Battleforce 2
Battleforce 2 Rulebook
Table of Contents
Table of Contents
A Note to BattleTech Players
BattleTech is a small-scale game, designed to support from four to fifteen units per side. Games larger than this are certainly possible, but can take several days to complete, even in the hands of experienced players. In a large-scale game, the movement of battle lines and control of key areas of the battlefield are more important than the specifics of hit locations and critical damage common to BattleTech play.
The minute details involved in record-keeping for each 'Mech can bog down play, distracting players from the overall goal of such a large-scale game. In order to work as a mass-combat version of BattleTech, BattleForce needed to be much faster to play, so that each player could comfortably command a battalion of troops or more. However, we decided early on that the individual 'Mech should still be a factor on the battlefield, so that your Atlas or Mad Cat can blast away at your opponent just like it can in standard BattleTech. To keep individual 'Mechs and vehicles distinct at such a large scale while still making the game fast enough to finish quickly required an abstraction of standard BattleTech rules and forces, reducing each 'Mech from a complex record sheet down to six numbers.
However, we made every effort to keep each BattleMech's abilities faithful to BattleTech. The system we devised allows any 'Mech, even your own custom designs, to participate in massive-scale campaigns with their abilities and MechWarriors intact. If the loss of detail needed to accomplish the changes seems strange or even wrong, rest assured that all such omissions arose from necessity, and that everything has been done with the goal of creating a fun, fast-paced, yet tactically challenging game.
Introduction
BattleForce 2 simulates grand-scale combat in the BattleTech universe. This is your chance to command an entire army in futuristic combat on distant planets. Every kind of weapon available to a thirty-first-century general is at your disposal, including tanks, hovercraft, helicopters, infantry, artillery and the thirty-foot tall humanoid juggernauts called BattleMechs, the most powerful and versatile weapons of war ever devised. At your command, any size battlefield from a single town to an entire planet will fall beneath the crushing feet of your 'Mechs.
Overview
BattleForce 2 consists of three major parts: the games of BattleForce and Planetary Assault, as well as various Appendices useful for game play.
BattleForce. The main game in this boxed set, BattleForce quickly and easily recreates large-scale ground combat in the BattleTech universe. Each side can field an entire battalion or regiment and still expect to finish the game in a single evening. Each unit on the map represents a lance of 'Mechs or vehicles, or a company of infantry. However, each individual 'Mech and vehicle within each lance is still a distinct force on the battlefield, with its own armor and attack ratings that reflect its unique abilities. These ratings are vastly simplified from their BattleTech counterparts in the interest of speeding up game play and record-keeping, but still maintain the individual character of each 'Mech, vehicle or platoon.
Planetary Assault. The second game, Planetary Assault, puts you in charge of an entire planetary assault or planetary defense. The map represents a world rather than a single smaller battlefield; you decide where your DropShips will land, what objectives your 'Mechs will seize and how your supplies will reach the front lines. At this scale, the game is even further abstracted from standard BattleTech than BattleForce, so that each unit represents a company or other large operational unit. At this scale, each turn represents two days, and units must cross thousands of kilometers to reach their objectives: the cities and industrial centers that represent the key to controlling a planet. Each individual combat is less important than the overall grand plan, so games will be won or lost by the strategic placement of your battle lines and the effective use of supplemental forces such as aerospace fighters and infantry.
Appendices. The rules for BattleForce and/or Planetary Assault allow you to resolve large-scale campaigns for BattleTech quickly and simply. The appendices include rules for converting BattleTech units to BattleForce 2 units so that players can use even custom-made 'Mechs and vehicles in a large-scale assault, as well as rules for converting damage sustained in large-scale battles to BattleTech scale for repairs and salvage after the game. The appendices also provide rules for integrating BattleTech, BattleSpace, BattleForce and Planetary Assault into even larger-scale campaigns using fixed forces on each side. Finally, the appendices include record sheets and force lists for BattleForce.
Components
The BattleForce 2 box contains everything you need to play BattleForce and Planetary Assault. Nothing from the BattleTech game is required, nor is knowledge of standard BattleTech rules needed in order to play these games.
Rulebook. The rulebook is the volume you are reading now. It includes rules for BattleForce and Planetary Assault, as well as rules for integrating BattleTech and BattleSpace with your BattleForce 2 games. Force lists and record sheets for BattleForce appear at the back of this book. You may photocopy these documents for your personal use.
Counters. The game includes four sheets of counters, two for each player. Though the illustrations on many of them represent Inner Sphere or Clan forces, the players need not play only Clan vs. Inner Sphere battles. Players who wish to can play Inner Sphere vs. Inner Sphere, or Clan vs. Clan. (For a fuller description of counters and how to use them, see BattleForce, p. 13.)
Mapsheets. BattleForce 2 includes four mapsheets. Two of them depict a standard assortment of terrain for use in the BattleForce game. These mapsheets can be used with BattleTech, just as any BattleTech mapsheets can be used when playing BattleForce. The other two mapsheets are joined together to form the playing area for the Planetary Assault game. The front (color) side of the mapsheets depicts our own planet Earth, known as Terra in BattleTech. The back is a blank planetary map where you can draw your own new worlds to conquer.
Battle Board. The 8 1/2" x 11" battle board has two sides. The Support Map side is used in the BattleForce game to regulate movement of off-board units. The Battle Board side is used to resolve combat in the Planetary Assault game.
Inner Sphere Map. A poster-sized map of the Inner Sphere of 3059 has been included as a bonus to help armchair field marshals plan their multi-planet campaigns.
Dice. Both BattleForce 2 games are played using the two standard six-sided dice included in the box. Throughout the rules, rolling one die is referred to as a D6 roll; rolling both dice and adding together the numbers rolled for the result is referred to as a 2D6 roll.
Terminology. In these rules, the term unit applies to individual counters on the map, which represent formations such as lances, Stars and infantry platoons. Each unit moves individually on the map. In order to avoid confusion, these rules use the term formation when referring to groups such as companies, battalions and so on. In this game, it is important to know which formation each unit belongs to, and which units are command units.
Forces of the 31st Century
The armies of the thirty-first century consist of numerous diverse elements that offer a wide range of abilities: BattleMechs, ground vehicles, air and naval vehicles, infantry troopers and aerospace fighters. The winning general knows what each element in each of his units can do.
BattleMechs. BattleMechs, the most powerful war machines ever built, dominate the battlefields of the thirty-first century. These huge, man-shaped machines are faster, more maneuverable, better armored and more heavily armed than any other combat element. Equipped with particle projection cannons, lasers, rapid-fire autocannons and missiles, these behemoths pack enough firepower to flatten everything but another 'Mech.
Armies of the thirty-first century field two classes of BattleMechs: those used primarily by the Inner Sphere, which represent variations of and improvements on the original Mech technology, and the unique machines known as OmniMechs that give the Clans their edge in combat. Both BattleMechs and OmniMechs are classified as Light, Medium, Heavy or Assault.
Light 'Mechs. Light 'Mechs range in weight from 20 to 35 tons. On the battlefield, light 'Mechs serve most often in reconnaissance roles. Their above-average speed and jump capability makes them well-suited to efficiently avoid heavy fighting while maneuvering to assess enemy troop formations. Despite their many assets, however, light 'Mechs cannot stand against heavier units, even with the advantage of numerical superiority.
Medium 'Mechs. The workhorses of the armies of the Inner Sphere, medium BattleMechs range in weight from 40 to 55 tons. On the battlefield, medium 'Mechs form the core of almost every formation. While light 'Mechs scout out battlefield terrain and enemy forces, medium 'Mechs wade in and slug it out with opposing troops until the heavy and assault units arrive.
Heavy 'Mechs. Heavy 'Mechs weigh from 60 to 75 tons. Usually piloted by commanders and experienced MechWarriors, they play a major role on the battlefields of the Inner Sphere. Heavy 'Mechs can dish out and take immense amounts of damage, and so only another heavy or an assault 'Mech can normally take on a typical heavy BattleMech.
Assault 'Mechs. Assault 'Mechs, weighing from 80 to 100 tons, are the kings of the thirty-first-century battlefield. So fearsome are these behemoths in battle that one assault 'Mech is often equal to an entire lance of lighter 'Mechs. A well-designed assault 'Mech fears no opponent in the field, and its physical attacks can cripple nearly any target.
Ground Vehicles. Despite the power and tactical flexibility of the BattleMech, conventional ground vehicles such as tanks and hovercraft are still used extensively by thirty-first-century armies because of their low cost and ease of repair.
Light Vehicles. Light vehicles weigh anywhere from 5 to 35 tons. Primarily used for reconnaissance, the light vehicle is almost exclusively designed for speed. Though tracked and wheeled light vehicles exist on the battlefield, hovercraft, with their greater speeds, dominate this weight class.
Medium Vehicles. Medium vehicles weigh from 40 to 55 tons. Used as skirmishers, medium vehicles are employed by the various House militaries of the Inner Sphere to harass and pin down an enemy until heavier forces can be brought to bear.
Heavy Vehicles. Heavy vehicles range in weight from 60 to 75 tons. Mirroring the medium 'Mech weight class, heavy vehicles are the workhorse vehicle of all Successor State armies. Packing a serious punch, with armor to match, a heavy vehicle can stay in the fight longer than some light 'Mechs.
Assault Vehicles. Assault vehicles weigh from 80 to 100 tons. Though they lack the mobility of their 'Mech counterparts, the sheer volume of firepower that an assault vehicle carries can be the downfall of even a heavy 'Mech if the MechWarrior piloting it is not cautious.
Armored Personnel Carriers. Armored personnel carriers (APCs) form a key component of any vehicular military formation. By giving a commander the ability to rapidly re-deploy his infantry and thereby counter unexpected moves by the enemy, APCs give a military unit a vital factor in achieving victory: flexibility.
Air Vehicles. Though largely eclipsed by their flashier, more powerful replacement, the aerospace fighter, air vehicles (VTOLs and air transports) nonetheless provide a tactical edge in battle that any commander can exploit. Despite being relegated to reconnaissance and troop ferrying, they remain a valuable asset in any military force.
VTOLs. Fast, deadly and highly vulnerable to damage, VTOLs and their pilots suffer the highest mortality rate of any type of combat vehicle. The term VTOL refers to a variety of vertical take-off and landing vehicles whose primary mission is to support the battle on the ground, including conventional rotary-wing craft (helicopters), X-wing "stopped rotor" craft and tilt-rotor aircraft (whose engine mountings rotate in a 90-degree arc). Because of the high torque required for their operation, VTOL rotors cannot be heavily armored and so cannot absorb much combat damage. More VTOLs are destroyed by rotor hits than by any other type of damage.
Air Transports. Air transports fill a role almost identical to that of APCs. Despite being fragile and cumbersome, air transports take troop ferrying to the next level of flexibility, giving a commander the ability to insert troops into almost any location desired and under any conditions.
Naval Vehicles. Large-tonnage military naval vessels long ago gave way to conventional and aerospace fighters, with their demonstrated battlefield superiority. However, small naval vessels still perform counterinsurgency work and defend underwater command posts.
Naval Transports. Slow by nature and restricted to water, naval transports have severe limitations when compared with more flexible ground and air transports, making them logistically impractical for offensive campaigns. However, in a defensive campaign, a naval transport can ferry massive quantities of equipment and troops.
Submarines. Over the past several centuries, technological advances have allowed manufacturers to create ever-smaller submarines, and these underwater vessels still reign supreme in the oceans of most worlds. In their home environment, these expensive and specialized vessels can reasonably expect to defeat an equivalent-weight BattleMech. Commanders usually assign them to protect underwater installations and command centers.
Other Ground Units. Various other ground units make up the final composition of any military. Though generally overlooked, these units provide the final elements that can guarantee a commander victory.
Standard Infantry. Despite the massive power of BattleMechs as weapons of war, the humble infantry trooper remains the backbone of every military force in the thirty-first century. In fact, many poorer planets rely for defense on garrisons comprised entirely of infantry.
Battle-Armored Infantry. Battle-armored infantrymen wear powered suits of armor equipped with various weapons. Though some Inner Sphere units field battle-armored troops, such equipment is not yet common and is less powerful than the Clan equivalent. Clan infantrymen, known as Elementals, are organized into 5-man Points. Their individually powered suits of armor mount missiles, small lasers and anti-personnel weapons. Because Elemental armor can survive direct hits from BattleMech-class weapons, a single Point of battle armor can efficiently disable or destroy a 20-ton 'Mech.
Artillery. The ability to direct massive firepower at any given target has always been the goal of modern warfare. Artillery gives an army this capability. Combined with the psychological edge that artillery brings, the ability to strike an enemy with impunity, the intelligent use of this battlefield asset can bring a commander quick victory.
Headquarters. Headquarters act as the nerve center of any large-scale military action. Information gathered by the disparate parts of a military unit are collected and processed by sophisticated computers at the HQ, which then present the data to the commander for analysis. This allows a commander to have all pertinent information when making vital, rapid decisions.
Aerospace Units
Aerospace units enable a ground force to travel from its home star system to an enemy star system with the intent of attacking an enemy force. Each of the following units forms a vital link in this process.
The Clans field aerospace fighters known as OmniFighters, which they construct using the superior modular technology that their OmniMechs employ. Like Inner Sphere fighters, OmniFighters are classified as light, medium and heavy.
Light Fighters. Light fighters weigh 20 to 45 tons. Their incredible speed and agility enables them to fill a variety of roles, from reconnaissance to surgical strikes to dogfights. The first to deploy and the last to return to base, the light fighter is the workhorse of aerospace fighters.
Medium Fighters. Ranging in weight from 50 to 70 tons, the medium fighter specializes in dogfights. Though flexible enough to fill multiple combat roles, the heavy fighter excels at attacking and defeating an enemy's air support.
Heavy Fighters. Heavy fighters weigh from 75 to 100 tons. Too large and cumbersome for dogfights, the heavy fighter can be equally well employed as a long-range bomber or as an escort for DropShips. Additionally, their superior armor and firepower enable heavy fighters to attack DropShips and WarShips, where protection and firepower rather than speed and agility are the key to victory.
Small DropShips. Small DropShips are employed during small-unit actions. The small DropShip can be used to quickly insert or re-deploy forces (a company of infantry or a lance of 'Mechs or vehicles) when a long distance must be covered quickly. A typical example of this type of DropShip is the Leopard Class DropShip.
Medium DropShips. The mainstay of any naval fleet, the medium DropShip can be found in every navy in the Inner Sphere and also among the Clans. The medium DropShip provides every military with the ability to transport significant assets to any target. A typical example of this type of DropShip is the Union Class DropShip.
Large DropShips. Large DropShips enable a military to transport massive quantities of assets and personnel between the stars. With only three or four of these monstrous ships needed to transport an entire regiment of troops, they are primarily employed in planetary assaults. A typical example of this type of DropShip is the Overlord Class DropShip.
Assault Ships. Inner Sphere militaries employ the massive assault DropShips to destroy enemy DropShips before they can land and disembark their troops. Exceptionally powerful, some Clan assault ships pack enough firepower to threaten small WarShips. A typical example of this type of DropShip is the Avenger Class DropShip.
JumpShips. JumpShips provide the only means of transportation between the far-flung star systems of the Inner Sphere, the Periphery and beyond. These vessels make interstellar leaps of 30 light-years at a time by harnessing the radiant energy of the stars with their huge solar-energy sails and Kearny-Fuchida hyperdrive technology. JumpShips are primarily used to transport fusion-powered DropShips, the preferred method for interplanetary travel in the thirty-first century.
Small WarShips. Small WarShips mass less than 750,000 tons. These armed and armored JumpShips normally serve as escorts, providing protection for JumpShip and DropShip fleets. Many commanders also employ them as strategic assets, allowing them to accompany DropShips all the way to the destination planet. Upon arrival, they establish a geosynchronous orbit that allows them to react to enemy troop movement on the ground with tactical orbital bombardments, or to the threat of incoming reinforcements.
Large WarShips. Large WarShips mass from 750,000 to a mammoth 2,500,000 tons, though no known WarShip has exceeded 2,000,000 tons, despite the theoretical possibility of constructing larger ships. Currently, the largest WarShip ever built is the McKenna Class, which masses a colossal 1,930,000 tons. Rumor has it that the Clans have recently christened a new WarShip that dwarfs the McKenna, though the rumor has yet to be confirmed. Employed almost exclusively as protection for JumpShip fleets, a large WarShip rarely uses its massive destructive firepower against ground targets. Because of their sheer size and firepower, most large WarShips need only fear another large WarShip.
Space Stations. Numerous orbital facilities, colloquially known as space stations, serve a myriad of functions throughout the Inner Sphere. From factories to habitats, shipyards to system-defense stations, all of these facilities fall into one of three broad groups: low-orbit, geosynchronous-orbit or stable-point stations.
Military Organization
BattleForce and Planetary Assault both involve commanding multiple large formations in the field. The following paragraphs describe the basic types of formations used by Inner Sphere and Clan forces.
Inner Sphere Militaries
Most militaries of the Great Houses organize their forces along the well-known Star League model described below. Irregular Inner Sphere forces, such as mercenaries and Periphery militaries, often organize by other methods that maximize their limited troop strengths. Militaries with limited resources tend to bolster their main forces with vehicles and/or infantry.
Squad. The squad is the smallest infantry organizational group. The standard squad consists of seven men under the command of a sergeant.
Platoon (Plt.). The standard platoon consists of four squads (twenty-eight men) under the command of a lieutenant. The standard jump platoon (infantry equipped with jump packs) consists of three squads (twenty-one men).
Lance. The lance is the smallest organizational unit commonly used for BattleMechs and vehicles. The standard lance consists of four BattleMechs or vehicles under the command of a lieutenant. The standard aerospace lance consists of two aerospace fighters and associated technical personnel.
Company (Co.). The standard company consists of three lances (twelve BattleMechs or vehicles) under the command of a captain. Occasionally a fourth lance of aerospace fighters will be assigned to the company to reinforce the primary BattleMech units. A company comprised solely of aerospace fighters is often referred to as a squadron. A standard company comprised solely of infantry troops consists of three platoons (eighty-four men).
Battalion (Bn.). A standard battalion consists of three companies (thirty-six BattleMechs or vehicles) under the command of a colonel or major. Frequently, battalions include a command lance that provides mobile command and logistical support. In some battalions, attached aerospace lances are organized as separate companies or squadrons. A battalion that consists solely of aerospace squadrons is often referred to as a wing. A standard battalion comprised solely of infantry troops consists of three companies (252 men).
Regiment (Rgt.). A standard regiment consists of three to five battalions (108 to 180 BattleMechs or vehicles) under the command of a general or colonel. DropShips or JumpShips are usually attached to specific regiments, as are support battalions such as infantry or tank battalions. A standard regiment comprised solely of infantry troops consists of three battalions (756 men).
Regimental Combat Team (RCT). The modern regimental combat team (RCT) consists of one regiment of BattleMechs, three regiments of armored vehicles, five infantry regiments, one artillery battalion and two aerospace fighter wings under the command of a general. RCTs were introduced to modern warfare during the Succession Wars by Federated Suns military leaders. Though most of the early RCTs were ad hoc creations that often proved unwieldy in combat, RCTs are now widely incorporated into the armies of the Federated Commonwealth.
Clan Militaries
Nicholas Kerensky, founding father of the Clans, completely reorganized the old Star League Defense Force, doing away with what he called "the tainted military organization of the past." In its place, he organized his new military along lines that emphasized small units, leaving each individual Clan to determine the exact composition of their larger formations.
Clan Squad. A Clan squad consists of five standard infantry troopers. Such infantry are normally deployed in the field in Points.
Point. A Point consists of one OmniMech (BattleMech), one vehicle, two aerospace fighters, five battle-armored Elementals or twenty-five standard infantry.
Star. A Star consists of five Points (five OmniMechs or vehicles) under the command of a Star Commander. An aerospace Star consists of ten aerospace fighters. An infantry Star consists of either five Elemental Points (twenty-five Elementals) or five infantry Points (125 men). Frequently, the Clans deploy a Star of OmniMechs and a Star of Elementals together as a single unit, known as a Nova.
Binary/Trinary. A Binary consists of two Stars (ten OmniMechs or vehicles); a Trinary consists of three Stars (fifteen OmniMechs or vehicles). Binaries and Trinaries fall under the command of a Star Captain. An aerospace Binary/Trinary consists of two or three Stars of aerospace fighters (twenty or thirty aerospace fighters). An infantry Binary/Trinary consists of two or three Stars of Elementals or standard infantry. Two Novas deployed together are called a Supernova Binary. Three Novas deployed together are called a Supernova Trinary.
Cluster. A Cluster consists of three to five Binaries, Trinaries or Supernovas (thirty to seventy-five OmniMechs) under the command of a Star Colonel. The standard Clan Cluster incorporates one to three Trinaries of OmniMechs, one Trinary of Elementals and one Trinary of aerospace fighters.
Galaxy. A Galaxy consists of three to five Clusters (90 to 375 OmniMechs) under the command of a Galaxy Commander. Though each Clan sets its own precedent for the size and composition of its Galaxies, few Galaxies are deployed with five Supernova Clusters.
Com Guards
The Com Guards organize their forces along unique lines, based on multiples of six. In addition, Com Guard Level III formations and larger are always combined-arms formations. Insisting that flexibility is the key to victory in battle, ComStar's Precentor Martial Anastasius Focht does not have a set organization for the Guards' Level III, IV and V formations. Instead, he continually fields formations that vary greatly in their composition of BattleMechs, vehicles, aerospace fighters, infantry and so on.
Level I. A Level I unit consists of one BattleMech, vehicle or aerospace fighter, or one infantry platoon (twenty-eight men). The Com Guards do not deploy their standard infantry in any organizational group smaller than a platoon, which is commanded by a junior Adept.
Though a Level I aerospace unit technically consists of a single fighter, the Com Guards follow standard military doctrine and always deploy fighters in pairs.
Level II. A Level II unit consists of six Level I units (six BattleMechs, vehicles or aerospace fighters) and is commanded by an Adept. A standard Level II infantry unit consists of six Level I units (168 men).
Level III. A Level III formation consists of six Level II units and is commanded by a senior Adept or Demi-Precentor.
Level IV (Division). A division, or Level IV formation, consists of six Level III formations and is commanded by a senior Demi-Precentor or Precentor.
Level V (Army). An army, or Level V formation, consists of six Level IV formations and is commanded by a Precentor. Though ComStar still fields twelve armies, none of them consist of the standard six divisions, as the Com Guards have yet to recover completely from their staggering losses on Tukayyid against the Clans.
Standard Formations
Though there are many variations on standard military formations in the thirty-first century, we will use the Inner Sphere standard designations for simplicity's sake throughout these rules.
The Formation Equivalency Table shows how the main types of formations compare. Use this table when the rules call for certain restrictions based on standard Inner Sphere units or formations. For example, a rule may state that a player may only have one HQ vehicle per battalion. In a Com Guards force, the player would be allowed one HQ per Level III formation; for Clan forces, this restriction would apply to each Cluster.
| Inner Sphere | Clan | Com Guards |
|---|---|---|
| Lance | Star | Level II |
| Company | Binary/Trinary | Level III |
| Battalion | Cluster | Level III |
| Regiment | Galaxy | Level IV |
Components
The various components of BattleForce are described below.
BattleForce is the game of mass combat in the BattleTech universe. Entire regiments of 'Mechs, armored vehicles and infantry clash on the field of battle, yet each individual 'Mech is represented with its own statistics in order to preserve a BattleTech feel in this large-scale game. Special rules allow for the easy integration of aerospace fighters, artillery and other unusual military assets into play as well, for a comprehensive simulation of all-out war that is quick and easy to play.
Counters
Most of the counters included in the BattleForce 2 box are used to play BattleForce. Each one-inch square counter represents a unit, a group of buildings, some other military asset (ECM systems, headquarters) or an objective that one side or the other may take.
Designations. Each counter has a designation, a one- or two-letter code in the lower left-hand corner. This designation is used during game play to identify each counter by its type (building, unit, supply convoy and so on). Designations for unit counters identify the specific unit type that the counter represents and allow players to tell it apart from other, similar units.
The first letter of the designation represents a unit's general type: 'Mech, Fighter, Ground Vehicle, Building and so on. Unit counters have a second letter that denotes the unit's specific classification within its general type (Light, Medium, Heavy and so on). Units that have no classification bear a standard code letter (see Unit Classifications, below) in order to standardize all unit counters. Counters representing buildings, objectives and headquarters have single-letter codes.
For example, the unit designation MH stands for a heavy 'Mech. The M means that the unit is a 'Mech; the H shows that it is classified as a heavy unit. Similarly, FL designates a light fighter, and GA designates an assault ground vehicle.
Counter Types
| Letter | Type |
|---|---|
| A | Artillery |
| B | Base |
| C | City |
| D | DropShip |
| G | Ground Vehicle |
| H | Headquarters |
| I | Infantry |
| J | JumpShip |
| M | 'Mech |
| N | Naval Vehicle |
| O | Objective |
| S | Space Station |
| T |
Unit Classifications
| Letter | Classification |
|---|---|
| L | Light |
| M | Medium |
| H | Heavy |
| A | Assault |
| S | Submarine |
| T | Transport |
| C | Supply Convoy |
| N | Normal (unarmored) Infantry |
| B | Battle Armored Infantry |
| P | Space Station (standard code) |
| R | Artillery (standard code) |
| U | JumpShip (standard code) |
On the front of each unit counter is a full-color illustration of a single element of the unit's type, such as a picture of an Atlas to represent an assault lance. In the lower right-hand corner is a number identifying each unit among others of its type; for example, Assault Lance 2 of the six provided. The number allows players to tell similar unit types apart during play.
The back of each counter serves as the "unidentified" side of the unit. In advanced play, the "unidentified" side is used to represent units that the enemy has not yet detected due to limited intelligence. Rather than showing the exact unit type, the back of the counter displays a general ID symbol such as "'Mech Unit." For more information about unidentified units, see Concealed Units, p. 46.
Units. Units are the basic component of the game. Each unit counter represents a lance of BattleMechs or conventional vehicles, an infantry platoon or a similarly-sized aircraft or other support unit. Each individual part of a unit, such as each 'Mech in a BattleMech lance, is called an element. Each element in a unit makes a separate attack, and takes damage individually.
Different types of units are used depending on the forces in play. The Unit Reference Table on p. 14 lists the different unit types as well as the elements comprising them.
Command Counters. The ten counters depicting supply convoys (designation "GC") with numbered backs are used in BattleForce as command counters. During play, these counters enable players to simulate brilliant innovations on the battlefield that can give their forces the winning edge. For more information on using command counters, see Commands, p. 27.
Buildings. Base, city and fortress counters (designations B, C and T) represent small clusters of buildings. The flip side of each building counter represents a building reduced to rubble from damage. For rules on the use of buildings in BattleForce, see p. 43.
ECM Counters. These counters are used to conceal the identity of ECM-equipped units when the Concealed Units rules are in effect (see p. 46).
Objectives and Headquarters. Objective counters are used to mark certain places on the map that each player must occupy, defend or destroy in order to achieve victory. For more about objectives, see Victory Conditions (p. 19).
The headquarters counter can be used to mark a particular building as an HQ, though the HQ can also be considered a building in its own right. If they wish, players may also use the headquarters counter as an additional objective.
Record Sheets. The record sheet provides all the information needed to use each unit in the game, including its Movement Points (MP), armor value, weapon attack factors, weight class and any relevant special equipment. Players use record sheets to keep track of damage to the elements in their units during the game.
FASA-published BattleForce scenarios will provide filled-out record sheets for all units. For your own games, you will need to add the necessary information to the blank record sheet found in the back of this book. Each record sheet can contain the information for an Inner Sphere battalion (including a command lance), a Com Guards Level III unit or a small Clan Cluster of eight Stars.
Below is a section of a typical record sheet, showing a single Inner Sphere unit, in this case, a BattleMech lance. Each part of the record sheet is described briefly below, along with important rules and terms pertaining to it.
Unit Reference Table
| Unit Type | Inner Sphere | Clan | Com Guards |
|---|---|---|---|
| 'Mech | Lance (4 'Mechs) | Star (5 'Mechs) | Level II (6 'Mechs) |
| Vehicle/Artillery | Lance (4 Vehicles) | Star (5 Vehicles) | Level II (6 Vehicles) |
| Infantry | Company (3 Platoons) | Star (5 Points) | Level II (6 Platoons) |
| Battle Armor | Platoon (4 Squads) | Star (5 Points) | Level II (6 Squads) |
| Aerospace Fighter | Air Lance (2 Identical Fighters) | Point (2 Identical Fighters) | (2 Identical Fighters) |
| DropShip | Ship (1 Vessel) | Ship (1 Vessel) |
Record Sheet Explanation
(The printed example record sheet, an illustration of a sample Inner Sphere BattleMech lance, is not reproduced here; its parts are explained below.)
Identification. Each unit is identified by number, name and type to distinguish it from others on its side.
ID: MH3 is the unit's designation, which appears on its corresponding counter. MH indicates a heavy 'Mech unit, and 3 is that particular heavy 'Mech unit's number.
To determine the weight class of a 'Mech or vehicle unit, add together the Weight Values of every element in that unit (see Weight Values Table, below) and divide the total by the number of elements in the unit. Then round the result up or down to the nearest whole number (down for .5). The result is the overall unit type. For example, the heavy 'Mech unit depicted in the record sheet above consists of an assault, two medium and a heavy 'Mech. The corresponding Weight Values are 4, 2, 2 and 3. 4 + 2 + 2 + 3 = 11; 11 / 4 = 2.75, rounded up to 3, or Heavy.
The weight class for a unit does not change during game play, even if particular elements of the unit are eliminated.
Weight Values Table
| Element | Weight Value |
|---|---|
| Light | 1 |
| Medium | 2 |
| Heavy | 3 |
| Assault | 4 |
Name. Smith's Lance is the name of the unit. The asterisk (*) indicates that it is a command unit.
Cmd. Command unit record sheets must list any units subordinate to that command unit. The unit depicted in the example has two units subordinate to it: ML4 and MM1. (For more information on using the chain of command in game play, see Chain of Command, p. 27.)
Element. Zeus ZEU-6S is the name of the first element of the unit. Note that 'Mechs often come in several different models, which will have the same name but a different code number. The Zeus in the example is the ZEU-6S model. The ZEU-6T and ZEU-9S models of the Zeus BattleMech have different capabilities.
Movement Points (MP). The first number to the right of the element's name is the element's Movement Points (MP). If the element can jump, the MP will be followed by a "J". Vehicles can move using other modes aside from jumping; for information on these modes of movement, see p. 20.
A unit's MP always equals the lowest MP of any of its elements. The unit is considered jump-capable (J) only if all surviving elements in the unit have the Jump ability. Players must recalculate a unit's MP during play when heat or critical damage slows down an element, or when an element is destroyed.
Damage Values (PB, M, L). The three numbers to the right of the MP represent the element's Damage Values, or how much damage an attack will inflict on the enemy element or unit. These are based on the range at which each one comes into play: pointblank (PB), medium range (M) and long range (L). The numbers +0, +2 and +4 at the top of the record sheet are range modifiers, which are added to the target number for making each type of attack. A pointblank attack does not modify the target number; a medium-range attack adds 2 and a long-range attack adds 4.
Pointblank attacks can only be made against units occupying the same hex as the attacker. These attacks are made with all available weapons, including short-range weapons such as machine guns and flamers, and brutal physical attacks such as punches and kicks. Some weapons, such as long-range missiles (LRMs), are less accurate at short ranges. These weapons do less damage at pointblank range, and so some elements actually have lower pointblank Damage Values than at other ranges.
Players should note that successful pointblank attacks are relatively easy to make and usually inflict a great deal of damage. However, a pointblank attack opens up the attacker to a similar, retaliatory assault by his target. Therefore, only the bravest MechWarriors or most indestructible units should make pointblank attacks.
Medium-range attacks can be made with most ranged weapons, from medium lasers to autocannons and short-range missiles (SRMs). Players can make medium-range attacks against targets up to 4 hexes away from the attacker, and these attacks usually inflict more damage than long-range attacks.
Long-range attacks can be made only by weapons with the longest scope available, including particle projection cannons (PPCs), LRMs and the powerful magnetic accelerator weapons known as Gauss rifles. Players can make long-range attacks against targets from 5 to 8 hexes away from the attacker. Though difficult to make successfully compared with other modes of attack, long-range attacks offer the greatest degree of safety for the attacker, because many targets will not have long-range attack capability and so will be unable to strike back.
