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    2102

    Type: GRF-IN GriffinTonnage: 55 TonsEngine: Tl5 Core TechWeapons: Fusigon Particle Projector Cannon

    Delta Dart Long Range MissileRack (10)

    You've been monitor-ing these woods for several days now,with no sign ofenemy act iv ity. Sud-denly you catch a glin t of metalacross the glade. The familiarhum of your PPC fills thecockpit and a solid clickindicates your missiles areready. Range is to youradvantage but willthat be enough todefeat this opponent?

    In the 31st Century warfare iscommon. But whatever world the batt le is on, the battle-field is dominated by one weapon: the BattleMech." Heavily armed and armored, thesevaguely humanoid fighting machines are virtually unstoppable-except by another'Mech. The men and women who pilot them, the MechWarriors, are the elite of a mil1i-tary society.

    Now you can find out what it's like to pilot a 'Mech-from the inside! Each page ofthese books gives you the view from the cockpit of your 'Mech as you face off againstanother of these awesome machines. The controls are in your hands; the choices are

    yours!BATTLETECH'!l i s a regis te red t rademark of FASA Corp. Used with permission.

    Publ ished byNova Game Designs, Inc.

    P.O. Box 1178,Manchester, Conn. 06040r - - - - - - - - - - - - - ~ - - - - - - - -

    N OVA 59 5

    ISBN 0-917037-51-0 NOTE:This book by itself is not a completegame. You must have at least oneother book in the BATTLETECH .series before you can start to play.

    o 6

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    Copyright 1987 Nova Game Designs, Inc.Artwork Copyright 1987 Doug Shuler

    All rights reservedPatented

    This booklet represent s one characte r, or "Mech, in the BattleTech? series of science fic-t ion combat games. Each 'Mech in this series can interact with every other; each has strengthsand weaknesses which you will discover as you and your friends collect them.

    The Booklet-Each page of the booklet has a View Screen (odd-number) and a Console(even number) . The Console has three Disp lays showing your movement op tions , your op-

    ponen t' s movement res tr ict ions , and any cri ti cal hi ts you might score upon your opponent .Results of your moves are shown in the View Screen.

    The 'Mech Slat Card-On the front of the S ta t Card is a li st of maneuvers , and your 'Mech'ss lat s. Next to the column l is ting the maneuvers a re columns showing which Console to usewhen doing that maneuver, the heat it generates, and the damage you can do to your oppo-nent. On the back of the Stat Card are the Multi-player and Campaign rules.

    The Pilot Card- The Pi lot Card has spaces to record your pi lot 's name. rank, experience,e tc. , a s we ll as ski ll modi fi ers and the conten ts of hi s s tockpi le. On the back, is the cont inua-t ion of the Campaign rules .

    How to PlayEach player must have a booklet and a 'Mech Stat Card to play. You and your opponent

    both do the following steps simultaneously:

    1) Exchange booklets with your opponent, but keep your own 'Mech Stat Card.2) Open the booklet to View Screen 49. You now see your opponent at Long Range as

    shown by the Range/Ac tion Display above the View Screen. Jus t beneath the View Screenis the Status Display with instructions for your opponent's next maneuver. Read the instruc-tions to your opponent now (e.g., "Do only Long Range next turn. ")

    3) Use your S ta t Card to choose your maneuver (obeying the ins truc tions jus t given to youbyyour opponent in step 2, above) and turn to the Console number listed next to the maneuver.This will always be an even number.

    4) Increase your Current Heat level by the amount shown next to the maneuver under"HEAT" on the Stat Card. Note: If your Heat level is equal to or greater than your 'Mech'sShutdown number, your 'Mech will overheat and shut down at the end of this turn.

    5) If the maneuver you jus t chose uses ammuni tion, deduc t the appropr iate number fromyour Current Ammunition. When any weapon's Current Ammunition reaches zero, you mayno longer use that weapon. (You may choose to ignore ammunition restr ictions, ifboth playersagree.)

