical Hit
Turret Locked
11
Engine Hit
Weapon Hit
Crew Killed
Fire Control Hit
Engine Hit
Ammo Hit [5]
12
Unit Destroyed
Weapon Hit
Engine Hit
Crew Killed
Crew Hit
Weapon Hit
[1] Roll twice for IndustrialMechs, and apply both Critical Hits. [2] Track Critical Hit effects separately for individual ProtoMechs. [3] Includes fixed-wing support vehicles, airships and conventional fighters.
[4] Includes small craft. [5] If section does not have ammo, no critical effect; otherwise section catches fire as Building (see Fire and Smoke, pp. 100-101).
Ammo Hit
Unit is destroyed unless the unit has CASE, CASEII, or ENE (see P.40)
Crew Hit
Unit is destroyed (for Aerospace Units, see P.58)
Crew Killed
Unit is destroyed
Crew Stunned
Unit may not move or make attacks and is treated as Immobile
Docking Collar Hit
Unit cannot dock with JumpShip
Door Hit
One randomly determined cargo bay doors are damaged (see P.58)
Engine Hit 'Mechs
First hit: generate +1 heat when firing weapons (this does not add damage); Second hit: 'Unit Destroyed'
Vehicles
First hit: –50% Move and Damage values; Second hit: 'Unit Destroyed'
Fighters and Fixed-Wing Support Vehicles
First hit: –50% Thrust; Second hit: Thrust becomes 0 (see P.61, Thrust Loss and Aerospace Shutdown)
DropShips/Small Craft
First two hits: –25% Thrust per hit; Third hit: Thrust becomes 0 (see P.61, Thrust Loss and Aerospace Shutdown)
Fire Control Hit
Each hit adds +2 to-hit for all weapon attacks (does not affect physical attacks)
Fuel Hit
The unit crashes and is treated as destroyed
KF Boom Hit
This unit cannot be transported to another system by a JumpShip
MP Hit
Each hit halves the unit's current Move value (rounded normally; minimum 1)
No Critical Hit
No critical effect
Thruster Hit
Unit loses 1 Thrust; this effect may only occur once to an aerospace unit
Unit Destroyed
Unit is destroyed
Weapon Hit
The unit reduces all damage values by 1; does not affect physical attacks
Tracked/Naval
+0
0
0
5
5+
Wheeled/Hovercraft VTOL/WiGE
+1
1 to 7
1
4
6+
+2
8 to 12
2
3
7+
13 to 17
3
2
8+
No Effects
18 to 22
4
1
9+
9–10
–1 Move*
23+
5
11
–50% Move*
12+
Unit Immobilized
2–8
* To a minimum of 0 Move; round fractions down.
Distance moved x Unit Size / 4 Charge Damage + 1 * Round all fractions normally.
Base Move
1

Clear
+0 [1]
Naval, Rail
Paved/Road/Bridge
+0 [2]
Naval, Rail
Light
+1 [3, 17]
Air, Hover, Naval, Rail, Wheeled [4]
Heavy
+2 [3, 17]
Vehicles
+3
All except Infantry
Surface Only
+0
All except Hover, Naval, WiGE [5]
Depth 0–1
+0
Ground, Infantry [6]
Depth 2–3
+1 [7]
Ground, Infantry [6], IndustrialMech [8]
Woods
Ultra-Heavy Water
Depth 4–10
+6 [7]
Ground, Infantry [6], IndustrialMech [8]
Depth 11+
+8 [7, 9]
Ground, Infantry [6], IndustrialMech [8]
+1
As Water of appriopriate Depth
Rapids Level Changes (up or down) [10] Per 1 elevation
+1 ('Mechs, ProtoMechs, VTOLs in Air)
Per 1 elevation
+2 (Infantry, Ground Vehicles)
Per 1 depth
+1 (Submarines in Water)
Buildings Light
+1 [11, 17]
Air, Naval, Rail
Medium
+2 [11, 17]
Air, Naval, Rail
