WizKids 35100a - CBT - Quick Start Rules v1 OEF.pdf

(5254 KB) Pobierz
untitled
35100A
226615835.051.png 226615835.062.png 226615835.073.png
226615835.075.png
It is the 31st century, a time of endless wars that rage across
human-occupied space. As star empires clash, these epic wars
are won and lost by BattleMechs®, 30-foot-tall humanoid metal
titans bristling with lasers, autocannons and dozens of other
lethal weapons; enough repower to level entire city blocks.
Your elite force of MechWarriors® drives these juggernauts
into battle, proudly holding your faction’s ag high, intent on
expanding the power and glory of your realm. At their beck and
call are the support units of armored vehicles and power armored
infantry, wielded by a MechWarrior’s skillful command to aid
him in ultimate victory. Will they become legends, or forgotten
casualties? Only your skill and luck will determine their fate!
QUICK-START RULES
We have specially designed these quick-start rules to hurtle
you onto the battle elds of the 31st century in minutes, with
everything you need to play—including a map and unit
counters—provided. All you need is your imagination and two
six-sided dice!
of each unit on the mapsheet and keep track of its movement
during the game.
RECORD SHEETS
The ’Mech, vehicle and infantry record sheets are used to keep track
of the damage done to each unit during combat as well as display a
units weapon and movement stats (see Record Sheets , p. 14).
GREEN, VETERAN AND ELITE
These quick-start rules appear in three easily absorbed sections:
Green (blue, the section you’re reading right now), Veteran (yellow)
and Elite (red). These sections provide an easy-to-understand
progression from the basics to adding more units and rules to
increase a player’s enjoyment of the game. At the end of each section
is a Training scenario that will have players immediately jumping
into the fun of the Bat tleTech game system, implementing what the
players have learned to that point in the quick-start rules.
Note: The Green section is an introduction to the ’Mech rules
as presented in the Classic BattleTech Introductory Rulebook , while
the Veteran and Elite sections are an introduction to the rules for
additional units and concepts as presented in Classic Bat tleTech
Total Warfare .
Green: For newcomers to Classic BattleTech , read through this
section once (it won’t take long), then play the Green Training
scenario. Your rst Training scenario will be a quick ’Mech vs.
’Mech game, but the basics described in the Green section of
how to move, re weapons and take damage apply across the
board, with speci c exceptions for vehicles and infantry noted in
the Veteran and Elite sections, respectively.
Remember, you don’t need to read any other section of these
quick-start rules before you jump right into a game!
Veteran: Once you’ve gotten the basics of movement and
combat down, and a ’Mech training scenario under your belt, the
Veteran section introduces vehicles, as well as some advanced
weapon rules. Once you’ve read this section—which builds on
your existing knowledge from the Green section—you can jump
into the Veteran Training scenario.
Elite: Now that you’re familiar with the rst two sections,
the Elite section introduces infantry. The Elite Training Scenario
unleashes the full combined-arms aspect of Classic Bat tleTech !
MAPSHEETS
In Classic Bat tleTech , games are played on 22-by-17 inch
mapsheets divided into six-sided areas called hexes, which
regulate movement and combat between various units.
Mapsheets can be lled with woods, rivers, lakes, mountains and
more. For ease of play, the mapsheet included in the quick-start
rules only contains light and heavy woods terrain.
DICE
In Classic BattleTech you will use two six-sided dice. If the situation
requires you to roll one die, the rules indicate this in shorthand as
1D6. Unless otherwise noted, the abbreviation 2D6 means that you
should roll both dice and add the results together.
TRAINING SCENARIOS
Classic Bat tleTech is a game for two or more players. For
simplicity’s sake, the Green Training scenario is just for two
players, with each player controlling a single ’Mech. Each ’Mech,
vehicle or infantry trooper is considered a unit . In the Veteran
and Elite Training scenarios, if additional players are available,
they should divide evenly between two teams, with each player
taking charge of one unit. If additional players are not available,
the Veteran and Elite Training scenarios are designed to help
players go from controlling a single unit to the fun of controlling
multiple units in a game.
In the various Training scenarios provided in these rules, your
only goal is to destroy the other team. The last team with at least
one surviving unit left on the board wins. As you become more
familiar with these rules, you can begin to operate more than one
unit at a time, come up with your own game objectives, or you
can move on to the challenge and excitement of the complete
’Mech rules of the Classic BattleTech Introductory Box Set , or on to
the complete rules (including vehicles, infantry and more) in the
Classic BattleTech Total Warfare rulebook!
