├── Generator-HexPlacement.md
├── Generator-EnemyLance.md
├── reference
├── rules-summary.md
└── readme.md
├── HouseRules.md
├── README.md
└── Generator-Scenario.md
/Generator-HexPlacement.md:
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1 | ## Random Hex Placement table
2 |
3 | Useful for placing random elements (e.g. buildings, trees, mud or artillery) on
4 | map sheets. Roll 2d6, first die is the hex column and the second die is the hex
5 | row column.
6 |
7 | 1d6 | Hex column | Hex Row
8 | :-: | :--------: | :-----:
9 | 1 | 01 - 03 | 01 - 02
10 | 2 | 04 - 05 | 03 - 05
11 | 3 | 06 - 08 | 06 - 08
12 | 4 | 09 - 10 | 09 - 11
13 | 5 | 11 - 13 | 12 - 14
14 | 6 | 14 - 15 | 15 - 17
15 |
16 | *Rolling 1d6 twice, with 2 and a 5 will result to hexes: 0412, 0513, 0413, 0514.
17 |
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/Generator-EnemyLance.md:
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1 | # Enemy Lance Generation Tables
2 |
3 | Generate a random OpFor lance (or two or even a company) for a game. Roll a 2d6
4 | on the OpFor Table and then roll a 1d6 on the Lance/Star Composition Table for
5 | the actual Lance/Star unit composition.
6 |
7 | (Optional) Roll for the OpFor Mechwarrior Skill Table for each individual unit/'Mech.
8 |
9 | ---
10 |
11 | ## OpFor Table
12 |
13 | 2d6 | Result
14 | :-: | ------
15 | 2 - 5 | Light Lance/Star
16 | 6 - 8 | Medium Lance/Star
17 | 9 - 10 | Heavy Lance/Star
18 | 11 - 12 | Assault Lance/Star
19 |
20 | ---
21 |
22 | ## Light Lance/Star Composition
23 |
24 | 1d6 | IS Lance | Clan Star | Comstar/WoB
25 | :-: | :------: | :-------: | :---------:
26 | 1 - 3 | 4 Light | 5 Light | 6 Light
27 | 4 - 5 | 2 Light, 2 Medium | 3 Light, 2 Medium | 4 Light, 2 Medium
28 | 6 | 1 Light, 2 Medium, 1 Heavy | 2 Light, 2 Medium, 1 Heavy | 2 Light, 3 Medium, 1 Heavy
29 |
30 | ## Medium Lance/Star Composition
31 |
32 | 1d6 | IS Lance | Clan Star | Comstar/WoB
33 | :-: | :------: | :-------: | :---------:
34 | 1 - 3 | 1 Light, 3 Medium | 1 Light, 4 Medium | 1 Light, 4 Medium, 1 Heavy
35 | 4 - 5 | 4 Medium | 4 Medium, 1 Heavy | 1 Light, 3 Medium, 2 Heavy
36 | 6 | 3 Medium, 1 Heavy | 3 Medium, 2 Heavy | 3 Medium, 3 Heavy
37 |
38 | ## Heavy Lance/Star Composition
39 |
40 | 1d6 | IS Lance | Clan Star | Comstar/WoB
41 | :-: | :------: | :-------: | :---------:
42 | 1 - 3 | 2 Medium, 2 Heavy | 2 Medium, 3 Heavy | 2 Medium, 4 Heavy
43 | 4 - 5 | 1 Medium, 3 Heavy | 1 Medium, 4 Heavy | 5 Heavy, 1 Assault
44 | 6 | 1 Medium, 2 Heavy, 1 Assault | 1 Medium, 3 Heavy, 1 Assault | 4 Heavy 2 Assault
45 |
46 | ## Assault Lance/Star Composition
47 |
48 | 1d6 | IS Lance | Clan Star | Comstar/WoB
49 | :-: | :------: | :-------: | :---------:
50 | 1 - 3 | 1 Medium, 1 Heavy, 2 Assault | 2 Medium, 1 Heavy, 2 Assault | 1 Medium, 3 Heavy, 2 Assault
51 | 4 - 5 | 3 Heavy, 1 Assault | 4 Heavy, 1 Assault | 3 Heavy, 3 Assault
52 | 6 | 1 Heavy, 3 Assault | 2 Heavy, 3 Assault | 2 Heavy, 4 Assault
53 |
54 | ---
55 |
56 | ## OpFor Mechwarrior Skill Table (Optional)
57 |
58 | Roll a 1d6 for each 'Mech in a Lance/Star (or Level II) and note the Gunnery/Piloting skills on its record sheet.
