BMI:Moving
From BattletechMUX
BMI Index · Starting · Moving · Environmental Data · Engaging Targets · Modifiers and Damage
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Heading
Heading is the number used to represent which direction your unit is facing. A solid understanding of how heading works is essential to good piloting. In most cases you will want to turn your unit to face your opponent and knowing which direction you have to go will help. Understanding of heading will also allow you to create a solid mental image of what direction is which and where everything is in relation to your unit.
The basic setup of the maps are as follows:
The top of the map is North, the bottom is South, the right side is East, and the left side is West.
On the directional compass, this corresponds to:
0 NORTH: 0 NORTH-EAST: 45 NORTH-WEST: 315 315 ^ 45 SOUTH: 180 SOUTH-EAST: 135 SOUTH-WEST: 225 \ | / EAST : 90 \|/ WEST : 270 270 <----*----> 90 /|\ / | \ 225 v 135 180
However, hexagonal hexes as used to display the map. For example:
__ __ / \ /\/\ \__/ \/\/
Because of this, it should be noted that NW, NE, SW, SW does not coincide with the hex sides. Below is a diagram of how the sides do relate to the heading of the unit.
0
300 | 60
\\ | //
\\__|__//
270 \_____/ 90
// | \\
// | \\
240 180 120
Being aware of these differences is important to keep in mind when you must be very precise in your navigation of the map, or you may find yourself running into walls/buildings, or even falling off bridges/cliffs.
- To view your current heading, type
heading (without any arguments).
- To declare which heading you wish to face your 'Mech, you type
heading <value>, where <value> is a number in degrees ranging from 0-359.
The value that you give after the heading command will determine which way on the compass your unit turns to face. You may also type
heading <value> L or
heading <value> R to turn a number of degrees to your right or left.
For example, if you wanted to face east you would type
heading 90. If you wanted to face south, you would type
heading 180. If you wanted to turn 45 degrees to your right, you would type
heading 45 R. By now, you should be able to guess for yourself what you should type to face other directions.
> heading 180 Heading changed to 180. > heading 30 L Heading changed to (30 degrees left of current heading). > heading Your current heading is 240.
If you have added the default macro set (by typing
.add 0), you may use the abbreviated form of
heading,
.h.
> .h 180 Heading changes to 180. > .h 30 L Heading changed to (30 degrees left of current heading). > .h Your current heading is 240.
| | Tip: We will be providing the macro equivalent to each command as they are introduced. It is much easier to type .h rather than heading while in a battle. |
It not only takes time to turn to your new heading but you will turn in the direction that will bring you to that heading the quickest. For example, if you are facing a bearing of 0 degrees (North) and type
heading 150, you will turn right/clockwise until you are facing a bearing of 150 degrees. More information on turning speeds while moving can be found in a later section.
Two commands exist to aid you in navigation around the map. These are the
findcenter (
.fc) and
navigate (
.n)) commands. Since your unit doesn't occupy the entire hex (30 meters wide amd 5 meters tall each),
findcenter will tell you how close you are to the exact center of your current hex. The
navigate command takes this a step further by graphically showing you your precise location in your current hex as well as your speed, heading, the terrain of your current hex, and a 5x5-hex tactical map.
> findcenter
Current hex: (4,1,0) Range to center: 0.42 Bearing to center: 140
> navigate
0
___________ __ __
/ \ Location: 4, 1, 0. __/~~\__/~~\__
300 / * \ 60 Terrain: Grassland /--\~1/--\~1/--\
/ \ \-1/ \-1/--\-2/
/ \ / \__/**\-1/--\
270 ( ) 90 Speed: 0.0 \__/ \__/ \-1/
\ / Vertical Speed: 0.0 / \__/ \__/--\
\ / Heading: 345 \__/ \__/ \-1/
240 \ / 120 \__/ \__/
\___________/
180
Since the * in this example is in the top left corner of the large hex, it means you are located near the northwest corner of your particular hex.
