Classic Battle Tech Quick Start Rules

Download as pdf or txt
Download as pdf or txt
You are on page 1of 15

CLASSIC BATTLETECH: A GAME OF ARMORED COMBAT

The introductory game in the Classic BattleTech line, the Classic BattleTech box set hurtles you onto
the 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 common
BattleMechs used in the Inner Sphere
• The Classic BattleTech Universe, a 48-page full-color book containing universe background and
BattleMech 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 3067
Stock Number: 10980 Price: $34.99

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
artillery, hostile environments, air and naval forces and much more. It also introduces players to the
advanced weaponry and equipment of the Inner Sphere and Clans.
Also included are scenario-building rules and the Battle Value System for balancing forces, making
this a must have rulebook for any fan.
Stock Number: 10984 Price: $24.99

CLASSIC BATTLETECH TECHNICAL READOUT: 3025


The ultimate guidebooks to the weaponry and war machines of the 31st century, BattleTech
Technical Readouts provide descriptions of the BattleMechs, support vehicles, aerospace fighters and
ships of the BattleTech universe. Each fully illustrated entry in these indispensable reference books
contains complete BattleTech game statistics.
Classic BattleTech Technical Readout: 3025 is the first in the series and represents the ’Mechs and
technology available in the era as found in the Classic BattleTech box set.
Stock Number: 10985 Price: $24.99

To learn more about the exciting world of


BattleTech, visit our website at:
www.classicbattletech.com
To order on-line, go to www.fastforwardgames.com.To contact by mail for ordering
information, send to Fast Forward Entertainment, 6302 First Avenue, Lake Geneva, WI,
53147. (262) 248-5290 (voice). (262) 249-7832 (fax). [email protected] (e-mail).

DISTRIBUTED BY:

Copyright © 2002 WizKids LLC. All Rights Reserved. Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior, and WK Games are
registered trademarks and/or trademarks of WizKids, LLC in the United States and/or other countries. Printed in the USA.

Graham Palk (free product) 91.84.109.


QUICK-START RULES

S
trap yourself into the ultimate suit of armor—the and weapons. We have included four special Quick-Start record
BattleMech®. Thirty feet tall and weighing up to a 100 sheets in these rules. On the back of each of these record sheets
tons, this humanoid engine of destruction is a walking are the few important tables that you will refer to during
arsenal, with enough firepower to level a city block. The game play.
Classic BattleTech® game system takes you into the
world of the 31st Century, where war has become a way of life as MAPSHEETS
vast empires and tiny factions battle for control of humankind. In In BattleTech, games are played on 22-by-17 inch map-
command of the most powerful machine on the battlefield, your sheets that are divided into sx-sided areas called hexes, which
MechWarrior® fights to take a planet or end an empire. regulate movement and combat between ’Mechs. Mapsheets
We have specially designed these quick-start rules to hur- can be filled with woods, rivers, lakes, mountains, and more. For
tle you onto the battlefields of the thirty-first century in just ease of play, the mapsheet included in the Quick Start rules only
minutes, with everything you need to play—including a map contains light and heavy woods terrain.
and ’Mech counters—provided. All you need to provide is your
imagination and two six-sided dice! DICE
In BattleTech you will use two six-sided dice, preferably of
two different colors. If the situation requires you to roll one die,
QUICK-START RULES the rules indicate this in shorthand as 1D6. Unless otherwise
The following rules have been specifically created to help noted, the abbreviation 2D6 means that you should roll both
new players get into the action of BattleTech as quickly as possi- dice and add the results together.
ble. In order to make the game more enjoyable and easier to
understand for beginning players, some rules have been simpli- SEQUENCE OF PLAY
fied while others have been left out. Read through these rules A BattleTech game consists of a series of turns. During each
once (it won’t take long), then start by playing the Training sce- turn, all BattleMechs on the map have an opportunity to move
nario. After playing a few games of these quick-start rules you’ll and fire their weapons. Each turn consists of several smaller seg-
be ready to move onto the challenge and excitement of the ments of time, called phases. During each phase you will take
complete rules in the Classic BattleTech box set! one specific type of action, such as movement or combat.
BattleTech is a game for two or more players. For simplici- You will execute the phases of every turn in a specific order.
ty’s sake, beginning players should divide themselves evenly Each turn includes the following phases, performed in the fol-
between two teams, with each player taking charge of only one lowing order:
BattleMech. In your first few games, your only goal will be to
destroy the other team. The last team with at least one func- Initiative Phase
tional BattleMech left on the board wins. As you become more Movement Phase
familiar with these rules, you can begin to operate more than Weapon Attack Phase
one BattleMech at one time and can even come up with your End Phase
own game objectives.
INITIATIVE PHASE
PLAYING PIECES 1. One player from each side rolls 2D6 and adds the results
Classic BattleTech Quick-Start Rules contains four stand-up together to determine his team’s Initiative. The team with the
BattleMech playing pieces that can you can cut out and repre- higher result has the Initiative throughout the turn. Reroll a tied
sent the BattleMechs you are playing. These playing pieces are result.
used to show the position of each ’Mech on the mapsheet and
keep track of its movement during the game. MOVEMENT PHASE
2. The team that lost the Initiative chooses one BattleMech
RECORD SHEETS and moves it first.
The BattleMech record sheet is used to keep track of the 3. The team that won the Initiative moves one BattleMech.
damage done to a BattleMech during combat. It also shows the Movement alternates between sides until all BattleMechs
capabilities of the BattleMech, including its movement speeds have been moved. Each time a player is required to move a

