CBT Tables

Revision as of 23:02, 12 November 2011 by Neuling (Talk | contribs) (Bibliography)

These CBT Tables are in use with the CBT tabletop game. This page has been updated to reflect changes in Total Warfare.

Attack Modifiers Table

All Attacks: Weapons and Physical Modifier
Attacker Movement
Stationary None
Walked +1
Ran +2
Jumped +3
Prone +2
Terrain
Light Woods +1 per intervening hex,
+1 if target in Light Woods
Heavy Woods +2 per intervening hex,
+2 if target in Heavy Woods
Water**
Depth 1 -1 to hit a BattleMech in Water hex.
Partial Cover also applies
+1 to hit for BattleMech firing from Water hex
Depth 2 BattleMechs cannot fire into or out of Depth 2+ water
Partial Cover +1 (Leg location hits strike cover, apply damage to cover, quad mechs apply to both front and rear legs)
Target
Prone -2 from adjacent hex, +1 from all others
Immobile -4
Skidding +2
Movement
Moved 0-2 hexes 0
Moved 3-4 hexes +1
Moved 5-6 hexes +2
Moved 7-9 hexes +3
Moved 10+ hexes +4
Jumped +1 additional
Is battle armor unit +1
Is stuck in Swamp hex -2
Weapon Attacks Only
Attacker
BattleMech Damage
Sensor Hit +2
Shoulder Hit +4 for weapons in arm

disregard other damaged actuators in arm

Upper or Lower Arm Actuator (each) +1 for weapons in arm
Heat
0-7 None
8-12 +1
13-16 +2
17-23 +3
24+ +4
Making indirect LRM attack +1
Range and Terrain
Range
Short None
Medium +2
Long +4
Minimum Range +1 at minimum range, additional +1 per

hex less than minimum range

Attacker and target on different levels

of same building (concealment)

+3
Target
Secondary target in forward arc +1
Secondary target in side or rear arc +2
Physical Attacks Only
Attacker
BattleMech Damage
Shoulder Hit No punching or Hatchet/Sword attack with arm,

no clubbing attacks, +2 to pushing attack (each)

Upper or Lower Arm Actuator Hit (each) +2 to punching and Hatchet/Sword attack with arm,

half damage for punching attack with arm, +2 to clubbing attacks

Hand Actuator Hit +1 to punching attack with arm, no clubbing attacks,

no Hatchet/Sword attacks with arm

Hip Actuator Hit No kicking attacks
Upper or Lower Leg Actuator Hit (each) +2 and half damage to kicking attack with leg
Foot Actuator Hit +1 to kicking attack with leg
Target
Infantry +3 to kicking and death from above attacks
Other Modifiers
Charging attack Modify for relative Piloting Skills (p 41)
Death from Above attack Modify for relative Piloting Skills (p 42)

Ground Combat Vehicle Hit Location Table

Die Roll (2D6) Front Rear Side §
2 * Front (critical) Rear (critical) Side (critical)
3 Front Rear Side
4 Front Rear Side
5 Right Side Left Side Front
6 Front Rear Side
7 Front Rear Side
8 Front Rear Side (critical)*
9 Left Side Right Side Rear
10 Turret Turret Turret
11 Turret Turret Turret
12 * Turret (critical) Turret (critical) Turret (critical)


  • - The vehicle may suffer motive system damage even if its armor remains intact. Apply damage normally to the armor in that section, but the attacking player also rolls once on the Motive System Damage Table, at right. Apply damage at the end of the phase in which the damage takes effect.
  • * - A result of 2 or 12 (or an 8 if the attack strikes the side) may inflict a critical hit on the vehicle. For each result of 2 or 12 (or 8 for side attacks), apply damage normally to the armor in that section. The attacking player then automatically rolls once on the Ground Combat Vehicle Critical Hits Table, p. 194. A result of 12 on the Ground Combat Vehicles Hit Location Table may inflict a critical hit against the turret; if the vehicle has no turret, a 12 indicates the chance of a critical hit on the side corresponding to the attack direction.
  • § - Side hits strike the side as indicated by the attack direction. For example, if an attack hits the right side, all Side results strike the right side armor. If the vehicle has no turret, a turret hit strikes the armor on the side attacked.

