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== Overview ==
 
 
 
Unless stated otherwise, status effects last until the beginning of the 'Mech's next turn.
 
Unless stated otherwise, status effects last until the beginning of the 'Mech's next turn.
   
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'''Effects:'''
 
'''Effects:'''
   
* 25% damage reduction against ranged attacks from the front and side. Does not stack with Guarded?
+
* 20% damage reduction against ranged attacks from the front and side. May be upgraded to 40% with the skill Bulwark.
   
 
'''Caused by:'''
 
'''Caused by:'''
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'''Effects:'''
 
'''Effects:'''
   
* 50% chance to dodge ranged attacks.
+
* Decreases the chance to be hit by ranged attacks. Each chevron of evasiveness decreases the chance to hit by 10%.
   
 
'''Caused by:'''
 
'''Caused by:'''
   
  +
* Move, Jump or Sprint action of enough distance to show the gain of an evasion chevron.
* The Sprint action.
 
* With the Evasive Move skill, any non-melee move will grant Evasive, provided the 'Mech is not Unsteady.
 
   
 
=== Guarded ===
 
=== Guarded ===
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'''Effects:'''
 
'''Effects:'''
   
* 50% damage reduction against attacks from the front and side.
+
* 20% damage reduction against attacks from the front and side. May be upgraded to 40% with the skill Bulwark.
   
 
'''Caused by:'''
 
'''Caused by:'''
   
* The Brace action.
+
* Brace action.
   
 
=== Entrenched ===
 
=== Entrenched ===
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'''Caused by:'''
 
'''Caused by:'''
   
* The Brace action.
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* Brace action.
   
 
=== Unsteady ===
 
=== Unsteady ===
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* Cannot sprint.
 
* Cannot sprint.
  +
* Mechs won't be knocked down through instability unless they have gained the unsteady status first. Thus it takes at least two salvoes to knock over a mech, unless they lose a leg.
   
 
'''Caused by:'''
 
'''Caused by:'''
   
* Stability damage reaching the first threshold.
+
* Stability damage reaching the white threshold marker.
  +
* Performing a Death from Above attack.
  +
  +
'''Removed by:'''
  +
  +
* Unsteady is not removed automatically.
  +
* Taking the Brace action will remove Unsteady by removing all stability damage.
  +
  +
=== Prone ===
  +
  +
'''Effects:'''
  +
  +
* Standard ranged attacks on this unit will become called shots.
  +
*Loss of 1 initiative until the unit's next turn is complete.
  +
*The next movement phase can only be used to stand up.
  +
*Immediately after standing from prone, the unit has a penalty to hit targets.
  +
  +
'''Caused by:'''
  +
  +
* Stability damage bar completely filling up.
  +
* Loss of a leg will completely fill this bar up.
  +
  +
'''Removed by:'''
  +
  +
* Standing during next movement phase

Revision as of 18:11, 28 May 2020

Unless stated otherwise, status effects last until the beginning of the 'Mech's next turn.

List of effects

Cover

Effects:

  • 20% damage reduction against ranged attacks from the front and side. May be upgraded to 40% with the skill Bulwark.

Caused by:

  • Being inside cover.

Evasive

Effects:

  • Decreases the chance to be hit by ranged attacks. Each chevron of evasiveness decreases the chance to hit by 10%.

Caused by:

  • Move, Jump or Sprint action of enough distance to show the gain of an evasion chevron.

Guarded

Effects:

  • 20% damage reduction against attacks from the front and side. May be upgraded to 40% with the skill Bulwark.

Caused by:

  • Brace action.

Entrenched

Effects:

  • 50% stability damage reduction.

Caused by:

  • Brace action.

Unsteady

Effects:

  • Cannot sprint.
  • Mechs won't be knocked down through instability unless they have gained the unsteady status first. Thus it takes at least two salvoes to knock over a mech, unless they lose a leg.

Caused by:

  • Stability damage reaching the white threshold marker.
  • Performing a Death from Above attack.

Removed by:

  • Unsteady is not removed automatically.
  • Taking the Brace action will remove Unsteady by removing all stability damage.

Prone

Effects:

  • Standard ranged attacks on this unit will become called shots.
  • Loss of 1 initiative until the unit's next turn is complete.
  • The next movement phase can only be used to stand up.
  • Immediately after standing from prone, the unit has a penalty to hit targets.

Caused by:

  • Stability damage bar completely filling up.
  • Loss of a leg will completely fill this bar up.

Removed by:

  • Standing during next movement phase