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BATTLETECH* BEGINNER BOx Ol Jen F-CuAaE iF eS “on ae Itisthe31stcontury.and endless wars rage across human-occupied space. These pc clashes between star empires ate won and ost by BattleMechs®,30-foot-all humanoid metal titans bristling with lasers, sutocannon and: dives these Juggernauts into battle, proudly holding your faction flag high to expand legend, ora forgotten casualty? ‘Only your skill and luck will determine your fate! QUICK-START RULES These Guickstart ules will hurtleyou onto the batiefields of the 31st century in minutes—simply read through he rules, then set up the gameas shown in the Scenarios section (seep. 9). SEQUENCE OF PLAY ‘A BattleTech game consists ofa seres of turns, During each turn ‘Mechs on the map may move and fire their weapons. Each, ‘tum consists of several smaller segments of time, called phases, ‘which ate performed in the following order: Initiative Phase Movement Phase ‘Weapon Attack Phase INITIATIVE PHASE ‘One player from each side rolls 206 to determine their side's Initiative. The side with the higher result has won Initiative throughout the tur. Re-olt allies. MOVEMENT PHASE ‘The side thet los initiative moves their ‘Mech first, The side ‘hat won initiative moves their Mach second, Each time a player ‘must move a ‘Mech, the“movet can be not to move at all. VVEAPON ATTACK PHASE ‘The side that ost initiative declares any attacks the ‘Mech will ‘make, specifying which weapons willbe fred and at which trgetis) The side that won Initiative then does the same, Each timea player must declare an attack, the declaration can be not to fire any weapons. RESOLVING WEAPONS FIRE Players resolve weapons fire one Mech 2t atime, The order In which each ‘Mech’ shots are resolved is up to that ‘Mech’ controller, Ail weapon attacks by one ‘Mech should be resolved before those of thenext Mech. DETERMINING DAMAGE Players record damage as atacks are resolved but this damage deesnot tke fect nthe not tisph ¢ may make ts decared attacks even ft ed during thisphase. rel al el Te 3 lethal weapons. Your elite force of MechWarriors® Bower and glory of yourrealm. Will you become MOVEMENT (MOVEMENT PHASED During the Movement Phase of each tur, players must choose ‘one movement mode for each ‘Mech they contro: standing stil, ‘walking, running or jumping, MOVEMENT MODES ‘At the beginning of each ‘Mech’s movement, a player must select one (and only one) ofthe following movement modes. STANDING STILL \f the player declares that a ‘Mech will stand still the Mech stays in the hex in which it started the turn. ft can expend no MP during that turn and cannot move or change facing, Standing still provides no penalty to the ‘Mechs own weapons fre, nor that of, any other ‘Mechs which attackit. WALKING IF the player declares that a ‘Mech will walk it may expend 2 ‘number of M? up to its Walking MP rating. A walking ‘Mech suffers BOX CONTENTS Your BartsTech Beginrer Box midudes: ‘Quick tert Rules: The boskiet yoste rending ih now, ‘Miniatures And Punchboard wo han sualny ross to play pslasicrmlatues The purchboeraincledes adeional playa plecestoinctease the numberof Mechs at yourcommand.as wala te ‘ahech Record Sheets: Hecerd sheets track the damagaeach ech suffers 82 well as Its weapan an movement sta ‘Theseare aminaie. 30 players can use cy erase markers to quickly playa game, erase, sid re-set tothe ext game. (The ‘back of each set aresants ether lion surtounding that Eatuattech, orsome est s7t) Mech Warrier Cards: These lot crc activate specialities that MechiWarsion tring to every bare ‘Mapsheet: The rapsheet I dive into sicstled areas calls hese which eguante movementand combat durnga un THs lbolten fae te asthe plying aes Dice: BaleTech uses «no slesided dice rolled togethet sbbtevateo3s 206.4 ace con appears next to ay tle shat requires 2 206rol ‘An Instant Guide To The Inner Sphere: quick oveeview of the fletional universe where youre gning takes aca) Golden Rule: This shore story, wil nrrere you ito the Batlerech une: MOVEMENT DICE ofthese roles dlce fam the poate. {2+ Target Number modifier when making attacks. Awalking’Mech ‘may also be havcerto it These combat effects appear on the Attack Modifier Table found on p.7 and are further explained under Firing