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8AI'I'LEFORCE 2

TABLE OF CONTENTS
A TIME OF WAR 4
Placing Command Counters 27 Movement and Retreat 52
INTRODUCTION 5
Draw a New Command 27 Ending the Game 52
Overview 5
Move a Command 27 Determining Victory 52
BattleForce 5
Planetary Assault 5 USing Commands 27 Types of Scenarios 52
Command Types 28 Stand-Up Fight 52
Appendices 5
Command Effects 28 Hide and Seek 53
Components 5
Command Lists 30 Hold the Line 53
Rulebook 5
Additional Command Lists 30 Extraction 53
Counters 6
Designing Command Lists 32 Break Through 54
Mapsheets 6
SPECIAL UNITS AND EQUIPMENT 33 The Chase 54
Battle Board 6
Vehicles 33 Terrain 54
Inner Sphere Map 6
Damage 33 Number of Mapsheets 54
Dice 6
Movement Types 33 Choosing and Placing
Terminology 6
Infantry 33 Mapsheets 54
Forces of the 31st Century 6
Infantry Types 34 Buildings 55
BattleMechs 6
Combat 34 Unit Generation 55
Ground Vehicles 7
Movement 34 Random Dice Rolls 55
Air Vehicles 7
Special Equipment and Abilities 34 Point System 62
Naval Vehicles 7
SPECIAL CASE RULES 37 Setting the Stage 62
Other Ground Units 7
Off-Board Units 37 Before the Clans 63
Aerospace Units 8
The Support Map 37 Major Wars after the Invasion 64
Military Organization 9
Support Movement 37 BATILEFORCE SCENARIO:
Inner Sphere Militaries 9
Support Combat 38 CONVENTIONAL WISDOM 66
Clan Militaries 10
Setup 38 PLANETARY ASSAULT 11
Com Guards 11
Aerospace Support 38 The Mechanics of Assault 71
Standard Formations 11
Game Setup 38 JumpShips 71
BATILEFORCE 13
Movement 39 DropShips 72
Components 13
Attacks 40 Components 72
Counters 13
Artillery 41 Mapsheets 72
Record Sheets 14
Setup 41 Battle Board 74
Mapsheets 16
Range 41 Counters 74
PLAYING THE GAME 18
Targeting 41 Setting Up 77
Setting Up 18
Damage 43 Sequence of Play 77
Sequence of Play 18 Phases 77
Buildings 43
Initiative Phase 18
Building Types 43 Control 77
Player Phases 18 Default Control 78
Movement Effects 44
End Phase 18
Combat Effects 44 Seizing Control 78
Scenarios 18 Supply 79
Clan Honor 44
Setup 19
Game Use 45 S~~ N
Objectives 19 Supply Convoys 79
Clearing Woods 45
Deployment 19 Supply in Space 79
Engineering Vehicles 46
Victory Conditions 19 PLANETARY MOVEMENT 80
Concealed Units 46
MOVEMENT 20 Movement Costs 80
Concealed Identity 46
Movement Costs 20 Crossing Water Hexes 80
Hidden Units 46
Jumping 20 Board/Disembark Transport 81
Dropping Troops 47
Movement on Roads/Pavement 20 Reconnaissance 81
Environmental Conditions 47
Facing 21 Aerospace Movement 81
Extreme Temperatures 47
Stacking 21 Ice 47 Atmospheric Flight 81
COMBAT 22 Planetary Orbit 81
High/Low Gravity 48
Line of Sight 22 Vacuum 48 Deep Space Movement 81
Firing Arcs 22 Night Combat 48 PLANETARY COMBAT 84
BattieMech Firing Arc 23
Vehicle Firing Arc 23
Rm ~ The Battle Board 84
Starting Fires 48 Terrain 84
Attack Declaration 23 Deployment Zones 84
Effects of Fire 49
Opponent's Record Sheets 23 Setup 84
Spreading Fires 49
Making the Attack 23 Combat Drops 84
Smo~ 49
Base To-Hit Number 23 Combat Sequence 85
Minefields 49
Modified To-Hit Number 23
Se~Up 49 Movement 85
To-Hit Roll 24 Attacks 85
Detonation 50
Damage 25
Clearing Minefields 50 R~~ffi ~
Overheating 25 Attack Resolution 85
Morale 50
Attack Direction 25 To-Hit Roll 85
Morale Checks 50
Recording Damage 26 Damage Roll 86
Broken Morale 50
Critical Hits 26
Recovering Nerve 51 Victory 87
COMMANDS 27 Damage 87
CREATING SCENARIOS 52
Command Units 27 Aerospace Units 87
General Rules 52
Chain of Command 27
Number of Players 52

2
BArrlr'ORcr 2
Attacking on the Move 87 APPENDICES 100
Combat in Space 88 Appendix I: BattieTech Conversion 100
PLANETARY ASSAULT SCENARIOS 89 Appendix II : BaUleSpace Conversion 103
Basic Scenario 89 Appen dix III: Integration 104
Forces 89 Appendix IV: Campaigns 106
Defender Setup 90 TECHNICAL READOUT 110
Attacker Setup 90 The BaUleMech 110
Victory Conditions 90 Equipment 111
Advanced Scenarios 91 Inner Sphere BaUleMechs 113
Raid 91 Clan O mnlMechs 113
Extraction 92 Vehicles 114
Last Stand 92 Infantry 115
Larger-Scale Scenarios 94 Inner Sphere Aerospace Fighters 11 5
Additional Counters 94 Cla n Aerospace Fighters 116
Large-Scale Play 94 DropShips 116
PLANETARY ASSAULT SCENARIO: Wa rSh ips 117
THE FALL OF TERRA 95 JumpShip 117
Space Station 117
BATTLEFORCE ROSTER 118

CREDITS
Design and Writing Cover Design
Bryan Nystul Jim Nelson
Illustrations
Based on Batt/eTech by Doug Chaffee
Jordan K. Weisman Mike Chen
L. Ross Babcock III Scott James
Sam Lewis John Paul Lona
With scenarios by Roger Peterson
Chris Hartford Matthew Plog
Loren L. Coleman Loston Wallace
Layout
Project Development John Bridegroom
Bryan Nystul
Development Assistance Playtesters
Randall N. Bills Da vid Ab e lt, Ran da ll N. Bills , Loren L. Coleman , Frank Crull,
Michael DeHoyas, Christopher Errett, Dan "Flake" Grendell ,
Project Editing Craig S. Gulledge, Chris Hartford, Lewis Helfer, Scott A. Hensch ,
Diane Piron-Gelman Duri Price
Sharon Turn er Mulvihill The AGP Headhunters
Dave Brown, Brian Gru ber, John Kielman, Eric Larson ,
BattleTech Line Developer Gary Larson, Andrew Lichey, Joe Lutovsky, Rick Seidl, Chris Smith
Bryan Nystul Christoffer "Bones" Trossen
Group W
Editorial Staff An drew Bethke , J ames W. Moorman , Jr. , Robert G . Kra nker,
Editoria l Director Edward C. Witzlib, Gregory Plambeck
Donna Ippolito
Managing Editor Special Th anks To:
Sharon Turner Mulvihi ll The designers of the original BattieForce game: L. Ross Babcock
Associate Editor III, Cory Glaberson , Kevin Stein and Jordan K. Weisman.
Diane Piron-Gelman Dan "Flake" Grendell , for action far above and way beyond th e call
of duty. Just one more fighter to convert!
Production Staff Th e FASA art boyz and the fantastic artists who made my chicke n-
Art Director scratch game look really cool.
Jim Nelson My big brother Mike, for listening to me rant. You're the greatest, dudel
Cover Art And fi nally, my parents, Brad and Genny Nystul , to whom I dedicate
Doug Chaffee this product. While other kids' folks were condemning gaming, you guys
were playing right alongside me. Thanks for everything.

BATTLEFORCE® , BATTLETECH®, BATTL EMECH®, 'MEC H®, and MECHWARR IOR® are Registered Trademarks of FASA Corporation. Copyright © 1997 FASA Corporation. All Rights Reserved
Printed In Canada
Published by FASA Corporation 1100 W. Cermak Road' Suite B305 Chicago, IL 60606

FASA Corporation can be reached on America Online (E· mail: FASALou (Earthdawn), FASAlnfo (BattieTech, Shadowrun and General Information) or FASA Art (Art Comments)) in the Online Gaming area
(Keyword -Gaming"). Via InterNet use <AOL Account Name>@ AOl.COM, but please, no list or server subscriptions. Thanks'
Visit our World Wide Web site athttp://www.FASA.com

3
BA"1EFORCE 2

A TIME OF WAR The battle, fought over several days in the spring of 3052,
was a victory for ComStar's soldiers and the Inner Sphere-but
at a high price . In the ensuing few years, many leaders among
It is the year 3059. Mankind inhabits the stars, but has tbe Successor States made the mistake of believing that tbe
taken his warlike nature with him. The thousands of worlds radi- stopgap victory on Tukayyid had vanquished the Clans forever.
ating out from Sol, first sun of the human race, were once Lacking a common enemy , they reverted to bickering and
bound together in a Star League that fostered technology, bloodletting, ignoring the powerful enemy still poised on their
expansion and prosperity for all. With the fall of the League in fragile borders. Meanwhile, a new generation of Clan warriors
2781, a Dark Age descended as each of the five surviving star was coming of age, who had no intention of allowing a truce
empires began warring for dominion. To this day, almost three sworn with the "dishonorable barbarians" of the Inner Sphere to
centuries later, none of the five Successor Lords has triumphed prevent them from earning glory on the battlefield. With feinting
decisively to become supreme Lord over the others. raids acro ss the truce line and political maneuverings among
The leaders of these five great star empires are known their fellow Clans, Clan Jade Falcon-historically among the
today as the Successor Lords of Houses Davion, Kurita, fi ercest rivals of Ulric Kerensky's Clan Wolf-led the charge to
Steiner, Liao and Marik. The devastating battles they have break the Truce of Tukayyid and resume the drive toward Terra.
fought among themselves almost continuously for nearly three The simmering dissent among the Clans boiled over in
hundred years came to be called the Succession Wars. mid -3057 in a titanic battle between Clans Wolf and Jade
To fight these wars, the Successor Lords used arm ies of Falcon kno wn as the Refusal War. That conflict ended with
BattleMechs: gigantic, vaguely humanoid battle machines Khan Ulric Kerensky dead, both Clans deCimated, and Clan
bristling with lasers, particle projection cannons, long- and Wolf split into two factions: a newly aggressive Clan Wolf under
short-range missile launchers, autocannons and machine guns. Khan Vlad Ward, and the Wolf-Clan-in-Exile, under the leader-
These walking tanks ruled the battlefields, while intrigue and ship of Kerensky's protege, Khan Phelan Kell, devoted to safe-
plots ruled the courts of the Inner Sphere as each ruler sought guarding the Inner Sphere from devastation at the hands of its
to win by deceit what he could not achieve through force . erstwhile fellow Clans.
That bloody history appeared to change when Pri nce Meanwhile, all is far from well in the Inner Sphere. Archon
Hanse Davion of the Federated Suns married Melissa Steiner, Prince Victor Steiner-Davion of the Federated Commonwealth
heir to the Lyran Commonwealth. Though the marriage trig- battles the invasion of his realm by Liao and Marik forces, but
gered the Fourth Succession War, that cruel conflict seemed to with only half his empire's strength-Katherine Steiner-Davion,
be the last gasp of a dying age of civil war in the Inner Sphere. ruler of the Lyran worlds, has torn them away from her brother's
The union of the Successor States' strongest military and eco- grasp and created the independent Lyran Alliance. The Capellan
nomic powers created the Federated Commonwealth, a vast Confederation and the Free Worlds League are taking world after
new realm possessing the potential power to found a new Star Commonwealth world, and Victor can do little to stop them .
League. With the birth of Prince Victor Steiner-Davion, the first The upheaval has even touched the heart of known space.
child of the Steiner-Davion dynasty, the historic Federated The Word of Blake, a ComStar splinter group fanatically devot-
Commonwealth seemed destined to light the way toward a new ed to remaining a mystic order with unquestioned power over
and blessed unity among the star-spanning empires of the war- vital communications technology, has cast its ComStar rivals off
torn Inner Sphere ... until Fate intervened. of Terra. On Commonwealth worlds near Terra, the Marik-Liao
Even as the first generation of Steiner-Davions grew to onslaught and the secession of the Lyran Alliance has blown
adulthood, apocalypse was approaching. Beyond the Periphery, th e lid off simmering hatred between countless factions, and
the boundary of known space, a people born and bred to war vultures squabble over the scraps of power while ordinary peo-
prepared to launch an invasion that would crush the Inner ple suffer. The so-called Chaos March is a no-man's land,
Sphere, and the dreams of a Steiner-Davion Star League with it. where the fighting never stops and loyalty can mean death. And
In 3049, an unknown enemy attacked the Free Rasalhague the breaking of the Truce of Tukayyid grows closer every day;
Republic, using BattleMechs of awesome destructive power. with the old Clan Wolf's tempering influence gone, the pro-inva-
The invaders took world after world, conquering; nearly all of the sion Crusaders among the Clans have the power as well as the
Republic in brutal, lightning strikes. Frightened citizens believed will to destroy the Inner Sphere.
them to be a race of alien barbarians, come to conquer hum an i- The Successor States' only hope for survival lies in taking
ty . The unknown marauders had indeed come to con qu er the war to their Clan enemy. Theodore Kurita, Coordinator of
humanity, but they were not aliens. They were the Cl ans, war- the Draconi s Com bine, has been working with ComStar's
rior descendants of the legendary Aleksandr Kerensky's van- Explorer Corps to quietly gather the Inner Sphere's finest mer-
ished Star League Army. Kerensky's children had return ed to cenary units and send them out to search for the hidden Clan
the Inner Sphere, to purify it with fire and sword . homeworlds. This long-shot gambit has finally succeeded, and
As the terrified Successor States banded together to fight the Inner Sphere now stands ready carry the war to the Clans'
an apparently invincible enemy, ComStar's Precentor Martial doorstep. An Inner Sphere task force, under the banner of a
Anastasius Focht bargained wi th ilKhan Ulric Kerensky of the new Star League, prepares to set out on the epic journey that
Clans for an all-or-nothing contest on the planet Tukayyid. A may yet save the Inner Sphere from destruction ... if its forces
Clan victory would net them a glittering priz e: hum ankind's can survive.
homeworld of Terra . If ComStar won, the Clans agreed to halt
their invasion for fifteen years.

4
BArrlE'ORCE 2
A NOTE TO
BATTLETECH PLAYERS
INTRODUCTION
BatlleTech is a small-scale game ,
designed to support from four to fifteen BattleForce 2 si mulates grand-scale combat in the BattleTech universe, This is you r
units per side, Games larger than this are chance to command an entire army in futuristic combat on distant planets. Every ki nd of
certainly pOSSible, but can take several days weapon available to a thirty-first-century general is at your disposal , including tanks, hov-
to complete , even in the hands of experi- ercraft, helicopters, infantry, artillery and tbe thirty-foot tall humanoid juggernauts called
enced playe rs , In a large-scale game , the BattleMechs, the most powerful and versatile weapons of war ever devised, At your com -
movement of battle lines and control of key mand, any size battlefield from a single town to an entire planet will fall beneath the crush-
areas of the battlefield are more important ing feet of your 'Mech s.
than the specifics of hit locations and criti-
cal damage common to BatlleTech play, OVERVIEW
The mi nute details involved in record- keep- BattleForce 2 con s ists of three major parts: the games of BattleForce and
ing for each 'Mech can bog down play, dis- Planetary Assault, as well as various Appendices useful for game play,
tracting playe rs from the overall goal of
such a large-scale game, BATTLEFORCE
In order to work as a mass-combat BattleForce, the main game in this boxed set, quickly and easily recreates large-
version of BattleTech, BattleForce needed scale ground combat in the BattleTech universe. Each side can field an entire battalion or
to be mu ch faster to play , so that each play- regiment and still expect to fini sh the game in a single evening,
er could comfortably command a battalion Each unit on th e map represents a lance of 'Mechs or vehicles, or a company of
of troops or more, However, we decided infantry. However, each individual 'Mech and vehicle within each lance is still a distinct
early on that the individual 'Mech should force on the battlefield, with its own armor and attack ratings that reflect its uniq ue abili-
still be a factor on the battlefield , so that ties, These ratings are vastly simplified from their BattleTech counterparts in the interest
your Atlas or Mad Cat can blast away at of speE!cJing up game play and record-keeping, but still maintain the individual ch aracter of
your opponent just like it can in standard each 'Mech, vehicle or platoon.
BattleTech. To keep individual 'Mechs and
vehicles distinct at a such a large scale PLANETARY ASSAULT
while still making the game fast enough to The second game , Planetary Assault, puts you in charge of an entire plan etary
fini sh quickly required an abstraction of assault or planetary defense, The map represents a world rather than a sin gle smaller
standard BattleTech rules and forces, battlefield; you decide where your DropShips will land , what objectives your 'Mechs will
red uci ng each 'Mech from a complex seize and how your supplies will reach the front lines,
record sheet down to six numbers, This scale of pl ay is even further abstracted from standard BattieTech th an
However, we made every effort to keep BattleForce, so that each unit represents a company or other large operational un it. At
each 8attleMech's abilities faithful to this scale, each turn rep resents two days, and units must cross thousands of kilometers to
BattleTech. The system we devised allows reach their Objectives: the cities and industria: centers that represent the key to controlling
any 'Mech, even your own custom designs, a planet. Each individ ual combat is less important than the overall grand plan , so games
to participate in massive-scale campaigns will be won or lost by th e strategic placement of your battle lines and the effective use of
with their abilities and MechWarriors intact. supplemental forces such as aerospace fighters and infantry.
If the loss of detail needed to accomplish
the changes seems strange or even wrong, APPENOICES
rest assured that all such omissions arose The rules for BattleForce and/or Planetary Assault allow you to resolve large-scale
from necessity, and that everything has campaigns for BattleTech quickly and simply. The appendices include rules for converting
been done with the goal of creating a fun , BattleTech units to BattleForce 2 units so that players can use even custom-made 'Mechs
fast-paced , yet tactically challenging game and vehicles in a large-scale assault, as well as rules for converting damage sustained in
large-scale battles to BattleTech scale for repairs and salvage after the game. The appen-
dices also provide rul e s for integrating BattleTech, BattleSpace, BattieForce and
Planetary Assault into even larger-scale campaigns using fixed forces on each side.
Finally, the appe ndices inclu de record sheets and force lists for BattieForce,

C OMPONENTS
The BattieForce 2 box contains everything you need to play BattieForce and
Planetary Assault. Nothin g from the BattleTech game is required, nor is knowledge of
standard BattleTech rules needed in order to pl ay these games.

RULEBOOK
The rulebook is th e volume you are read ing now. It includes rules for BattleForce
and Planetary Assault, as well as ru les for integrating BattleTech and BattieSpace with
your BattleForce 2 games. Force lists and record sheets for BattleForce appear at the
back of this book. You may photocopy th e se documents for your personal use,

5
8ATf'LEFOIlCE 2

COUNTERS INNER SPHERE MAP


The game includes four sheets of counters, two for each A poster-sized map of the Inner Sphere of 3059 has been
player. Though the illustrations on many of them represent Inner included as a bonus to help armchair field marshals plan their
Sphere or Clan forces, the players need not play only Clan vs. multi-planet campaigns .
Inner Sphere battles. Players who wish to can play Inner Sphere
vs. Inner Sphere, or Clan vs. Clan. (For a fuller description of OICE
counters and how to use them , see BattleForce, p. 13.) Both BattleForce 2 games are played using the two stan-
dard six-sided dice included in the box. Throughout the rules ,
MAPSHEETS rolling one die is referred to as a D6 roll; rolling both dice and
BattieForce 2 include s four mapsheets. Two of th em adding together the numbers rolled for the result is referred to
depict a standard assortment of terrain for use in th e as a 2D6 roll .
BattieForce game. Thes e mapsheets can be used with
BattleTech, just as any BattleTech mapsheets can be used TERMINOLOGY
when playing BattleForce. In these rules , the term unit applies to individual counters
on the map, which represent formations such as lances, Stars
and infantry platoons. Each unit moves individually on the map.
In order to avoid confusion, these rules use the term forma-
tion when referring to groups such as companies , battalions
and so on. In this game, it is important to know which formation
each unit belongs to , and which units are command units .

FORCES OF
THE 31ST CENTURY
The armies of the thirty-first centu ry consist of numerou s
diverse el e me n ts that offer a wide range of abilities:
BattleMechs , ground vehicles, air and naval vehicles , infantry
troopers and aerospace fighters. The winning general knows
what each elem ent in each of his units can do.

BATTLEMECHS
The other two mapsheets are joined together to form the
BattleMechs-the most powerful war machines ever built-
playing area for the Planetary Assault game. The front (color)
dominate the battlefields of the thirty-first century. TheSE' huge,
side of the map sheets depicts our own planet Earth, known as
man-shaped machines are faster, more maneuverable, better
Terra in BattleTech. The back is a blank planetary map where
armo red and more heavily armed than any other combat ele-
you can draw your own new worlds to conquer.
ment. Equipped with particle projection cannons, lasers, rapid-
fire autocannons and missiles, these behemoths pack enough
firepower to flatten everything but another 'Mech.
Armies of the thirty-first century field two classes of
BattleMechs: those used primarily by the Inner Sphere, which
represent variations of and improvements on the original 'Mech
technology, and the unique machines known as OmniMechs
that give the Clans their edge in combat. Both BattleMechs and
OmniMechs are classified as Light, Medium , Heavy or Assault.

Light· 'Mechs
Light 'Mechs range in weight fro m 20 to 35 tons. On the
battlefield , light 'Mechs serve most often in reconnaissance
rol es. Their above-average speed and jump capability makes
BATTLE BOARe them well-suited to efficiently avoid heavy fighting while maneu-
The 8 1/2" x 11" battle board has two sides. The Support vering to assess enemy troop formations. Despite their many
Map side is used in the BattleForce game to regulate move- assets, however, light 'Mechs cannot stand against heavier
ment of off-board units. The Battle Board side is used to resolve units, even with the advantage of numerical superiority.
combat in the Planetary Assault game.
Medium 'Mechs
The workhorses of the armies of the Inner Sphere, medium
BattleMechs range in weight from 40 to 55 tons. On the battle-
field, medium 'Mechs form the core of almost every formation .
While light 'Mechs scout out battlefield terrain and enemy

G
BA"1EfORCE 2

forces, medium 'Mechs wade in and slug it out with opposing AIR VEHICLES
troops until the heavy and assault units arrive. Though largely eclipsed by their flashier, more powerful
replacement, the aerospace fighter, air vehicles-VTOLs and
Heavy 'Mechs air transports-nonetheless provide a tactical edge in battle that
Heavy 'Mechs weigh from 60 to 75 tons. Usually piloted by any commander can exploit. Despite being relegated to recon-
commanders and experienced MechWarriors, they playa major naissance and troop ferrying, they remain a valuable asset in
role on the battlefields of the Inner Sphere. Heavy 'Mechs can any military force.
dish out and take immense amounts of damage, and so only
another heavy or an assault 'Mech can normally take on a typi- VTOLs
cal heavy BattleMech . Fast, deadly and highly vulnerable to damage, VTOLs and
their pilots suffer the highest mortality rate of any type of com-
Assault 'Mechs bat vehicle. The term VTOL refers to a variety of vertical take-
Assault 'Mechs, weighing from 80 to 100 tons, are the off and landing vehicles whose primary mission is to support
kings of the thirty-first-century battlefield . So fearsome are the battle on the ground , including conventional rotary-wing
these behemoths in battle that one assault 'Mech is often equal craft (helicopters), X-wing "stopped rotors" craft and tilt-rotor air-
to an entire lance of lighter 'Mechs. A well-designed assault craft (whose engine mountings rotate in a gO-degree arc).
'Mech fears no opponent in the field, and its physical attacks Because of the high torque required for their operation, VTOL
can cripple nearly any target. rotors cannot be heavily armored and so cannot absorb much
combat damage . More VTOLs are destroyed by rotor hits than
GROUND VEHICLES by any other type of damage.
Despite the power and tactical flexibility of the BattleMech,
conventional ground vehicles such as tanks and hovercraft are Air TranSRg ..~s
still used extensively by thirty-first-century armies because of Air transports fill a role almost identical to that of APCs.
their low cost and ease of repair. Despite being fragile and cumbersome, air transports take troop
ferrying to the next level of flexibility, giving a commander the
Light Vehicles ability to insert troops into almost any location desired and
Light vehicles weigh anywhere from 5 to 35 tons. Primarily under any conditions.
used for reconnaissance, the light vehicle is almost exclusively
designed for speed. Though tracked and wheeled light vehicles NAVAL VEHICLES
exist on the battlefield, hovercraft-with their greater speeds- Large-tonnage military naval vessels long ago gave way to
dominate this weight class. conventional and aerospace fighters, with their demonstrated
battlefield superiority. However, small naval vessels still perform
Medium Vehicles counterinsurgency work and defend underwater command posts.
Medium vehicles weigh from 40 to 55 tons. Used as skir-
mishers, medium vehicles are employed by the various House Naval Transports
militaries of the Inner Sphere to harass and pin down an enemy Slow by nature and restricted to water, naval transports have
until heavier forces can be brought to bear. severe limitations when compared with more flexible ground and
air transports, making them logistically impractical for offensive
Heavy Vehicles campaigns. However, in a defensive campaign, a naval transport
Heavy vehicles range in weight from 60 to 75 tons. can ferry massive quantities of equipment and troops.
Mirroring the medium 'Mech weight class, heavy vehicles are
the workhorse vehicle of all Successor State armies. Packing a Submarines
serious punch, with armor to match, a heavy vehicle can stay in Over the past several centuries, technological advances
the fight longer than some light 'Mechs. have allowed manufacturers to create ever-smaller submarines,
and these underwater vessels still reign supreme in the oceans
Assault Vehicles of most worlds. In their home environment, these expensive
Assault vehicles weigh from 80 to 100 tons. Though they and specialized vessels can reasonably expect to defeat an
lack the mobility of their 'Mech counterparts, the sheer volume of equivalent-weight BattleMech . Commanders usually assign
firepower that an assault vehicle carries can be the downfall of them to protect underwater installations and command centers.
even a heavy 'Mech if the MechWarrior piloting it is not cautious.
OTHER GROUND U NITS
Armored Personnel Carriers Various other ground units make up the final composition of
Armored personnel carriers (APCs) form a key component any military. Though generally overlooked, these units provide
of any vehicular military formation. By giving a commander the the final elements that can guarantee a commander victory.
ability to rapidly re-deploy his infantry and thereby counter
unexpected moves by the enemy, APCs give a military unit a Standard Infantry
vital factor in achieving victory-flexibility. Despite the massive power of BattleMechs as weapons of
war, the humble infantry trooper remains the backbone of every
military force in the thirty-first century. In fact, many poorer plan-
ets rely for defense on garrisons comprised entirely of infantry.

7
8ArrL'FORC' 2

Battla Armored Infantry S mell DropShips


Battle-armored infantrymen wear powered su its of armor Small DropSh ips are employed during small-unit actions.
equipped with various weapons . Though some Inner Sph ere The small DropShip can be used to quickly insert or re-deploy
units field battle-armored troops , such equ ipm ent is not yet fo rces-a company of infantry or a lance of 'Mechs or vehi-
common and is less powerful than the Clan equivalent. Clan cles-when a long distance must be covered quickly. A typical
infantrymen , known as Elementals, are organized into 5-man exam ple of thi s typ e of DropShip is the Leopard Clas s
Points. Thei r individually powered suits of armor mount mis- DropShip.
sil es, small lasers and anti-person nel wea pons . Because
Elemental armor can survive direct hits from BattleMech-class Medium DropS hip s
weapons, a single Point of battle armor can efficiently disable or The mainstay of any naval fleet, the medium DropShip can
destroy a 20-ton 'Mech. be found in every navy in the Inner Sphere and also among the
Clans. The medium DropShip provides every military with the
Artillery ab ility to transport significant assets to any target. A typical
The ability to direct massive firepower at any given target example of this type of DropShi p is the Union Class DropShip.
has always been the -goal of modern warfare . Artillery gives an
army this capability. Combined with the psychological edge that Large DropShips
artillery brings-the ability to strike an enemy with impunity- Large DropSh ips enable a military to transport massive
the intelligent use of this battlefield asset can bring a comman- quantities of assets and personnel between the stars. With only
der quick victory. three or fou r of these monstrous ships needed to transport an
entire regiment of troops, they are primarily employed in plane-
Headquarters tary assaults. A typical example of th is type of DropShip in the
Headquarters act as the nerve center of any large-scale Overlord Class DropShip.
military action. Information gathered by the disparate parts of a
military unit are collected and processed by soph isticated com- Assa u lt S hi p s
puters at the HQ, which then present the data to the comman- In ner Sphere milita ries emp loy th e massi ve ass ault
der for analysis. This allows a commander to have all pertinent DropShips to destroy enemy DropShips before they can land
information when making vital, rapid decisions. and disembark their troops. Exceptionally powerful, some Clan
assau lt s hi ps pac k enou g h firepower to th reaten sma ll
AEROSPACE UNITS WarS hips. A typ ical example of th is type of Oro pShip is the
Aerospace units enable a ground force to travel from its Avenger Class DropShip.
home star system to an enemy star system with the intent of
attacking an enemy force. Each of the following units forms a .J u mpShips
vital link in this process. JumpShips p rovide the only mea ns of transport at ion
The Clans fiel d aerospace fighters known as OmniFighters, between the fa r-flu ng star systems of the Inner Sphere, the
which they construct using the superior modular technology that Periphery and beyond. These vessels make interstellar leaps of
their OmniMechs employ. Like Inner Sp here f ighte rs, 30 light-years at a time by harnessing the radiant energy of the
OmniFighters are classified as light, medium and heavy. stars with thei r huge solar-energy sails and Kearny-Fuchida
hyperdrive technology. JumpShips are primarily used to trans-
Light Fighters port fusion-powered DropSh ips, the preferred method for inter-
Light fighters weigh 20 to 45 tons. Their incredible speed planetary travel in the thirty-first century.
and agility enables them to fill a variety of roles, from reconnais-
sance to su rgical strikes to dogfights. The first to deploy and the Small WarShi ps
last to return to base, the light fi ghter is the workhorse of aero- Small War Ships mass less th an 750, 000 tons. These
space fighters. armed and armored Ju mpS hips normally serve as escorts, pro-
viding protection for JumpShip and DropSh ip fle ets. Many com-
Medium Fighters manders also employ them as strategic assets, allowing them
Ranging in weight from 50 to 70 tons, the medium fighter to accompany DropShips all the way to the destination planet.
specializes in dogfights. Though fl exible enough to fill multiple- Upon arrival, they establish a geosynchronous orbit that allows
combat rol es, the heavy fighter excels at attacking and defeat- them to react to enemy troop movement on the ground with tac-
ing an enemy's air support. tical orbital bom bardments, or to the threat of incoming rein-
forcements.
Heavy Fighters
Heavy fighters weigh from 75 to 100 tons. Too large and L a rg e WarShips
cumbersome for dogfights, the heavy fighter can be equally well Large WarSh ips mass from 750,0 00 to a mammoth
em plo yed as a lon g-rang e bo mbe r or as a n escort fo r 2,500 ,000 tons-th ough no known WarShip has exceeded
DropShips . Additionally, their su pe ri or armor and firep owe r 2,000,000 tons, despite the theoretical possibility of constru ct-
en able heavy fighters to attack DropShips and WarS hi ps, ing larger ships. Currently, the largest WarShip ever built is the
where protection and firepower rather than speed an d agility McKenna Clas s, whic h mas ses a colossal 1,930,000 to ns.
are the key to victory. Rumor has it that the Cl ans have recently christened a new

8
BAIT1EFORCE 2

Transport Group
;:.
rl 1

Regimental Com mand Company Support Group


::-
jlTch~

1st Battalion 2nd Ballalion 3rd Ballalion 4th Ballalion


I T~NCO [ T~NCO [ T~NCO 1 r~NCO

I r- I
"
I" I r- I r- L :~
r-
" I I" L r:- I r- I /"-" 1 r:- I I

,..
~
~
:- ~
C
~
~
~
C
~
c
:- ~
~
~
~
:-
.. II'" It
N N N N N

1 1 ....~ I
co
1....~I
. 1 ~I I 1 ....~I
.. 1 ....~ I
.. I !I 111
....
I !I
c
I
co
II
....
I I
'"

1 1 1 11 1 I I I I 1 1 1 1 I I I I I I I I I I

WarShip that dwarfs the McKenna, thoug h the rumor has yet to Squad
be confirmed . The squad is the smallest infa ntry organizational group .
Employed almost exclusively as protection for JumpShip The standard squad consists of seven men under the command
fleets , a large WarShip rarely uses its massive destructive fire- of a sergeant.
power against ground targets. Because of their sheer size and
firepower, most large WarShips need only fear another larg e Platoon [PIt.)
WarShip. The standard platoon consists of four squads (twenty-eight
men ) under the comman d of a lieutenant. The standard jump
Space S tati o n s platoon (infantry eq uipped with jump packs) consists of three
Numerous orbital facilities, colloquially known as space sta- squads (twenty-one men).
tions, serve a myriad of functions th roughout the Inner Sphere.
From factories to habitats, shipyards to system-defense stations, L ance
all of these facilities fall into one of three broad groups: low-orbit, The lance is the sma llest orga nizati on al unit commonly
geosynchronous-orbit or stable-point stations. used fo r BattleMechs and vehicles. The standard lance consists
of fou r BattleMechs or vehicles under the com mand of a lieu-
MILITARY ORGANIZATION tenan t. The standard ae ro space lance consists of two aero-
space fighters and associated technical personnel .
BattleForce and Planetary Assaul t both involve com-
manding mu ltiple large form ations in the field. The following COlTlpany [Co.)
paragraphs describe the basic typ es of fo rmation s used by The standard co mpany consists of th re e lance s (twelve
Inner Sphere and Clan fo rces. BattleMechs or vehic les) under the command of a captain .
Occasiona lly a fourth lance of aerospace fighter s wi ll be
I NNER SPHERE MILITARIES
assigned to the company to re inforce the primary BattleM ech
Most militaries of the Great Houses organize their forces
units . A company comp ri sed solely of aerospace fi ghters is
alo ng the well-k nown Star League mode l describ ed below.
often ref erred to as a squ adron. A standard compa ny com-
Irregula r Inn er Sph ere forc es , suc h as mercenaries an d
pri se d so lely of infan try troops con sists of thre e platoons
Periphery militaries, often organize by other methods that maxi-
(eighty-four men).
mize their limited troop strengths. Militari es with limited resources
tend to bolster their main forces with veh icles and/or infantry .

