Alpha Strike Contact:

HEXBOTS // TARGETING AI

BATTLETECH — SOLO COMMAND INTERFACE
All Systems Nominal

SQUAD AND MISSION OBJECTIVES

Define your units and possible mission objectives once at the start of the game. Fixed traits (class, role, jump jets, short-range weapon) are remembered — the MOVE and FIRE forms no longer ask about them.
Export / Import squad
Export saves your whole squad (mechs, assets, mission objectives) to a .json file on your computer, so you can reuse it in a future game or campaign session. Import loads it back — everything is validated on load, so a broken or edited-by-hand file is safely rejected instead of crashing the app. Uncheck "Include assets" to leave assets out of both export and import.
Reads a "Master Unit List - Forces" PDF (record sheets) exported from MUL Total Warfare Force Builder — name, class (from tonnage), Gunnery Skill and Heat Sinks are read automatically from each record sheet page. Role and other traits are not read automatically — fill them in below and confirm to add the squad. Works with any number of pages/units.
Advanced initiative (Unequal Number of Units)
Official Battletech rule for forces of unequal size: the side with more units must activate several of them at once at the right moments, so both sides finish the movement phase at roughly the same time. When enabled, fill in the player's unit count and mark who won initiative on the INITIATIVE tab before rolling — the MOVE tab will then show the activation sequence and track progress through it.

UNITS IN THE SQUAD

If you fill in heat sinks, they're automatically subtracted from that mech's tracked heat once per turn, when you confirm the turn in SUMMARY — no need to manually cool it down yourself.
    The squad is empty — add mechs above.

    MISSION OBJECTIVES (optional)

    Define possible mission objectives carried out by HexBots.

      No mission objectives defined.

      BATTLEFIELD SUPPORT ASSETS (optional)

      A separate squad of vehicles (not mechs) — they always move first and have their own initiative order based on speed.

      Emplacement does not perform a movement phase — only the fire phase.
        No support assets added.

        INITIATIVE

        Do this once per turn: roll the movement order for units. Mission objectives are handled per unit in the MOVE / FIRE tabs.

        MOVEMENT ORDER

        Each unit rolls 1d10 to determine this turn's movement order.

          Once the order is rolled, the app will automatically switch to the MOVE tab.

          UNIT MOVEMENT

          Do this separately for each unit, in the order from the INITIATIVE tab. "Next" after the last unit will switch to FIRE.
          Mech to move (from squad)
          Mech class
          Distance to the nearest / relevant enemy
          Has this enemy already moved this turn?
          Serious damage in the last combat phase?
          Mission objectives to consider this turn (unchecked = not drawn for this unit now)
          Remember: HexBots always try to face the largest number of enemies.
          WAITING FOR DATA...
          Set movement parameters and run the simulation.

          FIRE

          Do this after all units have finished moving. "Next" after the last unit will switch to SUMMARY.
          Firing mech (from squad)
          Mech class
          Choose the range to the nearest enemy
          Possible physical attack
          Heat load of this unit (scale 0–30)
          Heat: 0/30
          You now track heat in the SUMMARY tab (persists between turns) — this is read-only here.
          WAITING FOR DATA...
          Set fire parameters and run the simulation.

          TURN SUMMARY

          Confirming will switch back to the INITIATIVE tab, ready for the next turn.
          Who dealt more damage this turn?
          Did any enemy (player mech) die this turn?
          Was any enemy heavily damaged this turn (but not destroyed)?

          SQUAD UNIT STATUS

          Use +1/+5 below to declare heat generated by firing this turn. If a mech has heat sinks set (in DRUŻYNA), they're subtracted automatically when you confirm the turn — you don't need to use −1/−5 yourself for that.

          ADD-ONS & SCENARIOS

          Optional extra tools, enabled here, quickly reachable from their relevant phase tab.
          Minefields
          Define one or more minefields with a density and a type (Standard / Inferno / Vibrabomb). Once enabled, a 💣 Minefields button appears on the MOVE tab to roll detonation checks on demand. Minefields are an optional scenario embellishment — place them on the physical battlefield using letter or number markers matching each field's label. Just lay out physical markers on the battlefield and configure them here in Add-ons & Scenarios to enjoy this varied battlefield element.
          Battlefield Conditions
          A set of original, house-rule battlefield conditions (not a reproduction of any official weather table) — pick one manually, or roll 2D6 for a random one. Once confirmed, its name appears as a clickable banner on the MOVE and FIRE tabs; clicking it reopens a reminder of its exact rules. Battlefield Conditions are an optional scenario embellishment — use it purely for variety, it isn't required to play.
          Force Split (staggered reinforcements)
          For scenarios where part of the squad enters the battlefield only from a given turn onward (staggered deployment / reinforcements). Mark which units are held back and on which turn each one arrives — the turn number is always set by you; only WHICH units are held back can optionally be randomized. A unit held back is completely absent from the MOVE and FIRE tabs (not even listed) until its turn arrives, then it behaves normally.
          Buy Me a Coffee
          © 2026 HexBots. All rights reserved. Copying, redistributing, or modifying this application without the author's permission is prohibited.
          v1.2.31