ATTACK ROLL MODIFIERS

 
 
 
 
 

These are the modifiers that apply to various types of attacks.  Note that range modifiers are not cumulative.
 

ATTACK ROLL MODIFIERS
Half range or less (beam or projectile weapons) +1
Half range or more (missiles) +1
Quarter range or less (beam or projectile weapons) +2
Three-Quarter range or more (missiles) +2
Target in/behind partial cover 1 (ranged only) -5
Target immobilized 2 +1
Target dodging -2
Target flying -1
Attacker prone +1
Attacker braced/aiming +1
Called shot:  head, limb, wing, tail -2
Called shot:  weapon -3
Called shot:  sensor or eye -3
Called shot:  torso -1
Called shot:  thruster or fan -4
Knockout Attack -3
Human or powersuit attacking mech +3
Mech attacking human or powersuit (ranged only) -3

1 Partial cover - partial cover is anything that you can hide behind which does not completely block Line of Sight.  Things like bushes, trees, leaning out of a window, etc.  In general, any terrain feature that is not considered to block Line of Sight (buildings, hills, etc.) is considered partial cover if you are in it, or if a shot is traced through it and is not coming from a higher elevation.

2 Immobilized - normally, even if a target does not move from one hex to another one it is still considered to be moving around within  the hex that it occupies in order to make itself a difficult target.  Targets are only considered immobilized under the following conditions:  the pilot is stunned or unconscious, the target is under the effects of some kind of entangling attack, the target has had its MA reduced to 0, the target is prone, or the target is considered to be braced/aiming. While immobile the character may not gain the benefits of actively dodging.
 

Note that some weapons may hit a target more than once.  Missile salvos, machinefire weapons, and autofire weapons may hit a target a number of times equal to their burst or salvo value.  For every point that the attacker exceeds the defender's roll one additional hit is scored up to the maximum of the burst or salvo value.  Missile salvos and machinefire attacks hit random locations with each additional attack (this is true even for called shots - only the first shot hits the called location), but autofire attacks resolve all additional hits against the same location hit by the first attack.

Don't forget that linked weapons make separate attacks, and require separate attack rolls.  The benefit to using linked weapons is that you can make multiple attacks as a single action, but you still have to roll for each linked weapon separately
 
 

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