Weapons, p. 5. RUNNING ‘A’Mach can move fartherina tum when running than walking. However a Mech cannot move backward while running, If the player declares that a 'Mech wil run, it may expend a fhumber of MP up tots Running MP rating. A running ’Mech suffers +2 Target Number modifier when making attacks, but its speed may make t harder to hit. These combat effects appear on the Attack Modifiers Table found on p.7 and are further explained under Firing Weapons, p.5: SUMPING [A’Mech which possesses Jumping MP may selectthis movement ‘mode and expend up to that many MP.AJumping’Mech suffers a +3, Target Number modifier when making attacks, but may be harder to hit. These combat effects appear on the Attack Modifiers Table found on p. 7 and are further explained under Fring Weapons, p.9. Jumping features numerous exceptions to the basic movement rules; see Jumping Movernent, at right. MOVEMENT BASICS ‘After being assigned a movement mode, ‘Mech then spends up to the Movernent Points (MP) provided. A’Mech need not spend: all available MP, but no matter how few are spent, the ‘Mech’s movement mode does not change. MP unspent at the end of the: phase are lost. (eee ne ee ‘Movement cice helo players remember which “Mach moved and in what way. \Whilenot require ics highly recommended that layers use this rul, andthe remainder assume thet they redoing so (These dice are notincluded inthis box) ‘Commonly, white dce are used to mark Mechs that walked, lack dice fr those ‘that ran, and red dice for those that jumped. The number displayed on the dies the Target Number generated asa result ofthe move, wth raditionally Indicating 3 ‘madifierof0(cidat move), The meve cannot be changed once amovement de place. Its best to Use dice of a different sze and/or color than those used for rling| attacks, to prevent confusion. After all weapon fires completed, remove all movement FACING = cpa get REM = a ir afthowe shes rs stn os i facing A Mec faces the Way ‘feet are pointing. Changing facing cots 1 MP per este: for example, nthe fac Change Disgiem below 1o-degres tum tre acing tor eA tox Bicose 3M MOVING BETWEEN HEXES ‘A Mech can move forward Into the hex Its facing, or backward into the hex directly to its rear. it ‘cannotmove into any other hex without first changing its facing, as shown on the Movement Direction Diagram below Backward Movement: Mech can only move backward with ‘Walking MP.A walking Mech can move both forward and backward Inthe sameturn. JUMPING MOVEMENT “Jumping features numerous exceptions tothe movement rules. ‘Ajumping Mech can move 1 hex foreach available Jumping MP regardless of terrain. A’Mech may jump into the same hexit began the turn in for 1 MP. ‘A jumping ’Mech ignores terrain (and the presence of other ‘Mechs) in hexes it jumps through. However, It cannot land ina hex. containing another ‘Mach. A jumping ‘Mach also ignores facing: i ‘an jump in any direction regardless ofits initial facing, and chooses: any facing desired upon landing, TERRAIN ‘All hexescostat east 1 MP to enter. However, terrain often ralses this MP cost, as shown on the Movement Costs Table (sae p.4),For ‘example, entering a Heavy Woods hex costs 3 MP: the base 1 MP. for entering any hex (the distance traveled), and 2 MP more for the Heavy Woods (to navigate through the trees). CLEAR ‘Clear terrain represents fields, meadows and other arasslands. The ground is firm and may be gently roling, but its level does not change significantly from one side of the hex to the other. Ifahex isnot clearly marked as another terrain ‘ype, assume itis Clear. Ene Senseo oni Terrain Cost ‘Cost to Enter Any Hex 1 Cr DRL ‘Terrain Cost When Entering Any New Hex ‘Clear Light Woods Heavy Woods 10 4 ‘Additional Movement Actions ‘Vhexside Facing Change ‘player controlling the targeted ‘Mech decides which of the two hexes lie along the LOS. The chosen hex is used "for LOS of all attacks between those two Mechs for the remainder ofthe turn. “The heres containing the attacking and target Mechs ‘are not considered when determining LOS. INTERVENING TERRAIN Terrain along the LOS between the attacker and the target is called intervening terrain. This does not include the hexes occupied by the attacker and target. ‘Woods: Thize or more points of intervening woods LIGHT Woops Light