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Mission-Packet-Battletech

The document outlines several missions for a tabletop game involving mechs and units, detailing pre-game setup, deployment, map conditions, objectives, and victory conditions for each mission. Players nominate a Force Commander and roll dice to determine attacker and defender roles, with specific rules for interactions with objectives and terrain. Each mission has unique victory conditions and secondary objectives that players can achieve for additional points.

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Mike Torrisi
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0% found this document useful (0 votes)
38 views

Mission-Packet-Battletech

The document outlines several missions for a tabletop game involving mechs and units, detailing pre-game setup, deployment, map conditions, objectives, and victory conditions for each mission. Players nominate a Force Commander and roll dice to determine attacker and defender roles, with specific rules for interactions with objectives and terrain. Each mission has unique victory conditions and secondary objectives that players can achieve for additional points.

Uploaded by

Mike Torrisi
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Mission I: Capture the Intel

Pre-Game: A mech may also attempt to kick the Objective. To


Each Player nominates one of their units to be the kick an Objective, the mech must initiate a kick
Force Commander. This is public information, physical attack while occupying the same hex as
please share with your opponent. the Objective. The Objective is considered
immobile for this purpose. If successful, displace
Each player rolls 2d6, the winner selecting to be the Objective from the mechs front arc by 10% of
Attacker or Defender. Attackers deploy first and the mechs total weight (rounding down) up to a
receive a +1 bonus for the first game turn initiative maximum of 5 hexes. This displacement is
roll off; Defender may select home edge. affected by terrain and weather (Woods, Water,
etc.). A Quad mech may kick either to the front or
Deployment: the rear.
Both Attacker and Defender deploy units within 3
hexes of their deployment edge, alternating units. Vehicles may attempt to strap the Objective to
their body – however – must stay stationary an
Map Conditions: entire turn to do so. VTOLS may also carry the
Heavy Fog for the first two turns Objective but must land their VTOL and stay
MP Modifier: Apply a +2 MP cost per hex (but see stationary for a turn. Infantry, Mechanized, and
Reckless Movement, BMM p. 20). Power Armour may not interact with the Objective.

Attack Target Number Modifier: +1 to all attacks of Victory Conditions:


the Pulse (P) and Direct-Fire Energy (DE) types (see Having an opponent’s Objective marker on your
BMM p. 97). half of the map – 2VP

Objectives: Carrying an opponent’s Objective marker on your


There are two Objectives placed in each of the half of the map – 4VP
urban environments.
Having an opponent’s Objective marker within 3
To pick up an Objective, a mech with hand hexes of your home edge – 6VP
actuators that has ended its movement in the
same hex as the Objective may attempt a PSR (if Carrying an opponent’s Objective marker within 3
the mech has two hand actuators, apply a -2 to the hexes of your home edge – 8VP
PSR). When carrying an Objective, a mech may
shoot from its arms as normal, but may not use the Secondary Objectives:
arm carrying the Objective to initiate a physical A Costly Battle: Gain 2 VP if you have either
attack. If the mech falls, scatter the Objective one Destroyed, Crippled and/or put into Forced
hex away randomly using the fall table. You may Withdrawal (BMM p. 81) over 50% of your
also drop the Objective at any time during your opponent’s Force by BV. Gain 4 VP if over 75% is
movement. destroyed.

Catch These Hands: Gain 2 VP for each unit that


Forces an opponent's unit to drop their Objective
through using a physical attack.
Mission II: Breakthrough
Pre-Game: Infantry and Power Armour must be outside of
Each Player nominates one of their units to be the transport to be counted for victory conditions.
Force Commander. This is public information, VTOLS must land in order to be counted for victory
please share with your opponent. conditions.

