├── Generator-HexPlacement.md ├── Generator-EnemyLance.md ├── reference ├── rules-summary.md └── readme.md ├── HouseRules.md ├── README.md └── Generator-Scenario.md /Generator-HexPlacement.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /Generator-EnemyLance.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /reference/rules-summary.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /reference/readme.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /HouseRules.md: -------------------------------------------------------------------------------- 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 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 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 | Creative Commons License 77 | -------------------------------------------------------------------------------- /Generator-Scenario.md: -------------------------------------------------------------------------------- 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 | --------------------------------------------------------------------------------