Instant Action
Instant Action
chnology. You may or may not be playing static defense, but you’ll at
promote pickup games, making it easier to set up and play a game of least be on the defensive, letting the enemy come to you.
BattleTech with a friend or even a stranger.
Note: This is not a complete game experience. A copy of the Battle- RECON
Tech rules is required to use this supplement - either Total Warfare or Information is a weapon as deadly as any laser. Recon missions take
the BattleMech Manual. advantage of that - battlefield searches to identify a target, planting a
beacon to summon heavy artillery fire, or lightning strikes to capture
an identified objective. You’ll be rushing all over the battlefield, so
How To
move fast and punch hard.
DESTROY
Use This Sometimes a fight to the death is called for. Matters of honor, strat-
egy, or sheer bloody minded stubbornness can make victory more
Supplement
important than survival - or demand that no one escape your wrath.
You can expect to be fighting not only to the last mech, but to the last
functioning system, or trying at all costs to destroy critical objectives
the enemy would really rather keep.
The core feature of this supplement is the Mission Matrix. The con-
cept is simple. Each player privately chooses an agenda - these are
Confront, Hold, Recon, Destroy, and Salvage. Then the players reveal SALVAGE
their choice of agenda and check the matrix chart to determine which
We’re here for the paycheck, people, not the politics. Salvage is critical
mission is being played. Each mission is a scenario with setup and vic-
on the battlefield, whether it’s capturing enemy mechs to keep your
tory conditions. Five of the scenarios are “symmetrical”, resulting when
own running, grabbing technologically advanced wreckage before
both players pick the same agenda, while the others are asymmetrical.
the enemy, or searching a bunch of warehouses for that one function-
In the asymmetrical scenarios, players will have distinct roles and
ing cannon. You can expect to be out to secure valuables - whether
objectives, with each having a different victory condition.
by searching for them, taking them off the enemy, or holding them
against a push from hostiles.
Agendas Building A
The five Agendas are intended to reflect your force’s goal in the strat-
egy surrounding the battle - you’re picking the reason you’re fighting,
rather than picking your objective.
Force
BattleTech is a very open-ended toolset of a game, and the scenar-
ios presented in Instant Action are meant to encourage rather than
CONFRONT restrict. The scenarios in this supplement are time-period, location,
Whether you’re forcing the enemy off of territory or trying to whittle and faction-agnostic, meaning they can be played with anything from
them down, Confront is about engaging them directly. You might Inner Sphere periphery forces in 3025 to the clashes of advanced Clan
not simply be walking up to them - you could be laying in ambush, technology on the cusp of the IlClan’s rise in 3151. The scenarios are
targeting a specific enemy commander, or trying to capture a valuable generally written with the expectation that each player is bringing a
installation, but Confront is about facing the enemy head on. single Lance or Star of mechs. They may require some adjustment for
playing at larger values and including combined arms forces such as
infantry.
HOLD
Hold is about keeping what you have and breaking the enemy while
you do it. Strategic choke points, important facilities, or valuable
AGENDAS
CONFRONT HOLD RECON DESTROY SALVAGE
CONFRONT Circle Of Equals Line in the Sand Running Retreat Death Before Dishonor Take Intact
HOLD Line in the Sand Two Forts Investigate & Withdraw Hot Drop Assault High Value Loot
RECON Running Retreat) Investigate & Withdraw Scout Clash No Escape Locate & Recover
DESTROY Death Before Dishonor Hot Drop Assault Not Escape To the Death Under No Circumstances
SALVAGE Partial Vacuum High Value Loot Locate & Recover Under No Circumstances Get the Goods
2
Planetary
High Gravity: All Mechs add +1 to the difficulty of PSRs. Any use of
Jump Jets produces 3 additional heat.
Conditions
Toxic Atmosphere: If a mech has taken a critical hit to Life Support,
the MechWarrior immediately suffers 1 damage, and must make a
consciousness roll in every end phase, in addition to any required by
damage.
No commander is lucky enough to fight all their battles on a clear, sun-
ny day with mild temperatures, and in the BattleTech universe, weath- Deadly Flora: Mechs must make a PSR to move into Woods, in the
er may be the least of the fighter’s problems, with toxic atmospheres, same manner as when entering a water hex.
varying gravity, and all manner of other exotic environmental effects.
