SHD-2H Shadow Hawk

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    2101Type: SHD-2H Shadow HawkTonnage: 55 TonsEngine: T75Core TechWeapons: Armstrong 111Autocannon

    Holly Long RangeMissle Rack (5)

    Martel Model 5Medium Laser

    From this vantage point youhave a perfect view of theenemy's approach. Picking up a heatsource at long range, you act ivate yourweapon systems. The combination ofAutocannon, Long Range Missilesand Medium Laser gives firepowerat all ranges. That plus your maneu-verability should give you theedge-depending, ofcourse,on what is coming through thehigh pass below.In the 31st Century warfare is common. But whatever world the batt le ison, the batt le-f ield is dominated by one weapon: the Bat tleMech. 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 mili-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 areyours! BATTLETECH is a r eg is te red t rademark of FASA Corp. Used with perm is sion .

    Published byNova Game Designs, Inc.

    P.O. Box 1178.Manchester, Conn. 06040NOVA 5 95

    ISBN 0-917037-50-2

    o 9

    NOTE:This book by itself is not a completegame. You must have at least oneother book in the BATTLETECHseries before you can start to play.

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

    All rights reservedPatented

    This booklet represen ts one charac ter , or "Mech, in the Battle'Tech'" series of science fic-tion 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 Displays showing your movement op tions. your op-ponent 's movement restr ict ions, and any cr it ica l hi ts you might score upon your opponent .Results of your moves are shown in the View Screen.The 'Mech Stat Card-On the f ront of the Stat Card isa l is to f maneuvers, and your' Mech' sstats. Next to the column lis ting the maneuvers are co lumns showing which Console to use

    when 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 Pilo t Card has spaces to record your pi lot 's name, rank, experience ,e tc ., as wel l as ski ll modif ier s and the contents of his stockp ile . On the hack. 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:I) Exchange booklets with your opponent, hut keep your own 'Mech Stat Card.2) Open the booklet to View Screen 49. You now see your opponent at Long Range asshown by the Range/Act ion Display above the View Screen. Just 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 Stat Card to choose your maneuver (obeying the instruc tions just given to youby your opponent instep 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 just chose uses ammunition, deduct the appropr ia te number f romyour Current Ammunition. When any weapon's Current Ammunition reaches zero. you mayno longer use that weapon. (You may choose to ignore ammunition restrictions, ifboth playersagree.)6) Tell your opponent the number of the Console display you are now on. This will alwaysbe 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 thele tter , i fany, and turn to the odd-numbered View Screen l is ted nex t to i t. This View Screenwill show either your opponent's maneuver or the damage you have done to him. Note: Itwi ll not show ifyou have been hi t. That will only show in the booklet your opponent isusing.Tell your opponent the View Screen you are now on.If you choose to "Bail Out," announce it now.8) Ifthe word "SCORE" appears in the View Screen, you have hit your opponent. Addthe number listed below "SCORE" to the damage modifier from your Stat Card fo~ themaneuver you just did. If the result is greater than zero, you have damaged your opponent .Tell your opponent to subtract that amount of damage from his Current Armor Points.

    MEDIUM RANGEJUMPING & FIRING

    6-41D8-9A

    10-13J12-21

    14- 9E16-17

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    MEDIUM RANGEFIRING AUTOCANNON

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

    2-454-41A

    6-258- 5

    1Q-41C12-41B

    CLOSE RANGEPUNCHING

    6-258-31

    14-4516-11

    lQ-13J12-21

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    MEDIUM RANGEDUCKING

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

    Dodges."all Ducks. "

    F[2]/G[2]: Left/Right Foot: "-1 toallKicks. "

    2-33A4-33C

    6-178- 5

    10- 512-33B 6-258-13F lO-13B12-13G

    14-4516-13D

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    CLOSE RANGEKNOCKED DOWN

    SCORE-2

    2-454- 9F

    6-41E8-9B

    10- 9C12- 9G 6-13I8- 9D 10-13L12-13B

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    MEDIUM RANGECRITICAL HITCLOSE RANGEBEHIND YOU

    SCORE1

    Missiles: "-1 to all Missiles." Missiles: "Do noMissiles atMedium Range."E[5]/F[7]: Cockpit: 'Pilot killed. "

    6- 78-11

    10- 512-51

    IS-35E20-35G

    26-3502S-35H30- 7

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    CLOSE RANGEDEATH FROM ABOVE CLOSE RANGEFIRING LASER

    18-23B20-23D 42-4744-23C

    46-37

    18-35G20-35E22-15C

    34-13K 42-4744-35D46-37

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    MEDIUM RANGELEGHIT CWSERANGEDUCKING

    SCOREo

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

    Heat Sinks: "+ I to al lHeat perKicks."

