The Battle Round
This section contains the contents of the rounds of battle.
This page holds rules for the battle tech games that combines the simplicity of Alpha Strike and the depth of the full game.
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. |
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.
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.
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.
This section contains the contents of the rounds of battle.
This section contains the contents of the rounds of battle.
This section contains the costs of the mechs alreadyd in the armor with.