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==Mechanics== [[Image:Group-Plastic-Miniatures.jpg|thumb|right|The standard use of hexmaps renders the purchase of miniatures optional, though miniatures rules for the game are available.]] [[Image:Blankrecordsheet.jpg|thumb|right|Record sheets are one of ''BattleTechs''' greatest blessings and curses.]] The basic mechanic is simple. Two six-sided dice are used, with a to-hit (Equal or greater to) system. Initiative is interlaced, with the loser moving first and the winner able to react. All weapons damage is technically done at the same time, and therefore who shoots first is insignificant, although the order in which weapons fire from any given unit resolves is important. Larger weapons can scrub off large quantities of ablative armor, while smaller multi-hit weapons stand a better chance of forcing critical hits once a location is damaged. If you get hit, you mark off the weapons damage rating from your armor. If the shot penetrates your armor, you roll potential criticals. Firing weapons and moving about generates heat, which you must keep down to keep your 'Mech working properly. Unlike games such as ''[[Warhammer]]'', where many units are either killed on the first shot or left unscathed, and little information is recorded, ''BattleTech'' uses record sheets to mark off each 'Mech's cumulative damage, ammunition, pilot status, and heat. Also, there are hit locations, so limbs can be blown off. The record sheets allow for effects that are more detailed, but this also increases the overall playtime. Although expert players can get through matches just as fast as players of other games of more or less equal size, new players often find that the game plays slowly. This is usually due to the time spent referencing hit-location tables, critical effects, etc. For new players, 2V2 matches are best, with 4V4 matches being the "cap", in order to have games that do not take excessively long. More experienced players can run games of 12v12 or larger in an afternoon, though these will often be multi-player games in which each ''player'' controls only a handful of 'Mechs. One of the biggest appeals of ''BattleTech'' is that all of its units are made with a predefined set of rules. Custom designs are fully possible, though they are not likely to be welcome in tournament matches or pick-up games. ''BattleTech'' uses a build system based on 'Mech tonnage. You start with a Chassis limit, from 20-100 tons. You then determine engine size based on how fast you want your 'Mech to be (how many hexes you want it to be able to move per turn) you then allocate the remaining tonnage to control systems, weapons, ammo and armor. This method varies slightly depending on the technology of the chassis, but not overmuch. Though the system has recently been removed, there were previously three levels of technology. '''Level 1''' (Now called "Introductory Tech") referred to early-era gameplay. Only the more rudimentary weapons and technologies are available, though the critical rules remain the same. This is the preferred level at which to learn, and is synonymous with the equipment available during the Succession Wars era. It is also the level of play made possible with starter boxes. '''Level 2''' was Tournament-level gameplay. This introduced new equipment and electronics, as well as Clan technology (A more technologically advanced, but militant people). Though the rules are generally the same as those in level 1 gameplay, more-complicated equipment such as ECM, anti-missile systems, cluster munitions, etc. were better suited to more experienced players. It is the level of play made possible with separately-purchased rulebooks. Note that as the in-universe timeline advances, some more-advanced technology is designated "tournament-level", and several items that were Level 3 before the switch are also now "Tournament-Level". '''Level 3''' referred to all advanced gameplay and equipment, including specialized gear from Historical manuals and the ''Solaris VII'' boxed sets/adventures. This has since been split out into "advanced", "experimental", and "era-specific" technology. This also included all equipment that was not listed in the core rulebooks. More complex rules were inserted in order to increase the realism and flexibility of the game. These include new weapons, new or altered terrain rules, artillery, alternate rules for major mechanics such as line-of-sight, etc. Though Level 3 rules included "prototype" equipment not printed in the core rulebooks, the standard rulebook in regards to Level 3 play was called ''Maxtech''. This has now been replaced by the Catalyst Games release of ''Tactical Operations'' and its sequels. '''Advanced''' technology (not to be confused with "advanced rules" is covered largely in ''Tactical Operations'', and may be common but incorporates additional rules or restrictions that make it difficult to use without preparation. '''Experimental''' tech is not mass-produced in-universe. The items are used in one-offs, prototype designs, and other weirdness. The ''Experimental Technical Readout'' series showcases this tech level, and most of the rules are in ''Tactical Operations'' or ''Strategic Operations''. '''Era-specific''' technology incorporates advancements that were later abandoned in-verse. Usually these items were displaced by a superior version of the same technology, although there are some like the Listen-Kill missiles (which exploited a weakness in standard ECM protocols, later patched out) which are simply active for a few years and then abandoned once changing circumstances make them ineffective. Era-specific tech is the province of Historical sourcebooks, the ''Interstellar Operations'' rulebook, and a few campaign books.
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