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BattleTech: Beginner Box

BattleTech: Beginner Box Rulebook

Table of Contents

Table of Contents

  • Quick-Start Rules
  • Sequence of Play
    • Initiative Phase
    • Movement Phase
    • Weapon Attack Phase
    • Resolving Weapons Fire
    • Determining Damage
    • End of Game
    • Movement Dice
  • Movement (Movement Phase)
    • Movement Modes
    • Movement Basics
    • Facing
    • Moving Between Hexes
    • Jumping Movement
    • Terrain
      • Movement Costs Table
    • Stacking
  • Combat (Weapon Attack Phase)
    • Attack Declaration
    • Line of Sight
  • Making the Attack
    • Weapon Attacks
    • Firing Arc
    • Firing Weapons
    • Making the Attack
    • Ammunition Expenditure
    • Base Target Number
    • Target Number Modifiers
    • G.A.T.O.R.
    • Rolling to Hit
  • Attack Modifiers Table
  • Hit Location & Damage
    • Hit Location
    • Determining Hit Location
    • Damage
    • Recording Damage
    • Damage Resolution
    • Torso Destruction
    • Leg Destruction
    • Transferring Damage
    • Destroying a 'Mech
    • Damage Resolution Example
  • Hit Location Table
  • Cluster Hits Table
  • Scenario
    • Game Set-Up
    • Victory Conditions
  • Onto the Beginner Box
  • Credits
  • Included Record Sheets
    • Griffin GRF-1N
    • Wolverine WVR-6R

Quick-Start Rules

These quick-start rules will hurtle you onto the battlefields of the 31st century in minutes—simply read through the rules, then set up the game as shown in the Scenarios section (see p. 9).

Sequence of Play

A BattleTech game consists of a series of turns. During each turn, 'Mechs on the map may move and fire their weapons. Each turn consists of several smaller segments of time, called phases, which are performed in the following order:

  • Initiative Phase
  • Movement Phase
  • Weapon Attack Phase

Initiative Phase

One player from each side rolls 2D6 to determine their side's Initiative. The side with the higher result has won Initiative throughout the turn. Re-roll all ties.

Movement Phase

The side that lost Initiative moves their 'Mech first. The side that won Initiative moves their 'Mech second. Each time a player must move a 'Mech, the "move" can be not to move at all.

Weapon Attack Phase

The side that lost Initiative declares any attacks the 'Mech will make, specifying which weapons will be fired and at which target(s). The side that won Initiative then does the same.

Each time a player must declare an attack, the declaration can be not to fire any weapons.

Resolving Weapons Fire

Players resolve weapons fire one 'Mech at a time. The order in which each 'Mech's shots are resolved is up to that 'Mech's controller. All weapon attacks by one 'Mech should be resolved before those of the next 'Mech.

Determining Damage

Players record damage as attacks are resolved, but this damage does not take effect until the end of this phase. This means a 'Mech may make its declared attacks even if that 'Mech or its weapons are destroyed during this phase.

End of Game

Players repeat the steps above until one side meets its victory conditions for the scenario. If a specific scenario is not being used, the side with the last surviving 'Mech(s) on the map wins. If the last 'Mechs from each side are destroyed simultaneously, the game is a draw.

Movement Dice

Movement dice help players remember which 'Mechs moved and in what way. While not required, it is highly recommended that players use this rule, and the remainder of these rules will assume that they are doing so. (These dice are not included in this box.)

Commonly, white dice are used to mark 'Mechs that walked, black dice for those that ran, and red dice for those that jumped. The number displayed on the die is the Target Number modifier generated as a result of the move, with "6" traditionally indicating a modifier of 0 (didn't move). The move cannot be changed once a movement die is placed.

It's best to use dice of a different size and/or color than those used for rolling attacks, to prevent confusion. After all weapon's fire is completed, remove all movement dice from the board.

Movement (Movement Phase)

During the Movement Phase of each turn, players must choose one movement mode for each 'Mech they control: standing still, walking, running or jumping.

Movement Modes

At the beginning of each 'Mech's movement, a player must select one (and only one) of the following movement modes.

Standing Still. If the player declares that a 'Mech will stand still, the 'Mech stays in the hex in which it started the turn. It can expend no MP during that turn and cannot move or change facing. Standing still provides no penalty to the 'Mech's own weapons fire, nor that of any other 'Mechs which attack it.

