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Real World
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Real World Rules
Target To-Hit Modifiers
Modern vehicles appear to be significantly smaller for their weight than typical Battletech vehicles. [Size information for Battletech vehicles is extremely limited. This statement is based on the game manufacturer approved miniatures created to support the game, and applies to all real-world vehicles.]
- Unless otherwise indicated, all shots at a modern vehicle will receive a +1 To-Hit Modifier.
Armor Penetration
Real world vehicles use real world armor, not Battletech armor. It must be penetrated, not worn away. No critical hit may occur until the armor is penetrated.
To determine penetration against a modern vehicle:
- Penetration Value: Divide the armor value of the hit location by the Damage of the weapon. Multiply by 100. Round all decimals up.
- Roll percentile dice.
- The roll must be equal to or less than the Penetration Value for a penetration to occur.
- A roll of 1-3 always penetrates.
- A roll of 97-00 never penetrates.
- Exception: A normal critical hit may occur to the following:
- Sensors
- Crew Stunned
- Any weapons not under armor (such as roof machine guns)
- Any personnel manning weapons not under armor
- Do not reduce the armor value by the damage of the weapon.
[For those who just have to play with the Battletech method of reducing armor, this may be done, but when determining penetration, always use the original armor value for the part hit.]
Applying Damage From Modern Vehicles
Modern anti-armor weapons are designed to penetrate armor, not destroy "pips".
Note: When damage and penetration are significantly different for a weapon, it will have two Damage numbers separated by a slash (ex. 2/40). The first number is the Basic Damage for the weapon. The second number is the Penetration Ability for the weapon. For smaller weapons the Basic Damage and the Penetration Ability are the same. If not otherwise specified, the Basic Damage is used against infantry.
- Penetration Value: Divide the target's area's current armor by the Penetraton Ability of the weapon. Multiply by 100. Round any decimals up.
- Roll percentile dice.
- The roll must be equal to or less than the Penetration Value for a penetration to occur.
- A roll of 1-3 always penetrates.
- A roll of 90-00 never penetrates.
- If penetration occurs, roll for critical hits as normal, but with a minimum result of 1 critical hit.
- If penetration occurs, then for every extra 50% of Penetration Value (or part thereof) over 100%, make an additional critical hit roll. On the first roll add +1 to the result. Add an additional +1 for each further roll. Example: If the Penetration Value is 160%, there are 2 extra critical hit rolls (one for 101-150% with a +1 modifier to the roll, and one for 151-160% with a +2 modifier to the roll).
- Apply the Basic Damage to the armor.
Coaxial Weapons
Most turreted vehicles have a main weapon plus a coaxial machine gun.
- A coaxial machine gun (or any other secondary weapon) must engage the same target as the main gun.
- A coaxial weapon may fire without the main gun firing.
Exposed Weapons
Many vehicles have weapons, usually machine guns, in exposed positions on the vehicle (typically the top).
- These weapons may only be used if the vehicle is stationary or moving at Cruising or less.
- Treat the weapon as if it is in a separate turret (i.e., engagement is not restricted by the facing of the turret).
- To-Hit Modifer: +1, if vehicle is moving other than to rotate in place.
- The operator is subject to non-penetrating critical hits while the gun is manned.
Smoke Grenade Launcher
Combat vehicles are often equipped with smoke grenade launchers.
- When fired, a smoke grenade hits according to the diagram below. No targeting is required.
- One smoke grenade fills seven hexes with a Heavy Smoke Screen.
- Each launch tube may be fired individually.
- Each launch tube may be fired only once.
- One set of full reloads is carried within the vehicle, which must withdraw from combat to reload.
Ammunition Blow-Out Panels
Many tanks are equipped with blow-out panels for their ammunition storage. This is the origin of the Battletech concept of CASE. The real system is quite superior to that described for CASE. When an ammunition storage area equipped with blow-out panels is hit:
- All ammunition for the associated weapon is lost.
- The crew suffers a Crew Stunned critical hit.
- The section of the vehicle (usually the turret) suffers 3 points of damage to its Internal Structure.
- No other form of damage (per the rules) occurs.
- The vehicle must be repaired before it may reload ammunition.
Modified Critical Hit Effects
Critical hits described below are from the Advanced Ground Vehicle Critical Hits Table in Maximum Tech (page 32). Critical hits noted in parentheses are from the Ground Vehicle Critical Hits Table in the Battletech Compendium (page 62). Only critical hits which required modifications are listed here.
- Ammunition (Ammo/power plant): If the vehicle is equipped with Ammunition Blow-Out Panels, then use that rule above. If not, the vehicle is destroyed.
- Crew Killed (Crew killed): This may apply to a crewmember without a penetration while operating external weapons.
- Fuel Tank (Fuel tank hit): Roll a D6:
- 1 - Vehicle explodes as described
- 2-4 - Vehicle may move in the following turn and is thereafter unable to move
- 5-6 - Vehicle is unable to move.
Miscellaneous Rules
- Smoke Screens. Many vehicles are able to produce a smoke screen with their engines. This may be activated at the start of movement and will last for the entire movement. It will produce one Light Smoke hex from the hex in which movement begins to the last hex through which the vehicle moved. The ending hex will not have smoke in it.
- Machine Gun Ammunition. The ammunition for the machine guns cannot be hit. It is too minor a target compared to the size of the vehicle to matter. All "Ammunition" critical hits are against the main weapon ammunition storage.
- Fire. A vehicle does not take damage from fire. Instead, for every turn, after the first, in which a vehicle is in fire, roll a D10. On a result of 1, the vehicle explodes.