9
8A"1fFORCf 2

Cluster Command
, ',-"-"
~

I I~~
" [ J:- I I I l::- I I~; I r- I I
-=c
= III
E
E
~
= - -r..
Q

I -1 ,[f
r..
I ~I r..
I ....[[
'C::
l ,[1
r..
I il
=
l~
r..
I
t- t- en t-
III
C

....'C::
I I [ I I l I I I l I I
Battalion (Bn,) Squad
A standard battalion consists of three companies (thirty-six A Clan squad consists of five standard infantry troopers.
BattleMechs or vehicles) under the command of a colonel or Such infantry are normally deployed in the field in Points.
major. Frequently, battalions include a command lance that pro-
vides mobile command and logistical support. In some battal- Point
ions, attached aerospace lances are organized as separate A Point consists of one OmniMech (BattleMech), one vehi-
companies or squadrons. A battalion that consists solely of cle, two aerospace fighters, five battle-armored -Elementals or
aerospace squadrons is often referred to as a wing. A standard twenty-five standard infantry.
battalion comprised solely of infantry troops consists of three
companies (252 men) . Star
A Star consists of five Points (five OmniMechs or vehicles)
Regiment (Rgt.) under the command of a Star Commander. An aerospace Star
A standard regiment consists of three to five battalions consists of ten aerospace fighters. An infantry Star consists of
(108 to 180 BattleMechs or vehicles) under the command of a either five Elemental Points (twenty-five Elementals) or five
general or colonel. DropShips or JumpShips are usually infantry Points (125 men). Frequently, the Clans deploy a Star
attached to specific regiments, as are support battalions such of OmniMechs and a Star of Elementals together as a single
as infantry or tank battalions. A standard regiment comprised unit, known as a Nova.
solely of infantry troops consists of three battalions (756 men) .
BinarylTrinary
Regimental Combat Team (RCT) A Binary consists of two Stars (ten OmniMechs or vehi-
The modern regimental combat team (RCT) consists of cles); a Trinary consists of three Stars (fifteen OmniMechs or
one regiment of BattleMechs, three regiments of armored vehi- vehicles). Binaries and Trinaries fall under the command of a
cles, five infantry regiments, one artillery battalion and two Star Captain. An aerospace BinarylTrinary consists of two or
aerospace fighter wings under the command of a general. three Stars of aerospace fighters (twenty or thirty aerospace
RCTs were introduced to modern warfare during the fig hters). An infantry Binary/Trinary consists of two or three
Succession Wars by Federated Suns military leaders. Though Stars 01 Elementals or standard infantry. Two Novas deployed
most of the early RCTs were ad hoc creations that often proved together are called a Supernova Binary. Three Novas deployed
unwieldy in combat, RCTs are now widely incorporated into the together are called a Supernova Trinary.
armies of the ~ederated Commonwealth.
Cluster
CLAN MILITARIES A Cluster consists of three to five Binaries, Trina ri es or
Nicholas Kerensky, founding father of the Clans , complete- Supernovas (thirty to seventy-five OmniMechs) under the com-
ly reorganized the old Star League Defense Force, doing away mand of a Star Colonel. The standard Clan Cluster incorporates
with what he called, "the tainted military organization of the one to three Trinaries of OmniMechs, one Trinary of Elementals
past." In its place, he organized his new military along lines that and one Trinary of aerospace fighters.
emphasized small units, leaving each individual Clan to deter-
mine the exact composition of their larger formations.

10
BATrLEFORCE 2

Support Group Transport Group


,------,

i\

Galaxy Level IV [Division]


A Galaxy con sists of three to five Clusters (90 to 37 5 A division, or Level IV formation , consists of six Level III
OmniMechs) under the command of a Galaxy Commander. formations and is commanded by a senior Demi-Precentor or
Though each Clan sets its own precedent for the size and com- Precentor.
position of its Galaxies, few Galaxies are deployed with five
Supernova Clusters. Level V [Army]
An army , or Level V formation , consists of six Level IV for-
COM GUAROS mations and is commanded by a Precentor. Though ComStar
The Com Guards organize their forces along unique lines, still fi elds twelve armies, none of them consist of the standard
based on multiples of six. In addition, Com Guard Level III for- six divisions, as the Com Guards have yet to recover complete-
mations and larger are always combined-arms form ation s. ly from their staggering losses on Tukayyid against the Clans.
Insisting that flexibility is the key to victory in battle, Com Star's
Precentor Martial Anastasius Focht does not have a set organi- STANDARD FORMATIONS
zation for the Guards' Level III, IV and V formations. Instead , he Thou gh there are many variations on standard military for-
continually fields formations that vary greatly in their composition mations in the thirty-first century, we will use the Inner Sphere
of BattleMechs, vehicles, aerospace fighters, infantry and so on. sta ndard designations for simplicity 's sake throughout these
rules.
Level I The Formati on Equivalency Table shows how the main
A Level I unit consists of one BattieMech, vehicle or aero- types of formations compare. Use this table when the rules call
space fighter, or one infantry platoon (twenty-eight men) . The for certain restrictions based on standard Inner Sphere units or
Com Guards do not deploy their standard infantry in any organi- formations. For example, a rule may state that a player may only
zational group smaller than a platoon , which is commanded by have one HQ vehicle per battalion. In a Com Guards force , the
a junior Adept. player would be allowed one HQ per Level III form ation ; for Clan
Though a Level I aerospace unit technically consists of a forces, this restriction would apply to each Cluster.
single fi ghter, the Com Guards follow standard military doctrine
and always deploy fighters in pairs. .
FORMATION EGUIVALENCV TABLE
Level II
A Level II unit consists of six Level I units (six BattieMechs , Inner Sphere Clan Com Guards
vehicles or aerospace fighters) and is commanded by an Adept. Lance Star Level II
A standard Level II infantry unit consists of six Level I units (168 Company BinaryfTrinary Level III
men). Battalion Cluster Level III
Regiment Galaxy Level IV
Level'"
A Level III formation consists of six Level II units and is
commanded by a senior Adept or Demi-Precentor.

11
8ATrl£J'£CH 2

12
8Arrl.'ORC. 2

BATTLEFORCE COUNTER TYPES


Letter Type
BattleForce is the game of mass combat in t h e A Artillery
BattleTech universe. Entire regiments of 'Mechs, armored B Base
vehicles and infantry clash on the field of battle, yet each indi- C City
vidual 'Mech is represented with its own statistics in order to o DropShip
preserve a BattieTech feel in this large-scale game. Special G Ground Vehicle
rules allow for the easy integration of ae ros pac e fig hters, H Headquarters
artillery and other unusual military assets into play as we ll, for a I Infantry
comprehensive simulation of all-out war that is quick and easy J JumpShip
to play. M 'Mech
N Naval Vehicle
COMPONENTS o Objective
The various components of BattleForce are described S Space Station
below. T Fortress
V VTOL Vehicle
COUNTERS W WarShip
Most of the counters included in the BattieForce 2 box are
used to play BattieForce. Each one-inch sq uare counter repre- UNIT CLASSIFICATIONS
sents a unit, a group of buildings, some other mil itary asset Letter Classification
(ECM systems, headquarters) or an objective that one side or L Light
the other may take. M Medium
H Heavy
.... A Assault

IC) I S
T
Submarine
Transport
C Supply Convoy
N Normal (unarmored) Infantry
B Battle Armored Infantry
P Space Station (standard code)
Cesignations R Artillery (standard code)
Each counter has a deSignation , a one- or two-letter code U JumpShip (standard code)
in the lower left-hand corner. This designation is used during
game play to identify each counter by its ty pe (building , unit,
supply convoy and so on) . DeSignations for unit counters identi -
fy the specific unit type that the counter represents and allow On the front of each unit counter is a full-color illustration of
players to tell it apart from other, similar units . a si ngle element of the unit's type, such as a picture of an Atlas
The first letter of the designation rep resents a unit's gener- to represent an assa ult lance. In the lower right-hand corner is
al type : 'Mech, Fighter, Ground Vehicle, Bu ilding and so on . a numbe r identifying each unit among others of its type; for
Unit counters have a second letter th at denotes th e unit' s spe- example , as Assault Lance 2 of the six provided . The number
cific classification within its general type (Lig ht, Medi um, Heavy allows players to tell similar unit types apart during play.
and so on). Units that have no classi fi cation bear a standa rd The back of each counter serves as the "unidentified" side
code letter (see Unit Classifications, belo w) in order to stan- of the unit. In advanced play, the "unidentified " side is used to
dardize all unit counters. Counters repr ese ntin g bui ld ings , represent units that the enemy has not yet detected due to lim it-
objectives and headquarters have sin gle-letter codes. ed intelligence. Rathe r than showing the exact unit type , the
For example , the unit deSignation MH stands for a heavy back of the co unte r display s a general 10 symbol such as
'Mech. The M means that the unit is a 'Mech; th e H shows th at '''Mech Unit. " Fo r mo re information about unidentified units, see
it is classified as a heavy unit. Similarly, FL designates a lig ht Concealed Units, p. 46.
fighter, and GA designates an assault grou nd vehicle .

Units ~ ,
Units are the basic component of th e ga me. Each unit
counter represents a lance of BattleMechs or conventional vehi-
cles, an infantry platoon or a sim ilarly-sized aircraft or othe r
support unit. Each individual part of a unit, such as each 'Mech
in a BattleMech lance, is called an element. Each element in a
unit makes a separate attack, and takes damage indivi dually.
ML ~ 10
*
Different types of units are used depending on the forces in
play. The Unit Reference Table on p. 14 lists the different unit
types as well as the elements comprising them.

13
8ArrLEFORCE

COlTlITland Counters
1he ten counters dep icting supply convoys (des ignation
"GC") with numbered backs are used in BattleForce as com-
mand counters. During play, these counters enable players to
simulate brilliant innovations on th e battlefi eld that can give
their forces the winning edge . For more information on using
command counters, see Commands, p. 27.
RECORO SHEETS INNER~fEf:lE
~O;:WSHEET
The record sheet pro-
vides all the information
needed to use each unit in
the game, including its
Movement Points (MP) ,
armor value , weapon attack
factors, weight class and any
relevan t special equipment.
Buildings Players use reco rd sheets to
Base, city and fortress counters (designations B, C and T) keep track of damage to the
represent small clusters of buildings. The flip side of each build- elements in their units during
ing counter represents a building reduced to rubble from dam - the game.
age. For rules on the use of buildings in BattleForce, see p. 43. FASA-p u blished
Batti eForce sce narios will
p rovide fi ll e d- o ut re c o rd
sheets for all units. For your
own games, you will need to add the necessary information to
ECM the blank record sheet found in the back of this book . Each
record sheet can contain the information for an Inner Sphere
battalion (including a command lance), a Com Guards Level III
unit or a small Clan Cluster of eight Stars.
Below is a section of a typical record sheet, showing a sin-
ECM Counters gle Inner Sp here unit, in this case, a BattleMech lance. Each
These counters are used to conceal the identity of ECM- part of the record sheet is described briefly below, along with
equipped units when the Concealed Units rules a re in effect important rules and terms pertaining to it.
(see p. 46).

Objectives and Headquarters ID: MH3 Name: Sm ith's Lance Cmd: ML4, MM1
Objective counters are used to mark certain places on the MP PB M L Wt./
map that each player must occupy, defend or destroy in order to Element OV +0 +2 +4 Skill Armor
achieve victory. For more about objectiv es , see Victory Zeus ZEU -5 S 4 4 2 1 A/-1 00000
Conditions (p. 19). o Indirect fire
-- - - . - - - - - . - -. -
11 1 2 1 3 1 4 1 000000
- ---- - --------- - - - -- ---- -- --
The headquarters counter can be used to mark a particu lar Dervish DV-6M 5J 2 1 1 M/-1 0 00
building as an HO, though the HO can also be con sidered a o Indirect
- - fi re-
- - - - - - - - - - - - - - -
2 11 1 2 13 1 4 1 00000
- - - - - - - - - - - - - - - - - - - - -- - - - - -
building in its own right. If they wish , players may also use the Flashman FLS-7K 4 4 3 - H/D 0 0 000
headquarters counter as an additional objective. o- - -
- - - - - - - - - - - - -
1 CIT21 3 1 4- - 1- -000000
- - - - - - - - - - - - - - - -- - -- - - - - -
Hunchback HBK-4G 4 4 3 - MID 0000
o 1 1 1 2 13 1 4 1 0 00 0

U NIT R EFERENCE TABLE

Elements
Unit Type Inner Sphere Clan Com Guards
'Mech Lance (4 'Mechs) Star (5 'Mechs) Level" (6 'Mechs)
Vehicle/Artillery Lance (4 Vehicles) Star (5 Vehicles) Level" (6 Vehicles)
Infantry Company (3 Platoons) Star (5 Points) Level" (6 Platoons)
Battle Armor Platoon (4 Squads) Star (5 Points) Level" (6 Squads)
Aerospace Fighter Air Lance (2 Identical Fighte rs) Point (2 Identical Fighters) (2 Identical Fighters)
DropShip Sliip(1 Vessel) Ship (1 Vessel) Ship (1 Vessel)

14
8ArrLflORCf

Identification (The record sheet also shows OV, or Overheat Value, in


Each unit is identified by number, name and type to distin- the second row of the same column. See Overheating, p. 25,
guish it from others on its side. for an explanation of this number.)
ID: MH3 is the unit's designation, which appears on its cor-
responding counter. MH indicates a heavy 'Mech unit, and 3 is OalTlage Values [PS, M, L)
that particular heavy 'Mech unit's number. The three numbers to the right of the MP represent the ele-
To determine the weight class of a 'Mech or vehicle unit, ment's Damage Values, or how much damage an attack will
add together the Weight Values of every element in that unit inflict on the enemy element or unit. These are based on the
(see Weight Values Table, below) and divide the total by the range at which each one comes into play: pointblank (PB),
number of elements in the unit. Then round the result up or medium range (M) and long range (L) . The numbers +0, +2 and
down to the nearest whole numper (down for .5). The result is +4 at the top of the record sheet are range modifiers, which are
the overall unit type. For example, the heavy 'Mech unit depict- added to the target number for making each type of attack. A
ed in the record sheet above consists of an assault, two medi- pOintblank attack does not modify the target number; a medi-
um and a heavy 'Mech. The corresponding Weight Values are um-range attack adds 2 and a long-range attack adds 4.
4, 3, 2, and 2. 4 + 3 + 2 + 2 = 11 -;. 4 = 2.75, rounded up to 3, Pointblank attacks can only be made against units occupy-
or Heavy. ing the same hex as the attacker. These attacks are made with
The weight class for a unit does not change during game all available weapons, including Short-range weapons such as
play, even if particular elements of the unit are eliminated. machine guns and flamers, and brutal physical attacks such as
punches and kicks. Some weapons, such as long-range mis-
siles (LRMs), are less accurate at short ranges. These
weapons do less damage at pOintblank range, and so some
WEIGHT VALUES TABLE elements actually have lower pointblank Damage Values than
at other ranges.
Weight Players should note that successful pointblank attacks are
Element Value relatively easy to make and usually inflict a great deal of dam-
Light 1 age. However, a pointblank attack opens up the attacker to a
Medium 2 similar, retaliatory assault by his target. Therefore, only the
Heavy 3 bravest MechWarriors or most indestructible units should make
Assault 4 pOintblank attacks.
Medium-range attacks can be made with most ranged
weapons, from medium lasers to autocannons and short-range
missiles (SRMs). Players can make medium-range attacks
Name: Smith's Lance is the name of the unit. The asterisk against targets up to 4 hexes away from the attacker, and these
(*) indicates that it is a command unit. attacks usually inflict more damage than long-range attacks.
Cmd: Command unit record sheets must list any units sub- Long-range attacks can be made only by weapons with the
ordinate to that command unit. The unit depicted in the examplE: longest scope available, including particle projection cannons
has two units subordinate to it: ML4 and MM1. (For more infor- (PPCs), LRMs and the powerful magnetic accelerator weapons
mation on using the chain of command in game play, see known as Gauss rifles. Players can make long-range attacks
Chain of Command, p. 27.) against targets from 5 to 8 hexes away from the attacker .
Though difficult to make successfully compared with other
ElelTlent modes of attack, long-range attacks offer the greatest degree of
Zeus ZEU-6S is the name of the first element of the unit. safety for the attacker, because many targets will not have
Note that 'Mechs often come in several different models, long-range attack capability and so will be unable to strike back.
which will have the same name but a different code number.
The Zeus in the example is the lEU-6S model. The lEU-6T Weight Class [Wt.)
and lEU-9S models of the Zeus BattieMech have different The letter immediately to the right of the damage values
capabilities. corresponds to the element's weight class-in the case of the
Zeus, A for assault. This letter only applies to 'Mech, vehicle
MovelTlent Points [MP) and naval units.
The first number to the right of the element's name is that
element's Movement Points (MP). If the element can jump, the Skill Modifier
MP will be followed by a "J". Vehicles can move using other The element's skill modifier, if any, appears to the right of
modes aside from jumping; for information on these modes of the weight class (-1 for thE) Zf1us). Skill modifiers are deter-
movement, see p. 20. mined by the scenario being played. As is true in BattleTech,
A unit's MP always equals the lowest MP of any of its ele- the more skilled the MechWarrior (or vehicle crew, infantry pla-
ments. The unit is considered jump-capable (J) only if all surviv- toon and so on), the lower the skill modifier. (For example, the
ing elements in the unit have the Jump ability . Players must best skill modifier of a unit would be the lowest number; the
recalculate a unit's MP during play when heat or critical dam- worst skill modifier for a unit would be the highest number.) The
age slows down an element, or when an element is destroyed. modifier is added to or subtracted from target numbers for
attacks made by the element, and so a negative value provides

15
BA"LEFORCE

heat level and marked off on the heat scale. For complete rules
SKILL MODIFIERS TABLE regarding heat, see Overheating, p. 25.
Only BattleMechs and aerospace fighters can overheat,
BattleTech Experience Level BattieForce Skill and so only those types of elements need heat scales. On the
Modifier Level blank record sheets in the back of this book, every element is
Green +1 given a heat scale for convenience.
Regular +0
Veteran -1 MAPSHEETS
Elite -2 Though BattleForce uses the same type of mapsheets as
BattleTech , the scale is different. In BattleForce, each hex rep-
resents an area 90 meters across. When the rules refer to a sin-
a greater advantage than a positive one. Though skill modifiers gle mapsheet, they use the term mapshee!. When the rules refer
can be any number, in general they do not run higher than +2 to the entire playing area covered by a" the mapsheets in use for
or lower than -4. a scenario, they use the term playing area or simply map.
The Skill Mod ifiers Tabl e lists typical BattleTech experi-
ence levels and their equivalent BattieForce ski ll modifi ers.
Clan elements have differe nt skill modifiers than their Inner
Sphere counterpa rts only when Clan honor rules are in effect
(see Clan Honor, p. 44).

Armor and Structure


The circles to the far right of the top row are armor boxes ,
which represent the armor plating that protects the element from
damage. Players mark off armor boxes as the element takes dam-
age. Below the armor boxes are shaded structure boxes (bottom
row), which represent the element's critical internal components
The forests, rivers, hills and rough areas on a BattleForce
as well as its metal skeleton and myomer musculature. Damage
mapsheet represent a typical mixture of the terrain found on the
to the structure often causes critical damage as well (see Critical
habitable worlds of the Inner Sphere. The following symbols
Hits, p. 26) . Players mark off structu re boxes as the element
represent each type of terrain as described below.
takes damage, but only after a" the armor is gone. For example,
the Zeus has 5 armor boxes and 6 structure boxes.
Directly beneath the element's name, at the beginning of Clear

o
the bottom row, is the element's Destroyed box. Players mark Clear terrain includes fields, meadows
off this box when an element is destroyed, to help keep track of and other grasslands . The ground is firm
which elements in each unit are still functional. and may be gently rolling, but its elevation
does not change significantly from one
Special Abiliti es side of the hex to the other.


To the right of the Destroyed box are various abbreviated
descriptions of special abilities that an element may possess. In Rough
the case of the Zeus, if indicates that this 'Mech can make indi- ' ...... .. . .
Rough terrain is broken, rocky and
. .
rect fire attacks. Other special abilities or equipment that may ,"
'.
" "
. ..... jumbled ground. Though firm, thi,s type of
appear here include target-acquisition gear (TAG), probes and ,~ . l..
terrain is generally more difficult to cross
~,..:~ ~
electronic countermeasures (ECM ). For a complete description ;";'.. • -y than Clear terrain. Commonly encoun-
of these and other special abilities, see pages 34- 36. ..... ' .
tered near cliffs and bluffs, Rough ground
may also be formed as a result of combat.
Overheat Value COVl
Many BattleMechs have an Overh ea t Va lu e , s hown Hills
beneath the MP and immediately to the left of the heat scale. Hilly terrain is significantly higher than
The Zeus has no Overh eat Value, but the Flashman and the the terrain surrounding it. The lightly
Dervish do. This number repre sents a Mech Warrlor's ability to drawn lines in Hi" hexes (ca"ed elevation
push his BattieMech beyond its ordinary operating safety limits, lines) show slopes, which are more diffi-
and thereby inflic t extra d a ma ge when ma k in g att acks . cult to cross than Clear terrain because of
However, the heat build-up caused by such activity will slow the the changes in elevation. Hills can contain
'Mech down and cause its shots to become erratic until it has a Clear, Rough, Wooded or Paved terrain, as we" as buildings.
chance to cool off. Ground hexes not on a hill are at Elevation Level O.
Elevation levels for each hill appear on the mapsheet.
Heat Scale Level 1 is twelve meters high; a BattieMech standing behind
To the right of the Overh eat Value are three boxed num- Level 1 terrain is completely hidden. Level 2 terrain is twenty-
be rs representing the 'Mech's heat scale. When a 'Mech over- fou r meters high , and so on .
heats, the amount by which it does so is added to the element's

18
BArriEFORCE

Even VVhE!n 9n Ellevation line fills only part of a hex, that can cross bridges. Heavy and assault 'Mechs and vehicles will
E!ntire hex is considered to be at the higher elevation. Sub-levels, cause a bridge to col lapse. A vehicle falling into water because
which are lower than the surrounding terrain, are the only excep- of a bridge col lapse is destroyed.
tion to this rule. In the case of sub-level hexes, the lowest level
present in the hex is considered the elevation of the entire hex. L ight W o ods
Light Woods te rrain is covered with
Water sparse trees up to twelve meters in height.

o
Water hexes are covered by streams, BattieMechs cannot cross such terrain as
rivers, swamps, ponds or lakes. In easily as Clear terrain , and line-of-sight
BattleForce, the Depth of water ma rked through it is blocked.
on the mapsheet (used in BattleTech )
does not apply. Instead, all Water hexes in Heavy W oods
BattleForce are approximately 6 meters Heavily wooded terrain is thickly covered
deep, enough to cover a BattleMech up to its waisCMovement with twelve-meter-tall trees, making move-
through water is difficult, slowing 'Mechs down and making ment through such areas very difficult. Light
them easier targets. However, water helps disperse the heat Woods often border Heavy Woods . Units
generated by heavy weapons fire, and so BattieMechs whose cannot see through Heavy Woods.
pilots intend to fire lots of weapons sometimes occupy water
despite the risks. Pavement
Even when a shallow stream fills only part of a hex, that A Paved hex offers a fairly smooth ,
entire hex is considered a Water hex. very hard surface . Paved hexes typically
include roads, sidewalks and landing fields
Bridges made of asphalt, cement or even cobble-
A Bridge hex may span a Water hex. stone. Units that travel along Paved hexes
Units moving along a road may use a containing roads ignore the slowing effects
bridge to go over water, which allows them of other terrain indicated in the hex. Paved terrain may increase
to ignore the terrain restrictions a nd thE) speed of ground vehicles.
Movement penalties they would norma lly
suffer while moving through a Water hex.
Light and medium 'Mechs and vehicles, as well as all infantry,

17
8Ar"1EFORCE

PLAYING THE GAME INITIATIVE PHASE


One player from each side rolls 206 and adds the results
together to determine his Initiative. The player or team with the
This section provides game set-up rules and sequence of higher result can choose to be either the first or second player
play for BattleForce , as well as a brief description of for this turn . In the case of a tie , re-roll.
BattleForce scenarios and how they work. . ....
These rules assume that there are two sides in each game, PLAYER PHASES
either two players or two teams of players. Wherever the rules The next three phases of a turn (Command , Movement
refer to a "player," that term can mean a team of players as well and Combat) are completed by the first player first , and then by
as an individual. the second player. The first player resolves all three phases
before the second player begins.
SETTING UP
To begin a game, the players layout the mapsheets on a Command Phase
table or on the floor, in a way acceptable to all players or, if using In the Command Phase of the first turn of the game , the
a FASA scenario pack, according to the Game Setup of the sce- player draws one command counter. In subsequent turns, the
nario to be played (see Scenarios, p. 19, for a sample set-up) . player removes any face-up command counters he has in play
Laying out the mapsheets may also include placing a number of and returns them to the cup, along with any special command
buildings of varying types on them . The entire play area , consist- counters placed to the side of the playing area (see
ing of one or more mapsheets, is referred to as the map. Commands, p. 27). He then either draws one new command
Next, the players fill out record sheets for each of their counter from the cup or moves one of his face-down command
un its involved in the battle . The BattleMech, vehicle and infantry counters that is already in play (see Chain of Command, p.
statistics required to fill out unit record sheets appear at the 27) . Finally, the player may use any or all of the face-down
back of this book (see p. 58). If all players agree, new elements command counters he has in play by turning them face-up.
for the units may be created using the BattleTech construction
Movement Phase
rules, provided on page 99 of the BattleTech Compendium:
The player moves any or all of his units, one at a time.
The Rules of Warfare (BTC: RoW); use the conversion rules
on p. 100 of this book to convert them to BattleForce.
Combat Phase
Finally, each player places all his or her command counters The player makes attacks with any or all of his units, one at
in a cup or other receptacle from which they can be drawn in a time. Each surviving element of each unit may make one
each turn . attack; however, all the elements of a given unit must attack the
same enemy unit. Damage from these attacks is resolved as
SEGUENCE OF PLAY each unit finishes its attacks .
BattieForce is played in a series of turns . Each turn repre-
sents 30 seconds of game time. During a turn , all units on the END PHASE
map may move and make attacks. In the End Phase , both players execute any miscella neous
A turn consists of several smaller segments , called phases. actions remaining in the turn , such as determining if any fires
During each phase, players take one specific type of action , burning on the map spread to other hexes. The specific rules
such as movement or combat. The players execute the phases for such actions state whether or not they take place during the
of every turn in the order listed below. Specific actions, move- End Phase . For example, elements that began a turn shut-
ment, effects of damage and so on that may occur in each down from overheating may start up again in- the End Phase,
phase are explained in separate sections of this book. with their heat levels reduced to zero.
Repeat the sequence of phases until one player achieves
victory . Often , the player with the last surviving unit left on the
SEGUENCE OF PLAY board wins the scenario. If the last units on each sid e are
destroyed simultaneously, the game is a draw. The players may
1. Initiative Phase set victory conditions by using the general scenario rules below
or those provided in the FASA scenario pack being played , or
2. Player Phases by mutual agreement before play begins .
First Player Phases
2a. Command Phase
SCENARIOS
2b. Movement Phase
A scenario is the situation played out in a BattleForce game.
2c. Combat Phase
The scenario rules tell you which units to use, where to place
Second Player Phases
them on the map and what each side has to do in order to win .
2d. Command Phase
A general outline for a scenario is presented below . Rules
2e. Movement Phase
for creating your own scenarios appear in Creating Scenarios,
2f. Combat Phase
p.52 .
3. End Phase

18
8ArrLE'ORCE

anywhere on the map within 5 hexes of his opponent's home


edge. The second player does the same. ..
The first player then places his second objective counter
face-down within 5 hexes of his opponent's home edge and at
least 5 hexes away from his other objective counter. The sec-
ond player does the same.
Finally, the first player places his headquarters counter in
any hex on his own home map edge. Then the second player
places his headquarters counter along his home map edge. In
this scenario, the headquarters serves as one of the opponent's
objectives. In effect, this gives each player three objectives: two
he places him self and that one his opponent places for him.
Objectives do not move or attack, and do not count against
stacking limits in a hex (see Movement, p. 20). In order to
occupy an objective , the opposing player must move one of his
ground units into the objective's hex. In the End Phase of that
same turn, the objective counter is turned face-up . A player
cannot occupy or claim his opponent's objectives.
If a face-up objective counter has friendly units in its hex or
no units in its hex, it is flipped face-down again in the End
Phase. Only if an opposing unit is alone in a hex with a face-up
objective counter in the End Phase is that objective considered
"claimed" and removed from the map. This does not apply to
the End Phase in which the objective counter is initially turned
face-up .

DEPLOYMENT
Both players roll 206. The player with the higher result may
choose whether to set up first or second. The player who sets
up first places all his units on the map, then the player who sets
up second places all his units on the map. Each unit must be
placed on a hex along the player's home edge, excluding half-
hexes. Units may start play with any facing desired ..
SETUP
Before beginning play, both sides should agree on a total VICTORY CONCITIONS
point value for thei r forces . In addition, because the scenario This scenario continues until all units on one side are
will provide a more equal fight if both sides use an equal num- destroyed or one player has claimed all three of his objectives.
ber of units, both players should agree on a total number of The winner is either the surviving player or the player who
units each side may use in the scenario. After determining the claimed all three objectives.
total forces for each side, each player chooses eleme nts from This game also offers a point system to provide an alter-
the BattleForce Rosters (p. 118) to fill out those units to the nate method of determining who wins and the level of victory
agreed-upon pOint limit. As a rule of thumb, a typical scenario achieved. Both players begin the scenario with no Victory
should involve ten units per side, with a total of 400 points to Points. For every enemy element destroyed, the player adds
spend on elements for those units. twice its point value to his Victory Point total (including points
Once they have chosen their forces, both players roll 206. for the pilot, if any). For each of his own elements destroyed,
The player with the higher roll result is considered the first play- the player deduct§ th~ pOint value of the element (plus the pilot)
er during setup. The first player chooses one edge of the map from his total.
to be his home edge. His forces wi ll ente r the map via that Players also score Victory Points by claiming objectives or
edge. The opposite edge automatically becomes the second their enemy's headquarters. The point value of occupying an
player's home edge . (Once play begins and the players roll for objective is equal to the number of units with which your oppo-
Initiative, either one may be the first or the second player, nent started the game . Claiming an objective is worth five times
depending on their Initiative Roll results and individual choice.) as many pOiots as occupying it. Headquarters am worth double
the pOints of normal objectives.
OBJECTIVES At the end of the scenario, the player with the most points
Each player has two objective counters and one headquar- wins. if the difference between the two players' scores· is
ters counter. These are placed on the map to establish key greater than the number of points used to purchase forces for
pOints that the player's opponent must capture, destroy or the winning side, the victory is Decisive. Otherwise, the victory
defend to win the game. In this scenario, the objectives repre- is Marginal. If both players' scores are tied, the game is consid-
sent key strategic locations to be occupied on the battlefield . ered a Draw. For a list of pre-calculated point values for all
The first player places one of his objective counters face-down BattleForce elements, see the BattleForce Roster, page 118.

19
BAI'I'LEFORCE

MOVEMENT
MOVEMENT COST TABLE
As in BattieTech, units in BattleForce change
Terrain MP Cost Prohibited
their position on the map by moving from one hex to
Type Per Hex Units*
another using Movement Points (MP). Each element of
Clear 1 naval, submarine
each unit has a base MP allowance listed on its record
Road/Paved/Bridge 1** naval, submarine
sheet. A unit's MP always equals the lowest MP of any
Rough/Rubble 2 naval, submarine, wheeled
of its surviving elements.
Light Woods 2 hover, naval , submarine, wheeled
During each player's Movement Phase , the player
Heavy Woods 3 hover, naval, submarine, tracked, wheeled
may move any or all of his units.
Water 3*** infantry, tracked, wheeled
Elevation Change +1 per level
MOVEMENT COSTS Base 2 naval, submarine
A unit must spend at least 1 MP to move 1 hex. If City 3 naval, submarine
the hex that the unit is entering contains anything but Fortress 4 naval, submarine
Clear terrain, this cost usually increases, as shown in
the Movement Cost Table. *See the Forces section (p. 7) for more information on the movement of
A unit must possess sufficient MP to pay the cost elements other than 'Mechs.
of entering each new hex. However, a unit can move 1 **If traveling along road; otherwise, use the MP cost of the underlying
hex regardless of the terrain cost under the following terrain.
conditions : the unit enters only one hex that turn, it has ** *Water costs only 1 MP per hex for hover, naval and submarine units.
at least 1 MP to spend (meaning that it is mobile), and it Infantry pay only 1 MP to enter Building hexes.
is not prohibited from entering the terrain in that hex.
Certain vehicles and infantry units may not enter
certain types of terrain. These movement restrictions appear on
the Movement Cost Table. In the diagram, the unit in Hex A has an MP of 3J.
This means it can jump up to 3 hexes in any direction,
.JUMPING over intervening terrain up to 3 levels higher than its
A unit can use Jumping MP only if all of its surviving ele- current position. It cannot jump directly to Hex B ,
ments have Jump capability (indicated on the record sheet by a because the Level 4 hill in Hex C is too high for it to
"J" following the element's MP rating ). jump over (a unit must always jump the shortest possi-
A jump-capable unit may move into any hex within its jump ble distance to the landing hex, which in this case
range. Jumping units may move over, but not land in, prohibited means jumping over Hex C). If the unit started its jump
terrain. When a unit jumps, it can move 1 hex in any direction in Hex E, it could jump over Hex C to Hex B, because
for every available Jump MP. the Level 4 hill is not higher than the unit's Jump MP
A jumping unit always travels the shortest possible path plus the level it occupies.
between the starting and ending hexes. If this path crosses an The unit in Hex A can jump directly to Hex 0, right
elevation higher than the unit's Jump MP plus the level of the over the intervening river and heavy woods. By using
hex in which the unit started the move, the unit cannot make normal movement, traveling to Hex 0 would cost the
the jump. If there is more than one possible path of equal length unit 6 MP, which means that the unit would take 2
between the unit and its goal hex, the player may declare which turns to reach the same hex. The unit could also jump
path his unit takes. to Hex C.

MOVEMENT ON ROADS/PAVEMENT
All units traveling on roads pay only 1 MP per hex
regardless of the hex's underlying terrain . A unit is considered
to be traveling on a road if it moves from one hex to the next on
that road.
Units may move through prohibited terrain while
traveling on a road , but must begin and end their movement
through such terrain on the road , and remain on the road while
traveling through the terrain.
In addition , ground vehicles may receive a move-
ment bonus of 1 additional hex for moving on a road. To move
an extra hex, the unit must begin its turn on a Paved hex con-
taining a road and continue to travel along the road fo r the
entire Movement Phase.

