Large Scale BattleTech Rules
28mm BattleTech Rules
Design Note: These rules are still very much in designer's shorthand, without
expanded explanations of exactly how to do things like randomize damage and
determine fire arcs.
These rules are a light modification of the miniature rules in BattleTech
Master Rules. All Mech and vehicle damage rules work exactly as in normal
BattleTech. Ranges, movement etc. are based on 4" hexes. There is a definite
problem at the interface between short ranged weapons in BT and Mechwarrior
3 RPG infantry weapon ranges. The infantry weapon ranges in these rules are
designed for use on a 4'x6' or 4'x8' table. Some short range Mech weapons
(SRM, MG) have had their ranges increased relative to their BT ranges to
make them work with the infantry weapon ranges.
Abbreviations
MVB |
Mech/Vehicle/Battlearmor |
FRU |
Fractions Round Up |
FRD |
Fractions Round Down |
MECH/VEHICLE MOVEMENT
Mechs must move in a straight line in the direction their legs are facing.
If they need to change direction during their movement, each turn of up to
45 degrees costs 4" of their movement. This 4" does not count as movement
for speed modifiers. After making a turn, Mechs moving at Run speed must
move 4" before making another turn. Vehicles moving at Flank speed must move
4" before making another turn. Mechs can step over objects as tall as their
knees, but not taller.
MECH SHOOTING AT OTHER TARGETS
Mechs follow the normal targeting and damage rules for shooting at Mechs
and vehicles. See special rules for firing at infantry and Battle Armor infantry.
Mechs recieve partial cover if 1/3 of the Mech is obscured.
MECH FIRE ARCS
Mech weapons have 90 degree front fire arcs. Fire arcs are measured from
the pivot point (weapon pivot pin) of the weapon. LOS from Mech weapons is
also figured from the pivot point of the weapon as this is where the targeting
devices are mounted. Ranges to and from Mechs are measured from the feet
of the Mech, not the tips of the guns.
Mechanized Battle Armor
Elementals being carried by an OmniMech have no effect on shots fired at
the OmniMech.
Jumping Mechs
Jumping Mechs lose movement equal to half the height of anything jumped over
or up to.
Buildings
Movement Effects: Mechs Only Mechs with a tonnage twice (or more) of the
CF of a building can move into the building.
Design Note: Every floor of a building can support a live load (jumping Mech
landing on the roof) of up to twice the CF of the building. Mechs will be
moving horizontally through two or three floors that can support twice the
CF of the building?.
Mech/Vehicle Movement to Enter/Move Inside/Leave a building.
(subtract from Mech's total movement in the turn)
Light |
8" |
Medium |
12" |
Heavy |
16" |
Hardened |
20" |
Rubble |
8" |
Basement rules are in effect.
Single Hit Weapons
These weapons will only hit a single target, be it man or Mech. Some of the
larger ones can cause collateral damage if there are other infantry targets
close to the orignal hit.
(Randomize between squad targets in LOS)
Small, medium, large, heavy large lasers, ER lasers Gauss PPC
More than 10 points of damage kills two adjacent troops within 2".
Multi Fire Weapons vs Infantry
Pulse Lasers, Machine Guns 6 shots (6 hit rolls)
Autocannons |
Blast Radius |
AC 2 |
1" |
AC 5 |
1.5" |
AC 10 |
2" |
AC 20 |
3" |
Missiles (burst radius in inches)
|
Hits |
Blast Radius |
LRM |
1 |
one trooper |
|
2-4 |
1" |
|
5-8 |
1.5" |
|
9-12 |
2" |
|
13-16 |
2.5" |
|
17-20 |
3" |
|
|
|
SRM |
1 |
1" |
|
2 |
1.5" |
|
3 |
1.5" |
|
4 |
2" |
|
5 |
2" |
|
6 |
2.5" |
Infantry Rules
These rules allow the use of individual 28mm infantry figures in conjuntion
with the large Mech rules above. The rules for shooting at mechs and vehicles
are a bit of a kludge, but stay very true to the original game.
The rules can also be used very effectively for infantry only battles. In
an infantry only game the rules are very quick and deadly and could be the
basis for a future game system.
Mechs/Vehicles vs Infantry
Mechs and vehicles may fire at buildings using normal BT rules or may target
infantry directly.
MVB units may fire directly at units in a building that are touching a wall
in LOS of the attacking unit (and are not hidden) with a -4 modifier to
hit.
Design Note: In the big games we have played the standard rules for infantry
damage when firing on buildings (with infantry in them) seemed a bit harsh,
so we reduced the infantry kills to 25% of the damage taken in the turn.
We are considering using the direct fire rules only and eliminating infantry
destruction via building damage. A Mad Cat, Vulture and two stars of Elementals
destroyed a CF 90 building in one turn.
Hit Mods
Squad Deployment |
+1 |
Dug In |
+2 (cumulative with other terrain) |
Hedge |
+1 |
Wall |
+2 |
Rubble |
+3 |
Building |
+4 |
Light Woods |
+1 per 4" of woods (FRU) |
Heavy Woods |
+2 per 4" of woods (FRU) |
This makes dug in infantry in a building +7 to hit.
