TW Piloting Skill Roll Table
See Total Warfare, Page 60.
Contents |
[edit] Piloting Skill Roll Table
| BattleMech's Situation | Modifier |
|---|---|
| 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 hit | +3 |
| 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 |
| Unit's Actions | |
| 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 |
| Special Cases | |
| 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 |
| Unintentional charge | +3 |
| `Mech mounts small cockpit | +1 |
| Preexisting Damage | |
| Per leg/foot actuator previously destroyed | +1 |
| Per hip actuator previously destroyed | +2 5 |
| Gyro previously hit | +3 |
| Leg previously destroyed | +5 6 |
| Skidding Movement | |
| Hexes Moved in Turn | |
| 0-2 | -1 |
| 3-4 | 0 |
| 5-7 | +1 |
| 8-10 | +2 |
| 11+ | +4 |
| 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 | |
| 1-2 | 0 |
| 3-4 | +1 |
| 5-6 | +2 |
| 7-9 | +3 |
| 10+ | +4 |
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
[edit] Editors Notes
This table has changed little between BattleTech Master Rules, Revised and Total Warfare. New entries for IndustrialMechs have been added. Other modifiers are unchanged.
[edit] External links
- Total Warfare Tables - This chart and others from Total Warfare are available for free download.