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DaeirtenrgForword
Introduction
Object of the Game
New Terms
Set Up
What Do Your Cards Do?
Playing Area
Play
Turn Sequence
Card Types
Resources and Paying for Cards
Spocial Powers Provided by Assets
Deploy Phase
‘Missions Phase
Battle
Attack Value of ‘Mechs
(How Much Damage Do They Deaf?)
Dealing Domage
Dealing Domoge when There Are
Moe than Two Attackers or Defenders
Table: Effects of Damage
“Mech Options
Damage Decoration: Initiative
az‘Mission Cords.
Repair/Relood Phase
Improving Your ‘Mechs and Sites
aprorts
‘Unique Cords
Universe Pat “ag
Glossary of Terms
Quick Reference
Index
Credits
Customer Service Information
BattleTech isn't it's 0 vost universe of infinite complexity,
0 game; isa ves universe Y
populated by intriguing choracters and ther monstrous machines of
‘war The BattleTech board game gives you « look ot his universe
from the point of view of the individual MechWarror,bating the ene-
mies of your House or Can atthe contro ofa massive BattleMech.
Fach player controls o small unit of ‘Mechs, ina deady dane
of alternating fire ond maneuvering cross various
In hs ring card game, you seth uiverse from odferet view:
that ofc high-ranking general or House leader. You engage your
opponent ina fst paced bale of nerves, sng Btllecs, ub-
terge, and sheer lck win the compaig. This difference of sce
hai 0 ange oe deg cr gone cal
certain kinds of game mechan, mony of which re it.
ferent rom the hex-bsedboord gome of BattleTech,
Throughout the design and development ofthis game, everyone at
Raed Lae that the overall fe of combat in the
BattleTech universe, as wel asthe specific BatleMechs, weapons,
‘ond famous characters, survived the transition from board game to
card game, Hopeful, your favorite ‘Mech made it through okay.
tor
Nystul
tleTech Line Developer
ASA Corporation
ez?Georges Clemenceau ance said “Wari oo important a matter to be
left tothe gonral” That's where you come in—the BattleTech uni-
verses sanding, and we've Wed develop oding card
based on it that does more than put you in command of a bat-
Jt puts you in command of a war. Deciding how to commit your
Se be
‘cal support versus ing ‘Mechs versus performing nefarious sub-
rabidections of more than ot o genera. There the
decisions of « BattleTech player.
The mecha ofthe BatleTec boar gore ond the BattleTech
trading card gore ae or obvious reasons, very diferent. | belive,
however, that hardcore BattleTech players, longtime trading cord
ame players, and players who are experiencing both wards for the
first time will all find something exciting in the BattleTech TCG. This
ame i testimony to Wizards ofthe Const ond FAA’ mutual belie
tha! here oe ohways new ways to see the universe: if theresa Gn
way, there sno doubt an Inner Sphere way os well
Richord Garfield
BattleTech ICG Game Designer
Wizards of the Coast
Introduction
In the 31t century, wot empires battle fr corirlof humankind.
You command Batch, the mest powerful machines onthe batle-
‘field, fighting to take a planet—or lose an empire.
For oles o thousand years, humans journeyed into the for reaches
of space, colonizing thousands of worlds ond forming sar spanning
alliances. From these grew the five vast star empires that make up
the Inner Sphere.
But the Inner Sphere was divided. ls ruling dynasties warred con-
‘tantly over colony worlds with valuable resources. These titanic strug-
les led a ree ee, humanoid battle
machines bristling with lethal weo 25th century
‘onward, ee tanks rll te btleels, BattleMechs and
‘heir skilled pilots changed combat forever.
As the price of conflict grew, the Inner Sphere tired of wor. In 2571,
the five ruling Houses joined together inthe Stor League, a federa-
tion led by First Lord ond served by its own army, For nearly two
hundred years, the Star League brought the Inner Sphere peace
‘and prosperity.
1.2751, the sudden death ofthe Fist Lord et he Star League in
the hands of hill onda coundl of reget. Young Richard
Cameron ruled in name, but the real power ay wth he five Cound
Lords. Ambitious and disrustu, they plated agaist each othe,
‘while an evil genius named Stefon Amaris wormed his woy into
Richards trusting hoor. n-2766, Amari ssssnaed Richard ond
Dptook contol ofthe Star Leogu ina bloody coup dt
The Siar Leogue Defense Forces, commanded by the biliant
General Aleksandr Kerensky, refused to accept Amaris’s rule. For
‘thirteen years, they fought him in a bitter civil war. Kerensky’s
forces won but ot a terrible price. The Council Lords, each deter-
rrined fo rue the Star Leogue, launched a devastating war that
tied the Leogue asunder. With the army disbanded by the lords’
orders, former Star League troops sold their services as mercenaries
‘o different Houses.
‘Unable to hat the conic, Kerensy Gppeoled to hs saldien jin
him in leaving the inner Sphere. Mealy BD percent ofthe Star
Leogue army heeded Kerenskys call fo build « new Sor League,
samevere fr beyond th explored nies. In 784, Krensky
and his flowers abandoned thir homes ond headed into uncharted
spoce, presumably never to return.
‘War followed war in the wake of Kerenskys dramatic departure. For
‘lmost three centuries the Houses ofthe Inner Sphere fought in vain
forthe right fo rule the universe. These Succession Wors brought new
cllioncs and cast the Inner Sphere precious, replceable lip.
Constantly maneuvering for postion, the House Lords assumed that
the greatest enemy they would ever face wos eachother.
They were wrong.
While the Inner: sank into barbarism, Kerensky's followers built
‘a new society inthe harsh environs beyond known space. They devel-
‘oped « rigid caste system, designed to produce the ultimate warriors.
Fer nearly three hundred years, the seporate cases of Kerensky’s
Cans were unified by one burning ideal: that when the time wos
tight, they wold return home ond conquer the Inner Sphere. They
‘would become the “saviors” of humanity, rebuilding the Stor League
in their own image. In 3048, the warlords ofthe Clans decided the
time had come to launch their invasion. With their "Mechs
od eet oy eee yee wt
of humanity
Faced with o common enemy, the states of the Inner Sphere have
united aginst he threat, Bu thei rst Fag, heeding
clones fraught wih rk The Cans oo ve with each ther forthe
anor fist reaching Ter. But hese internal dosh renting
cpr te a wr tsb Oi ie
fuse.
House against House, Clan against Clon, or House against lon, war is
everywhere. As commander of a BatleMech force, you deploy your
soldiers, quod your resources while attacking your opponent, ond
fight o conquer your enemy. Your ‘Mechs or ready to toke the
field—are you ready led ther?Object of the Game
The object of BattleTech sto run your opponent completely out of
cards. You do this by outmoneuvering ond outlosting your oppo:
nent, by making him or her use up supplies, and by destroying
‘your opponents war equipment before the same thing happens 1o
‘you. There are a number of ways to do this, but the most basic isto
tse your ‘Mechs to attack your opponent’ draw pile, oF
Stockpile. You win the game when your opponent i required 10
drow a card from his or her Stockpile and has no cards left in his or
her Stockpile fo draw, or when you damage your opponent's
Stockpile ond your opponent connat scrap enough cards to equal
the damage from your attack
New Terms
Though he Batch hn, wl i ae a in
bold. These terms have spec meanings in the BatleTech TCG, ond
they appear in the glossary atthe back ofthe book.
Set Up
BattleTech is designed fr two or mote players, and each player
reeds 0 deck of no more than 60 cords. Each player shuffles, ct his
ar her opponents deck, and then dravs five cords to begin the game.
Rondomiy determin who goes fist. Each player wl aso need coun
fers availble for marking cards —these counters can be rvs, pen-
nies, oan other convenient markers. Each player wl aso need a
standard sided die (provided in your starter set)What Do Your Cards Do?