Woods hexes are covered with sparse trees. ‘Mechs cannot cross the hex (hence the +1 (MP cost) as easly as Clear terran. Treeintervening ‘exes of Light Woods wil block LOS. (See intervening Terran, at ight.) HEAVY wooDs Heavy Woods hexes are thickly covered in tees, making movement even more dificult (the 2MP cost) than Light Woods. One Light Wood and cone Heavy Wood hex intervening will Bock LOS. (See intervening Terain, at right) STACKING ‘A’Mech may not move through a hex occupied by an enemy ‘mech, not end its movement in a hex occupied by any anther Mech, COMBAT QWVEAPON ATTACK PHASED ‘ter al players complete the Movement Phas, thelr Mechs engage in combat. Forone’ Mech to fire at another the attacking Mech must have valid lne of sight tothe target, and the target must be within the range an firing atc ofthe weapons the attacking payer wishes to tse The stacking player then calculates the Target Number needed to hit the enemy based on several factors: Gunnery Sil attacker ‘movement, target movernent, other mosifiers such as those for terrain, and range. (See the GATOR. sidebar p.5) ATTACK DECLARATION [As described in Sequence of Play (see p. 2), all attacks are declared before any are resolved. However, an attack may be | Roting To Hit 2:7), Ukewise, pl have not previously decared. block LOS. Light Woods are worth 1 point, and Heavy ‘Woods are worth 2 points. INTERVENING '"MECHS Intervening Mechs have no effect on LOS or attacks. {As Line of Sight i 20 important to gameplay, the Line oF ‘Sight Diagram below includes rumerous Mechs to bes ilusrate Insgoveming rinples The Mech nex A wants to make an attack. ‘Checking LOS forthe Mech In Hex Ao the other Mechs, wefind the Following condions. ‘Mech Aha clear 105 (ree ines) othe Mects in exes 8 and asthereisnointerening tern. tothe Mech HexD jelow Tine! passes diecty beeen o clear hex and alight woods hex. The targe player chooses forthe ight woods taffect the LOS. This choice doesnot block 1S, however, because te Neavy woodsin the target thexare not nervenng. aed therefore donot block LOS. The LOS tthe Mechs in hewes E and F are blocked red nes). because there atest one hexofight and heay ncadsintrvening. Youcanuse the diagram to practice finding LOS with the other ‘Mechs. Ty tdetermine how many targets ech Mech can see, and compare your ests tothe conec result tha follow: Hex Bhas four targets HexChas thre targets Hex as five targets Hex Eh thee targets and ex Fhastwo targets ments to attempt iT iran dab scen apis! [An attacking ‘Mech fires a weapon at an enemy taiget’Mech; the weapon hits, it inflicts a certain amount of damage; The attacker rollsa hit location; The targeted player marks offin that location a number of amor Circles equal to the amount of damage inflicted: '@ IF location is destroyed and damage from the attacking ‘weapon remains that damages transferred to the nextlocation Inward @ This procedure repeats until all weapons frei resolved. Players fre each weapon on a’Mech individually. Each weapon ‘may be fred only once per turn, and only gets one to-hitroll perturn, AMMUNITION EXPENDITURE If a weapon uses ‘ammunition—noted on the record sheet under ‘Ammo Type"—the player marks off cone shot of ammunition in the ‘Mech Data section of ‘the appropriate record sheet when they announce an attack with ‘hat weapon. When a weapon is out of ammunition, it can no longer be fire. FIRING ARC If an attacking ‘Mech has LOS to its intended target, the attacking player then checks the fring arc of his ‘Mech’s weapons to see which weapons can hit the target, as shown on the Firing ‘Arc diagram, below. Note thet the fring arc extends from the ficing “Mech to the edge ofthe playing area. ‘The maximum ranges for each ‘Mech’s weapons appear on Its record sheet FIRING VWEAPONS Playersuse thelr’Mechs'armament to attempt to inflict damage con targets. Each weapon is always fred individually yf sidebar | eb No se the aitazk hits he modiiedTarger an ifthe modified Target Number is oreater than 12, the shot automstiealy misses; olin 2 12,does not result in an automatic hit fa player determines that their Mech's declared attack will ‘automatically mis, they can choose not to make theattack, though ‘anothe; target may not be chosen nits place. the modified Target Numberis 2or less the