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KICK TO THE HEAD!

Advanced Rule: Placement


Power-Ups are placed on the map before gameplay begins. The

Power-Ups ultimate number of Power-Ups placed must be pre-determined


by the scenario rules or player agreement, but should never
exceed 2 per mapsheet or 1 for every 4 total units fielded by all
Standard Classic BattleTech gameplay is intended to reflect the players. Power-Up markers may be represented on the map by
gritty reality of thirty-first century warfare, where battles are hard- using spare dice, or simple counters with clearly identified mark-
fought, all damage is significant, and warriors may die with the ings on them, and should be placed randomly in the playing area
roll of the dice and the pull of a trigger. For some players, however, (one possible approach is selecting a central hex, and then using a
this approach may lack a certain zeal found in todays computer modified form of the Artillery Scatter rules, p. 193, to deploy them
and console games. Players interested in more exotic gameplay 2D6 or 3D6 hexes away from this point). Furthermore, the type of
options that combine elements of this cinematic medium may Power-Ups placed should also be randomly chosen (see Random
thus incorporate the following advanced rules into their Bat- Power-Up Types, below). At the players optiondetermined be-
tleTech games for an added challenge. fore gameplay beginsPower-Up types may be determined and
revealed during the map set-up or upon Activation (see Activa-

Basic tion, below).


Once placed, Power-Ups do not move throughout a scenario,

Power-Up Rules but at the players option, they may be designated as one-shot
items that are removed from the map once activated.

Power-Ups are abstract markers that appear randomly (or in Activation


patterns) on the battlefield and may be used to repair damaged Unless otherwise noted, Power-Ups are automatically activat-
units, enhance their combat abilities in some way, or may even be ed whenever a unit passes through a Power-Up hex. Power-Ups
traps. They can be used as objective markers in special scenarios, may be activated by any unit type (unless specifically prohib-
or reflect the presence of critical aid stations neutral toward the ited), and any players unit, regardless of its side. Once activated,
combatants and thus available for both sides use. Though they a Power-Ups gameplay effects may take place immediately, or
are a stationary element on the map, Power-Ups neither block line with the start of the following turndepending on the type of
of sight nor suffer damage if attacked. Unless otherwise noted, Power-Up used.
Power-Ups may be activated by any unit type, on any side. A unit may only activate one Power-Up at a time. If a unit with
one Power-Up activates another while one is still in use, the new
Power-Ups effects immediately replace those of the old one.
Power-Ups with a duration provide their benefits as long as Firepower Add-On (Energy Triple-Shot)
described under the rules or until the unit activates another Starting in the following turn, the unit adds
Power-Up. Power-Ups with an immediate effect and no listed a 2 to-hit bonus to-hit for all attacks made
duration take place as soon as they are activated and are con- using Energy Weapons, including Lasers, Pulse
sidered complete. Lasers, PPCs, Plasma Weapons, Flamers, and
Random Power-Up Types: At the players option, the types their infantry-based equivalents. Damage
of Power-Ups on the board. from such attacks also increases by 50 percent
(rounding up). Ammunition based energy weapons (such as
Plasma Rifles and Vehicular Flamers), do not consume ammo
Random Power-Up Type Table

CONTENTS: CLASSIFIED
any differently when using the Triple-Shot Power-Up.
This Power-Up lasts for 3 turns, starting with the turn after
Roll Power-Up Type the Power-Up is first activated.
2 Booby Trap
3 Booby Trap Firepower Add-On (Ballistic Triple-Shot)
4 Energy Shield Starting in the following turn, the unit ap-
plies a 2 to-hit bonus and a 50 percent (round
5 Firepower Add-On*
up) damage increase for all attacks made using
6 Artillery Strike Ballistic Weapons, including Autocannons, Gauss Rifles, and
7 Extra Health Machine Guns. Note that Ballistic Triple-Shot does not triple a
8 Hyper-ECM units ammo expenditure.
8 Firepower Add-On* This Power-Up lasts for 3 turns, starting with the turn after
9 Invisibility the Power-Up is first activated.
10 Energy Shield
Firepower Add-On (Homing Missile)
11 Special Starting in the following turn,
12 Invulnerability the unit applies a 2 to-hit bonus
and a +4 modifier on Cluster Hits
*Roll 1D6: Table rolls (or, for aerospace units,
1-2 = Energy Triple-Shot a +0.6 damage for non-Streak missile Launchers) for all attacks
3-4 = Ballistic Triple-Shot made using Missile Weapons, including LRMs, MRMs, MMLs,
5-6 = Homing Missile ATMs, SRMs, Streaks, Narcs. These bonuses stack with other
missile modifier such as the use of Artemis IV Fire Control
Systems. The Homing Missile Power-Up also allows the unit
to fire into firing arcs adjacent to the weapons current facing
Power-Up Effects without the need for a torso or turret twist.
Once activated, Power-Ups have specific gameplay effects This Power-Up lasts for 3 turns, starting with the turn after
based on their types. These effects are described below. the Power-Up is first activated.

