The following Level 3 Rules are in general use:
A prone 'mech requires only one arm to prop itself up to fire, and takes only the basic +2 firing-while-prone modifier for propping with only one arm.
(Modifies Total Warfare, p.113 and Tactical Operations, p.85.)
Left Side | Front/Rear | Right Side | |||
---|---|---|---|---|---|
1–5 | L Leg | 1–3 | R Leg | 1–5 | R Leg |
6 | R Leg | 4–6 | L Leg | 6 | L Leg |
Left Side | Front | Rear | Right Side | ||||
---|---|---|---|---|---|---|---|
1 | R.F.Leg | 1 | R.R.Leg | 1 | R.F.Leg | 1 | L.F.Leg |
2–3 | L.F.Leg | 2–3 | R.F.Leg | 2–3 | R.R.Leg | 2–3 | R.F.Leg |
4–5 | L.R.Leg | 4–5 | L.F.Leg | 4–5 | L.R.Leg | 4–5 | R.R.Leg |
6 | R.R.Leg | 6 | L.R.Leg | 6 | L.F.Leg | 6 | L.R.Leg |
Units always make skidding/sideslipping tests upon the first facing change they make in any given hex when other conditions for skidding/sideslipping are met, not only if they then attempt to enter a new hex.
(modifies Total Warfare, p.62)
The modifier for attacks against a skidding unit is only +1. The modifier for attacks by a skidding unit is +2.
(modifies Total Warfare, p.62)
All of the Davion special auto-cannon munitions may be used with LB-X auto-cannons as well as standard auto-cannons.
Instead of making physical attacks a mech may make a Dodge Maneuver. A Dodge Maneuver adds a +2 to-hit modifier to all physical attacks made against the dodging unit.
Under normal rules a unit can find out that it was destroyed before the controlling player fires resulting in the "I'm already dead so who cares" alpha strike. The real time initiative rule was created to eliminate this activity.
Under the real time initiative rule each side rolls initiative as
normal. The movement and reaction phases also proceedphase
proceeds as normal. During the weapon attacks and physical attacks
phases the side that won the initiative picks a unit to attack
first. That unit makes all of its desired attack tests and applies all
damage from those tests before the losing side may fire back. All
piloting skill rolls due to damage inflicted are made at the end of the
weapon attack phase and the physical attack phase as needed.When
a unit activates it makes all appropriate piloting skill rolls and
consciousness checks due to damage taken up to that point in the phase and
then clears its accumulated damage for the phase. If the unit has already
activated before taking damage it makes its tests at the end of the phase as
normal.
If a pilot fails a consciousness test due to damage they must wait until the same phase of the next turn to test again. A unit that misses the movement phase due to being unconscious is considered immobile for that turn, even if it regains consciousness in a later phase.
Mechwarriors who have activated sixth sense during their turn move after
all other units on the field have moved during the movement phase. The
sixth sense unit also attacks and resolves damage before all other units
during the weapon attack and physical attack phases. If a pilot fails a
consciousness test due to damage they must wait until the same phase of the
next turn to test again. Units that have failed a consciousness test are
considered immobile for the next turn, even if they pass their consciousness
test before the end phase of the turn.
When units retreat off of a board edge other than their home edge it is harder for them to rejoin their unit. Make a piloting skill roll modified by situation and consult the margin of failure chart for the result.
Unit is retreating off edge adjacent to home edge: | +1 |
Unit is retreating off edge opposite of home edge: | +2 |
Planet is friendly to retreating unit: | -1 |
Planet is hostile to retreating unit: | +1 |
Unit is faster than 50% of enemy force: | -1 |
Unit is slower than 50% of enemy force: | +1 |
MOS | |
---|---|
0-1 | Lose 4 hours of repair time |
2-3 | Lose 3 hours of repair time |
Lose 2 hours of repair time | |
Lose 1 hour of repair time | |
MOF | |
1-2 | Lose 6 hours of repair time |
3-4 | Lose all repair time |
5-6 | Lose all repair time and roll once on Random Damage Table, reroll any result not related to armor damage or ammo. |
7+ | Unit is captured by the enemy. |
A Technical Team may not attempt to repair the same part twice, nor may another team of the same or lower Experience Rating attempt the job, unless the team that made the failed attempt was an Elite Technical Team. Otherwise, only a Technical Team with a higher Experience Rating may attempt to repair the part after a failed attempt. If an Elite Technical Team fails to make the repair, they or another Elite Technical Team may make further attempts, at a cumulative +1 TN for each attempt, until a total of four attempts (by any Experience Rating Technical Team) have been made. If the fourth attempt fails, it is impossible and the part must be replaced.