shot automatically hits Resolution Order: The attacker chooses the order in which they ‘make attack rls forall of thelr ‘Mechs’ daciared attacks; the order ‘ean change from turn to turn, BASE TARGET NUMBER (GUNNERY SKILL) The base Target Number for a wéapon attack is the pilot's Gunnery Skill. For these Quick: Start Rules, unless specifically stated otherwise, that base Target Numbers 4 itis already printed ‘on each record sheet). TARGET NUMBER MODIFIERS ‘The base Target Number may be modified by several factors, Including movement. terrain (woods) and range. All modifiers are cumulative, ATTACKER MOVEMENT MODIFIER ei "The attackers Target Number is modified by their own movement using the values in the Attack Modifiers Table (see p 7). ‘The attacker's movement modifier is based on the movement mode. mga) G.A.T.O.R. “The attack process not complicated—its simply a matter ‘of rolling 208 and trying to equal ar exceed your modifed Target Number. Howaver, It's the mocifled part—juggling all those numbers that cn be tick ‘Mier you understand the Target Number Modifiers section starting sbove, youll ind that “GATOR a helpful mnemonic that reminds you what neds oe taken into account Gunnery Skil fating ofthe attacker (the base Target Number forthe attact). Then add: A. Attacker movement modifier the color ofthe Movement De on your Mech] Target movement modifi tha number ofthe Mavernent dion the target Mech] (© other modtters(orthisbox, just Terain modifies) Range mosfiers Start with your Gunnery Skil Rating, then add all other applicable modifiers, and the results your sclfid Target Number {to meet or exceed on the die rll. n she Trget Number Meiers section (a5 well asthe Atack Mocfers Table), modifies ave listed In GATOR order, beginning with the attacker movement modifies. MAKING THE ATTACK aa he ea ‘employed during the r | ||| actual MP they expended or distance they moved (the color of the. ||| overtent Di onyour Mec, nor the numba) TARGET MOVEMENT MODIFIER a "A moving target is harder to hit, and so an attackers Target Number is modified by its target's movement using the values in the Attack Modifiers Table (see p. 7).The target movement modifier {is based on the number of hexas traversed by the target this turn, not the amount of MP it spent (the number on the Movement Die ‘on your Mech, not the color) Ifthe target moved both backward and forwatd in the turn, base the modifier on the number of hexes moved from the hex in ‘which the Mech last reversed its movernent. For example, ifthe ‘arget moved backward three hexes and then forward two hexes,, ‘he target movement modifier would be based only on the final two heres of movement, resulting ina moaifier ofthe Movement Die would show a6) If the target Jumped this turn, the attacker applies a +1 ‘modifier to thelt Target Number, in addition to the modifier for ‘the number of hexes the target moved. TERRAIN MODIFIERS fern canreduce the probabiity ofa successful shotby forcing the attacker to account for intervening land features. Remember that three or more points of intervening woods block LOS—Lioht Woods are worth 1 point, and Heavy Woods are worth 2 points. Light Woods: Add a +1 modifier toan attacks Target Number ifthe targetisina Light Woods hex Apply further +1 modifier per hex of Light Woods intervening between the attacker and target (see intervening Terroin,p.4). Heavy Woods: Add a +2 modifier to an atiack’sTarget Number If the target isin a Heavy Woods hex. Apply a further +2 modifier per hex of Heavy Woods intervening between the attacker and target (see intervening Terain,p.4). In other words, you cannot add more than a +2 ‘modifier for intervening terrain, oF else LOS js blocked. RANGE MODIFIE! “The farther away atorgetis,the harder its tohi- Taking the shortest path, count the number ef hexes between the attacker and the target, iniuding the target's hex.The total isthe range tothe target. Each weapon's range i dvi short, medium,and long, For exal 11) | Long Range iste (RW la Its short ange bracketis"7?m | lth Laws against sargets MODIFIERS Hit Diagram, below, ustates how 10 determine a mache Target Name The Wolverine hat us _move frm Her A to Hex 8 Though expended 8 MP It actualy traveled five hexes, and so the ployer pl Movement Oe wth a2 showing. The Grifin