Heavy
+3 [11, 17]
Air, Naval, Rail
Hardened
+4 [11, 17]
Air, Naval, Rail
+1 [12]
Wheeled
Deep Snow Gravel Piles Hazardous Liquid Pool Heavy Industrial Ice
+1 [12]
Naval, Rail
As Water [12]
As Water
+0/+1 [13]
Naval, Rail
+1 [12]
Naval
Jungle Light
+2 [17]
Vehicles
Heavy
+3 [17]
Vehicles
+4
All except Infantry
Crust
+0 [12]
Infantry, Naval, Rail, Wheeled
Liquid
+1 [12]
All except 'Mechs
+1 [12]
Naval, Rail
+0
Naval, Rail
Ultra-Heavy Magma
Mud Planted Fields Rail
+0/+1 [14]
Naval
+1 [17]
Naval, Rail, Wheeled
+2 [17]
Naval, Rail, Wheeled
+1 [17]
Naval, Rail
+2 [17]
Naval, Rail
Sand
+0/+1 [12, 15]
Naval, Rail
Swamp
+1/+2 [12, 16]
Naval, Rail
Tundra
+0 [12]
Naval, Rail
Rough Ultra Rough Rubble Ultra Rubble
Airborne units (including Air vehicles and Aerospace units) ignore all terrain conditions until they attempt to occupy the same space and level of them (including attempts to land or liftoff). If airborne units attempt to enter terrain prohibited to them, treat the result as a crash. [1] [2] [3] [4] [5] [6] [7] [8] [9] [10] [11] [12] [13] [14] [15] [16] [17]
+1 Move cost for wheeled support vehicles without Off-Road (ORO) special ability. All Tracked or Wheeled units gain an extra 1 point of Move on any turn where the unit spends its entire Move on this terrain. Infantry units reduce Move cost to enter this terrain by 1 (to minimum of +0). Wheeled units with the bicycle (b) or monocycle (m) movement modes may move through this terrain. Wheeled or Tracked vehicles with the Amphibious (AMP) special ability can move on water surfaces at a Move cost of +1. Infantry units can move through water of any Depth only if they have the UMU special ability. This is the cost to move along the bottom of a water area. No additional cost applies if using submarine movement. IndustrialMechs can only enter water of depth 2 or greater if they have the environmental sealing (SEAL) special ability. Non-submarine units at this depth (including units with UMU special) may suffer damage. See Water (Expanded) (p. 67.) Infantry, ground vehicles, ProtoMechs, and WiGEs may not perform elevation changes greater than 1 level per 1 hex travelled. ’Mechs may not make elevation changes over 2 levels unless using Advanced Movement Modes (see p.62). Infantry units do not pay any additional Move cost for Buildings; ProtoMechs pay only +1 Move for all Buildings. Units in this terrain type may bog down and/or suffer damage. See specific terrain rules. Only ’Mech units apply the +1 Move cost in this terrain; all other units in this terrain apply +0 Move cost. Rail units in this terrain must move along the rail and pay +0 Move cost. All other units apply the +1 Move cost. Only infantry units and wheeled units without t he Dune Buggy (DUN) special apply the +1 Move cost in this terrain. Only ’Mech and ProtoMech units apply the +1 Move cost in this terrain; all other units in this terrain apply +2 Move cost. BattleMechs with the LG special reduce the movement cost by 1 in this terrain type.
