Вы находитесь на странице: 1из 31
Ce er et Ce ee ete ed rod Cc Poros Petar) are el eet ear Cy Scasaeteal liken) ee ete) Foci ela Siete’ Toman Pri Ctra ty rare ela RE eon eo Pernt Vera esc) Ce rio) So a [ometeenteay ce ed oe ol Peer) Pore eaaeeaann Peer Oe orl Peer) Peeves) Lome nny Daeirtenrg Forword Introduction Object of the Game New Terms Set Up What Do Your Cards Do? Playing Area Play Turn Sequence Card Types Resources and Paying for Cards Spocial Powers Provided by Assets Deploy Phase ‘Missions Phase Battle Attack Value of ‘Mechs (How Much Damage Do They Deaf?) Dealing Domage Dealing Domoge when There Are Moe than Two Attackers or Defenders Table: Effects of Damage “Mech Options Damage Decoration: Initiative az ‘Mission Cords. Repair/Relood Phase Improving Your ‘Mechs and Sites aprorts ‘Unique Cords Universe Pat “ag Glossary of Terms Quick Reference Index Credits Customer Service Information BattleTech isn't it's 0 vost universe of infinite complexity, 0 game; isa ves universe Y populated by intriguing choracters and ther monstrous machines of ‘war The BattleTech board game gives you « look ot his universe from the point of view of the individual MechWarror,bating the ene- mies of your House or Can atthe contro ofa massive BattleMech. Fach player controls o small unit of ‘Mechs, ina deady dane of alternating fire ond maneuvering cross various In hs ring card game, you seth uiverse from odferet view: that ofc high-ranking general or House leader. You engage your opponent ina fst paced bale of nerves, sng Btllecs, ub- terge, and sheer lck win the compaig. This difference of sce hai 0 ange oe deg cr gone cal certain kinds of game mechan, mony of which re it. ferent rom the hex-bsedboord gome of BattleTech, Throughout the design and development ofthis game, everyone at Raed Lae that the overall fe of combat in the BattleTech universe, as wel asthe specific BatleMechs, weapons, ‘ond famous characters, survived the transition from board game to card game, Hopeful, your favorite ‘Mech made it through okay. tor Nystul tleTech Line Developer ASA Corporation ez? Georges Clemenceau ance said “Wari oo important a matter to be left tothe gonral” That's where you come in—the BattleTech uni- verses sanding, and we've Wed develop oding card based on it that does more than put you in command of a bat- Jt puts you in command of a war. Deciding how to commit your Se be ‘cal support versus ing ‘Mechs versus performing nefarious sub- rabidections of more than ot o genera. There the decisions of « BattleTech player. The mecha ofthe BatleTec boar gore ond the BattleTech trading card gore ae or obvious reasons, very diferent. | belive, however, that hardcore BattleTech players, longtime trading cord ame players, and players who are experiencing both wards for the first time will all find something exciting in the BattleTech TCG. This ame i testimony to Wizards ofthe Const ond FAA’ mutual belie tha! here oe ohways new ways to see the universe: if theresa Gn way, there sno doubt an Inner Sphere way os well Richord Garfield BattleTech ICG Game Designer Wizards of the Coast Introduction In the 31t century, wot empires battle fr corirlof humankind. You command Batch, the mest powerful machines onthe batle- ‘field, fighting to take a planet—or lose an empire. For oles o thousand years, humans journeyed into the for reaches of space, colonizing thousands of worlds ond forming sar spanning alliances. From these grew the five vast star empires that make up the Inner Sphere. But the Inner Sphere was divided. ls ruling dynasties warred con- ‘tantly over colony worlds with valuable resources. These titanic strug- les led a ree ee, humanoid battle machines bristling with lethal weo 25th century ‘onward, ee tanks rll te btleels, BattleMechs and ‘heir skilled pilots changed combat forever. As the price of conflict grew, the Inner Sphere tired of wor. In 2571, the five ruling Houses joined together inthe Stor League, a federa- tion led by First Lord ond served by its own army, For nearly two hundred years, the Star League brought the Inner Sphere peace ‘and prosperity. 1.2751, the sudden death ofthe Fist Lord et he Star League in the hands of hill onda coundl of reget. Young Richard Cameron ruled in name, but the real power ay wth he five Cound Lords. Ambitious and disrustu, they plated agaist each othe, ‘while an evil genius named Stefon Amaris wormed his woy into Richards trusting hoor. n-2766, Amari ssssnaed Richard ond Dp took contol ofthe Star Leogu ina bloody coup dt The Siar Leogue Defense Forces, commanded by the biliant General Aleksandr Kerensky, refused to accept Amaris’s rule. For ‘thirteen years, they fought him in a bitter civil war. Kerensky’s forces won but ot a terrible price. The Council Lords, each deter- rrined fo rue the Star Leogue, launched a devastating war that tied the Leogue asunder. With the army disbanded by the lords’ orders, former Star League troops sold their services as mercenaries ‘o different Houses. ‘Unable to hat the conic, Kerensy Gppeoled to hs saldien jin him in leaving the inner Sphere. Mealy BD percent ofthe Star Leogue army heeded Kerenskys call fo build « new Sor League, samevere fr beyond th explored nies. In 784, Krensky and his flowers abandoned thir homes ond headed into uncharted spoce, presumably never to return. ‘War followed war in the wake of Kerenskys dramatic departure. For ‘lmost three centuries the Houses ofthe Inner Sphere fought in vain forthe right fo rule the universe. These Succession Wors brought new cllioncs and cast the Inner Sphere precious, replceable lip. Constantly maneuvering for postion, the House Lords assumed that the greatest enemy they would ever face wos eachother. They were wrong. While the Inner: sank into barbarism, Kerensky's followers built ‘a new society inthe harsh environs beyond known space. They devel- ‘oped « rigid caste system, designed to produce the ultimate warriors. Fer nearly three hundred years, the seporate cases of Kerensky’s Cans were unified by one burning ideal: that when the time wos tight, they wold return home ond conquer the Inner Sphere. They ‘would become the “saviors” of humanity, rebuilding the Stor League in their own image. In 3048, the warlords ofthe Clans decided the time had come to launch their invasion. With their "Mechs od eet oy eee yee wt of humanity Faced with o common enemy, the states of the Inner Sphere have united aginst he threat, Bu thei rst Fag, heeding clones fraught wih rk The Cans oo ve with each ther forthe anor fist reaching Ter. But hese internal dosh renting cpr te a wr tsb Oi ie fuse. House against House, Clan against Clon, or House against lon, war is everywhere. As commander of a BatleMech force, you deploy your soldiers, quod your resources while attacking your opponent, ond fight o conquer your enemy. Your ‘Mechs or ready to toke the field—are you ready led ther? Object of the Game The object of BattleTech sto run your opponent completely out of cards. You do this by outmoneuvering ond outlosting your oppo: nent, by making him or her use up supplies, and by destroying ‘your opponents war equipment before the same thing happens 1o ‘you. There are a number of ways to do this, but the most basic isto tse your ‘Mechs to attack your opponent’ draw pile, oF Stockpile. You win the game when your opponent i required 10 drow a card from his or her Stockpile and has no cards left in his or her Stockpile fo draw, or when you damage your opponent's Stockpile ond your opponent connat scrap enough cards to equal the damage from your attack New Terms Though he Batch hn, wl i ae a in bold. These terms have spec meanings in the BatleTech TCG, ond they appear in the glossary atthe back ofthe book. Set Up