59 |
60 | 2d6 | Result | Gunnery/Piloting
61 | :-: | :----: | :--------------:
62 | 2 - 4 | **Green** | 4/5
63 | 5 - 9 | **Veteran** | 3/4
64 | 10 - 12 | **Elite** | 2/3
65 |
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/reference/rules-summary.md:
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1 | # Rule Summaries
2 |
3 | ## G.A.T.O.R
4 | Gunnery + Attacker Modifiers + Target Modifiers + Other + Range
5 |
6 | ## Punch/Kick (Physical Attack)
7 | Declared in Physical Phase, must be adjacent to target and in forward arc, arm/leg(s) did not fire any weapon this round:
8 |
9 | **Target Number:**
10 | `Piloting Skill + [attacker mod] [-2 Kick] + [defender mod/terrain] + [actuator modifiers]`
11 |
12 | **Damage:**
13 | Punch: `(Mech weight / 10) - actuator damage` then roll 1d6 on Punch Location Table
14 | Kick: `(Mech weight / 5)` then 1d6 on Kick Location Table
15 |
16 | *Kicked target rolls for PSR. A failed Kick attack, the attacker rolls for PSR*
17 | *Kicks with damaged actuators halves damage*
18 |
19 | ### Combined Punch[Kick] Location Table
20 |
21 | 1d6 | Left Side | Front/Rear | Right Side
22 | :-: | :-------: | :--------: | :--------:
23 | 1 | LT [LL] | LA [RL] | RT [RL]
24 | 2 | LT [LL] | LT [RL] | RT [RL]
25 | 3 | CT [LL] | CT [RL] | CT [RL]
26 | 4 | LA [LL] | RT [LL] | RA [RL]
27 | 5 | LA [LL] | RA [LL] | RA [RL]
28 | 6 | HD [LL] | HD [LL] | HD [RL]
29 |
30 | ## Charging (Physical Attack)
31 |
32 | Declared in Movement Phase and target must be in valid arc, finished movement, and standing (not a target of a Charge, DFA, Push)
33 |
34 | - Move to target's adjacent hex (count hexes moved)
35 | - Physical Phase:
36 |
37 | **Target Number**:
38 | `Piloting Skill + (Piloting Skill - Target Piloting Skill) + [attacker mod] + [defender mod]`
39 |
40 | **Damage**:
41 | Target: `(Mech weight / 10) * [Hexes moved]` (5pt grouping & Hit Location table)
42 | Self: `1 pt * 10 tons (Mech weight)`
43 |
44 | - Move into target hex and displace target on opposite direction (if possible)
45 | - Roll for falls (both target and attacker): `Piloting Skill + 2`
46 |
47 |
48 | ## Death from Above (Physical Attack)
49 |
50 | Declared in Movement Phase, target must have finished movement, and target's hex is reachable via Jump MP.