20
BA"LEfORCE

FACING STACKING
Every hex on the map has six edges, called hexsides. In During the Movement Phase, a unit may move through
BattleForce, every non-infantry unit must be oriented to face hexes occupied by other friendly units, but may not move
one of those six hexsides. Each non-infantry unit counter has through a hex occupied by an enemy unit. It may enter enemy-
an arrow showing the direction of its facing. The facing of a unit occupied hexes up to that hex's stacking limit, but then move-
does not represent the literal facing of everyone of its ele- ment stops. Also, a unit may not end its movement in a given
ments, but rather its overall tactical deployment. The unit's fac- hex if doing so violates the stacking limits.
ing is the direction in which most of its elements are facing dur- At the end of a Movement Phase:
ing the turn, and where their attention is focused . In effect, it is -Only one unit from each side can occupy a hex (for a total
the direction in which they are "looking." of two units in a hex).
A unit's facing has no effect on movement, but does affect -Infantry mounted on a vehicle and battle-armored troops
combat (see Combat, p. 22). As each unit moves, the player riding on an OmniMech do not count against this stacking limit.
controlling that unit can give thaf unit any desired facing at the Though only one unit from a given side can occupy a hex,
end of its movement, with no MP cost. that unit does not actually take up the entire hex. A 90-meter-
Units not clearly facing a hexside can be realigned to one wide hex offers plenty of room for any unit to move around and
of the two nearest hexsides by the opposing player. Infantry avoid fire, and also allows one enemy unit to share the hex. A
units have no facing. unit tactically controls the hex it occupies, but does not physi-
cally fill it.
See also the Movement section of Aerospace Support, p.
39 in Special Case Rules. -

21
8AI'I'LEFORCE

COMBAT The unit in Hex C has a clear LOS to every unit


except the unit in Hex B. The woods in Hex F are inter-
vening, so there is no LOS between Hexes Band C.
During eac h player's Combat Phase , the player makes The unit in Hex 0 has LOS to every other unit,
attacks with any or all of his units. Each unit' s attacks are and every other unit has LOS to it, because no inter-
announced and resolved before another unit may attack. vening terrain is higher than the unit in Hex D. In order
For one unit to attack another, the attacking unit must be in to be considered intervening, terrain must be higher
the same hex as the target (pointblank range) , or must have a than both the attacker and the target.
clear line of sight (LOS) to the target. (For exceptions to th is The unit in Hex E has LOS to the unit in Hex C
rule , see Indirect Fire, p. 36, and Artillery, p. 41 .) even though Hex C is a Woods hex, because there are
For an element in a unit to attack a target, the target must no intervening woods. The unit in Hex E also has LOS
lie within a range for whi ch th e att acking elem en t has a to the unit in Hex D. The woods in Hex C block LOS to
Damage Value, and within the fi ring arc for the attacking ele- Hex A, and the Level 1 hill blocks LOS to Hex B.
ment's type. The attacking player then calculates the likeli hood
of the shot hitting the target based on the range to the target,
intervening terrain and other factors.
If the attack hits the target, the target player reco rd s the
result on the damaged element's record sheet.

LINE OF SIGHT
When a player deci des to fire on a unit, he must first deter-
mine whether or not his unit can see its intended target. Various
terrain features can affect a unit's line of sight (LOS) to a target,
making a shot difficult or even impossible.
Players can check LOS by laying a straightedge (a ruler or
a sheet of paper, for example) from the center of the attacker's
hex to the center of the target's hex. Any hex that the straight-
edge crosses lies on the LOS. If the straightedge passes direct-
ly between two hexes , the target chooses the hex through
which it passes. The players then check the terrain that lies
between thei r units for intervening features high enough to
block LOS , using the following rules:
oA11 terrain has an elevation . If the leve l of a hex is not
marked on the map, assume it is O.
FIRING ARCS
olf the attacking and target units occupy the same or adja- When the pl ayer determines that his unit can see its
cent hexes, both units always have LOS to each other. intended target, he must then determine if the target lies in the
oAn y intervening elevation of a higher level than the hexes firing arc of the elements in the unit.
occupied by the attacker and the target blocks line of sight. Th e various firing arcs are shown below. The human oid
olntervening woods block LOS th rough the Woods hex, but confi guration of BattleMech elements gives them a more fl exi -
units can shoot into a Woods hex. To see if a particular patch of ble fi ring arc than ve hicles. Infantry elements have no firing arc
woods intervenes between an attacker and a target unit, use restrictions; they can fire in any direction .
the same procedure as for elevations. A Woods hex rises 1 ele-
vation level above the terrain it occupies.

The following example and diagram illustrate the


determination of line of sight (LOS).
The unit in Hex A has LOS to the units in Hexes C
and D. The unit in Hex C is in Light Woods , but there
are no in tervening woods, so LOS exists between Hex
C and Hex A. The unit in Hex 0 is on a Level 2 hill;
this means that the woods in Hex F do not intervene,
because the woods are not higher than the targeted
and attacking units.
The unit in Hex B only has LOS to the unit in Hex D.
The woods in Hex F block the line of sight to Hex C, and
the unit in Hex A may choose to have the woods in Hex
F block LOS because the LOS passes directly between
two hexes. The Level 1 hill blocks the LOS to Hex E.

22
BArrLffORCf

BA TTLEMECH FIRING ARC each element in the target unit that is in the same hex as the
BattleMech elements can fire in a 300-degree radius, as attacking unit.
shown in the diagram above. The firing arc is defined by an
imaginary line drawn from the rear two hex corners and extend- Active Probes
ing outward to the edge of the map. Any hexes fully or partly in Elements equipped with active probes have an extended
this area, shown by the shaded area in the diagram, may be view of the battlefield, enabling them to provide information
potential targets for attack. about targets without moving into pointblank range . Each ele-
ment with an active probe (indicated on the record sheet by the
abbreviation "prb") can scan a single enemy unit within medium
range of it (4 hexes) . The probe-equipped element completes
its scan just before the unit declares its attacks. No die roll is
required; the opponent simply lets the attacking player know the
variant or configuration and the damage status of the elements
in the target unit.
An active probe's scan is blocked if an enemy element with
ECM is between the attacker and the target (see Electronic
Countermeasures, p. 35). Only enemy ECM will block a probe;
the attacking player's own ECM elements will not interfere with
his probes.

MAKING THE ATTACK


After a player has determined that a target is within an
VEHICLE FIRING ARC attacking unit's LOS and firing arc, the unit may make attacks.
Vehicle elements can fire in a 180-degree radius, as shown The player counts the range in hexes to the target to determine
in the diagram above. The firing arc is defined by an imaginary the range for the attack. For each element that will fire, the player
line drawn from the side two hex corners and extending out- determines if the shot is more or less difficult than normal by fac-
ward to the edge of the map. Any hexes fully or partly in this toring in skill modifiers, terrain and other conditions. These fac-
area, shown by the shaded area in the diagram, may be poten- tors modify the base to-hit number. The more difficult the shot is
tial targets for attack. because of distance, concealment by terrain or other factors, the
higher the modified to-hit number. The player then rolls 206 to
ATTACK DECLARATION see if the attack hits the target. If the result is equal to or greater
A unit can only make attacks against a single enemy unit in than the modified to-hit number, the attack hits its target.
a given turn. Each element of a unit makes a separate attack Each element of a unit may attack once per turn.
against a specific element in the target unit. The attacking play-
er must announce his choices of target unit and elements to the BASE TO·HIT NUMBER
opponent before any of that unit's attacks are resolved. A moving target is harder to hit. To reflect this, the base to-
hit number for an attack is based on the target element's MP,
OPPONENT'S RECORO SHEETS as shown on the Attack Modifier Table.
In general, players are not allowed to view their opponent's Jump-capable elements use evasive movement more
record sheets before announcing the targets of their attacks. effectively than their ground-bound counterparts, and so jump-
The attacking player is entitled to know which elements of the capable elements add +1 to the base to-hit number.
target unit are destroyed and which are still functional, and also
each element's name (but not its specific variant or configura- MODIFIED TO·HIT NUMBER
tion). Beyond that, however, players must rely on memory and The modified to-hit number equals the base to-hit number
instinct. This rule is intended to prevent the game from getting piUS all modifiers for range, terrain and other factors discussed
bogged down while both players study each other's record below. All such modifiers are cumulative.
sheets and calculate the exact damage needed for each attack.
It also serves to simulate a reality of war: namely, that it is diffi- Range Modifiers
cult to tell the precise condition of enemy units in the middle of The farther away the target is from the firing unit, the more
a battle. difficult it will be to hit. The range modifier for an attack is deter-
The two exceptions to this rule are close proximity and mined by the range to the target, which is the distance between
active probes. the target and the attacking unit. To determine range, begin at
the hex adjacent to the attacker's hex along the line of sight,
Close Proximity find the shortest path to the target, and count the number of
If an attacking unit is close enough to its target, the attack- hexes between those two pOints, including the target's hex. The
er can get a good look at it and make better decisions about number determines whether the target is at pointblank, medium
how to attack. In BattleForce, this means that the attacking or long range, and so which range modifier applies.
player's opponent must reveal the current damage (if any) of Each element of a unit has its own Damage Values for
pointblank, medium- and long-range attacks. The sample
record sheet on page 14 shows these values for a typical lance

23
BAIT1EFORCE

and the four elements it includes. If an element has no Damage


Value at a given range, it can not attack a target at that range . ATTACK MODIFIER TABLE
Weapons cannot hit a target at distance s greater th an lo ng
range (but see Artillery, p. 41) , Target's MP Base To-Hit Number
Pointblank attacks are made against targets in the same 0- 2 4
hex as the attacker. A shot at pointblank range req uires no 3-4 5
range modifier (+0). Medium-range attacks can strike targets 1 5-6 6
to 4 hexes away from the attacker. A medium-range shot has a 7-9 7
+2 range modifier. A long-range attack can hit targets 5 to 8 10+ 8
hexes away from the attacker, and has a +4 range modifier. Range Modifier
Pointblank +0
Terrain Modifiers Med ium +2
Terrain can affect the chances of a successful shot by forc- Long +4
ing the attacker to account for intervening land features. Units Target Modifier
can shoot into Light an d Heavy Woods hexes, but makin g suc- can Jump +1
cessful shots into such terrain is more difficult than making suc- is battle armor +1
cessful shots in Clear terrain. A BattleMech in water is easier to is in Light Woods or City +1
hit. Specific terrain modifiers appear on the Attack Modifier is in Heavy Woods or Fortress +2
Table. is in Water -1
Light and Heavy Woods hexes block line of sight through Attacker Modifier
those hexes, but a target occupying a Light or Heavy Woods is in Water +1
hex can be attacked. Modify the to-hit number by + 1 against a has exceptional Skill + (Skill Modifier)
target in Light Woods, and by +2 against a target in Heavy has Overheated + (Heat Level)
Woods. Building hexes also make shots into those hexes more is using Indi rect Fire +1
difficult; for more information, see Buildings, p. 43. Has critical damage see p. 26
Units in Water hexes find movement difficult, which limits
their ability to avoid incoming attacks and launch effective
attacks of their own, Add a + 1 terrain modifier to the to-hit num-
The unit in Hex B is a Regular unit and is standing
ber if the attacker is in a Water hex. Modify the to-hit number by
in Heavy Wo ods. The modified to-hit number for an
-1 if th e target occupies a Water tiex.
attack again st the unit in Hex A is 8 (Base To- Hit
Heat and Oamage Modifiers Number 5, +4 for long range, - 1 because the target is
The attacking BattleMech may also need to modify its base in water. Th e woods in the attacker's hex have no
to-hit number for current combat damage and heat build-up. effect on the to-hit number). The modified to-hit num-
Modifiers for these conditions are discussed in Critical Hits, p. ber for an attack against the unit in Hex B is also 8
26, and Overheating, p. 25. (Base To-Hit Number 5, +2 for medium range. + 1
because the ta rget has Jump capability).
The diagram shows an example of how to deter-
mine the to-hit number required for attacks. For this
example, assume that all elements being targeted
have 4 MP. The unit in Hex B is the only one with
jumping movement.
The unit in Hex A is a Regular unit (Skill Modifier
O) and is standing in a Water hex. The modified to-hit
number for an attack against the unit in Hex B would
be 9 (Base To-Hit Number 5, +2 for medium range,
+ 1 because the attacker is in water, + 1 because the
target has Jump capability). The modified to-hit num-
ber for an attack against the unit in Hex C would be 12
(Base To-Hit Number 5, +4 for long range, +2 because
the target is in heavy woods, + 1 because the attacker
is in water) .
The unit in Hex B is a Veteran unit (Skill Modifier T O -HIT ROLL
-1). The modified to-hit number for an attack against For each attack, the player makes a 2D6 to- hit rol l. It th e
the unit in Hex A would be 5 (Base To-Hit Number 5, result is equal to or greater than the modifie d to-hit numbe r, the
attack succeeds .
+2 for medium range, -1 for the attacker's Skill, -1
If th e modified to-hit number is greater than 12, the shot is
because the target is in water). The unit in Hex B can -
still considered a hit on a roll of 12. If the modified to-hit num ber
not attack the unit in Hex C, becaus e the unit in Hex C
is behind it and therefore outside its firing arc. is 2 or less, the attack misses on a roll of 2.

24
8ArrlE'ORCE

DAMAGE resolved. The Dervish's player would then mark off the "2" box
Each attack that hits the target does damage to it. Damage on the heat scale. If the Dervish had raised its heat level to 1 in
inflicted by a successful attack is shown on the targ et unit's a previous turn and chose to overheat by 2 in the next tu rn with-
record sheet. The damage varies depending on the ran ge to out cooling down first. it would end up with a heat level of 3.
the target. Fo r exam ple, a successful pointblank attack by a The player would then mark off the "3" box.
Hermes 1/ inflicts 2 points of damage, while an attack by the An element's current heat level is subtracted from that ele-
same 'Mech at medium range only inflicts 1 point of damage. ment's MP and added to its attack target numbers. Mark on the
If an element's record sheet shows a dash (- ) at a particu- heat scale in penci l, as the element's heat will rise and fall dur-
lar range, that element cannot make an attack at that ran ge. ing game play. The heat level does not actually change until the
For example, the FLS-7 K Flashman shown on th e sample attack is resolved, and so the attack modifier for overheating in
record sheet (p. 14) can not make attacks at long ran ge; th e one turn will not CiPply until the following turn .
CGR-1 A 1 Charger can only make pointblank attacks. The maximum heat level of 4 appears on the heat scale as
An attacking pl ayer may choose to infli ct less th an the an "S," wh ich represents shutdown. A 'Mech or aerospace fight-
maxim um damage allowed at a given range-in most cases, as er that reaches this heat level shuts down and cannot move or
a way of concealing the attacking element's true nature from his attack. Attacks agai nst a shutdown element are made against a
opponent. Base To-Hit Number of 0, with no bonus for Jump capabi lity.
The unit containing the shutdown element also cannot move;
OVERHEATING however, the other elements' MP ratings are unaffected, and so
M any BattJeMechs have an Overheat Va lu e , show n they are no easier to hit in combat.
beneath the MP on the record sheet. This number refl ects the
fact that these 'Mechs have more weapons than they can fire Maximum Overheat
without building up dangerous amounts of heat. A MechWarrior An element can not overheat more than the heat scale will
piloting such a machine can push his 8attieMech beyond its allow. For example, a Black Ha wk Prime has an Overheat Value
ordinary safety limits and thereby inflict extra damage when of 3. If it ove rheats once at this maximum value, its heat level
attacki ng. However, the heat build-up cau sed by such high- rises to 3. In the next turn, it can only overheat by 1 additional
power activity slows the 'Mech down and causes its shots to level, because there is only one space left on the heat scale
become erratic until it has a chance to cool off. (shutdown). It cannot overheat by 2 or 3 until it cools down.
Only Battl eMechs a nd aeros pa ce f ighte rs hav e an
Ove rheat Value, and so the following rules for overheating Cooli ng D own
apply only to those types of elements. Each time an element overheats, its heat level increases. If
the ele ment makes an attack but chooses not to overheat, the
U s ing Overhea t Value heat level rem ains the same; it decreases only if the element
An attacking player must announce his intention to overheat makes no attack at all in a turn. In that case, the element's heat
an element in a unit at the time of that element's attack declaration. level drops to 0 at the end of the Attack Phase.
The Overheat Value is the amount of extra damage that can Th is rule does not apply to shutdown elements. In the End
be added to the 'Mech's attacks when it overheats. The controlling Phase , the heat level of any elements that began the turn shut-
player can decide exactly how much to overheat, from a minimum down falls to O. At the beginning of the next turn, they sta rt up
of 1 to a maximum of the element's listed Overheat Value. This again and can move and attack normally.
amount is added to the Damage Values for that element at all
ranges for which it has them. For example, the FLS-7K Flashman ATTA C K DIRECTION
shown on the sample record sheet has an Overheat Value of 1 When an attack hits a BattieMech or vehicle, it hits from
and so can overheat by 1 pOint. This means that it can inflict 5 either the front or rear. Attack direction has no effect against
points of damage at pointblank range or 4 points of damage at other types of elements.
medium range. It cannot inflict any damage at long range because Lay a straightedge from the center of the attacker's hex to
it has no base Damage Value at that range. the ce nter of the targ et's hex. Compare the hexside crossed by
If an attacking unit is in a Water hex, its elements can over- the straightedge to the diagram below to find the side of the unit
heat with less risk because the water is doing its part to keep hit by weapons fire. If the straightedge crosses at the intersec-
each element cool. The heat level of overheating elements in tion of two hexsides, the defender chooses which side is hit by
water goes up by 1 less than the amount of Overh eat Value the attack. If the attacker is in the same hex as the target, the
they use. For example, an element overheating by 1 does not attack is considered to come from the front.
increa se its heat at al l, whil e a unit overheat in g by 2 onl y Attacks that strike the rear of an element inflict 1 extra
increases its heat level by 1 on the heat scale. point of damage.

U s ing the Heet Scale


The boxed numbers and the letter "S" to the ri ght of the
Overheat Value represent the 'Mech's heat scale. W hen a
'Mech overheats, the amount by which it overheats is added to
the elem ent's heat level, which is th en marked on th e heat
scale. For example, if the DV-6M Dervish uses its full Overheat
Value of 2, its heat level rises to 2 after the current attack is

25
BArrL"ORCE
RECOROING DAMAGE
Every time an element takes damage, the targeted
unit's player finds that element's entry on the record
sheets and checks off one armor box for every point of
damage taken . If the target takes additional damage to
a location after all the armor boxes have been checked
off , the damage transfers to the element's internal
structure, and the player checks off the appropriate
number of structure boxes . When a hit strikes an unar-
mored element, checK off one structure box per point
of damage taken.

Oestruction
When all of the structure boxes for a given ele-
ment have been checked off (armor boxes for aero-
space and infantry), that element is destroyed. Any
excess damage from the attack that destroyed it is lost;
it does not transfer to other elements in the unit.
When all of the elements in a unit are destroyed,
the entire unit is considered destroyed . Mark the unit's
"Destroyed" box on the record sheet and remove its
counter from the map.
A "destroyed " element need not be literally
destroyed; it may simply be rendered tactically useless,
in which case it is referred to as a "mission kill." Such
elements are out of the game, but may be repaired
later if campaign rules are being used. To determine
the actual condition of damaged and destroyed ele-
ments, see Scavenging and Repair, p. 106.

CRITICAL HITS
Each BatlleMech and DropShip has armor and
structure. Vehicles have structure only, while infantry
and aerospace fighters have only armor. If an element
has no armor left when it takes damage from a suc-
cessful attack, that attack may inflict a critical hit. For
example , a 'Mech with no armor boxes left to check off
before resolving an attack may take a critical hit from
th at attack. If the 'Mech has one armor box left, it will
not take a critical hit.
Because vehicles have no armor, any successful
attack made against them may result in a critical hit.
Aerospace and infantry units do not take critical hits;
once they lose all their armor, they
are considered destroyed .
To determine whether an ele- CRITICAL HITS TABLE
ment takes a critical hit, as well as
the type of hit taken, roll 2D6 and BattleMech Vehicle
consult the Critical Hits Table. Make 206 Roll Critical Hit Critical Hit Effects
the critical hit roll only if the elemen- 2-7 No Critical Hit No Critical Hit
8 Arm Actuator Hit Turret Hit + 1 to attack target numbers
t's structure alone was damaged. If
9 Leg Actuator Hit WheellTrack Hit MP - 1 (minimum 0)
the hit did armor damage, by itself
10 Weapon Destroyed Weapon Destroyed Damage Values - 1 at all ranges (minimum 0)
or along with structure damage, do
11 Engine Hit Engine Hit + 1 Heat; third hit destroys element'
not make a critical hit roll.
12 Head Blown Off Crew Killed Element destroyed
Mark clearly any critical hits
against an element on the record "Each engine hit increases the heat build-up from firing weapons by + 1. This includes standard
sheet. The effects of critical hits attacks as well as attacks made while overheating. Elements that cannot overheat suffer no heat
are permanent, unless you are build-Up, but the third engine hit still destroys the element.
playing a campaign game (see the
Campaigns appendix, p. 106).

28
BATrl.FORC.

Players may use copies of the se diag rams to chart the


COMMANDS chain of command among their forces, or simply write down the
units subordinate to each command unit on the record sheet.
Commands represent the ability of skilled field co mman- Next to each command unit's name , write the unit designation
ders to get better than the standard performance out of their of each unit directly beneath it in the chain of command .
troops. A little extra movement or firepower at the right moment
often can mean the difference between victory and defeat. It is The diagram shows a typical 'Mech battalion and
up to the player to skillfully issue com mands to the right units at its chain of command. The arrows point to subordinate
the right time to maximize their usefulness and potential. units. Asterisks (*) denote command units . The battal-
Com mands a re represe nted in th e ga me by numb ered ion command la nce, unit MA2, commands the entire
command counters that each player draws randomly from a cup battalion. The units subordinate to it are the company
or other appropriate receptacle , each player drawing from his or co mma nd la nces: M H2 , MH4 and ML 3. Unit MH2
her own set of counters. Th e counters are numbered rath er commands A Company; units MH3 and MM5 are sub-
than given specific names so that the effects of th ese counters ordinate to unit MH2. Likewise, unit MH4 commands
can change from scenario to scena ri o, as each army and situa- units MA3 and MM4, and unit ML3 commands ML4
tion dictates a different style of command. and MM1.

COMMAND UNITS PLA CING


Any company-size or larger form ation incl udes a command COMMAND C O UNTERS
unit. This un it always incl udes the formation's commanding offi-
At the beg inning of each player's Command Phase , the
cer, and often also includes a communications special ist, senior
player first return s any face-u p commands that he has previ-
sergeant and othe r key person ne l. This unit coordinates the
ously p laced on his uni ts to th e cup f rom which they were
activities of the enti re fo rmation, and is vital to the form ati on 's
drawn. He may then either draw a new co mmand counter or
tactical flexi bility. Loss of a command un it can deal a serious
move on e face-down counter from one un it to another. A unit
blow to any formation or army.
can have only one command counter placed on it at anyone
Players should designate one command unit for each for-
time, either face-up or face-down.
mation of company size or larger among their forces. For exam-
ple, a standard battalion should have four command units: one ORAW A NEW COMMANO
fo r each of the battalion's three companies, plus a fourth to act If th e player chooses to draw a new command , he draws
as the battalion's overall command unit. Ma rk thi s designation on e at random fro m his cu p, looks at it and then places it face-
clearly on the unit's record sheet, but do not reveal th e identity down on any one of his command units in play that does not
of your command un its to your opponent. already have a command counter on it. If the player does not
want to use th e command, he can show it to his opponent and
CHAIN OF COMMANC
re turn it to t he cup. A new c omm and coun ter can on ly be
In order to use command counte rs , players must know the
placed on a com mand unit. If all of a player's avai lable com-
chain of command in their forces. The diagrams on pp . 10- 12
mand counters have been placed but not yet used , he cannot
show the standa rd organization of forces in the Inner Sphere,
draw any more unti l he has used some and retu rn ed them to
the Cla ns and ComStar, as well as th e ch ain of command
the cup. If the player has no command units available on wh ich
through which orders pass.
to place a new comm and, he may not draw a new command.

Chain of Command MOVE A COMMANC


Instead of drawing, a player may choose to move one of the
face-down command counters in play to any of the units directly
subordinate to the command unit on which the counter is current-
*MA2 ly placed . DOing so indicates that the command unit has "passed
the command" down the chai n of command. For example, a bat-
talion comma,nd unit can pass a command to anyone Elf its com -
pany command units. A company command un it can pass its
command to either of the lances in its company.
Co mmand co unters must be passed down the chain of
comm and. They cannot skip a unit in th e chain, nor go back up
the chain of command .

USING COMMANDS
After a comm and cou nter is drawn or moved , the player
may use any or all of the command counters that are face-down
on his units. To use a command, turn the counter face-up. The
com mand th at th e coun ter represents will im mediately affect
the unit on which it is placed (see Command Effects, p. 28),

27
84rr'EFORCE

COMMAND SUMMARY TABLE

Command MP Attacks Other Effects


Alpha Strike! Add + 1 to the Overheat Values of the entire unit
Ambush** Hidden: Reveal after opponent moves; may attack during
opponent's turn*
Careful Aim No Jump -1
Charge! One element in unit may make a Charging attack*
Death from Above One Jumping element in unit may make a
Death-from-Above attack*
Doubletime March +1 +1
Evasive Action No attacks Hidden: Reveal after attack is declared on unit; all attacks against
unit suffer a +2 To-Hit Modifier
Fall Back! +2 +2 Affects all subordinate units; no subordinate unit may move closer
to enemy units*
Hello, HQ?** No Move Negative
Jam Transmission** Hidden: Negate effects of one enemy command*
Luck of the Fox Hidden: Reveal at any time; unit may make a single re-roll or force
opponent to re-roll once
Stand and Shoot No Move -2

*See additional rules below.


**Special Command: counter is set aside for a turn rather than being returned to cup immediately after use.

and stays in effect until the beginning of the player's next Some commands, such as Fall Back, affect multiple units.
Command Phase, at which pOint the player returns it to the cup. These commands must be played on one particular unit, even if
the command affects a player's entire side. A command that
COMMAND TYPES affects multiple units can affect units already operating under dif-
Special rules apply to hidden commands , negative com- ferent commands, and the effects of the various commands are
mands and special commands. cumulative. However, commands that impose a blanket prohibi-
tion on some ability to act-for example, 0 MP or No Weapon
Hidden Commands Attacks- cannot be modified by other commands; they remain in
Hidden commands are not used during the owner's effect regardless of the effects of other commands.
Command Phase, but can be left face-down and then used dur- The Command Summary Table lists the various commands
ing the opponent's phases of the turn. The rules for each hid- available in basic BattleForce. Future BattleTech supplements
den command state when the command can be used. for use with BattleForce 2 will contain additional commands. The
MP column shows each command's effect on a unit's MP. The
Negative Commands
Attacks column shows the modifier applied to the to-hit number
Negative commands represent random events such as
for attacks made by the affected unit. The table also indicates
equipment failure or bad weather that can have a negative whether a command is hidden, negative or special.
impact on a player's battle plan. Negative commands cannot be
discarded and must be placed face-up rather than face-down, Alpha Strike!
to indicate that they go into effect immediately after being An alpha strike occurs whenever a 'Mech fires all of its
drawn. Negative commands always affect one of the drawing weapons repeatedly in a savage, all-out attack without regard
player's own command units rather than an opposing unit. for ammunition or heat. This command represents a unit's com-
mander calling for the maximum possible firepower, throwing
Special Commands caution to the wind.
Some commands are particularly powerful (such as
The elements of an alpha-striking unit add + 1 to their
Ambush) or troublesome (such as Hello, HQ?). These special Overheat Values for the turn in which the command is used.
commands are not returned to the cup in the turn immediately Every BattieMech element in the unit gets this bonus, even if a
after use, but instead are set aside for a turn . In the player's particular element had no Overheat Value to begin with. The
next Command Phase, he returns any special commands to the additional overheating capacity is used in the same way as nor-
cup, along with any other face-up command counters.
mal overheating capacity. However, not every element need
use it or any of its Overheat Value when the Alpha Strike com-
COMMAND EFFECTS
mand is in effect. The command merely adds to a 'Mech's abili-
Each command counter has a specific effect on the unit on
ty to overheat. Only BattieMechs can use this bonus; it does not
which it is played. The command affects every element in the
apply to aerospace fighters.
unit unless the rules for the command state otherwise.

28
8AJ"1EfORCE

Ambush Doubletime March


This command orders the unit to lie in wait for the enemy With this command, the commander orders the unit to step
and then launch a surprise attack while the enemy is on the up its pace and move into position as quickly as possible. The
move. A player uses this hidden command during his opponent's unit speeds up considerably, but loses some accuracy when
phases, after the opponent has moved all of his units but before making attacks as a result.
he begins to make attacks. Each element in the unit subject to this Doubletime march adds 1 to the MP of every element in the affect-
command may attack as soon as the command is used; these attacks ed unit for the turn. This increased speed has the additional result
are resolved immediately, after which the opponent's turn continues. The of making the unit harder to hit, because an element's MP is
ambushing unit may not move or attack during its player's next used as the basis for the base to-hit number for attacks.
Movement and Combat Phases. However, the rapid movement also imposes a +1 modifier to the
Ambush is a special command, so it is set aside for one to-hit number for attacks made by the affected unit.
turn after use rather than being returned to the cup. In his fol-
lowing Command Phase, the player retums it to the cup. Evasive Action
The Evasive Action command throws the unit into a series
Caraful Aim of erratic maneuvers intended to make them harder for the
By slowing down and taking more careful aim, and not opponent to hit. Because the unit is concentrating on avoiding
using jump jets, a unit can increase the odds of its attacks hit- incoming attacks, however, it cannot launch attacks of its own
ting home. The unit commander can cali for this kind of attack in the Combat Phase of the following turn.
when it is imperative to hit the enemy now. A +2 to-hit modifier applies to all attacks against the affect-
Apply a -1 to-hit modifier to attacks made by a unit under ed unit. Evasive action is a hidden command; a player may use
this command. However, none of the unit's elements can use it during his opponent's turn, after an enemy unit has declared
any available Jump capability for the turn, making units that can an attack on the affected unit but before that attack is resolved.
normally jump a bit easier for the opponent to hit during the The attacking unit must stili resolve its attack as declared.
opposing player's next Attack Phase.
Fall B a ck!
Charga! Sometimes the best solution to a bad situation on the battle-
One element in a unit under this command makes a desper- field is to retreat and regroup. When the Fall Back command is
ate charge against an enemy target, hurling itself physically given, every unit in the chain of command immediately begins to
against the enemy in an attempt to bring the target down quickly. withdraw to a better position in order to resume the offensive.
A single element in the affected unit may make a Charging The Fall Back command affects the unit on which it is
attack at pointblank range. The base to-hit number for this played and every other unit below it in the chain of command. It
attack is based on the target's MP or the attacker's MP, does not affect other units on the same side.
whichever is higher. All other standard modifiers apply. Every affected unit adds +2 MP to all of its elements,
For purposes of determining damage done by the charge, increasing their speed and making them harder to hit. However,
the attacking element's pOintblank Damage Value is replaced an additional +2 modifier applies to all attacks made by units
by its MP, and the unit cannot increase its damage by over- falling back, to reflect the fact that the units are more interested
heating (see Using Overheat Value, p. 25). If the charge in regrouping than in making accurate shots.
attack hits, the attacking element suffers damage equal to the Units that are falling back may not move closer to enemy
target's base pointblank Damage Value, as if the target had units at any point during their retreat. The opposing player should
successfully attacked. watch closely as the falling-back units move, to ensure that no
player uses this command to advance against the enemy.
Death from Above
In this attack, a single 'Mech jumps into the air and comes Hello. HG?
crashing down on the head of an opposing element in an Sunspot activity, electrical failure and even plain human error
attempt to kill it in one fell swoop. This type of attack is often can seriously disrupt the chain of command . In such instances,
disastrous for both attacker and target. the desperate call of "Helio, HQ? Are you there?" can be heard
A single jumping BattleMech in the affected unit may exe- over the comm system, much to a commander's dismay.
cute a Death-from-Above attack. Resolve this attack in the Hello, HQ? is a negative command, meaning that a player
same way as a Charging attack, except that an additional +1 must place it face-up on one of his own command units. That
modifier applies to the target number. If the attack hits, the unit may not move for as long as the command remains in
attacker may roll for a critical hit against the target, even if the effect; hOWEl"er, the command does not affect the MP of the
target had intact armor before the attack. The roll has no addi- unit's elements, and so they are no easier to hit in combat.
tional effect if the attack would normally result in a critical hit, Hello, HQ? is also a special command, and is set aside for
nor can the attacking unit inflict critical hits against units not a turn after use.
normally subject to them, such as infantry.
If the affected unit contains no jump-capable BattieMech .Jam Transmission
elements when the counter is used, the command has no With the proper equipment, a clever communications spe-
effect. Return the counter to th~ cup. cialist can jam enemy transmissions, disrupting his opponent's
ability to relay commands. Com Guard Adepts are weli-known
for using this tactic to gain the upper hand.

29
BA"LEFORCE

This command is revealed when an enemy command is BASIC COMMAND LIST: CLAN
activated. That command 's effects are negated. If the target 11 Alpha Strike!
unit contains ECM or is adjacent to another unit on its side with 12 Alpha Strike!
ECM, Jam Transmission fails to work and the enemy command 13 Doubletime March
has its normal effect. In this case , the Jam Transmission com- 14 Evasive Action
mand is still considered to have been used. 15 Hello, HQ?
Jam Transmission is a special command , and is set aside 16 Luck of the Fox
for a turn after use. 17 Stand and Shoot
18 Stand and Shoot
Luck of the Fox 19 Careful Aim
During his successful reign as leader of the Federated 20 Careful Aim
Suns , Prince Hanse Davion was known as "The Fox" for his
legendary cunning. In truth , more often than not his best ally ADCITIDNAL CDMMAND LISTS
was sheer luck that allowed his grandiose schemes to succeed To add more variety to game play, you can use the follow-
against all odds. ing command lists to simulate the command styles of the spe-
The Luck of the Fox command represents a stroke of luck cific Houses and Clans.
at just the right moment. A player can use this hidden command
at any time during his own or his opponent's phases. Th e HDUSE DAVIDN
affected unit may re-roli dice once-for example, re-rolling a Th e officer s of the Federated Suns , and later the
failed attack roll. Alternatively, the player may force his oppo- Federated Commonwealth, have always had the finest military
nent to re-roll one dice roll that directly affected the unit operat- instruction available in the Inner Sphere, and so are renowned
ing under this command-for example, an attack direct ed for their innovative and flex ible tactics.
against that unit.
Davion Com rn l'lnd List
Stand and Shoot 1 Alpha Strike!
Units are almost constantly moving as they advance 2 Death from Above
across the battlefield, which reduces the accuracy of the 3 Charge l
attacks they mCike b~cause pilots ancfdrlve'rs must continuously 4 Doubletime March
compensate for a moving unit's bumping and jerking around . To 5 Evasive Action
get the best possible shot, a unit must come to a halt and take 6 Fall Back!
careful aim, which this command allows them to do. 7 Luck of the Fox
A unit commanded to stand and shoot may not move, but 8 Stand an d Shoot
gains a -2 modifier to the to-hit number for its attacks. The MP 9 Careful Aim
ratings of the elements in the unit are not affected , and so the 10 Luck of the Fox
immobile unit does not present an easier target for the oppo-
nent.
HOUSE KURITA
House Kurita's emphasis on the ancient Japanese teach-
COMMAND LISTS in gs of bushido lends their officers a courage in battle
Each scenario, whether published or created by the play- unmatched by the commanders of other armies. They will go to
ers , should include a command list that shows what command extrem es that other soldiers wouldn 't dream of in order to
each numbered counter represents. FASA-published ach ieve victory for the Draconis Combine.
BattieForce scenarios will include a command list for each sce-
nario tailored to the forces and situation , and will often include Kurita Command List
new command effects as well . 1 Alph a Strike!
The basic Inner Sphere and Clan command lists are given 2 Alpha Strike!
below. Use these whenever a unique list is unavailable, or 3 Charge!
when the players prefer to use a standard list. 4 Doubletime March
5 Evasive Action
BASIC COMMAND LIST: INNER SPHERE 6 Hello , HQ?
1 Alpha Strike! 7 Stand and Shoot
2 Ambush 8 Stand and Shoot
3 Charge! 9 Ca reful Aim
4 Doubletime March 10 Death from Above
5 Evasive Action
6 Helio, HQ?
7 Luck of the Fox
8 Stand and Shoot
9 Careful Aim
10 Careful Aim

30
8AffI.E'ORCE

HOUSE LIAO COMSTAR


The Capellan Confederation is known more for pOlitical Aside from the massive battle on Tukayyid, the Com
cunning than military prowess. This devious edge shows itself Guards have had little in the way of real battlefield experience.
on the battlefield, as the Capell an officers are more likely than Com Guard officers make up for this lack of experience with
others to use what some call underhanded tactics. some of the finest training available, along with a technological
edge that almost rivals that of the Clans.
Liao Command List
1 Evasive Action Com Star Command List
2 Ambush 1 Careful Aim
3 Death from Above 2 Ambush
4 Doubletime March 3 Doubletime March
5 Evasive Action 4 Stand and Shoot
6 Hello, HO? 5 Careful Aim
7 Luck of the Fox 6 Alpha Strike!
8 Fall Back! 7 Jam Transmission
9 Careful Aim 8 Ambush
10 Ambush 9 Charge!
10 Evasive Action

HOUSE MARIK
Real military advancement in the Free Worlds League has CLAN GHOST BEAR
long been bogged down by that realm's chaotic politics. In Among the invading Clans, the Ghost Bears use the most
recent years, however, the leadership of Thomas Marik has conservative combat tactics. However, few opponents can turn
rejuvenated the Marik military, especially since Thomas began aside their slow and steady advances.
using neo-chivalric codes of conduct as a beacon for officers to
follow. Ghost Bear Command List
11 Alpha Strike!
Marik Command List 12 Alpha Strike!
1 Alpha Strike! 13 Charge!
2 Stand and Shoot 14 Careful Aim
3 Charge! 15 Hello, HO?
4 Doubletime March 16 Luck of the Fox
5 Evasive Action 17 Stand and Shoot
6 Hello, HO? 18 Stand and Shoot
7 Alpha Strike! 19 Careful Aim
8 Stand and Shoot 20 Careful Aim
9 Careful Aim
10 Careful Aim
CLAN .JACE FALCON
The young officers of Clan Jade Falcon are eager to prove
HOUSE STEINER themselves in battle after suffering repeated defeats in recent
Never known for its brilliant commanders, the Lyran military years . Their recklessness has earned them an equal share of
has nevertheless managed to earn victories through sheer victories, but often leaves an excessive number of dead Clan
determination and by having more than its share of assault warriors in its wake.
'Mechs.
Jade Falcon Command List
Steiner Command List 11 Alpha Strike!
1 Alpha Strike! 12 Alpha Strike!
2 Alpha Strike! 13 Doubletime March
3 Charge! 14 Evasive Action
4 Doubletime March 15 Hello, HO?
5 Stand and Shoot 16 Luck of the Fox
6 Hello, HO? 17 Alpha Strike!
7 Careful Aim 18 Doubletime March
8 Stand and Shoot 19 Careful Aim
9 Careful Aim 20 Careful Aim
10 Hello, HO?