had 0 walk to get from Hex C10 HexD, placing the Wolveinein ts Fring Art spent total ofS MP but only traveled 0 hexes,andsoa white Movement Dieisplace next tothe Griffin ith 6" showing. The WVR-68 Wolverine is fring @ medium taser and SAM 6 atthe Grifin (they both have che same range, so eventhough theyte diferent weapons the player can figure the numbers Simultaneous. The player remembers the GATOR principle as he ‘begins toad up hs numbers. The Base Target Number isthe Grifin -MechWaror’s Gunnery Skil of 4 (GATOR). The Wolverine used Fanning movement this tur, sothe Attacker Movement Moder is {2 the black ovemen: Die GATOR, Whiethetager moved iw05 fot enough to recive a modi, o ther sno Target Movement Modifier 28; mearing 0, cn th white Movement Die (GATOR, ‘There ia light woods along the LOS between the Wolverine and Gain, which addsa+1 Train Moe (GATOR. The targets four ‘exes amy, stich sn the medium range forthe medium loser ‘nd SRI 6 adding @ Range Moifer of +2 (GATOR). The resut ‘sa modified Target Number of 9 [4 (Gunnery Sil) +2(Atacker ‘Moverent) 0 Target Moveenent) +1 (Terain Medi) +2 Range Modified =3) ‘TheGAF-1N Gini attacking back nth its PPC Thea -MechWarror’s Gunnery Skis 3 (this players using o MechWarrer Cara The Gifin used Waking movement his turn soit must add ‘an Attacker Movement Madiferof|:the white Movement Dl. The targertraveld five heres, creating +2 Target Moverent Mail ‘Thareis ight Woods n between the artackerandtargetoong the 105, and he tanger isin Light Woods, creating a+ Teron Mode. Therange to the rages four hexes, whch sin short ronge othe ‘PC. For tat artack the modied Target Numbers 8 (3 (Gunnery Skill +1 (Atcker Movernend = 2 (Target Movement) +2 (Tein ‘Mosher +0 Range) = ATTACK MODIFIERS TABLE unary (GATOR pre Ata Maven Hoe CATO Horemer odie rum ete Sho We Hower le bing! None aed ie Mover 1 Taek Mover 2 roe RedNovene al 2 ‘wontoremer Moder G¥TC8) Havent incites cara Hed She a Moved thoes a ad hs 2 Moved 7-9 hexes 8 Moved 10 ~ ‘Terrain Modifiers (GATOR) Terrain (Modifiers are cumulative) “+1 per intervening Light Woods hex +1 iftargetin light woods 42 perintervening Heavy Woods hex, +2iftargetin heavy woods None Medium #2 Long 4 A short-range shot does not modify the attacks Target Number. A medium-range shot adds 12 Target Number modifi, while along ange shot ads a +4moaifer. {As shown, these modifiers are listed above the range bracket columns on the record sheets) Weapons cannot hita target beyond theirlong range. For these quickstart rules, this is the only factor that changes between weapons ifyou figure your GATOR for one weapon, then simply change the Range Modifier as needed, for any other weapon, instead of having to refigure the whole process ROLLING TO HIT ‘Once the player has determined the modified Target Number for each {weapon their’Mechis firing they make aroll to see'f the attacks successful, than the moded Target Number he atack succeed Playe'smay choose the oder nwhich each reaRona ‘order in which damage from each successful attad es HIT LOCATION ‘When an attack hits its tags ee i DAMAGE CLUSTER HITS TABLE Cae 10 DETERMINING HIT LOCATION To determine the location ofa hit the player {olls 205 and consults the Hit Location Table found on each ’Moch's record sheet sheet fit’ also found on page 12). ‘Missile Attacks: After each hit by @ missile ‘weapon, a roll is made on the Cluster Hits Table above, to determine the number of projectiles that actually hit the target, ‘@SRM: On the record sheet, the Damage column lists it as "2/Mst, meaning two points of damage per missile. The attackerrollsa separate hit location foreach short-range missile (SRM) that hits. ‘@LRM: On the record sheet, the Damage column lists it a5 "1/Msh, meaning one point of damage peer missile. The attacker makes one hit location roll for every 5 long-range missiles (LRMS) that hit the target. Group the missiles that hit into lots of 5;1n other words, after rolling on the Cluster Hi ‘able, above, form as many 5-point Damage Value groupings as possible, assigning any remaining points to one smaller lot, and determine 2 hit location foreach lot. Each attack that hits the target does damage. Every ‘weapon does a specific amount of damage, shown as For each weapon attack the ployerrols 206. ftheresltls equaltoorsrestet the p fee neabey he ge Value (or Damage Volue grouping) In the poh Inventory of ech record sheet CORDI DAMAGE : cs nthe NH a for every pont of damage taken unall damages apples oral armor in he locae iseestoyed.cotoStep2. ate Nor Proceedto Step 2. 