Introduction

This page holds rules for the battle tech games that combines the simplicity of Alpha Strike and the depth of the full game.

Stats

Mechs have the following stats that are summarized on their card.

STAT SOURCE DESRIPTION
COST Mech Card How many points it takes for the mech to be fielded.
SIZE Mech Card How big the mech is.
MOVE Mech Card How quick the mech is.
WEAPONS Mech Card Damage the mech does at different ranges.
ABILITIES Mech Card Equipment, special rules, extra weapons.
ACCURACY Pilot Card How accurate the pilot is when shooting.
PILOTING Pilot Card How good the pilot can maneuver their mech.
ABILITIES Pilot Card Special rules and abilities the pilot has.

Hexes and Inches

The movement stat is listed in inches. When playing on hexes, a single hex is worth 2” in distance. When playing on a table top use the normal value. With each elevation being marked before the game.

Facing

The front three sides of the mech’s base is its front arc, the rear one side of the mech’s base in the rear arc, and the two separate sides of the mech’s base between the two are the mech’s side arc. For easy of play, feel free to paint the front arc sides with yellow, and the rear arc side with red.

Checks

In order to pass a check in Battle Tech you must roll 2D6 and get the result equal or greater than the value you’re trying to test. For example, if your accuracy is 4, then you must roll a 4+ on 2d6 to pass the check. Many times you will get modifiers to your tests. Negative modifiers(-) make your checks harder to pass, while positive modifiers(+) make the checks easier to pass. For example, if you’re accuracy is 4, but you have a -2 modify, then you’d need to roll 6+ on 2d6 to pass.


The Battle Round

This section contains the contents of the rounds of battle.

Special Rules and Abilities

This section contains the contents of the rounds of battle.

Armory

This section contains the costs of the mechs alreadyd in the armor with.