What is Battletech?

In short Battletech is a game of war in the 31st century, where the best of the best choose to fight inside Mechs. Giant Robots strapped with weaponry and armour, different sizes, speeds and roles all depending on their clan, planet and mission. The best of these is the clan warrior who can be seen picking off his opponents with his superior skills in honour bound duels on the battlefield. The world is vast and there is infantry, tanks, air fighters. Even abhorrent technologies like biological weapons strong enough to wipe out whole planets, the Galaxy is laden with cretins and their cowardice does not exclude them from mans most destructive vice... ambition.

It is up to the best to lead by example and crush the dishonourable rabble.

Battletech has been a mainstay in the shop for over 30 years.

Limerick city has long been seen as a cultural home of Battletech, drawing international visitors or in this years case international challengers! We are also proud to be host of the Irish Nationals & European Qualifier, with the winner being crowned the Battletech champion for Ireland. We also have Sunday's "Walls of Jericho"  knock-out Tournament to see what our pilots can do with pre-made & painted Mechs  & a couple of centuries of design & technology!

Keep an eye on the pre-event chat; challenges & info on the Facebook Official Catalyst Event group pages

The link is: https://www.facebook.com/events/1229169033778957/

 

Battletech Irish Nationals

& European Qualifier

Saturday 24th June

Entry: €35 inclusive of weekend pass

Pre-registration is preferred but on the day registration will be available from 09.30.

  • Open Draw - 10.30 - 10.50
  • Round 1       - 11.00 - 12.30 Light/Medium
  • Round 2       - 13.00 - 14.30 Medium/Heavy
  • Round 3       - 15.00 - 16.30 Heavy/Assault
  • Round 4       - 17.00 - 18.30 Capellan Crusades

Based on feedback collated from you, the players, we have gone with Mech Pre-Selection options for this year's Event & increased the rounds up to 4.

All Mech sheets will be provided for the players,providing you register your choices in advance & a number of copies will be made available for players on the day.

Mech Selection Time for the Nationals!

Mech Name (Gunnery/Pilot Scores)

As before you select one pair to play in each round.

Contact: Martin Sweeney - martin.sweeney@bt.com

 

IS - Light & Medium (3025)

IRC-1S Icarus II (3,3)  WSP-1A Wasp (3,3)

SHD-2H Shadow Hawk (3,4) WSP-1A Wasp (3,4)

IRC-1S Icarus II (4,5) VLK-QA Valkyrie (3,3)

SHD-2H Shadow Hawk (4,4) VLK-QA Valkyrie (4,5)

IRC-1S Icarus II (3,4) THE-S Thorn (3,3)

SHD-2H Shadow Hawk (4,5) THE-S Thorn (2,3) 

 

Advanced IS - Medium & Heavy (3145)

GLT-1O Gauntlet (3,4) LI-O Vandal (4,5)

SRTH-1O Sarath (4,5) LI-O Vandal (3,3)

CN11-OC Centurion (3,4) LI-O Vandal (4,4)

GLT-1O Gauntlet (4,3)UAE-7R Uraeus (4,4)

SRTH-1O Sarath (3,5) UAE-7R Uraeus (4,2)

CN11-OC Centurion (3,5) UAE-7R Uraeus (3,4)

 

Clan -Heavy & Assault (3145)

Cave Lion (3,5) Tomahawk II Prime (4,5)

Loki Mk II A (4,3) Tomahawk II Prime (3,5)

Thor II C (4,3) Tomahawk II Prime (4,4)

Cave Lion (4,5) Shrike 2 (4,2)

Loki Mk II A (3,4) Shrike 2 (3,4)

Thor II C (3,4) Shrike 2 (4,3)

 

Advanced IS - Heavy and Assault (3067)

Y-H9G Yu Huang (3,5) MAD-5L Marauder (3,3)

Y-H9G Yu Huang (3,4) LHU-3C Lao Hu (3,2)

Y-H9G Yu Huang (3,2) TSG-9H Ti Ts'ang (3,4)

EMP-6L Emperor (4,3) MAD-5L Marauder (4,4)

EMP-6L Emperor (3,3) LHU-3C Lao Hu (4,5)

EMP-6L Emperor (4,4) TSG-9H Ti Ts'ang (3,3)

 

For the advanced tech rounds we always look to throw in some new stuff to keep you all learning and on your toes :)

This year will see Stealth Armour and Spikes thrown into the mix so best get reading.