'Mechs
Includes BattleMechs and IndustrialMechs
Protomechs
Protomech Units only
Infantry
Includes conventional infantry and battle armor
V eh icl es Air
I ncl ud es a ll mo ti ve t yp es co ver ed b y Ai r, Gr ou nd , a nd Na va l Combat or support vehicles with VTOL or WiGE movement types
Ground
Combat or support vehicles with wheeled, tracked, hover, WiGE, or rail movement types
Na va l
Co mb at or su pp or t ve hi cl es wi th na va l o r su bma ri ne mo ve me nt typ es
Ho ve r
Co mb at or su pp or t ve hi cl es wi th ho ve r move me nt typ e o nl y
Rail
Combat or support vehicles with rail movement type only
Sub
Combat or support vehicles with submarine movement type only
Tracked
Combat or support vehicles with tracked movement type only
VT OL
Co mb at or su pp or t ve hi cl es wi th VT OL mo ve me nt t yp e o nl y
Wheeled
Combat or support vehicles with wheeled movement type only
Wi GE
Co mb at or su pp or t ve hi cl es wi th Wi GE mo ve me nt t yp e o nl y
Aerospace
Includes conventional fighters, aerospace fighters, small craft, and DropShips
Climbing (per level)
+2
Vehicles, Aerospace Units, Battle Armor [1]
Evading
+0

Leaping
2 [2]
All except 'Mechs and ProtoMechs
Intentional Fall
1 [2, 3]
All except 'Mechs, ProtoMechs, and Ground Vehicles
Sprinting
+0 [4]
Aerospace Units, Naval, VTOL
[1] [2] [3] [4]
Battle armor with the AM special ability may also use Climbing movement. Unit suffers 1 damage per 6 levels fallen (or fraction thereof) (see Leaping and Intentional Falls, p. 63). Unit immediately ends its movement after using this movement mode. Multiply unit’s current ground Move by 1.5, rounding up (see Sprinting, p. 63).
Vehicles
Infantry
Hover
h
Foot
f
Naval
n
Jump
j
Submersible
s
Motorized
m
Tracked
t
Aerospace
VTOL
v
Aerodyne
a
Wheeled
w
Airship
i
Spheroid
p
Wheeled (bicycle)
w(b)
Wheeled (monocycle)
w(m)
WiGE
Clear, Paved, Bridge, Road Rough, Gravel, Sand, Tundra
g
1
Level Change
+0
1 level
+0
Light or Heavy Woods/Jungle
+0
2 levels
Ultra-Heavy Woods/Jungle
+1
3 or more levels
Water
Building/Walls
+2 +4†
Depth 0
+0
Light, Medium, Heavy
+0
Depth 1–2
+1*
Hardened
+1
Depth 3–15
+2*
Heavy Industrial
+1
Depth 16 or more
+0**
* Level change cost not included. To enter water of depth 3 or deeper, a mobile structure must have the SEAL special ability. Water mobile structures run aground and become immobile in water less than depth 6. ** Only water-based mobile structures can enter this terrain. † Only submersible water-based mobile structures in water can make level changes this extensive; ground-based mobile structures cannot climb over terrain features 3 levels or higher.
Operating in Atmosphere
+2
Thruster Hit Damage
+4
No Thrust or Shutdown
+6
Inappropriate Landing Area*
+2
Landing Area is Paved
–2
* This condition applies if the landing area includes any change in elevation, includes any structures or terrains other than clear or paved, or is too short or small for the unit’s needs.
Active Probe
PRB
Advanced Fire Control
AFC
Unit possesses standard military sensors and targeting systems
45
Aerospace Transport
AT#
Unit can transport, launch, and recover # aerospace/conventional fighters
104
Amphibious
AMP
Angel ECM
AECM
Anti-'Mech
Adds to the range of sensor spotting and reveals hidden units up to 9 hexes away
104
Non-naval unit capable of water movement
46
Blocks hostile LPRB, PRB, and C3 specials within 6-hex radius
46
AMP
Enables infantry swarming attacks
46
Anti-Missile System
AMS
Reduce damage from attacks by units with IF, LRM, or SRM
46
Armored Component
ARM
Ignore the first critical hit
46
ARS
-1 to Motive Systems damage checks
Armored Motive System Artillery
ARTX – #
Atmospheric
ATMO
Autocannon
AC#/#/#/#
