BattleTech 4th Edition (Rulebook)

Revision as of 07:33, 21 December 2009 by Doneve (talk | contribs) (→‎Contents: Finished)

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Description


Contents

  • INTRODUCTION
  • COMPONENTS
    • BattleMech Playing Pieces
      • Unit Stickers
    • Record Sheets
      • Armor Diagram
      • 'Mech Data
      • Critical Hit Table
      • Heat Scale
    • Mapsheets
      • Clear
      • Rough
      • Hills
      • Water
      • Light Woods
      • Heavy Woods
    • Dice
  • PLAYING THE GAME
    • Sequence of Play
      • Initiative Phase
      • Movement Phase
      • Reaction Phase
      • Weapon Attack Phase
      • Physical Attack Phase
      • Heat Phase
      • End Phase
    • MechWarriors
      • MechWarrior Skills
      • Skill Improvement
      • Damaging a MechWarrior
      • Consciousness Rolls
  • MOVEMENTS
    • Movements Costs
      • Movement Direction
    • Movement Modes
      • Standing Still
      • Walking
      • Running Jumping
    • Facing
      • Facing Change
      • Dropping to the Ground
      • Stacking
      • Standing Up
      • Torso Twist
    • Piloting Skill Rolls
      • Making Piloting Skill Rolls
    • Falling
      • Falling Damage to a BattleMech
      • Determining Location After a Fall
      • Facing After a Fall
      • Falling Damage to the MechWarrior
  • COMBAT
    • Weapons Attacks
      • Line of Sight
      • Firing Arcs
      • Firing Weapons
      • T-Hit Roll
      • Hit Location
      • Damage
      • Critical Damage
      • Destroying a BattleMech
      • Ammunition Expenditures
    • Physical Attacks
      • Punching
      • Clubbing
      • Pushing
      • Kicking
      • Charging
      • Death from Above
      • Different Elevations
      • Accidental Falls from Above
      • Domino Effect
    • Heat
      • Heat Points
      • Effects of Heat
  • SCENARIOS
    • Scenario 1: Final Exam
    • Scenario 2: Trial by Fire
    • Scenario 3: Divide and Conquer
  • CONSTRUCTION
    • Choose Tonnage
    • Determine Engine Rating
    • Add Control Components
    • Allocate Tonnage for Internal Structure
    • Determine Jump Capability
    • Add Extra Heat Sinks
    • Add Armor
    • Add Weapons and Ammunition
    • Complete Critical Hit Table
    • Allocate Armor Points
    • Complete the Record Sheet
  • EQUIPMENT

Notes