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<!DOCTYPE html>
<html lang='en-US' xml:lang='en-US'>
<head><title>Combat Vehicle Primer</title>
<meta charset='utf-8' />
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<nav class='TOC'><span class='sectionToc'><span class='TOC-number'>1</span><a href='introduction.html#introduction'>Introduction</a></span>
<span class='sectionToc'><span class='TOC-number'>2</span><a href='background.html#background'>Background</a></span>
<span class='sectionToc'><span class='TOC-number'>3</span><a href='force-construction.html#force-construction'>Force Construction</a></span>
<span class='sectionToc'><span class='TOC-number'>4</span><a href='force-management.html#force-management'>Force Management</a></span>
<span class='sectionToc'><span class='TOC-number'>5</span><a href='scenarios.html#scenarios'>Scenarios</a></span>
<span class='sectionToc'><span class='TOC-number'>6</span><a href='conversion.html#scenario-conversion'>Scenario
Conversion</a></span>
<span class='sectionToc'><span class='TOC-number'>7</span><a href='instant-action.html#instant-action'>Instant Action</a></span>
<span class='sectionToc'><span class='TOC-number'>8</span><a href='league-play.html#league-play'>League Play</a></span>
<span class='sectionToc'><span class='TOC-number'>9</span><a href='event-play.html#event-play'>Event Play</a></span>
<span class='sectionToc'><span class='TOC-number'>10</span><a href='short-story.html#renorsal-reversal'>Renorsal Reversal</a></span>
<span class='sectionToc'><span class='TOC-number'>11</span><a href='outworlds-wastes-map.html#_24'>Outworlds
Wastes Maps</a></span>
<span class='sectionToc'><span class='TOC-number'>12</span><a href='sample-tracking.html#sample-tracking'>Sample Tracking</a></span>
<span class='sectionToc'><span class='TOC-number'>13</span><a href='sample-tracking-event.html#sample-event-tracking'>Sample Event Tracking</a></span>
<span class='sectionToc'><span class='TOC-number'>14</span><a href='sample-forces.html#sample-forces1'>Sample Forces</a></span>
<span class='sectionToc'><span class='TOC-number'>15</span><a href='bv-adjustments.html#force-bv-adjustments'>Force
BV Adjustments</a></span>
<span class='sectionToc'><span class='TOC-number'>16</span><a href='#combat-vehicle-primer'>Combat Vehicle Primer</a></span>
<span class='sectionToc'><span class='TOC-number'>17</span><a href='references.html#references'>References</a></span>
<span class='sectionToc'><span class='TOC-number'>18</span><a href='downloads.html#downloads'>Downloads</a></span>
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<h3 class='sectionHead' id='combat-vehicle-primer'><span class='titlemark'>16 </span> <a id='x17-8900016'></a>Combat Vehicle Primer</h3>
<div class='sectionTOCS'>
</div>
<p class='noindent'> The <span class='ecti-1000'>BattleTech: Total Warfare </span>rules for Combat Vehicles are similar to the rules for ’Mechs, with a few important
differences. Many of these differences are listed below, with page numbers from <span class='ecti-1000'>BattleTech: Total Warfare </span>for
reference.
</p>
<ul class='itemize1'>
<li class='itemize'>
<p class='noindent'><span class='ecbx-1000'>General</span>:
</p>
<ul class='itemize2'>
<li class='itemize'>Combat Vehicles are only 1 level high (see p. 99, <span class='ecti-1000'>TW </span>).
</li></ul>
</li>
<li class='itemize'>
<p class='noindent'><span class='ecbx-1000'>Movement Phase</span>:
</p>
<ul class='itemize2'>
<li class='itemize'>Combat Vehicles have additional prohibited terrain types (see p. 52, <span class='ecti-1000'>TW </span>).
</li>
<li class='itemize'>Ground vehicles require 2 MP to change level and may only change 1 level at a time (see p. 49, <span class='ecti-1000'>TW </span>).
</li>
<li class='itemize'>Ground vehicles receive one additional 1 MP when traveling on pavement for the entire Movement Phase
(see p. 61, <span class='ecti-1000'>TW </span>).
</li>
<li class='itemize'>WiGE, VTOL, and Hover Vehicles may sideslip when turning at flank speed (running) (see p. 67, <span class='ecti-1000'>TW </span>).
</li></ul>
</li>
<li class='itemize'>
<p class='noindent'><span class='ecbx-1000'>Attack Phases</span>:
</p>
<ul class='itemize2'>
<li class='itemize'>Combat Vehicles with turrets can select the firing arc for the turret (see p. 104 <span class='ecti-1000'>TW </span>).
</li>
<li class='itemize'>Combat Vehicles have different damage hit location zones and hit location tables (see p. 192-196, <span class='ecti-1000'>TW </span>).
</li>
<li class='itemize'>Combat Vehicle damage may cause motive system damage which can slow or immobilize the vehicle (see
p. 193, <span class='ecti-1000'>TW </span>).
</li>
<li class='itemize'>Combat Vehicle critical damage is resolved by rolling 2D6 and consulting the critical hit table for the
vehicle; there is no roll for the number of critical hits (see p. 194-196, <span class='ecti-1000'>TW </span>).
</li>
<li class='itemize'>Combat Vehicles are destroyed if all internal structure in one location is destroyed or if the critical damage
results in destruction (see p. 128, <span class='ecti-1000'>TW </span>).
</li></ul>
</li>
<li class='itemize'>Many of Combat Vehicle tables can be printed directly on the Combat Vehicle record sheet in <a href='https://megamek.org'>MegaMekLab</a>. It is
recommended to verify the tables printed on record sheets against <span class='ecti-1000'>BattleTech: Total Warfare </span>and any applicable
errata.
</li></ul>
<p class='noindent'>
</p><nav class='crosslinks-bottom'>[<a href='bv-adjustments.html'>Last Section</a>][<a href='index.html#combat-vehicle-primer.html'>Home</a>][<a href='references.html'>Next Section</a>]</nav> </main>
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