Rules
Rules
The following are rules for a campaign of Classic Battletech. Rather than a Game
Master/OpFor style campaign with players against a shared enemy, this is a competitive
campaign where players are directly opposing each other. This system can be run with only
players and no need for a GM. The theme of the campaign is simple – a war is being waged
between several sides, and battles need to be won. In order to win those battles, you need to
capture strategic points, destroy your enemies, and above all, keep your mechs running!
Contents
Basic Setup.......................................................................................................................... 2
Building Your Company ..................................................................................................... 2
Fighting The War ................................................................................................................ 2
Controlling Hexes ........................................................................................................... 3
Resolving Battles ............................................................................................................ 3
Winning The Campaign .................................................................................................. 4
Logistics and Collecting Salvage ........................................................................................ 4
Return to the DropShip ................................................................................................... 5
Destroyed Mechs and Replacements .............................................................................. 6
Pilots ............................................................................................................................... 6
Territory Types ................................................................................................................... 8
Optional Rules .................................................................................................................. 10
OmniMechs ................................................................................................................... 10
Battle Armor ................................................................................................................. 10
Combat Vehicles ........................................................................................................... 10
Conventional Infantry ................................................................................................... 10
Integrated Infantry ........................................................................................................ 11
The Clans ...................................................................................................................... 11
Blakists.......................................................................................................................... 12
Frankenmechs ............................................................................................................... 13
Random Replacements.................................................................................................. 13
Time .............................................................................................................................. 13
Basic Setup
The Hextech Empires campaign is built around a hex map with important territories
marked on certain tiles. Controlling territory and capturing specific tiles are the key to victory, so
setting up a map that provides interesting territory to fight over is critical for a fun campaign.
The map is made up of basic tiles and special tiles. Simple tiles include basic tiles and some that
affect strategy, like highways allowing fast movement. Special tiles are those that provide some
sort of bonus, such as capturing airbases allowing you to call in airstrikes on your opponents.
As a general rule, we recommend that for each player in the campaign, the map consists
of at least 10 basic tiles and three special tiles. This provides for room to maneuver and creates
objectives to be fought over. While the tiles can be used as simple gray prints, we also encourage
painting and detailing them. The same techniques used to paint and base miniatures can lead to a
stunning looking map, and a guide on doing so can be found at the end of this document.
Alternatively, this campaign can be played on a paper map. The Battletech “Turning
Points” series each contain a paper map of the world they’re focused on. Printing it and pinning
it to a whiteboard with magnets, then using magnetic markers for hex ownership and important
tiles, would be a viable alternative.
4 1
3 2
2 3
1 4
0 5
If players wish, pilots can also earn Special Pilot Abilities from Campaign Ops. SPAs are
purchased with a point system of their own(see that book), and each SPA point costs 2 XP, so a
2-point Special Pilot Ability would cost 4 XP. It should be noted that the Special Pilot Abilities
are intended for narrative play and may upset balance - we recommend restricting pilots to one
SPA, and limiting Lucky in particular to no more than 2.
Pilots who ejected can be salvaged after a battle in the same manner as equipment and
mechs. When you salvage an enemy pilot, that pilot is considered to be captured. A pilot who is
not captured by the enemy eventually makes their way back to friendly lines. Captured pilots
may be used in a few ways. First, you may make a deal with their original player to return them,
perhaps in exchange for one of your own pilots, or an agreement to vacate a particular hex, or in
exchange for a lump sum of cash. Second, you may execute them, perhaps in retaliation for your
enemy refusing to negotiate for their freedom. In addition, the following options are available
based on the source of the pilot.
• Regular Military pilots may be given to your superiors for interrogation. This results in
preferential treatment from your quartermasters, reflected by a one time payment of
100,000 C-bills. Unless the pilot’s owner agrees, regular military pilots will never join
the ranks of a force that captured them.
• Mercenary pilots may be offered a contract buyout: You can pay a sum of 250,000 C-
Bills to immediately take control of that pilot, adding them to your own roster.
• Clan pilots may be taken as bondsmen. They can be added to your roster, but the next
time you lose a battle against the pilot’s original owner, you must return the pilot to them.
Pilots die if they suffer seven injuries, or if their mech takes a cockpit critical hit, or the
head section they’re in is destroyed(but see the rules on skin of your teeth ejections in Tactical
Operations). If a pilot dies, a new, zero experience, starting skills pilot steps up to take their
place.
If a mech is equipped with a full head ejection system, when the pilot ejects, they are
automatically recovered by their own side without risk of capture.
Territory Types
The following are the various types of hexes important to the war effort. When creating
the battlefield and before placing DropShips, place a few of these around the map in locations
that will make for interesting battles.
• Basic: Basic territories have nothing special about them, but they do contribute money.
For each basic hex you control at the beginning of a strategic turn, you add 50,000 C-
Bills to your Cash.
• Highway: Forces moving into a Highway hex only have to spend half a movement point
to do so, so a Highway hex essentially doubles speed. Extra half-movement points are
rounded down. Highways also provide money just like a Basic hex. Highways which run
through hexes that would otherwise be Rough ignore the Rough penalty, representing
bridges over rivers.
• Rough: Forces moving into a Rough hex must spend an extra movement point to do so.
Forces that consist entirely of units with Jump or VTOL movement ignore this restriction.
Rough hexes provide money just like a Basic hex.
• Impassible: Forces may not enter Impassible hexes and they may not be controlled.
• Mech Bay: Equipped with the gear needed to work on mechs, mech bays are critical for
long term operations. Mech Bay hexes may be used to repair and modify mechs in the
same way as your DropShip, and also provide replacement mechs or pilots in the same
manner.
• Air Base: For each Air Base you control, you gain 7 Battlefield Support Points which can
only be spent on Aerospace Support once per Strategic Turn. Instead of doing that, if a
unit ends its movement in an Air Base hex, you may immediately move it to any other
location on the strategic map.
• Forward Base: If you control a Forward Base, when fighting within two map hexes of it,
you receive 12 Battlefield Support Points which can only be spent on Artillery. See the
rules on conventional infantry for an alternative use of the Forward Base.
• Comm Station: Comm Stations provide field command support. For each comm station
you control, pick one battle per strategic turn - you receive a +1 bonus to initiative rolls
for that battle. Alternately, you may use a Comm Station’s satellite uplinks to time a
battle according to weather forecasts - at the beginning of a battle you may pick one
weather condition, appropriate to the terrain you’re fighting on, from the BattleMech
Manual and apply it for the duration of the battle.
• Fortress: Fortresses allow you to project power. If you control a fortress, you
automatically control any adjacent territories. When defending a fortress, the defending
player receives 20 Battlefield Support Points to spend on minefields. Alternatively,
construct a map and scenario for the fortress with terrain that’s available, such as walls
and turrets.
• Armorworks: If you control an Armorworks, when a force ends a turn there, you can
reequip one unit in that force with the armor type produced at the Armorworks, provided
all construction rules are followed. Each Armorworks produces one different type of
armor, which varies based on the game’s time period. The following table shows which
armor types are available. Note that mechs can start equipped with any of these armor
types, but you must possess an armorworks to reequip another mech to use any of these
armor types. In time periods where more than one type of armor is available, each
Armorworks should produce a different type.
Random mech: Roll on the SLDF Royal RAT, Light, Medium, or Heavy
3
column
3D6 RESULT ITEM(S) OBTAINED
4 Random mech: Roll on the SLDF Regular Army RAT, any column
5 2x CASE
13 ER Large Laser
14 LBX-AC10