31
8ArriEFORCE

CLAN SMOKE .JAGUAR


The brave warriors of Clan Smoke Jaguar will stop at noth-
ing to achieve victory, and sometimes go too far in doing so.
This has earned them the enmity of their fellow Clans as well as
the Inner Sphere .

Smoke Jaguar Command List


11 Alpha Stri ke!
12 Alpha Strike!
13 Doubletime March
14 Evasive Action
15 Hello, HQ?
16 Ambush
17 Stand and Shoot
18 Stand and Shoot
19 Careful Aim
20 Death from Above

CLAN WOLF
The first Clan encountered by the Inner Sphere, the
Wolves are by far the most flexible. They are always prepared
to accept new ideas that will help them achieve more victories
and greater honor.

Wolf Command List


11 Luck of the Fox
12 Alpha Strike!
13 Doubletime March
14 Evasive Action
15 Hello, HQ?
16 Luck of the Fox
17 Stand and Shoot
18 Ambush
19 Careful Aim
20 Careful Aim

DESIGNING COMMAND LISTS


In their own games, players can customize their own com-
mand lists. A command list can include any ten command
effects, numbered from one to ten for player one (who uses the
Inner Sphere counters) and eleven to twenty for player two
(who uses the Clan counters). Each command list may include
the same command no more than three times, and must
include at least one negative command.

32
8Arrl.EfORCE

Unlike other ground vehicles, hover units can move over


SPECIAL UNITS Water hexes at a cost of 1 MP per hex. However, they cannot
AND EBUIPMENT enter Woods hexes.
A unit conSisting entirely of hovercraft will not set off mines
when it enters mined hexes (see Minefields, p. 49).
BattleForce uses a wide variety of forces, each with differ-
ent capabilities . The basic type of unit used in the game, the Naval en]
BattleMech unit, follows standard rules. Vehicles and infantry Surface naval vessels come in two types: those with a dis-
require special rules that take into account their unique abilities. placement hull, and hydrofoils. Vessels built with a displace-
This section provides those rules, as well as rules for special ment hull represent the cheapest , best protected and best
equipment and abilities that apply in the basic game. Rules for armed of all the naval vessels in the thirty-first-century military,
aerospace fighters appear in Special Case Rules, beginning but their conventional rounded hulls prevent these vessels from
on p. 36. attaining the speed necessary to close quickly with an elusive
enemy. HydrofoilS offer speed and punching power that dis-
VEHICLES placement-hull vessels lack. Featuring wings that lift the ves-
Conventional vehicle units operate in a similar manner to sel's hull out of the water, these naval vehicles usually patrol
BattleMech units, with a few exceptions. coastlines and guerrilla-infested river deltas.
Naval units can only occupy and move through Water
DAMAGE hexes, at a cost of 1 MP per hex.
Because vehicles are more vulnerable to critical damage
than BattleMechs, they have no armor boxes on their record Submarina [al
sheets. This means that every successful attack against a vehi- Submarine units, like naval units , can only occupy and
cle unit hits that vehicle's internal structure, and so may inflict a move through Water hexes. Submarines can be surfaced or
critical hit. submerged. While surfaced, a submarine unit acts like an ordi-
nary naval unit, and spends 1 MP for every Water hex it enters.
MOVEMENT TYPES A submerged submarine spends 1 MP for every Water hex it
Different vehicles use special movement modes, noted on enters, and can be attacked normally by other submerged sub-
their record sheets by a letter after the vehicle's MP. The main marine units, or by other naval units or BattleMech units occu-
function of each mode of movement is to restrict the vehicle pying the same hex as the submarine unit. A player controlling
from entering certain terrain types. These restrictions are sum- a submarine unit must declare it submerged or surfaced during
marized on the Movement Cost Table (Movement, p. 20). the End Phase of each turn.
When different kinds of vehicles are grouped together in
the same unit, the most restrictive movement penalties apply to VTOL [v]
the entire unit. For this reason, vehicle units tend to be orga- Fast and deadly but extremely vulnerable to damage ,
nized by movement mode. VTOLs and their pilots suffer the highest mortality rate of any
type of combat vehicle. VTOL units can move over all terrain
Tracked [t] types, including Woods and Water, at a cost of 1 MP per hex.
Because tracked vehicles move on caterpillar treads, they Because they must fly over terrain, however, VTOL units never
are usually referred to as tanks, even though the original mean- gain a defensive terrain bonus from the hex they occu py.
ing of this term has been lost to antiquity. Commonly armed Physical attacks cannot be made against VTOLs .
with turret-mounted heavy weapons, some of the heaviest vehi- For line-of-sight purposes, VTOL units are assumed to
cles of this class can inflict a great deal of damage, even on a skim over underlying terrain at the lowest possible altitude.
BattleMech. Tanks tend to be slow, but can move over all but Treat them like other units when determining LOS, unless the
the most densely wooded terrain. VTOL unit is in a Woods hex. Because the VTOL unit must stay
above the woods, it is considered one level higher than the
Whaalad [w] Woods hex it occupies .
Wheeled vehicles move faster than tracked vehicles, but still The player controUing the VTOL unit can choose to fly it high-
mount effective weapons. These vehicles suffer serious terrain er than usual to give it a clear view of the battlefield. At the end of
restrictions, however, and so commanders usually assign them to its movement, the controlling player announces that the VTOL unit
relatively open terrain and cities. Most often they serve as convoy is ''flying high ." Such a VTOL unit has line of sight to all units in
escorts or fire-support vehicles for dismounted infantry. play. However, all other units also have LOS to the VTOL.
Hover [hJ
Hovercraft are designed for speed, and rely on that feature INFANTRV
rather than their weak armor and light armament for protection. The Inner Sphere and the Clans use distinct configurations
Hovercraft also cost more and require a more sophisticated for their infantry units. In the Inner Sphere, unarmored infantry
technological base than tracked or wheeled vehicles. Their abil- are organized into 7-man squads. Four squads make up a pla-
ity to rapidly close with the enemy and just as rapidly break toon, except in the case of jump infantry, which assigns three
contact, however, makes these units valuable for reconnais- squads to a platoon. The Clans use a similar arrangement, with
sance and screening missions. five 5-man squads forming a 25-man Point. Five infantry Points
comprise an infantry Star.

33
BA"LEFORCE

The Clans organize battle-armored infantry into 5-man COMBAT


Points. Five of these Points combine to form a Star. In the Inner Infantry units have no facing. They never suffer additional
Sphere, battle armor is most often organized into 4-man damage from hits to the rear, and can attack in any direction.
squads, four of which make up a battle-armor platoon. Because infantry elements never suffer critical hits, the damage
In the rules below, the term "infantry" refers to both unar- boxes on their record sheets are all considered armor boxes .
mored and armored infantry unless specifically stated otherwise.
MOVEMENT
INFANTRY TYPES The biggest drawback of infantry units is their slow move-
Infantry units come in four main types, further distinguished ment rate. However, their ability to move through most terrain
by the specific weapons they carry. types, plus the fact that other, faster units can carry them to
their positions on the battlefield, lessen this disadvantage. For
Feet specific rules on loading and unloading infantry in combat, see
Foot infantry platoons, consisting of 28 men, have no the Transport ability (p. 36 of this seCtion).
transportation other than their own feet, carry light arms and
cannot hope to successfully assault or defend against even the SPECIAL EBUIPMENT
lightest BattleMech. Foot infantry generally control restive popu-
AND ABILITIES
lations, man city garrisons and mount counterinsurgElncy opera-
Certain elements have special equipment that gives them
tions. Though the start-up cost for such units seems relatively
certain additional abilities on the battlefield. These abilities are
high, they cost little to maintain. In another advantage of foot
indicated on the record sheet by an abbreviation underneath
infantry, most planets can call up and arm thousands of such
the name of the element, and are also listed in the far right col-
troops on short notice.
umn of the BattleForce Roster, pp. 118-38 . The various
equipment and abilities are described below.
Moterized
Equipped with a variety of light vehicles, motorized 28-
Active Probe [prbl
man infantry platoons move around the battlefield more readily
Able to detect and identify even shutdown and camou-
than foot infantry, but still are no match for BattleMechs.
flaged units at distances much greater than standard-issue
Motorized infantry units perform the same duties as foot
electronic warfare (EW) suites, the active probe makes a valu-
infantry, and also frequently serve as forward observers or
able addition to any recon unit.
reconnaissance personnel.
In BattleForce, elements equipped with active probes can
help identify enemy units and also locate hidden ones. Rules
.Jump
for such actions appear in Attack Declaration (p . 23) and
The 21 men in a jump infantry platoon are all equipped with
Concealed Units (p. 46).
jump packs . In open, flat terrain, this equipment makes jump
infantry as mobile as motorized troops. In built-up areas, jump-
Artillery [artl
capable troops are more mobile than any other type of infantry.
Certain elements are armed with long-range artillery
Their jump capabilities allow them to close quickly with enemy
weapons, which are further defined by the specific type of
units, but a close assault of this type can devastate the attacker
artillery carried: L (Long Tom), S (Sniper), T (Thumper) or A
as well as the defender. (Arrow IV). In basic play, artillery elements can make indirect
attacks in the same way as elements with the indirect-fire ability
Battla Armer
(see p. 36). Advanced rules for using artillery appear on p. 41 of
Battle-armored infantrymen wear powered suits of armor
the Special Case Rules section.
equipped with various weapons. Though some Inner Sphere
units field battle-armored troops, such eqUipment remains rare
C3 Computer Master Cc3ml
and is less powerful than the Clan equivalent. Clan infantrymen,
These elements are equipped with a Command/Con-
known as Elementals, are organized into 5-man Points. Their
trol/Communications (C3) master computer. Usually installed in
individually powered suits of armor mount missiles, small lasers
command or reconnaissance 'Mechs or vehicles, the C3 com-
and anti-personnel weapons. Because Elemental armor can sur-
puter system is designed to help unit commanders coordinate
vive direct hits from BattleMech-ciass weapons, a single Point of
activities at the lance and company levels.
battle armor can efficiently disable or destroy an enemy 'Mech.
Each element equipped with a C3 master can link with up to
When an OmniMech unit is carrying battle armor, the battle-
three other elements that have C 3 slave systems (c3s) in order to
armor unit may not make attacks, but is vulnerable to damage.
form a network. The elements in the network can make attacks
Each battle-armor element is carried by the 'Mech element in a
using the range modifier of the element in the network closest to
corresponding position in the 'Mech unit, counting from the top of
the target. The attacking element must still have LOS to the tar-
the unit's record sheet down. The top battle armor element is car-
get, and its statistics still determine damage and other modifiers.
ried by the top 'Mech element, the second battle armor element
In BattleForce, members of a lance-sized network are nor-
is carried by the second 'Mech element, and so on.
mally in the same unit, and therefore are always at the same
When a 'Mech carrying a battle armor element takes dam-
range to any given target. However, a network can be expanded
age, the first point of that attack damages the battle armor ele-
with the addition of another C3 master computer. Up to three C3
ment. Any remaining damage is then applied to the 'Mech ele-
master computers can be linked to a fourth C3 master to create a
ment. If the 'Mech is destroyed, the battle armor is also destroyed.

34
8ATI'1rFORCr

company-sized network. This larger network can contain no C3 Computer Slave (cas]
more than twelve C3-equipped elements. All twelve of the li nked An element equipped with a C3 slave can link into a C3 net-
elements can fire using the range modifier of the unit closest to work as described above . Elements with C3 slaves but no mas-
the target. Elements with C3 masters need not also have C3 ter cannot create a network, and so confer no special ability on
slaves in order to link up in this way. the element.
Destruction of an element carrying a C3 master shuts down
th e portion of the network controlled by its computer. When the Cargo (car # )
C3 controls a lance, destroying the C3 cuts the unit's rem aining An element marked as "cargo" can be carried by a tran s-
la ncemates out of the network. When a C3 is coord inatin g a port (see Transport, p. 36). The number indicates how many
company network, its destruction cuts the lances in the compa- ton s of the transport's cargo space the element takes up. The
ny off from each other , but each individual lance can still use its tonnage can be split between multiple transports , so long as all
own C3 network (though in BattieForce play , this offers no of the transports are in the same unit.
advantage). The diagram below shows a C3 network in action.
Coolant Truck (cool)
The C3 master (but not the slaves) also duplicates the fun c-
This type of vehicle carries large tanks of coolant that it can
tion of target acquisition gear (TAG) . Units that are equipped
use to cool down overheating 'Mechs. Coolant vehicles are also
with C3 that are spotting targets for or launching indirect fire use
useful for putting out fires.
the indirect fire rules (see Indirect Fire, p. 36).
A player can use a coolant truck
to cool down a friendly unit in a n
adjacent hex. A single coolant truck

® ® can cool down all the BattieMech


elements in a single unit. In order to

STANDARD CONFIGURATION ®. @ . .@ ®
hook up to the coolant, both th e
coolant truck's unit and the unit being
cooled down must remain immobile.
® ®® ® Because they cannot move , both
units can be attacked using a Base
LANCE A COMMAND LANCE LANCE B To-Hit Target Number of 0, rather
than using their MP ratings.

CD ®. ®.® ® However, the elements in the uni t


being cooled down can use th eir

®. ®. ® .® ® ALTERNATE CONFIGURATION Overheat Values without an y


increase in their heat levels.
Coolant trucks can also put ou t
® ® fires quickly and easily, but must get
dangerously close to the fire to do
LANCE A COMMAND LANCE B so . During a turn's Combat Phase, a
LANCE coolant truck can extinguish one fire
in its own or one adjacent hex in lieu
of making an attack.

In the diagram, each circle represents an element Electronic Countermeasures (ecm]


and each box encloses a unit. Each "$ " represents a An ECM suite is a broad-spectrum jamming and electronic-
C3 slave. Each "M" represents a C3 master. The arrows countermeasure device designed to reduce the effectiveness of
show the network links radiating out from the master enemy long-range scanning and sUNeiliance equipment. Such a
elements. Destruction of slave elements has no effect system nullifies the effects of any enemy unit's active probes or
on the overall network. However, destruction of a mas- C3 computers whenever any of those systems is in the ECM suite's
area of effect. Friendly active probes or C3 computers are not
ter element will eliminate all the links pointing a way
from it. affected , nor does the ECM suite affect other scanning and tar-
Company-sized networks can be arranged in the geting devices, such as TAG . An ECM suite's area of effect is a
two ways shown. The first represents the most com- 1-hex radius from the unit carrying it, as described below .
mon arrangement, with a single element carrying two ECM negates the effects of systems listed above whether or
master computers and coordinating its own lance as not they are being used against the ECM-equipped element. An
well as the entire company. The seco nd example ECM suite affects enemy units if an element in the target unit, in
shows a separate element in the command lance car- a hex adjacent to the target unit, or in the same hex as or a hex
rying the computer that links the master units together adjacent to the attacking/probing unit is equipped with ECM , or if
the LOS from the attacking/probing unit to the target passes
in the company network. Though in theory a single
element can carry three or four master computers, the through the ECM-equipped unit's hex or a hex adjacent to it.
An ECM suite interferes with a C3 network in the following
resulting increased vulnerability of the entire network
makes this useless in practice. ways: if the C3 master that is coordinating a company network

35
BAr"&EFORCE

is in the area of effect of the ECM, the entire network stops Move or Fire [mof)
functioning. If a subordinate unit in the network is in the area of This restriction currently applies primarily to artillery units.
effect of the ECM, the unit is isolated from the network, though An element with this restriction may not attack in a turn in which
the rest of the network still functions. If the LOS from the C3 it also moved.
master coordinating the company to a subordinate unit passes
through the ECM-equipped unit's hex or a hex adjacent to it, OmniMech [ornni)
the subordinate unit is cut off from the network. An OmniMech is modular in design, which means that it
ECM has additional effects when using the Concealed Units can swap weapons quickly and efficiently between battles and
rules; for more information, see Special Case Rules, p. 46. take on a different role. For example, a fire-support OmniMech
can be converted to a close-assault 'Mech for the next mission
Engineering Vehicle [eng) in a matter of minutes. This ability is most useful in campaign
An engineering vehicle is equipped with bulldozer blades, play, as changing weapon pods takes too long to be performed
shovels and other equipment that allow it to clear a path through feasibly during a regular game (see Campaigns, p. 106).
rubble. A unit that contains at least one engineering vehicle does OmniMechs are also constructed so that they can transport
not spend the standard MP to move through a Rubble hex, but battle-armor units. Each OmniMech has handholds on its "skin"
instead pays the MP cost of the underlying terrain. that allow it to carry a single Point (or squad) of battle armor. In
Engineering vehicles can also be used to clear terrain (see BattleForce, this means that each OmniMech element can
Clearing Woods, p. 46). Engineering vehicles also excel at carry a single battle-armor elem ent. Treat this ability in the
clearing minefields safely (see Minefields, p. 50). same way as other types of infantry transport (see Transport).
OmniMechs may only carry battle armor in this way.
Headquarters [hq)
A headquarters element contains additional communica- Spheroid CropShip [sph)
tions and control gear that increases command efficiency. Each This type of DropShip has special characteristics, such as
headquarters element on a side allows that side's player to the ability to hover and land vertically, that distinguish it from
move one additional command counter per turn (see other types of DropShip units. For more information, see
Commands, p. 27). Though the headquarters special ability Aerospace Support, p. 39 in Special Case Rules.
does not allow a player to draw an additional command
counter, it does allow him to both draw and move counters in Target Acquisition Gear [tag)
the same Command Phase. Target acquisition gear (TAG) consists of a special laser
Neither side may have more than one headquarters ele- that is used to designate targets for Arrow IV artillery attacks.
ment active per battalion. Any additional HQs present have no This eqUipment can be used only in conjunction with the
effect on game play. Note that the headquarters special ability advanced artillery rules (see Artillery, p. 41).
is different from the headquarters counter that each side plays
during the Objectives part of scenario setup. The headquarters Transport [tran # )
counter does not provide the hq special ability unless the sce- A transport element can carry infantry and other cargo. The
nario rules specifically confer that ability. number is the number of tons of cargo the element can carry.
Normally, transport elements carry infantry and other elements
Indirect Fire [if) designated as "cargo" into battle.
The indirect fire ability allows an element to attack without A transport unit carrying infantry can load or unload them
having LOS to the target by arcing its attack over intervening at the beginning or end of the transport's movement. Infantry
obstacles in a way similar to a mortar or artillery attack. In order must be in a hex adjacent to the transport in order to be loaded,
for a unit to attack indirectly, another friendly unit must have and also must be unloaded in an adjacent hex.
LOS to the target. One element of this friendly unit acts as the A transport unit may not load and unload infantry in the
spotter. The spotting element may not make an attack of its same turn. The unit being transported may not move in the
own, though it must be in position and able to make an attack in same turn that it is loaded or unloaded, nor may it make attacks
order to spot. For example, a shutdown element or a unit under or be attacked while being transported. However, the transport-
the effects of an Evasive Action command may not spot. ed unit may make attacks normally in the same turn that it is
The appropriate terrain modifiers in the LOS between the loaded or unloaded.
spotter and the target, plus any other modifiers for both the If all of the transport elements in the transporting unit are
spotting and firing units (such as skill modifiers and command destroyed, the unit being carried is also destroyed. If enough
counters), plus an additional + 1 penalty, all apply to an indirect- elements of a transport unit have been destroyed at the begin-
fire attack. If the attack hits, it inflicts long-range damage from ning of its controlling player's Movement Phase to reduce the
the firing unit, regardless of the actual range to the target. transport's total tonnage capacity below the amount required to
carry the entire transported unit, the transported unit is immedi-
MASH [mash) ately unloaded in an adjacent hex. The transported unit takes
MASH elements are equipped as Mobile Army Surgical no damage from this process (see Battle Armor, p. 34, for an
Hospitals (MASH). Players can use them in campaign play to exception to this rule).
repair damaged infantry units between battles (see
Campaigns, p. 106). In standard play, they have no effect.

38
I
8A.,.,'.fORC.

SPECIAL
CASE RULES
This section offers detailed optional
rules for resolving specific, strategically
important situations that players may want
to play out as part of their game. Players
can use th ese ru les to simulate the effects
of artillery, minefields, fire, hidden units
and other tactical advantages . This sec-
tion also provides simplified rules for incor-
porating air assets into BattleForce scenarios , based on
The above diagram should help you visualize
BattleSpace rules. The Offboard Units rules appear at the
what the boxes on the support map represent. The
beginning of this section in order to explain certain concepts
mapsheets in black printing are the actual mapsheets
necessary for understanding how to use aerospace and artillery
laid out to represent the playing area. The gray map-
support in BattleForce.
sheets on either side are where support map boxes 1
All players should review the optional special-case rules
and 2 would be if they were part of the playing area.
and agree on which ones to include in their game before begin-
ning play.
SUPPORT MOVEMENT
Units on the support map move during their controlling
OFF·BOARD UNITS player's Movement Phase. They can move from box to adjacent
In larger games. not every unit will be on the mapsheet. box as described below.
Some units can be behind friendly lines as re inforcements, A unit does not use its normal MP while moving on the
while artillery and aerospace units are most often deployed fa r support map. Instead, the MP used by each unit on the support
from the battlefield. Using the following rules, units can begin map is based on the unit's normal MP rating as shown on the
playoff the mapsheet or move off the mapsheet du ri ng play . table below.

THE SUPPORT MAP


The BattleForce 2 set includes a special 8 1/2" x 11" map SUPPORT MP TABLE
called the support map. This map is used to track the movement
and location of off-board units. The support map should be placed Normal MP Support MP
to one side of the playing area, within easy reach of both players . 1-4 1
5-8 2
o 9- 11
12- 15
3
4
16+ 5

Each box on the support map represents an entire map-


sheet. In the same way that it usually takes multiple turns for a
unit to cross a mapsheet, it also usually takes several turns to
move from box to box on the support map.
Each box is separated from the adjacent numbered boxes
by four recta.ngular spaces. These spaces are used to track
o movement from one box to another. For the purpose of calcu-
lating distance moved, each box is also considered a space.
To tr" vel from one box to the next adjacent box, a unit may
Facing each player on the support map is two row s of move a number of spaces up to its support MP rating in either
boxes numbered 1 to 8. Each of these boxes represents an direction. To move a unit, simply move the unit's counter for-
additional BattleForce mapsheet that players can use to indi- ward a number of spaces equal to the unit's support MP. As
cate the placement or location of offboard units such as long as any part of a unit's counter remains in a box, it is con-
a rtillery assets and other reinforcements. All eight boxes sidered to be in that box for purposes of combat. Once the
should be considered a single continuous row, with Box 1 rep- counter reaches the next box, move the entire counter into th at
resenting the mapsheet lying closest to the player's home map box before continuing to move the counter in that direction.
edge and Box 8 representing the mapsheet lying farthest It takes a total of 5 MP to move from one box to the next.
away. Players place their off-board units in these boxes (on a
designated mapsheet) as directed by the scenario set-up rul es
or by mutual player consent.

37
BArrLEFORCE

Entaring the Support Map


Turn 1: in box 3
. A unit can enter its side of the support map by moving off
Its home map edge. By moving off the opponent's honne map
edge, a unit can enter the opponent's side of the support map.
FIG. A In both cases , the unit is placed directly on Box 0 on the appro-

I I1 I prrate Side of the support map, and its movement ends. In the
controlling player's next Movement Phase , the unit can begin
Turn 2: in box 3 moving toward Box 1.

31~~J I 2 II I I
SUPPORT COMBAT
Combat can occur on the support map if enemy forces
FIG. B
I occupy the same box (except for artillery; see Artillery, p. 41).
In each Combat Phase, players may launch attacks against
enemy units in the same way as on the mapsheet, except that

rrll~ ,II
terrain considerations do not apply on the support map and
range is always considered medium when resolving attacks.

3 II
FIG. C SETUP

I When using the Off-Board Units rules, each player may


place his artillery and aerospace units on his side of the support
map in any desired boxes . The specific scenario rules being used
may also call for a certain portion of each player's forces to be
A heavy BattieMech unit with 5 MP starts play in off-board as reinforcements (see Creating Scenarios, p. 52).
Box 3 on its side of the support map. This means it is
three mapsheets away from the battlefield. Checking
AEROSPACE SUPPORT
the Support MP Table, the player notes that 5 MP
The following rules allow players to use aerospace units in
means that the unit has 2 MP on the support map. The
conjunction with ground forces, including strafing and bombing
player wants the unit to immediately head for the fight
attacks made by fighters and rules for using grounded
in the playing area, so he moves the unit 2 spaces to
DropShips . These rules are a simplified version of the
the right in his first Movement Phase (see Fig . A).
BattleSpace rules. Players who own BattleSpace can use its
Because part of the unit's counter still overlaps Box 3,
rules to resolve fighter-to-fighter dogfighting in space, as well as
the unit is considered to be in that box.
JumpShip and WarShip combat.
In the next turn, the unit moves another 2 spaces
Unlike slower air units such as VTOLs, which are treated
to the right (see Fig. B). It is still considered to be in
like ground vehicles that can fly over terrain, fast aircraft such
Box 3. In the third turn, the unit moves yet another 2
e.s aerospace fighters and DropShips need special treatment in
spaces to the right. This time, its first MP moves it into
Battle Force. To clearly distinguish between these types of fly-
Box 2 and its second MP moves it into the first space
ing units, only the faster units are classified as aerospace units.
to the right of Box 2. The unit is now considered to be
Aerospace units include DropShips, aerospace fighters and
in Box 2 (see Fig. C).
conven t ional aircraft. Other flying craft follow the rules for
This process is repeated in the following turns. It
ground vehicles unless otherwise specified .
will take 5 more turns (moving 2 MP per turn) for the
Aerospace units move in terms of mapsheets rather than
unit to reach the battlefield. Hopefully, the player's side
hexes, but are placed on the map while the game is played
can last that long without reinforcements.
along with other types of units. Most of the time, aerospace
units will be off-board on the support map (see Off-Board
Stacking
Stacking limits do not apply on the support map. Any num-
Units, p. 37) . However, they will be placed in mapsheet hexes
while attacking ground targets on the map or dogfighting in-
ber of units from both sides may occupy each box.
atmosphere with other fighters . They will move through given
Laaving the Support Map hexes, make bombing and strafing runs, and may be targets of
Units can leave the support map one of two ways. By mov- counterattacks.
ing to the left from Box 8, the unit immediately leaves play . It
may not re-enter, and for purposes of determining victory it is GAME SETUP
considered withdrawn from battle. By moving to the right of Box The number and type of fighters available to each side is
1, a unit moves toward its home map edge. The unit does not normally assigned by the scenario being played, in much the
actually reach the mapsheet until it leaves Box 1 completely same way as artillery support and minefields. Players may also
and enters Box 0. Once it reaches Box 0, it emerges on the purchase aerospace units with pOints, just as they may pur-
mapsheet and its movement is over for the turn. The unit is chase other types of units. We recommend that both players
placed on the player's home map edge , in any desired hex. set aside a separate , equal amount of pOints for aerospace
forces, as opposed to drawing them from the same force lists
as ground troops . This strategy ensures that both players
forces will be more closely balanced against each other.

38
8A"LIFORCI

BattleForce assumes that aerospace units begin play in An aerospace unit .in Box A on the support map
the air unless otherwise specified. Aerospace units on the would need to spend 3 MP to move to Hex B on
ground must take off using the Launching rules (p. 40) before Mapsheet 2 to strafe the 'Mech unit in Hex D. The unit
they can move. would move from Box 2 to Box 1, then from Box 1 to
Mapsheet 1, and then from Mapsheet 1 to Mapsheet
Carrying Bombs 2. The unit could end its 3 MP move in any hex on
Players must assign bombs to any fighters that will carry Mapsheet 2, not just Hex B.
such munitions before play begins. Each fighter element can An aerospace unit in Box C would need to spend
carry a number of bombs based on its weight class: Light fight- 6 MP to reach Hex B. The unit would need to spend 9
ers can carry 1 bomb, medium fighters can carry up to 2 MP to move from Box A directly to Box C.
bombs, and heavy fighters can carry up to 4 bombs. Carrying 1
or more bombs slows a fighter down, reducing the element's Stalling
MP to half of its full value (round down) until all of its bombs are All aerospace units , with the exception of spheroid
dropped. This MP reduction makes fighters carrying bombs DropShips , must continuously move forward to keep from
easier for the opposing player to hit. stalling and crashing . They also have a limited turning radius,
For rules on using bombs, see Bombing, p. 41 . which means they have to make a wide "U-turn" before they
can attack the same point a second time.
MOVEMENT In game terms, this means such units cannot stay on the
The movement of aerospace units is expressed in terms of same mapsheet or support map box two turns in a row . They
mapsheets rather than hexes. The unit's MP is the number of must move at least one map sheet during the Movement Phase
mapsheets or boxes on the support map that it can move per as long as they are airborne.
turn. A unit can move across mapsheets, support map boxes or Spheroid DropShips can hover, and so they need not move
both in a single Movement Phase. every turn. Record sheets for spheroid DropShips are marked
Aerospace units on the support map move directly from "sph" under special abilities.
one box to the next. They do not use the spaces between
boxes to move, nor do they convert their MP to support MP as Landing
other units do when on the support map. Like other units, if an An aerospace unit can land in any off-board box that does
aerospace unit moves off the left side of support map Box 8, it not contain enemy units. The unit lands instead of moving dur-
leaves the playing area and may not return. Box 0 does not ing the controlling player's Movement Phase, and cannot make
count for aerospace units; they move from Box 1 to the first any attacks during that turn.
mapsheet on the same side. On the main mapsheet, spheroid DropShips can land in
If an aerospace unit ends its move on a mapsheet, place any hex except Water and Heavy Woods hexes. As with land-
the fighter in any desired hex on the map where its movement ing on the support map, the DropShip lands instead of moving
ended, with any desired facing . Choose the hex depending on during the controlling player's Movement Phase, and it cannot
the kind of attack the player wants his aerospace unit to make, make any attacks during that turn . If a spheroid DropShip lands
if any (see Attacks, p. 40) . in a Light Woods hex, the hex automatically becomes Rough
Normal stacking limits apply separately to aerospace units terrain, per the Clearing Woods rules (p. 46).
while in flight. Each hex may contain one ground unit and one Other aerospace units landing on the main map must land
aerospace unit from each side at the same time. All airborne on a runway. Because the battlefield rarely offers ideal run-
aerospace units are assumed to be flying at a low enough alti- ways, these craft can also land on Clear and Paved terrain. The
tude that they can attack ground units or be attacked by them. amount of runway space a unit needs is based on its weight
In the interests of simplicity, BattleForce does not allow for air- class. For example, lighter craft can stop sooner and so can
craft moving to various altitudes. land on a shorter runway. The number of runway hexes needed
for each class of aerospace unit to land safely is given on the
Runway Table. These hexes must lie in an uninterrupted
straight row and must consist of Road, Paved and/or Clear ter-
rain , with no elevation changes. All runway hexes must also be
clear of units and buildings.
.. GO
When an aerospace unit lands, it lands on a runway at the
end of its move . The unit ends its movement in the first hex of
the runway, then moves along the ground and ultimately ends
its landing in the last hex of the runway , facing in the direction
in which it had been traveling .
.. ... Once landed, a spheroid DropShip cannot move until it
launches. Other aerospace units can taxi along the ground at a
rate of 1 MP, but can only enter Clear, Road and Paved hexes.
M.psh •• t 1 M.p.h •• t 2
DropShips are so large that no unit may enter or occupy the
same hex as a grounded DropShip. Other aerospace units fol-
low standard stacking rules when grounded (see p. 21).

39
8A"1EFORCE

Values-one for weapons on the right side and one for


RUNWAY TABLE weapons on the left side-and can make two attacks each turn .
The firing arcs into which the right-side and left-side weapons
Unit Class Minimum Runway Length can fire are shown in the left column on this page .
Spheroid DropShip o Aerodyne DropShips have one set of Damage Values, but
Light Fighter 4 can attack twice into the firing arc shown below usin g those
Medium Fighter 6 Damage Values . Aerodyne DropShips may not make bombing
Heavy Fighter 8 attacks. All other aerospace units have a single set of Damage
Aerodyne DropShip 10 Values, and can attack into the firing arc shown below whether
in the air or grounded .