BattleTech is designed fr two or mote players, and each player reeds 0 deck of no more than 60 cords. Each player shuffles, ct his ar her opponents deck, and then dravs five cords to begin the game. Rondomiy determin who goes fist. Each player wl aso need coun fers availble for marking cards —these counters can be rvs, pen- nies, oan other convenient markers. Each player wl aso need a standard sided die (provided in your starter set) What Do Your Cards Do? ‘There are three different kinds of card in BattleTech and each of ‘them does diferent things: ‘Mechs (which are the combatants of the ‘game ond what you'll se fo attck your opponent, Mission cards {wich are meont to cid your ‘Mechs or hinder those of your oppo- rent), ond Command cards (which represent both the resources ‘you use fo build) or construct, your ‘Mechs ond the other projects that vil sist youn your bts aginst you opponent). Playing Area Te playing orcs divided into th following region: The Stockpile is your fce down draw ie The Under Construction region is where ‘Mechs and Command cards ore placed when they are being constructed; when they're fully constructed, you can reveal ‘Mechs (which activates them). Htyou do this, move them from here to the Patrol region at end of turn. When they're fully constructed, you can reveal Command cards (which ‘ocivaes them). If you do this, mave them from hereto the Command Post immediately The Command Posts where Command cords that oe fully constued are placed io indicate that they are in play ond that you can use ther abilities. The Ptrl regions where your ‘Mechs the giant tank ike machines that wil fight your btles) are placed when you have octvoted them, The Srp erie perp. ar et sop, Eculpe lei vekeitaera ieapayvae’ Pee pe seid — Some crs in ply ae considered ses: te Sropheop the Seltoh ail Gi te escfctee de ee eee sy Beg 43m ee ploers di cords from their Stockiles—these cards might be “Mechs, Mission cards (which are meant to aid your ‘Mechs or hinder those of your opponent), ond Command cards (which repre- sent the resources you use to build, or construd, your ‘Mechs, as well s other projects that wil asst you in your bates against your ‘opponent). Each turn, players add to their resources, construct ‘Mechs, repair damaged ‘Mec, reload those ‘Mechs that have used up their ommuniton, activate ‘Mechs and Command cards, and send ‘Mechs on missions agains! their opponent Turn Sequence The turn sequence is vided int six pectic phases thot come in order: Uinta, Draw, Repi/Reload, Deploy, Misions, and End oF Tarn. These invidual phases ore ow. 1) Untop: Topping o card means fo fun i sideways. This indicates thot a card has been used and is temporarily out of commission — So, in most casts card can only be used once pe tun. Card fp for a variety of reasons: ‘Mechs usually top to attack and fo bloc, some cards tap o provide resources, oer cards top to el spc damage orto use speci abies. Te syrbal on 0 Card shows tha it can be topped. During the Uni phose, you tur lof your cards upright, ntoping them ond readying them for use ogain, 1) Draw: Draw a card from your Stockpile. Do this wo times during your Drow phase. (Note that onthe first players rs tun, that player takes only one card.) 3) Repair /Reload: Al repoiring ond reloading of ‘Mechs occurs during this phase. Depleted Mechs (see Alpha Strike, below) are reloaded, turned face up again, but remain topped. 4) Deploy: This phase isthe only time you can poy for ond play “Mechs and Command cards. During his or her Deploy phase, a player may make two ments (take a card from his or her hand ond put it in the Construction region). On the first players ist turn, that player ony gets one 5) Missions: You may send your ‘Mechs on missions during this phase (see Misions Phase, below). You may send as many ‘Mechs as you ike on as many different misions a yu ike, dedaring and ceslving eoch mission in tun. Te Missions phase, wheher your opponent’ or your own i the ony time that Mision cards can be played and only i ‘Mechs are on a mision. 6) End of Turn: Tell your opponent you've ended your turn. There is, ‘no handsize limit, so you do not need to discard. At the end of ‘your turn, activated ‘Mechs move from the Under Construction region fo the Patrol region. Ty Iiaed le ters 5 ies Rs ot briefly described ond labeled below; thir specific obltis willbe dated later on. © “Mechs: These cards are the combatants of the game; some "Mechs are more powerful than others, some are more difficult to destroy than others, and some are faster than others (as indicated by the speed symbol onthe ard; see sample ‘Mech below). “Mechs are either slow, moderate, or fast speed. Mech card © Command cards: These cards Basson imme war ey personne, ond means-o-he-ends of bot, The most common Command cards are ons that provide neces acl youl use fo construct your ‘Mechs. nen ‘are indicated by the symbols >: @. Construction Cost Cmamn Cire Cee Command card Sz ‘© Mission cards: Just as Commond cards represent strategic deci- sions, Mission cards represent tactical moves. You wil use Mision pokelatea tetera ra i after, has onnounced a isin. Uns Coag ne cnd ay GUA det aries Resources and Paying for Cards In BattleTech, all Commond cards and ‘Mech cards have o cost— before you con actualy use your cards’ abies, you have to pay tis ‘cast, which is represented by o number in the upper-lefthand corner. Thot cost con even be zero. That number tels you how many resources (or @) you wil need to use to bring that particular card cops oe Command cards ond ‘Mech cards can only be put into play during your Deploy phase There are some Command cards called resources, Command cards that, when activated, you put into the Command Post in front of you. Resources will indicate how many a Command-Resource card pro- vides when topped (as in ">: 4"), and tapping a Command: Resource card will give you some of the resources you wil need to ‘pay the costs of your cards. You can only top these cards for resources ting ot eb and Deploy phases, unless the cord notes Sr a eee en as ee ee ee ee ee ed Besides Command cards, the other cards you wil want to put into play sometimes have one or more lines of letters on them; ‘these lines re directly below the cost in the upper-lethond corner. These symbols represent assets; the numbers ond letters together represent the asset cost. Assets provide cheaper means for you to ‘se or put into play cards thot benefit from those assets. To play a ae. card that indicates one or more assets in its cost, you need to pay the casein teeta ae 4} have the eset in play corresponding to thos ters (nd pay no extra resources); oF 1) poy addtional resources equol to the number inthe ose cost. Assets appear on resource cards and are represented by alter or series of letters centered at the bottom of the card, So card that has 4 cost of @ followed by an asset cst of 20, means that you need to have the ability to pay GD resources (using your resources that say *<: ond you need to have o Command cord in play tht hes 0 @ centered at the bottom of the card. Ifyou don't have the osset ©, you need o poy an axitional 2 resources. For exomple, the number blow appear in the upper efthand comer of card you wont fo play: There are five basic essels in BattleTedh, they are provided by hav ing a card in play with an asset symbol on it centered a the bottom of the card. No asses withthe same ability work cumulatively. Hence, if you have a card in play with the Munitions symbol, ©, centered at the bottom of a card, then you have Munitions. IF you have more © ’s in play, you don't have more Munitions —you either have itor you don't. Asels give you «speci power when you get them, o sted below. These spcil powers