‘There are three different kinds of card in BattleTech and each of
‘them does diferent things: ‘Mechs (which are the combatants of the
‘game ond what you'll se fo attck your opponent, Mission cards
{wich are meont to cid your ‘Mechs or hinder those of your oppo-
rent), ond Command cards (which represent both the resources
‘you use fo build) or construct, your ‘Mechs ond the other projects that
vil sist youn your bts aginst you opponent).
Playing Area
Te playing orcs divided into th following region:
The Stockpile is your fce down draw ie
The Under Construction region is where ‘Mechs and Command
cards ore placed when they are being constructed; when they're fully
constructed, you can reveal ‘Mechs (which activates them). Htyou
do this, move them from here to the Patrol region at end of turn.
When they're fully constructed, you can reveal Command cards (which
‘ocivaes them). If you do this, mave them from hereto the
Command Post immediately
The Command Posts where Command cords that oe fully constued
are placed io indicate that they are in play ond that you can use ther
abilities.
The Ptrl regions where your ‘Mechs the giant tank ike machines
that wil fight your btles) are placed when you have octvoted them,
The Srp erie perp. ar et sop,
Eculpe lei vekeitaera ieapayvae’
Pee pe seid —
Some crs in ply ae considered ses: te Sropheop the
Seltoh ail Gi te escfctee de
ee eeesy Beg 43m
ee ploers di cords from their Stockiles—these cards might
be “Mechs, Mission cards (which are meant to aid your ‘Mechs or
hinder those of your opponent), ond Command cards (which repre-
sent the resources you use to build, or construd, your ‘Mechs, as
well s other projects that wil asst you in your bates against your
‘opponent). Each turn, players add to their resources, construct ‘Mechs,
repair damaged ‘Mec, reload those ‘Mechs that have used up
their ommuniton, activate ‘Mechs and Command cards, and send
‘Mechs on missions agains! their opponent
Turn Sequence
The turn sequence is vided int six pectic phases thot come in
order: Uinta, Draw, Repi/Reload, Deploy, Misions, and End oF
Tarn. These invidual phases ore ow.
1) Untop: Topping o card means fo fun i sideways. This indicates
thot a card has been used and is temporarily out of commission —
So, in most casts card can only be used once pe tun. Card fp
for a variety of reasons: ‘Mechs usually top to attack and fo
bloc, some cards tap o provide resources, oer cards top to
el spc damage orto use speci abies. Te syrbal on 0
Card shows tha it can be topped. During the Uni phose, you
tur lof your cards upright, ntoping them ond readying them
for use ogain,
1) Draw: Draw a card from your Stockpile. Do this wo times during
your Drow phase. (Note that onthe first players rs tun, that
player takes only one card.)
3) Repair /Reload: Al repoiring ond reloading of ‘Mechs occurs
during this phase. Depleted Mechs (see Alpha Strike, below) are
reloaded, turned face up again, but remain topped.
4) Deploy: This phase isthe only time you can poy for ond play
“Mechs and Command cards. During his or her Deploy phase, a
player may make two ments (take a card from his or her
hand ond put it in the Construction region). On the first
players ist turn, that player ony gets one
5) Missions: You may send your ‘Mechs on missions during this
phase (see Misions Phase, below). You may send as many ‘Mechs
as you ike on as many different misions a yu ike, dedaring
and ceslving eoch mission in tun. Te Missions phase, wheher
your opponent’ or your own i the ony time that Mision cards
can be played and only i ‘Mechs are on a mision.
6) End of Turn: Tell your opponent you've ended your turn. There is,
‘no handsize limit, so you do not need to discard. At the end of
‘your turn, activated ‘Mechs move from the Under Construction
region fo the Patrol region.Ty
Iiaed le ters 5 ies Rs ot
briefly described ond labeled below; thir specific obltis willbe
dated later on.
© “Mechs: These cards are the combatants of the game; some
"Mechs are more powerful than others, some are more difficult to
destroy than others, and some are faster than others (as indicated
by the speed symbol onthe ard; see sample ‘Mech below).
“Mechs are either slow, moderate, or fast speed.
Mech card
© Command cards: These cards Basson
imme war ey personne, ond means-o-he-ends of
bot, The most common Command cards are ons that provide
neces acl youl use fo construct your ‘Mechs.
nen ‘are indicated by the symbols >: @.
Construction Cost
Cmamn
Cire
Cee
Command card
Sz
‘© Mission cards: Just as Commond cards represent strategic deci-
sions, Mission cards represent tactical moves. You wil use Mision
pokelatea tetera ra
i after,
has onnounced a isin. Uns Coag
ne cnd ay GUA det ariesResources and Paying for Cards
In BattleTech, all Commond cards and ‘Mech cards have o cost—
before you con actualy use your cards’ abies, you have to pay tis
‘cast, which is represented by o number in the upper-lefthand corner.
Thot cost con even be zero. That number tels you how many
resources (or @) you wil need to use to bring that particular card
cops oe Command cards ond ‘Mech cards can
only be put into play during your Deploy phase
There are some Command cards called resources, Command cards
that, when activated, you put into the Command Post in front of you.
Resources will indicate how many a Command-Resource card pro-
vides when topped (as in ">: 4"), and tapping a Command:
Resource card will give you some of the resources you wil need to
‘pay the costs of your cards. You can only top these cards for resources
ting ot eb and Deploy phases, unless the cord notes
Sr a eee en as
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Besides Command cards, the other cards you wil want to put into play
sometimes have one or more lines of letters on them;
‘these lines re directly below the cost in the upper-lethond corner.
These symbols represent assets; the numbers ond letters together
represent the asset cost. Assets provide cheaper means for you to
‘se or put into play cards thot benefit from those assets. To play a
ae.
card that indicates one or more assets in its cost, you need to pay the
casein teeta ae
4} have the eset in play corresponding to thos ters (nd pay no
extra resources); oF
1) poy addtional resources equol to the number inthe ose cost.
Assets appear on resource cards and are represented by alter or
series of letters centered at the bottom of the card, So card that has
4 cost of @ followed by an asset cst of 20, means that you need
to have the ability to pay GD resources (using your resources that say
*<: ond you need to have o Command cord in play tht hes 0
@ centered at the bottom of the card. Ifyou don't have the osset
©, you need o poy an axitional 2 resources.
For exomple, the number blow appear in the upper efthand comer
of card you wont fo play:There are five basic essels in BattleTedh, they are provided by hav
ing a card in play with an asset symbol on it centered a the bottom
of the card. No asses withthe same ability work cumulatively. Hence,
if you have a card in play with the Munitions symbol, ©, centered at
the bottom of a card, then you have Munitions. IF you have more © ’s
in play, you don't have more Munitions —you either have itor you
don't. Asels give you «speci power when you get them, o sted
below. These spcil powers are noted onthe card aso reminder.
Special Powers Provided by Assets
© © —Monitions: Munitions represents the technical knowledge
and equipment necessary fo produce ammunition, misses, ond
‘engines of destruction. Munitions allows your missiles to do 3
damage each f you rll a 3 when using mises (see ‘Mech
Options: Mises, blow).
© —Toctics: Tactics represents skilled personnel using the
most advanced military philosophies to achieve ultimate vicory.
If you have Tactics in ploy, you get +1 initiative; iniitive is 0
number thot determines whether you or your opponent gets to
ploy eflecs and assign damage frst (see Domage Declaration:
Initiative, below)
© —Logistics: Logistics represents using the most up-to-date
mnehods of cman, rnsporatn ond moig ead
men, the basics of any mitory campaign Logistics allows you to
restock (out ot the botiom of your Stockpile) o card from your
hand at the end of your turn.
© © Assembly: Assembly represents state-of-the-art technology
for construction and repair of ‘Mechs ond other militory machinery.