 

Conclave 2017 – Weapons and Equipment Guide.

General Battlemech equipment:

Laser Reflective Armour

  • Laser Reflective Armor reduces all damage and heat effects from flamers, lasers, PPCs, plasma weapons by half (rounded down, to a minimum of 1 point of damage and/or heat;
  • Because the Armor is more brittle than usual, however, damage from falls, physical attacks, and moving through building walls is doubled against locations protected by it. In addition, damage from area effect weapons (such as artillery) is doubled against locations protected by Laser Reflective Armor. 
  • Against all other weapon types, Laser Reflective Armor behaves normally.
  • Excess damage beyond the Armor’s capacity affects internal structure or structural integrity per the normal rules for the location’s structure type.


Stealth Armour System

  • A ’Mech with the stealth armour system must also mount an ECM suite. When the stealth armour system is not engaged, the ECM suite functions normally. When the stealth armour system is engaged, the ECM does not function, but the ’Mech suffers effects as if in the radius of an enemy ECM suite (see p. 134). If the ECM suite is destroyed, the stealth armour system cannot function.
  • A ’Mech may start the game with the system engaged; this must be indicated on the ’Mech’s record sheet. Stealth armour may be turned on or off during the End Phase of any turn.
  • While the system is engaged, attacks against a unit equipped with stealth armour receive additional to-hit modifiers of +1 at medium range and +2 at long range.
  •  In addition, a ’Mech with its stealth armour system engaged cannot be attacked as a secondary target (see Multiple Targets Modifier, p. 109).
  • Finally, while engaged, the stealth armour system generates 10 heat points per turn.


TSM (TRIPLE-STRENGTH MYOMER)

  • Triple-strength myomer provides a benefit only when a BattleMech is running hot. If a BattleMech is equipped with triple-strength myomer, for each turn that it ends with a heat level of 9 or higher, the following effects take place the next turn; apply other modifiers that decrease movement, such as heat and damage, normally.
  • Increase ’Mech’s Walking MP by 2 and recalculate its Running MP; multiply the new Walking MP by 1.5, rounding up. Triple-strength myomer does not affect Jumping MP.
  • Double the damage for punch, kick and club/hatchet or sword attacks.  No bonus for spikes or charging other than the movement modifier.
  • Critical Hits: Critical hits against slots containing triple strength myomer have no effect and are re-rolled.

 

Light Fusion Engine

  • Designed to mimic the compact profile and light weight of Clan-tech XL Engines, the Light Fusion Engine weighs only 75% of a standard Fusion Engine. While not as dramatic as the 50% weight saving of an XL Engine, the real benefit of the Light Fusion Engine is that while it intrudes into the side torsos of a BattleMech, it takes up the same amount of space as a Clan extra-light engine, allowing a Light Fusion Engine equipped 'Mech to survive the destruction of a side-torso that would cripple an Inner Sphere XL engine equipped 'Mech.
     

Advanced Tactical Missile (ATM) Launcher

  • Advanced Fire Control: ATMs have an integral Artemis IV system. This integral Artemis performs exactly as its standard counterpart (i.e., adds +2 to its Cluster Hits Table roll; shots fired into or through an enemy ECM field lose this bonus), and requires no extra critical slots or tonnage.
  • Special Munitions: ATMs may only use Standard, Extended Ranged (ER), and High Explosive (HE) ATM munitions. These have no special rules, only varying range and damage values. All three munition types benefit from the launcher’s Artemis effect. Each requires its own ammo bin. Regardless of the munition type used, damage from ATM hits is divided into 5-point damage groupings.
     

Angel ECM Suite

  • The Angel ECM Suite represents a great advance in ECM technology from the standard Guardian model and completely blocks Artemis IV, Artemis V, Beagle Active Probes, Streak and Narc Missile Launchers/Beacons. Streak missiles may be fired but function as standard missiles.