The following are rules for an optional way to quickly add variety to a
game via weather and other planetary conditions.
Irradiated: Mechs add an additional d6 heat in the heat phase. Pilots
Players can choose to randomly select these planetary conditions, or will not eject under any circumstances - better a quick death than slow
can simply agree to play a particular one, naturally. If randomly se- radiation poisoning.
lecting, roll two d6s - the first die determines a planetwide condition,
while the second die determines the local weather. Partial Vacuum: Mechs standing on level 2 or higher add an addition-
al 5 heat in the heat phase as they step out of the extremely tenuous
The rules for the planetary conditions are as follows. Note that these atmosphere clinging to the ground. The Partial Wing equipment
are, in the main, simplified versions of those presented in other Battle- provides no benefit. If this condition is in effect, fires can’t start for lack
Tech sourcebooks. of oxygen, and results on the Weather table have no effect.
Low Gravity: All mechs subtract -1 from the difficulty of PSRs. Any use
of Jump Jets produces 3 less heat(to a minimum of 1)
PLANETARY CONDITIONS Snowy: +1 to the difficulty of all weapon attacks. If players agree, all
water hexes become Ice.
1D6 RESULT Rainy: All ground hexes immediately adjacent to Depth 1 water
1 High Gravity become Mud.
CONDITIONS
2 Toxic Atmosphere Foggy: Apply a +1 MP cost per hex, but see Reckless Movement, p. 20
of the BattleMech Manual.
3 Deadly Flora
Windy: +1 to the difficulty of all Missile attacks. See the rules on fire
4 Irradiated spreading, if using fire rules.
5 Partial Vacuum Dusty: +1 to the difficulty of all Energy attacks.
6 Low Gravity Sunny: Fire spreads more easily in drought - see the rules on fire
spreading, if using fire rules. Otherwise, this condition has no effect.
LOCAL WEATHER
1D6 RESULT
1 Snowy
CONDITIONS
2 Rainy
3 Foggy
4 Windy
5 Dusty
6 Sunny
3
Scenarios Death Before Dishonor
SITUATION
Circle of Equals The enemy has come to destroy us. They have the greater force, but we
have the greater will. We march for glory, ready to die, and if this is to be
our end, then let it be such an end that they tell tales of it for a hundred
SITUATION years!
“Attention, this is Star Colonel Aisa Thastus of the Jade Falcons. I claim
these islands in the name of Khan Marthe Pryde. I bring to this Trial of GAME SETUP
Possession a full Binary of ‘Mechs.”
Recommended Terrain: Any - Use around one mapsheet for every four
“This is Spectre One, commander. I refute your claim to this territory. I mechs in the battle.
bring two Lances of warriors to end this struggle.”
CONFRONT
“Two Lances against two Stars of Jade Falcons? You underestimate us!”
The player who chose Confront may have any appropriate force.
“Do you wish to rebid your positions, Star Colonel?”
The player who chose Confront chooses a battlefield edge, then sets
“Neg! You will suffer for your insolence!” up their forces anywhere within three hexes of that battlefield edge.
Their units may not retreat from the battlefield, nor may their pilots
“Well bargained and done. Come and get me!” voluntarily eject.
This is a symmetrical mission. Players choose roughly equal forces in The player who chose Destroy must choose the opposite battlefield
Battle Value and unit count. edge to their opponent. Their units move onto the battlefield from
that edge during the first turn.
OBJECTIVES
OBJECTIVES
Both players use the Forced Withdrawal rules. The last player to have
units not withdrawing or destroyed is the winner. The player who chose Confront wins if all enemy units are destroyed
or retreat from the battlefield.
The player who chose Destroy wins if all enemy units are destroyed.
