Ongoing monthly games in Michigan

We've got four locations in Michigan with regular monthly games:
AFK Games in Holt/Lansing, BigKidz Games in Grand Rapids,
Nostalgia Ink in Jackson, and BC Comix in Kalamazoo.
Check the schedule for a game near you.

Monday, December 2, 2013

December 2013 Schedule

BATTLETECH NIGHTS, CATALYST GAME LABS
DATE/TIMEGMDETAILSVENUE
12/06 - 6:30p
East Lansing
Chuck Wilson Succession Wars Era:
Steiner vs. Kurita
(Alpha Strike Rules)
REP
12/13 - 6:30p
East Lansing
Chuck Wilson Star League Era:
SLDF vs. RWA
(Total War Rules)
REP
12/14 - 11:00a
Grand Rapids
Jeff & Jeff 'Mechs, Munchies and Mayhem
(Total War Rules)
BKG
12/14 - 12:00p
Jackson
James Topa Solaris Season 2
(Total War Rules)
NI
12/20 - 6:30p
East Lansing
Aaron Pollyea Jihad Era:
ComStar vs. Word of Blake

(Alpha Strike Rules)
REP
12/20 - 6:30p
Battle Creek
James Topa On The Run, pt.2
(Total War Rules)
ODG
12/21 - 12:00p
Kalamazoo
James Topa Hit and Run
(Total War Rules)
GMH
12/27 - 6:30p
East Lansing 
Chuck Wilson Clan Invasion Era:
Homeworld Clans Trial of Refusal
(Total War Rules)
REP
(REP: Replay Entertainment Exchange, BKG: Big Kidz Games, RIW: RIW Hobbies, VWE: Virtual World Entertainment, OHG: Our House Games, WGN: WarGames North, AFK: AFK Games, GMH: Game Masters Hobby, NI: Nostalgia Ink, ODG: Odyssey Games)

Rules standardization for Battletech games in games run by Charles "IronSphinx" Wilson at Replay Entertainment Exchange.

Rules standardization for Battletech - Total War ruleset

Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:


  • Backward Movement (Expanded) [changing levels while walking/driving backwards] (p.22)
  • Movement Dice [white=walk, red=run, jade=jump, blue=level] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p.102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p.103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:


  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Rules standardization for Battletech - Alpha Strike ruleset

    While we play Alpha Strike using the Advanced Ruleset (p22-49), the following "Advanced Options" rules will also be "in play" for our Alpha Strike ruleset games:


  • Advanced Movement Modes (all modes)
  • Artillery
  • Alternate Munitions
  • ECM/ECCM
  • Ejection/Abandoning units
  • Fire and Smoke
  • Hidden Units
  • Minefields
  • Special Abilities

  • All other rules found in the Advanced Options will be implemented on a case-by-case basis depending on whether or not they are applicable to the scenario or units.

    The following rules are "house" rules and are used to promote better game balance along with promoting a greater flavor of the Battletech universe that most players are already used to:


  • Bipedal BattleMechs can torso twist one hex facing left or right, Quad ‘Mechs cannot.
  • Jumping defense modifier only applies if you jumped in the movement phase of that turn
  • Jumping unit receives a +1 to hit modifier if they jumped during the movement phase of that turn.
  • Instead of rolling one set of dice for to-hit rolls, players roll a set of dice for each damage point their unit does at the range for the specified attack. Exa: if I'm making a short range attack and my unit does 3 points of damage at short range, then I roll three sets of six sided dice.


  • Saturday, October 26, 2013

    November 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMDETAILSVENUE
    11/01 - 6:30p
    East Lansing
    Chuck Wilson Succession Wars Era:
    Capellans vs. Davions

    (Total War Rules)
    REP
    11/08 - 6:30p
    East Lansing
    Chuck Wilson Trial of Annihilation
    Clan Wolf vs. Clan Widowmaker

    (Alpha Strike Rules)
    REP
    11/09 - 11:00a
    Grand Rapids
    Jeff & Jeff 'Mechs, Munchies and Mayhem
    (Total War Rules)
    BKG
    11/09 - 1:00p
    Battle Creek
    James Topa CBT Demo
    (Total War Rules)
    GM
    11/15 - 6:30p
    East Lansing
    Aaron Pollyea Circa 2990
    Marik vs. Anduriens