Improved Heavy Laser

  • Game Rules: Improved heavy lasers do not suffer the usual +1 Target Number modifier for standard heavy lasers. However, treat a critical hit to an improved heavy laser as an ammunition explosion, with the small improved heavy laser causing a 3-point explosion, the medium causing a 5-point explosion, and the large causing an 8-point explosion.


Partial Wing

  • Designed for use with BattleMechs the Partial Wing adds +2 Jump MP, and –3 heat per turn in Standard atmosphere. It occupies three critical spaces in each side torso.

Hyper Assault Gauss Rifle (HAG)

  • Game Rules: When a hyper-assault Gauss rifle, or HAG, hits its target, roll on the appropriate Cluster Hits column, but apply a +2 modifier to this roll at short range and a –2 modifier at long range. Treat a result of less than 2 as 2, and a result of greater than 12 as 12.
  • When firing a HAG, its controller can choose to make a Flak attack. This means the attack gains the Flak type, in addition to the weapon’s normal types, and cannot benefit from a targeting computer.
  • Critical Hit: A critical hit on a hyper-assault Gauss rifle results in an ammunition explosion, with the HAG-30 delivering a 15-point explosion.

 

Case II

  • Game Rules: All rules references to CASE apply equally to CASE II, unless that reference or the rules below indicate otherwise.
  • When ammunition protected by CASE II explodes (including any ammunition-like explosions, such as critical hits to Gauss weapons), only 1 point of internal damage is inflicted to the location (with the normal chance of critical effects), while any remaining damage is applied to the location’s rear armour (if any). If the location is a limb, remove all remaining armour in the location, or half the location’s total original armour, whichever is less. Any remaining damage from the explosion does not transfer after that.
  • Furthermore, for any critical hits resulting from an ammunition explosion vented by CASE II, the controlling player rolls 2D6 again for each one, and disregards the critical effects on a result of 8+. Otherwise, the critical hit applies as normal. However, CASE II does not protect against the pilot damage from ammo explosions.
  • If a ’Mech is equipped with a small cockpit and carries ammunition in its head protected by CASE II, an ammunition explosion causes one point of internal structure damage. Then, half of the starting head armour (rounding up) is destroyed (e.g. if a ’Mech was designed with 9 points of head armour then it will always lose 5 points of head armour, even if the head only had 6 points remaining at the time of the explosion). No damage is transferred.
  • Critical Hit: CASE II critical hits have no effect and must be re-rolled.


Coolant Pod

  • Game Rules: Though a ’Mech may mount multiple coolant pods, only one may be triggered per turn, at the start of the ’Mech’s Heat Phase. A coolant pod increases the cooling capacity of all of the ’Mech’s active heat sinks by 1 point each (regardless of heat sink type).
  • Critical Hit: A critical hit on a coolant pod results in a 10-point ammunition explosion.

 

Shutting Off Heat Sinks:

  • A MechWarrior may actually wish their ’Mech to build up heat, particularly if it is equipped with triple strength myomer (TSM). To this end, a player may shut off or turn on as many heat sinks as desired during the End Phase of any turn. Shut-off heat sinks dissipate no heat in the following Heat Phase, and may only be switched back on during a subsequent End Phase.

 

The Uraeus UAE-7R Battlemech Guide

Bombast Laser

  • The Bombast Laser may select the level of damage it inflicts, from 7 to 12 points, but suffers an additional to-hit modifier equal to half of the desired damage value minus 7 (rounded up), reflecting the fire-holding factor. The Bombast Laser’s heat is equal to the points of damage selected that turn. Bombast Lasers may not be fired on secondary targets. In all other respects, Bombast Lasers function per standard direct-fire energy weapon rules.

