CBT Tables

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These CBT Tables are in use with the CBT tabletop game.

Contents

[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*