    6) Tel l your opponen t the number of the Console d isplay you are now on. This wi ll a lwaysbe an even number.

    7) On your Console Display, find the even number your opponent has just given you instep 6, above. Next to it is an odd number, sometimes with a letter after it. Remember thelett er, i f any, and turn to the odd-numbered View Screen l is ted next to it . Thi s View Screenwill show either your opponent's maneuver or the damage you have done to him. Note: Itwil l not show i fyou have been hi t. Tha t wi ll only show in the booklet your opponent i susing.

    Tell your opponent the View Screen you are now on.If you choose to "Bail Out," announce it now.8) If the word "SCORE" appears in the View Screen, you have hit your opponent. Add

    the number listed below "SCORE" to the damage modifier from your Stat Card for themaneuver you just did. If the resul t i s greater than zero, you have damaged your opponent .Tell your opponent to subtract that amount of damage from his Current Armor Point~.

    Il l'J.nJ.n U ll'J KA.l~ \jJ:~J

    JUMPING & FIRING

    6-41A8-9A

    lO-13H

    12-0014-9E16-17

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    MEDIUM RANGEFIRING

    CWSERANGEPUNCHING

    Tell opponent:"Do only Medium Range except Jump or Blue next turn."

    2-454-00

    6-258- 5

    1O-41C12-00

    lO-13J12-00

    14-4516-11

    6-258-31

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    MEDIUM RANGEDUCKING

    S C O R E

    -1

    Heat Sinks: "+ 1to all Heat."B[4]/C[4]: Left/Right Leg Actuators: "Do no

    Dodges. "all Ducks. "

    F[2]/G[2]: Left/Right Foot: '-1 to allKicks."

    2-33A

    4-006-178- 5

    10-2112-00

    6-258-13F

    1O-13B12-00

    14-4516-13D

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    CWSERANGE

    KNOCKED DOWN

    S C O R E

    -2

    II

    Above."

    1[2]/J[6]: Sensors:" -1 to all weapons."

    K[3]: Missile Ammo: "Take 2 pts ofJets: "Do no Death From

    2-454-00

    6-41B8- 9B

    10- 9C12-00

    6-1318- 90

    10-13B12-00

    14-13E16-11

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    MEDIUM RANGECRITICAL HIT

    CWSERANGEBEHIND YOU

    S C O R E

    1

    Missiles: "-1 to all Missiles."D[7] : Mi ssile s: "Do no Mi ssiles."

    E[5]/F[7]: Cockpit: "Pilot killed."

    2-314-00

    6- 7

    8-1110-2112-00

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    SERANGEUSHING

    /

    fell opponent:ild Swing or Duck next turn,"

    34-13K36-59B

    38-61H

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    MEDIUM RANGELEG HIT

    CLOSE RANGEDUCKING

    S C O R E

    -1

    Tell opponent:"Do only Medium Range except Orange or Blue next turn."

    Heat Sinks: "+ 1to allHeat."B[5]/C[5]: Left/Right Leg Actuators: "-I to

    all Ducks."

    Kicks."

    F[3]/G[3]: Left/Right Foot: "Do no

    34-13B36-11

    38- 1

    42-2144-51

    18-0020-230

    26-23E28-23A30-15A

    42-35C

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    MEDIUM RANGEKNOCKED DOWN

    S C O R E

    -2

    34-1936-29

    42-4744-5146-37

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    S C O R E

    -3

    Gyro: "Do no Dodges."(

    18-00 26-13H28-13130-13D

    34-13836-1138- 1

    42-17-+-+-51

    46-13H

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    MEDIUM RANGETORSO HIT

    MEDIUM RANGEFIRING FROM COVER

    S C O R E

    -3

    Heat Sinks: "+ 1to all Heat. . .F[I]/G[2]: Missiles: "-I toall Missi les."

