I n a r d w t a r n ~ a ~ ~ a r ~ a n e w The player has no opportuniQ to chamthe alevatIon d a
WOL that sldesllps Wore It enters the new Real. Therefam, It Is kwadwi ~ d t l p h e x t t ~ ~ ~ ~ l k ~ . pos3Ible Pw s VTOLto sl ddi p Into terrain that causes it to - v r o t s m a y ~ ~ H j a t ~ ~ ~ ~ emtio ti on crash. If W sideallp c b s not ~ S L I R Ina wash, a VK)t may ~ ~ a t ~ ~ d s , o r b ~ . ~ A ~ ~ ~ n r w l l b e r move normally {continue In tha d M o n of the facing change) ( g F ~ u p a n d d o w n m a ~ ~ ~ , a s J a n g ~ l t h a s s r A - after the failed turn. The sksllp costs no MP. , a n d c a n n o r ~ b y a t ~ ~ ~ Bull- hex u n w Wey am la& r n &@t t i ~ ~ ~ b @ mi&ewMb m&~ md sink. A V M L a t W i I nHexQ2A2k#msUwt t t ~ ~ ~ a t s r a r n k ~ l a n & # ? m W 3 P ~ ~ ~ ~ ~ . H B r e o W l r T l K ~ I n h b x Mia, t h e Y r O L c h a n ~ ~ 6 M # m a w a Q B ~ a t R w H I m o v r ~ l f l d D H B X ~ S ~ v i ~ m e k ~ a ~ S k l l l l w i t h a ~ I Y o f 4 . ~ k e n a e d s d e 5 to sumdl the VTOL s wi m Info Hex a bm W o o d s . B e c e u s e t h e t o p S o f ~ ~ a r r r a P ~ 2 LL a t ? d t h e ~ ? s 8 f ~ 1 , t h e ~ ~ l ~ s i n t h e h8X. #m ~ h e d d h t b d t 0 ~ 4 h & t B atrim- the turn, then It wid ha w tWm abm the and m i d h w continued to mu3 noma& lnla Iisx m 3 . CrasMfis WOk t kt en@r a hex horhntatiy at ar b b w tlw elevation be l of t he mi n l nthshexamconsl detwdtoh~l hn into - - the slde of that tmh &rld cmshed. - VrOLs take damae from crashing on wh-r side A V r O L s t r r r t s t t s ~ l l a n d e d ~ a W Impeded the terrain. The darn* is equal to the number of hexas that the VTOL moved in that turn times Its torin*, 2 ~ s r l d e ~ # ~ h U ~ 9 ~ x e s ~ . I f c o s t s t A B V r O L d W by 10 (mndad up). Group the d ma e into W r r t i 3 M P t o t f s e h p ~ l n t h . ~ I U . m ~ ~ clusters, In the s m way as fw U?M damage. lhe a M n g W M H , ~ M P ~ O ~ ~ O ~ I W W M , and3MPb p f w then rolls once on the VTOL HR bxtM Table k r each cluster of damage. If the VTOL Is still funetlonal alter taking damage from tiPe d, and R can nmal l y land In tki temdn of the hex In which It washed, the VTOL Is consbred to have landed In the hex and can mow as nomtal In tk &turn. Otherwtse, the VTOL is considered destmyxl. Them L may not attack in the turn that It crashes. Explodorw: If a mOL takes internal structure damage from a crash to any laation exwpt the rotors, It will explode as dascrlkd in WOL Bphims, p. 58. . .> Submarines Regardless of the depth, a submarine expends only P MP to enter a Water hex. A submarine can move vertically at a oost of 1 MP per depth level that It ascends or descends. A submarine can move any number of levels up and down at crulslng speed In a single Water hex as long as it has sufficient MP. A submarine cannot descend to a depth greater than that of its hex or ascend above the surface of the water (Level 0). In order to move horizontally or change facing, the submarine must be at a vertical depth level that is higher than the depth level of the hex it accuplss-- in other words, R cannot move along the bottom. If a submarine is at the depth of the hex it occupies and/or enters, i t is consid ered to be resting on the bottom. The depth of each submarine must be recorded on its record sheet at the end of the Movement Phase. GROUND VEHICLE HIT LPCATION TABLE NAVAL MOVEMENT ? Naval mwement includes movement on and below the water's surface. Surface naval vessels may only move through Depth 1 or deeper Water hexes, at a cost of 1 MP per hex i ! entered, regardless of depth. Unlike other units, naval vessels moving on the surface can use flank speed in Depth 1 or deeper water. For line of sight purposes, a surface vessel is at Level o i (on the surface of the water). I Hovewmfk Treat hovercraft moving over water like surface vessels. FrontJRear Armor (critical) Armor1 Armor? Amwi3 Armor Armor Armor Armor Turret Armor Turret Armor4 Turret Armor (critical) Slde Armor (critical) Armor1 Armor2 Armor2 Armor Armor Armor Armor3 Turret Armor Turret Ar mof l Armor (critical) Nds: If there is no turret, l hen all turret hits become normal armor hlts. A back, axle, or Irft fan has been destroyed; the unit cannoZ move for t he rest of the game. If a hovercraft suffers this h~t while over Depth 1 or deeper water, rt sinks and is destroyed. A drive, wheel, or air-skirt has been damaged; -1 Cruising MP for the rest of the game. 3 If the vehicle is a hovercraft, an air-skirt has been damaged; -1 Cruising MP for the rest of the game. If not a hovercraft, no addit~onal effect. 