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Author Topic: (Answered) Gyro hit  (Read 3918 times)

wasp

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(Answered) Gyro hit
« on: 19 February 2011, 21:36:36 »
This happened several times in one turn in a game this afternoon and we couldn't immediately find an answer. 

If I take a gyro hit and take less than twenty points of damage do I have to make a piloting check plus the gyro penalty for taking the gyro hit or since I did not take 20 points of damage to force a piloting check can I get away without a piloting roll?


Wasp
« Last Edit: 18 April 2013, 20:07:39 by Xotl »

Paul

  • dies a lot at the Solaris Melee Challenge!
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Re: Gyro hit
« Reply #1 on: 20 February 2011, 09:01:29 »
This is a Total Warfare question, but I think I can field it.

p.59 Total Warfare:

"The Piloting/Driving Skill Roll Table lists the events that require a player to make a Piloting Skill Roll for his MechWarrior. Each time one of these events occurs, the player adds the following modifiers to his MechWarrior's Piloting Skill: all indicated modifiers for the event, plus additional modifiers from any other events taking place in the same phase, including those listed under Preexisting Damage on the Piloting Skill Roll Table. The resulting number is the Modified Piloting Skill."

And as you can see on p. 60, a 'Mech gyro hit is an event under 'Mech Damage. So you would have to make a PSR with a +3 penalty even if the 'Mech didn't suffer 20+ damage that phase.

This also means that if your 'Mech engine shuts down in the Heat Phase (IE, 30+ heat), you have to make a PSR with a +3 modifier to remain standing. Subsequent to that check, any future checks from a 'Mech that's shutdown automatically fail.

Another example: a 'Mech is kicked in the physical attack phase. It already had a gyro hit. It suffers 20+ damage, and suffer has a hip crit,  and a foot actuator crit as a result, all in the same leg.

This means that you have to make 4 Piloting Skill rolls: 1 for being kicked, 1 for the 20+ damage, 1 for the hip, and 1 for the foot actuator.
Each of the 4 rolls suffers a +7 penalty: +3 for pre-existing damage, +1 for 20+ damage, +2 for the hip, +1 for the foot actuator. The "crutch" effect of the hip that would allow you to ignore the leg/foot actuator effects on Piloting won't kick in yet, as all of this is still "Damage to 'Mech" rather than "Preexisting Damage".

Paul
« Last Edit: 14 October 2021, 01:27:34 by Xotl »
The solution is just ignore Paul.

wasp

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Re: Gyro hit
« Reply #2 on: 20 February 2011, 09:37:32 »
Thanks, for the reply.  Yes it is a total warfare issue, I just apparently hit the first button I saw with a T in the title.  Opps.


Wasp

 

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