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BATTLETECH – Effects

22 April 2018, Sunday, 21:11:39

Effects

Biome Effects

There are several different biomes and many of them affect the performance of your mech’s Heat Sinks. Don’t feel like you have to memorize these details, simply mouse over the icons or the movement dot to get tooltip information.

  • Lunar – Heat Sinks are much less effective.
  • Badlands – Heat Sinks are less effective.
  • Desert – Heat Sinks are less effective.
  • Martian – Heat Sinks are less effective.
  • Verdant/Lowlands/Highlands – No effect.
  • Tundra – Heat Sinks are more effective.
  • Polar – Heat Sinks are much more effective.

 

 

 

 

Terrain Effects

These effects apply when standing in various types of terrain.

Clear – No effect

Destroyed Building – Movement reduced by 50%, Damage received reduced by 25%. Available on any biome with buildings. Note, this is only for larger, targetable buildings. If you smash your mech through a farm house, you won’t be slowed down a bit or gain any cover.

Forest – 25% reduced movement, 50% visibility reduced, 25% damage reduction. Available in every biome but Lunar. Martian biomes have dust storms that effectively do the same thing.

Ice – Cooling increased by 50%, Movement reduced by 50%, Stability Damage received increased by 20%. Available in cold biomes or biomes without an atmosphere.

Marshland – Reduces Stability Damage received by 50% while standing in it. Available in Verdant/Highland/Lowland biomes.

Mineral Field – 10% movement reduction. You’ll receive a 2 “To Hit” penalty when making attacks from crystals, but there’s a 4 “To Hit” penalty when targeting someone inside a Mineral Field. Available in Badlands and Desert Biomes.

Radioactive Zone – 10% movement reduction, You’ll receive a 4 “To Hit” penalty when targeting someone inside a Radioactive zone and you will receive +10 heat/round for 2 rounds. Available in Lunar and Martian biomes.

Road – Available on every biome. 5% movement increase.

Rough – 4 “To Hit” Melee defense bonus, 25% movement reduction, and received Stability Damage is increased by 50%. This effect persists until your next activation. The Rough debuff is also applied if you walk through Rough terrain. Rough Terrain exists in every biome.

Steam Vents/Geothermal – 10% movement reduction, cooling reduced by 50% for 1 activation. Available in Tundra and Polar biomes.

Water – Cooling increased by 50% (regardless if Heat Sinks are positioned in a Mech’s Legs or not), Movement reduced by 50%. Available on warm biomes with an atmosphere.

 

 

Unit Status Effects

These effects can be gained/lost through combat actions.

Cover – 25% reduction in damage received. Attacks hitting the rear arc will ignore Cover and do full damage. Granted by Forests and Dust Storms.

Entrenched – Receive 50% less Stability Damage. Granted when Bracing (sacrificing your firing action).

Guarded – Receive 50% less damage. Attacks hitting the rear arc will ignore guarded and do full damage. Received by Bracing (sacrificing your firing action).

Prone – Your mech is lying down on the job. Stand up and look respectable! Falling prone knocks that unit down an Initiative Phase and injures the pilot. Also, when a mech is prone enemy units can target specific locations. After standing from prone, the unit also has a penalty to hit targets.

Sensors Impaired – When a Mech has been hit with a PPC it suffers a an increase to its shot difficulty until its next activation.

Shutdown – Your mech has overheated and automatic safeties have turned off your Mech’s fusion engine. Enemy units can target specific locations and receive a bonus to hit you. The only thing you’ll be able to do next activation is restart your fusion reactor.

Unsteady – When a Mech takes enough Stability Damage, it will become Unsteady. When a Mech is Unsteady, it can’t sprint and if the Stability Damage bar fills up from a subsequent Enemy Hit it will be knocked Prone.

Vehicle – Not really a status but vehicles do have some special rules. For one, they don’t have a Stability bar because they can’t be knocked over. They also don’t generate any heat. However they do take double damage from Melee Attacks. And stepping on them is VERY satisfying. 🙂

Another thing to know about vehicles is they have a much smaller number of hit locations so they are much easier to take out than a mech. However, some vehicles pack a serious punch. The SRM Carrier has ten SRM6’s. A demolisher is a tank that has two AC/20’s… DO NOT GET CLOSE TO THESE! They will ruin your day.

 

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