Walking. If the player declares that a 'Mech will walk, it may expend a number of MP up to its Walking MP rating. A walking 'Mech suffers a +1 Target Number modifier when making attacks. A walking 'Mech may also be harder to hit. These combat effects appear on the Attack Modifiers Table found on p. 7 and are further explained under Firing Weapons, p. 5.

Running. A 'Mech can move farther in a turn when running than walking. However, a 'Mech cannot move backward while running.

If the player declares that a 'Mech will run, it may expend a number of MP up to its Running MP rating. A running 'Mech suffers a +2 Target Number modifier when making attacks, but its speed may make it harder to hit. These combat effects appear on the Attack Modifiers Table found on p. 7 and are further explained under Firing Weapons, p. 5.

Jumping. A 'Mech which possesses Jumping MP may select this movement mode and expend up to that many MP. A jumping 'Mech suffers a +3 Target Number modifier when making attacks, but may be harder to hit. These combat effects appear on the Attack Modifiers Table found on p. 7 and are further explained under Firing Weapons, p. 9.

Jumping features numerous exceptions to the basic movement rules; see Jumping Movement, below.

Movement Basics

After being assigned a movement mode, a 'Mech then spends up to the Movement Points (MP) provided. A 'Mech need not spend all available MP, but no matter how few are spent, the 'Mech's movement mode does not change. MP unspent at the end of the phase are lost.

Facing

Every hex on the map has six sides, and every 'Mech must face one of those six hexsides: this is known as its facing. A 'Mech faces the way its feet are pointing.

Changing facing costs 1 MP per hexside. For example, in the Facing Change Diagram, a 180-degree turn (three facings, from Hex A to Hex B) costs 3 MP.

Moving Between Hexes

A 'Mech can move forward into the hex it is facing, or backward into the hex directly to its rear. It cannot move into any other hex without first changing its facing, as shown on the Movement Direction Diagram.

Backward Movement. A 'Mech can only move backward with Walking MP. A walking 'Mech can move both forward and backward in the same turn.

Jumping Movement

Jumping features numerous exceptions to the movement rules.

A jumping 'Mech can move 1 hex for each available Jumping MP regardless of terrain. A 'Mech may jump into the same hex it began the turn in for 1 MP.

A jumping 'Mech ignores terrain (and the presence of other 'Mechs) in hexes it jumps through. However, it cannot land in a hex containing another 'Mech. A jumping 'Mech also ignores facing: it can jump in any direction regardless of its initial facing, and chooses any facing desired upon landing.

Terrain

All hexes cost at least 1 MP to enter. However, terrain often raises this MP cost, as shown on the Movement Costs Table (see below). For example, entering a Heavy Woods hex costs 3 MP: the base 1 MP for entering any hex (the distance traveled), and 2 MP more for the Heavy Woods (to navigate through the trees).

Clear. Clear terrain represents fields, meadows and other grasslands. The ground is firm and may be gently rolling, but its level does not change significantly from one side of the hex to the other. If a hex is not clearly marked as another terrain type, assume it is Clear.

Light Woods. Light Woods hexes are covered with sparse trees. 'Mechs cannot cross the hex (hence the +1 MP cost) as easily as Clear terrain. Three intervening hexes of Light Woods will block LOS. (See Intervening Terrain, below.)

Heavy Woods. Heavy Woods hexes are thickly covered in trees, making movement even more difficult (the +2 MP cost) than Light Woods. One Light Wood and one Heavy Wood hex intervening will block LOS. (See Intervening Terrain, below.)

Movement Costs Table

Movement Action / Terrain TypeMP Cost Per Hex/Terrain Cost
Cost to Enter Any Hex1
Terrain Cost When Entering Any New Hex
Clear+0
Light Woods+1
Heavy Woods+2
Additional Movement Actions
Facing Change1/hexside

Stacking

A 'Mech may not move through a hex occupied by an enemy 'Mech, nor end its movement in a hex occupied by any another 'Mech.

Combat (Weapon Attack Phase)

After all players complete the Movement Phase, their 'Mechs engage in combat.

