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"BattleKids" Topic


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920 hits since 1 Oct 2014
©1994-2024 Bill Armintrout
Comments or corrections?

Morpheus197501 Oct 2014 6:49 a.m. PST

I started this the other day. It was much simpler. I opened up my Battletech Introductory Box that I had bought for the minis and my 4 year old wanted to play. So I made up some rules for fast play.

BattleKids 3025+

So my kid (4) saw me open the Battletech Intro box that I bought for the minis more than anything and wanted to play. Normal Alpha Strike is still beyond him but this worked well as I made it up in my head in 30 seconds before setting up the game.

Movement

Movement it unchanged from the standard Battletech, with Maps subtract 2 from each bracket and with Hexless use the indicated value.

Movement (using STD rules, which took a little explaining)
Light 12
Medium 10
Heavy 8
Assault 6

Combat

I gave each unit a skill level. You roll a # of dice equal to the pilot skill value and take the highest result. IF you get multiple 6's add +1 for each additional 6. 3D6 rolling 6, 6, 6 would = 8.

Range Modifier
Short +1
Medium 0
Long -1
Extreme -2

Pilot Skill Levels
Green 1
Reg 2
Veteran 3
Elite 4

Each mech has a Defense value (hard to hit factor)
Light 7
Medium 6
Heavy 5
Assault 5

A green pilot shooting at a Light Mech (Defense 7) at short range (+1 Strike) will need a 5 and at medium range needs a 6 and could not hit at long range.

A Regular pilot shooting a heavy or assault mech at short range will need a 4+ and rolls 2 dice. At medium range he'd need to roll a single 5 on his 2 dice. At long range he would need a 6 and at extreme range he's need to roll 6's on both dice.

If the same Regular was shooting a medium mech at short range will need a 5+ and rolls 2 dice. At medium range he'd need a 6 and at long he'd need to roll 6's on both dice. He could not hit at extreme range.

Cover/Terrain

If you have a unit in Heavy woods or in Partial Cover add +1 to the Defense Value. A single Light woods space has no effect.

Combat Damage

Each mech has an Armor value representing how hard it is to kill/damage. The base armor value depends upon size of the mech.

Armor
Light 4
Medium 5
Heavy 6
Assault 7

Each mech also has a Fireppower value depending upon range and size of the mech.
There are 4 range brackets; Short 1-8 in, Medium 9-24 in, Long 25-32 in, Extreme 33-40 in and they are shown as 3 / 3 / 3 / 3 respectively. More advanced units have additional firepower due to their advanced weapons.

Light 1 / 1 / 1 / 0
Medium 2 / 2 / 2 / 0
Heavy 3 / 3 / 2 / 0
Assault 4 / 4 / 3 / 1

Star League Tech
Armor +1
Firepower +1 / +1 / +1 / +0

Clan Tech
Armor +1
Firepower +2 / +1 / +1 / +1

So you'd make 2 rolls when you attack. One you roll to hit your target and another to damage it.
If you hit you roll for damage and add your firepower. If you meet or exceed the armor value you kill the mech. No damage points or anything. It's a kill/no kill rule.

For example, a Heavy mech shoots and hits a medium mech at medium range. The Heavy mech has a firepower of 3 at that range. The Medium mech has an armor of 5. The heavy mech must roll a 2+ to kill the medium mech. If the shot was made at Long Range, the Firepower would have been a 2 and the Heavy mech would have needed a 3+ in order to kill the medium mech.

Optional Rules for bigger kids.

Modifying the Mech
Jump Jets = 1.5 Points
Speed = 0.5 Points per or 1 point per for Assault Mechs
Armor = 1.5 Points
Firepower = 2 Points
Long Range Specialist = -1 / +0 / +1 / +0
Short Range Specialist = +1 / +0 / -1 / +0
Medium Range Specialist = +0 / +1 / +0 / +0
Star League XL-Engine (Speed)= Add 3 SPD and reduce armor by 1.
Star League XL-Engine (Armor) = Add 1 Armor
Clan XL-Engine (Speed) = Add 3 SPD
Clan XL-Engine (Armor) = Add 1 Armor
--------------------------------------------------------------------------------------------------So if you have a Light Mech and give it Jump Jets you can reduce move from 12 to 9 and increase the Defense by 1.

If you want to increase the armor by 1 you can decrease the Speed by 2 more.

Light Mech
Jump
SPD 7
Defense
Armor 4
Firepower 1 / 1 / 1 / 0

So you get a hard to kill but slow Light Mech.

--------------------------------------------------------------------------------------------------
Of if you want to make something like the 3025 Annihilator.
Assault Mech
Medium Range Specialist
SPD 6
Defense 5
Armor 6
Firepower 4 / 4 / 3 / 1

Morpheus197501 Oct 2014 6:54 a.m. PST

Originally it was a throw down game with my 4 year old that took 15 minutes. We used 13 mechs each. All 26 from the intro box.

I did not have any range brackets, just a 24 inch range, and all pilots were Regular and also just one tech bracket. So even the Mad Cat was used as a simple Heavy mech.

wminsing01 Oct 2014 7:57 a.m. PST

LOVE it! Very cool, just enough crunch to be interesting but simple enough for kids. I may have to steal this idea.

-Will

Morpheus197501 Oct 2014 7:59 a.m. PST

If you have any suggestions feel free. After a little cleaning up I'll post the file on my google drive for public use.

Morpheus197501 Oct 2014 7:59 a.m. PST

And if you want really large scale battles this makes it easy.

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