Ongoing monthly games in Michigan

We've got multiple locations in Michigan with regular monthly games:
Summit Comics and Games in Lansing, The Arena in Jackson,
RIW Hobbies in Livonia, Eternal Games in Warren, and Games4Life in Lake Orion.
Check the schedule for a game near you.


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.