For one 'Mech to fire at another, the attacking 'Mech must have a valid line of sight to the target, and the target must be within the range and firing arc of the weapons the attacking player wishes to use. The attacking player then calculates the Target Number needed to hit the enemy based on several factors: Gunnery Skill, attacker movement, target movement, other modifiers such as those for terrain, and range. (See the G.A.T.O.R. sidebar, p. 5.)

Attack Declaration

As described in Sequence of Play (see p. 2), all attacks are declared before any are resolved. However, an attack may be aborted if the modified Target Number is greater than 12 (see Rolling To Hit, p. 7). Likewise, players may not make attacks they have not previously declared.

Line of Sight

In order to attack a target, a clear line of sight (LOS) must exist between the target and the attacker. A straight line running from the center of the attacking 'Mech's hex to the center of the target 'Mech's hex defines the LOS between two 'Mechs. Any hexes this line passes through lie along the LOS, even if the line barely crosses the corner of a hex.

If the LOS passes exactly between two hexes, the player controlling the targeted 'Mech decides which of the two hexes lie along the LOS. The chosen hex is used for LOS of all attacks between those two 'Mechs for the remainder of the turn.

The hexes containing the attacking and target 'Mechs are not considered when determining LOS.

Intervening Terrain. Terrain along the LOS between the attacker and the target is called intervening terrain. This does not include the hexes occupied by the attacker and target.

Woods: Three or more points of intervening woods block LOS. Light Woods are worth 1 point, and Heavy Woods are worth 2 points.

Intervening 'Mechs. Intervening 'Mechs have no effect on LOS or attacks.

As Line of Sight is so important to game play, the Line of Sight Diagram includes numerous 'Mechs to best illustrate its governing principles. The 'Mech in Hex A wants to make an attack. Checking LOS for the 'Mech in Hex A to the other 'Mechs, we find the following conditions.

'Mech A has clear LOS (green lines) to the 'Mechs in hexes B and C, as there is no intervening terrain. LOS to the 'Mech in Hex D (yellow line) passes directly between a clear hex and a light woods hex. The target player chooses for the light woods to affect the LOS. This choice does not block LOS, however, because the heavy woods in the target hex are not intervening, and therefore do not block LOS.

The LOS to the 'Mechs in hexes E and F are blocked (red lines) because there is at least one hex of light and heavy woods intervening.

You can use the diagram to practice finding LOS with the other 'Mechs. Try to determine how many targets each 'Mech can see, and compare your results to the correct results that follow: Hex B has four targets, Hex C has three targets, Hex D has five targets, Hex E has three targets and Hex F has two targets.

Making the Attack

Weapon Attacks

During the Weapon Attack Phase, players use their 'Mechs' armaments to attempt to inflict damage.

The rough order of such actions is as follows:

  • An attacking 'Mech fires a weapon at an enemy target 'Mech;
  • If the weapon hits, it inflicts a certain amount of damage;
  • The attacker rolls a hit location;
  • The targeted player marks off in that location a number of armor circles equal to the amount of damage inflicted;
  • If a location is destroyed and damage from the attacking weapon remains, that damage is transferred to the next location inward;
  • This procedure repeats until all weapons fire is resolved.

Players fire each weapon on a 'Mech individually. Each weapon may be fired only once per turn, and only gets one to-hit roll per turn.

Firing Arc

If an attacking 'Mech has LOS to its intended target, the attacking player then checks the firing arc of his 'Mech's weapons to see which weapons can hit the target, as shown on the Firing Arc diagram. Note that the firing arc extends from the firing 'Mech to the edge of the playing area.

The maximum ranges for each 'Mech's weapons appear on its record sheet.

Firing Weapons

Players use their 'Mechs' armament to attempt to inflict damage on targets. Each weapon is always fired individually.

Making the Attack

When making an attack, use the G.A.T.O.R. sidebar (below) to create a final Target Number. Then roll 2D6 to see if the attack hits the target.

If the result is equal to or greater than the modified Target Number, the attack hits. If the modified Target Number is greater than 12, the shot automatically misses; rolling a 12 does not result in an automatic hit. If a player determines that their 'Mech's declared attack will automatically miss, they can choose not to make the attack, though another target may be chosen in its place.

If the modified Target Number is 2 or less, the shot automatically hits.

Resolution Order. The attacker chooses the order in which they make attack rolls for all of their 'Mechs' declared attacks; the order can change from turn to turn.

