CLASSIC BATTLETECH: A GAME OF ARMORED COMBAT

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CLASSIC BATTLETECH: A GAME OF ARMORED COMBATThe introductory game in the Classic BattleTech line, the Classic BattleTech box set hurtles you ontothe battlefields of the thirty-first century.This box contains everything needed to play, including: 48 full-color stand-up cardboard playing pieces representing 24 of the most commonBattleMechs used in the Inner Sphere The Classic BattleTech Universe, a 48-page full-color book containing universe background andBattleMech technical data One 64-page rulebook One 24-page book of pre-generated BattleMech Record Sheets Two 22” X 27” full-color mapsheets Two six-sided dice One full-color poster-sized map of the Inner Sphere circa 3067Stock Number: 10980Price: 34.99CLASSIC BATTLETECH MASTER RULES, REVISEDThe complete guide to combat in the 31st century, the Classic BattleTech Master Rules, Revised isthe single-source rulebook for advanced BattleTech players. It includes all the rules needed tosimulate exciting conflicts between BattleMechs, vehicles and infantry, as well as special rules forartillery, hostile environments, air and naval forces and much more. It also introduces players to theadvanced weaponry and equipment of the Inner Sphere and Clans.Also included are scenario-building rules and the Battle Value System for balancing forces, makingthis a must have rulebook for any fan.Stock Number: 10984Price: 24.99CLASSIC BATTLETECH TECHNICAL READOUT: 3025The ultimate guidebooks to the weaponry and war machines of the 31st century, BattleTechTechnical Readouts provide descriptions of the BattleMechs, support vehicles, aerospace fighters andships of the BattleTech universe. Each fully illustrated entry in these indispensable reference bookscontains complete BattleTech game statistics.Classic BattleTech Technical Readout: 3025 is the first in the series and represents the ’Mechs andtechnology available in the era as found in the Classic BattleTech box set.Stock Number: 10985Price: 24.99To learn more about the exciting world ofBattleTech, visit our website at:www.classicbattletech.comTo order on-line, go to www.fastforwardgames.com.To contact by mail for orderinginformation, send to Fast Forward Entertainment, 6302 First Avenue, Lake Geneva, WI,53147. (262) 248-5290 (voice). (262) 249-7832 (fax). Contact@dragonelves.com (e-mail).DISTRIBUTED BY: Copyright 2002 WizKids LLC. All Rights Reserved. Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior, and WK Games areregistered trademarks and/or trademarks of WizKids, LLC in the United States and/or other countries. Printed in the USA.

CutCutENF-4R ENFORCERCutCDA-2A CICADAFoldFoldCDA-2A CICADAHBK-4G HUNCHBACKHER-2S HERMES IICutENF-4R ENFORCERFoldFoldHER-2S HERMES IICutCutHBK-4G HUNCHBACKCutCut counters along exterior linesand fold across dotted line in center.Cut

Mech DataBATTLEMECH RECORD SHEETHeadRight TorsoLeft TorsoType: HER-2S Hermes IITonnage: 40Movement Points:Walking: 6Running: 9ARMORDIAGRAMWeapons InventoryTypeCenterTorsoLeft ArmLeftLegRight ArmDamageTransferDiagramRightLegLocationDamage Short Med. Long1 Autocannon 5 RT5612181 Medium Laser RA53691 Flamer2123LAAmmo TypeRoundsAutocannon 520BattleTech, BattleMech and ’Mech are trademarks of WizKids LLC.Copyright 2002 by WizKids, LLC. All rights reserved.Permission to photocopy for personal use.Cut along dotted line Mech DataBATTLEMECH RECORD SHEETHeadRight TorsoLeft TorsoARMORDIAGRAMType: HBK-4G HunchbackTonnage: 50Movement Points:Walking: 4Running: 6Weapons InventoryTypeLocation1 Autocannon 20 RTCenterTorsoLeft ArmLeftLegRight ArmRightLegDamageTransferDiagramDamage Short Med. Long203691 Medium Laser LA53691 Medium Laser RA53691 Small Laser3123HAmmo TypeRoundsAutocannon 2010BattleTech, BattleMech and ’Mech are trademarks of WizKids LLC.Copyright 2002 by WizKids, LLC. All rights reserved.Permission to photocopy for personal use.