4
Get The Goods High Value Loot
SITUATION SITUATION
So, uh. Everyone heard about that DropShip exploding, right? No? Okay, Alright everyone, we’ve found what we came here for. There’s good news
so, a DropShip exploded. It’s kinda everywhere. As in, oh my god, it’s every- and bad news. Good news is, DropShip will be landing in ten minutes and
where. Entire chunks of it. Some of them might even be valuable! So, we we can start loading salvage. Bad news, an enemy lance will be here in
need to get out there and secure as much of it as possible. Bad news, we’re five. We’ve got to fend them off, or we don’t get a payday at all. Spread
not the only ones with this idea. out, eyes open, heads on swivel, and weapons hot.
OBJECTIVES
The Salvage force uses the Forced Withdrawal rules, as they’re here for
a payday, not a win.
If the Salvage force carries 0 or 1 objective markers off the battlefield,
the Hold force wins. If the Salvage force carries 2 or more objective
markers off the battlefield, the Salvage force wins. The game ends
when the Salvage force has no mechs on the field, either due to being
destroyed, forced to withdraw, or successfully withdrawing with their
loot.
5
Hot Drop Assault Investigate & Withdraw
SITUATION SITUATION
Listen up everyone. We’ve managed to clear out their air defense batteries, The enemy has a blocking force in place that we need to engage, but we don’t want
but the enemy is still too thick on the ground for us to land safely. We need our heavier forces going in blind. We need you to move in, ID the targets, and get out
to get our forces in, destroy key elements of their logistics so we can crimp with your lance intact.
their movements enough to take a landing zone without them jumping
on us. You know what that means - we’re hot dropping in! GAME SETUP
GAME SETUP Recommended Terrain: Urban or Heavy Forest - Two Mapsheets.
Recommended Terrain: Any Terrain Type - Two Mapsheets, placed long RECON
edge to long edge.
Recommended Forces: The Recon player takes any appropriate force, but their units
DESTROY should be fast recon units, able to identify the enemy and withdraw successfully.
The Recon player picks a home battlefield edge, and their mechs will enter the
Recommended Forces: The player who picked Destroy takes any appro- battlefield from that edge during the first turn.
priate force consisting of up to four mechs. The Destroy forces are set
up on the battlefield during the first turn, using the rules for Dropping HOLD
Mechs. See page 79 of the BattleMech Manual.
Recommended Forces: The Hold player takes any appropriate force, but may not
HOLD take more combat units than the Recon player. The Hold player’s BV total should
be approximately 125% of the Recon player’s total. When setting up the game,
Recommended Forces: The player who picked Hold takes a mix of the Hold player keeps their unit choices a secret from the Recon player - this can
mechs, vehicles, and infantry or battle armor, in any appropriate com- include using blank bases rather than the exact miniatures, to represent the un-
bination, and should have roughly equal Battle Value to the Destroy certainty of which units are on the field. It is recommended to number the bases
player’s lance. to minimize confusion.
The player who picked Hold starts their units anywhere on the map. SPECIAL RULES
SPECIAL RULES Use the Dusk/Dawn rules: Add +1 to all weapon attacks, unless the target’s heat
is at 25 or higher. Ignore these modifiers if the target is illuminated.
Supply Warehouses: Immediately after the Destroy player’s last mech
is dropped, they identify their objectives. The Hold Player places eight Recon: The Recon player’s goal is to identify as many of the Hold player’s units as
markers anywhere on the map more than 3 hexes from any battlefield possible. Identifying a unit works as follows
edge. Each of these markers is a supply warehouse. For gameplay
purposes, these are single hex level 1 structures with a CF of 40 and no The Hold player must, naturally, keep consistent which unit is on which base. The
basement. Each time a supply warehouse is destroyed, roll a die. On Recon player may attempt to deduce which units are in use by keeping track of
a 5 or 6, the warehouse contained volatile ammunition and explodes the unit’s movements and what weapons it fires. The Hold units may be fired at
- resolve it as if that hex suffered a direct hit from a Thumper artillery normally, and the Hold player must announce damage inflicted and critical hits.