12 Points +3 [12 damage – 7 = 5; 5 ÷ 2 = 2.5, round up to 3]
11 Points +2 [11 damage – 7 = 4; 4 ÷ 2 = 2]
10 Points +2 [10 damage – 7 = 3; 3 ÷ 2 = 1.5, round up to 2]
9 Points +1   [9 damage – 7 = 2; 2 ÷ 2 = 2]
8 Points +1   [8 damage – 7 = 1; 1 ÷ 2 = 0.5, round up to 1]
7 Points - no modifier

Shoulder Turret

  • Weapons assigned to these turrets—which must be clearly noted on the unit’s record sheet—may be rotated to any desired facing in accordance with the rules for vehicle turrets. (See below)


TURRET ROTATION
As part of each unit’s weapon attack declaration, players can rotate the turrets of any turreted Mech/Vehicle. Turret-mounted weapons can be positioned to fire through any hex side, per the Torso/Turret Twist rules. This twist or rotation lasts for the remainder of the turn, affecting firing arcs for the Weapon Attack and Physical Attack phases. The turret returns to its forward position in the End Phase (unless the turret jams).  All BattleMech Turrets have a critical slot representing the turret mechanism itself. If this slot sustains a critical hit, the turret is locked in the facing it had during the turn in which the critical hit occurred, and remains in that facing until repaired.
 
* In the case of shoulder turrets, the turret may not fire through either of the ’Mech’s opposite-side hex sides (as doing so would essentially be fi ring through the unit’s own head).

Vibroblade

  • Vibroblade weapons deliver attacks in the same fashion—and with the same modifiers—as a sword (-2 to Hit and Dmg = 1/per 10 tons +1), but when a vibrosword attack is delivered, the Attacker must declare whether the weapon is activated or deactivated.
  • When active, Vibroblades generate heat (regardless of whether or not the attack succeeds) and deliver the same damage (regardless of the wielder’s size, use of special myomers, or actuator damage). 10 points damage for the Uraeus.
  • When deactivated, a Vibroblade delivers damage equal to 1 plus the ’Mech’s tonnage divided by 10 (rounding up to the nearest whole number) and TSM and/or actuator damage modify the damage dealt by unpowered Vibroblade as normal for their rules.   9 points basic damage for the Uraeus.
  • Any hit to the Vibroblade’s critical slots disables the blade and renders it useless.

 

The Sarath SRTH-10 Battlemech Guide

Quad Turret

  • Weapons assigned to these turrets—which must be clearly noted on the unit’s record sheet—may be rotated to any desired facing in accordance with the rules for vehicle turrets. (See below)

QUAD TURRET ROTATION
As part of each unit’s weapon attack declaration, players can rotate the turrets of any turreted Mech/Vehicle. Turret-mounted weapons can be positioned to fire through any hex side, per the Torso/Turret Twist rules. This twist or rotation lasts for the remainder of the turn, affecting firing arcs for the Weapon Attack and Physical Attack phases. The turret returns to its forward position in the End Phase (unless the turret jams).  All BattleMech Turrets have a critical slot representing the turret mechanism itself. If this slot sustains a critical hit, the turret is locked in the facing it had during the turn in which the critical hit occurred, and remains in that facing until repaired.

Spikes

  • Defensively, a cluster of spikes reduces the damage from any successful physical attacks against a spiked location by 4 points (to a minimum of 1) that an Attacker would otherwise inflict; if that location is also protected by Ferro-Lamellor Armor (see p. 279), the damage reduction from the spikes is applied first, then the damage reduction from the Ferro-Lamellor Armor is applied.. In addition, the attacker suffers 2 points of damage (divided equally) to the body location(s) that delivered the attack (centre torso for a ’Mech charge; the appropriate arm for a single-armed punch; the appropriate leg for a kick; both legs for Death From Above; both arms for a push), unless the attack was delivered using a club or other physical attack weapon (like a hatchet).
  • Offensively, an attacking ’Mech mounting spikes in torso locations may increase the damage inflicted on its opponent during a Charge Attack by declaring such intent before making the to-hit roll. A successful charge with spikes used in this fashion adds 2 points of damage for every torso cluster of spikes the attacking unit has, and absorbs 4 points of damage as normal for any damage groups the Attacker sustains to a spike-protected location.
  • The Attacker must also roll 2D6 each time a location with spikes suffers damage. On a result of 9 or higher, the cluster suffers a critical hit and is destroyed.


Lateral Shift – Special Movement

  • A quad ’Mech with all four legs intact may move laterally (sideways) without changing its facing. A quad ’Mech making a lateral shift moves into an adjacent hex that is not directly to its front or rear, while retaining its facing.
  • A lateral shift costs 1 Movement Point in addition to the cost to move into the target hex. A backward lateral shift is considered backward movement; only Walking MP may be spent to perform a backward lateral shift.