Assembly provides you the ability to repair 1 structure damage
deal to one ‘Mech for @ (For spending one resource) during your
Repcir/Reload phase (see Repair/Reload Phase, below)
© —Politics: Politics represents the machinations required to
cat through the redtope of government to improve the art of war.
Poltcs makes crtoin cords notably less expensive, but it provides
ro specil ability itself.
Field Commander Report: 50 you manage to play
two different resources that both pravide you
with Tactics (7 J. Good for you! You now ad +2
Pepe een ee nem
ee ered
tee eee eee re
Tactics, you can’t get it again Gust how many
Ce en ee eee
pee ee ed
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Peer eae ee tea
Deploy Phase
Potting new ‘Mechs, resources, and other Command cards into ploy s
called deploying cars. The Deploy phase is the only time you con
put these new cords int play. You may only deploy two cards pr turn
during your Deploy phase; each ofthese oportnteso deploy scaled, of couse, « deployment. However, onthe fist players fst
‘tur, that player only gets one deployment.
eye eer ead
rules about the first player's first turn. You
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a ed
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eed
a eet
ee er
To deploy a ‘Mech or Command cord, plac it face down inthe Under
Construction region. It is now ‘construction. Jo activate that
card, you must ultimately pay is cost in resources (inthe upperef-
hand cornet) and all addtional osetcsts—once you do so, you can
choose fo reveal the cord. If you do this, move the card to ether the
Patrol region at the end of your turn {’Mechs) or to the Command
Post immediately (Command card).
To begin constructing o card in the Under Construction region, tap a
resource ond mark the card with one construction counter for each
resource spent. You can top ond spend as many resources to construct
that card as you wish. What if you wish activate a card, but you do
‘ot have enough resources to activate that card this turn? In this case,
‘you may plac it foce down inthe Under Construcion region, mark i
‘with one counter fr each resource that you have spent on itso far
(this mmber con be 2er), ond lave the card unde construction
‘through future turns.
‘the card, activating It. and mave ft Into his Petrot
region at the end of his turn.
Unless the cord says otherwise, you can only reveal Command cards
during your Deploy phase You may keep « card under construction,
‘more construction counters fo it, os long as itis not revealed.
Of course, your opponent can see each counter that you place on o
card under constuction, so you may wish fo maintain secrecy ond
intimidation by continuing to odd construction counters too card
‘under construction long after you've put enough counters on it to acti-
vote it. These additional counters ore referred fo as “construction
‘counters above the cost” of the card.
‘When you reveal a card that has too many resources spent on it in
this way, you lose the excess construction counters—a card might
reward you for these construction counters above the cost of the card,
but otherwise they serve no purpose beyond the alleged threat they
imposed. When you acivate a card under construction, remove all
Cexstructon counters (incuding these excess ones)Example: On Brian's tum during his Deploy
phase. he uses bath of hils deployments. The
‘first one, 2 O-cost resource, goes from his hand
the Under Construction region. where he
‘reveals It immediately (because he has paid Its full cost—
(Cand wants to use the resource now). The resource is,
‘then moved to the Command Post, ready for use. Next,
Brien uses his second deployment to put a "Mech with 2
construction cost of @) face down In his Under
Construction region. He uses 6 resources [inching the O-
cost resource that he Just activated) to pey for some of Its
cost, and he marks the ‘Mech by piecing sbx construction
counters on ft. He alsa uses 2 additional resources and fine
{shes construction of a "Mech that costs 1! resources to
construct and that's been under construction the last few
‘tums. He reveals thet card (to show it's been pald for): this
activates It. At the end of hls tum, the ‘Mech maves into
Brian's Patrol region.
On his next tum, Brion uses 3 more resources, finishing
construction of the remaining "Mech under construction.
At the end of his turn, he moves thet “Mech into his Patrol
region.
Missions Phase
During the Missions phase, you may chose one or more ‘Hecho go
‘on a mision—fo scout ou enemy leitory ond attack and destroy
factors, solders, or headquarters. When you decide which ‘Mechs
‘you plan to attack with, announce this and tap these ‘Mechs. If more
‘than one ‘Mech attacks together with others, these ‘Mechs function as.
‘© group, attacking as c team. One or more of your opponent's ‘Mechs
‘can block your ‘Mech o ‘Mechs, preventing them from reaching their
intended target. If one ‘Mech in group is blocked, all he ’Mechs in
the group oe blocked. After the mission i resolved, you may choose
to send other ‘Mechs on other missions, ond so forth. As lng os you
hove untapped ‘Mecks on patrol, you can choose to send them on
missions. Ifa "Mech manages to be untopped due to 0 card effect dur-
ing oF after mission, you can choase fo send it on another mission,
Your missions can be to attack:
© any of your opponent’ sites (Stockpile, Scrapheop, or cards in the
Command Post—except enhancements)
© cords under construction
any of your opponent’ ‘Mechs (provided all of your attacking
"Weeks are faster han the target ‘Meck; compare the sped lines
onthe crds—fost ‘Mechs cn atack moderate or slow ‘Mechs,
and moderate ‘Mechs con cack sow Mechs)
‘your opponent’ depleted ‘Meck, regrdes ofthe depleted
“Mech’s speed.
You cannot attack pilots or enhancements, but everything else is fair
ame. IFits lower thon your attacking ‘Mechs, it can be o targetWhenever you dedae an attack, your opponent can elect to black
with one or more untapped ‘Mechs. A patroing ‘Mech that blocks
rms be fleas as fost os the slowest ‘Mech nthe attacking group
Boing acs ped en or ope dediats them as
es
‘So which ‘Mechs can block? Well, those ‘Mechs on patrol, those ‘Mechs
(guarding the specific target you're ettackng, ora combination of
“Mechs quarding and on patrol. During your Missions phase, you can
move any untapped ‘Mech fo guard your Stockpile, Scrapheap, a
card under constuction, ofa card inthe Command Post. et your
‘opponent know which ‘Mechs ae on guard duty and where. ‘Mechs
‘on guard duty connot block any tfocks agains any target other than
the one they guord, but they can blak an attack agains! tha target
regardless ofthe speed ofthe attacking ‘Mech. So it doesn’t matter
how fast a guarding ‘Mech is—i can block anything that attacks the
forget it guards. If you attack with a guarding ‘Mech, it is no longer
considered t be guarding.
er ed
ee eet ee ed
Pe ee ed
et ee
Se ee eee eee ee
Ce eg
the slow Mechs are guarding the Stockpile, not
pn eee eae
ee ge ce
ee eee ee
Baample: Brian attacks Melissa's Rader
Inetalintion with 9 modernte Mech anc! a
fast "Mech. Melissa can block with any
"Mechs on patrol that are at least moderate
speed (tn match the slowest of the attacking
"Mechs. If she had a "Mech guarding the Radar
Installation In particular, she could block with thet,
too, even If hers was # slow ‘Mech,
Example: Brian attacks Melless's Rader
Installation with a fast "Mech. Melissa has
‘two moderate "Mechs on patrol and no ‘Mech
‘Quarding the Rader Installation. Because
Melissa's ‘Mechs can't match the speed of Brian's
slowest attacker and since she hes no “Mech guard
Ing the Radar Installation, Brian's attack succeeds
em eee eae
be ta your advantage. Remember that a Mech
ee ee te eats
Pee ead
en ere eee ed
Sd eee er erg
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ee ee ee ee end
eensBattle
Ifa mision is Blocked, battle ocurs This bale takes place between
attcking and blocking ‘Meck. Dring ote, cards on both sides
right deal damoge othe othe side, and this may havea variety of
resis. Is imporant to note thatthe defending player can inde
the target of a mission inthe bt even if he mision was blocked
Brample: Melissa attacks Brian's Martk Arms
‘Trade (a Command-Resource card} with 2
moderate "Mech. Brian blocks with a fast
"Mech on patrol but decides to include Marti
Arms Trade in the bette because ft ts 2 card capable
of dealing domage tn Melissa's attacker.