Speed
Heading allows you to face a certain direction;
speed (
.s) allows you to move in that direction. Two important factors to consider about the speed of a unit are how fast it can walk and run. Running and walking in a unit affects it in terms of heat production and aim. Walking will create 10 degrees of heat, running will create 20 degrees of heat. In regards to aim, walking adds a modifier of 1 to your BaseToHit (BTH) and running adds a modifier of 2 to your BTH (this will be covered in greater detail in the Modifiers and Damage section), but in general this means that you are harder to hit while moving.
To select a speed, you type the command
speed <value> (or
.s <value> using the macro). The value given will be the speed in kph you wish to achieve. Giving a speed outside the maximum for your unit will return a message with your current maximums. You may replace the number value with the words walk, run, and stop to respectively move at your unit's walking speed, running speed, or come to a halt. If you just type
speed with no value, it will report the current speed you are currently at, even if you are accelerating or decelerating to a new one.
You may also move backwards by using a negative value in the speed command. The maximum reverse speed of your unit is the same as its forward walking speed.
For example:
> .s Your current speed is 20.62. > .s walk Desired speed changed to 55 kph. > speed run Desired speed changed to 82 kph. > speed -55 Desired speed changed to -55 kph. > .s stop Desired speed changed to 0 kph.
As this example shows, the unit in question has a walking speed of 55 kph and a running speed of 82 kph. Notice that the macro form and the full name of the command are interchangable. It doesn't matter if you use
.s or
speed, they do the same thing,
.s is just less typing.
The acceleration or deceleration curve of the mech is 1/10 the max speed of your unit every game tick. Therefore, it will take approximately ten (10) ticks to reach any maximum speed from a stationary position.
VTOL's have the additional commands of
takeoff', 'LAND', and 'VERTICAL <value>'. The first two are self-explanatory, while the third determines how fast you are moving up or down vertically.
Turning
The turn rate of a unit is based on its current speed and max speed. While running, the unit will turn at a rate equal to its max speed divided by 10 (fractions are dropped) in degrees every game tick. The unit will turn at two times this number while walking and three times this number when standing still. Turning while prone is done at standing still rates. While jumping, the unit will turn at a rate equal to 6 times it's jump range.
Here is an example to clear up any confusion you might have:
- MaxSpeed: 86
- Run-Turning Rate: 8 degrees per game tick
- Walk-Turning Rate: 16 degrees per game tick
- Motionless-Turning Rate: 24 degrees per game tick (note motionless includes while prone)
- MaxSpeed: 129 JumpRange 8
- Run-Turning Rate: 12 degrees per game tick
- Walk-Turning Rate: 24 degrees per game tick
- Motionless-Turning Rate: 36 degrees per game tick
- Jumping-Turning Rate: 48 degrees per game tick
Some things to keep in mind are as follows:
- Units that are moving slower than the walking speed will turn at the walking-turning rate. This means that if one unit is walking at 35 and another at 15, both units will turn at the respective walking-turning rate for each unit. The only way to increase the turning rate is to decrease your speed to 0.
- Units that are moving faster than walking and less than the max speed of the unit will turn at a linear rate between the walking-turning rate and the running-turning rate. This is explained below:
If your unit is running at a speed that is halfway between the difference of the unit's max speed and walking speed, the unit will turn at a rate of 1.5 * MaxSpeed / 10.
Essentially, if you are trying to turn faster than your opponent, do not slow down below the walking speed of your unit. This will only give your opponent a better chance of hitting you.
Dropping Prone
Mechs have the ability to drop prone on the ground at any time except when jumping in the air. By entering the command 'PRONE', you immediately drop to the ground. When you are between 0 kph and 1/4 your max speed, this command is automatically successful with no damage. If you attempt this at higher speeds, dropping can cause damage. In order to avoid damage, the pilot has to make a piloting skill check. Between 1/4 of max speed and your unit's walking rate, no penalty is applied to the piloting check. A +2 penalty to piloting is applied when attempted at a run. If successful the drop causes no damage, but if your roll fails you will take damage based on your speed and your heading will randomly change.
While prone, an opponent may lose LOS (line of sight) of your mech because the the terrain the mech is on or around. Water, hills and buildings (and forests to some degree) are able to hide mechs in this fashion. Be warned that standing in water increases the chances of head shots. More detail will be provided on LOS in the terrain section.
