Simple Solo rules and tables for tabletop Battletech.
- Scenario ends at 20 turns
- Scenarios always uses the Forced Withdrawal rules (See Total Warfare/Battletech Manual)
- Auto-Ejection rules are on for all enemy units.
- Variable Damage Rules (if playing Alpha Strike)
- Other House rules that you may use.
See Scenario Generation Tables
Roll a 1d6 for each enemy 'Mech/Unit moving this round.
1d6 | Result |
---|---|
1-2 | Target a unit with the lowest Target Modifier |
3-5 | Targeted unit of the previous turn/nearest available unit |
6 | Target unit last moved this round or last turn |
* If multiple valid targets are available, randomly select a target by rolling a die.
** If playing with objectives, consider the objective/marker/unit (nearest or otherwise) as a valid target in roll offs for movement purposes or "trying" to complete objectives.
Unit's movement to attack/engage a selected target from the table above or use the Extended Table below this section.
1d6 | Result |
---|---|
1 | Do nothing (Torso Twist if applicable) |
2-4 | Walk (Jump if possible for traversing terrain) |
5-6 | Run/Charge (Run at maximum speed/Charge if possible) |
Roll a 1d6 for the passive/aggresive behavior and roll a 1d6 again for movement action.
1d6 | 1d6 | Result |
---|---|---|
1 | Do nothing... | |
2 | Move away and find cover from nearest hostile/target | |
1-3 | 3 | Move away and find cover from nearest hostile/target (Run) |
4 | Maintain distance from target | |
5 | Maintain distance from target (Run) | |
6 | Run/Charge towards target | |
1 | Move towards target. | |
2 | Move towards target (Run) | |
4-6 | 3 | Run/Charge towards target |
4 | Run/Charge towards target | |
5 | Move and flank towards target | |
6 | Move and flank towards target (Run) |
1d6 | Result |
---|---|
1 | Conservative - Attack with weapons upto 5 heat |
2-3 | Irked - Attack with weapons upto 8 Heat |
4-5 | Provoked - Attack with weapons upto 15 Heat |
6 | Malvina Hazen'ed - Alpha Strike (Fire all weapons with a valid range) |