Classic BattleTech Quick-Start Rules 5


Graham Palk (free product) 9
BattleMech, he may designate a movement for any BattleMech CLEAR
that has not been destroyed, even if the move is to simply stand Clear terrain represents fields, mead-
immobile. ows and other grasslands. The ground is
firm and may be gently rolling, but its eleva-
WEAPON ATTACK PHASE tion does not change significantly from one
4. The team that lost the Initiative chooses a BattleMech to side of the hex to the other.
declare fire first. He must declare any attacks he plans to make If a hex is not clearly marked as containing another terrain
using his BattleMech’s weapons, specifying which weapons he type, assume it is clear.
will fire and at what target.
5.The team that won the Initiative chooses a BattleMech to LIGHT WOODS
declare fire next. The player controlling that BattleMech Light woods terrain is covered with
declares any attacks he plans to make using that BattleMech’s sparse trees of up to 12 meters in height.
weapons as described above. BattleMechs cannot cross this terrain as eas-
The act of declaring attacks alternates between players ily as clear terrain. Unless the wood is rela-
until all fire has been declared. Each time a player is required to tively large, ’Mechs may have line of sight
declare attacks for a BattleMech, he may declare an attack for through light woods. (See Intervening Terrain in Combat).
any BattleMech that has not been destroyed, even if the decla-
ration is to not make any attacks. HEAVY WOODS
6. Weapons fire is resolved one BattleMech at a time. All Heavily wooded terrain is covered
weapons attacks by one BattleMech should be resolved before thickly with 12-meter-tall trees, making
those of the next BattleMech in order for the players to more movement through these areas very diffi-
easily track which weapons have fired. cult. It is very difficult to see through heavy
7. Damage from weapons attacks takes effect. Players woods. (See Intervening Terrain in Combat).
record damage as attacks are resolved, but this damage does
not affect the BattleMech’s ability to attack in this phase. This Move MOVEMENT DIRECTION
means a BattleMech may make its declared attacks even if the Allowed A BattleMech can move
BattleMech or its weapons are destroyed. At the end of the forward into the hex it is
phase, all damage takes effect immediately. facing or backward into
Not Not
Allowed Allowed the hex directly to its
END PHASE rear. It cannot move into
8. Repeat Steps 1 through 7 until one side has destroyed all any other hex unless it
of the other side’s BattleMechs—they win the scenario. If the first changes its facing
last BattleMechs from each team are destroyed simultaneously, Not Not (see Facing). The dia-
the game is a draw. Allowed Allowed gram below shows the
two hexes that a
MOVEMENT Move
Allowed
BattleMech may enter
without changing its facing.
BattleMechs change their position and location on the
Backward Movement
mapsheet by performing any one of several movements or
During the course of its movement, a BattleMech can move
movement actions. During the Movement Phase of each turn,
forward, backward and change direction in any manner the
each player must choose one mode of movement (walking or
player chooses, as long as the BattleMech possesses the
running) that his BattleMech will use during that turn.
required number of Movement Points. A BattleMech may not
When it is your turn to move a BattleMech, you must
run backward.
announce what movement mode you are using. Within the lim-
its of the rules, you will always choose how your BattleMech
moves.
FACING
Every hex on the map has six edges, called hexsides. In
BattleTech, every BattleMech must be oriented to face one of
MOVEMENT BASICS those six hexsides. A BattleMech is considered to be facing the
A BattleMech spends 1 Movement Point (MP) to move 1
direction its feet are pointing. A BattleMech’s facing affects both
hex. If the BattleMech is entering a hex containing anything
movement (see below) and combat (see Combat, p. 7), and can
other than Clear terrain, this cost usually increases as shown in
only be changed during the Movement Phase.
the Movement Cost Table on the back of the BattleMech Quick-
Start Record Sheets.
FACING CHANGE
The forests and terrain areas on a BattleTech Mapsheet rep-
Changing a BattleMech’s facing costs 1 MP per hexside
resent a mixture of terrain found on habitable worlds of the
changed. For example, a 180-degree turn (a change of three
Inner Sphere.The symbols below designate each type of terrain.
hexsides) would cost a BattleMech 3 MP.

