Got a game day coming up, and while reviewing the rules realized I wasn’t feeling confident about correctly applying hip critical hits. Would y’all go over the following hypothetical scenario and let me know if you spot any errors?
Relevant rules excerpts from BattleMech Manual:
Pg. 48, “After a hip critical hit, ignore any other critical hit modifiers from previous turns due to damage on that leg (even if this actually reduces the PSR penalty provided by the leg). However, other critical hits applied to that leg on this turn or later still apply.”
“PSR Modifiers: +2 per hip critical hit; this modifier overrides all other critical hit modifiers from that leg. The controlling player must make a PSR at the end of the phase in which the critical hit occurred.”
How the italicized sections interact is what is causing me confusion.
Mech: SHD-2H Shadow Hawk (5/8/3 MP)
Pilot: Murphy “Why Me” Law (G:4/P:5)
Turn 1, Weapon Attack Phase:
After running into a clearing, Murphy’s Shadow Hawk takes an AC/20 hit that destroys the right leg’s armor and goes internal, scoring a critical on his Upper Leg Actuator. At the end of the Weapon Attack Phase, Murphy must make two PSRs of 7+ (5 Piloting + 1 for damaged upper leg actuator + 1 for 20+ damage). He rolls a 7 and then a 9, staying upright.
Turn 1, Physical Attack Phase:
Murphy makes a kick attack against a stationary (but not immobile) Hetzer using the Shadow Hawk’s left leg. Even though this leg is undamaged, the effects of the right leg critical damage still apply. Therefore, he needs a 7+ to land the kick (5 Piloting + 2 Running + 0 TMM - 2 kicking + 2 upper leg actuator damage). Rolling 12, the kick hits, inflicting 5 damage (11 damage base from tonnage, halved by actuator damage, rounded down) to the tank.
Turn 2, Movement Phase
Murphy must recalculate his MP due to the damaged upper actuator, losing 1 Walking MP. New movement profile is 4/6/3. He runs to escape the Hetzer’s firing arc.
Turn 2, Weapon Attack Phase
…and blunders right into the sights of a Javelin, eating 5 SRMs for his trouble. One of the SRMs hits the exposed right leg, scoring two crits: the hip and the foot actuator.
This is one of the points where I’m feeling a little iffy. Murphy will have to make two PSRs at 8+ (Piloting 5 + 1 foot damaged + 2 hip damaged; the hip crit means the + 1 from the previously destroyed upper leg actuator is ignored). He rolls a 9 and a 6, and falls. Murphy’s seatbelt check also requires a PSR of 8+, which passes with a roll of 10.
-OR- (after rereading the excerpts a few times, I think this is right interpretation)
Murphy will have to make two PSRs at 7+ (Piloting 5 + 2 hip damage; the hip overrides the other leg crit PSR modifiers, but the foot crit still triggers a second PSR). Let’s say he misses one and falls. His seatbelt check would also be a 7+.
Turn 3, Movement Phase
Murphy has to recalculate his movement again. Hip damage is applied before any other effects, so starting at 5/8/3, Walking MP is halved, rounding up, leaving 3/5/3. The foot and upper actuator damage then apply, knocking this down to 1/2/3. He wants to stand up, requiring 2 MP. This will count as running movement. The damaged hip means this draws two PSRs at 7+, one for the stand attempt, and one for “running with damaged hip.” He rolls a 10 and a 7, a manages to stand the mech.
Turn 3, Weapon Attack Phase
Another SRM hits the right leg, scoring a crit on the lower leg actuator. Murphy again has to roll a PSR at 7+ (Piloting 5 + 2 hip damage; actuator crit triggers the PSR but its modifiers are overridden by the hip crit). He rolls an 8 and remains standing.
Turn 4, Movement Phase
Recalculating movement again. Hip knocks 5/8/3 down to 3/5/3. Upper, lower, and foot knock off an MP each, leaving the Shadow Hawk at 0/0/3. With no other options for getting out of Dodge, Murphy jumps 3 hexes into some nearby tree cover. This again draws a 7+ PSR (Piloting 5 + 2 hip damage; other crits overridden by hip damage). Rolling 7, he remains standing.
Turn 4, Weapon Attack Phase
The Hetzer is back, and its next AC/20 shot eliminates the remaining internal structure of the Shadow Hawk’s right leg (and then some). The mech automatically falls, and Murphy’s seatbelt check is a 10+ (Piloting 5 + 5 leg destroyed).
Turn 5, Movement Phase
Interestingly, losing the right leg’s dead weight now puts the prone Shadow Hawk at 1/0/3 movement. Murphy may make one attempt to stand (counting as Walking) with a PSR of 10+.
Corrections, clarifications, and feedback welcome. Thanks!