2.15 THERE DAMAGE REMAINING? Yes: Damage transfers to the armor of the next location inward (see the Damage Tiansfer arcows on the Atmor Diagram on each ‘Mech record sheet). Go to Step 1 to allocate remaining damage. Not Attackis finished. TORSO DESTRUCTION Ifa ‘Mechs right of left torso has all ofits Armor Points (citeles) destroyed, the ‘corresponding arm is blown off immediately and can sustain no further damage. The ‘corresponding leg is not damaged. If the center torso is destroyed, the entire ‘Mech is destroyed (see Destroying a’Mech, below. LEG DESTRUCTION Fone or both of a Mechs legs Is destroyed, It cannot move nor make any facing ‘changes for the rest of the game, Itmay fire weapons normally until it is completely destroyed, however (see Destroying a‘Mech, below TRANSFERRING DAMAGE BattleNechs can survive the destruction of any body location except the head or center torso fany other locations besides the center torso or head take further hits after being destroyed, orf excess damage remains from the shot that destroyed the location, that damage transfers to the armor ofthe next location inward ‘Ths principle is illustrated with the Damage Transfer arrows on the Armor Diagram. fon each ‘Mech record sheet. Damage to 2 missing arm or leg transfers to the torso on the samme side; left leg or arm damage is transferred tothe left torso, and right armorleg {damage tothe right torso, Additional damage toa destroyed sce torso location transfers tothe center torso. DESTROYING A ‘MECH ‘A "Mech is destroyed i ts head of canter torso is destroyed. Destroyed Machs sre removed ffom the map at the end of the phase in which they were destroyed, and have ‘no further effect on game play. nN eee ae et sor Diagram in the aporopriats location alle 4 se ber BATTLEMECH VARIANTS Each BattleMech considered a unique chasis, but each chassis may have several vatants developed over the centuries of war, boasting alternate weapons, equipment. or ‘amar placement. For example, the Wolverine ‘and Grif both woigh 55 tons and are sila jn speed, but are each o unique chassis with Several vriants There are two Giffin record sheets in ‘this box, ech afferent variant the GRN-IN land the GRN1S (shown on the Type rs in ‘he Mach Data box, as shown below). When looking atthe Scenario rules, youll note these ‘designations are used when determining forces, However, the illustration does not change from one record sheet to the next Ie alvaye represents tho primary chassis as depleted In a Technical Readout sourcebook. When selecting record sheets, sart with the ameilustraion, and then quickly review the code designation to ensure you've selectedthe Fight variant Tech Base: Each record shoot included in this Beginner Bor notes an “nner Sphere” Tech Base, Tech Bases are not used with the rules ‘ths box, but wil come Into pay in more advanced products, such asthe BattleMech ‘Manual They are nchaded havea help fri ‘ae players with allthe details of record she. | pee cone ate Tecaceapny cei gentoo eS RCRA rcagndveranutitacas denen © {is good for Karl because there was already 5 points ofdamage © LRM grouping 23 points) there fom aprevous tum meaning the arm onlyhs 11 ermer before eis curenc arcack. DAMAGE TRANSFER The PC reauces the Armor Vue by 10 so the payer sin {en ces, Theft LRM Damage Value grouping does § pont oF dorage, busine the Wovesine’ emaining Aro Yale nthe et arm sf, that eaves pots ‘afdamage tha thehitleclon carne abst; the eta completely destroyed The remaining points of damage rom the fist LRM Damage Vole grouping rons, _pertne Damage Tense arrow tothe armor fhe next locaton ward whichis the eft torsa. The player fin four ils on the left tors location. Then the fina 3-pont Damage Value grouping automaicly tenses sotreemareccles are fied i laving 130 he origin 20 Ine subsequent turn, the Gifs PPC and ot least three LAMS tke theft tors or eftorm) tt wilbe destroyed leaving any damage for other weapons thar may have tthe letvarm or et torso to ante tothe center ts ae rr CM pee st Head 