Game Terms in Use in White Reach | World Anvil

Game Terms in Use


Here are some brief descriptions of some concepts which exist within the BattleTech game, for the enlightenment of those unfamiliar with the game and rules. This will not be an exhaustive explanation, nor will it be a suitable replacement for the rule sourcebooks themselves. If you are interested in playing the game, I recommend downloading the Quick Start Rules from Catalyst Game Labs.
 

Glossary of Rules Terms

Hit Locations: For BattleMechs, the armor coverage is usually divided into eight areas where damage can land. This would be the left and right arms and legs, the left torso, right torso, center torso, and head. Notably, the back side of the torso uses different armor coverage than the front. Each location has a set amount of armor which absorbs damage before the internal structure is exposed, after which sensitive equipment may start taking damage. Vehicles have at most five locations (four sides and maybe a turret location if such exists) to absorb damage through, and thus are more likely to seriously be damaged in prolonged engagements.

Internal Structure: Much like a BattleMech has armor, the internal structure is the chassis skeleton as well as the myomer "muscles" and assorted weapons and equipment installed in a location. When armor has been breached, and the internal structure has been exposed, there is a high chance of a "Critical Hit" damaging or outright destroying this equipment. Vehicles have internal structure too, but far less of it before they become destroyed.

Critical Hits: A "Critical Hit" is not the same as you might expect; there is no extra damage involved, but what it does mean is more troublesome. It means a system integral to the BattleMech or vehicle has been rendered inoperable, or worse. Ammunition subjected to a critical hit may explode violently and deal more damage to the unit, an engine which sustains damage generates extra heat as a result of the damage, and more critical systems located in the head of a BattleMech will be ruined easily.

Heat: Almost any action a BattleMech takes will generate heat, which is handled by the coolant systems installed inside the internal structure. Movement will generate less heat than firing energy-based weapons, but it all is reduced by the cooling systems to a more manageable level (in theory). The heat buildup for a BattleMech is a worrisome thing, as expressed on a scale of 0 to 30; once you rise to the halfway point on this scale, things quickly begin going wrong until a lull in actions allows the coolant systems to catch up and dissipate the waste heat.

Weapon Ranges: Every weapon has three effective ranges (and possibly a minimum effective range as well), those being presented as Short, Medium, and Long. It is increasingly difficult to hit moving targets at longer ranges, but each weapon has their own effective ranges at which it becomes moderately easier to lead a target. Note the limitations of these ranges are not absolute, but are equivalent to "effective ranges"; outside of ninety meters, for instance, a BattleMech Machine Gun may still connect with the target but not do appreciable enough damage to register.

Gunnery Skill: When discussing a Pilot or Crew, the Gunnery skill is what determines their ability to predict their target's location when firing their weapons or account for their own movement. The skill is expressed on a scale of 0 (the best) to as low as 7 (layman).

Piloting Skill: A Pilot is not just evaluated on their ability to shoot, they also are evaluated on their skill maintaining balance of the BattleMech when it encounters issues with footing. Much like gunnery, this is evaluated on a scale between 0 and 7, and having a bad Piloting skill means it's more likely they will fall over or miss with physical attacks. The combat Vehicle equivalent is "Driving", which prevents the driver from skidding.

Battle Value (BV): Battle Value is a measure of determining how effective a given unit is, usually in the form of a Base modified by the Pilot or Crew operating the unit. The base value is figured by complex calculations, and usually provided through the Record Sheets provided by Catalyst Game Labs. On average, effective BattleMechs usually have a base cost of at least 500 BV and can cost up to near 2000 BV; combat Vehicles are often much less expensive.

Warchest Points (WP): When speaking of campaign play, the "Warchest" is an abstracted representation of logistical assets and the ability of a force to apply their units. This is usually a more liquid form of assets, able to be transformed into many things in the process. These can be transformed into "Supply Points", which you use to pay for repairs, rearmament, and equipment, but you cannot readily reverse this exchange.

Supply Points (SP): Another abstracted concept of 'supply' Supply Points are derived from Warchest Points, and represent supplies such as replacement armor, extra ammunition, and similar consumable supplies. In terms of a vague monetary value, one can presume one Supply Point is equal to ten-thousand C-Bills.

C-Bills: The somewhat standardized currency in the Inner Sphere, a C-Bill is essentially service from ComStar in the form of data transmission time. While the five Successor States and assorted other Periphery powers have their own currencies internally, the C-Bill is something easily exchanged and standardized.

BattleTech is owned by Topps, with tabletop game development licensed to Catalyst Game Labs.

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