(modifies Strategic Operations, p.181)
A Technical Team may not attempt to replace the same part twice, nor may another team of the same or lower Experience Rating attempt the job, unless the team that made the failed attempt was an Elite Technical Team. Otherwise, only a Technical Team with a higher Experience Rating may attempt to replace the part after a failed attempt. If an Elite team fails to install a part, they or another Elite Technical Team may make further attempts, at a cumulative +1 TN for each attempt, until a total of four attempts (by any Experience Rating Technical Team) have been made. If the fourth attempt fails, the replacement part is destroyed during the installation attempt, but a new part may be obtained and installed.
(modifies Strategic Operations, p.181)
Maintenance has a -3 TN modifier. Add 1 to the MOS target for all good effects on the Maintenance Check Table.
During a battle the opposing forces will take losses. The following rules apply only to 'Mechs and vehicles. Infantry uses the morale rules from Tactical Operations.
A unit must take a moral test in the end phase if it meets one of these conditions:
To test for morale roll 2d6, applying modifiers for unit skill, nationality and situation. On a result of 2 or less they route, 3-5 fighting withdrawal, 6-8 stand ground, 9-11 advance, 12 or more fight to the death. If a unit gets a result of less than 2 or greater than 12, the unit no longer makes morale checks.
Unit Skill | Target Modifier |
---|---|
Green | -1 |
Regular | +0 |
Veteran | +1 |
Elite | +2 |
Nationality | Target Modifier |
Kuritan | +1 |
Davion | +0 |
Liao | +1 |
Steiner | +0 |
Marik | +0 |
Pirate | -2 |
Mercenary | -1 |
Guerrilla | -2 |
Clan | +2 |
Comstar | +0 |
Word of Blake | +2 |
Situation | Target Modifier |
Force at 50% casualties | -1 |
Force at 75% casualties | -2 |
Lance/Star/Level I at 75% casualties | -1 |
Hit with Cruise Missile | -2 |
Hit with inferno | -1 |
Force commander incapacitated/dead | -2 |
Lance/Star/Level I incapacitated/dead | -2 |
Utilize the random damage table to represent units that have been engaged in combat before the actual battle. For each unit roll 1d6 and divide the result by 2 rounding down. This result is the number of times to roll on the Random Damage Table for that unit. Roll 3d6 when consulting the Random Damage Table.
3d6 Roll | Random Damage |
---|---|
3 | All ammunition expended. |
4 | Roll 1d6, apply result as damage to all right side locations front and back. |
5 | 20 points of damage applied in 5 point clusters using the front hit location table. |
6 | Ammo in one weapon is halved. Determine at random if more than one. |
7 | One heat sink damaged. |
8 | 25 points of damage applied in 5 point clusters using the front hit location table. |
9 | One weapon is unusable. Determine at random if more than one. |
10 | One weapon generates +2 heat per use. Determine at random if more than one. |
11 | Leg actuator damaged. Determine at random and ignore hip. Roll again for vehicles. |
12 | Two heat sinks damaged. |
13 | Engine has one critical hit. |
14 | 10 points of damage to one location. Use front hit location table and ignore head hits. |
15 | Roll 1d6, apply result as damage to all left side locations front and back. |
16 | Two points of damage to all locations. |
17 | No damage. |
18 | Roll twice on this chart. |
Players will start with a set number of PCs, depending on the campaign (four players with four characters each has been standard, but it could vary), and receive a pool of XP with which to build them, as described below. These are founding members of the unit, and cannot be fired. Personnel hired in-game, whether as unit expansion or replacements for killed or otherwise lost founding members, do not have this protection.
