Commanders of each side rolls Command(AWA) check. Players of each side add half the MoS (max 5) to their initiative rolls, if the commander was successful. If the commander failed, players of that side receive a penalty of -2 to their initiative rolls.
Each player rolls OODA-check with the modifiers above. The player with the highest MoS acts first. The player with higher CUF wins ties. If both sides have equal CUF, then reroll OODA-check for both sides to resolve who acts first.
A unit can always move into the hex directly in front of it, regardless of the terrain cost, provided such movement is the only MP expenditure the unit makes in that turn (i.e. the unit cannot make any facing changes in the same turn it uses the Minimum Movement rule).
The controlling player can only make this kind of move if the unit has at least 1 MP to spend (meaning it is mobile) and is not prohibited from entering that terrain (see Level Change); all units reduced to 1 MP either due to heat or damage can still make use of the minimum movement rule.
Ground units moving at running/flanking speed without changing facing or changing elevation receive a movement bonus of 1 MP. Sprinting creates 3 heat points for 'Mechs.
Walk Run Sprint
1 2 3
2 3 4
3 5 6
4 6 7
5 8 9
6 9 10
7 11 12
8 12 13
9 14 15
10 15 16
Every time a Unit suffers a hit that exceeds its BAR rating, a chance exists for a critical hit (called a penetrating critical hit), even if armor remains in that location. Penetrating critical hits are rolled using the Penetrating Critical Hit Table.
Critical hit on Ammo
2d20L Roll Effect 1-4 Jammed; nothing actually broken, but requires maintenance to work again. 5-11 Damaged; ammo feed mechanism/ammo bin seriously damaged. 12-16 Fire; ammo catches fire. 17-18 Partial ammo explosion; apply damage equal to 1/10th of the CAE value of the the remaining ammunition 19-20 Critical ammo explosion; apply damage equal to 1/4th of the CAE value of the the remaining ammunition
Modifiers: +2 ... critical hit was by an energy weapon +1 ... critical hit was caused by a hit directly to internal structure -7 ... critical hit on machine gun ammo -4 ... critical hit on ac/2, ac/5 ammo
Critical hit on weapons and equipment
2d20L Roll Effect 1-5 No 6-8 One minor critical 9-12 Two minor criticals 13-16 One major critical 17-18 Two major criticals 19-20 Three major criticals
minor critical on structural items - a +2 penalty to actions, requires maintenance to work normally again minor critical on equipment - special rules (usually a +2 penalty), requires maintenance to work normally again minor critical on ballistic weapons - +2 to-hit, requires maintenance to work normally again minor critical on energy weapons - weapon is out of order, requires maintenance to work again major critical - requires large repairs / replacements
Modifiers: -2 ... critical hit was by an energy weapon -2 ... critical hit was by a non-AP ballistic weapon -5 ... critical hit was by a machine gun +3 ... critical hit was caused by a hit directly to internal structure
AMS has two modes, single point intercept (SPI) and multipoint intercept (MPI). The player of the AMS unit must declare during his movement phase the mode his AMS is in (SPI/MPI/off). The player cannot choose for the AMS to not engage (unless turned off). 1 shot of ammunition is marked off each time the AMS engages a missile weapon.
If, in a single Weapon Attack Phase, more than one missile weapon successfully strikes the target where an AMS is mounted, the defending player can choose which missile weapon the AMS tries to intercept.
Anytime a missile or a rocket weapon makes a successful to-hit attack against a unit carrying an AMS in SPI mode, the AMS will automatically engage. AMS attack check is made by rolling 2d20H. The TN depends on the range the attack is made (see table below).
In MPI mode the AMS has a 3-hex radius. Any hostile missile attack that passes the area can be effected by the AMS. The player may choose to intercept friendly missile attacks as well. AMS attack check is made by rolling 2d20H. The TN depends on the range the attack is made (see table below).
Range TN 1-5 6 6-10 8 11-20 10 21-40 12 40+ 14
Modifiers: L missile intercept +2 H missile intercept +3
Results: Successful attacks againts the light and heavy missiles result in the destruction of the missile. On successful attacks against rocket attacks subtract the MoS from the Cluster Hit die roll result.