Launching
Grounded aerospace units cannot simply spring into the air in
a single turn. In order to get its engines up to speed for a launch,
an aerospace unit must spend one Movement Phase revving
them up. In subsequent Movement Phases, the unit may either
launch as described below or continue to rev its engines.
On the support map, an aerospace unit launches in place
of its normal Movement, and cannot attack during the turn in
which it launches. After launching, a spheroid DropShip stays in
the box in which it started; other aerospace units move immedi-
ately after launching . In subsequent turns, the airborne uni t
moves normally. .
On the main map , launChing is simple for sph er oid
DropShips. The ship stays in the same hex while launching ,
cannot attack in that turn, and moves normally in subsequent
turns. Other aerospace units need a runway in order to launch ,
with the same length and ter rain restrictions as the runway
required to land (see Landing, above) . The runway must Striking
extend in the direction the unit is facing ; the unit cannot make The striking attack is an elementary and extremely accu -
facing changes or taxi in the same phase in which it launches. rate air-to-ground attack in which each craft fires all its weapons
The launching unit moves down the runway and becomes air- at a single target. A unit making a striking attack chooses one
borne when it reaches the runway's end. It may also move nor- target unit; then each element of the attacking unit makes a sin-
mally in that same turn. gle attack against a chosen target element, following the same
rules as ground units regarding range , to-hit numbers, damage
ATTACKS and so on . Aerospace units have a more limited firing arc than
In BattleForce, aerospace units may make five types of BattieMechs, as shown in the diagram above . However, a
attacks: striking, strafing , bombing , air-to air and ground-to- BattleMech's line-of-sight limitations do not apply to aerospace
ground. Each type of attack is described below in detail, but all units. No kind of terrain will block LOS from an aircraft, though
share the following common rules . the terrain in the target hex still modifies the to-hit number per
Some fighters have Overheat Values, wh ich work in exact- standard rules .
ly the same way as for BattieMechs. If a fighter element shuts
down from overheating, it is immediately destroyed . DropShips Strafing
cannot overheat. The most com mon type of aerospace attack is the strafing
Spheroid DropShips cannot attack unless they are on the ru n , in wh ich the craft fires its weapons repeatedly at the
ground , and may only make ground-to-ground and ground-to- ground to satu rate a line of hexes. This kind of attack is most
air attacks. Each spheroid DropShip has two sets of Damage useful against masses of infantry , as it inflicts little damage but
can hit many units. The line of hexes hit by the strafing run can
be any length the attacking player desires, from a single hex to
a number of hexes equal to the attacking unit's medium-range
Damage Value. The player must announce the length of the
strafe at the beginning of the attack, which he does by moving
the strafing unit through the hexes to be attacked.
The strafing run starts in the hex occupied by the attacking
unit at the start of the Combat Phase, and continues in the
direction the unit is facing until it reaches the hex to which the
unit was just moved. The attack strikes every unit in the hexes
strafed, whether friend or foe . Every element of every unit in the
strafed hexes is attacked separately as if at medium range from
the attacker. The to -hit number for each attack is calculated

40
8AI"1EfOR CI

normally, except that the attacker's skill modifier is not applied. cates a one-hex scatter, 3-4 indicates two hexes and 5-6 indi-
Each target hit by the strafe takes a single point of damage. cates three hexes . The hex to which the bombs scatter
becomes the impact hex, and the exploding bomb does dam-
Bombing age to any units in that hex.
The least common type of air-to-ground attack, bombin g is
also the most deadly. A good pilot can deliver several tons of Air-to -Air
ordnance into a relatively small area and cause extreme dam- Air-to-air attacks are made in the same way as other types
age. of attacks. Use the firing arc shown on p. 40 and normal rules
Fighters may carry the following types of bombs, and may for determining to-hit numbers. All aerospace units always have
carry several types at once. LOS to all other aerospace units on the map, regardless of ter-
High Explosive (HE): Each HE bomb inflicts 2 points of rain . Also , terrain modifiers do not affect to-hit numbers.
damage on all elements of all units in the target hex.
Cluster: Each cluster bomb inflicts 1 point of damage on Ground-to-Ground
all elements of all units in the hex of impact an d in th e sur- Grounded aerospace units can make attacks, though they
rounding 6 hexes. are limited by their lack of maneuverability . A ground ed
Inferno: One inferno bomb creates fires in th e he x of OropShip can nonetheless be a significant force on the battle-
impact and in the surrounding 6 hexes (even in Clear or Water field, simply because its big guns can do considerable damage.
hexes). Use the Fire rules on p. 48 to determine the effects of Grounded aerospace units use the same rules as ground
the fire. units for making attacks. However, because no unit can occupy
Mines: Similar to Thunder submuni tions , a min e-type the same he x as a OropShip, the pointblank range f o r
bomb lays a minefield in the hex of impact. For more informa- OropSh ips extends 1 hex away from the hex the vessel occu-
tion, seeMines,p.49. pies . Medium and long ranges remain the same.
Fighter units can deliver bombs in the hex they are in or Attacks against grounded aerospace elements follow stan-
can spread bombs along a strip of ground, much like a strafi ng dard LOS rules and use a Base Target Number of 0, regardless
run. If a player intends his fighters to drop bombs along a line of of the target element's MP. All other standard modifiers apply .
hexes, he must move the attacking unit in the same way as for
a strafing attack. The unit must drop at least one bomb in every Ground-to-Air
hex along the attack line. Because a fighter cannot skip hexes Ground units and grounded aerospace units can attack
in the line, the maximum possible length of the bombing line is aerospace units in the air. Standard rules for resolving attacks
equal to the total number of bombs carried by both fighters in apply, except that grounded units cannot make pointblank
the bombing unit. The attacking player must declare the num- attacks against airborne targets. Even if the target is in the
ber and type of bombs to be delivered to each target hex before sam e hex as the attacker, the attack is considered to be at
making any to-hit rolls. mediu m ran ge. VTOL units are considered ground units for this
Make a to-hit roll with a Base To-Hit Number of 8 fo r each pu rpose.
hex into which bombs are dropped. Terrain modifiers do not
apply; the attacking unit's skill modifier, howeve r, does. If the ARTILLERY
to-hit roll is successful, all bombs dropped into the designated Arti llery el ements (indicated on the record sheet by the
target hex explode in that hex. If the roll fails, the bombs scatte r abbrevi at ion "art") can make artillery attacks . In bas ic
before exploding. To determine the direction of scatter, roll 106 BattleForce play, these attacks work just like in direct fire
for each bomb dropped and consult the Bombing Scatte r attacks. However, artillery can hit targets much farther away
Diagram below. Then make a second 106 roll and divide the than eight hexes.
result by two, rounding up, to determine the distance in hexes The Off-Board Units rules (p. 37) must be used in conjunc-
that the bombs rolled from the target hex. A result of 1- 2 indi- tion with these artillery rules.
Artillery attacks are directed against hexes, as opposed to
RIPPLE BOMBING SCATTER DIAGRAM against units and the elements in them. The target of an artillery
attack is either a si ngle hex on the BattleForce map or a single
ground unit in a box on the support map. Artillery attacks can-
not be directed against units in the air.

SETUP
Artillery units are deployed in the same way as other units.
Before setup, each player may secretly choose a certain number
Direction of hexes on the map as "designated targets ." Support map boxes
of Flight or specific units may not be designated targets. Each player may
choose a number of designated targets equal to the number of
artillery elements he possesses. The players designate their
artillery target hexes after each player has chosen his home map
edge but before any objectives are placed on the map.

41
BATrL.FORCE

Any artillery attacks aimed at a designated target hex auto- plus the number of the box occupied by the target, plus 1 for
matically hit that hex, with no to-hit roll or scatter. This rule does every mapsheet that the play area is wide, minus 1.
not apply to Arrow IV attacks guided by TAG because those
attacks are directed at individual elements rather than hexes. Looking at the play area mapsheets and support
map makes it simple to count artillery ranges. Just
RANGE count the total number of boxes and mapsheets from
The first step in making an artillery attack is to determine the attacker to the target. The diagram above shows
the range to the desired target. Range for artillery attacks is some examples of artillery range. Each letter indica tes
always expressed in mapsheets rather than hexes. an artillery unit. The ranges from each unit to each
If the target hex is 0 to 16 hexes from the artillery unit, the other unit are shown below. The range from Hex B to
range is zero mapsheets. If the target is 17 or more hexes Hex E is counted as 1 mapsheet, because the two
away, the range in mapsheets will be 1 or more. For purposes units are more than 16 hexes apart.
of making attacks, the range is the number of mapsheets to the
target, including the mapsheet the target occupies but not the Target
mapsheet the attacker occupies. Units on the unnumbered Att~ck~r A B C D E F
hexes between two mapsheets are considered to be on the A 0 3 9 3 2 5
mapsheet furthest from the attacker. B 3 0 6 0 1 8
The Artillery Range Table shows the maximum range of C 9 6 0 6 7 14
each artillery type. An artillery unit cannot make an attack D 3 0 6 0 1 8
beyond its maximum range. The type of artillery carried by an E 2 1 7 1 0 7
element will be indicated on the record sheet, either in its name F 5 8 14 8 7 0
or as a special ability. If no type is given for an artillery element,
assume it is Arrow IV. TARGETING
An artillery unit may fire if it has a target in range. An
artillery element may use its standard Attack Values to make a
ARTILLERY RANGE TABLE normal attack, or may make an artillery shot using its long-
range Attack Value . However, it may not make both types of
Maximum attack in the same turn .
Artillery Type Range
Arrow IV 2 Time in Flight
Long Tom 7 If the range is greater than zero, the shot will take a num-
Sniper 4 ber of turns to reach the target, as shown on the Time in Flight
Thumper 5 Table. If the shot will not land during the turn in which it is fired,
the attacking player must write down the target hex and its
mapsheet and conceal this information from his opponent.
Attacker or Target an Support Map
If the attacker or target is on the support map, the attacking
player must add support map boxes when determining the TIME IN FLIGHT TABLE
range to the target. In this case, the range is equal to the box
number the attacker or target occupies plus the appropriate Range Time in Flight
mapsheets in the play area. o o (lands during the turn in which it is fired)
1-2 1 (lands during the turn after it was fired)
Attacker and Target an Support Map 3-4 2 (lands during the second turn after it was fired)
If the target is on the same side of the support map as the 5-6 3 (lands during the third turn after it was fired)
attacker, count the range in boxes to the target (not including 7-8 4 (lands during the fourth turn after it was fir,ed)
the box occupied by the attacker) to determine range . If the tar-
get and attacker are on opposite sides of the support map, the
range is equal to the number of the box the attacker occupies To-Hit Roll
After the appropriate time in flight, the artillery attack lands
and the attacking player makes a 2D6 to-hit roll. Regardless of
..... time in flight, all artillery attacks are resolved at the end of the
attacker's Weapon Attack Phase, after all other attacks have
been resolved .
The Base To-Hit Number for an artillery attack is 11. Only
the firing element's skill modifier applies to this attack. No other
modifiers apply except those for adjusting fire, if appropriate
..... (see Adjusting Fire, p. 43). Unlike standard attacks, a to-hit roll
result of 12 for an artillery attack does not result in an automatic
M.p.h ••t 1 M.p.h••t 2 hit. However, a result of 2 is still an automatic miss, regardless
of skill or adjusting fire modifiers.

42
8AI'I'LE'ORCE

If the to-hit roll result equals or exceeds the modified to-hit combat modifiers. If the to-hit roll is successful , the TAG-
nu mber, the attack hits the target hex; otherwise, the shot scat- equipped spotter successfully deSignates the target. At that
ters . To determine where the scattered shot lands, first roll a die point, the player rolls 206 for the Arrow IV attack. On a result of
to determine the scatter direction per the Scatter Diagram. 4 or higher, with no modifiers applied to the result, the missile
Then roll a second die to determine the distance that the shot hits the target. If the spotting to-hit roll or the Arrow IV to-hit roll
scatters . On a result of 1-3, the shot scatters one hex in the fails, the attack misses and does not scatter.
indicated direction ; a result of 4-6 scatters the shot two hexes A single TAG-equipped element can spot for any number
in the indicated direction. of Arrow IV attacks that arrive in the same Combat Phase
Once an artillery element hits its target hex, its subsequent against the same target. Only a single spotting roll is required ;
attacks against that same hex hit automatically. however, the player must make a separate to-hit roll for each
Artillery attacks against units on the support map do not Arrow IV attack.
scatter. A successful to-hit roll means that the attack hits the
targeted unit. If the roll is unsuccessful, the attack misses. CAMAGE
Artillery attacks directed against a hex on the map do dam-
age to all elements of all units in the hex where the shot lands.
The damage is equal to the attacking element's long-range
Attack Value, and can be increased by overheating per stan -
dard overheating rules (see p. 25). No extra damage results
from the attack direction (see Attack Direction, p. 25).
Artillery attacks directed against a unit on the support map
damage that unit only, but affect all elements of that unit equal-
ly. Such attacks do no damage to other units in the same box
as the target unit.

t
N
TAG and Arra\N IV Camage
An Arrow IV attack guided by TAG only damages the ele-
ment targeted by TAG. The attack does not affect other ele-
ments in the target unit. The attack direction is based on the
location of the spotter unit, which results in an extra point of
damage if the TAG-equipped spotter is behind the target (see
Attack Direction) .

BUILDINGS
Historically, the abundant buildings and similar obstacles in
urban areas made it difficult for armored vehicles to successful-
ly fulfill their battlefield objectives, and cities in the thirty-fi rst
Adjusting Fire century still cause problems for BattleMechs. Battles fought in
If the target hex of an artillery attack is in a friendly unit's long, narrow streets filled with buildings that block line of sight,
line of sight when the shot lands, the artillery element may provide enemy hiding places and offer limited protection from
adjust subsequent shots against the same hex. Each subse- weapons fire require a change in tactics and operations. In
quent shot fired at the targeted hex reduces the to-hit number urban combat, even unarmored infantry may substantially dam-
by 1. This reduction applies only to subsequent shots fired, not age a BattleMech.
to shots aimed at the hex that are already in flight.
BUILDING TYPES
TAG Spatting and Arra\N IV Targeting Buildings in BattleForce are divided into three broad cate-
Target acquisition gear (TAG) consists of a special laser gories: Base, City and Fortress. Each building counter repre-
used to designate targets for Arrow IV artillery attacks. TAG sents a small group of buildings rather than an individual struc-
only aids Arrow IV attacks (elements designated "artA"). Other ture . The Building Table summarizes important inform ati on
types of artillery do not benefit from TAG. about the three types of buildings.
A TAG-equipped element may attempt to guide an Arrow IV
attack in the turn in which the attack arrives on the playing area. Base
The target must be on the same mapsheet as the target hex that Base counters represent groups of short, light bu ildings:
the attacking player wrote down, though it need not occupy the tents and other temporary structures found on a battlefield, as
designated target hex. The TAG-equipped element must have well as small family homes or businesses.
LOS to the target and be within medium range (4 hexes).
TAG targets a single element, as opposed to an entire hex. City
The target may be any type of element except infantry. The City counters represent groups of moderate-sized buildings
TAG-equipped element acts as a spotter for the artillery unit that comprise the bulk of most settlements in the Inner Sphere.
instead of making a standard attack for the turn. Calculate the
to-hit number as for a standard attack, applying all appropriate

43
Fortress Each attack that hits the building may reduce it to rubble.
Fortress counters represent groups of large, heavy build- After each successful attack, roll 206 and add to the result the
ings such as factories and fortifications. amount of damage inflicted by the attack. If the total is equal to
or greater than the building's Strength (shown on the
Building Table) , the building collapses into rubble. A
BUILDING TABLE total result lower than the building 's Strength has no
effect. To indicate that a group of buildings has been
MPto Weight reduced to rubble , turn the building counter over.
Building Type Enter* Strength Limit Affects LOS as Any units that have climbed onto the building when
Base 2 12 L, M Clear it collapses will take damage equal to the MP cost to
City 3 14 L, M, H Light Woods enter the Building hex (so larger buildings inflict more
Fortress 4 16 L, M, H, A Heavy Woods damage) . The damage applies to each element of each
unit inside or on top of the building. Units in a Building
* Infantry only pay 1 MP to enter Building hexes. hex that have not climbed a building take no damage
when the building is destroyed.

MOVEMENT EFFECTS Infantry in Buildings


Building hexes are more difficult to move through than Infantry that have climbed a building are inside the building's
Clear terrain, as shown by the MP to Enter column on the top floor. Because they are inside the structure, they cannot be
Building Table . The additional MP cost reflects the time it takes attacked directly, though an infantry unit can attack targets out-
to move around or enter each building in order to get through side the building normally. To damage an infantry unit inside a
the hex . Because infantry units have an easier time moving building, an attacker must destroy the building or hit the hex with
through streets and buildings, they pay no additional MP. an artillery attack. In the latter case, all units in the target hex take
When a unit occupies a Building hex, it is normally assumed damage, including the building and the infantry inside it.
to be among the buildings in the hex. Therefore, the unit is not
considered to be at a higher elevation than the hex it occupies. Armed Buildings
Fortresses can be equ ipped with weapons that give the
Climbing Buildings building Damage Values corresponding to a combat element's
A BattleMech or infantry unit can move to the roof of a stati stics. Buildings, like conventional vehicles , cannot over-
building rather than staying on the ground, in order to gain a heat. Unless otherwise stated in the scenario rules , a building
better vantage point over the battlefield. has a 360-degree arc of fire and can make one attack per turn.
The Weight Limit column on the Building Table indicates The scenario being played will set specific Damage Values
the weight classes that each type of building can support for buildings whe n they are needed. If players wish to include a
(infantry can climb to the top of any building). The weight limit "generic" gun emplacement in a scenario, assume that the gun
applies to the weight class of the entire unit rather than individ- emplacement has Damage Values of 2 at all ranges .
ual elements in the unit. If the unit exceeds the weight limit, it
may not climb the building. CLAN HONOR
If the unit is within the buildings' weight limit, the controlling When Nicholas Kerensky created the SOCiety known as the
player announces when the unit enters the hex that it is climb- Clans more than two centuries ago, he faced an interesting
ing the buildings rather than staying at ground level. If desired, problem : how to turn an army of Star League military refugees
a die or coin can be placed on the unit counter to remind all into a functioning SOCiety while maintaining their fighting edge in
players that the unit is on top of a building in the hex. While preparation for their eventual return to the Inner Sphere. The
atop the building, the unit is considered to be at one elevation Clan homeworlds' remoteness and general lack of resources
level higher than the hex. added to the problem ; though they needed copious amou nts of
A BattleMech unit on top of a building does not gain the military hardware to remain a viable fighting force , Ke rensky
defensive terrain bonus of the buildings in the hex it occupies. and his newborn Clans could not afford to waste anything .
Infantry units do, because they occupy the top floor of the build- Kerensky's solution was as ingenious as it was bizarre. He
ing rather than literally standing on its roof in the open. Climbing created a caste-based society with the warrior caste at the top of
down from a building costs the same MP as entering the hex. the heap. Warriors had the greatest power and also the greatest
responsibility of all the Clan castes. Furthermore, not just anyone
COMBAT EFFECTS could be a warrior. Through rigorous training and grueling tests,
Building hexes affect LOS and to-hit numbers in the same only the very finest fighters and tacticians could earn that coveted
way as Woods hexes. See the Building Table for each type of title. Those who failed to make the cut were relegated to the
building's specific LOS effects. lower scientist, technician and laborer castes-stations vital to
Clan society but without the power and prestige of warriors.
Attacking Buildings To reduce the waste associated with war while guarantee-
Like units, buildings can be attacked. Because they are ing that each generation would keep honing its combat edge,
large, immobile targets, the Base To-Hit Number for an attack Kerensky codified the practice of warfare into a series of com-
against a building is O. Apply other modifiers as appropriate, bat trials, each associated with a particular goal. The Trial of
including the terrain bonus for the Building hex itself (if any) .

44
8A.,.,'£'ORC£

Possession is the most basic trial, in which one warrior or Clan the skill modifiers for all Clan BattieMech elements by 1 to
aims to possess something that belongs to another. Other trials reflect the advanced training given to Clan MechWarriors. For
include Trials of Grievance, Refusal, Bloodright and example, Regular pilots with +0 Skill Modifiers have -1 Skill
Annihilation. Modifiers instead. This reduction does not apply to elements
In any trial, the two sides fight a ritualized battle-some- other than 'Mechs.
times hand-to-hand, sometimes full-scale BattleMech combat.
Trials are fought in a clearly defined area known as the Circle of Zellbrigen (Dueling)
Equals, usually located away from populated areas so as to When announcing attacks for a unit, only one element may
inflict as few civilian casualties and as little collateral damage attack any given element in the target unit. In practice, this
as possible. often means that an element in the attacking unit may not
The prospective combatants then further reduce the scale attack at all. The attacking element is chosen as each unit
of battle by bidding. Every conflict begins with the batcha/l, in declares its attacks; players need not keep track of this restric-
which the defending force is clearly announced to the attacker. tion from one unit to the next unless the game is very small or
The commanders among the attacking force then proceed to they wish to do so. In a large game, remembering which enemy
bid with each other for the right to attack the target. The com- elements were attacked and which ones were not can quickly
mander who bids the smallest and least powerful force is become more trouble than it is worth.
awarded the honor of making the attack. By ensuring that the
smallest possible attacking force will be used to take the objec- Physical Attacks
tive, the bidding process limits the loss of warriors and materiel. In order to represent Clan MechWarriors' traditional disdain
Once battle is joined, the warriors begin the ritual of ze/lbri- for physical attacks, BattieMech elements reduce their point-
gen, or dueling. Each warrior challenges a single opposing war- blank Damage Values. Light and medium 'Mechs reduce their
rior to a duel, and the two fight each other one-on-one. No other pointblank Damage Values by 1; heavy and assault 'Mechs
combatants on the field will join in such a battle; doing so is a reduce their pointblank Damage Values by 2. Provided that the
serious breach of honor. In fact, if one side in a battle outnum- 'Mech has a pointblank Damage Value to begin with, the mini-
bers the other, the excess warriors will stand by without interfer- mum reduced pOintblank value is 1.
ing; they will enter the fray only when one of their comrades The reduction does not apply to elements other than
falls. In rare circumstances a breach of Clan honor may touch 'Mechs.
off a melee, where all units on the field may freely fire on the
opposing side. However, the Clans usually reserve this barbaric Retreat
practice for opponents they consider dishonorable, such as Unless otherwise stated in the scenario rules, Clan units
pirates and mercenaries. may not withdraw from battle against Inner Sphere opponents.
When the Clans came to the Inner Sphere, they brought If the Off-Board Units rules (p. 37) are in effect, Clan units can
with them their hundreds-of-years-old traditions. At first , the enter and leave the support map in the same way as other
Clans' unusual tactics went without notice as their powerful units, but cannot leave play entirely.
OmniMechs plowed through rank after rank of Inner Sphere
BattleMechs. However, a perceptive Inner Sphere commander CLEARING WOODS
can spot the weaknesses in Clan fighting strategy and exploit Units can use heavy weapons fire to clear wooded hexes,
them to his advantage, thereby narrowing the gap created by though an attempt to do so may set the woods on fire by acci-
the Clans' advanced weapons and training. Such was the case dent (see Fire, p. 48). Woods can be reduced from Heavy to
at the famous battles of Twycross, Wolcott and Tukayyid, in Light or cleared completely, though the fallen trees convert the
which massive Clan offensives were blunted by the crafty hex to Rough rather than Clear terrain.
strategic thinking of Inner Sphere commanders. Only BattieMech and vehicle elements can attempt to clear
a Woods hex . An element must have a Damage Value of at
GAME USE least 2 to have any chance of clearing the hex. When a player
The Clan code of honor, also known as "rules of engage- wants his BattleMech or vehicle to clear a wooded hex, he
ment," is described in detail on pages 40-42 of First Strike!, declares that hex as the element's target during the Attack
including specific guidelines for zellbrigen, physical attacks and Phase. The attack is resolved in the same way as an attack
retreat, as well as detailed honor levels for use in BattleTech against a building (see Buildings, p. 43). The Base To-Hit
game play. Number for the attack is 0, modified as normal for range and so
In BattieForce, the various rules of engagement are on . Modifiers for the woods in the target hex do not apply.
merged into a single game effect for the sake of simplicity. In a A successful clearing attack results in a second roll against
given scenario, the Clan side is either restricted by Clan honor the hex's Strength (always 14). Roll 2D6 and add the Damage
or not. All of the following rules apply to the Clan side (or sides) Value of the element making the attack to the result. If the total
only if Clan honor is in effect. The status of Clan units does not is 14 or more, the attack converts the wooded hex to Light
change during game play; the rules assume that individual Woods or Rough terrain, per the Terrain Conversion Table. A
breaches of Clan honor occur but are insignificant compared to result of less than 14 has no effect.
the scope of the overall battle.
Using Clan honor puts Clan units at a distinct disadvan-
tage. To compensate, when following Clan honor rules, reduce

45
BATTL.FORCE

ECM counter on top of the unit counter at the start of play; this
TERRAIN CONVERSION TABLE action conceals the unit's general as well as its specific type
from the opposing player. However, the opponent will know that
Original Terrain New Terrain the concealed unit contains at least one ECM-equipped ele-
Heavy Woods Light Woods ment. The ECM counter stays in place until the concealed unit
Light Woods Rough attacks or is otherwise identified, as described below.
All others No change ECM jamming must be announced and counters placed at
the start of play. Players may not replace ECM counters on
units once they are removed, nor may they add ECM counters
ENGINEERING VEHICLES during play.
Engineering vehicles (elements marked "eng" on the
record sheet) can attempt to clear terrain with no risk of acci - ScanninQ
dentally setting fires. The vehicle must be in or adjacent to the Every type of unit has a set of sensors that allow it to scan
Woods hex it wants to clear, and may not move or attack during nearby units to determine their identity. Scanning is done· during
the turn in which it is clearing woods. No to-hit roll is required to the Combat Phase. Just before a unit announces its attacks, it
clear woods; the controlling player simply rolls 206 and adds 6 may make one scanning attempt against a single, unidentified
to the result. If the total is 14 or more, the Woods hex is cleared enemy unit within long range (8 hexes).
as described above. The Base Target Number for a scanning attempt is 8, mod-
ified by -2 if one or more elements in the scanning unit has an
CONCEALED UNITS active probe. If there is one or more ECM-equipped enemy ele-
In order to add more realism and suspense to game play, a ments in the target unit, adjacent to the target unit, adjacent to
player can conceal the specific identity of units from his oppo- the scanning unit or along the LOS to the target unit, the target
nent, requiring the opponent to send out scouts to determine number is modified by +2. The scanning player rolls 206. If the
the units' exact type. In addition, players may hide the location result is equal to or greater than the modified target number,
of units on the map, forcing the other player to search for those the scan succeeds and the target is identified.
units or stumble into a trap. If the target was using ECM to jam enemy sensors, the
Concealed units rules fall into two distinct categories: con- ECM counter is removed, but the target unit remains unidenti-
cealed identity rules and hidden units rules. Units with con- fied. It must be successfully scanned again or otherwise identi-
cealed identity have their counters flipped to the back side at fied before its counter is flipped over.
the start of play to conceal their specific type from the opposing
AttackinQ Unidentified Units
player. Counters for hidden units are not placed on the map at
Players may launch attacks at an unidentified unit but will
the start of play; instead, their controlling player writes down
be firing blind . When a player declares an attack ag~inst an
their location and keeps it secret. Hidden units are only
unidentified unit, the target player need only state how many
revealed if they are discovered.
elements the attacker has to choose from. The attacker must
then declare all of the attacks for his unit, choosing target ele-
CONCEALEO IOENTITY
When using the concealed identity rules, all concealed ments based on their position in the target unit on the record
units begin play with their counters turned so the back sides sheet. For example, an attack against Element 1 would be
show. Such face-down units are referred to as unidentified. directed against the element listed at the top of the target unit's
Only each unit's general type ('Mech, vehicle and so on) is record sheet. An attack against Element 3 would strike the third
known to the opposing player at the start of play. Once a unit is element from the top.
identified, its counter is flipped face-up and stays that way for
Concealed Off-Board Units
the remainder of the game. Because record sheets for all units
Units on the support map are not immediately identified by
are customarily kept hidden from the opposing player, an oppo-
enemy units in the same box, but must be scanned to be identi-
nent can only discover the specific identity of face-down units if
fied. In all other respects, concealed off-board units are treated
those units make an attack or occupy the same hex as an
in the same way as other concealed units.
enemy unit, or by scanning for concealed units .
Unidentified units may move using their normal MP and
HIOOEN UNITS
terrain restrictions. However, a player may use less than the At the start of a game, each side may hide on the map a
unit's maximum MP in order to trick his opponent into thinking
number of units determined by the scenario being played or
the unit is slower than it really is. agreed to by all players. Players should write down the number
If any element of an unidentified unit makes an attack, the of each hex in which a unit is hidden and deSignate the unit's
unit counter is immediately flipped face-up and the unit is identi- facing . BattleMecb units cannot be hidden in Clear or Paved
fied . An unidentified unit in the same hex as an enemy unit is hexes. Otherwise, units may be hidden in any hexes desired.
Immediately identified.
. Hidden units remain hidden until they attack or move, or
until an enemy unit moves into their hex or ends its movement
ECM .JarruninQ
adjacent to their hex. A unit with an active probe will reveal a
A unit containing one or mo re elements equipped with
hidden unit if the hidden unit lies within medium range (4 hexes)
ECM can further conceal its identity by jamming enemy sen-
at the end of the probe-equipped unit's movement.
sors. For each jamming unit, the controlling player places an

48
BA"1EFORCE

If a unit enters a hex containing a hidden unit, the moving rain that it is prohibited from entering, it is destroyed. If the scat-
unit immediately ends its movement and the hidden unit is ter result indicates that the unit will land in a hex that would vio-
revealed . This ru le does not apply to VTOLs flying or units late the stacking rules (for example, a friendly unit is occupying
jumping over a hex that contains a hidden unit. The moving unit the hex already), the unit in the hex is forced out of the hex.
must be moving along the ground or must be ending its move in Roll 106 to see which direction the forced-out unit goes, using
the hex with the hidden unit in order to discover the unit. the scatter diagram . The forced-out unit will move one hex in
When a hidden unit is revealed, its counter is placed on the the indicated direction, but suffers no additional effects and
map face-down, and the unit is treated as concealed per the maintains its original facing. If the result of the scatter roll would
concealed identity rules. A just-revealed unit with ECM may not move the unit into prohibited terrain or a hex containing units
begin jamming in the same turn that it is revealed. that would violate stacking limits, re-roll until the result is legiti-
mate. If the unit cannot legitimately scatter anywhere, it remains
Surpriee Attecke from Hidden Unite in its original hex and the dropping unit is destroyed.
When an enemy unit moves into or ends its movement Dropped troops always land at the end of the controlling
adjacent to a hex occupied by a hidden unit, or in a hex occu- player's Movement Phase. They may not fire or otherwise act
pied by a hidden unit, the hidden unit may immediately make a for the remainder of that turn , but may be fired upon. Landed
surprise attack provided that the unit has a valid firing arc to the units function normally thereafter.
target. Each element in the hidden unit may make one attack.
Terrain modifiers do not apply. Any damage takes effect imme- ENVIRONMENTAL CONDITIONS
diately during the Movement Phase, and the results may affect Players may use the following rules to simulate combat in
the target unit's actions for the rest of the phase. A unit making extreme temperatures, low gravity, difficult terrain or vacuum.
a surprise attack may not move, fire again or perform any other
action for the remainder of that turn . EXTREME TEMPERATURES
Temperatures between -30 and 50 degrees Celsius (-22°
Off· Board Hidden Unite and 122 ° Fahrenheit) have no impact on combat in
Players may hide units off-board in boxes on the support BattleForce. However, fighting in significantly higher or lower
map, though there is rarely reason to do so. Like other hidden temperatures affects the combat effectiveness of elements
units, they are revealed if they move or attack, or if an enemy other than 8attleMechs.
unit ends its movement in the same box with them. Hidden For vehicles and battle-armored infantry, reduce their MP
units on the support map may not make surprise attacks. by 1 for every 10° C (or fraction thereof) higher than 50° or
lower than -30°, to a minimum MP of 1. Unarmored infantry
DROPPING TROOPS platoons cannot be deployed outside a vehicle or building in
Normally, troops enter a battlefield by advancing over temperatures higher than 50° C or lower than -30° C.
ground to the target. In some cases, however, troops achieve
the elements of speed and surprise through an assault drop . ICE
Such a maneuver requires troops to drop from a DropShip Extreme cold (0° C or less) can cause a body of water to
while it is in flight, either in space or in the atmosphere. The freeze. The formation of ice may allow units to cross a Water
troops wear special jump packs that allow them to descend to hex more easily, though the ice may break and the units fall
the planet's surface in relative safety. Dropping troops is most through. In addition, normal terrain can become coated with ice,
often used in scenarios as an alternative method of landing making all movement across it treacherous. Prior to the start of
troops on a BattleForce mapsheet. the game, players should indicate which hexes are ice-coated.
Complete rules for dropping troops appear in the The MP cost to enter an ice-coated hex increases by 1 for
BattleSpace rulebook. The following paragraphs provide a sim- all types of units except infantry. Also, roads normally are not
plified version of those rules. Only BattleMechs and battle considered ice-coated even if they pass through an ice-coated
armor-equipped infantry may make assault drops. hex, as they are assumed to be cleared of ice regularly unless
The player controlling the dropping troops designates a otherwise specified by the scenario rules. Ice-coated Water
hex on the mapsheet in which each unit will land. For each unit, hexes are considered Clear terrain (with the +1 MP cost for the
the player then makes a 206 roll to determine whether the land- ice) as long as nothing has broken through the ice.
ing was successful. The Base Target Number for a successful Any BattleMech unit that ends jump movement on an ice-
landing is 5, modified by the worst skill modifier in the unit. If the covered Water hex, or lands in such a hex using the Dropping
result is equal to or greater than the modified target number, Troops rules may break through the ice and fall into the water if
the landing succeeds. A failed roll means the landing failed and the water in the hex is not frozen solid . Roll 1D6. On a result of
the unit missed its target hex. 4 or more, the ice breaks and the unit plunges into the water.
Each element of the unit takes damage from a failed land- Each BattleMech element in the unit takes 1 point of damage,
ing equal to the margin of failure on the landing roll. For exam- and the unit may not attack in the same turn. Units other than
ple , if the dropping unit needed a 5 and rolled a 3, each ele- BattieMechs are destroyed if they fall into the water unless they
ment would suffer 2 points of damage (5 - 3 = 2). arenorm-cilly permitted to enter Water hexes (such as hover-
On a failed landing, the unit also "scatters" one hex for craft and naval vehicles). Any other units in the hex will also fall
every point by which the landing roll result falls below the modi- into the water, and the Water hex remains unfrozen for the
fied target number. Use the Scatter Diagram for Artillery, p. 43, remainder of the game.
to determine the direction of scatter. If the unit scatters into ter~