SEQUENCE OF PLAY1.) Initiative Phase3.) Weapon Attack Phase2.) Movement Phase4.) End PhaseMOVEMENT COST TABLETerrain Type/ActivityClearLight WoodsHeavy WoodsMovement ActionsFacing ChangeMP Cost Per Hex1231/hexsideBATTLEMECH HIT LOCATION TABLEDie Roll (2D6)2C. Torso3Right Arm4Right Arm5Right Leg6Right Torso7C. TorsoDie Roll (2D6)8Left Torso9Left Leg10Left Arm11Left Arm12HeadATTACK MODIFIERS TABLEAll Weapons ight WoodsHeavy WoodsModifierNone 1 2 1 per intervening hex; 1 if target in Light Woods 2 per intervening hex; 2 if target in Heavy WoodsTargetMovementMoved 0–2 hexesMoved 3–4 hexesMoved 5–6 hexesMoved 7–9 hexesMoved 10 hexes0 1 2 3 4Weapon Attacks OnlyRangeShortMediumLongNone 2 4Cut along dotted lineSEQUENCE OF PLAY1.) Initiative Phase3.) Weapon Attack Phase2.) Movement Phase4.) End PhaseMOVEMENT COST TABLETerrain Type/ActivityClearLight WoodsHeavy WoodsMovement ActionsFacing ChangeMP Cost Per Hex1231/hexsideBATTLEMECH HIT LOCATION TABLEDie Roll (2D6)2C. Torso3Right Arm4Right Arm5Right Leg6Right Torso7C. TorsoDie Roll (2D6)8Left Torso9Left Leg10Left Arm11Left Arm12HeadATTACK MODIFIERS TABLEAll Weapons ight WoodsHeavy WoodsModifierNone 1 2 1 per intervening hex; 1 if target in Light Woods 2 per intervening hex; 2 if target in Heavy WoodsTargetMovementMoved 0–2 hexesMoved 3–4 hexesMoved 5–6 hexesMoved 7–9 hexesMoved 10 hexes0 1 2 3 4Weapon Attacks OnlyRangeShortMediumLongNone 2 4