piece(including damage to adjacent hexes.) The first time a Hold unit moves, the Hold player must reveal the unit’s Engine
type(Fusion, Fission, or I.C.E.) and its Engine Rating(Remember that Engine Rating
OBJECTIVES is always the unit’s base movement speed multiplied by its tonnage)
The Destroy player’s objective is to destroy as many of the supply If a Recon unit ends a turn within 6 hexes of a Hold unit and has line of sight
warehouses as possible, while the Hold player’s objective is to disable on it, the Hold player reveals that unit’s Chassis type, such as“Warhammer”or
or destroy the Destroy player’s mechs. The match ends after 8 turns. “Myrmidon”, but not its exact configuration. This occurs at 9 hexes if the Recon unit
in question has an Active Probe. Once a unit’s chassis has been revealed, that unit
The Hold player gets two points for each of the Destroy player’s mechs is said to have a Tentative ID.
which is entirely destroyed, and one point for each mech with at least
two locations destroyed. If a Recon unit ends a turn within 1 hex of a Hold unit and has line of sight on it, the
Hold player reveals that unit’s exact configuration, such as“Warhammer WHM-6K”.
The Destroy player gets one point for each warehouse destroyed. This occurs at 2 hexes if the Recon unit in question has an Active Probe. Once a
unit’s exact configuration has been revealed, that unit is said to have a Positive ID.
The player who earns more points by the end of the game is the
winner. Recon and Retreat: The Recon player’s units may retreat off any battlefield edge.
The game ends when all the Recon player’s units have either been destroyed or
retreated. After the game ends, the Recon player may make one attempt to guess
the exact configuration of each Hold unit which does not yet have a positive ID,
and each correct guess means that unit has a positive ID.
OBJECTIVES
The Recon player wins if they have positively ID’d more enemy units than the ene-
my destroyed of their own units. If the Hold player destroyed an equal number of
Recon units as were positively ID’d, the Hold player wins.
6
Line In The Sand Locate & Recover
SITUATION SITUATION
“When the traitors burned our world with fire from on high, we held the We’ve pinned down the rough location of some high priority material. We
line. When the House rose as a new power among the stars, we held the need you to move in, find its exact coordinates, and secure the salvage -
line. When invaders from beyond all we knew came to conquer and de- before the enemy does the same. And this stuff is worth more than your
stroy, we held the line. And today, one more time, we will hold the line!” pathetic life, so check your damn fire!
Recommended Forces: The Confront player takes any appropriate force, SPECIAL RULES
with up to half again as many units as the Hold player, and a battle
value total of approximately 125% of the Hold player’s force. Salvage Placement: Players roll off, and take it in turns to place six
objective markers on hexes throughout the map. No marker may
The Confront player’s units move onto the battlefield during the first be within 6 hexes of a battlefield edge, or within 3 hexes of another
turn. The Confront player’s battlefield edge is the opposite edge from objective marker. This scenario has two phases - locating the salvage
the Hold player’s. The Confront player’s units use the Forced Withdraw- and securing the salvage.
al rules.
(Note - the above can be simplified heavily by using six identical markers
SPECIAL RULES such as pieces of paper, three of which are marked to indicate salvage,
but have another person shuffle the markers so no one knows where the
End Zone: The Hold Player chooses a battlefield edge, then places salvage is.)
their units within 4 hexes of that edge. This area is referred to as the
“End Zone” Locate Salvage: Until the salvage has been located, neither side may
fire weapons or make any sort of attack. To locate the salvage, players
must move their units onto the hexes containing objective markers.
OBJECTIVES Whenever a unit ends a turn in one of these hexes, roll a die - on a 4,
The game ends at the end of the eighth turn. At this point, the player 5 or 6, that objective marker contains salvage. Otherwise, remove it.
with more units in the End Zone is the winner. Once three objective markers with salvage have been located, remove
the remaining objective markers. There are always three objective
markers with salvage - if only one remains and two have been identi-
fied, for example, the final one must contain salvage.
Secure the Salvage: Once the three salvage markers have been iden-
tified, mechs may fire weapons without fear of stray shots destroying
the salvage - the battle begins in earnest. Players control an objective
marker if one of their units is standing in the same hex as it. Mechs
with hands may pick up the objective marker and move with it - if they
retreat off the board edge, they permanently control that objective
marker.
OBJECTIVES
A player wins if they control two or more objective markers at the end
of the game. The game ends when all units on one side have been
destroyed, or five turns after the third salvage marker is revealed,
whichever comes first.