Weight Class (Wt.). The letter immediately to the right of the Damage Values corresponds to the element's weight class; in the case of the Zeus, A for assault. This letter only applies to 'Mech, vehicle and naval units.
Skill Modifier. The element's skill modifier, if any, appears to the right of the weight class (-1 for the Zeus). Skill modifiers are determined by the scenario being played. As is true in BattleTech, the more skilled the MechWarrior (or vehicle crew, infantry platoon and so on), the lower the skill modifier. (For example, the best skill modifier of a unit would be the lowest number; the worst skill modifier for a unit would be the highest number.) The modifier is added to or subtracted from target numbers for attacks made by the element, and so a negative value provides a greater advantage than a positive one. Though skill modifiers can be any number, in general they do not run higher than +2 or lower than -4.
The Skill Modifiers Table lists typical BattleTech experience levels and their equivalent BattleForce skill modifiers. Clan elements have different skill modifiers than their Inner Sphere counterparts only when Clan honor rules are in effect (see Clan Honor, p. 44).
Skill Modifiers Table
| BattleTech Experience Level | BattleForce Skill Modifier |
|---|---|
| Green | +1 |
| Regular | +0 |
| Veteran | -1 |
| Elite | -2 |
Armor and Structure. The circles to the far right of the top row are armor boxes, which represent the armor plating that protects the element from damage. Players mark off armor boxes as the element takes damage. Below the armor boxes are shaded structure boxes (bottom row), which represent the element's critical internal components as well as its metal skeleton and myomer musculature. Damage to the structure often causes critical damage as well (see Critical Hits, p. 26). Players mark off structure boxes as the element takes damage, but only after all the armor is gone. For example, the Zeus has 5 armor boxes and 6 structure boxes.
Directly beneath the element's name, at the beginning of the bottom row, is the element's Destroyed box. Players mark off this box when an element is destroyed, to help keep track of which elements in each unit are still functional.
Special Abilities. To the right of the Destroyed box are various abbreviated descriptions of special abilities that an element may possess. In the case of the Zeus, IF indicates that this 'Mech can make indirect fire attacks. Other special abilities or equipment that may appear here include target-acquisition gear (TAG), probes and electronic countermeasures (ECM). For a complete description of these and other special abilities, see pages 34-36.
Overheat Value (OV). Many BattleMechs have an Overheat Value, shown beneath the MP and immediately to the left of the heat scale. (The record sheet also shows OV, or Overheat Value, in the second row of the same column. See Overheating, p. 25, for an explanation of this number.) The Zeus has no Overheat Value, but the Flashman and the Dervish do. This number represents a MechWarrior's ability to push his BattleMech beyond its ordinary operating safety limits, and thereby inflict extra damage when making attacks. However, the heat build-up caused by such activity will slow the 'Mech down and cause its shots to become erratic until it has a chance to cool off.
Heat Scale. To the right of the Overheat Value are three boxed numbers representing the 'Mech's heat scale. When a 'Mech overheats, the amount by which it does so is added to the element's heat level and marked off on the heat scale. For complete rules regarding heat, see Overheating, p. 25.
Only BattleMechs and aerospace fighters can overheat, and so only those types of elements need heat scales. On the blank record sheets in the back of this book, every element is given a heat scale for convenience.
Mapsheets
Though BattleForce uses the same type of mapsheets as BattleTech, the scale is different. In BattleForce, each hex represents an area 90 meters across. When the rules refer to a single mapsheet, they use the term mapsheet. When the rules refer to the entire playing area covered by all the mapsheets in use for a scenario, they use the term playing area or simply map.
The forests, rivers, hills and rough areas on a BattleForce mapsheet represent a typical mixture of the terrain found on the habitable worlds of the Inner Sphere. The following symbols represent each type of terrain as described below.
Clear. Clear terrain includes fields, meadows and other grasslands. The ground is firm and may be gently rolling, but its elevation does not change significantly from one side of the hex to the other.
Rough. Rough terrain is broken, rocky and jumbled ground. Though firm, this type of terrain is generally more difficult to cross than Clear terrain. Commonly encountered near cliffs and bluffs, Rough ground may also be formed as a result of combat.
Hills. Hilly terrain is significantly higher than the terrain surrounding it. The lightly drawn lines in Hill hexes (called elevation lines) show slopes, which are more difficult to cross than Clear terrain because of the changes in elevation. Hills can contain Clear, Rough, Wooded or Paved terrain, as well as buildings. Ground hexes not on a hill are at Elevation Level 0. Elevation levels for each hill appear on the mapsheet. Level 1 is twelve meters high; a BattleMech standing behind Level 1 terrain is completely hidden. Level 2 terrain is twenty-four meters high, and so on.
Even when an elevation line fills only part of a hex, that entire hex is considered to be at the higher elevation. Sub-levels, which are lower than the surrounding terrain, are the only exception to this rule. In the case of sub-level hexes, the lowest level present in the hex is considered the elevation of the entire hex.
Water. Water hexes are covered by streams, rivers, swamps, ponds or lakes. In BattleForce, the Depth of water marked on the mapsheet (used in BattleTech) does not apply. Instead, all Water hexes in BattleForce are approximately 6 meters deep, enough to cover a BattleMech up to its waist. Movement through water is difficult, slowing 'Mechs down and making them easier targets. However, water helps disperse the heat generated by heavy weapons fire, and so BattleMechs whose pilots intend to fire lots of weapons sometimes occupy water despite the risks.
Even when a shallow stream fills only part of a hex, that entire hex is considered a Water hex.
Bridges. A Bridge hex may span a Water hex. Units moving along a road may use a bridge to go over water, which allows them to ignore the terrain restrictions and movement penalties they would normally suffer while moving through a Water hex. Light and medium 'Mechs and vehicles, as well as all infantry, can cross bridges. Heavy and assault 'Mechs and vehicles will cause a bridge to collapse. A vehicle falling into water because of a bridge collapse is destroyed.
Light Woods. Light Woods terrain is covered with sparse trees up to twelve meters in height. BattleMechs cannot cross such terrain as easily as Clear terrain, and line-of-sight through it is blocked.
Heavy Woods. Heavily wooded terrain is thickly covered with twelve-meter-tall trees, making movement through such areas very difficult. Light Woods often border Heavy Woods. Units cannot see through Heavy Woods.
Pavement. A Paved hex offers a fairly smooth, very hard surface. Paved hexes typically include roads, sidewalks and landing fields made of asphalt, cement or even cobblestone. Units that travel along Paved hexes containing roads ignore the slowing effects of other terrain indicated in the hex. Paved terrain may increase the speed of ground vehicles.
Playing the Game
This section provides game set-up rules and sequence of play for BattleForce, as well as a brief description of BattleForce scenarios and how they work.
These rules assume that there are two sides in each game, either two players or two teams of players. Wherever the rules refer to a "player," that term can mean a team of players as well as an individual.
Setting Up
To begin a game, the players lay out the mapsheets on a table or on the floor, in a way acceptable to all players or, if using a FASA scenario pack, according to the Game Setup of the scenario to be played (see Scenarios, p. 19, for a sample set-up). Laying out the mapsheets may also include placing a number of buildings of varying types on them. The entire play area, consisting of one or more mapsheets, is referred to as the map.
Next, the players fill out record sheets for each of their units involved in the battle. The BattleMech, vehicle and infantry statistics required to fill out unit record sheets appear at the back of this book (see p. 58). If all players agree, new elements for the units may be created using the BattleTech construction rules, provided on page 99 of the BattleTech Compendium: The Rules of Warfare (BTC: RoW); use the conversion rules on p. 100 of this book to convert them to BattleForce.
Finally, each player places all his or her command counters in a cup or other receptacle from which they can be drawn in each turn.
Sequence of Play
BattleForce is played in a series of turns. Each turn represents 30 seconds of game time. During a turn, all units on the map may move and make attacks.
A turn consists of several smaller segments, called phases. During each phase, players take one specific type of action, such as movement or combat. The players execute the phases of every turn in the order listed below. Specific actions, movement, effects of damage and so on that may occur in each phase are explained in separate sections of this book.
Sequence of Play
- Initiative Phase
- Player Phases
- First Player Phases
- 2a. Command Phase
- 2b. Movement Phase
- 2c. Combat Phase
- Second Player Phases
- 2d. Command Phase
- 2e. Movement Phase
- 2f. Combat Phase
- First Player Phases
- End Phase
Initiative Phase
One player from each side rolls 2D6 and adds the results together to determine his Initiative. The player or team with the higher result can choose to be either the first or second player for this turn. In the case of a tie, re-roll.
Player Phases
The next three phases of a turn (Command, Movement and Combat) are completed by the first player first, and then by the second player. The first player resolves all three phases before the second player begins.
Command Phase. In the Command Phase of the first turn of the game, the player draws one command counter. In subsequent turns, the player removes any face-up command counters he has in play and returns them to the cup, along with any special command counters placed to the side of the playing area (see Commands, p. 27). He then either draws one new command counter from the cup or moves one of his face-down command counters that is already in play (see Chain of Command, p. 27). Finally, the player may use any or all of the face-down command counters he has in play by turning them face-up.
Movement Phase. The player moves any or all of his units, one at a time.
Combat Phase. The player makes attacks with any or all of his units, one at a time. Each surviving element of each unit may make one attack; however, all the elements of a given unit must attack the same enemy unit. Damage from these attacks is resolved as each unit finishes its attacks.
End Phase
In the End Phase, both players execute any miscellaneous actions remaining in the turn, such as determining if any fires burning on the map spread to other hexes. The specific rules for such actions state whether or not they take place during the End Phase. For example, elements that began a turn shut down from overheating may start up again in the End Phase, with their heat levels reduced to zero.
Repeat the sequence of phases until one player achieves victory. Often, the player with the last surviving unit left on the board wins the scenario. If the last units on each side are destroyed simultaneously, the game is a draw. The players may set victory conditions by using the general scenario rules below or those provided in the FASA scenario pack being played, or by mutual agreement before play begins.
Scenarios
A scenario is the situation played out in a BattleForce game. The scenario rules tell you which units to use, where to place them on the map and what each side has to do in order to win.
A general outline for a scenario is presented below. Rules for creating your own scenarios appear in Creating Scenarios, p. 52.
Setup
Before beginning play, both sides should agree on a total point value for their forces. In addition, because the scenario will provide a more equal fight if both sides use an equal number of units, both players should agree on a total number of units each side may use in the scenario. After determining the total forces for each side, each player chooses elements from the BattleForce Rosters (p. 118) to fill out those units to the agreed-upon point limit. As a rule of thumb, a typical scenario should involve ten units per side, with a total of 400 points to spend on elements for those units.
Once they have chosen their forces, both players roll 2D6. The player with the higher roll result is considered the first player during setup. The first player chooses one edge of the map to be his home edge. His forces will enter the map via that edge. The opposite edge automatically becomes the second player's home edge. (Once play begins and the players roll for Initiative, either one may be the first or the second player, depending on their Initiative Roll results and individual choice.)
Objectives
Each player has two objective counters and one headquarters counter. These are placed on the map to establish key points that the player's opponent must capture, destroy or defend to win the game. In this scenario, the objectives represent key strategic locations to be occupied on the battlefield.
The first player places one of his objective counters face-down anywhere on the map within 5 hexes of his opponent's home edge. The second player does the same.
The first player then places his second objective counter face-down within 5 hexes of his opponent's home edge and at least 5 hexes away from his other objective counter. The second player does the same.
Finally, the first player places his headquarters counter in any hex on his own home map edge. Then the second player places his headquarters counter along his home map edge. In this scenario, the headquarters serves as one of the opponent's objectives. In effect, this gives each player three objectives: two he places himself and the one his opponent places for him.
Objectives do not move or attack, and do not count against stacking limits in a hex (see Movement, p. 20). In order to occupy an objective, the opposing player must move one of his ground units into the objective's hex. In the End Phase of that same turn, the objective counter is turned face-up. A player cannot occupy or claim his opponent's objectives.
If a face-up objective counter has friendly units in its hex or no units in its hex, it is flipped face-down again in the End Phase. Only if an opposing unit is alone in a hex with a face-up objective counter in the End Phase is that objective considered "claimed" and removed from the map. This does not apply to the End Phase in which the objective counter is initially turned face-up.
Deployment
Both players roll 2D6. The player with the higher result may choose whether to set up first or second. The player who sets up first places all his units on the map, then the player who sets up second places all his units on the map. Each unit must be placed on a hex along the player's home edge, excluding half-hexes. Units may start play with any facing desired.
Victory Conditions
This scenario continues until all units on one side are destroyed or one player has claimed all three of his objectives. The winner is either the surviving player or the player who claimed all three objectives.
This game also offers a point system to provide an alternate method of determining who wins and the level of victory achieved. Both players begin the scenario with no Victory Points. For every enemy element destroyed, the player adds twice its point value to his Victory Point total (including points for the pilot, if any). For each of his own elements destroyed, the player deducts the point value of the element (plus the pilot) from his total.
Players also score Victory Points by claiming objectives or their enemy's headquarters. The point value of occupying an objective is equal to the number of units with which your opponent started the game. Claiming an objective is worth five times as many points as occupying it. Headquarters are worth double the points of normal objectives.
At the end of the scenario, the player with the most points wins. If the difference between the two players' scores is greater than the number of points used to purchase forces for the winning side, the victory is Decisive. Otherwise, the victory is Marginal. If both players' scores are tied, the game is considered a Draw. For a list of pre-calculated point values for all BattleForce elements, see the BattleForce Roster, page 118.
Movement
As in BattleTech, units in BattleForce change their position on the map by moving from one hex to another using Movement Points (MP). Each element of each unit has a base MP allowance listed on its record sheet. A unit's MP always equals the lowest MP of any of its surviving elements.
During each player's Movement Phase, the player may move any or all of his units.
Movement Costs
A unit must spend at least 1 MP to move 1 hex. If the hex that the unit is entering contains anything but Clear terrain, this cost usually increases, as shown in the Movement Cost Table.
A unit must possess sufficient MP to pay the cost of entering each new hex. However, a unit can move 1 hex regardless of the terrain cost under the following conditions: the unit enters only one hex that turn, it has at least 1 MP to spend (meaning that it is mobile), and it is not prohibited from entering the terrain in that hex.
Certain vehicles and infantry units may not enter certain types of terrain. These movement restrictions appear on the Movement Cost Table.
Movement Cost Table
| Terrain | MP Cost Per Hex | Prohibited Units* |
|---|---|---|
| Clear | 1 | None |
| Road/Paved/Bridge | 1** | Naval, submarine |
| Rough/Rubble | 2 | Naval, submarine, wheeled |
| Light Woods | 2 | Hover, naval, submarine, wheeled |
| Heavy Woods | 3 | Hover, naval, submarine, tracked, wheeled |
| Water | 3*** | Infantry, tracked, wheeled |
| Elevation Change | +1 per level | None |
| Base | 2 | Naval, submarine |
* See the Forces section (p. 7) for more information on the movement of elements other than 'Mechs.
** If traveling along road; otherwise, use the MP cost of the underlying terrain.
*** Water costs only 1 MP per hex for hover, naval and submarine units. Infantry pay only 1 MP to enter Building hexes.
Jumping
A unit can use Jumping MP only if all of its surviving elements have jump capability (indicated on the record sheet by a "J" following the element's MP rating).
A jump-capable unit may move into any hex within its jump range. Jumping units may move over, but not land in, prohibited terrain. When a unit jumps, it can move 1 hex in any direction for every available Jump MP.
A jumping unit always travels the shortest possible path between the starting and ending hexes. If this path crosses an elevation higher than the unit's Jump MP plus the level of the hex in which the unit started the move, the unit cannot make the jump. If there is more than one possible path of equal length between the unit and its goal hex, the player may declare which path his unit takes.
(The printed diagram shows a jumping example on a map with Level 1 and Level 4 hills, labeled Hexes A through E.) In the diagram, the unit in Hex A has an MP of 3J. This means it can jump up to 3 hexes in any direction, over intervening terrain up to 3 levels higher than its current position. It cannot jump directly to Hex B, because the Level 4 hill in Hex C is too high for it to jump over (a unit must always jump the shortest possible distance to the landing hex, which in this case means jumping over Hex C). If the unit started its jump in Hex E, it could jump over Hex C to Hex B, because the Level 4 hill is not higher than the unit's Jump MP plus the level it occupies.
The unit in Hex A can jump directly to Hex D, right over the intervening river and heavy woods. By using normal movement, traveling to Hex D would cost the unit 6 MP, which means that the unit would take 2 turns to reach the same hex. The unit could also jump to Hex C.
Movement on Roads/Pavement
All units traveling on roads pay only 1 MP per hex regardless of the hex's underlying terrain. A unit is considered to be traveling on a road if it moves from one hex to the next on that road.
Units may move through prohibited terrain while traveling on a road, but must begin and end their movement through such terrain on the road, and remain on the road while traveling through the terrain.
In addition, ground vehicles may receive a movement bonus of 1 additional hex for moving on a road. To move an extra hex, the unit must begin its turn on a Paved hex containing a road and continue to travel along the road for the entire Movement Phase.
Facing
Every hex on the map has six edges, called hexsides. In BattleForce, every non-infantry unit must be oriented to face one of those six hexsides. Each non-infantry unit counter has an arrow showing the direction of its facing. The facing of a unit does not represent the literal facing of every one of its elements, but rather its overall tactical deployment. The unit's facing is the direction in which most of its elements are facing during the turn, and where their attention is focused. In effect, it is the direction in which they are "looking."
A unit's facing has no effect on movement, but does affect combat (see Combat, p. 22). As each unit moves, the player controlling that unit can give that unit any desired facing at the end of its movement, with no MP cost.
Units not clearly facing a hexside can be realigned to one of the two nearest hexsides by the opposing player. Infantry units have no facing.
Stacking
During the Movement Phase, a unit may move through hexes occupied by other friendly units, but may not move through a hex occupied by an enemy unit. It may enter enemy-occupied hexes up to that hex's stacking limit, but then movement stops. Also, a unit may not end its movement in a given hex if doing so violates the stacking limits.
At the end of a Movement Phase:
- Only one unit from each side can occupy a hex (for a total of two units in a hex).
- Infantry mounted on a vehicle and battle-armored troops riding on an OmniMech do not count against this stacking limit.
Though only one unit from a given side can occupy a hex, that unit does not actually take up the entire hex. A 90-meter-wide hex offers plenty of room for any unit to move around and avoid fire, and also allows one enemy unit to share the hex. A unit tactically controls the hex it occupies, but does not physically fill it.
See also the Movement section of Aerospace Support, p. 39 in Special Case Rules.
Combat
During each player's Combat Phase, the player makes attacks with any or all of his units. Each unit's attacks are announced and resolved before another unit may attack.
For one unit to attack another, the attacking unit must be in the same hex as the target (pointblank range), or must have a clear line of sight (LOS) to the target. (For exceptions to this rule, see Indirect Fire, p. 36, and Artillery, p. 41.)
For an element in a unit to attack a target, the target must lie within a range for which the attacking element has a Damage Value, and within the firing arc for the attacking element's type. The attacking player then calculates the likelihood of the shot hitting the target based on the range to the target, intervening terrain and other factors.
If the attack hits the target, the target player records the result on the damaged element's record sheet.
Line of Sight
When a player decides to fire on a unit, he must first determine whether or not his unit can see its intended target. Various terrain features can affect a unit's line of sight (LOS) to a target, making a shot difficult or even impossible.
Players can check LOS by laying a straightedge (a ruler or a sheet of paper, for example) from the center of the attacker's hex to the center of the target's hex. Any hex that the straightedge crosses lies on the LOS. If the straightedge passes directly between two hexes, the target chooses the hex through which it passes. The players then check the terrain that lies between their units for intervening features high enough to block LOS, using the following rules:
- All terrain has an elevation. If the level of a hex is not marked on the map, assume it is 0.
- If the attacking and target units occupy the same or adjacent hexes, both units always have LOS to each other.
- Any intervening elevation of a higher level than the hexes occupied by the attacker and the target blocks line of sight.
- Intervening woods block LOS through the Woods hex, but units can shoot into a Woods hex. To see if a particular patch of woods intervenes between an attacker and a target unit, use the same procedure as for elevations. A Woods hex rises 1 elevation level above the terrain it occupies.
The following example and diagram illustrate the determination of line of sight (LOS). (The printed diagram is omitted.)
The unit in Hex A has LOS to the units in Hexes C and D. The unit in Hex C is in Light Woods, but there are no intervening woods, so LOS exists between Hex C and Hex A. The unit in Hex D is on a Level 2 hill; this means that the woods in Hex F do not intervene, because the woods are not higher than the targeted and attacking units.
The unit in Hex B only has LOS to the unit in Hex D. The woods in Hex F block the line of sight to Hex C, and the unit in Hex A may choose to have the woods in Hex F block LOS because the LOS passes directly between two hexes. The Level 1 hill blocks the LOS to Hex E.
The unit in Hex C has a clear LOS to every unit except the unit in Hex B. The woods in Hex F are intervening, so there is no LOS between Hexes B and C.
The unit in Hex D has LOS to every other unit, and every other unit has LOS to it, because no intervening terrain is higher than the unit in Hex D. In order to be considered intervening, terrain must be higher than both the attacker and the target.
The unit in Hex E has LOS to the unit in Hex C even though Hex C is a Woods hex, because there are no intervening woods. The unit in Hex E also has LOS to the unit in Hex D. The woods in Hex C block LOS to Hex A, and the Level 1 hill blocks LOS to Hex B.
Firing Arcs
When the player determines that his unit can see its intended target, he must then determine if the target lies in the firing arc of the elements in the unit.
The various firing arcs are shown below. The humanoid configuration of BattleMech elements gives them a more flexible firing arc than vehicles. Infantry elements have no firing arc restrictions; they can fire in any direction.
BattleMech Firing Arc. BattleMech elements can fire in a 300-degree radius, as shown in the diagram. The firing arc is defined by an imaginary line drawn from the rear two hex corners and extending outward to the edge of the map. Any hexes fully or partly in this area, shown by the shaded area in the diagram, may be potential targets for attack.
Vehicle Firing Arc. Vehicle elements can fire in a 180-degree radius, as shown in the diagram. The firing arc is defined by an imaginary line drawn from the side two hex corners and extending outward to the edge of the map. Any hexes fully or partly in this area, shown by the shaded area in the diagram, may be potential targets for attack.
Attack Declaration
A unit can only make attacks against a single enemy unit in a given turn. Each element of a unit makes a separate attack against a specific element in the target unit. The attacking player must announce his choices of target unit and elements to the opponent before any of that unit's attacks are resolved.
Opponent's Record Sheets
In general, players are not allowed to view their opponent's record sheets before announcing the targets of their attacks. The attacking player is entitled to know which elements of the target unit are destroyed and which are still functional, and also each element's name (but not its specific variant or configuration). Beyond that, however, players must rely on memory and instinct. This rule is intended to prevent the game from getting bogged down while both players study each other's record sheets and calculate the exact damage needed for each attack. It also serves to simulate a reality of war: namely, that it is difficult to tell the precise condition of enemy units in the middle of a battle.
The two exceptions to this rule are close proximity and active probes.
Close Proximity. If an attacking unit is close enough to its target, the attacker can get a good look at it and make better decisions about how to attack. In BattleForce, this means that the attacking player's opponent must reveal the current damage (if any) of each element in the target unit that is in the same hex as the attacking unit.
Active Probes. Elements equipped with active probes have an extended view of the battlefield, enabling them to provide information about targets without moving into pointblank range. Each element with an active probe (indicated on the record sheet by the abbreviation "prb") can scan a single enemy unit within medium range of it (4 hexes). The probe-equipped element completes its scan just before the unit declares its attacks. No die roll is required; the opponent simply lets the attacking player know the variant or configuration and the damage status of the elements in the target unit.
An active probe's scan is blocked if an enemy element with ECM is between the attacker and the target (see Electronic Countermeasures, p. 35). Only enemy ECM will block a probe; the attacking player's own ECM elements will not interfere with his probes.
Making the Attack
After a player has determined that a target is within an attacking unit's LOS and firing arc, the unit may make attacks. The player counts the range in hexes to the target to determine the range for the attack. For each element that will fire, the player determines if the shot is more or less difficult than normal by factoring in skill modifiers, terrain and other conditions. These factors modify the base to-hit number. The more difficult the shot is because of distance, concealment by terrain or other factors, the higher the modified to-hit number. The player then rolls 2D6 to see if the attack hits the target. If the result is equal to or greater than the modified to-hit number, the attack hits its target.
Each element of a unit may attack once per turn.
Base To-Hit Number
A moving target is harder to hit. To reflect this, the base to-hit number for an attack is based on the target element's MP, as shown on the Attack Modifier Table.
Jump-capable elements use evasive movement more effectively than their ground-bound counterparts, and so jump-capable elements add +1 to the base to-hit number.
Modified To-Hit Number
The modified to-hit number equals the base to-hit number plus all modifiers for range, terrain and other factors discussed below. All such modifiers are cumulative.
Range Modifiers. The farther away the target is from the firing unit, the more difficult it will be to hit. The range modifier for an attack is determined by the range to the target, which is the distance between the target and the attacking unit. To determine range, begin at the hex adjacent to the attacker's hex along the line of sight, find the shortest path to the target, and count the number of hexes between those two points, including the target's hex. The number determines whether the target is at pointblank, medium or long range, and so which range modifier applies.
Each element of a unit has its own Damage Values for pointblank, medium- and long-range attacks. The sample record sheet on page 14 shows these values for a typical lance and the four elements it includes. If an element has no Damage Value at a given range, it cannot attack a target at that range. Weapons cannot hit a target at distances greater than long range (but see Artillery, p. 41).
Pointblank attacks are made against targets in the same hex as the attacker. A shot at pointblank range requires no range modifier (+0). Medium-range attacks can strike targets 1 to 4 hexes away from the attacker. A medium-range shot has a +2 range modifier. A long-range attack can hit targets 5 to 8 hexes away from the attacker, and has a +4 range modifier.
Terrain Modifiers. Terrain can affect the chances of a successful shot by forcing the attacker to account for intervening land features. Units can shoot into Light and Heavy Woods hexes, but making successful shots into such terrain is more difficult than making successful shots in Clear terrain. A BattleMech in water is easier to hit. Specific terrain modifiers appear on the Attack Modifier Table.
Light and Heavy Woods hexes block line of sight through those hexes, but a target occupying a Light or Heavy Woods hex can be attacked. Modify the to-hit number by +1 against a target in Light Woods, and by +2 against a target in Heavy Woods. Building hexes also make shots into those hexes more difficult; for more information, see Buildings, p. 43.
Units in Water hexes find movement difficult, which limits their ability to avoid incoming attacks and launch effective attacks of their own. Add a +1 terrain modifier to the to-hit number if the attacker is in a Water hex. Modify the to-hit number by -1 if the target occupies a Water hex.
Heat and Damage Modifiers. The attacking BattleMech may also need to modify its base to-hit number for current combat damage and heat build-up. Modifiers for these conditions are discussed in Critical Hits, p. 26, and Overheating, p. 25.
Attack Modifier Table
| Target's MP | Base To-Hit Number |
|---|---|
| 0-2 | 4 |
| 3-4 | 5 |
| 5-6 | 6 |
| 7-9 | 7 |
| 10+ | 8 |
| Range | Modifier |
|---|---|
| Pointblank | +0 |
| Medium | +2 |
| Long | +4 |
| Target | Modifier |
|---|---|
| Can jump | +1 |
| Is battle armor | +1 |
| Is in Light Woods or City | +1 |
| Is in Heavy Woods or Fortress | +2 |
| Is in Water | -1 |
| Attacker | Modifier |
|---|---|
| Is in Water | +1 |
| Has exceptional skill | + (Skill Modifier) |
| Has overheated | + (Heat Level) |
| Is using Indirect Fire | +1 |
| Has critical damage | see p. 26 |
The printed example (diagram omitted) assumes all elements being targeted have 4 MP, and that the unit in Hex B is the only one with jumping movement.
The unit in Hex A is a Regular unit (Skill Modifier 0) and is standing in a Water hex. The modified to-hit number for an attack against the unit in Hex B would be 9 (Base To-Hit Number 5, +2 for medium range, +1 because the attacker is in water, +1 because the target has Jump capability). The modified to-hit number for an attack against the unit in Hex C would be 12 (Base To-Hit Number 5, +4 for long range, +2 because the target is in heavy woods, +1 because the attacker is in water).
The unit in Hex B is a Veteran unit (Skill Modifier -1). The modified to-hit number for an attack against the unit in Hex A would be 5 (Base To-Hit Number 5, +2 for medium range, -1 for the attacker's Skill, -1 because the target is in water). The unit in Hex B cannot attack the unit in Hex C, because the unit in Hex C is behind it and therefore outside its firing arc.
The unit in Hex B in the printed example is in Heavy Woods. The modified to-hit number for an attack against the unit in Hex A is 8 (Base To-Hit Number 5, +4 for long range, -1 because the target is in water. The woods in the attacker's hex have no effect on the to-hit number). The modified to-hit number for an attack against the unit in Hex B is also 8 (Base To-Hit Number 5, +2 for medium range, +1 because the target has Jump capability).
To-Hit Roll
For each attack, the player makes a 2D6 to-hit roll. If the result is equal to or greater than the modified to-hit number, the attack succeeds.
If the modified to-hit number is greater than 12, the shot is still considered a hit on a roll of 12. If the modified to-hit number is 2 or less, the attack misses on a roll of 2.
Damage
Each attack that hits the target does damage to it. Damage inflicted by a successful attack is shown on the target unit's record sheet. The damage varies depending on the range to the target. For example, a successful pointblank attack by a Hermes II inflicts 2 points of damage, while an attack by the same 'Mech at medium range only inflicts 1 point of damage.
If an element's record sheet shows a dash (-) at a particular range, that element cannot make an attack at that range. For example, the FLS-7K Flashman shown on the sample record sheet (p. 14) cannot make attacks at long range; the CGR-1A1 Charger can only make pointblank attacks.
An attacking player may choose to inflict less than the maximum damage allowed at a given range, in most cases as a way of concealing the attacking element's true nature from his opponent.
Overheating
Many BattleMechs have an Overheat Value, shown beneath the MP on the record sheet. This number reflects the fact that these 'Mechs have more weapons than they can fire without building up dangerous amounts of heat. A MechWarrior piloting such a machine can push his BattleMech beyond its ordinary safety limits and thereby inflict extra damage when attacking. However, the heat build-up caused by such high-power activity slows the 'Mech down and causes its shots to become erratic until it has a chance to cool off.
Only BattleMechs and aerospace fighters have an Overheat Value, and so the following rules for overheating apply only to those types of elements.
Using Overheat Value
An attacking player must announce his intention to overheat an element in a unit at the time of that element's attack declaration.
The Overheat Value is the amount of extra damage that can be added to the 'Mech's attacks when it overheats. The controlling player can decide exactly how much to overheat, from a minimum of 1 to a maximum of the element's listed Overheat Value. This amount is added to the Damage Values for that element at all ranges for which it has them. For example, the FLS-7K Flashman shown on the sample record sheet has an Overheat Value of 1, and so can overheat by 1 point. This means that it can inflict 5 points of damage at pointblank range or 4 points of damage at medium range. It cannot inflict any damage at long range because it has no base Damage Value at that range.
If an attacking unit is in a Water hex, its elements can overheat with less risk because the water is doing its part to keep each element cool. The heat level of overheating elements in water goes up by 1 less than the amount of Overheat Value they use. For example, an element overheating by 1 does not increase its heat at all, while a unit overheating by 2 only increases its heat level by 1 on the heat scale.
Using the Heat Scale
The boxed numbers and the letter "S" to the right of the Overheat Value represent the 'Mech's heat scale. The heat scale is used as follows: when an element overheats, the amount of overheating is marked on the heat scale. For example, if a Dervish with heat level 0 overheats by 2, the player would mark off the "2" box on the heat scale. If the Dervish had raised its heat level to 1 in a previous turn and chose to overheat by 2 in the next turn without cooling down first, it would end up with a heat level of 3. The player would then mark off the "3" box.
An element's current heat level is subtracted from that element's MP and added to its attack target numbers. Mark on the heat scale in pencil, as the element's heat will rise and fall during game play. The heat level does not actually change until the attack is resolved, and so the attack modifier for overheating in one turn will not apply until the following turn.
