BattleTechnology presents, from time to time,
special rules variants for use with the standard rules
for BattleTech from that wellknown Earth-based
publisher of combat simulations, FASA. This issue
introduces two optional sets of rules variants which
can be used either in conjunction with one another, or
separately.
The first variant, 0204A is a set of miniatures
rules designed for use with scale cardboard, lead,
plastic, or holographic projection figures. Battles using
with this system are fought to scale using rulers and
hexgfid templates rather than a traditional hexgfid map.
This allows considerable flexibility in creating
battlefield terrain. It also requires considerable floor
space; long range for an LRM pack (21 hexes) using
these rules is 252 centimeters, or almost 100 inches.
For advanced simulations using the optional rules for
extended weapons ranges (rules variant 0201-A),
extreme range is more than 12 meters-nearly 40 feet!
The second variant, 0204-B, is designed as a
rules subset for 0204-A, allowing Battlelldech hand-to-
hand encounters to scale. If desired, this variant can
also be used with traditional hexgrid combat, allowing
greater detail in resolving physical attacks such as
kicking and death from above.
As always, use of these variants is entirely
optional. Referees should keep in mind that use of
either or both of these systems could change the
balance of Battle Tech campaigns and will certainly
make play somewhat more complex.
Introduction
Numerous miniatures are available for simulating BattleTech
combat. Cardboard counters with plastic stands are provided in
CityTech and BattleTech Reinforcements, both from FASA. An excellent
line of BattleMech scale miniatures cast in lead is available from Ral
Partha. TCI offers a series of highly detailed plastic model kits
representing several of the more popular BattleMech designs.
The optional rules variant presented below allows players to
use these or other BattleMech miniatures in scenarios without hexgrid
maps.
Measurement Standards
These rules require the use of rulers or other measuring tools
to determine target range and movement per turn. In orderto reduce the
inevitable confusion raised by using two different systems, English and
metric, all measurements in these rules will be given in metric values.
Players who prefer using inches can convert easily enough by
dividing figures given in centimeters by 2.56. Thus, one game hex
(representing 30 meters) 12 centimeters across measures a little less
than four and three quarters inches across (12 - 2.56 = 4.68").
There are 10 millimeters (mm) in 1 centimeter (cm), and 100
cm in 1 meter (m).
Scale
The scales of the various BattleMech figures available
for miniatures combat vary. These rules use a standard scale
of 1 cm = 2.5 meters, which agrees well with the scale used in
Rai Partha's series of lead miniatures. BattleTech referees
should feel free to vary this standard to fit other miniatures
cast in different scales.
The Warhammer available from Rai Partha, for example,
stands 4.2 cm tall, excluding the base and not counting the
searchlight and Holly LRM Pack rising above the head from the
shoulders. The printed image on FASA's CityTech Warhammeris
about 3.4 cm tall, allowing for the 'Mech's half crouch, while the
plastic Warhammer model from TCI stands 6 cm high.
To keep their figures in scale with their miniatures,
referees using the printed cardboard BattleMechs from FASA's
CityTech and BattleMech Reinforcements may wish to multiply all
figures for range and distance in this article by .8, rounding the
result to the nearest centimeter. A hex representing 30 meters
is 12 cm across when scaled for Rai Partha figures, but when
scaled for FASA's cardboard figures, it is 10 cm (12 x .8 = 9.6,
rounded up).
Referees using the plastic model BattleMechs from TCI
should multiply all range and distance values in this article by
1.4, again rounding to the nearest whole centimeter. Using
TCI's miniatures, that same 30-meter area would be
represented by a hex that is 17 cm across (112 x 1.4 = 16.8,
rounded up).
Note: unless otherwise stated, all range and distance
figures in this article are set to the same scale as Ral Partha's lead
miniatures. Referees using other scales must correct these distance
and range figures to keep their simulations to proper relative scale.
Position Template
BattleTech miniatures combat does not use a hexgrid
map. Instead, the orientation of each BattleMech must be
determined using a Position Template.
The hexagonal figure on page 40 is a Position Template
scaled for Rai Partha figures. It should be pasted to cardboard
or other stiff backing and then cut out as indicated, preferably
using a sharp hobby knife. Permission is explicitly given to
photocopy page 40 in order to make several Templates,
thereby avoiding cutting up this issue of BattleTechnology.
The Position Template is used instead of a hexgrid to
determine each 'Mech's facing during movement and combat.