6 Classic BattleTech Quick-Start Rules

Graham Palk (free product) 9


of your BattleMech each turn. A BattleMech that is running suf-
fers penalties to its to-hit number when firing weapons, but its
speed may make the BattleMech a more difficult target to hit. A
BattleMech can not move backward while running.

STACKING
During the Movement Phase, a BattleMech may move
through hexes occupied by other friendly BattleMechs. A
BattleMech may not, however, move through a hex occupied by
an enemy BattleMech, nor may it end its movement in a hex
occupied by another BattleMech.
A player wants to move the BattleMech in the dia-
gram from Hex A to Hex B. The BattleMech is currently COMBAT
facing Hex C, however, and so cannot legally move to After you complete the Movement Phase of the turn, your
Hex B. If the BattleMech changes its facing, as shown in BattleMechs may engage in combat. BattleMechs make weapon
Figure 2, the BattleMech can now legally move into Hex attacks using armaments such as missiles, lasers and
B. This facing change costs 1 MP. autocannons.
If the player wanted to move the BattleMech into In BattleTech, weapon attacks inflict damage on the armor
Hex D (without moving backward), the BattleMech that protects every BattleMech. When an attack or series of
would have to make a two-hexside facing change, at a attacks destroys all of a location’s Armor Points, any remaining
cost of 2 MP. damage affects the next location inward as shown on the
Damage Transfer Diagram on the BattleMech Quick-Start
MOVEMENT MODES Record Sheets.
At the beginning of each BattleMech’s movement, a player
must select one of the following movement modes for his ATTACK DECLARATION
BattleMech. A BattleMech may not combine movement modes As described in Playing the Game, all attacks are declared
during a turn. before any are resolved. Only those weapon attacks that you
declared during the weapon attack declaration are resolved in
STANDING STILL the Weapon Attack Phase. All attacks that are declared must be
If you declare that the BattleMech will stand still, your resolved, even if the intended target is destroyed before all
BattleMech stays in the hex in which it started the turn. It may attacks against it have been made. Likewise, you cannot make
expend no attacks that were not declared. In other words, you must shoot
MP during at the BattleMech you declared an attack upon and you cannot
Mech Data the turn. It
does not
switch targets once you have made an attack declaration.
Type: HBK-4G Hunchback
Tonnage: 50
move at all, LINE OF SIGHT
not even to In order to make an attack against a target, there must be a
Movement Points:
Walking: 4
change fac- clear line of sight (LOS) between the attacker and the intended
Running: 6 ing. Standing target. The LOS between two BattleMechs is defined by a
still gives no straight line running from the center of the attacking
penalty to BattleMech’s hex to the center of the target BattleMech’s hex.
weapons fire, Any hexes that this line passes through are along the LOS, even
and allows attackers to fire on the BattleMech without target if the line barely crosses a hex. If the LOS passes exactly between
movement penalties. two hexes, it is up to the player of the targeted BattleMech to
decide which of the two hexes the LOS passes through.
WALKING The hexes containing the attacking and target BattleMechs
If you declare that the BattleMech will walk, your are not considered in determining LOS, and they never inter-
BattleMech may expend a number of MP up to its walking MP vene or interfere with LOS in any way.
rating. A walking BattleMech suffers a small penalty to its to-hit
number when firing weapons. As a moving target, a walking INTERVENING TERRAIN
BattleMech may also be harder to hit. Terrain along the LOS between the attacker and the target
that is actually in the LOS (not including the hexes occupied by
RUNNING the attacker and target) is called intervening terrain.
A BattleMech can move further in a turn when running Intervening terrain has the following effects on LOS.
than it can walking.You may spend up to the Running MP rating Light Woods: Three or more hexes of intervening Light

Classic BattleTech Quick-Start Rules 7


Graham Palk (free product) 9
Woods block LOS. One hex of intervening Light Woods com- calculates the likelihood of a shot hitting the target based on
bined with one or more hexes of intervening Heavy Woods will the range to the target, movement of the target and attacker,
also block LOS. intervening terrain, and other factors.
Heavy Woods: Two or more hexes of intervening Heavy Players fire each weapon on a BattleMech individually, and
Woods block LOS. One hex of intervening Heavy Woods com- can fire as many or as few of their BattleMech’s weapons at the
bined with one or more hexes of intervening Light Woods will target as they wish, within the restrictions described below.
also block LOS. Each weapon may be fired only once per turn.
BattleMechs: Intervening BattleMechs have no effect on If the attack hits the target, the attacking player determines
LOS or attacks. the damage location, and the target player records the result on
the damaged BattleMech’s record sheet.

AMMUNITION EXPENDITURE
If the weapon fired uses ammunition, the player marks off
one shot of ammunition in the ’Mech Data section of the record
sheet, next to the appropriate type of ammunition. When a
weapon is out of ammunition, it can no longer be fired.

