
Maximillian Sterling |

I move my WASP 6 squares west then alpha strike at 27 sq/135' distance to target.
Med Laser+Wild: 1d8 ⇒ 81d6 ⇒ 5 Ace!: 1d8 ⇒ 1 Raise! Dmg: 3d10 ⇒ (6, 2, 2) = 10 Bonus Dmg: 1d6 ⇒ 6 Ace Bonus Dmg: 1d6 ⇒ 2 = 18 Total
Med Laser+Wild: 1d8 ⇒ 71d6 ⇒ 6 Ace!: 1d6 ⇒ 5 Raise!Dmg: 3d10 ⇒ (5, 8, 9) = 22 Bonus Dmg: 1d6 ⇒ 6 Ace Bonus Dmg: 1d6 ⇒ 1 = 29 Total
Light Missile+Wild: 1d8 ⇒ 71d6 ⇒ 5 Hit! Dmg: 6d6 ⇒ (6, 1, 4, 1, 5, 4) = 21 Ace Bonus Dmg: 1d6 ⇒ 2 = 23 Total
(2) Anti-Tank Missiles+Wild: 1d8 - 2 ⇒ (3) - 2 = 11d6 - 2 ⇒ (4) - 2 = 21d8 - 2 ⇒ (1) - 2 = -11d6 - 2 ⇒ (6) - 2 = 4 Ace!: 1d6 ⇒ 1 1 Miss, 1 Hit! Dmg: 6d6 ⇒ (1, 4, 3, 3, 6, 4) = 21 Ace Bonus Dmg: 1d6 ⇒ 5 = 26 Total
I'll leave it to you to sort that out.

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A'ight lets do this.
First off, you're firing three weapons. That's two MAPs. But the mandatory RocketJock Edge you took at creation let's you fire another one for free, so that's 1 MAP to all attacks. But every Mech has one level of Target assistance which negates 2 points of firing penalties. That will take care of the MAP, but any other negative modifiers stack.
The range of a M laser is 150/300/600. So it's at short range, and the enemy hasn't moved yet, so there is no movement mod. TN = 4. Yes, hit and raise.
The AP for the M.LZR. is 10.
The Toughness for the Locust is 26{11}. Take away ten we're at 16. A total of 18 damage is a hit but not a raise. This does not cause a wound, and Vehicles do not do "Shaken" but it does force an Out Of Control (OOC) roll.
Also, for the sake of combat, all our stats are d8s, and we're both Wild Cards.
Piloting!: 1d8 ⇒ 5
WILD Piloting!: 1d6 ⇒ 4
Passed for attack #1.

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For the second attack, your dmg is 29, AP 10 vs TOU 16. 20, 24, 28. Three wounds.
Let's try to soak.
Soak 1!: 1d8 ⇒ 5
WILD Soak 1!: 1d6 ⇒ 3
1 success = 1 soaked wound. Bennies = 2/3. 2 wounds incoming.
For vehicles, each wound means a critical hit roll. (Of note, Mechs have "Compartmentilization" which means that you can only take a max of two wounds per attack. Even had I not soaked any wounds, I'd still only be taking two wounds. This prevents a lucky hit taking out an unhurt mech.)
Crit 1: 2d6 ⇒ (1, 5) = 6
I put the crit chart in the Campaign tab
6-8: Wound, but no other crit effects.
Crit 2: 2d6 ⇒ (2, 6) = 8
Okay, no further effects from the critical part. Locust = 2 wounds, and therefore a -2 modifier to all further pilot rolls.
Also, all wounds force an OOC roll.
Piloting!: 1d8 - 2 ⇒ (8) - 2 = 6
Piloting ACE!: 1d8 ⇒ 4
WILD Piloting!: 1d6 - 2 ⇒ (4) - 2 = 2
The Lucky Locust pilot manages to keep his mech upright, and avoid the damage that follows falling down.
2 wounds, 2 bennies.

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For missiles remember we're doing something a little different. We're not doing a normal to hit, and we're not doing what the book says which is an opposed roll because that takes waaaaaaaaay too long. Instead of one person rolling to hit, and another opposing, we just take what they would normally roll to oppose, and take the average, and call that the new to hit.
We take Knowledge (Electronic Warfare), divide it by two, like the Parry stat, and add 2, like the Parry stat.
For right now let's also include all mechs having AMCM, or Anti Missile Counter Measures, which add another 2. Yes, this will make you say "But then missiles are too hard to hit with!" Of course, their damage also makes you say, "Missiles do so much damage they are OP!!!"
I know this because you said all these things in the first try. =)
I know missiles to a LOT of damage. Which is why they are also hard to hit with. Missiles are kind of like a haymaker: You probably won't land with it a lot, but when you do it'll sort of finish the fight.
ALSO you fire more than one missiles at a go, so that helps even it out.
Hence, a d8 in K(EW) = 4 +2 +2 = an 8 to hit with a missile at short range with no movement modifier. (Ah, okay, I see you included a -2 for firing at medium range. Good job! =)
Your missile attack missed.
Which is fortunate for the locust, because a AT missile has an AP of 20!!
For a TOU of (26)11 that would've knocked it down to its base of 15, and done...19, 23...another two wounds.
I'll move the rest of this to Discussion.