QUICK-START RULESStrap yourself into the ultimate suit of armor—theBattleMech . Thirty feet tall and weighing up to a 100tons, this humanoid engine of destruction is a walkingarsenal, with enough firepower to level a city block. TheClassic BattleTech game system takes you into theworld of the 31st Century, where war has become a way of life asvast empires and tiny factions battle for control of humankind. Incommand of the most powerful machine on the battlefield, yourMechWarrior fights to take a planet or end an empire.We have specially designed these quick-start rules to hurtle you onto the battlefields of the thirty-first century in justminutes, with everything you need to play—including a mapand ’Mech counters—provided. All you need to provide is yourimagination and two six-sided dice!QUICK-START RULESThe following rules have been specifically created to helpnew players get into the action of BattleTech as quickly as possible. In order to make the game more enjoyable and easier tounderstand for beginning players, some rules have been simplified while others have been left out. Read through these rulesonce (it won’t take long), then start by playing the Training scenario. After playing a few games of these quick-start rules you’llbe ready to move onto the challenge and excitement of thecomplete rules in the Classic BattleTech box set!BattleTech is a game for two or more players. For simplicity’s sake, beginning players should divide themselves evenlybetween two teams, with each player taking charge of only oneBattleMech. In your first few games, your only goal will be todestroy the other team. The last team with at least one functional BattleMech left on the board wins. As you become morefamiliar with these rules, you can begin to operate more thanone BattleMech at one time and can even come up with yourown game objectives.and weapons. We have included four special Quick-Start recordsheets in these rules. On the back of each of these record sheetsare the few important tables that you will refer to duringgame play.MAPSHEETSIn BattleTech, games are played on 22-by-17 inch mapsheets that are divided into sx-sided areas called hexes, whichregulate movement and combat between ’Mechs. Mapsheetscan be filled with woods, rivers, lakes, mountains, and more. Forease of play, the mapsheet included in the Quick Start rules onlycontains light and heavy woods terrain.DICEIn BattleTech you will use two six-sided dice, preferably oftwo different colors. If the situation requires you to roll one die,the rules indicate this in shorthand as 1D6. Unless otherwisenoted, the abbreviation 2D6 means that you should roll bothdice and add the results together.SEQUENCE OF PLAYA BattleTech game consists of a series of turns. During eachturn, all BattleMechs on the map have an opportunity to moveand fire their weapons. Each turn consists of several smaller segments of time, called phases. During each phase you will takeone specific type of action, such as movement or combat.You will execute the phases of every turn in a specific order.Each turn includes the following phases, performed in the following order:Initiative PhaseMovement PhaseWeapon Attack PhaseEnd PhaseINITIATIVE PHASEPLAYING PIECESClassic BattleTech Quick-Start Rules contains four stand-upBattleMech playing pieces that can you can cut out and represent the BattleMechs you are playing. These playing pieces areused to show the position of each ’Mech on the mapsheet andkeep track of its movement during the game.RECORD SHEETSThe BattleMech record sheet is used to keep track of thedamage done to a BattleMech during combat. It also shows thecapabilities of the BattleMech, including its movement speeds1. One player from each side rolls 2D6 and adds the resultstogether to determine his team’s Initiative. The team with thehigher result has the Initiative throughout the turn. Reroll a tiedresult.MOVEMENT PHASE2. The team that lost the Initiative chooses one BattleMechand moves it first.3. The team that won the Initiative moves one BattleMech.Movement alternates between sides until all BattleMechshave been moved. Each time a player is required to move aClassic BattleTech Quick-Start Rules5

