Professional Documents
Culture Documents
Battletech Tabletop Basics: Turn Order
Battletech Tabletop Basics: Turn Order
Turn Order
(Phases of the Game)
1. Initiative
2. Movement
3. Weapons Fire
4. Physical Attack
5. Heat
All players must complete the phase before any player can
move on to the next phase.
After every phase, check to see if you need to make
Piloting Skill Rolls (PSR). A PSR is needed if a mech
enters a water hex, takes more than 20 points of damage,
leg actuator damage, gyro damage, or any other event
listed under PSRs on the game aid.
Dice
Facing
7-9
3
+
Outside Sources
Die Facing:
5-6
Heat
Movement
3-4
Weapons Fired
(modifier Dice)
0-2
Physical Attacks
Movement Modifiers
Hexes
Moved
10-17
4
Jumped
+1
+
Damage
If you took damage such that your mech creates more heat
(engine hits).
Criteria to Fire
Line of Sight: Center of hex to center of hex in a straight line. No
intervening terrain (3 points of woods, 2 levels taller than highest
mech) LOS is mutual; if you can see them, they can see you.
Range: The hexes between you and your target, including the one
you opponent is in but not the one you are in (This is also mutual)
To Fire
G: Gunnery Skill
A: Attacker (your) Movement Modifier (dice color)