Game Notes

Clan Ammo Game Notes
Ballistic Weapons
Anti-Missile System See "Game Notes" in the weapon's section.
Light Machine Gun See "Game Notes" in the weapon's section.
Machine Gun See "Game Notes" in the weapon's section.
Heavy Machine Gun See "Game Notes" in the weapon's section.
Gauss Rifle - Standard This ammunition is non-explosive.
LB 2-X AC - Standard -
LB 2-X AC - Cluster See "Game Notes" in the weapon's section.
LB 5-X AC - Standard -
LB 5-X AC - Cluster See "Game Notes" in the weapon's section.
LB 10-X AC - Standard -
LB 10-X AC - Cluster See "Game Notes" in the weapon's section.
LB 20-X AC - Standard -
LB 20-X AC - Cluster See "Game Notes" in the weapon's section.
Ultra AC / 2 See "Game Notes" in the weapon's section.
Ultra AC / 5 See "Game Notes" in the weapon's section.
Ultra AC / 10 See "Game Notes" in the weapon's section.
Ultra AC / 20 See "Game Notes" in the weapon's section.
Missile Weapons
LRM - Standard Clan LRMs do not have a minimum range, this is due to the missiles arming immediately after being launched. This is a property of the missiles themselves, not the missile launcher. Clan LRMs can be launched from an Inner Sphere model launcher, and vice versa. Launching Inner Sphere LRMs from a Clan launcher will still have the 6 hex minimum range. See "Game Notes" in the weapon's section.
LRM - Artemis IV Clan LRMs do not have a minimum range, this is due to the missiles arming immediately after being launched. This is a property of the missiles themselves, not the missile launcher. Clan LRMs can be launched from an Inner Sphere model launcher, and vice versa. Launching Inner Sphere LRMs from a Clan launcher will still have the 6 hex minimum range. See "Game Notes" in the weapon's section.
LRM - Flare LRM delivered flares help diminish the disadvantages of nighttime combat on part of a battlefield. The flare rounds are fired at a hex rather than a unit. Apply all standard to-hit modifiers, including terrain in the target hex and the standard -4 modifier for shooting at an immobile target. A missed shot scatters the flares like artillery. Suspended by a series of parachutes, the flares illuminate the hex struck and all hexes within a 3-hex range of the target hex. Targets in this illuminated area may be engaged without applying the usual +2 modifier for night combat. The illumination begins in the turn following the launch and lasts for a number of turns equal to the size of the LRM launcher divided by 5. A flight fired from an LRM 5 lasts 1 turn, a flight from an LRM 10 lasts 2 turns, and so on. Clan LRMs do not have a minimum range, this is due to the missiles arming immediately after being launched. This is a property of the missiles themselves, not the missile launcher. Clan LRMs can be launched from an Inner Sphere model launcher, and vice versa. Launching Inner Sphere LRMs from a Clan launcher will still have the 6 hex minimum range.
LRM - Fragmentation Designed to scatter large amounts of shrapnel over a wide area, fragmentation rounds are purpose-designed anti-infantry weapons. The storm of shrapnel released when one of these shells bursts can easily wipe out any unarmoured troops within 15 meters of the blast. These rounds have little effect on armoured targets like BattleMechs or armoured vehicles. Against all infantry target, except battle armoured troops, double the amount of damage inflicted by fragmentation missiles. Against other targets, reduce the damage to 0. Clan LRMs do not have a minimum range, this is due to the missiles arming immediately after being launched. This is a property of the missiles themselves, not the missile launcher. Clan LRMs can be launched from an Inner Sphere model launcher, and vice versa. Launching Inner Sphere LRMs from a Clan launcher will still have the 6 hex minimum range.
LRM - Incendiary These missiles are designed to start fires in any suitable terrain. Rather than the usual 9+ for determining fires, the target number is 5+. Incendiary rounds otherwise operate like normal LRMs. The chemicals used in incendairy rounds are volatile and prone to explode if exposed to high heat. To simulate this, make additional rolls to check for ammo explosions per standard Inferno rules. In such a case, treat the incendiary rounds as normal LRM munitions. Clan LRMs do not have a minimum range, this is due to the missiles arming immediately after being launched. This is a property of the missiles themselves, not the missile launcher. Clan LRMs can be launched from an Inner Sphere model launcher, and vice versa. Launching Inner Sphere LRMs from a Clan launcher will still have the 6 hex minimum range.
LRM - Narc Clan LRMs do not have a minimum range, this is due to the missiles arming immediately after being launched. This is a property of the missiles themselves, not the missile launcher. Clan LRMs can be launched from an Inner Sphere model launcher, and vice versa. Launching Inner Sphere LRMs from a Clan launcher will still have the 6 hex minimum range. See "Game Notes" in the weapon's section.
LRM - Swarm Swarm LRMs are missiles that deploy submunitions that are aimed at a primary target and also attack nearby units. Fire and resolve damage for Swarm LRMs in the same way as normal missiles except that any Swarm missiles that miss their target attack any unit, friendly or enemy, in the same hex or any hex adjecent to the target. Calculate a modified to-hit number for the new target based on the same modifiers as the original attack except for the target movement and terrain in the hex the target occupies, which are replaced by the modifiers for the new target. The firing unit need not have a valid line of sight to the secondary target. If two or more possible secondary targets are adjacent to the original target, the player controlling the original target chooses which one is attacked. If units from both sides lie equally close to the original target, choose a target randomly. When determining the number of missiles that hit a secondary target, compare the number of remaining missiles to the Missile Hit Table and use the same or fewer missiles. If missiles remain after the secondary target is hit, a new secondary target is chosen as though the secondary target was the original target. Repeat the process until all missiles have hit something or no more targets remain. However, any given unit can only targeted once by a given Swarm salvo. Clan LRMs do not have a minimum range, this is due to the missiles arming immediately after being launched. This is a property of the missiles themselves, not the missile launcher. Clan LRMs can be launched from an Inner Sphere model launcher, and vice versa. Launching Inner Sphere LRMs from a Clan launcher will still have the 6 hex minimum range.
LRM - Swarm I Like conventional swarm rounds, the improved Swarm-I deploys multiple smaller rounds that strike a primary target and any nearby units. Normal swarm rules appy, with the following exception. Swarm-I LRMs incorporate an IFF (Identification: Friend or Foe) detector system to reduce the chance of missiles targeting friendly units. To simulate this, add a +2 modifier to any friendly unit targeted by Swarm-I missiles, making the missiles less likely to hit that target. BattleMechs with critically damaged sensors have a damaged IFF systems, therefore do not receive this modifier, also, an enemy ECM will jam the missile's IFF system, and this will also cancell the +2 modifier. Clan LRMs do not have a minimum range, this is due to the missiles arming immediately after being launched. This is a property of the missiles themselves, not the missile launcher. Clan LRMs can be launched from an Inner Sphere model launcher, and vice versa. Launching Inner Sphere LRMs from a Clan launcher will still have the 6 hex minimum range.
LRM - Heat Seeking These missiles lock on to a target's heat signature. The higher the target's heat level, the stronger the lock and the more accurate the shot. Modify the to-hit number according to the following chart. When targeting vehicles and infantry units, which have no heat scale, apply a +2 modifier.