Ammo Type Rounds


Autocannon 5 20

FIRING ARCS
If an attacking BattleMech has LOS to its intended target,
This diagram illustrates some of the principles gov- the attacking player can then check the firing arcs of his
erning line of sight. The BattleMech in Hex A wants to B a t t l e M e c h’s
make an attack this turn. Checking LOS for the weapons to see
BattleMech in Hex A to the other ’Mechs shown, we find which weapons
the following conditions: can hit the target.
’Mech A has clear LOS to the ’Mechs in hexes B and Forward Arc The following dia-
C, as there is no intervening terrain. gram illustrates the
LOS to the ’Mech in hex D passes directly between a boundaries of a
Clear hex and a Light Woods hex. The target player BattleMech’s firing arc.
chooses for the LOS to be affected by the light woods. To determine the exact
This choice does not block LOS, however, because the boundaries of the arc, draw straight
heavy woods in the target hex are not intervening, and lines from the firing unit through Hexes A and B, as shown in the
therefore have no effect on LOS. appropriate diagram. The firing arc includes the hexes between
The LOS to both ’Mechs E and F are blocked because the two lines, as well as the hexes through which these lines
there are at least one Light and one Heavy Woods hexes pass.
intervening. (Note that the following firing arc extends from the firing
You can use the diagram to practice finding LOS BattleMech to the edge of the playing area. The maximum
with the other ’Mechs. Try to determine how many tar- ranges for different weapons are described in the Weapons
gets each ’Mech can see, and compare your results to the Inventory of each record sheet.
correct results that follow: Hex B has 4 targets, Hex C has
3 targets, Hex D has 4 targets and Hex E has 2 targets. FIRING WEAPONS
After a player has determined that a target is within LOS
and has determined the firing arc of his weapons, the
WEAPON ATTACKS BattleMech may make a weapon attack. The player counts the
During the Weapon Attack Phase, players use their range in hexes to the target to determine the base to-hit num-
BattleMechs’ armaments to attempt to inflict damage on tar- ber for the attack. For each weapon he will fire, the player deter-
gets. For one BattleMech to fire at another, the attacking mines if the shot is more or less difficult than normal by factor-
BattleMech must have a clear line of sight to the target and the ing in terrain, movement, and other conditions.These factors will
target must be within the range and firing arc of the weapons add modifiers to the base to-hit number to create a modified to-
the attacking player wishes to use. The attacking player then

8 Classic BattleTech Quick-Start Rules

Graham Palk (free product) 9


Classic BattleTech Quick-Start Rules 9
Graham Palk (free product) 9
hit number. The more difficult the shot is because of distance, BattleMech’s current range is short, medium, long or out of
concealment by terrain or movement, the higher the modified range. A shot at short range requires no to-hit modifier. A medi-
to-hit number. The player then rolls 2D6 to see if the attack hits um range shot has a +2 to-hit modifier, while a shot at long
the target.If the result is equal to or greater than the modified to- range has a +4 modifier.
hit number, the attack hits its target. If the fired weapon requires Weapons cannot hit a target at a distance greater than the
ammunition, the player marks off one shot of ammunition. weapon’s long range.
Each weapon may be fired only once per turn.
Attacker Movement
BASE TO-HIT NUMBER The attacker movement modifier is based on the move-
The base to-hit number for a weapon attack is 4. ment mode the attacking BattleMech used in the turn, regard-
less of the actual MP or distance moved.
MODIFIED TO-HIT NUMBER
The modified to-hit number equals the base to-hit number Target Movement
plus all modifiers for range, movement, terrain, and other factors The target movement modifiers are based on the hexes
discussed in To-Hit Modifiers below. If the modified to-hit num- traversed rather than the number of Movement Points spent. If
ber is greater than 12, the shot automatically misses. If a player the target moved both backward and forward in the turn, base
determines that his BattleMech’s declared attack will automati- the movement modifier on the number of hexes moved from
cally miss, he can choose not to make the attack, thereby avoid- the hex in which the ’Mech last reversed its movement. For
ing wasting the ammunition. He may not switch his attack to example, if the target moved backward 3 hexes and then for-
another target. ward 2 hexes, the target movement modifier would be based
only on the final 2 hexes of movement, resulting in a Target
TO-HIT MODIFIERS Movement Modifier of 0.
The base to-hit number may be modified by a number of
factors, including range, terrain and movement. All modifiers are
cumulative.
See the Attack Modifiers Table on the back of the Cicada
BattleMech Quick-Start Record Sheets for a summary of the
modifiers found below.