Each PC shall be designated as MechWarrior, armor commander, fighter pilot, or infantry platoon leader, which determines the options available for purchasing starting units.
The unit receives a set amount of cash (default: 5.5 million C-Bills) per PC, and may use this to purchase a maximum of one combat unit (BattleMech, combat vehicle, aerospace or conventional fighter, or infantry platoon, as appropriate) per PC. Any leftover cash can be used to purchase support units or personnel, supplies, or simply kept as cash reserve.
The combat units available for purchase will be determined by random generation from an appropriate table. These will include twice as many 'mechs as designated MechWarriors, twice as many fighters as designated fighter pilots, and four times as many vehicles as designated armor commanders. Infantry availability is unrestricted except by era/tech level.
Each combat unit comes with any additional personnel it requires (additional vehicle crew, the troops that make up a standard-sized infantry platoon) with the same skills and abilities as the primary character, and an appropriate tech or mechanic, with randomly determined skill.
Ordinary support vehicles (GM's discretion as to what qualifies; some things that are game-mechanically "Support Vehicles" are actually low-tech or simply unusual combat vehicles, while many non-combat vehicles (e.g.) are game-mechanically Combat Vehicles) are readily available, and can be purchased without limit beyond available cash. They come with an appropriately sized crew with skills determined by rolling on the Green column of the Random Skills Table, but with Piloting and Gunnery results swapped. Unlike combat vehicles, they do not come with an appropriate tech.
Support personnel - techs, medics, HR and Logistics administrative personnel - can be acquired at unit creation by paying a year's salary for them. (This cost does not apply to personnel acquired after unit creation, but that's subject to hiring availability.)
Green | Regular | Veteran | Elite | |
---|---|---|---|---|
MechWarrior/ASF Pilot | 900 (10,800) | 1,500 (18,000) | 2,400 (28,800) | 4,800 (57,600) |
Vehicle Crew (per person)/CF Pilot | 540 (6,480) | 900 (10,800) | 1,440 (17,280) | 2,880 (34,560) |
Infantry (per troop) | 450 (5,400) | 750 (9,000) | 1,200 (14,400) | 2,400 (28,800) |
Anti-Mech Infantry (per troop) | 675 (8,100) | 1,125 (13,500) | 1,800 (21,600) | 3,600 (43,200) |
Technician/Medic | 480 (5,760) | 800 (9,600) | 1,280 (15,360) | 2,560 (30,720) |
Administrator | 300 (3,600) | 500 (6,000) | 800 (9,600) | 1,600 (19,200) |
Mechwarriors start with a base piloting and gunnery skill of 7. Each Mechwarrior is given a random amount of experience points to represent previous training. Roll 2d6 designating one of them as the tens die. If the tens die comes up a 1 re-roll it. Once starting experience is determined that experience may be spent on the piloting and gunnery skill and on special abilities as described below.
As random generation has commonly resulted in wildly uneven differences between players' MechWarriors, with some players getting all good-to-excellent MechWarriors while others got all average-to-terrible ones, rather than randomly rolling XP, everyone will start with similar experience levels.
Each player starts with set number of XP per character (default: 48+1d6), and may distribute these between their PCs in any way they like. Each PC shall be designated MechWarrior, armor commander, aerospace pilot, or infantry platoon leader, and starts with base skills (Gunnery, Piloting, Driving, and/or Anti-Mech, as appropriate for their unit type) at 8, and may use XP to buy down their base skills or purchase special abilities at the rates given below.
Note that buying an infantry platoon's Anti-Mech below 8 requires anti-mech training, which drastically increases the C-Bill cost of the platoon.
New or replacement personnel use the full Random Experience Rating Table from Total Warfare, p.273 (reproduced below for convenience), and may trade a single rank from one skill to buy special abilities at the rates given below.