Each player rolls 2d6 with the winner selecting to Any unit may move off the opponent’s deployment
be Attacker or Defender. Attackers receive a +1 edge. If doing so, the unit is considered “out” for
bonus for the first game turn initiative roll-off; the rest of the battle and cannot come back in. Any
Defender selects their home edge first. unit that exits from the opponent’s deployment
edge retains any damage for determining Victory
Deployment: Points.
Rather than alternating deploying units on the
map, both Attacker and Defender deploy units Victory Conditions:
walking onto the battlefield from their home edge Have a non-crippled unit in the opponent’s half of
during Turn 1. the map – 50% of unit BV

Map Conditions: Have a crippled unit in the opponent’s half of the


Moderate Rainfall and Mud map – 25% of unit BV
Rainfall TMM Modifier: +1 to all weapon attacks
Have a non-crippled unit within 3 hexes of the
Modifier to Mud: Mud is in effect, but only on opponent’s home edge, or, have a unit exit via the
hexes that border a water tile. If jumping into mud, opponent’s deployment edge – 100% of unit BV
make a PSR to stay standing.
Have a crippled unit within 3 hexes of the
Mud MP Modifier: A hex covered in mud adds +1MP opponent’s home edge, or, have a unit exit via the
cost per hex (but see Reckless Movement BMM P. opponent’s deployment edge – 75% of unit BV
20)
Secondary Objectives:
PSR Modifier: All PSR’s made in a hex with mud The Commander Lives: Gain +50% of the
(including the PSR made when entering one if Commander unit BV if your selected Commander
Reckless Movement was used) apply a +1 Target survives the battle or exits from the opponent’s
Number Modifier deployment edge.

Objectives: Assassination: Gain 100% of the opponent's


Both Forces are attempting to push into their Commander unit BV if your opponent's selected
opponent’s zone of influence while also defending commanding unit has been destroyed. Crippling
their own; despite taking massive damage. Forced the opponent commanding unit will gain 75% of
Withdrawal is NOT in effect for this mission. the unit's BV.

Mechs and tanks do not have any additional Hero of Legend: Your Commander gains +25% BV
conditions to meet victory conditions. for every unit that they cripple and/or destroy.
Mission III: King of the Hill
Pre-Game: Objectives:
Each Player nominates one of their units to be the Place an Objective in the center of the map. This
Force Commander. This is public information, Objective has a control radius of 5 hexes. Control
please share with your opponent. of the Objective is granted to the player that has
the higher tonnage in the radius at the end of each
Each player rolls 2d6 with the winner selecting to turn. Units that are crippled grant 50% of their
be Attacker or Defender. Attackers receive a +1 tonnage to the control conditions (rounding down).
bonus for the first game turn initiative roll-off; If there is a tie, no player is in control of the
Defender selects their home edge first. Objective.

Deployment: Victory Conditions:


Rather than alternating deploying units on the At the end of each game turn, the player that is in
map, both Attacker and Defender deploy units control of the central Objective receives 3 VP.
walking onto the battlefield from their home edge
during Turn 1. Secondary Objectives:
The Commander Lives: Gain 2VP if your selected
Map Conditions: Commander survives the battle.
Moderate Gale:
Attack Target Number Modifier: +1 to all attacks of Assassination: Gain 2 VP if your opponent's
the Missile (M) type (see M: Missile, BMM p. 97). selected commanding unit has been destroyed.
Gain 1 VP if the opponent's commanding unit has
At the end of every turn, roll 2d6. If the result is been crippled.
equal to, or under, the turn number, the weather
then changes to Strong Gale. A Costly Battle: Gain 2 VP if you have either
Destroyed, Crippled and/or put into Forced
Strong Gale (Simplified) Withdrawal (BMM p. 81) over 50% of your
Attack Target Number Modifier: +2 to all attacks of opponent’s Force by BV. Gain 4 VP if over 75% is
the missile (M) type, and +1 to all attacks of the destroyed
direct-fire ballistic (DB) type (see DB: Direct-Fire
Ballistic, BMM p. 97). Underdog: Gain 6 VP if the model with the lowest
PSRs: Apply a +1 modifier to all Piloting Skill Rolls. BV in your Force destroys the unit with the highest
BV in your opponent’s Force.
Mission IV: Recon
Pre-Game: To successfully scan an Objective, the scanning
Each Player nominates one of their units to be the unit makes a unmodified PSR with a +4 target
Force Commander. This is public information, number modifier If the scan is unsuccessful – the
please share with your opponent. Objective is not scanned, and apply a -1 to the
target number modifier for that unit when scanning
Each player rolls 2d6 with the winner selecting to that same objective (this does not go away).
be Attacker or Defender. Attackers receive a +1
bonus for the first game turn initiative roll-off; Certain EW equipment will affect the scanning
Defender selects their home edge first. roll:
● ECM (any) – apply a +1 to the target number
Deployment: modifier in a 6-hex bubble to opponent
Rather than alternating deploying units on the scans
map, both Attacker and Defender deploy units
● Probes – will allow you to scan at the
walking onto the battlefield from their home edge
during Turn 1. appropriate hex distance:
o Light – 3 hexes away
Map Conditions: o Beagle – 4 hexes away
None o Active – 5 hexes away
o Bloodhound - 8 hexes away
Objectives:
● Targeting Computer – apply a -2 to the
Place an Objective in the center of the map. Then,
target number modifier when scanning
before deployment, each player takes turns
placing 3 Objectives on their half of the map. These ● TAG – apply a -1 to the target number
Objectives cannot be placed within 4 hexes of modifier when scanning
another Objective and must be at least 4 hexes
from any map edge. Victory Conditions:
Each successfully scanned opponent’s Objective
To scan, during the physical step of the game turn, will award 3 VP to the player.
a unit may “scan” the Objective if they are one hex
away and within 1 level of the unit. Note that Secondary Objectives:
scanning DOES replace a physical attack. Mechs, The Commander Lives: Gain 2 VP if your selected
tanks, and infantry/power armour may scan Commander survives the battle.
normally; VTOLS must land to scan.
Recon in Force: Gain 2 VP for each non-crippled
unit within 3 hexes of your opponent’s home edge.
Gain 1 VP for each crippled unit within 3 hexes of
your opponent’s home edge. VTOLS must land to
be counted as a unit for this Objective.
Infantry/Power Armour must be disembarked from
their transport.
Mission V: Scattered Intel
Pre-Game Rolls: Victory Conditions:
Each Player nominates one of their units to be the At the beginning of each turn roll a D3 On a:
Force Commander. This is public information, ● 1-2, mark the Objective to the Attackers
please share with your opponent. left.
● 3-4, mark the Central Objective.
Each player rolls 2d6 with the winner selecting to ● 5-6, mark the Objective on the Attackers
be Attacker or Defender. Attackers receive a +1 right.
bonus for the first game turn initiative roll off;
Defender selects their home edge first. At the end of each game turn, each Objective is
worth 1 VP, with the marked Objective being worth
Deployment: 3 VP.
Both Attacker and Defender deploy units within 3
hexes of their deployment edge, alternating units. Secondary Objectives:
The Commander Lives: Gain 1 VP if your selected
Map Conditions: Commander survives the battle.
Light Fog for the first two turns.
MP Modifier: Apply a +1 MP cost per hex (but see Assassination: Gain 2 VP if your opponent's
reckless movement on p. 20). selected commanding unit has been destroyed.
Gain 1 VP if the opponent's commanding unit has
Objectives: been crippled.
Place an Objective in the center of the map. Then
place a further two Objectives along the centerline Underdog: Gain 6 VP if the model with the lowest
of the map, each 2 hexes away from either edge. BV in your Force destroys the unit with the highest
BV in your opponent’s Force.
Each Objective has a control radius of 2 hexes.
Control of each Objective is granted to the player A Costly Battle: Gain 2 VP if you have either
that has the highest tonnage AND the most units Destroyed, Crippled and/or put into Forced
on the Objective at the end of each turn. Units that Withdrawal (BMM p. 81) over 50% of your
are crippled grant 50% of their tonnage to the opponent’s Force by BV. Gain 4 VP if over 75% is
control conditions (rounding down). If there is a tie destroyed
in tonnage, AND/OR there is an equal number of
units for both Defender and Attacker on that
Objective, the objective is controlled by no one.

Note that a transport and their transported


infantry/battle armour count as one unit. VTOL
must land to be counted towards claiming an
Objective.
Mission VI: Bruise em’ up
Pre-Game Rolls: Secondary Objectives:
Each Player nominates one of their units to be the The Commander Lives: Gain +50% of the
Force Commander. This is public information, Commander unit BV if your selected Commander
please share with your opponent. survives the battle or exits from the opponent’s
deployment edge.
Each player rolls 2d6 with the winner selecting to
be Attacker or Defender. Attackers receive a +1 Assassination: Gain 100% of the opponent's
bonus for the first game turn initiative roll-off; Commander unit BV if your opponent's selected
Defender selects their home edge first. commanding unit has been destroyed. Crippling
the opponent commanding unit will gain 75% of
Deployment: the unit's BV.
Rather than alternating deploying units on the
map, both Attacker and Defender deploy units Hero of Legend: Your Commander gains +25% BV
walking onto the battlefield from their home edge for every unit that they cripple and/or destroy.
during Turn 1.
Underdog: Gain 150% BV if the model with the
Map Conditions: lowest BV in your Force slays the unit with the
None – beat the snot out of each other highest BV in your opponent’s Force.