    J[2]/K[7]:

    and do no Missiles."

    18-0020-43

    26-4328-49

    30-43

    42-4344-43

    46-43

    18-00 26-35E

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    LONG RANGEFIRING MISSILES

    Left Arm: "-I to all Punch andPush."Right Hand: "Do no'PPC."

    34-3136-4338- 1

    42-23F44-35F

    46-37

    18-0020-358

    22-35G

    34-3136-59C

    42-61F44-351

    46-61H

    26-35E

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    LONG RANGESIDESTEPPING

    34-27A36-29

    18-00

    20-35022- 1

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    MEDIUM RANGEDODGING & FIRING

    18-0020-51

    26-6328-5530- 7

    34- I3F36-29

    42-4744-5146-37

    54-59E

    56-591

    58-43

    60-59C

    62-59F

    64-11

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    MEDIUM RANGEFIRINGPPC

    LONG RANGECHARGING

    Tell opponent:"Do only Medium Range except Missile, Red, or Jump next turn."

    50-63

    52-13J

    54-63

    56- 3

    58- 7

    60-29

    54-59C

    56-57

    58-59D

    60-29

    62-59A

    64-351

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    LONG RANGEFIRINGPPC

    50-59C

    52-47

    54-59B

    56-59H

    58-43

    60-29

    54-39

    56-57

    58-43

    60-29

    62-4964-11

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    WNGRANGE

    TORSO HIT

    S C O R E

    -3

    S C O R E

    -1

    Heat Sinks: "+ 1to allHeat."

    D[I]/E[5]: Missiles: "-I to all Missiles."

    F[2]/G[5]: PPC: "DonoPPC."

    H[I]/I[5]: Missiles: "Do no Missiles."

    50-39

    52-53

    54-39

    56-57

    58-43

    60-29

    54-39

    56-57

    58-43

    60-29

    62-49

    64-11

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    Tell opponent:"Do only Medium Range except PPC or Dodge next turn."

    50-63

    52-13D

    54-63

    56- 3

    58-47

    60-29

    9) If you damaged your opponent in step 8, above, you may have caused a Critical Hit,(see below). If you did cause a Critical Hit , read the cri tical damage listed to your opponent.Note: The Crit ical Damage Display is normaJ ly b lank. I t contains data only when your op-ponent has been hi t.

    10) If your opponent's Current Armor Point total is now zero or less, his 'Mech is nowinopera tive and you have won. Otherwise, read your opponent the ins truc tions on the Sta tusDisplay just beneath the View Screen and repeat steps 3 through 10.

    HEAT -VirtuaJly every move you make with your 'Mech genera tes hea t. Your 'Mech s ta rtsthe game with a Curren t Heat l eve l ofO. Every t ime you choose a maneuver, you mus t recordthe change in your Current Heat level caused by that maneuver. There are certain moves

    on the Stat Card with nega tive Heat numbers . These moves subtract heat from your CurrentHeat level and can be used to cool down your 'Mech. At the end of any tum in which yourCur rent Heat i s equal to or grea ter than your Shutdown Number, your 'Mech automat ical lyshuts down. You may only do the moves "Cool Off" or "Duck" until your Heat level is15 or less. Your Heat level may never go below zero.

    For every tu rn your Heat l eve l equa ls o r exceeds 28, you mus t lose one Ammuni tion Point(your choice ) and take 2 point s o f a rmor damage as your ammo s ta rt s to explode . Thi s doesno t apply i f you are total ly ou t of ammuni tion.

    AMMUNITION-Certain weapons require ammunition to use and are marked on the StatCard. The ini ti al ammuni tion supply for each weapon is al so marked on the Sta t Card. Everytime you fire a weapon which requires ammunition you must mark off one Ammunition Pointon the Stat Card. A weapon with zero ammunition points may not be used. Ammunition Pointsmay never go be low zero . Your 'Mech a lways s ta rt s the game with a ful l ammuni tion load.Exception: See Campaign Rules. Both players may choose to ignore ammunition restr ictionsif they agree beforehand.

