Overview
BattleTech is a tactical wargame set in the 31st century where players command giant humanoid war machines called BattleMechs (‘Mechs). Each player controls one or more ‘Mechs on a hex-based map, maneuvering for position, firing weapons, and managing heat buildup. ‘Mechs are tracked using record sheets that detail armor, internal structure, weapons, equipment, and heat. The game combines strategic positioning with detailed combat resolution. Victory is typically achieved by destroying or disabling all opposing ‘Mechs.
Components
- Hex-based map sheets (various terrain)
- BattleMech miniatures or standees
- ‘Mech record sheets (one per ‘Mech)
- Two six-sided dice (2d6)
- Various reference tables and charts
- Markers/counters for tracking status
Setup
- Select a scenario or agree on force composition (each player selects ‘Mechs of agreed Battle Value).
- Each player takes the record sheet for each of their ‘Mechs.
- Place the map sheet(s) on the table.
- Deploy ‘Mechs according to scenario rules or agreed placement.
- Determine initiative for the first turn.
Turn Structure
Each game turn consists of 6 phases:
1. Initiative Phase
- Each player rolls 2d6. The higher roll wins initiative.
- The initiative winner chooses to move first or second (moving second is usually advantageous).
- Ties are re-rolled.
2. Movement Phase
- Players alternate moving ‘Mechs, starting with the initiative loser.
- Each ‘Mech has one of four movement modes:
- Standing Still: No movement; generates 0 movement heat.
- Walking: Move up to the ‘Mech’s Walking MP. Generates 1 heat.
- Running: Move up to the ‘Mech’s Running MP (Walking x 1.5, round up). Generates 2 heat.
- Jumping: Move up to the ‘Mech’s Jump MP in any direction, ignoring terrain. Generates 1 heat per jump MP used (minimum 3).
3. Weapon Attack Phase
- Players alternate declaring and resolving weapon attacks.
- The initiative winner fires first.
- Each weapon can fire once per turn.
- Resolve: declare target, check line of sight, check firing arcs, calculate target number, roll 2d6.
4. Physical Attack Phase
- After weapons fire, ‘Mechs in close range may make physical attacks: punches, kicks, charges, Death From Above, and push attacks.
- Physical attacks use different hit calculations.
5. Heat Phase
- Total all heat generated this turn (from movement and weapons fire).
- Subtract heat dissipated by heat sinks.
- Track cumulative heat on the record sheet.
- Excessive heat causes penalties: movement reduction, to-hit modifiers, possible ammunition explosion, possible shutdown.
6. End Phase
- Resolve any remaining effects.
- Check for ‘Mech destruction or pilot incapacitation.
Actions
Movement
- Terrain costs: Clear = 1 MP, Light Woods = 2 MP, Heavy Woods = 3 MP, Water (depth 1) = 2 MP, Hills (elevation change) = +1 or +2 MP.
- Facing: ‘Mechs face a hex edge. Turning one hex face costs 1 MP (walking/running) or is free (jumping).
- Minimum movement: A ‘Mech can always move 1 hex forward regardless of terrain cost.
- Stacking: Multiple ‘Mechs cannot occupy the same hex.
Weapon Attacks (G.A.T.O.R. System)
- Gunnery Skill: Base target number is the MechWarrior’s Gunnery Skill (default 4).
- Attacker Movement: +1 (walked), +2 (ran), +3 (jumped).
- Target Movement: +0 (stood still) to +4+ (moved 18+ hexes).
- Other Modifiers: +1 per intervening light woods, +2 per heavy woods, +1 for partial cover, +1 for heat.
- Range: Short (+0), Medium (+2), Long (+4). Each weapon has specific range brackets.
Roll 2d6: if the roll >= target number, the attack hits.
Hit Location
- Roll 2d6 on the Hit Location Table.
- Different tables for front, left side, right side, and rear attacks.
- Damage is applied to armor first, then internal structure.
Physical Attacks
| Attack |
Target |
Damage |
Modifier |
| Punch |
Adjacent ‘Mech |
Arm weight / 10 |
Piloting skill +modifiers |
| Kick |
Adjacent ‘Mech |
Leg weight / 5 |
Piloting skill -2 |
| Charge |
Move into target hex |
Weight x hexes moved / 10 |
Piloting skill +modifiers |
| Death From Above |
Jump onto target |
Weight / 5 per leg |
Piloting skill +modifiers |
Heat Management
| Heat Level |
Effect |
| 0-4 |
No effect |
| 5-8 |
Movement penalties, to-hit modifiers |
| 9-12 |
More severe penalties |
| 13 |
Possible ammunition explosion (roll 2d6, explodes on 4+) |
| 14+ |
Possible shutdown |
| 30 |
Automatic shutdown |
Scoring / Victory Conditions
- Standard: Destroy or disable all enemy ‘Mechs.
- A ‘Mech is destroyed when: the center torso internal structure is reduced to 0, the head is destroyed, the engine sustains 3 critical hits, or an ammunition explosion destroys the ‘Mech.
- Scenarios may have alternative victory conditions (hold an objective, escape, etc.).
Special Rules & Edge Cases
Prone ‘Mechs
- A ‘Mech may voluntarily drop prone (harder to hit at range, but vulnerable to melee).
- Standing up costs 1 MP and requires a Piloting Skill Roll.
Water
- Depth 1: ‘Mechs wade (partial cover, reduced movement).
- Depth 2+: ‘Mechs may be partially submerged; weapons may be restricted.
Piloting Skill Rolls
- Required when: taking 20+ damage in a turn, losing a leg, being hit by a kick/charge, running on rough terrain, standing up.
- Roll 2d6 >= Piloting Skill + modifiers to stay standing. Failure = ‘Mech falls prone.
Critical Hits
- When internal structure takes damage, roll for critical hits.
- Roll 2d6: 2-7 = no critical, 8-9 = 1 critical, 10-11 = 2 criticals, 12 = head/limb blown off (or 3 criticals).
- Critical hits destroy equipment in the damaged location.
Player Reference
| Movement Mode |
MP Used |
Heat Generated |
To-Hit Modifier |
| Standing |
0 |
0 |
+0 |
| Walking |
Up to Walk MP |
1 |
+1 |
| Running |
Up to Run MP |
2 |
+2 |
| Jumping |
Up to Jump MP |
Jump MP used (min 3) |
+3 |
| Attack Roll |
2d6 >= Target Number = Hit |
| Base TN |
Gunnery Skill (typically 4) |
| Damage Flow | Armor → Internal Structure → Critical Hits |
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