Indianapolis Battletech Wargames Pickup Game Format
Indianapolis Battletech Wargames Pickup Game Format
Format v1.0
This format was developed for casual play with the objective of allowing players to play a 3-4
turn game within 120 minutes with 3-5 BattleMechs on the table attempting to accomplish
objectives in a variety of ways, which may influence force construction choices. Because of this,
all restrictions are recommended only for the sake of giving a framework for Pickup Gameplay.
Restrictions
Recommended Game Size: 2 hex maps (1 CGL neoprene hex map)
Recommended Force Size: 6K BV, 3-5 ‘Mechs.
Recommended Force Constraints: ‘Mechs from the IlClan Recognition Guide series or ‘Mechs
from Recognition Guide: Classics and Recognition Guide: IlClan.
Recommended Optional Rules: TacOps Floating Critical Hits, TacOps Sprinting, Active Probe
(Targeting) Optional Rule, Battlefield Support (5 BSPs)
Victory Conditions
Each game mode is set up so that the game ends when either the player’s agree to end the
game, one player reaches 4VP, or one player does not have active units. Crippled or Shutdown
units count as active units.
Take and Hold
Game Setup
Each player places one objective marker within 4 hexes of the center line, on their half of the
board.
Scoring
During the end phase of every turn, players gain 1VP for each objective marker that they
control. An objective marker counts as being controlled when there are more friendly ‘Mech
units adjacent to the objective marker than enemy ‘Mech units.
Special Rules
N/A
Territories
Game Setup
Each player places three objective markers outside of 4 hexes of any edge and 3 hexes away
from any other marker, on their half of the board.
Scoring
During the end phase of every turn, if a player controls an objective marker that is not declared
for the player, that objective marker is now declared for the player. An objective marker counts
as being controlled when there are more friendly ‘Mech units adjacent to the objective marker
than enemy ‘Mech units. During the end phase of the turn, after objective markers are declared,
the player that has the most objective markers declared gains 1VP
Special Rules
N/A
Recovery
Game Setup
Each player places three objective markers outside of 4 hexes of any edge and 3 hexes away
from any other marker, on their half of the board. Place 1 CF20 building on top of these
objective markers.
Scoring
During the end phase of every turn, players gain 1 VP for any objective marker that is adjacent
to the edge of the map. Those objective markers are removed from the game.
Special Rules
Objective Interaction - 'Mechs may pick up an objective by being in the same hex as the
objective marker during the end phase of any turn, and may not pick up an objective if there is a
building in the same hex. If a unit carrying an objective marker falls, the objective marker is
placed in an adjacent hex in the direction of the fall.
Control
Game Setup
Players place one objective marker in the center of the map.
Scoring
During the end phase of every turn, the player that controls a unit carrying the objective gains
1VP.
Special Rules
Objective Interaction - 'Mechs may pick up an objective by being in the same hex as the
objective marker during the end phase of any turn, and may not pick up an objective if there is a
building in the same hex. If a unit carrying an objective marker falls, the objective marker is
placed in an adjacent hex in the direction of the fall.
Upload
Game Setup
Players place two objective markers outside of 4 hexes of any map edge, on their half of the
board.
Scoring
During the end phase of the turn, players that perform successful Upload Attack gain 1VP per
objective successfully attacked.
Special Rules
Upload Attack - Units within scanning range (adjacent hex or Active Probe range) of an enemy
objective may attempt an Upload Attack against the objective using their Piloting Skill + 1 during
the Weapons Attack Phase. If the unit does not have an Active Probe, the unit may not fire their
weapons during the Weapons Attack Phase.
Know Your Enemy
Game Setup
N/A
Scoring
During the end phase of the turn, players that perform successful Scanning Attack gain 1VP per
unit successfully attacked. If a player successfully performs a Scanning Attack against 3 enemy
units, that player gains 1 VP. The game ends when one player reaches 4VP.
Special Rules
Scanning Attack - Units within scanning range (adjacent hex or Active Probe range) of an
enemy objective may attempt an Scanning Attack against the objective using their Piloting Skill
during the Weapons Attack Phase. If the unit does not have an Active Probe, the unit may not
fire their weapons during the Weapons Attack Phase. After a unit has been successfully
scanned, it cannot be scanned again. If a unit has been destroyed, do not remove it from the
field; its wreckage may be scanned by an enemy unit.