Weapons Inventory Hunchback


Type Location Damage Short Med. Long
1 Autocannon 10 RA 10 5 10 15
1 Large Laser LA 8 6 10 15 Hermes II
1 Small Laser LT 3 1 2 3

Range Modifier
The farther away the target is from the firing BattleMech,
the more difficult it will be to hit. The range modifier for an Terrain Modifiers
attack is determined by the range to the target, which is the dis- Terrain can affect the probability of a successful shot by
tance between the attacking BattleMech and its target. To forcing the attacker to account for intervening land features
determine range, find the shortest path to the target and count and partial cover. Specific terrain modifiers appear below.
the hexes between the attacker and the target, starting with the Light Woods: Add a terrain modifier of +1 if the target
hex adjacent to the attacker’s hex along the line of sight and occupies a Light Woods hex. Additionally, modify the to-hit
including the target’s hex. This total number of hexes between number by +1 per hex of Light Woods intervening between the
attacker and target is the range. attacker and the target. (The woods must be intervening as
The ranges for each ’Mech’s weapons appear in the defined in Line of Sight.)
Weapons Inventory box on the ’Mech’s record sheet. Ranges are Heavy Woods: Add a terrain modifier of +2 if the target
expressed in numbers of hexes. occupies a Heavy Woods hex. Additionally, modify the to-hit
A weapon’s maximum range is divided into three dis- number by +2 per hex of Heavy Woods intervening between
tances: short, medium and long. Find the distance to the target the attacker and its target. (The woods must be intervening as
in the row for the appropriate weapon, and determine if the defined in Line of Sight.) Note that if more than 1 Heavy Woods

10 Classic BattleTech Quick-Start Rules

Graham Palk (free product) 9


hex intervenes between the attacker and the target, LOS is To determine the exact location of a hit, the attacker rolls
blocked. 2D6 and consults the BattleMech Hit Location Table found on
the back of each BattleMech Quick-Start Record Sheet.
The diagram on the previous page illustrates the
modifiers to the to-hit numbers that we have discussed DAMAGE
so far. The Cicada has used its Walking movement of 8 Each attack that successfully hits the target does damage
MP to move from Hex A to Hex B. Though it expended 7 to the target. Every weapon does a specific amount of damage,
MP in the move, it actually traveled 5 hexes as shown.The which appears on the Weapons Inventory of each record sheet.
Hunchback had to use running movement to get from
Hex C to Hex D facing the Cicada. It spent a total of 5 MP
but only traveled 2 hexes. Finally, the Hermes II did not Weapons Inventory
move, and remained standing in Hex E. All of the ’Mechs Type Location Damage Short Med. Long
have standard Gunnery Skills of 4.
1 Autocannon 10 RA 10 5 10 15
The Cicada is firing two medium lasers at the
Hermes II. The target is 5 hexes away, which is in the 1 Large Laser LA 8 6 10 15
medium range for the lasers, adding a Range Modifier of 1 Small Laser LT 3 1 2 3
+2. The Cicada used Walking movement this turn, so the
Attacker Movement Modifier is +1. The target did not
move, so there is no target movement modifier applied.
The Base To-Hit Number is 4, so the Modified To-Hit RECORDING DAMAGE
Number is 7 (Base 4 + Range 2 + Attacker Movement Follow the step-by-step procedure outlined in Damage
1 = 7). Resolution (below) to determine the effects of damage.
The Hunchback is attacking the Cicada with its
AC/20. The Hunchback used Running movement this Torso Destruction
turn, so it must add an Attacker Movement Modifier of If a BattleMech’s right or left torso has all of its Armor Points
+2 to its to-hit number. The target traveled 5 hexes, so destroyed, the corresponding arm is blown off immediately and
there is a Target Movement Modifier of +2. The range to can sustain no further damage The corresponding leg is not
the target is 2 hexes, which is in short range for the damaged. If the center torso is destroyed, the entire BattleMech
AC/20. The Base To-Hit Number is 4, so the Modified To- is destroyed (see Destroying a BattleMech).
Hit Number for the Hunchback’s AC/20 is 8 (Base 4 +
Attacker Movement 2 + Target Movement 2 = 8). Leg Destruction
The Hermes II could attack the Cicada. As the If one or both of the BattleMech’s legs is destroyed, it can-
Cicada is five hexes away; though the Hermes II’s AC/5 not move or make any facing changes for the rest of the game.
would be in short range, that would put its medium laser It may fire weapons normally.
in the medium range. Therefore, the Hermes II attacks
the Hunchback with its AC/5 and medium laser. The Weapon Destruction
Hermes II did not move, so no attacker movement mod- If the location containing a weapon is destroyed, that
ifier is applied. The Hunchback spent 5 MP running, but weapon is destroyed and cannot be used for the rest of the
only traveled 2 hexes, so there is also no target move- game.
ment modifier applied. The Base To-Hit Number is 4, so
the Modified To-Hit Number for both the AC/5 and medi- DAMAGE RESOLUTION
um laser is 4 (no additional modifiers were applied). To apply damage from an attack, begin with the amount of
damage the attack inflicts and the hit location of the attack, and
Multiple Targets start at Step 1. Answer each question with yes or no, and follow
A ’Mech cannot declare weapon attacks against more than the instructions.
one target in the same turn in this basic version of the game.
1. Is there armor in the location?
TO-HIT ROLL Yes: Check off one armor box on the Armor Diagram in the
For each weapon attack, the player makes a to-hit roll by appropriate location for every point of damage taken, until all
rolling 2D6. If the result is equal to or greater than the modified damage is applied or all armor in the location is destroyed. Go
to-hit number, the attack succeeds. to Step 2.
No: Proceed to Step 3.
HIT LOCATION
When a weapon attack hits its target, the firing player must 2. Is there damage remaining?
determine precisely where the attack hit the target. Yes: Go to Step 3 to allocate remaining damage.
No: Attack is finished.

