Ongoing monthly games in Michigan

We've got four locations in Michigan with regular monthly games:
AFK Games in Holt/Lansing, Nostalgia Ink in Jackson,
BC Comix & Games in Battle Creek, and Guild of Blades in Clawson.
Check the schedule for a game near you.


Optional Rules used in Battletech Games

Rules standardization for Battletech - Total War ruleset games run by Charles "IronSphinx" Wilson

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)
  • Active Probes [Targeting] (p.99)
  • 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)

  • House Rules
    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 AS), 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.

    Special Piloting Abilities (p55, ASC; p98, ASCE):
    All Pilots on the field have the Multi-Tasker ability at no cost.

    Multiple Attack Rolls (p175, ASCE):
    All Pilots on the field may make individual attack rolls for each point of damage as per the Alpha Strike Commander's Edition.

    Measuring Ranges/Rangefinders
    The use of colored measuring sticks/dowel rods are banned from all of the Alpha Strike games run by Charles "IronSphinx" Wilson. The risk of poking someone's eye out is not worth the $1 it would cost you to buy a tape measure from Hobby Lobby.