COLLISIONS!
Rarely do mech pilots like coming hand-to-hand with enemy mechs. *It is an ugly contest of mass and strength that rarely leaves either mech undamaged. *However, if a mech's weapons systems have been disabled or its pilot is desperate, he may resort to fighting up close. *The process is as follows:
1.
Declare Charge. *The mech must be able to reach its target with a walk or run move that follows a straight line. *Charges may not be declared at targets that are obscured or hidden.
2.
Target declares reactions. *The target of a charge or any one other mech within 1" of the line between the charger and its target may declare the special counter-charge reaction (see below). *If any mech chooses to counter-charge, then no other reaction may be declared as a result of the Charge action. *If no mech chooses to counter-charge then all other reactions may be declared as usual.
3.
Perform Charge. *A Charge move must follow a straight line and stop exactly 1" away from the target or from the nearest mech that has declared a counter-charge.
3.
Resolve shooting reactions. *First resolve all shooting at the charging mech. *If the charger survives the firestorm...
4.
Resolve Charge. *If a mech declared a counter-charge, it now moves 1" towards the charger until the two are in base contact. *If not, the charging mech moves the remaining 1" into base contact with its target.
5.
Resolve Collision. *See below.
Collision
Mech combats aren't fights in the sense of two warriors swinging weapons with skill and finesse. *They are purely about the crash of metal on metal and are usually just called "collisions" whether they are intentional hostile action or accidental clumsiness on the mustering ground.
Each mech in the Collision rolls a number of dice equal to its MA value. *Both sides then discard all dice except the highest – if more than one dice is equal highest, keep all the highest dice. *If the charging mech moved at least 4", add +2 to the result. *If it charged less than 4", add +1 to the result. *If the target or any other mech counter-charged, then that mech adds +1 to its own values. *No modifier can increase a dice value to more than 12.
Each mech now takes an amount of damage equal to half its opponent's dice roll rounded down, +1 damage for each additional dice with the same value as the highest.
Results of 12 are Critical Collisions. *As collisions typically cause multiple damage, the player who causes a critical collision may allocate 1 point of damage to a stat of his choice. *The remainder are allocated by the controlling player.
Both mechs are automatically Shaken.
If both mechs are still standing, move whichever took the most damage 1" directly away from the other (if both took the same amount of damage, move the non-active mech) and proceed with the turn as normal.
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Example:
My MA2 mech is five inches away from an enemy mech (MA2) and I elect to charge. *He declares a counter-charge reaction, so I move 4" towards him, then he moves 1" into base contact and we both roll two dice. *I roll a pair of 8s. *My mech moved a total of 4" so I add +2 for a total of 10, plus a second 10. *He rolls a 12 and a 2, discards the 2 and would add +1 but he already has a 12.
I take (half of 12=) 6 damage, one point of which he can allocate to an active stat of his choice. *He takes (half of 10=) 5 damage, plus one point of damage for the second 10 for a total of 6 damage which he can allocate to his stats at will.
Neither mech is wrecked (although it's a close thing!), so both mechs are Shaken. *As I used my first action to charge, I lose my second. *He used his first action as a reaction (counter-charge), so he also loses his second action.
Finally, as we each took the same damage, but I performed the charge, his mech moves 1" away.
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Note that collision is an excellent way to end up wrecking both mechs. *Even a surviving mech will be badly damaged and vulnerable to further enemy action.