    CRITICAL HITS-Some Console result s have let te rs a ft er them (i .e. , -13B, -27K, e tc. ) Th islet te r i s the po tent ia l Cri ti ca l Hi t fo r tha t maneuver resul t. Whenever you end up on a ViewScreen showing your opponent be ing hi t, inc lude the fo llowing subs teps in s tep 9) :

    9a ) Look on the Crit ical Damage Display for the let te r of the maneuver you just did. Nextto the letter will be a number in brackets (i.e., [4].)

    9b) If the modified damage you did to your opponent in step 8), above, is equal to or greaterthan the number in brackets, you have caused a Critical Hit.

    9c) Read the phrase teJ ling exac tly what the Cri ti ca l Hit i s to your opponent . The effec tsof a Critical Hit take place immediately and stay ineffect for the entire game. Multiple CriticalHit s to the same loca tion are cumula tive . I. e. , two hi ts to your lase r, each caus ing" -1 oall Laser attacks," means you now fire your laser at - 2 to any Scores.

    Often s imi la r Cri ti cal Hi ts are grouped togethe r. For example:A[2]/B[4] "Add + 1 to all Heat costs."

    This means: If your letter is "A" and you did at least 2 points of damage, after modifiers,to your opponent-or-if your letter is "8" and you did at least 4 points of modified damage,then you have caused h im the Cri ti cal Hit : . Add + I to all Heat cos ts." Note: If your letterwas "8" but your modified damage was only 3 or less, you did not cause a Critical Hit.

    MUTUAL DESTRUCTION-A 'Mech which overheats but still has Armor Points beats a'Mech with no Armor Points. If both 'Mechs go below zero Armor Point s on the same turn,no one wins .

    ESCAPE-You may break off combat and escape if you can maneuver to page 29 (LongRange, Jumping Back) from any long range page. Simply announce, "Escaping" and thegame is over. Your opponent receives credit for li z victory if you successfuJly escape.

    (continu ed on back o f Stat Card)

    (continued from inside back cover) (cont inued from back of S ta t Card)

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    ( )

    Multi-Player RulesFor mul ti-pl ayer comba ts , a rr ange two s ides . Player s on the s ide with the fewer members

    ea ch pick one opponen t. T hen, the e xtr a playe rs on the larger side ea ch join any battle the ychoose. Note: It is permissible for more than one extra player to join a battle, i. e., threea gainst one, f our a gainst one , etc . Play n ormally inc lu ding the following ru le s:

    1) If you ar e fighting more than one oppone nt you may find your se lf a t diffe re nt range swith each. Select a single opponent to attack and choose a maneuver from the appropriate range.

    2) Each maneuver on the Stat Card has Conversion numbers in addition to the Consolenumber s liste d ne xt to it. To re so lve the re sults of your oppone nts' a ctions at othe r r ange s,read them the Conversion numbers at the far right of your Stat Card for the appropriatemaneuver and ranges. Turn to the Console page for these numbers and resolve each of thecombats.

    3 ) I f you have Scored aga inst more than one opponen t, you may d iv ide your damage modif ie ra mong those op ponents in any manne r you w ish . Note: You c an not app ly the fu ll modifierto each of your opponents. (You may apply it to anyone opponent if you choose.)

    4) If you def ea t your oppone ntes) and ther e ar e still ba ttles going on, you ma y c hoose tojo in one . If y ou join a gainst one oppone nt, pla y continue s a s a normal multi-pla yer ba ttle .If you join against two or more opponents, you must choose anyone opponent who mustthen lea ve his a tta ck for a one -on-o ne a gainst you.

    5) If you receive confl icting instructions from your opponents, do only the most restr ictinginstruction.

    6) U se only the He at fr om the origina l move you c hose, not f rom either of the c onver sionmaneuvers.