2d6 | Experience Rating |
---|---|
2–5 | Green |
6–9 | Regular |
10–11 | Veteran |
12 | Elite |
Green | Regular | Veteran | Elite | |||||
---|---|---|---|---|---|---|---|---|
1d6 | Gunnery | Piloting | Gunnery | Piloting | Gunnery | Piloting | Gunnery | Piloting |
0 | 7 | 7 | 5 | 6 | 4 | 6 | 4 | 5 |
1 | 6 | 7 | 4 | 6 | 4 | 5 | 3 | 4 |
2 | 5 | 6 | 4 | 6 | 4 | 5 | 3 | 4 |
3 | 5 | 6 | 4 | 5 | 3 | 4 | 2 | 3 |
4 | 4 | 6 | 4 | 5 | 3 | 4 | 2 | 3 |
5 | 4 | 6 | 3 | 4 | 2 | 3 | 1 | 2 |
6 | 4 | 5 | 3 | 4 | 2 | 3 | 1 | 2 |
7 | 4 | 5 | 2 | 3 | 1 | 2 | 0 | 1 |
8 | 3 | 4 | 2 | 3 | 1 | 2 | 0 | 1 |
Rank | Piloting | Gunnery | Combined |
---|---|---|---|
Untrained | 8 | 8 | 16 |
Green | 6 | 5 | 10 or greater |
Regular | 5 | 4 | 8 or 9 |
Veteran | 4 | 3 | 6 or 7 |
Elite | 3 | 2 | 5 or less |
Mechwarriors gain 1 experience point for each battle that they survive through.
The following skills only apply to campaigns. These skills modify the resources available to a unit and some have requirements:
For a smaller amount of points a Mechwarrior may switch their Weapon Specialist skill to a closely related weapon specialist skill as shown below. Each time this is done you must fight one battle without the Weapon Specialist bonus before the change takes effect.
When buying up or down for missile launchers you must buy each intervening step. I.E. If you want to go from LRM-5 to LRM-20 you must pay the points for going to LRM-10 and LRM-15.
For going from SRM to Streak SRM you must transfer to the same size launcher. You can return to a previously bought point for free.
Technicians earn 1 XP for each Repair Cycle they participate in (no more than one between any two combat scenarios). Technicians may spend experience points to improve their tech skill, or on the following abilities:
Advancement | Cost |
---|---|
Green (9) → Regular (7) | 5 XP |
Regular (7) → Veteran (6) | 10 XP |
Veteran (6) → Elite (5) | 20 XP |
Medics gain 1 XP at the end of each Repair Cycle in which they make healing checks. There are no medical special abilities, so these can be used only for improving Medic skill, as so:
Advancement | Cost |
---|---|
Green (10) → Regular (8) | 5 XP |
Regular (8) → Veteran (7) | 10 XP |
Veteran (7) → Elite (6) | 20 XP |
All support personnel other than technicians and medics gain 1 XP at the end of every contract/mission during which they provide services.
Support personnel can spend XP on special abilities, or to improve their support skill, at the same rates as Technicians.
Locating new equipment or personnel requires a Logistics or Human Resources (respectively) skill check, with situational modifiers.
