Tag: Player Aid

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  • Wounding Pilots and Crew

    [[File:494631 | class=media-item-align-left | Battletech_Aid_CrewDiagnostic.png]] Everytime a unit gets hit there is a chance that its pilot suffers some injuries in the process. The unit’s controlling player must make a 2D6 roll against the unit’s …

  • Critical Hit Table

    [[File:494636 | class=media-item-align-center | Battletech_Aid_CriticalHits.jpg]] *Ammo Hit:* Unless the unit has the CASE, CASEII, or ENE special abilities, the unit is destroyed. If the unit has CASE, it suffers 1 additional point of damage (roll …

  • Alternate AutoCannon Munitions

    Various types of autocannon munitions are available in Alpha Strike. All of these alternate munitions require the unit to possess an AC special ability. The rules for these munitions are detailed below. Attack and damage modifiers are also summarized in …

  • Alternate LRM/SRM Munitions

    Instead of firing standard missiles, most SRM or LRM launchers may fire the following specialty pods. These alternative missiles will require one of the following special abilities to use, as specified in their rules: SRM or LRM. Players should agree …

  • Quirks

    "Übersicht der Design Quirks":https://docs.google.com/spreadsheets/d/1f4D9IgZXXXJ1yfNQMo4CUc1IZi9uTkELyXhhUfk2hJY/edit?usp=sharing

  • Positive Design Quirks

    *Accurate Weapon:* One or more of this unit’s weapons is more accurate than the rest. To reflect this, any time the unit misses a ranged attack by only 1 point, it will deliver an amount of damage equal to the value of this Quirk. This “accuracy damage”, …

  • Negative Design Quirks

    *Ammunition Feed Problem:* This Quirk may only be taken by a unit that also possesses artillery, ballistic, or missile weaponry—as indicated by the following special abilities: ARTX-#, AC#/#/#, FLK#/#/#, IF#, LRM#/#/#, MSL#/#/#/#, SRM#/#, TOR#/#/#, and so …

  • Partial Cover

    [[File:501848 | class=media-item-align-center | Flowchart_PartialCover.png]] *Regeltext:* To receive partial cover, a ’Mech must be adjacent to a hex one level higher than the level of the underlying hex it occupies, and that hex must lie between it …