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I move my WASP 6 squares west then alpha strike at 27 sq/135' distance to target.[/ooc]
Okay, let's keep the map the same, and say the combat started with the Locust moving 6 squares, or 30'. For starts, that means that your attacks on the Locust are at -3 due to Fast Target.
"A fast-moving vehicle is more difficult to hit, and subtracts 1 from any attacks directed at it for every full 10” of its speed."
At 135' the two MG (Heavy MG: 50/100/200 2d10 3 Notes: AP 4, HW) are at medium range, -2. The med laser is not. The Locust is firing three weapons, but it's not at any penalty for the reasons stated above.
Take note that the MGs have a ROF of 3. This is because they do not do a lot of damage. They are infantry-type weapons, like a 50 cal MG. They are good against light targets and men, but 2d10 is small beer against a mech. Basically if the damage Aces, maybe it'll pierce, so it's not likely.
MG1 attack1!: 1d8 - 2 ⇒ (8) - 2 = 6
MG1 attack1 ACE!!: 1d8 ⇒ 7 = 13 Raise!
MG1 attack2!: 1d8 - 2 ⇒ (3) - 2 = 1
MG1 attack3!: 1d8 - 2 ⇒ (6) - 2 = 4
WILD MG1!: 1d6 ⇒ 5
MG2 attack!: 1d8 - 2 ⇒ (6) - 2 = 4
MG2 attack2!: 1d8 - 2 ⇒ (2) - 2 = 0
MG2 attack3!: 1d8 - 2 ⇒ (7) - 2 = 5
WILD MG2!: 1d6 - 2 ⇒ (6) - 2 = 4
WILD MG2 ACE!!: 1d6 ⇒ 4 = 8 Raise!
M Laser attack!: 1d8 ⇒ 5
WILD M Laser!: 1d6 ⇒ 6
WILD M Laser ACE!!: 1d6 ⇒ 3 = 9 Raise!

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I'm doing the second post for the damage to keep us away from a wall of text right now. Eventually we'll know the rules so well it'll be second nature.
Now, the Locust was lucky there, 3 hits with the both MGs, and a Raise with each, and a raise on the laser.
Damage MG1 attack1!: 2d10 ⇒ (1, 5) = 6
Damage MG1 attack2 Raise!!: 2d10 + 1d6 ⇒ (5, 6) + (4) = 15
Damage MG1 attack3!: 2d10 ⇒ (2, 4) = 6
Damage MG2 attack1!: 2d10 ⇒ (1, 9) = 10
Damage MG2 attack2 Raise!!: 2d10 + 1d6 ⇒ (2, 7) + (1) = 10
Damage MG2 attack3!: 2d10 ⇒ (6, 6) = 12
Bad damage rolls. This means they do all of dick. The WASP's TOU is 24(9). With AP 4, that makes it 20. Nothing is even close. This is...as it should be. Anti-infantry weapons should not pose a great threat to a mech. No matter the Rate Of Fire. Had one aced it had a shot, but even with Raises it didn't mean anything. (The highest damage roll of 15 was even with an average roll, but is still a far cry short.)
The medium laser now. 3d10, AP 10. Raise.
Damage frickin lazer beems!: 3d10 + 1d6 ⇒ (3, 3, 7) + (6) = 19
Damage frickin lazer beems ACE!!: 1d6 ⇒ 1 shit
Total of 20. With AP 10 against 24(9) that cuts out all the armor. 24 - 9 = 15. 20 is one Raise up from 15 so the Wasp has 1 Wound incoming.

Maximillian Sterling |

First I move my mech at max speed in your direction! I think this closes the range to 100', but I don't remember how SW counts diagonals.
Med Lazr: 1d8 - 3 ⇒ (2) - 3 = -11d6 - 3 ⇒ (5) - 3 = 2 Miss!
Missile 1: 1d8 - 3 ⇒ (5) - 3 = 21d6 - 3 ⇒ (6) - 3 = 3 Ace: 1d6 ⇒ 3 Miss!
Missile 2: 1d8 - 3 ⇒ (2) - 3 = -11d6 - 3 ⇒ (3) - 3 = 0 Miss!
Well, it's easy when I don't hit. Relaxing, almost.