46
Unit possesses # artillery weapons of X type
104-105
Unit is limited to atmospheric flight
345 (SO)
Unit delivers # damage with its autocannon weapons; can use alternate AC ammo
105
BAR
BAR
All attacks check for critical hit
46
Basic Fire Control
BFC
-1 to-hit modifier to this unit's weapons attacks
46
BattleMech HarJel
BHJ
Immune to hull breach in vacuum or underwater
BattleMech Shield
SHLD
Bloodhound Bomb Booby Trap Bridgelayer
BH BOMB# BT BRID
Reduces some damage, but adds +1 to-hit modifier to this unit's weapon attacks
46, 105 46
Adds to the range of sensor spotting and reveals hidden units up to 13 hexes away
105
This unit can carry # bombs
46
Unit may self-destruct, damaging all units within 1-hex radius
105
Unit can create temporary bridges
105
C3/C3I Boosted System
C3BS#
Enables C3/C3I functions immune to all but AECM special
49-51
C3 Emergency Master Computer
C3EM#
Temporary backup for C3M special
49-51
C3 Master Computer
C3M#
Enables C3 network with up to 3 units that have C3S or C3RS specials
49-51
C3 Remote Sensor
C3RS#
Functions as static C3S special; connects with C3M special
49-51
C3 Slave Computer
C3S#
Enables C3 network connection with a unit that has C3M special
49-51
C3 Improved Computer
C3I#
Enables C3 network with up to 5 other units with C3I special
49-51
Capital
CAP
Unit has non-missile capital-scale weapons
105-106
Unit can transport # thousand tons of cargo
106
Unit occupies # tons of transport space
46
Cargo Transport (Kilotons) Cargo Cargo Transport (Tons) CASE/CASE II Crew
CK# CAR# CT# CASE/CASE II CRW#
Unit can transport # tons of cargo Unit can survive Ammo Hits critical hits
46 21, 46
Unit can temporarily produce # infantry to defend against boarding actions
106
Critical-Resistant
CR
Applies -2 modifier to Critical Hit rolls (No Critical on result of 1 or less)
106
Door
D#
Unit has # doors for loading/unloading other units or cargo
106
Drone
DRO
Unit is a remote-controlled drone (disabled by hostile AECM, ECM, LECM, and WAT specials)
106
Drone Carrier Control System
DCC#
Unit can control # units with DRO special
DropShip Transport Ejection Seat Electronic Countermeasures Elementary Engine
DT# ES ECM EE
Transport # of DropShips Unit is equipped with ejection system that may save pilot Blocks hostile LPRB, PRB, and C3 specials within 6-hex radius Unit uses a non-fusion engine type; environment restrictions may apply
106 348 (SO) 106 46-47 47
Energy
ENE
Unit has little to no ammo-dependent weapons; immune to Ammo Hit critical hits
Engineering
ENG
Unit can clear rubble and woods hexes
106
Environmental Sealing
SEAL
Unit may operate in hostile environments
106
Extended Mechanized
XMEC
Fire Resistant Firefighter Flak Flight Deck Fuel Cell Engine
FR FF FLK#/#/#/# FD FC
Battle Armor unit may mount on any 'Mech or Vehicle units
47
Unit ignores fire and attacks using Heat (HT#) special
47
Unit is capable of extinguishing fires 1 hex away
107
Unit may still inflict # damage against airborne units on missed attacks Unit may launch or recover fighters and VTOLS Unit uses a non-fusion engine type; environment restrictions may apply
Heat
HT#
Attacks from this unit generate # heat to target in addition to damage
Helipad
HELI
Unit may launch or recover VTOLS
Hyperpulse Generator iNarc Indirect Fire Industrial TSM Infantry Transport
HPG INARC# IF# I–TSM IT#
21, 47
47 107 47 21, 47 107
Unit mounts a Hyperpulse Generator Unit may make a special bonus attack with # iNarc beacons
107
Unit can fire over intervening terrain
47
Unit delivers +1 physical attack damage, but with +2 to-hit modifier
47
Unit can carry up to # tons of infantry units
47
Kearny-Fuchida Drive Large
KF
Unit can make hyperspace jumps
LG
350 (SO)
