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Author Topic: BK10K: A 10,000BV "Standard" Game with Supporting Scenarios  (Read 1191 times)


  • Catalyst Demo Team
  • Lieutenant
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    • Jade Corsair
This document was created to help build up a Battletech night at our FLGS.  With all these great boxsets becoming available, I am trying to expand my group from a GM defined experience, to something that is a bit more head to head, and decentralized.   The intent of this format, is to create an easy to communicate, standard of force creation, and supporting set of scenarios, to facilitate easy meet-up and play games, with pre-balanced force lists, so you do not need to have communicated with your opponent beforehand.

The full document is here. 

Included with the BK10K Standard is a set of six scenarios coming from both Total Warfare and Alpha Strike Commanders Edition.

Scenario Lists:
  • Standup Fight
  • Assassination
  • Break Through / Pursuit
  • Map Control
  • Recon Raid
  • Extraction Raid

The ten thousand points was selected as:  easy to remember, high enough to allow for Clan heavy and assault mechs, while low enough to let people field a single lance of IntroTech Mechs.  Aerospace and Artillery have been limited to the Battlefield Support Point system for speed of play.  The cap of 6x units per side, unit and equipment limits, and a playspace limited to 2x mapsheets were all selected to maximize the speed of play.  The end goal is to make it easy to build a inclusive casual game.  The other goal was to size a game such that two veteran players could complete a complete scenario in under 3 hours.

Force Creations Rules
  • Force point total, including pilots, cannot exceed the 10,000 points.
  • 10K:  Min 3 Units, Max of 6 Units (5K:  1-2 Units;  2K:  1 Unit)
  • Allowed Unit Types:  Mechs, Ground Combat Vehicles, BattleArmor, Protomechs
  • Banned Unit:  Artillery, VTOL, Navel, WiGE, Aerospace, Standard Infantry, Support Vehicles, and anything else not in TW (Super
  • Heavies, QuadVees, Mobile Structures)
  • Allowed Equipment:  Anything in the BattleMech Manual (except Arrow IV Artillery).  If the gameplay rules for the equipment are not covered in the BMM (for Mech Units)  or Total Warfare (for non-Mech units), units with that equipment are not allowed.
  • Gunnery and Piloting Skills must be within 2.  (2/4 Pilots are ok.  2/5 pilots are not).
  • Only one duplicated chassis allowed (ex: 2x AWS are ok, but not 3xAWS, or 2xAWS and 2x WHM; Having a AWS-8Q and a AWS-9Q counts as 2x AWS).
  • Only one “Named” mech (ie:  Sparky or WidowMaker)
  • Cannon Units Only; No Custom Configs or Ammo.
  • No Era or Faction Restrictions (Unless Specified by the Scenario).
  • 5 Battlefield Support Points (Both players must agree to there use)
« Last Edit: 14 January 2022, 22:05:05 by Geg »


  • Catalyst Demo Team
  • Lieutenant
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    • Jade Corsair
Re: BK10K: A 10,000BV "Standard" Game with Supporting Scenarios
« Reply #1 on: 22 October 2021, 11:32:15 »
Just to start a quick FAQ based on feedback from a Reddit Cross post.

  • Why is the BV so high?:  The BV is higher than the 6-8K you more commonly see in order to better take advantage of the units and technology available in later Eras.  Specifically the Dark Age and ilClan Era.   It also makes it easier in general for players to use Clan Tech.
  • Does this work with 4/5 Pilots?:  Probably not.  Players will most likely need to upgrade their piloting and gunnery skills to effectively use the available BV.
  • Why the high number of units?:  Having a unit cap of higher than 4, allows for Level IIs (for the ComStar WoB player, and Clan Stars.   It also make it easier to incorporate non-Mech Units especially low BVs unit of Battle Armor, ProtoMechs and Vees


Thanks to the anonymous commenters who helped me tighten up the language.