by William H. Keith, Jr.
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. IntroductionNumerous 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 StandardsThese 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). ScaleThe 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 TemplateBattleTech 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. MovementMovement 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 EffectsSince 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 PositionsSince 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 CombatFire 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 AttacksPlayers 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 TerrainThe 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! Back to BattleTechnology 6 Table of Contents Back to BattleTechnology List of Issues Back to MagWeb Magazine List © Copyright 1988 by Pacific Rim Publishing. This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. 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