The maximum heat level of 4 appears on the heat scale as an "S," which represents shutdown. A 'Mech or aerospace fighter that reaches this heat level shuts down and cannot move or attack. Attacks against a shutdown element are made against a Base To-Hit Number of 0, with no bonus for Jump capability. The unit containing the shutdown element also cannot move; however, the other elements' MP ratings are unaffected, and so they are no easier to hit in combat.
Maximum Overheating
An element cannot overheat more than the heat scale will allow. For example, a Black Hawk Prime has an Overheat Value of 3. If it overheats once at this maximum value, its heat level rises to 3. In the next turn, it can only overheat by 1 additional level, because there is only one space left on the heat scale (shutdown). It cannot overheat by 2 or 3 until it cools down.
Cooling Down
Each time an element overheats, its heat level increases. If the element makes an attack but chooses not to overheat, the heat level remains the same; it decreases only if the element makes no attack at all in a turn. In that case, the element's heat level drops to 0 at the end of the Attack Phase.
This rule does not apply to shutdown elements. In the End Phase, the heat level of any elements that began the turn shut down falls to 0. At the beginning of the next turn, they start up again and can move and attack normally.
Attack Direction
When an attack hits a BattleMech or vehicle, it hits from either the front or rear. Attack direction has no effect against other types of elements.
Lay a straightedge from the center of the attacker's hex to the center of the target's hex. Compare the hexside crossed by the straightedge to the diagram below to find the side of the unit hit by weapons fire. If the straightedge crosses at the intersection of two hexsides, the defender chooses which side is hit by the attack. If the attacker is in the same hex as the target, the attack is considered to come from the front.
Attacks that strike the rear of an element inflict 1 extra point of damage.
Recording Damage
Every time an element takes damage, the targeted unit's player finds that element's entry on the record sheets and checks off one armor box for every point of damage taken. If the target takes additional damage to a location after all the armor boxes have been checked off, the damage transfers to the element's internal structure, and the player checks off the appropriate number of structure boxes. When a hit strikes an unarmored element, check off one structure box per point of damage taken.
Destruction
When all of the structure boxes for a given element have been checked off (armor boxes for aerospace and infantry), that element is destroyed. Any excess damage from the attack that destroyed it is lost; it does not transfer to other elements in the unit.
When all of the elements in a unit are destroyed, the entire unit is considered destroyed. Mark the unit's "Destroyed" box on the record sheet and remove its counter from the map.
A "destroyed" element need not be literally destroyed; it may simply be rendered tactically useless, in which case it is referred to as a "mission kill." Such elements are out of the game, but may be repaired later if campaign rules are being used. To determine the actual condition of damaged and destroyed elements, see Scavenging and Repair, p. 106.
Critical Hits
Each BattleMech and DropShip has armor and structure. Vehicles have structure only, while infantry and aerospace fighters have only armor. If an element has no armor left when it takes damage from a successful attack, that attack may inflict a critical hit. For example, a 'Mech with no armor boxes left to check off before resolving an attack may take a critical hit from that attack. If the 'Mech has one armor box left, it will not take a critical hit.
Because vehicles have no armor, any successful attack made against them may result in a critical hit. Aerospace and infantry units do not take critical hits; once they lose all their armor, they are considered destroyed.
To determine whether an element takes a critical hit, as well as the type of hit taken, roll 2D6 and consult the Critical Hits Table. Make the critical hit roll only if the element's structure alone was damaged. If the hit did armor damage, by itself or along with structure damage, do not make a critical hit roll.
Mark clearly any critical hits against an element on the record sheet. The effects of critical hits are permanent, unless you are playing a campaign game (see the Campaigns appendix, p. 106).
Critical Hits Table
| 2D6 Roll | BattleMech Critical Hit | Vehicle Critical Hit | Effects |
|---|---|---|---|
| 2-7 | No Critical Hit | No Critical Hit | — |
| 8 | Arm Actuator Hit | Turret Hit | +1 to attack target numbers |
| 9 | Leg Actuator Hit | Wheel/Track Hit | MP -1 (minimum 0) |
| 10 | Weapon Destroyed | Weapon Destroyed | Damage Values -1 at all ranges (minimum 0) |
| 11 | Engine Hit | Engine Hit | +1 Heat; third hit destroys element* |
| 12 | Head Blown Off | Crew Killed | Element destroyed |
* Each engine hit increases the heat build-up from firing weapons by +1. This includes standard attacks as well as attacks made while overheating. Elements that cannot overheat suffer no heat build-up, but the third engine hit still destroys the element.
Commands
Commands represent the ability of skilled field commanders to get better than the standard performance out of their troops. A little extra movement or firepower at the right moment often can mean the difference between victory and defeat. It is up to the player to skillfully issue commands to the right units at the right time to maximize their usefulness and potential.
Commands are represented in the game by numbered command counters that each player draws randomly from a cup or other appropriate receptacle, each player drawing from his or her own set of counters. The counters are numbered rather than given specific names so that the effects of these counters can change from scenario to scenario, as each army and situation dictates a different style of command.
Command Units
Any company-size or larger formation includes a command unit. This unit always includes the formation's commanding officer, and often also includes a communications specialist, senior sergeant and other key personnel. This unit coordinates the activities of the entire formation, and is vital to the formation's tactical flexibility. Loss of a command unit can deal a serious blow to any formation or army.
Players should designate one command unit for each formation of company size or larger among their forces. For example, a standard battalion should have four command units: one for each of the battalion's three companies, plus a fourth to act as the battalion's overall command unit. Mark this designation clearly on the unit's record sheet, but do not reveal the identity of your command units to your opponent.
Players may use copies of these diagrams to chart the chain of command among their forces, or simply write down the units subordinate to each command unit on the record sheet. Next to each command unit's name, write the designation of each unit directly beneath it in the chain of command.
Chain of Command
In order to use command counters, players must know the chain of command in their forces. The diagrams on pp. 10-12 show the standard organization of forces in the Inner Sphere, the Clans and ComStar, as well as the chain of command through which orders pass.
The printed diagram shows a typical 'Mech battalion and its chain of command. The arrows point to subordinate units. Asterisks (*) denote command units. The battalion command lance, unit MA2, commands the entire battalion. The units subordinate to it are the company command lances: MH2, MH4 and ML3. Unit MH2 commands A Company; units MH3 and MM5 are subordinate to unit MH2. Likewise, unit MH4 commands units MA3 and MM4, and unit ML3 commands units ML4 and MM1.
Placing Command Counters
At the beginning of each player's Command Phase, the player first returns any face-up commands that he has previously placed on his units to the cup from which they were drawn. He may then either draw a new command counter or move one face-down counter from one unit to another. A unit can have only one command counter placed on it at any one time, either face-up or face-down.
Draw a New Command. If the player chooses to draw a new command, he draws one at random from his cup, looks at it and then places it face-down on any one of his command units in play that does not already have a command counter on it. If the player does not want to use the command, he can show it to his opponent and return it to the cup. A new command counter can only be placed on a command unit. If all of a player's available command counters have been placed but not yet used, he cannot draw any more until he has used some and returned them to the cup. If the player has no command units available on which to place a new command, he may not draw a new command.
Move a Command. Instead of drawing, a player may choose to move one of the face-down command counters in play to any of the units directly subordinate to the command unit on which the counter is currently placed. Doing so indicates that the command unit has "passed the command" down the chain of command. For example, a battalion command unit can pass a command to any one of its company command units. A company command unit can pass its command to either of the lances in its company.
Command counters must be passed down the chain of command. They cannot skip a unit in the chain, nor go back up the chain of command.
Using Commands
After a command counter is drawn or moved, the player may use any or all of the command counters that are face-down on his units. To use a command, turn the counter face-up. The command that the counter represents will immediately affect the unit on which it is placed (see Command Effects, p. 28).
The command remains in effect until the beginning of the player's next Command Phase, at which point the player returns it to the cup.
Command Types
Special rules apply to hidden commands, negative commands and special commands.
Hidden Commands. Hidden commands are not used during the owner's Command Phase, but can be left face-down and then used during the opponent's phases of the turn. The rules for each hidden command state when the command can be used.
Negative Commands. Negative commands represent random events such as equipment failure or bad weather that can have a negative impact on a player's battle plan. Negative commands cannot be discarded and must be placed face-up rather than face-down, to indicate that they go into effect immediately after being drawn. Negative commands always affect one of the drawing player's own command units rather than an opposing unit.
Special Commands. Some commands are particularly powerful (such as Ambush) or troublesome (such as Hello, HQ?). These special commands are not returned to the cup in the turn immediately after use, but instead are set aside for a turn. In the player's next Command Phase, he returns any special commands to the cup, along with any other face-up command counters.
Command Effects
Each command counter has a specific effect on the unit on which it is played. The command affects every element in the unit unless the rules for the command state otherwise.
Some commands, such as Fall Back!, affect multiple units. These commands must be played on one particular unit, even if the command affects a player's entire side. A command that affects multiple units can affect units already operating under different commands, and the effects of the various commands are cumulative. However, commands that impose a blanket prohibition on some ability to act (for example, 0 MP or No Weapon Attacks) cannot be modified by other commands; they remain in effect regardless of the effects of other commands.
The Command Summary Table lists the various commands available in basic BattleForce. Future BattleTech supplements for use with BattleForce 2 will contain additional commands. The MP column shows each command's effect on a unit's MP. The Attacks column shows the modifier applied to the to-hit number for attacks made by the affected unit. The table also indicates whether a command is hidden, negative or special.
Command Summary Table
| Command | MP | Attacks | Other Effects |
|---|---|---|---|
| Alpha Strike! | — | — | Add +1 to the Overheat Values of the entire unit |
| Ambush** | — | — | Hidden: Reveal after opponent moves; may attack during opponent's turn* |
| Careful Aim | No Jump | -1 | — |
| Charge! | — | — | One element in unit may make a Charging attack* |
| Death from Above | — | — | One Jumping element in unit may make a Death-from-Above attack* |
| Doubletime March | +1 | +1 | — |
* See additional rules below.
** Special command: counter is set aside for a turn rather than being returned to cup immediately after use.
Alpha Strike! An alpha strike occurs whenever a 'Mech fires all of its weapons repeatedly in a savage, all-out attack without regard for ammunition or heat. This command represents a unit's commander calling for the maximum possible firepower, throwing caution to the wind.
The elements of an alpha-striking unit add +1 to their Overheat Values for the turn in which the command is used. Every BattleMech element in the unit gets this bonus, even if a particular element had no Overheat Value to begin with. The additional overheating capacity is used in the same way as normal overheating capacity. However, not every element need use it or any of its Overheat Value when the Alpha Strike command is in effect. The command merely adds to a 'Mech's ability to overheat. Only BattleMechs can use this bonus; it does not apply to aerospace fighters.
Ambush! This command orders the unit to lie in wait for the enemy and then launch a surprise attack while the enemy is on the move. A player uses this hidden command during his opponent's phases, after the opponent has moved all of his units but before he begins to make attacks. Each element in the unit subject to this command may attack as soon as the command is used; these attacks are resolved immediately, after which the opponent's turn continues. The ambushing unit may not move or attack during its player's next Movement and Combat Phases.
Ambush is a special command, so it is set aside for one turn after use rather than being returned to the cup. In his following Command Phase, the player returns it to the cup.
Careful Aim. By slowing down and taking more careful aim, and not using jump jets, a unit can increase the odds of its attacks hitting home. The unit commander can call for this kind of attack when it is imperative to hit the enemy now.
Apply a -1 to-hit modifier to attacks made by a unit under this command. However, none of the unit's elements can use any available Jump capability for the turn, making units that can normally jump a bit easier for the opposing player to hit during the opposing player's next Attack Phase.
Charge! One element in a unit under this command makes a desperate charge against an enemy target, hurling itself physically against the enemy in an attempt to bring the target down quickly.
A single element in the affected unit may make a Charging attack at pointblank range. The base to-hit number for this attack is based on the target's MP or the attacker's MP, whichever is higher. All other standard modifiers apply.
For purposes of determining damage done by the charge, the attacking element's pointblank Damage Value is replaced by its MP, and the unit cannot increase its damage by overheating (see Using Overheat Value, p. 25). If the charge attack hits, the attacking element suffers damage equal to the target's base pointblank Damage Value, as if the target had successfully attacked.
Death from Above. In this attack, a single 'Mech jumps into the air and comes crashing down on the head of an opposing element in an attempt to kill it in one fell swoop. This type of attack is often disastrous for both attacker and target.
A single jumping BattleMech in the affected unit may execute a Death-from-Above attack. Resolve this attack in the same way as a Charging attack, except that an additional +1 modifier applies to the target number. If the attack hits, the attacker may roll for a critical hit against the target, even if the target had intact armor before the attack. The roll has no additional effect if the attack would normally result in a critical hit, nor can the attacking unit inflict critical hits against units not normally subject to them, such as infantry.
If the affected unit contains no jump-capable BattleMech elements when the counter is used, the command has no effect. Return the counter to the cup.
Doubletime March. With this command, the commander orders the unit to step up its pace and move into position as quickly as possible. The unit speeds up considerably, but loses some accuracy when making attacks as a result.
Doubletime march adds 1 to the MP of every element in the affected unit for the turn. This increased speed has the additional result of making the unit harder to hit, because an element's MP is used as the basis for the base to-hit number for attacks. However, the rapid movement also imposes a +1 modifier to the to-hit number for attacks made by the affected unit.
Evasive Action. The Evasive Action command throws the unit into a series of erratic maneuvers intended to make them harder for the opponent to hit. Because the unit is concentrating on avoiding incoming attacks, however, it cannot launch attacks of its own in the Combat Phase of the following turn.
A +2 to-hit modifier applies to all attacks against the affected unit. Evasive Action is a hidden command; a player may use it during his opponent's turn, after an enemy unit has declared an attack on the affected unit but before that attack is resolved. The attacking unit must still resolve its attack as declared.
Fall Back! Sometimes the best solution to a bad situation on the battlefield is to retreat and regroup. When the Fall Back command is given, every unit in the chain of command immediately begins to withdraw to a better position in order to resume the offensive.
The Fall Back command affects the unit on which it is played and every other unit below it in the chain of command. It does not affect other units on the same side.
Every affected unit adds +2 MP to all of its elements, increasing their speed and making them harder to hit. However, an additional +2 modifier applies to all attacks made by units falling back, to reflect the fact that the units are more interested in regrouping than in making accurate shots.
Units that are falling back may not move closer to enemy units at any point during their retreat. The opposing player should watch closely as the falling-back units move, to ensure that no player uses this command to advance against the enemy.
Hello, HQ? Sunspot activity, electrical failure and even plain human error can seriously disrupt the chain of command. In such instances, the desperate call of "Hello, HQ? Are you there?" can be heard over the comm system, much to a commander's dismay.
Hello, HQ? is a negative command, meaning that a player must place it face-up on one of his own command units. The unit may not move for as long as the command remains in effect; however, the command does not affect the MP of the unit's elements, and so they are no easier to hit in combat.
Hello, HQ? is also a special command, and is set aside for a turn after use.
Jam Transmission. With the proper equipment, a clever communications specialist can jam enemy transmissions, disrupting his opponent's ability to relay commands. Com Guard Adepts are well-known for using this tactic to gain the upper hand.
This command is revealed when an enemy command is activated. That command's effects are negated. If the target unit contains ECM or is adjacent to another unit on its side with ECM, Jam Transmission fails to work and the enemy command has its normal effect. In this case, the Jam Transmission command is still considered to have been used.
Jam Transmission is a special command, and is set aside for a turn after use.
Luck of the Fox. During his successful reign as leader of the Federated Suns, Prince Hanse Davion was known as "The Fox" for his legendary cunning. In truth, more often than not his best ally was sheer luck that allowed his grandiose schemes to succeed against all odds.
The Luck of the Fox command represents a stroke of luck at just the right moment. A player can use this hidden command at any time during his own or his opponent's phases. The affected unit may re-roll dice once, for example re-rolling a failed attack roll. Alternatively, the player may force his opponent to re-roll one dice roll that directly affected the unit operating under this command, for example an attack directed against that unit.
Stand and Shoot. Units are almost constantly moving as they advance across the battlefield, which reduces the accuracy of the attacks they make because pilots and drivers must continuously compensate for a moving unit's bumping and jerking around. To get the best possible shot, a unit must come to a halt and take careful aim, which this command allows them to do.
A unit commanded to stand and shoot may not move, but gains a -2 modifier to the to-hit number for its attacks. The MP ratings of the elements in the unit are not affected, and so the immobile unit does not present an easier target for the opponent.
Command Lists
Each scenario, whether published or created by the players, should include a command list that shows what command each numbered counter represents. FASA-published BattleForce scenarios will include a command list for each scenario tailored to the forces and situation, and will often include new command effects as well.
The basic Inner Sphere and Clan command lists are given below. Use these whenever a unique list is unavailable, or when the players prefer to use a standard list.
Basic Command List: Inner Sphere
| Number | Command |
|---|---|
| 1 | Alpha Strike! |
| 2 | Ambush |
| 3 | Charge! |
| 4 | Doubletime March |
| 5 | Evasive Action |
| 6 | Hello, HQ? |
| 7 | Luck of the Fox |
| 8 | Stand and Shoot |
| 9 | Careful Aim |
| 10 | Careful Aim |
Basic Command List: Clan
| Number | Command |
|---|---|
| 11 | Alpha Strike! |
| 12 | Alpha Strike! |
| 13 | Doubletime March |
| 14 | Evasive Action |
| 15 | Hello, HQ? |
| 16 | Luck of the Fox |
| 17 | Stand and Shoot |
| 18 | Stand and Shoot |
| 19 | Careful Aim |
| 20 | Careful Aim |
Additional Command Lists
To add more variety to game play, you can use the following command lists to simulate the command styles of the specific Houses and Clans.
House Davion. The officers of the Federated Suns, and later the Federated Commonwealth, have always had the finest military instruction available in the Inner Sphere, and so are renowned for their innovative and flexible tactics.
| Davion Command List | |
|---|---|
| 1 | Alpha Strike! |
| 2 | Death from Above |
| 3 | Charge! |
| 4 | Doubletime March |
| 5 | Evasive Action |
| 6 | Fall Back! |
| 7 | Luck of the Fox |
| 8 | Stand and Shoot |
| 9 | Careful Aim |
| 10 | Luck of the Fox |
House Kurita. House Kurita's emphasis on the ancient Japanese teachings of bushido lends their officers a courage in battle unmatched by the commanders of other armies. They will go to extremes that other soldiers wouldn't dream of in order to achieve victory for the Draconis Combine.
| Kurita Command List | |
|---|---|
| 1 | Alpha Strike! |
| 2 | Alpha Strike! |
| 3 | Charge! |
| 4 | Doubletime March |
| 5 | Evasive Action |
| 6 | Hello, HQ? |
| 7 | Stand and Shoot |
| 8 | Stand and Shoot |
| 9 | Careful Aim |
| 10 | Death from Above |
House Liao. The Capellan Confederation is known more for political cunning than military prowess. This devious edge shows itself on the battlefield, as the Capellan officers are more likely than others to use what some call underhanded tactics.
| Liao Command List | |
|---|---|
| 1 | Evasive Action |
| 2 | Ambush |
| 3 | Death from Above |
| 4 | Doubletime March |
| 5 | Evasive Action |
| 6 | Hello, HQ? |
| 7 | Luck of the Fox |
| 8 | Fall Back! |
| 9 | Careful Aim |
| 10 | Ambush |
House Marik. Real military advancement in the Free Worlds League has long been bogged down by that realm's chaotic politics. In recent years, however, the leadership of Thomas Marik has rejuvenated the Marik military, especially since Thomas began using neo-chivalric codes of conduct as a beacon for officers to follow.
| Marik Command List | |
|---|---|
| 1 | Alpha Strike! |
| 2 | Stand and Shoot |
| 3 | Charge! |
| 4 | Doubletime March |
| 5 | Evasive Action |
| 6 | Hello, HQ? |
| 7 | Alpha Strike! |
| 8 | Stand and Shoot |
| 9 | Careful Aim |
| 10 | Careful Aim |
House Steiner. Never known for its brilliant commanders, the Lyran military has nevertheless managed to earn victories through sheer determination and by having more than its share of assault 'Mechs.
| Steiner Command List | |
|---|---|
| 1 | Alpha Strike! |
| 2 | Alpha Strike! |
| 3 | Charge! |
| 4 | Doubletime March |
| 5 | Stand and Shoot |
| 6 | Hello, HQ? |
| 7 | Careful Aim |
| 8 | Stand and Shoot |
| 9 | Careful Aim |
| 10 | Hello, HQ? |
ComStar. Aside from the massive battle on Tukayyid, the Com Guards have had little in the way of real battlefield experience. Com Guard officers make up for this lack of experience with some of the finest training available, along with a technological edge that almost rivals that of the Clans.
| ComStar Command List | |
|---|---|
| 1 | Careful Aim |
| 2 | Ambush |
| 3 | Doubletime March |
| 4 | Stand and Shoot |
| 5 | Careful Aim |
| 6 | Alpha Strike! |
| 7 | Jam Transmission |
| 8 | Ambush |
| 9 | Charge! |
| 10 | Evasive Action |
Clan Ghost Bear. Among the invading Clans, the Ghost Bears use the most conservative combat tactics. However, few opponents can turn aside their slow and steady advances.
| Ghost Bear Command List | |
|---|---|
| 11 | Alpha Strike! |
| 12 | Alpha Strike! |
| 13 | Charge! |
| 14 | Careful Aim |
| 15 | Hello, HQ? |
| 16 | Luck of the Fox |
| 17 | Stand and Shoot |
| 18 | Stand and Shoot |
| 19 | Careful Aim |
| 20 | Careful Aim |
Clan Jade Falcon. The young officers of Clan Jade Falcon are eager to prove themselves in battle after suffering repeated defeats in recent years. Their recklessness has earned them an equal share of victories, but often leaves an excessive number of dead Clan warriors in its wake.
| Jade Falcon Command List | |
|---|---|
| 11 | Alpha Strike! |
| 12 | Alpha Strike! |
| 13 | Doubletime March |
| 14 | Evasive Action |
| 15 | Hello, HQ? |
| 16 | Luck of the Fox |
| 17 | Alpha Strike! |
| 18 | Doubletime March |
| 19 | Careful Aim |
| 20 | Careful Aim |
Clan Smoke Jaguar. The brave warriors of Clan Smoke Jaguar will stop at nothing to achieve victory, and sometimes go too far in doing so. This has earned them the enmity of their fellow Clans as well as the Inner Sphere.
| Smoke Jaguar Command List | |
|---|---|
| 11 | Alpha Strike! |
| 12 | Alpha Strike! |
| 13 | Doubletime March |
| 14 | Evasive Action |
| 15 | Hello, HQ? |
| 16 | Ambush |
| 17 | Stand and Shoot |
| 18 | Stand and Shoot |
| 19 | Careful Aim |
| 20 | Death from Above |
Clan Wolf. The first Clan encountered by the Inner Sphere, the Wolves are by far the most flexible. They are always prepared to accept new ideas that will help them achieve more victories and greater honor.
| Wolf Command List | |
|---|---|
| 11 | Luck of the Fox |
| 12 | Alpha Strike! |
| 13 | Doubletime March |
| 14 | Evasive Action |
| 15 | Hello, HQ? |
| 16 | Luck of the Fox |
| 17 | Stand and Shoot |
| 18 | Ambush |
| 19 | Careful Aim |
| 20 | Careful Aim |
Designing Command Lists
In their own games, players can customize their own command lists. A command list can include any ten command effects, numbered from one to ten for player one (who uses the Inner Sphere counters) and eleven to twenty for player two (who uses the Clan counters). Each command list may include the same command no more than three times, and must include at least one negative command.
Special Units and Equipment
BattleForce uses a wide variety of forces, each with different capabilities. The basic type of unit used in the game, the BattleMech unit, follows standard rules. Vehicles and infantry require special rules that take into account their unique abilities. This section provides those rules, as well as rules for special equipment and abilities that apply in the basic game. Rules for aerospace fighters appear in Special Case Rules, beginning on p. 36.
Vehicles
Conventional vehicle units operate in a similar manner to BattleMech units, with a few exceptions.
Damage. Because vehicles are more vulnerable to critical damage than BattleMechs, they have no armor boxes on their record sheets. This means that every successful attack against a vehicle unit hits that vehicle's internal structure, and so may inflict a critical hit.
Movement Types. Different vehicles use special movement modes, noted on their record sheets by a letter after the vehicle's MP. The main function of each mode of movement is to restrict the vehicle from entering certain terrain types. These restrictions are summarized on the Movement Cost Table (Movement, p. 20).
When different kinds of vehicles are grouped together in the same unit, the most restrictive movement penalties apply to the entire unit. For this reason, vehicle units tend to be organized by movement mode.
Tracked (t). Because tracked vehicles move on caterpillar treads, they are usually referred to as tanks, even though the original meaning of this term has been lost to antiquity. Commonly armed with turret-mounted heavy weapons, some of the heaviest vehicles of this class can inflict a great deal of damage, even on a BattleMech. Tanks tend to be slow, but can move over all but the most densely wooded terrain.
Wheeled (w). Wheeled vehicles move faster than tracked vehicles, but still mount effective weapons. These vehicles suffer serious terrain restrictions, however, and so commanders usually assign them to relatively open terrain and cities. Most often they serve as convoy escorts or fire-support vehicles for dismounted infantry.
Hover (h). Hovercraft are designed for speed, and rely on that feature rather than their weak armor and light armament for protection. Hovercraft also cost more and require a more sophisticated technological base than tracked or wheeled vehicles. Their ability to rapidly close with the enemy and just as rapidly break contact, however, makes these units valuable for reconnaissance and screening missions.
Unlike other ground vehicles, hover units can move over Water hexes at a cost of 1 MP per hex. However, they cannot enter Woods hexes.
A unit consisting entirely of hovercraft will not set off mines when it enters mined hexes (see Minefields, p. 49).
Naval (n). Surface naval vessels come in two types: those with a displacement hull, and hydrofoils. Vessels built with a displacement hull represent the cheapest, best protected and best armed of all the naval vessels in the thirty-first-century military, but their conventional rounded hulls prevent these vessels from attaining the speed necessary to close quickly with an elusive enemy. Hydrofoils offer speed and punching power that displacement-hull vessels lack. Featuring wings that lift the vessel's hull out of the water, these naval vehicles usually patrol coastlines and guerrilla-infested river deltas.
Naval units can only occupy and move through Water hexes, at a cost of 1 MP per hex.
Submarine (s). Submarine units, like naval units, can only occupy and move through Water hexes. Submarines can be surfaced or submerged. While surfaced, a submarine unit acts like an ordinary naval unit, and spends 1 MP for every Water hex it enters. A submerged submarine spends 1 MP for every Water hex it enters, and can be attacked normally by other submerged submarine units, or by other naval units or BattleMech units occupying the same hex as the submarine unit. A player controlling a submarine unit must declare it submerged or surfaced during the End Phase of each turn.
VTOL (v). Fast and deadly but extremely vulnerable to damage, VTOLs and their pilots suffer the highest mortality rate of any type of combat vehicle. VTOL units can move over all terrain types, including Woods and Water, at a cost of 1 MP per hex. Because they must fly over terrain, however, VTOL units never gain a defensive terrain bonus from the hex they occupy. Physical attacks cannot be made against VTOLs.
For line-of-sight purposes, VTOL units are assumed to skim over underlying terrain at the lowest possible altitude. Treat them like other units when determining LOS, unless the VTOL unit is in a Woods hex. Because the VTOL unit must stay above the woods, it is considered one level higher than the Woods hex it occupies.
The player controlling the VTOL unit can choose to fly it higher than usual to give it a clear view of the battlefield. At the end of its movement, the controlling player announces that the VTOL unit is "flying high." Such a VTOL unit has line of sight to all units in play. However, all other units also have LOS to the VTOL.
Infantry
The Inner Sphere and the Clans use distinct configurations for their infantry units. In the Inner Sphere, unarmored infantry are organized into 7-man squads. Four squads make up a platoon, except in the case of jump infantry, which assigns three squads to a platoon. The Clans use a similar arrangement, with five 5-man squads forming a 25-man Point. Five infantry Points comprise an infantry Star, while the Clans organize battle-armored infantry into 5-man Points. Five of these Points combine to form a Star. In the Inner Sphere, battle armor is most often organized into 4-man squads, four of which make up a battle-armor platoon.
In the rules below, the term "infantry" refers to both unarmored and armored infantry unless specifically stated otherwise.
Infantry Types
Infantry units come in four main types, further distinguished by the specific weapons they carry.
Foot. Foot infantry platoons, consisting of 28 men, have no transportation other than their own feet, carry light arms and cannot hope to successfully assault or defend against even the lightest BattleMech. Foot infantry generally control restive populations, man city garrisons and mount counterinsurgency operations. Though the start-up cost for such units seems relatively high, they cost little to maintain. In another advantage of foot infantry, most planets can call up and arm thousands of such troops on short notice.
Motorized. Equipped with a variety of light vehicles, motorized 28-man infantry platoons move around the battlefield more readily than foot infantry, but still are no match for BattleMechs. Motorized infantry units perform the same duties as foot infantry, and also frequently serve as forward observers or reconnaissance personnel.
Jump. The 21 men in a jump infantry platoon are all equipped with jump packs. In open, flat terrain, this equipment makes jump infantry as mobile as motorized troops. In built-up areas, jump-capable troops are more mobile than any other type of infantry. Their jump capabilities allow them to close quickly with enemy units, but a close assault of this type can devastate the attacker as well as the defender.
Battle Armor. Battle-armored infantrymen wear powered suits of armor equipped with various weapons. Though some Inner Sphere units field battle-armored troops, such equipment remains rare and is less powerful than the Clan equivalent. Clan infantrymen, known as Elementals, are organized into 5-man Points. Their individually powered suits of armor mount missiles, small lasers and anti-personnel weapons. Because Elemental armor can survive direct hits from BattleMech-class weapons, a single Point of battle armor can efficiently disable or destroy an enemy 'Mech.
When an OmniMech unit is carrying battle armor, the battle-armor unit may not make attacks, but is vulnerable to damage. Each battle-armor element is carried by the 'Mech element in a corresponding position in the 'Mech unit, counting from the top of the unit's record sheet down. The top battle-armor element is carried by the top 'Mech element, the second battle-armor element is carried by the second 'Mech element, and so on.
When a 'Mech carrying a battle-armor element takes damage, the first point of that attack damages the battle-armor element. Any remaining damage is then applied to the 'Mech element. If the 'Mech is destroyed, the battle armor is also destroyed.
Infantry Combat
Infantry units have no facing. They never suffer additional damage from hits to the rear, and can attack in any direction. Because infantry elements never suffer critical hits, the damage boxes on their record sheets are all considered armor boxes.
Infantry Movement
The biggest drawback of infantry units is their slow movement rate. However, their ability to move through most terrain types, plus the fact that other, faster units can carry them to their positions on the battlefield, lessen this disadvantage. For specific rules on loading and unloading infantry in combat, see the Transport ability (p. 36 of this section).
Special Equipment and Abilities
Certain elements have special equipment that gives them certain additional abilities on the battlefield. These abilities are indicated on the record sheet by an abbreviation underneath the name of the element, and are also listed in the far right column of the BattleForce Roster, pp. 118-38. The various equipment and abilities are described below.
Active Probe (prb). Able to detect and identify even shutdown and camouflaged units at distances much greater than standard-issue electronic warfare (EW) suites, the active probe makes a valuable addition to any recon unit.
In BattleForce, elements equipped with active probes can help identify enemy units and also locate hidden ones. Rules for such actions appear in Attack Declaration (p. 23) and Concealed Units (p. 46).
Artillery. Certain elements are armed with long-range artillery weapons, which are further defined by the specific type of artillery carried: L (Long Tom), S (Sniper), T (Thumper) or A (Arrow IV). In basic play, artillery elements can make indirect attacks in the same way as elements with the indirect-fire ability (see p. 36). Advanced rules for using artillery appear on p. 41 of the Special Case Rules section.
C3 Computer Master (c3m). These elements are equipped with a Command/Control/Communications (C3) master computer. Usually installed in command or reconnaissance 'Mechs or vehicles, the C3 computer system is designed to help unit commanders coordinate activities at the lance and company levels.
Each element equipped with a C3 master can link with up to three other elements that have C3 slave systems (c3s) in order to form a network. The elements in the network can make attacks using the range modifier of the element in the network closest to the target. The attacking element must still have LOS to the target, and its statistics still determine damage and other modifiers.