Piloting. Movement and Leg Destruction

  • A four-legged ’Mech adds a –2 modifier to all Piloting Skill Rolls made to avoid falls, as long as none of its four legs are destroyed.  Quad ’Mechs cannot torso twist.


Dropping to the Ground and Standing Up

  • A ’Mech may choose to drop to the ground if it did not using jumping movement that turn. This action creates no additional heat, causes no falling damage, and costs 1 MP. The ’Mech drops face down with the same facing it had while standing and is thereafter prone.
  • If a quad ’Mech falls down or drops to the ground, the player need not make a Piloting Skill Roll to stand unless one or more legs have been destroyed. Usual MP cost and heat generation apply.
  • Heat: Each attempt to stand creates 1 point of heat, in addition to the standard heat for movement.


Firing While Prone

  • Provided it still has all four legs, and has taken no critical hits to any hip actuator, a prone quad ’Mech fires as though it were standing (the +2 modifier for firing when down does not apply, and it may fire leg-mounted weapons).


Kick Attacks

  • A quad ’Mech can kick into its rear arc (provided the hip actuators of both legs used in the kick are undamaged), but cannot kick into the front and rear arc in the same turn. Resolve the kick exactly like a standard kick, but with an additional +1 modifier to the Target Number.

Leg Destruction

  • Hip Critical Damage: A quad ’Mech with at least one hip critical hit loses its ability to ignore the Target Number modifier for firing while prone (see p. 30). Four hip critical hits reduce its MP to 0 (but it is still not considered immobile).
  • One destroyed leg: Immediately falls and loses all movement and combat bonuses gained from being four-legged: it can no longer make lateral shifts, it loses its –2 modifier to Piloting Skill Rolls, it must make a successful PSR to stand after falling, and it suffers a +2 modifier to Target Numbers for firing when prone. In addition, a –1 MP penalty replaces any penalties associated with damaged leg actuators in the destroyed leg. If the ’Mech jumps, it still must make the usual PSR required for jumping and missing a leg, with a +5 modifier.
  • Two destroyed legs: Functions with the same restrictions described for a biped ’Mech that has lost one leg in that it immediately falls, has only 1 MP, and so on.
  • A prone quad ’Mech with only two legs may still attempt to stand. However, it may only make one attempt per turn. This attempt to stand is always considered running, and can still be made even though a ’Mech with one leg can normally only walk.
  • As an exception to the normal rules, only one Piloting Skill Roll is ever made for this attempt, regardless of the number of PSRs that might be required by the action. All modifiers to this PSR are still cumulative, however.
  • Three destroyed legs: Functions with the same restrictions for a biped ’Mech that has lost both legs: it immediately falls, has only 0 MP, and so on.
  • Four destroyed legs: Automatically falls (if not already prone) and is immobile (see p. 18).

The Centurion CN11-OC Battlemech Guide

Plasma Rifle

  • In addition to its standard Damage of 10 points, a plasma rifle delivers 1D6 points of heat to the target ’Mech
  • If a location containing plasma weapon ammunition takes a critical hit, the ammo does not explode, but the hit destroys the ammo-feed mechanism, rendering the rest of the ammunition in that slot useless. (A critical hit against the plasma weapon does not cause the weapon to explode.)

Heat: Excess heat does not cause a plasma weapon or its ammunition to explode.

Underwater Operations: Plasma weapons cannot be fired underwater.

Woods and Buildings: Once the Damage Value of a plasma weapon has been determined for an attack, double the damage it inflicts against a woods or building hex.

Guardian ECM Suite

  • An ECM suite has an effect radius of six hexes that creates a “bubble” around the carrying unit. The ECM’s disruptive abilities affect all enemy units inside this bubble, as well as any line of sight traced through the bubble. It has no effect on units friendly to the unit carrying the ECM.
  • Within its effect radius, an ECM suite has the following effects on the following systems.
  • The ECM suite does not affect other scanning and targeting devices, such as TAG and targeting computers.
  • Active Probe: Active probes cannot penetrate the ECM’s area of effect. The probing unit would notice that it is being jammed, however.
  • Artemis IV FCS: ECM blocks the effects of Artemis IV fire control systems. Artemis-equipped launchers may be fired as normal missiles through the ECM, but they lose the Cluster Hits Table bonus.


