CBT Tables
From BattleTechWiki
These CBT Tables are in use with the CBT tabletop game.
[edit] Attack Modifiers Table
| All Attacks: Weapons and Physical | Modifier |
|---|---|
| Attacker Movement | |
| Stationary | None |
| Walked | +1 |
| Ran | +2 |
| Jumped | +3 |
| Prone | +2 |
| Terrain | |
| Light Woods | +1 per intervening hex, |
| +1 if target in Light Woods | |
| Heavy Woods | +2 per intervening hex, |
| +2 if target in Heavy Woods | |
| Water** | |
| Depth 1 | -1 to hit a BattleMech in Water hex. |
| Partial Cover also applies | |
| +1 to hit for BattleMech firing from Water hex | |
| Depth 2 | BattleMechs cannot fire into or out of Depth 2+ water |
| Partial Cover | +3 (use BattleMech Punch Location Table) |
| Target | |
| Prone | -2 from adjacent hex, +1 from all others |
| Immobile | -4 |
| Skidding | +2 |
| Movement | |
| Moved 0-2 hexes | 0 |
| Moved 3-4 hexes | +1 |
| Moved 5-6 hexes | +2 |
| Moved 7-9 hexes | +3 |
| Moved 10+ hexes | +4 |
| Jumped | +1 additional |
| Is battle armor unit | +1 |
| Is stuck in Swamp hex | -2 |
| Weapon Attacks Only | |
| Attacker | |
| BattleMech Damage | |
| Sensor Hit | +2 |
| Shoulder Hit | +4 for weapons in arm
disregard other damaged actuators in arm |
| Upper or Lower Arm Actuator (each) | +1 for weapons in arm |
| Heat | |
| 0-7 | None |
| 8-12 | +1 |
| 13-16 | +2 |
| 17-23 | +3 |
| 24+ | +4 |
| Making indirect LRM attack | +1 |
| Range and Terrain | |
| Range | |
| Short | None |
| Medium | +2 |
| Long | +4 |
| Minimum Range | +1 at minimum range, additional +1 per
hex less than minimum range |
| Attacker and target on different levels
of same building (concealment) | +3 |
| Target | |
| Secondary target in forward arc | +1 |
| Secondary target in side or rear arc | +2 |
| Physical Attacks Only | |
| Attacker | |
| BattleMech Damage | |
| Shoulder Hit | No punching or Hatchet/Sword attack with arm,
no clubbing attacks, +2 to pushing attack (each) |
| Upper or Lower Arm Actuator Hit (each) | +2 to punching and Hatchet/Sword attack with arm,
half damage for punching attack with arm, +2 to clubbing attacks |
| Hand Actuator Hit | +1 to punching attack with arm, no clubbing attacks,
no Hatchet/Sword attacks with arm |
| Hip Actuator Hit | No kicking attacks |
| Upper or Lower Leg Actuator Hit (each) | +2 and half damage to kicking attack with leg |
| Foot Actuator Hit | +1 to kicking attack with leg |
| Target | |
| Infantry | +3 to kicking and death from above attacks |
| Other Modifiers | |
| Charging attack | Modify for relative Piloting Skills (p 41) |
| Death from Above attack | Modify for relative Piloting Skills (p 42) |
[edit] Ground Vehicle Hit Location Table
Note: If there is no turret, then all turret hits become normal armor hits.
- 1 - A track, axle, or lift fan has been destroyed, the unit cannot move for the rest of the game. If a hovercraft suffers this hit while over Depth 1 or deeper water, it sinks and is destroyed.
- 2 - 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 additional effect.
- 4 - The 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 is no turret, no additional effect.
- * - A result of 2 or 12 may inflict a critical hit Apply damage to the armor in that section in the normal manner, but the attacking player also rolls once on the Determining #Critical Hits Table.
| Die Roll (2D6) | Front/Rear | Side |
|---|---|---|
| 2 * | Armor (critical) | Armor (critical) |
| 3 | Armor 1 | Armor 1 |
| 4 | Armor 2 | Armor 2 |
| 5 | Armor 3 | Armor 2 |
| 6 | Armor | Armor |
| 7 | Armor | Armor |
| 8 | Armor | Armor |
| 9 | Armor | Armor 3 |
| 10 | Turret Armor | Turret Armor |
| 11 | Turret Armor 4 | Turret Armor 4 |
| 12 * | Turret Armor (critical) | Armor (critical) |
[edit] Ground Vehicle Critical Hits Table
| Die Roll (1D6) | Result |
|---|---|
| 1 | Crew Stunned (No actions for the rest of this turn and 2 more turns) |
| 2 | Main Weapon Jams (No fire from largest system for 1 turn) |
| 3 | Engine Hit (No movement for rest of game, if a hovercraft suffers this hit while over Depth 1 or deeper water, it sinks and is destroyed ) |
| 4 | Crew Killed (Vehicle out of game) |
| 5 | Fuel Tank Hit (Vehicle explodes) |
| 6 | Ammo/Power Plant Hit (Vehicle explodes) |
[edit] Heat Point Table
| Activity | Heat Points |
|---|---|
| Walking | +1 per turn |
| Running | +2 per turn |
| Jumping | +1 per hex (minimum of 3 per turn) |
| Attempting to Stand | +1 per attempt |
| Weapons Fire | Per Weapons and
Equipment Tables, p 115 |
| Heat Sink | -1 per operational heat sink |
| -2 per operational double heat sink | |
| -1 additional per heat sink under
water (maximum 6 points) | |
| -2 additional per double heat sink
underwater (maximum 6 points) | |
| First Engine Hit | +5 per turn |
| Second Engine Hit | +10 (total) per turn |
| Fire | |
| Walking through | +2 per hex |
| Standing in | +5 per turn |
[edit] Building Modifiers Table
* Infantry pay only l MP to enter a Building hex, regardless of type.