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Well, it's easy when I don't hit. Relaxing, almost.
Don't think you're getting off that easy, lad!
First starts, if you Soak a wound, and soak ALL the wounds, there are no negative repercussions.
For vehicles, if you would be Shaken, instead you just need to make an OOC roll. If you make it, no harm.

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Apologies if this is going to sound repetitive. I may have mis-represented the numbers due to the weapons fire from your first round. I'll try and do better now.
Also, I intentionally outfitted all mechs with three optional systems:
Sensors (makes sense)
AMCM (because I didn't want missiles to just kill everything always)
Targeting computer, because SciFi.
If these three systems make learning combat too complicated, we can always play without them. Mind you, since Sensors don't affect combat, the AMCM is only taken into account against missiles, and the Comp is just a +2 bonus, I think we can push through it.
First I move my mech at max speed in your direction! I think this closes the range to 100', but I don't remember how SW counts diagonals.
[dice=Med Lazr] 5-3 Miss!
[dice=Missile 1]6-3+3 Miss!
[dice=Missile 2]...yeah that one just misses. ^_^
Now you're only firing two weapons, so the math is a bit different then the three from above. (Also, this is all standard Savage Worlds stuff. I'm not making this up or pulling out custom rules, so I'll blame SW for this one!)
Since you're firing two weapons, that's 1 MAP. And it is cancelled -completely- by the RocketJock edge that all MechWarriors must take at level 1. Hence, this means the Targeting Computer is still available.
Ergo, the TarComp can cancel out 2 points of firing difficulty, making the shots only at -1, all told.
This means the Medium Lazer actually hits! Roll damage. =)
Same thing for Missile # 1. The TN is (4{from opponent's K(EW) +2 {base, like Parry} +2 {AMCM}) = 8.
You rolled a 9, thanks to the Ace. The TarComp reduces the penalty to hit to only -1. 9 - 1 = 8. Hit! Roll damage, Mr. Lucky. =)

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M laser AP = 10. AT missile AP = 20. TOU Locust = 26(11). Locust has 2 wounds, 2 bennies.
The Laser has 14 dmg vs 16 TOU. No dice.
Missile is 17 dmg vs base 15 TOU. No wound, but forces an OOC roll.
Piloting! 2 wounds!: 1d8 - 2 ⇒ (6) - 2 = 4
WILD Piloting! 2 wounds!: 1d6 - 2 ⇒ (3) - 2 = 1
The shaped charge of the anti-tank missile catches the glacis plate of the Locust at an odd angle, causing it to not get good penetration, but the kinetic force does rock the double-jointed scout. Only the quick reactions of the doughty pilot keep the half-dead mech from falling flat.
Fresh from his attempt at staying upright, the Locust moves 30' forward, trying to close.
Range = 70. Still medium range for the MGs. You moved 30, so -3 to attacks, and my TarComp cancels 2 of that, so -3 for MGs, -1 for laser.
Also, I moved 30 again, so your attacks are also -3. We're basically the same, but the Locust is a tad faster, but not enough to increase its difficulty to hit.
MG1 attack1!: 1d8 - 3 ⇒ (3) - 3 = 0
MG1 attack2!: 1d8 - 3 ⇒ (7) - 3 = 4 hit!
MG1 attack3!: 1d8 - 3 ⇒ (3) - 3 = 0
WILD MG1!: 1d6 - 3 ⇒ (2) - 3 = -1
MG2 attack!: 1d8 - 3 ⇒ (5) - 3 = 2
MG2 attack2!: 1d8 - 3 ⇒ (1) - 3 = -2
MG2 attack3!: 1d8 - 3 ⇒ (1) - 3 = -2
WILD MG2!: 1d6 - 3 ⇒ (4) - 3 = 1
WILD MG2 ACE!!: 1d6 - 3 ⇒ (1) - 3 = -2
M Laser attack!: 1d8 - 1 ⇒ (5) - 1 = 4 hit
WILD M Laser!: 1d6 - 1 ⇒ (2) - 1 = 1
Damage MG1 attack1! AP4: 2d10 ⇒ (3, 8) = 11
M laser damage! AP 10: 3d10 ⇒ (3, 6, 3) = 12
Alright, you know enough to know how that lands?