Ammunition Expenditure

If a weapon uses ammunition—noted on the record sheet under "Ammo Type"—the player marks off one shot of ammunition in the 'Mech Data section of the appropriate record sheet when they announce an attack with that weapon. When a weapon is out of ammunition, it can no longer be fired.

Base Target Number

The base Target Number for a weapon attack is the pilot's Gunnery Skill. For these Quick-Start Rules, unless specifically stated otherwise, that base Target Number is 4 (it is already printed on each record sheet).

Target Number Modifiers

The base Target Number may be modified by several factors, including movement, terrain (woods) and range. All modifiers are cumulative.

Attacker Movement Modifier. The attacker's Target Number is modified by their own movement using the values in the Attack Modifiers Table (see p. 7). The attacker's movement modifier is based on the movement mode employed during the turn (Walking, Running, or Jumping), not the actual MP they expended or distance they moved (the color of the Movement Die on your 'Mech, not the number).

Target Movement Modifier. A moving target is harder to hit, and so an attacker's Target Number is modified by its target's movement using the values in the Attack Modifiers Table (see p. 7). The target movement modifier is based on the number of hexes traversed by the target this turn, not the amount of MP it spent (the number on the Movement Die on your 'Mech, not the color).

If the target moved both backward and forward in the turn, base the modifier on the number of hexes moved from the hex in which the 'Mech last reversed its movement. For example, if the target moved backward three hexes and then forward two hexes, the target movement modifier would be based only on the final two hexes of movement, resulting in a modifier of 0 (the Movement Die would show a 6).

If the target jumped this turn, the attacker applies a +1 modifier to their Target Number, in addition to the modifier for the number of hexes the target moved.

Terrain Modifiers. Terrain can reduce the probability of a successful shot by forcing the attacker to account for intervening land features. Remember that three or more points of intervening woods block LOS—Light Woods are worth 1 point, and Heavy Woods are worth 2 points.

Light Woods: Add a +1 modifier to an attack's Target Number if the target is in a Light Woods hex. Apply a further +1 modifier per hex of Light Woods intervening between the attacker and target (see Intervening Terrain, p. 4).

Heavy Woods: Add a +2 modifier to an attack's Target Number if the target is in a Heavy Woods hex. Apply a further +2 modifier per hex of Heavy Woods intervening between the attacker and target (see Intervening Terrain, p. 4).

In other words, you cannot add more than a +2 modifier for intervening terrain, or else LOS is blocked.

Range Modifier. The farther away a target is, the harder it is to hit. Taking the shortest path, count the number of hexes between the attacker and the target, including the target's hex. The total is the range to the target.

Each weapon's range is divided into range brackets: short, medium, and long. For example, a Long Range Missile (LRM) launcher has a range of 21 hexes. Its short range bracket is "7," meaning that any attack made with LRMs against targets 1-7 hexes away is in the LRM's short range.

The range bracket a target is in determines the range modifier for an attack with that weapon against that target. A short-range shot does not modify the attack's Target Number. A medium-range shot adds a +2 Target Number modifier, while a long-range shot adds a +4 modifier. (As shown, these modifiers are listed above the range bracket columns on the record sheets.) Weapons cannot hit a target beyond their long range.

For these quick-start rules, this is the only factor that changes between weapons; if you figure your GATOR for one weapon, then simply change the Range Modifier, as needed, for any other weapon, instead of having to refigure the whole process.

G.A.T.O.R.

The attack process is not complicated—it's simply a matter of rolling 2D6 and trying to equal or exceed your modified Target Number. However, it's the modified part—juggling all those numbers—that can be tricky.

After you understand the Target Number Modifiers section, you'll find that "GATOR" is a helpful mnemonic that reminds you what needs to be taken into account:

  • Gunnery Skill Rating of the attacker (the base Target Number for the attack). Then add:
  • Attacker movement modifier [the color of the Movement Die on your 'Mech]
  • Target movement modifier [the number of the Movement die on the target 'Mech]
  • Other modifiers (for this box, just Terrain modifiers)
  • Range modifiers

Start with your Gunnery Skill Rating, then add all other applicable modifiers, and the result is your modified Target Number to meet or exceed on the die roll. In the Target Number Modifiers section (as well as the Attack Modifiers Table), modifiers are listed in GATOR order, beginning with the attacker movement modifier.