Mechs can not move forward or backwards while prone but they can change their heading. A prone mech is capable of firing some of its weapons, but it must brace itself on one arm; this arm may not fire any guns contained on it, nor may it be recovering from a punch attack.
Once prone, you can return to the standing position merely by typing 'STAND'. Again, you need to make a piloting roll to perform this maneuver without falling and if successful it will take 6 game ticks to complete. Prone modifiers are in effect until you finish standing.
Prone modifiers include:
- +2 penalty modifier is added to your base-to-hit (BTH) when prone.
- When a target is prone a penalty of +1 is added to your BTH if the target is not in an adjacent hex. If the target is in an adjacent hex, a -2 bonus modifier is applied instead.
If your unit has suffered critical hits that would increase your piloting roll to stand you can check what the target for the roll will be before attempting to stand with the 'STANDCHECK' command. For example:
> stand check You have a BTH 9 to stand
This sample unit has taken internal damage... standing will be no easy task.
Jumping
Some mechs (and a few rare tanks) have the ability to jump, granting them an edge in mobility on the battlefield. Jumping costs heat, to the tune of 10 * JumpRange. Thus a mech that has a has a jump range of 5 generates 50 heat in jumping (even if you decide not to jump full range). Jumping also interferes with your aim; a jumping mech has a +3 on its BTH rolls when firing. A target that is jumping is +1 harder to hit, in addition to speed/distance movement penalty.
Jumping is useful for getting to hard to reach places, picking out hiding mechs, and for quick escapes. If not used carefully while in combat, however, it can potentially be dangerous since when you finish a jump you are speed zero upon landing and a very easy target.
The command to execute a jump is 'JUMP <heading> <distance>', where heading ranges from 0 to 359, and distance is a number less than or equal to the unit's jump range.
Units jump in parabolic arcs; you should note this before trying to jump on a 3 high building that is directly in front of you. The difference in elevation between the starting and finishing hexes of your jump may not be greater than your jump range. Thus, the more jump jets you have the higher you jump.
You can abort a jump early, with the 'LAND' command. A piloting roll is needed to land safely and avoid taking damage.
Note that you are capable of making very precise jumps if you wish. Jumping to specific hexes is a prime example. Suppose you are somewhere in hex 26,23 and you want to jump directly to the center of hex 23,30. Using the 'BEARING <x> <y>' and 'RANGE <x> <y>' commands, we can easily get the jump parameters.
> bearing 23 20 Bearing to 23,20 is: 321 degrees. > range 23 20 Range to 23,20 is: 4.5 hexes. 4.5 ground hexes. >jump 321 4.5 You engage your jump jets
Upon landing, a mech must stabilize before being able to jump again. This stabilization time is currently 6 game ticks, during which your aim improves from the +3 you had while jumping to a +1 BTH penalty to fire. This penalty disappears once you are done stablizing.
Status
'STATUS [a]rmor|[i]nfo|[w]eapons|[s]hort' is the command for gaining information on all aspects of the unit your piloting.
> status a
Mech Name: Al Penetrator ID:[ZL] Mech Reference: PTR-4D
Tonnage: 75 MaxSpeed: 64 JumpRange: 4
Pilot Name: Iceman Pilot Injury: 0
FRONT REAR INTERNAL
( 9) (**) ( 3)
/24|34|24\ / 7| 9| 7\ /16|23|16\
(21/ || \21) ( | | ) (12/ || \12)
/ /\ \ / \ / /\ \
(26/ \26) / \ (16/ \16)
Note if you are set to view ansi, that armor values will appear bold green when undamaged, green when slightly damaged, yellow when moderately damaged, red when seriously damaged, and dark grey when destroyed.
> status i Mech Name: Al Penetrator ID:[ZL] Mech Reference: PTR-4D Tonnage: 75 MaxSpeed: 64 JumpRange: 4 Pilot Name: Iceman Pilot Injury: 0 X, Y, Z: 4, 5, 0 Excess Heat: 0 deg C. Heat Production: 0 deg C. Speed: 0 KPH Heading: 0 deg Heat Sinks: 24 Des. Speed: 0 KPH Des. Heading: 0 deg Heat Dissipation: 240 deg C.