    (Total War Rules)
    REP
    11/22 - 6:30p
    East Lansing 
    Chuck Wilson Star League Era:
    SLDF vs. Rim Worlds
    (Alpha Strike Rules)
    REP
    11/30 - 12:30p
    Jackson
    James Topa Solaris Melee Challenge Finals
    (Total War Rules + Solaris Melee Rules)
    NI
    (REP: Replay Entertainment Exchange, BKG: Big Kidz Games, RIW: RIW Hobbies, VWE: Virtual World Entertainment, OHG: Our House Games, WGN: WarGames North, AFK: AFK Games, GM: Game Masters, NI: Nostalgia Ink)

    Rules standardization for Battletech games in games run by Charles "IronSphinx" Wilson at Replay Entertainment Exchange.

    Rules standardization for Battletech - Total War ruleset
    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:

  • Backward Movement (Expanded) [changing levels while walking/driving backwards] (p.22)
  • Movement Dice [white=walk, red=run, jade=jump, blue=level] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p.102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p.103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:

  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Rules standardization for Battletech - Alpha Strike ruleset

    While we play Alpha Strike using the Advanced Ruleset (p22-49), the following "Advanced Options" rules will also be "in play" for our Alpha Strike ruleset games:

  • Advanced Movement Modes (all modes)
  • Artillery
  • Alternate Munitions
  • ECM/ECCM
  • Ejection/Abandoning units
  • Fire and Smoke
  • Hidden Units
  • Minefields
  • Special Abilities

  • All other rules found in the Advanced Options will be implemented on a case-by-case basis depending on whether or not they are applicable to the scenario or units.

    The following rules are "house" rules and are used to promote better game balance along with promoting a greater flavor of the Battletech universe that most players are already used to:

  • Bipedal BattleMechs can torso twist one hex facing left or right, Quad ‘Mechs cannot.
  • Jumping defense modifier only applies if you jumped in the movement phase of that turn
  • Jumping unit receives a +1 to hit modifier if they jumped during the movement phase of that turn.


  • Tuesday, October 1, 2013

    October 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMDETAILSVENUE
    10/04 - 6:30p
    East Lansing
    Chuck Wilson Jihad Era:
    ComStar vs. Word of Blake

    (Total War Rules)
    REP
    10/11 - 6:30p
    East Lansing
    Aaron Pollyea Star League Era:
    SLDF vs. Outworlds Alliance

    (Total War Rules)
    REP
    10/18 - 6:30p
    East Lansing
    Chuck Wilson Rock'em Sock'em Robot Night: Assault 'Mechs
    (Alpha Strike Rules)
    REP
    10/25 - 6:30p
    East Lansing 
    Chuck Wilson Comstar vs. Word of Blake
    (Total War Rules)
    REP
    (REP: Replay Entertainment Exchange, BKG: Big Kidz Games, RIW: RIW Hobbies, VWE: Virtual World Entertainment, OHG: Our House Games, WGN: WarGames North, AFK: AFK Games)

    Rules standardization for Battletech games in games run by Charles "IronSphinx" Wilson at Replay Entertainment Exchange.

    Rules standardization for Battletech - Total War ruleset

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:


  • Backward Movement (Expanded) [changing levels while walking/driving backwards] (p.22)
  • Movement Dice [white=walk, red=run, jade=jump, blue=level] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p.102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p.103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:


  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Rules standardization for Battletech - Alpha Strike ruleset

    While we play Alpha Strike using the Advanced Ruleset (p22-49), the following "Advanced Options" rules will also be "in play" for our Alpha Strike ruleset games:


  • Advanced Movement Modes (all modes)
  • Artillery
  • Alternate Munitions
  • ECM/ECCM
  • Ejection/Abandoning units
  • Fire and Smoke
  • Hidden Units
  • Minefields
  • Special Abilities

  • All other rules found in the Advanced Options will be implemented on a case-by-case basis depending on whether or not they are applicable to the scenario or units.

    The following rules are "house" rules and are used to promote better game balance along with promoting a greater flavor of the Battletech universe that most players are already used to:


  • Bipedal BattleMechs can torso twist one hex facing left or right, Quad ‘Mechs cannot.
  • Jumping defense modifier only applies if you jumped in the movement phase of that turn
  • Jumping unit receives a +1 to hit modifier if they jumped during the movement phase of that turn.