When an opposing ‘Mech blocks a ‘Mech ono mission, the defending
“Mech is topped. However, if « ‘Mech goes on a mission that specifically
‘attacks an untapped ‘Mech, the defending ‘Mech is not topped as a
‘result of the battle but can sil oin the bate. If any other ‘Mechs
locked that orgeted “Mech, those blockers would be topped as normal.
Baample: Melissa attacks Brian's untapped
stow "Mech with three fast "Mechs. She taps
her attacking "Mechs. Brien blocks with one
fest "Mech (and taps ft} end decides to inchude
‘the slow "Mech being attacked In the battle. At this
point In the battle, Melissa has three tapped fast.
"Mechs (all three attackers] and Brian hes one tapped
fast ‘Mech (the blocker} and one untapped slow "Mech
the target of Melissa's attack). if Melissa attacks
a
Much Damage Do They Deal?)
Of come Mes oe king of hl when canes melo
punishment fo the enemy: they inflict domoge based on the number,
caled on attack valve (a ech’ base attack), inthe cards lover
righthand cone. f the number @)_ appears in he lowerrighthand
corner ofa 'Mechs card, for example, that ‘Mech is able o deal 4
damage when it engages in bal. ‘Mechs con deal odétonal dam-
cage in other ways (see ‘Mech Options, below),
e=»DDealing Damage
So where does tht damage go and what des itd othe
Mechs? Well, if an attacking ‘Mech is unblocked, it deals damage
‘equol to its attack value to Ne forget being attacked, This dam-
age can be modified by ther effects (see ‘Mech Options below).
J damoge a ‘Mech deals to on opponents Stockpile,
disc ed (see Effects of Damage, below, for more
age)
But fon attacking “Mech s blocked by onother ‘Mech, the ‘Mechs
deal their damage fo each other, and the attacker doesnt del dom-
‘age to the original target. In the lower-lefthand corner of each ‘Mech
care two numbers, represented by */*, where * i 0 number. The fist
number is called the armor—this is how much damage the ‘Mech
can toke without suffering any long-ferm damage. The second num-
bers called the structure—thsis the number that keeps a ‘Mech
from being scrapped.
‘When two ‘Mechs deol damage to each other, the damage is fst
nplied fo the armor. Wos the omount of damage deat es than or
‘equal to the armor of the ‘Mech? Ifso, then the ‘Mech is essentially
‘unharmed. Thus, if an attacking ‘Mech has an attack value of 3 (the
amount of damage it deals), and a ‘Mech blocking i has an armor of
3 or higher, the attacker's damage s absorbed by the blockers armor
‘ond no permanent damage is dealt to the ‘Mech.
But ifthe attacking ‘Mech has o bigger attack value than the bock-
ing ‘Mech’s armor, that blocker will take some real damage—to its
structure vlue, For every 1 damage beyond the armor volve that
oni dyeeare perry iensy =.
1 damage. Once a domoge
iearetee abies Goa Beenie Cot
damage dealt oa ‘Mech’ strucue is marked on the ‘Mech card
wih o counter. That Mech canbe cepted, but onl by certain
ather card that specify such. Thus, « ‘Mech witha structure of 8
that hos two counters on it wll be scrapped if ts structure tokes 6
or mere aditionl damage
Domoge deoto armor is absorbed every mision and thus goes
‘way, damoge dealt a structure has tobe repaired to be removed.
Damage dat to mor by Command Crd, ot ny fim oer than
during the Missions phase, is treated the some way. So a ‘Mech that
manages oengoge in wo bates in the same urn (remember that
eo ih dh et
again during your turn to send it
‘ono second mission) could engage in «bal, suffer armor
nd then go ons next mision—is armor would absorb damage
just os well during the second mision a it id during the fs.
Example: Brien attacks Melissa's Stockpile
with a moderate "Mech with 2 2/7 armoristruc-
‘ture and an attack of 4. He taps his "Mech.
Molina blocks with 2 fest "Mech that was on
patrol; ft hes ermortstructure of 13 and an attack of
3. She taps her "Mech. The two battie. Brian's "Mech
deals 4 damage (ts attack value} to Melissa's "Mech;
Melissa's ‘Mech deals 3 damage (its attack value) tBrian's "Mech has an armor value of 2, and tt takes 3
Gamage fram Melissa's “Mech. The first 2 damage are
jebsorbed by his "Mech's armor; the last 1 damage
cates aver to his structure, dealing 1 damage to It.
He marks his "Mech with a counter tn keep track of
this damage. Now his “Mach can only take 6 more
‘damage to Its/structure before It Is scrapped.
Molissa's ‘Mech his afi armor of 1, and tt takes 4
damage from Brian's "Mech. The first 1 damage
ebsorbed by her "Mach's armor! the next 3 damage
thus affect her structure, which fs also 3. Her
“Mech’s structure takes the remaining 3 damage.
which Is all ft can take. Her "Mech Is scrapped.
Brian then menages to untap his "Mech and send ft
fon another mission. Its armor returns to normal (2).
[but ft took damage to Its structure during the battle
Jn the last mission, so tts structure can now ony
take 6 more damage. If It later takes 6 mare struc-
ture damage (8 more total to its armor. 6 to tts
structure} It will be scrapped.
Deahng when There Are More
Than Tao Attackers ouiesnriers
‘Damage dealt by the attacking ‘Mechs can be divided as the attacker
soa tomy ta bicaee hort orotic sed
‘Wech can choose to dea!
‘damage to one, two, oral hree ofthe "Wecks (provided
the attacking ‘Mech is ole to dealt least 3 damage, to each
blocker) the defender divides any damage done by blcking cards
(or by the site under attack, where applicable) among the attacking
‘Mechs. fon attacking 'Mech is blocked and the defending player
chooses not fo include the target inthe battle, the attacking ‘Mech
deals no damage to the target.
‘Baample: Melissa attacks Brian's unguarded
Stockpile with three moderate "Mechs. She
‘taps them to show thet they are attacking.
Brien hes two fast ‘Mechs an patrol.
‘ells Melissa that both of them are blocking her
‘ottackers. (Remember that even though Melissa hos
three attackers end Brien only has two defenders.
Melissa's attockers were on 9 mission together.
‘attacking as a group—f Brien blocks one of them, he
blocks all of them.) Melissa's three "Mechs all have
‘attacks of 2; Brian's two "Mechs each have attacks
of 4. Melissa can decide to deal the damage from
‘soch of her "Mechs any woy she chooses between
Brian's "Mechs, and Brian can da the same with the
damage his "Mechs are dealing to Melissa's attack
fers. And becouse Brian blocked Melissa's attack
against his Stockpile, no damage Is desit to his
Stockpile.2 dealt to 0 cord under construction
Winona mri te
under construdion has no
and then tkes ot leat 1 damage, is scapped.
"© Unless 0 cord specifies otherwise, nothing occurs
when you attack your opponent's Scrapheap.
‘Mech Options
Options will be noted on certain ‘Mechs —theycllow a ‘Mech to do
dona damage, usucly ct «cst ose. Wether or not hese
options ore going to be used and where the resulting damage is going
to be opplied must be determined and assigned when damage deca-
‘afion is being done (see Damage Declaration: Initiative, below). You
‘an only use each option on a ‘Mech once per mission.
|
}
* Overheat X: +¥ attack—A ‘Mech con toke X Overheat
damage to itself to do Y extra damage. (This dam-
‘oge may be absorbed by the ‘Mech’s armor but it may oso do
structure damage.)