Artemis IV Launcher

  • Add +2 to the die roll when rolling on the Cluster Hits Table for attacks by standard LRM/SRM launchers, as well as MML launchers, using this system and firing Artemis-equipped missiles.
  • Special Munitions: Artemis IV cannot be used with Streak SRM or Narc missile beacon munitions. It can be used with any other kind of special munitions, but those munitions do not gain any benefits from the Artemis IV. The system may be used with one-shot (OS) missile packs.
  • Critical Hits: If the Artemis system assigned to a specific launcher is destroyed, the missile launcher can still be fired as a normal launcher.
  • LRM Indirect Fire: The Artemis system has no effect on LRM missiles fired indirectly.

THE Vandal LI-O Battlemech Guide – Advanced Tech

VSP Laser

  • In game play, Variable Pulse Lasers function as pulse lasers (and are compatible with targeting computers in the same fashion) in every way, except that the to-hit modifier and damage value changes depending upon the range bracket. At short range, VSP Lasers receive a –3 to-hit modifier and their maximum damage value, while at medium range, they receive a –2 to-hit modifier and reduced damage. At long range, a VSP Laser has a –1 to-hit modifier and delivers its lowest potential damage to the target.

Supercharger

  • Operating similarly to MASC, when a player first activates a supercharger, they roll 2D6. On a result of 3+, the supercharger operates normally, allowing the unit to move at twice its Cruising or Walking MP speed (adjusted for modifiers such as damaged leg actuators, etc.) for that turn. It follows the same rules to operate as MASC (see pp. 137, TW), with the following exceptions:
  • On a failed Supercharger activation roll, the player rolls on the Determining Critical Hits Table (p. 124, TW) to determine the number of critical hits that results. For ’Mechs, any such hits are applied to the upper-most undamaged critical slot(s) in the centre torso.
  • Regardless of whether or not engine damage occurs, a failed Supercharger activation roll destroys the Supercharger system and the unit may not use it for the remainder of the scenario; the equipment slot is considered destroyed.
  • A ’Mech may combine a Supercharger with MASC. If both are used in the same round, the controlling player must make separate activation rolls for each. If successful, the unit receives a Running MP equal to 2.5 times its Walking MP (rounded up).
  • A ’Mech may combine a Supercharger with Triple-Strength Myomer. If both are used in the same round, the Triple Strength Myomer modifier is added to the Supercharger-modified speed.

Torso Mounted Cockpit

  • Game Rules: Apply a +1 modifier to all Piloting Skill Rolls.
  • A MechWarrior using a torso-mounted cockpit receives no pilot damage from hits to the torso area where the cockpit is placed, though ammunition explosions, excess heat, falling damage, and cockpit destruction affect the warrior as normal. It is impossible to eject from a torso-mounted cockpit.
  • A ’Mech using this system may survive 2 sensor critical hits and still perform weapon attacks. Instead of the standard modifiers from sensor damage, the first sensor hit incurs a +2 Target Number modifier to all weapon attacks, while the second increases this to a +4 modifier. If both sensor hits are in the head, the +4 modifier for the second sensor hit also applies to all Physical Attacks and Piloting Skill Rolls, as the ’Mech is effectively blinded. Three sensor hits (or more) completely blind a ’Mech with a torso-mounted cockpit, rendering all weapon attacks impossible and applying a +4 modifier to all Piloting Skill Rolls.
  • Finally, warriors using a torso-mounted cockpit suffer more severe heat effects in the event of life support damage. If a ’Mech with a torso-mounted cockpit takes a life support critical hit, the MechWarrior suffers 1 point of damage for every turn the ’Mech overheats by 1 to 14 points, and 2 points of damage at the end of every Heat Phase of every turn the ’Mech overheats by 15 points or more. This replaces the standard MechWarrior heat effects.
  • If the head of a ’Mech with a torso-mounted cockpit is destroyed, excess damage does not transfer to other locations, and further strikes to the head have their location re-rolled.

