TW Piloting Skill Roll Table
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See Total Warfare, Page 60.
Piloting Skill Roll Table
|Damage to BattleMech|
|BattleMech takes 20+ Damage Points in one phase||+1|
|BattleMech reactor shuts down||+3 1|
|Leg/foot actuator destroyed||+1|
|Hip actuator destroyed||+2|
|Gyro destroyed||Automatic Fall 2|
|Leg destroyed||Automatic Fall 3|
|Physical Attacks on BattleMech|
|BattleMech was kicked||0|
|BattleMech was pushed||0|
|BattleMech was successfully charged/death from above||+2|
|BattleMech missed kick||0|
|BattleMech makes a successful charging attack||+2|
|BattleMech made death from above attack||+4 4|
|BattleMech entering Depth 1 Water hex||-1|
|BattleMech entering Depth 2 Water hex||0|
|BattleMech entering Depth 3+ Water hex||+1|
|BattleMech attempting to stand||0|
|BattleMech entering Rubble hex||0|
|Running unit moves after facing change while on pavement||See Skidding TW p.62|
|Ranking VTOL moves after facing change||See Sideslipping TW p.67|
|BattleMech jumping with damaged gyro or leg/foot/hip actuators||per Preexisting Damage below|
|BattleMech jumping with destroyed leg||per Preexisting Damage below|
|BattleMech running with damaged hip or gyro||per Preexisting Damage below|
|MechWarrior trying to avoid damage when his BattleMech is falling||+1/level fallen 8|
|IndustrialMech trying to avoid critical damage when falling||+1/level fallen 8|
|IndustrialMech with ICE power plant fails PSR (see Piloting/Driving Skill Rolls, TW p.59)||0 (no additional modifiers)|
|Four-legged `Mech with intact legs||-2|
|`Mech mounts small cockpit||+1|
|Per leg/foot actuator previously destroyed||+1|
|Per hip actuator previously destroyed||+2 5|
|Gyro previously hit||+3|
|Leg previously destroyed||+5 6|
|Hexes Moved in Turn|
|Building Movement 7|
|Unit entering/leaving Light Building hex||0|
|Unit entering/leaving Medium Building hex||+1|
|Unit entering/leaving Heavy Building hex||+2|
|Unit entering/leaving Hardened Building hex||+5|
|Hexes Moved in Turn|
1 - Only during the phase that the reactor shuts down. If the MechWarrior must make a Piloting Skill Roll for a Mech with a shut-down reactor the BattleMech automatically falls.
2 - The modifier for a destroyed gyro is +6 when making a Piloting Skill Roll to avoid damaging the MechWarrior during an automatic fall.
3 - The modifier for a destroyed leg is +5 when making a Piloting Skill Roll to avoid damaging the MechWarrior during an automatic fall.
4 - Automatic fall if death from above attack is unsuccessful.
5 - Ignore all modifiers from previous critical hits on that leg.
6 - Do not add modifiers for other damaged actuators in the leg.
7 - To avoid damage only. Does not result in a fall if Piloting Skill Roll fails. See Buildings TW p.166. Add an additional modifier of 1 if unit is charging or being charged (in addition to the +2 modifier normally required in that situation).
8 - For the purposes of falling, a ‘Mech only rises 1 level above the underlying terrain