Ground Combat Vehicle Critical Hits Table

Die Roll (1D6) Front Side Rear Turret
2 - 5 No Critical Hit No Critical Hit No Critical Hit No Critical Hit
6 Driver Hit Cargo / Infantry Hit Weapon Malfunction Stabilizer
7 Weapon Malfunction Cargo / Infantry Hit Weapon Malfuntion Stabilizer
8 Stabilizer Crew Stunned Stabilizer Weapon Malfunction
9 Sensors Stabilizer Weapon Destroyed Turret Locks
10 Commander Hit Weapon Destroyed Engine Hit Weapon Destroyed
11 Weapon Destroyed Engine Hit Ammunition ‡ Ammunition ‡
12 Crew Killed Fuel Tank † Fuel Tank † Turret Blown Off

If Combat Vehicle has ICE engine only. If Combat Vehicle has a fusion engine, treat this result as Engine Hit

If Combat Vehicle carries no ammunition, treat this result as Weapon Destroyed.

Heat Point Table

Activity Heat Points
Walking +1 per turn
Running +2 per turn
Jumping +1 per hex (minimum of 3 per turn)
Attempting to Stand +1 per attempt
Weapons Fire Per Weapons and

Equipment Tables, p 115

Heat Sink -1 per operational heat sink
-2 per operational double heat sink
-1 additional per heat sink under

water (maximum 6 points)

-2 additional per double heat sink

underwater (maximum 6 points)

First Engine Hit +5 per turn
Second Engine Hit +10 (total) per turn

Building Modifiers Table

Building Type Original CF Piloting MP Cost * Skill Modifier
Light 1-15 1 0
Medium 16-40 2 +1
Heavy 41-90 3 +2
Hardened 91-150 4 +5

* Infantry (except mechanized infantry) pay only 1 MP to enter a building hex regardless of building type; ProtoMechs and mechanized infantry only pay 2 MP to enter a building hex.

Inferno Ammo Explosion Table

Heat Level Avoid Number
10 4+
14 6+
19 8+
23 10+
28 12

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

Movement Cost Table

Terrain Type/ Activity MP Cost Per Hex Prohibited Units
Cost to Enter Any Hex 1
Terrain Cost When Entering Any New Hex
Clear +0 6 Naval vessel
Paved / Bridge +0 Naval vessel
Rough +1 Wheeled, Naval
Light Woods +1 10 Wheeled9, Hover, Naval, VTOL12, WiGE12
Heavy Woods +2 11 Vehicles, Naval vessel
Water
Depth 0 +0 Naval vessel
Depth 1 +1 1 (Level change MP not included) Infantry14, Vehicles4, 7
Depth 2+ +3 1 (Level change MP not included) Infantry14, Vehicles4, 7, IndustrialMechs8
Level Change (up or down)
1 level +1 (`Mechs VTOLs, Subs, ProtoMechs) -
+2 (Infantry, Ground Vehicles)
2 levels +2 (`Mechs, VTOLs, Subs) Infantry, Ground Vehicles, WiGE13, ProtoMechs
3+ levels +1/level (VTOL Subs) `Mechs, ProtoMechs, Infantry, Ground Vehicles, WiGE13
Rubble +1 1 Wheeled, Naval vessel
Light Building +1 2 VTOL, WiGE, Naval vessel
Medium Building +2 2 VTOL, WiGE, Naval vessel
Heavy Building +3 2 VTOL, WiGE, Naval vessel
Hardened Building +4 2 VTOL, WiGE, Naval vessel
Movement Actions
Facing Change 1/hexside 5
Dropping to the Ground (`Mech only) 1
Standing Up ('Mech only) 2/attempt
  • 1 - Piloting Skill Roll required to prevent falling.
  • 2 - Piloting Skill Roll required to prevent damage. Infantry pay only 1 MP (except mechanized infantry, which pays 2 MP) to enter or leave any building.
  • 3 - If traveling along road, otherwise cost of underlying terrain.
  • 4 - Hovercraft may enter all water hexes along the surface and may enter such hexes such hexes at flank speed.
  • 5 - No cost for infantry.
  • 6 - If a wheeled Support Vehicle lacks the Off-Road Vehicle Chassis and Controls modification, then movement costs 1 additional MP per hex.
  • 7 - Wheeled or tracked Support Vehicles with the Amphibious Chassis and Controls modification can move through any water hex on the surface

at a cost of 2 MP (see p. 56).