Objectives: ADDITIONAL RULES:


What is this weak nonsense? There are no Your wanton slaughter on the field of battle is
Objectives in this game other than to reduce your complemented by artillery fire – FOR FREE. Each
foe to cinders and hear the lamentations of their player has access to the following BSP which they
women. Dance upon the rubble and salvage they may use each once per battle:
dared to call an opposing Force – and laugh as the ● Light Airstrike
gods weep at your utter disregard for the rules of ● Light Bombing
warfare. Oil for the Oil God, Mechs for the Mech ● Heavy Airstrike
Throne! ● Heavy Bombing
● Thumper Artillery
Victory Conditions: ● Sniper Artillery
Destroyed an opponent's unit – 100% of unit BV ● Long Tom

Crippled an opponent's unit but they are still on Each player also has access to one of each of the
the board – 75% of unit BV following:
● Light Air Cover
Crippled an opponent unit but they have extracted ● Heavy Air Cover
off their friendly deployment edge – 25% of unit BV
Reminder – you are only ever allowed 3
strikes/bombings/artillery per turn. Cover does
not count towards that limit.
Mission VII: Take All Quarter
Pre-Game Rolls: Note that a transport and their transported
Each Player nominates one of their units to be the infantry/battle armour count as one unit. Units that
Force Commander. This is public information, are on the dividing line of any quarter MUST
please share with your opponent. declare at the end of the movement step which
quarter they will be controlling.
Each player rolls 2d6 with the winner selecting to
be Attacker or Defender. Attackers receive a +1 Victory Conditions:
bonus for the first game turn initiative roll off; At the end of each turn, each player gets 2VP for
Defender selects their home edge first. each quarter held. Furthermore, if you have a unit
within 2 hexes of the middle of the map, and no
Deployment: other opponent units in that area, score a further 1
Both Attacker and Defender deploy units within 3 VP.
hexes of their deployment edge, alternating units.
Secondary Objectives:
Map Conditions: There can be only one: Gain 3 VP if you have
Light Fog for the first two turns. control of the center of the map (within 2 hexes) at
MP Modifier: Apply a +1 MP cost per hex (but see the end of the game.
reckless movement on p. 20).
Which side were we on: Gain an additional 1 VP per
Objectives: turn if you control both quarters on the enemy’s
Divide the map into four even quarters. deployment half.

Control of each map quarter is granted to the ADDITIONAL RULES:


player that has the highest tonnage AND most Assisting you in this battle is light artillery and light
units in that quarter at the end of each turn. Units airstrikes. Each player is allotted 1x of each of the
that are crippled grant 50% of their tonnage to the following:
control conditions (rounding down). If there is a tie ● Light Airstrike
in tonnage, AND/OR there is an equal number of ● Light Bombing
units for both Defender and Attacker in that ● Thumper Artillery
quarter, no one claims control.
Mission VIII: Night Raid
Pre-Game Rolls: Control of the Central Objective is granted to the
Each Player nominates one of their units to be the player that has the higher tonnage in the radius at
Force Commander. This is public information, the end of each turn. Units that are crippled grant
please share with your opponent. 50% of their tonnage to the control conditions
(rounding down). If there is a tie, no player is in
Each player rolls 2d6 with the winner selecting to control of the Objective.
be Attacker or Defender. Attackers receive a +1
bonus for the first game turn initiative roll off; Certain EW equipment will affect the scanning
Defender selects their home edge first. roll:
● ECM (any) – apply a +1 to the target number
Deployment: modifier in a 6-hex bubble to opponent
Both Attacker and Defender deploy units within 3 scans
hexes of their deployment edge, alternating units.
● Probes – will allow you to scan at the
Map Conditions: appropriate hex distance:
Full Moon Night (muahahahaha) o Light – 3 hexes away
MP Modifier: +1 MP cost per hex (but see Reckless o Beagle – 4 hexes away
Movement p. 20) o Active – 5 hexes away
o Bloodhound - 8 hexes away
Attack Target Number Modifier: +2 to all weapon
● Targeting Computer – apply a -2 to the
attacks. Reduce this by 1 for every 20 points of
target number modifier when scanning
heat on the target mech’s heat scale (minimum of
0). Ignore these modifiers if the target is ● TAG – apply a -1 to the target number
Illuminated. modifier when scanning

