Author Topic: (Answered) Calculating building levels above unit for collapse damage  (Read 1721 times)

jayoung

  • Recruit
  • *
  • Posts: 16
Battletech Battlemech Manual, 2019 Red Marauder Cover

The way of determining levels above a unit when calculating damage from being in a collapsing building seems inconsistent in the example given.

Page 74, COLLAPSE: BUILDING COLLAPSE example block, paragraph's 2 and 3:

Quote
    First, the players apply damage inflicted by the collapsing
building  In the case of the Archer, at the beginning of the Movement
Phase, Hex E had a CF of 7  Divided by 10, this gives a base damage
of 0 .  The building had 3 levels above the Archer, and so the ’Mech
takes 3 points of damage (base damage 0 . x 3 = 2 .1, rounded up to
3)
.  Player 2 assigns the damage using the Front/Back column of the
Punch Hit Location Table

   
Quote
Player 1’s ’Mechs, all in Hex B, fare somewhat worse  At the
beginning of the Movement Phase, Hex B had a CF of 37; divided by 10,
which gives a base damage of 4 (3 ., rounded up)  Luckily, the Stinger
is on the roof, meaning that no building levels are above it  It therefore
takes 4 points of damage, assigned against the Front/Back column of
the Hit Location Table  The Locust is at Level 2 in Hex B  With only 1 level
above the ’Mech, it also takes 4 points of damage, applied against the
Front/Back column of the Punch Hit Location Table.

The Archer in the first paragraph is on level 0/ground level of a 2 level building. Why is it being treated as there being 3 levels above it? Does the roof count as it's own level?
The Locust is on Level 2 of a 3 level building, but only takes damage for 1 level being above it. Should it really be taking damage as if two levels were above it? I guess I don't know which of the two examples are correct and which one is wrong.

On page 73, in the COLLAPSE section, paragraph 4 it says

Quote
When a building hex collapses, ’Mechs inside suffer
damage equal to the hex’s CF at the beginning of the
current phase divided by 10, multiplied by the number
of levels of building above the affected ’Mech (round up).

’Mechs on top of a collapsing building hex suffer damage
as though they were on the highest level inside it.

Does that mean to basically always add 1 to the number of levels above the mech? In which case the Archer example seems correct vs the Locust one. Or does it mean, if the number of levels is 0, bump it up to 1 (eg, a level 1 building collapsing as a 'Mech walks through it).
« Last Edit: 20 July 2019, 18:51:55 by Xotl »

Xotl

  • Dominus Erratorum
  • Moderator
  • Lieutenant Colonel
  • *
  • Posts: 11644
  • Professor of Errata
Re: Calculating building levels above unit for collapse damage
« Reply #1 on: 20 July 2019, 18:22:12 »
This may be just another error in converting the examples from TW to the BMM.  I'll take a look.
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0

Xotl

  • Dominus Erratorum
  • Moderator
  • Lieutenant Colonel
  • *
  • Posts: 11644
  • Professor of Errata
Re: Calculating building levels above unit for collapse damage
« Reply #2 on: 20 July 2019, 18:51:47 »
Yeah, the Archer example is wrong (and wrong again on the next page).  As there's only two levels above it, the damage should be 1.4, rounded up to 2.  I've flagged both for errata; thanks!
3028-3057 Random Assignment Tables -
Also contains faction deployment & rarity info.

http://bg.battletech.com/forums/index.php?topic=1219.0

jayoung

  • Recruit
  • *
  • Posts: 16
No problem! Thanks for clearing up my confusion :)

 

Register