Mission-Packet-Battletech
Mission-Packet-Battletech
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
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.
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.
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:
● 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
● 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.
● 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.
● 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.