BATTLETECH SKIRMISH
INTRODUCTION
Board & card game for 2 players.
Takes place in the Battletech Universe.
Each figure represents a Battlemech.
DISCLAIMER
‘Battletech’ is a copyrighted/trademarked property.
This is just a fan site.
VICTORY
Capture the opposing Leader.
THE MAP
Use an 8x8 chessboard.
DICE
One six sided die is needed.
THE MECHS
Use chits or miniatures to represent Battlemechs.
UNITS TABLE NOTATION
# = Number of that type of unit each player has in setup.
Move = The types of Move Cards the unit can use.
Range = The types of Attack Cards the unit can use.
CR = Close Range (Range = 1) Damage Rating
MR = Medium Range (Range = 2) Damage Rating
LR = Long Range (Range = 3) Damage Rating
J = Jump Capable
UNIT TABLE
Name Hits Move CR MR LR
Archer 9 3 3 5 4
Assassin 5 4J 2 2 2
Atlas 13 2 6 5 2
Awesome 11 2 4 4 4
Battlemaster 12 3 6 4 2
Blackjack 6 3J 3 2 1
Catapult 9 3J 3 6 5
Centurion 6 3 3 3 2
Charger 10 3 2 - -
Cicada 4 5 2 1 -
Clint 5 3 2 2 1
Commando 3 4 3 2 -
Crusader 10 3J 2 6 4
Enforcer 7 3J 3 3 2
Grasshopper 9 3J 4 3 1
Griffin 8 3J 2 2 2
Hatchetman 6 3J 3 2 1
Hermes II 5 4 1 1 1
Hunchback 7 3 4 2 -
Jenner 4 4J 3 2 -
Locust 2 5 2 1 -
Marauder 10 3 4 4 3
Orion 11 3 3 5 3
Ostroc 8 3 4 3 1
Ostscout 5 3J 1 1 -
Ostsol 8 4J 5 3 1
Panther 5 3J 2 2 2
Rifleman 7 3 3 4 3
Shadow Hawk 8 3J 1 2 1
Spider 3 5J 2 1 -
Stalker 12 2 6 6 3
Stinger 2 4J 2 1 -
Thunderbolt 9 3 4 6 4
Trebuchet 6 3 2 5 5
Urbanmech 4 2J 2 2 1
Valkyrie 4 3J 1 2 1
Vindicator 7 3J 3 3 2
Warhammer 9 3 6 3 3
Wasp 2 4J 1 1 -
Whitworth 5 3J 2 3 2
Wolverine 8 3J 2 2 1
Zeus 10 3 3 5 4
SETUP
Each player starts with 50 hits worth of Mechs.
Each player places one unit on each square of his back two rows.
Units may not stack.
ACE PILOTS
You may designate two of your mechs as having Ace pilots.
Mechs of Ace pilots have a Move rating of +1.
Ace Pilots get +1 to Gunnery rolls.
THE CARDS
Players share a common deck.
TURN SEQUENCE
Players take turns.
Each turn has 3 phases:
Orders Phase
Move Phase
Battle Phase
ORDERS PHASE
Draw 3 cards.
If the deck runs out, shuffle the discard and draw from it.
Max hand size = 5 cards.
Discard excess cards.
MOVE PHASE
Play (discard) a Move card to move one of your units.
Units cannot move through other units except for jumping units.
The move card has a number.
This is the number of spaces the unit moves.
The Unit tables list what type of Move cards each unit can use.
Moves are diagonal or orthogonal.
Instead of moving just one unit in any direction, you have the
option of moving one or more units forward the indicated number of
spaces using a single move card.
BATTLE PHASE
Play (discard) an Attack card to have a unit attack.
The attack card has a number. (CR = 1, MR = 2, LR = 3)
This is the range of the attack.
Attacks are diagonal or orthogonal.
The enemy unit that is the target of the attack takes damage.
To determine damage inflicted consult the Unit Table to get the
Damage Rating of the Attacking unit at the indicated range.
Roll 1D6. (This is the gunnery Roll)
If the Roll is equal to or less than the Damage rating, then that is the
Amount of damage inflicted.
If the Roll is greater than the Damage rating, then the damage inflicted is
Equal to the Damage Rating.
A unit reduced to zero hits is destroyed and is removed from the map.
Units cannot attack through other units.
A player may discard a Defense card to completely negate an attack.
CARD LIST NOTATION
M = Movement
A = Attack
D = Defense
X = Special
Z = Attack Modifier
X = Special
Type = Purpose of card
# = Number of that type of card in the deck
CARD LIST
Card Name: # Range Type Notes
Very Slow Move 5 1 M
Slow Move 5 2 M
Average Move 5 3 M
Fast Move 4 4 M
Very Fast Move 2 5 M
Jump 4 X M Range = Max Move +1
Close Range 7 1 A
Medium Range 7 2 A
Long Range 7 3 A
Extreme Range 2 4 A Damage Rating: ER = (LR – 2)
Behind Cover 1 - D MR or LR only
Evade 1 - D Use by smaller Mech vs larger Mech
Maneuver 2 - D Use by Mech with move of 3+
Dodge 1 - D Use by Mech with move of 4+
Escape 1 - D Use by Mech with move of 5
Jump Clear 1 - D Use by Jump Capable Mech
Heavy Armor 1 - D Use by Mech with starting 7+ Hits
Massive Armor 1 - D Use by Mech with starting 10+ Hits
Tactics 1 - X Look at opponents hand
Ambush 1 - X Draw 3 cards
Death from Above 1 - Z CR attack does +2 Dam by Mech with Jump
Head Shot 1 - Z Hit Mech is destroyed
Critical Hit 1 - Z Damage +2
Leg Damage 1 - Z Mech move is permanently –1
Topples 1 - Z Damage +3 & Mech cannot move next turn
Gyros Destroyed 1 - Z Mech can no longer move
Weapons Hit 1 - Z Mech Damage Ratings are permanently –1
Heat Sinks damaged 1 - Z Unit cannot Move & Attack in same turn
Overheating 3 - X Unit that just moved & attacked takes 1 Hit
Difficult Ground 1 - X Negate Move card just played
DESIGNING YOUR OWN MECHS
Damage Rating Determination:
Light = 1
Moderate = 2
Heavy = 3
Brutal = 4
Devastating = 5
Incredible = 6
Hits Rating Determination:
Mass/10 rounding up +
Light Armor = +0
Medium Armor = +1
Heavy Armor = +2
Massive Armor = +3
Move Rating Determination:
Slow = 2
Average = 3
Fast = 4
Very Fast = 5