PLAYING PIECES
Classic BattleTech Quick-Start Rules contains several playing
pieces you can cut out, representing your infantry, vehicles and
BattleMechs. These playing pieces are used to show the position
3
226615835.001.png 226615835.002.png 226615835.003.png 226615835.004.png 226615835.005.png 226615835.006.png 226615835.007.png 226615835.008.png 226615835.009.png 226615835.010.png 226615835.011.png 226615835.012.png 226615835.013.png 226615835.014.png 226615835.015.png 226615835.016.png 226615835.017.png 226615835.018.png 226615835.019.png 226615835.020.png 226615835.021.png 226615835.022.png 226615835.023.png
SEQUENCE OF PLAY
END PHASE
Players repeat all the steps given above until one team meets its
victory conditions for the scenario. Under normal circumstances,
the team with the last surviving unit(s) left on the map wins. If
the last units from each team are destroyed simultaneously in the
same turn, the game is a draw.
A Classic BattleTech game consists of a series of turns. During
each turn, all units on the map have an opportunity to move and
re their weapons. Each turn consists of several smaller segments
of time, called phases. During each phase, players may take one
type of action, such as movement or combat. Remember that the
word unit is used to denote any type of unit: ’Mech, vehicle or
infantry.
Each turn includes the following phases, performed in the
following order:
MOVEMENT
Classic BattleTech units change position and location on
the mapsheet by performing any one of several movements.
During the Movement Phase of each turn, players must choose a
movement mode for each unit they intend to move in that turn.
For ‘Mechs, the choices are walking or running.
When it is a player’s turn to move a unit, the player must
announce its movement mode or that the unit is staying still. The
player always chooses how a unit moves, within the limits set by
the rules.
Initiative Phase
Movement Phase
Weapon Attack Phase
End Phase
INITIATIVE PHASE
One player from each side rolls 2D6 and adds the results
together to determine his team’s Initiative. The team with the
higher result has Initiative throughout the turn. Re-roll all ties.
MOVEMENT BASICS
As shown on the Movement Cost Tables on p. 22, a unit must
spend 1 movement point (MP) to enter a hex. The type of terrain
within a hex adds more MP costs, as shown under the MP Cost Per
Hex/Terrain Type column of the table. ’Mechs can also take one
other movement action, a facing change, at the MP cost shown
on the table.
The controlling player always starts with a base cost of 1 MP for
a unit to enter a new hex. The player then consults the Movement
Cost Table and adds any MP required, based on the type of hex
being entered and/or the action being taken. Such additional
modi ers are cumulative. For example, a unit entering a Clear hex
only spends the base 1 MP for entering a new hex. However, a unit
entering a heavy woods hex and making a one-hexside facing
change spends 4 MP (the base 1 MP for entering a new hex, +2
MP for heavy woods and +1 MP for the facing change).
The forest and terrain areas on a Classic BattleTech mapsheet
represent a mixture of terrain found on habitable worlds of the
Inner Sphere. The symbols below designate each type of terrain
as found on the mapsheet in these quick-start rules.
MOVEMENT PHASE
The team that lost Initiative chooses one unit and moves it
rst.
The team that won Initiative then moves one unit.
Movement alternates between sides until all units have been
moved. Each time a player must move a unit, he may designate
movement for any unit that has not been destroyed, even if the
move is to simply stand still.
WEAPON ATTACK PHASE
The team that lost Initiative chooses a unit to declare re rst.
The controlling player must declare any attacks he plans to make
using his unit’s weapons, specifying which weapons he will re
and at what target(s).
The team that won Initiative then chooses a unit to declare re.
The player controlling the ring unit declares any attacks he plans
to make using that unit’s weapons, as described above.
The act of declaring attacks alternates between players until all
re has been declared. Each time a player must declare an attack,
he may do so for any unit that has not been destroyed, even if the
declaration is to make no attack.
1
Clear
Clear terrain represents
elds, meadows and other
grasslands. The ground is rm
and may be gently rolling,
but its level does not change
signi cantly from one side of
the hex to the other.
If a hex is not clearly marked
as containing another terrain type, assume it is clear.
3
1
Resolving Weapons Fire
Players resolve weapons re one unit at a time. The order in
which each unit’s attacks are resolved is up to that unit’s controlling
player. All weapon attacks by one unit should be resolved before
those of the next unit in order for the players to more easily track
which weapons have red.
2
2
Determining Damage
Damage from weapon attacks takes e ect next. Players record
damage as attacks are resolved, but this damage does not a ect
the unit’s ability to attack during this phase. This means a unit may
make its declared attacks in the same phase even if that unit or its
weapons are destroyed. At the end of the phase, all damage takes
e ect immediately.
Light Woods
Light woods terrain is covered with sparse trees up to twelve
meters tall. Most units cannot cross this terrain as easily as clear
terrain. Unless the wood is relatively large (i.e., covers numerous
hexes), units may have line of sight through light woods. (See
Intervening Terrain p. 6, in Combat .)