Extra Health Artillery Strike


The Extra Health Power-Up allows the con- Starting on the following turn, the unit may
trolling players unit to automatically reduce designate one hex in its forward arc up to a range
any excess heat points (if applicable) by half of 10 hexes from the controlling players unit for a x

(rounding down), repair 3 any internal criti- special Artillery weapon strike (see Artillery, p. 190)
cal hits (of controlling players choice), repair during its Weapon Attack Phase. This target designation may
10 points of internal structure/Structural Integrity damage be made in addition to any normal movement or weapon at-
per location (if any), repair 10 points of armor in all damaged tacks. In the following Weapon Attack Phase, the designated
locations (if any), and reload all weapons. Furthermore, units hex will automatically be struck by an Artillery strike equiva-
which track crew or pilot damage may restore any two such lent to a Long Tom (20 points of damage to the target hex, 10
pilot/crew hits of the controlling players discretion. to all adjacent hexes). No to-hit roll is required for this attack
Infantry units (conventional or battle armored) that Activate (and no scatter effect will occur). The controlling players force
an Extra Health Power-Up may restore a number of troopers need not have any Artillery-equipped units assigned to it in
equal to half their starting unit strength (rounded up), but the order to benefit from the Artillery Strike Power-Up.
final number of restored troops may not exceed the starting The Artillery Strike Power-Up lasts for 3 turns, starting with
maximum for the platoon (or battle armor squad). the turn after the Power-Up is first activated.

23
Hyper-ECM Special
Starting on the following turn, all weapon This Power-Up is not defined on the table, even after it is placed
attacks against the unit with this Power-Up on the board, and represents a pot-luck Power-Up. When acti-
receive a +3 to-hit modifier. Weapon attacks vated, the controlling player of the activating unit must roll 1D6.
that trace line of sight through this units hex The effects of the Power-Up are described below, based on the
are also affected by the +3 to-hit modifier. roll result.
This Power-Up lasts for 4 turns, starting with the turn after the Roll 1 Increased Size: For 3 turns (beginning with the turn
Power-Up is first activated. in which the Power-Up is activated), the unit now has control
over all adjacent hexes for stacking purposes and stands twice as
Invisibility tall (infantry, ProtoMechs, and Combat Vehicles now rise 1 level
Starting with the following turn, the con- above the underlying terrain; BattleMechs and IndustrialMechs
trolling player may remove the unit from rise 4 levels tall). Line of sight to this unit is traced from the high-
the field and track its movement secretly est level of the units height and the unit may not benefit from
from where it last appeared, writing down terrain cover unless the intervening terrain rises at least half the
the units MPs, hex position, and facing for units new height (1 level for infantry, Protos, and vehicles; 2 levels
each turn. If the unit attacks while invisible, it may deliver its at- for Mechs), in which case, the unit receive only the benefits of
tack per the Point Blank Shots from Hidden Units rules (factoring partial cover. While this Power-Up is active, the unit also doubles
in any range modifiers as normal), but must reveal its position and its Walk/Cruise MP and recomputes its Running/Flank MP accord-
facing on the board (the Invisibility effect is over). The controlling ingly. Attacks against a unit with this Special Power-Up receive a
player must be prepared to prove his units movements using the 2 to-hit modifier.
notes made during the invisibility period. Roll 2 Jackhammer: For 3 turns (beginning with the turn in
This Power-Up lasts for 3 turns, starting with the turn after the which the Power-Up is activated), the unit may not use Running/
Power-Up is first activated, or until the unit attempts any kind of Flank or Jumping MP. In exchange, however, the unit is armed
attack. with a powerful hammer-like weapon that effectively delivers an
automatic 60 points of damage to any target in its forward firing
Energy Shield arc and adjacent to the unit at the end of its movement. No at-
Starting immediately upon activation, the tack roll is required to deliver the damage for the Jackhammers
unit receives an Energy Shield effective against attack, but it is resolved as a single Physical attack, delivered on
all weapon attacksbut not physical attacks or the appropriate Punch Table for Mech units, or the appropriate
collision damageto a maximum of 150 dam- side table for others.
age points. The controlling unit may still operate Roll 3 Full Health: Immediately upon activating this Power-
normally while shielded, and may deliver attacks Up, the unit repairs all armor, structure, and component damage
of its own, but if the shielded unit is hit by weap- (including pilot/crew hits and lost troopers), reloads all ammo-
ons fire, the damage will strike the shield itself, subtracting the dependent weapons, and resets any excess heat levels to 0.
weapons damage value from the shield instead. Once the total Roll 4 Stunned: Immediately upon activating this Power-Up,
amount of accumulated damage exceeds the shields damage the unit freezes in place and remains so throughout the follow-
value, however, all excess strikes the unit normally. ing turn. All weapon and physical attacks against the unit while
This Power-Up lasts for 4 turns, starting with the turn in which Stunned are treated as if delivered against an Immobile target.
the unit first activates the Power-Up, or until the shield is de- Roll 5-6 Booby Trap: Immediately upon activating this Power-
stroyed by weapons fire. Up, the unit is subjected to the effects of a Booby Trap Power-Up
(see Booby-Trap, below).
Invulnerability
Starting immediately upon activation, the Booby Trap
unit with this Power-Up may ignore any damage Immediately upon activating this Power-Up, the unit suffers the
from weapons fire, physical attacks, or outside effects of a 70-point explosion, with damage distributed against
heat sources delivered by friendly or enemy units its Front facing in 5-point Clusters. Because this Power-Up takes
(including passive weapons such as minefields). effect immediately, it negates any other Power-Up effects, such
The unit is still susceptible, however, to damage as the Energy Shield, and so even shielded units sustain damage
from overheating, falling, or collisions with ter- from this Power-Up.
rain and/or buildings.
This Power-Up lasts for 3 turns, beginning with the turn in which
it is first activated.

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