Classic BattleTech Quick-Start Rules 11


Graham Palk (free product) 9
3. Is there damage remaining?
Yes: Damage transfers to the armor of the next location
inward (see Damage Transfer Diagram). Go to Step 1 to allocate
remaining damage.
No: Attack is finished.

TRANSFERRING DAMAGE
BattleMechs can survive the destruction of any body sec-
tion except the head or center torso. If a section is destroyed
and the same location takes another hit, or if excess damage
remains from the shot that destroyed the location, that damage
transfers to (affects) the armor of the next location inward. This
principle is illustrated on the Damage Transfer Diagram at left.
Damage to a missing arm or leg
transfers to the torso on the same
side (left leg or arm damage is
transferred to the left torso, a hit that inflicts 14 or more points of damage, it will be
right arm or leg damage is completely destroyed, which will also completely destroy
transferred to the right the Hermes II.
torso). Additional damage
to a destroyed side torso DESTROYING A BATTLEMECH
location transfers to the If a BattleMech’s head or center torso is destroyed, the
center torso. Damage from a ’Mech is considered destroyed and is out of the game.
destroyed head or center torso
does not transfer.
TRAINING SCENARIO
The training scenario re-creates one of the many simulator
A Hermes II’s left
programs used to train MechWarriors throughout the Inner
arm is hit by an attack
Damage Sphere.
from an Autocannon
Transfer
10 (Damage Value 10),
Diagram
a large laser (Damage
GAME SET-UP
Lay out the map provided with these rules.
Value 8), and two medium lasers
(Damage Value of 5 each). Before this turn, the
BattleMech still had its full Armor Value of 11 in that arm.
DEFENDER
The Cicada and Hunchback are the defenders. Cut out their
The Autocannon hit reduces the Armor Value by 10,
stand-up counters and record sheets for use in the game.
so 10 boxes are filled in. The laser hit does 8 points of
damage, but since the Hermes II’s remaining Armor
Deployment
Value in the left arm is 1, that leaves 7 points of damage
The defenders set up first, placing their ’Mechs anywhere
that the hit location cannot absorb; the left arm is com-
within 3 hexes of the south edge (short-end) of the mapsheet.
pletely destroyed.
The remaining 7 points of damage from the large
laser transfers to the armor of the next location inward,
ATTACKER
The Hermes II and an Enforcer are the attackers. Cut out
which would be the left torso and so 7 boxes are filled in
their stand-up counters and record sheets for use in the game.
on left torso location, leaving only 7 boxes out of the
original 14.The next laser hit reduces the left torso Armor
Deployment
Value by 5, so 5 boxes are filled in. The final laser hit does
The attacker’s ’Mechs may be placed on any of the hexes
5 points of damage, but since the Hermes II’s remaining
along the north edge (short-end) of the map.
Armor Value in the left torso is 2, that leaves 3 points of
damage that the hit location cannot absorb; the left
torso is completely destroyed.
VICTORY CONDITIONS
Victory belongs to the first side to destroy both enemy
The remaining 3 points of damage from the medi-
BattleMechs.
um laser transfers to the armor of the next location
inward, which would be the center torso and so 3 boxes
are filled in on the center torso location, leaving 14 boxes
SPECIAL RULES
If a BattleMech exits the map for any reason, that ’Mech is
out of the original 17. If the Hermes II’s center torso takes
considered to be destroyed.