47
8ArT'E~ORCE

Players should only use this breakthrough rule if they Every time a BattleMech element operating in a vacuum
decide that the water in a hex is not frozen solid. Ground pres- takes a hit, roll for a critical hit even if the 'Mech's armor is still
sure, rather than the unit's weight class, determines whether or intact. This roll represents the chance of a hull breach that can
not a unit breaks through ice. Larger BattleMechs and vehicles cause vital systems to freeze up. Battle armor infantry suffers
have larger "footprints," and so their presence on ice exerts no ill effects from operating in a vacuum .
pressure per square meter as low as that of lighter units with
smaller footprints. NIGHT 'COMBAT
An ice-covered Water hex can be converted into a normal A lack of ambient light degrades the ability of BattleMechs
Water hex by melting the ice with weapons fire, using the and other combat elements to target and hit an opposing ele-
Clearing Woods rules, p. 45. Units occupying such a converted ment. If combat takes place at night, mOdify all to-hit numbers by
hex (except for hovercraft and VTOLs) fall into the water as +2. For dusk or twilight conditions, modify to-hit numbers by + 1.
described above.
FIRE
HIGHILOW GRAVITY Many battles are decided not by the skill or abilities of the
Combat on worlds whose gravity is significantly higher or soldiers involved, but by the spread of fire across the battlefield.
lower than normal Earth gravity (1 G) affects a unit's move- Players may use the following rules to simulate the effects of fire.
ment. As shown in the following rules, while low gravity general- Use counters to show the presence of fire and smoke in
ly allows units to move faster, it does not reduce their mass and particular hexes: either unused counters from the BattleForce
momentum, and so units may risk damage through normal boxed set or fire and smoke counters from the City-Tech,
movement. For example, a BattleMech traveling 200 kph on a Second Edition boxed set. Place a fire counter on any hex that
.5 G world is likely to snap off its legs. is set on fire during the game. Once started, a fire burns for the
Gravity affects the movement of all units the same way. To rest of the game.
determine an element's movement rates as affected by gravity,
divide its MP by the G-rating of the world and round to the near- STARTING FIRES
est whole number (round .5 down). For example, an element Hexes may be burning at the start of a scenario, but most
with a normal MP of 4 has an MP of 5 on a .75 G world (4.;. .75 fires are started accidentally or intentionally by units on the map
=5.3, rounded to 5). On a 1.25-G world, that same element has during game play. BattleMechs carry many weapons that can
an MP of 3 (4 .;. 1.25 = 3.2, rounded to 3). Elements whose MP start fires in wooded hexes and buildings. Once started, fires
is reduced to 0 by the effects of gravity cannot move. spread easily from hex to hex, producing heat build-up in
BattieMech legs and vehicle suspensions are designed to BattleMechs moving through or standing in those hexes.
operate at maximum efficiency on worlds with close to 1 G
gravity. If the gravity of a world allows the element to move Accidental Fire.
faster than normal, the strain on the element's systems may Weapons powerful enough to smash a BattleMech with
damage its internal structure. If a unit spends more than its nor- one blow can also do extensive collateral damage, the most
mal MP during a turn (as in the example above of the unit on a devastating of which is fire. Players may use the following rules
.75 G world), the controlling player must make a 206 roll to represent accidental fires.
against a Target Number 5 at the end of the Movement Phase A unit attempting to clear a wooded hex (see Clearing
to determine if any elements in the unit take damage from mov- Woods, p. 45) runs the risk of setting the woods on fire· acci-
ing at an unusual rate. Only roll for elements in the unit that dentally. To represent this risk, the player rolls 206 after a suc-
exceeded their normal MP. Apply the element's skill modifier to cessful to-hit roll, but before rolling to see if the woods are
the target number. cleared. On a result of 5 or lower, the woods have been acci-
If the result is lower than the target number, the element dentally set alight rather than cleared.
takes 1 point of damage to its structure (bypassing armor in the If an attack against a unit occupying a wooded hex misses
case of BattleMech elements) for every point of movement by its target, and the Damage Value of the attack is 2 or mor,e, the
which the unit exceeded its normal MP. For example, a attacking player rolls 206 to determine whether his attack acci-
BattleMech element with a normal MP of 5 is part of a unit that . dentally set a fire or changed the terrain in the target's hex. On
spends 7 MP during a turn. If the 'Mech fails its 206 roll, it takes a result of 2 or 3, the hex catches fire. On a result of 11 or 12,
2 points of structure damage. The player must also check for a roll another 206 against the Strength of the woods per the
critical hit (see Critical Hits, p. 26) . If an element's structure is clearing woods rules to see if the woods are cleared.
destroyed, the element is considered destroyed even if it has A building cannot be aCCidentally set on fire.
armor left.
Intentional Firee
VACUUM Players who intend to start fires may declare that an ele-
All BattleMechs can operate in a vacuum, though combat ment will fire its weapons at any Woods or Building hex instead
on an airless world poses many dangers. Exposing the inner of making a standard attack. Any BattleMech or vehicle element
workings of a BattieMech to a vacuum freezes actuators and with a Damage Value of 2 or more may attempt to start a fire,
makes weapon components fail. as can any infantry element equipped with flamers. Other
In BattieForce, only BattieMechs and battle-a rmored infantry elements cannot attempt to start fires. The Base To-Hit
infantry units can function in a vacuum. Other units cannot be Number for intentionally starting a fire is 0, modified per stan-
deployed in a vacuum. dard rules for range and so on. If the attack is successful, the

48
8ArrlEFORCE

player rolls 2D6 and consults the Fire Table to determine if the Determining Spread
attack started a fire. If it did, place a fire counter on the target During the End Phase of every turn, check to see if any
hex. Multiple successful attempts to start a fire do not make the fires currently on the map spread to additional hexes. Roll 2D6
fire larger. for the adjacent hex directly downwind of a fire hex. If the result
is 9 or higher, and if the hex can burn (see the Fire Table), the
fire spreads into that hex. Make another 2D6 roll for each of the
two hexes adjacent to the burning hex at 60 degrees from
FIRE TABLE
downwind. If the result is 11 or higher and the hexes can burn,
Dice Roll
the fire will spread into those hexes as well.
Hex Type Result
A flammable hex directly downwind from a fire but separat-
Woods 10+
ed from it by a non-burning hex may also catch fire. Roll 2D6.
Base 10+
On a result of 12, the fire spreads to a flammable hex directly
City 11 +
downwind from a fire.
Fortress 12+
If a single hex can catch fire because of its relationship to
Other Terrain Fire cannot start or spread
several burning hexes, roll for each possibility.
Modifier
Flamer Infantry -2
Spreading Fires
Hex is downwind 9+ Fire spreads to
Hex is 60° from downwind 11 + these hexes on
Fire crosses non-burning hex +3 rolls shown.

EFFECTS OF FIRE
During the End Phase, the heat level of a BattieMech ele-
ment occupying a burning hex rises by 1. A BattleMech ele-
ment's heat level also rises by 1 if it moved into or out of one or
more burning hexes during the Movement Phase. These effects
are cumulative; for example, a 'Mech unit that moves into a
burning hex and stays there will suffer an increase of 2 on the
heat scale.
Elements other than BattieMechs have no heat scales;
instead, they take damage from fire. Unless the controlling play-
er makes a 2D6 roll with a result of 8 or higher, any non-
BattieMech unit that ends its Movement Phase on the ground in Wind
a burning hex or moves along the ground through a burning hex
takes 1 point of damage to each of its elements. The player
must make this roll each time a unit meets either condition.
A unit occupying a hex ignited during the turn's Attack
Phase will not be affected by the fire until the End Phase of the SMOKE
following turn. A fire spreads smoke to the adjacent hex downwind and to
the two adjacent hexes 60 degrees from downwind (that is, the
Building. three adjacent hexes of the fire's forward arc). The fire does not
During the End Phase, check the status of each Building create smoke in its own hex (though a fire upwind from that hex
hex that is on fire . Roll 206 for each hex and add 4 to the may do so). Treat a smoke-filled hex as Heavy Woods when
result. If the total is equal to or greater than the Strength of the determining line of sight and to-hit modifiers.
buildings in a particular hex, those buildings are destroyed by
the fire. Otherwise, the buildings continue to burn. MINEFIELDS
Though several types of minefields exist in the BattleTech
SPREADING FIRES universe, the BattleForce rules assume they all have the same
Fires on the battlefield can spread from hex to hex through net effect on larger-scale game play. Therefore, all minefields
Woods and Building hexes, driven by the direction of the wind. work the same way in BattleForce games.
Determining Wind Direction SETUP
At the beginning of the game, declare one side of a hex on Players assign minefields to hexes during game setup,
the mapsheet to be Direction 1. Then number the remaining after the players have chosen their home map edges and
hexsides 2 through 6, moving clockwise. Finally, roll 1D6. The before placing their objectives on the map, secretly noting the
wind will blow in the direction indicated by the die roll result for location of each field . The number of minefields available to
the entire game. each player may be determined by the scenario or agreed upon
by all players before beginning play. Though some scenarios

49
8ArrLE'ORCE

may designate minefield locations, only the referee or control- Engineering vehicles (marked "eng" on the record sheet)
ling player should know those locations. can also clear minefields in the same way that infantry can,
except that the vehicle successfully clears the field on a result
Thunder Munitions of 8 or higher.
Long-range missile launchers and Clan Arrow IV artillery Players may also clear a minefield using artillery fire. The
systems can be loaded with special FASCAM (Field Artillery player must designate the fire mission as intended to clear the
Scatterable Mines) ammunition, commonly known as Thunder field. If the attack hits the mined hex, the player rolls 206. On a
munitions, that allow them to deliver minefields to a target hex result of 5 or better, the strike clears the minefield. Artillery fire
instead of having their usual effects. also does normal damage to units occupying the mined hex.
Any element capable of indirect fire (marked as "if" on the Mines cleared in this way do no damage.
record sheet) may be designated as carrying Thunder muni-
tions, as may any Clan element armed with the Arrow IV sys- MORALE
tem (marked as "artA"). Inner Sphere Arrow IV elements may It takes considerable bravery to stand and fight in the face
not use this option. Each element so armed reduces all of its of deadly danger. The fact that soldiers enter the battlefield at
Damage Values by 1. For example, an element with Damage all is a testament to their courage. However, in particularly
Values of 6, 4 and 2 would have Damage Values of 5, 3 and 1 shocking circumstances even a hardened combat un it may
when armed with Thunder munitions. Clearly mark the record break under pressure, either freezing in place or, in extreme
sheet for every element armed with Thunder munitions. cases, literally fleeing the field of battle. The following morale
The Thunder-armed element can either make a normal rules are intended to simulate this aspect of war.
attack using its modified Damage Values or it can launch a Using these rules Significantly slows down game play.
minefield instead. The Thunder attack is resolved in the same However, if both players agree, the increased realism can add
way as an artillery attack, as it is directed at a hex rather than a rewarding dimension to a BattleForce game.
an element (see Artillery, p. 41). The range of such an attack
is restricted by the armament available to the element; for MORALE CHECKS
example, an element capable of indirect fire can target hexes A unit must make a morale check at the end of any phase
up to long range, while an Arrow IV-equipped element can tar- in which one or more of its elements was destroyed. The Base
get hexes up to 2 mapsheets away. A missed attack scatters in Target Number for this 206 roll is 8, modified by double the
the same way as an artillery attack. The impact hex thereafter best skill modifier of any surviving element in the unit. For
contains a standard minefield. example, a skill modifier of -1 lowers the target number by 2; a
skill modifier of -2 lowers the target number by 4. Infantry units
DETONATION apply an additional +1 to the target number; BattleMech units
Whenever any friendly or enemy ground unit (BattleMech, apply an additional - 1 modifier.
ground vehicle or infantry) enters a minefield hex, the minefield If the result of the roll is greater than or equal to the modified
automatically attacks the unit. The unit's player rolls 206. On a target number, the unit passes its morale check. If the result is
. rE3sult of 7 or higher, the unit has hit a mine. Resolve the attack lower than the target number, the unit's morale is broken.
and apply the damage before the unit continues its movement.
The defending player may make this roll secretly, so that if the BROKEN MORALE
minefield does not explode, its location remains hidden. A unit with broken morale cannot move closer than it
Minefields that explode inflict 1 point of damage to every ele- already is to enemy units. In certain circumstances, this restric-
ment of every unit in the hex at the time of detonation. A minefield tion may make the broken unit unable to move at all. However,
remains active and can make any number of attacks throughout if attacked, the elements of a broken unit still have their full MP
the game, unless cleared (see Clearing Minefields, below). for purposes of calculating to-hit numbers.
A broken unit cannot use or pass along commands. It can
. CLEARING MINEFIELDS make attacks of its own, but cannot spot for other units' indirect-
Clearing minefields is a dangerous job that requires great fire or artillery attacks.
skill and finesse, and so it is usually assigned to infantry, If an If a broken unit must make additional morale checks, apply
enemy infantry unit ends its turn in a mined hex, the opposing an additional +1 modifier to the target number. If a broken unit
player must be informed even if the field has not been detonated. fails a morale check, it is routed, meaning that it is demoralized
Infantry that spends one Movement Phase in a mined hex by panic. Such a unit must move away from enemy units as fast
without moving may elect to clear the field instead of attacking as it can in as straight a line as possible. If the scenario desig-
during the Attack Phase. If the infantry unit rolls 206 with a result nates a home edge for the unit or an edge through which it can
of 10 or higher in the Weapon Attack Phase, the unit has suc- retreat, the routed unit moves directly toward that edge. A rout-
cessfully cleared the field. A result of 5 or lower means that the ed unit may not attack or take any action except to run away
minefield exploded, and the infantry takes normal damage. The from the enemy.
minefield remains active after an accidental detonation. If multiple
infantry units are attempting to clear the same hex, all must make
successful rolls to clear the minefield. If any unit rolls a 5 or lower,
all units attempting to clear the hex take damage.

50
BA"1EFORCE

RECOVERING NERVE check against the base target number modified by the skill modifi-
A broken unit may attempt to recover its nerve during the End er only. If the roll is successful, the unit recovers its nerve and
Phase of each turn after the turn in which it broke. Such a unit will may function normally. If it fails, the unit remains broken.
always spend at least one turn broken before it can recover. In A routed unit is too far gone to recover its nerve. It will flee
order to recover its nerve, a broken unit must make a morale from the enemy until it leaves the map or is destroyed.

51
BArrLE'ORCE

CREATING The point system provides an alternate method of deter-


mining who wins and the level of victory achieved. Both players
SCENARIOS start with no Victory Points. For every enemy element
destroyed, the player adds twice its point value to his point total
(including pOints for the pilot, if any). For each of his own ele-
The following guidelines will help you create original
ments destroyed, the player deducts the point value of the ele-
BattleForce scenarios using dice rolls and the element point
ment (plus the pilot) from his total.
values found in the BattleForce Roster, p. 118. Players also
At the end of the scenario, the player with the most points
may simply set their own scenario parameters, rather than gen-
wins. If the difference between the two players' scores is
erating them with the dice-roll tables supplied in the following
greater than the number of points used to purchase forces for
pages. Ultimately, the players should work together to come up
the winning side, the victory is Decisive. Otherwise, the victory
with a scenario that is fun to play and fairly balanced. The fol-
is Marginal. If both players' scores are tied, the game is consid-
lowing material will help you do that. Feel free to modify the
ered a Draw. For a list of pre-calculated point values for all
tables to suit your playing style and needs.
BattleForce units, see the BattleForce Roster, p. 118.
Depending on the specific scenario being played, the victo-
GENERAL RULES ry levels may be determined in various ways. Players can also
General rules for setup, deployment and using objectives score victory points by claiming objectives or headquarters in a
and headquarters appear in Playing the Game, p. 18. Unless scenario (see Types of Scenarios, following). In most scenar-
otherwise noted in the specific rules for each scenario type, ios, the point value of occupying an objective is equal to the
those and the following rules apply to all BattleForce scenarios number of units with which your opponent started the game.
created with this system. Claiming an objective is worth five times as many points as
occupying it. Headquarters (if used) are worth double the points
NUMBER OF PLAYERS of standard objectives.
The mission-generation rules are written for two-player
scenarios. If more than two individuals are playing, simply
TYPES OF SCENARIOS
divide ali the players into two opposing teams.
If desired, one player may randomly generate a scenario
Games involving three or more sides can be played, but
type by rolling 106 and consulting the Scenario Type Table.
they tend to get complicated. Players can use these guidelines
Alternatively, players may simply select a scenario type. The
to create scenarios for more than two sides, but the application
general types described below represent only a few of the pos-
of these rules to such games is up to the players.
sible scenarios that BattleForce players can create. Players
MOVEMENT AND RETREAT
can use these as models to create their own scenarios.
Scenario maps are fixed once play begins. No new maps The following paragraphs contain brief descriptions of each
may be added to the play area during the game. Unless other- type of scenario. Each description includes the special rules
wise noted, units that exit the map at any edge other than their used to play that type of scenario, along with guidelines for
home edge are considered destroyed. Units that exit the map force composition, the use of objectives, and victory conditions.
through their home edge have retreated-they remain out of
play for the remainder of the scenario and cannot return, but do
not count as destroyed units when determining victory.
Half-hexes along the edge of the map-even those with SCENARIO TYPE TABLE
hex numbers in them-are not considered part of the playing
area. A unit that enters one of these half-hexes for any reason 106 Scenario Type
has exited the map. 1 Stand-up Fight
If the players are using the off-board units rules (Special 2 Hide and Seek
Case Rules, p. 37), those rules take precedence with regard to 3 Hold the Line
exiting the map. 4 Extraction
5 Break Through
ENDING THE GAME 6 The Chase ··
Generally, a scenario ends when all of one player's units
have been destroyed or have retreated off the map. At that
point, the opposing player wins. Depending on the specific sce- STANO-UP FIGHT
nario type, however, a player may need to achieve additional or In a stand-Up fight, the simplest and most common type of
alternative goals to claim victory. scenario, two forces of roughly equal size square off against
each other. Only one side will leave the field alive.
DETERMINING VICTORY
Victory in each scenario goes to the side that survives at Force Composition
the end, or to the side that fulfills specific victory conditions. Both sides should have the same number of units. Each side
Most scenarios include different levels of victory as well: should also have an equal number of points. An appropriate point
Decisive, Substantial or Marginal. A player may win a Decisive, total for each side in a battalion-sized battle is 400 to 500 points.
Substantial or Marginal victory depending on how well he meets
the victory conditions.

52
BArrlr'ORcr
Objectives the attacker'S force is twice the size of the defender's. Set the
Objective counters are placed as described in the general experience levels of the defending player's forces at one level
rules, though for this type of scenario neither side places a higher than those of the attacker'S forces. For example, if the
headquarters counter on the map. attacking force consists of Regular units (+0), the defender
uses Veteran units (-1).
Victory Conditions The point value of the defending force should equal that of
The scenario ends when all the units on one side have been the attacking force, though the defending force must be only
destroyed or have retreated off the map. The surviving side at the half as large as the attacking force. This means the attacking
end of the scenario wins. The standard victory pOints and victory force will consist of a large number of less powerful units.
levels described in Determining Victory apply (p. 52).
Objectives
HIDE AND SEEK Place objectives per the standard setup rules, except that
This type of scenario requires players to use the rules for only the defending player places a headquarters counter. The
Hidden Units (p. 46) and Minefields (p. 49). attacking player does not have a headquarters. As long as the
In a hide-and-seek scenario, one player is the attacker and defender's headquarters is not in enemy hands, it functions as
the other is the defender. The defending player is "it"-his a headquarters element (see Special Equipment and
forces hide and the attacker attempts to find and destroy them. Abilities, p. 36).
Use half the number of mapsheets (rounded up) recommend-
ed in the Terrain rules (p. 54). If possible, avoid using the Large Victory Conditions
Lakes or Lake Area mapsheets. Urban mapsheets are ideal if The scenario ends when all the units on one side have
buildings are used. Otherwise, avoid these mapsheets as well been destroyed or have retreated off the map.
because they provide few hiding places for the defender's units. If the defender destroys a number of opposing units equal
After the attacking player selects a home map edge, the to or greater than the number of defending units that started the
defending player sets up his units using the hidden units rules. scenario, the defending player wins. For example, if the defend-
The defending units may be placed on any hex anywhere on the ing player begins with three units, he can claim victory if he
map, except for Clear and Paved hexes. Additionally, the defend- manages to destroy three or more attacking units. In all other
ing player may set minefields-one single-hex minefield for each cases, the player whose forces survive or control the map at
unit in his force. For example, if the defender's force consists of a the scenario's end wins.
company of three lances, he can set three minefields. If players wish to determine victory using the point system,
standard rules for determining victory apply.
Force Composition
Set the attacking force at twice the size of the defending EXTRACTION
force. For example, if the defending player controls a company of In an extraction scenario, the attacking player attempts to
three lances, the attacking player uses six lances. Players may extract a target, such as a secret weapon, an important diplomat
use any size forces they wish, as long as the attacker's force is or a computer memory core, from behind the defender's lines.
twice the size of the defender's. The point value of the attacking After the players place objective and headquarters coun-
force should also be double that of the defending force . ters, the attacker secretly chooses one of his objectives or the
enemy headquarters as the target of the extraction . The attack-
Objectives er then writes down the target counter's number on a slip of
Objective counters are not used in a hide-and-seek scenario. paper, which he folds and gives to a neutral party for safekeep-
ing (or the defending player can simply put the paper in his
Victory Conditions pocket without looking at it).
The scenario ends when all of one player's units have The attacking player may reveal the target to the defender
been destroyed or have retreated off the map. The player during the End Phase of any turn. Any attacking unit can pick
whose forces control the map or simply survive at the end wins up the extraction target by occupying the target's hex during an
the scenario. The standard pOint values and levels for victory End Phase. Additionally, a unit that retrieves the target can
apply, except that the defender gains 10 bonus pOints for each pass it to any friendly unit in the same hex or an adjacent hex
enemy unit destroyed . This bonus helps to offset the attacker's during any End Phase.
numerical advantage. If a unit carrying the extraction target is destroyed, place
the objective counter representing the target in the hex previ-
HOLD THE LINE
ously occupied by the unit. Any unit in play can retrieve the tar-
In a hold-the-line scenario, the defending player must fend
get by occupying the target hex during any End Phase.
off a larger attacking force. The defending units may not inten-
tionally leave the map for any reason. Force Composition
Both sides start with an equal number of units and an
Force Composition
equal number of pOints .
Set the attacking player's force at twice the size of the
defender's force. For example, if the defending player controls Objectives
a company of three lances, the attacking player may use six The attacker does not place a headquarters counter on the
lances. Players may use any size forces they wish, as long as map. Otherwise, objectives are placed per standard rules.

53
" BA"LEFORCE

As described above, the attacking player secretly desig- If players are using the point system to determine victory,
nates one of his objectives or the defender's headquarters as victory points are allocated somewhat differently than usual.
the extraction target before the game begins. Rather than being The defender scores points normally. The attacker scores the
occupied and claimed like other objectives, that objective is straight pOint value for destroying opposing 'Mechs rather than
treated as described above. twice their point value. He also scores the straight point value
for each attacking unit that exits the map via the attacker's
Victory Conditions home map edge. The attacker loses points normally for any of
If the attacker moves a unit carrying the extraction target his own 'Mechs that the defender destroys. Determine the level
off his home map edge, he wins the scenario. Otherwise, the of victory per standard rules, based on each side's final score.
defender wins.
When using the victory point system, victory is determined THE CHASE
as follows . The defender scores points normally. However, the In a chase scenario, the attacker's forces must race across
attacker scores only the straight point value for each opposing the map to reach their DropShips before a larger force of pursu-
'Mech he destroys (instead of twice the point value , as normal). ing defenders can reach them. Chase scenarios use the same
The attacker loses points normally for each of his 'Mechs that rules as break-through scenarios, with the following exceptions.
the defender destroys. If the attacking player manages to get The defending player does not deploy his forces until Turn
the extraction target off his home map edge, he scores points 2. During Turn 1, attacking units may enter and move unop-
equal to the total points used to buy forces for his side in the posed per standard rules. The defending units enter during the
scenario. The enemy headquarters is not worth double points in Movement Phase of Turn 2, from the same map edge as the
this type of scenario. attacking units.

BREAK THROUGH Farce Composition


In a break-through scenario, the attacking player's forces Set the defender's force at twice the size of the attacking
have become trapped behind enemy lines. To reach safety, the force. The defending side should be worth twice the point value
units must cross the map and break through the defender's of the attacker's force.
forces .
Use one more mapsheet than the standard number recom- TERRAIN
mended by the Terrain rules. If you have fewer than the needed An important part of any scenario is the terrain in which the
number of mapsheets, simply use all available mapsheets . battle will take place. Terrain is determined by the mapsheets
Place the mapsheets in a single, long row with their short edges used in the scenario. To choose your mapsheets, follow the
touching . steps given below.
Next, both players roll 206. The player who achieves the
higher result may choose to play the defender or the attacker. NUMBER OF MAPSHEETS
The attacker then chooses one of the narrow edges of the map Before selecting mapsheets, determine how man y you
as the place from which his forces will enter. The attacker's want to use. For most BattleForce games, one mapsheet for
home edge is the one opposite the entry edge. (The attacker's every ten units works best. For example, a scenario that pits a
objective is to exit his forces at his home map edge.) battalion of attackers against a battalion of defenders (twenty
The defender may set up his forces in any hexes on the units in all) will work best with two mapsheets. A scenario that
map. Additionally, he may position up to half of his units (round pits a regiment of attackers against a regiment of defenders
down) using the Hidden Units rules (p. 46) . (sixty units in all) will work best with six mapsheets. Other map-
sheet/unit ratios that may be recommended for different types
Farce Composition of scenarios appear in the scenario type descriptions.
Both sides should have the same number of units and the
same number of poi rnts. CHOOSING AND PL.ACING MAPSHEETS
This step obviously depends on how many different map-
Objectives sheets the players have available. The BattleForce 2 boxed
Objective counters are not used in this type of scenario. set contains two copies of the basic BattleForce map; if you
are playing only with this boxed set, you must use one or both
Victory Conditions of these mapsheets. If you have BattieTech or CityTech maps
The scenario ends when all the defending units have been or any of the various BattleTech map sets on hand, you may
destroyed or have retreated off the map, or when all attacking choose from among those mapsheets as well.
units have retreated or been destroyed. Attacking units may If many different mapsheets are available to you, you may
intentionally exit the map only at their home edge; a unit exiting have one player choose the mapsheets and set them up. The
from any other edge has retreated. other player then gets to choose his side's home map edge first.
If all the attacking units survive and exit at their home Alternatively, you can pile all of your available mapsheets
edge, the attacking player wins a Decisive victory. If all the in a stack and shuffle them. Then roll 2D6 and count down from
attacking forces are destroyed, or none exit at their home edge, the top of the stack until you reach the number you rolled. Do
the defending player wins a Decisive victory. this for each mapsheet needed for your game . If you ave
counted all the way through the whole stack, continue counting
from the top until you have chosen your maps.

54
BArrLE'ORCE

To begin laying out the mapsheets, roll 2D6. The player with the higher result places the first selected mapsheet on the playing
area. The other player then places the next selected mapsheet. The players take turns laying out the remaining mapsheets.
Each mapsheet must be placed with one of its short edges touching the short edge of a mapsheet already placed, or with one of its
long edges touching the long edge of a mapsheet already placed. In addition, the mapsheets must form a single, continuous rectangu-
lar or square playing area. Within these and any other guidelines provided in the scenario type description, players may arrange the
mapsheets as they see fit. If you are playing a scenario that uses buildings, always finish laying out the mapsheets before placing build-
ings on them (see Buildings, below) .

BUILDINGS
With the addition of buildings (see p. 43), players can play battles in the close quarters of an urban jungle. Deciding how many and
what type of buildings to place is similar to selecting mapsheets.
Punch out all available building counters and place them in a mug or box top. Then take turns drawing and placing buildings in any
hexes you like. As a rule of thumb , place 1D6 buildings per mapsheet. For densely populated urban areas, you may place 2D6 or even
3D6 buildings per mapsheet. Though buildings are not normally placed on mapsheets that lack roads or Paved hexes, you may place a
few buildings on such maps if you wish.
Sample Map Layouts If one player has chosen and set up the maps, the other player should place the build-
ings wherever he wishes. In extraction, hide-and-seek and break-through scenarios, the
defending player should place the buildings because the battle is being fought on his
home turf.

UNIT GENERATION
After selecting the scenario type and mapsheets, players choose the units that will
take part in the scenario. Players can generate their fighting forces through random dice
rolls or by using the point system. When using dice rolls, players first determine their
forces' composition , then assign BattleMechs, and finally set the Experience levels of
their units. This system may not always produce evenly matched forces; however, players
may increase the likelihood of generating balanced forces by first setting a specific weight
class, equipment rating and Experience level for both sides.
The pOint system (see Point System, p. 62) tends to create more balanced forces, but
it is not perfect. Players must exercise their judgment when using the point system to
ensure that their games are fair and enjoyable.

RANDOM DICE ROLLS


In most scenarios, the forces on each side are equal. For example, each side might
consist of four Veteran heavy lances or of two Elite light lances and two Regular medium
lances. If both players agree, they can randomly determine the composition of each side
using the weight class and composition tables below.
In general, forces created by random dice rolls will be roughly equal , but only if both
sides are Inner Sphere or Clan. Battles pitting Clan against Inner Sphere units may be
severely unequal because Clan 'Mechs and MechWarriors are considerably superior to
their Inner Sphere counterparts. Players can address this problem by giving the Inner
Sphere side a two-to-one numerical advantage over the Clan side; the Clan player should
have half as many 'Mechs as the scenario normally requires. Enforcing the Clan honor
rules (see p. 45) will also even the score somewhat.
The tables below provide weight classes and compositions for standard Inner Sphere
and Clan forces . For Com Star forces (which operate in formations of six), use the Inner
Sphere tables and add one additional unit or element of the heaviest and lightest weight
classes in the particular formation . For example, a Company Type roll result of 3 on the
VES Random Weight Class Table normally results in 1 Light, 1 Medium and 1 Heavy lance.

VES NO

55
8ArT1EFORCE

generated with the Unit Type table. Keep in mind that using the
RANOOM WEIGHT-CLASS TABLE Unit Type Table will likely result in a high proportion of vehicle
units, as vehicles are far more common than BattieMechs in
Unit Type Inner Sphere armies. Clan units consist of 'Mechs and battle
armor unless a scenario specifically calls for other types of
106 Result Unit Type forces or players are using the point system.
1-4 Conventional After determining the weight classes of the lance(s) or Star(s)
5-6 BatlleMech in each force, use the Lance/Star Composition Table to determine
the weight classes of the elements in each lance or Star.
Lance or Star Type

206 Result Lance Weight Class Star Weight Class Assigning Elements
2 Light Elemental After determining the weight classes of the elements in each
3-6 Light Light force, use the Random 'Mech Assignment, Random Vehicle
7-8 Medium Medium Assignment and Random Aerospace Fighter Assignment tables
9-10 Heavy Heavy to determine the specific elements in each unit.
11 Assault Assault To use the random assignment tables, roll 206 and cross-
12 Assault Nova (Roll again reference the result with the appropriate weight class of 'Mech,
for weight class)
vehicle or fighter.
Company Type Though players can use the random assignment tables to
determine the composition of any force, the tables are simpli-
106 Result Lance Weight Classes fied and only use a fraction of the forces available in the game.
1 3 Light To create forces using a wider range of 'Mechs, players may
2 2 Light, 1 Heavy use the Random 'Mech Assignment Table from the appropriate
3 1 Light, 1 Medium, 1 Heavy BattleTech Field Manual, or use the point system to choose
4 1 Light, 1 Heavy, 1 Assault any forces they like (see p. 62).
5 1 Medium, 1 Heavy, 1 Assault
6 2 Heavy, 1 Assault

BinarylTrinary Type LANCE/STAR COMPOSITION TABLE


106 Star Weight Star Weight Light Lance/Sta r
Result Classes (Binary) Classes (Trinary)
1 2 Light 3 Light Lance Star
2 1 Light, 1 Medium 2 Light, 1 Heavy 10 6 Result Element Weight Classes Element Weight Classes
3 2 Medium 1 Light, 1 Medium , 1 Heavy 1 4 Light 5 Light
4 1 Medium, 2 Heavy 1 Light, 1 Heavy, 1 Assault 2-3 3 Light, 1 Medium 4 Light , 1 Medi um
4- 5 2 Light, 2 Mediu m 3 Light, 2 Medium
5 2 Heavy 1 Medium, 1 Heavy, 1 Assault 6 2 Light, 1 Medium, 1 Heavy 2 Light , 2 Medium, 1 Heavy
6 1 Heavy, 1 Assault 2 Heavy, 1 Assault
Medium Lance/Star

106 Result Element Weight Classes Element Weight Classes


A ComStar formation would add an additional Light and an 1 1 Light, 3 Medium 1 Light, 4 Medium
additional Heavy lance to this makeup. 2-3 1 Light. 2 Medium , 1 Heavy 5 Medium
4-5 4 Medium 4 Medium, 1 Heavy
6 3 Medium, 1 Heavy 3 Medium, 2 Heavy
Force Composition
Begin assembling forces by determining the size of each H ea vy Lanc e/Sta r
force. Often, the specific conditions of a scenario suggest a par-
ticular size . Players may wish to consider available playing time 106 Result Element Weight Classes Element Weight Classes
1 2 Medium, 2 Heavy 2 Medium, 3 Heavy
as well-larger engagements may take considerably longer to 2-3 1 Medium, 3 Heavy 1 Medium, 4 Heavy
complete than smaller ones. 4-5 4 Heavy 5 Heavy
After determining the size of each force, determine its 6 1 Medium, 2 Heavy, 1 Assault 1 Medium , 3 Heavy, 1 Assault
weight class. For lance- or Star-sized forces, roll 206 and con-
A ssa ult Lance/Star
sult the Lance or Star Type section of the Random Weight-
Class Table . For company-, Binary- or Trinary-sized forces, roll 106 Res ult ' Element Weight Classes Element Weight Classes
106 and consult the appropriate section of the table. If a com- 1 1 Mediu m, 1 Heavy, 2 Assault 1 Medium, 2 Heavy, 2 Assault
2-3 3 Heavy, 1 Assault 4 Heavy, 1 Assault
pany-sized force contains more than three lances, use the 4-5 2 Heavy, 2 Assault 3 Heavy, 2 Assault
Lance or Star Type section to determine the weight class of the 6 1 Heavy , 3 Assault 2 Heavy, 3 Assault
extra lances.
In an Inner Sphere force, some or all of the units may con-
sist of conventional forces (vehicles and infantry) as opposed to
BattieMechs. This choice is normally left up to the players,
though each unit's type in this regard can also be randomly

58
BAnlE'ORCE

57
BATrLE'ORCE

RANDOM 'MECH ASSIGNMENT TABLE: INNER SPHERE

Light 'Mechs
206 House Kurita House Liao House Marik
2 HM-1 Hitman JA-KL-1532 Jackal ZPH-1A Tarantula
3 JR7-D Jenner JR7-D Jenner ZPH-1 A Tarantula
4 OW-10wens RVN-3L Raven JA-KL-1532 Jackal
5 PNT -10K Panther UM-R63 UrbanMech HER-3S Hermes
6 RTX1-0C Raptor FS9-S Firestarter SDR-7M Spider
7 RTX1-0 Raptor RVN-3L Raven HMR-3M Hammer
8 PNT-10K Panther SDR-5V Spider HMR-3M Hammer
9 JR7-K Jenner UM-R63 UrbanMech JR7-D Jenner
10 SDR-7M Spider ZPH-1A Tarantula HER-3S Hermes
11 SDR-9K Venom JVN-1 ON Javelin FNHK-9K Falcon Hawk
12 PNT-9R Panther UM-R60 UrbanMech ZPH-1A Tarantula

