A Game of Armored Combat Rulebook
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TABLE OF CONTENTS INTRODUCTION ..... 3 Moving While Prone . 12 Club Attacks . 26 Box Set Contents . 3 Standing Up . 12 Death From Above Attacks . 26 COMPONENTS . 3 MOVEMENT IN WATER . 12 Kick Attacks . 28 SCALE . 4 Physical Weapon Attacks . 28 COMBAT . .13 A Note on Realism and Scale . 4 Punch Attacks . 28 LINE OF SIGHT . 13 ’MECH RECORD SHEET . 4 Push Attacks . 29 Levels and Height . 13 THE MECHWARRIOR . 5 Damage Resolution . 29 Intervening Terrain . 13 Skills . 5 Intervening ’Mechs . 14 Damaging A Warrior . 5 DAMAGE ......... 30 Water Hexes . 14 DAMAGE RESOLUTION . 30 PLAYING THE GAME .. 6 FIRING ARCS . 14 Resolution Order . 30 SETUP . 6 Forward Arc . 14 Damage Timing . 30 SEQUENCE OF PLAY . 6 Left Side Arc . 14 CRITICAL HITS . 30 Initiative Phase . 6 Right Side Arc . 14 Applying Critical Hits . 31 Rear Arc . 15 Movement Phase . 6 CRITICAL HIT EFFECTS . 32 Arcs and Torso Twists . 15 Weapon Attack Phase . 6 Ammunition . 32 Arcs and Reversing (Flipping) Arms . 15 Physical Attack Phase . 7 Arm Blown Off (Arm) . 32 ATTACK DECLARATION . 15 Heat Phase . 7 Cockpit (Head) . 32 Reversing (Flipping) Arms . 15 End Phase . 7 Engine (Torso) . .32 Torso Twists . 15 VICTORY CONDITIONS . 7 Foot Actuator (Leg) . 32 FIRING WEAPONS . 15 UNEQUAL Gyro (Torso) . 32 NUMBERS OF ’MECHS . 7 Making the Attack . 15 Hand Actuator (Arm) . 32 G.A.T.O.R. 16 Head Blown Off (Head) . 33 MOVEMENT ........ 8 Base Target Number . 16 Heat Sinks . 33 MOVEMENT MODES . 8 Target Number Modifiers . .16 Hip (Leg) . 33 Standing Still . 8 Combat in Water . 19 Walking . 8 Prone ’Mechs . 19 Jump Jet (Leg/Torso) . 33 Running . 8 Specialized Attacks . 21 Leg Blown Off (Leg) . 33 Jumping . 8 Rolling to Hit . 21 Life Support (Head) . 33 MOVEMENT BASICS . 9 Ammunition Expenditure . .21 Lower Arm Actuator (Arm) . 33 Facing . 9 HIT LOCATION . 22 Lower Leg Actuator (Leg) . 33 Ground Movement . 9 Attack Direction . 22 Sensors (Head) . 33 Terrain . 9 Determining Hit Location . 22 Shoulder (Arm) . 33 Occupied Hexes . 9 Damage Resolution . 24 Upper Arm Actuator (Arm) . 33 Minimum Movement . 11 PHYSICAL ATTACKS . 24 Upper Leg Actuator (Leg) . 34 Immobile . 11 Making A Physical Attack . 24 Weapons And Equipment . 34 Stacking . 11 Different Levels . 25 DESTROYED LOCATIONS . 34 JUMPING MOVEMENT . 11 Physical Attacks And Prone ’Mechs . 25 TRANSFERRING DAMAGE . 34 PRONE BATTLEMECHS . 12 Physical Attacks And Water . 25 DESTROYING A 'MECH . .35 Dropping to the Ground . 12 Charge Attacks . 25 STEP-BY-STEP DAMAGE . 35 1 TABLE OF CONTENTS CREDITS HEAT............ 37 SCENARIO 2: TRIAL BY FIRE . 46 STEP 7: ADD WEAPONS HEAT POINTS . 37 SCENARIO 3: AND AMMUNITION . .54 Building Up Heat . 37 DIVIDE AND CONQUER . 47 STEP 8: COMPLETE Dissipating Heat . 37 ADDITIONAL VARIATIONS . 48 THE RECORD SHEET . 54 Recording Heat Build-Up . 37 MechWarrior Cards . 48 Placing Items . 54 EFFECTS OF HEAT . 37 Planetary Conditions . 48 Final Steps . 54 Movement . 38 Terrain . 48 WEAPONS AND Weapon Attacks . 38 Campaign Play . 48 EQUIPMENT TABLE . .55 Shutdown . 38 CONSTRUCTION . 49 WEAPONS Ammunition . 38 AND EQUIPMENT . 56 Damage To MechWarriors . 39 BATTLEMECH BASICS . 49 Weight . 49 OTHER ACTIONS.... 40 Space (Slots) . 49 PILOTING SKILL ROLLS (PSR) 40. The Design Process . 49 Making Piloting Skill Rolls . 40 STEP 1: DESIGN THE CHASSIS . 50 Piloting Skill Roll Timing . 40. Choose Weight (Tonnage) . 50 DISPLACEMENT . 40 Add Internal Structure . 50 Domino Effect . 42 Choose Actuators . 51 FALLING . 42 STEP 2: INSTALL ENGINE . 51 Location After a Fall . 42 Add Engine . 51 Facing After a Fall . 42 STEP 3: ADD JUMP JETS . 51 Falling Damage to a ’Mech . 43 STEP 4: INSTALL Falling Damage to a MechWarrior . 43 CONTROL SYSTEMS . 52 Accidental Falls From Above . .44 Add Gyroscope . .52 DAMAGING A MECHWARRIOR . 44 Add Cockpit . .52 STEP 5: ADD ARMOR . 52 SCENARIOS ....... 45 STEP 6: ADD ADDITIONAL SCENARIO 1: FINAL EXAM . .45 HEAT SINKS . 53 Dedication FIND US ONLINE: This is the ninth core BattleTech box set across classicbattletech@catalystgamelabs .com Printed in China . almost thirty-five years . It is a magnificent testament (e-mail address for any BattleTech questions) to the hundreds of artists and authors that have http://bg .battletech .com/ Published by Catalyst Game Labs, poured their enthusiasm into one of the longest- (official BattleTech web pages) an imprint of InMediaRes Productions, LLC . lived science-fiction universes ever published . Not http://www .CatalystGameLabs .com 113 Cherry St #93897 to mention the passionate, worldwide community (Catalyst web pages) Seattle, Washington 98104-2205 that still loves giant ’Mechs storming across alien http://www .store .catalystgamelabs .com worlds and blowing crap up! (online