| Building Type | Original CF | Piloting MP Cost * | Skill Modifier |
|---|---|---|---|
| Light | 1-15 | 2 | 0 |
| Medium | 16-40 | 3 | +1 |
| Heavy | 41-90 | 4 | +2 |
| Hardened | 91-150 | 5 | +5 |
[edit] Inferno Ammo Explosion Table
| Heat Level | Avoid Number |
|---|---|
| 10 | 4+ |
| 14 | 6+ |
| 19 | 8+ |
| 23 | 10+ |
| 28 | 12 |
[edit] Piloting Skill Roll Table
- 1 - Only during the turn that the reactor shuts down. If the MechWarrior must make a Piloting Skill Roll for a Mech with a shut-down reactor the BattleMech automatically falls.
- 2 - Automatic fall if death from above attack is unsuccessful.
- 3 - To avoid damage only. Does not result in a fall if Piloting Skill Roll fails. See Buildings p. 49. Add an additional modifier of 1 if unit is charging or being charged (in addition to the +2 modifier normally required in that situation).
- 4 - Do not add modifiers for other damaged actuators in the leg.
| BattleMech's Situation | Modifier |
|---|---|
| Damage to BattleMech | |
| BattleMech takes 20+ Damage Points in one phase | +1 |
| BattleMech reactor shuts down | +3 1 |
| Leg/foot actuator destroyed | +1 |
| Hip actuator destroyed | +2 |
| Gyro hit | +3 |
| Gyro destroyed | Automatic Fall |
| Leg destroyed | Automatic Fall |
| Physical Attacks on BattleMech | |
| BattleMech was kicked | 0 |
| BattleMech was pushed | 0 |
| BattleMech was successfully charged/death from above | +2 |
| Unit's Actions | |
| BattleMech missed kick | 0 |
| BattleMech makes a successful charging attack | +2 |
| BattleMech made death from above attack | +42 |
| BattleMech entering Depth 1 Water hex | -1 |
| BattleMech entering Depth 2 Water hex | 0 |
| BattleMech entering Depth 3+ Water hex | +1 |
| BattleMech attempting to stand | 0 |
| BattleMech entering Rubble hex | 0 |
| Running unit moves after facing change while on pavement | See Skidding Movement below |
| Ranking VTOL moves after facing change | See Sideslipping p 55 |
| BattleMech jumping with damaged gyro or leg/foot/hip actuators | per Preexisting Damage below |
| BattleMech jumping with destroyed leg | per Preexisting Damage below |
| BattleMech running with damaged hip or gyro | per Preexisting Damage below |
| Special Case | |
| MechWarrior trying to avoid damage when his BattleMech is falling | +1/level fallen |
| Preexisting Damage | |
| Per leg/foot actuator previously destroyed | +1 |
| Per hip actuator previously destroyed | +2 |
| Gyro previously hit | +3 |
| Leg previously destroyed | +5 4 |
| Skidding Movement | |
| Hexes Moved in Turn | |
| 0-2 | -1 |
| 3-4 | 0 |
| 5-7 | +1 |
| 8-10 | +2 |
| 11+ | +4 |
| Building Movement 3 | |
| Unit entering/leaving Light Building hex | 0 |
| Unit entering/leaving Medium Building hex | +1 |
| Unit entering/leaving Heavy Building hex | +2 |
| Unit entering/leaving Hardened Building hex | +5 |
| Hexes Moved in Turn | |
| 1-2 | 0 |
| 3-4 | +1 |
| 5-6 | +2 |
| 7-9 | +3 |
| 10+ | +4 |
[edit] Movement Cost Table
- 1 - Piloting Skill Roll required to prevent falling.
- 2 - Piloting Skill Roll required to prevent damage. Infantry pay only 1 MP to enter or leave any building.
- 3 - If traveling along road otherwise cost of underlying terrain.
- 4 - Hovercraft may enter all Water hexes.