Alpha Strike: +Y attack—A ‘Mech can declare Alpha Strike
(ie, opening fie with every avaiable weapon, undounted by
overheating), which will do Y extra damage and it (top it
cond turn it face down). If your ‘Mech has Alpha Strike and
COverheot options and you wish tous the Alpha Strike option, you
‘must first use the Overheat option,
- mid ™ pee "Mechs con fire missiles, gaat:
1 “Missile Y." For each missile volley (you have Y
missile volleys), assign where that missile volley will go. When
damage is rescved, roll «die for each missile volley. f you roll
Tor a 2, that missile volley deals that much missile damage to its
‘rrget. If you roll a 3 and you have Munitions in play, that missile
volley deals 3 damage to its target; if you don’t have Munitions in
play nothing happens when you roll a 3. f you rll 4,5, or 6,
nothing hoppens. fhe ‘Mech with Missiles is part ofan ottecking
mission, the missile volleys can be assigned to the intended target,
even if the attacking ‘Mech was blocked.
amples Grin uttacks Maines Stipe
en 3 et cs vate
23 ad Sa Mama Mac wh
marcha Mach en prot hen wack
a of, "Overt wach” ed “lpnStrike: 43 attack.” Melissa decides to use Alpha
Strike, but this means she must also use her
her ‘Mech’s attack 4, 1 from Overheat, and 3 from
Alpha Strike). Brian assigns his “Mect's damage to
‘Mellgse’s “Mech and his "Mech's two missiles to her
‘Stockpile. Now demage and missiles resoive—Brian’s
“Mech tales 7 damage, Melissa's ‘Mech takes 5
domage (2 from her own Overhest). end Brian
makes two missiles rolls against Melissa's
Stockpile. The first rolls 8 &—nothing happens. The
, 80 the second missile deals 2
Damage Declarations Imtiative
All damoge in battle is resolved simultaneously at the end of the
battle. But when damage and missiles are being dealt, cards are
‘effets of cord in play are used, and ‘Mech options are
sed (doing any of these things is considered playing on effect is
determined by initiative. The player with the higher initiative in
batle gets to see everything his or her opponent is dong before
deciding which cards to play, which ‘Mech options to use, where his
‘or her own damage and missles willbe essigned, and which
cffecs of cards in play to use. Initiative is « number used to
determine who has this Pry battle. Some cards indicate
‘that they do something “during battle.” Initiative decides when
‘these things hoppen.
All have « base initiative of 0, but initiative
by li Sr wtaelnimmera te
ther increased by other crds in play.) If both players have the same
initiative, the defender plays effect first.
Beemple: Melissa declares thet she is using
‘two ‘Mechs to attack Brian's Stockpile. If
‘Melissa has Tactics (@ } in ploy ond a Pilot
(sce Improving Your Mechs and Stas, below)
‘with +2 Initiative on one of her “Mechs in the current
ote, then she hes 3 initiative. She ts attacking
‘Brien, who ony has 2 initiative. The higher number
res last, so Melizsa will get to see whet Brian does
‘first before she hes to ploy any effects. Then, after
[Brion ts finshed. Moliasa plays all her effects, ail
‘with the advantage of heving seen Brion ploy first.
Remember that if on attacking ‘Mech is blocked and the defender
chooses not to include the target in the battle, the attacking ‘Mech
deols no damage tothe targe. So a ‘Mech attacking on opponent's
Stockpile that suddenly finds itself blocked by another ‘Mech deals
‘no damage 10 the patel There are some exceptions to this rule:
some ‘Mechs have missiles ond others have long-range da
dealing ability. Additionally, the defender might elect to inch
‘orget in the battle first, before you need to do missile or long-
range damage. Under any of these circumstonces, being blocked
won't necessarily prevent the atlacker from dealing damage to the
intended target.Example: Melissa Is attacking Brian's siow
“Mech with her moderate "Mech {remember
‘that you can target mn opposing "Mech ony
{ff ts slower thon all the "Mechs stacking It).
Brien chooses to block this attack with his patrolling
fest ‘Mech. Brian can choose to keep the original
‘slow "Mech out of the combat or have tt fire upon
‘Mliess's ettacking "Mech. If he chooses the latter,
‘then Melissa ean iso fire on the slow ‘Mech even
‘though her "Mech was blocked.
‘Sometimes a battle will occur where one player's initiative increases.
during the bale. As soon os the cords played that changes the in-
fiotive, whoever has the lower initiative must start dedaring his or
her effects.
Example: Melissa end Brien both have Tactics
(©) in play for +1 inttietive. Brien attacks
Melissa with one "Mech and Melissa blocks
‘with one "Mech. Melissa will have to dectare
her effects first (since they both still have the same
Infeative at this time, and In such a case, the
defending player deciares first), so she ploys
“Deploy Reinforcements.” This card brings in enather
‘Mech to defend for her, and it happens to heve &
Plt (an enhancement card) that hes +2 Initiative.
‘This means that her inftistive Is now higher then
Brten's, so Brion now has to play his effects before
Meltesa finishes hers.
See nee eee ee
have already assigned all damage and now
Pee ee
your hand Evasive Maneuvers, a card that pre
ee ee
Pee ed ee eee
ee ee
en ee ee end
ee ee ee ee
ee eee
ee en ey
ee eed
ee tt tee
eta
Mission Cards
Mision cards replayed when you re asigning
your damage. Damage from Mision cards does
tot Yoke effec untill effcs have been played,
unless otherwise noted.
There are tree important restrictions to remember
when playing Mision cords
Mision cards can ony affect tacking or blocking ‘Mechs unless
otherwise indicated.
‘© You cannot use more than one of a specific Mission card in the
‘same battle.
© You can only play a number of Mision cords equl fo or less than
your current initiative.
eeDIfyou play o cord that increases the damage already deat by your
‘opponent, you assign it fo a target to which he or she cssigned damoge.
Example: Brian and Melissa's "Mechs are
‘engaged In battle. Melissa's Initiative wes
higher, so Brian had to assign his damage
first, He assigned 3 damage to each of
‘Mollssa’s ta "Mechs. Now Melissa plays her Mission
cards, end one of them adds +2 to damage deat by
oll Mechs. Since Brian hes already assigned his dam-
‘ge. Melissa chooses where {0 assign the new dam
‘ege—and she assigns the extrs 4 damage to efther
for both of her Mechs to which Brien assigned his
damage.
Repar/Reload Phase
Sometimes your opponent wil get lcky and actually deal damage to
‘one of your ‘Mechs’ structure, Not fo worry—this damage can be
tepcired during your Repair/Reload phase. To repir damage, you
‘need to have the asset Assembly ( @ ) in play: this allows you to
‘repair | structure damage (remove @ damoge counter) each tur if
Ps ved Ee ene i ‘ore not cumulative, so
if you have multiple Assembly assets in play, you cn sil only repair
| structure damage each turn. Remember, too, that you dor ned to
use the resource with the Assembly asso Any old resource will do—
you just have to have the Assembly asset in ploy.
‘so during the Repoir/Reload phase, reload your depleted ‘Mechs.
‘This occurs automatically at this time each turn, Remember that if o
}
“Mech has used on Alpha Strike ability itis considered depleted,
turned face down, topped, and must be reloaded before it can return
fo play. Depleted ‘Mechs can be otfocked but dea! no damage in
return. ‘Mechs that are reloaded are turned face up ond placed in the
Patrol region tapped.
Your "Mechs and Sites
Sore afl tape ox Your Meco laa lio
in battle, while other cords oe played on your sites to moke them
‘more useful. These cards are either enhancements or plas; los con
only be played on activated ’Mechs. Nether pilots nor enhancements
an be attacked separately, as they are considered to be “port of” the
“Wech or ste they pilot or enhance. A pio spayed on a ‘Mech to
“drive” that ‘Mech and to give it some special ability, f the ‘Mech is
destroyed, the pila Your soitch from one ‘Mech
Se yeas re macro owe
pilot oto He.
