You are currently viewing HCRealms.com, The Premier HeroClix Community, as a Guest. If you would like to participate in the community, please Register to join the discussion!
If you are having problems registering to an account, feel free to Contact Us.
I always felt that the SEs in the game should reflect the weapons and equipment found in the Battletech universe. The current SE does this inconsistently mixing equipment (Pulse,Streak) and ability (Evade,Brawling). I also dislike using an SE to represent useless equipment like Salvage. This is my version of the SE (and other abilities) that reflects the CBT universe. I renamed and merged rules in some cases and fold some existing gear cards into the table. I removed some SEs and suggest an alternate way to implement them.
This will also make it easier to develop factioned 'Mechs. C3i in Kurita, Stealth Liaos, Autocannon Davion etc.
BALLISTIC
No Color [Autocannon] = Value on dial.
Gray [Ultra AC] = Give this unit a ranged combat order targeting a single opposing figure. If the attack roll succeeds, make a second attack roll; this unit gets -2 to its attack value for the second attack roll. If the second attack roll succeeds, double this unit's damage value when resolving the attack. If the second attack roll fails, use this unit's damage value when resolving the first attack.
Red [Gauss Rifle] = This unit’s ranged combat attacks ignore other units’ defense special equipment with “armor” in the name.
Green [Homing Beacon] = Give this unit a ranged combat order targeting a single opposing vehicle or ’Mech; it gets +2 to its attack value for this attack. If the attack succeeds, until the end of your turn any line of fire for a ranged combat attack using the [b] range type drawn to the target is clear, and the target ignores hindering terrain when it is the target of [b] ranged combat attacks using the range type.
Blue [Machine Gun] = This unit’s ranged combat attacks affect its targets and any infantry in base contact with those targets. First, make one attack roll and compare the attack result to the defense values of the targets of the attack. Score damage per the rules to each target against which the attack succeeds. Then compare the attack result to the defense values of any infantry in base contact with the targets. Score damage equal to this unit’s damage value to each infantry against which the attack succeeds.
Purple [Advanced Tactical Missile] = When this unit succeeds at a ranged combat attack targeting a single opposing figure, roll a d6. On a result of 3–5, modify this unit’s damage value by +1 for the attack; on a 6, modify it by +2 instead.
Black [Streak Missile] = When this unit makes a ranged combat attack targeting a single opposing figure, it ignores figure bases and terrain for line of fire purposes. If the attack succeeds, this unit gets –1 to its damage value for this attack, minimum 1. This attack may not target a shutdown ’Mech.
ENERGY
No Color [Laser] = Value on dial.
Gray [Flamers] = This unit may be given close combat orders, regardless of its type. When this unit succeeds at a close combat attack targeting a single opposing infantry or vehicle, it gets +1 to its damage value for this attack. If the target is a ’Mech, deal no damage; instead, the target gains 2 heat. Shutdown ’Mechs ignore an attack using Flamers.
Red [Pulse] = Once per turn, when this unit resolves a successful ranged combat attack against a single opposing target figure, make a second ranged combat attack against that target, which gets +2 to its defense value against the second attack. If this unit is a ’Mech, it gains 1 heat after resolving the second attack in addition to any other heat generated by the order. The second attack does not cost an order.
Green [TSEMP] = Give this unit a ranged combat order targeting a single opposing figure with zero or one order token. If the attack succeeds, and the target is not shutdown, give the target an order token after resolving the attack. If a ’Mech is given a second order token in this way, it shuts down; remove both tokens at the beginning of the controlling player’s next turn. If the target is at cruising level, it changes to NOE level; do not move it. If it cannot occupy the terrain at its NOE position, eliminate it.
Blue [Heavy Laser] = When this unit succeeds at a ranged combat attack, roll one six-sided die. (This unit cannot use non-Heavy Laser damage special equipment, and gets -1 to its attack value for the attack.) On a result of 1-5, this unit gets +1 to its damage value for the attack. On a result of 6, it gets +2 instead and gains 1 heat, in addition to any other heat generated by the attack.
Purple [PPC] = This unit may not use a replacement value for its damage value. When this unit succeeds at a ranged combat attack, increase its unmodified damage value by one-half for the attack. If this unit is a ’Mech, increase its damage value (including any heat effect modifiers only) by one-half for the attack. It gains 1 heat in addition to any other heat generated by the attack.
Black [Plasma Rifle] = When this unit succeeds at a ranged combat attack against infantry , the damage scored is not reduced to 1 because the attack has the energy range type. If target is a 'Mech, it gains 2 heat instead.
MELEE
No Color [Limbs] = Value on dial.
Gray [Flail] = When this unit makes a close combat attack, modify its attack value by -1 and its damage by +2. If the attack fails, roll a d6; on a result of 1 score 1 unpreventable damage to this unit.
Red [Chainsaw] = Ignore this gear when this unit's equipped damage value is 0. This unit may make a close combat attack with a hindering terrain feature as the target. If the attack result is equal to or exceeds 23, the target becomes clear terrain and any figure that occupied the target is dealt 1 impact damage.
Green [Halberd] = When this unit makes a close combat attack, all opposing figures in base contact with its front arc become targets. Make one attack roll and compare the attack result to each target’s defense value. Score damage equal to this unit’s damage value to each target against which the attack succeeds.