In BattleForce, members of a lance-sized network are normally in the same unit, and therefore are always at the same range to any given target. However, a network can be expanded with the addition of another C3 master computer. Up to three C3 master computers can be linked to a fourth C3 master to create a company-sized network. This larger network can contain no more than twelve C3-equipped elements. All twelve of the linked elements can fire using the range modifier of the unit closest to the target. Elements with C3 masters need not also have C3 slaves in order to link up in this way.
Destruction of an element carrying a C3 master shuts down the portion of the network controlled by its computer. When the C3 controls a lance, destroying the C3 cuts the unit's remaining lancemates out of the network. When a C3 coordinating a company network is destroyed, the lances in the company are cut off from each other, but each individual lance can still use its own C3 network (though in BattleForce play, this offers no advantage). The diagram below shows a C3 network in action.
The C3 master (but not the slaves) also duplicates the function of target acquisition gear (TAG). Units that are equipped with C3 that are spotting targets for or launching indirect fire use the indirect fire rules (see Indirect Fire, p. 36).
(The printed C3 network diagrams, Standard Configuration and Alternate Configuration, are omitted. In the diagram, each circle represents an element and each box encloses a unit. Each "S" represents a C3 slave. Each "M" represents a C3 master. The arrows show the network links radiating out from the master elements. Destruction of slave elements has no effect on the overall network. However, destruction of a master element will eliminate all the links pointing away from it.)
Company-sized networks can be arranged in the two ways shown. The first represents the most common arrangement, with a single element carrying two master computers and coordinating its own lance as well as the entire company. The second shows a separate element in the command lance carrying the computer that links the master elements together in the company network. Though in theory a single element can carry three or four master computers, the resulting increased vulnerability of the entire network makes this useless in practice.
C3 Computer Slave (c3s). An element equipped with a C3 slave can link into a C3 network as described above. Elements with C3 slaves but no master cannot create a network, and so confer no special ability on the element.
Cargo (car #). An element marked as "cargo" can be carried by a transport (see Transport, p. 36). The number indicates how many tons of the transport's cargo space the element takes up. The tonnage can be split between multiple transports, so long as all of the transports are in the same unit.
Coolant Truck (cool). This type of vehicle carries large tanks of coolant that it can use to cool down overheating 'Mechs. Coolant vehicles are also useful for putting out fires.
A player can use a coolant truck to cool down a friendly unit in an adjacent hex. A single coolant truck can cool down all the BattleMech elements in a single unit. In order to hook up to the coolant, both the coolant truck's unit and the unit being cooled down must remain immobile. Because they cannot move, both units can be attacked using a Base To-Hit Target Number of 0, rather than using their MP ratings. However, the elements in the unit being cooled down can use their Overheat Values without any increase in their heat levels.
Coolant trucks can also put out fires quickly and easily, but must get dangerously close to the fire to do so. During a turn's Combat Phase, a coolant truck can extinguish one fire in its own or one adjacent hex in lieu of making an attack.
Electronic Countermeasures (ecm). An ECM suite is a broad-spectrum jamming and electronic-countermeasure device designed to reduce the effectiveness of enemy long-range scanning and surveillance equipment. Such a system nullifies the effects of any enemy unit's active probes or C3 computers whenever any of those systems is in the ECM suite's area of effect. Friendly active probes or C3 computers are not affected, nor does the ECM suite affect other scanning and targeting devices, such as TAG. An ECM suite's area of effect is a 1-hex radius from the unit carrying it, as described below.
An ECM negates the effects of systems listed above whether or not they are being used against the ECM-equipped element. An ECM suite affects enemy units if an element in the target unit, in a hex adjacent to the target unit, or in the same hex as or a hex adjacent to the attacking/probing unit is equipped with ECM, or if the LOS from the attacking/probing unit to the target passes through the ECM-equipped unit's hex or a hex adjacent to it.
An ECM suite interferes with a C3 network in the following ways: if the C3 master that is coordinating a company network is in the area of effect of the ECM, the entire network stops functioning. If a subordinate unit in the network is in the area of effect of the ECM, the unit is isolated from the network, though the rest of the network still functions. If the LOS from the C3 master coordinating the company to a subordinate unit passes through the ECM-equipped unit's hex or a hex adjacent to it, the subordinate unit is cut off from the network.
ECM has additional effects when using the Concealed Units rules; for more information, see Special Case Rules, p. 46.
Engineering Vehicle (eng). An engineering vehicle is equipped with bulldozer blades, shovels and other equipment that allow it to clear a path through rubble. A unit that contains at least one engineering vehicle does not spend the standard MP to move through a Rubble hex, but instead pays the MP cost of the underlying terrain.
Engineering vehicles can also be used to clear terrain (see Clearing Woods, p. 46). Engineering vehicles also excel at clearing minefields safely (see Minefields, p. 50).
Headquarters (hq). A headquarters element contains additional communications and control gear that increases command efficiency. Each headquarters element on a side allows that side's player to move one additional command counter per turn (see Commands, p. 27). Though the headquarters special ability does not allow a player to draw an additional command counter, it does allow him to both draw and move counters in the same Command Phase.
Neither side may have more than one headquarters element active per battalion. Any additional HQs present have no effect on game play. Note that the headquarters special ability is different from the headquarters counter that each side places during the Objectives part of scenario setup. The headquarters counter does not provide the hq special ability unless the scenario rules specifically confer that ability.
Indirect Fire (if). The indirect fire ability allows an element to attack without having LOS to the target by arcing its attack over intervening obstacles in a way similar to a mortar or artillery attack. In order for a unit to attack indirectly, another friendly unit must have LOS to the target. One element of this friendly unit acts as the spotter. The spotting element may not make an attack of its own, though it must be in position and able to make an attack in order to spot. For example, a shutdown element or a unit under the effects of an Evasive Action command may not spot.
The appropriate terrain modifiers in the LOS between the spotter and the target, plus any other modifiers for both the spotting and firing units (such as skill modifiers and command counters), plus an additional +1 penalty, all apply to an indirect-fire attack. If the attack hits, it inflicts long-range damage from the firing unit, regardless of the actual range to the target.
MASH (mash). MASH elements are equipped as Mobile Army Surgical Hospitals (MASH). Players can use them in campaign play to repair damaged infantry units between battles (see Campaigns, p. 106). In standard play, they have no effect.
Move or Fire (mof). This restriction currently applies primarily to artillery units. An element with this restriction may not attack in a turn in which it also moved.
OmniMech (omni). An OmniMech is modular in design, which means that it can swap weapons quickly and efficiently between battles and take on a different role. For example, a fire-support OmniMech can be converted to a close-assault 'Mech for the next mission in a matter of minutes. This ability is most useful in campaign play, as changing weapon pods takes too long to be performed feasibly during a regular game (see Campaigns, p. 106).
OmniMechs are also constructed so that they can transport battle-armor units. Each OmniMech has handholds on its "skin" that allow it to carry a single Point (or squad) of battle armor. In BattleForce, this means that each OmniMech element can carry a single battle-armor element. Treat this ability in the same way as other types of infantry transport (see Transport). OmniMechs may only carry battle armor in this way.
Spheroid DropShip (sph). This type of DropShip has special characteristics, such as the ability to hover and land vertically, that distinguish it from other types of DropShip units. For more information, see Aerospace Support, p. 39 in Special Case Rules.
Target Acquisition Gear (tag). Target acquisition gear (TAG) consists of a special laser that is used to designate targets for Arrow IV artillery attacks. This equipment can be used only in conjunction with the advanced artillery rules (see Artillery, p. 41).
Transport (tran #). A transport element can carry infantry and other cargo. The number is the number of tons of cargo the element can carry. Normally, transport elements carry infantry and other elements designated as "cargo" into battle.
A transport unit carrying infantry can load or unload them at the beginning or end of the transport's movement. Infantry must be in a hex adjacent to the transport in order to be loaded, and also must be unloaded in an adjacent hex.
A transport unit may not load and unload infantry in the same turn. The unit being transported may not move in the same turn that it is loaded or unloaded, nor may it make attacks or be attacked while being transported. However, the transported unit may make attacks normally in the same turn that it is loaded or unloaded.
If all of the transport elements in the transporting unit are destroyed, the unit being carried is also destroyed. If enough elements of a transport unit have been destroyed at the beginning of its controlling player's Movement Phase to reduce the transport's total tonnage capacity below the amount required to carry the entire transported unit, the transported unit is immediately unloaded in an adjacent hex. The transported unit takes no damage from this process (see Battle Armor, p. 34, for an exception to this rule).
Special Case Rules
This section offers detailed optional rules for resolving specific, strategically important situations that players may want to play out as part of their game. Players can use these rules to simulate the effects of artillery, minefields, fire, hidden units and other tactical advantages. This section also provides simplified rules for incorporating air assets into BattleForce scenarios, based on BattleSpace rules. The Off-Board Units rules appear at the beginning of this section in order to explain certain concepts necessary for understanding how to use aerospace and artillery support in BattleForce.
All players should review the optional special-case rules and agree on which ones to include in their game before beginning play.
Off-Board Units
In larger games, not every unit will be on the mapsheet. Some units can be behind friendly lines as reinforcements, while artillery and aerospace units are most often deployed far from the battlefield. Using the following rules, units can begin play off the mapsheet or move off the mapsheet during play.
The Support Map
The BattleForce 2 set includes a special 8 1/2" x 11" map called the support map. This map is used to track the movement and location of off-board units. The support map should be placed to one side of the playing area, within easy reach of both players.
Facing each player on the support map is two rows of boxes numbered 1 to 8. Each of these boxes represents an additional BattleForce mapsheet that players can use to indicate the placement or location of off-board units such as artillery assets and other reinforcements. All eight boxes should be considered a single continuous row, with Box 1 representing the mapsheet lying closest to the player's home map edge and Box 8 representing the mapsheet lying farthest away. Players place their off-board units in these boxes (on a designated mapsheet) as directed by the scenario set-up rules or by mutual player consent.
(The printed diagram shows the support map and how its boxes correspond to the playing area. The mapsheets in black printing are the actual mapsheets laid out to represent the playing area. The gray mapsheets on either side are where support map boxes 1 and 2 would be if they were part of the playing area.)
Support Movement
Units on the support map move during their controlling player's Movement Phase. They can move from box to adjacent box as described below.
A unit does not use its normal MP while moving on the support map. Instead, the MP used by each unit on the support map is based on the unit's normal MP rating as shown on the table below.
Support MP Table
| Normal MP | Support MP |
|---|---|
| 1-4 | 1 |
| 5-8 | 2 |
| 9-11 | 3 |
| 12-15 | 4 |
| 16+ | 5 |
Each box on the support map represents an entire mapsheet. In the same way that it usually takes multiple turns for a unit to cross a mapsheet, it also usually takes several turns to move from box to box on the support map.
Each box is separated from the adjacent numbered boxes by four rectangular spaces. These spaces are used to track movement from one box to another. For the purpose of calculating distance moved, each box is also considered a space.
To travel from one box to the next adjacent box, a unit may move a number of spaces up to its support MP rating in either direction. To move a unit, simply move the unit's counter forward a number of spaces equal to the unit's support MP. As long as any part of a unit's counter remains in a box, it is considered to be in that box for purposes of combat. Once the counter reaches the next box, move the entire counter into that box before continuing to move the counter in that direction.
It takes a total of 5 MP to move from one box to the next.
Example. A heavy BattleMech unit with 5 MP starts play in Box 3 on its side of the support map. This means it is three mapsheets away from the battlefield. Checking the Support MP Table, the player notes that 5 MP means that the unit has 2 MP on the support map. The player wants the unit to immediately head for the fight in the playing area, so he moves the unit 2 spaces to the right in his first Movement Phase (see Fig. A). Because part of the unit's counter still overlaps Box 3, the unit is considered to be in that box.
In the next turn, the unit moves another 2 spaces to the right (see Fig. B). It is still considered to be in Box 3. In the third turn, the unit moves yet another 2 spaces to the right. This time, its first MP moves it into Box 2 and its second MP moves it into the first space to the right of Box 2. The unit is now considered to be in Box 2 (see Fig. C).
This process is repeated in the following turns. It will take 5 more turns (moving 2 MP per turn) for the unit to reach the battlefield. Hopefully, the player's side can last that long without reinforcements.
Entering the Support Map
A unit can enter its side of the support map by moving off its home map edge. By moving off the opponent's home map edge, a unit can enter the opponent's side of the support map. In both cases, the unit is placed directly on Box 0 on the appropriate side of the support map, and its movement ends. In the controlling player's next Movement Phase, the unit can begin moving toward Box 1.
Support Combat
Combat can occur on the support map if enemy forces occupy the same box (except for artillery; see Artillery, p. 41). In each Combat Phase, players may launch attacks against enemy units in the same way as on the mapsheet, except that terrain considerations do not apply on the support map and range is always considered medium when resolving attacks.
Support Setup
When using the Off-Board Units rules, each player may place his artillery and aerospace units on his side of the support map in any desired boxes. The specific scenario rules being used may also call for a certain portion of each player's forces to be off-board as reinforcements (see Creating Scenarios, p. 52).
Stacking
Stacking limits do not apply on the support map. Any number of units from both sides may occupy each box.
Leaving the Support Map
Units can leave the support map one of two ways. By moving to the left from Box 8, the unit immediately leaves play. It may not re-enter, and for purposes of determining victory it is considered withdrawn from battle. By moving to the right of Box 1, a unit moves toward its home map edge. The unit does not actually reach the mapsheet until it leaves Box 1 completely and enters Box 0. Once it reaches Box 0, it emerges on the mapsheet and its movement is over for the turn. The unit is placed on the player's home map edge, in any desired hex.
Aerospace Support
The following rules allow players to use aerospace units in conjunction with ground forces, including strafing and bombing attacks made by fighters and rules for using grounded DropShips. These rules are a simplified version of the BattleSpace rules. Players who own BattleSpace can use its rules to resolve fighter-to-fighter dogfighting in space, as well as JumpShip and WarShip combat.
Unlike slower air units such as VTOLs, which are treated like ground vehicles that can fly over terrain, fast aircraft such as aerospace fighters and DropShips need special treatment in BattleForce. To clearly distinguish between these types of flying units, only the faster units are classified as aerospace units. Aerospace units include DropShips, aerospace fighters and conventional aircraft. Other flying craft follow the rules for ground vehicles unless otherwise specified.
Aerospace units move in terms of mapsheets rather than hexes, but are placed on the map while the game is played along with other types of units. Most of the time, aerospace units will be off-board on the support map (see Off-Board Units, p. 37). However, they will be placed in mapsheet hexes while attacking ground targets on the map or dogfighting in-atmosphere with other fighters. They will move through given hexes, make bombing and strafing runs, and may be targets of counterattacks.
Game Setup
The number and type of fighters available to each side is normally assigned by the scenario being played, in much the same way as artillery support and minefields. Players may also purchase aerospace units with points, just as they may purchase other types of units. We recommend that both players set aside a separate, equal amount of points for aerospace forces, as opposed to drawing them from the same force lists as ground troops. This strategy ensures that both players' forces will be more closely balanced against each other.
Aerospace Units on the Ground
BattleForce assumes that aerospace units begin play in the air unless otherwise specified. Aerospace units on the ground must take off using the Launching rules (p. 40) before they can move.
Carrying Bombs
Players must assign bombs to any fighters that will carry such munitions before play begins. Each fighter element can carry a number of bombs based on its weight class: light fighters can carry 1 bomb, medium fighters can carry up to 2 bombs, and heavy fighters can carry up to 4 bombs. Carrying 1 or more bombs slows a fighter down, reducing the element's MP to half of its full value (round down) until all of its bombs are dropped. This MP reduction makes fighters carrying bombs easier for the opposing player to hit.
For rules on using bombs, see Bombing, p. 41.
Aerospace Movement
The movement of aerospace units is expressed in terms of mapsheets rather than hexes. The unit's MP is the number of mapsheets or boxes on the support map that it can move per turn. A unit can move across mapsheets, support map boxes or both in a single Movement Phase.
Aerospace units on the support map move directly from one box to the next. They do not use the spaces between boxes to move, nor do they convert their MP to support MP as other units do when on the support map. Like other units, if an aerospace unit moves off the left side of support map Box 8, it leaves the playing area and may not return. Box 0 does not count for aerospace units; they move from Box 1 to the first mapsheet on the same side.
If an aerospace unit ends its move on a mapsheet, place the fighter in any desired hex on the map where its movement ended, with any desired facing. Choose the hex depending on the kind of attack the player wants his aerospace unit to make, if any (see Attacks, p. 40).
Normal stacking limits apply separately to aerospace units while in flight. Each hex may contain one ground unit and one aerospace unit from each side at the same time. All airborne aerospace units are assumed to be flying at a low enough altitude that they can attack ground units or be attacked by them. In the interests of simplicity, BattleForce does not allow for aircraft moving to various altitudes.
(The printed diagram shows aerospace movement examples. An aerospace unit in Box A on the support map would need to spend 3 MP to move to Hex B on Mapsheet 2 to strafe the 'Mech unit in Hex D. The unit would move from Box 2 to Box 1, then from Box 1 to Mapsheet 1, and then from Mapsheet 1 to Mapsheet 2. The unit could end its 3 MP move in any hex on Mapsheet 2, not just Hex B. An aerospace unit in Box C would need to spend 6 MP to reach Hex B. The unit would need to spend 9 MP to move from Box A directly to Box C.)
Stalling
All aerospace units, with the exception of spheroid DropShips, must continuously move forward to keep from stalling and crashing. They also have a limited turning radius, which means they have to make a wide "U-turn" before they can attack the same point a second time.
In game terms, this means such units cannot stay on the same mapsheet or support map box two turns in a row. They must move at least one mapsheet during the Movement Phase as long as they are airborne.
Spheroid DropShips can hover, and so they need not move every turn. Record sheets for spheroid DropShips are marked "sph" under special abilities.
Landing
An aerospace unit can land in any off-board box that does not contain enemy units. The unit lands instead of moving during the controlling player's Movement Phase, and cannot make any attacks during that turn.
On the main mapsheet, spheroid DropShips can land in any hex except Water and Heavy Woods hexes. As with landing on the support map, the DropShip lands instead of moving during the controlling player's Movement Phase, and it cannot make any attacks during that turn. If a spheroid DropShip lands in a Light Woods hex, the hex automatically becomes Rough terrain, per the Clearing Woods rules (p. 46).
Other aerospace units landing on the main map must land on a runway. Because the battlefield rarely offers ideal runways, these craft can also land on Clear and Paved terrain. The amount of runway space a unit needs is based on its weight class. For example, lighter craft can stop sooner and so can land on a shorter runway. The number of runway hexes needed for each class of aerospace unit to land safely is given on the Runway Table. These hexes must lie in an uninterrupted straight row and must consist of Road, Paved and/or Clear terrain, with no elevation changes. All runway hexes must also be clear of units and buildings.
When an aerospace unit lands, it lands on a runway at the end of its move. The unit ends its movement in the first hex of the runway, then moves along the ground and ultimately ends its landing in the last hex of the runway, facing in the direction in which it had been traveling.
Once landed, a spheroid DropShip cannot move until it launches. Other aerospace units can taxi along the ground at a rate of 1 MP, but can only enter Clear, Road and Paved hexes. DropShips are so large that no unit may enter or occupy the same hex as a grounded DropShip. Other aerospace units follow standard stacking rules when grounded (see p. 21).
Runway Table
| Unit Class | Minimum Runway Length |
|---|---|
| Spheroid DropShip | 0 |
| Light Fighter | 4 |
| Medium Fighter | 6 |
| Heavy Fighter | 8 |
| Aerodyne DropShip | 10 |
Launching
Grounded aerospace units cannot simply spring into the air in a single turn. In order to get its engines up to speed for a launch, an aerospace unit must spend one Movement Phase revving them up. In subsequent Movement Phases, the unit may either launch as described below or continue to rev its engines.
On the support map, an aerospace unit launches in place of its normal Movement, and cannot attack during the turn in which it launches. After launching, a spheroid DropShip stays in the box in which it started; other aerospace units move immediately after launching. In subsequent turns, the airborne unit moves normally.
On the main map, launching is simple for spheroid DropShips. The ship stays in the same hex while launching, cannot attack in that turn, and moves normally in subsequent turns. Other aerospace units need a runway in order to launch, with the same length and terrain restrictions as the runway required to land (see Landing, above). The runway must extend in the direction the unit is facing; the unit cannot make facing changes or taxi in the same phase in which it launches. The launching unit moves down the runway and becomes airborne when it reaches the runway's end. It may also move normally in that same turn.
Attacks
In BattleForce, aerospace units may make five types of attacks: striking, strafing, bombing, air-to-air and ground-to-ground. Each type of attack is described below in detail, but all share the following common rules.
Some fighters have Overheat Values, which work in exactly the same way as for BattleMechs. If a fighter element shuts down from overheating, it is immediately destroyed. DropShips cannot overheat.
Spheroid DropShips cannot attack unless they are on the ground, and may only make ground-to-ground and ground-to-air attacks. Each spheroid DropShip has two sets of Damage Values, one for weapons on the right side and one for weapons on the left side, and can make two attacks each turn. The firing arcs into which the right-side and left-side weapons can fire are shown in the left column on this page.
Aerodyne DropShips have one set of Damage Values, but can attack twice into the firing arc shown below using those Damage Values. Aerodyne DropShips may not make bombing attacks. All other aerospace units have a single set of Damage Values, and can attack into the firing arc shown below whether in the air or grounded.
(The printed diagrams show the firing arcs of aerospace units, and the spheroid DropShip's left and right firing arcs.)
Striking
The striking attack is an elementary and extremely accurate air-to-ground attack in which each craft fires all its weapons at a single target. A unit making a striking attack chooses one target unit; then each element of the attacking unit makes a single attack against a chosen target element, following the same rules as ground units regarding range, to-hit numbers, damage and so on. Aerospace units have a more limited firing arc than BattleMechs, as shown in the diagram above. However, a BattleMech's line-of-sight limitations do not apply to aerospace units. No kind of terrain will block LOS from an aircraft, though the terrain in the target hex still modifies the to-hit number per standard rules.
Strafing
The most common type of aerospace attack is the strafing run, in which the craft fires its weapons repeatedly at the ground to saturate a line of hexes. This kind of attack is most useful against masses of infantry, as it inflicts little damage but can hit many units. The line of hexes hit by the strafing run can be any length the attacking player desires, from a single hex to a number of hexes equal to the attacking unit's medium-range Damage Value. The player must announce the length of the strafe at the beginning of the attack, which he does by moving the strafing unit through the hexes to be attacked.
The strafing run starts in the hex occupied by the attacking unit at the start of the Combat Phase, and continues in the direction the unit is facing until it reaches the hex to which the unit was just moved. The attack strikes every unit in the hexes strafed, whether friend or foe. Every element of every unit in the strafed hexes is attacked separately as if at medium range from the attacker. The to-hit number for each attack is calculated normally, except that the attacker's skill modifier is not applied. Each target hit by the strafe takes a single point of damage.
Bombing
The least common type of air-to-ground attack, bombing is also the most deadly. A good pilot can deliver several tons of ordnance into a relatively small area and cause extreme damage.
Fighters may carry the following types of bombs, and may carry several types at once.
- High Explosive (HE): Each HE bomb inflicts 2 points of damage on all elements of all units in the target hex.
- Cluster: Each cluster bomb inflicts 1 point of damage on all elements of all units in the hex of impact and in the surrounding 6 hexes.
- Inferno: One inferno bomb creates fires in the hex of impact and in the surrounding 6 hexes (even in Clear or Water hexes). Use the Fire rules on p. 48 to determine the effects of the fire.
- Mines: Similar to Thunder submunitions, a mine-type bomb lays a minefield in the hex of impact. For more information, see Mines, p. 49.
Fighter units can deliver bombs in the hex they are in or can spread bombs along a strip of ground, much like a strafing run. If a player intends his fighters to drop bombs along a line of hexes, he must move the attacking unit in the same way as for a strafing attack. The unit must drop at least one bomb in every hex along the attack line. Because a fighter cannot skip hexes in the line, the maximum possible length of the bombing line is equal to the total number of bombs carried by both fighters in the bombing unit. The attacking player must declare the number and type of bombs to be delivered to each target hex before making any to-hit rolls.
Make a to-hit roll with a Base To-Hit Number of 8 for each hex into which bombs are dropped. Terrain modifiers do not apply; the attacking unit's skill modifier, however, does. If the to-hit roll is successful, all bombs dropped into the designated target hex explode in that hex. If the roll fails, the bombs scatter before exploding. To determine the direction of scatter, roll 1D6 for each bomb dropped and consult the Ripple Bombing Scatter Diagram (printed diagram omitted). Then make a second 1D6 roll and divide the result by two, rounding up, to determine the distance in hexes that the bombs rolled from the target hex. A result of 1-2 indicates a one-hex scatter, 3-4 indicates two hexes and 5-6 indicates three hexes. The hex to which the bombs scatter becomes the impact hex, and the exploding bomb does damage to any units in that hex.
Air-to-Air
Air-to-air attacks are made in the same way as other types of attacks. Use the firing arc shown on p. 40 and normal rules for determining to-hit numbers. All aerospace units always have LOS to all other aerospace units on the map, regardless of terrain. Also, terrain modifiers do not affect to-hit numbers.
Ground-to-Ground
Grounded aerospace units can make attacks, though they are limited by their lack of maneuverability. A grounded DropShip can nonetheless be a significant force on the battlefield, simply because its big guns can do considerable damage.
Grounded aerospace units use the same rules as ground units for making attacks. However, because no unit can occupy the same hex as a DropShip, the pointblank range for DropShips extends 1 hex away from the hex the vessel occupies. Medium and long ranges remain the same.
Attacks against grounded aerospace elements follow standard LOS rules and use a Base Target Number of 0, regardless of the target element's MP. All other standard modifiers apply.
Ground-to-Air
Ground units and grounded aerospace units can attack aerospace units in the air. Standard rules for resolving attacks apply, except that grounded units cannot make pointblank attacks against airborne targets. Even if the target is in the same hex as the attacker, the attack is considered to be a medium-range attack. VTOL units are considered ground units for this purpose.
Artillery
Artillery elements (indicated on the record sheet by the abbreviation "art") can make artillery attacks. In basic BattleForce play, these attacks work just like indirect fire attacks. However, artillery can hit targets much farther away than eight hexes.
The Off-Board Units rules (p. 37) must be used in conjunction with these artillery rules.
Artillery attacks are directed against hexes, as opposed to against units and the elements in them. The target of an artillery attack is either a single hex on the BattleForce map or a single ground unit in a box on the support map. Artillery attacks cannot be directed against units in the air.
Artillery Setup
Artillery units are deployed in the same way as other units. Before setup, each player may secretly choose a certain number of hexes on the map as "designated targets." Support map boxes or specific units may not be designated targets. Each player may choose a number of designated targets equal to the number of artillery elements he possesses. The players designate their artillery target hexes after each player has chosen his home map edge but before any objectives are placed on the map.
Any artillery attacks aimed at a designated target hex automatically hit that hex, with no to-hit roll or scatter. This rule does not apply to Arrow IV attacks guided by TAG because those attacks are directed at individual elements rather than hexes.
Artillery Range
The first step in making an artillery attack is to determine the range to the desired target. Range for artillery attacks is always expressed in mapsheets rather than hexes.
If the target hex is 0 to 16 hexes from the artillery unit, the range is zero mapsheets. If the target is 17 or more hexes away, the range in mapsheets will be 1 or more. For purposes of making attacks, the range is the number of mapsheets to the target, including the mapsheet the target occupies but not the mapsheet the attacker occupies. Units on the unnumbered hexes between two mapsheets are considered to be on the mapsheet furthest from the attacker.
The Artillery Range Table shows the maximum range of each artillery type. An artillery unit cannot make an attack beyond its maximum range. The type of artillery carried by an element will be indicated on the record sheet, either in its name or as a special ability. If no type is given for an artillery element, assume it is Arrow IV.
Artillery Range Table
| Artillery Type | Maximum Range |
|---|---|
| Arrow IV | 2 |
| Long Tom | 7 |
| Sniper | 4 |
| Thumper | 5 |
Attacker or target on support map. If the attacker or target is on the support map, the attacking player must add support map boxes when determining the range to the target. In this case, the range is equal to the box number the attacker or target occupies plus the appropriate mapsheets in the play area, plus the number of the box occupied by the target, plus 1 for every mapsheet that the play area is wide, minus 1.
Looking at the play area mapsheets and support map makes it simple to count artillery ranges. Just count the total number of boxes and mapsheets from the attacker to the target. The printed diagram shows some examples of artillery range, with the ranges between each pair of artillery units (A through F) shown in a matrix; the matrix is not reproduced here.
Attacker and target on support map. If the target is on the same side of the support map as the attacker, count the range in boxes to the target (not including the box occupied by the attacker) to determine range. If the target and attacker are on opposite sides of the support map, the range is equal to the number of the box the attacker occupies plus the number of the box occupied by the target, plus 1 for every mapsheet that the play area is wide, minus 1.
Artillery Range Matrix. The following matrix gives the range in mapsheets between each pair of artillery units (A through F) in the printed example.
| Attacker \ Target | A | B | C | D | E | F |
|---|---|---|---|---|---|---|
| A | 0 | 3 | 9 | 3 | 2 | 5 |
| B | 3 | 0 | 6 | 0 | 1 | 8 |
| C | 9 | 6 | 0 | 6 | 7 | 14 |
| D | 3 | 0 | 6 |
Targeting
An artillery unit may fire if it has a target in range. An artillery element may use its standard Attack Values to make a normal attack, or may make an artillery shot using its long-range Attack Value. However, it may not make both types of attack in the same turn.
Time in Flight
If the range is greater than zero, the shot will take a number of turns to reach the target, as shown on the Time in Flight Table. If the shot will not land during the turn in which it is fired, the attacking player must write down the target hex and its mapsheet and conceal this information from his opponent.
Time in Flight Table
| Range | Time in Flight |
|---|---|
| 0 | 0 (lands during the turn in which it is fired) |
| 1-2 | 1 (lands during the turn after it was fired) |
| 3-4 | 2 (lands during the second turn after it was fired) |
| 5-6 | 3 (lands during the third turn after it was fired) |
| 7-8 | 4 (lands during the fourth turn after it was fired) |
To-Hit Roll
After the appropriate time in flight, the artillery attack lands and the attacking player makes a 2D6 to-hit roll. Regardless of time in flight, all artillery attacks are resolved at the end of the attacker's Weapon Attack Phase, after all other attacks have been resolved.
The Base To-Hit Number for an artillery attack is 11. Only the firing element's skill modifier applies to this attack. No other modifiers apply except those for adjusting fire, if appropriate (see Adjusting Fire, p. 43). Unlike standard attacks, a to-hit roll result of 12 for an artillery attack does not result in an automatic hit. However, a result of 2 is still an automatic miss, regardless of skill or adjusting fire modifiers.
If the to-hit roll result equals or exceeds the modified to-hit number, the attack hits the target hex; otherwise, the shot scatters. To determine where the scattered shot lands, first roll a die to determine the scatter direction per the Scatter Diagram. Then roll a second die to determine the distance that the shot scatters. On a result of 1-3, the shot scatters one hex in the indicated direction; a result of 4-6 scatters the shot two hexes in the indicated direction.
Once an artillery element hits its target hex, its subsequent attacks against that same hex hit automatically.
Artillery attacks against units on the support map do not scatter. A successful to-hit roll means that the attack hits the targeted unit. If the roll is unsuccessful, the attack misses.
Adjusting Fire
If the target hex of an artillery attack is in a friendly unit's line of sight when the shot lands, the artillery element may adjust subsequent shots against the same hex. Each subsequent shot fired at the targeted hex reduces the to-hit number by 1. This reduction applies only to subsequent shots fired, not to shots aimed at the hex that are already in flight.
TAG Spotting and Arrow IV Targeting
Target acquisition gear (TAG) consists of a special laser used to designate targets for Arrow IV artillery attacks. TAG only aids Arrow IV attacks (elements designated "artA"). Other types of artillery do not benefit from TAG.
A TAG-equipped element may attempt to guide an Arrow IV attack in the turn in which the attack arrives on the playing area. The target must be on the same mapsheet as the target hex that the attacking player wrote down, though it need not occupy the designated target hex. The TAG-equipped element must have LOS to the target and be within medium range (4 hexes).