Unit is considered large sized (fills 1-hex radius)
107
Light Active Probe
LRPB
Adds to the range of sensor spotting and reveals hidden units up to 6 hexes away
107
Light ECM
LECM
Blocks hostile LPRB, PRB, and C3 specials within 1-hex radius
47
Light TAG
LTAG
Unit can designate targets within Short range for artillery attacks
107
LF
Unit can immediately make a second jump after completing one
350 (SO)
Lithium-Fusion Batteries Long-Range Missiles Maglev 'Mech Transport Mechanized Melee Mimetic Armor Systems
LRM#/#/#/# MAG MT# MECH MEL MAS/LMAS
Unit delivers # damage with its LRM weapons; can use alternate LRM ammo
107
Unit is a rail-based vehicle restricted to maglev rails
107
Unit can transport and drop # 'Mech units
107
Battle Armor unit may mount on 'Mech or Vehicle units with OMNI special Unit delivers +1 physical attack damage Attacks against this unit suffer additional to-hit modifiers based on its movement
47 21, 47 48
Mine Dispenser
MDS#
Unit may deploy # 1-point density minefields
107
Minesweeper
MSW
Unit can clear minefields
107
Missile Mobile Army Surgical Hospital Mobile Field Base Mobile Headquarters Mountain Troops Narc Missile Beacon
MSL#/#/#/# MASH# MFB MHQ# MTN
Unit delivers # damage with capital or sub-capital missile weapons
351 (SO)
Repair units
351 (SO)
Unit provides battlefield intelligence capability
107
Enables infantry to climb 2 elevations per 1 MP
107
CNARC#/ SNARC# Unit may make a special bonus attack with # compact/standard Narc beacons
Naval C3
NC3
Networks Aerospace Units for attack bonuses
Off-Road
ORO
This support unit may move off-road as a combat unit
Omni
OMNI
Omni-unit; 'Mech and Vehicle omnis can carry 1 unit with MEC or XMEC specials
Overheat Long
107
'Heals' injured infantry units
107-108 351 (SO) 48 48
OVL
Unit can use Overheat ability at Long Range Bracket
21, 48
Paratroopers
PAR
Enables infantry deployment from airborne units as jump infantry
108
Point Defense
PNT#
Impedes or destroys incoming damage from MSL special
108
Unit can transport and drop # ProtoMech units
108
ProtoMech Transport
PT#
Rail
RAIL
Unit is a rail-based vehicle restricted to conventional train rails
108
Reactive Armor
RCA
Unit is resistant to damage from ARTX, BOMB, IF, LRM, MSL, and SRM specials
108
Recon
RCN
Unit provides battlefield intelligence capability
108
Reflective Armor
RFA
Unit is resistant to damage from ENE or Heat specials; susceptible to ARTX, BOMB
108
RSD#
Unit may deploy up to # remote sensors
108
Saw
SAW
Unit can clear woods hexes
Screen
SCR#
Launches screen clouds that obscure LOS
352 (SO)
Searchlight
SRCH
Unit eliminates modifiers for night combat
108
Remote Sensors Dispenser
Short-Range Missiles
SRM#/#
Space Craft Transport
ST#
Unit delivers # damage with its SRM weapons; can use alternate SRM ammo Unit can transport, launch, and recover # small craft
108
108-109 109
Space Defense System
SDS – X#
Unit can deliver # damage to large aerospace units with X-type weapons
109
Space Ops Adaptation
SOA
Unit is equipped for operation in vacuum
109
Spaceflight
SPC
Unit is capable of space flight
STL
Attacks against this unit suffer additional to-hit modifiers based on its range
Stealth Sub-Capital
SCAP
Super Large
SLG
Target Acquisition Gear Taser Tele-operated Missiles Torpedo Trenchworks Engineers Triple-Strength Myomer Turret Underwater Maneuvering Unit Variable Range Targeting Vehicle Transport Very Large VSTOL Watchdog
TAG BTAS#/MTAS# TELE
353 (SO) 48
Unit has non-missile sub-capital weapons
109
Unit is considered super-large sized (fills 3-hex radius or more)
109
Unit can designate Short- and Medium-range targets for artillery attacks
109
Unit may make a special bonus attack with # taser weapons
