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2. ALCANCE

2.2. Fase II.- Trabajos de campo

2.2.7. ENSAYOS DE LABORATORIO

Distance Range

Up to 6” Short

Over 6” and up to 24” Medium

Over 24” and up to 42” Long

to-hitrolldiagram •

F

1” DEPTH WATER 4” DEPTH WATER 2” HILL 4” HILL

introduction introductory alpha strike abstract aerospace system advanced options alpha strike campaign rules era setting: the clan invasion

the battletech universe standard alpha strike RANGE MODIFIERS

Range Distance Modifier

Short Up to 6” +0

medium >6” to 24” +2

Long >24” to 42” +4

TARGET MOVEMENT MODIFIERS1

Target’s Available MP Modifier

0-4” +0 5”-8” +1 9”-12” +2 13”-18” +3 19”-34” +4 35”+ +5 Jump Capable +1 TARGET MODIFIERS Target Modifier

Has Stealth Armor Varies2

Is Shutdown/Immobile –4

Is Dropping Unit +3

TARGET TYPE MODIFIERS

Target Element Type Modifier

Airborne Aerospace +23

Airborne VtOL or WiGE +1

Battle Armor +1 DropShip –2 Large (LG, VLG, or SLG special) –1 Protomech +1 TERRAIN MODIFIERS Terrain Modifier Underwater +14 Woods +25 Partial Cover +2

PHYSICAL ATTACKS MODIFIERS

Physical Attack Type Modifier

Standard +0

melee +1

Charge +2

Death From Above +3

Anti-’mech Infantry +1

MISCELLANEOUS MODIFIERS

Attacker Modifier

Attacking Indirectly +16

Attacker is a Drone +1

Attacker is IndustrialMech with:

No AFC special +17

Advanced Fire Control (AFC) +07

Attacker is Support Vehicle with:

Advanced Fire Control (AFC) +07

Basic Fire Control (BFC) +17

No AFC or BFC special +27

Fire Control Hit (per hit) +27

Overheating +Heat Level (1-3)8

Spotting for Indirect Fire +19

Anti-’Mech Infantry

Attacker is Conventional Infantry +3 target transporting battle armor +310

to-Hit Modifiers table

1Modifier is based on available movement modified by heat level and critical hits, if applicable. Inches movement is irrelevant. This modifier does not apply to aerospace units.

2For battle armor targets, Stealth adds +1 at Short and Medium ranges, and +2 at Long range. For all other units, Stealth adds +0 at Short range, +1 at Medium range,

and +2 at Long range.

3Includes fixed-wing support vehicles, conventional fighters, small craft and DropShips. Only applies when target is airborne. Do not apply if attacker is also an airborne

aerospace unit.

4Only if attacker is also underwater (or is on the water surface and using TOR special); all underwater ranges are halved.

5Target has intervening or occupied Woods terrain.

6If the spotting unit makes a weapon attack in the same turn as it spots, apply a +2 modifier instead.

7Fire Control hit effects may apply multiple times. Does not apply to Physical attacks.

9Not cumulative with the Attacking Indirectly modifier.

Step 5: Roll to Hit

to execute an attack, the controlling player rolls 2D6 for each unit and compares the total to the modified to-hit number identified in the previous step. If the dice roll equals or exceeds the modified to-hit number, the attack succeeds. Otherwise, the attack fails.

Partial Cover Effects: If the target’s partial cover is a building or grounded DropShip, an attack that fails by 1 or 2 points will damage the intervening building or DropShip instead (see

Buildings and Attacks against Grounded Aerospace Units, p. 83 and

p. 60, respectively).

Step 6: Determine and Apply Damage

When an attack is successful, its damage is applied immediately, but damage effect will not take place until the End Phase. Before damage can be applied, the attack direction and amount of damage must be determined.

Attack Direction: When an attack hits a unit, it must be determined whether or not it strikes the target’s front or rear. to determine this, lay a straightedge from the center of the attacker’s base to the center of the target’s base. If the attack enters through the rear hex side of the target’s base, the attack direction is to the target’s rear. Otherwise, the damage applies to the front of the target. If the straightedge crosses at the intersection of two hex sides, the target chooses which side is hit by the attack.

In the case of damage delivered to infantry (including battle armor) and Spheroid DropShips on the ground, damage is always determined as if the unit is being hit in the front.

Mechanized Battle Armor: If a unit carrying mechanized battle armor (see Transporting Infantry, p. 32) is hit, roll 1D6. On a result of 1–4, the carrying unit suffers the damage normally. On a result of 5–6, the mechanized battle armor takes the damage instead. If this destroys the battle armor unit, any excess damage will be transferred to the carrying unit.

Amount of Damage: the base amount of damage delivered by a successful weapon attack is equal to the attacking unit’s damage value at the appropriate range bracket. If the target is at short range, the base damage is that listed in the attacking unit’s S value. For a target at medium range, the m value is used. For a target at long range, the L damage value applies.

Damage to Rear: Add 1 point of damage to any successful attack that strikes its target in the rear.

Overheat Damage: Units that track heat may inflict additional damage on their targets at the expense of overheating. the decision to overheat for additional damage potential must be made when the attack is declared, but before it is resolved (see

Overheating, p. 44).

Special Ability Damage: When using special ability rules (such as Indirect Fire, torpedoes, and turret-mounted weapons), use the damage values given for the special ability in place of the normal damage values. the damage values of such special abilities (including those noted as AC, ARtX, FLK, IF, LRm, SRm, tOR, and tUR) follow the same range-bracket format as normal damage (see Special Abilities, pp. 45-51) and are counted in the unit’s normal attack damage unless otherwise specified. the Heat special ability (Ht#) is a special case, as noted below.