are noted onthe card aso reminder. Special Powers Provided by Assets © © —Monitions: Munitions represents the technical knowledge and equipment necessary fo produce ammunition, misses, ond ‘engines of destruction. Munitions allows your missiles to do 3 damage each f you rll a 3 when using mises (see ‘Mech Options: Mises, blow). © —Toctics: Tactics represents skilled personnel using the most advanced military philosophies to achieve ultimate vicory. If you have Tactics in ploy, you get +1 initiative; iniitive is 0 number thot determines whether you or your opponent gets to ploy eflecs and assign damage frst (see Domage Declaration: Initiative, below) © —Logistics: Logistics represents using the most up-to-date mnehods of cman, rnsporatn ond moig ead men, the basics of any mitory campaign Logistics allows you to restock (out ot the botiom of your Stockpile) o card from your hand at the end of your turn. © © Assembly: Assembly represents state-of-the-art technology for construction and repair of ‘Mechs ond other militory machinery. Assembly provides you the ability to repair 1 structure damage deal to one ‘Mech for @ (For spending one resource) during your Repcir/Reload phase (see Repair/Reload Phase, below) © —Politics: Politics represents the machinations required to cat through the redtope of government to improve the art of war. Poltcs makes crtoin cords notably less expensive, but it provides ro specil ability itself. Field Commander Report: 50 you manage to play two different resources that both pravide you with Tactics (7 J. Good for you! You now ad +2 Pepe een ee nem ee ered tee eee eee re Tactics, you can’t get it again Gust how many Ce en ee eee pee ee ed ee eee a Peer eae ee tea Deploy Phase Potting new ‘Mechs, resources, and other Command cards into ploy s called deploying cars. The Deploy phase is the only time you con put these new cords int play. You may only deploy two cards pr turn during your Deploy phase; each ofthese oportnteso deploy s caled, of couse, « deployment. However, onthe fist players fst ‘tur, that player only gets one deployment. eye eer ead rules about the first player's first turn. You ee ee ed fed ee eden ed a ed ee ee ee ee ee ee eed eed a eet ee er To deploy a ‘Mech or Command cord, plac it face down inthe Under Construction region. It is now ‘construction. Jo activate that card, you must ultimately pay is cost in resources (inthe upperef- hand cornet) and all addtional osetcsts—once you do so, you can choose fo reveal the cord. If you do this, move the card to ether the Patrol region at the end of your turn {’Mechs) or to the Command Post immediately (Command card). To begin constructing o card in the Under Construction region, tap a resource ond mark the card with one construction counter for each resource spent. You can top ond spend as many resources to construct that card as you wish. What if you wish activate a card, but you do ‘ot have enough resources to activate that card this turn? In this case, ‘you may plac it foce down inthe Under Construcion region, mark i ‘with one counter fr each resource that you have spent on itso far (this mmber con be 2er), ond lave the card unde construction ‘through future turns. ‘the card, activating It. and mave ft Into his Petrot region at the end of his turn. Unless the cord says otherwise, you can only reveal Command cards during your Deploy phase You may keep « card under construction, ‘more construction counters fo it, os long as itis not revealed. Of course, your opponent can see each counter that you place on o card under constuction, so you may wish fo maintain secrecy ond intimidation by continuing to odd construction counters too card ‘under construction long after you've put enough counters on it to acti- vote it. These additional counters ore referred fo as “construction ‘counters above the cost” of the card. ‘When you reveal a card that has too many resources spent on it in this way, you lose the excess construction counters—a card might reward you for these construction counters above the cost of the card, but otherwise they serve no purpose beyond the alleged threat they imposed. When you acivate a card under construction, remove all Cexstructon counters (incuding these excess ones) Example: On Brian's tum during his Deploy phase. he uses bath of hils deployments. The ‘first one, 2 O-cost resource, goes from his hand the Under Construction region. where he ‘reveals It immediately (because he has paid Its full cost— (Cand wants to use the resource now). The resource is, ‘then moved to the Command Post, ready for use. Next, Brien uses his second deployment to put a "Mech with 2 construction cost of @) face down In his Under Construction region. He uses 6 resources [inching the O- cost resource that he Just activated) to pey for some of Its cost, and he marks the ‘Mech by piecing sbx construction counters on ft. He alsa uses 2 additional resources and fine {shes construction of a "Mech that costs 1! resources to construct and that's been under construction the last few ‘tums. He reveals thet card (to show it's been pald for): this activates It. At the end of hls tum, the ‘Mech maves into Brian's Patrol region. On his next tum, Brion uses 3 more resources, finishing construction of the remaining "Mech under construction. At the end of his turn, he moves thet “Mech into his Patrol region. Missions Phase During the Missions phase, you may chose one or more ‘Hecho go ‘on a mision—fo scout ou enemy leitory ond attack and destroy factors, solders, or headquarters. When you decide which ‘Mechs ‘you plan to attack with, announce this and tap these ‘Mechs. If more ‘than one ‘Mech attacks together with others, these ‘Mechs function as. ‘© group, attacking as c team. One or more of your opponent's ‘Mechs ‘can block your ‘Mech o ‘Mechs, preventing them from reaching their intended target. If one ‘Mech in group is blocked, all he ’Mechs in the group oe blocked. After the mission i resolved, you may choose to send other ‘Mechs on other missions, ond so forth. As lng os you hove untapped ‘Mecks on patrol, you can choose to send them on missions. Ifa "Mech manages to be untopped due to 0 card effect dur- ing oF after mission, you can choase fo send it on another mission, Your missions can be to attack: © any of your opponent’ sites (Stockpile, Scrapheop, or cards in the Command Post—except enhancements) © cords under construction any of your opponent’ ‘Mechs (provided all of your attacking "Weeks are faster han the target ‘Meck; compare the sped lines onthe crds—fost ‘Mechs cn atack moderate or slow ‘Mechs, and moderate ‘Mechs con cack sow Mechs) ‘your opponent’ depleted ‘Meck, regrdes ofthe depleted “Mech’s speed. You cannot attack pilots or enhancements, but everything else is fair ame. IFits lower thon your attacking ‘Mechs, it can be o target Whenever you dedae an attack, your opponent can elect to black with one or more untapped ‘Mechs. A patroing ‘Mech that blocks rms be fleas as fost os the slowest ‘Mech nthe attacking group Boing acs ped en or ope dediats them as es ‘So which ‘Mechs can block? Well, those ‘Mechs on patrol, those ‘Mechs (guarding the specific target you're ettackng, ora combination of “Mechs quarding and on patrol. During your Missions phase, you can move any untapped ‘Mech fo guard your Stockpile, Scrapheap, a card under constuction, ofa card inthe Command Post. et your ‘opponent know which ‘Mechs ae on guard duty and where. ‘Mechs ‘on guard duty connot block any tfocks agains any target other than the one they guord, but they can blak an attack agains! tha target regardless ofthe speed ofthe attacking ‘Mech. So it doesn’t matter how fast a guarding ‘Mech is—i can block anything that attacks the