51 |
52 | - Attacker cannot make weapon attacks but can be targetted
53 | - Move to target's adjacent hex
54 | - Physical Phase:
55 |
56 | **Target Number**:
57 | `Piloting Skill + 3 [Jump] + (Piloting Skill - Target Piloting Skill) + [defender mod/terrain]`
58 |
59 | **Damage**:
60 | Target: `(Mech weight / 10) * 3` (5pt grouping & Punch Location Table)
61 | Self: `(Mech weight / 5)` (5pt grouping & Kick Location Table [front])
62 |
63 | - Move into target hex and displace target on opposite direction (if possible)
64 | - **Roll for falls** (both attacker and target):
65 | Success: Attacker gets `[PSR + 4]` and target gets `[PSR + 2]`
66 | Fail: 0-level fall damage `(Mech weight / 2)` then damage to Mechwarrior `PSR`
67 |
68 |
69 |
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/reference/readme.md:
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1 | # Battletech Tables Reference
2 |
3 | ## Target to Hit Modifiers
4 |
5 | Hexes Moved | Modifier | Jumped
6 | ----------- | :------: | :----:
7 | 0 - 2 | 0 | +1
8 | 3 - 4 | +1 | +2
9 | 5 - 6 | +2 | +3
10 | 7 - 9 | +3 | +4
11 | 10+ | +4 | +5
12 |
13 |
14 | ## Weapon Range Modifiers
15 |
16 | Range | Short | Medium | Long
17 | ----- | :---: | :----: | :--:
18 | Modifier | +0 | +2 | +4
19 |
20 |
21 | ## To Hit Table - Gunnery Skill 2
22 |
23 | Move | Short | Medium | Long
24 | ---- | :---: | :----: | :--:
25 | Stand (0) | 2 | 4 | 6
26 | Walk (+1) | 3 | 5 | 7
27 | Run (+2) | 4 | 6 | 8
28 | Jump (+3) | 5 | 7 | 9
29 |
30 |
31 | ## To Hit Table - Gunnery Skill 3
32 |
33 | Move | Short | Medium | Long
34 | ---- | :---: | :----: | :--:
35 | Stand (0) | 3 | 5 | 7
36 | Walk (+1) | 4 | 6 | 8
37 | Run (+2) | 5 | 7 | 9
38 | Jump (+3) | 6 | 8 | 10
39 |
40 |
41 | ## To Hit Table - Gunnery Skill 4
42 |
43 | Move | Short | Medium | Long
44 | ---- | :---: | :----: | :--:
45 | Stand (0) | 4 | 6 | 8
46 | Walk (+1) | 5 | 7 | 9
47 | Run (+2) | 6 | 8 | 10
48 | Jump (+3) | 7 | 9 | 11
49 |
50 |
51 | ## Hit Location Table
52 |
53 | 2d6 | Left Side | Front/Rear | Right Side
54 | :-: | :-------: | :--------: | :--------:
55 | 2 | LT (crit) | CT (crit) | RT (crit)
56 | 3 | LL | RA | RL
57 | 4 | LA | RA | RA
58 | 5 | LA | RL | RA
59 | 6 | LL | RT | RL
60 | 7 | LT | CT | RT
61 | 8 | CT | LT | CT
62 | 9 | RT | LL | LT
63 | 10 | RA | LA | LA
64 | 11 | RL | LA | LL
65 | 12 | Head | Head | Head
66 |
67 |
68 | ## Punch Location Table
69 |
70 | 1d6 | Left Side | Front/Rear | Right Side
71 | :-: | :-------: | :--------: | :--------:
72 | 1 | LT | LA | RT
73 | 2 | LT | LT | RT
74 | 3 | CT | CT | CT
75 | 4 | LA | RT | RA
76 | 5 | LA | RA | RA
77 | 6 | HD | HD | HD
78 |
79 |
80 | ## Kick Location Table
81 |
82 | 1d6 | Left Side | Front/Rear | Right Side
83 | :-: | :-------: | :--------: | :--------:
84 | 1 - 3 | LL | RL | RL
85 | 4 - 6 | LL | LL | RL
86 |
87 |
88 | ## Piloting Skill Roll Table
89 | Situation | Modifier
90 | --------- | :------:
91 | 'Mech takes 20+ damage (one phase) | +1
92 | 'Mech reactor shuts down | +3
93 | Leg/foot actuator destroyed | +1
94 | Hip actuator destrooyed | +2
95 | Gyro hit | +3
96 | Gyro destroyed | Fall
97 | Leg destroyed | Fall
98 | 'Mech was charged/DFA (success) | +2
99 | 'Mech charging attack (success) | +2
100 | 'Mech DFA | +4
101 | 'Mech standing up | 2 MP/attempt
102 |
103 |
104 | ## Fall Facing Table
105 |
106 | 1d6 | New Facing | Hit Location
107 | :-: | ---------- | :----------:
108 | 1 | Same Direction | Front
109 | 2 | 1 Hexside Right | Right
110 | 3 | 2 Hexsides Right | Right
111 | 4 | Opposite Direction | Rear
112 | 5 | 2 Hexsides Left | Left
113 | 6 | 1 Hexside Left | Left
114 |
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/HouseRules.md:
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1 | # House Rules / Reference
2 |
3 | ## Rounding
4 |
5 | All rolls/values rounded up
6 |
7 | ## Floating Criticals
8 |
9 | On a roll of 2 on Hit Location Table, roll again and apply critical hit on rolled location.