Most of this is self-explanatory.
> status w Mech Name: Al Penetrator ID:[ZL] Mech Reference: PTR-4D Tonnage: 75 MaxSpeed: 64 JumpRange: 4 Pilot Name: Iceman Pilot Injury: 0 LARM: Ready RARM: Ready LLEG: Ready RLEG: Ready ==================WEAPON SYSTEMS===========================AMMUNITION======== ------ Weapon ------- [##] Location ---- Status ||---- Ammo Type ---- Rounds ERLargeLaser [ 0] Left Arm Ready || Anti-MissileSyst 12 ERLargeLaser [ 1] Right Arm Ready || MediumPulseLaser [ 2] Left Torso Ready || MediumPulseLaser [ 3] Left Torso Ready || MediumPulseLaser [ 4] Left Torso Ready || MediumPulseLaser [ 5] Right Torso Ready || MediumPulseLaser [ 6] Right Torso Ready || MediumPulseLaser [ 7] Right Torso Ready || Anti-MissileSyst OFF [ 8] Center Torso Ready ||
The letters * (hotloaded), N (narc), A (artemis), U (ultra), L (lbx), I (inferno), W (swarm), 1 (swarm1), R (precision), P (armor piercing), T (tracer), G (semiguided missile), D (deadfire missile), X (caseless), U (ultra) may appear after the weapon name indicating a special status or ammo usage mode. Under status, a number is how many more game ticks remain until a weapon is recycled and ready to fire again. 'Ready' indicates the weapon is ready to use, and '*****' means the weapon is disabled and/or damaged. You may also see 'JAMMED' or 'DUD' or 'SHORTED' or 'EMPTY' if a weapon failure occurs. The ammo section shows remaining rounds for a specific ammo type. Above the weapons display is your limb status, showing if they're recycling or ready.
> status
Mech Name: Al Penetrator ID:[ZL] Mech Reference: PTR-4D
Tonnage: 75 MaxSpeed: 64 JumpRange: 4
Pilot Name: Iceman Pilot Injury: 0
FRONT REAR INTERNAL
( 9) (**) ( 3)
/24|34|24\ / 7| 9| 7\ /16|23|16\
(21/ || \21) ( | | ) (12/ || \12)
/ /\ \ / \ / /\ \
(26/ \26) / \ (16/ \16)
X, Y, Z: 0, 0, 0 Excess Heat: 0 deg C. Heat Production: 0 deg C.
Speed: 0 KPH Heading: 0 deg Heat Sinks: 28
Des. Speed: 0 KPH Des. Heading: 0 deg Heat Dissipation: 0 deg C.
Temp: |.............|.....|......................|
Safeties(ON) Autofall(OFF) SLWarn(OFF) LOSRadio(ON)
LARM: Ready RARM: Ready LLEG: Ready RLEG: Ready
==================WEAPON SYSTEMS===========================AMMUNITION========
------ Weapon ------- [##] Location ---- Status ||---- Ammo Type ---- Rounds
ERLargeLaser [ 0] Left Arm Ready || Anti-MissileSyst 12
ERLargeLaser [ 1] Right Arm Ready ||
MediumPulseLaser [ 2] Left Torso Ready ||
MediumPulseLaser [ 3] Left Torso Ready ||
MediumPulseLaser [ 4] Left Torso Ready ||
MediumPulseLaser [ 5] Right Torso Ready ||
MediumPulseLaser [ 6] Right Torso Ready ||
MediumPulseLaser [ 7] Right Torso Ready ||
Anti-MissileSyst OFF [ 8] Center Torso Ready ||
> status s
LOC: 4, 5, 0 HD: 0/ 0 SP: 0.0/0.0 HT: 0/240 ST:
This is a one line (or two if you have a lock onto a target) status report of your unit meant to give you lots of information at a quick glance.
BMI Index · Starting · Moving · Environmental Data · Engaging Targets · Modifiers and Damage