Angel ECM Suite

  • The Angel ECM Suite represents a great advance in ECM technology from the standard Guardian model and completely blocks Artemis IV, Artemis V, Beagle Active Probes, Streak and Narc Missile Launchers/Beacons. Streak missiles may be fired but function as standard missiles.

Rotary Autocannon - Rapid-fire weapon

  • Capable of firing up to six shots in a single turn, when fired using the rapid-fire option, the weapon consumes ammo and creates heat equal to the shots fired, times the single-shot ammo/heat costs.
  • Firing more than a single shot in a single turn may result in a weapon jam, the shots are still fired, however. When firing two or three shots, if the to-hit roll result is a 2, the weapon is jams; for every two additional shots fired, add 1 to that number. Four to Five shots the jamming occurs on a to-hit result of 3. Six shots the jamming occurs on a to-hit result of 4.
  • A player wishing to clear a jammed a rotary must declare in the End Phase of any turn that he or she will attempt to clear the weapon in the next turn. During the turn in which the player is attempting to clear the weapon, the unit that suffered the jam must stand still or expend Walking/Cruising MP (the unit may not run/flank or jump). The unit also cannot make weapon attacks (including TAG attacks or spotting for indirect LRM fire, though all other electronics, such as C3 and Guardian ECM suites, operate normally).
  • At the end of the Weapon Attack Phase, the player controlling the unit should make a Gunnery Skill Roll with a +3 modifier. A successful roll indicates the weapon is cleared and can be used in successive turns; a failure means the jam is not cleared (though the player may attempt to clear the weapon in a subsequent turn). The player may attempt to clear a single weapon only once per turn, though he or she may try to clear multiple rotary autocannons in the same turn (making a Gunnery Skill Roll for each jammed weapon).
  • A rapid-fire weapon is only a cluster weapon, and so the attacker rolls on the 6 column of the Cluster Hits Table and each hit causes five points of damage rolled individually to determine location.
  • Rapid-fire weapons can use a targeting computer when making attacks, but cannot make an aimed shot if firing more than one shot in a turn.
  • Critical Hits: If a rotary autocannon suffers a critical hit while jammed, the hit causes an ammo explosion with a Damage Value equal to a single shot for the weapon.


Case II

  • Game Rules: All rules references to CASE apply equally to CASE II, unless that reference or the rules below indicate otherwise.
  • When ammunition protected by CASE II explodes (including any ammunition-like explosions, such as critical hits to Gauss weapons), only 1 point of internal damage is inflicted to the location (with the normal chance of critical effects), while any remaining damage is applied to the location’s rear armour (if any). If the location is a limb, remove all remaining armour in the location, or half the location’s total original armour, whichever is less. Any remaining damage from the explosion does not transfer after that.
  • Furthermore, for any critical hits resulting from an ammunition explosion vented by CASE II, the controlling player rolls 2D6 again for each one, and disregards the critical effects on a result of 8+. Otherwise, the critical hit applies as normal. However, CASE II does not protect against the pilot damage from ammo explosions.
  • If a ’Mech is equipped with a small cockpit and carries ammunition in its head protected by CASE II, an ammunition explosion causes one point of internal structure damage. Then, half of the starting head armour (rounding up) is destroyed (e.g. if a ’Mech was designed with 9 points of head armour then it will always lose 5 points of head armour, even if the head only had 6 points remaining at the time of the explosion). No damage is transferred.
  • Critical Hit: CASE II critical hits have no effect and must be re-rolled.

The Gauntlet GLT-1O Battlemech Guide

Thunderbolt 10

  • Thunderbolt Missile Launchers follow all the standard rules for LRMs in combat, including the ability to launch indirect LRM fi re (see p. 111-112, TW). However, unlike LRMs, Thunderbolt missiles do not roll on the Cluster Hits Table. They deliver their damage to a single location, rather than in clusters, and any Thunderbolt missile strike that occurs within the weapon’s minimum range delivers only half the missile’s rated damage, rounded down (as the missile’s warhead does not arm itself until after launch).
  • Anti-missile systems may engage an incoming Thunderbolt missile, using the standard rules for AMS versus a single missile weapon (see p. 129, TW).
  • Thunderbolt Missile Launchers only use standard Thunderbolt ammunition, and do not benefit from missile enhancement systems such as Artemis and Narc.