109
Unit has tele-operated Missile launchers
353 (SO)
TOR#/#/#
Unit may make a separate underwater attack
48
TRN
Unit can fortify terrain in a 1 hex radius area
109
TSM TUR#/#/# UMU VRT VTX# VLG VSTOL WAT
+1 Move and +1 physical attack damage when unit is 1+ on heat scale
48
Unit has one or more turrets with 360 degrees field of fire and extra attacks
48
Unit is capable of underwater movement as a submersible
48
Enables cycling through different targeting and tracking modes
109
Unit can transport and deploy # vehicle units of X size
109
Unit is considered very-large sized (fills 2-hex radius)
109
Enables shorter take-off and landing areas
109
Unit has combined LPRB anbd LECM specials
48
Artillery Air-Defense Arrow IV Cluster Copperhead Flechette
*
See Rules
ART-AIS, ART-AC
+0
See Rules
ART-AIS, ART-AC, ART-T, ART-S, ART-LT
*
See Rules
ART-T, ART-S, ART-LT
+0
See Rules
ART-T, ART-S, ART-LT
Illumination
+0
See Rules
ART-AIS, ART-AC, ART-T, ART-S, ART-LT
Inferno IV
+0
See Rules
ART-AIS, ART-AC
Smoke
+0
See Rules
ART-AIS, ART-AC, ART-T, ART-S, ART-LT
Thunder or Thunder-Active
+0
See Rules
ART-AIS, ART-AC
Armor Piercing
+1
+0*
AC
Flak
–2
+0*
AC
Flechette
+0
+0*
AC
Precision
+0/–2*
+1/0*
AC
*
+0*
AC
Autocannon
Tracer Bombs Air-to-Air Arrow IV
+0*
2
BOMB
Arrow IV
+0
+0
BOMB
Inferno (Advanced Rules)
+0
+0
BOMB
Laser-Guided
–2*
2
BOMB
Light Air-to-Air Arrow
+0*
1
BOMB
Rocket Launcher
+0*
+1
BOMB
TAG
+2
NA
BOMB
Thunder
+0
Mines
BOMB
Torpedo
+0*
+0
BOMB
ECM
+0
+0*
INARC
Explosive
+0
*
CNARC, SNARC, INARC
Haywire
+0
+0*
INARC
+0/–2*
+1/+0*
LRM, SRM
Narc/iNarc
LRM/SRM Heat-Seeking Inferno
+0
*
SRM
Magnetic Pulse
+0
+0*
LRM, SRM
Mine Clearance
+0
+0*
LRM, SRM
Semi-Guided
+0/–2*
+1/+0*
LRM
Smoke
+0
+0*
LRM, SRM
Swarm/Swarm-I
+0
+0*
LRM
Tandem Charge
+0
+0*
SRM
Thunder
+0
*
LRM
* See Item Rules
Direct-Fire Artillery
+4
Indirect-Fire Artillery
+7
45
1*
Each successive shot at the same POI*
–1
85
2*
Friendly unit acting as spotter when attack fired
–1
120
3*
Spotter has LPRB, PRB, or BH
–1
150
4*
Spotter has RCN**
–1
170
5*
Spotter made an attack during spotting turn
+1
17
0
* Cruise Missiles (ART – CM#) compute their flight times as 1 + (Distance/85) turns.
* Applies only if a spotter has LOS to the target POI in the turn in which the attack is resolved. ** Do not apply this modifier if the spotter has LPRB, PRB or BH.
Arrow IV (Inner Sphere)
ART-AIS
136
3(2)
1(NA)
Arrow IV (Clan)
ART-AC
153
3(2)
1(NA)
Arrow IV (Prototype)
ART-AIS
136
3(2)
1(NA)
Thumper
ART-T
357
2
1
Sniper
ART-S
306
3
2
Long Tom
ART-LT
510
5/2
3
Long Tom (Primitive Prototype)
ART-LT
510
5/2
3
Cruise Missile/50
ART-CM5
850
8
1
Cruise Missile/70
ART-CM7
1530
11/2
3
Cruise Missile/90
ART-CM9
2040
16/6
3
Cruise Missile/120
ART-CM12
2550
22/14
3
ART-BA
34
2
1
1
Battle Armor Tube Artillery* Artillery Cannons Thumper Cannon
ART-TC
14
1
Sniper Cannon
ART-SC
12
2
1
Long Tom Cannon
ART-LTC
20
3
1
* Infantry units with this artillery weapon may not execute any other attacks in the same Combat Phase that they deliver an artillery attack
Attacking in Atmosphere [1]
+2
Airborne Attack Modifiers CAP or SDS-C vs. Small Target [2]
+5
SCAP or SDS-SC vs. Small Target [2]
+3
MSL or SDS-CM vs. Small Target [2]
+0
Point Defense (1 damage) [3] Point Defense (2+ damage) [3]
+1 Auto-Fail
Ground Attack Modifiers Air-to-Ground Attack (from Central Zone)
+0
Air-to-Ground Attack (from any other zone)
+3
Surface-to-Surface Attack (Non-Stationary)
+2
Ground Target designated by friendly TAG
–2
[1] If Atmospheric Pressure rules are used, +0 for Thin, Trace, or Vacuum. [2] Small Targets include all units that do not possess LG, VLG, or SLG specials. [3] Point defense only affects MSL or SDS-CM attacks.
