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- Prior Enemy Damage
- The following rules are more or less untested, and may require further refinement for balanced use. They may produce wild swings in enemy damageāan Elite/A opponent will have no chance at damage for several months, whereas a Green/F Pirate opponent will most likely show up to the very first battle with damaged mechs.
- These rules take into account no factors which cannot be determined from the MekHQ briefing screen, and assume that your mercenary unit is part of a larger campaign where opponent mechs might take damage. Some situations may not call for prior damage rolls. Use at your discretion.
- 1. Roll 2d6 per enemy mech. Prior damage on 12+.
- Difficulty mods:
- Enemy rating (assuming F is the worst):
- F: -2
- D: -1
- B: +1
- A: +2
- Enemy quality:
- Green: -1
- Veteran: +1
- Elite: +2
- Morale:
- Very Low: -2
- Low: -1
- High: +1
- Very High: +2
- Time:
- -1 per 30 days since contract start
- -1 per defeat
- Contract type:
- +2 for Guerilla Warfare and Planetary Assault
- +1 for Raids
- -1 for Garrison Duty and Cadre Duty
- Enemy type:
- +2 for Clans
- +1 for IS Successor States and other major powers (to include ComStar/Blake)
- -1 for Rebels
- -2 for Pirates
- 2. If hit, roll 1d6 for number of previous hits (max: months plus defeats, or obviously 6).
- 3. Roll 1d6 to determine hit location table.
- 1-3: front
- 4: left
- 5: right
- 6: rear
- 4. Roll for damage:
- 0-30 tons: 1d6
- 35-55 tons: 1d6 + 1d3
- 60-75 tons: 2d6
- 80+ tons: 2d6 + 1d3
- 5. Resolve damage per BattleTech rules. (See the BattleTech Introductory Rulebook for more.) MegaMekLab can be used to display internal arrangements for crits.
- 6. To apply damage, right-click on the enemy mech in the briefing and select Edit Unit. One check mark per crit.
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