Difference between revisions of "BattleForce 2"
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[[Category:Boxed Set]] | [[Category:Boxed Set]] |
Revision as of 12:27, 26 September 2010
Description
BattleForce 2 simulates grand-scale combat battles in the BattleTech universe.
Contents
- A Time Of War
- Introduction
- Overview
- BattleForce
- Planetary Assault
- Appendices
- Components
- Rulbooks Counters
- Counters
- Mapsheets
- Battle Board
- Inner Sphere Map
- Dice
- Terminology
- Forces of the 31st Century
- BattleMechs
- Ground Vehicles
- Air Vehicles
- Naval Vehicles
- Other Ground Units
- Aerospace units
- Military Organization
- Inner Sphere Militaries
- Com Guards
- Standard Formations
- Overview
- BattleForce
- Components
- Counters
- Record Sheets
- Mapsheets
- Components
- Playing the Game
- Setting Up
- Sequence of Play
- Initiative Phase
- Player Phases
- End Phase
- Scenarios
- Setup
- Objectives
- Deployment
- Victory Conditions
- Movement
- Movements Cost
- Jumping
- Movement on Roads/Pavement
- Facing
- Stacking
- Movements Cost
- Combat
- Line of Sight
- Firing Arcs
- BattleMech Firing Arc
- Vehicle Firing Arc
- Attack Declaration
- Opponent's Record Sheets
- Making the Attack
- Base To-Hit Number
- Modified To-Hit number
- To-Hit Roll
- Damage
- Overheating
- Attack Direction
- Recording Damage
- Critical Hits
- Commands
- Command Units
- Chain of Command
- Placing Command Counters
- Draw a New Command
- Move a Command
- Using Commands
- Command Types
- Command Effects
- Command Lists
- Additional Command Lists
- Designing Command Lists
- Command Units
- Special Units And Equipment
- Vehicles
- Damage
- Movement Types
- Infantry
- Infantry Types
- Combat
- Movement
- Special Equipment and Abilities
- Vehicles
- Special Case Rules
- Off-Board Units
- The Support Map
- Support Movement
- Support Combat
- Setup
- Aerospace Support
- Game Setup
- Movement
- Attacks
- Artillery
- Setup
- Range Targeting
- Damage
- Buildings
- Building Types
- Movement Effects
- Combat Effects
- Clan Honor
- Game Use
- Clearing Woods
- Engineering Vehicles
- Concealed Units
- Concealed Identify
- Hidden Units
- Dropping Troops
- Environmental Conditions
- Extreme Temperatures
- Ice
- High/Low Gravity
- Vacuum
- Night Combat
- Fire
- Starting Fires
- Effects of Fire
- Spreading Fires
- Smoke
- Minefields
- Set-Up
- Detonation
- Clearing Minefields
- Morale
- Morale Checks
- Broken Morale
- Recovering Nerve
- Off-Board Units
- Creating Scenarios
- General Rules
- Number of Players
- Movement and Retreat
- Ending the Game
- Determining Victory
- Types of Scenarios
- Stand-Up Fight
- Hide and Seek
- Hold the Line
- Extraction
- Brake Through
- The Chase
- Terrain
- Number of Mapsheets
- Choosing and Placing Mapsheets
- Buildings
- Unit Generation
- Random Dice Rolls
- Point System
- Setting the Stage
- Before the Clans
- Major Wars after the Invasion
- General Rules
- BattleForce Scenario: Conventional Wisdom
- Planetary Assault
- Planetary Movement
- Movement Costs
- Crossing Water Hexes
- Board/Disembark Transport
- Reconnaissance
- Aerospace Movement
- Atmospheric Flight
- Planetary Orbit
- Deep Space Movement
- Movement Costs
- Planetary Combat
- The Battle Board
- Terrain
- Deployment Zones
- Setup
- Combat Drops
- Combat Sequence
- Movement
- Attacks
- Repairs
- Attack Resolution
- To-Hit Roll
- Damage Roll
- Victory
- Damage
- Aerospace Units
- Attacking on the Move
- Combat in Space
- The Battle Board
- Planetary Assault Movements
- Basic Scenario
- Forces
- Defender Setup
- Attacker Setup
- Victory Conditions
- Advanced Scenarios
- Raid
- Extraction
- Last Stand
- Larger Scale Scenarios
- Additional Counters
- Large Scale Play
- Basic Scenario
- Planetary Assault Scenario: The Fall of Terra
- Appendices
- Appendix I: BattleTech Conversion
- Appendix II: BattleSpace Conversion
- Appendix III: Integration
- Appendix IV: Campaigns
- Technical Readout
- BattleForce Roster
- Appendices