ordering) Humbly and gratefully—thanks to you all! BattleTech Original Project Development Additional Writing Cover Art Design Ray Arrastia Aaron Cahall Marco Mazzoni Jordan K . Weisman Randall N . Bills Geoff Swift L . Ross Babcock III Brent Evans Interior Artwork Sam Lewis Keith Hann Production Staff Ray Arrastia Chris Lewis Additional Development Art Director Matt Alexander Marco Mazzoni BattleTech Line Mary Kaempen Brent Evans Matthew Cross Florian Mellies Developer Assistant Art Director Mark Hayden Anthony Scroggins Brent Evans Product Editing Ray Arrastia Alexander Immerzeel Franz Vohwinkel Assistant Line Developer Aaron Cahall Graphic Design & Layout David Kerber Kat Wylder Ray Arrastia Keith Hann Ray Arrastia Michael Komarck David Kerber ©2018 The Topps Company, Inc. All Rights Reserved. Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. 2 CREDITS A GAME OF ARMORED COMBAT INTRODUCTION It is the 31st century, a time of endless wars that rage across human-occupied space . As star empires clash, these epic wars are won and lost by BattleMechs®, 30-foot-tall humanoid metal titans bristling with lasers, autocannons and dozens of other lethal weapons—enough firepower to level entire city blocks . Your elite force of MechWarriors® pilot these juggernauts into battle, proudly holding your faction’s flag high, intent on expanding the power and glory of your realm! COMPONENTS EAPONS QUIPMENT E BOX CONTENTS BattleTech often employs a number of physical components, W Your BattleTech: A Game of Armored Combat Box includes: such as the following . & TION % Plastic Miniatures: Eight high-quality plastic miniatures COUNTERS C are instantly ready-to-play, without any cutting or The punchboard terrain allows players to quickly and easily ONSTRU assembly required . The plastic miniatures represent some modify mapsheets, bringing additional variety to each game (see C of the most common ’Mechs found in the Inner Sphere . Terrain, p . 48) . % Record Sheet Booklet: This booklet contains fifteen pre- S filled record sheets that correspond to the miniatures DICE found in this box set . The two Griffin record sheets are BattleTech requires players to use two six-sided CENARIO S provided for the Griffin miniature found in the BattleTech dice . If the situation requires the player to roll one Beginner Box . Finally, this booklet also includes a blank die, the rules indicate this in shorthand as 1D6 . Unless otherwise noted, the abbreviation 2D6 NS record sheet to be used alongside the Construction O THER means the player rolls both dice and adds the CTI chapter (see p . 49) . O A % MechWarrior Cards: These pilot cards bring to life the results together . additional special abilities that MechWarriors bring to any battlefield . MAPSHEETS % BattleTech Rulebook: This is the rulebook you’re currently The 18- by 22-inch map- EAT reading, which will convey all the rules you’ll need for sheets used in BattleTech are H great ’Mech vs . ’Mech action . divided into six-sided areas called % BattleTech Primer: This pamphlet explores a little of the hexes (short for hexagon); wheth- history of products and skims the surface of BattleTech’s er paper or other, both are called “mapsheets” and treated identi- incredibly rich fictional setting . AMAGE % Punchboard: These additional playing pieces allow cally in the rules . The players use D these hexes to regulate movement players to quickly increase the number of BattleMechs and combat by moving ’Mechs they’re fielding in their games . % from hex to hex during a turn . Eyestorm: Eyestorm is a short story that will immerse “Playing area” refers to the total OMBAT players quickly into the BattleTech universe, and builds C area of a given game, regardless on the same storyline presented in the Golden Rule short of the number of mapsheets used . story found in the Beginner Box Set . % ENT Tables Cards: These cards compile tables found in this LEVEL M introductory rulebook, to be used for ease of reference The level of a hex is the height to which it rises above the OVE during game play; the two are identical—each player prevailing terrain . All terrain has a level, but the level of each hex M takes one! is independent of the type of terrain it contains, such as woods % Dice: The game of BattleTech is played using 2 six-sided or water . If it is not marked on the map, assume a hex’s level is 0 . AME dice (see Components, at right) . This height is expressed in terms of levels . Level 1 is G % LAYING Playing Maps: The box set contains two playing approximately six meters high, waist-high to a ’Mech . Level 2 P THE mapsheets, with different maps printed on either side (see terrain is approximately twelve meters high . This is considered Components, at right) . as being the height of all ’Mechs for gameplay purposes .