Status effects

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Revision as of 18:11, 28 May 2020 by 66.100.108.1 (talk) (→‎Evasive)
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Unless stated otherwise, status effects last until the beginning of the 'Mech's next turn.

List of effects[edit | edit source]

Cover[edit | edit source]

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[edit | edit source]

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[edit | edit source]

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[edit | edit source]

Effects:

  • 50% stability damage reduction.

Caused by:

  • Brace action.

Unsteady[edit | edit source]

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[edit | edit source]

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