TAG targets a single element, as opposed to an entire hex. The target may be any type of element except infantry. The TAG-equipped element acts as a spotter for the artillery unit instead of making a standard attack for the turn. Calculate the to-hit number as for a standard attack, applying all appropriate combat modifiers. If the to-hit roll is successful, the TAG-equipped spotter successfully designates the target. At that point, the player rolls 2D6 for the Arrow IV attack. On a result of 4 or higher, with no modifiers applied to the result, the missile hits the target. If the spotting to-hit roll or the Arrow IV to-hit roll fails, the attack misses and does not scatter.
A single TAG-equipped element can spot for any number of Arrow IV attacks that arrive in the same Combat Phase against the same target. Only a single spotting roll is required; however, the player must make a separate to-hit roll for each Arrow IV attack.
Artillery Damage
Artillery attacks directed against a hex on the map do damage to all elements of all units in the hex where the shot lands. The damage is equal to the attacking element's long-range Attack Value, and can be increased by overheating per standard overheating rules (see p. 25). No extra damage results from the attack direction (see Attack Direction, p. 25).
Artillery attacks directed against a unit on the support map damage that unit only, but affect all elements of that unit equally. Such attacks do no damage to other units in the same box as the target unit.
TAG and Arrow IV damage. An Arrow IV attack guided by TAG only damages the element targeted by TAG. The attack does not affect other elements in the target unit. The attack direction is based on the location of the spotter unit, which results in an extra point of damage if the TAG-equipped spotter is behind the target (see Attack Direction).
Buildings
Historically, the abundant buildings and similar obstacles in urban areas made it difficult for armored vehicles to successfully fulfill their battlefield objectives, and cities in the thirty-first century still cause problems for BattleMechs. Battles fought in long, narrow streets filled with buildings that block line of sight, provide enemy hiding places and offer limited protection from weapons fire require a change in tactics and operations. In urban combat, even unarmored infantry may substantially damage a BattleMech.
Building Types
Buildings in BattleForce are divided into three broad categories: Base, City and Fortress. Each building counter represents a small group of buildings rather than an individual structure. The Building Table summarizes important information about the three types of buildings.
Base. Base counters represent groups of short, light buildings: tents and other temporary structures found on a battlefield, as well as small family homes or businesses.
City. City counters represent groups of moderate-sized buildings that comprise the bulk of most settlements in the Inner Sphere.
Fortress. Fortress counters represent groups of large, heavy buildings such as factories and fortifications.
Building Table
| Building Type | MP to Enter* | Strength | Weight Limit | Affects LOS as |
|---|---|---|---|---|
| Base | 2 | 12 | L, M | Clear |
| City | 3 | 14 | L, M, H | Light Woods |
| Fortress | 4 | 16 | L, M, H, A | Heavy Woods |
* Infantry only pay 1 MP to enter Building hexes.
Movement Effects
Building hexes are more difficult to move through than Clear terrain, as shown by the MP to Enter column on the Building Table. The additional MP cost reflects the time it takes to move around or enter each building in order to get through the hex. Because infantry units have an easier time moving through streets and buildings, they pay no additional MP.
When a unit occupies a Building hex, it is normally assumed to be among the buildings in the hex. Therefore, the unit is not considered to be at a higher elevation than the hex it occupies.
Climbing Buildings
A BattleMech or infantry unit can move to the roof of a building rather than staying on the ground, in order to gain a better vantage point over the battlefield.
The Weight Limit column on the Building Table indicates the weight classes that each type of building can support (infantry can climb to the top of any building). The weight limit applies to the weight class of the entire unit rather than individual elements in the unit. If the unit exceeds the weight limit, it may not climb the building.
If the unit is within the building's weight limit, the controlling player announces when the unit enters the hex that it is climbing the building rather than staying at ground level. If desired, a die or coin can be placed on the unit counter to remind all players that the unit is on top of a building in the hex. While atop the building, the unit is considered to be at one elevation level higher than the hex.
A BattleMech unit on top of a building does not gain the defensive terrain bonus of the building in the hex it occupies. Infantry units do, because they occupy the top floor of the building rather than literally standing on its roof in the open. Climbing down from a building costs the same MP as entering the hex.
Combat Effects
Building hexes affect LOS and to-hit numbers in the same way as Woods hexes. See the Building Table for each type of building's specific LOS effects.
Attacking Buildings
Like units, buildings can be attacked. Because they are large, immobile targets, the Base To-Hit Number for an attack against a building is 0. Apply other modifiers as appropriate, including the terrain bonus for the Building hex itself (if any).
Each attack that hits the building may reduce it to rubble. After each successful attack, roll 2D6 and add to the result the amount of damage inflicted by the attack. If the total is equal to or greater than the building's Strength (shown on the Building Table), the building collapses into rubble. A total result lower than the building's Strength has no effect. To indicate that a group of buildings has been reduced to rubble, turn the building counter over.
Any units that have climbed onto the building when it collapses will take damage equal to the MP cost to enter the Building hex (so larger buildings inflict more damage). The damage applies to each element of each unit inside or on top of the building. Units in a Building hex that have not climbed a building take no damage when the building is destroyed.
Infantry in Buildings
Infantry that have climbed a building are inside the building's top floor. Because they are inside the structure, they cannot be attacked directly, though an infantry unit can attack targets outside the building normally. To damage an infantry unit inside a building, an attacker must destroy the building or hit the hex with an artillery attack. In the latter case, all units in the target hex take damage, including the building and the infantry inside it.
Armed Buildings
Fortresses can be equipped with weapons that give the building Damage Values corresponding to a combat element's statistics. Buildings, like conventional vehicles, cannot overheat. Unless otherwise stated in the scenario rules, a building has a 360-degree arc of fire and can make one attack per turn.
The scenario being played will set specific Damage Values for buildings when they are needed. If players wish to include a "generic" gun emplacement in a scenario, assume that the gun emplacement has Damage Values of 2 at all ranges.
Clan Honor
When Nicholas Kerensky created the society known as the Clans more than two centuries ago, he faced an interesting problem: how to turn an army of Star League military refugees into a functioning society while maintaining their fighting edge in preparation for their eventual return to the Inner Sphere. The Clan homeworlds' remoteness and general lack of resources added to the problem; though they needed copious amounts of military hardware to remain a viable fighting force, Kerensky and his newborn Clans could not afford to waste anything.
Kerensky's solution was as ingenious as it was bizarre. He created a caste-based society with the warrior caste at the top of the heap. Warriors had the greatest power and also the greatest responsibility of all the Clan castes. Furthermore, not just anyone could be a warrior. Through rigorous training and grueling tests, only the very finest fighters and tacticians could earn that coveted title. Those who failed to make the cut were relegated to the lower scientist, technician and laborer castes, stations vital to Clan society but without the power and prestige of warriors.
To reduce the waste associated with war while guaranteeing that each generation would keep honing its combat edge, Kerensky codified the practice of warfare into a series of combat trials, each associated with a particular goal. The Trial of Possession is the most basic trial, in which one warrior or Clan aims to possess something that belongs to another. Other trials include Trials of Grievance, Refusal, Bloodright and Annihilation.
In any trial, the two sides fight a ritualized battle, sometimes hand-to-hand, sometimes full-scale BattleMech combat. Trials are fought in a clearly defined area known as the Circle of Equals, usually located away from populated areas so as to inflict as few civilian casualties and as little collateral damage as possible.
The prospective combatants then further reduce the scale of battle by bidding. Every conflict begins with the batchall, in which the defending force is clearly announced to the attacker. The commanders among the attacking force then proceed to bid with each other for the right to attack the target. The commander who bids the smallest and least powerful force is awarded the honor of making the attack. By ensuring that the smallest possible attacking force will be used to take the objective, the bidding process limits the loss of warriors and materiel.
Once battle is joined, the warriors begin the ritual of zellbrigen, or dueling. Each warrior challenges a single opposing warrior to a duel, and the two fight each other one-on-one. No other combatants on the field will join in such a battle; doing so is a serious breach of honor. In fact, if one side in a battle outnumbers the other, the excess warriors will stand by without interfering; they will enter the fray only when one of their comrades falls. In rare circumstances a breach of Clan honor may touch off a melee, where all units on the field may freely fire on the opposing side. However, the Clans usually reserve this barbaric practice for opponents they consider dishonorable, such as pirates and mercenaries.
When the Clans came to the Inner Sphere, they brought with them their hundreds-of-years-old traditions. At first, the Clans' unusual tactics went without notice as their powerful OmniMechs plowed through rank after rank of Inner Sphere BattleMechs. However, a perceptive Inner Sphere commander can spot the weaknesses in Clan fighting strategy and exploit them to his advantage, thereby narrowing the gap created by the Clans' advanced weapons and training. Such was the case at the famous battles of Twycross, Wolcott and Tukayyid, in which massive Clan offensives were blunted by the crafty strategic thinking of Inner Sphere commanders.
Game Use
The Clan code of honor, also known as "rules of engagement," is described in detail on pages 40-42 of First Strike!, including specific guidelines for zellbrigen, physical attacks and retreat, as well as detailed honor levels for use in BattleTech game play.
In BattleForce, the various rules of engagement are merged into a single game effect for the sake of simplicity. In a given scenario, the Clan side is either restricted by Clan honor or not. All of the following rules apply to the Clan side (or sides) only if Clan honor is in effect. The status of Clan units does not change during game play; the rules assume that individual breaches of Clan honor occur but are insignificant compared to the scope of the overall battle.
Using Clan honor puts Clan units at a distinct disadvantage. To compensate, when following Clan honor rules, reduce the skill modifiers for all Clan BattleMech elements by 1 to reflect the advanced training given to Clan MechWarriors. For example, Regular pilots with +0 Skill Modifiers have -1 Skill Modifiers instead. This reduction does not apply to elements other than 'Mechs.
Zellbrigen (Dueling)
When announcing attacks for a unit, only one element may attack any given element in the target unit. In practice, this often means that an element in the attacking unit may not attack at all. The attacking element is chosen as each unit declares its attacks; players need not keep track of this restriction from one unit to the next unless the game is very small or they wish to do so. In a large game, remembering which enemy elements were attacked and which ones were not can quickly become more trouble than it is worth.
Physical Attacks
In order to represent Clan MechWarriors' traditional disdain for physical attacks, BattleMech elements reduce their pointblank Damage Values. Light and medium 'Mechs reduce their pointblank Damage Values by 1; heavy and assault 'Mechs reduce their pointblank Damage Values by 2. Provided that the 'Mech has a pointblank Damage Value to begin with, the minimum reduced pointblank value is 1.
The reduction does not apply to elements other than 'Mechs.
Retreat
Unless otherwise stated in the scenario rules, Clan units may not withdraw from battle against Inner Sphere opponents. If the Off-Board Units rules (p. 37) are in effect, Clan units can enter and leave the support map in the same way as other units, but cannot leave play entirely.
Clearing Woods
Units can use heavy weapons fire to clear wooded hexes, though an attempt to do so may set the woods on fire by accident (see Fire, p. 48). Woods can be reduced from Heavy to Light or cleared completely, though the fallen trees convert the hex to Rough rather than Clear terrain.
Only BattleMech and vehicle elements can attempt to clear a Woods hex. An element must have a Damage Value of at least 2 to have any chance of clearing the hex. When a player wants his BattleMech or vehicle to clear a wooded hex, he declares that hex as the element's target during the Attack Phase. The attack is resolved in the same way as an attack against a building (see Buildings, p. 43). The Base To-Hit Number for the attack is 0, modified as normal for range and so on. Modifiers for the woods in the target hex do not apply.
A successful clearing attack results in a second roll against the hex's Strength (always 14). Roll 2D6 and add the Damage Value of the element making the attack to the result. If the total is 14 or more, the attack converts the wooded hex to Light Woods or Rough terrain, per the Terrain Conversion Table. A result of less than 14 has no effect.
Terrain Conversion Table
| Original Terrain | New Terrain |
|---|---|
| Heavy Woods | Light Woods |
| Light Woods | Rough |
| All others | No change |
Engineering Vehicles
Engineering vehicles (elements marked "eng" on the record sheet) can attempt to clear terrain with no risk of accidentally setting fires. The vehicle must be in or adjacent to the Woods hex it wants to clear, and may not move or attack during the turn in which it is clearing woods. No to-hit roll is required to clear woods; the controlling player simply rolls 2D6 and adds 6 to the result. If the total is 14 or more, the Woods hex is cleared as described above.
Concealed Units
In order to add more realism and suspense to game play, a player can conceal the specific identity of units from his opponent, requiring the opponent to send out scouts to determine the units' exact type. In addition, players may hide the location of units on the map, forcing the other player to search for those units or stumble into a trap.
Concealed units rules fall into two distinct categories: concealed identity rules and hidden units rules. Units with concealed identity have their counters flipped to the back side at the start of play to conceal their specific type from the opposing player. Counters for hidden units are not placed on the map at the start of play; instead, their controlling player writes down their location and keeps it secret. Hidden units are only revealed if they are discovered.
Concealed Identity
When using the concealed identity rules, all concealed units begin play with their counters turned so the back sides show. Such face-down units are referred to as unidentified. Only each unit's general type ('Mech, vehicle and so on) is known to the opposing player at the start of play. Once a unit is identified, its counter is flipped face-up and stays that way for the remainder of the game. Because record sheets for all units are customarily kept hidden from the opposing player, an opponent can only discover the specific identity of face-down units if those units make an attack or occupy the same hex as an enemy unit, or by scanning for concealed units.
Unidentified units may move using their normal MP and terrain restrictions. However, a player may use less than the unit's maximum MP in order to trick his opponent into thinking the unit is slower than it really is.
If any element of an unidentified unit makes an attack, the unit counter is immediately flipped face-up and the unit is identified. An unidentified unit in the same hex as an enemy unit is immediately identified.
ECM Jamming
A unit containing one or more elements equipped with ECM can further conceal its identity by jamming enemy sensors. For each jamming unit, the controlling player places an ECM counter on top of the unit counter at the start of play; this action conceals the unit's general as well as its specific type from the opposing player. However, the opponent will know that the concealed unit contains at least one ECM-equipped element. The ECM counter stays in place until the concealed unit attacks or is otherwise identified, as described below.
ECM jamming must be announced and counters placed at the start of play. Players may not replace ECM counters on units once they are removed, nor may they add ECM counters during play.
Scanning
Every type of unit has a set of sensors that allow it to scan nearby units to determine their identity. Scanning is done during the Combat Phase. Just before a unit announces its attacks, it may make one scanning attempt against a single, unidentified enemy unit within long range (8 hexes).
The Base Target Number for a scanning attempt is 8, modified by -2 if one or more elements in the scanning unit has an active probe. If there is one or more ECM-equipped enemy elements in the target unit, adjacent to the target unit, adjacent to the scanning unit or along the LOS to the target unit, the target number is modified by +2. The scanning player rolls 2D6. If the result is equal to or greater than the modified target number, the scan succeeds and the target is identified.
If the target was using ECM to jam enemy sensors, the ECM counter is removed, but the target unit remains unidentified. It must be successfully scanned again or otherwise identified before its counter is flipped over.
Attacking Unidentified Units
Players may launch attacks at an unidentified unit, but will be firing blind. When a player declares an attack against an unidentified unit, the target player need only state how many elements the attacker has to choose from. The attacker must then declare all of the attacks for his unit, choosing target elements based on their position in the target unit on the record sheet. For example, an attack against Element 1 would be directed against the element listed at the top of the target unit's record sheet. An attack against Element 3 would strike the third element from the top.
Concealed Off-Board Units
Units on the support map are not immediately identified by enemy units in the same box, but must be scanned to be identified. In all other respects, concealed off-board units are treated in the same way as other concealed units.
Hidden Units
At the start of a game, each side may hide on the map a number of units determined by the scenario being played or agreed to by all players. Players should write down the number of each hex in which a unit is hidden and designate the unit's facing. BattleMech units cannot be hidden in Clear or Paved hexes. Otherwise, units may be hidden in any hexes desired.
Hidden units remain hidden until they attack or move, or until an enemy unit moves into their hex or ends its movement adjacent to their hex. A unit with an active probe will reveal a hidden unit if the hidden unit lies within medium range (4 hexes) at the end of the probe-equipped unit's movement.
If a unit enters a hex containing a hidden unit, the moving unit immediately ends its movement and the hidden unit is revealed. This rule does not apply to VTOLs flying or units jumping over a hex that contains a hidden unit. The moving unit must be moving along the ground or must be ending its move in the hex with the hidden unit in order to discover the unit.
When a hidden unit is revealed, its counter is placed on the map face-down, and the unit is treated as concealed per the concealed identity rules. A just-revealed unit with ECM may not begin jamming in the same turn that it is revealed.
Surprise Attacks from Hidden Units
When an enemy unit moves into or ends its movement adjacent to a hex occupied by a hidden unit, or in a hex occupied by a hidden unit, the hidden unit may immediately make a surprise attack provided that the unit has a valid firing arc to the target. Each element in the hidden unit may make one attack. Terrain modifiers do not apply. Any damage takes effect immediately during the Movement Phase, and the results may affect the target unit's actions for the rest of the phase. A unit making a surprise attack may not move, fire again or perform any other action for the remainder of that turn.
Off-Board Hidden Units
Players may hide units off-board in boxes on the support map, though there is rarely reason to do so. Like other hidden units, they are revealed if they move or attack, or if an enemy unit ends its movement in the same box with them. Hidden units on the support map may not make surprise attacks.
Dropping Troops
Normally, troops enter a battlefield by advancing over ground to the target. In some cases, however, troops achieve the elements of speed and surprise through an assault drop. Such a maneuver requires troops to drop from a DropShip while it is in flight, either in space or in the atmosphere. The troops wear special jump packs that allow them to descend to the planet's surface in relative safety. Dropping troops is most often used in scenarios as an alternative method of landing troops on a BattleForce mapsheet.
Complete rules for dropping troops appear in the BattleSpace rulebook. The following paragraphs provide a simplified version of those rules. Only BattleMechs and battle armor-equipped infantry may make assault drops.
The player controlling the dropping troops designates a hex on the mapsheet in which each unit will land. For each unit, the player then makes a 2D6 roll to determine whether the landing was successful. The Base Target Number for a successful landing is 5, modified by the worst skill modifier in the unit. If the result is equal to or greater than the modified target number, the landing succeeds. A failed roll means the landing failed and the unit missed its target hex.
Each element of the unit takes damage from a failed landing equal to the margin of failure on the landing roll. For example, if the dropping unit needed a 5 and rolled a 3, each element would suffer 2 points of damage (5 - 3 = 2).
On a failed landing, the unit also "scatters" one hex for every point by which the landing roll result falls below the modified target number. Use the Scatter Diagram for Artillery, p. 43, to determine the direction of scatter. If the unit scatters into terrain that it is prohibited from entering, it is destroyed. If the scatter result indicates that the unit will land in a hex that would violate the stacking rules (for example, a friendly unit is occupying the hex already), the unit in the hex is forced out of the hex. Roll 1D6 to see which direction the forced-out unit goes, using the scatter diagram. The forced-out unit will move one hex in the indicated direction, but suffers no additional effects and maintains its original facing. If the result of the scatter roll would move the unit into prohibited terrain or a hex containing units that would violate stacking limits, re-roll until the result is legitimate. If the unit cannot legitimately scatter anywhere, it remains in its original hex and the dropping unit is destroyed.
Dropped troops always land at the end of the controlling player's Movement Phase. They may not fire or otherwise act for the remainder of that turn, but may be fired upon. Landed units function normally thereafter.
Environmental Conditions
Players may use the following rules to simulate combat in extreme temperatures, low gravity, difficult terrain or vacuum.
Extreme Temperatures
Temperatures between -30 and 50 degrees Celsius (-22° and 122° Fahrenheit) have no impact on combat in BattleForce. However, fighting in significantly higher or lower temperatures affects the combat effectiveness of elements other than BattleMechs.
For vehicles and battle-armored infantry, reduce their MP by 1 for every 10° C (or fraction thereof) higher than 50° or lower than -30°, to a minimum MP of 1. Unarmored infantry platoons cannot be deployed outside a vehicle or building in temperatures higher than 50° C or lower than -30° C.
Ice
Extreme cold (0° C or less) can cause a body of water to freeze. The formation of ice may allow units to cross a Water hex more easily, though the ice may break and the units fall through. In addition, normal terrain can become coated with ice, making all movement across it treacherous. Prior to the start of the game, players should indicate which hexes are ice-coated.
The MP cost to enter an ice-coated hex increases by 1 for all types of units except infantry. Also, roads normally are not considered ice-coated even if they pass through an ice-coated hex, as they are assumed to be cleared of ice regularly unless otherwise specified by the scenario rules. Ice-coated Water hexes are considered Clear terrain (with the +1 MP cost for the ice) as long as nothing has broken through the ice.
Any BattleMech unit that ends jump movement on an ice-covered Water hex, or lands in such a hex using the Dropping Troops rules, may break through the ice and fall into the water if the water in the hex is not frozen solid. Roll 1D6. On a result of 4 or more, the ice breaks and the unit plunges into the water. Each BattleMech element in the unit takes 1 point of damage, and the unit may not attack in the same turn. Units other than BattleMechs are destroyed if they fall into the water unless they are normally permitted to enter Water hexes (such as hovercraft and naval vehicles). Any other units in the hex will also fall into the water, and the Water hex remains unfrozen for the remainder of the game.
Players should only use this breakthrough rule if they decide that the water in a hex is not frozen solid. Ground pressure, rather than the unit's weight class, determines whether or not a unit breaks through ice. Larger BattleMechs and vehicles have larger "footprints," and so their presence on ice exerts pressure per square meter as low as that of lighter units with smaller footprints.
An ice-covered Water hex can be converted into a normal Water hex by melting the ice with weapons fire, using the Clearing Woods rules, p. 45. Units occupying such a converted hex (except for hovercraft and VTOLs) fall into the water as described above.
High/Low Gravity
Combat on worlds whose gravity is significantly higher or lower than normal Earth gravity (1 G) affects a unit's movement. As shown in the following rules, while low gravity generally allows units to move faster, it does not reduce their mass and momentum, and so units may risk damage through normal movement. For example, a BattleMech traveling 200 kph on a .5 G world is likely to snap off its legs.
Gravity affects the movement of all units the same way. To determine an element's movement rates as affected by gravity, divide its MP by the G-rating of the world and round to the nearest whole number (round .5 down). For example, an element with a normal MP of 4 has an MP of 5 on a .75 G world (4 ÷ .75 = 5.3, rounded to 5). On a 1.25-G world, that same element has an MP of 3 (4 ÷ 1.25 = 3.2, rounded to 3). Elements whose MP is reduced to 0 by the effects of gravity cannot move.
BattleMech legs and vehicle suspensions are designed to operate at maximum efficiency on worlds with close to 1 G gravity. If the gravity of a world allows the element to move faster than normal, the strain on the element's systems may damage its internal structure. If a unit spends more than its normal MP during a turn (as in the example above of the unit on a .75 G world), the controlling player must make a 2D6 roll against a Target Number of 5 at the end of the Movement Phase to determine if any elements in the unit take damage from moving at an unusual rate. Only roll for elements in the unit that exceeded their normal MP. Apply the element's skill modifier to the target number.
If the result is lower than the target number, the element takes 1 point of damage to its structure (bypassing armor in the case of BattleMech elements) for every point of movement by which the unit exceeded its normal MP. For example, a BattleMech element with a normal MP of 5 is part of a unit that spends 7 MP during a turn. If the 'Mech fails its 2D6 roll, it takes 2 points of structure damage. The player must also check for a critical hit (see Critical Hits, p. 26). If an element's structure is destroyed, the element is considered destroyed even if it has armor left.
Vacuum
All BattleMechs can operate in a vacuum, though combat on an airless world poses many dangers. Exposing the inner workings of a BattleMech to a vacuum freezes actuators and makes weapon components fail.
In BattleForce, only BattleMechs and battle-armored infantry units can function in a vacuum. Other units cannot be deployed in a vacuum.
Every time a BattleMech element operating in a vacuum takes a hit, roll for a critical hit even if the 'Mech's armor is still intact. This roll represents the chance of a hull breach that can cause vital systems to freeze up. Battle armor infantry suffers no ill effects from operating in a vacuum.
Night Combat
A lack of ambient light degrades the ability of BattleMechs and other combat elements to target and hit an opposing element. If combat takes place at night, modify all to-hit numbers by +2. For dusk or twilight conditions, modify to-hit numbers by +1.
Fire
Many battles are decided not by the skill or abilities of the soldiers involved, but by the spread of fire across the battlefield. Players may use the following rules to simulate the effects of fire.
Use counters to show the presence of fire and smoke in particular hexes: either unused counters from the BattleForce boxed set or fire and smoke counters from the CityTech, Second Edition boxed set. Place a fire counter on any hex that is set on fire during the game. Once started, a fire burns for the rest of the game.
Starting Fires
Hexes may be burning at the start of a scenario, but most fires are started accidentally or intentionally by units on the map during game play. BattleMechs carry many weapons that can start fires in wooded hexes and buildings. Once started, fires spread easily from hex to hex, producing heat build-up in BattleMechs moving through or standing in those hexes.
Accidental Fires. Weapons powerful enough to smash a BattleMech with one blow can also do extensive collateral damage, the most devastating of which is fire. Players may use the following rules to represent accidental fires.
A unit attempting to clear a wooded hex (see Clearing Woods, p. 45) runs the risk of setting the woods on fire accidentally. To represent this risk, the player rolls 2D6 after a successful to-hit roll, but before rolling to see if the woods are cleared. On a result of 5 or lower, the woods have been accidentally set alight rather than cleared.
If an attack against a unit occupying a wooded hex misses its target, and the Damage Value of the attack is 2 or more, the attacking player rolls 2D6 to determine whether his attack accidentally set a fire or changed the terrain in the target's hex. On a result of 2 or 3, the hex catches fire. On a result of 11 or 12, roll another 2D6 against the Strength of the woods per the clearing woods rules to see if the woods are cleared.
A building cannot be accidentally set on fire.
Intentional Fires. Players who intend to start fires may declare that an element will fire its weapons at any Woods or Building hex instead of making a standard attack. Any BattleMech or vehicle element with a Damage Value of 2 or more may attempt to start a fire, as can any infantry element equipped with flamers. Other infantry elements cannot attempt to start fires. The Base To-Hit Number for intentionally starting a fire is 0, modified per standard rules for range and so on. If the attack is successful, the player rolls 2D6 and consults the Fire Table to determine if the attack started a fire. If it did, place a fire counter on the target hex. Multiple successful attempts to start a fire do not make the fire larger.
Fire Table
| Hex Type | Dice Roll Result |
|---|---|
| Woods | 10+ |
| Base | 10+ |
| City | 11+ |
| Fortress | 12+ |
| Other Terrain | Fire cannot start or spread |
| Modifier | |
|---|---|
| Flamer infantry | -2 |
Spreading Fires
Fires on the battlefield can spread from hex to hex through Woods and Building hexes, driven by the direction of the wind.
Determining Wind Direction. At the beginning of the game, declare one side of a hex on the mapsheet to be Direction 1. Then number the remaining hexsides 2 through 6, moving clockwise. Finally, roll 1D6. The wind will blow in the direction indicated by the die roll result for the entire game.
Determining Spread. During the End Phase of every turn, check to see if any fires currently on the map spread to additional hexes. Roll 2D6 for the adjacent hex directly downwind of a fire hex. If the result is 9 or higher, and if the hex can burn (see the Fire Table), the fire spreads into that hex. Make another 2D6 roll for each of the two hexes adjacent to the burning hex at 60 degrees from downwind. If the result is 11 or higher and the hexes can burn, the fire will spread into those hexes as well.
A flammable hex directly downwind from a fire but separated from it by a non-burning hex may also catch fire. Roll 2D6. On a result of 12, the fire spreads to a flammable hex directly downwind from a fire.
If a single hex can catch fire because of its relationship to several burning hexes, roll for each possibility.
Spread Modifiers
| Condition | Modifier |
|---|---|
| Hex is downwind (roll 9+) | — |
| Hex is 60° from downwind (roll 11+) | — |
| Fire crosses non-burning hex | +3 |
Effects of Fire
During the End Phase, the heat level of a BattleMech element occupying a burning hex rises by 1. A BattleMech element's heat level also rises by 1 if it moved into or out of one or more burning hexes during the Movement Phase. These effects are cumulative; for example, a 'Mech unit that moves into a burning hex and stays there will suffer an increase of 2 on the heat scale.
Elements other than BattleMechs have no heat scales; instead, they take damage from fire. Unless the controlling player makes a 2D6 roll with a result of 8 or higher, any non-BattleMech unit that ends its Movement Phase on the ground in a burning hex or moves along the ground through a burning hex takes 1 point of damage to each of its elements. The player must make this roll each time a unit meets either condition.
A unit occupying a hex ignited during the turn's Attack Phase will not be affected by the fire until the End Phase of the following turn.
Fires in Buildings
During the End Phase, check the status of each Building hex that is on fire. Roll 2D6 for each hex and add 4 to the result. If the total is equal to or greater than the Strength of the buildings in a particular hex, those buildings are destroyed by the fire. Otherwise, the buildings continue to burn.
Smoke
A fire spreads smoke to the adjacent hex downwind and to the two adjacent hexes 60 degrees from downwind (that is, the three adjacent hexes of the fire's forward arc). The fire does not create smoke in its own hex (though a fire upwind from that hex may do so). Treat a smoke-filled hex as Heavy Woods when determining line of sight and to-hit modifiers.
Minefields
Though several types of minefields exist in the BattleTech universe, the BattleForce rules assume they all have the same net effect on larger-scale game play. Therefore, all minefields work the same way in BattleForce games.
Minefield Setup
Players assign minefields to hexes during game setup, after the players have chosen their home map edges and before placing their objectives on the map, secretly noting the location of each field. The number of minefields available to each player may be determined by the scenario or agreed upon by all players before beginning play. Though some scenarios may designate minefield locations, only the referee or controlling player should know those locations.
Thunder Munitions
Long-range missile launchers and Clan Arrow IV artillery systems can be loaded with special FASCAM (Field Artillery Scatterable Mines) ammunition, commonly known as Thunder munitions, that allow them to deliver minefields to a target hex instead of having their usual effects.
Any element capable of indirect fire (marked as "if" on the record sheet) may be designated as carrying Thunder munitions, as may any Clan element armed with the Arrow IV system (marked as "artA"). Inner Sphere Arrow IV elements may not use this option. Each element so armed reduces all of its Damage Values by 1. For example, an element with Damage Values of 6, 4 and 2 would have Damage Values of 5, 3 and 1 when armed with Thunder munitions. Clearly mark the record sheet for every element armed with Thunder munitions.
The Thunder-armed element can either make a normal attack using its modified Damage Values or it can launch a minefield instead. The Thunder attack is resolved in the same way as an artillery attack, as it is directed at a hex rather than an element (see Artillery, p. 41). The range of such an attack is restricted by the armament available to the element; for example, an element capable of indirect fire can target hexes up to long range, while an Arrow IV-equipped element can target hexes up to 2 mapsheets away. A missed attack scatters in the same way as an artillery attack. The impact hex thereafter contains a standard minefield.
Detonation
Whenever any friendly or enemy ground unit (BattleMech, ground vehicle or infantry) enters a minefield hex, the minefield automatically attacks the unit. The unit's player rolls 2D6. On a result of 7 or higher, the unit has hit a mine. Resolve the attack and apply the damage before the unit continues its movement. The defending player may make this roll secretly, so that if the minefield does not explode, its location remains hidden.
Minefields that explode inflict 1 point of damage to every element of every unit in the hex at the time of detonation. A minefield remains active and can make any number of attacks throughout the game, unless cleared (see Clearing Minefields, below).
Clearing Minefields
Clearing minefields is a dangerous job that requires great skill and finesse, and so it is usually assigned to infantry. If an enemy infantry unit ends its turn in a mined hex, the opposing player must be informed even if the field has not been detonated.
Infantry that spends one Movement Phase in a mined hex without moving may elect to clear the field instead of attacking during the Attack Phase. If the infantry unit rolls 2D6 with a result of 10 or higher in the Weapon Attack Phase, the unit has successfully cleared the field. A result of 5 or lower means that the minefield exploded, and the infantry takes normal damage. The minefield remains active after an accidental detonation. If multiple infantry units are attempting to clear the same hex, all must make successful rolls to clear the minefield. If any unit rolls a 5 or lower, all units attempting to clear the hex take damage.