Objectives: Victory Conditions:


Place an Objective in the center of the map with a Each scanned enemy unit will award 2 VP to the
control radius of 3 hexes. player. Each enemy unit may only be scanned
once. At the end of each turn, the player in control
To scan units, during the physical step of the game of the central Objective will score 4 VP.
turn, a unit may “scan” an enemy unit if they are
one hex away and within 1 level of the enemy unit.
Note that scanning DOES replace a physical ADDITIONAL RULES:
attack. Mechs, tanks, and infantry/power armour Assisting you in this battle is artillery that uses
may scan normally; VTOLS must land to scan. “less than lethal” flare rounds.

To successfully scan an enemy unit, the scanning You may use this BSP twice every turn. Use the
unit makes a unmodified PSR with a +4 target firing rules for the Long Tom BSP, rolling to hit a hex
number modifier If the scan is unsuccessful – the as normal. However, instead of inflicting damage,
enemy unit is not scanned, and apply a -1 to the everything with the 2 hexes of the impact point
target number modifier for that unit when scanning counts as being Illuminated for the turn. At the end
that same objective (this does not go away). of the Turn the turn, the Flare burns out.
Errata/FAQ:

Infantry/Power Armour and VP/BV

● To make sure no one can game the system, the idea of “detrimental” is always an offhand rule to
use. For example, in terms of scanning units - while an infantry and their transport are counted as
one unit - you may scan both for victory points. On the flip side, if your friendly infantry is
disembarked and on the opponent’s deployment edge for victory points, they still only count as one
unit. While this seems to be a double nerf - it is to prevent someone from taking mass infantry in
VTOLS and essentially automatically gaining those secondary Victory Points

Transport and Damage minimums

● I go back and forth on this constantly. On one hand, it incentivized people bringing dirt cheap
air/ground transports with no guns to save BV (Ferret I am looking at you), on the other hand it
penalized people that want to take infantry to take a transport with some oomph if they do not have
the BV. For now, due to the limit of repeated chassis, and because the infantry and their transport
are considered one unit, transports do not have to follow minimum damage requirements. This may
change if someone decides to irk me.

Shooting and declaring shots

● I know that literally everywhere, everyone does this differently. Some use the normal rules of going
back and forth and alternating declaring each shot before firing. Some like to go from the units left to
right (or right to left), attempting to declare and resolving each mech before moving to the next one
(attempting to somewhat balance alternating as much as possible). Some people (shout out to
Brooklyn) like to just have the losing initiative declare all shots and resolve, then have the winner
declare all shots and resolve (which can be hugely problematic because it gives extreme advantage
to the initiative winner).
● For this event - I would prefer to use a method that is slightly in the middle of everything. Essentially,
starting with the person who lost the initiative, select a unit, declare their shots, resolve their shots,
then alternate to the person who won the initiative. This allows you to still allow the retain but will
quicken up the gameplay exponentially while not giving full knowledge to the person who won the
initiative.

Battletech manual?

● Battletech manual refers to both the Battletech: Total Warfare book and the Battletech: Battlemech
Manual book.

“Experimental” Mechs and their ban

● This requires further explanation. While yes, there is a blanket ban on experimental mechs, I still
offer the open option of asking me whether an experimental mech is allowed. The problem
sometimes is that there are Experimental mechs - that use some crazy ass technology that breaks
the game and has super convoluted rules; or there are “experimental” mechs like the Thunderbolt
9W that have standard weapons and rules but because it is mixed tech in 3050, its “experimental.”
So, while I blanket ban experimental mechs, you can still come to me and ask. Good example is
someone wanting to use the Quasimodo - whose one claim to fame is having a PPC shield… that's it.
Totally allowed in my opinion as it doesn’t break anything.

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