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

    34-13836-1138-21

    42-2144-51 18-23D20-23E

    26-23G28-23A30-15A

    34-19

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    MEDIUM RANGEKNOCKED DOWN LONG RANGEJUMPING BACK

    SCORE-2

    F[6]: Sensors:

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    CLOSE RANGETURNED AROUND

    SCORE-4

    turnAutocannon: "-1 to all Autocan-non shots."

    34-27E 18- 320-13J

    26-13H28-13130-130

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    MEDIUM RANGETORSO HIT

    SCORE-4

    non shots."Heat Sinks: . .+ 1 to a ll H eat turn.

    18~35G20~35K 26~35F28~55

    30~ 734~13D36~43

    42~4744~35D

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    LONG RANGEFIRING MISSILESCLOSE RANGEARM HIT

    SCORE-2

    Tell opponent:"Do only Long Range nextturn."

    Left Arm: "-1 toall Punch andPush."

    E[6]:shots ."Laser: "Do noLaser."

    18-35E20-35G

    26-35D28-5530-61C

    18-35D20-35B 26-35E28-55

    30- 7

    34-3136-59C

    42-61F44-35G46-37

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    LONG RANGESIDESTEPPING

    34-1936-59C

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    MEDIUM RANGEDODGING & FIRING WNGRANGECOOLING DOWN

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

    18- 320-51

    26-6328-55

    34-13F 54-59E56-591

    58-4360-59C

    62-59F64-11

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    MEDIUM RANGEFIRING LASER LONG RANGECHARGING

    50-6352-13J

    54-6356- 3

    58_:_760-29

    54-59C56-57

    58-59D60-29

    62-59H64-35K

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    MEDIUM RANGECOOLING DOWN LONG RANGEFIRING AUTOCANNON

    50-59C52-47

    54-59B56-59E

    58-4360-29

    54-3956-57

    58-4360-29

    62-4964-11

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    MEDIUM RANGEFIRING MISSILE

    50-6352-13D

    54-6356- 3

    58-4760-29

    9) If you damaged your opponent in step 8, above, you may have caused a Critical Hit,(see below). Ifyou did cause a Critical Hit, read the critical damage listed to your opponent.Note: The Cri tical Damage Display is normally blank. I t contains data only when your op-ponent has been hit.10) If your opponent's Current Armor Point total is now zero or less, his 'Mech is nowinoperative and you have won. Otherwise, read your opponent the instructions on the StatusDisplay just beneath the View Screen and repeat steps 3 through 10.HEAT - Virtual ly every move you make with your ' Mech generates heat . Your ' Mech star tsthe game with a Current Heat level of O. Every time you choose a maneuver, you must recordthe change in your Current Heat level caused by that maneuver. There are certain moveson the Sta t Card with negative Heat numbers. These moves subtract heat from your CurrentHeat level and can be used to cool down your 'Mech. At the end of any turn in which yourCurrent Heat is equal to or greater than your Shutdown Number, your 'Mech automat ical lyshuts down. You may only do the moves "Cool Off" or "Duck" until your Heat level isIS or less. Your Heat level may never go below zero.For every turn your Heat level equals or exceeds 28, you must lose one Ammunition Point(your choice) and take 2 points of armor damage as your ammo starts to explode. This doesnot apply if you are tota lly out of ammunition.AMMUNITION-Certain weapons require ammunition to use and are marked on the StatCard. The ini tial ammunition supply for each weapon is also marked on the Stat 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 below zero. Your 'Mcch always star ts the game with a ful l ammunition load.Exception: See Campaign Rules. Both players may choose to ignore ammunition restrictionsif they agree beforehand.CRITICAL HITS-Some Console resul ts have let te rs after them (i .e. . -13B. -27K, e tc. ) Thislet ter is the poten tia l Cri tical Hi t for that maneuver resul t. Whenever you end up on a ViewScreen showing your opponent being hi t, include the fol lowing substeps in step 9):9a) Look on the Cri tica l Damage Display for the let te r of the maneuver youjust did. Nextto the letter will be a number in brackets (i.e., [4J.)9b) If the modified damage you did to your opponent in step 8). above, isequal toor grea terthan the number in brackets, you have caused a Critical Hit.9c) Read the phrase tel ling exact ly what the Cri tical Hit is to your opponent . The effec tsof a Critical Hit take place immediately and stay ineffect for the entire game. Multiple CriticalHi ts to the same locat ion are cumulat ive . I .e ., two hits to your laser. each causing" -1 toall Laser attacks," means you now fire your laser at - 2 to any Scores.Often similar Crit ical Hi ts are grouped together. For example :