Target's Heat Level / To-Hit Modifier
0 / +2
1-5 / +0
6-10 / -1
11-15 / -2
16+ / -3


Clan LRMs do not have a minimum range, this is due to the missiles arming immediately after being launched. This is a property of the missiles themselves, not the missile launcher. Clan LRMs can be launched from an Inner Sphere model launcher, and vice versa. Launching Inner Sphere LRMs from a Clan launcher will still have the 6 hex minimum range.
SRM - Standard -
SRM - Artemis IV See "Game Notes" in the weapon's section.
SRM - Fragmentation Designed to scatter large amounts of shrapnel over a wide area, fragmentation rounds are purpose-designed anti-infantry weapons. The storm of shrapnel released when one of these shells bursts can easily wipe out any unarmoured troops within 15 meters of the blast. These rounds have little effect on armoured targets like BattleMechs or armoured vehicles. Against all infantry target, except battle armoured troops, double the amount of damage inflicted by fragmentation missiles. Against other targets, reduce the damage to 0.
SRM - Inferno Infernos are special-purpose SRMs designed to affect the heat level of enemy BattleMechs. Instead of impacting on the target, an inferno round explodes in midair, dispersing a highly flammable fluid over the target area. Infernos may be used against BattleMechs and vehicles, but cannot be used directly against any sort of infantry. Infernos may be used to start fires in hexes. Any unit with a standard SRM launcher, and SRM-equipped infantry (but not Battle Armour) can carry inferno munitions. To make an attack using inferno missiles, make a standard to-hit roll. If the attack fails, the target hex is set on fire, but it has no other effect. The heat level of a BattleMech hit by an inferno is increased by 6 points during the Heat Phase. Because the fluid sticks to the BattleMech's armour, this effects lasts for 3 turns, for a total heat buildup of 18 points. Vehicles hit by an inferno attack must roll 2D6 in the Heat Phase. A result of 8+, the vehicle remains operational, however, any result lower means the vehicle is destroyed. The hex that the target occuppies is on fire whether or not the attack hit the target, and regardless of the terrain type. Rough, Water and Clear hexes are considered on fire for the rest of that turn and the next 3. Woods and Building hexes are on fire and burn normally. Multiple hits do not increase the heat build up any further, however, it does add fuel to the flames and will increase the burning duration by 3 extra turns for each additional inferno SRM that strikes the target. BattleMechs can remove the flammable gel by submerging in depth 2+ water, or by going prone in depth 1 water. However, the surface of the water hex catches on fire and will remain on fire for the rest of that turn and 3 more. BattleMechs that carry infernos must make different Heat Scale Avoid rolls to determine whether or not the inferno ammo explodes. If the inferno ammo explodes, it adds 30 points of heat to the 'Mech along with the standard damage from an SRM explosion.