The large support vehicle at D is 26” away—Long range, which adds 4. It has 5 Move, giving it a target modifier of +2. It is a large support vehicle, which subtracts 1. The Modified To-Hit Number is 8 [3 (Skill Rating) + 4 (long range) + 2 (target movement) –1 (Large) = 8].

The target ’Mech at E is 2” away, making it Short range, which doesn’t add a modifier. It has a Move of 10”/2”j. The 10” has a target movement modifier of +2, the 2”j has a target movement modifier of +0 and +1 jump for a +1 total. The highest target movement modifier of +2 is used. Next, Alice adds 2 because it is in water that provides partial cover. The Modified To-Hit Number is 7 [3 (Skill Rating) + 0 (short range) + 2 (target movement) + 2 (partial cover) = 7].

Though Alice’s unit has LOS to ProtoMech at F, that unit is outside of her firing arc, so no shots at it are possible.

The vehicle unit at point G is 8” away, putting it at medium range for a +2 modifier. It has an 8” Move, giving it a target modifier of +1. There are 2” of woods between the attacker and target, for another +2 modifier. The Modified To-Hit Number is 8 [3 (Skill Rating) + 2 (medium range) + 1 (target movement) + 2 (intervening woods) = 8].

introduction introductory alpha strike abstract aerospace system advanced options alpha strike campaign rules era setting: the clan invasion

the battletech universe standard alpha strike Point of five Hydra Protomechs can deliver 5 points of damage

at Short range, and 3 at medium. Because the values for both range brackets fall in the 1 to 7 range, the individual Hydras will deliver only 1 point of damage at each range bracket.)

this same division is also applied to any special ability features Protomechs may have as part of their unit card data (such as IF#, Ht#, and so forth).

Applying Damage the following question- and-answer process covers the recording of damage from a successful attack. If the target of the attack is an individual Protomech, consult the Damage to

ProtoMechs rule (see p. 40)

to determine the number of points of armor and structure each Protomech may sustain.

question 1: Does the target unit have armor (Arm) bubbles remaining on its unit card?

Yes: Check off one armor bubble for every point of damage

delivered against the unit, until all damage is applied or all armor is destroyed. then proceed to Question 2.

No: Proceed to Question 3.

question 2: Is there attack damage remaining?

Yes: Proceed to Question 3 to allocate remaining damage. No: Proceed to Question 6.

question 3: Does the target unit have structure (Str) bubbles remaining?

Yes: Check off one structure bubble for every point of

damage delivered, until all damage is applied or all structure is destroyed. then proceed to Question 4.

No: Proceed to Question 4.

question 4: Is there damage remaining?

Yes: the target unit is destroyed. If the unit is transporting

other units (such as infantry), all transported units are destroyed as well.

No: Go to Question 5.

question 5: Does the target unit have structure bubbles remaining?

Yes: Roll once on the Determining Critical Hits table (see

Step 7: Roll for Critical Hits, p. 40). the attack is finished.

No: the target unit is destroyed. If the unit is transporting

other units (such as infantry), all transported units are destroyed as well.

question 6: Does the target unit have the BAR special ability, or is it an aerospace unit and the damage delivered from a single attack has exceeded its threshold value?

Yes: Roll once on the Determining Critical Hits table (see

Step 7: Roll for Critical Hits, p. 40). the attack is finished.

No: Proceed to Question 7.

question 7: Is the target unit a vehicle?

Yes: Roll once on the Determining motive System Hits table

(see Step 7A: Roll for Motive System Damage, p. 42). the attack is finished.

No: the attack is finished.

Heat Special Ability: Some units have a preponderance of heat-generating weapons. Units with this feature will reflect this in the unit’s stats via the Heat special ability. the Heat special ability will also include a numeric rating (for example, Ht1), which indicates the number of heat points that will apply to the target during the End Phase of the turn when the attack hits. (this heat applies in addition to the standard damage points applied during the attacker’s normal weapon attack, so a unit that can deliver 3 points of damage and has the Ht1 special will deliver 3 points of damage in the attack, and 1 point of heat in the same turn’s End Phase.) A unit may be struck by multiple attacks that deliver heat, but no unit may gain more than 2 points of heat per turn in this fashion.

If the target of a Heat special does not track heat with a Heat Scale, the Heat special delivers its heat points as damage points instead.

Underwater Damage: With the exception of damage from torpedo weapons (units that have the tOR special ability), all damage from underwater weapon attacks that hit a submerged unit is reduced by half (round down, to a minimum of 1). However, to reflect the danger of flooding due to hull breaches, every successful attack against a submerged unit generates a Critical Hit chance, even if there is no structure damage (see

Step 7: Roll for Critical Hits, p. 40). If a submerged unit loses all

of its armor, it automatically sinks and is considered destroyed. Area of Effect (AOE) Damage: Some weapons and effects are described as Area of Effect (AOE), which can affect all units within a given radius from the point of impact (POI). If a unit is at a different elevation than the POI, the difference in elevation is added to the distance from impact. thus, a tank on a hill 2 inches away and 2 inches above the POI is treated as if it lies 4 inches from the POI, and would not be affected by an AOE weapon with a 2-inch radius.

ProtoMechs: Because they count as one unit in a player’s army list, the damage values for Protomech Points are given for the entire five-Protomech group. But, since individual Protomechs move separately from one another in Alpha Strike, the attacks and damage delivered by each Protomech may inflict must be resolved individually.

to determine the amount of damage an Individual Protomech can deliver based on its five-member Point data, simply cross reference the damage value the entire Point can deliver at each range bracket against the individual Protomech’s value in the Individual Protomech Values table (see below). (For example, a

attackdirection diagram

individual ProtoMeCH

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