Some cards modify your ‘Mech’s base attack—that is, your ‘Mech’s
attack value before you have played any effects to change it. A
“Mech’s base attack con never be reduced below zero.
Bxample: Melissa hes a ‘Mech with the num
ber (2) in the lowerrighthand comer. Thus,
tts current attack is 2 and Its base attnck bs
2. If Melissa decides to use the option on this
“Mech “Dverhoat 2: +2 attack.” then the Mechs cur-
rent attack would be 4 but fts base attack would still
31bbe 2. Now if Melissa plays an enhancement that
(Ghes the “Mech Missile 3 but -2 attack, Its base
attack would now be O. So Melissa cannot use any
further options or play any other effects on this
"Mech that would reduce fts sttack any further
Gsince it's aireedy at 0).
Keywords
‘Some cords affect other cards based on those other cards’ keywords.
Keywords are word that appear ether above the rules text ono card
or as bold text in the rules text and indicate speciol powers, abies,
or functions ofthe card. For exemple, some ‘Mechs contain the key-
‘word “Jump,” which reduces a ‘Mech’ aftck value while increasing
initiative, ond some cards affect only those ‘Mechs containing the key-
word Jump. Keyword rules ond effects appear onthe individual cards.
te ack ly hen
Ifo cord contains the keyword “unique,” you may only have one
aes in your deck. If an opponent already has that card
inhi or her Command Post or Patrol region and you comple con
struction of your unique card and it is revealed, you cannot oe it
to your Command Post or Patrol region. If you do so, scrap
‘example, Theodore Kurita contains the keyword “unique,’ as
‘mears that if you hove it in ply, your opponent may not play his or
her own Theodore Kurita.
Unwverse Deck Construction
‘The BattleTech universe is more than jst ‘Mechs battling for super:
‘rity on the field of combat—it has a rich history and set of charac-
ee»
the es oes ate A zie
temporary allegiances, ond civil wor among the Houses; the Cans,
100, ti et ey ah mong themselves, maneuvering
for military ond political power. And from each Clan and each House
CF pags 10 seed lng eres onl vi, ne
‘ures who have changed the direction of history forever. To refled the
exciting alinces ond personaites that make BattleTech so unique,
‘you may wish to use the Universe Deck Construction rules to more
‘ccurately reflect the cultural differences between Clans and Houses.
‘Many cards in the BattleTech Trading Card Game beor « keyword
indicating the cr’ ner Sphere or an affiitin; under the
Universe Deck Construction rules, all cards in your deck that beor an
Inne Sphere o Can keyword mus share a common keyord.
‘Additionally, some Inner Sphere and Clan cards bear a keyword indi-
‘ating their specific House or Clan loyally, Under the Universe Deck
Construction rules and using these keywords, you connot put more
than one specific Howse or lan in your deck. For example, i you
decide fo build « deck for Con Wolf, you cannot use cards that bear
the Clan Smoke Joguar keer i you could stil use cards that
have no specific Clan keyword (but i cite
eT
Adionally, diferent House or Can keyword cannot appear inthe
some deck ones each card has no keyword on if the cmon key-
word and no specific House or Con keyword, the carmon key
and a speci Huse or Clan Keyword, or the common keyword ondspec Hose or Jan keyword when that keyword is one of many
For example, if you wanted to build «House Davon deck, your deck
could include:
cards with no keyword on them
© cards withthe keyword Iner Sphere and no speci House key.
word on them
* eshte er eS ode on ered on
or
© cards with the keyword Inner Sphere ond the Davion keyword on
Hho es ER of omer oe
eywort
Of couse, some cards have no keywords on them at al, ond these
cords con be played in ony deck. But if your deck conins o Clan
Jade Flcon car, it cannot oso contin a House Steiner card After
all these two groups are enemies—why should they coperate in
your deck? In ater words, House ond Clan cards never mixin the
‘same constructed deck.
Glossary of Terms
‘Activate: When you have paid the construction cost of o cord that
been deployed ond you have reveced that card i has been acvated.
‘Alpha Strike: +Y attack: A ‘Mech with Alpha Strike can empty its
guts, which will do Y extra damoge (where Y isthe ‘Mech’s Alpha Strike
number) and that ‘Mech is depleted, (if it survives any counterat-
tock) IF your ‘Mech has Alpha Strike ond Overheatofions ond you wish
‘o-use the Alpha Strike option, you must first use the Overheat option.
Armor: A Mech’ oily to absorb a certain amount of damage wih
cut suffering ony permanent damage is based on is armor. Armor is
repr by sf abn pf tres lore
lethand comer on a Mech card.
‘Assembly: Assembly ison asset that provides you the obiity to
repair 1 siucture damage deat to one 'Mech for & (For spending
‘one resource) during your Repair/Reload phase.
Asset cost: Sometimes cards have one o mare lines with numbers
‘and symbols directly below the numerical cost in the upper-lefthand
comer. These letters represent assets; the numbers ond letters togeth-
‘or represent the asset cost.
Assets: dses represent ll hose hatlefld neces of woging
wor: supply lines, influence, ond information Thee are ie basic
assets in BttleTech; they are provided by having o card in lay with
on cst efer on it in the lower midle ofthe cord, Having css inploy that correspond to asset requirements on. card you wish fo put
into play keep you from having to pay additional costs on that cord.
‘See Munitions, Tactics, Logistics, Politics.
Assign damage: At ployng ll ees, eat player cleats he
mount of damage be or she is dealing and signs ito oppsing
"Meeks and/or the trget if pole). When both players have
played oll effets ond asgned oll damage, damage is ouoly dec
‘Attack: A ployer dedores an attack against on opponent's slower ‘Mechs,
(ab nl ect Soe © oe
‘Attack (value): All ‘Mechs have an attack value—this is the
mount of damage that ‘Mech dels when it engoges in battle aginst
‘another ‘Mech or when it attacks a site. The unmodified attack value
is located in the lower-righthand corner of the ‘Mech card. Attack val-
ues ae, in essence, 0 representation of ust how muh fire-
power a Mech is packing
Bas ats iets td von ner pig
can effects or ‘any options to numt
cua ele bute gid crv ofa
card. A’Met’s base attack may never be reduced below zr.
Battle: Battles may toke place between ‘Mechs or between ‘Mechs
‘ond a site, During battle, cards on both sides might deal damage to
the other side, ond ths may hove a varity of results. Is important to
rote that the defending player can indude the target of a mission in
‘the battle even ifthe mission wos blocked.
Block, blocked: When an attacking ‘Mech is prevented from atfack-
ing its target by an opposing ‘Mech, itis considered blocked.
‘Gon: Nicholas Kerensky divided the remnants ofthe Stor League
‘army into twenty units, which he nomed the Clans. The four strongest,
‘most aggressive Clons—Wolf, Jade Folcon, Ghost Bear, ond Smoke
Joguar-— invaded the Inner Sphere in on cftempt to reestablish the
lost glory of the Stor League.
lon /House (keywords): See Howse/Can (keywords).
Command cards: These cards represent mony of the botleield
necessities: strategic decisions you will moke as commander of a
‘Mech force, the tools of your trade, and the personnel that will aid
‘you in combat. The most common Command cards are ones that pro-
vide resources, the cards you will use to construct your ‘Mechs.
Command Post: Al Command cards that sto in lay once ocivaed
go othe Command Pst, Ech card in the Command Posts sit and
canbe atocked
Depleted: Mechs hat ws Alpha Srike ore depleted and re topped
ul hy nd need ply Dp eds an be
Deploy: To put o cord from your hond to the Under Construction
region is to deploy that cord._— it Gina
‘This phase isthe only time you can deploy ‘Mechs and
Cet tos tel a et banackr nod
‘odd construction counters to cards in the Under Construction region.
Deployment: During your Deploy phase, you have two deploy-
‘ments—the roy polo hec, rete, ae Comend
CPN cy yout hnd (Note that on the first player's first
‘turn, that player only gets one deployment.)