Situational Modifiers: | |
---|---|
At major hiring hall | -1 |
In the field | +2 |
In hostile territory | +4 |
In major Periphery state (TC, MoC, OA)⁑ | +1 |
In minor Periphery state/independent⁑ | +2 |
Unit Modifiers: | |
Specific variant model† | +1 |
Specific base model | +0 |
Specific chassis | -1 |
General category | -2 |
Any in weight class | -3 |
Any unit of type | -4 |
BattleMech | +1 |
Ground/Naval Vehicle | -3 |
VTOL | -2 |
Conventional Infantry, Jump/Mechanized | -3 |
Conventional Infantry, Motorized | -4 |
Conventional Infantry, Foot | -5 |
Aerospace Fighter | +0 |
Conventional Fighter | -1 |
Small Craft/Civilian Dropship | +2 |
Military Dropship | +3 |
Jumpship | +4 |
LAM | +5 |
Light Unit | -1 |
Medium Unit | +0 |
Heavy Unit | +1 |
Assault Unit | +2 |
Support Unit | -1 |
ICE/Turbine Vehicle/CF | -1 |
Extinct Unit | +6 |
Tech Modifiers: | |
Production tech (re)introduced within last ten years | +1 |
Production tech (re)introduced within last five years | +2 |
Production tech (re)introduced this year | +3 |
Advanced tech‡§ | +4 |
Experimental/Prototype tech§ | +5 |
Lostech§ | +6 |
"Expedited" Search: | |
10,000 C-Bills | -1 |
100,000 C-Bills | -2 |
1,000,000 C-Bills | -3 |
10,000,000 C-Bills | -4 |
each tenfold increase in expenditure | -1 per |
Personnel Modifiers: | |
MechWarrior | +1 |
Aerospace Fighter Pilot | +1 |
Conventional Fighter Pilot | +0 |
Combat Vehicle Crew | +0 |
Conventional Infantry Squad | -2 |
Dropship/Small Craft Crew | +2 |
Jumpship Crew | +3 |
Technician/'Mech | +1 |
Technician/Aerospace | +1 |
Mechanic | +0 |
Medic | +1 |
Administrative Personnel | -3 |
Green | -2 |
Regular | 0 |
Veteran | +2 |
Elite | +5 |
Mercenary unit has Dragoons Rating F | +2 |
Mercenary unit has Dragoons Rating D | +0 |
Mercenary unit has Dragoons Rating C | -1 |
Mercenary unit has Dragoons Rating B | -2 |
Mercenary unit has Dragoons Rating A | -3 |
Mercenary unit has Dragoons Rating A* | -4 |
Mercenary command in debt | +3 |
* This is not a footnote. The top Dragoons Rating is actually "A*".
⁑ Modifiers for being in the Periphery apply to acquiring units or hardware, but not to recruiting personnel.
† Variants native to the local faction are treated as base models. For example, a mercenary unit operating out of Galatea during the Fourth Succession War would have no modifier for locating BNC-3E (base model) or BNC-3S (Steiner variant) Banshees, but would be at +1 to locate BNC-3Ms or BNC-3Qs (both Marik variants). If they were deployed on a planetary assault on Shiloh, however, they would have no modifier for BNC-3Es, 3Ms, or 3Qs, but would have a +1 to locate BNC-3S Banshees. (Also in the former case they would receive a -1 for being at a major hiring hall, while in the latter case they would receive an additional +6 for being in the field in hostile territory. And in all cases a +3 for searching for an assault BattleMech.)
‡ This modifier does not apply to equipment that is classified as Advanced because it relies on Advanced rules rather than because of its actual tech level. These items include:
§ GM approval required.
MoS | Equipment | Bulk Equipment | Specific Variant | Specific Base Model | Specific Chassis | General Category | Any in Weight Class | Any Unit of Type |
---|---|---|---|---|---|---|---|---|
≥+7 | 1d6+3 | 3d6+4 | 2 | 1d3+2 | 1d6+1 | 2d6 | 2d6+2 | 6d6 |
+5–6 | 1d6+2 | 3d6+2 | 2 | 1d3+1 | 1d6 | 1d6+2 | 2d6+1 | 5d6 |
+3–4 | 1d6+1 | 3d6 | 1 | 1d3 | 1d6-1* | 1d6+1 | 2d6 | 4d6 |
+1–2 | 1d6 | 2d6 | 1 | 1d2 | 1d6-2* | 1d6 | 1d6+1 | 3d6 |
0 | 1d3 | 1d6 | 1 | 1 | 1d6-4* | 1d6-2* | 1d6 | 2d6 |
-1 | 1d3 Salvage | 1d3 Salvage | 1 Salvage | 1 Salvage | 1d6-4* Salvage | 1d6-3* Salvage | 1d3 Salvage | 1d6 Salvage |
-2 | 1 Salvage | 1d6-4* Salvage | - | 1 Salvage | 1 Salvage | 1 Salvage | 1 Salvage | 1d6-3* Salvage |
-3 | - | - | - | - | - | - | - | 1 Salvage |
≤-4 | - | - | - | - | - | - | - | - |
* Minimum result 1.