10 |
11 | ## Forced Withdrawal*
12 |
13 | Under **Forced Withdrawal** rules, **crippled** 'Mechs must retreat towards
14 | it's home map edge.
15 |
16 | - Four damage to Mechwarrior/pilot
17 | - Destroyed all sensor critical slots
18 | - A gyro and an engine critical hit (or two engine critical hits)
19 | - Loss of all weapons (or 'Mech cannot cause more than 5 damage)
20 |
21 | ## Auto-Ejection
22 |
23 | A Mechwarrior will automatically eject when an ammo explosion occurs on its
24 | torso and takes 2 pts of damage due to feedback.
25 |
26 |
27 | ## Movement Marker/Dice
28 |
29 | Use two distinct color d6's for movement mod and hexes moved. First d6 is the
30 | movement mode (walked [+1], ran [+2], or jumped[+3]) and second d6 for number of hexes moved.
31 |
32 |
33 | ## Group Firing and Location Hits*
34 |
35 | Use a distinct 1d6 as a *pilot* die and additional 1d6 (of different size/color)
36 | **for each weapon**. Compare the *pilot* die to each weapon die for hits/misses. Do
37 | the same for location hits.
38 |
39 |
40 | ## Cluster Rolls/Hits*
41 |
42 | Instead of using the Cluster hit table, use the following steps:
43 |
44 | - Roll a die for each cluster (LRMs: 5pt cluster per d6, SRMs: 1 missile per d6)
45 | - A roll of 3+ results as a cluster hit.
46 | - If LRM cluster (or SRM launcher not missile) misses, deal 2pts of damage minimum.
47 |
48 | *See [Cluster Rolls - DFAWargaming](http://dfawargaming.com/home/dfa-optional-and-house-rules) for explanation and statistics.*
49 |
50 | ## Revised Range Penalties
51 |
52 | | Short | Medium | Long | Extreme
53 | --------- | :---: | :----: | :--: | :-----:
54 | **Range** | +0 | +1 | +2 | +3
55 |
56 |
57 | ## Mechwarrior Skill Ratings
58 |
59 | Higher gunnery skills for all Mechwarriors for faster game play. Piloting remains at 4 for average PSRs and skidding modifiers.
60 |
61 | | Gunnery | Piloting
62 | ------ | :-----: | :------:
63 | Regular | 3 | 4
64 | Veteran | 2 | 4
65 |
66 |
67 | ## Adjusted To Hit Table (Gunnery Skill 2 and 3)
68 |
69 | A reference table for gunnery skills of both 2 and 3 Mechwarriors.