5) ‘This training scenario recreates one of themany “greenhorn” simulator programs used to train burgeoning MechWartors ‘throughout the inner Sphere. Both Players Roll 206: the winner isthe attacker and places thei Mech on the mapsheet after the loserhas placed their’ Mech. GAME SET-UP Lay cut the Desert #1 mapsheet as shown, DEFENDER Select the GRF-IN Griffin from the record sheets: use the Ilustration on the record sheet to select the correct miniature, DEPLOYMENT The defending player sets up fist, placing thelr Mech any- where within 3 hexes ofthe south edge (short end) of the mapsheet. ATTACKER Select the WVR-6R Wolverine from the record sheets; use the ‘Mlustration on the record sheet to select the correct miniature, DEPLOYMENT The tacking player may place their Mech on any ofthe hexes along the north edge (short end) of the mapsheet. VICTORY CONDITIONS Victory belongs to the first side to destroy the enemy Mech. Ifa ‘Mech exits the map for any reason, it is considered destroyed. tis instance, unless the opponent's Mech is destroyed inthe same turn, the opponent will automaticaly win. Now play your frst game! VARIATIONS ‘You've now got your frst game under your belt and you're ready to tackle more, BattieTech is wonderfully fiexibe in allowing players to quickly mix and match maps, Mechs, and other elements for endless games. Use the fllowing ideas for additional variations con the scenario above, then feel free to try and bulld your own, MECHWARRIOR CARDS These card bring notable MechiWarrior from the fiction to life see Beyond the Quick Stor ules, p.11). Aferyou have one ce nario under your bet review the MechWarrior Cords anc consider $dcing them fo yourgame, Use the folowing les when doings: © Only one BattleMech per side can have an attached Mech Warrior Card. |© Both Mecharior Cards should have the same Special Plot Abies cost. Force Balance: Asnoted above both Mech\Weator Cards should have thesame Special Plot Abies cost soboth players wl needto agree on that cost prior othe gameif you cannot agree cll aD. “isis the maximum Spec Plot Abies cos allowed forthat game. ‘Gunnery Skills AliMechiNarorCards include Gunnery Sis f thelisted sls lower than d, se the valuelsted onthe care ring gameplay tage Piloting Skills: These ratings allow players to Use t ‘once they ve move on othe Bara A Game of Arn boxset They havenaefectin the QuckSar Rules Sear) eee ee lel eel | Coe) ot therankof arsaand command ofa ‘battalion intheRasalhague Regulars bbynow However his fanatical loyalty to Duke HasidRicol enuresis ‘ontentmentas.acompany commander inthe Red ake’ petsonal quad. Nevermind the prestige andadded benefits—the personal guard sees much more irae’ combat than any Regulating eu se theta hd ‘Special Pitot Abilities (Cost: 4) Sondbarter (i): When olingon Casters ale forsee Mata athe allowing odie to eral fr sbor gs, 3 formedumtange, 26 langorotrene rege, + Weapon Specialist (PPC): Apply 2 henattacking with aC, “OY SigPoknt nthe Red De tel espectal Pater ied oo any meni doe vt sighs inthis —and te ‘ed Des —honarte teat bin ight" "1 : RAIN FO ¥ 2 [|The puneh-out sheet includes several eran pieces to modify her mapsheet. If players cannot mutually agree on a way to add He terrain use the flowing ules before deploying any Mechs: |e Both players must add the same number of terrain pieces. © Randomly determine who willstan, then rotate backand forth, placing only one terrain place ata tine. {© Terrain cannot be wthintwohexesofthe edge ofthe mapsheet, and there must always be three hexes between each terrain piece | PLAVING WITH MULTIPLE ‘MECHS When there are multiple Mechs on aside, sie the folowing ‘maaifications to the standard rules ‘Movement Phase p. 2: The side that ost iniiative chooses 2"aech ane moves frst. The side that won Iniacive then moves ‘Rech. Movernent alternates between sides untlall Mechs have ‘been moved. Each time a player must move a Mech, they may designate movement for any Mech that has not been destroyed, ever ifthe move’ isto simply do nothin. ‘Stacking (p. 4: Dutng the Movement Phase, aMech may ove through hexes occupied by other Friendly ‘Mache, ‘Weapon Attack Phase (p. 4): The side that lst Initiative chooses a Mach and declares any atack it wll make,

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