Repairs
Hiring
'Mech or Fighter Armor
10 per point*
MechWarrior or Fighter Pilot
30*
'Mech or Fighter Structure
20 per point*
ProtoMech Pilot (Clan only)
500
ProtoMech Armor and Structure
25 per point
Battle Armor Squad/Point
25*
DropShip Crew
200
Vehicle/Small Craft Crew
60
Battle Armor Unit
3 per point
DropShip Armor and Structure
20 per point*
Vehicle/Other Armor
5 per point*
Vehicle/Other Structure
Conventional Infantry Unit
10 per point*
Foot Motorized
200
Size x 250**
Jump
300
Purchases 'Mech or Fighter ProtoMech
Size x 50**
Battle Armor Unit
Healing
200**
Vehicle/Other
Size x 100**
Rearming Standard Rules Ammunition
10
Advanced Options Ammunition (see P.76)
50
100
MechWarrior or Fighter Pilot
200*
DropShip/Other Crew
150*
Vehicle/Small Craft Crew
500
Conventional Infantry Unit Foot, Motorized, or Jump
* Multiply SP cost by 2 for Clan technology units ** Size is the Size class of the unit desired; 1=Light, 2=Medium, 3=Heavy, 4=Assault (2x if LG, 4x if VLG, 8x if SLG)
60 per point**
Note: All new hires are treated as Green (Skill rating 5), and may be improved. * Multiply SP cost by 2 for Clan units ** Healing infantry repairs damage to unit, so cost is based on points of armor/structure in the unit
Enemy Unit Destroyed
+(Destroyed Unit's PV x 2)
Improve MechWarrrior Skill
200
Friendly Unit Destroyed
+(Destroyed Unit's PV x 1)
Improve Fighter Pilot Skill
200
Enemy Unit Withdrawn
+(Withdrawn Unit's PV x 1)
Friendly Unit Withdrawn
–(Destroyed Unit's PV x 0.5)
Objective Occupied
+(Objective's PV x 0.25)
Objective Captured
+(Objective's PV x 1)
Other Event
Improve ProtoMech Unit Skill
400
Improve Vehicle Crew Skill
100
Improve DropShip Crew Skill
Varies (Player's Choice)
1,000
Improve Battle Armor Unit Skill
800
Improve Conventional Infantry Unit Skill
500
Note: All Skill improvements decrease the unit’s base Skill rating by 1 (minimum 0). * Multiply SP cost by 3x if the unit did not take part in the previous track.
Light
+1
1–5 (5)
1
2
1
1
Medium
+2
6-15 (12)
2
4
2
2
Heavy
+3
16–30 (25)
3
6
3
3
Hardened
+4
31–50 (40)
4
8
4
4
* No additional Move cost for Infantry (including battle armor); ProtoMechs Move cost in buildings is +1, regardless of building type. ** See Attacking Units inside Buildings (p. 85).
BattleMechs/IndustrialMechs
2 levels
Superheavy 'Mechs
3 levels
Night, Moonless Night, Blizzard
2
ProtoMechs, Vehicles, Infantry, Fighters
1 level
Fog, Blowing Sand
3
Submarines
1 depth
Dusk, Dawn, Rain
5
Large (LG) Support Vehicles, Small Craft
2 levels
Rain,
7
Very Large (VLG) Support Vehicles
3 levels
Normal Daylight
20
Super Large (SLG) Support Vehicles
4 levels
Aerodyne DropShips
5 levels
Spheroid DropShips
10 levels
Mobile Structures
Varies
Note: Airborne units are automatically revealed if a LOS can be traced to their current altitude. * A unit’s height levels (or elevations, if airborne) must be included in the level of the underlying hex for determining a unit’s total height; the height of aerospace units for LOS purposes is irrelevant while airborne.