BattleMech, he may designate a movement for any BattleMechthat has not been destroyed, even if the move is to simply standimmobile.WEAPON ATTACK PHASE4. The team that lost the Initiative chooses a BattleMech todeclare fire first. He must declare any attacks he plans to makeusing his BattleMech’s weapons, specifying which weapons hewill fire and at what target.5.The team that won the Initiative chooses a BattleMech todeclare fire next. The player controlling that BattleMechdeclares any attacks he plans to make using that BattleMech’sweapons as described above.The act of declaring attacks alternates between playersuntil all fire has been declared. Each time a player is required todeclare attacks for a BattleMech, he may declare an attack forany BattleMech that has not been destroyed, even if the declaration is to not make any attacks.6. Weapons fire is resolved one BattleMech at a time. Allweapons attacks by one BattleMech should be resolved beforethose of the next BattleMech in order for the players to moreeasily track which weapons have fired.7. Damage from weapons attacks takes effect. Playersrecord damage as attacks are resolved, but this damage doesnot affect the BattleMech’s ability to attack in this phase. Thismeans a BattleMech may make its declared attacks even if theBattleMech or its weapons are destroyed. At the end of thephase, all damage takes effect immediately.END PHASE8. Repeat Steps 1 through 7 until one side has destroyed allof the other side’s BattleMechs—they win the scenario. If thelast BattleMechs from each team are destroyed simultaneously,the game is a draw.MOVEMENTBattleMechs change their position and location on themapsheet by performing any one of several movements ormovement actions. During the Movement Phase of each turn,each player must choose one mode of movement (walking orrunning) that his BattleMech will use during that turn.When it is your turn to move a BattleMech, you mustannounce what movement mode you are using. Within the limits of the rules, you will always choose how your BattleMechmoves.MOVEMENT BASICSA BattleMech spends 1 Movement Point (MP) to move 1hex. If the BattleMech is entering a hex containing anythingother than Clear terrain, this cost usually increases as shown inthe Movement Cost Table on the back of the BattleMech QuickStart Record Sheets.The forests and terrain areas on a BattleTech Mapsheet represent a mixture of terrain found on habitable worlds of theInner Sphere.The symbols below designate each type of terrain.6CLEARClear terrain represents fields, meadows and other grasslands. The ground isfirm and may be gently rolling, but its elevation does not change significantly from oneside of the hex to the other.If a hex is not clearly marked as containing another terraintype, assume it is clear.LIGHT WOODSLight woods terrain is covered withsparse trees of up to 12 meters in height.BattleMechs cannot cross this terrain as easily as clear terrain. Unless the wood is relatively large, ’Mechs may have line of sightthrough light woods. (See Intervening Terrain in Combat).HEAVY WOODSHeavily wooded terrain is coveredthickly with 12-meter-tall trees, makingmovement through these areas very difficult. It is very difficult to see through heavywoods. (See Intervening Terrain in Combat).MoveAllowedMOVEMENT DIRECTIONA BattleMech can moveforward into the hex it isfacing or backward intoNotNotthe hex directly to itsAllowedAllowedrear. It cannot move intoany other hex unless itfirst changes its facingNot(see Facing). The diaNotAllowedAllowedgram below shows thetwo hexes that aBattleMechmay enterMovewithout changing its facing.AllowedBackward MovementDuring the course of its movement, a BattleMech can moveforward, backward and change direction in any manner theplayer chooses, as long as the BattleMech possesses therequired number of Movement Points. A BattleMech may notrun backward.FACINGEvery hex on the map has six edges, called hexsides. InBattleTech, every BattleMech must be oriented to face one ofthose six hexsides. A BattleMech is considered to be facing thedirection its feet are pointing. A BattleMech’s facing affects bothmovement (see below) and combat (see Combat, p. 7), and canonly be changed during the Movement Phase.FACING CHANGEChanging a BattleMech’s facing costs 1 MP per hexsidechanged. For example, a 180-degree turn (a change of threehexsides) would cost a BattleMech 3 MP.Classic BattleTech Quick-Start Rules

