BMRR Features List

You might also like

Download as txt, pdf, or txt
Download as txt, pdf, or txt
You are on page 1of 7

The Great MegaMek Feature list. 10th November 2005. MegaMek Version 0.31.3-dev.

Best viewed in 1024x768.

Table format is Game Component - Implemented - Notes.

Components (Units)

- Battlemechs Yes None


- Protomechs Yes None
- Vehicles Yes None
- Infantry Yes None

Components (Mapsheets)

- Clear Yes None


- Light Woods Yes None
- Heavy Woods Yes None
- Rough Yes None
- Water Yes None
- Pavement Yes None
- Roads Yes None
- Bridges Yes None
- Buildings Yes None
- Rubble Yes None
- Fire Yes None
- Smoke Yes None

Playing The Game (Sequence)

- Initiative Phase Yes Immobile Units count for initiative


(unless turned off).
- Movement Phase Yes Player can designate a movement for an immobile
unit as stated on Page 14.
- Weapon Attack Phase Yes None
- Physical Attack Phase Yes None
- Heat Phase Yes None
- End Phase Yes None
- Unequal No. of units Yes None

Playing The Game (Warriors)

- Skills Yes None


- Skill Improvement No None
- Damaging a mechwarrior Yes None
- Consciousness Rolls Yes None

Movement (Basics)

- Movement Direction Yes None

Movement (Modes)

- Standing Still Yes None


- Walking Yes None
- Running Yes None
- Jumping Yes None

Movement (Actions)
- Facing Change Yes When standing on board edge, use Shift
key + Arrow key to face off the board.
- Dropping to the Ground Yes None
- Standing Up Yes None

Movement (Stacking)

- Stacking Yes None


- Accidental Violation Yes None

Movement (Pavement)

- Roads Yes None


- Bridge Movement Yes None
- Skidding Yes Units may not step out of the way of a skidding
unit.

Movement (Piloting Skill Roles)

- Making a PSR Yes None


- Falling Yes None

Combat (Attack Declaration)

- Torso Twist/ Turret Rotation Yes None

Combat (Line Of Sight)

- Elevation Yes None


- Intervening Terrain Yes None
- Partial Cover Yes None
- Water Hexes Yes None

Weapon Attacks

- Ammunition Expenditure Yes None


- Firing Arcs Yes None
- Rotating the Firing Arcs Yes None

Weapon Attacks (Firing Weapons)

- Base To-Hit Number Yes None


- To-Hit Modifiers Yes None
- Prone Battlemechs Yes None
- To-Hit Rolls Yes None
- Hit Location Yes None

Weapon Attacks (Damage)

- Recording Damage Yes None


- Damage Resolution Yes None
- Transferring Damage Yes None

Weapons Attacks (Critical Damage)

- BattleMech Critical Hits Yes None


- Critical Hit Effects Yes None

Weapon Attacks (Destroying a Unit)


- Battlemech Yes None
- Protomechs Yes Fire declaration *is* as a point (report
a bug if it's not).
- Vehicles Yes None
- Infantry Yes None

Physical Attacks

- Punch Attacks Yes None


- Club Attacks Yes None
- Hatchets and Swords Yes None
- Push Attacks Yes None
- Kick Attacks Yes None
- Charge Attacks Yes Buildings may not be charged.
- Death From Above Yes Buildings may not be DFA'd
- Different Elevations Yes None
- Prone Battlemechs Yes None
- Protomech Physical Yes None

Heat (Heat Points)

- Building up heat Yes None

Heat (Effects of Heat)

- Movement effects Yes None


- Weapon effects Yes None
- Shutdown effects Yes None
- Ammunition effects Yes None
- Mechwarrior effects Yes None

Buildings

- Building Types Yes None


- Construction Factor Yes BMRr, page 50: every hex of a buildings
shares a single CF
- Building Elevations Partial Basements not implemented.

Buildings (Movement Effects)

- Entering Buildings Partial Units may only enter a building on


the ground floor.

Buildings (Combat Effects)

- Attacking Buildings Yes None


- Attacking Units inside Bldgs Yes None
- Combat Within Buildings Partial Needs to be debugged.
- Collapse Yes None

Buildings (Basements)

- Basements No None

Building (Emplacements)

- Gun Emplacements Partial Don't act as buildings


ProtoMechs

- ProtoMechs Yes None

ProtoMechs (Combat)

- Weapon Attacks Yes None


- Hit Locations Yes None
- Damage Yes None
- Physical Attacks Yes None

Vehicles (Movement)

- Movement Yes None


- VTOL Movement Yes None
- Naval Movement Yes None

Vehicles (Combat)

- Combat Yes None


- VTOL Combat Yes None
- Naval Combat Yes None

Infantry (Movement)

- Movement Yes Infantry cannot change floors in a building


- Infantry Carriers Yes When Deploying infantry carriers, select
"Load" to start Infantry inside.
- Mechanised Battle Armor Yes When Deploying OmniMechs, select "Load"
to start BA squad attached to a Mech.