INFANTRY
Unit Coherency
Squad: Within 6" of squad leader
Platoon: Within 18" of platoon leader
Movement
Foot |
10" |
|
Jump Infantry |
18" |
Jump troops lose movement |
Battle Armor |
18" |
equal to the height of anything jumped over or up to. |
Troops may move and shoot. If an infantry figure does not move it may shoot
twice. Facing changes count as movement.
Design Note: Currently all infantry weapons on the weapons chart are Move
and Fire. This will change for some of the heavier support weapons.
Fire Arc: 90 degree front
Movement Reduction
Buildings |
None |
Rubble |
Half Move |
Light Woods |
None |
Heavy Woods |
None |
Linear Obstacle (Walls, Hedges over 1" but under 2" tall: subtract 1 inch
per obstacle)
Movement up or down in buildings costs 3" per floor. Stairways are at the
center of the building. Infantry in buildings and woods must be at the edge
of the building/woods to shoot or to be targeted by enemy units.
Vehicle Transport
Movement cost to mount or dismount infantry into or out of a vehicle is 4"
for the infantry and 8" for the vehicle. Infantry may not mount or dismount
if the vehicle moves at Flank speed in the turn.
Infantry Morale
Squads check morale after taking 33% (FRU) loses in the a single turn. Roll
2D6 plus modifiers.
Experience Level
Green |
9 |
Regular |
6 |
Veteran |
4 |
Elite |
2 |
Broken Unit must move to nearest location that is out of LOS to all enemy
units. May still shoot if enemy moves into LOS. If a broken unit fails Morale
check it is routed and removed from table. Broken unit may rally in the end
phase of the turn following the turn it broke in.
Rally Modifiers
Attack Source Modifier |
|
BattleMech in LOS |
+1 |
Artillery |
+1 |
Flamer or Fire |
+2 |
Other Modifiers Modifier |
|
Broken Morale |
+1 |
Cumulative mods |
|
Battle Armor Unit |
-1 |
Unit in Building |
-2 |
Digging In
At Start of Game or takes one full turn, must designate facing: +2 to hit.
Unit stays dug in until it moves.
Infantry Shooting Procedure
Roll one D12 to hit for each infantry figure in squad/platoon that is firing
on a target. (Use different colored dice for each weapon type.) Use standard
hit modifiers, although Squad deployment modifier does not apply when infantry
is shooting at infantry.
Design Note: D12 replaces 2D6 to speed up game. It changes the hit probabilities
a bit, but not significantly enough to effect game balance. Since the target
number is not a single number, but the target number plus all the numbers
above it, going from 2D6 bell curve to D12 flat line has less effect that
if just a single target number is used.
Infantry vs Infantry
Damage: Infantry
Hits on infantry take a figure out of play unless an armor save is made.
There is no save possible from heavier support weapons or ANY Mech weapons.
Flak/ablative armor provides a save of 4+ on a D6 on hits from the following
weapons:
Pistol, Assault Rifle, Laser rifle, Light MG, Med MG
Infantry/BattleArmor vs Mech/Vehicle/Battle Armor
Total the platoon Armor Damage (from weapon charts) on an armored target
and divide by 10 to get Mech/Vehicle damage points. (.1 -.4 rounds down,
.5 -.9 rounds up) Apply in 5 point groups to Vehicles and Mechs (as with
LRMs). Randomize each full damage point individually against individual Battle
Armor troopers.
Infantry Weapon Ranges (Inches)
|
Short |
Medium |
Long |
Armor Damage |
Pistol |
4 |
6 |
8 |
- |
Smg |
6 |
9 |
12 |
4 |
Assault Rifle |
8 |
12 |
18 |
3 |
Rifle |
12 |
18 |
24 |
3 |
Shotgun |
4 |
6 |
8 |
- |
Laser Rifle |
16 |
24 |
36 |
4 |
Gyrojet Rifle |
24 |
36 |
48 |
4 |
Flamer |
4 |
6 |
8 |
4 |
|
Rifle GL |
6 |
9 |
12 |
- |
Auto GL |
12 |
18 |
24 |
4 |
LAW |
18 |
36 |
48 |
5 |
SRM |
18 |
36 |
48 |
20 |
Light MG (2) |
18 |
36 |
48 |
4 |
Med MG (3) |
18 |
36 |
48 |
4 |
HMG (4) |
24 |
48 |
60 |
5 |
Port. Laser |
24 |
54 |
84 |
5 |
Heavy Laser |
30 |
60 |
96 |
10 |
Manpack PPC |
24 |
36 |
48 |
? |
Machine Guns: Numbers in parentheses are the number of shots per turn.
All Support Weapons have a minimum range of 4" when used against infantry.
Any trooper with a support weapon that wants to fire at an infantry target
that is within 4" or less must use his pistol.
Design Note: There are no provisions in BT for infantry Hand to Hand combat,
so shooting at point blank range (3" or less) takes the place of HTH. Standard
hit modifiers apply unless the opponents are in the same terrain (both inside
buildings or both inside woods etc.) in which case no terrain modifiers
apply-very deadly!
Clan Battlearmor Weapon Ranges (Inches)
|
Short |
Medium |
Long |
Armor Damage |
Laser Rifle |
16 |
24 |
36 |
3 |
Flamer |
6 |
9 |
12 |
10 |
Mech MG |
24 |
48 |
60 |
10 |
Heavy Laser |
30 |
60 |
96 |
10 |
SRM |
18 |
36 |
48 |
20 |
|