Engineering vehicles (marked "eng" on the record sheet) can also clear minefields in the same way that infantry can, except that the vehicle successfully clears the field on a result of 8 or higher.
Players may also clear a minefield using artillery fire. The player must designate the fire mission as intended to clear the field. If the attack hits the mined hex, the player rolls 2D6. On a result of 5 or better, the strike clears the minefield. Artillery fire also does normal damage to units occupying the mined hex. Mines cleared in this way do no damage.
Morale
It takes considerable bravery to stand and fight in the face of deadly danger. The fact that soldiers enter the battlefield at all is a testament to their courage. However, in particularly shocking circumstances even a hardened combat unit may break under pressure, either freezing in place or, in extreme cases, literally fleeing the field of battle. The following morale rules are intended to simulate this aspect of war.
Using these rules significantly slows down game play. However, if both players agree, the increased realism can add a rewarding dimension to a BattleForce game.
Morale Checks
A unit must make a morale check at the end of any phase in which one or more of its elements was destroyed. The Base Target Number for this 2D6 roll is 8, modified by double the best skill modifier of any surviving element in the unit. For example, a skill modifier of -1 lowers the target number by 2; a skill modifier of -2 lowers the target number by 4. Infantry units apply an additional +1 to the target number; BattleMech units apply an additional -1 modifier.
If the result of the roll is greater than or equal to the modified target number, the unit passes its morale check. If the result is lower than the target number, the unit's morale is broken.
Broken Morale
A unit with broken morale cannot move closer than it already is to enemy units. In certain circumstances, this restriction may make the broken unit unable to move at all. However, if attacked, the elements of a broken unit still have their full MP for purposes of calculating to-hit numbers.
A broken unit cannot use or pass along commands. It can make attacks of its own, but cannot spot for other units' indirect-fire or artillery attacks.
If a broken unit must make additional morale checks, apply an additional +1 modifier to the target number. If a broken unit fails a morale check, it is routed, meaning that it is demoralized by panic. Such a unit must move away from enemy units as fast as it can in as straight a line as possible. If the scenario designates a home edge for the unit or an edge through which it can retreat, the routed unit moves directly toward that edge. A routed unit may not attack or take any action except to run away from the enemy.
Recovering Nerve
A broken unit may attempt to recover its nerve during the End Phase of each turn after the turn in which it broke. Such a unit will always spend at least one turn broken before it can recover. In order to recover its nerve, a broken unit must make a morale check against the base target number modified by the skill modifier only. If the roll is successful, the unit recovers its nerve and may function normally. If it fails, the unit remains broken.
A routed unit is too far gone to recover its nerve. It will flee from the enemy until it leaves the map or is destroyed.
Creating Scenarios
The following guidelines will help you create original BattleForce scenarios using dice rolls and the element point values found in the BattleForce Roster, p. 118. Players also may simply set their own scenario parameters, rather than generating them with the dice-roll tables supplied in the following pages. Ultimately, the players should work together to come up with a scenario that is fun to play and fairly balanced. The following material will help you do that. Feel free to modify the tables to suit your playing style and needs.
General Rules
General rules for setup, deployment and using objectives and headquarters appear in Playing the Game, p. 18. Unless otherwise noted in the specific rules for each scenario type, those and the following rules apply to all BattleForce scenarios created with this system.
Number of Players. The mission-generation rules are written for two-player scenarios. If more than two individuals are playing, simply divide all the players into two opposing teams. Games involving three or more sides can be played, but they tend to get complicated. Players can use these guidelines to create scenarios for more than two sides, but the application of these rules to such games is up to the players.
Movement and Retreat. Scenario maps are fixed once play begins. No new maps may be added to the play area during the game. Unless otherwise noted, units that exit the map at any edge other than their home edge are considered destroyed. Units that exit the map through their home edge have retreated. They remain out of play for the remainder of the scenario and cannot return, but do not count as destroyed units when determining victory.
Half-hexes along the edge of the map, even those with even hex numbers in them, are not considered part of the playing area. A unit that enters one of these half-hexes for any reason has exited the map.
If the players are using the off-board units rules (Special Case Rules, p. 37), those rules take precedence with regard to exiting the map.
Ending the Game. Generally, a scenario ends when all of one player's units have been destroyed or have retreated off the map. At that point, the opposing player wins. Depending on the specific scenario type, however, a player may need to achieve additional or alternative goals to claim victory.
Determining Victory. Victory in each scenario goes to the side that survives at the end, or to the side that fulfills specific victory conditions. Most scenarios include different levels of victory as well: Decisive, Substantial or Marginal. A player may win a Decisive, Substantial or Marginal victory depending on how well he meets the victory conditions.
The point system provides an alternate method of determining who wins and the level of victory achieved. Both players start with no Victory Points. For every enemy element destroyed, the player adds twice its point value to his point total (including points for the pilot, if any). For each of his own elements destroyed, the player deducts the point value of the element (plus the pilot) from his total.
At the end of the scenario, the player with the most points wins. If the difference between the two players' scores is greater than the number of points used to purchase forces for the winning side, the victory is Decisive. Otherwise, the victory is Marginal. If both players' scores are tied, the game is considered a Draw. For a list of pre-calculated point values for all BattleForce units, see the BattleForce Roster, p. 118.
Depending on the specific scenario being played, the victory levels may be determined in various ways. Players can also score victory points by claiming objectives or headquarters in a scenario (see Types of Scenarios, following). In most scenarios, the point value of occupying an objective is equal to the number of units with which your opponent started the game. Claiming an objective is worth five times as many points as occupying it. Headquarters (if used) are worth double the points of standard objectives.
Types of Scenarios
If desired, one player may randomly generate a scenario type by rolling 1D6 and consulting the Scenario Type Table. Alternatively, players may simply select a scenario type. The general types described below represent only a few of the possible scenarios that BattleForce players can create. Players can use these as models to create their own scenarios.
The following paragraphs contain brief descriptions of each type of scenario. Each description includes the special rules used to play that type of scenario, along with guidelines for force composition, the use of objectives, and victory conditions.
Scenario Type Table
| 1D6 | Scenario Type |
|---|---|
| 1 | Stand-Up Fight |
| 2 | Hide and Seek |
| 3 | Hold the Line |
| 4 | Extraction |
| 5 | Break Through |
| 6 | The Chase |
Stand-Up Fight
In a stand-up fight, the simplest and most common type of scenario, two forces of roughly equal size square off against each other. Only one side will leave the field alive.
Force Composition. Both sides should have the same number of units. Each side should also have an equal number of points. An appropriate point total for each side in a battalion-sized battle is 400 to 500 points.
Objectives. Objective counters are placed as described in the general rules, though for this type of scenario neither side places a headquarters counter on the map.
Victory Conditions. The scenario ends when all the units on one side have been destroyed or have retreated off the map. The surviving side at the end of the scenario wins. The standard victory points and victory levels described in Determining Victory apply (p. 52).
Hide and Seek
This type of scenario requires players to use the rules for Hidden Units (p. 46) and Minefields (p. 49).
In a hide-and-seek scenario, one player is the attacker and the other is the defender. The defending player is "it": his forces hide and the attacker attempts to find and destroy them.
Use half the number of mapsheets (rounded up) recommended in the Terrain rules (p. 54). If possible, avoid using the Large Lakes or Lake Area mapsheets. Urban mapsheets are ideal if buildings are used. Otherwise, avoid these mapsheets as well because they provide few hiding places for the defender's units.
After the attacking player selects a home map edge, the defending player sets up his units using the hidden units rules. The defending units may be placed on any hex anywhere on the map, except for Clear and Paved hexes. Additionally, the defending player may set minefields, one single-hex minefield for each unit in his force. For example, if the defender's force consists of a company of three lances, he can set three minefields.
Force Composition. Set the attacking force at twice the size of the defending force. For example, if the defending player controls a company of three lances, the attacking player uses six lances. Players may use any size forces they wish, as long as the attacker's force is twice the size of the defender's. The point value of the attacking force should also be double that of the defending force.
Objectives. Objective counters are not used in a hide-and-seek scenario.
Victory Conditions. The scenario ends when all of one player's units have been destroyed or have retreated off the map. The player whose forces control the map or simply survive at the end wins the scenario. The standard point values and levels for victory apply, except that the defender gains 10 bonus points for each enemy unit destroyed. This bonus helps to offset the attacker's numerical advantage.
Hold the Line
In a hold-the-line scenario, the defending player must fend off a larger attacking force. The defending units may not intentionally leave the map for any reason.
Force Composition. Set the attacking player's force at twice the size of the defender's force. For example, if the defending player controls a company of three lances, the attacking player may use six lances. Players may use any size forces they wish, as long as the attacker's force is twice the size of the defender's. Set the experience levels of the defending player's forces at one level higher than those of the attacker's forces. For example, if the attacking force consists of Regular units (+0), the defender uses Veteran units (-1).
The point value of the defending force should equal that of the attacking force, though the defending force must be only half as large as the attacking force. This means the attacking force will consist of a large number of less powerful units.
Objectives. Place objectives per the standard setup rules, except that only the defending player places a headquarters counter. The attacking player does not have a headquarters. As long as the defender's headquarters is not in enemy hands, it functions as a headquarters element (see Special Equipment and Abilities, p. 36).
Victory Conditions. The scenario ends when all the units on one side have been destroyed or have retreated off the map.
If the defender destroys a number of opposing units equal to or greater than the number of defending units that started the scenario, the defending player wins. For example, if the defending player begins with three units, he can claim victory if he manages to destroy three or more attacking units. In all other cases, the player whose forces survive or control the map at the scenario's end wins.
If players wish to determine victory using the point system, standard rules for determining victory apply.
Extraction
In an extraction scenario, the attacking player attempts to extract a target, such as a secret weapon, an important diploma or a computer memory core, from behind the defender's lines.
After the players place objective and headquarters counters, the attacker secretly chooses one of his objectives or the enemy headquarters as the target of the extraction. The attacker then writes down the target counter's number on a slip of paper, which he folds and gives to a neutral party for safekeeping (or the defending player can simply put the paper in his pocket without looking at it).
The attacking player may reveal the target to the defender during the End Phase of any turn. Any attacking unit can pick up the extraction target by occupying the target's hex during an End Phase. Additionally, a unit that retrieves the target can pass it to any friendly unit in the same hex or an adjacent hex during any End Phase.
If a unit carrying the extraction target is destroyed, place the objective counter representing the target in the hex previously occupied by the unit. Any unit in play can retrieve the target by occupying the target hex during any End Phase.
Force Composition. Both sides start with an equal number of units and an equal number of points.
Objectives. The attacker does not place a headquarters counter on the map. Otherwise, objectives are placed per standard rules.
As described above, the attacking player secretly designates one of his objectives or the defender's headquarters as the extraction target before the game begins. Rather than being occupied and claimed like other objectives, that objective is treated as described above.
Victory Conditions. If the attacker moves a unit carrying the extraction target off his home map edge, he wins the scenario. Otherwise, the defender wins.
When using the victory point system, victory is determined as follows. The defender scores points normally. However, the attacker scores only the straight point value for each opposing 'Mech he destroys (instead of twice the point value, as normal). The attacker loses points normally for each of his 'Mechs that the defender destroys. If the attacking player manages to get the extraction target off his home map edge, he scores points equal to the total points used to buy forces for his side in the scenario. The enemy headquarters is not worth double points in this type of scenario.
The Chase
In a chase scenario, the attacker's forces must race across the map to reach their DropShips before a larger force of pursuing defenders can reach them. Chase scenarios use the same rules as break-through scenarios, with the following exceptions.
The defending player does not deploy his forces until Turn 2. During Turn 1, attacking units may enter and move unopposed per standard rules. The defending units enter during the Movement Phase of Turn 2, from the same map edge as the attacking units.
Force Composition. Set the defender's force at twice the size of the attacking force. The defending side should be worth twice the point value of the attacker's force.
Break Through
In a break-through scenario, the attacking player's forces have become trapped behind enemy lines. To reach safety, the units must cross the map and break through the defender's forces.
Use one more mapsheet than the standard number recommended by the Terrain rules. If you have fewer than the needed number of mapsheets, simply use all available mapsheets. Place the mapsheets in a single, long row with their short edges touching.
Next, both players roll 2D6. The player who achieves the higher result may choose to play the defender or the attacker. The attacker then chooses one of the narrow edges of the map as the place from which his forces will enter. The attacker's home edge is the one opposite the entry edge. (The attacker's objective is to exit his forces at his home map edge.)
The defender may set up his forces in any hexes on the map. Additionally, he may position up to half of his units (round down) using the Hidden Units rules (p. 46).
Force Composition. Both sides should have the same number of units and the same number of points.
Objectives. Objective counters are not used in this type of scenario.
Victory Conditions. The scenario ends when all the defending units have been destroyed or have retreated off the map, or when all attacking units have retreated or been destroyed. Attacking units may intentionally exit the map only at their home edge; a unit exiting from any other edge has retreated.
If all the attacking units survive and exit at their home edge, the attacking player wins a Decisive victory. If all the attacking forces are destroyed, or none exit at their home edge, the defending player wins a Decisive victory.
If players are using the point system to determine victory, victory points are allocated somewhat differently than usual. The defender scores points normally. The attacker scores the straight point value for destroying opposing 'Mechs rather than twice their point value. He also scores the straight point value for each attacking unit that exits the map via the attacker's home map edge. The attacker loses points normally for any of his own 'Mechs that the defender destroys. Determine the level of victory per standard rules, based on each side's final score.
Terrain
An important part of any scenario is the terrain in which the battle will take place. Terrain is determined by the mapsheets used in the scenario. To choose your mapsheets, follow the steps given below.
Number of Mapsheets
Before selecting mapsheets, determine how many you want to use. For most BattleForce games, one mapsheet for every ten units works best. For example, a scenario that pits a battalion of attackers against a battalion of defenders (twenty units in all) will work best with two mapsheets. A scenario that pits a regiment of attackers against a regiment of defenders (sixty units in all) will work best with six mapsheets. Other mapsheet/unit ratios that may be recommended for different types of scenarios appear in the scenario type descriptions.
Choosing and Placing Mapsheets
This step obviously depends on how many different mapsheets the players have available. The BattleForce 2 boxed set contains two copies of the basic BattleForce map; if you are playing only with this boxed set, you must use one or both of these mapsheets. If you have BattleTech or CityTech maps or any of the various BattleTech map sets on hand, you may choose from among those mapsheets as well.
If many different mapsheets are available to you, you may have one player choose the mapsheets and set them up. The other player then gets to choose his side's home map edge first.
Alternatively, you can pile all of your available mapsheets in a stack and shuffle them. Then roll 2D6 and count down from the top of the stack until you reach the number you rolled. Do this for each mapsheet needed for your game. If you have counted all the way through the whole stack, continue counting from the top until you have chosen your maps.
To begin laying out the mapsheets, roll 2D6. The player with the higher result places the first selected mapsheet on the playing area. The other player then places the next selected mapsheet. The players take turns laying out the remaining mapsheets.
Each mapsheet must be placed with one of its short edges touching the short edge of a mapsheet already placed, or with one of its long edges touching the long edge of a mapsheet already placed. In addition, the mapsheets must form a single, continuous rectangular or square playing area. Within these and any other guidelines provided in the scenario type description, players may arrange the mapsheets as they see fit. If you are playing a scenario that uses buildings, always finish laying out the mapsheets before placing buildings on them (see Buildings, below).
Buildings
With the addition of buildings (see p. 43), players can play battles in the close quarters of an urban jungle. Deciding how many and what type of buildings to place is similar to selecting mapsheets.
Punch out all available building counters and place them in a mug or box top. Then take turns drawing and placing buildings in any hexes you like. As a rule of thumb, place 1D6 buildings per mapsheet. For densely populated urban areas, you may place 2D6 or even 3D6 buildings per mapsheet. Though buildings are not normally placed on mapsheets that lack roads or Paved hexes, you may place a few buildings on such maps if you wish.
If one player has chosen and set up the maps, the other player should place the buildings wherever he wishes. In extraction, hide-and-seek and break-through scenarios, the defending player should place the buildings because the battle is being fought on his home turf.
Unit Generation
After selecting the scenario type and mapsheets, players choose the units that will take part in the scenario. Players can generate their fighting forces through random dice rolls or by using the point system. When using dice rolls, players first determine their forces' composition, then assign BattleMechs, and finally set the Experience levels of their units. This system may not always produce evenly matched forces; however, players may increase the likelihood of generating balanced forces by first setting a specific weight class, equipment rating and Experience level for both sides.
The point system (see Point System, p. 62) tends to create more balanced forces, but it is not perfect. Players must exercise their judgment when using the point system to ensure that their games are fair and enjoyable.
Random Dice Rolls
In most scenarios, the forces on each side are equal. For example, each side might consist of four Veteran heavy lances or of two Elite light lances and two Regular medium lances. If both players agree, they can randomly determine the composition of each side using the weight class and composition tables below.
In general, forces created by random dice rolls will be roughly equal, but only if both sides are Inner Sphere or Clan. Battles pitting Clan against Inner Sphere units may be severely unequal because Clan 'Mechs and MechWarriors are considerably superior to their Inner Sphere counterparts. Players can address this problem by giving the Inner Sphere side a two-to-one numerical advantage over the Clan side; the Clan player should have half as many 'Mechs as the scenario normally requires. Enforcing the Clan honor rules (see p. 45) will also even the score somewhat.
The tables provide weight classes and compositions for standard Inner Sphere and Clan forces. For ComStar forces (which operate in formations of six), use the Inner Sphere tables and add one additional unit or element of the heaviest and lightest weight classes in the particular formation. For example, a Company Type roll result of 3 on the Random Weight Class Table normally results in 1 Light, 1 Medium and 1 Heavy lance.
(The printed Random Weight-Class Table, Lance/Star Composition Table, Company Type table and Random 'Mech, Vehicle and Aerospace Fighter Assignment Tables, which list specific elements by House and Clan, are not reproduced here; their text is transcribed above and below, but the tables themselves are omitted.)
Keep in mind that using the Unit Type Table will likely result in a high proportion of vehicle units, as vehicles are far more common than BattleMechs in Inner Sphere armies. Clan units consist of 'Mechs and battle armor unless a scenario specifically calls for other types of forces or players are using the point system.
After determining the weight classes of the lance(s) or Star(s) in each force, use the Lance/Star Composition Table to determine the weight classes of the elements in each lance or Star.
Assigning Elements
After determining the weight classes of the elements in each force, use the Random 'Mech Assignment, Random Vehicle Assignment and Random Aerospace Fighter Assignment tables to determine the specific elements in each unit.
To use the random assignment tables, roll 2D6 and cross-reference the result with the appropriate weight class of 'Mech, vehicle or fighter. Though players can use the random assignment tables to determine the composition of any force, the tables are simplified and only use a fraction of the forces available in the game.
Experience Level and Skills
After determining the elements in each force, the players must determine the Experience level and skill modifiers of their MechWarriors and vehicle crews. Infantry units are generally assumed to be Regular, though players can give them exceptional skills and experience if desired. If the players agree, they can simply choose an Experience level and assign all MechWarriors the standard skill modifiers for that level. Alternatively, each player may determine his MechWarriors' Experience and skill levels using the Random Experience Level and Random Skill Modifiers tables.
BattleForce elements have one of four Experience levels: Green, Regular, Veteran or Elite. Players can help ensure a balanced battle by setting the same Experience level for both sides. To randomly determine Experience levels, roll 2D6 and consult the Random Experience Level Table.
Random Experience Level Table
| 2D6 Result | Experience Level |
|---|---|
| 2-5 | Green |
| 6-9 | Regular |
| 10-11 | Veteran |
| 12 | Elite |
To randomly determine skill modifiers, each player should roll 1D6 for each MechWarrior and vehicle crew in his force and then consult the Random Skill Modifiers Table. (Reduce the skill modifier by 1 for Clan MechWarriors if the Clan player agrees to follow the Clan rules of engagement; see Clan Honor, p. 45.) (The Random Skill Modifiers Table is omitted here.)
Finishing Touches
If both players agree, they can "fine-tune" their units by shifting elements between units after they have generated all of their forces. Fine-tuning a force in this manner enables a player to group elements with similar movement capabilities in units together.
Each player must also designate company, battalion and regimental command units within their forces. Usually, the MechWarrior with the highest skills and/or heaviest BattleMech in each unit is the unit's commander, but players may use any criteria they wish. After selecting commanders, each player should identify command units as such on those units' record sheets.
Point System
To help ensure more balanced forces, players may use the following point system in lieu of random dice rolls. If both sides in a battle are worth an equal number of points under this system, they should have equal chances of winning. Keep in mind, however, that such factors as player skill, terrain and so on can alter this balance.
Each BattleMech and vehicle has a point value listed in the BattleForce Roster (p. 118). The BattleForce Rosters include every published BattleTech unit at the time of the printing of this game. To generate point values for elements not on the list, simply take that element's Battle Value point rating and divide it by 100, using standard round-offs (round up for .5). If a particular element does not have a Battle Value, generate a Battle Value for it using the Battle Value system, which appears in the Maximum Tech advanced rulebook.
Piloting/Driving and Gunnery Skills
Players can also use points to purchase better-trained MechWarriors, vehicle crews and infantry units. When using the point system, every element is assumed to have a Regular pilot or crew unless points are spent to improve them. The cost is expressed as a multiple applied to the base point value of the element.
The Experience level can either directly determine the pilot's or crew's skills, as shown below, or players can determine skills by rolling on the Random Skill Modifiers Table based on the purchased Experience level. Both players must use the same method; if one player rolls randomly for skills, the other player must also. Players cannot purchase improved skills for infantry elements unless both sides agree to do so.
The skills of Clan pilots depend on whether or not the Clan rules of engagement are in effect (see Clan Honor, p. 44). If the Clan forces follow the rules of engagement, reduce their skill modifiers by 1. If they are not following the rules of engagement, they receive standard skill modifiers based on their Experience levels.
(The printed Experience Level / Skill Modifier / Point Multiple table is omitted here because its point multiples could not be read reliably from the scan text layer.)
Apply the Point Multiple for the desired skill level to the base point value of the element as shown in the BattleForce Rosters on p. 118. When calculating Victory Points and so on for scenarios, always use the point value as modified by the Point Multiple. Use normal rounding; players cannot reduce the cost of a unit below .5 after applying the Point Multiple.
Bidding to Play the Clans
If both players want to play the Clan side in a scenario, they may invoke the Clan ritual of batchall to settle the dispute. In this case, the players bid to determine who gets the "honor" of playing the Clans.
First, choose the point level for the Inner Sphere side. Then both bidding players should roll 2D6. The player with the highest result starts the bidding, with any number of points up to the amount of points that the Clan side would normally get for the scenario. The other player then offers a counter bid that must be lower than the previous bid. The players take turns reducing the bid until one player is unwilling to make a lower bid.
The player who makes the lowest bid plays the Clans for the scenario and must purchase forces using the points he bid. The other player will play the Inner Sphere side.
Setting the Stage
(The "Setting the Stage" background section, covering the wars before and after the Clan invasion, is flavour history and is omitted from this transcription, as is the sample scenario "Battleforce Scenario: Conventional Wisdom" with its force lists.)
Planetary Assault
Planetary Assault is the BattleForce 2 game of all-out war on a global scale. This game system lets you play out an entire campaign, from the arrival of forces in a planetary system to each battle on the planet's surface. Planetary Assault can be played as a game in its own right, or used in conjunction with BattleForce and BattleTech as a framework for planetary landings and strategic maneuvering. Once the fighting forces clash, players can resolve battles quickly and easily using the Planetary Assault rules, or can fight each battle in detail using the BattleForce rules.
This section offers an overview of the Planetary Assault game, including game components and rules for game setup, sequence of play and setting up scenarios. It begins with a brief discussion of the nature of planetary assault warfare in the BattleTech universe.
The Mechanics of Assault
The nature of interstellar transport in the thirty-first century creates a specific pattern for planetary assault determined by the technology that makes interstellar warfare possible: JumpShips and DropShips.
JumpShips
The JumpShip is a key vehicle in launching a planetary assault. These large interstellar transport vessels contain a Kearny-Fuchida hyperspace jump drive (KF drive) that allows instantaneous transportation across distances of up to thirty light-years. The KF drive is expensive, delicate and very large, taking up roughly 95 percent of the ship's mass. It leaves little room for armor, weapons or cargo, and certainly cannot support an interplanetary drive to propel the ship from its arrival point in the planetary system to the target planet. For this job, a JumpShip carries one or more DropShips.
Some JumpShips, known as combat JumpShips or WarShips, are equipped with compact drive cores, allowing them to mount considerable armor and weapons as well as the massive interplanetary drives. WarShips are rare in the Inner Sphere, as the technology used to create the compact drives was lost long ago in the wars that have wracked that region of space for centuries. The Clans, however, preserved the technology and currently boast a sizable navy. With sophisticated technical aid from ComStar, the realms of the Inner Sphere have recently begun rebuilding their WarShip navies, though the process is a slow one.
In the BattleTech universe, JumpShips are not considered military targets. Ever since the brutal Second Succession War, an unspoken ban on attacking JumpShips has preserved humankind's ability to travel across interstellar space. WarShips, of course, are an exception to this rule.
Jump Points
In order to make a hyperspace jump, the KF drive creates an energy bubble around the ship that "punches a hole" through space. Because this bubble cannot form properly in the presence of a strong gravitational field, a JumpShip most often enters a planetary system through one of the system's two closest points of gravitational stability: at the zenith or nadir of a system's gravity well, along the line that passes through the system's gravitational center and perpendicular to the plane of the star system (see diagram, omitted).
The zenith and nadir are the most commonly used jump points, especially for civilian traffic, but are not the only options. Alternate jump points exist in a sphere around the system's star, as well as at other points of gravitational stability in the system (called Lagrange points). Unlike the zenith and nadir points, these non-standard points do not have fixed locations. The complex gravitational interaction of the system's stars, planets and other astronomical bodies means that non-standard points are constantly moving, appearing and disappearing at irregular intervals. This characteristic makes calculating such points extremely difficult. Additionally, vessels using non-standard points stand far less chance of being rescued in the event of a malfunction than those using standard points. For this reason, non-standard points are generally used in emergencies or by JumpShip crews seeking to conceal their arrivals in star systems, such as pirate vessels, a fact that earned non-standard jump points the nickname of "pirate points."
Detection
An emerging JumpShip creates a powerful electromagnetic (EM) pulse, detectable at the target planet within hours of the jump. Though it is possible for an enemy JumpShip to avoid detection by the planet it intends to target, the means of accomplishing this feat are few and difficult. By learning the enemy's shipping patterns, for example, an attacking force might devise a way to knock out or delay an enemy JumpShip and send one of their own to take its place. The arriving ship, however, would need to broadcast appropriate identification codes to maintain the charade. The sheer logistical difficulty of managing all this makes such deceptions a rare tactic; therefore, in practice, the enemy will almost always detect an arriving JumpShip and be ready to meet the invasion force head-on.
DropShips
Carried by JumpShips, DropShips transport troops and equipment from the system's jump point to the target planet. DropShips are equipped with fusion-powered interplanetary drives that propel them through space. Most DropShips are transport vessels, with their mass divided between engines and cargo. Many are also equipped with armor and weapons to defend themselves and their passengers if necessary. A large military DropShip often boasts more firepower than a company of BattleMechs. Some DropShips, known as assault ships, have little or no space for transporting troops or cargo, but are bristling with weapons intended to hunt down enemy DropShips.
After the JumpShip arrives at the jump point, the DropShips it is carrying detach from their docking collars and begin the long trip in-system. Depending on the size of the star and other factors, the trip can take hours, days or even weeks in the case of very large stars. A typical system transit takes a week to ten days.
Upon arrival in orbit around the target planet, the DropShip lands and unloads its cargo, usually well behind friendly lines, as DropShips are expensive and may play a vital role in the event of a tactical withdrawal.
Combat Drops
Sometimes, battlefield conditions call for landing troops closer to the enemy than a DropShip can feasibly approach, even in the midst of enemy forces. In these cases, a commander can call for a combat drop, a risky deployment technique made possible by the unique construction of BattleMechs and battle-armored troops. In a combat drop, rather than the DropShip landing on the planet's surface, the troops jump out of it at low altitude and fall to the surface. This tactic avoids the necessity of risking the DropShip by landing it in hazardous terrain or in the middle of enemy lines, while allowing rapid troop deployment directly to such areas. The dropped forces land safely by using jump jets or disposable jump packs to slow and guide their descent, though even with this equipment, combat drops remain extremely hazardous. Even well-trained pilots can damage their Mechs if they make a minor altitude miscalculation or a slightly off-balance landing. For these reasons, combat drops are used only when absolutely necessary.
Combat drops can also be made from very high or orbital altitudes if the dropped forces are encased in ablative cocoons that burn away during atmospheric entry.
Standard Campaign Timetable
The following timetable represents the standard progression of a limited military objective raid. Time intervals represent the days before and after the projected drop to the planet's surface.
D-14 Days. The regimental assault force breaks out of hyperspace. Because it is dangerous to use the Kearny-Fuchida drive inside a star system's gravity well, the regiment's DropShips arrive more than 640 million kilometers away from the target planet. Even at full sub-light speed, the assault force will take nearly two weeks to reach its target.
D-2 Days. The regiment arrives in orbit around the invasion target. The aerospace fighters carried aboard its DropShips launch and engage any enemy fighters in orbit. They must destroy or drive off these enemy fighters before their BattleMechs can land.
D-1 Day. Once the defending aerospace forces have been defeated, the invasion force's surviving fighters may be sent to attack ground-based radar stations and missile batteries near the intended BattleMech regiment drop point. These installations are usually present only on heavily defended worlds, and most invasion commanders prefer not to risk their fighters in atmospheric combat.
D-Day (Drop Day). The attacker's DropShips enter the planet's atmosphere and land on the surface. The invasion commander usually chooses a drop point several hundred kilometers away from the enemy BattleMech garrison, allowing him to organize his force and repair any minor damage sustained while landing.
D+1 Day. The BattleMech regiment begins advancing against enemy positions. Light BattleMech units are detached to make lightning-quick raids against the planetary garrison's supply points, repair facilities and surviving aerospace fighter bases. The rest of the regiment advances behind a screen of light and medium BattleMechs.
D+ [day count not legible in the scan text layer] Days and Beyond. The main invasion force makes contact with the defending planetary garrison. The defending BattleMechs probably will have occupied positions in and around water sources such as lakes, streams and shallow rivers. The side that controls the water has an obvious tactical advantage, and most of the fighting will take place around those positions. The garrison will have to hold out for at least six weeks before it can expect to receive any reinforcements. If they are badly outnumbered, the defenders may split up into small units (usually lances) and operate as a guerrilla force, harassing the invaders but refusing to engage in pitched battles.
Components
With the exception of the two terrain mapsheets and certain counters, all of the contents of the BattleForce 2 box can be used to play Planetary Assault.
Mapsheets
The Planetary Assault map represents an entire planetary surface, on a far different scale from BattleTech or standard BattleForce. Two mapsheets join together to form the planetary map, as shown on p. 73 (diagram omitted).
Hex scale and placement. Half-hexes on the map are considered to be the same hex as their other half, regardless of the half in which the counter is placed. This is particularly important when players' units are at the far left and right edges of the map. Also, all of the tips of the triangles that represent the poles, five to the north and five to the south, are considered the same hex (one North Pole hex and one South Pole hex). These factors make travel around the globe considerably faster for players whose forces are closer to the poles than to the equator. The printed example shows sample unit placements on the planetary map (diagram omitted), including a unit on a half-hex that is adjacent to both of the units next to it.
Planetary surface. In order to represent a spherical shape on a flat mapsheet, the planetary map divides the planet's surface into twenty triangular flat planes. If cut out and folded together, the map would form a twenty-sided, roughly round solid, much like a 20-sided die.
Each hex on the planetary map is roughly 1,500 kilometers across, making the planet shown approximately the size of Earth (Terra). Each hex in the System Diagram is approximately 100 million kilometers across, though the exact scale on that map is not important to game play.
Terrain
Various types of terrain are depicted on the map to represent the different environments found on a planet's surface. The planetary map has fewer terrain types than BattleTech and BattleForce because of the change in scale; the distinction between Light Woods and Heavy Woods, for example, is negligible. Also, because each hex covers so much territory, the terrain is vastly simplified. The predominant terrain in each hex is represented on the map even though variation certainly exists in each hex on a smaller scale.
On the planetary map, each terrain type is identified by color. For easy reference, a black-and-white representation of the map of Terra is included on page 139.