  • Tuesday, September 3, 2013

    September 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMDETAILSVENUE
    09/06 - 6:30p
    East Lansing
    Chuck Wilson4th Succession War
    (Alpha Strike Rules)
    REP
    09/13 - 6:30p
    East Lansing
    Chuck Wilson Clan Wolf versus Jade Falcons (circa 3055)
    (Alpha Strike Rules)
    REP
    09/20 - 6:30p
    East Lansing
    Aaron Pollyea4th Succession War: Gray Death Legion v. House Marik
    (Total War Rules)
    REP
    09/27 - 6:30p
    East Lansing 
    Chuck Wilson Wolf's Dragoons versus Draconis Combine (circa 3025)
    (Alpha Strike Rules)
    REP
    (REP: Replay Entertainment Exchange, BKG: Big Kidz Games, RIW: RIW Hobbies, VWE: Virtual World Entertainment, OHG: Our House Games, WGN: WarGames North, AFK: AFK Games)

    Rules standardization for Battletech games

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:

  • Backward Movement (Expanded) [changing levels while walking/driving backwards] (p.22)
  • Movement Dice [white=walk, red=run, jade=jump, blue=level] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p.102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p.103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:

  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Wednesday, July 31, 2013

    August 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMDETAILSVENUE
    08/10 - 11:00a
    Grand Rapids
    BKG Staff'Mechs, Munchies and Mayhem - Come for the Battletech game stay for the Pods!BKG
    08/23 - 6:30p
    East Lansing
    Aaron PollyeaSt Ives Rebellion, pre-Jihad, Davions vs Capellans
    (Total War Rules)
    REP
    08/30 - 6:00p
    East Lansing 
    Chuck WilsonRock'em Sock'em Robot Night: TRO 3145 - Now with Lyrans!!
    (Total War Rules)
    REP
    (REP: Replay Entertainment Exchange, BKG: Big Kidz Games, RIW: RIW Hobbies, VWE: Virtual World Entertainment, OHG: Our House Games, WGN: WarGames North, AFK: AFK Games)

    Rules standardization for Battletech games

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:



  • Backward Movement (Expanded) [changing levels while walking/driving backwards] (p.22)
  • Movement Dice [white=walk, red=run, jade=jump, blue=level] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p.102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p.103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:



  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Monday, July 1, 2013

    July 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMDETAILSVENUE
    07/04 - 6:00p
    Grand Rapids
    BKG StaffBattletech Pods regulars Night $10 all night play.BKG
    07/11 - 6:00p
    Grand Rapids
    BKG StaffBattletech Pods regulars Night $10 all night play.BKG
    07/18 - 6:00p
    Grand Rapids
    BKG StaffBattletech Pods regulars Night $10 all night play.BKG
    07/19 - 6:30p
    East Lansing
    Chuck WilsonRock'em Sock'em Robot Night: TRO 3145
    (Total War Rules)
    REP
    07/25 - 6:00p
    Grand Rapids
    BKG StaffBattletech Pods regulars Night $10 all night play.BKG
    07/26 - 6:30p
    East Lansing
    Aaron PollyeaJihad-era: Marian Hegemony vs Circinus Federation
    (Total War Rules)
    REP
    (REP: Replay Entertainment Exchange, BKG: Big Kidz Games, RIW: RIW Hobbies, VWE: Virtual World Entertainment, OHG: Our House Games, WGN: WarGames North, AFK: AFK Games)

    Rules standardization for Battletech games

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:

  • Backward Movement (Expanded) [changing levels while walking/driving backwards] (p.22)
  • Movement Dice [white=walk, red=run, jade=jump, blue=level] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p.102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p.103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:

  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Sunday, June 16, 2013

    The only constant in life is change.

    After twelve years of playing Battletech at 21st Century Comics and Games, the sun has finally set on our favorite Friday night hangout. 21st Century had survived two economic downturns, a leaky roof, the closing of a sister store in Ann Arbor, and multiple owners. But alas, all good things must eventually come to an end as there was noone found whose shoulders were broad enough to carry the load that Andy had shouldered for the past six years.