Blue [Dual Weapons] = Once per turn, when this unit resolves a successful close combat attack against a single opposing target figure, make a second close combat attack against that target. This unit gains 1 heat in addition to any other heat generated by the order. The second attack does not cost an order.
Purple [Mining Drill] = Ignore this gear when this unit's equipped damage value is 0. This unit may make a close combat attack with a blocking terrain feature as the target. If the attack result is equal to or exceeds 23, remove the target from the game. Then eliminate this gear.
Black [Lance] = When this unit makes a close combat attack, modify its attack value by -1 and its damage by +2. This unit scores impact damage for the attack.
Gray [Improved Myomer] = When this unit makes either a successful close combat attack or a successful special attack, roll one six-sided die. On a result of 1-5, this unit gets +1 to that damage value for the attack. On a result of a 6, this unit gets +2 for the attack.
Red [MASC] = This unit gets +2 to its defense value against ranged combat attacks. It fails to break away only on a result of 1. If this unit is a ’Mech, it does not gain 1 heat when it uses the run option. After moving this unit, roll one six-sided die. On a result of 1 or 2, this unit may not be moved on its next turn; this includes changing its facing.
Green [Camouflage] = This unit gets +2 to its defense value against ranged combat attacks when it occupies hindering terrain. This unit ignores indirect fire ranged combat attacks and other units’ Streak Missiles special equipment.
Blue [Jump Jets] = This unit ignores figure bases and terrain for movement purposes, though it still cannot occupy blocking terrain at the end of its move. This unit fails to break away only on a result of 1. If this unit is a ’Mech, it cannot use the run option, but it can attempt a death from above special attack. A captor cannot use Jump Jets.
Purple [A-Pods] = If the only opposing figures this unit is in base contact with are infantry units, this unit does not need to make any break away rolls when it is given a move order, even if one or more of those opposing figures has Grapple. Any infantry unit in base contact with this unit when this unit breaks away is dealt only 1 pushing damage.
Black [Improved Actuators] = When this unit is the target of a close combat or special attack from an opposing figure, damage and impact damage scored is reduced to 1.
ATTACK
No color [Targeting & Tracking System] = Value on dial.
Gray [Command Circuit] = At the beginning of your command stage, roll one six-sided die. On a result of 5 or 6, you get an extra order that turn.
Red [C3i] = You may have one C3i gear in your battleforce for every 150 points of the game's build total. When this unit makes a ranged combat attack against a single target opposing figure, it gets +1 (to a maximum of +3) to its attack value for each other figure friendly to it that is also assigned C3i gear and that also has clear line of fire to the target and could make a ranged combat attack against it.
Green [Enhanced Imaging] = This unit ignores hindering terrain when making ranged combat attacks.
Blue [Targeting Computer] = When this unit makes a ranged or close combat attack, you may reroll one attack die; if you do, you must accept the reroll result. If you would roll a critical hit with the rerolled die, it is not a critical hit; calculate the attack result normally. If you reroll a die from a critical miss, and the new result is not a critical miss, this unit does not take critical miss damage.
Purple [Active Probe] = This unit and figures friendly to this unit get +1 to their attack values when targeting opposing figures within 6 inches of this unit.
Black [ECM Suite] = This unit and friendly figures within 6 inches of this unit that are targets of ranged combat attacks ignore Homing Beacon and Streak Missiles, Active Probe gear, and gear with 'Artemis' or 'C3' in the name.
DEFENSE
No color [Armor/Chassis] = Value on dial.
Gray [Ferro-Fibrous] = Decrease by 1 any damage scored to this unit by ranged or close combat attacks. Heavy Armor does not reduce pushing or impact damage.
Red [Reflective] = Decrease by 2 any damage scored to this unit by ranged combat attacks using the [E] range type.
Green [Stealth] = When this unit is the target of a successful ranged combat attack that is not a critical hit, the attacker must make a second attack roll. If the second attack roll fails, this unit ignores the successful attack. The second attack roll does not count as an additional attack for the attacker and does not cost an order. When preparing the battlefield, deploy this unit after all figures without Infiltrate have been deployed. Deploy figures with Infiltrate starting with the first player and proceeding clockwise. Vehicles and ’Mechs with Infiltrate may be deployed up to their speed values away from their controllers’ deployment zones; infantry, up to twice their speed values away. No unit may be deployed in an opposing player’s deployment zone. Gain 1 heat in addition to any other heat when this gear is used.
Blue [Point Defense] = At the beginning of any opponent's command stage, any friendly figure in base contact with this unit may use this unit's defense value as modified by a pilot instead of its own defense value until the end of that opponent's order stage
Purple [AAMS] = This unit’s controller may cancel this special equipment prior to an opponent’s attack roll. (optional) When this unit or a friendly figure within 6” of this unit is the target of a successful ranged combat attack using the range type, roll one six-sided die. On a result of 3–5, reduce the damage scored against the target by 1, to a minimum of 1. On a result of 6, reduce the damage scored against the target by 2, to a minimum of 0. Apply the effects of this special equipment after applying the effects of all other special equipment and faction abilities.
Black [Hardened] = Decrease by 2 any damage scored to this unit by ranged or close combat attacks. Hardened Armor does not reduce pushing or impact damage.
Alpha Strike - Always felt this should be a special attack. Model after Tara Campbell's ability?
Charge
DFA
Pin/Grapple - Ditto. Merge rules from S7/Grapple?
Ram
OTHER
CASE/TSM = Heat dial design.
Salvage = Red repair marker.