    A[2J/B[4J "Add + I to all Heat costs."This means: If your letter is "A" and you did at least 2 points of damage, after modifiers,toyour opponent-o r-i fyour le tter is "B" and you did at least 4 points of modified damage,then you have caused him the Cri tica l Hit : "Add + I to all Heat costs." Note: Ifyour letterwas "B" 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 Poin ts . I fboth "Mechs go below zero Armor Points on the same turn ,no one wins.ESCAPE-You may break off conibat 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 '/2 victory if you successfully escape.

    (continued Of! hack of S ta t Card)

    (continued from inside back cover) (cont inued from back of Stat Card)

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    Multi-Player RulesFor mul ti-player combats , arrange two sides . Players on the s ide with the fewer memberseach pick one opponen t. Then, the extr a playe rs on the larger side each join any battle theychoose. Note: It is permissible for more than one extra player to join a battle, i. e., threeagainst one, four against one , etc . Play normally inc luding the following ru le s:

    1) If you are fighting more than one opponent you may find your se lf a t diffe rent rangeswith 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 listed next to it. To reso lve the results of your opponents' actions at othe r r anges,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)If you have Scored against more than one opponent, you may divide your damage modif ieramong those opponents in any manner you wish . Note: You can not apply the full modifierto each of your opponents. (You may apply it to anyone opponent if you choose.)

    4) If you defea t your opponentes) and there are still ba ttles going on, you may choose tojo in one. If you join against one opponent, play continues as a normal multi-player ba ttle .If you join against two or more opponents, you must choose anyone opponent who mustthen leave his a ttack for a one -on-one against you.

    5) Ifyou receive conflicting instructions from your opponents, do only the most restrictinginstruction.

    6) Use only the Heat from the origina l move you chose, not f rom either of the conver 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 wincan you join your pa rtne r in a two-on-one aga inst the remaining opponen t.

    Campaign RulesPILOT IMPROVEMENT-You may improve your charac te r' s skill w ith Experience . Ex -per ience is f igured by enemy tonnage des troyed.

    Each t ime you defeat an opponent, add the tonnage of the enemy 'Mech to your Experiencetota l. (New pilots star t with 0 Experience.) Fo r every 250 tons of enemy 'Mechs you defeat,you may inc rease the damage modifie r for anyone category shown on the Pilot Card. Eachcategory is defined on the Stat Card by a Roman numeral.

    This increase a ffects all the moves on the Sta t Card in the ca tegory you choose and stayswith 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 category may choose to ignore the fir st Cr itica l Hit whichaffects that category.'MECH DETERIORATION-Each time you start a new game with the same 'Mech, sub-t ract one from the 'Mech 's Shutdown number. After ten 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 'Mech 's Stat Card. For each game thereaf ter tha t you choose not to take the new'Mech but continue tousethe old one, the cos t of the new 'Mech drops by 10Experience points.

    Note: Ammo still starts to explode at 28 Heat Points. Ifthe Shutdown number i s less than28, ammo will never explode . (continued on back of Pi lot 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')'Mech( s). Armor and Hea t Sinks a re automatica lly repair ed a fte r each game and so are notsalvageable . Othe r par ts ar e not sa lvageable if they have suf fer ed any three Critica l Hits orone Critical Hit which states "Do no . "Note: a part which has suffereddamage may still be usable by its or igina l owner (with heavy negative modifie rs) althoughit is not salvageable by anyone e lse .