    Note: The format for multi-player battles is always one vs. any number of opponents.A 2 vs. 2 battle is not possible but must break into two 1 vs. I battles. Only after you winc an you join your pa rtne r in a tw o-on-o ne aga inst the re maining opponen t.

    Campaign Rules

    PILOT I MPROVE MENT-You may improve your c har ac te r' s skill w ith E xperie nce . Ex -per ience i s f igured by enemy tonnage des troyed .

    Each t ime you defea t an opponen t, add the tonnage of the enemy 'Mech to your Exper iencetota l. ( New pilots star t with 0 Expe rienc e.) Fo r e very 25 0 tons of e nemy ' Mec hs you defe at,you ma y inc re ase the da ma ge modifie r for anyone c ategor y show n on the Pilot Ca rd. Ea chcategory is defined on the Stat Card by a Roman numeral.

    This incr ea se a ffe cts all the moves on the Sta t Ca rd in the ca tegory y ou c hoose a nd sta yswith your pilot, not with the 'Mech. The pilot retains any increases when moving to a new'Mech.

    Increases in one category may not be used in any other category. Le., a + I modifie r inthe PPC category has no effect on the Laser or Missile categories, and if the pilot movesto a 'Mech without a PPC, the bonus can not be used (although he retains it in case he evergoes back to a 'Mech with a PPC.) Note: Some categories cover more than one range.

    A pilot with + 5 or be tte r in a c ategor y ma y c hoose to ignor e the fir st Cr itica l Hit whic haffects that category.

    'MECH DETERIORATION-Each time you start a new game with the same 'Mech, sub-t ract one f rom the 'Mech 's Shu tdown number. After t en games , you may acquire a new 'Mechwith a full Shutdown limit at a cost in Experience Points equal to the cost printed on thefron t of the ' Mec h 's Stat Car d. For e ac h ga me ther eaf ter tha t you c hoose not to ta ke the ne w'Mech but con tinue touse the o ld one , the cos t o f the new 'Mech drops by 10Exper ience point s.

    Note: Ammo still starts to e xplode at 28 He at Points. If t he Shutdown number i s l es s than

    28, ammo will ne ver explode . (con tinued on back of Pi lo t Card)

    'MECH REPAIR-After any battle the surviving 'Mech may salvage parts from defeated f'Mechs and either use them to repair their own damage, or stockpile them for future use.Parts are identified on the Critical Damage Display as they are hit.

    Salvage: After any game you win, you may salvage usable parts of your opponentes')'Me ch( s). Armor a nd Hea t Sin ks a re a utomatica lly re pair ed a fte r ea ch game a nd so ar e notsalvage able . Othe r par ts ar e not sa lvage able if the y have suf fer ed a ny thr ee Critica l Hits orone Critical Hit which states "Do no . "Note: a part which has sufferedda mage may still be usable by its or igina l ow ner (w ith hea vy ne gative modifie rs) althoughit is not salva gea ble by a nyone e lse .

    Repair: You may replace any part on your 'Mech with the identical sa lvaged par t f romany o ther 'Mech . If the sa lv aged par t has bee n dama ged (by ta king one Cr itic al H it, f or in-stance ) you must re tain any neg ative modifie rs for that da mage d part.

    Stockpiles: Kee p salvage d pa rts which a re not used to re pair your ' Mech in the Stoc kpilebox of your Pilot Card. This is your stockpile and you may use parts from it to repair your'Mech just like any other salvaged parts. You may trade, give or share any parts in yourstoc kpile with any other pla yer. Da mage d p arts of your own ' Mec h which qualify under thesalvage rules , above , may be s tockpil ed .

    AMMUNI TION -At the e nd of e ac h ga me a 'Mec h ma y r eload a mmunition, howe ver, onlyat the end of every third game do you receive a full reload. At the end of all other gamesyou receive a half -r eload ( round f ract ions down) for each weapon type . Unused ammunit iondoes not count aga inst amounts rec ei.ved in re loa ding a lth ough the 'Me ch may ne ver c ar rymor e than its initial full loa d of ammo. E xcess a mmun ition ma y be stoc kpile d.