226615835.024.png 226615835.025.png 226615835.026.png 226615835.027.png 226615835.028.png 226615835.029.png 226615835.030.png 226615835.031.png 226615835.032.png 226615835.033.png 226615835.034.png 226615835.035.png 226615835.036.png 226615835.037.png 226615835.038.png 226615835.039.png 226615835.040.png 226615835.041.png 226615835.042.png 226615835.043.png 226615835.044.png 226615835.045.png 226615835.046.png
Heavy Woods
Heavily wooded terrain is thickly covered with twelve-meter tall
trees, making movement through these areas very di cult. Light
woods often border heavy woods. It is di cult to see through
heavy woods. (See Intervening Terrain p. 6, in Combat .)
3
In the Facing Change diagram at bottom left, a player wants
to move his BattleMech from Hex A to Hex B. However, the
BattleMech is currently facing Hex C, and so cannot legally move
to Hex B. If the BattleMech changes its facing, as shown in Figure
2, it can legally move into Hex B. This facing change costs 1 MP.
If the player wanted to move the BattleMech into Hex D
(without going backward), the BattleMech would have to
make a two-hexside facing change, at a cost of 2 MP.
MOVEMENT DIRECTION
A unit can move forward
into the hex it is facing or
backward into the hex
directly to its rear. It cannot
move into any other hex
unless it rst changes its
facing (see Facing , below).
The diagram above shows
the two hexes that a unit
may enter without changing
its facing.
MOVEMENT MODES
At the beginning of each unit’s movement, a player must select
one of the following movement modes. A unit may not combine
movement modes during a turn.
MOVEMENT DIRECTION DIAGRAM
STANDING STILL
If the player declares that a unit will stand still, the unit stays in
the hex in which it started the turn. It may expend no MP during
that turn. It does not move, not even to change facing. Standing
still gives no penalty to weapons re and allows attackers to re
on the unit without target movement modi ers.
Backward Movement
During the course of its movement, a unit can move forward
and backward (that is, it can make both moves within the same
Movement Phase) and can change direction in any manner the
player chooses, as long as the unit possesses the required number
of MP. However, if a ’Mech declares at the beginning of its turn
that it will use running movement (see Running , at right), it cannot
move backward at any time during that turn.
WALKING
If the player declares that a ’Mech will walk, the ’Mech may
expend a number of MP up to its Walking MP rating. A walking
’Mech su ers a +1 modi er to its to-hit number when making
attacks. As a moving target, a walking ’Mech may also be harder
to hit. These combat e ects appear on the Attack Modi er Table
found on p. 21 and are further explained under Firing Weapons ,
p. 7.
FACING
Every hex on the map has six edges, called hexsides. In Classic
BattleTech , every unit must face one of those six hexsides. A
BattleMech is considered to be facing the way its feet are pointing;
for ease of use, the counters provided with these quick-start rules
have their front facing clearly marked with an arrow.
A unit’s facing a ects movement (see below) and combat (see
Combat , at right), and can only be voluntarily changed during the
Movement Phase.
RUNNING
A ’Mech can move further in a turn when running than it can
walking. The player may spend up to the ’Mech’s Running MP
rating each turn. A running ’Mech su ers a +2 to-hit modi er
when making attacks, but its speed may make it a more di cult
target to hit. These combat e ects appear on the Attack Modi er
Table found on p. 21 and are further explained under Firing
Weapons , p. 7.
No ’Mech can move backward while running.
FACING CHANGE
Changing a unit’s facing costs 1 MP per hexside changed,
regardless of the terrain type in the hex. For example, a 180-
degree turn costs a unit 3 MP.
STACKING
During the Movement Phase, a unit may move through hexes
occupied by other friendly units. A unit may not, however, move
through a hex occupied by an enemy unit, nor may it end its
movement in a hex occupied by another unit.
COMBAT
FIGURE 1
FIGURE 2
After all players complete the Movement Phase of a turn, units
engage in combat. Units make weapon attacks using armaments
such as missiles, lasers, autocannons and so on.
FACING CHANGE DIAGRAMS
5
226615835.047.png 226615835.048.png 226615835.049.png 226615835.050.png 226615835.052.png 226615835.053.png 226615835.054.png 226615835.055.png 226615835.056.png 226615835.057.png 226615835.058.png 226615835.059.png 226615835.060.png 226615835.061.png 226615835.063.png 226615835.064.png 226615835.065.png 226615835.066.png 226615835.067.png 226615835.068.png 226615835.069.png 226615835.070.png 226615835.071.png 226615835.072.png 226615835.074.png
Zgłoś jeśli naruszono regulamin