BattleMech Manual
Expression error: Unexpected < operator.
BattleMech Manual (Open Beta) | |
---|---|
Product information | |
Type | Rules Book |
Development | Keith Hann Randall N. Bills |
Primary writing | Ray Arrastia Randall N. Bills Mary Kaempen Keith Hann Chris Hart |
Pages | 150 |
Cover Artwork | Marco Mazzoni |
Illustrations | Jeff Porter Marco Mazzoni Ray Arrastia Doug Chaffee Matt Cross Ken Fairclough Mark Hayden Alex Iglesias Alex Immerzeel Michael Kormarck Florian Mellies Neil Roberts Anthony Scroggins Florian Stitz Franz Vohwinkel |
Publication information | |
Publisher | Catalyst Game Labs |
Product code | E-CAT35010 |
First published | January 19th, 2017 [Beta] |
Content | |
Content | Game Rules |
Series | Core Rule Books |
Preceded by | Campaign Operations |
Description
BattleMech Manual is a Game Rule Book which focuses on rules in using BattleMechs. Intended as a self-contained and easy reference book to help players to refer to rules and how to play Battletech.
From the back cover
“ |
The modern BattleMech is the end result of more than three thousand years of battlefield technology development. Combining awesome destructive power and unparalleled maneuverability, the BattleMech is perhaps the most complex machine ever produced. The undisputed master of thirty-first century warfare, the BattleMech seems destined to reign supreme for centuries to come. —Excerpts from a promotional pamphlet originally distributed by Defiance Industries of Hesperus, Lyran Commonwealth, 3007 Using the most up-to-date rules text, the BattleMech Manual has been designed from the ground up to cater to the BattleTech player wanting to engage in an all-’Mech battle. Includes a variety of optional rules, terrain and more. Welcome to the most table-usage-friendly BattleTech rulebook ever published! |
” |
Contents
- INTRODUCTION
- Vs Total Warfare
- Optional Rules
- Game Terms
- 'Mechs
- Four-Legged 'Mechs
- Target
- Target Number
- Modified Target Number
- Attacker Movement Modifier
- Target Movement Modifier
- Margin of Success/Failure (MoS/MoF)
- Armor Value
- Damage Value
- Location
- Slot
- Level
- Mapsheet
- Playing Area
- Scenario
- Components
- Counters
- Dice
- Mapsheets
- 'Mech Record Sheet
- Scale
- A Note on Realism and Scale
- Level
- The MechWarrior
- Skill
- Damaging A Warrior
- PLAYING THE GAME
- Deploying 'Mechs
- Sequence of Play
- Initiative Phase
- Movement Phase
- Weapons Attack Phase
- Alternate Initiative
- Moving Multiple ’Mechs
- Segmented Fire
- Physical Attack Phase
- Heat Phase
- End Phase
- Victory Conditions
- Unequal Number Of 'Mechs
- MOVEMENT
- Movement of Modes
- Standing Still
- Walking
- Running
- Pilot Skill Rolls
- Movement Dice
- Jumping
- Sprinting (Optional)
- Movement Basics
- Facing
- Movement Directions
- Moving Between Hexes
- Level Changes
- Stacked Terrain
- Minimum Movement
- Immobile
- Prone BattleMechs
- Dropping to the Ground
- Moving While Prone
- Standing Up
- Reckless Movement
- Movement in Water
- Movement on Pavement
- Road Movement
- Bridge Movement
- Skidding
- Stacking
- Other Actions
- Hidden 'Mechs
- Lifting Items (Simplified)
- TAG Designation
- Movement of Modes
- COMBAT
- Line of Sight
- Levels and Height
- Intervening Terrain
- Intervening 'Mechs
- Water Hexes
- Firing Arcs
- Forward Arcs
- Left Side Arc
- Right Side Arc
- Rear Arc
- Arcs and Torso Twists
- Arcs and Reversing (Flipping) Arms
- Attack Declaration
- Reversing (Flipping) Arms
- Expended Arm Flipping (Optional)
- Torso Twists
- Firing Weapons
- Making the Attack
- G.A.T.O.R.