- Plains. Light green hexes denote plains, a type of terrain that includes fields, meadows and other grasslands. Plains is the basic terrain type in Planetary Assault, and has no effect on movement or combat.
- Woods. Dark green hexes indicate woods, which includes other tree-covered terrain or difficult ground such as jungles and swamps. Woods slow troop movement, but can also provide useful cover.
- Mountains. Brown hexes represent mountain regions, terrain that includes very rough or hazardous ground such as volcanic fields. This type of terrain is extremely difficult to cross, but can provide substantial cover.
- Water. Blue indicates the presence of water in a hex. Hexes filled with water are called Ocean hexes and can only be crossed by naval, aerospace and VTOL units. Hexes with some water in them represent inlets, lakes or rivers and can be crossed by land units in certain circumstances (see Crossing Water Hexes, p. 80).
- Desert. Yellow hexes represent deserts: hot regions with little water covered in shifting sand, as well as other types of badlands. Desert terrain slows the movement of ground units and intensifies overheating problems in BattleMechs.
- Arctic. White hexes are arctic hexes, covered in permafrost or hard-pack ice. These hexes slow the movement of ground units, but BattleMechs moving through them have less trouble with heat. These hexes are always considered neutral unless occupied (see Control, p. 77).
Map of Terra. The map of Terra provided in the BattleForce 2 box is only one example of a possible planetary terrain. The back of the map provides a blank planet to fill in with your own planetary designs. FASA grants permission to photocopy the backs of those mapsheets for personal use only.
Unit Reference Table
Unit Reference Table: Inner Sphere
| Unit Type | Counter ID | MP | Attack | Defense | Toughness | Transport |
|---|---|---|---|---|---|---|
| BattleMech Units | ||||||
| Light 'Mech Co (IS) | ML | 3 | 1 | 8 | 6 | — |
| Med 'Mech Co (IS) | MM | 2 | 2 | 6 | 8 | — |
| Hvy 'Mech Co (IS) | MH | 1 |
* This unit can attack non-adjacent units. See Planetary Combat, p. 84.
Unit Reference Table: Clan
| Unit Type | Counter ID | MP | Attack | Defense | Toughness | Transport |
|---|---|---|---|---|---|---|
| BattleMech Units | ||||||
| Light 'Mech Binary (C2) | ML | 4 | 1 | 8 | 5 | — |
| Med 'Mech Binary (C2) | MM | 3 | 2 | 7 | 7 | — |
| Hvy 'Mech Binary (C2) | MH | 2 |
* This unit can attack non-adjacent units. See Planetary Combat, p. 84.
** Trinary units count as two units when being carried by transports and DropShips.
(Clan Mech Trinary and Supernova rows were read from the scan at reduced size; the Transport values of the Clan Mech and infantry rows are marked "**" as printed.)
Transport Capacity
A unit with Transport Capacity can carry other units. In the case of ground vehicle units, the Transport Capacity represents how many infantry units the vehicles can carry. DropShips can carry any type of ground or aerospace fighter unit.
Quality Rating
A unit's Quality Rating represents its skill and experience in battle. As in BattleForce, each unit has a Quality Rating of Green, Regular, Veteran or Elite, represented by a skill modifier that applies to combat and other die rolls as necessary (see To-Hit Modifiers Table, p. 86). A unit with no assigned Quality Rating is assumed to be Regular.
Setting Up
To begin a game, lay out the two planetary mapsheets on a table or on the floor side by side. Then place settlements of varying types on the mapsheets, as required by the particular scenario being played. Finally, place the battle board off to one side of the main map.
Next, players choose their forces for the scenario. The specific force selection may depend on the scenario being played, or the players may simply use points to purchase forces. Each type of unit has a point value, shown on the Unit Purchase Tables (pp. 89-90). If each player's forces equal the same total points, both sides should have a roughly equal chance of winning the scenario. Specific scenario rules appear in Planetary Assault Scenarios, p. 89.
These rules assume that every Planetary Assault game involves two sides: either two players or two teams of players. References to a "player" may also mean a team of players, as circumstances dictate.
Sequence of Play
Planetary Assault is played in a series of turns. Each turn represents two days of game time. During a turn, all units on the map may move and attack.
Each turn consists of several phases. During each phase, players can take a specific type of action, such as movement or combat. The players execute the phases of every turn in a given order. Specific actions, movement, effects of damage and so on are explained in detail further on in this book. Each turn includes the following phases, in the following order:
- Attacker Phases 1a. Movement 1b. Combat
- Defender Phases 2a. Movement 2b. Combat
- End Phase
In any given scenario, one player is the attacker and one is the defender. The circumstances of the scenario normally dictate which is which. For example, the attacker usually sets up in DropShips off planet, while the defender sets up on the planet's surface. If the attacker and defender are not clearly assigned, players simply can choose to be the attacker or defender, or roll dice to determine the attacker and defender.
The attacker has the advantage of moving and attacking first because he is the aggressor. The defender has an advantage of his own, however; moving second allows him to react to the attacker's movements and launch effective counterstrikes.
Players repeat the turn sequence until one side meets its victory conditions. Often, the player with the last surviving unit left on the board wins the scenario. If the last units from each side are destroyed simultaneously, the game is a draw. The players may set other victory conditions by mutual agreement before play begins, or by using the Scenarios rules on p. 89 or in the FASA scenario pack being played.
Phases. Each turn has three phases: the Movement Phase, the Combat Phase and the End Phase. The first two phases, Movement and Combat, are played by the attacking player first, then by the defending player. The attacking player resolves both of his phases before the defending player begins resolving his.
- Movement Phase. The player moves any or all of his units, one at a time.
- Combat Phase. The player resolves combats in which his units are involved, one at a time.
- End Phase. During the End Phase, players execute any miscellaneous actions remaining in the turn.
Control
A key factor in a successful planetary campaign is control of military bases and population centers. At the start of the campaign, the defenders have control of the planet and can keep their troops supplied more easily than the enemy can because locals are willing to support them. Access to supplies can often mean the difference between victory and defeat.
When ground units from only one side occupy a hex (or naval units in the case of Ocean hexes), that side is said to control that hex. This section describes how to determine who has control of what areas of the planet in other circumstances. Air and aerospace units cannot control a hex.
Default Control
Default control of hexes depends on the spread of a world's population. Population spread is determined by the world's general type: Major, Minor or Unpopulated. Ocean hexes (hexes containing only water) and Arctic hexes are the exceptions to this rule. Ocean hexes are presumed neutral unless occupied by one or more naval units, and Arctic hexes are presumed neutral unless occupied by one or more ground units.
The city hex and all six surrounding hexes are considered to be under the control of the player who controls the city (normally the defender, unless defined otherwise by the scenario rules, or unless the attacker occupies the city; see Seizing Control, below).
Major World. A Major World is heavily populated, with settlements of some kind over its entire surface. Examples of such worlds include Terra and the capitals of most of the Inner Sphere's Successor States (New Avalon, Luthien, Sian and so on).
Unless occupied by enemy forces, every land hex on a Major World map is assumed to be controlled by the defending side. The attacker must take control of a hex by moving into it. Thereafter, the attacker can only maintain control by keeping at least one attacking unit or base in the hex. The defending side automatically regains control of a hex if the attacker does not occupy it.
Minor World. Most worlds in the Inner Sphere and Periphery are sparsely populated compared to modern-day Earth. Even though they may have large populations, those populations are normally concentrated around a limited number of cities. If the rules of a particular scenario do not establish any other default control conditions, assume that the planet where the battle is being fought is a Minor World.
On a Minor World, all hexes are considered neutral unless they contain a city or are adjacent to one. All other hexes are neutral unless one side or the other occupies them during the scenario.
Unpopulated World. If a world has no native defender in a scenario, for example in a war that pits two sides against each other on a neutral planet, then the world is assumed to be unpopulated. All hexes are considered neutral, and will revert to neutral status unless one side or the other occupies them during the scenario.
Seizing Control
In order to seize control of a hex, a player must occupy that hex with one or more of his ground units. As long as no enemy ground units are occupying that hex, the player retains control of the hex at the end of the turn.
Taking control of hexes containing settlements is a bit more difficult to accomplish, as described below.
Cities. Cities are difficult to control because the native population usually resists being conquered. To reflect this, an attacker taking control of a city must spend a turn pacifying it before he can claim to control it. In the End Phase of the turn in which the attacker takes the city, flip the city counter over to its Rubble side to indicate that the city is undergoing civil unrest. At this point, neither side controls it. In the End Phase of the following turn, if the city's hex is occupied only by attacking ground units, the counter is flipped back over to show that the attacker controls it. If the city's hex is unoccupied or occupied by defending units, the counter is likewise flipped over, but control reverts to the defender.
When a player seizes control of a city, he also assumes control of the six hexes surrounding it, except for Ocean or Arctic hexes (if any).
A conquered city stays under the attacking player's control only as long as at least one attacking ground unit is in the city's hex during the End Phase. Players should consult the City Status Table below during each End Phase to determine the status of each city in question. Flip the City counter to the Rubble side only on the turn in which the hex is first occupied by the attacking player.
City Status Table
| Forces Present | City | Rubble (Unrest, no Control) |
|---|---|---|
| Occupied by attacking ground unit(s) | Flip over to Rubble side | Flip over to City side; Attacker control |
| Occupied by defending ground unit(s) | Defender control | Flip over to City side; Defender control |
| Unoccupied | Defender control | Flip over to City side; Defender control |
Bases and Fortresses. Bases and fortresses are manned by soldiers and so cannot simply be pacified like cities. Instead, the attacker must defeat them in combat. The controlling player uses these settlements to defend against attack in the same way as other combat units (see Planetary Combat, p. 84). Once the settlement is defeated, its counter is flipped over to the Rubble side to indicate that the attacker is in the process of capturing it. In the following turn's End Phase, check the status of the fortress or base as if it was a city. A base or fortress flipped to its Rubble side comes under the control of whichever side occupies its hex in the End Phase. The controlling player may then opt to destroy the settlement rather than using it, in which case its counter is removed from play. If no one occupies the base or fortress, it stays Rubble until someone does, and is considered neutral ground.
Because bases and fortresses are re-staffed by soldiers loyal to the attacker once captured, they do not automatically revert to the defender's control when unoccupied. To reflect this, once a base or fortress is captured, replace its counter with one belonging to the capturing player. This will make it easier for players to keep track of who controls each fortress or base. If there aren't enough counters of the appropriate color, use an objective counter, coin or other appropriate marker to indicate control.
Supply
Keeping troops supplied in the field is essential to their functioning. Ammunition, spare parts, food and other supplies must continually be brought to the front lines or the performance of the troops will suffer. Units can only fight at maximum effectiveness if they are supplied.
In the game, a unit is considered supplied if a friendly settlement (base, city or fortress) is adjacent to or in the same hex as the unit. The range of supply can also be extended through hexes controlled by the unit's player (see Control, p. 77). As long as an uninterrupted string of friendly hexes exists between a unit and a settlement controlled by the same player, the unit is supplied. Otherwise, the unit is said to be out of supply. If a unit is out of supply, it fights at reduced efficiency, as noted in the Combat Modifiers Tables (p. 86).
Siege
Units in the same hex as a settlement are always considered supplied unless the settlement is under siege by the enemy, meaning that it is completely surrounded by enemy units. If all six hexes adjacent to the settlement contain enemy units (even if some of those hexes also contain friendly units), the settlement is under siege. Units in the same hex as that settlement are considered out of supply until the siege is broken.
If any supply convoys (see below) are in the same hex as the settlement, the controlling player can use them to temporarily counter the effects of the siege. When combat starts, spend one supply convoy; all other units in the hex are then considered supplied for the duration of the fight.
Supply Convoys
Supply convoys are special ground units vital to maintaining supply lines, and can perform field repairs on damaged units during combat. Unlike other unit types, supply convoys can be created and can switch sides during game play. This allows a player to capture his opponent's supplies and use them against him.
Creating Convoys. Each player may create one new supply convoy per turn. He may place this newly created convoy in any hex containing a friendly base, fortress, city or DropShip. In addition, if a player controls one or more cities, he may create one additional convoy, which must be deployed in a city.
These new units are placed on the map in the End Phase of the turn in which they were created. New supply convoys cannot enter play in a settlement that is under siege. Any convoys that cannot be placed on the map because of siege conditions or a shortage of DropShips or settlements are lost.
Convoy Uses. A supply convoy can perform several useful tasks. The most common, and the only use that does not consume them, is maintaining a supply line. Like other units, a supply convoy can maintain control of a hex and therefore maintain a line of supply, freeing up combat units for battle.
Two convoys together in a hex can create a base in that hex during the End Phase of a turn. A player who wishes to do this should remove both convoys from play and replace them with a single base counter.
Supply convoys can make field repairs during combat. A supply convoy in a hex with a damaged unit may repair that unit. After the unit is repaired and its counter flipped face-up, the convoy is considered consumed and removed from play. For more on combat, see p. 84.
Capturing Convoys. Supply convoys are non-combat units and so never take part in battle. If one or more convoys are alone in a hex with enemy ground units during the End Phase of a turn, they are automatically captured by the enemy. The enemy can replace the convoy counters with his own counters to indicate the shift in control. Air units cannot capture convoys.
Supply in Space
Fighter units in space must be in an orbit zone or hex on the System Diagram with a friendly JumpShip, WarShip, DropShip or space station to be considered supplied. Supply lines do not exist in space.
Movement
In Planetary Assault, the following basic movement rules apply only to ground-based units, including naval and VTOL units. Aerospace units such as fighters and DropShips use different rules (see Aerospace Movement, p. 81). As in BattleForce, each player may move any or all of his units during his Movement Phase.
Each turn of game play represents roughly two days. Though some units may move across the map faster or slower than would be possible at this time scale, we chose to emphasize the overall feel of the game over rigid adherence to unit speeds, time and distance conventions from BattleTech.
Stacking limits do not apply in Planetary Assault. Any number of units may occupy a single hex.
Movement Costs
Units move according to their Movement Point (MP) allowance. Each unit's MP is listed on the Unit Reference Tables (Planetary Assault, p. 75). Each hex costs a certain number of MP to enter, based on its terrain type as shown on the Planetary Terrain Table. Units may move in any desired direction; they have no facing while moving on the main game map.
A unit may always move 1 hex as its only movement for a turn, even if entering the hex costs more than the unit's MP. This rule does not allow a unit to enter prohibited terrain, however.
A ground unit entering a hex occupied by one or more enemy units must end its move in that hex. It can enter the hex, but cannot move through it. Air units (including aerospace and VTOL units) can move through any desired hexes without restriction.
Planetary Terrain Table
| Terrain Type | MP Cost | Prohibited Units |
|---|---|---|
| Plains | 1 | Naval* |
| Woods | 2 (3) | Naval* |
| Mountains | 3 (4) | Naval* |
| Desert | 2 | Naval* |
| Arctic | 2 | Naval* |
| Water | 1 | BattleMech, Ground Vehicle, Infantry** |
Aerospace and VTOL units pay 1 MP per hex regardless of terrain. The MP cost in parentheses applies to ground vehicle units only (see Unit Reference Tables, p. 75).
* Naval units can occupy these hexes as long as there is some water in the hex.
** Ground units can occupy these hexes as long as there is some land in the hex.
Crossing Water Hexes
Water hexes, represented on the map by the color blue, come in a variety of types depending on the amount of water in the hex and how it is arranged relative to the land in the same hex (if any). Ocean hexes, which are filled with water, are off limits to ground units. Only naval, aerospace and VTOL units can enter them.
Hexes with some water in them, which represent inlets, lakes or rivers, can be crossed in certain circumstances. Both ground and naval units can occupy these hexes. A ground unit can move from one such hex to another if there is land across an adjacent hexside. Likewise, naval units can move from Water hex to Water hex as long as there is water across an adjacent hexside.
Some hexes contain two distinct areas of land divided by water (such as Hex G18 on the map of Terra). These divisions cannot be crossed during the course of a move. However, if a unit starts its move in such a hex, it can move in either direction to begin its movement, because the ground unit is considered to occupy all of the land in the hex. Players need not indicate which coast, island, or body of water in a hex a unit occupies. The same rule applies in reverse to naval units moving through water, when a hex has two distinct areas of water divided by land (such as Hex G20 on the map of Terra).
For hexes containing multiple islands, such as Hawaii, consider all the islands in the hex as a single land mass. Players need not distinguish which units are on which islands. Small islands next to large land masses, such as Ireland, are simply considered part of the larger land mass to which they are adjacent.
Canal hexes can be crossed as though they were land or water, unless specifically forbidden by the scenario rules.
(The printed diagram illustrates how water can block movement for units moving through eastern Africa and southern Asia. Units A and B are ground units, Unit C is a naval unit. A naval unit with 2 MP in Hex A cannot move directly to Hex B, because the land in Hex D blocks the movement through it. In order to reach Hex B, the unit would have to first enter Hex C, then Hex D or E, before arriving in Hex B. If the naval unit began its Movement Phase in Hex D, it could spend 1 MP and move directly to Hex A, B, C or E. A ground unit with 2 MP in Hex F cannot move directly to Hex G, since the water in Hex H blocks the movement through it. In order to reach Hex G, the unit would have to first enter Hex H or I, then move into Hex J, before arriving in Hex G. If the ground unit began its Movement Phase in Hex H, it could spend 1 MP and move directly to Hex F, G, I, J or K.)
Board/Disembark Transport
Ground units can be transported over short distances by transport vehicles, over long distances by DropShips and over water by naval units. Collectively, these vehicles and vessels are referred to as transports.
Each type of transport unit has a limited carrying capacity, as shown on the Unit Reference Tables (p. 75). This number represents the maximum number of units it can carry at any one time. Transports may not carry other transports, with the exception of naval transports and DropShips; these vessels may carry loaded transport vehicles up to the vessel's Transport Capacity (but may not carry other naval transports or DropShips). Units inside the smaller transports being carried do not count against the larger transport's carrying capacity. No type of transport can carry large space craft such as JumpShips, WarShips and space stations.
During a player's Movement Phase, any ground unit in the same hex as a transport may board that transport instead of making a normal move. The transport may pick up units at the beginning of or during its move. Once the transport unloads one or more of the units it is carrying, its movement for the turn ends unless it is executing a combat drop (see below).
Disembarking from a transport does not count as movement for carried units; this means that, unless they are disembarking in the same turn in which they boarded the transport, the units can move immediately after disembarking.
Any units a transport is carrying are destroyed if the transport is destroyed. For this reason, most transport units unload all units they are carrying at the beginning of any combat.
Movement and Combat Drops
A DropShip unit can unload troops while moving or hovering over the battlefield, dropping them in the enemy's midst. This bold and dangerous tactic, known as a combat drop, is the only way a transport unit can continue to move after unloading carried units. A single DropShip unit may only make one combat drop per turn.
Only BattleMech and battle-armor units can be dropped. Other unit types must disembark normally.
The transport DropShip unit can either stay in the hex and execute the drop during combat or drop the units and continue to move. In the latter case, the controlling player places the counters of the units to be dropped in the target hex and then finishes the DropShip unit's movement. He resolves possible damage to the dropped units at the beginning of his Combat Phase. If the DropShip unit stays in the hex with the dropping units, resolve damage to the dropping units or to the DropShip unit during the Combat Phase.
A combat drop can also be performed over a hex containing no enemy units. Because no combat takes place in such a situation, the player resolves the drop in his Movement Phase instead of in the Combat Phase. Roll 2D6 for each dropping unit. If the result is equal to or greater than the unit's Toughness Rating, roll 2D6 again. If the result of the second roll is also equal to or greater than the unit's Toughness Rating, the unit is destroyed.
Units may not move after they have been dropped. For more information on combat drops, see Combat, p. 84.
Reconnaissance
Even with advance intelligence reports, neither side can know the exact identity of enemy units until an accurate reconnaissance (recon) is made of enemy positions. Attacking enemy units before making a recon is a good way to lose troops.
To represent this limited knowledge of the enemy, all unit counters are kept face-down until "reconned" by the other side. By contrast, counters representing supply convoys and settlements (cities, fortresses and bases) are face-up, except in certain circumstances not related to reconnaissance (see Control, p. 77).
A unit may only make one recon attempt against one adjacent hex per turn, at the end of the unit's movement. Each recon attempt costs 1 MP per face-down enemy unit that the reconning player wishes to identify in the target hex. This means that units with only 1 MP cannot move if they wish to recon.
To determine if the recon attempt succeeded, roll 2D6 and compare the result to the reconning unit's Defense Rating. If the result is equal to or less than the Defense Rating, the counters for the chosen units are flipped face-up. If the result is higher than the unit's Defense Rating, the reconning unit's counter is flipped face-up.
Aerospace Movement
In Planetary Assault, aerospace units are those that can fly through the atmosphere as well as in space: aerospace fighter and DropShip units.
JumpShips, WarShips and space stations are special cases. These units cannot fly through the atmosphere, and so cannot enter the planetary surface map. Otherwise, they move like fighters and DropShips except as noted below.
Atmospheric Flight
Aerospace fighter and DropShip units can move on the planetary surface map. Because planetary terrain restrictions do not apply to these units, they are easier to move than ground or naval units. Aerospace units can move up to their MP rating in hexes each turn.
Unlike other types of units, aerospace units can make a single attack during movement (see Aerospace Combat, p. 87).
Aerospace units on the planetary surface map may enter orbit instead of making a normal move. See Entering Orbit, p. 82.
Planetary Orbit
Fighters, DropShips, space stations and WarShips can all enter planetary orbit and fight each other in near space. WarShips can even engage in orbital bombardment, launching attacks from orbit against ground targets.
The map shows ten orbit zones around the planet. Ships in orbit occupy one of these orbit zones, each of which corresponds to a diamond-shaped area on the planetary map (bordered by a dotted line connected to the planetary map by a solid line; see the diagram on p. 82). Only units occupying the same orbit zone may fight one another, and WarShips may only bombard the planetary area that corresponds to the orbit zone they occupy.
Hexes that contain a border between two or three orbit zones are considered to be beneath all corresponding orbit zones.
Landing
Instead of moving, an orbiting fighter or DropShip unit can choose to attempt a landing. The player must nominate a target hex for the landing, which can be any desired land hex in the planetary surface region corresponding to the orbit zone occupied by the unit at the end of its movement.
The player then rolls 2D6 to see if the atmospheric entry and landing succeeded. The Base Target Number for this roll is 4, modified by the skill of the DropShip crew. The target number is further modified by +2 for each of the following conditions existing in the target hex: it contains an enemy city or fortress, is adjacent to an enemy city, or it contains an enemy aerospace unit. Each of these modifiers is cumulative. For example, a hex containing an enemy fortress and two enemy fighter units that is also adjacent to an enemy city would impose a total modifier of +8 to the target number. Not a very good place to land!
If the landing roll result is equal to or greater than the modified target number, or is a 12, the landing is successful. After a successful landing, place the unit in the designated landing hex. On a result of 2, or a result less than the modified target number, the landing fails and the unit stays in the orbit zone. After a failed landing attempt, roll 2D6 again. If the second die roll result is a 2, the unit is destroyed.
A DropShip unit landing in an enemy-occupied hex can also execute a combat drop if it is carrying BattleMech and/or battle-armor units, assuming the landing is successful. Rules for combat drops appear in the Combat section under Combat Drops, p. 84.
Orbital Movement
Each unit in orbit can move from orbit zone to adjacent orbit zone, making a number of moves up to its MP. The orbit zones are numbered from 1 to 10; Orbit Zone 10 is adjacent to Orbit Zone 1. Units move through these zones in numerical order, switching from 10 to 1 or 1 to 10 when leaving the edge of the map.
Ships carrying fighters can launch or recover them, in the same way that ground units board and disembark from transports on the ground (see p. 81).
A DropShip carrying BattleMech or battle-armor troops may drop them from orbit into any hex in the section of the planet map that corresponds to the orbit zone occupied by the DropShip. This type of combat drop works the same way as other combat drops, except add a +2 modifier to the dice roll results when resolving possible damage from the drop.
Entering Orbit
Depending on the scenario setup, units may begin play in orbit. Space stations usually start play in orbit, though they are sometimes found in deep space, most often at zenith or nadir points. Other units must enter orbit from either the planetary surface or deep space.
Fighters and DropShips on the planetary surface may enter orbit instead of making normal movements for the turn. To indicate this, simply move the unit from the planetary surface to the corresponding orbital zone.
Fighters, DropShips and WarShips in deep space may enter orbit only if they occupy the hex on the System Diagram that contains the planet at the beginning of the Movement Phase. In this case, instead of moving on the System Diagram, the unit may enter the planetary map. Move the unit counter into the orbit zone desired.
Leaving Orbit
Instead of making a standard move, an orbiting unit can choose to leave planetary orbit and enter deep space. To indicate this, simply move the unit's counter to the hex on the System Diagram that contains the planet. In the following turn, the unit moves normally on the System Diagram (see Deep Space Movement, below).
Deep Space Movement
Some scenarios require units to approach the battlefield from jump points or other areas of deep space, often as reinforcements. In some scenarios, the game starts with the attackers arriving at jump points. Movement from jump points to the planet takes place on the System Diagram, on the right-hand side of the planetary surface map.
Even though they carry DropShips, JumpShips and WarShips have no Transport Capacity because they do not carry units in the same way as other transports. Unless otherwise specified by the scenario, each JumpShip or WarShip unit can carry up to two DropShip units. The DropShip units embark and disembark from JumpShips and WarShips using the same rules for disembarking as other units (see Board/Disembark Transport, p. 81).
System Movement
DropShips and WarShips can move 1 or 2 hexes per turn on the System Diagram. Fighter units may only move 1 hex per turn.
System Movement (continued)
Fighter units may only move 1 hex per turn because they do not carry enough fuel to make quick system transits possible. Other space units (JumpShips and space stations) do not move.
As with orbital movement (p. 82), ships carrying fighters can launch or recover them.
Entering the System Diagram
Ships enter the System Diagram either by leaving orbit as described above or by jumping in-system on a JumpShip.
The scenario being played will establish the point at which arriving JumpShips should be placed on the map. JumpShips and WarShips entering the system can be placed at the zenith or nadir jump point (marked "Z" and "N", respectively, on the map). If the player desires, he can use a pirate point instead of the standard jump points (marked "P" on the map).
Hyperspace travel is a risky business, and doesn't always succeed. To reflect this, players must roll 2D6 against the target number shown in the desired arrival hex. If the result of the dice roll is less than the target number, the jump is off-target. The ship arrives in the following turn at either the zenith or nadir jump point, whichever is closer to the intended arrival point.
Ships jumping in-system enter the System Diagram at the end of the controlling player's Movement Phase, and cannot move or make attacks for the remainder of the turn. However, they can defend themselves and counterattack per standard rules.
Leaving the System Diagram
Ships occupying the appropriate planet hex at the start of their controller's Movement Phase can enter orbit in any desired orbit zone.
JumpShips and WarShips with charged jump drives or a charged lithium-fusion battery can leave the System Diagram if they occupy the zenith or nadir jump point at the beginning of their controller's Movement Phase. Such vessels are removed from play, and cannot return unless they recharge their batteries.
Charging jump drives and L-F batteries takes a variable amount of time based on the size of the star in the system. If this data is not provided by the scenario being played, recharging takes 1D6 + 1 turns, during which time the charging unit may not move. The unit may engage in combat, but a unit attacked while charging is more vulnerable to damage because its fragile jump sail is deployed. To reflect this, reduce the unit's Toughness Rating by 2 while it is charging. The charging unit may not move while on the battle board, and must be deployed in the controlling player's main box (see Planetary Combat, p. 84).
Unless players are using BattleSpace statistics for specific ships that state otherwise, assume that only WarShips have L-F batteries. An L-F battery allows a WarShip to make one extra jump before it must be recharged.
Planetary Combat
After both sides' forces have landed on the planet and completed their strategic maneuvering, the two sides clash in combat. Once enemy units meet in a hex, players can quickly work out the results using the battle board and the following movement and combat rules. For more detailed combat resolution, players can translate their units to BattleForce scale and play out the combat using BattleForce rules (see Integration, p. 104).
The Battle Board
Combat in Planetary Assault is resolved on the battle board. Units are transferred to the battle board for the duration of the combat, then replaced on the planetary map.
The battle board is divided into twenty-five boxes. Each box represents a position on the field rather than a specific real-world distance. During play, the battle board is placed so that one of the board's long sides faces each player.
Terrain
The nine shaded boxes in the center of the battle board represent the terrain of the hex in which the battle is being fought. The other boxes represent outlying terrain, which is determined by the shaded terrain as shown on the Battle Board Terrain Table.
Battle Board Terrain Table
| Shaded Terrain | Outlying Terrain |
|---|---|
| Arctic | Arctic |
| Desert | Desert |
| Woods | Plains |
| Mountains | Woods |
| Plains | Plains |
| Space | Space |
| Water | Water |
| Island Hex (Primary*) | Water |
| Lake Hex (Water) | Primary* |
* For Island and Lake hexes, the primary terrain feature is whatever non-water terrain is in the hex. For example, if the land in an Island hex is wooded, then the shaded boxes are considered Woods terrain, surrounded by water. If the land surrounding a lake is wooded, then the outlying terrain is Woods.
In the case of coastal hexes or other hexes that combine water and land, the battle takes place on land or water depending on the units involved. Combat solely between air and naval units takes place over water. If opposing naval and land units both occupy the hex, the players must fight two separate battles: one on land involving land and air units, and one at sea involving naval and air units. Air units in the hex can only participate in one or the other conflict; the controlling player must assign those units to the battle in which they will take part before either combat is resolved.
Setup
Any building present in the hex in which combat occurs must be placed first by the building's controlling player anywhere in his deployment zone. Buildings do not count as units for stacking purposes, and friendly units in the same box as a building are assumed to be inside that building.
Which player sets up units first depends on each side's intelligence information. If only one player had face-down units (units that had not been revealed by reconnaissance) on the planetary hex where the battle is taking place before combat began, then the player with no face-down units must set up first. If both players had some face-down units, the attacker sets up his face-up units first, followed by the defender's face-up units. Then the attacker sets up his face-down units, followed by the defender. If neither side had any face-down units, the attacker sets up all his units first.
Each side sets up as follows. Each player must place at least one unit in his main box. Then he places one unit in each of the remaining boxes in his deployment zone. If the player has more than ten units in the battle, he may place one additional unit in each box, beginning with his reserve boxes and then his front-line boxes. If a player has more than twenty units to deploy, he may place a third additional unit in each box, and so on.
Once setup is finished, all unit counters on both sides of the battle board are flipped face-up. Their recon status only matters before battle. During battle, counters are turned face-up or face-down to reflect each unit's damage status.
Deployment Zones
The ten boxes on the side of the battle board nearest to each player represent his deployment zone. The five boxes closest to the edge of the battle board (the long side nearest the player) are called the reserve area. The front-and-center box is the player's main box, and serves as the center of each player's battle lines during setup.
Combat Drops
A player whose DropShips are carrying BattleMech and/or battle-armor units to the battle site, or who dropped such units into the battle hex during his Movement Phase (see Movement and Combat Drops, p. 81), can place the units anywhere on the battle board. All dropped units must be placed in the same box, and cannot be placed in a box containing enemy units. Dropped units are placed after players have set up all other units. The transport from which they were dropped is then placed anywhere in the controlling player's reserve area.
To determine whether a dropped unit takes damage, follow the rules given in Movement and Combat Drops, p. 81.
Combat Sequence
After setup, combat proceeds in a series of Combat Turns. Beginning with the attacker, each player takes turns executing up to two actions with his units: moving or attacking. Supply convoys can also perform repairs, a special action. Regardless of the number of units on each side, each player may take no more than two actions per Combat Turn. Players may take only one action or no action if they so desire.
Players may take their actions in any order: move and attack, attack and move, two attacks or two moves. A player may split his actions between two different units, or a single unit may execute both. However, the same unit cannot perform two actions of the same type in the same Combat Turn.
Movement
One ground unit may move a number of boxes up to its MP. It may move only to one of the four boxes adjacent to it; a unit may not move diagonally. Terrain affects movement on the battle board, just as it does on the planetary surface map (see Planetary Terrain Table, p. 80).
Any number of friendly units may occupy each box into which the unit moves. A unit may not move into or through enemy-occupied boxes. Units that move off their home board edge are out of the battle.
Air units do not pay MP to move because terrain does not affect them. They can move through enemy-occupied boxes, but may not end a move in one.