Draw phase: During this each player draws two cards from
his or her Stockpile. (Noe that on the frst player’ fist tur, that
player takes only one cord.)
Effect, playing an: Playing o Mision card, using a "Mechs option,
ae mises, and wsng the effcs of o card in ply
‘are each considered playing on eet.
Engaged: Blocking ond attacking ‘Mechs are referred to callecively
2 engoged ‘Mechs.
End of Turn: ell your opponent you've ended your tun. There i no
handsize limit, so you do not need fo discard. At the end of your turn,
you can move ‘Mechs that cre consiruced from the Under
(onstrucion region tothe Patrol region.
Enhancement: Aton oo ‘Meh ike loser, addtional armor,
heatsinks, argeing computes) hat make the ‘Mach more effective
in combat or called enhancement. Oierenhancern' re played
only on sites and provide diferent kins of beefs
Fast speed: See Speed.
Guard, guarding “Mech: Dring your Misions phase, you can
‘sign ony untopped ‘Mech fo guard any of the fllowing on your own
side—your Stockpile, your Scropheop, a card under construction, of
‘ord in the Command Post. ‘Mechs on guard duty cannot block eny
‘atfocks against any target other than the one they guard, but they con
‘block on attack against that target regardless of the speed of the
tacking ‘Mech.
House: The Inner Sphere cons of five vos star empires known os
the SucessorSates—thelyran Commonwealth, the Federated Suns,
the Draconis Combine, the Free Worlds Leogue, and the Capellan
Confederation —each ruled by a family whase House has guided the
destiny ofits nation for centuries.
House/Clan (keywords): Under the Universe Rules, ol card in
your deck that bear a specic House or Con must share a common
keyword; some cards may have addtional keyword, bu the common
keyod penn et tet eres Hae Cn
cywo
Initiative: Initiotive is a number used to determine who has the
advantage in a battle. All players begin with « base initiative of O,
but various cards can increase a player's initiative. The player with
the highest initiative goes last (thus, getting to see everything his or
her opponent does before having to decide which card to play or
where fo ossign damage). If both you ond your opponent have the
‘ame initiative, the defending player hos to play ol of his or her
=Dcards and assign his or her damage first. Remember that the number
of Mision crt ployer wes et Utes than tet
player's initiative.
Keyword: Keywords oppeor on ‘Mechs ond Command cards ond are
‘affected byicertoin other cords. For example, some ‘Mechs have the
Keyword “Jump.” Some Mision cards only affect ‘Mechs with Jump.
tes: Logistics lows you to restock (put atthe bottom of your
Siok) TERM ed tec oor tun.
“Mechs: The powerful war machines known as BattleMechs are huge,
‘vaguely humanoid vehicles that ore faster, more moneuverable, bet-
ter armored, and more heavily armed than ony other combat unit
ever bul, Al ‘Mechs, whether under construction, on patrol, uord
ing, or depleted, can be attacked
Missile Y: For each mise voley (you have Y missles), ossign
‘where that missle volley will go. When damage is resolved, rll a die
for each missile voley. If you roll a 1 or @ 2, that missile volley deals
that much missile damage to its target. Ifyou roll a 3 and you have
‘Munitions in play, that missle volley deals 3 damage to its target; if
yo dr ae enn pa. libs en ol 3.
IF you roll 4,5, or 6, nothing happens. Ifthe ‘Mech with Missiles is
port ofan attacking mission, the mise volley can be asigned to the
intended target, even ifthe attacking ‘Mech was blocked.
Mission card: Mision cards ar played when you oe ossiging your
amage only during Misions phases, ether yours or your opponent's.
eaxD>
The numberof Mision cord player uses must be equal fo ress
than that layer inte. Damage fram Mision cards doesnot oke
affect un al damage osgnents have been mae, unless otherwise
noted. Mision cards an ony be ployed drng the Misions pose.
Missions: You moy send your untapped ‘Mechs on missions during
the Misins phase. You may send as man ‘Mechs s you like ones
many diferent mins es you ke, dering and resolving each
mission in turn.
Moderate speed: See Speed
Monitions: When Munitins oe in play ond you rola isle ll of
3, that mise oly deals 3 damage,
Opposing ‘Mech: Any Mech that your ‘Mechs engages in bal.
Overheat X: +¥ attack: A Mech con tke X overheat damage vl-
uniarlyt isl to do Y extra damge. (This damage may be negted
by the ‘Mech’ armor butt may cso do strucure damage)
Patrol, patrolling ‘Mech: At the end ofthe tur in which itis fn-
ished being constructed, a ‘Mech moves from the Under Construction
region into the trl region. Your ‘Mech on patrol can aempt to
block an attacking ‘Mech (if your ‘Mech on patrols fost enough;
see Speed), can attock, or can be moved to guard one of your sts.
Phases: See Untop, Draw, Deploy, Repair/Reload, Missions, and
End of Turn.alll, OO
Pilot: Pts ore played only on Mechs o “rie” that ‘Mech ond give
sam yt iy Nei et hp
Your pots con sich from on ‘Meh o another during your Deploy
pase, bt «Mech con have enly one pict ata ime.
Politics: Politics makes certain cards notably less expensive, but it
provides no special obit in and of isl.
Region: An are ofthe playing ld
Reload: A ‘Mech that has used on Alpha Strike ability is considered
depleted and must be reloaded before it con return to play. Reloading
your ‘Mechs only occurs during bes Repoit/Reload phase. ‘Mechs to
be reloaded are topped, turned face dawn, ond can be attacked.
‘Mechs that ore reloaded are turned face up and placed in the Patrol
region tapped.
Rear: Sone crs do
ae cis ey
‘oe td
Repoir/Reload phase: Dring your Repir/Relood phase, you can
repair | stucue damage fo one af your damaged ‘Mechs and/or
reload your depleted ‘Mechs.
Resources: Resources are Command cards that provide you withthe
oclbae ‘Mechs or use other effects. Cards with the ability
rears ina ihe el. Some cords pro-
‘more than one @ when used.
ir damoge done tothe structure
can only be used ding
Restock: Some cards instruct you to restock them—this means fo
place them on the bottom of your Stockpile.
(deo a ed you may turn over cord that is
under construction, showing all Hepes a rnin
for so that you can use tin the future. Some cards wil
[Sage pea pen seep
ing them is. Hf your opponent attacks any of your cards under con-
struction ond is not blocked, then that card is revealed (even if you
don't want it to be!)
Serapheap: Your face-up dcr ie. A card thts scrapped, or
removed fom pay goes bere
the (Cords con be fr Y,
centutamen arte
Site: A site indudes any card in the Command Post (except enhance-
iments), your Stockpile, and your Scrapheap.
Slow speed: Se Speed.
Speed: All ‘Mechs havea speed (indicated onthe card), These ore
used fo determine whether or not one ‘Mech can attack or block
nother ‘Mech foster ‘Mech can attack or block a slower ‘Mech and
“Wek of the sme speed cn lek each ther, but a slower ‘Mech
cannot block a foster ‘Mech (Exception: A slower ‘Mech can block
faster ‘Mech f the shower ‘Mech squaring ait tha the foster‘Mechs ataking,) There ae thee speeds of Mechs: Show, Moderate,
and Fast. If‘Mechs tick as a group, they move at he speed of the
‘ae ee en cane i
aes toc
‘attack against o players Stockpile scraps one card for each
dealt to it. You win the game when your opponent is,
a to draw a card from his or her Stockpile and has no cards
lef in his or her Stockpile fo draw, or when you cock your oppo-
nents Stockpile and your opponent cannot scrap enough cards fo
‘equal the damage from your atfack.
