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Battletech Tabletop Basics: Turn Order

Battletech tabletop basics outlines the phases of a turn which are 1) initiative 2) movement 3) weapons fire 4) physical attacks 5) heat. Players must complete each phase before moving to the next. Movement generates heat depending on the type with walking at 1 heat, running at 2 heat, and jumping at 3 heat or the number of hexes jumped. Weapons fire also generates heat listed for each weapon. Heat sinks can dissipate heat with double heat sinks removing 2 heat per turn.

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Ron Gielarowski
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0% found this document useful (0 votes)
415 views1 page

Battletech Tabletop Basics: Turn Order

Battletech tabletop basics outlines the phases of a turn which are 1) initiative 2) movement 3) weapons fire 4) physical attacks 5) heat. Players must complete each phase before moving to the next. Movement generates heat depending on the type with walking at 1 heat, running at 2 heat, and jumping at 3 heat or the number of hexes jumped. Weapons fire also generates heat listed for each weapon. Heat sinks can dissipate heat with double heat sinks removing 2 heat per turn.

Uploaded by

Ron Gielarowski
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as ODT, PDF, TXT or read online on Scribd
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Battletech Tabletop Basics

Turn Order
(Phases of the Game)
1. Initiative
2. Movement
3. Weapons Fire
4. Physical Attack
5. Heat
All players must complete the phase before any player can
move on to the next phase.
After every phase, check to see if you need to make
Piloting Skill Rolls (PSR). A PSR is needed if a mech
enters a water hex, takes more than 20 points of damage,
leg actuator damage, gyro damage, or any other event
listed under PSRs on the game aid.

Dice
Facing

7-9
3

Walking = 1 Heat (even if just changing facing)


Running = 2 Heat
Jumping = 3 Heat or # of hexes jumped whichever is
greater

+
Outside Sources

Some weapons my cause heat in addition to damage when you are


hit. This cannot exceed 15 points of heat per turn.

Die Facing:
5-6

Heat

Movement

Remember to check if you fired more than one weapon from a


location. Each one fired creates the heat listed.

Stand Still: White (+0)


Walk: Green (+1)
Run: Yellow (+2)
Jump: Red (+3)

3-4

Punching Attacks, Kicking Attacks, Clubbing Attacks, Pushing


Attacks, Charging Attacks, and Death from Above are all possible
physical attacks you can make (See p.49 Intro Rules/p. 144 TW)

Weapons Fired

(modifier Dice)

0-2

Physical Attacks

Movement Modifiers

Hexes
Moved

T: Target Movement Modifier (dice number)


o: Other Modifiers (Trees, Partial Cover, Heat)
R: Range (Short +0, Medium +2, Long +4)

10-17
4

Jumped
+1

+
Damage

If you took damage such that your mech creates more heat
(engine hits).

Criteria to Fire
Line of Sight: Center of hex to center of hex in a straight line. No
intervening terrain (3 points of woods, 2 levels taller than highest
mech) LOS is mutual; if you can see them, they can see you.
Range: The hexes between you and your target, including the one
you opponent is in but not the one you are in (This is also mutual)

To Fire
G: Gunnery Skill
A: Attacker (your) Movement Modifier (dice color)

Operation Heat Sinks


Remember that double heat sinks dissipate 2 points of heat per
turn, and if any slot of a heat sink suffers a critical hit, the whole
heat sink does not function.

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