Sarna News: Bad 'Mechs - Icestorm

Editing Long-Range Missile

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=== Game Rules ===
 
=== Game Rules ===
 
==== Hot Loading LRMs ====
 
==== Hot Loading LRMs ====
For [[BattleTech (board game)|tabletop]] play, minimum range modifiers are ignored for hot loaded missiles. When determining the number of missiles that hit, roll 3D6 dice and use the lowest two results for the cluster hit table. Ammo hot loaded this way is armed in the tube, and the launcher will explode if critically hit for the full damage value (e.g. 10 damage for an LRM-10), and may cause a randomly determined ammunition bin explosion in the same 'Mech location as the launcher on a separate 2d6 roll of 5 or less conducted when the launcher is hit. This separate roll is not made for vehicles since they store their ammo in the Body. Hot loaded ammunition must be assigned in full ton lots, and the ammo bins containing hot loaded missiles must be declared at the beginning of the scenario ''except for vehicles with a crew count more than 1'' which, because they have onboard crews, may make the declaration during the End Phase and may switch back and forth in this manner. Equipment that modifies the cluster roll such as Artemis IV, TAG, and Narc still works with hot loaded missiles and adds its modifier as normal. <ref>''Tactical Operations'', p. 103, "Missiles"</ref>
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For [[BattleTech (board game)|tabletop]] play, minimum range modifiers are ignored for hot loaded missiles. When determining the number of missiles that hit, roll 3D6 dice and use the lowest two results for the cluster hit table. Ammo hot loaded this way is armed in the tube, and the launcher will explode if critically hit for the full damage value (i.e. 10 damage for an LRM-10), and may cause a randomly determined ammunition bin explosion in the same 'Mech location as the launcher on a separate 2d6 roll of 5 or less conducted when the launcher is hit. This separate roll is not made for vehicles since they store their ammo in the Body. Hot loaded ammunition must be assigned in full ton lots, and the ammo bins containing hot loaded missiles must be declared at the beginning of the scenario ''except for vehicles with a crew count more than 1'' which, because they have onboard crews, may make the declaration during the End Phase and may switch back and forth in this manner. Equipment that modifies the cluster roll such as Artemis IV, TAG, and Narc still works with hot loaded missiles and adds its modifier as normal. <ref>''Tactical Operations'', p. 103, "Missiles"</ref>
 
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