BattleTech To-Hit Calculator

BattleTech To-Hit Calculator

Add gunnery, attacker movement, target movement modifier, range, terrain, heat, cover, and other modifiers to find the 2d6 target number and hit probability.

🎲BattleTech Shot Presets
To-Hit Inputs
Classic BattleTech weapon attacks usually start with gunnery skill, then add the attacker movement modifier, target movement modifier, range bracket, terrain, heat attack modifier, cover, and situational modifiers. The chance is the probability of rolling the final target number or higher on 2d6.
Use the pilot or crew gunnery value before situational modifiers.
Jumping attacker uses +3 instead of walk/run.
Calculates TMM: 0-2 +0, 3-4 +1, 5-6 +2, 7-9 +3, 10-17 +4, 18-24 +5, 25+ +6.
Use only when the target used jumping movement.
Extreme range is included for tables that use it.
Each light woods hex adds +1 to the line of sight modifier.
Each heavy woods hex adds +2 to the line of sight modifier.
Pick the best single cover/posture modifier that applies to the shot.
Heat attack modifier: 0-7 +0, 8-12 +1, 13-16 +2, 17-23 +3, 24+ +4.
Use for targeting computer, damaged sensors, minimum range, wounds, or scenario effects.
BattleTech To-Hit Results
Final Target
0+
on 2d6
Hit Chance
0.0%
standard 2d6
Modifier Total
+0
added to gunnery
Odds Band
Even
shot quality
🧮BattleTech Modifier Grid
GunneryBase skill
Walk +1Attacker move
Run +2Attacker move
Jump +3Attacker move
TMMTarget movement
M +2Medium range
L +4Long range
2d6Roll high
📊Current Shot Odds by Modifier Shift
Adjustment Target number Hit chance 2d6 winning rolls Practical read
-2 easier5+83.3%30 of 36Strong shot
Current7+58.3%21 of 36Coin-flip plus
+2 harder9+27.8%10 of 36Low odds
🎯2d6 To-Hit Probability Table
Target number Ways to hit Hit probability Miss probability Odds band
2+36 of 36100.0%0.0%Automatic on standard 2d6
3+35 of 3697.2%2.8%Nearly certain
4+33 of 3691.7%8.3%Very strong
5+30 of 3683.3%16.7%Strong
6+26 of 3672.2%27.8%Good
7+21 of 3658.3%41.7%Fair
8+15 of 3641.7%58.3%Unfavorable
9+10 of 3627.8%72.2%Difficult
10+6 of 3616.7%83.3%Long shot
11+3 of 368.3%91.7%Very long shot
12+1 of 362.8%97.2%Boxcars only
13+0 of 360.0%100.0%Impossible on 2d6
🏃Target Movement Modifier Reference
Target hexes moved TMM If target jumped Typical feel
0-2 hexes+0+1 if jumpedEasy tracking
3-4 hexes+1+2 if jumpedLight movement
5-6 hexes+2+3 if jumpedCommon fast walk
7-9 hexes+3+4 if jumpedFast target
10-17 hexes+4+5 if jumpedVery fast target
18-24 hexes+5+6 if jumpedExtreme movement
25+ hexes+6+7 if jumpedMaximum bracket
🔥Range, Terrain, Heat, and Cover Reference
Modifier source Input used Modifier Calculator note
Range bracketShort / medium / long / extreme+0 / +2 / +4 / +6Use the weapon range bracket for the target hex range.
Light woodsNumber of intervening hexes+1 eachStacks with other line of sight modifiers.
Heavy woodsNumber of intervening hexes+2 eachTwo heavy woods often block line of sight in standard play.
Heat levelCurrent heat+1 at 8, +2 at 13, +3 at 17, +4 at 24The attack penalty is calculated from the heat level input.
Partial coverCover dropdown+1Also changes hit location rules at the table; this calculator only adds the to-hit modifier.
Immobile targetCover dropdown-2Use when the attack rules grant the immobile target modifier.
💡Calculation Tips
Count movement before range: Target movement modifier is based on how many hexes the target actually moved, then add +1 if it jumped.
Watch the 7+ center: On 2d6, moving from 7+ to 8+ drops from 58.3% to 41.7%, so a single modifier near the middle is a big swing.