forget it guards. If you attack with a guarding ‘Mech, it is no longer considered t be guarding. er ed ee eet ee ed Pe ee ed et ee Se ee eee eee ee Ce eg the slow Mechs are guarding the Stockpile, not pn eee eae ee ge ce ee eee ee Baample: Brian attacks Melissa's Rader Inetalintion with 9 modernte Mech anc! a fast "Mech. Melissa can block with any "Mechs on patrol that are at least moderate speed (tn match the slowest of the attacking "Mechs. If she had a "Mech guarding the Radar Installation In particular, she could block with thet, too, even If hers was # slow ‘Mech, Example: Brian attacks Melless's Rader Installation with a fast "Mech. Melissa has ‘two moderate "Mechs on patrol and no ‘Mech ‘Quarding the Rader Installation. Because Melissa's ‘Mechs can't match the speed of Brian's slowest attacker and since she hes no “Mech guard Ing the Radar Installation, Brian's attack succeeds em eee eae be ta your advantage. Remember that a Mech ee ee te eats Pee ead en ere eee ed Sd eee er erg ee ee eed ee ee ee ee end eens Battle Ifa mision is Blocked, battle ocurs This bale takes place between attcking and blocking ‘Meck. Dring ote, cards on both sides right deal damoge othe othe side, and this may havea variety of resis. Is imporant to note thatthe defending player can inde the target of a mission inthe bt even if he mision was blocked Brample: Melissa attacks Brian's Martk Arms ‘Trade (a Command-Resource card} with 2 moderate "Mech. Brian blocks with a fast "Mech on patrol but decides to include Marti Arms Trade in the bette because ft ts 2 card capable of dealing domage tn Melissa's attacker. When an opposing ‘Mech blocks a ‘Mech ono mission, the defending “Mech is topped. However, if « ‘Mech goes on a mission that specifically ‘attacks an untapped ‘Mech, the defending ‘Mech is not topped as a ‘result of the battle but can sil oin the bate. If any other ‘Mechs locked that orgeted “Mech, those blockers would be topped as normal. Baample: Melissa attacks Brian's untapped stow "Mech with three fast "Mechs. She taps her attacking "Mechs. Brien blocks with one fest "Mech (and taps ft} end decides to inchude ‘the slow "Mech being attacked In the battle. At this point In the battle, Melissa has three tapped fast. "Mechs (all three attackers] and Brian hes one tapped fast ‘Mech (the blocker} and one untapped slow "Mech the target of Melissa's attack). if Melissa attacks a Much Damage Do They Deal?) Of come Mes oe king of hl when canes melo punishment fo the enemy: they inflict domoge based on the number, caled on attack valve (a ech’ base attack), inthe cards lover righthand cone. f the number @)_ appears in he lowerrighthand corner ofa 'Mechs card, for example, that ‘Mech is able o deal 4 damage when it engages in bal. ‘Mechs con deal odétonal dam- cage in other ways (see ‘Mech Options, below), e=»D Dealing Damage So where does tht damage go and what des itd othe Mechs? Well, if an attacking ‘Mech is unblocked, it deals damage ‘equol to its attack value to Ne forget being attacked, This dam- age can be modified by ther effects (see ‘Mech Options below). J damoge a ‘Mech deals to on opponents Stockpile, disc ed (see Effects of Damage, below, for more age) But fon attacking “Mech s blocked by onother ‘Mech, the ‘Mechs deal their damage fo each other, and the attacker doesnt del dom- ‘age to the original target. In the lower-lefthand corner of each ‘Mech care two numbers, represented by */*, where * i 0 number. The fist number is called the armor—this is how much damage the ‘Mech can toke without suffering any long-ferm damage. The second num- bers called the structure—thsis the number that keeps a ‘Mech from being scrapped. ‘When two ‘Mechs deol damage to each other, the damage is fst nplied fo the armor. Wos the omount of damage deat es than or ‘equal to the armor of the ‘Mech? Ifso, then the ‘Mech is essentially ‘unharmed. Thus, if an attacking ‘Mech has an attack value of 3 (the amount of damage it deals), and a ‘Mech blocking i has an armor of 3 or higher, the attacker's damage s absorbed by the blockers armor ‘ond no permanent damage is dealt to the ‘Mech. But ifthe attacking ‘Mech has o bigger attack value than the bock- ing ‘Mech’s armor, that blocker will take some real damage—to its structure vlue, For every 1 damage beyond the armor volve that oni dyeeare perry iensy =. 1 damage. Once a domoge iearetee abies Goa Beenie Cot damage dealt oa ‘Mech’ strucue is marked on the ‘Mech card wih o counter. That Mech canbe cepted, but onl by certain ather card that specify such. Thus, « ‘Mech witha structure of 8 that hos two counters on it wll be scrapped if ts structure tokes 6 or mere aditionl damage Domoge deoto armor is absorbed every mision and thus goes ‘way, damoge dealt a structure has tobe repaired to be removed. Damage dat to mor by Command Crd, ot ny fim oer than during the Missions phase, is treated the some way. So a ‘Mech that manages oengoge in wo bates in the same urn (remember that eo ih dh et again during your turn to send it ‘ono second mission) could engage in «bal, suffer armor nd then go ons next mision—is armor would absorb damage just os well during the second mision a it id during the fs. Example: Brien attacks Melissa's Stockpile with a moderate "Mech with 2 2/7 armoristruc- ‘ture and an attack of 4. He taps his "Mech. Molina blocks with 2 fest "Mech that was on patrol; ft hes ermortstructure of 13 and an attack of 3. She taps her "Mech. The two battie. Brian's "Mech deals 4 damage (ts attack value} to Melissa's "Mech; Melissa's ‘Mech deals 3 damage (its attack value) t Brian's "Mech has an armor value of 2, and tt takes 3 Gamage fram Melissa's “Mech. The first 2 damage are jebsorbed by his "Mech's armor; the last 1 damage cates aver to his structure, dealing 1 damage to It. He marks his "Mech with a counter tn keep track of this damage. Now his “Mach can only take 6 more ‘damage to Its/structure before It Is scrapped. Molissa's ‘Mech his afi armor of 1, and tt takes 4 damage from Brian's "Mech. The first 1 damage ebsorbed by her "Mach's armor! the next 3 damage thus affect her structure, which fs also 3. Her “Mech’s structure takes the remaining 3 damage. which Is all ft can take. Her "Mech Is scrapped. Brian then menages to untap his "Mech and send ft fon another mission. Its armor returns to normal (2). [but ft took damage to Its structure during the battle Jn the last mission, so tts structure can now ony take 6 more damage. If It later takes 6 mare struc- ture damage (8 more total to its armor. 6 to tts structure} It will be scrapped. Deahng when There Are More Than Tao Attackers ouiesnriers ‘Damage dealt by the attacking ‘Mechs can be divided as the attacker soa tomy ta bicaee hort orotic sed ‘Wech can choose to dea! ‘damage to one, two, oral hree ofthe "Wecks (provided the attacking ‘Mech is ole to dealt least 3 damage, to each blocker) the defender divides any damage done by blcking cards (or by the site under attack, where applicable) among the attacking ‘Mechs. fon attacking 'Mech is blocked and the defending player chooses not fo include the target inthe battle, the attacking ‘Mech deals no damage to the target. ‘Baample: Melissa attacks Brian's unguarded Stockpile with three moderate "Mechs. She ‘taps them to show thet they are attacking. Brien hes two fast ‘Mechs an patrol. ‘ells Melissa that both of them are blocking her ‘ottackers. (Remember that even though Melissa hos three attackers end Brien only has two defenders. Melissa's attockers were on 9 mission together. ‘attacking as a group—f Brien blocks one of them, he blocks all of them.) Melissa's three "Mechs all have ‘attacks of 2; Brian's two "Mechs each have attacks of 4. Melissa can decide to deal the damage from ‘soch of her "Mechs any woy she chooses between Brian's "Mechs, and Brian can da the same with the damage his "Mechs are dealing to Melissa's attack fers. And becouse Brian blocked Melissa's attack against his Stockpile, no damage Is desit to his Stockpile. 