Myomer Acceleration Signal Circuitry (MASC)

  • Game Rules: A ’Mech with MASC can activate the system when it declares which movement mode it will use during the Movement Phase. If so, its controller immediately rolls 2D6 (before the ’Mech moves):
  • On a result of 3+, the ’Mech can run that turn at a speed equal to double its current Walking MP.
  • On a result of 2, the player automatically assigns one critical hit to each leg that has not yet been destroyed; the player does not roll on the Determining Critical Hits Table. This damage (and any Piloting Skill Rolls that result) is applied before the ’Mech moves.
  • Any speed reductions that occur apply immediately, with the controlling player recalculating the appropriate Walking MP and then doubling that new number to determine how many total MPs the ’Mech may expend that turn due to the MASC system activation.
  • The player must roll 2D6 every turn the ’Mech is using MASC to determine whether or the system delivers a critical hit to each leg. On the second consecutive turn of MASC use, a result of 4 or less inflicts a critical hit to each leg. A result of 6 or less inflicts a critical hit to each leg on the third consecutive turn, 10 or less on the fourth, and the fifth turn of MASC use, a critical hit is automatically assigned to each leg.
  • For each turn in which the system is not used, reduce the target number at which critical hits are assigned by one interval, but never below 3.
  • For example, a player using MASC for three consecutive turns needs a result of 7 or higher on the third turn to avoid inflicting critical damage. After an intervening turn of not using the system, the player needs a 5 or higher to avoid inflicting critical hits on the ’Mech’s legs. Two turns without using MASC reduces the threshold number to the original 3.
  • A ’Mech may combine MASC with a supercharger. If both are used in the same round, the controlling player must make separate activation rolls for each. If successful, the ’Mech receives a Running MP equal to 2.5 times its Walking MP (rounded up).
  • Critical Hit: If critical damage occurs to MASC during a Movement Phase as it is being used (for example, due to a fall), the MASC immediately stops functioning and the player must recalculate the ’Mech’s MP. If this recalculation results in the ’Mech having already expended more MP than it has available, its movement ends.

Supercharger

  • Operating similarly to MASC, when a player first activates a supercharger, they roll 2D6. On a result of 3+, the supercharger operates normally, allowing the unit to move at twice its Cruising or Walking MP speed (adjusted for modifiers such as damaged leg actuators, etc.) for that turn. It follows the same rules to operate as MASC (see pp. 137, TW), with the following exceptions:
  • On a failed Supercharger activation roll, the player rolls on the Determining Critical Hits Table (p. 124, TW) to determine the number of critical hits that results. For ’Mechs, any such hits are applied to the upper-most undamaged critical slot(s) in the centre torso.
  • Regardless of whether or not engine damage occurs, a failed Supercharger activation roll destroys the Supercharger system and the unit may not use it for the remainder of the scenario; the equipment slot is considered destroyed.
  • A ’Mech may combine a Supercharger with MASC. If both are used in the same round, the controlling player must make separate activation rolls for each. If successful, the unit receives a Running MP equal to 2.5 times its Walking MP (rounded up).
  • A ’Mech may combine a Supercharger with Triple-Strength Myomer. If both are used in the same round, the Triple Strength Myomer modifier is added to the Supercharger-modified speed.

 

As always you can see details for these mechs in the Tech Readouts and Record Sheets or for background and loadout info on www.sarna.net

 

 

Operation Jericho

- where the walls truly are ready to fall!

Sunday 25th June

Entry: €20 inclusive of Day Pass

  • Draw            - 10.30 - 10.50
  • Round 1       - 11.00 - 12.00
  • Round 2       - 12.15 - 13.15 
  • Round 3       - 13.30 - 14.30 

As with our usual Sunday format all players entering will have their tokens drawn at random which will allow them to pick a pre-painted mech (thanks as always to our host Garry Jackson & his team of volunteer painters) which you will use against a randomly determined opponent in the first round.

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You kill your opponent, you get to use his mech selection in the next rounds or stick with your own. 

 

Entry for both events: €50 inclusive of Weekend Pass