"Salvage" equipment is destroyed but repairable, with a random number of critical hits between 1 and the total number it can sustain. "Salvage" locations have random internal structure damage between 1 and one less than the total it can sustain. "Salvage" units take rolls on the Random Damage Table until they are not combat-effective (have no functional weapons, are unable to move, or are Destroyed; ammunition hits or other effects that would render the unit Totally Destroyed are ignored), and are 1 Quality Level lower than determined. If this reduces them below A Quality, they are not actually repairable.
The GM should secretly roll 2d6 twice for each unit for sale, the first roll to determine the actual Quality level of the unit, the second to determine the offered sale price. The sale price is relative to the determined actual quality, adjusted for Salvage condition and any other modifiers that may apply. Any Quality adjusted below Salvage is treated as Salvage; any Quality adjusted above F is treated as F.
For equipment, if Advanced Maintenance (Strategic Operations, p.174) is not in effect, roll once against the Sale Price column and apply the result to an assumed Quality D for good items, or Salvage for Salvage items.
2d6 | Actual Quality | Sale Price |
---|---|---|
≤2 | A | as +3 Quality |
3 | A | as +2 Quality |
4 | B | as +1 Quality |
5 | B | as +1 Quality |
6 | C | as true Quality |
7 | C | as true Quality |
8 | D | as true Quality |
9 | D | as true Quality |
10 | E | as -1 Quality |
11 | E | as -1 Quality |
≥12 | F | as -2 Quality |
Quality | Price Modifier |
---|---|
Salvage | ×0.5 |
A | ×0.8 |
B | ×0.9 |
C | ×0.95 |
D | ×1.0 |
E | ×1.1 |
F | ×1.3 |
If the determined actual Quality is D or lower, roll 2d6 against TN 7 and apply any damage results from the Maintenance Check Table (Strategic Operations, p.172), ignoring any results other than damage.
(This means: Quality D, apply 1 random damage roll on a roll of 2; C, apply 1 random damage on a 2 or 3; B, apply 1 random damage on 2, 3, or 4; A, apply 1 random damage on a 4 or 5, 2 on a 3, and 3 on a 2.)
Random damage is readily apparent; actual Quality is not. A successful Technician check with a base time of 30 minutes and -2 modifier can determine the actual Quality of a unit for sale. The unit's Quality modifier does not apply to this roll.
When a unit wishes to acquire equipment use the Logistics skill of the person looking for the item with the following modifiers:
Common Weapons | -1 |
Uncommon Weapons | +1 |
Rare Weapons | +3 |
Common Weapons is defined as level 1 equipment.
Uncommon Weapons is defined as non-house specific level 2 equipment.
Rare Weapons is defined as house specific equipment and clan tech.
To find armor roll 2d6 and multiply by 10 tons for Level 1 armor, 5 tons for Level 2 armor, or 2 tons for Level 3 armor.
To find ammo roll 2d6 for Level 1, 2d6 times 0.5 rounded down for Level 2, or 2d6 times 0.25 rounded down for Level 3.
Actuators, Heatsinks, Jump Jets = Common Weapons
Locations, Gyro, Engine, Cockpit, Life Support, & Sensors = Uncommon Weapons
Specific Vehicle | +1 |
Specific Mech | +3 |
MOS | Bids |
---|---|
-6 or less | 1 |
-3 to -5 | 2 |
0 to -2 | 3 |
1 to 3 | 4 |
4 to 6 | 6 |
7 or more | 8 |
Once an item has been found check the price fluctuation of the bids by
rolling 1d6. On a 1-2 the price is lower, on a 3-4 the price is
standard, and on a 5-6 the price is higher. For a higher or lower bid
modify the price by 3d6 percent.a skill check. Any time an
item is bought at a lower price roll 2d6. On a 10 or higher roll on the
critical damage table and apply the resulting criticals to the weapon. If
this result is equal to or greater than the number of criticals in the
weapon then it must be salvaged per normal rules for destroyed
equipment.