Structure: All ‘Mechs and some Command cards have two numbers in
the lowerlefhand comer. The first number represents armor; the second
represents srucure. Sucre is how much *rea” damage o card an
take before itis scrapped. For every 1 ‘card fakes beyond its
Se ihe
0 counter). Structure damage must be repaired —otherwise
aver ety cate eens ol aed
its maximum structure damage, itis scrapped.
‘Tactics: Tactics is an asset that gives a player +1 to your initiative,
the number that determines whether you or your opponent gets to
play effects ond assign damage fist.
‘tapping: Tapping a card means to turn it sideways, Ths ini-
TRAuaelta lean ceded or cme
‘Target: The original card being attacked.
Under construction: A cord under construction fs being “built” to.
enter play ond usually has construction counters on it to indicate how
‘many resources have been spent on its construction so far. A cord
under constuction canbe attacked. For every 2 damage dealt toa
card under construction, one construction counter is removed. And if a
card under construction has no construction counters on it and takes
at least 1 damage, its crapped. Note that if damage to a card under
construction is dealt by an unblocked source, the card under construc-
tion is revealed.
Under Construction hand tothe Under
Coenen on stil Wonca ove
region, you can add construction counters to them (by
Unique: Ifo card contoins the keyword “unique,” you may only have
‘ne copy ofthat card in your deck. If an opponent hes that card in his
cor her Command Post or Patrol region, you connat move your con-
structed unique card into your Command Post or Patrol Region.
Unto pose se: During the Untap phase, you turn al of your cards
‘except those in the depleted oreo upright again, untopping them ond
‘readying them for use again.‘k Reference
‘Unto ol ‘Mechs (except those thot oe depleted) and ony oer topped cards
Alike resources)
Dronhisards rom yur Sekle, On te rs ply ist ih py
aie ee st ply fst a, tht ploy
econ dos one
‘REPAIR,
CMOS en “Mechs that
ive ie oie rn oe ey
(elooded no ‘Hed th rdbaed returned face up ond pled in he
Poi region inp
DEPLOY PHASE
al pve desomens aed ron yout and on pat a
0 cd fom your :
down n'he Under Conc cin One rs so,
that oer ony mates on deen.
peau py ft Mes Cane ht a cn
Stan od mal ‘ah ostcinn cuts Hovng ron
ee ot a acos ncxted
cess joor Maks 6 oan oy o your Se
© send one or a: ‘your pose ee
Patera ctanta tenn, or sans peer
foster ‘Mechs). 1 The ps anecking
«= pay Mision cord you have i
Ye
rere arailaie Vieata nisin,
+ bk Blas con bo Meds
erage eatdiela eetenctay nl
the seeing aicked Went ‘Mets re nounced os
‘ap hem.
NS a ea eae
i
fc
is
ment mission suc
‘nds marked by 0 counter othe ‘Mech.
‘ods sist eee gate on ce
nce (el ibe Se dee epee
‘moun! of damage i ok,
Speer ME ws nr
Play effect es above.
Deal damage as above
After the Fis mission:
fares Sat Fyne os een rom
END OF TURN
‘© Move revealed ‘Mechs thot are fully constructed from the Under
Consrucion region into the Petra region.Index
A
ACTWATE
Defined, 12
'ALPHASSTRIKE OPTION, 24
‘ARMOR, 20
ASSEMBLY, 30
Defined 11
ASSEN, 8
Five bos, defined, 10,
ATTACK VALUE, 19
8
BASE ATIACK, 19, 31
BATE, 18
BLOCKING, 16
Assigning blockers, 15,16
"Mech on omission, 18
C
COMMAND CARDS, 6
COMMAND POST REGION, 2
CONSTRUCTION COUNTER, 12
COSTS, 8
D
Deng, among muliple
‘Weds, 22
Revealing cords as a result
of, 24
DECK CONSTRUCTION
Deck size, minimum, 1
Universe rules, 32
DEPLOY PHASE, 11
Defined, 5
DISCARD PILE. See SCRAPHEAP
DRAW PHASE, 5
DRAWPILE. See STOCKPILE
E
END-OF-TURN PHASE, 5
[ENRANCEMENTS, 31
4
HOUSE AND CLAN, 33
1
INITIATIVE, 26
‘Ghonging, 28
K
KEYWORDS, 32
MISSION CARDS, 29
Defined, 7
MISSIONS, 14
Multiple, 17
5
MUNITIONS, 10, 25
0
‘OVERHEAT OPTION, 24
R
REGIONS OF PLAY, 2
REPAIR/RELOAD PHASE, 30
Defined, 5
‘RESOURCES, 8
REVEALING CARDS, 13, 24
s
SCRAPHEAR, 3
SITES, DEFINED, 3
), DEFINED, 6
STOCKPILE 3
Damage dealt, 24
STOCKPILE REGION, 2
STRUCTURE, 20
Darmog® counters and, 21, 24
Repairs, 30
u
‘UNDER CONSTRUCTION, 12
Damage, 24
Region, 2
‘UNIQUE CARDS, 32
UUNTAP PHASE, 4
w
WINNING, 1
e=DCredits
‘Game Design: Richard Garfield
ional Game Design and Development: Chari Curt,
Glenn Eliott, Wiliam Jockusch
as coed by: Jordan K. a Ross Babcock Il
ine Developer: Bryan
Editor: Michael G. Ryon ae
Flavor bs; oe A a ‘Sharon Turner Mulvihill, Randall
Bil Bryan Nystu, George Lowe, Warren Wyman,
Die on ee, John Bridegroom, Tara Gallagher,
Ra
Flavor Text Contest Winners: Poul Boret, Glen Martin,
David Trott
Project Manager: Ron Richardson
General Manager: Rich Fukutoki
‘Art Director and Graphic Dole Coad
FASA Art Review: Jim Nelson, Jel Bis
FASA Flavor Text Coordinator: Sharon Turner Muviil
Production, Typesetting, and E Dave Hil, Corey
Macourek, Courtney Krol Fuentes, fom
Wenerstand, Jefferson M. Shelley, Douglas Keller
‘Marketing Coordinator: Casey Brebberman
Print Purchasing: Scot Yonan, Kathy Watkins
Business Coordinator: Leeds Chamberlain
Customer Service Expert: J. 0. Wiker
Indexing: Bob Kruger
Playtesters (FASA): Bryon Nystu, Jordan K. Weisman,
Lous J. Prosper, RondollN. Bil, Tora Golagher
Playtesters (Wizards of the Coast): George Lowe, Pou! Rondles,
Poul
Cover llstration: Dermot Power
Rulebook Illustrations: Thomas Millio, Doug Chaffee, Mark Poole
Special thanks to: Lily Garfield, Garon Galloway, Jennifer Clarke
Wilkes, Chris Wilkes, Mike Selinker, Rich McGatho, Charlie Ctino
saving me from o nervous breokdown despite the walking preuro-
nia”), Koren Hewitt, Adam Smith, Alden David Richardson, Lindo
Richardson Yow, Melody Alder, Irma Ryon, Dan Cerveli rian
(Lowman) Levis, Jeff Christianson, Mare (Sparky) Schmalz, Mark
Sundli, Chaz Eliot, Sue-Lane Wood, eter Dution, James Eres,
Jonathan Tweet, Matt Burke, Pau Timm, Kelse, Mc, Bob McSwain,
‘Very special thanks to: Our customers, for whom this is oll intended.
2
‘© 1996 Wizards of the Coast, Inc.
BattleTech, MechWrro, ‘Mech, and BoitleMech oe registered
trademarks of FASA Corporation. © 1996 FASA Corporation. Al rights
reserved. The BatfleTech univers is owned by FASA Corporation and
sed under license. Wiss oF rt Coit andthe top symbol Jore
istered trademarks of Wizards ofthe Coos, Inc. The resource sym-
ba (Gs oroderark of Wiad ofthe Ces,