12 Classic BattleTech Quick-Start Rules

Graham Palk (free product) 9


SEQUENCE OF PLAY ATTACK MODIFIERS TABLE
1.) Initiative Phase 2.) Movement Phase All Weapons Attacks Modifier
3.) Weapon Attack Phase 4.) End Phase Attacker
Movement
Stationary None
Walked +1
Ran +2
MOVEMENT COST TABLE Terrain
Light Woods +1 per intervening hex;
Terrain Type/Activity MP Cost Per Hex +1 if target in Light Woods
Clear 1 Heavy Woods +2 per intervening hex;
Light Woods 2 +2 if target in Heavy Woods
Heavy Woods 3 Target
Movement Actions Movement
Facing Change 1/hexside Moved 0–2 hexes 0
Moved 3–4 hexes +1
Moved 5–6 hexes +2
Moved 7–9 hexes +3
BATTLEMECH HIT LOCATION TABLE Moved 10+ hexes +4

Die Roll (2D6) Die Roll (2D6) Weapon Attacks Only


2 C. Torso 8 Left Torso Range
3 Right Arm 9 Left Leg Short None
4 Right Arm 10 Left Arm Medium +2
5 Right Leg 11 Left Arm Long +4
6 Right Torso 12 Head
7 C. Torso

Cut along dotted line

SEQUENCE OF PLAY ATTACK MODIFIERS TABLE


1.) Initiative Phase 2.) Movement Phase All Weapons Attacks Modifier
3.) Weapon Attack Phase 4.) End Phase Attacker
Movement
Stationary None
Walked +1
Ran +2
MOVEMENT COST TABLE Terrain
Light Woods +1 per intervening hex;
Terrain Type/Activity MP Cost Per Hex +1 if target in Light Woods
Clear 1 Heavy Woods +2 per intervening hex;
Light Woods 2 +2 if target in Heavy Woods
Heavy Woods 3 Target
Movement Actions Movement
Facing Change 1/hexside Moved 0–2 hexes 0
Moved 3–4 hexes +1
Moved 5–6 hexes +2
Moved 7–9 hexes +3
BATTLEMECH HIT LOCATION TABLE Moved 10+ hexes +4

Die Roll (2D6) Die Roll (2D6) Weapon Attacks Only


2 C. Torso 8 Left Torso Range
3 Right Arm 9 Left Leg Short None
4 Right Arm 10 Left Arm Medium +2
5 Right Leg 11 Left Arm Long +4
6 Right Torso 12 Head
7 C. Torso

Graham Palk (free product) 9


®

Mech Data
BATTLEMECH RECORD SHEET Type: HER-2S Hermes II
Tonnage: 40
Movement Points:

Left Torso
Head
Right Torso
ARMOR Walking: 6
Running: 9
DIAGRAM
Weapons Inventory
Type Location Damage Short Med. Long
1 Autocannon 5 RT 5 6 12 18
1 Medium Laser RA 5 3 6 9
1 Flamer LA 2 1 2 3

Ammo Type Rounds


Center
Torso Autocannon 5 20
Left Arm Right Arm

Damage
Transfer BattleTech, BattleMech and ’Mech are trademarks of WizKids LLC.
Left Right Diagram Copyright © 2002 by WizKids, LLC. All rights reserved.
Leg Leg Permission to photocopy for personal use.

Cut along dotted line

Mech Data
BATTLEMECH RECORD SHEET Type: HBK-4G Hunchback
Tonnage: 50
Movement Points:

Left Torso
Head
Right Torso
ARMOR Walking: 4
Running: 6
DIAGRAM
Weapons Inventory
Type Location Damage Short Med. Long
1 Autocannon 20 RT 20 3 6 9
1 Medium Laser LA 5 3 6 9
1 Medium Laser RA 5 3 6 9
1 Small Laser H 3 1 2 3

Center
Torso Ammo Type Rounds
Left Arm Right Arm
Autocannon 20 10

Damage
Transfer BattleTech, BattleMech and ’Mech are trademarks of WizKids LLC.
Left Right Diagram Copyright © 2002 by WizKids, LLC. All rights reserved.
Leg Leg Permission to photocopy for personal use.

Graham Palk (free product) 9


SEQUENCE OF PLAY ATTACK MODIFIERS TABLE
1.) Initiative Phase 2.) Movement Phase All Weapons Attacks Modifier
3.) Weapon Attack Phase 4.) End Phase Attacker
Movement
Stationary None
Walked +1
Ran +2
MOVEMENT COST TABLE Terrain
Light Woods +1 per intervening hex;
Terrain Type/Activity MP Cost Per Hex +1 if target in Light Woods
Clear 1 Heavy Woods +2 per intervening hex;
Light Woods 2 +2 if target in Heavy Woods
Heavy Woods 3 Target
Movement Actions Movement
Facing Change 1/hexside Moved 0–2 hexes 0
Moved 3–4 hexes +1
Moved 5–6 hexes +2
Moved 7–9 hexes +3
BATTLEMECH HIT LOCATION TABLE Moved 10+ hexes +4

Die Roll (2D6) Die Roll (2D6) Weapon Attacks Only


2 C. Torso 8 Left Torso Range
3 Right Arm 9 Left Leg Short None
4 Right Arm 10 Left Arm Medium +2
5 Right Leg 11 Left Arm Long +4
6 Right Torso 12 Head
7 C. Torso