2 dealt to 0 cord under construction Winona mri te under construdion has no and then tkes ot leat 1 damage, is scapped. "© Unless 0 cord specifies otherwise, nothing occurs when you attack your opponent's Scrapheap. ‘Mech Options Options will be noted on certain ‘Mechs —theycllow a ‘Mech to do dona damage, usucly ct «cst ose. Wether or not hese options ore going to be used and where the resulting damage is going to be opplied must be determined and assigned when damage deca- ‘afion is being done (see Damage Declaration: Initiative, below). You ‘an only use each option on a ‘Mech once per mission. | } * Overheat X: +¥ attack—A ‘Mech con toke X Overheat damage to itself to do Y extra damage. (This dam- ‘oge may be absorbed by the ‘Mech’s armor but it may oso do structure damage.) Alpha Strike: +Y attack—A ‘Mech can declare Alpha Strike (ie, opening fie with every avaiable weapon, undounted by overheating), which will do Y extra damage and it (top it cond turn it face down). If your ‘Mech has Alpha Strike and COverheot options and you wish tous the Alpha Strike option, you ‘must first use the Overheat option, - mid ™ pee "Mechs con fire missiles, gaat: 1 “Missile Y." For each missile volley (you have Y missile volleys), assign where that missile volley will go. When damage is rescved, roll «die for each missile volley. f you roll Tor a 2, that missile volley deals that much missile damage to its ‘rrget. If you roll a 3 and you have Munitions in play, that missile volley deals 3 damage to its target; if you don’t have Munitions in play nothing happens when you roll a 3. f you rll 4,5, or 6, nothing hoppens. fhe ‘Mech with Missiles is part ofan ottecking mission, the missile volleys can be assigned to the intended target, even if the attacking ‘Mech was blocked. amples Grin uttacks Maines Stipe en 3 et cs vate 23 ad Sa Mama Mac wh marcha Mach en prot hen wack a of, "Overt wach” ed “lpn Strike: 43 attack.” Melissa decides to use Alpha Strike, but this means she must also use her her ‘Mech’s attack 4, 1 from Overheat, and 3 from Alpha Strike). Brian assigns his “Mect's damage to ‘Mellgse’s “Mech and his "Mech's two missiles to her ‘Stockpile. Now demage and missiles resoive—Brian’s “Mech tales 7 damage, Melissa's ‘Mech takes 5 domage (2 from her own Overhest). end Brian makes two missiles rolls against Melissa's Stockpile. The first rolls 8 &—nothing happens. The , 80 the second missile deals 2 Damage Declarations Imtiative All damoge in battle is resolved simultaneously at the end of the battle. But when damage and missiles are being dealt, cards are ‘effets of cord in play are used, and ‘Mech options are sed (doing any of these things is considered playing on effect is determined by initiative. The player with the higher initiative in batle gets to see everything his or her opponent is dong before deciding which cards to play, which ‘Mech options to use, where his ‘or her own damage and missles willbe essigned, and which cffecs of cards in play to use. Initiative is « number used to determine who has this Pry battle. Some cards indicate ‘that they do something “during battle.” Initiative decides when ‘these things hoppen. All have « base initiative of 0, but initiative by li Sr wtaelnimmera te ther increased by other crds in play.) If both players have the same initiative, the defender plays effect first. Beemple: Melissa declares thet she is using ‘two ‘Mechs to attack Brian's Stockpile. If ‘Melissa has Tactics (@ } in ploy ond a Pilot (sce Improving Your Mechs and Stas, below) ‘with +2 Initiative on one of her “Mechs in the current ote, then she hes 3 initiative. She ts attacking ‘Brien, who ony has 2 initiative. The higher number res last, so Melizsa will get to see whet Brian does ‘first before she hes to ploy any effects. Then, after [Brion ts finshed. Moliasa plays all her effects, ail ‘with the advantage of heving seen Brion ploy first. Remember that if on attacking ‘Mech is blocked and the defender chooses not to include the target in the battle, the attacking ‘Mech deols no damage tothe targe. So a ‘Mech attacking on opponent's Stockpile that suddenly finds itself blocked by another ‘Mech deals ‘no damage 10 the patel There are some exceptions to this rule: some ‘Mechs have missiles ond others have long-range da dealing ability. Additionally, the defender might elect to inch ‘orget in the battle first, before you need to do missile or long- range damage. Under any of these circumstonces, being blocked won't necessarily prevent the atlacker from dealing damage to the intended target. Example: Melissa Is attacking Brian's siow “Mech with her moderate "Mech {remember ‘that you can target mn opposing "Mech ony {ff ts slower thon all the "Mechs stacking It). Brien chooses to block this attack with his patrolling fest ‘Mech. Brian can choose to keep the original ‘slow "Mech out of the combat or have tt fire upon ‘Mliess's ettacking "Mech. If he chooses the latter, ‘then Melissa ean iso fire on the slow ‘Mech even ‘though her "Mech was blocked. ‘Sometimes a battle will occur where one player's initiative increases. during the bale. As soon os the cords played that changes the in- fiotive, whoever has the lower initiative must start dedaring his or her effects. Example: Melissa end Brien both have Tactics (©) in play for +1 inttietive. Brien attacks Melissa with one "Mech and Melissa blocks ‘with one "Mech. Melissa will have to dectare her effects first (since they both still have the same Infeative at this time, and In such a case, the defending player deciares first), so she ploys “Deploy Reinforcements.” This card brings in enather ‘Mech to defend for her, and it happens to heve & Plt (an enhancement card) that hes +2 Initiative. ‘This means that her inftistive Is now higher then Brten's, so Brion now has to play his effects before Meltesa finishes hers. See nee eee ee have already assigned all damage and now Pee ee your hand Evasive Maneuvers, a card that pre ee ee Pee ed ee eee ee ee en ee ee end ee ee ee ee ee eee ee en ey ee eed ee tt tee eta Mission Cards Mision cards replayed when you re asigning your damage. Damage from Mision cards does tot Yoke effec untill effcs have been played, unless otherwise noted. There are tree important restrictions to remember when playing Mision cords Mision cards can ony affect tacking or blocking ‘Mechs unless otherwise indicated. ‘© You cannot use more than one of a specific Mission card in the ‘same battle. © You can only play a number of Mision cords equl fo or less than your current initiative. eeD Ifyou play o cord that increases the damage already deat by your ‘opponent, you assign it fo a target to which he or she cssigned damoge. Example: Brian and Melissa's "Mechs are ‘engaged In battle. Melissa's Initiative wes higher, so Brian had to assign his damage first, He assigned 3 damage to each of ‘Mollssa’s ta "Mechs. Now Melissa plays her Mission cards, end one of them adds +2 to damage deat by oll Mechs. Since Brian hes already assigned his dam- ‘ge. Melissa chooses where {0 assign the new dam ‘ege—and she assigns the extrs 4 damage to efther for both of her Mechs to which Brien assigned his damage. Repar/Reload Phase Sometimes your opponent wil get lcky and actually deal damage to ‘one of your ‘Mechs’ structure, Not fo worry—this damage can be tepcired during your Repair/Reload phase. To repir damage, you ‘need to have the asset Assembly ( @ ) in play: this allows you to ‘repair | structure