4The turret locks in its current position and cannot be moved for the rest of the game; it can only fire out of its current arc. If there i s no turret, no additional effect. * A result of 2 or 12 may inf ~ c t a critical hit. Apply darnage t o the armor in that section in the normal manner, but the a3acking player also rolts once on the Determining Critical Hlts Table, p. 35. FmRt Vehkles use the standard rules for flrlng arcs, multiple targets and Whit madlflers. VeQlides use slightly different rules for t k l q damage. The dl-rn shows the Front, Side and Rear attack directions for all vehlcles. Vehlcks take hits to only four or five Eeons: Front, Right Side, Left Slde, Rear, and Turret w Rotor (If applicable). When a vehlcle takes a hit. roll 2D6 and consult the Hlt Location Table for that type of vefilck to determine the locatlon that took damage, using the appropriate column based on the attack dlrectbn. Other results may also apply, as noted on the table. Unlike attacks on Battleblechs, an attack against a vehicle a m htts the side from which the attack came, or the turret. Far example, a result of M against a vehicle's dght side wllt hit the RmtSide armor, w internal structure If all the armor In that location has h n destrow. A wuR of 1&22 would hlt the turret, If then Is m. &OMPAT OROUtUlD VEHICLE Cl=llT lCAL HITS TABLE Dle Roll (1D6) ResJt 1. Crcw Stunned (Fao actions for the rest of this turn and 2 more turns) 2 Main Weapon Jams (No ftre from largest systcrn for 1 turn: 3 Er~gine Hit (No movement for rest of game: if a hovercraft suffers t h ~ s hrt whilc over Depth 1 or dceper water. :t sinks and i s destroyed.) 4 Crew Xllled (Vehicle out of game) 5 Fuel Tank Hi t !Vek~icle explodes) 6 Ammo/Power Plant Hit {Veh~cle explodes) Naval unlts use all standard vehlcles rules, but they underwater operations and &he use qf tomdoes are descri have unlque HR tocation and CWcal HR tables. Submarine In Underwdtw Opmfims, p. 88 in SpWd Case Rules. 58 , Hm#o W~ Me c h s mi veMcl quad welghs 4 tons. Do no2 reduce these w a g e s m- m and Pnalntain. there I that have suffered casuattles, -FlmpeMw can be thrown, bW&M&ty u n b rarely last long -Inst BmleWchs. but m s m W n w s Inflict enough d a me to turn the tide d To mum a vehicle during a turn, an Infamy untt must m, wd-wme a ssrlcws threat In confined areas such -- _ start its Movement Phage in the same hex as the vahicie. wmb and wban zones. --,l-The vehicle must spend 1 MP to mount the Infantry unit. BattleTech provides rubs for fow types of infantty: foot, Mounted infantry may not fke weapons. motorized, jump Wantry and battle m Infantry. If the vehicle wqing Infantry explodes during combat, all - The Infantry Units Tab& Ulustrater the W s of avalleble - infantry units mounted in the vehicle are also de-. If a unlts, their W m m t Points, and the number of men h a fun - vehicle suffers a Crew Killed crftical hlt result, a H Infantry mount- ~ u n i t o f ~ t y p e . ed in the vehlde are kllled. If a Nonstandard baWe m o r W s vehkle suffers a Crew Stunned 1 we descrlhd h Wm Battle reedt, all Infantry mounted In Armor Vsn'ants and Inner Sphere the vehlcle are stunned and 8atbte Suits, -8 61 and 83, canm act or reamctlwb. move f m the vehicle until the - B& bghnkrg the game, the p@em should MI out the appropllate recarU sheet for unlt, lndicatlng #e unit's type, weapons, and other atatlstlcs. Use this record sheet t oCe pt EgCk of t he ~ 0 f m91 unft during the game. MOVEMENT Infantry have no faclng and can mow in any M o n unless blocked by impassable ternin. henerd, mfantfymustpwthe same MowemmtPoint cmts as other units. Hwwer , Infantry w~mdonl y1MPtowvteror Ieae buildings, and they may dimb up M o r stabs d W hgstoreachdifeerbntWata ~ d o f l ~ ~ ~ . ~ Y W Foot tnfantry Rifle: =hick's crew has reoovered. Infantry mounted in vehtdes that am destroyed without explcdlng may move and fire nomwy in the turn after the vehlcle was destroyed. St aokl e A mounted infantry unit does not count toward stacklng limits. illsamuntlHg An infantry unit may dismount a vehicle only at the end of that vehicle's m m n t . A vehicle must spend 1 MP to dismount an infantry unit. The unit dlsrnountg in the same hex as the mrrytng vehicle and may not move or ntzrke atlacks in the ttnn it dismounts. m k s made %ahst the dismounted Infamy magr-not mause Im . - mlt mmde as if the unit had . -;. ..:. . . - ., Depth 1 or &wr water md may only cllmb 1 elwertim 1 . h&ed 0 h k s , raUm than the mw mn t of the canying unit. - :-:,:: per k.- Jump- infamy and jarmpcwabre be8-W armor nma p r -: - ' -MECHANEED I SA~ LE ARMOR the ]wing for BBttlBMech$j with the eJcce(rtM that - Battle armor unlts train to work closely wtth OmniMechc In combat. Each OmniMech torso features handholds that ,. -. ,