- Base Attack Number
- Target Number Modifier
- Combat in Water
- Prone 'Mechs
- Specialized Attacks
- Rolling to Hit
- Ammunition Expenditure
- Hit Location
- Attack Direction
- Determining Hit Location
- Damage Resolution
- Physical Attacks
- Making A Physical Attack
- Different Levels
- Physical Attacks and Prone 'Mechs
- Physical Attacks and Water
- Charge Attacks
- Club Attacks
- Death From Above Attacks
- Kick Attacks
- Physical Weapon Attacks
- Punching Attacks
- Push Attacks
- Damage Resolution
- Line of Sight
- DAMAGE
- Damage Resolution
- Step-By-Step Damage
- Damage Timing
- Hull Integrity And Breaches
- Location Destruction
- Transferring Damage
- Head Destruction
- Leg Destruction
- Torso Destruction
- Critical Hits
- Floating Criticals (Optional)
- Applying Critical Hits
- Critical Hits
- Ammunition
- Arm Blown Off (Arm)
- Cockpit (Head)
- Engine (Torso)
- Foot Actuator (Leg)
- Gyro (Torso)
- Head Blown Off (Head)
- Heat Sinks
- Hip (Leg)
- Jump Jet/UMU
- Leg Blown Off (Leg)
- Life Support (Head)
- Lower Arm Actuator (Arm)
- Lower Leg Actuator (Leg)
- Sensor (Head)
- Shoulder (Arm)
- Upper Arm Actuator (Arm)
- Lower Leg Actuator (Arm)
- Weapons and Equipment
- Destroying A 'Mech
- Damage Resolution
- HEAT
- Heat Points
- Building Up Heat
- Dissipating Heat
- Recording Heat Building-Up
- Effects Of Heat
- Movement
- Weapons Attack
- Shutdown
- Ammunition
- Damaging To MechWarriors
- Heat Points
- OTHER ACTIONS
- Piloting Skill Rolls (PSR)
- Making Piloting Skill Rolls
- Piloting Skill Roll Timing
- Displacement
- Domino Effect
- Falling
- Determining Location After a Fall
- Facing After a Fall
- Facing Damage to a 'Mech
- Facing Damage to a MechWarrior
- Accidental Falls From Above
- Damaging a MechWarrior
- Dumping Ammunition
- Tag Designation
- Piloting Skill Rolls (PSR)
- THE BATTLEFIELD
- Planetary Conditions
- Terrain Types
- Clear
- Jungle, Light
- Jungle, Heavy
- Pavement
- Rough
- Rubble
- Sand
- Water (Depth 0)
- Water (Depth 1)
- Water (Depth 2)
- Water (Depth 3+)
- Woods, Light
- Woods, Heavy
- Terrain Modifications
- Ice (Simplified)
- Mud (Simplified)
- Smoke, Light
- Smoke, Heavy
- Snow, Deep
- Swamp (Simplified)
- Weather Conditions
- Extreme Temperatures
- Fog
- Light
- Rain
- Snow
- Wind
- Fire and Smoke (Simplified)
- Wind Direction
- Starting a Fire
- Effects of Fire
- Spreading Fire
- Extinguishing Fire
- Underwater Combat
- Attacking Underwater
- Hull Integrity and Breaches
- 'URBAN COMBAT
- Building Types
- Construction Factors
- Building Levels
- Basements
- Simplified Buildings
- Movement Effects
- Moving into Buildings
- Changing Levels in Building
- Skidding
- Combat Effects
- Attacking Building
- Attacking 'Mechs Inside Buildings
- Combat Within Buildings
- Collapse
- Building Types
- SPECIAL CASE RULES
- Battlefield Support
- Before Play Begins