of your BattleMech each turn. A BattleMech that is running suffers penalties to its to-hit number when firing weapons, but itsspeed may make the BattleMech a more difficult target to hit. ABattleMech can not move backward while running.STACKINGDuring the Movement Phase, a BattleMech may movethrough hexes occupied by other friendly BattleMechs. ABattleMech may not, however, move through a hex occupied byan enemy BattleMech, nor may it end its movement in a hexoccupied by another BattleMech.A player wants to move the BattleMech in the diagram from Hex A to Hex B. The BattleMech is currentlyfacing Hex C, however, and so cannot legally move toHex B. If the BattleMech changes its facing, as shown inFigure 2, the BattleMech can now legally move into HexB. This facing change costs 1 MP.If the player wanted to move the BattleMech intoHex D (without moving backward), the BattleMechwould have to make a two-hexside facing change, at acost of 2 MP.MOVEMENT MODESAt the beginning of each BattleMech’s movement, a playermust select one of the following movement modes for hisBattleMech. A BattleMech may not combine movement modesduring a turn.STANDING STILLIf you declare that the BattleMech will stand still, yourBattleMech stays in the hex in which it started the turn. It mayexpend noMPduringthe turn. ItdoesnotType: HBK-4G Hunchbackmove at all,Tonnage: 50not even toMovement Points:change facWalking: 4ing. StandingRunning: 6still gives nopenaltytoweapons fire,and allows attackers to fire on the BattleMech without targetmovement penalties.Mech DataWALKINGIf you declare that the BattleMech will walk, yourBattleMech may expend a number of MP up to its walking MPrating. A walking BattleMech suffers a small penalty to its to-hitnumber when firing weapons. As a moving target, a walkingBattleMech may also be harder to hit.RUNNINGA BattleMech can move further in a turn when runningthan it can walking.You may spend up to the Running MP ratingCOMBATAfter you complete the Movement Phase of the turn, yourBattleMechs may engage in combat. BattleMechs make weaponattacks using armaments such as missiles, lasers andautocannons.In BattleTech, weapon attacks inflict damage on the armorthat protects every BattleMech. When an attack or series ofattacks destroys all of a location’s Armor Points, any remainingdamage affects the next location inward as shown on theDamage Transfer Diagram on the BattleMech Quick-StartRecord Sheets.ATTACK DECLARATIONAs described in Playing the Game, all attacks are declaredbefore any are resolved. Only those weapon attacks that youdeclared during the weapon attack declaration are resolved inthe Weapon Attack Phase. All attacks that are declared must beresolved, even if the intended target is destroyed before allattacks against it have been made. Likewise, you cannot makeattacks that were not declared. In other words, you must shootat the BattleMech you declared an attack upon and you cannotswitch targets once you have made an attack declaration.LINE OF SIGHTIn order to make an attack against a target, there must be aclear line of sight (LOS) between the attacker and the intendedtarget. The LOS between two BattleMechs is defined by astraight line running from the center of the attackingBattleMech’s hex to the center of the target BattleMech’s hex.Any hexes that this line passes through are along the LOS, evenif the line barely crosses a hex. If the LOS passes exactly betweentwo hexes, it is up to the player of the targeted BattleMech todecide which of the two hexes the LOS passes through.The hexes containing the attacking and target BattleMechsare not considered in determining LOS, and they never intervene or interfere with LOS in any way.INTERVENING TERRAINTerrain along the LOS between the attacker and the targetthat is actually in the LOS (not including the hexes occupied bythe attacker and target) is called intervening terrain.Intervening terrain has the following effects on LOS.Light Woods: Three or more hexes of intervening LightClassic BattleTech Quick-Start Rules7

Woods block LOS. One hex of intervening Light Woods combined with one or more hexes of intervening Heavy Woods willalso block LOS.Heavy Woods: Two or more hexes of intervening HeavyWoods block LOS. One hex of intervening Heavy Woods combined with one or more hexes of intervening Light Woods willalso block LOS.BattleMechs: Intervening BattleMechs have no effect onLOS or attacks.calculates the likelihood of a shot hitting the target based onthe range to the target, movement of the target and attacker,intervening terrain, and other factors.Players fire each weapon on a BattleMech individually, andcan fire as many or as few of their BattleMech’s weapons at thetarget as they wish, within the restrictions described below.Each weapon may be fired only once per turn.If the attack hits the target, the attacking player determinesthe damage location, and the target player records the result onthe damaged BattleMech’s record sheet.AMMUNITION EXPENDITUREIf the weapon fired uses ammunition, the player marks offone shot of ammunition in the ’Mech Data section of the recordsheet, next to the appropriate type of ammunition. When aweapon is out of ammunition, it can no longer be fired.Ammo TypeAutocannon 5Rounds20FIRING ARCSThis diagram illustrates some of the principles governing line of sight. The BattleMech in Hex A wants tomake an attack this turn. Checking LOS for theBattleMech in Hex A to the other ’Mechs shown, we findthe following conditions:’Mech A has clear LOS to the ’Mechs in hexes B andC, as there is no intervening terrain.LOS to the ’Mech in hex D passes directly between aClear hex and a Light Woods hex. The target playerchooses for the LOS to be affected by the light woods.This choice does not block LOS, however, because theheavy woods in the target hex are not intervening, andtherefore have no effect on LOS.The LOS to both ’Mechs E and F are blocked becausethere are at least one Light and one Hea

CLASSIC BATTLETECH MASTER RULES, REVISED The complete guide to combat in the 31st century, the Classic BattleTech Master Rules, Revised is the single-source rulebook for advanced BattleTech players.It includes all the rules needed to simulate exciting conflicts between BattleMechs, vehicles and infantry, as well as special rules for

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