Infantry (Combat)

- Standard Infantry Yes None


- Battle Armor Yes None

Clan Battle Armor Variants

- Gnome Yes None


- Salamander Yes None
- Sylph Yes None
- Undine Yes None

Innersphere Battle Armor Variants

- Achileus Yes None


- Fa Shih Partial Can't lay command-detonated minefields.
- Fenrir Yes None
- Gray Death Light Yes None
- Infiltrator Yes None
- Infiltrator Mk II Yes None
- Kage Yes None
- Kanazuchi Yes None
- Longinus Yes None
- Purifier Yes None
- Sloth Yes None

Special Case Rules (Anti Mech Infantry)


- Leg Attacks Yes None
- Swarm Attacks Yes None

Special Case Rules (Artillery)

- Setup Yes None


- Targeting Yes None
- Damage Yes None
- Smoke Rounds Yes Only work with maxtech fire and smoke
rules
- Onboard Artillery Yes None
- Arrows IV Artillery Yes None
- Arrows IV Munitions Yes None

Special Case Rules (Miscellaneous)

- Battlemech Lifting Capab. No None


- Cargo Carriers No None
- Clearing Woods Yes None
- Dropping Troops Yes None
- Dumping Ammo Yes None
- Ejecting Yes Currently, MegaMek chooses which units will
pick up
an ejected pilot, giving preference to the
units that
are controlled by the player that is
controlling the
ejected MechWarrior.
- Improved Positions No Waiting on Hidden Units rule.
- LRM Indirect Fire Yes To activate change LRM firing mode after
designating a spotter.
- Reversing Arms Yes None

Special Case Rules (Fire)

- Buildings Yes None


- Accidental Fires Yes None
- Intentional Fires Yes None
- Effects of Fire Yes None
- Spreading Fires Yes None
- Smoke Yes None

Special Case Rules (Flak)

- Artillery Flak Yes None


- LB-X Cluster Flak Yes None

Special Case Rules (Four Legged Battlemechs)

- Movement Yes None


- Combat Yes None
- Heat Yes None

Special Case Rules (Hidden Units)

- Hidden Units No None


- Point Blank Shots from HU. No None

Special Case Rules (Hostile Environments)


- Extreme Temperatures Yes Infantry can deploy in extreme
temperatures, but dies at end of turn if not sheltered
- Ice Yes Climbing out of broken ice happens
automatically
- High/Low Gravity Yes None
- Swamp Yes None
- Vacuum Yes Vehicles can deploy in vacuum, but die at the
end of turn.

Special Case Rules (Minefields)

- Conventional Minefields Yes None


- Command Detonated Minefields No None
- Vibra Bomb Minefields Yes None
- Clearing Minefields Yes None

Special Case Rules (Night Combat)

- Night Combat Yes None


- Searchlights Yes Player can give spotlights to units using
the "customize mech" window. Players
must activate them during move phase.
Target selected in firing phase.

Special Case Rules (Scavenging and Repairs)

- Technicians No None
- Diagnosis No None
- Replacement Parts No None
- Scavenging No This is partially implemented in
MegaMekNET
- Repairs and Replacements No None
- Customising and Retrofits No None

Special Case Rules (Underwater Operations)

- Movement Yes None


- Line Of Sight Yes None
- Weapons Attacks Yes None
- Physical Attacks Yes None
- Hull Integrity Yes None

Equipment

- Active Probe Yes Hidden units is not implemented.


- Anti-Missile System Yes AMS target is selected for the player.
- Anti-Personal Pods Yes None
- Artemis IV FCS Yes None
- Artillery Weapons Partial Need smoke ammo.
- Autocannon Munitions Yes None
- C3 Computers Yes None
- Cargo Space No None
- CASE Yes None
- ECM Yes None
- Flamers Yes Can switch between Heat and Damage by using
mode button.
- Gauss Rifles Yes None
- Hatchets Yes None
- Light Engines Yes None
- Machine Guns Yes None
- Missile Launchers Yes None
- Missile Munitions Partial Incendiary not implemented
- MASC Yes None
- Narc Yes None
- Narc Munitions Yes None
- iNarc Yes None
- Rocket Launchers Yes None
- Stealth Armor System Yes Activate/Disable on the systems tab.
- Sword Yes None
- TAG Yes None
- Targeting Computers Yes None
- Triple Strength Myomer Yes None

Battle Value System

- Battle Values Yes None

You might also like