- Dropping 'Mechs (Simplified)
- Drop Times
- Arrival
- Ejection (Simplified)
- Forced Withdrawal
- Crippling Damage
- Broken Moral (Simplified - Optional)
- Hidden 'Mechs
- Point-Blank Shots
- Design Quirks
- Positive Design Quirks
- Negative Design Quirks
- BattleMech Quirk Listing
- Master Unit List
- Battlefield Support
- WEAPONS AND EQUIPMENT
- Basic Information
- Weapon Types
- Artillery
- Arrow IV Homing Missiles (Simplified)
- Autocannons
- Autocannon
- LB-X Autocannon (LB-X)
- Light Autocannon (LAC)
- ProtoMech Autocannon (PAC)
- Rotary Autocannon (RAC)
- Ultra Autocannon (UAC)
- Flamers
- Gauss Rifles
- Gauss Rifle
- Anti-Personnel Gauss Rifle
- Heavy Gauss Rifle
- Hyper Assault Gauss Rifle
- Improved Heavy Gauss Rifle
- Light Gauss Rifle
- Magshot Gauss Rifle
- Silver Bullet Gauss Rifle
- Lasers
- Laser
- Binary Laser (Blazer) Cannon
- Chemical Laser
- Extended-Range (ER) Laser
- Extended-Range (ER) Pulse Laser
- Heavy Laser
- Improve Heavy Laser
- Pulse Laser
- Variable-Speed Speed Laser
- X-Pulse Laser
- M-Pod
- Machine Guns
- Machine Gun (MG)
- Heavy Machine Gun (HMG)
- Light Machine Gun (LMG)
- Machine Gun Array (MGA)
- Missile Lasers
- Advanced Tactical Missile (ATM) Launcher
- Enhanced LRM Launcher (NLRM)
- Extended LRM Launcher (ELRM
- Improved One Shot (I-OS) Missile Launcher
- Long Range Missile Launcher (LRM)
- Medium Range Missile (MRM) Launcher
- Multi-Missile Launcher (MML)
- One-Shot (OS) Missile Launcher
- Rocket Launcher (RL)
- Short Range Missile (SRM) Launcher
- Streak LRM (SLRM) Launcher
- Streak SRM (SSRM) Launcher
- Thunderbolt Missile Launcher
- Torpedo (SRT, LRT, NLRT) Launcher
- Narc Missile Beacon
- Narc Missile Beacon
- INarc Launcher
- Particle Projector Cannons
- Plasma Weapons
- Rifle (Cannons)
- Special Munitions
- Autocannon Munitions
- Missile Munitions
- Narc / iNarc Pods
- Physical Weapons
- Claws
- Flail
- Hatchet
- Mace
- Retractable Blade
- Sword
- Electronics
- Active Probes
- Artemis IV Fire-Control System
- Artemis V Fire-Control System
- C3 Computer System
- C3I Computer System
- ECM Suites
- MRM “Apollo” Fire Control System
- Target Acquisition Gear (TAG)
- Targeting Computer
- Watchdog Composite Electronic Warfare System (CEWS)
- Structural Components
- Armor
- Cockpit Systems
- Gyros
- Maneuverability Aids
- Structure
- Miscellaneous Equipment
- Anti-Missile System (AMS)
- Laser Anti-Missile System (L-AMS)
- Cellular Ammunition Storage Equipment (CASE)
- CASE II
- Coolant Pod
- WEAPONS & EQUIPMENT TABLES
- Weapons Types
- COMMON MISCONCEPTIONS
- Playing the Game
- Movement
- Combat
- Damage
- Heat
- Other Actions
- Special-Case Rules
- Weapons and Equipment
- RECORD SHEET AND TABLES
Notes
Initially, BattleMech Manuals was released as Beta version in January 2017. This Open Beta version was not open to a free update unlike previous Beta offerings.