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.

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)
  • 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):
     All Pilots on the field have the Multi-Tasker ability at no cost.

    House Rules
    The following rule is a "house" rule and is used to promote better game balance along with promoting a greater flavor of the Battletech universe that most players are already used to but will only be used if and only if all players agree to using it:

    Variable Damage:
  • 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.
  • If at least one shot from a unit's attack hits the rear of the target, apply one additional point of damage as per standard Alpha Strike rules--multiple hits to the rear from the same unit's attack do not confer additional points. Exa: I make a short range attack at the rear of my target. My 'Mech does 3 points of damage at short range. I roll three sets of six sided dice and two successfully hit the target. The target takes three points of damage: one for each successful attack and one for striking the target from the rear.
  • Physical attacks still only require one 2D6 dice roll and apply all damage to target.
  • Critical hits follow the rules on page 42 - "if a critical hit does not apply to the unit in question, apply 1 additional point of damage to the unit instead, but do not roll for additional critical hits as a result of this extra damage." However, when multiple dice rolls are used for each ranged attack, only one critical hit will be rolled on the target unit per attacking unit regardless of how many successful hits on internal structure were made. Exa: My Bushwacker rolls three sets of dice for an attack on a Stalker. Two of those hits are successful and both damage internal structure. I then roll one critical hit chance, even though I did two points of damage to the Stalker's internal structure.

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