Medium'Mechs
206 House Kurita House Liao House Marik
2 KTO-20 Kintaro BJ2-0E Blackjack FS9-0F Firestarter
3 WFT-1 Wolf Trap SNK-1 V Snake APL-1 M Apollo
4 DMO-1 K Daimyo HUR-WO-R4L Huron Warrior CDA-3M Cicada
5 SR 1-0 Strider VND-3L Vindicator HER-2S Hermes"
6 BJ2-0 Blackjack DV-7D Dervish TBT-7M Trebuchet
7 FS9-0 Firestarter VND-3L Vindicator HER-5S Hermes"
8 SR1-0D Strider BJ-2 Blackjack HBK-5M Hunchback
9 KIM-2 Komodo CLNT-2-3U Clint HER-5S Hermes"
10 WFT-1 Wolf Trap SNK-1V Snake TBT-7M Trebuchet
11 BJ2-0A Blackjack HUR-WO-R4L Huron Warrior TR1 Wraith
12 LNX-9C Lynx BJ2-0E Blackjack BJ2-0E Blackjack

Heavy 'Mechs
206 House Kurita House Liao House Marik
2 DGR-3F Dragon Fire THR-1 L Thunder ANV-3M Anvil
3 AV1-0A Avatar ON1-K Orion WR-DG-02-FC War Dog
4 DRG-5K Grand Dragon CPL T-C1 Catapult GLT-5M Guillotine
5 BHKU-O Black Hawk-KU CTF-3L Cataphract TMP-3M Tempest
6 DAI-01 Daikyu CPLT-C3 Catapult ON1-M Orion
7 DRG-5K Grand Dragon CTF-3L Cataphract ON1-M Orion
8 QKD-5K Quickdraw GHR-5J Grasshopper CPLT-C1 Catapult
9 CPL T-K2 Catapult CPLT-C3 Catapult GLT-5M Guillotine
10 MTR-5K Maelstrom ANV-3M Anvil TMP-3M Tempest
11 AV1-0 Avatar GHR-5H Grasshopper HRC-LS-9000 Hercules
12 NDA-1 K No Dachi WR-DG-02FC War Dog P1 Perseus

Assault 'Mechs
206 House Kurita House Liao House Marik
2 OBK-M100-Bakemono STC-2D Striker ALB-3U Albatross
3 NG-C3A Naginata AWS-9M Awesome CGR-1 A 1 Charger
4 HTM-27T Hatamoto-Chi MR-V2 Cerberus T-IT-N10M Grand Titan
5 SD1-0 Sunder AS7-K Atlas STK-5M Stalker
6 AS7-K Atlas EMP-6A Emperor AS7-D Atlas
7 HTM-27T Hatamoto-Chi STK-3F Stalker AWS-9M Awesome
8 MAL-1 R Mauler STK-5M Stalker AWS-9M Awesome
9 CRK 5003-2 Katana As7-K Atlas AS7-K Atlas
10 CGR-3K Charger AWS-8Q Awesome MR-V2 Cerberus
11 SD1-0B Sunder CP-11-A Cyclops LGB-7Q Longbow
12 AKU-1 X Akuma T-IT-N10M Grand Titan GRN-D-01 Grand Crusader

58
BArrl£FORC£

RANDOM JMECH ASSIGNMENT TABLE: INNER SPHERE

Light 'Mechs
206 House Oavion House Steiner ComStar
2 RTX 1-0 Raptor NTK-20 Night Hawk · HSR-400-D Hussar
3 HNT-171 Hornet WLF-2 Wolfhound UM-R63 UrbanMech
4 ALM-7D Fireball BZK-F3 Hollander THE-N Thorn
S JVN-1 OP Javelin SDR-SV Spider MON-66 Mongoose
6 WLF-2 Wolfhound COM-SS Commando MCY-99 Mercury
7 JVN-1 OP Javelin FS9-S Firestarter MCY -99 Mercury
8 COM-SS Commando COM-SS Commando HER-1S Hermes
9 JR7-D Jenner JVN-1 OP Javelin THE-N Thorn
10 DRT-3S Dart JR7-D Jenner HSR-200-D Hussar
11 BH-30S Battle Hawk COM-2D Commando MON-66 Mongoose
12 SPR-SF Spector TLN-SW Talon NXS1-A Nexus

Medium 'Mechs
206 House Davion House Steiner Com Star
2 FS9-0 Firestarter END-60 Enfield WVE-9N Wyvern
3 ASN-23 Assassin ENF-SD Enforcer CL T-2-3U Clint
4 STH-1 D Stealth HCT-SS Hatchetman STN-3L Sentinel
S BJ-2 Blackjack CLNT-2-3U Clint GRM-R-PR29 Grim Reaper
6 WTH-2 Whitworth VL-SS Vulcan CRB-27 Crab
7 ENF-SD Enforcer HCT-3F Hatchetman CRB-27 Crab
8 HCT-SS Hatchetman NGS-4S Nightsky WVE-SN Wyvern
9 CN9-D Centurion VL-SS Vulcan HBK-SN Hunchback
10 NGS-4S Nightsky CN9-D Centurion ASN-23 Assassin
11 ENF-SD Enforcer BSW-X1 Bushwacker KTO-19 Kintaro
12 SR1-0 Strider STY -3C Starslayer RJN1 01-A Raijin

Heavy'Mechs
206 House Oavion House Steiner ComStar
2 FLC-8R Falconer CTS-6Y Cestus BL-9-KNT Black Knight
3 MDG-1 A Rakshasa GHR-SJ Grasshopper CHP-3N Champion
4 AXM-1 N Axman CES-3R Caesar BMB-12D Bombardier
S BNDR-01 A Bandersnatch GAL-1GLS Gallowglas BL-6-KNT Black Knight
6 CES-3R Caesar PTR-4D Penetrator LNC2S-01 Lancelot
7 JM6-DD JagerMech CES-3R Caesar GLT-3N Guillotine
8 FLC-8R Falconer WR-DG-02FC War Dog FLS-8K Flashman
9 JM6-DD JagerMech AXM-1N Axman CHP-1 N Champion
10 MDG-1 A Rakshasa GAL-1GLS Gallowglas EXT -4D Exterminator
11 CTF-3D Cataphract MTR-SK Maelstrom ST-8A Shootist
12 PTR-4D Penetrator DGR-3F Dragon Fire EXC-B2 Excalibur

Assault 'Mechs
206 House Oavion House Steiner ComStar
2 DVS-2 Devastator STC-2C Striker KGC-001 King Crab
3 CP-11-A Cyclops STK-SS Stalker STK-SM Stalker
4 GUN-1 ERD Gunslinger PPR-SS Salamander CRK-S003-1 Crockett
S AWS-80 Awesome STK-3F Stalker THG-11 E Thug
6 VTR-9K Victor ZEU-9S Zeus HGN-732 Highlander
7 VTR-9K Victor ZEU-9S Zeus HGN-732 Highlander
8 AS7-S Atlas BNC-SS Banshee CRK-S003-1 Crockett
9 VTR-9B Victor AS7-S Atlas AS7-K Atlas
10 AS7-K Atlas BRZ-A3 Berserker KGC-OOO King Crab
11 BNC-SS Banshee ZEU-6S Zeus C P-11-A Cyclops
12 LGB-70 Longbow EMP-6A Emperor SPT-N2 Spartan

59
8ATrl£FORC£

RANDOM 'MECH ASSIGNMENT TABLE: CLANS

Light 'Mechs
206 Jade Falcon Wolf Ghost Bear Smoke Jaguar
2 Vixen JennerliC Jenner IIC Peregrine
3 Fire Falcon Prime Puma A Dasher C KoshiA
4 Cougar C Koshi B Dasher 0 Puma Prime
5 Uller B Puma B Puma Prime Hankyu Prime
6 Fire Falcon A Dasher A Dasher B Koshi B
7 Uller Prime Puma Prime Dasher Prime Hankyu A
8 Cougar Prime UlierC Puma A Koshi Prime
9 UlierA PumaC Uller A Hankyu C
10 Uller 0 Puma 0 Koshi B Koshi C
11 Fire Falcon B KoshiA Dasher A Dasher B
12 Baboon JennerliC Peregrine JennerliC

Medium 'Mechs
206 Jade Falcon Wolf Ghost Bear Smoke Jaguar
2 Hellhound Hunchback IIC Black Hawk A Hunchback IIC
3 Ryoken Prime Fenris C Ryoken Prime Grendel A
4 Fenris A Phantom Prime Fenris Prime Ryoken B
5 Dragonfly A Fenris 0 Dragonfly A Grendel Prime
6 Black Lanner C Phantom C Black Hawk Prime Black Hawk C
7 Black Lanner Prime Fenris B Dragonfly Prime Ryoken Prime
8 Ryoken B Fenris Prime Dragonfly B Ryoken A
9 Black Hawk A Ryoken Prime Ryoken C Shadow Cat Prime
10 Black Lanner A Pouncer Prime Dragonfly 0 Grendel 0
11 Black Lanner B Black Hawk Prime Dragonfly C Shadow Cat A
12 Hunchback IIC Pouncer A Hunchback IIC Fenris Prime

Heavy 'Mechs
206 Jade Falcon Wolf Ghost Bear Smoke Jaguar
2 Night Gyr 0 Linebacker Prime Grizzly Cauldron-Born Prime
3 ThorB Mad Cat 0 Loki Prime Vulture C
4 Loki A Vulture Prime Vulture A Thor Prime
5 Night Gyr Prime Mad Cat B ThorA Mad Cat Prime
6 ThorA Loki Prime Mad Cat Prime Vulture B
7 Loki Prime Mad Cat Prime Vulture Prime Vulture Prime
8 Thor Prime Mad Cat A Vulture C Loki A
9 ThorO Thor Prime Thor Prime Vulture A
10 Night Gyr A Mad Cat C Vulture B Mad Cat C
11 Loki B Vulture A Mad Cat A Thor 0
12 Night Gyr C Galahad Loki B Cauldron-Born B

Assault 'Mechs
206 Jade Falcon Wolf Ghost Bear Smoke Jaguar
2 Kraken Naga Prime Supernova Man 0' War C
3 Turkina B Man 0' War B Man 0' War Prime Daishi B
4 Gladiator C Masakari A Gladiator B Kingfisher C
5 Masakari Prime Gladiator 0 Kingfisher Prime Masakari C
6 Turkina A Man 0' WarC Daishi Prime Kingfisher Prime
7 Turkina Prime Man 0' War Prime Gladiator Prime Masakari Prime
8 Daishi Prime Gladiator Prime Masakari B Daishi Prime
9 Masakari B Man 0' War A Gladiator A Masakari A
10 Turkina C Daishi Prime Masakari Prime Daishi A
11 Masakari A Masakari Prime Gladiator 0 Kingfisher 0
12 Man 0' War A Supernova Kodiak Behemoth

80
8Arl'lEFORCE

RANDDM VEHICLE ASSIGNMENT TABLE: INNER SPHERE

206 Light Vehicle Medium Vehicle Heavy Vehicle Assault Vehicle


2 Yellow Jacket Gunship Regulator Hovertank Zhukov Heavy Tank Alacorn Mk VI Heavy Tank
3 Striker Light Tank Goblin Medium Tank Patton Tank SturmFeur Heavy Tank
4 Harasser Missile Platform Hetzer Wheeled Assault Gun Po Heavy Tank Schrek PPC Carrier
5 Hunter Light Support Tank Drillson Heavy Hover Tank Manticore Heavy Tank Partisan Heavy Tank
6 Saladin Assault Hover Tank Maxim Heavy Hover Transport Pike Support Vehicle Demolisher Heavy Tank
7 Saracen Medium Hover Tank Vedette Medium Tank LRM Carrier Ontos Heavy Tank
8 Scimitar Medium Hover Tank Maxim Heavy Hover Transport SRM Carrier Ontos Heavy Tank
9 Pegasus Scout Hover Tank Condor Heavy Hover Tank Bulldog Medium Tank Schrek PPC Carrier
10 Scorpion Light Tank Goblin Medium Tank Von Luckner Heavy Tank Partisan Heavy Tank
11 J. Edgar Light Hover Tank Drillson Heavy Hover Tank Rommel Tank Behemoth Heavy Tank
12 Cavalry Attack Helicopter Fulcrum Heavy Hover Tank Tokugawa Heavy Tank Challenger X MBT

RANDOM AEROSPACE FIGHTER ASSIGNMENT TABLE: INNER SPHERE

206 Light Aerospace Fighter Medium Aerospace Fighter Heavy Aerospace Fighter
2 TRN-3T Trident IRN-SD1 Ironsides HMR-HD Hammerhead
3 SL-21 Sholagar LCF-R15 Lucifer TR-13 Transgressor
4 TR-7 Thrush F-90 Stingray STU-K5 Stuka
5 F-10 Cheetah CSR-V12 Corsair F-100 Riever
6 TR-7 Thrush TR-1O Transit CHP-W5 Chippewa
7 SPR-H5 Sparrowhawk F-90 Stingray SL-15 Slayer
8 F-10 Cheetah LCF-R15 Lucifer TR-13 Transgressor
9 SL-21 Sholagar CSR-V12 Corsair STU-K5 Stuka
10 SYD-21 Seydlitz SL-17 Shilone CHP-W5 Chippewa
11 SPR-H5 Sparrowhawk TR-1O Transit SL -15 Slayer
12 SPD-502 Spad GTHA-500 Gotha RPR-100 Rapier

RANDOM AEROSPACE FIGHTER ASSIGNMENT TABLE: CLAN

206 Light Aerospace Fighter Medium Aerospace Fighter Heavy Aerospace Fighter
2 Avar Prime Turk C Jengiz Prime
3 Vandal Prime Turk A Sabutai Prime
4 Bashkir A Visigoth C Scytha B
5 Batu Prime Jagatai Prime Scytha Prime
6 Sulla A Visigoth A Kirghiz B
7 Sulla Prime Visigoth Prime Kirghiz Prime
8 Sulla B Visigoth B Kirghiz A
9 Batu A Jagatai B Scytha A
10 Bashkir Prime Visigoth C Scytha C
11 VandalB Jagatai B Sabutai A
12 AvarC Turk Prime Jengiz A

Experience Level and Skills sides. To randomly determine Experience levels, roll 2D6 and
After determining the elements in each force, the players consult the Random Experience Level Table .
must determine the Experience level and skill modifiers of their
MechWarriors and vehicle crews. Infantry units are generally
assumed to be Regular, though players can give them excep-
tional skills and experience if desired. If the players agree, they RANDOM EXPERIENCE
can simply choose an Experience level and assign all LEVEL TABLE
MechWarriors the standard skill modifiers for that level.
Alternatively, each player may determine his MechWarriors' 206 Result Experience Level
Experience and skill levels using the Random Experience Level 2-5 Green
and Random Skill Modifiers tables. 6-9 Regular
BattleForce elements have one of four Experience levels: 10-11 Veteran
Green, Regular, Veteran or Elite. Players can help ensure a 12 Elite
balanced battle by setting the same Experience level for both

81
8ArrLI'ORCI

To randomly determine skill modifiers, each player should or crew unless points are spent to improve them. The cost is
roll 1D6 for each MechWarrior and vehicle crew in his force and expressed as a multiple applied to the base pOint value of the
then consult the Random Skill Modifiers Table. (Reduce the element.
skill modifier by 1 for Clan MechWarriors if the Clan player The Experience level can either directly determine the
agrees to follow the Clan rules of engagement; see Clan pilot's or crew's skills, as shown below, or players can determine
Honor, p. 45.) skills by rolling on the Random Skill Modifiers Table based on the
purchased 'Experience level. Both players must use the same
method; if one player rolls randomly for skills , the other player
must also . Players cannot purchase improved skills for infantry
RANDOM SKILL MODIFIERS TABLE
elements unless both sides agree to do so.
The skills of Clan pilots depend on whether or not the Clan
106 106 106 106 Skill
rules of engagement are in effect (see Clan Honor, p. 44). If
(Green) (Regular) (Veteran) (Elite) Modifier
the Clan forces follow the rules of engagement, reduce their
1 +2
skill modifiers by 1. If they are not following the Clan rules of
2-3 +1
engagement, th ey receive standard skill modifiers based on
4-5 1-2 +0
thei r Experience levels .
6 3-4 1-2 +0
5-6 3-4 1-2 -1
Experience Skill Point
5-6 3-4 -2
Level Modifier Multiple
5-6 -3
+2 .7
Green +1 .9
Regular 0
Finishing Touches Veteran -1 1.1
If both players agree , they can "fine-tune" their .units by Elite -2 1.3
shifting elements between units after they have generated all of -3 1.6
their forces. Fine-tuning a force in this manner enables a player -4 2
to group elements with similar movement capabilities in units
together. Apply the Point Multiple for the desired skill level to the
Each player must also designate company , battalion and base pOint value of the element as shown in the BattleForce
regimental command units within their forces. Usually , the Rosters on p. 118. When calculating Victory Points and so on
MechWarrior with the highest skills and/or heaviest BattleMech in for scenarios , always use the point value as modified by the
each unit is the unit's commander, but players may use any crite- Point Multiple. Use normal rounding ; players cannot reduce the
ria they wish. After selecting commanders, each player should cost of a unit below .5 after applying the Point Multiple.
identify command units as such on those units' record sheets.
Bidding to Play the Clans
POINT SYSTEM If both players want to play the Clan side in a scenario ,
To help ensure more balanced forces , players may use the they may invoke the Clan ritual of batchall to settle the dispute.
following point system in lieu of random dice rolls. If both sides In this case, the players bid to determine who gets the "honor"
in a battle are worth an equal number of points under this sys- of playing the Clans.
tem, they should have equal chances of winning. Keep in mind , First, choose the point level for the Inner Sphere side. Then
however, that such factors as player skill , terrain and so on can both bidding players should roll 2D6 . The player with the highest
alter this balance. resu lt starts the bidding, with any number of points up to the
Each BattleMech and vehicle has a point value listed in the amount of points that the Clan side would normally get for the
BattleForce Roster (p. 118). The BattleForce Rosters include scenario . The other player then offers a counter bid that must be
every published BattleTech unit at the time of the printing of lower than the previous bid. The players take turns reducing the
this game. To generate point values for elementsnot on the list, bid until one player is unwilling to make a lower bid.
simply take that element's Battle Value point rating and divide it The player who makes the lowest bid plays the Clans for
by 100, using standard round-offs (round up for .5) . If a particu- the scenario and must purchase forces using the points he bid .
lar element does not have a Battle Value , generate a Battle The other player will play the Inner Sphere side .
Value for it using the Battle Value system , which appears in the
Maximum Tech advanced rulebook. . ' SETTING THE STAGE
War is a daily fact of life for most people in th e Inn er
Piloting/Driving and Gunnery Skills
Sphere . Border di sputes spark small conflicts that last days ,
Players can also use points to purchase better-trained
weeks or even months; these die down to a simmer in short
MechWarriors, vehicle crews and infantry units. When using the
order but rarely end completely. Along the Successor States'
point system, every element is assumed to have a Regular pilot
borders with the Periphery, countless pirate bands roam the
spaceways in search of loot and slaves. Raids by these merci-
less cutt hroats are the most common type of warfare in the

82
8AI'I'LEFORCE

ing these wars, though they can certainly clash in scenarios


outside of those conflicts. With the exception of the Clans, any
side in a given conflict may have mercenary forces fighting
along with it.

BEFORE THE CLANS


Following are brief descriptions of the major wars that took
place before the rediscovery of Star League-era technology and
the coming of the Clans.
The map below represents the Inner Sphere prior to the Clan
invasion and the recovery of Star League technology (c. 3040); it
shows the political borders of that time. Each of the areas on the
fe4mted [ommgRwealth map contains hundreds of populated star systems. In general,
fr!! Ilrl/s League only states that border one another may be involved in a conflict,
except when they are acting as allies of other combatants.

Fourth Succession War (302S-3030)


Hanse Davion 's Operation Rat-a major assault on the
Capellan Confederation-triggered this conflict, which swiftly
engulfed the entire Inner Sphere after one hundred years of rel-
ative peace. The aggressor in this war was unquestionably the
Federated Commonwealth , and so most scenarios should
involve House Davion or Steiner forces as the attacker, with
INNER SPHERE-3040
Capellan, Draconis Combine or Free Worlds League forces
(ANe THE THREE defending. Hanse Davion's brilliant strategic planning led to
MA.JOR PERIPHERY STATES) many of the war's greatest victories . To simulate this in game
play, give the attacking Federated Commonwealth a degree of
advantage at the beginning of the scenario. However, make
absence of major conflicts. Massive, multi-planet wars also sure the defenders have some counter-balancing factor in their
occasionally break out in the Inner Sphere. The most famous of favor. For example, the Federated Commonwealth player might
these are the Succession Wars, which continued almost without gain +2 to all Initiative rolls, but the other player gets to choose
abatement from the collapse of the Star League in 2781 to the the mapsheets and pick his own home edge.
end of the Fourth Succession War in 3030. Attackers: Federated Commonwealth
Players can use these wars as settings for their Allies: Federated Suns, Lyran Commonwealth
BattleForce games, giving a background story to each sce- Defenders: Concord of Kapteyn
nario by setting it in a particular time and place with particular Allies: Capellan Confederation, Draconis Combine, Free
forces on each side. Though you need not choose a setting for Worlds League
your scenarios, doing so helps to set the tone and intensify the
AndurienlCanopus Invasion (3030-3035]
action . After all, wouldn't you fight that much harder to defend
This war represents one of the few times in history that a
your home soil than you would for a mere mapsheet?
Successor State was seriously threatened by a less powerful
Some scenarios include special rules to help simulate a
neighboring realm. The Duchy of Andurien, which had recently
particular conflict. These rules are simply guidelines; you need
seceded from the Free Worlds League, allied with its Periphery
not use them in your games, and they do not apply to the sce-
neighbor, the Magistracy of Canopus. In a bid for power, these
~ario types previously presented. Feel free to use the descrip-
two mino.r states joined forces in an attempt to topple the·
tions of past wars to invent your own special rules . .
Capellan Confederation. Because the Capellans were still seri-
Allied Forces
ously weakened from the Fourth Succession War, the Andurien
Each side in a war consists of one or more independent invasion actually looked as if it might succeed in its early
nations, much like the Axis and the Allies in World War II. stages. To represent the sad state of the Confederation when
These nations may be fighting a common foe, but more often the invasion began, give each Capellan element 1 point of
than not they merely agree to a "non-aggression pact." In other armor damage before the start of the game. To simulate the
words, allied forces will not attack each other, but mayor may Capellan player's home-turf advantage, allow him to choose his
not fight alongside one another. home map edge; in addition, the Capellan side automatically
WinS the Initiative in the first game turn.
When creating a scenario set during one of BaUieTech's
historical wars, pick one force from each group of allies. The Attackers: Free Worlds League (Duchy of Andurien)
allies and their names are given in the description of each con- Allies: Magistracy of Canopus
flict. Forces listed as allies may not fight against each other dur- Defenders: Capellan Confederation (no allies)

83
8Arrl.EFORCE

Tha Ranln War. [3034] can take place on Combine or Federated Commonwealth worlds,
When the Free Rasalhague Republic declared its indepen- with either side being the defender. Both sides had excellent
dence from the Draconis Combine, several Combine military commanders, and the fighting was intense. To simulate this,
units refused to follow their Kanrei's orders to leave their posts apply a -1 penalty to all to-hit numbers. Also, if either player rolls
in Republic space. The wars that followed involved Kanrei "doubles" on his Initiative roll, that player can draw an adtlitional
Theodore Kurita's efforts to bring these rebellious troops, command counter during the Command Phase of his turn. This
known as the Ronin, into line. Scenarios set in this brief but bit- special rule represents the quick changes in fortune that occurred
ter war follow standard rules, with the following exception . .In during the war as well as the brilliant insight of the commanding
battles with Combine forces on both sides, neither side can officers.
retreat; both must fight to the last element. Either side may be Side 1: Federated Commonwealth (no allies)
the attacker or the defender. Side 2: Draconis Combine (no allies)
Side 1: Rasalhague Kungsarme (Free Rasalhague Republic)
Allies: Draconis Combine loyalists Clan Invasion [3049-3052)
Side 2: Ronin (no allies) The Clan's invasion of the Inner Sphere, code-named
Operation Revival, sparked one of the largest and certainly the
Andurlan War of Seca.aian [3035-3040] most one-sided war in the history of interstellar conflict. The
Intense political strife in the Free Worlds League allowed the invading Clan forces had greater skill, more advanced technolo-
rebellious Duchy of Andurien to remain separate from it for nearly gy and the advantage of surprise. The Inner Sphere had the
five years-until Andurien agents were blamed for the bomb that less valuable advantages of greater numbers and home terrain,
assassinated the League's leader, Captain-General Janos Marik, which rarely proved sufficient to repel the invaders. .
in 3035. Duncan Marik immediately assumed the Captain-
Generalcy and launched an ill-planned campaign against the
Duchy of Andurien. In 3036, at about the same time that Janos's
youngest son Thomas Marik returned to the League, Duncan
intensified his campaign ; he was killed in battle in 3037.
At the time of Duncan's death, the Andurien campaign was
going poorly for the League. To reflect this fact, the loyalist side
suffers a -2 penalty to all Initiative die rolls in scenarios that
take place during the first two years of the war, and the
Andurien player may select his home map edge. However, loy-
alist troops have more and better forces than the scenario
would normally call for. To reflect this , increase the loyalist
side's point value by 10 percent if using the point system; other-
wise, improve all loyalist pilots' skill modifiers by 1. After
Thomas Marik took over the campaign, things went more
smoothly for the Free Worlds' forces. Scenarios set during the
last three years of the war can be played with standard rules.
Attackers: Free Worlds League loyalists (no allies)
Defenders: Duchy of Andurien (no allies)

MA.JOR WARS AFTER THE INVASION


Following are brief descriptions of the major wars that took
place after the rediscovery of Star League technology and the
coming of the Clans.
The following map shows the political borders of the Inner INNER SPHERE-3057
Sphere circa 3057. As in the previous section, only states that
border one another may be involved in a conflict except when
acting as allies of other combatants. It is strongly recommended that players use the point sys-
The Clan occupation zones did not exist until 3050; they tem to choose forces for battles between the Clans and the
gradually expanded from the top of the Inner Sphere, and Inner Sphere, as Clan 'Mechs are so much more powerful than
reached the sizes shown by May of 3052. The disputed region Inner Sphere machines. The point system helps to mitigate this
known as the Chaos March did not develop until after the advantage. See also Clan Honor (p. 44) for details about the
Marik-Liao Invasion of 3057. Clans' unusual battlefield tactics, which can further serve to bal-
ance forces in Clan Invasion scenarios.
War of 3039 [3039) Attackers: Clans Diamond Shark, Ghost Bear, Jade Falcon,
During the brief but savage War of 3039, Theodore Kurita Nova Cat, Smoke Jaguar, Steel Viper and Wolf (nominally
demonstrated his brilliant strategic ability by successfully defend- allied forces)
ing the Draconis Combine from Hanse Davion's multi-front offen- Defenders: Com Star, Draconis Combine, Federated
sive. Because of the DCMS counterattack, battles took place on Commonwealth, Free Rasalhague Republic (allied forces)
both sides of the front. Therefore, scenarios set during this war

84
BArrlf'ORCf

Marik-LiaD InvaaiDn
[30157]
Thomas Marik's son
Jo sh ua, being treated for
leukemia by doctors at the
New Avalon Institute of
Science in the Federated
Commonwealth, gave the
Commonwealth leverage to
keep the Free Worlds League
from attacking it during the
Clan invasion. Joshua Marik
was essentially a hostage for
his father 's good behavior.
When Joshua died, Archon
Prince Victor Steiner-Davion
enacted a plan set up by his
late father Hanse, to conceal
the boy's death by replacing
him with a double.
Victor meant the substitu-
tion as a temporary measure
until the tense situation
between his half of the
Federated Commonwealth
and his sister's half-soon to
secede as the Lyran
Alliance--cooled off. However,
agents of House Liao discov-
ered the plan and Chancellor
Sun-Tzu Liao revealed it to
Thomas Marik. Under-stand-
ably fu rious with Victor,
Thomas publ icly denounced
his actions and declared war
on the Federated Common-
wealth . In addition to avenging
the substitution scheme , Marik
meant to reclaim the Free Worlds League planets lost to the Tha Rafusal War [3057]
Federated Commonwealth during the Fourth Succession War. At Operation Revival ended with the Battle of Tukayyid in May
the same time, the Capell an Confederation launched a campaign of 3052, where ComStar forces faced down a combined force
to reclaim territories it had lost to the Commonwealth , with the aid from all the invading Clans in a proxy fight for control of Terra.
of mercenary units supplied by Marik. Com Star won, and as a condition of the victory obtained a fif-
Scenarios involving Marik forces can be played with standard teen-year truce during which the Clans agreed not to advance
rules. Most of the planets attacked by the Capellan Confederation any closer to Terra. Five years later, the Clan Grand Cou ncil,
had strong local support, in the form of pro-Liao rebels and guerril- led by the pro-invasion Crusader faction, brought ilKhan Ulric
las. To represent this fact, the Capellan player gets the following Kerensky up on charges of conspiracy to destroy a Clan 's
bonus forces for each unit he fields: a single 1-hex minefield genetic heritage. They claimed that the truce Ulric had negotiat-
(placed in any hex) and a single foot infantry platoon armed with ed with Com Sta r denied the new generation of warriors a
rifles (designate their location as any hex on the map of the play- chance to fight. Ulric disputed this charge and demanded a
er's choice, after all other forces have set up). Group the infantry Trial of Refusal to overturn the decision . He bid his enti re Wolf
into as many three-element units as possible, with the remainder Clan to the Trial; Khan Elias Crichell of Clan Jade Falcon also
forming another unit, and place them according to the hidden units bid his entire Clan to defend the Grand Council's decision .
rules (p. 46). The Federated Commonwealth player may choose These two powerful Clans foug ht many quick and brutal bat-
the mapsheets and his home map edge. tles that cost them both dearly in warriors and 'Mechs. In scenar-
Attackers: Free Worlds League ios set during this war, the Wolf side receives a + 1 bonus to all
Allies: Capellan Confederation Initiative rolls. The Falcon player may always choose his home
Defenders: Federated Commonwealth (no allies) map edge and automatically wins the Initiative for the first turn.
Attackers: Clan Wolf (no allies)
Defenders: Clan Jade Falcon (no allies)

85
8AI'I'LEFORCE

BATTLEFORCE
SCENARIO:
CONVENTIONAL
WISDOM
From her forward position, Star Commander Pene had a
clear view of the fortress; her battle armor's IR-overlay showed
the structure rising mountain-like from the plains. According to
reports from the Watch, the Draconis Combine had assembled
the entire structure in the years since Tukayyid , moving millions
of tons of rock to create the artificial hill on which the fortress
stood. Any enemy attempting to attack the structure would have
to scale seventy-meter-high cliffs before reaching the walls-a
formidable task, but not to the Star Commander.
Raised in a sibko on the Smoke Jaguar capital world of
Huntress, Pene had encountered problems like this one as part
of the basic training of Jaguar Elementals. That training was the
In the Inner Sphere portion of the offensive, d ubbed
reason why her unit had been assigned to secure an entry point
Operation Bulldog, dozens of SLDF regiments overwhelmed
into the fortress. The Elementals' thruster packs made the
the Jaguar positions in a lightning offensive deSigned to destroy
steep escarpment little more than an inconvenience. Of course,
them before they could react. The first and second waves of the
the warriors would have to hold the position until the 'Mech
offensive went off well ahead of schedule, leading the Inner
forces arrived. Star Commander Pene was looking forward to
Sphere commanders to step up the pace of the assault.
the challenge.
In antiCipation of a third wave, the Jaguars counterattacked
As the rest of the Nineteenth Striker moved into position,
into the Draconis Combine. Expecting the enemy to be overex-
Pene checked her suit's systems one last time, then activated
tended and vulnerable, the Jaguar troops were dismayed to find
her Star's TacNet.
their targets garrisoned by the SLDF reserve-some of the best
"All Point commanders, this is Pouncer Leader. Deploy on
units from throughout the Inner Sphere-along with a Combine
my mark. Mark!" . .
civilian population who had spent more than seven years
The thruster flames from twenty-five battle-armor SUitS ht up
preparing.
the night as the Elementals leapt toward their targets. Pene's
On Matamoras, the Nineteenth Jaguar Striker Cluster
altimeter showed her riSing sixty meters; she shut off the
encountered the First Free Worlds Guards, one of Thomas
thrusters, allowing momentum to carry her the rest of the way.
Marik's crack units, together with the Second Nightstalker regi-
She never made it. As her suit crested the ridge , the
ment. The Strikers reacted in typical Clan fashion: they attacked.
'Mechs and vehicles concealed behind the fortress's perimeter
wall opened fire. She barely had time to register the deadly hail
lancing out against her unit before a massive autocannon shell GAME SETUP
tore into her legs. Reacting to the grievous wound, the SUit Layout both BattieForce 2 maps as shown. Also layout
immediately pumped a massive quantity of pain-killing drugs the support map.
into her body. She felt the impact as she struck the perimeter To represent the Wazukana fortress, place building ccunters
wall, but was mercifully unconscious before her suit plummeted on the west mapsheet in the following hexes: Fortress counters
the seventy meters to the base of the cliff. in Hexes 1109 and 1110; City counters in Hexes 0808, 0809,
0810, 0911, 1007, 1008, 1009 and 1209; Base counters in Hexes
0709, 0710, 0711, 0811, 0912, 1107 and 1108.
SITUATION
Wazukana Fortress, Matamoras
Pesht Military District, Draconis Combine
27 July 3059

After months of planning, the Inner Sphere began its first


-
CI
CD
CD
::::II
I:L
CD
""I
major counter-offensive against the Clans on 13 May 3059. The
target was the strongest of the Crusader Clans, Clan Smoke
Jaguar. United under the banner of a renewed Star League, the
new Star League Defense Force (SLDF)-a multi-national force L.
11.1
of elite units from across the Inner Sphere-launched a two-

-
.II:
c.3
pronged attack with the goal of annihilating Clan Smoke CD
Jaguar. This operation would strike at the Clan in the Inner
C
Sphere and on the Jaguar homeworld of Huntress.

