User Tools

Site Tools


battletech:rules_kick

Kick attacks

No weapons mounted on a kicking leg can fire in the turn in which a 'Mech kicks. To make a kicking attack, both hips must be undamaged, and the 'Mech’s target must be in one of the three forward-arc hexes, based on the facing of the attacker's feet (not the upper body, as in the case of a torso twist). See Modified To-Hit Number, p. 144, to determine the target number for a kick attack.
Kicks have a Damage Value of 1 point for every 5 tons of the attacking 'Mech's weight. For example, a 70-ton Grasshopper’s kick inflicts 14 Damage Points. Determine the damage location by rolling 1D6 and consulting the appropriate column of the 'Mech Kick Location Table, based on whether the 'Mech is a biped or four-legged design.
A kicked 'Mech (regardless of what location took the damage) must make a Piloting Skill Roll. If the attacking 'Mech misses its kick, it must make a Piloting Skill Roll.

Critical Damage: Reduce damage from kick attacks by half for each upper and lower leg actuator damaged on the kicking leg, with these effects being cumulative. For example, if two leg actuators are missing, reduce the damage to one-quarter its original value, rounding fractions down.

Four-Legged 'Mechs: A quad 'Mech can kick into its rear arc, but cannot kick into the front and rear arc in the same turn. Resolve the kick exactly like a standard kick, but with an additional +1 to-hit modifier. A quad 'Mech may not make a rear-arc kick attack if it has fired rear leg-mounted weapons in the same turn.

Infantry: A 'Mech may kick or stomp an infantry unit in the hex it occupies; apply a +3 to-hit modifier for such an attack.

Vehicles: A ’Mech can kick or stomp a vehicle in the hex it occupies; randomly determine the side on which a vehicle takes damage.

battletech/rules_kick.txt · Last modified: 2024/04/04 11:28 by toomik

Donate Powered by PHP Valid HTML5 Valid CSS Driven by DokuWiki