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Author Topic: (Answered) Gyro Damage and Movement-based PSRs  (Read 637 times)

Bison AIs

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(Answered) Gyro Damage and Movement-based PSRs
« on: 05 January 2021, 16:25:41 »
1. A running mech enters a building hex taking a through-armor gyro hit in the process...
Q: Must they make an immediate piloting check for the fresh Gyro damage to avoid falling? And if so, does this take the place of the normal check required at the end of a phase in which a unit took a Gyro Hit.

[Edit: Reduced]
« Last Edit: 12 March 2021, 21:01:38 by Xotl »

Bison AIs

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Relevant text:

BMM, 2017 p.48: Gyro "The controlling player must make a PSR at the end of the phase in which the first critical hit occurred"

This would indicate that the unit suffering a gyro hit upon entering a building does not take an immediate piloting check.

In contrast, the rules for point blank shots from hidden units suggest to me that any movement-phase damage effects should be resolved at the end of the damaging event rather than the end of the phase:

BMM, 2017 p.82: Point Blank Shots: "Any damage dealt and PSRs required take effect immediately"

Also, for a destroyed gyro, pg. 48 says "When a 'Mech's gyro is destroyed, the 'Mech automatically falls". Here it sounds like gyro damage takes effect, not quite immediately (like a conscious check) but at least when damage resolution is complete, i.e. the damage from entering the building.
« Last Edit: 05 January 2021, 23:24:05 by Bison AIs »

Bison AIs

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Re: (BMM) Gyro Hit During Movement
« Reply #2 on: 06 January 2021, 11:45:30 »
I think the crux is whether a PSR caused by damage caused by movement is a PSR  "due to a movement action":

BMM, 2017, p53: PILOTING SKILL ROLL TIMING
"Piloting Skill Rolls required due to a movement action (entering water, trying to stand up, entering rubble, and so on) are made immediately following the action."

Checking the older BattleTech compendium for context, I noticed that the default timing for PSRs triggered by damage is 'when the damage occurs' and then there are exceptions for PSRs caused by weapons or physical-attack damage, suggesting that there's at least a tradition of resolving the gyro hit after entering the building.

Regardless, the language of the Gyro hit section is still very explicit and sans exceptions about the PSR happening at the end of phase.
« Last Edit: 06 January 2021, 11:52:08 by Bison AIs »

Xotl

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Yes, the gyro damage section should read something like:

"when the first critical hit is applied"

Rather than:

"at the end of the phase in which the first critical hit occurred"

I think that would fix the issue.
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Bison AIs

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Yes, the gyro damage section should read something like:

"when the first critical hit is applied"

Rather than:

"at the end of the phase in which the first critical hit occurred"

I think that would fix the issue.

Your response is much appreciated!

I'll humbly suggest though that because gyro damage almost always happens during weapons/physical phases, and because running with a gyro hit also induces a check _after_ movement, the "at the end of the phase" language in the gyro crit section is actually ideal, and that it's the exception language in the PSR timing section that might benefit from tweak without risking the introduction of ambiguity around the most common cases. (I'd bet a dollar that many players benefit from the gyro-crit language reinforcing the typical end-of-phase-ness of PSRs.)