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At this point you compare the damage and AP of the attacks that hit with your own armor.
The two attacks are dmg 11, AP 4; and dmg 12, AP 10. The TOU of the Wasp is 24(9).
Then move forward from there. Then it's your turn.
The Locust has two wounds from your first attack. (I saw no reason to start over since it was my turn anyway.)

Maximillian Sterling |

I know that if I stop moving, I die, so I continue ahead at full throttle.
Med Lazr: 1d8 - 3 + 2 ⇒ (3) - 3 + 2 = 21d6 - 3 + 2 ⇒ (5) - 3 + 2 = 4
Missile 1: 1d8 - 3 + 2 ⇒ (5) - 3 + 2 = 41d6 - 3 + 2 ⇒ (1) - 3 + 2 = 0
Missile 2: 1d8 - 3 + 2 ⇒ (2) - 3 + 2 = 11d6 - 3 + 2 ⇒ (6) - 3 + 2 = 5 Ace: 1d6 ⇒ 2 = 7
Remind me what I need to roll to hit? Is it the standard 4?
Med Lazr Dmg: 3d10 ⇒ (3, 5, 8) = 16
AT1 Dmg: 6d6 ⇒ (2, 2, 5, 1, 3, 3) = 16
AT2 Dmg: 6d6 ⇒ (1, 4, 6, 2, 1, 4) = 18 Ace: 1d6 ⇒ 4 = 22

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I'm going to take this one in reverse order, because I know the missile rules are wonky and homebrewed, but also still easier than the base game.
I'm going to quote the numbers from above. If you want the whole nine yards, then read all above, but here's the important parts:
For missiles remember we're doing something a little different.
We take Knowledge (Electronic Warfare), divide it by two, like the Parry stat, and add 2, like the Parry stat.
Then add 2 for the AMCM.
Hence, a d8 in K(EW) = 4 +2 +2 = an 8 to hit with a missile at short range with no movement modifier.
Had it hit, at AT missile has AP 20, so against the 26(11) Locust we would have been comparing damage of 22 vs a TOU of 15. 15, 19. It would have given it the third and final wound and killed it. Missile are hard to hit with, but they all come in multiple launchers, and do a lot of damage.
You laser hits. With an AP of 10, that takes it down from a base of 26(11) to a TOU of 16. 16 damage doesn't wound, but it does force an OOC roll.
Piloting!: 1d8 - 2 ⇒ (2) - 2 = 0
WILD Piloting!: 1d6 - 2 ⇒ (5) - 2 = 3
bennie...
Piloting!: 1d8 - 2 ⇒ (2) - 2 = 0
WILD Piloting!: 1d6 - 2 ⇒ (3) - 2 = 1
The wounded Locust refuses to respond to controls, and the hard hit of the medium laser topples the scouting mech over!
Whenever a Mech falls, it takes falling damage of (size)d6. All Light mechs are size = 6. (It says this on page 58 of the SciFi book.)
Falling damage!: 6d6 ⇒ (4, 6, 5, 5, 6, 1) = 27
Oh my Great Jabba the Hutt....
Falling damage ACEs!!: 2d6 ⇒ (1, 5) = 6 = 31.
Now, fortunately or no, falling has no AP, so it's against the full armor TOU of 26. Still, 26; 30. That's a wound, which is the third one, which proves fatal.
The collapsing Locust, as if by purpose, amazingly aims for a large and surprisingly sharp tip of marble thrusting out of the ground. The hardened point refuses to give beneath the falling scout and finds itself pushed through external armor and important internal workings with equal violence. A large black puff of smoke escapes from the no longer functional gyro, and the Locust lays still.

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We will say that the U-Mech has Walked into the Battlefield. With a speed of 18, that gives it a -1 movement penalty for the Panther firing at it.
The Panther, starting at a range of 24 squares (x5, so a range of 120) moves forward. With a speed of 22, that is 4 of our 5-inch squares. That gives it a -2 for the Umech to shoot at it on its turn. It also takes the range to 100, which is short range for its 2 SRMs and the PPC.
It will only fire its PPC to avoid MAP. (Crud, have I been saying that you can fire 2 weapons without MAP? I don't know why I would say that. Normally even firing one weapon is supposed to give you MAP, but the RocketJock edge lets you drive and shoot. If you shoot two weapons that's 1 MAP, which would already eat up your Targeting computer. Alright well now we know for this battle. That gives an advantage to the UMuch since it relies on one large weapon system.)
The UMech moved for -1, but the TarComp that all mechs have will cancel that out.
Shooting PPC!: 1d8 ⇒ 7
WILD Shooting PPC!: 1d6 ⇒ 1
A hit! A palpable hit!
PPC Damage! AP 10!: 4d8 + 2 ⇒ (3, 6, 3, 3) + 2 = 17
Well that damage roll sucked. Since it sucked so bad I'll tell you what the damage is, but let me know if you want me to leave it to you next round.
The UMech is tough, with a TOU of 30(15). With AP 10 that cuts it down to 20, which is enough to ignore that shot.
Basically this represents very well the first opening round of a BattleTech game where you take some points to the armor in the torso or arms which don't actually cause damage (but do make you stop and do have an hour of math!)
Your turn.