Cut along dotted line

SEQUENCE OF PLAY ATTACK MODIFIERS TABLE


1.) Initiative Phase 2.) Movement Phase All Weapons Attacks Modifier
3.) Weapon Attack Phase 4.) End Phase Attacker
Movement
Stationary None
Walked +1
Ran +2
MOVEMENT COST TABLE Terrain
Light Woods +1 per intervening hex;
Terrain Type/Activity MP Cost Per Hex +1 if target in Light Woods
Clear 1 Heavy Woods +2 per intervening hex;
Light Woods 2 +2 if target in Heavy Woods
Heavy Woods 3 Target
Movement Actions Movement
Facing Change 1/hexside Moved 0–2 hexes 0
Moved 3–4 hexes +1
Moved 5–6 hexes +2
Moved 7–9 hexes +3
BATTLEMECH HIT LOCATION TABLE Moved 10+ hexes +4

Die Roll (2D6) Die Roll (2D6) Weapon Attacks Only


2 C. Torso 8 Left Torso Range
3 Right Arm 9 Left Leg Short None
4 Right Arm 10 Left Arm Medium +2
5 Right Leg 11 Left Arm Long +4
6 Right Torso 12 Head
7 C. Torso

Graham Palk (free product) 9


®

Mech Data
BATTLEMECH RECORD SHEET Type: CDA-2A Cicada
Tonnage: 40
Movement Points:

Left Torso
Head
Right Torso
ARMOR Walking: 8
Running: 12
DIAGRAM
Weapons Inventory
Type Location Damage Short Med. Long
1 Medium Laser RT 5 3 6 9
1 Medium Laser LT 5 3 6 9
1 Small Laser CT 3 1 2 3

Ammo Type Rounds


Center
Torso Right Arm
Left Arm

Damage
Transfer BattleTech, BattleMech and ’Mech are trademarks of WizKids LLC.
Left Right Diagram Copyright © 2002 by WizKids, LLC. All rights reserved.
Leg Leg Permission to photocopy for personal use.

Cut along dotted line

Mech Data
BATTLEMECH RECORD SHEET Type: ENF-4R Enforcer
Tonnage: 50
Movement Points:

Left Torso
Head
Right Torso
ARMOR Walking: 4
Running: 6
DIAGRAM
Weapons Inventory
Type Location Damage Short Med. Long
1 Autocannon 10 RA 10 5 10 15
1 Large Laser LA 8 5 10 15
1 Small Laser LT 3 1 2 3

Ammo Type Rounds


Center
Torso Autocannon 10 10
Left Arm Right Arm

Damage
Transfer BattleTech, BattleMech and ’Mech are trademarks of WizKids LLC.
Left Right Diagram Copyright © 2002 by WizKids, LLC. All rights reserved.
Leg Leg Permission to photocopy for personal use.

Graham Palk (free product) 9


Cut Cut Cut
CDA-2A CICADA ENF-4R ENFORCER

Fold Fold

CDA-2A CICADA ENF-4R ENFORCER

Cut HER-2S HERMES II HBK-4G HUNCHBACK


Cut

Fold Fold

HER-2S HERMES II HBK-4G HUNCHBACK

Cut Cut Cut

Cut counters along exterior lines


and fold across dotted line in center.

Graham Palk (free product) 91.84.109.


CLASSIC BATTLETECH: A GAME OF ARMORED COMBAT
The introductory game in the Classic BattleTech line, the Classic BattleTech box set hurtles you onto
the 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 common
BattleMechs used in the Inner Sphere
• The Classic BattleTech Universe, a 48-page full-color book containing universe background and
BattleMech 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 3067
Stock Number: 10980 Price: $34.99

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 simu-
late exciting conflicts between BattleMechs, vehicles and infantry, as well as special rules for
artillery, hostile environments, air and naval forces and much more. It also introduces players to the
advanced weaponry and equipment of the Inner Sphere and Clans.
Also included are scenario-building rules and the Battle Value System for balancing forces, making
this a must have rulebook for any fan.
Stock Number: 35000 Price: $34.99

CLASSIC BATTLETECH TECHNICAL READOUT: 3025


The ultimate guidebooks to the weaponry and war machines of the 31st century, BattleTech
Technical Readouts provide descriptions of the BattleMechs, support vehicles, aerospace fighters and
ships of the BattleTech universe. Each fully illustrated entry in these indispensable reference books
contains complete BattleTech game statistics.
Classic BattleTech Technical Readout: 3025 is the first in the series and represents the ’Mechs and
technology available in the era as found in the Classic BattleTech box set.
Stock Number: 10985 Price: $24.99

To learn more about the exciting world of


BattleTech, visit our website at:
www.classicbattletech.com

Copyright © 2005 WizKids, Inc. All Rights Reserved. Classic BattleTech, BattleTech, ’Mech, BattleMech, MechWarrior, and WK Games are reg-
istered trademarks and/or trademarks of WizKids, Inc. in the United States and/or other countries. Printed in the USA.

Graham Palk (free product) 9

You might also like