Rolling to Hit

Once the player has determined the modified Target Number for each weapon their 'Mech is firing, they make a roll to see if the attack is successful.

For each weapon attack, the player rolls 2D6. If the result is equal to or greater than the modified Target Number, the attack succeeds.

Players may choose the order in which each weapon attack is rolled, and the order in which damage from each successful attack is resolved.

The Rolling To Hit Diagram illustrates how to determine a modified Target Number.

The Wolverine has used its Running movement of 8 MP to move from Hex A to Hex B. Though it expended 8 MP in the move, it actually travelled five hexes, and so the player places a black Movement Die with a "2" showing. The Griffin had to walk to get from Hex C to Hex D, placing the Wolverine in its Firing Arc. It spent a total of 5 MP but only travelled two hexes, and so a white Movement Die is placed next to the Griffin with a "6" showing.

The WVR-6R Wolverine is firing a medium laser and SRM 6 at the Griffin (they both have the same range, so even though they're different weapons, the player can figure the numbers simultaneously). The player remembers the GATOR principle as he begins to add up his numbers. The Base Target Number is the Griffin MechWarrior's Gunnery Skill of 4 (GATOR). The Wolverine used Running movement this turn, so the Attacker Movement Modifier is +2; the black Movement Die (GATOR). While the target moved, it was not enough to receive a modifier, so there is no Target Movement Modifier; a "6," meaning 0, on the white Movement Die (GATOR). There is a light woods along the LOS between the Wolverine and Griffin, which adds a +1 Terrain Modifier (GATOR). The target is four hexes away, which is in the medium range for the medium laser and SRM 6, adding a Range Modifier of +2 (GATOR). The result is a modified Target Number of 9 [4 (Gunnery Skill) + 2 (Attacker Movement) + 0 (Target Movement) + 1 (Terrain Modifier) + 2 (Range Modifier) = 9].

The GRF-1N Griffin is attacking back with its PPC. The Griffin's MechWarrior's Gunnery Skill is 3 (this player is using a MechWarrior Card). The Griffin used Walking movement this turn, so it must add an Attacker Movement Modifier of +1; the white Movement Die. The target travelled five hexes, creating a +2 Target Movement Modifier. There is a Light Woods in between the attacker and target along the LOS, and the target is in Light Woods, creating a +2 Terrain Modifier. The range to the target is four hexes, which is in short range for the PPC. For that attack, the modified Target Number is 8 [3 (Gunnery Skill) + 1 (Attacker Movement) + 2 (Target Movement) + 2 (Terrain Modifier) + 0 (Range) = 8].

Attack Modifiers Table

All AttacksModifier
Gunnery Skill (GATOR)Base Target Number
Attacker Movement Modifier (GATOR)
Stationary [White Movement Die, number 6 showing]None
Walked [White Movement Die]+1
Ran [Black Movement Die]+2
Jumped [Red Movement Die]+3
Target Movement Modifier (GATOR)
Moved 0–2 hexes0
Moved 3–4 hexes+1
Moved 5–6 hexes+2
Moved 7–9 hexes+3
Moved 10++4
Terrain Modifiers (GATOR)
Light Woods+1 per intervening hex; +1 if target in light woods
Heavy Woods+2 per intervening hex; +2 if target in heavy woods
Range Modifier (GATOR)
ShortNone
Medium+2
Long+4

Hit Location & Damage

Hit Location

When an attack hits its target, the firing player must determine precisely where the attack struck.

Determining Hit Location

To determine the location of a hit, the player rolls 2D6 and consults the Hit Location Table found on each 'Mech's record sheet (it's also found below).

Missile Attacks. After each hit by a missile weapon, a roll is made on the Cluster Hits Table (below), to determine the number of projectiles that actually hit the target.

  • SRM: On the record sheet, the Damage column lists it as "2/Msl", meaning two points of damage per missile. The attacker rolls a separate hit location for each short-range missile (SRM) that hits.
  • LRM: On the record sheet, the Damage column lists it as "1/Msl", meaning one point of damage per missile. The attacker makes one hit location roll for every 5 long-range missiles (LRMs) that hit the target. Group the missiles that hit into lots of 5; in other words, after rolling on the Cluster Hits Table, form as many 5-point Damage Value groupings as possible, assigning any remaining points to one smaller lot, and determine a hit location for each lot.