A to-hit calculator is a tool that a person use to determine the probability that an attack will hit its target in the game of BattleTech. A to-hit calculator take several different variable related to the attack and converts those value into a target number. This target number can then be compared to the results of two six-sided dice roll.

Because the results of two six-sided dice produce a bell curve that favors the number seven, the target number can tell a player how likely that a specific attack will succeed. One of the variables that feeds into the to-hit calculator is the gunnery score of the attacker. The gunnery score is a value that belongs to the attacker and represents the pilot’s skill with the weapon.

How a To-Hit Calculator Works

The next two variables to consider are the movement of the attacker and the movement of the target. The movement of the attacker represents how much the attacker has moved during the attack which could impact the aim of the attacker. The movement of the target is also fed into the to-hit calculator as it represent how much the target have moved during the attack.

The target movement have the potential to make it more difficult for the attacker to hit the target. Therefore, the calculation of the attack’s target number must add the target movement to ensure accuracy of that number. Another variable that a player must input into a to-hit calculator is the range between the attacking unit and the target.

The range between the two units will determine how many penalty are applied to the attacker. If the attacker is within the short range of the target, they will have an advantage in that the target is within the range at which the weapon are most effective. If the attacker is within medium, long, or extreme range of the target, they will have penalties applied to their attack.

Each range comes with a modifier in the to-hit calculator that will change the final target number of the attack. If the range between the attacker and the target is change, the target number will change. Consequently, the probability of success of the attack will change.

The terrain between the attacker and the target is another variable that must be entered into the to-hit calculator. The terrain between the two units may include several object between the attacker and the target. If the terrain includes light woods, the attacker will suffer a penalty due to the fact that the woods can disrupt the attackers aim.

If the terrain includes heavy woods, the penalty will be higher than the woods of light woods, as they have the potential to completely block the attackers field of view. If the terrain includes cover the target will have an advantage if they are taking cover behind a building or in prone position. If the target is immobile, the attacker has an advantage in that they do not have to take movement into account, thus lowering the target number for the attacker.

Another variable that must be tracked during an attack is the heat of the weapons of the attacking unit. Heat is a value that increase with each shot that is fired from a unit. The higher the heat value of a unit the more disadvantageous the attacks of the unit will be.

A to-hit calculator will read the heat value of the unit’s weapons and apply the proper modifier to the target number that the player must remember regarding the heat of the weapon. Additionally, a player must decide whether or not the fire of a weapon is worth the increasing heat of that weapon. The result of a to-hit calculator is a target number.

This number, when compared to the result of two six-sided dice will determine the likelihood of the success of the attack. Because the dice create a bell-curve the probability of an attack with a target number of seven to succeed will be more higher than an attack with a target number of eight. The same change in target number from seven to eight will have a higher impact on the likelihood of success than a change in target number from ten to eleven.

A to-hit calculator will help a player understand whether or not an attack is worth the risk. There are a few common mistake with a to-hit calculator. One common mistake is to undercount the movement of the target.

If the movement of the target is undercounted the target number will be too low. Another common mistake is to treat the value of heat as a fixed number. The value of heat is a running total that change with every shot fired from a unit.

If a player makes these mistakes, that player will believe that an attack is safer than the attack is actualy. A to-hit calculator is a tool that determines the probability of an attack. The long-term goal for a BattleTech player is to develop intuition regarding the probabilities of an attack.

In order to do this a player must become familiar with the variables that impact the target number. A to-hit calculator is an important tool for new players to learn these variables and for experienced players to retain the knowledge of these variable.

BattleTech To-Hit Calculator

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