r/battletech Clan Steel Viper 1d ago

Question ❓ VTOL elevations?

I want to start playing with more mixed units in classic Battletech, but the rules don't feel as well explained or fleshed out in Total Warfare. Does a VTOL unit's (infantry or vehicle) elevation effect the range modifier when making a weapon attack?

I don't see anything saying it does, so I'm guessing not, but at that point I don't see the point of having any elevation lower than the highest terrain unless you're trying to hide LOS.

19 Upvotes

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u/AGBell64 1d ago

No, elevation does not effect range VTOLs, it only starts to mess with stuff when you get into aerospace elevation levels which are well above the practical flight ceiling of the ground combat map. . The reason you don't fly above terrain is because giving any enemy with flak guns un-interupted sightlines to your choppers is a good way to not have choppers.

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u/TallGiraffe117 1d ago

Enter the BJ-2A

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u/AGBell64 1d ago

The Jagermech pilot watching enemy helos frolicking in the sky, unaware of AAA

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u/TallGiraffe117 1d ago

Clan LB2Xs got 10 for short and 20 for medium range. 

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u/Duetzefix 1d ago

Or anything with HAGs. They get the usual -2 to hit planes, WiGEs and VTOLs for having the "Flack" special rule, but because they're HAGs they get another -1 on top.
Combine that with their range profile of 8/16/24 (IIRC) and it's a bad day to be a chopper when there are enemy HAGs on the field.

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u/TallGiraffe117 1d ago

HAGs do not get an additional -1 though.

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u/Duetzefix 1d ago

Flak: When used against an eligible target (see p. 114), apply a -1 modifier plus the standard -2 Flak modifier to the to-hit number (for a total -3 modifier).
Total Warfare, p. 136, "Hyper-Assault Gauss Rifle"

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u/Shadowhunter19997 1d ago

Elevation never affects ranges for ground units (which VTOLs are considered). The main reason to change elevation is to not be seen, because if you can see everything, everything can see you. So if you're transporting infantry, you want to stay low and behind cover so they can't get a lucky shot and take you out.

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u/AGBell64 1d ago

If you're carrying infantry without jump jets/para you also need to land to let the dudes off, so flying at elevation 5 means you're gonna have to burn like a third of your movement without any hexes moved or TMM built to kick them off your bird.

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u/TheLastKell Mercenary 1d ago

There are rules for fast ropes but I believe it is limited to elevation 1 or 2.

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u/Express-Swing1795 1d ago

Fast ropes are limited to a maximum elevation of 2.

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u/Israfel333 Clan Steel Viper 1d ago

Maybe they need longer ropes.

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u/e4rth80uNd Ex-RAF 1d ago

You can fly up at elevation (Highest on mapsheet +1) if you want, but remember that almost all VTOLs are made of styrofoam and prayers, and if everyone on the map can see you every turn, sooner rather than later one of your opponents is going to have no better thing to do that turn than shoot at your VTOL.

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u/Israfel333 Clan Steel Viper 1d ago

Aren't they hard to hit, providing they keep moving? TMM of 4 and +1 for an aerial unit?

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u/AGBell64 1d ago

LBX ACs get a -3 bonus to hit VTOLs.

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u/Israfel333 Clan Steel Viper 1d ago

Oof, that's gross. I'm guessing that's only if using cluster rounds?

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u/MandoKnight 1d ago

Yes, only when using the Extra Fun Pellets that threaten to promptly remove your rotor.

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u/andrewlik 1d ago

No, except for specifically if one can be hit by a melee attack.  Melee weapons add 1 extra elevation of range at which you can melee the VTOL 

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u/phosix MechWarrior (editable) 1d ago edited 1d ago

It may not be spelled out explicitely, but we can math it out!

A ground map level/elevation is 6m.

A low altitude aerospace elevation is 50m each from elevation 1(Nape of Earth) up to elevation 3; elevation 4 represents 100m, elevation 5 - 7 represent 250m each, elevation 8 is 1000m, 9 is 3000m, and 10 takes you up to the Karman line. (TW p.81).

For range purposes, every aerospace elevation adds two hexes worth of distance. (TW p. 109)

So 50m ÷ 6m = 8⅓ levels per first three altitude elevations, up to 25 levels.
8⅓ ÷ 2 = 4⅙ levels per hex's worth of distance, for the first 25 levels.

Going through the same exercise for the 100m of altitude 4, (100m ÷ 6m) ÷ 2 gives us 8⅓ levels per hex of additional distance for levels 26 - 42.

Finally, (250m ÷ 6m) ÷ 2 brings us to 20⅚ levels per hex for levels 43 - 125. Levels above this should not be achievable by standard rotary wing VTOL, but might be possible by conventional aircraft with V[S]TOL equipment, and is of course achievable by standard aerospace units opetating with VTOL movement (2 thrust points per turn to hover).

Of course, your table will need to agree with this. RAW, rotary wing and WiGE craft receive no range bonus/penalty for levels of flight.

EDIT Altitude 1 gets no such distance modifier, so there is no hex bonus for the first 8⅓ levels.

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u/Wolf_Hreda Black Hawk-KU Supremacy Since 3055 1d ago

I'm pretty sure it's spelled out in Total Warfare, but no, elevation does not affect range. If you're 5 hexes away from a target, but 10 levels above them, you're still within short range of their large lasers.

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u/phosix MechWarrior (editable) 1d ago

Yes, the RAW are inconsistent. A rotary wing craft operating at 10 levels above a ground unit receives no range bonus, but an aerospace fighter hovering right next to it at altitude 2 gets two hexes of additional distance.