Facing
Units have facings on the battle board, but a moving unit need not change its facing to move backward or sideways. Maintain the unit's initial facing as it moves. A player may change a unit's facing, at a cost of 1 MP. Rotate the unit's counter to any facing desired.
Attacks
In a turn, a player may have one of his units attack one adjacent enemy unit. The target unit must be in the box in front of the attacker or in one of the boxes to the attacker's side; units cannot attack to the rear. Artillery and WarShip units may attack a unit up to 3 boxes away in any direction except diagonally. For rules on resolving attacks, see Attack Resolution, below.
Units being carried in transports cannot attack or otherwise take part in combat.
Repairs
This special action is only available to supply convoys. To make repairs, the supply convoy must be in the same box as a damaged friendly unit. The controlling player spends an action and removes the supply convoy from play; the damaged unit is then considered repaired and its counter is flipped face-up.
Attack Resolution
When resolving an attack, players first roll to see if the attack hit. Then the attacker makes a second dice roll to see if the attack damaged or destroyed the target unit.
To-Hit Roll. To determine whether an attack hit its target, the attacker rolls 2D6 against a base target number equal to the target unit's Defense Rating. Modify this target number as appropriate for the terrain in the target box, the attacker's skill and position, and friendly support available for both sides. The To-Hit Modifiers Table lists modifiers for various conditions; specific modifiers are explained below.
A die roll result of 2 automatically misses, and a result of 12 automatically hits.
Quality Rating. If the attacking unit has a Quality Rating other than Regular, apply the appropriate skill modifier to the target number.
Out of Supply. The supply rules (p. 79) define how to determine whether or not a unit is supplied. If units on one side or the other were supplied on the planetary map, they are also considered supplied on the battle board, regardless of the position of buildings, supply convoys or other units on the board.
An attacking unit out of supply suffers a +2 modifier to the target number. If the target unit is out of supply, modify the target number by -1.
Damaged. If the attacking unit is damaged (indicated by a face-down counter), modify the target number by +2. If the target is damaged, modify the target number by -2.
Position. The attacker's position relative to the target affects battle directly, because the target unit's facing indicates how it is deployed for combat. If a unit is attacked from the flank or rear, it is unprepared for the attack and therefore makes an easier target.
If the attacker is on the target's flank, modify the target number by -1. If the attacker is behind the target, modify the target number by -2.
Position modifiers only apply to targets that have a facing. Infantry, settlements and supply convoys have no facings, and so these modifiers do not apply to them.
Harassment. In Planetary Assault, each attack is not a single volley of weapons fire, but rather represents a series of skirmishes. If units friendly to the attacking unit are nearby, those units will aid in the attack, either by attacking the target themselves or by restricting the target's mobility and avenues of retreat. Units friendly to the target unit can aid it likewise.
For each enemy unit adjacent to the attacking unit, not counting the target, modify the to-hit number by +1. For each unit friendly to the attacker that is adjacent to the target, not counting the attacker, modify the to-hit number by -1.
Terrain. Terrain in the target's box can offer the target protection from attacks. Modifiers for each type of terrain are listed on the To-Hit Modifiers Table. Remember that the shaded central boxes on the battle board often have different terrain than the outer boxes, as shown on the Battle Board Terrain Table (p. 84).
Air units do not benefit from terrain, though the targets of their attacks do. Infantry units are especially good at hiding in certain types of terrain, and so they gain double the listed terrain modifier. However, they also double the value of negative terrain modifiers, such as those for Arctic or Desert hexes. This penalty reflects the fact that infantry units caught in such open terrain are that much more vulnerable than other, tougher types of units.
To-Hit Modifiers Table
| Condition | Modifier |
|---|---|
| Attacker | |
| Quality Rating: Green | +1 |
| Quality Rating: Regular | +0 |
| Quality Rating: Veteran | -1 |
| Quality Rating: Elite | -2 |
| Out of Supply | +2 |
| Damaged | +2 |
| On Target's Flank | -1 |
| On Target's Rear | -2 |
| Harassed (enemy units adjacent to attacker) | +1 per unit |
| Target | |
| Damaged |
* Double these modifiers for infantry units, whether the result is good or bad for the unit. Terrain modifiers are not cumulative; use the single highest applicable modifier only.
Damage Roll
If the attack succeeds, the attacker must make a 2D6 Damage Roll against the target unit's Toughness Rating to actually damage the target. Add the attacker's Attack Rating and apply other appropriate modifiers shown on the Damage Roll Modifiers Table to the roll result. The types of modifiers that may be applied are the same as those for the to-hit roll, though the actual numbers may vary. The target number remains the target's Toughness Rating, unmodified.
If the total modified Damage Roll result is equal to or greater than the target number, the target unit is damaged. To indicate this, flip the unit counter face-down. If the target was already damaged, additional damage destroys it. A unit is also destroyed if the total modified Damage Roll result is double or more the unit's Toughness Rating.
An unmodified result of 2 automatically fails to damage the target. An unmodified result of 12 automatically damages the target.
Out of Supply. If the attacking unit is out of supply, apply a -2 modifier to the Damage Roll. If the target unit is out of supply, modify the Damage Roll by +1.
Damaged. If the attacking unit is damaged, modify the Damage Roll by -2. If the target is damaged, modify the Damage Roll by +2.
Position. If the attacker is on the target's flank, modify the Damage Roll by +2. If the attacker is behind the target, modify the Damage Roll by +4.
Harassment. For each enemy unit adjacent to the attacking unit, not counting the target, modify the Damage Roll by -1. For each unit friendly to the attacker that is adjacent to the target, not counting the attacker, modify the Damage Roll by +1.
Terrain. BattleMechs have an advantage over other combat units because they can increase the intensity and frequency of their attacks at will. However, such activity builds up tremendous amounts of waste heat that can endanger the 'Mech. In conditions of extreme heat or cold, a 'Mech must manage its heat differently than usual, which may be an advantage or a disadvantage when inflicting damage.
In Arctic terrain, a 'Mech unit can attack more frequently than normal; apply a +1 modifier to the Damage Roll result. In Desert terrain, a 'Mech unit must attack less frequently to avoid overheating; apply a -1 modifier to the Damage Roll result.
Example. The printed example shows a combat situation on the battle board, with the combat taking place in a Woods hex, so that the predominant terrain (in the shaded boxes) is Woods/Jungle and the outlying terrain is Plains. Unit A is an Inner Sphere assault 'Mech unit. Unit B is a medium front-line Clan 'Mech unit, while Units C and D are light front-line Clan 'Mech units. All have Regular Quality Ratings, are undamaged and are supplied (diagram omitted).
Unit A can attack either Unit B or Unit C. It cannot attack Unit D, because Unit D is behind it and units cannot attack to the rear. Because Unit B has a lower Defense Rating than Unit C, the Inner Sphere player decides to attack Unit B. The Base Target Number for the attack is 7, the target's Defense Rating. The target is undamaged and in Plains terrain, so no modifiers for terrain or damage apply to the target number. However, the two other Clan units adjacent to Unit A (Units C and D) are friendly to the target; they apply a +2 harassment modifier, raising the modified Target Number to 9. The Inner Sphere player rolls 2D6 and gets a result of 10, a hit.
Now the Inner Sphere player must roll to see if his attack damaged the target. The Target Number for this roll is the target's Toughness Rating, also 7. The Inner Sphere player rolls 2D6 and gets a result of 6. He then adds the attacking unit's Attack Rating of 4 to the result, and also applies a harassment penalty of -2 (-1 for each 'Mech friendly to the target). The final result is 8 (6 + 4 - 2), high enough to damage the target. Unit B's player flips the unit's counter face-down.
Unit B retaliates by attacking Unit A. The Base To-Hit Number is 4, Unit A's Defense Rating. However, Unit A is standing in Woods/Jungle terrain, which adds a +2 modifier to the target number. Also, Unit B is damaged, which adds another +2 modifier. The two Clan units adjacent to Unit A further modify the target number by -2. Finally, the attacker's position on Unit A's flank modifies the target number by -1. The final, modified target number is 5 (4 + 2 + 2 - 2 - 1). The Clan player rolls 2D6 and gets a 3; his attack misses.
Damage Roll Modifiers Table
| Condition | Modifier |
|---|---|
| Attacker | |
| Attack Rating | +Rating |
| Out of Supply | -2 |
| Damaged | -2 |
| On Target's Flank | +2 |
| On Target's Rear | +4 |
| Harassed (enemy units adjacent to attacker) | -1 per unit |
| Arctic Terrain* | +1 |
| Desert Terrain* | -1 |
| Target | |
| Damaged | +2 |
| Out of Supply | +1 |
* This modifier applies to BattleMechs only.
Victory
In general, combat ends when units from only one side occupy the field. As noncombatants, cities and supply convoys do not count toward determination of victory. If one side's forces consist only of cities and/or supply convoys, that side has lost the battle.
Bases and fortresses must be defeated in combat just like combat units. Once a base or fortress is destroyed, remove its counter from the battle board and return it to the map. These buildings are not literally destroyed, merely defeated, and so the attacking player's forces may occupy them (see Control, p. 77).
After battle, the victorious units remain in the battle hex on the planetary map. Units that fled the battlefield are placed as follows: the player on the winning side places his units in the battle hex, while the losing player places all of his fleeing units in any single adjacent hex containing other friendly units. If there are none, the player may place his units in any single adjacent hex desired, provided that the units may legally occupy it.
Damage
After the battle, all units are returned to the planetary map face-up and fully repaired. Damage has no effect on units once a battle is over.
Aerospace Units
Aerospace combat works very much like other types of combat, except that certain special rules apply to attacks by aerospace fighters and DropShips. VTOLs, though technically air units, behave like ground forces in combat and so fight according to the rules given above.
Attacking on the Move
Aerospace units usually attack on the move, strafing or bombing the target and then returning to base to refuel. This type of attack provides limited contact with the enemy but still delivers firepower to the battle zone.
A fighter or assault DropShip unit can make a single attack at any point during its movement, but not at the end of movement. If the unit ends its move in a hex with enemy units, the enemy units may attack it per standard rules.
To attack while moving, the player controlling the attacking unit must announce his intention to strike a single target in one of the hexes through which the attacking unit moved. Resolve this attack immediately in the same way as a single standard attack on the battle board, with a To-Hit Roll followed by a Damage Roll. If the attack destroys the target, the target cannot fight back. A target that is not destroyed may make a single attack against the aerospace unit. Neither the attacking nor defending unit can be damaged and not destroyed in this type of attack; they are either destroyed (total Damage Roll result of at least twice the target's Toughness Rating) or unscathed.
After each unit attacks once, the attacking unit's movement continues.
Combat in Space
Units that occupy the same orbit zone or the same hex on the System Diagram may engage in combat against each other. Because of the vast distances involved, units fight only if they choose to attack or are attacked by enemy units. In space, enemy units may co-exist in the same general area without conflict.
Only one orbital combat takes place in each orbit zone and System Diagram hex containing forces from both sides, though combat need not occur in those hexes. In each zone or hex occupied by forces from both sides, the player in whose Combat Phase the battle takes place announces which of his units are attacking, and nominates a single enemy unit in the hex or zone as the target. If the opposing player has units in the zone or hex in addition to the target, he must announce which of them will join the fight. Combat is then resolved using the battle board in the same way as combat on the planetary map (see Attack Resolution, p. 85 of this section).
Orbital Bombardment
WarShips in orbit can use their massive armaments to attack ground targets, in a devastating form of assault called orbital bombardment. Like other attacks, orbital bombardments are launched during the attacking player's Combat Phase. A WarShip cannot make an orbital bombardment attack and fight another battle in the same turn. Each WarShip can only make one bombardment attack per turn.
To make a bombardment attack from orbit, the player controlling the WarShip nominates a single target unit. The target must occupy a hex in the planetary region corresponding to the orbit zone occupied by the WarShip.
If the target unit occupies a hex with enemy units and will therefore be engaging in combat with them, the bombardment attack is resolved during that combat. In that case, the bombardment counts as a single action for the player controlling the WarShip.
To determine whether the bombardment attack hits the target unit, roll 2D6 against a Base To-Hit Number of 10, modified as appropriate for the skill of the WarShip unit. If the roll result is equal to or greater than the modified target number, the attack hits the target. If the roll result is less than the target number, the attack misses. A missed attack against a unit on the planetary map has no effect.
If the attack was aimed at a unit on the battle board, however, a missed bombardment attack will scatter. The base distance of scatter in this case is 1 box. To determine the direction of scatter, roll one die and consult the Bombardment Scatter Table. The attack lands in the indicated box. If an attack scatters off the battle board, it has no effect.
Bombardment Scatter Table
| 1D6 Roll | Direction |
|---|---|
| 1 | Toward opponent |
| 2 | To the right |
| 3 | Toward attacking player |
| 4 | To the left |
| 5-6 | +1 box and roll again |
If one unit is occupying the box where the attack lands, the bombardment hits that unit. If multiple units are occupying the indicated box, the attack hits one of them, chosen randomly.
When a bombardment attack hits a target, the player controlling the WarShip makes a Damage Roll against the target unit per standard rules. Unless attacking a target on the battle board, the target is either destroyed or unscathed.
Planetary Assault Scenarios
A scenario is a specific situation played out during a game. The scenario rules tell players which units to use, where to place them on the map and what each player must do in order to win the scenario. This section includes a basic Planetary Assault scenario for general use; guidelines for creating other kinds of scenarios can be found in Advanced Scenarios, p. 91.
The point values listed for Regular units are the standard point values for units that do not have an assigned experience level. Players should assume that all such units are Regular.
Some Clan and Inner Sphere unit types listed are followed by a technology code in parentheses: Inner Sphere Standard (IS), Inner Sphere Upgraded (IU), Clan Front-Line (C1) or Clan Second-Line (C2).
(The Unit Purchase Tables for Inner Sphere and Clan forces, pp. 89-90, which give point values for each unit type at Green, Regular, Veteran and Elite experience, are not reproduced here; they are numeric tables that could not be read reliably from the scan text layer. Players should use the printed tables.)
Basic Scenario
The basic Planetary Assault scenario establishes one player as the attacker, whose goal is to land his forces on the planet's surface to capture all of its cities before he suffers so many casualties that victory becomes impossible. The opposing player is the defender, who seeks to destroy the attacker or drive his forces off the planet.
For purposes of default control of hexes, the basic scenario is played on a Minor World.
Forces. Each player selects forces up to an agreed-upon point total, concealing the composition of his force from his opponent. A recommended point level for a standard game is 200 points, with which players can purchase a fully-equipped BattleMech regiment. Players may use more points for a larger-scale (and longer) game, or fewer points for a smaller game.
Players may choose whatever forces they wish, within the following restrictions. The attacking player must have enough DropShip units to carry his entire assault force (including aerospace fighters). The defending player must have at least two cities on his world to serve as the attacker's targets. The more cities the defender purchases, the more difficult the attacker will find it to claim them all; however, points spent on cities reduce the amount available for the defender's other forces. Also, a defender with many cities must spread out his forces to protect a larger number of targets, which means fewer defenders per target. As a rule of thumb, three cities work well for a typical 200-point game. Finally, the basic scenario assumes that transport to the target system is available, and so players need not purchase JumpShips.
Point Values. Point values for the various forces are listed on the Unit Purchase Tables in this section. To find a unit's point value, cross-reference the unit's type with its experience level.
The point value of each unit reflects its movement, attack and defense capabilities. However, the capabilities of battlefield units are not the only factors that affect the overall effectiveness of a fighting force. Terrain, for example, can have a significant impact on effectiveness in combat. Also, if the point totals of both sides are equal but one side outnumbers the other side, the smaller force will be at a disadvantage. Most important, the skill and experience of the controlling player is always a major factor in the effectiveness of a Planetary Assault force. Quantifying these factors in any meaningful way is virtually impossible, however, and so they are not represented in the point system.
Defender Setup. The defender sets up his forces first on the planetary map, beginning with cities and other settlements. Settlements must be placed on hexes containing land and generally should not be clustered too close together, as they will then be too easy to defend. As a rule of thumb, the defending player should place one settlement on each major continent (such as Asia or North America on Terra) before adding additional settlements on any continent. If players want a stricter rule to follow, they can decide that the defender may not place any settlement closer than six hexes to any other settlement.
After all settlements are placed, the defender places his units on the map, face-down, in any hexes they are allowed to legally occupy (for example, BattleMech units cannot be deployed in Ocean hexes). DropShip and aerospace fighter units can be deployed on the planetary surface or in any desired orbit zone(s). Defending space stations must be placed in orbit, while defending JumpShips must be placed at the system's zenith or nadir jump point. Defending WarShips may be deployed in orbit or in any desired hexes on the System Diagram.
Attacker Setup. The attacker sets up after all defending units have been deployed. All attacking units begin play in space, having just arrived in the planet's hex on the System Diagram. Technically, all of the attacking units begin play in that hex, but players will find it easier to stack the units off to one side. Stack the units each DropShip is carrying beneath the DropShip's counter, so that the exact contents of each DropShip are concealed from the defender. Fighter units must be carried by DropShips, though they can launch during the first turn.
Victory Conditions. The game ends when one player has achieved his victory conditions, or when the game reaches a pre-determined time limit of a certain number of turns or hours. Players may set time limits by mutual consent. During the End Phase of each turn, check to see if either player has achieved the victory conditions as described below. Only check for fulfillment of the victory conditions (as well as siege conditions and so on) during the End Phase.
The attacker wins a Decisive victory by controlling all of the defender's cities and either controlling or destroying all of the defender's fortresses (see Control, p. 77). Bases need not be controlled or destroyed to claim victory. If the defender controls only a single city or fortress and that settlement is completely surrounded by attacking units during the End Phase for two consecutive turns, the defender must surrender and the attacker wins a Marginal "siege" victory.
The defender wins by destroying enough of the attacker's forces to keep him from claiming victory. If the attacker ever has fewer ground units than the total number of cities and fortresses on the map, the defender wins.
Victory Points. For a more precise measurement of victory, players can use the following point system. Both players start with 0 victory points. For every enemy unit destroyed, the player adds twice its point value to his total. For each of his own units destroyed, the player deducts the unit's point value from his total.
Players may score additional points for achieving victory conditions. In a basic scenario, each city or fortress in a player's possession at the end of the scenario adds points to that player's total. The exact value of each city or fortress varies depending on the total points used to purchase forces and the number of cities and fortresses in play. To find the value of each city or fortress, multiply the total points the defender used to buy forces by 2. Then divide that amount by the total number of cities and fortresses in play (round fractions normally). For example, if the defender spent 200 points buying forces and there are three cities and one fortress in play, each such settlement would be worth 100 points (200 x 2 = 400; 400 / 4 = 100).
At the end of the scenario, the side with the highest point total wins. If the difference between the two players' totals is greater than the amount of points used to purchase forces for the winning side, the victory is Decisive. Otherwise, the victory is Marginal. If both players are tied, the game is a Draw.
Basic Scenario Victory Table
| Action | Victory Points |
|---|---|
| Each enemy unit destroyed | + Unit's point value x 2 |
| Each friendly unit destroyed | - Unit's point value |
| Each city or fortress controlled | + (Defender's total points x 2) / number of cities and fortresses in play |
Advanced Scenarios
This section describes additional scenarios with more complicated setup or victory conditions than the basic scenario. Players can also use the following descriptions as guidelines for creating their own unique Planetary Assault missions. Combined with each player's ability to freely choose his own forces, the possibilities for creating different scenarios are virtually endless.
Unless otherwise noted, all of the following scenarios are played in the same way as the basic scenario described above. The players can either choose a scenario or roll on the Scenario Type Table to determine which scenario will be played. The assault scenario is played according to the basic scenario rules; special rules for the other scenario types appear in each one's description.
Scenario Type Table
| Result | Scenario Type |
|---|---|
| Assault | Basic scenario (above) |
| Raid | See below |
| Extraction | See below |
| Last Stand | See below |
(The printed Scenario Type Table is shown in the scan text layer as Assault, Raid, Extraction and Last Stand; the numeric die values for each entry could not be read reliably, so the table is shown without them.)
Raid
In most thirty-first-century campaigns, the literal conquest of an entire planet is rarely the objective. The raid scenario represents the most common type of planetary assault. In a raid, the attacker seeks to destroy a single military target, cause as much damage as possible to enemy forces in the process and then leave the planet before losing too many of his own troops. The element of surprise is the attacker's biggest advantage in a raid; if the attacking forces stick around too long, reinforcements will have time to move in from all over the planet and crush them before they can pull out.
For purposes of default control of hexes, the raid scenario is played on a Minor World.
Attacker. The attacking forces can consist of any desired units, following the basic scenario guidelines. As in the basic scenario, the attacking forces begin play aboard their DropShips.
The attacking forces arrive in-system via JumpShip on the first turn. Attempting a pirate point arrival is in the attacking player's best interest, as it will allow him to maximize the temporary advantage of surprise.
After the defender sets up his forces, but before the start of the first turn, the attacking player secretly selects one of the defender's bases as his raid target, writing down the number of the hex the base occupies and keeping it hidden from his opponent.
Defender. The defending player has 150 percent as many points as the attacking player with which to purchase forces, but those forces may not include any JumpShips or WarShips. The defending player cannot purchase cities or fortresses; he has bases instead, one of which will serve as the opponent's objective. The defender must have at least one base per 100 points or fraction thereof. Also, the defender may not purchase more than one DropShip unit per 200 points.
The defender deploys first, placing his bases according to the basic scenario guidelines for city placement and then placing his units according to the basic scenario rules, except that fighter and DropShip units must start play on the planet's surface.
Special Rules. The defending forces outnumber the attackers, but the defenders are unaware of the pending attack. No defending unit may move until the defender detects the approaching enemy forces. In the End Phase of each turn, the defender rolls one die. If the result is equal to or less than the current turn number, the defender has detected the attacking forces. Once this occurs, defending forces may move normally. Any defending Units that come under attack may move normally following the attack, even if the detection roll fails.
Victory Conditions. The scenario ends when all defending units are destroyed, or when all attacking units are either destroyed or have escaped. To escape, an attacking unit must reach the zenith or nadir jump point hex on the System Diagram. A JumpShip need not be present in the hex. The attacker can choose to have his units escape at any time, even before the target of the raid is destroyed.
The attacker wins by destroying the raid target and then escaping from the planet. The defender wins by protecting the target and destroying attacking units. To determine who won the scenario, add up victory points for each side as shown on the Raid Victory Table and use the standard victory rules.
Raid Victory Table
| Side | Action | Victory Points |
|---|---|---|
| Attacker | Each defending unit destroyed | + Unit's point value |
| Attacker | Each attacking unit destroyed | - Unit's point value |
| Attacker | Each attacking unit escaped | + Unit's point value |
| Attacker | Raid target destroyed | + Defender's total points |
| Defender | Each attacking unit destroyed | + Unit's point value x 3 |
| Defender | Each defending unit destroyed | - Unit's point value |
| Defender | Raid target not destroyed | + Attacker's total points |
Extraction
In an extraction scenario, the attacking player attempts to extract a target, such as a secret weapon, an important prisoner or a computer memory core, from the defender's planet. Unlike the raid scenario, the target is well-defended and the attacker does not know its exact location. The attacker must locate the extraction target, defeat its guardians and take it off the planet intact.
For purposes of default control of hexes, the extraction scenario takes place on a Major World.
Attacker. The attacking forces can consist of any desired units, following the basic scenario guidelines. The attacking forces begin play aboard their DropShips, as in the basic scenario, and arrive in-system via JumpShip on the first turn.
Defender. The defending player has the same number of points as the attacker for purchasing forces. The defender deploys first, according to the basic scenario guidelines for unit placement. In addition, the defending player places two objective counters and a headquarters counter on the map, each face-down in any land hex desired. Each of the three counters must be in a different hex. The headquarters counter represents the extraction target; the objective counters are decoys.
Special Rules. At the start of the game, the attacker does not know which objective counter is the extraction target because they are all face-down. In order to flip over a counter and reveal its identity, one attacking unit must be in the hex with the counter during the End Phase of a turn. Merely entering the hex is not enough; the attacking unit must also survive any combat in the hex before flipping the counter over.
Once the attacker finds the headquarters counter, his forces must transport the item or person to be extracted off the planet on a DropShip. Any attacking ground unit or transport or VTOL unit can carry the extraction objective along with it as it moves. The carrying unit need not have Transport Capacity. The objective may move once per turn, just like a unit being transported (see Board/Disembark Transport, p. 81). Once the headquarters counter is in a hex with an attacking DropShip, it can be loaded aboard and taken off-planet. The extraction target does not count against the Transport Capacity of the unit carrying it.
The defending player cannot pick up or move the headquarters counter. He also may not attack or destroy the extraction target, as it is too valuable to both sides. Once the extraction target is in a hex with an attacking DropShip in the End Phase of a turn, the scenario ends and the attackers are considered to have achieved their objective.
Victory Conditions. The scenario ends when all defending units are destroyed, when all attacking units are destroyed or when the extraction target is in the same hex with an attacking DropShip. The attacker wins by capturing the extraction target with a minimum of casualties. The defender wins by protecting the extraction target and destroying attacking units. To determine who won the scenario, add up victory points for each side as shown on the Extraction Victory Table and use the standard victory rules.
Extraction Victory Table
| Side | Action | Victory Points |
|---|---|---|
| Attacker | Each attacking unit destroyed | - Unit's point value |
| Attacker | Extraction target captured | + (Defender's total points x 2) |
| Defender | Each attacking unit destroyed | + Unit's point value |
| Defender | Each defending unit destroyed | - Unit's point value |
| Defender | Extraction target not captured | + Attacker's total points |
Last Stand
Throughout the ages, tales have been told of legendary heroes who stood their ground in the face of incredible odds and snatched victory from the jaws of defeat. This type of scenario represents just such a situation.
The last-stand scenario assumes that the defender's DropShips were sabotaged in the initial stages of the assault, effectively stranding the defender on the planet with no avenue of escape. Faced with a far superior attacking force, the defenders refuse to surrender. Instead, they stage a desperate delaying action in the hopes that reinforcements will arrive in time to save the planet. The attackers must root out the defending forces and secure the planet's settlements before reinforcements arrive.
For purposes of default control of hexes, the last-stand scenario is played on a Minor World.
Attacker. The attacking forces can consist of any desired units, following the basic scenario guidelines. The attacker has twice as many points with which to buy forces as the defender; for example, if the defender has 150 points, the attacker has 300. Attacking forces begin play aboard their DropShips, as in the basic scenario, and arrive in-system via JumpShip on the first turn.
Defender. The defending player has half as many points as the attacker with which to purchase forces. Defending forces are purchased according to the basic scenario guidelines, except that the defender can purchase no DropShips, JumpShips, WarShips or fortresses.
The defender also has a relief force equal in point value to his main force. The relief troops must include enough DropShips to transport the rest of the forces to the planet, just like an attacking force, and may include any types of units desired. The relief force is well trained and highly motivated, and so all of its units increase their Quality Ratings by one in combat to a maximum of Elite. For example, a relief unit purchased as Regular fights like a Veteran unit.
The defender deploys first according to the basic scenario guidelines. In addition, the defending player places two objective counters and a headquarters counter on the map, each face-down in any land hex desired. Each of the three counters must be in a different hex. The headquarters counter represents the defender's secret headquarters bunker; the objective counters are trapped decoys consisting of minefields, automated defenses and local partisans.
The relief force does not start play on the map. In each End Phase, the defending player rolls 1D6. If the result is equal to or less than the current turn number, the relief force will arrive via JumpShip in the following turn. This means those forces automatically arrive in Turn 7 if they have not done so earlier.
Special Rules. The defender is coordinating his planet-wide defenses from a secret bunker, represented by the headquarters counter. Until the attacker captures the bunker, the defending forces gain the following advantages from their improved communications. The MP allowance of all defending units on the planetary map (not on the battle board or in space) increases by 1, and the defending units are more difficult than normal for the attacker to identify. Apply a +2 modifier to the die roll whenever the attacker attempts to identify a face-down defending unit (see Reconnaissance, p. 81).
The objective and headquarters counters are too well concealed to be identified by air. If an attacking ground unit enters a hex with a face-down objective or headquarters counter, the attacking player flips the counter over at the end of his Movement Phase. If it is the headquarters counter, nothing else happens. If the attacking unit remains in the hex until the End Phase and no defending units enter the hex, the headquarters is captured. The headquarters can be used by whichever side occupies it, so attackers who capture it gain the benefits described in the preceding paragraph. The defender's forces can recapture the bunker.
If the counter is an objective counter, a trap has been sprung on the attacking force. At the beginning of the attacker's Combat Phase, before any battles are resolved, all attacking ground units in the trap hex suffer a single attack. (Air units and defending units in the hex are unaffected by the trap.) Resolve this as an attack from a Green unit with an Attack Value of 4. No other modifiers apply to the To-Hit or Damage rolls. The target is either destroyed or unscathed. Once the trap attack(s) have been resolved, remove the objective counter from play.
Victory Conditions. The scenario ends if the attackers destroy all defending units and control all the cities and fortresses on the map before the first relief force unit arrives on the planet's surface. If the first relief force unit makes it to the planet, the scenario continues and the basic scenario victory conditions apply.
If the attackers win before the relief force arrives, the victory is Decisive. Otherwise, to determine who won the scenario, add up victory points for each side as shown on the Last Stand Victory Table and use the standard victory rules.
Last Stand Victory Table
| Action | Victory Points |
|---|---|
| Each enemy unit destroyed | + Unit's point value x 2 |
| Each friendly unit destroyed | - Unit's point value |
| Each city controlled | + (Attacker's total force purchase points x 2) + number of cities in play |
Larger-Scale Scenarios
The game rules and counters provided with BattleForce 2 are designed to accommodate a fairly typical planetary assault scenario. The number of forces on each side can range anywhere from a single battalion to three fully supported 'Mech regiments. Players who wish to play larger-scale games may do so, provided they make the adjustment of either adding more counters to the game or playing on a larger scale.
Additional Counters. For a somewhat larger game, players can simply add more counters by purchasing an additional BattleForce 2 game or borrowing counters from a friend's game.
Note that the counters are numbered sequentially across both players' sets; the Inner Sphere assault 'Mech counters are numbered 1-3, while the Clan assault 'Mech counters are numbered 4-6. This facilitates the exchange of counters from one side to the other.
Large-Scale Play. For really big battles, simply adding more counters is not sufficient. Massive campaigns such as the battles of Tukayyid or Luthien, which involved dozens of regiments, cannot be effectively played at the standard Planetary Assault scale. Even with enough counters available, the map would be so crowded with pieces that players would find it difficult to actually play the game.
For battles such as these, players can simply increase the game scale one level. Each unit represents a larger formation than in the standard rules, but the units still move and interact in the same way. For example, Inner Sphere BattleMech units are normally deployed in companies. At large scale, they are deployed in battalions. However, the unit is treated exactly the same way for purposes of playing the game.
The Large-Scale Conversion Table lists the standard-scale unit types and their large-scale equivalents.
Large scale must apply to all units in play or none of them. Players cannot apply it only to one side or to a single unit. If a FASA scenario is to be played at large scale, the setup rules will state that requirement.
Large-Scale Conversion Table
| Standard Scale | Large Scale |
|---|---|
| Company | Battalion |
| Battalion | Regiment |
| Squadron | Wing |
| Star | Trinary |
| Binary | Small Cluster (6-10 Stars) |
| Trinary | Large Cluster (11-15 Stars) |
| Supernova Binary | Small Nova Cluster (6-10 Novas) |
| Supernova Trinary | Large Nova Cluster (11-15 Novas) |
| DropShip Group | DropShip Fleet (9 Vessels) |
| Spacecraft | Spacecraft Group (3 Vessels) |
The Fall of Terra
(The large-scale scenario "The Fall of Terra", which recreates Operation Odysseus with its force lists, deployment hexes and turn sequence, is omitted from this transcription as scenario data. The printed text can be consulted in the book.)
Appendices
This section of BattleForce 2 contains rules for using BattleForce and Planetary Assault in conjunction with other games in the BattleTech line. It includes conversion rules for BattleTech and BattleSpace units, as well as guidelines for using the map of the Inner Sphere to run multi-planet campaigns.
(Appendix I: BattleTech Conversion, Appendix II: Scavenging and Repair, Appendix III: Integration and Appendix IV: Campaigns are not transcribed in this file. Their conversion tables (BattleMech armor and structure, weapon damage conversion) and their campaign and integration text are not reproduced here; the printed book should be consulted for them.)