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battletech:rules_standing_up

Standing up

The player may have a 'Mech attempt to regain its feet after falling or dropping to the ground. Each attempt to stand costs 2 MP. A prone 'Mech with only 1 MP available at the beginning of its turn may make one attempt to stand using the Minimum Movement exception on p. 49.
A 'Mech may stand during the same Movement Phase that it fell, as long as it still has sufficient MP to make the attempt and was not jumping that turn. 'Mechs may only attempt to stand during the Movement Phase. A 'Mech may attempt to stand even if missing one leg, or one arm and one leg, or both arms, but can never stand if missing all its legs. A 'Mech missing one leg and both arms cannot attempt to stand. If a 'Mech begins the Movement Phase prone, it must declare whether it will walk or run before it attempts to stand. For a fallen 'Mech to stand up, the player must make a successful Piloting Skill Roll. If the roll fails, the 'Mech falls again and takes falling damage. Use the same facing it had on the ground as its initial facing when rolling on the Facing After a Fall Table. The 'Mech may make repeated attempts to stand as long as it has MP available.
Once the 'Mech successfully stands, it may face in any direction at no cost, regardless of its facing while on the ground, and may continue to use MPs as per the movement mode restrictions appropriate to the mode the player selected before attempting to stand.

Four-Legged ’Mechs: After a quad 'Mech falls down or drops to the ground, the player need not make a Piloting Skill Roll to stand unless one or more legs have been destroyed. The usual MP cost and heat generation apply.

Heat: Each attempt to stand creates 1 point of heat, in addition to the standard heat for movement.

battletech/rules_standing_up.txt · Last modified: 2024/03/22 15:49 by toomik

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