Overview
Battlesuit is a two-player tactical combat board game published by Steve Jackson Games in 1983, set in the same future world as Ogre and G.E.V. The game focuses on man-to-man battles between infantry wearing powered armor armed with micro-nuclear weapons. Each unit represents a single soldier in powered armor or a drone. The game features extra-large counters for four types of battlesuits, four levels of damaged suits, and three types of drones, using hex-based movement and combat on detailed terrain maps.
Components
- Hex-grid map representing future battlefield terrain
- Extra-large die-cut counters: 4 battlesuit types, damaged variants, and 3 drone types
- Rules booklet
- Combat tables and reference charts
- Two dice
Setup
Players select a scenario and place their battlesuits and drones in designated starting positions. Each battlesuit type has different armor, weapons, and movement capabilities. Terrain features are identified on the map. Players familiarize themselves with their unit capabilities using the reference charts.
Turn Structure
Each game turn consists of:
- Initiative Phase: Determine which player acts first.
- First Player Movement Phase: Move battlesuits and drones.
- First Player Combat Phase: Fire weapons and resolve attacks.
- Second Player Movement Phase: Move units.
- Second Player Combat Phase: Fire weapons and resolve attacks.
- End Phase: Apply damage effects and check victory conditions.
Actions
- Movement: Battlesuits move across the hex grid with movement costs modified by terrain. Different suit types have different movement rates. Damaged suits move slower.
- Weapons Fire: Each battlesuit carries micro-nuclear weapons and other armaments. Fire is resolved by comparing attack strength to defense, with die rolls determining hits.
- Drone Control: Players deploy and control drones (autonomous combat units) alongside their battlesuits. Drones have limited AI and follow simple orders.
- Damage Resolution: Hits against battlesuits are tracked through damage levels. As suits take damage, they lose capabilities (reduced movement, weapons offline) through four degradation levels before destruction.
Scoring / Victory Conditions
Victory conditions are scenario-specific. Common objectives include eliminating all enemy battlesuits, controlling key terrain hexes, or surviving a set number of turns. Point-based scoring compares destroyed and surviving units.
Special Rules & Edge Cases
- Powered Armor Degradation: Battlesuits pass through four damage levels, each reducing capabilities. This creates dramatic moments as heavily damaged suits fight on with diminished power.
- Micro-Nuclear Weapons: The game’s signature weapons have devastating short-range effects but can also create terrain damage.
- Drone Autonomy: Drones operate semi-independently, following programmed orders rather than direct control each turn.
- Ogre/G.E.V. Universe: The game shares setting with Steve Jackson’s other tactical games, and advanced players may integrate units from multiple games.
- Terrain Effects: Buildings, rubble, forests, and elevation all significantly affect both movement and combat.
Player Reference
| Suit Type |
Armor |
Speed |
Weapons |
| Heavy |
High |
Slow |
Heavy micro-nukes |
| Medium |
Medium |
Medium |
Standard loadout |
| Light |
Low |
Fast |
Light weapons |
| Scout |
Minimal |
Very Fast |
Sensors, light arms |
| Damage Level |
Effect |
| Undamaged |
Full capabilities |
| Light Damage |
Minor penalties |
| Heavy Damage |
Significant penalties |
| Critical Damage |
Severe limitations |
| Destroyed |
Removed from play |