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battletech:rules_push_attack

Push attack

A 'Mech uses both arms to make a push attack against its target, which must be another standing 'Mech. The target 'Mech cannot execute a charge attack this turn.
A 'Mech may make no arm-mounted weapon attacks in the turn that it makes a push attack. All torso-, leg- and head-mounted weapons may be fired normally. Pushing attacks can be made against a target in the hex directly in front of the attacker (based on the orientation of its feet, not its upper body, as in the case of a torso twist).
A successful push attack does not damage the target. Instead, it moves the defending 'Mech into the adjacent hex in the direction that the attacker pushes it. If the push is successful, the attacking 'Mech advances into the hex formerly occupied by its target (unlike a charge attack, this does not require additional MP expenditure). At the same time, the defender must make a successful Piloting Skill Roll or fall.

Multiple Pushes: Only one push attack may be declared against a single target per turn. If two 'Mechs are pushing each other, resolve both attempts and apply the net effect. If both attacks fail, nothing happens. If both attacks succeed, neither 'Mech moves, and both must make Piloting Skill Rolls or fall. If only one push attack succeeds, resolve it as usual.

Prohibited Terrain: If the hex to which the target unit would be displaced is prohibited terrain (except into a hex more than two levels lower than the target’s current hex, which would result in an automatic fall), neither the attacker nor the target move, All other effects occur, however, including any Piloting Skill Rolls to avoid falling.

Shoulder Actuators: Each damaged shoulder actuator adds +2 to the pushing 'Mech's target number.

battletech/rules_push_attack.txt · Last modified: 2024/04/04 11:43 by toomik

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