70 |
71 | Gunnery 2 | | | |
72 | --------- | :-: | :-: | :-: | :-:
73 | **Move** | **Short** | **Medium** | **Long** | **Extreme**
74 | Stand (0) | 2 | 3 | 4 | 5
75 | Walk (+1) | 3 | 4 | 5 | 6
76 | Run (+2) | 4 | 5 | 6 | 7
77 | Jump (+3) | 5 | 6 | 7 | 8
78 |
79 |
80 |
81 | Gunnery 3 | | | |
82 | --------- | :-: | :-: | :-: | :-:
83 | **Move** | **Short** | **Medium** | **Long** | **Extreme**
84 | Stand (0) | 3 | 4 | 5 | 6
85 | Walk (+1) | 4 | 5 | 6 | 7
86 | Run (+2) | 5 | 6 | 7 | 8
87 | Jump (+3) | 6 | 7 | 8 | 9
88 |
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/README.md:
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1 | # Battletech Solo Rules
2 | Simple Solo rules and tables for tabletop Battletech.
3 |
4 | ## Setup
5 |
6 | - Scenario ends at 20 turns
7 | - Scenarios always uses the **Forced Withdrawal** rules (See Total Warfare/Battletech Manual)
8 | - **Auto-Ejection** rules are on for all enemy units.
9 | - Variable Damage Rules (if playing Alpha Strike)
10 | - Other [House rules](./HouseRules.md) that you may use.
11 |
12 | ### Mission Objective
13 |
14 | [See Scenario Generation Tables](./Generator-Scenario.md)
15 |
16 |
17 | ### Enemy Composition
18 | [See OpFor Generation Tables](./Generator-EnemyLance.md)
19 |
20 |
21 | ## Target Selection
22 | Roll a 1d6 for each enemy 'Mech/Unit moving this round.
23 |
24 | 1d6 | Result
25 | :-: | ------
26 | 1-2 | Target a unit with the lowest Target Modifier
27 | 3-5 | Targeted unit of the previous turn/nearest available unit
28 | 6 | Target unit last moved this round or last turn
29 |
30 | \* If multiple valid targets are available, randomly select a target by rolling a die.
31 | \** If playing with objectives, consider the objective/marker/unit (nearest or otherwise) as a valid target in roll offs for movement purposes or "trying" to complete objectives.
32 |
33 | ## Enemy Mech Movement
34 |
35 | Unit's movement to attack/engage a selected target from the table above or use
36 | the *Extended Table* below this section.
37 |
38 | 1d6 | Result
39 | :-: | ------
40 | 1 | **Do nothing** (Torso Twist if applicable)
41 | 2-4 | **Walk** (Jump if possible for traversing terrain)
42 | 5-6 | **Run/Charge** (Run at maximum speed/Charge if possible)
43 |
44 |
45 | ## Enemy Mech Movement (Extended table)
46 |
47 | Roll a 1d6 for the passive/aggresive behavior and roll a 1d6 again for movement action.
48 |
49 | 1d6| 1d6 | Result
50 | :-:| :-: | ------
51 | | 1 | Do nothing...
52 | | 2 | Move away and find cover from nearest hostile/target
53 | **1-3** | 3 | Move away and find cover from nearest hostile/target (Run)
54 | | 4 | Maintain distance from target
55 | | 5 | Maintain distance from target (Run)
56 | | 6 | Run/Charge towards target
57 | | 1 | Move towards target.
58 | | 2 | Move towards target (Run)
59 | **4-6** | 3 | Run/Charge towards target
60 | | 4 | Run/Charge towards target
61 | | 5 | Move and flank towards target
62 | | 6 | Move and flank towards target (Run)
63 |
64 |
65 | ## Enemy Mech Firing Behavior
66 |
67 | 1d6 | Result
68 | :-: | ------
69 | 1 | **Conservative** - Attack with weapons upto 5 heat
70 | 2-3 | **Irked** - Attack with weapons upto 8 Heat
71 | 4-5 | **Provoked** - Attack with weapons upto 15 Heat
72 | 6 | **Malvina Hazen'ed** - Alpha Strike (Fire all weapons with a valid range)
73 |
74 |
75 |
76 |
77 |
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/Generator-Scenario.md:
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1 | # Scenario Generation
2 |
3 | Pick a scenario for this battle, roll a 1d6 and consult the table below:
4 |
5 | 1d6 | Result
6 | :-: | ------
7 | 1 | [Breakthrough](#breakthrough)
8 | 2 | [Base Raid](#base-raid)
9 | 3 - 4 | [Pitched Battle](#pitched-battle)
10 | 5 | [Recovery](#recovery)
11 | 6 | [Escort](#escort)
12 |
13 | ---
14 |
15 | ## Pitched Battle
16 |
17 | **Objective**
18 | This is it, they're here! Let's show them how it's done!