One end of the gaming table (or floor) is always designated
"north." The north arrow on the template is always lined up
with that end. If there is ever a question about a particular
'Mech's facing, the Template is laid down over the 'Mech and
carefully aligned with the north end of the playing surface.
The'Mech's facing is then adjusted within the Template to
align squarely with the nearest hex side.
Movement
Movement using Rules Variant 0204-A is carried out in
precisely the same manner as when using normal BattleTech
rules. Distances are measured using a ruler or other
measuring device, however, rather than by moving from hex to
hex on a map.
Using the basic scale of 1 cm = 2.5 meters, each hex,
representing 30 meters, is 12 cm across. A BattleMech with a
running movement allowance of 9 MPs can travel up to 12 x 9 =
108 cm moving in a straight path across flat, open terrain.
Instead of using rulers, players may wish to use
lengths of string marked with tags at 12-cm intervals, a
straight-edged piece of cardboard measured off in 12-cm
sections, orthe measured section (marked "30-meters") along
the side of a Position Template. Straight-line movement is then
carried out exactly as it is on a hex grid, but with each "hex" 12
centimeters long.
Players may direct their BattleMechs in a straight line
anywhere within the 600 arc of the Template hexside their
'Mechs are facing. Thus, movement is not limited to straight
lines along hex rows, as it is on a hexgrid map. However, at the
end of movement, the template should still be used to adjust
the 'Mech's facing.
Players should still use the Position Template for
turning, also. The Template is lowered onto the playing surface
with the 'Mech at the center. The facing is then adjusted using
the Template as a guide, as the appropriate number of
movement points is expended. As with the normal BattleTech
rules, a 'Mech must expend 1 MP for each 600 (1 hex side) it
turns.
Jump-capable BattleMechs may move up to 12 times
their available jumping MPs in centimeters. A Wasp with 6
jumping MPs could jump up to 12 x 6 = 72 centimeters.
Terrain Effects
Since play using Rules Variant 0204-A is carried out on the
floor, on a sand table, or on a large table top, rather than on a map, the
players must improvise terrain where necessary. Terrain types can be
suggested in many ways, depending on the players'ingenuity and
resources. The playing surface can be as complex as a model railroad
diorama, complete with trees and model buildings, or as simple as a bare
floor with stacked books to indicate terrain elevations. Some
suggestions are listed at the end of this rules section, under the
heading Improvising Terrain.
Whatever the players use to indicate different terrain types,
care must be taken to reflect the effects of that terrain in sighting and in
movement. In general, if there is a question about the terrain type a
'Mech is crossing, place the Position Template over the 'Mech with the
'Mech in the center. If more than about 50% of the open portion of the
template is, for example, rough terrain, then the 'Mech is assumed to be
in rough terrain for purposes of movement and cover, even if the
miniature figure is standing on clear terrain.
The movement point costs listed for normal BattleTech combat
must be observed. Rough ground, rubble, and light woods each cost 2
movement points for each 12 centimeters of movement, while movement
through heavy woods costs 3 MPs for each 12 cm.
Relative Positions
Since players using 0204-A are not using maps with printed
hexgrids, the relative positions of individual 'Mechs will not be as regular
or as controlled as they would be using a normal BattleTech game map.
When one 'Mech approaches another, the relative positions of the two
may be less than clear.
BattleMech miniatures should not normally approach to within
less than 6 centimeters (15 meters) of one another. This reflects the
basic game restriction which states that more than one 'Mech cannot
occupy the same hex (stacking). If a projected move would bring one
'Mech to within less than 6 cm of another 'Mech, whether friend or foe,
movement must either stop or change direction.
Combat (if desired) is then carried out, with the assumption that
the two 'Mechs are in adjacent hexes (range = 1 hex). Physical attacks
(kicking, punching, death from above) are carried out using the basic
game rules for these operations. The Position Template is placed over
the defending 'Mech to define the hex. If, for example, the defending
'Mech is knocked into an adjacent hex by another 'Mech entering its hex,
it is moved 12 cm in the indicated direction, and its place taken by the
attacking'Mech, just as would be done if the regular BattleTech rules
were being used and combat were taking place on a hexgrid map.
Note that Rules Variant 0204-B allows'Mechs to close to within
less than 6 cm for a more detailed simulation of 'Mech-to-'Mech combat,
if desired.