  • 8 - IndustrialMechs can enter a Depth 2 or greater water hex. However, the IndustrialMechs must mount either a fuel cells, fission or fusion power plant and must mount the Environmental Sealing Chassis and Controls modification to do so. If the IndustrialMech does not meet those requirements, it is considered destroyed if they remain in a Depth 2 or greater water hex (or prone in a Depth 1 water hex) in the End Phase of the turn immediately following the turn in which they entered it.
  • 9 - Wheeled Support Vehicles with either the Monocycle or Bicycle Chassis and Controls modification can enter a light woods hex.
  • 10 - Infantry pays only 1 MP (except mechanized infantry, which pays 2 MP) to enter any light woods hex.
  • 11 - Infantry pays only 2 MP (except mechanized infantry, which pays 3 MP) to enter any heavy woods hex.
  • 12 - VTOL and WiGE vehicles can enter a woods hex provided their elevation is higher than the level of the woods in the hex.
  • 13 - This only applies to WiGE units entering a hex whose level is higher than the unit’s current hex; see Wing-In-Ground-Effect, p. 55, for rules governing entering hexes whose level is lower than the unit’s current hex.
  • 14 - Infantry can enter a water hex of Depth 1 or deeper if they are noted as having UMU MPs.

BattleMech Kick Location Table

Die Roll (1D6) Left Side Front/Rear Right Side
1-3 Left Leg Right Leg Right Leg
4-6 Left Leg Left Leg Right Leg

Facing After A Fall Table

Die Roll (1D6) New Facing Hit Location
1 Same Direction Front
2 1 Hexside Right Right Side
3 2 Hexsides Right Right Side
4 Opposite Direction Rear
5 2 Hexsides Left Left Side
6 1 Hexside Left Left Side

BattleMech Punch Location Table

Die Roll (1D6) Left Side Front/Rear Right Side
1 Left Torso Left Arm Right Torso
2 Left Torso Left Torso Right Torso
3 Center Torso Center Torso Center Torso
4 Left Arm Right Torso Right Arm
5 Left Arm Right Arm Right Arm
6 Head Head Head

BattleMech Hit Location Table

A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner but the attacking player also rolls once on the #Critical Hits Table.

Die Roll (2D6) Left Side Front/Rear Right Side
2* L Torso C Torso R Torso
(critical) (critical) (critical)
3 Left Leg Right Arm Right Leg
4 Left Arm Right Arm Right Arm
5 Left Arm Right Leg Right Arm
6 Left Leg Right Torso Right Leg
7 Left Torso C Torso Right Torso
8 C Torso Left Torso C Torso
9 Right Torso Left Leg Left Torso
10 Right Arm Left Arm Left Arm
11 Right Leg Left Arm Left Leg
12 Head Head Head

Number of Missiles Hit Table

Die Roll (2D6) Number of Missiles Fired
2 3 4 5 6 9 10 12 15 20
2 1 1 1 1 2 3 3 4 5 6
3 1 1 2 2 2 3 3 4 5 6
4 1 1 2 2 3 4 4 5 6 9
5 1 2 2 3 3 5 6 8 9 12
6 1 2 2 3 4 5 6 8 9 12
7 1 2 3 3 4 5 6 8 9 12
8 2 2 3 3 4 5 6 8 9 12
9 2 2 3 4 5 7 8 10 12 16
10 2 3 3 4 5 7 8 10 12 16
11 2 3 4 5 6 9 10 12 15 20
12 2 3 4 5 6 9 10 12 15 20

Critical Hits Table

Die Roll (2D6) Effect
2-7 No Critical Hit
8-9 Roll 1 Critical Hit Location
10-11 Roll 2 Critical Hit Locations
12 Head/Limb Blown Off/Roll 3 Critical Hit Locations*

* - Roll 3 critical hit locations if the attack strikes the torso

References

Bibliography