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The Panther has a TOU of 36(17). The Light Laser has an AP of 5, so against a TOU of 31, it deflects off, leaving no discernable damage.
The Cunning Max realizes that perhaps trying to snipe with the Autocannon alone would be the good play here.
The Panther shifts 20, maintaining a distance of 100 and shoots!
(Keeping the modifiers as in my last post, so short range, and the TarComp cancels out the Umech's movement.)
Shooting PPC!: 1d8 ⇒ 3
WILD PPC: 1d6 ⇒ 1
Unfortunately the pilot still had some carrot-cake birthday cake in his eyes and the shot goes wild.
U-Mech up!

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When you roll max and Ace? You roll again. If you beat the to-hit number by more than four, that's a Raise, and you add a d6 to damage.
You achieved that now, so the AC does an extra 1d6 ⇒ 6.
Shit.
Damage ACE!: 1d6 ⇒ 1.
The AC is a QUAD autocannon (because it seemed like if anything relies on its AC to be the showstopper, it's the U-Mech) which means it's not only +2 to hit (See Discussion) it's also +4 to damage. Hence dmg = 21 + 7 +4 = 32. And it's AP 20.
The Panther has a TOU of 36(17). The AP strips ALL of the armor away, leaving TOU = 15. 32 dmg is about a billion Raises. (Well, 19, 23, 27, 31.) 4 Raises.
Soak!: 1d8 ⇒ 3
WILD Soak!: 1d6 ⇒ 2
GM bennies = 2/3
No Soaks. Compartmentalization maxes 2 wounds suffered from any one attack. 2 Wounds, and 2 Crit checks.
Crit 1!: 2d6 ⇒ (4, 5) = 9
Crit 2!: 2d6 ⇒ (5, 3) = 8 nada
The 9 is a weapon crit. 1, PPC; 2 SRM: 1d2 ⇒ 1
The massive thrum thrum thrum of the heavy autocannon reverberates through the air as the heavy shells ram into the right side of the Panther without mercy. A direct hit shears away the right arm and the deadly canon with it.
Out of Control piloting check. -2 due to wounds.: 1d8 - 2 ⇒ (6) - 2 = 4
WILD Out of Control piloting check. -2 due to wounds.: 1d6 - 2 ⇒ (5) - 2 = 3
Though rocked by the shot, the heavy scout manages to stay standing.

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Left without any choice, the Panther keeps skirting along but now it fires both SRM launchers, falling back on a barrage to save it from the turned tables.
Short range, firing two weapons so 1 MAP, and -1 from UM move. The TarComp cancels out the -2 from the MAP, but the move pen from the Umech remains. Also, since this is K(EW) check, the to-hit is (8/2) +2 +2 = 8.
Yikes. There are 2 missiles racks, and each shoots two missiles.
#1 Shoot 1!: 1d8 - 1 ⇒ (2) - 1 = 1
#1 Shoot 2!: 1d8 - 1 ⇒ (5) - 1 = 4
#2 Shoot 1!: 1d8 - 1 ⇒ (3) - 1 = 2
#2 Shoot 2!: 1d8 - 1 ⇒ (8) - 1 = 7
#2 Shoot 2 ACE!!: 1d8 ⇒ 5 7 + 5 = 12 Raise!
Three of the four missiles are unable to compensate for the vigorous battlefield conditions and can not make contact with the low-profile of the Urbanmech. Only the last missiles, perhaps influenced by some last-minute correction of the pilot, is able to track onto the target and make a solid contact.
Damage with Raise! AP20: 6d6 + 1d6 ⇒ (3, 4, 3, 2, 4, 2) + (6) = 24 Ooo! Aced on the Raise damage!
Ace!: 1d6 ⇒ 5 = 29 total.
The Umech is TOU: 30(15). The heavy tank-killing missiles are AP20, which strips the armor, leaving TOU of 15.
Again, lots of Raises. 19, 23, 27. Three Raises.
You may now spend a Bennie to roll to Soak 3 wounds, if you wish, sir!