    Repair: You may replace any part on your 'Mech with the identical salvaged part fromany other 'Mech. If the sa lvaged par t has been damaged (by taking one Cr itical H it, for in-stance ) you must re tain any negative modifie rs for that damaged part.Stockpiles: Keep salvaged pa rts which a re not used to repair your 'Mech in the Stockpilebox 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 yourstockpile with any other player . Damaged parts of your own 'Mech which qualify under thesalvage rules , above, may be s tockpiled .AMMUNITION-At the end of each game a 'Mech may reload ammunition, however, onlyat the end of every third game do you receive a full reload. At the end of all other gamesyou receive a half-reload (round fract ions down) for each weapon type. Unused ammunit iondoes not count aga inst amounts recei.ved in re loading a lthough the 'Mech may never car rymore than its initial full load of ammo. Excess ammun ition may be stockpiled.BAILING OUT-Your pilot may ejec t from his 'Mech during step 7) of any turn in the game.S imply announce, "Bail ing out !" The game ends immediately , your opponent wins, but yourpilot 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 new pilot in a new 'Mech next gamewith no modifications 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 replacement 'Mech of the same tonnage with - 3 to all i ts maneuvers .He may upgrade the 'Mech by spending 50 Exper ience points for each 1 point modif ier in-cr ease pe r catego ry, or by using par ts f rom his stockpile.

    NOTE: When you do a move which changes the range be tween you and your opponent, youmay not see the result you expected to see. This is because some maneuvers exist only atcer tain r anges. The results you ge t will be the c losest comparable in terms of re str ictions,damage, etc .

    System Designed by: Alfred LeonardiDeve loped by: Dennis Greci, Karl Hiesterman and James RosinusCharacter Designed by: Karl.HiestermanIllus trat ions by: Doug ShulerRules and Editing: Dennis Greer , James RosinusPlaytes ters : J im Atwood. Josh Blacksten, Chri s Eccleston , J . J . Fens termaker , Kris James ,J im Kasprzak, Marian McKenzie, Bruce Perry, Augus t Reinig, Doug Shuler, Walter Smi th ,Gary Stagliano , Bryan Star ry, Mike Vita le, Ann Wingert

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    PILOT CARDN A M E R A N K U N IT _E X PE R IE N CE T O D A TE - - - - . ! . I ~:::.-::::::::::::::::::::::::::::===-;:::=::::::::::::::::::::::::::::::::::::::::::::=:-:::::::::,::::==:::.=.:::::::::=:::::;::::::=::::::::::::::::::::::-:-:::=:::=:::::=:::.::=:

    M O D I F I E R STYPE CATEGORY TOTALA U T O C A N N O NF L A M E R IIL A S E R IIIM A C H IN E G U N (M G ) IVM IS S IL E S VP A R T IC L E P R O J EC T O R V IC A NN O N (P P C )P H Y S I C A L V IIP I L O T I N G V I I I

    STOCKPILE

    ,

    BATTLETECHSTAT CARDShadow Hawk - SHD-2H~MOR

    START CURRENTSHUTDOWN SHUTDOWN START CURRENTPOINTS NUMBER NUMBER SPEED AMMUNITION AMMUNITION

    36 30 5 MISSILE: 6 MISSILE:I AUTOCANNON: 4 AUTOCANNON:

    COST110

    D O D G EIII

    O f F E N S EVIII

    PG = C ON SO LE (P AG E) Y OU T lJ RN T O.MOD ~ S C OR E M O DIF IE R . C O MB IN E W I TH P R IN T ED S C OR E .HEAT ~ H EA T G EN ER AT ED B Y T HA T M A NE UV ER .CR X = C LO S E R A NG E C O NV E RS io n N U MB E R.MR X = M E DI UM R A NG E C O NV E RS IO N N U MB E R,L A X ~ L O NG R AN GE C ON VE RS IO N N UM BE R.( A ) ~ R EQ UIR ES A M" U NIT IO N