Damage

Each attack that hits the target does damage. Every weapon does a specific amount of damage, shown as the Damage Value (or Damage Value grouping) in the Weapons Inventory of each record sheet.

Recording Damage

Damage checks off armor circles in a location (the number in parenthesis next to a location's name is its total armor). Follow the step-by-step procedure outlined in Damage Resolution (below) to determine the effects of damage.

Damage Resolution

To apply damage from an attack, begin with the amount of damage inflicted and the hit location, and start at Step 1. Answer both questions yes or no, and follow the instructions.

1. Does the location have armor?

  • Yes: Check off one armor circle on the Armor Diagram in the appropriate location for every point of damage taken, until all damage is applied or all armor in the location is destroyed. Go to Step 2.
  • No: Proceed to Step 2.

2. Is there damage remaining?

  • Yes: Damage transfers to the armor of the next location inward (see the Damage Transfer arrows on the Armor Diagram on each 'Mech record sheet). Go to Step 1 to allocate remaining damage.
  • No: Attack is finished.

Torso Destruction

If a 'Mech's right or left torso has all of its Armor Points (circles) destroyed, the corresponding arm is blown off immediately and can sustain no further damage. The corresponding leg is not damaged. If the center torso is destroyed, the entire 'Mech is destroyed (see Destroying a 'Mech, below).

Leg Destruction

If one or both of a 'Mech's legs is destroyed, it cannot move nor make any facing changes for the rest of the game. It may fire weapons normally until it is completely destroyed, however (see Destroying a 'Mech, below).

Transferring Damage

BattleMechs can survive the destruction of any body location except the head or center torso. If any other locations besides the center torso or head take further hits after being destroyed, or if excess damage remains from the shot that destroyed the location, that damage transfers to the armor of the next location inward.

This principle is illustrated with the Damage Transfer arrows on the Armor Diagram on each 'Mech record sheet. Damage to a missing arm or leg transfers to the torso on the same side; left leg or arm damage is transferred to the left torso, and right arm or leg damage to the right torso. Additional damage to a destroyed side torso location transfers to the center torso.

Destroying a 'Mech

A 'Mech is destroyed if its head or center torso is destroyed. Destroyed 'Mechs are removed from the map at the end of the phase in which they were destroyed, and have no further effect on game play.

Damage Resolution Example

Karli declared an attack from her GRF-1N Griffin at her opponent's Wolverine. The Griffin hits with its PPC (10 Damage Value) and eight missiles from its LRM-10 (grouped into one 5-point Damage Value grouping and one 3-point Damage Value grouping). All of the rolls go to the Wolverine's left arm, which is good for Karli because there was already 5 points of damage there from a previous turn, meaning the arm only has 11 armor before this current attack.

The PPC reduces the Armor Value by 10, so the player fills in ten circles. The first LRM Damage Value grouping does 5 points of damage, but since the Wolverine's remaining Armor Value in the left arm is 1, that leaves 4 points of damage that the hit location cannot absorb; the left arm is completely destroyed.

The remaining 4 points of damage from the first LRM Damage Value grouping transfer, per the Damage Transfer arrow, to the armor of the next location inward, which is the left torso. The player fills in four circles on the left torso location. Then the final 3-point Damage Value grouping automatically transfers, so three more circles are filled in, leaving 13 of the original 20.

In a subsequent turn, if the Griffin's PPC and at least three LRMs strike the left torso (or left arm), it will be destroyed, leaving any damage from other weapons that may have hit the left arm or left torso to transfer to the center torso.

Hit Location Table

Roll (2D6)Location
2Center Torso
3Right Arm
4Right Arm
5Right Leg
6Right Torso
7Center Torso
8Left Torso
9Left Leg
10Left Arm
11Left Arm
12Head

Cluster Hits Table

Roll (2D6)Weapon Size 2Weapon Size 5Weapon Size 6Weapon Size 10Weapon Size 15
211235
312235
412346
513369
613469
713469
823469
9245812
10245812
112561015
122561015

Scenario

This training scenario recreates one of the many "greenhorn" simulator programs used to train burgeoning MechWarriors throughout the Inner Sphere.

