Another way to determine minimum range penalty. Lay down a die in each hex, with the first hex starting from your mech, on that die it will be the min range of that weapon. on the next hex toward the target put another die but on the die reduce the face up number by one. (i.e. Min range 5: 1st hex (die will be 5), 2nd hex (will be 4) etc etc). continue this until you are to put a die on the target. because that is the actual minimum to hit penalty.
Another way to determine minimum range penalty. Lay down a die in each hex, with the first hex starting from your mech, on that die it will be the min range of that weapon. on the next hex toward the target put another die but on the die reduce the face up number by one. (i.e. Min range 5: 1st hex (die will be 5), 2nd hex (will be 4) etc etc). continue this until you are to put a die on the target. because that is the actual minimum to hit penalty.
One color die for modifier…pips mvmnt mod, front of mini=walk, behind mini=run, beside mini=jump…recommend chessex mini die.
Oh, and a movement modifier of 0 is represented by a 6, because no max is ever 6