Physical Attacks
Death Physical
Punching Clubbbing Pushing Kicking Charging From Above Weapons
To Hit: All standard To Hit: All standard To Hit: All standard To Hit: All standard To Hit: All standard To Hit: All standard To Hit: All standard
modifiers (except for modifiers (except for modifiers (except for modifiers (except for modifiers (except for modifiers (except for modifiers (except for
heat and sensors) heat and sensors) heat and sensors) heat and sensors) heat and sensors) heat, sensors, and heat and sensors)
+0 for punching - 1 for clubbing - 1 for pushing - 2 for kicking +/- for piloting skill terrain) +2 for each arm act hit
+0 for multiple targets +2 for each arm act hit +2 for each shoulder +1 for each foot act hit +/- for piloting skill
+1 for missing hand hit +2 for each leg act hit Attack is declared Attack not allowed
OR +2 for missing Attack not allowed during the Movement Attack is declared if shoulder or hand
lower arm if either shoulder or Attack not allowed Attack not allowed if phase but does not during the Movement has been hit or if arm
+1 for hand act hit hand has been hit or if any arm weapons either hip has been take place until the phase but does not weapons have been
+2 for each arm act hit if any arm weapons have been fired on hit or if leg-mounted Physical Attack phase. take place until the fired.
have been fired on either arm. Only one weapons have been Mech may not shoot. Physical Attack phase.
Attack not allowed either arm. push attack per target fired. Mech may not fire but Damage: Variable. De-
if shoulder has been ‘Mech. Target must be directly is immune to physical pends on the weapon.
hit or if arm weapons Target must be in the Target must be in the in front of the ‘Mech’s attacks. If attacker falls
have been fired. forward firing arc. The Target must be in the mech’s forward firing feet at the start of the before the physical
attacker must have hex directly in front of arc, based on its feet. Physical Attack phase. attack phase, the at-
Target must be in the a club (a blown off the ‘Mech’s feet. If either the target tacker fails and falls 2
forward firing arc (or limb or a tree, which Damage: 1 for every 5 or the attacker falls levels onto its back..
the left or right, but is good for only 1 at- Damage: None. tons the mech weighs. before the this phase,
only one arm can hit tack). Instead, the mech 1/2 damage for each the attack fails. Damage: (Attacker’s
in these arcs) is pushed one hex damaged leg actuator weight / 10) * 3. Ap-
Damage: 1 for every 5 over, and the attacker on the kicking leg. Ap- Damage: 1 for every ply damage using the
Damage: 1 for every tons the mech weighs. moves into the de- ply damage using the 10 tons the attacker punch location table.
10 tons the mech Roll normally on the fender’s hex at no MP Kick Location Table. weighs times the # of (Prone targets: use the
weighs. 1/2 damage Hit Location Table. cost. Defender must hexes moved, not incl. rear column on the hit
for each missing or make a piloting skill the target hex. The location table.)
damaged arm actua- (+0) roll to avoid fall- attacker takes 1 point
tor. Apply damage us- ing. If it is pushed and of damage for every Attacker suffers leg
ing the Punch Location falls 2 or more levels, 10 tons the target damage equal to the
Table. it automatically falls. weighs. attacker’s weight / 5.
Special Circumstances:
Underwater: A mech in depth 1 water can only kick other units fully under water. Units Target is then moved Attacker then lands in
in depth 2 or deeper water can charge, club, kick, push, punch, or use physical weapons, as if pushed. Both the target hex. If at-
but may not use Death From Above. Any successful underwater attacks do only 1/2 dam- mechs make piloting tack is successful, tar-
age, round down. skill rolls (+2). get moves as if pushed
and both mechs make
Prone Target: Prone mechs may only be targeted by kicks or death from above attacks, If attack fails, place piloting skill rolls (+4
using the standard mech hit location table. (DFA always targets the back.) attacker to the right or attacker/+2 target). If
left of the attacker’s not, target chooses a
Different Levels: See table on p. 54 if target and attacker are on different levels. forward hex. direction to move.