    BA ILIN G O UT-Your pilot ma y ejec t fr om his 'Mec h d uring step 7) of a ny tur n in the ga me.

    S imply announce, "Ba il ing out !" The game ends immedia te ly, your opponen t wins, but yourp ilot automat ical ly survives (al though without a 'Mech .)

    If your pilot does not eject in step 7), he may be killed in step 8) or 9) as follows: If the'Mech's armor is reduced in step 8) to - 5 or worse, or if the Critical Hit in step 9) is "PilotKilled," the pilot automatica lly d ie s. You must star t a ne w pilot in a ne w ' Mec h ne xt gamew ith no modific ations to any of his skills.

    A pilot who bails out starts the next game with all his personal skill modifiers and Ex-per ience. He receives a rep lacement 'Mech of the same tonnage with - 3 to a ll i ts maneuvers .He may upgr ade the 'Mec h by spe nding 50 Exper ienc e points for e ac h 1 point modif ier in-cr ease pe r c atego ry, or by using par ts f rom his stockpile.

    NOTE : When you do a move w hic h c hange s the ra nge be twee n you a nd your opponent, youmay not see the result you expected to see. This is because some maneuvers exist only atc er tain r ange s. The r esults you ge t w ill be the c lose st c omp ara ble in ter ms of re str ictions,damage , e tc .

    System Des igned by: Alf red Leonard iD eve loped by: De nnis Gre ci, Ka rl Hiester man a nd Jame s RosinusCharacter Designed by: Karl.HiestermanI llus tr at ions by: Doug Shu le rRule s and E diting: De nnis Gr eer , Jame s RosinusP lay tes te rs : J im Atwood. Josh Blacksten, Chri s Ecc leston , J . J . Fens te rmaker, Kris James ,J im Kasprzak, Mar ian McKenzie , Bruce Perry, Augus t Reinig, Doug Shu le r, Walt er Smi th ,

    G ary Stagliano , Brya n Star ry, Mike Vita le, A nn Wing ert

    ,

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    PILOT CARD

    NAM E _~~~~~_R ANK U NIT _

    E X P E R IE NC E TO D ATE _

    =::::::::: := ===:: ==::::::;:::::: ::.::::=::::::::::::,::: :::::: :::::::::::: :::::::: ::,::::=::::.::::::::::: ::::::::::::::::: ::.:::::::;::::::::

    MODIFIERS

    TY'PE CATEGORY TOTAL

    AUTOCANNONFLAMER II

    LASER III

    M AC H INE G U N (M G ) IV

    MISSILES V

    P AR TIC LE PR OJE C TOR VIC A NN ON ( P P C )

    PHYSICAL VII

    P ILOTING VIII

    STOCK'PILE

    ,B AT T L E T E C H

    STAT CARD

    Griffin - GRF-IN

    START CURRENTARMOR SHUTDOWN SHUTDOWN START CURRENTP OI NT S N UM BE R NUMBER SPEE D AMMUNITION AMMUNITION

    36 30 5 MISSILE, 6 MISSILEA UTOC AN NO N 4 AUTOCANNON:

    COST110

    P G = C O NS OL E (P AG E) Y OU T UR NT O .

    M OO = S CO R E M O DIF IE R. C O MB IN E W IT H P RIN TE D S CO RE .HEAT = H EA T G EN ER AT ED B Y T H.A T M AN EU VE R.C R X = C LO SE R AN GE C O NV ER SIO N N UM B ER .MRX = M E DIU M R AN GE C O NV ER SIO N N UM B ER .L . R X = L ON G R AN GE C ON VE RS IO N N UM BE R.

    (A ) = R E Q U IR E S A M M U N IT IO N