19 |
20 | **Victory Conditions**
21 | Scenario ends when all of one side's units have been destroyed or exited the map
22 | or 20 turns have passed.
23 |
24 |
25 | ## Base Raid
26 |
27 | **Objective**
28 | A force is closing-in to destroy our forward field base, defend the base at all costs!
29 |
30 | **Special Rules**
31 | - Three map sheets (if available) arranged in a triangle; Two map sheets (A/B)
32 | placed side by side on their longest edge and one map sheet (C) placed at
33 | the center narrow edge of map sheets A and B.
34 | - Place two buildings with CF 40 and 30 upto 6 hexes apart at the center of map sheets A and B.
35 | - Defenders may deploy within 6 hexes of the two buildings.
36 |
37 | **Victory Conditions**
38 | The scenario ends when the attacker destroys both buildings or all of one side's
39 | units have been destroyed or exited the map.
40 |
41 |
42 | ## Extraction
43 |
44 | **Objective**
45 | An important wreckage has been found on Sector 34234.234, it seems to be a Data
46 | Cache of Star League tech. Retrieve it at all costs!
47 |
48 | **Special Rules**
49 | - Three map sheets (if available) arranged on their longest edges.
50 | - Center of the map has the Data Cache objective marker (or a token).
51 | - A unit can spend a full turn adjacent to the objective marker to "retrieve" the Data Cache.
52 | - When a unit "carrying" the Data Cache is destroyed or disabled - place the
53 | marker down on the same hex as the unit.
54 |
55 | **Victory Conditions**
56 | The scenario ends when a unit carries the Data Cache to their starting map edge
57 | or all of one side's units have been destroyed or exited the map.
58 |
59 |
60 | ## Escort
61 |
62 | **Objective**
63 | A unit is transporting some valuable assets and war materiel to the front-lines
64 | and we're tasked to cut them off and eliminate them.
65 |
66 | **Special Rules**
67 | - Three map sheets (if available) arranged on their narrow edges.
68 | - Defender selects one starting narrow edge and deploys 5 J-27 Transports (Killjoy)
69 | deployed in a line, one hex apart.
70 | - Defender units can deploy within 4 hexes of each of the five transports.
71 | - Defender cannot use forced withdrawal rules.
72 |
73 | | Movement | Armor F/R | Armor Sides | Armament
74 | ------ | :------: | :-------: | :---------: | :------:
75 | J-27 (Killjoy) | 5/8 (Tracked) | 9 | 5 | SRM 4
76 |
77 | *Substitute Badger Tracked Transports for Alpha Strike games*
78 |
79 | **Victory Conditions**
80 | Scenario ends when all five (or the last remaining) transports exits the attackers
81 | map edge (or destroyed) or all of the attackers units have been destroyed or exited the map.
82 |
83 |
84 | ## Breakthrough
85 |
86 | **Objective**
87 | Due to bad intel, a force is trapped behind enemy lines and enemy reinforcements
88 | are coming in - hard and fast. Breakthrough and escape!
89 |
90 | **Special Rules**
91 | - Map sheets arranged on their narrow edges.
92 | - Defender's units may deploy upto 6 hexes from their map edge
93 | - Defenders cannot use forced withdrawal rules.
94 |
95 | **Victory Conditions**
96 | The scenario ends when all defending units have been destroyed or all attacking
97 | units have retreated or destroyed.
98 |
99 | ---
100 |
101 | Checkout [iamfanboy's list](https://bg.battletech.com/forums/index.php?topic=7470.0) for more scenarios for games.
102 |
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