damage (remove @ damoge counter) each tur if Ps ved Ee ene i ‘ore not cumulative, so if you have multiple Assembly assets in play, you cn sil only repair | structure damage each turn. Remember, too, that you dor ned to use the resource with the Assembly asso Any old resource will do— you just have to have the Assembly asset in ploy. ‘so during the Repoir/Reload phase, reload your depleted ‘Mechs. ‘This occurs automatically at this time each turn, Remember that if o } “Mech has used on Alpha Strike ability itis considered depleted, turned face down, topped, and must be reloaded before it can return fo play. Depleted ‘Mechs can be otfocked but dea! no damage in return. ‘Mechs that are reloaded are turned face up ond placed in the Patrol region tapped. Your "Mechs and Sites Sore afl tape ox Your Meco laa lio in battle, while other cords oe played on your sites to moke them ‘more useful. These cards are either enhancements or plas; los con only be played on activated ’Mechs. Nether pilots nor enhancements an be attacked separately, as they are considered to be “port of” the “Wech or ste they pilot or enhance. A pio spayed on a ‘Mech to “drive” that ‘Mech and to give it some special ability, f the ‘Mech is destroyed, the pila Your soitch from one ‘Mech Se yeas re macro owe pilot oto He. Some cards modify your ‘Mech’s base attack—that is, your ‘Mech’s attack value before you have played any effects to change it. A “Mech’s base attack con never be reduced below zero. Bxample: Melissa hes a ‘Mech with the num ber (2) in the lowerrighthand comer. Thus, tts current attack is 2 and Its base attnck bs 2. If Melissa decides to use the option on this “Mech “Dverhoat 2: +2 attack.” then the Mechs cur- rent attack would be 4 but fts base attack would still 31 bbe 2. Now if Melissa plays an enhancement that (Ghes the “Mech Missile 3 but -2 attack, Its base attack would now be O. So Melissa cannot use any further options or play any other effects on this "Mech that would reduce fts sttack any further Gsince it's aireedy at 0). Keywords ‘Some cords affect other cards based on those other cards’ keywords. Keywords are word that appear ether above the rules text ono card or as bold text in the rules text and indicate speciol powers, abies, or functions ofthe card. For exemple, some ‘Mechs contain the key- ‘word “Jump,” which reduces a ‘Mech’ aftck value while increasing initiative, ond some cards affect only those ‘Mechs containing the key- word Jump. Keyword rules ond effects appear onthe individual cards. te ack ly hen Ifo cord contains the keyword “unique,” you may only have one aes in your deck. If an opponent already has that card inhi or her Command Post or Patrol region and you comple con struction of your unique card and it is revealed, you cannot oe it to your Command Post or Patrol region. If you do so, scrap ‘example, Theodore Kurita contains the keyword “unique,’ as ‘mears that if you hove it in ply, your opponent may not play his or her own Theodore Kurita. Unwverse Deck Construction ‘The BattleTech universe is more than jst ‘Mechs battling for super: ‘rity on the field of combat—it has a rich history and set of charac- ee» the es oes ate A zie temporary allegiances, ond civil wor among the Houses; the Cans, 100, ti et ey ah mong themselves, maneuvering for military ond political power. And from each Clan and each House CF pags 10 seed lng eres onl vi, ne ‘ures who have changed the direction of history forever. To refled the exciting alinces ond personaites that make BattleTech so unique, ‘you may wish to use the Universe Deck Construction rules to more ‘ccurately reflect the cultural differences between Clans and Houses. ‘Many cards in the BattleTech Trading Card Game beor « keyword indicating the cr’ ner Sphere or an affiitin; under the Universe Deck Construction rules, all cards in your deck that beor an Inne Sphere o Can keyword mus share a common keyord. ‘Additionally, some Inner Sphere and Clan cards bear a keyword indi- ‘ating their specific House or Clan loyally, Under the Universe Deck Construction rules and using these keywords, you connot put more than one specific Howse or lan in your deck. For example, i you decide fo build « deck for Con Wolf, you cannot use cards that bear the Clan Smoke Joguar keer i you could stil use cards that have no specific Clan keyword (but i cite eT Adionally, diferent House or Can keyword cannot appear inthe some deck ones each card has no keyword on if the cmon key- word and no specific House or Con keyword, the carmon key and a speci Huse or Clan Keyword, or the common keyword ond spec Hose or Jan keyword when that keyword is one of many For example, if you wanted to build «House Davon deck, your deck could include: cards with no keyword on them © cards withthe keyword Iner Sphere and no speci House key. word on them * eshte er eS ode on ered on or © cards with the keyword Inner Sphere ond the Davion keyword on Hho es ER of omer oe eywort Of couse, some cards have no keywords on them at al, ond these cords con be played in ony deck. But if your deck conins o Clan Jade Flcon car, it cannot oso contin a House Steiner card After all these two groups are enemies—why should they coperate in your deck? In ater words, House ond Clan cards never mixin the ‘same constructed deck. Glossary of Terms ‘Activate: When you have paid the construction cost of o cord that been deployed ond you have reveced that card i has been acvated. ‘Alpha Strike: +Y attack: A ‘Mech with Alpha Strike can empty its guts, which will do Y extra damoge (where Y isthe ‘Mech’s Alpha Strike number) and that ‘Mech is depleted, (if it survives any counterat- tock) IF your ‘Mech has Alpha Strike ond Overheatofions ond you wish ‘o-use the Alpha Strike option, you must first use the Overheat option. Armor: A Mech’ oily to absorb a certain amount of damage wih cut suffering ony permanent damage is based on is armor. Armor is repr by sf abn pf tres lore lethand comer on a Mech card. ‘Assembly: Assembly ison asset that provides you the obiity to repair 1 siucture damage deat to one 'Mech for & (For spending ‘one resource) during your Repair/Reload phase. Asset cost: Sometimes cards have one o mare lines with numbers ‘and symbols directly below the numerical cost in the upper-lefthand comer. These letters represent assets; the numbers ond letters togeth- ‘or represent the asset cost. Assets: dses represent ll hose hatlefld neces of woging wor: supply lines, influence, ond information Thee are ie basic assets in BttleTech; they are provided by having o card in lay with on cst efer on it in the lower midle ofthe cord, Having css in ploy that correspond to asset requirements on. card you wish fo put into play keep you from having to pay additional costs on that cord. ‘See Munitions, Tactics, Logistics, Politics. Assign damage: At ployng ll ees, eat player cleats he mount of damage be or she is dealing and signs ito oppsing "Meeks and/or the trget if pole). When both players have played oll effets ond asgned oll damage, damage is ouoly dec ‘Attack: A ployer dedores an attack against on opponent's slower ‘Mechs, (ab nl ect Soe © oe ‘Attack (value): All ‘Mechs have an attack value—this is the mount of damage that ‘Mech dels when it engoges in battle aginst ‘another ‘Mech or when it attacks a site. The unmodified attack value is located in the lower-righthand corner of the ‘Mech card. Attack val- ues ae, in essence, 0 representation of ust how muh fire- power a Mech is packing Bas ats iets td von ner pig can effects or ‘any options to numt cua ele bute gid crv ofa card. A’Met’s base attack may never be reduced below zr. Battle: Battles may toke place between ‘Mechs or between ‘Mechs ‘ond a site, During