Heat Phase

This section contains information about the heat phase.

In the heat phase all mechs that got exploded are removed from the battlefield. Any mech that had all their armor and structure points destroyed, roll a D6. If you roll equal to or under the number of critical hits they built up then the mech explodes! Otherwise, the mech is destroyed and becomes inoperable. This mech is left on the battlefield and becomes a piece of impassible terrain. Feel free to mark this however you and your opponent want. Mechs that become terrain can continue to be shot, with all further hits causing critical hits, until the mech explodes.

All remaining mechs have any movement modifiers associated with them removed and their heat resolved. All other mechs standing in a piece of water reduces heat by one. Additionally, any mech that did not build up heat this round reduces their heat by one. At the end of the heat phase, if a mech has heat greater than the mech’s size they overheat. If a mech over heats, their pilot cannot move in the movement phase or fight in the combat phase until their heat is reduced by a cool down check.

MECH SIZE OVERHEATS ON
0 1+
1 2+
2 3+
3 4+
4 5+
5 6+

Cool Down Checks

Instead of moving in the movement phase or attacking in the combat phase, a pilot can attempt to cool down their mech. Overheating mechs cannot move or shoot until heat is brough down to equal to or lower than their size. Roll 2D6, trying to get equal to or greater than your pilot’s piloting value. This check becomes one point harder for each point of heat built up. Reduce the mech’s built up heat by how much they pass the check by plus one. If a pilot fails a cool down check while their mech is overheating, roll on the critical hit table, applying the result.

For example, a size 3 mech with piloting 4 has built up 4 heat, thus causing them to overheat. In the movement phase they make a cool down check. They’re target value is 8 and rolls a 5, failing the check. They roll a 9 on the critical hit table, gaining a weapon hit result. They try again to perform a cool down check in the following combat phase with the same target value and rolls a 9, reducing their heat by 2. The mech’s new heat is 2 and is no longer overheating.