POSITION TEMPLATE AND RANGE MARKERS
Optional Rules Variant 0204-A describes the game aids
shown on page 40. Readers have express permission to make
photocopies of this page in order to assemble these game aids without
being forced to destroy this page of the magazine.
Using rubber cement or a suitable paste, affix a copy of the
position template on page 40 to cardboard or other firm backing. Using
an art knife or x-acto blade, cut carefully around the outside square and
the inside hexagon to create the Position Template described in the text.
The Range Markers at left are included for the players'
convenience. Short, Medium, and Long markers are included for each
weapon type. [Note that the markers for Small Laser may be used for
Machine Gun and for Flamer as well, since the three weapon types
have the same ranges.] Copy the markers and cut them out. Do not affix
them to cardboard backing. Carefully measure the appropriate ranges
for the various weapons on separate lengths of string. Attach the
markers to the string as shown below. Assuming a scale of 1 cm = 2.5
meters, the range markers for Small Lasers would be placed at
distances of 12 cm (short range), 24 cm (medium range) and 36 cm
(long range) from the Small Laser marker.
When complete, each weapon type will have its own length of
string with four markers attached. The first marker, with the name of the
weapon, is placed on the base of the BattleMech which is firing that
weapon. By pulling the string out straight, it can easily be determined
whether a target falls within short range, medium range, or long range.
Ranged Combat
Fire combat between BattleMechs is identical to combat on a
hex grid map. The Position Template is used to determine Firing Arcs,
obstructions to Line of Sight, and hit locations.
Line of Sight
The line of sight from firing 'Mech to target is determined by
stretching a string or straight-edge from the front center base of the
firing 'Mech to the center of the nearest side of the target 'Mech's base.
The terrain types through which the line of sight passes are noted. If the
line of sight passes through areas designated as wooded, the line of
sight may be blocked. The total distance of wooded area the line of sight
traverses is measured, and the total (in centimeters) is divided by 12.
Fractions are rounded up or down to the nearest whole number. This
will indicate how many hexes of light or heavy woods the line of sight
passes through -- a necessary calculation in determining whether or not
line of sight is blocked using the basic rules.
Similar determinations are made concerning line of sight and
elevations. Remember that light or heavy woods each add two levels to
an elevation, turning, in effect, a Level 2 hill into a Level 4 obstruction. If
any part of a line of sight crosses an elevation, the elevation, if high
enough, will block that line of sight.
Range
Once it is known that a clear line of sight exists between an
attacking 'Mech and its target, range is determined. Range is measured
from the front center base of the attacking 'Mech to the center of the
nearest base side of the defender. This distance, in centimeters, is
divided by 12 and rounded up or down to the nearest whole number to
determine the number of hexes to the target. This is compared with the
figures given for that weapon on the Combat table to determine whether
the target is at short, medium, or long range.
To speed play, referees may wish to measure out lengths of
string for each type of weapon. Papertags can be affixed at intervals
along the string, marking out short, medium, and long range.
For example, using the Ral Partha scale, the range for medium
lasers is 108 cm. A length of string is measured and cut 110 cm (43
inches) long. A marker is attached at 36 cm to mark short range, at 72
cm to mark medium range, and at 108 cm to mark long range. Whenever
a 'Mech fires a medium laser at a target, this string is used. If the target
lies within the 36 cm mark when the string is stretched taut, it lies within
close range for that weapon. If it lies between the 36 cm and 72 cm
marks, it lies at medium range, and so on.
Range measurement is always made from the front center base
of the firing 'Mech to the front nearest portion of the base of the target
'Mech.
Range Marker tags for various types of weapons are included
on page 40. These may be photocopied, cut out, and fastened as
shown to lengths of string for convenient use. Players may prefer,
instead, to use yardsticks or other long, straight-edged measuring
devices, with appropriate ranges marked on them.
Minimum Range Modifiers
Some BattleMech weapons, such as LRMs, autocannons, and PPCs,
lose effectiveness when aimed at targets at very close ranges. These
weapons have Minimum Effective Ranges listed for them in the
BattleMech combat table. When firing with these weapons at targets at
less than their minimum effective range, the distance to the target is
carefully measured in centimeters, divided by 12, and the result rounded
up or down to the nearest whole number. This gives the actual range in
hexes to the target. The range in hexes is subtracted from the weapon's
listed minimum effective range to determine whether or not a Minimum
Range Modifier must be added to the combat Base To-Hit Number.
