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, 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.