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BattleTech: Map Set 6

Expansion for AeroTech: The BattleTech Game of Fighter CombatExpansion for Battleforce 2Expansion for BattleTechExpansion for BattleTech: CityTech

BattleTech: Map Set 6 Rulebook

Table of Contents

Table of Contents

  • City Terrain
  • Buildings
  • Bridges
  • Walls
  • Counter Sheet

City Terrain

The four city maps—City (Downtown), City (Residential), City (Suburbs) and City (Skyscraper)—were designed to be used together, in any combination, as shown in the three diagrams on the insert. Using multiple sets of these maps allows the players to create a huge, ever-changing cityscape.

Diagram 1 shows the four city maps laid out in a row. Diagram 2 shows the four city maps arranged in a two-by-two block. Diagram 3 shows eight city maps (two of each) arranged in two columns of four.

Buildings

Under this optional rule, an entire multihex building does not have a single Construction Factor (CF) value. Instead, CF values are assigned to each hex of a multihex building, and each hex takes damage individually. The destruction of one hex of a multihex structure has no effect on other hexes within the same structure.

Bridges

Using the standard BattleTech rules, bridges are considered both structures and roads. To make bridges more realistic (but more complicated), you can use the following optional bridge rules.

Bridges are treated as special walls with roads running along them. All wall rules (see Walls, below) apply, with the following additions.

Unlike walls, bridges pass through the middles of hexes; there is only one bridge structure per hex, with a single CF.

Every bridge starts and ends on terrain of equal elevation, and all hexes of a bridge are considered to be the same elevation. However, in most cases the terrain below a bridge is a lower elevation and may be occupied by battlefield units. (Bridges represent a rare instance in which a single non-building hex can have two distinct elevation levels.)

Therefore, a unit in a bridge hex may be on the bridge or under it (see diagram); the controlling player decides and should clearly indicate the unit's position with a die or counter. Note that BattleMechs are considered 2 levels high, so they cannot pass under a bridge that is only 1 level higher than the underlying terrain. (In such case, the 'Mech must walk over the bridge as if it were a Level 1 hill.)

The insert's bridge diagram shows a bridge marked ROAD running across hexes labelled LVL. 1 and LVL. 2, with one unit shown on the bridge and another beneath it.

In some instances—most notably the bridges that appear on the BattleTech mapsheets—bridges have the same elevation as the terrain over which they pass. For example, most bridges on BattleTech mapsheets start and end on Level 0 terrain, and the surface of the water they pass over is also Level 0 (regardless of the water's depth). In these cases, boats and hovercraft (units that are only 1 level high) may pass beneath the bridge. If the water is Depth 1 or deeper, a BattleMech may stand in the water under the bridge, because the 'Mech would be sufficiently submerged to pass beneath the bridge.

A bridge can support a number of tons equal to its current CF. If the bridge is mounted by a 'Mech whose tonnage exceeds the bridge's CF, the bridge collapses.

If two or more hexes of a large bridge are destroyed, the segments of bridge between them also collapse, because there is nothing to support them.

Walls

Walls are simple structures with no enclosed spaces.

Walls are always placed along hexsides. In the case of a wall that stretches along multiple hexsides, each hexside is considered a separate structure and takes damage separately from the other hexsides of the wall.

Units can occupy hexes containing walls; in such cases, the unit's controlling player must declare whether the unit is standing on ground level alongside the wall or on the wall itself. Place a counter or die with the unit to indicate it is standing on the wall.

Though units may not "enter" or move through walls, they can inflict damage by running into them. Resolve such events as charging attacks; the attacker takes damage as though it had charged itself, up to a maximum amount of damage equal to the wall's CF before the charge. The wall also takes damage.

Walls have the same CF as comparable buildings.

Counter Sheet

BattleTech Map Set 6 includes a single sheet of fifty-two hex-shaped counters, representing various terrain types. The counter sheet provides the following counters: eight Light Woods, six Heavy Woods, three Rough terrain, three Bridges, ten Rubble terrain, seven Clear terrain, four Level 1 Buildings, six Level 2 Buildings and five Level 3 Buildings.

These counters can be used to modify any of the existing BattleTech mapsheets. For example, the three bridge counters can be laid end to end to form a causeway across the river on the Wide River map, while a few buildings added to the Box Canyon map can represent a fortified bunker.

The counters are also designed to aid in standard game play. For example, the Rubble counters can be used any time a Building hex is destroyed, while a Rough counter can be used when a Light Woods hex is reduced to rough terrain.

No CF is assigned to the bridge or building counters, allowing players to determine the CF for each game.