battle, cards on both sides might deal damage to the other side, ond ths may hove a varity of results. Is important to rote that the defending player can indude the target of a mission in ‘the battle even ifthe mission wos blocked. Block, blocked: When an attacking ‘Mech is prevented from atfack- ing its target by an opposing ‘Mech, itis considered blocked. ‘Gon: Nicholas Kerensky divided the remnants ofthe Stor League ‘army into twenty units, which he nomed the Clans. The four strongest, ‘most aggressive Clons—Wolf, Jade Folcon, Ghost Bear, ond Smoke Joguar-— invaded the Inner Sphere in on cftempt to reestablish the lost glory of the Stor League. lon /House (keywords): See Howse/Can (keywords). Command cards: These cards represent mony of the botleield necessities: strategic decisions you will moke as commander of a ‘Mech force, the tools of your trade, and the personnel that will aid ‘you in combat. The most common Command cards are ones that pro- vide resources, the cards you will use to construct your ‘Mechs. Command Post: Al Command cards that sto in lay once ocivaed go othe Command Pst, Ech card in the Command Posts sit and canbe atocked Depleted: Mechs hat ws Alpha Srike ore depleted and re topped ul hy nd need ply Dp eds an be Deploy: To put o cord from your hond to the Under Construction region is to deploy that cord. _— it Gina ‘This phase isthe only time you can deploy ‘Mechs and Cet tos tel a et banackr nod ‘odd construction counters to cards in the Under Construction region. Deployment: During your Deploy phase, you have two deploy- ‘ments—the roy polo hec, rete, ae Comend CPN cy yout hnd (Note that on the first player's first ‘turn, that player only gets one deployment.) Draw phase: During this each player draws two cards from his or her Stockpile. (Noe that on the frst player’ fist tur, that player takes only one cord.) Effect, playing an: Playing o Mision card, using a "Mechs option, ae mises, and wsng the effcs of o card in ply ‘are each considered playing on eet. Engaged: Blocking ond attacking ‘Mechs are referred to callecively 2 engoged ‘Mechs. End of Turn: ell your opponent you've ended your tun. There i no handsize limit, so you do not need fo discard. At the end of your turn, you can move ‘Mechs that cre consiruced from the Under (onstrucion region tothe Patrol region. Enhancement: Aton oo ‘Meh ike loser, addtional armor, heatsinks, argeing computes) hat make the ‘Mach more effective in combat or called enhancement. Oierenhancern' re played only on sites and provide diferent kins of beefs Fast speed: See Speed. Guard, guarding “Mech: Dring your Misions phase, you can ‘sign ony untopped ‘Mech fo guard any of the fllowing on your own side—your Stockpile, your Scropheop, a card under construction, of ‘ord in the Command Post. ‘Mechs on guard duty cannot block eny ‘atfocks against any target other than the one they guard, but they con ‘block on attack against that target regardless of the speed of the tacking ‘Mech. House: The Inner Sphere cons of five vos star empires known os the SucessorSates—thelyran Commonwealth, the Federated Suns, the Draconis Combine, the Free Worlds Leogue, and the Capellan Confederation —each ruled by a family whase House has guided the destiny ofits nation for centuries. House/Clan (keywords): Under the Universe Rules, ol card in your deck that bear a specic House or Con must share a common keyword; some cards may have addtional keyword, bu the common keyod penn et tet eres Hae Cn cywo Initiative: Initiotive is a number used to determine who has the advantage in a battle. All players begin with « base initiative of O, but various cards can increase a player's initiative. The player with the highest initiative goes last (thus, getting to see everything his or her opponent does before having to decide which card to play or where fo ossign damage). If both you ond your opponent have the ‘ame initiative, the defending player hos to play ol of his or her =D cards and assign his or her damage first. Remember that the number of Mision crt ployer wes et Utes than tet player's initiative. Keyword: Keywords oppeor on ‘Mechs ond Command cards ond are ‘affected byicertoin other cords. For example, some ‘Mechs have the Keyword “Jump.” Some Mision cards only affect ‘Mechs with Jump. tes: Logistics lows you to restock (put atthe bottom of your Siok) TERM ed tec oor tun. “Mechs: The powerful war machines known as BattleMechs are huge, ‘vaguely humanoid vehicles that ore faster, more moneuverable, bet- ter armored, and more heavily armed than ony other combat unit ever bul, Al ‘Mechs, whether under construction, on patrol, uord ing, or depleted, can be attacked Missile Y: For each mise voley (you have Y missles), ossign ‘where that missle volley will go. When damage is resolved, rll a die for each missile voley. If you roll a 1 or @ 2, that missile volley deals that much missile damage to its target. Ifyou roll a 3 and you have ‘Munitions in play, that missle volley deals 3 damage to its target; if yo dr ae enn pa. libs en ol 3. IF you roll 4,5, or 6, nothing happens. Ifthe ‘Mech with Missiles is port ofan attacking mission, the mise volley can be asigned to the intended target, even ifthe attacking ‘Mech was blocked. Mission card: Mision cards ar played when you oe ossiging your amage only during Misions phases, ether yours or your opponent's. eaxD> The numberof Mision cord player uses must be equal fo ress than that layer inte. Damage fram Mision cards doesnot oke affect un al damage osgnents have been mae, unless otherwise noted. Mision cards an ony be ployed drng the Misions pose. Missions: You moy send your untapped ‘Mechs on missions during the Misins phase. You may send as man ‘Mechs s you like ones many diferent mins es you ke, dering and resolving each mission in turn. Moderate speed: See Speed Monitions: When Munitins oe in play ond you rola isle ll of 3, that mise oly deals 3 damage, Opposing ‘Mech: Any Mech that your ‘Mechs engages in bal. Overheat X: +¥ attack: A Mech con tke X overheat damage vl- uniarlyt isl to do Y extra damge. (This damage may be negted by the ‘Mech’ armor butt may cso do strucure damage) Patrol, patrolling ‘Mech: At the end ofthe tur in which itis fn- ished being constructed, a ‘Mech moves from the Under Construction region into the trl region. Your ‘Mech on patrol can aempt to block an attacking ‘Mech (if your ‘Mech on patrols fost enough; see Speed), can attock, or can be moved to guard one of your sts. Phases: See Untop, Draw, Deploy, Repair/Reload, Missions, and End of Turn. alll, OO Pilot: Pts ore played only on Mechs o “rie” that ‘Mech ond give sam yt iy Nei et hp Your pots con sich from on ‘Meh o another during your Deploy pase, bt «Mech con have enly one pict ata ime. Politics: Politics makes certain cards notably less expensive, but it provides no special obit in and of isl. Region: An are ofthe playing ld Reload: A ‘Mech that has used on Alpha Strike ability is considered depleted and must be reloaded before it con return to play. Reloading your ‘Mechs only occurs during bes Repoit/Reload phase. ‘Mechs to be reloaded are topped, turned face dawn, ond can be attacked. ‘Mechs that ore reloaded are turned face up and placed in the Patrol region tapped. Rear: Sone crs do ae cis ey ‘oe td Repoir/Reload phase: Dring your Repir/Relood phase, you can repair | stucue damage fo one af your damaged ‘Mechs and/or reload your depleted ‘Mechs. Resources: Resources are Command cards that provide you withthe oclbae ‘Mechs or use other effects. Cards with the ability rears ina ihe el. Some cords pro- ‘more than one @ when used. ir damoge done tothe structure can only be used ding Restock: Some cards instruct you to restock them—this means fo