For example, a Warhammer fires its left PPC at a target at a
range of 18 cm -12 = 1.5, which is rounded up to 2 hexes. The minimum
Effective Range for a PPC is 3 hexes, so +2 is added to the Base To-Hit
roll for that shot.
Extreme and Maximum Range
Special Rules Variant 0201 -A (listed in that issue by mistake as
0103-A) described how BattleMech weapons ranges can be extended
to realistic battlefield figures. That variant can be used with Variant 0204-
A simply by multiplying the weapon's long range in centimeters by the
extreme and maximum range modifiers given in the article.
For example, long range for a machine gun is 3 hexes, or 12 x 3
= 36 centimeters. Extreme range for a machine gun is 10 x long range,
or 360 centimeters. Maximum range is 2 x extreme range, or 720
centimeters.
Obviously, referees planning on using all rules variants in a
scale model BattleMech scenario should plan to have a fairly large map
area available. The machine gun listed above could reach targets 7.2
meters away... or over 23 feet!
Determining Hit Location
Hit location is determined in the same way as in normal BattleTech
combat. The Position Template is placed over the target 'Mech to
determine whether it was hit through a front, side, or rear hex side.
If, because of the relative positions between two miniatures,
the line of sight from an attacking 'Mech to a defender passes directly
through one corner of the Defender's Position Template, the Defender
chooses which side is affected.
All rules for determining damage, for expending ammunition, for
destroying a unit, and for making aimed shots are identical to the rules
for regular BattleTech play.
Physical Attacks
Players may elect to carry out physical attacks (punching,
kicking, pushing, charging, Death From Above) in the same way as they
would in regular BattleTech play. The Position Template is laid over the
Defender's 'Mech to define the Defender's hex, and the attack is carried
out in the usual way.
Players desiring additional realism (and complexity) may elect to
use Optional Rules Variant 0204-B instead.
Improvising Terrain
The playing area used with this rules variant can be as simple
or as complex as desired. Some options are listed here.
Complex
A complete diorama can be created, using a sand table, model
train layout, or other large playing surface. Elevations should be kept
distinct, with flat surfaces and nearly vertical sides to facilitate altitude,
line of sight, and movement point determinations, but the rest of the
scenery can be as elaborate as desired.
Though not exactly to scale, HO scale kits for model railroads
can provide interesting-looking buildings or ruins to fight through. Other
elements of model railway scenery, such as lichen, roadbed gravel, and
miniature trees can be used to good effect. Glass, mirrors, or sheets of
clear or painted plastic, with the edges covered, can represent rivers,
ponds, lakes, or other water obstacles. The water depth should be
recorded on a separate piece of paper, and, if necessary, the water
area should be marked using paint or grease pencil to indicate various
depth levels.
Many craft stores sell styrofoam spheres of various sizes.
These can be spray-painted, then dressed up with bits and pieces from
model ship and airplane kits to represent grounded DropShips.
Average
Terrain can be painted onto a sheet using acrylic paints from an art
supply store, or lengths of camouflage-patterned cloth can be used
instead. Wooded areas can be painted on, or they may be indicated
using model railroad lichen or irregular clumps of paintstained cotton balls
glued in place. All players should agree before beginning the game
which color or symbol means which type of terrain.
Books or sheets of styrofoam, all of about the same thickness,
can be stacked on the playing surface and covered with the sheet to
indicate various terrain elevations. Again, the sheet should be placed
over them so that the elevations are sharp and clear-cut, to facilitate line
of sight determinations.
Another approach is to purchase one or more large sheets of
illustration board from an art supply store. These cost several dollars for
a sheet up to 30" x 40", and offer an ideal surface on which artistically-
inclined MechWarriors can paint realistic-looking terrain using acrylics or
water colors. Styrofoam sheets an inch or less in thickness, available
from craft stores, can be cut into interesting shapes, painted, and set
down as elevations.
Simple
The least expensive approach is to simply play on a bare floor or
table top, with no scenery necessary at all. Lakes, woods, rough
ground, or other obstacles can be roughed out on pieces of irregularly-
cut colored construction paper, and elevations indicated using large flat
books or magazines.
Usually, the more detailed and elaborate the landscape used in
miniatures combat, the better the "feel" and realism. However, fancier is
not necessarily better, since, in BattleTech combat, it's the tonnage and
the tactics which count!
Position Template
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© Copyright 1988 by Pacific Rim Publishing.
This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com
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