    So last Friday night, players old and new from across the State said 'goodbye' with a brutal skirmish between Wolf's Dragoons and the Ryuken on the planet Misery. Noone held back as the night was filled with ammo explosions, successful charges and Death-From-Above attacks, and even the ultra-rare 'punch leading to a cockpit critical hit' as we rode the heat curve and pushed our machines to their limits.

    Thank you to Andy, Damon, Lon, and all the other owners and employees of 21st Century over the years for giving a bunch of gamers a place to spend their Friday nights. East Lansing is diminished by your departure.
    
    (l to r) Deputy Chuck "IronSphinx" Wilson, Andy Morrow (21C owner), James, J.J., Aaron "Gravedigger" Pollyea, Jeff. Darlene "Scourge" Morgan-Pollyea (seated)

    I will not be running any Battletech games until after the Fourth of July holiday weekend when we start up at our new location: Replay Entertainment Exchange. The new game schedule will be announced on July 1st.

    Wednesday, June 5, 2013

    June 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMGAMEDETAILSVENUE
    06/07 - 6:30pAaron PollyeaBattletechWolf's Dragoons vs. Draconis Combine (circa. 3025)21C
    06/14 - 6:30pChuck WilsonBattletechWolf's Dragoons vs. Draconis Combine - Battle on Misery21C

    Rules standardization for Battletech games

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:

  • Backward Movement (Expanded) [changing levels while walking/driving backwards] (p.22)
  • Movement Dice [white=walk, red=run, jade=jump, blue=level] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p.102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p.103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:

  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Wednesday, May 1, 2013

    May 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMGAMEDETAILSVENUE
    05/03 - 6:30pChuck WilsonBattletechDragoons vs. Davions, circa 313921C
    05/10 - 6:30pAaron PollyeaBattletechSecond Star League Light 'Mech Challenge21C
    05/17 - 6:30pChuck WilsonBattletechComGuard vs. Word of Blake Militia21C
    05/24 - 6:30pAaron PollyeaBattletechSecond Star League Medium 'Mech Challenge21C


    MUNCHKIN NIGHT, STEVE JACKSON GAMES
    DATE/TIMEGMGAMEVENUE
    05/31 - 6:00pChuck WilsonMunchkin21C
    DETAILS
    NOTE: this is a private, invite-only game (because of space limitations based on the number of players we have) which we play at 21st Century Comics one night per month. However, if you'd like to join, please contact the GM at admin@playbattletech.org to be placed on the waiting list as we may decide to split the game into two smaller groups in the future if we have enough demand.


    Rules standardization for Battletech games

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:


  • Movement Dice [white=walk, red=run, jade=jump] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p103)
  • Retractable Blade [possible critical hit] (p.104)


  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:


  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.


  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Tuesday, April 2, 2013

    April 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMGAMEDETAILSVENUE
    04/05Nothing scheduled as most of us will be at a con. However, it is still Open Gaming night at 21st Century. You can still gather with friends and run something yourself.
    04/12 - 6:00pChuck WilsonBattletechC3 versus C3i21C
    04/19 - 6:00pAaron PollyeaBattletechEra Report: 3145 - Jade Falcon's Invasion21C


    MUNCHKIN NIGHT, STEVE JACKSON GAMES
    DATE/TIMEGMGAMEVENUE
    04/26 - 6:00pChuck WilsonMunchkin21C
    DETAILS
    NOTE: this is a private, invite-only game (because of space limitations based on the number of players we have) which we play at 21st Century Comics one night per month. However, if you'd like to join, please contact the GM at admin@playbattletech.org to be placed on the waiting list as we may decide to split the game into two smaller groups in the future if we have enough demand.


    Rules standardization for Battletech games

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:


  • Movement Dice [white=walk, red=run, jade=jump] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p103)
  • Retractable Blade [possible critical hit] (p.104)


  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:


  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.


  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Thursday, February 28, 2013

    March 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMGAMEDETAILSVENUE
    03/01 - 6:00pAaron PollyeaBattletechEra Report 275021C
    03/08 - 6:30pChuck WilsonBattletechSolaris Swarm21C
    03/15 - 6:30pChuck WilsonBattletechMcRory's Maniacs21C
    03/22 - 6:30pChuck WilsonBattletechSmoke Jaguar's Last Stand21C


    MUNCHKIN NIGHT, STEVE JACKSON GAMES
    DATE/TIMEGMGAMEVENUE
    03/29 - 6:30pChuck WilsonMunchkin21C
    DETAILS
    NOTE: this is a private, invite-only game (because of space limitations based on the number of players we have) which we play at 21st Century Comics one night per month. However, if you'd like to join, please contact the GM at admin@playbattletech.org to be placed on the waiting list as we may decide to split the game into two smaller groups in the future if we have enough demand.