place them on the bottom of your Stockpile. (deo a ed you may turn over cord that is under construction, showing all Hepes a rnin for so that you can use tin the future. Some cards wil [Sage pea pen seep ing them is. Hf your opponent attacks any of your cards under con- struction ond is not blocked, then that card is revealed (even if you don't want it to be!) Serapheap: Your face-up dcr ie. A card thts scrapped, or removed fom pay goes bere the (Cords con be fr Y, centutamen arte Site: A site indudes any card in the Command Post (except enhance- iments), your Stockpile, and your Scrapheap. Slow speed: Se Speed. Speed: All ‘Mechs havea speed (indicated onthe card), These ore used fo determine whether or not one ‘Mech can attack or block nother ‘Mech foster ‘Mech can attack or block a slower ‘Mech and “Wek of the sme speed cn lek each ther, but a slower ‘Mech cannot block a foster ‘Mech (Exception: A slower ‘Mech can block faster ‘Mech f the shower ‘Mech squaring ait tha the foster ‘Mechs ataking,) There ae thee speeds of Mechs: Show, Moderate, and Fast. If‘Mechs tick as a group, they move at he speed of the ‘ae ee en cane i aes toc ‘attack against o players Stockpile scraps one card for each dealt to it. You win the game when your opponent is, a to draw a card from his or her Stockpile and has no cards lef in his or her Stockpile fo draw, or when you cock your oppo- nents Stockpile and your opponent cannot scrap enough cards fo ‘equal the damage from your atfack. Structure: All ‘Mechs and some Command cards have two numbers in the lowerlefhand comer. The first number represents armor; the second represents srucure. Sucre is how much *rea” damage o card an take before itis scrapped. For every 1 ‘card fakes beyond its Se ihe 0 counter). Structure damage must be repaired —otherwise aver ety cate eens ol aed its maximum structure damage, itis scrapped. ‘Tactics: Tactics is an asset that gives a player +1 to your initiative, the number that determines whether you or your opponent gets to play effects ond assign damage fist. ‘tapping: Tapping a card means to turn it sideways, Ths ini- TRAuaelta lean ceded or cme ‘Target: The original card being attacked. Under construction: A cord under construction fs being “built” to. enter play ond usually has construction counters on it to indicate how ‘many resources have been spent on its construction so far. A cord under constuction canbe attacked. For every 2 damage dealt toa card under construction, one construction counter is removed. And if a card under construction has no construction counters on it and takes at least 1 damage, its crapped. Note that if damage to a card under construction is dealt by an unblocked source, the card under construc- tion is revealed. Under Construction hand tothe Under Coenen on stil Wonca ove region, you can add construction counters to them (by Unique: Ifo card contoins the keyword “unique,” you may only have ‘ne copy ofthat card in your deck. If an opponent hes that card in his cor her Command Post or Patrol region, you connat move your con- structed unique card into your Command Post or Patrol Region. Unto pose se: During the Untap phase, you turn al of your cards ‘except those in the depleted oreo upright again, untopping them ond ‘readying them for use again. ‘k Reference ‘Unto ol ‘Mechs (except those thot oe depleted) and ony oer topped cards Alike resources) Dronhisards rom yur Sekle, On te rs ply ist ih py aie ee st ply fst a, tht ploy econ dos one ‘REPAIR, CMOS en “Mechs that ive ie oie rn oe ey (elooded no ‘Hed th rdbaed returned face up ond pled in he Poi region inp DEPLOY PHASE al pve desomens aed ron yout and on pat a 0 cd fom your : down n'he Under Conc cin One rs so, that oer ony mates on deen. peau py ft Mes Cane ht a cn Stan od mal ‘ah ostcinn cuts Hovng ron ee ot a acos ncxted cess joor Maks 6 oan oy o your Se © send one or a: ‘your pose ee Patera ctanta tenn, or sans peer foster ‘Mechs). 1 The ps anecking «= pay Mision cord you have i Ye rere arailaie Vieata nisin, + bk Blas con bo Meds erage eatdiela eetenctay nl the seeing aicked Went ‘Mets re nounced os ‘ap hem. NS a ea eae i fc is ment mission suc ‘nds marked by 0 counter othe ‘Mech. ‘ods sist eee gate on ce nce (el ibe Se dee epee ‘moun! of damage i ok, Speer ME ws nr Play effect es above. Deal damage as above After the Fis mission: fares Sat Fyne os een rom END OF TURN ‘© Move revealed ‘Mechs thot are fully constructed from the Under Consrucion region into the Petra region. Index A ACTWATE Defined, 12 'ALPHASSTRIKE OPTION, 24 ‘ARMOR, 20 ASSEMBLY, 30 Defined 11 ASSEN, 8 Five bos, defined, 10, ATTACK VALUE, 19 8 BASE ATIACK, 19, 31 BATE, 18 BLOCKING, 16 Assigning blockers, 15,16 "Mech on omission, 18 C COMMAND CARDS, 6 COMMAND POST REGION, 2 CONSTRUCTION COUNTER, 12 COSTS, 8 D Deng, among muliple ‘Weds, 22 Revealing cords as a result of, 24 DECK CONSTRUCTION Deck size, minimum, 1 Universe rules, 32 DEPLOY PHASE, 11 Defined, 5 DISCARD PILE. See SCRAPHEAP DRAW PHASE, 5 DRAWPILE. See STOCKPILE E END-OF-TURN PHASE, 5 [ENRANCEMENTS, 31 4 HOUSE AND CLAN, 33 1 INITIATIVE, 26 ‘Ghonging, 28 K KEYWORDS, 32 MISSION CARDS, 29 Defined, 7 MISSIONS, 14 Multiple, 17 5 MUNITIONS, 10, 25 0 ‘OVERHEAT OPTION, 24 R REGIONS OF PLAY, 2 REPAIR/RELOAD PHASE, 30 Defined, 5 ‘RESOURCES, 8 REVEALING CARDS, 13, 24 s SCRAPHEAR, 3 SITES, DEFINED, 3 ), DEFINED, 6 STOCKPILE 3 Damage dealt, 24 STOCKPILE REGION, 2 STRUCTURE, 20 Darmog® counters and, 21, 24 Repairs, 30 u ‘UNDER CONSTRUCTION, 12 Damage, 24 Region, 2 ‘UNIQUE CARDS, 32 UUNTAP PHASE, 4 w WINNING, 1 e=D Credits ‘Game Design: Richard Garfield ional Game Design and Development: Chari Curt, Glenn Eliott, Wiliam Jockusch as coed by: Jordan K. a Ross Babcock Il ine Developer: Bryan Editor: Michael G. Ryon ae Flavor bs; oe A a ‘Sharon Turner Mulvihill, Randall Bil Bryan Nystu, George Lowe, Warren Wyman, Die on ee, John Bridegroom, Tara Gallagher, Ra Flavor Text Contest Winners: Poul Boret, Glen Martin, David Trott Project Manager: Ron Richardson General Manager: Rich Fukutoki ‘Art Director and Graphic Dole Coad FASA Art Review: Jim Nelson, Jel Bis FASA Flavor Text Coordinator: Sharon Turner Muviil Production, Typesetting, and E Dave Hil, Corey Macourek, Courtney Krol Fuentes, fom Wenerstand, Jefferson M. Shelley, Douglas Keller ‘Marketing Coordinator: Casey Brebberman Print Purchasing: Scot Yonan, Kathy Watkins Business Coordinator: Leeds Chamberlain Customer Service Expert: J. 0. Wiker Indexing: Bob Kruger Playtesters (FASA): Bryon Nystu, Jordan K. Weisman, Lous J. Prosper, RondollN. Bil, Tora Golagher Playtesters (Wizards of the Coast): George Lowe, Pou! Rondles, Poul Cover llstration: Dermot Power Rulebook Illustrations: Thomas Millio, Doug Chaffee, Mark Poole Special thanks to: Lily Garfield, Garon Galloway, Jennifer Clarke Wilkes, Chris Wilkes, Mike Selinker, Rich McGatho, Charlie Ctino saving me from o nervous breokdown despite the walking preuro- nia”), Koren Hewitt, Adam Smith, Alden David Richardson, Lindo Richardson Yow, Melody Alder, Irma Ryon, Dan Cerveli rian (Lowman) Levis, Jeff Christianson, Mare (Sparky) Schmalz, Mark Sundli, Chaz Eliot, Sue-Lane Wood, eter Dution, James Eres, Jonathan Tweet, Matt Burke, Pau Timm, Kelse, Mc, Bob McSwain, ‘Very special thanks to: Our customers, for whom this is oll intended. 2 ‘© 1996 Wizards of the Coast, Inc. BattleTech, MechWrro, ‘Mech, and BoitleMech oe registered trademarks of FASA Corporation. © 1996 FASA Corporation. Al rights reserved. The BatfleTech univers is owned by FASA Corporation and sed under license. Wiss oF rt Coit andthe top symbol Jore istered trademarks of Wizards ofthe Coos, Inc. The resource sym- ba (Gs oroderark of Wiad ofthe Ces,

Вам также может понравиться