Okay, so I think I agree with the outcome of my test case only being one PSR. However, I still disagree hard about the timing being the end of the Mad Cat’s movement. I think it should be made when the Mad Cat is hit by the mines in Hex 2. Please allow me to explain.
Let’s start with the two Centurions, two Hunchbacks situation. What Charistoph outlined is what would happen if we were dealing with these Mechs shooting the Mad Cat during the Weapon Attack Phase. However, the mines in Test Case 1 are detonating in the Movement Phase. There’s only a few ways I can think of for weapon damage to occur in the Movement Phase: 1) Point Blank Shots from Hidden Units, 2) Preemptive special abilities like Combat Intuition, and 3) (I would argue) stepping on mines. So I want to consider what would happen if this lance of IS mechs were Hidden Units. I’m going to call the original test case Test Case 1, this one Test Case 2.
So for Test Case 2, we again have a Mad Cat moving from Hex 0 to Hex 5. Each of the IS Mechs is hidden in a hex adjacent to, but not in, the Mad Cat’s path such that it can make a Point Blank Shot (BMM p.82) as the Clan Mech passes. So in Hex 1, it will be Point Blanked by a Centurion, Hex 2 another Centurion, Hex 3 a Hunchback, and so on. Let’s say each Centurion will get in 15 points of damage (AC10 and ML) and each Hunchback 33 damage (AC20, 2x ML, SL). Again, let’s assume the Mad Cat is lucky enough to avoid critical damage and makes any PSRs.
The damage inflicted by the IS Mechs is occurring in the Movement Phase, and the BMM section I quoted in my first post explicitly states that:
“If a PSR is required in the Movement Phase due to weapon attacks (possibly due to attacks by hidden ’Mechs; see p. 82), the roll is also made immediately.”
That’s a pretty flat statement that you don’t hold the PSR to the end of the Movement Phase. It’s checked now so you can determine if the planned movement can continue, or if the incoming damage interrupts the movement.
Therefore, when the Mad Cat enters Hex 2 and takes the Point Blank from the second Centurion, bringing the total damage inflicted that Movement phase up to 30, it must make a PSR before it can continue on to Hex 3. If it makes that check, it won’t have to repeat a PSR for going over 20+ damage in the phase as the Hunchbacks get their turns.
Now, yes, this quoted section of the BMM only explicitly mentions Hidden Mechs. I’ve looked up and down the BMM, TW, and TO books for direct instructions on dealing with mine damage, and not found it. However, I think the parallel between a SURPRISE! shooting-you-now and SURPRISE! stepped-on-a-mine is pretty obvious. As such, I want to argue strongly that in Test Case 1, the PSR for 20+ damage would also have to be made in Hex 2.