    Rules standardization for Battletech games

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:

  • Movement Dice [white=walk, red=run, jade=jump] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p103)
  • Retractable Blade [possible critical hit] (p.104)


  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:

  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.


  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Wednesday, January 30, 2013

    February 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMGAMEDETAILSVENUE
    02/01 - 6:00pAaron PollyeaBattletechFedCom Civil War21C
    02/08 - 6:00pChuck WilsonBattletechJihad Hot Spots: McRory's Maniacs21C
    02/15 - 6:00pChuck WilsonBattletechJHS: Dieron - Claw Hammer21C

    MUNCHKIN NIGHT, STEVE JACKSON GAMES
    DATE/TIMEGMGAMEVENUE
    02/22 - 6:00pChuck WilsonMunchkin21C
    DETAILS
    NOTE: this is a private, invite-only game (because of space limitations based on the number of players we have) which we play at 21st Century Comics one night per month. However, if you'd like to join, please contact the GM at admin@playbattletech.org to be placed on the waiting list as we may decide to split the game into two smaller groups in the future if we have enough demand.

    Rules standardization for Battletech games
    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:

  • Movement Dice [white=walk, red=run, jade=jump] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p103)
  • Retractable Blade [possible critical hit] (p.104)

  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:

  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.

  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.

    Tuesday, January 1, 2013

    January 2013 Schedule

    BATTLETECH NIGHTS, CATALYST GAME LABS
    DATE/TIMEGMGAMEDETAILSVENUE
    01/04 - 6:30pAaron PollyeaBattletechLance on Lance, circa 302521C
    01/11 - 6:30pChuck WilsonBattletechBattle for Terra: Word of Blake Militia vs. Coalition Forces21C
    01/18 - 6:30pChuck WilsonBattletechOperation Klondike: Star Adders vs. Ilkasur Shoguate21C

    MUNCHKIN NIGHT, STEVE JACKSON GAMES
    DATE/TIMEGMGAMEVENUE
    01/25 - 6:00pChuck WilsonMunchkin21C
    DETAILS
    NOTE: this is a private, invite-only game (because of space limitations based on the number of players we have) which we play at 21st Century Comics one night per month. However, if you'd like to join, please contact the GM at admin@playbattletech.org to be placed on the waiting list as we may decide to split the game into two smaller groups in the future if we have enough demand.

    Rules standardization for Battletech games

    Since we have been using Advanced rules on-and-off for the past few years, I would like to codify and standardize what rules players can expect to use at my Battletech games. All the following rules, save one, can be found in Tactical Operations:

  • Movement Dice [white=walk, red=run, jade=jump] (p.27)
  • Floating Critical (p.77)
  • Firing When Down [one-arm prop and fire] (p.85)
  • Expanded Flip Arms [torso-twist AND flip arms at the same time] (p.87)
  • Rapid Fire AC [light and std AC's can double fire] (p.100)
  • Energy Weapons [dialing down lasers] (p.102)
  • Gauss Weapons [powering-down gauss rifles] (p.102)
  • Rapid Fire Machine Guns [higher rate of fire] (p102)
  • Hot-Load Missiles [no minimum on LRM/ATM] (p.102)
  • Disengage PPC Inhibitor [no minimum on PPC] (p103)
  • Retractable Blade [possible critical hit] (p.104)


  • The following rule is a "house" rule and is used simply to ensure that the entire mapsheets are available for use:

  • 1/2-hexes and 1/4-hexes are to be treated like full-sized hexes for purposes of gameplay.


  • Note: If there is any question about the disposition of the underlying terrain, then the GameMaster will have sole discretion for deciding what said terrain is (if the "majority terrain" rule doesn't resolve the disposition of said hex).

    While I may add special rules that are specific to the scenario, these rules are what players can expect to be used in every game that I run. Please take the time to review said rules and bring any and all questions to the GameMaster "before" the game begins. In future games, I will bring a copy of these rules for quick reference.