MOS | % Change |
---|---|
-6 or less | +15% |
-4 to -5 | +10% |
-2 to -3 | +5% |
-1 to 2 | 0% |
3 to 4 | -5% |
5 to 6 | -10% |
7 or more | -15% |
1d6 Roll | Fluctuation |
---|---|
1-2 | Lower by 2d6% |
3.4 | Standard |
5-6 | Higher by 2d6% |
Mission | Expected Loss Rate | Enemy Force | Enemy Force Size |
---|---|---|---|
Retainer | NA | 5+ | NA |
Garrison | 0.22% to 41.6% | 8+ | +1d6-2 |
Cadre | 0.22% to 24.68% | 12 | +1d6-4 |
Relief | 0.39% to 67.24% | Yes | +1d6 |
Defensive Campaign | 2.48% to 53.14% | Yes | +5 |
Riot Duty | 0.22% to 2.48% | 7+ | -5 |
Security Duty | 0.22% to 3.65% | 10+ | -4 |
Objective Raid | 0.22% to 32.22% | 5+ | -2 |
Extraction | 0.22% to 24.68% | 7+ | -4 |
Reconnaissance | 0.22% to 32.22% | 9+ | -2 |
Diversionary Raid | 0.22% to 32.22% | 9+ | -3 |
Planetary Assault | 0.22% to 13.93% | Yes | +0 |
Pirate Hunting | 0.22% to 5.25% | Yes | -3 |
Guerrilla Warfare | 0.22% to 67.24% | Yes | +8 |
Roll | Force Size | Expected Loss Rate |
---|---|---|
-3 | 62.5% | 0.71% |
-2 | 65% | 0.89% |
-1 | 67.5% | 1.12% |
0 | 70% | 1.39% |
1 | 72.5% | 1.72% |
2 | 75% | 2.11% |
3 | 77.5% | 2.57% |
4 | 80% | 3.11% |
5 | 82.5% | 3.74% |
6 | 85% | 4.47% |
7 | 87.5% | 5.32% |
8 | 90% | 6.3% |
9 | 92.5% | 7.42% |
10 | 95% | 8.71% |
11 | 97.5% | 10.18% |
12 | 100% | 11.85% |
13 | 102.5% | 13.74% |
14 | 105% | 15.88% |
15 | 107.5% | 18.29% |
16 | 110% | 20.99% |
17 | 112.5% | 24.02% |
18 | 115% | 27.41% |
19 | 117.5% | 31.18% |
20 | 120% | 35.38% |
2d6 | Terrain |
---|---|
2 | Badlands |
3 | Hills |
4 | Wetlands |
5 | Light Urban |
6 | Hills |
7 | Flatlands |
8 | Wooded |
9 | Heavy Urban |
10 | Coastal |
11 | Wooded |
12 | Mountains |
2d6 | Flatlands Terrain |
---|---|
2 | Dropport #1 (Military) |
3 | Woodland (Woodlands) |
4 | Desert Hills (Badlands) |
5 | City Ruins (Build-It Urban) |
6 | Open Terrain #1 (Woodlands) |
7 | Battletech Map (Mixed) |
8 | Open Terrain #2 (Woodlands) |
9 | Citytech Map (Build-It Urban) |
10 | Scattered Woods (Woodlands) |
11 | Battleforce Map (Mixed) |
12 | Dropport #2 (Military) |
2d6 | Hill Terrain |
---|---|
2 | Wide River (Wetlands) |
3 | City Hills #1 (Build-It Urban) |
4 | Box Canyon (Badlands) |
5 | Woodland (Woodlands) |
6 | Rolling Hills #1 (Woodlands) |
7 | Desert Hills (Badlands) |
8 | Rolling Hills #2 (Woodlands) |
9 | Battleforce Map (Mixed) |
10 | River Valley (Wetlands) |
11 | City Hills #2 (Build-It Urban) |
12 | Battletech Map (Mixed) |
2d6 | Mountain Terrain |
---|---|
2 | Woodland (Woodlands) |
3 | Rolling Hills #1 (Woodlands) |
4 | Mountain Lake (Mixed) |