7
No Escape Running Retreat
SITUATION SITUATION
Hold your position, Four-One. We’re mobilizing palace defens- Hey, lieutenant? I’m seeing something on the sensors, got a
es, but need time to evacuate the royal family. weird ping on the radar, and-CONTACT! Fusion engine start-
up, woah, those are big signatures. We need to get out of here,
Roger, command, we’ll do our best! Who the hell are they? no-CONTACT! Another engine, starting up behind us!
RECON RECON
Recommended Forces: The Recon force should consist of Recommended Forces: The Recon player’s force consists of
relatively fast mechs, totaling any Battle Value. a lance of lights and mediums, with a total Battle Value
about 80% the total of the Confront player.
The Recon player chooses their starting edge. Their units
move onto that edge in the first turn. The Recon player chooses a short map edge, then places
each of their mechs either 3 or 4 hexes away from that
DESTROY short map edge, facing in any direction. That edge is the
Confront player’s edge, and the opposite Short edge is the
Recommended Forces: The Destroy player has been tasked Recon player’s edge.
with hunting down the Recon force, and should have
roughly a 25% advantage in Battle Value over the Recon CONFRONT
player. The Destroy Player’s mechs must begin the battle
within two hexes of the center of the battlefield. Recommended Forces: The Confront player’s lance consists
of a lance of lights and mediums.
SPECIAL RULES
After the Recon player has set up their mechs, the Confront
VIP Mech: The Recon player secretly designates one of player sets up one mech anywhere on the mapsheet
their mechs as the VIP. closest to the Recon player’s edge, using the Hidden Mech
rules. The other three Confront mechs will move onto the
Escape Route: Immediately before the battle begins, the battlefield from the Confront player’s edge during the first
Destroy player secretly chooses one corner of the battle- turn.
field not touching the Recon player’s mapsheet to be the
Escape Route. OBJECTIVES
Revelations: At the beginning of the fourth turn, or the The Recon player’s objective is to escape by moving off
first time one of the Destroy player’s mechs is destroyed their field edge, while the Confront player’s objective is
(whichever comes first), the Destroy player reveals which to destroy the Recon player’s mechs or keep them from
corner is the Escape Route to the Recon player. At the same retreating. The match ends when all Recon mechs are off
time, the Recon player reveals which mech is the VIP. the battlefield. The Recon player wins if at least three of
their mechs escape, the game is a draw if two Recon mechs
OBJECTIVES escape, and the Confront player wins if one or no Recon
mechs escape.
The Recon player wins if the VIP mech successfully moves
off the board edge along the Escape Route. The Destroy
player wins if the VIP mech is destroyed or rendered unable
to escape (such as by the destruction of both its legs).
8
Scout Clash Take Intact
SITUATION SITUATION
Scouts operating under emission control can get surprisingly close to Alright everyone, it’s time for the big score. This is our target - feast your
each other - with their formations even interpenetrating - before one side eyes on those specs. I know, I know, but we can take it. We’ve got its
detects the other. The resulting clashes are short, chaotic, and violent. location, and we’re moving out quick, so here’s the plan - we don’t touch
it. Destroy its lancemates and we’ll demand its surrender. But don’t expect
GAME SETUP it to be a cakewalk, they know what the target is worth and they won’t let
us just walk in and take it.
Recommended Terrain: Heavy Forest or Urban - One Mapsheet
GAME SETUP
RECOMMENDED FORCES
Recommended Terrain: Any - Two Mapsheets
This is a symmetrical mission. Each player’s force consists of a lance of
light and medium mechs, with battle value being roughly equal. CONFRONT
SPECIAL RULES Recommended Forces: The Confront player takes up to four units. The
Confront player chooses a battlefield edge. Their units move onto the
Secret Placement: Players set up mechs by secretly writing down four battlefield from this edge during the first turn.
hex numbers. Each hex chosen must be at least 3 hexes away from any
board edge. After choosing hexes, players simultaneously reveal their SALVAGE
chosen hexes. Starting with the heaviest mechs (by tonnage), players
take turns placing their mechs in the hexes they chose. If two players Recommended Forces: The Salvage player takes up to four units, with
chose the same hex, the first player to place a mech in that hex places a total BV roughly 125% of the Confront player’s force. The Salvage
normally, and the second player to place a mech in that hex must player uses the Forced Withdrawal rules.
instead place it in an adjacent hex.
