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BattleTech: Map Set 5

Expansion for BattleTech

BattleTech: Map Set 5 Rulebook

Table of Contents

Table of Contents

  • Large Mountain
  • Deep Canyon
  • Line of Sight
    • Dead Zone Rule

Large Mountain

These two maps were designed to be placed together as shown below to form a single large mountain. Other maps can be placed around the mountain to form the surrounding terrain.

Each Large Mountain map also can be used individually as a slope. When using a Large Mountain map as a slope, increase the Level of any map adjoining the high part of the slope (Map 1 in the example below) by 6 levels to reflect the fact that the terrain is actually at the top of the slope. Maps adjoining the low part of the slope (Map 3 in the example) are treated normally.

Deep Canyon

The two Deep Canyon maps are designed to fit together at the narrow ends to form a continuous canyon. Note that the maps can be set together at either end to produce a variety of canyon corridors, as shown below.

The narrow ends of the maps are intended to form the canyon walls, but they can also be joined with other mapsheets. When using the Deep Canyon maps with other mapsheets, treat the half-hexes along the narrow edges of the Deep Canyon mapsheets as Level 0 terrain, rather than the level indicated on the map.

Line of Sight

Under the standard BattleTech game rules, the large number of high elevations and deep sinkholes on the maps in this set will create some unusual line-of-sight (LOS) conditions. To make LOS more realistic (but more complicated), you can use the following optional dead-zone rule in place of the standard line-of-sight rule.

The dead-zone rule given below replaces only the following standard LOS rule (p. 30, BTC:RoW): "If the terrain in the hex adjacent to the attacker through which LOS is traced is higher than the attacker, then LOS is blocked. If the hex adjacent to the target through which LOS is traced has a higher elevation than the target, then LOS is blocked." All other standard LOS rules still apply. Because the standard line-of-sight rules work well in most situations, the advanced line of sight (dead zone) rule should only be used when a player thinks there is a legitimate line-of-sight question. Players should not invoke this optional rule unless absolutely necessary, as it will slow down game play.

Dead Zone Rule

Players must check for dead zones if there is no intervening terrain higher than both the attacker and the target, but there is still some question as to whether LOS exists. Note which of the two units is at the higher elevation and which is lower. Then find the highest-level hex between the two units. If there is more than one of equally high elevation, use the hex closest to the lower of the two units, designating it "Hex X." The elevation of Hex X may or may not create a dead zone, determined according to the following steps.

  1. Subtract the elevation level of the lower unit from that of Hex X. This number is "A."
  2. Subtract the level of Hex X from that of the higher unit. This number is "B."
  3. Subtract B from A and multiply the result by 2. This number is "C."
  4. Count the range to Hex X from both units. Subtract the range to the lower unit from the range to the higher. This number will be negative if the higher unit is closer to Hex X than the lower unit. Add this number to C.

If the final result is greater than 0, the lower unit is in the dead zone and LOS is blocked. If the result is 0 or less, then LOS exists between the two units.