BattleTech

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

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

Setup

  1. Select a scenario or agree on force composition (each player selects ‘Mechs of agreed Battle Value).
  2. Each player takes the record sheet for each of their ‘Mechs.
  3. Place the map sheet(s) on the table.
  4. Deploy ‘Mechs according to scenario rules or agreed placement.
  5. Determine initiative for the first turn.

Turn Structure

Each game turn consists of 6 phases:

1. Initiative Phase

2. Movement Phase

3. Weapon Attack Phase

4. Physical Attack Phase

5. Heat Phase

6. End Phase

Actions

Movement

Weapon Attacks (G.A.T.O.R. System)

  1. Gunnery Skill: Base target number is the MechWarrior’s Gunnery Skill (default 4).
  2. Attacker Movement: +1 (walked), +2 (ran), +3 (jumped).
  3. Target Movement: +0 (stood still) to +4+ (moved 18+ hexes).
  4. Other Modifiers: +1 per intervening light woods, +2 per heavy woods, +1 for partial cover, +1 for heat.
  5. 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

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

Special Rules & Edge Cases

Prone ‘Mechs

Water

Piloting Skill Rolls

Critical Hits

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 | |————|——————————————|