SPECIAL RULES
OBJECTIVES
Prize: The confront player designates one of their mechs to be the
Both sides are scout forces, trained to perform reconnaissance rather Prize. The Prize should be the unit with the most advanced technology
than fight to the death. Use the Forced Withdrawal rules. Mechs or the highest tonnage. Failing that, simply choose the one with the
withdraw towards the nearest map edge (if two are equidistant, the highest BV.
controlling player chooses)
The player with the last mech on the field not destroyed is the winner. OBJECTIVES
The Salvage player’s forces may not make any attacks with the Prize
as a target, though it may suffer damage due to its own heat effects,
environmental effects, scattering attacks, etc.
The Confront player wins if all of the Salvage player’s mechs are
destroyed or forced to withdraw. The Salvage players wins if all enemy
mechs except the Prize are destroyed.
9
To The Death Two Forts
SITUATION SITUATION
There’s nothing more to be gained with words. We are warriors, and now Two identical forts, each with a case full of intelligence inside it. Two suspi-
we settle this the way warriors always have. ciously evenly matched teams, really only divided by a primary color. A
countdown before a stalemate occurs…does it sound familiar?
GAME SETUP
GAME SETUP
Recommended Terrain: Any
Recommended Terrain: Urban or Desert - Two Mapsheets
RECOMMENDED FORCES
RECOMMENDED FORCES
This is a symmetrical mission. Both players choose their forces - they
should be roughly equal in unit count and battle value. This is a symmetrical scenario. The players’ Battle Value totals should
be as close to even as possible. Mechs with hands are strongly encour-
Players choose a battlefield edge, opposite the enemy’s, and then take aged, as carrying objectives is critical.
turns setting up units within 3 hexes of their battlefield edge until all
units are deployed.
SPECIAL RULES
OBJECTIVES Each player picks a hex to be their Base. The six hexes immediately
surrounding that hex are Fortified and treated as Light Woods. In addi-
There’s nothing else for it - kill or be killed. The battle ends when all tion, each player places an Objective in their base’s hex.
combat units have been destroyed, and the last unit standing wins.
Both players set up all their units within one hex of the Base.
It is strongly recommended that a line of sight blocking terrain piece
of some sort be placed between the two Bases.
OBJECTIVES
Each player is attempting to steal the enemy Objective while pro-
tecting their own. Every time a mech carries the Objective from the
enemy’s Base to their own Base, that player earns one point. The game
ends when all mechs on one side have been destroyed, or after fifteen
turns, whichever comes first. The player with the higher score is the
winner.
10
Under No
Circumstances
SITUATION
Sometimes, the entire war turns on the capture of a single machine. This
is one of those times - critical salvage must not be allowed to fall into the
hands of the enemy. Move out now.
GAME SETUP
Recommended Terrain: Desert - Two Mapsheets
SALVAGE
Recommended Forces: The Salvage player chooses any number of
combat units, up to a Battle Value and unit limit agreed on with the
attacker.
The Salvage places their units anywhere on the battlefield before
the game begins, and may choose to use the Hidden Mechs rules to
conceal their mechs.
DESTROY
Recommended Forces: The Destroy player creates a force with any
number of combat units, and may have up to 80% the Battle Value of
the Salvage Player.
The Destroy player’s units may move onto the battlefield from any
edge during the first turn.
SPECIAL RULES
Salvage: Place a salvage token on the board.
OBJECTIVES
Destroy: The Destroy player wins by destroying the Salvage Marker.
The Salvage Marker can’t be reliably destroyed with weapons fire. To
destroy it, a mech must end two consecutive turns standing on the
Salvage Marker - they’re thoroughly stomping it into shrapnel.
Salvage: The Salvage player wins if all the attacker’s units have been
destroyed, or at the end of the tenth turn, whichever comes first.
11