5 | River Valley (Wetlands) |
6 | Desert Mountain #1 (Badlands) |
7 | Box Canyon (Badlands) |
8 | Desert Mountain #2 (Badlands) |
9 | Battleforce (Mixed) |
10 | Desert Hills (Badlands) |
11 | Rolling Hills #2 (Woodlands) |
12 | Heavy Forest #1 (Woodlands) |
2d6 | Badlands Terrain |
---|---|
2 | Desert Sinkhole #1 (Badlands) |
3 | Desert Sinkhole #2 (Badlands) |
4 | Box Canyon (Badlands) |
5 | |
6 | Desert Mountain #1 (Badlands) |
7 | Desert Mountain #2 (Badlands) |
8 | |
9 | |
10 | |
11 | |
12 |
2d6 | Wetlands Terrain |
---|---|
2 | Wide River (Wetlands) |
3 | Lake Area (Wetlands) |
4 | Large Lakes #1 (Wetlands) |
5 | Large Lakes #2 (Wetlands) |
6 | River Delta #1 (Wetlands) |
7 | River Delta #2 (Wetlands) |
8 | |
9 | |
10 | |
11 | |
12 |
2d6 | Wooded Terrain |
---|---|
2 | River Delta #1 (Wetlands) |
3 | Scattered Woods (Woodlands) |
4 | Open Terrain #1 (Woodlands) |
5 | Rolling Hills #1 (Woodlands) |
6 | Heavy Forest #1 (Woodlands) |
7 | Woodland (Woodlands) |
8 | Heavy Forest #2 (Woodlands) |
9 | Rolling Hills #2 (Woodlands) |
10 | Open Terrain #2 (Woodlands) |
11 | Battletech (Mixed) |
12 | River Delta #2 (Wetlands) |
2d6 | Light Urban Terrain |
---|---|
2 | City Residential (Premade Urban) |
3 | City Suburbs (Premade Urban) |
4 | City Hills #1 (Build-It Urban) |
5 | City Hills #2 (Build-It Urban) |
6 | City Street Grid #1 (Build-It Urban) |
7 | City Street Grid #2 (Build-It Urban) |
8 | |
9 | |
10 | |
11 | |
12 |
2d6 | Heavy Urban Terrain |
---|---|
2 | Drop Port #1 (Military) |
3 | Military Base #1 (Military)* |
4 | City Street Grid #1 (Build-It Urban) |
5 | City Hills #1 (Build-It Urban) |
6 | City Skyscraper (Premade Urban) |
7 | City Residential (Premade Urban) |
8 | City Downtown (Premade Urban) |
9 | City Hills #2 (Build-It Urban) |
10 | City Street Grid #2 (Build-It Urban) |
11 | Military Base #2 (Military)* |
12 | Drop Port #2 (Military) |
*The Military Base is meant to be used with both parts. If one part is rolled the next map is automatically the other part. If the last map is the Military Base, re-roll ignoring any other results of Military Base.
2d6 | Coastal Terrain |
---|---|
2 | Archipelago #1 (Coastal) |
3 | Archipelago #2 (Coastal) |
4 | Coast #1 (Coastal) |
5 | Coast #2 (Coastal) |
6 | Seaport (Coastal) |
7 | River Delta #1 (Wetlands) |
8 | River Delta #2 (Wetlands) |
9 | |
10 | |
11 | |
12 |
2d6 | Solaris VII |
---|---|
2 | King of the Mountain |
3 | The Mudpit |
4 | Hartford Gardens |
5 | The Scrapyard |
6 | The Pool |
7 | The Coliseum |
8 | The Jungle |
9 | |
10 | |
11 | |
12 |