Overview
BattleTroops is a tactical man-to-man infantry combat game set in the BattleTech universe, published by FASA in 1989. Players command squads of infantry soldiers in close-quarters urban and battlefield combat. The game bridges the gap between the MechWarrior RPG and BattleTech mech-scale combat, focusing on small unit actions. Combat is resolved instantaneously (not simultaneously) — damage affects a trooper’s future actions within the same turn. The rules are divided into basic combat (standard weapons and grenades), advanced rules (area-effect weapons, combat armor, support weapons), and optional rules integrating vehicles and BattleMechs.
Components
- Tactical game maps (urban and outdoor terrain)
- Trooper counters (individual soldiers)
- Reference sheets and charts
- Six-sided dice
- Rules booklet
Setup
- Select a scenario or agree on force composition.
- Each player assembles their platoon. A standard platoon consists of 28 soldiers in 4 squads of 7 soldiers each.
- Place the tactical map(s) on the table.
- Deploy troops according to scenario instructions.
- Determine initiative for the first turn.
Turn Structure
Each game turn represents approximately 5 seconds of real time. The sequence of play consists of three phases:
1. Initiative Phase
- Both players roll dice. The winner of initiative acts first in subsequent phases.
2. Movement Phase
- Players alternate moving squads or individual troopers.
- Movement costs vary by terrain type.
- Troopers allocate movement points to various actions: moving between hexes, standing up, going prone, preparing weapons, preparing and throwing grenades, and managing stacking within hexes.
3. End Phase
- Resolve any end-of-turn effects.
- Check morale and leadership effects (optional rules).
- Prepare for the next turn.
Combat occurs during the Movement Phase as part of the action sequence, resolved instantaneously when triggered.
Actions
Movement
- Each trooper has a number of movement points per turn.
- Terrain modifies movement costs (open ground costs less than buildings, rubble, etc.).
- Troopers can go prone (harder to hit but costs MP to stand) or stand up.
- Entering buildings, climbing, and crossing obstacles have specific MP costs.
Ranged Combat
- Determine line of sight from attacker to target.
- Calculate the base to-hit number, then apply modifiers for range, target movement, cover, terrain, elevation, and weapon type.
- Roll dice against the modified to-hit number.
- Damage is applied immediately, potentially affecting the target’s remaining actions in the current turn.
Hand-to-Hand Combat
- Occurs when opposing troopers are in adjacent or the same hex.
- Both troopers roll; modifiers apply for weapons, training, and position.
- Resolved immediately.
Grenade Use
- Grenades must be prepared (costs movement points) before throwing.
- Thrown grenades affect an area, potentially hitting multiple targets.
- Different grenade types exist (fragmentation, smoke, etc.).
Area-Effect Weapons (Advanced Rules)
- LAWs (Light Anti-armor Weapons), SRMs, and Recoilless Rifles have blast areas.
- These weapons can damage buildings and vehicles in addition to personnel.
Scoring / Victory Conditions
- Victory conditions vary by scenario.
- Common objectives include: eliminating all enemy troops, capturing and holding positions, getting troops to the opposing map edge and retreating back, or holding an objective for a set number of turns.
- Body count alone does not typically determine victory — objectives matter.
Special Rules & Edge Cases
Buildings and Urban Combat
- Troopers can enter and fight inside buildings.
- Buildings have structural integrity; enough damage can collapse them.
- Firing from inside buildings provides cover bonuses.
Combat Armor (Advanced)
- Armored infantry have additional hit points and resistance to damage.
- Some weapons are more effective against armor than others.
Vehicle and BattleMech Integration (Optional)
- Vehicles and BattleMechs can be included using conversion rules.
- Infantry can engage mechs with anti-vehicle weapons.
- Mechs are devastating against unprotected infantry.
Jump Troops (Optional)
- Specialized infantry with jump packs can move over terrain obstacles.
- Landing in occupied hexes can trigger combat.
Leadership and Morale (Optional)
- Squads without leaders may fail morale checks.
- Routing troops flee toward their deployment zone.
- Rally checks can restore routing troops to action.
Mines and Fire
- Mines can be placed and triggered by movement.
- Fire can spread between hexes and force troops to evacuate.
Player Reference
| Unit |
Composition |
| Standard Platoon |
28 soldiers (4 squads × 7) |
| Phase |
Actions |
| Initiative |
Determine acting order |
| Movement |
Move, fire, throw grenades, go prone/stand |
| End |
Morale checks, cleanup |
| Combat |
Instantaneous — damage applies immediately |
| Ranged |
Base to-hit + modifiers, roll dice |
| Melee |
Adjacent hex, both roll + modifiers |
| Grenades |
Prepare (MP cost) then throw, area effect |