Each ground unit with RCN special
2
Each non-DropShip aerospace unit
1*
With the RCN special
2*
Each DropShip
2
Each # point of MHQ# special
1
* A non-DropShip Aerospace unit with the RCN special ability gets 2 Points of BI Rating.
Pitch Black
1
Clear/Rough
200
Sub-level (1 depth)
1–2
None
0
Snow
12
Mud
3
Light Gale
1
Dirt Road
6
Rough*
4
Moderate Gale
2
Gravel Piles
30
Rough
5
Strong Gale
3
Gravel Road
15
Rough*
6
Storm
4
Ice
12
**
Jungle
25
Rough
Magma Crust
9
Magma Liquid
Paved
60
Rough
Paved Road
45
Rough*
Vacuum
No Wind
Planted Fields
9
Rough
Trace Atmosphere
–2*
Sand
30
Sub-level (1 depth)
Thin Atmosphere
–1*
Tundra
21
Rough
Thick Atmosphere
+1*
Woods
20
Rough
Very Thick Atmosphere
+2**
* The Road still counts, but units must pay 1 additional Move per hex. ** If the underlying terrain is water, the area becomes water; otherwise ice is removed from the area and the underlying terrain remains undamaged.
Water
Clear
NA
11/11
Paved NA
Rough
Minimum modified result = 1; Maximum modified result = 6 Maximum modified result = 8; On 7+ modified result, treat as Tornado
Jungle
12/12
2–3
F1
7/10
4–6
F2
Woods
Building
Industrial
Magma
7–10
F3
6/9
9/10
4/6
4/6
11
F4
12
F5
Terrain Deep Snow
+3*
Geyser
+3
Pitch Black
1
Ice
+4*
Night, Moonless Night, Blizzard
2
Mud
+5*
Fog, Blowing Sand
3
Planted Fields
–2
Dusk, Dawn, Rain (Torrential)
5
Swamp
+5*
Rain, Snow
7
Tundra
+0*
Normal Daylight
20
Underwater
NA
+2
Atmospheric Pressure Vacuum
NA
Blowing Sand
Trace
+5**
Earthquake
Thin
+3
Electromagnetic Interference
+2* +2**
Thick
–2
Geyser
Very Thick
–4
Heavy Fog
Temperature
+1 to +6
Darkness
+1
Cold
+1
Dusk or Dawn
+1
Hot
–2
Moonless Night
+3
Night
+2
Pitch Black
+4
Wind Wind Force 2
+1
Wind Force 3
+2
Wind Force 4
+4
Tornado (Any)
NA**
Rain
Rainfall Light to Heavy
+1
Torrential Downpour
+2
Smoke
Light to Heavy
+1
Light
+1**
Torrential Downpour
+2
Heavy
+2**
Snowfall and Hail
Snowfall and Hail
Light to Heavy Snow
+1
Light to Heavy
+1
Sleet
+1
Sleet
+1
Blizzard
+2
Blizzard
+2
Special Ability/Effect Indirect Fire (IF) Heat (HT) Inferno Munitions
Winds +1
Across Water/Paved Terrain
Wind Force 0 to 2
+0
–2
Wind Force 3
+1
Auto†
Wind Force 4
+2
Fire Spreading From Downwind
+1 +3 (per hex distance)
* Fire in these conditions burn out by themselves after 1D6 turns unless set by Inferno munitions. ** Inferno munitions auto-set fires in these conditions. (Inferno fires in tornado automatically burn out after 1 turn.) † Infernos may even ignite water surfaces (other t han rapids), liquid pools, and paved terrain
Tornado, F1 to F3
+2**
Tornado, F4
+3**
Tornado, F5
+4**
* EMI only affects weapon attacks through an EMI-affected area of any size; does not affect infantry attacks. ** Applies only to attacks that pass through this environmental feature, regardless of attacker type.

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