Both Players Roll 2D6: the winner is the attacker and places their 'Mech on the mapsheet after the loser has placed their 'Mech.

Game Set-Up

Lay out the Desert #1 mapsheet provided with these rules.

Defender. Cut out the appropriate counter and GRF-1N Griffin record sheet for use in the game.

Deployment. The defending player sets up first, placing their 'Mech anywhere within 3 hexes of the south edge (short end) of the mapsheet.

Attacker. Cut out the appropriate counter and WVR-4R Wolverine record sheet for use in the game.

Deployment. The attacking player may place their 'Mech on any of the hexes along the north edge (short end) of the mapsheet.

Victory Conditions

Victory belongs to the first side to destroy the enemy 'Mech.

If a 'Mech exits the map for any reason, it is considered destroyed. In this instance, unless the opponent's 'Mech is destroyed in the same turn, the opponent will automatically win.

Now play your first game!

Onto the Beginner Box

These rules offer just a glimpse of the excitement found in the BattleTech: Beginner Box. Here are the highlights awaiting you:

  • Miniatures. Instead of counters, launch into your games with two high-quality, fully assembled (unpainted) miniatures of the Griffin and Wolverine.
  • Map. An all-new 18" x 22" full-color paper map. One side is the map found here, the other a different map to mix-up your play style.
  • Playing with multiple 'Mechs. Punchboards of additional BattleMechs, along with rules for playing with multiple 'Mechs on a side, increase the challenge and enjoyment of BattleTech.
  • Additional Quick-Start Record Sheets. Six additional record sheets expand your options for what to field during a game.
  • MechWarrior Cards. These cards bring notable MechWarriors from the fiction to life. After you have one scenario under your belt, review the MechWarrior Cards and consider adding them to your game.

Credits

Published by Catalyst Game Labs, an imprint of InMediaRes Productions, LLC.

Find Us Online: [email protected] (e-mail address for any BattleTech questions) · http://bg.battletech.com/ (official BattleTech web pages) · http://www.CatalystGameLabs.com (Catalyst web pages) · http://www.store.catalystgamelabs.com (online ordering)

BattleTech Original Design: Jordan K. Weisman, L. Ross Babcock III, Sam Lewis

BattleTech Line Developer: Brent Evans

Assistant Line Developer: Ray Arrastia

Project Development: Randall N. Bills

Additional Development: Ray Arrastia, Brent Evans, Keith Hann, Mary Kaempen

Product Editing: Aaron Cahall

Additional Writing: Aaron Cahall, Geoff Swift

Production Staff: Art Director: Brent Evans · Assistant Art Director: Ray Arrastia · Graphic Design & Layout: Ray Arrastia, David Kerber

Cover Art: Marco Mazzoni

Interior Artwork: Ray Arrastia, Matt Alexander, Matthew Cross, Mark Hayden, Alexander Immerzeel, David Kerber, Marco Mazzoni, Anthony Scroggins, Kat Wylder, Rich Cencarik

Additional Proofing: Paul Sjardijn

©2019 The Topps Company, Inc. All Rights Reserved. Classic BattleTech, BattleTech, 'Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC.

Included Record Sheets

The box's two pre-printed Quick-Start record sheets carry the following data, for use with the training scenario above.

Griffin GRF-1N

  • Tonnage: 55 (Weight Class: Medium) · Tech Base: Inner Sphere
  • Movement Points: Walking 5 · Running 8 · Jumping 5
  • Gunnery Skill: 4
QtyWeaponLocationDamageShortMediumLong
1LRM 10Right Torso1/Msl71421
1PPCRight Arm1061218

Ammo: LRM 10, 12 shots.

Wolverine WVR-6R

  • Tonnage: 55 (Weight Class: Medium) · Tech Base: Inner Sphere
  • Movement Points: Walking 5 · Running 8 · Jumping 5
  • Gunnery Skill: 4
QtyWeaponLocationDamageShortMediumLong
1Medium LaserHead5369
1SRM 6Left Torso2/Msl369
1AC/5Right Arm561218

Ammo: AC/5, 20 shots · SRM 6, 15 shots.

Each record sheet also repeats the Hit Location Table and an Armor Diagram with Damage Transfer arrows, as described under Hit Location & Damage above.