- 5 - No cost for infantry.
| Terrain Type/ Activity | MP Cost Per Hex | Prohibited Units |
|---|---|---|
| Clear | 1 | Naval |
| Paved/Road/Bridge | 13 | Naval |
| Rough | 2 | Wheeled Naval |
| Light Woods | 2 | Wheeled Hover Naval |
| Heavy Woods | 3 | Ground Naval |
| Water | ||
| Depth 0 | 1 | Naval |
| Depth 1 | 2 1 | Infantry Ground ** |
| Depth 2+ | 4 1 | Infantry Ground 4 |
| Elevation Change (up or down) | ||
| 1 level | +1 ( Mechs VTOL Subs) | - |
| +2 (Infantry Ground) | ||
| 2 levels | +2 ( Mechs VTOL Subs) | Infantry Ground |
| 3+ levels | +1/level (VTOL Subs) | Mechs Infantry Ground |
| Rubble | 2 1 | Wheeled Naval |
| Light Building | 2 2 | Naval |
| Medium Building | 3 2 | Naval |
| Heavy Building | 4 2 | Naval |
| Hardened Building | 5 2 | Naval |
| Movement Actions | ||
| Facing Change | 1/hexside 5 | - |
| Dropping to the Ground | 1 | - |
| Standing Up | 2/attempt | - |
[edit] BattleMech Kick Location Table
| Die Roll (1D6) | Left Side | Front/Rear | Right Side |
|---|---|---|---|
| 1-3 | Left Leg | Right Leg | Right Leg |
| 4-6 | Left Leg | Left Leg | Right Leg |
[edit] Facing After A Fall Table
| Die Roll (1D6) | New Facing | Hit Location |
|---|---|---|
| 1 | Same Direction | Front |
| 2 | 1 Hexside Right | Right Side |
| 3 | 2 Hexsides Right | Right Side |
| 4 | Opposite Direction | Rear |
| 5 | 2 Hexsides Left | Left Side |
| 6 | 1 Hexside Left | Left Side |
[edit] BattleMech Punch Location Table
| Die Roll (1D6) | Left Side | Front/Rear | Right Side |
|---|---|---|---|
| 1 | Left Torso | Left Arm | Right Torso |
| 2 | Left Torso | Left Torso | Right Torso |
| 3 | Center Torso | Center Torso | Center Torso |
| 4 | Left Arm | Right Torso | Right Arm |
| 5 | Left Arm | Right Arm | Right Arm |
| 6 | Head | Head | Head |
[edit] BattleMech Hit Location Table
A result of 2 may inflict a critical hit. Apply damage to the armor in that section in the normal manner but the attacking player also rolls once on the #Critical Hits Table.
| Die Roll (2D6) | Left Side | Front/Rear | Right Side |
|---|---|---|---|
| 2* | L Torso | C Torso | R Torso |
| (critical) | (critical) | (critical) | |
| 3 | Left Leg | Right Arm | Right Leg |
| 4 | Left Arm | Right Arm | Right Arm |
| 5 | Left Arm | Right Leg | Right Arm |
| 6 | Left Leg | Right Torso | Right Leg |
| 7 | Left Torso | C Torso | Right Torso |
| 8 | C Torso | Left Torso | C Torso |
| 9 | Right Torso | Left Leg | Left Torso |
| 10 | Right Arm | Left Arm | Left Arm |
| 11 | Right Leg | Left Arm | Left Leg |
| 12 | Head | Head | Head |
[edit] Number of Missiles Fired Table
| Die Roll (2D6) | Number of Missiles Fired | |||||||||
|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 3 | 4 | 5 | 6 | 9 | 10 | 12 | 15 | 20 | |
| 2 | 1 | 1 | 1 | 1 | 2 | 3 | 3 | 4 | 5 | 6 |
| 3 | 1 | 1 | 2 | 2 | 2 | 3 | 3 | 4 | 5 | 6 |
| 4 | 1 | 1 | 2 | 2 | 3 | 4 | 4 | 5 | 6 | 9 |
| 5 | 1 | 2 | 2 | 3 | 3 | 5 | 6 | 8 | 9 | 12 |
| 6 | 1 | 2 | 2 | 3 | 4 | 5 | 6 | 8 | 9 | 12 |
| 7 | 1 | 2 | 3 | 3 | 4 | 5 | 6 | 8 | 9 | 12 |
| 8 | 2 | 2 | 3 | 3 | 4 | 5 | 6 | 8 | 9 | 12 |
| 9 | 2 | 2 | 3 | 4 | 5 | 7 | 8 | 10 | 12 | 16 |
| 10 | 2 | 3 | 3 | 4 | 5 | 7 | 8 | 10 | 12 | 16 |
| 11 | 2 | 3 | 4 | 5 | 6 | 9 | 10 | 12 | 15 | 20 |
| 12 | 2 | 3 | 4 | 5 | 6 | 9 | 10 | 12 | 15 | 20 |
[edit] Critical Hits Table
* - Roll 3 critical hit locations if the attack strikes the torso
| Die Roll (2D6) | Effect |
|---|---|
| 2-7 | No Critical Hit |
| 8-9 | Roll 1 Critical Hit Location |
| 10-11 | Roll 2 Critical Hit Locations |
| 12 | Head/Limb Blown Off/Roll 3 Critical Hit Locations* |