Heat Level / Avoid Number
10 / 4+
14 / 6+
19 / 8+
23 / 10+
28 / 12+
SRM - Heat Seeking These missiles lock on to a target's heat signature. The higher the target's heat level, the stronger the lock and the more accurate the shot. Modify the to-hit number according to the following chart. When targeting vehicles and infantry units, which have no heat scale, apply a +2 modifier.

Target's Heat Level / To-Hit Modifier
0 / +2
1-5 / +0
6-10 / -1
11-15 / -2
16+ / -3
SRM - Narc See "Game Notes" in the weapon's section.
Narc - Standard See "Game Notes" in the weapon's section.
LRM Streak See "Game Notes" in the weapon's section.
SRM Streak See "Game Notes" in the weapon's section.
Artillery Weapons
Arrow IV - Standard The standard munition for the Arrow IV Missile Delivery system is an area-saturation missile which attacks an area rather than a specific target, inflicting massive explosive damage to any object within a 45 meter blast radius. Any object inside the target hex receives 20 points of damage, delivered in 5 point increments. Each adjecent hex receives 10 points of damage, also delivered in 5 point increments.
Arrow IV - Homing When firing homing missiles, the controlling player must select a specific TAG-equipped unit to act as spotter on the turn of the missile's arrival. If for any reason a friendly TAG-equipped unit cannot designate the target during the Off-Board Attack Phase of the turn in which the missile arrives on the board, the missile automatically misses and explodes harmlessly. For use TAG rules, see Game Notes for TAG.
Arrow IV - High Explosive High Explosive rounds generate a greater explosion in a tighter area. Objects in the target hex receive 25 points of damage, delivered in 5 point increments, but there is no splash damage to the adjecent hexes.
Arrow IV - Cluster A cluster round explodes above its target hex and saturates the area with small bombs, which explode and cause 20 points of damage over top the area. To resolve damage to BattleMechs in the target hex, use the Shot from Above section on the Special Hit Location Table, but use standard hit location tables for damage to units in other hexes of the blast area. The direction of the attack is figured as though the attack came from the target hex. Cluster rounds are especially effective against units hiding in light trenches and fieldworks. Infantry in fortified hexes take cluster damage as if they are in the open. However, units in Woods hexes suffer only half damage.
Arrow IV - FASCAM FASACM Arrow IV rounds deliver a spread of submunitions to the target hex, creating a minefield in that hex. FASCAMs attack hexes, rather than units. Modify the to-hit roll for these attacks by intervening terrain and the attacking unit's movement and condition only, never by the movement of condition of the units in the target hex or for firing at an immobile target. If the attack misses the target hex, it scatters per the artillery rules. The hex hit by a FASCAM artillery attack is considered mined by a conventional minefield from that point on. The Damage Value is 30. Like other conventional minefields, a FASCAM minefield remains active and can make any number of attacks throughout the game unless cleared. A unit that occupies a hex during the same round that hex is targeted with a FASCAM round is not subject to a mine attack upon leaving the hex. FASCAM cannot deliver a command-detonated or vibrabomb field.
Arrow IV - Illumination Illumination rounds negate the to-hit modifier for night combat. The round detonates above the their target hex and produce a bright light but cause no damage. Attacks directed against unit within the effect radius can be made without the +2 night modifier or the +1 dusk/dawn modifer. In the turns following the attack, the shell and its entire effect radius drifts in the same say as smoke until the round burns out after 12 rounds or drifts off the board. The area of effect for the Arrow IV Illumination rounds is 3 hexes out from the target hex, making the area 7 hexes in diameter.

This page was created by: Copyright November 3, 2004.

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