Buildings are a special sort of terrain that requires special attention since they often appear as objectives in a mission and how they are treated may radically affect the difficulty of the mission.

The rules stated here are guidelines, and may be redefined from time to time by a specific mission.  Unless otherwise noted, you may assume that these rules are in effect.


There are (3) defining factors that account for various buildings.

Constrution Factor (CF), determines how durable the building is.
Light  Buildings have  1 to 15  cf, cost +1mp to move through, and +0 Pilot Skill Mod.
Medium Buildings have 16 to 40  cf, cost +2mp to move through, and +1 Pilot Skill Mod.
Heavy  Buildings have 41 to 90  cf, cost +3mp to move through, and +2 Pilot Skill Mod.
Harden Buildings have 91 to 150 cf, cost +4mp to move through, and +5 Pilot Skill Mod.


Levels, determine how tall the building is, for blocking line of sight.  To avoid flying into buildings VTOLs need to be at +1 level, to go over them.  Levels are also used to determine the damage that units in the building take when the building comes down.  Damage is equal to the number of levels over the unit.
Infantry and Conventional units are presumed to be at level zero, Damage = (CF/10) x Levels
Mechs are considered to be level one, Damage = (CF/10) x (Levels-1)

{Round fractions up}

Size, determines how many hexes a Building is.  For the purposes of this campaign, the size of a structure does not affect how much damage it may absorb.  Damage absorbed by any hex, is presumed to affect the entire structure.




Movement
Entering a Building requires extra MP, to navigate entering the structure.

A Pilot skill check is also required to avoid taking damage when entering and exiting the structure.
A additional modifier is applied based on the hexes moved in the turn, by the unit entering the bulding.

+0 mod ~ 1 to  2 Hexes
+1 mod ~ 3 to  4 Hexes
+2 mod ~ 5 to  6 Hexes
+3 mod ~ 7 to  9 Hexes
+4 mod ~10 to 17 Hexes
+5 mod ~18 to 24 Hexes
+6 mod ~25+ Hexes


Units that fail this check take damage = (CF/10) {Fractions round up}

Regardless of the outcome of this roll, the building takes damage = (Unit Weight/10) {Fractions round up}




The CF of the building indicates the weight that the structure can support.  Any units heavier than the building can support will fall through the building.

The building will take damage = (Unit weight/10) x (Levels fallen){Fractions round up}
The unit damage = (Unit weight/10) x (Levels fallen +1){Fractions round up}

A new pilot skill roll is required to avoid mechwarrior damage




Units attacking buildings directly are at a -4 to hit modifier for an immobile target.  Physical attacks, and Weapon fire from an adjacent hex hit on a tn3+ and will do 'full' damage on a successful hit (Do not roll variable damage for Missiles, Rapids, Ultra weapons they do full damage on hits from adjacent hexes) (For purposes of this campaign there is always a chance of failure, reflected in a roll of '2'.)

Players may attack units inside a building hex.  There is no to hit modifier for against such units.  Damage against such units however is reduced.  Actual damage inflicted = Normal Damage - (CF/10. rounded up)
Damage that normally would be dealt to the target is instead dealt to the buildings.  Attacks from adjacent attackers that miss the target, will automatically hit the building.

Targets in the building may not be targeted by physical attacks, unless the attack is in the building making the attack against a target in the same (multi-hex) building.

Infantry take a percentage of damage from an attack based on the building type.
Light  Building = 75% of damage to building
Medium Building = 50% of damage to building
Heavy  Building = 25% of damage to building
Harden Building = None

Burst Fire apply their normal damage against buildings (ie, MGs do not roll 2d6), which transfers to infantry normally.




Combat within buildings  {both units are in same building}.
Building does not reduce damage, but includes a +1 hit modifier, as if it were light woods for line of sight, for each hex/level.
Do not add a level to a mech's height to determine LOS in a building.

Infantry Damage from attacks inside a building.
Light  Building = 100% of damage to building
Medium Building = 100% of damage to building
Heavy  Building = 75% of damage to building
Harden Building = 50% of damage to building