88
8ArrLIfORCI

Delta Galaxy
19th Striker Cluster Trinary Command
r----------,

*MM13 MH1D MM14


-
-=E
fa

cu
-~ r------~----~
CI
....
.!! CL
CL L -_ _ _ _~-------.J
=
~ en

-=
r-----L-----, ~ ~----~----~
fa
.-= CU
.c
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Y:

~
fa.!!
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~ 1::
C C
MA5
L -_ _ _-----.J

ATTACKER Bravo Star (MH 12)


The attacker consists of elements of the Jaguar Nineteenth Ryoken D, Elite
Striker Cluster, Delta Galaxy. Units marked with an asterisk (*) Vulture C, Veteran
are command units. Each command unit's subordinate units (its Cauldron-Born Prime, Elite
chain of command) appear in brackets [] after the asteri sk. Mad Cat A, Veteran
Masakari B, Veteran
Trinary Command Charlie Star (ML 10)
Alpha Star (MM13)* [MH1 0, MA4, MH11 , IB6, FH3, MA5] Koshi A, El ite
Shadow Cat Prime, Elite Puma A,Veteran
Ryoken Prime, Veteran Puma C, Veteran
Shadow Cat B, Veteran Koshi Prime, Elite
Black Hawk Prime, Veteran Uller Prime, Elite
Loki Prime, Veteran Binary Elemental
Bravo Star (MH 10) Alpha Star (IB6)* [IB7)
Ryoken A, Elite Elemental Point w/Small Lase rs , Elite
Thor Prime, Elite Elemental Point w/Small Lasers, Veteran
Vulture Prime, Veteran Elemental Point w/Small Lasers, Veteran
Cauldron-Born Prime, Elite Elemental Point w/Machine Guns, Elite
Thor Prime, Veteran Elemental Point w/Machine Guns, Veteran
Charlie Star (MM14) Bravo Star (IB7)
Vulture B, Elite Elemental Point w/Smal1 Lasers, Veteran
MadCat B, Elite Elemental Point w/Small Lasers , Elite
Black Hawk A,Veteran Ele mental Point w/Small Lasers, Veteran
Grendel Prime, Veteran Elemental Point w/Machine Guns, Elite
Ryoken A, Elite Elemental Point w/Machine Guns, Elite
Trinary Battle Support Units
Alpha Star (MH11)* [MH12, ML10) Alpha Fighter Point (FH3)* [FL3)
Mad Cat Prime, Veteran Sabutai Prime, Veteran
Vulture Prime , Veteran Sabutai Prime, Veteran
Vulture B, Elite Bravo Fighter Point (FL3)
Loki Prime, Elite Batu A, Vete ran
Night Gyr Prime, Veteran Batu A, Veteran
Alpha Artillery Point (MA5)
Naga Prime , Veteran

87
8A"1fFORCf

1st Free Worlds Guards


2nd Battalion

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Ceployment Support Lance (MH6)


Apart from the support units, the Nineteenth Strikers start WHM-7M Warhammer, Elite
the game in Box 0 on their side of the support map , and will OTL-5M Ostsol, Veteran
enter via the east map edge during the Movement Phase of ON1-M Orion, Veteran
Turn 1. CP-11-A Cyclops, Regular
Alpha and Bravo fighter Points deploy in Box 6 on the Echo Company
Jaguar side of the support map. Alpha Artillery Point deploys in Command Lance (MH2)* [MH3, MH4]
Box 1 on the Jaguar side of the support map. QKO-5M Quickdraw, Elite
WHM-6R Warhammer, Veteran
DEFENDER ARC-4M Archer,Veteran
The defenders are elements of the First Free Worlds ARC-4M Archer, Elite
Guards regiment, fighting under the banner of the SLDF. UnitE: Assault Lance (MH3)
marked with an asterisk (*) are command units. Each command ON1-K Orion, Veteran
unit's subordinate units (its chain of command) appear in brack- MAO-5M Marauder, Veteran
ets [) after the asterisk. CRO-3R Crusader, Regular
STK-3F Stalker, Veteran
Guards 2nd Battalion Pu rsuit Lance (MH4)
Command Lance (MM1)* [MM2, MH2, MM3, GH1, FH1] TMT-7M Trebuchet, Elite
PXH-3M Phoenix Hawk, Elite WR-OG-02FC War Dog, Veteran
HBK-5M Hunchback, Veteran ON1-M Orion, Veteran
GRF-3M Griffin, Elite ARC-4M Archer, Regular
COA-3M Cicada, Veteran Foxtrot Company
Celta Company Command Lance (MM3)* [MM4, ML 1]
Command Lance (MM2)* [MH1, MA 1] TR1 Wraith, Veteran
SHO-5M Shadow Hawk, Veteran WVR-7M Wolverine, Veteran
COA-3M Cicada, Regular GRF-3M Griffin, Regular
GRF-3M Griffin, Veteran GRF-3M Griffin, Veteran
TOR-5S Thunderbolt, Veteran Force Lance (MM4)
Strike Lance (MH1) HMR-3M Hammer, Veteran
WHM-7M Warhammer, Elite BJ2-0E Blackjack, Veteran
TMP-3M Tempest, Elite GRF-3M Griffin, Regular
RFL-5M Rifleman, Veteran COA-3M Cicada , Regular
MAO-5M Marauder, Veteran

88
8ArrLEFORCE

Recon Lance (ML 1)


WSP-3M Wasp, Veteran Action Victory Points
ZPH-1 A Tarantula, Regular Clan 'Mech or fighter element destroyed +2
OTT-7J Ostscout, Regular Elemental Point destroyed +1
WSP-3M Wasp , Regular Inner Sphere 'Mech, vehicle or fighter destroyed -2
Brannigan's COlTlpany Inner Sphere infantry platoon destroyed -1
Command Lance (GH1)* [GA 1, GL 1] Buildi ng destroyed -2
Schreck PPC Carrier, Veteran
Schreck PPC Carrier, Regular VICTORY TABLE
Pike Support Vehicle , Veteran
Pike Support Vehicle, Veteran Point Total Result
Assault Lance (GA 1) -50 or less Decisive Clan Victory
Ontos Heavy Tank (3058) , Veteran -49 to -31 Substantial Clan Victory
Ontos Heavy Tank (3058), Regular -30 to -16 Marginal Clan Victory
Demolisher Heavy Tank, Regular -15 to -1 Draw
Demol isher Heavy Tank, Regular o to 1 Marginal Inner Sphere Victory
Strike Lance (GL 1) 12 to 29 Substantial Inner Sphere Victory
Galleon Light Tan k, Regular 30 or more Decisive Inner Sphere Victory
Galleon Light Tan k, Regular
Scim itar Medium Hover Tank , Veteran
Scimitar Medi um Hover Tank, Regular To determine the victory level, calculate each side's total
Wazukana Guards pOints and consult the Victory Table.
1 st Battalion
Command Company (IN1)* [IN2, IN3] COMMAND LISTS
Foot Machine Gun Platoon, Vete ran The foll owing command lists apply to this scenario.
Foot Machine Gun Platoon , Veteran
Foot Machine Gun Platoon, Regular Counter Counter
Strike Company (I N2) Number Inner Sphere Number Clan
Motor Rifle Platoon, Veteran 1 Alpha Strike! 11 Alpha Strike !
Motor Machine Gun Platoon, Veteran 2 Stand and Shoot 12 Alpha Strike!
Motor Machine Gun Platoon, Veteran 3 Charge! 13 Doubletime March
Recon Company (IN3) 4 Doubletime March 14 Evasive Action
Jump Rifle Platoon, Veteran 5 Evasive Action 15 Hello, HQ?
Jump Machine Gun Platoon, Veteran 6 Hello, HQ? 16 Ambush
Jump SRM Platoon , Veteran 7 Alpha Strike! 17 Stand and Shoot
1 st Guards A a r ospace Wing
8 Stand and Shoot 18 Stand and Shoot
2nd Squadron
9 Careful Aim 19 Careful Aim
Alpha Air Lance (FH 1)* [FM1, FL 1]
10 Careful Aim 20 Death from Above
TR- 13 Transgressor, El ite
TR-13 Transgressor, Veteran
Beta Air Lance (FM 1) AFTERMATH
F-90 Stingray, Elite Conventional wisdom dictates that an army does not split
F-90 Stingray, Veteran its forces in the face of a superior enemy. However, Clan arro-
Gamma Air Lance (FL 1) gance makes it very difficult for them to recognize any non-Clan
F-lO Cheetah, Veteran force as superior. The Smoke Jaguars viewed the Free Worlds
F-10 Cheetah, Veteran League regiment, untested against Clan force s, with particular
disdain, and Star Colonel Thilla Showers refused to accept the
CeploYlTlent elite fighting abilities of the Guards on Matamoras.
The Guards deploy first. They may begin the game any- The Nineteenth besieged two battalions of the Guards in
where on either mapsheet, with the exception of the Second Wazukana fortress , seeking to shatter the unit and destroy the
Squadron of aerospace fighters. Those fighters start the game supply dump there. A series of probing raids ag ainst the Marik
in Box 6 on the SLDF side of the support map. positions showed there was little chance of the Guards vacating
the fortress, and so Showers resorted to a tactic that had rarely
VICTORY CONDITIONS failed the Clans: frontal assault.
The scenario ends when all of the attacking or defending In an open field engagement the Strikers might have car-
units have been destroyed, or when all the buildings have been ried the day , but against a talented foe with both numerical
destroyed. The attacker wins by destroying all of the buildings superiority and a solid defensive position, the attack was the
and fortresses , along with as many SLDF units as possible. The last gasp of a dying Clan. The Strikers penetrated the Guards'
defender wins by destroying as many attacking units as possi- perimeter, but lost many units doing so. Only two Stars made it
ble while preventing the destruction of the buildings. into the fortress , and both failed to infl ict significant damage
before they were eliminated.

89
BArTL£I'ECH 2

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70
BA"LEFORCE 2

PLANETARY have recently begun rebuilding their WarShip navies, though


the process is a slow one.
ASSAULT In the BattleTech universe, JumpShips are not considered
military targets. Ever since the brutal Second Succession War,
an unspoken ban on attacking JumpShips has preserved
Planetary Assault is the BattleForce 2 game of all-out
humankind's ability to travel across interstellar space.
war on a global scale. This game system lets you play out an
WarShips, of course, are an exception to this rule.
entire campaign , from the arrival of forces in a planetary system
to each battle on the planet's surface. Planetary Assault can .JUITlP Points
be played as a game in its own right, or used in conjunction In order to make a hyperspace jump, the KF drive creates
with BattleForce and BattleTech as a framework for planetary an energy bubble around the ship that "punches a hole" through
landings and strategic maneuvering. Once the fighting forces space. Because this bubble cannot form properly in the pres-
clash, players can resolve battles quickly and easily using the ence of a strong gravitational field, a JumpShip most often
Planetary Assault rules, or can fight each battle in detail using enters a planetary system through one of the system 's two
the BattleForce rules. closest points of gravitational stability: at the zenith
ZENITH POINT
This section offers an overview of the or nadir of a system's gravity well, along the
Planetary Assault game, including game
\
line that passes through the system 's
components and rules for game setup, gravitational center and perpendicular
sequence of play and setting up sce- to the plane of the star system (see
narios. It begins with a brief dis- diagram).
cussion of the nature of plane-
tary assault warfare in the Pirate Points
BattieTech universe. The zenith and nadir are
the most commonly used
THE jump points, especially for
MECHANICS civilian traffic, but are not
OF ASSAULT the only options.
Alternate jump pOints
The nature of inter-
exist in a sphere around
stellar transport in the
the system ' s star, as
thirty-first century creates
well as at other points of
a specific pattern for
gravitational stabliity in
planetary assault deter-
the system (called
mined by the technology
Lagrange points). Unlike
that makes interstellar
the zenith and nadir
warfare possible: Jump-
pOints, these non-standard
Ships and DropShips.
points do not have fixed
.JUMPSHIPS locations. The complex gravi-
The JumpShip is a key vehi- tational interaction of the sys-
cle in launching a planetary assault. tem 's stars, planets and other
These large interstellar transport ves- astronomical bodies means that
sels contain a Kearny-Fuchida hyper- non-standard pOints are constantly
space jump drive (KF drive) that allows moving, appearing and disappearing at
NADIR POINT
instantaneous transportation across distances of irregular intervals. This characteristic makes
up to thirty light-years. The KF drive is expensive, deli- calculating such pOints extremely difficult.
cate and very large, taking up roughly 95 percent of the ship's Additionally, vessels using non-standard points stand far less
mass. It leaves little room for armor, weapons or cargo, and cer- chance of being rescued in the event of a malfunction than
tainly cannot support an interplanetary drive to propel the ship those using standard points. For this reason, non-standard
from its arrival point in the planetary system to the target planet. pOints are generally used in emergenCies or by JumpShip
For this job, a JumpShip carries one or more DropShips. crews seeking to conceal their arrivals in star systems , such as
Some JumpShips-known as combat JumpShips or pirate vessels-a fact that earned non-standard jump pOints the
WarShips-are equipped with compact drive cores , allowing nickname of pirate points.
them to mount considerable armor and weapons as well as the
Detection
massive interplanetary drives. WarShips are rare in the Inner
An emerging JumpShip creates a powerful electromagnetic
Sphere, as the technology used to create the compact drives
(EM) pulse, detectable at the target planet within hours of the
was lost long ago in the wars that have wracked that region of
jump. Though it is possible for an enemy JumpShip to avoid
space for centuries. The Clans, however, preserved the tech-
detection by the planet it intends to target, the means of accom-
nology and currently boast a sizable navy . With sophisticated
plishing this feat are few and difficult. By learning the enemy's
technical aid from ComStar, the realms of the Inner Sphere
shipping patterns , for example, an attacking force might devise

71
PLANErARY ASSAULr

STANDARD CAMPAIGN TIMETABLE a way to knock out or delay an enemy JumpShip and send one of their
The following timetable represents the standard progres- own to take its place. The arriving ship, however, would need to broad-
sion of a limited military objective raid. Time intervals represent cast appropriate identification codes to maintain the charade. The
the days before and after the projected drop to the planet's sur- sheer logistical difficulty of managing all this makes such deceptions a
face. rare tactic; therefore, in practice, the enemy will almost always detect
an arriving JumpShip and be ready to meet the invasion force head-on.
D - 14 Days
The regimental assault force breaks out of hyperspace . DRCPSHIPS
Because it is dangerous to use the Kearny-Fuchida drive inside Carried by JumpShips, DropShips transport troops and equipment
a star system's gravity well. the regiment's DropShips arrive from th e system's jump pOint to the target planet. DropShips are
more than 640 million kilometers away from the target planet. equipped with fusion-powered interplanetary drives that propel them
Even at full sub-light speed, the assault force will take nearly through space. Most DropShips are transport vessels, with their mass
two weeks to reach its target. divided between engines and cargo. Many are also equipped with
armor and weapons to defend themselves and their passengers if nec-
D - 2 Days essary. A large military DropShip often boasts more firepower than a
The regiment arrives in orbit around the invasion target. company of BattleMechs. Some DropShips, known as assault ships,
The aerospace fighters carried aboard its DropShips launch and have little or no space for transporting troops or cargo, but are bristling
engage any enemy fighters in orbit. They must destroy or drive with weapons intended to hunt down enemy DropShips.
off these enemy fighters before their BattleMechs can land. After the JumpShip arrives at the jump point, the DropShips it is
carrying detach from their docking collars and begin the long trip in-sys-
D - 1 Day tem. Depending on the size of the star and other factors, the tri P can
Once the defending aerospace forces have been defeated , take hours, days or even weeks in the case of very large stars. A typi-
the invasion force's surviving fighters may be sent to attack cal system transit takes a week to ten days.
ground-based radar stations and missile batteries near the Upon arrival in orbit around the target planet, the DropShip lands
intended BattleMech regiment drop point. These installations are and unloads its cargo-usually well behind friendly lines, as DropShips
usually present only on heavily defended worlds, and most inva- are expensive and may playa vital role in the event of a tactical with-
sion commanders prefer not to risk their fighters in atmospheric drawal.
combat.
Combat Drops
D-Day [Drop Day) Sometimes, battlefield conditions call for landing troops closer to
The attacker's DropShips enter the planet's atmosphere the enemy than a DropShip can feasibly approach-even in the midst
and land on the surface. The invasion commander usually of enemy forces. In these cases, a commander can call for a combat
chooses a drop point several hundred kilometers away from the drop, a ri sky deployment technique made possible by the unique con-
enemy BattieMech garrison, allowing him to organize his force struction of BattleMechs and battle-armored troops. In a combat drop,
and repair any minor damage sustained while landing. rather than the DropShip landing on the planet's surface, the troops
jump out of it at low altitude and fall to the surface. This tactic avoids
D + 1 Day
the necessity of risking the DropShip by landing it in hazardous terrain
The BattleMech regiment begins advancing against enemy
or in the middle of enemy lines, while allowing rapid troop deployment
positions. Light BattieMech units are detached to make light-
directly to such areas. The dropped forces land safely by using jump
ning-quick raids against the planetary garrison's supply points,
jets or disposable jump packs to slow and guide their descent-though
repair facilities and surviving aerospace fighter bases. The rest
even with this equipment, combat drops remain extremely hazardous.
of the regiment advances behind a screen of light and med ium
Even well-trained pilots can damage their 'Mechs if they make a minor
BattleMechs.
altitude miscalculation or a slightly off-balance landing. For these rea-
sons, combat drops are used only when absolutely necessary.
D + 2 Days and Beyond
Combat drops can also be made from very high or orbital altitudes
The main invasion force makes contact with the defending
if the dropped forces are encased in ablative cocoons that burn away
planetary garrison. The defending BattleMechs probably will
during atmospheric entry.
have occupied positions in and around water sources such as
lakes, streams and shallow rivers. The side that controls the
water has an obvious tactical advantage, and most of the fi ght- COMPONENTS
ing will take place around those pOSitions. The garrison will With the exception of the two terrain mapsheets and certain coun-
have to hold out for at least six weeks before it can expect to ters. all of the contents of the BattleForce 2 box can be used to play
receive any reinforcements. If they are badly outnumbered, th e Planetary Assault.
defenders may split up into small units (usually lances) and
operate as a guerrilla force , harassing the invaders but refu si ng MAPSHEETS
to engage in pitched battles. The Planetary Assault map represents an entire planetary surface,
on a far different scale from BattleTech or standard BattleForce. Two
mapsheets join together to form the planetary map, as shown on p. 73.

12
PLANErAIlY ASSAULr

If Unit C moves one hex overland, it can occupy


Hex D, E, F, G or the hex occupied by Unit A.
Unit I is on the North Pole hex (Hex AD1) . It
therefore occupies the entire pole, not just the tip of
the pole on which the counter is standing.
Unit J is an aerospace unit in Orbit Zone 5. It is
adjacent to neither Unit C nor Unit A because it is in
orbit. It is, however, considered to be orbiting over the
area of the planet occupied by Unit A.

Tarrain
Each hex on the planetary map is rough ly 1,500 kilometers Various types of terrain are depicted on the map to repre -
across, making the planet shown approximately the size of sent the different environments foun d on a planet' s surface.
Earth (Terra). Each hex in the System Diagram is approximate- The pl anetary map has fewer terrain types than BattleTech
ly 100 million kilometers across , though the exact scale on that and BattleForce because of the change in scale; the distinction
map is not important to game play. between Light Woods and Heavy Woods, for example, is neg li-
gible. Also, because each hex covers so much territory , the ter-
Planetary Surface rain is vastly simplified . The predominant terra in in each hex is
In order to represent a spherical shape on a flat mapsheet, represented on the map even though variation certainl y exists
the planetary map divides the planet's surface into twenty trian- in each hex on a smaller scale.
gular flat planes. If cut out and folded together, the map would On the pl aneta ry map, each terrain type is identified by
form a twenty-sided, roughly round solid, much like a 20-sided color. For easy reference, a black-and-white representation of
dice. the map of Terra is included on page 139.
Half-hexes on the map are considered to be the same hex Plains: Light green hexes denote plains, a type of terrain
as their other half, regardless of the half in which the cou nter is that includes fields, meadows and other grasslands. Plains is
placed. This is particularly important when players' units are at the basic terrain type in Planetary Assault, and has no effect
the far left and right edges of the map . Also, all of the tips of the on movement or combat.
triangles that represent the poles-five to the north and five to Woods: Dark green hexes indicate woods , which includes
the south-are considered the same hex (one North Pole hex othe r tree -covered te rrai n or difficult ground such as jungles
and one South Pole hex) . These factors make travel around the and swamps. Woods slow troop movement, but can also pro-
globe considerably faster for players whose forces are closer to vide useful cover.
the poles than to the equator. The example below shows some Mountains: Brown hexes represent mountain reg ions, ter-
sample unit placements on the planetary map. rain that includes very rou gh or hazardous grou nd such as vol-
canic fields. This type of terrain is extremely difficult to cross,
but can provi de substantial cover.
Water: Blue indicates the presence of water in a hex. Hexes
filled with water are called Ocean hexes and can only be crossed
by naval, aerospace and VTOL units. Hexes with some water in
them represent inlets, lakes or rivers and can be crossed by land
units in certain circumstances (see Crossing Water Hexes, p.
80) .
Desert: Yellow hexes represent deserts: hot regions with
little water covered in shifting sand , as well as other types of
badlands. Desert terrain slows the movement of ground units
and intensifies overheating problems in BattleMechs.
Arctic: White hexes are arctic hexes , covered in per-
mafrost or hard-pack ice . These hexes slow the movement of
ground units, but BattieMechs moving through them have less
trouble with heat. These hexes are always considered neutral
unless occupied (see Control, p. 77) .

Map of Terra
The map of Terra provided in the BattleForce 2 box is only
one example of a possible planetary terrain. The back of the
Unit A is adjacent to both Unit B and Unit C
map provides a blank planet to fill in with your own planetary
because Unit A occupies a half-hex. The other half of
designs . FASA grants permission to photoco py the backs of
the hex is the empty one to its left. Even though its
those mapsheets for personal use only . The map of Te rra,
counter is standing only in the right half of the hex,
because it is based on the real planet earth, includes coastlines
Unit A is considered to occupy both halves.
that sometimes conflict with the printed hex grid . The following
rules regardi ng the terrain of specific hexes are intended to help

73
PLANEFARY ASSAULF

players resolve any disputes regarding terrain. Players also


iiJAJDSay aAJilllH aAJllily 8AJ8S81t UJilsati
may create house rules regarding terrain interpretations for
these hexes if they choose.
Hexes that only contain a tiny amount of land are considered 1~6!H I'fIlM
-'III 11"1 11"1

Ocean hexes. The following hexes that contain tiny portions of


land should be considered Ocean hexes (containing no land) for
game purposes: B06, G10, H22, 116, L13, L18, and N13.
Though they are not marked on the planetary map
lbio Ri.~1 Right
because they are too small to be seen from orbit, hexes H 10 L.ft Loft

and F18 contain canals.


Some hexes contain land from both sides of a body of Reserve Reserve Reserve Resente Aeslnle
water, but a land crossing there actually should not be possible.
For example, the northwest corner of Hex E01 is not consid-
ered to contain land. As a result, the hex does not contain land COUNTERS
from both mainland Asia and Japan , making a land crossing Counters represent units and settlements on the game
there impossible. A ground unit occupying Hex E01 is consid- map. Unit counters represent formations of forces; other coun-
ered to be in Japan. ters represent settlements. Certain types of counters, such as
The following portions of the listed hexes also should not ECM and objective counters, are not used in Planetary
be considered to contain land: Hex B16 (SE hexside and cor- Assault unless specifically called for in a scenario.
ner), Hex C16 (NW and W hexsides), Hex E01 (NW corner), Each unit in the game represents a single company, battal-
Hex G19 (N corner) , Hex H19 (N corner), Hex 123 (SW corner ion or other large formation. In the case of JumpShips and
and W hexside), and Hex J01 (NW hexside). Also, Hex B11 WarShips, a unit represents a single vessel. The Unit Reference
only contains land for Greenland. The portions of Canada in the Tables, beginning on p. 75, list unit sizes as well as relevant
south part of the hex are considered water. game statistics for all Inner Sphere and Clan unit types. In some
cases, the Unit Type is followed by a technology code in paren-
Space theses : Inner Sphere Standard (IS), Inner Sphere Upgraded
Space is represented in two ways on the Planetary (IU), Clan Front-Line (C1) or Clan Second-Line (C2).
Assault map. Space near the planet is represented by ten orbit Even though a unit occupies an entire hex on the game
zones-numbered, diamond-shaped areas around the edges of map, it is assumed to be dispersed throughout the hex in smaller
the planetary map. Each orbit zone corresponds to an adjacent divisions, effectively controlling the area that the hex represents.
diamond-shaped portion of the ground, as indicated by dashed Unit types are abstracted on the planetary scale; for exam-
lines on the ground areas and solid lines connecting each ple, all Medium Vehicle units are considered to be the same
ground area with an orbit zone. Units placed in a particular orbit regardless of each unit's specific composition . If players want to
zone are orbiting over the corresponding segment of the planet. fight battles in more detail, they can break each unit down into
Deep space is shown on the System Diagram on the right- BattleForce-scale sub-units and resolve combat on the
hand side of the planetary map. The diagram shows four plane- BattleForce scale (see Integration, p. 104).
tary orbits-Venus, Terra, Mars and Jupiter-and the system's In Planetary Assault, each unit's abilities are defined by
star, as well as the zenith, nadir and pirate jump points. The four numbers: Movement Points, Attack Value, Defense Rating
numbers shown in the jump point hexes represent the target and Toughness Rating. Units that can transport other Uni ts also
number needed to jump to those hexes (see Deep Space have a Transport Capacity, and all units have a Quality Rating .
Movement, p. 81 in Planetary Movement). Hex 0803 repre-
sents Terra. Movement Points
A unit's Movement Points (MP) represent its speed of
BATTLE BOARC movement.
The battle board is the reverse side of the BattleForce
support map. Players use it to resolve combat between units Atteck Value
occupying the same hex or orbit zone on the planetary map. Each unit's Attack Value represents its overall firepower
The battle board is divided into twenty-five boxes, each of and the accuracy of its weapons.
which represents an abstract position on the battlefield rather
than a particular real-world distance. During battle, units move Cefenae Rating
from box to box to maneuver into position, attempting to protect The Defense Rating represents a unit's ability to avoid being
their vulnerable flanks and rear while outflanking the enemy. hit by attacks. In general, fast and agile units such as light 'Mechs
The nine boxes in the center of the battle board are shaded have higher (more effective) Defense Ratings because they can
to indicate that the terrain in them is the terrain in the hex on dodge and hide better than their slower counterparts.
the planetary map in which the combat is taking place. For
more information regarding the battle board, see Planetary Toughness Rating
Combat, p. 84. A unit's Toughness Rating is derived from its armor and
overall durability, and represents its resistance to damage.

74
PLANETARY ASSAULT

UNIT REFERENCE TABLE: INNER SPHERE

UNIT TYPE Counter 10 MP Attack Defense Toughness Transport


BattleMech Units
Light 'Mech Co (IS) ML 3 1 8 6
Med 'Mech Co (IS) MM 2 2 6 8
Hvy 'Mech Co (IS) MH 1 3 5 10
Assault 'Mech Co (IS) MA 1 4 4 12
Lig ht 'Mech Co (IU) ML 4 1 8 5
Med 'Mech Co (IU) MM 3 2 7 7
Hvy 'Mech Co (IU) MH 2 4 6 9
Assault 'Mech Co (IU) MA 6 4 11
Ground Vehicle Units
Light Vehicle Co GL 4 2 7 3
Med Vehicle Co GM 3 4 6 5
Hvy Vehicle Co GH 1 6 5 7
Assault Vehicle Co GA 8 3 9
Supply Convoy GC 2 0 5 4
Ground Trans Co GT 2 2 6 5 2
Artillery Co AR 1 4- 3 3
VTOL Units
Attack VTOL Co VA 5 2 9 4
Air Trans Co VT 4 6 4
Naval Units
Naval Trans Co NT 2 2 5 6 3
Submarine Co NS 2 6 4 7
Infantry Units
Infantry Bn IN 2 3 7
Battle Armor Co (IS) IB 3 4 8
Aerospace Fighter Units
Light Fighter Sqd (IS) FL 8 2 10 5
Med Fighter Sqd (IS) FM 7 4 9 7
Hvy Fighter Sqd (IS) FH 6 6 8 9
Light Fighter Sqd (IU) FL 8 3 10 4
Med Fighter Sqd (IU) FM 7 5 9 6
Hvy Fighter Sqd (IU) FH 6 7 8 8
DropShip Groups (3 DropShips per group)
DropShip Group (Sm Trans) DL 6 3 8 10 3
DropShip Group (Med Trans) DM 5 4 6 11 6
DropShip Group (Lg Trans) DH 4 6 4 12 9
DropShip Group (Assault) DA 6 6 6 10
JumpShip JU 0 0 3 8
WarShips
Small WarShip WM 3 10- 5 13
Large vVarShip WH 2 12- 4 14
Space Station SP 0 2 2 10
Settlements
Fortress T 0 4- 2 14
City C 0 0 2 12
Base B 0 2 2 8

"This unit can attack non-adjacent units. See Planetary Combat, p. 84.

Transport Capacity Guality Rating


A unit with Transport Capacity can carry other units. In the A unit's Quality Rating represents its skill and experience in
case of ground vehicle units, the Transport Capacity represents battle. As in BattleForce, each unit has a Quality Rating of
how many infantry units the vehicles can carry. DropShips can Green, Regular, Veteran or Elite, represented by a skill modifier
carry any type of ground or aerospace fighter unit. that applies to combat and other die rolls as necessary (see To-
Hit Modifiers Table, p. 86). A unit with no assigned Quality
Rating is assumed to be Regular.

75
PI.ANft'ARY ASSAULt'

UNIT REFERENCE TABLE: CLAN

UNIT TYPE Counter 10 MP Attack Defense Toughness Transport


BattleMe.c h Units
Light 'Mech Binary (C2) ML 4 1 8 5
Med 'Mech Binary (C2) MM 3 2 7 7
Hvy 'Mech Binary (C2) MH 2 4 6 9
Assault 'Mech Binary (C2) MA 1 6 4 11
Light 'Mech Trinary (C2) ML 4 2 7 6
Med 'Mech Trinary (C2) MM 3 3 6 5
Hvy 'Mech Trinary (C2) MH 2 6 5 10
Assault 'Mech Trinary (C2) MA 1 8 3 12
Light 'Mech Binary (Cl) ML 4 2 8 5
Med 'Mech Binary (Cl) MM 3 3 7 7
Hvy 'Mech Binary (Cl) MH 2 5 6 9
Assault 'Mech Binary (Cl) MA 1 7 4 11
Light 'Mech Trinary (Cl) ML 4 3 7 6
Med 'Mech Trinary (Cl) MM 3 5 6 8
Hvy 'Mech Trinary (Cl) MH 2 7 5 10
Assault 'Mech Trinary (Cl) MA 1 9 3 12
Light Supernova Binary (Cl) ML 4 5 8 6
Med Supernova Binary (Cl) MM 3 6 7 8
Hvy Supernova Binary (Cl) MH 2 8 6 10 -
Assault Supernova Binary (Cl) MA 1 9 4 12
Light Supernova Trinary (Cl) ML 4 7 6 7
Med Supernova Trinary (Cl) MM 3 9 5 9
Hvy Supernova Trinary (Cl) MH 2 11 4 11
Assault Supernova Trinary (Cl) MA 1 13 3 13
Ground Vehicle Units
Supply Convoy GC 2 0 5 4
Ground Trans Binary GT 2 2 6 5 2
Ground Trans Trinary GT 2 3 5 6 3--
Artillery Binary AR 1 4- 3 3
Artillery Trinary AR 1 6- 3 4
VTOL Units
Air Trans Binary VT 3 1 6 4
Air Trans Trinary VT 3 2 5 5 2--
Naval Units
Naval Trans Binary NT 2 2 5 6 3
Naval Trans Trinary NT 2 3 4 7 5
Infantry
Infantry Binary IN 2 3 7
Infantry Trinary IN 3 3 8
Battle Armor Binary (Cl) IB 4 4 9
Battle Armor Trinary (Cl) IB 6 3 10
Aerospace Fighter Units
Light Fighter Star (C2) FL 8 3 10 4
Med Fighter Star (C2) FM 7 5 9 6
Hvy Fighter Star (C2) FH 6 7 8 8
Light Fighter Star (Cl) FL 8 4 10 5
Med Fighter Star (Cl) FM 7 6 9 7
Hvy Fighter Star (Cl) FH 6 8 8 9
DropShip Groups (3 DropShips per group)
DropShip Group (Sm Trans) DL 6 3 8 10 3
DropShip Group (Med Trans) DM 5 4 6 11 6
DropShip Group (Lg Trans) DH 4 6 4 12 9
DropShip Group (Assault) DA 6 6 6 10
J'u mpShlp JU 0 0 3 8
WarShips
Small WarShip WM 3 10- 5 13
Large WarShip WH 2 12- 4 14
Space Station SP 0 2 2 10
Settlements
Fortress T 0 4- 2 14
City C 0 0 2 12
Base B 0 2 2 8

-This unit can attack non-adjacent units. See Planetary Combat, p. 84.
--Trinary units count as two units when being carried by transports and DropShips.

78
PLANE'ARY ASSAUL'

SETTING UP PHASES
To begin a game, layout the two planetary mapsheets on Each turn has three phases: the Movement Phase, the
a table or on the floor side by side. Then place settlements of Combat Phase and the End Phase . The first two phases-
varying types on the mapsheets, as required by the particular Movement and Combat-are played by the attacking playe r
scenario being played. Finally, place the battle board off to one first, then by the defending player. The attacking pla y er
side of the main map. resolves both of his phases before the defending player begins
Next, players choose their forces for the scenario. The spe- resolving his.
cific force selection may depend on the scenario being played,
Movement Phase
or the players may simply use points to purchase forces. Each
The player moves any or all of his units, one at a time .
type of unit has a point value, shown on the Unit Purchase
Tables (pp. 89-90). If each player's forces equal the same total
Combat Phas e
paints, both sides should have a roughly equal chance of win-
The player resolves combats in which his units are
ning the scenario . Specific scenario rules appear in Planetary
involved, one at a time.
Assault Scenarios, p. 89.
These rules assume that every Planetary Assault gam e End Phase
involves two sides: either two players or two teams of players . During the End Phase, players execute any miscellaneous
References to a "player" may also mean a team of players, as actions remaining in the turn.
circumstances dictate.
CONTROL
SEGUENCE OF PLAY A key factor in a successful planetary campaign is control
Planetary Assault is played in a series of turns. Each turn of military bases and population centers. At the start of the
represents two days of game time . During a turn, all units on campaign, the defenders have control of the planet and can
the map may move and attack. ke ep their troops supplied more easily than the enemy can
Each turn consists of several phases. During each phase, because locals are willing to support them . Access to supplies
players can take a specific type of action, such as movement or can often mean the difference between victory and defeat.
combat. When ground units from only one side occupy a hex (or
The players execute the phases of every turn in a given naval units in the case of Ocean hexes) , that side is said to
order. Specific actions, movement, effects of damage and so on control that hex. This section describes how to determine who
are explained in detail further on in this book. Each turn has control of what areas of the planet in other circumstances.
includes the following phases, in the following order: Air and aerospace units cannot control a hex.

SEQUENCE OF PLAY CEFAUL T CONTROL


1. Attacker Phases Default control of hexes depends on the spread of a
1a. Movement world's population. Population spread is determined by the
1b. Combat world's general type: Major, Minor or Unpopulated.
2. Defender Phases Ocean hexes (hexes containing only water) and Arctic
2a. Movement hexes are the exceptions to this rule. Ocean hexes are pre-
2b. Combat sumed neutral unless occupied by one or more naval units, and
3. End Phase Arctic hexes are presumed neutral unless occupied by one or
more ground units.
In any given scenario, one player is the attacker and one is The city hex and all six surrounding hexes are considered
the defender. The circumstances of the scenario normally dic- to be under the control of the player who controls the city (nor-
tate which is which . For example, the attacker usually sets up in mally the defender, unless defined otherwise by the scenario
DropShips off planet, while the defender sets up on the planet's rules, or unless the attacker occupies the city; see Seizing
surface. If the attacker and defender are not clearly assigned, Control, below).
players simply can choose to be the attacker or defender, or roll
dice to determine the attacker and defender. Major World
The attacker has the advantage of moving and attacking A Major World is heavily populated, with settlements of
first because he is the aggressor. The defender has an advan- some kind over its entire surface. Examples of such worlds
tage of his own, however; moving second allows him to react to include Terra and the capitals of most of the Inner Sphere's
the attacker's movements and launch effective counterstrikes . Successor States (New Avalon, Luthien, Sian and so on) .
Players repeat the turn sequence until one side meets its Unless occupied by enemy forces , every land hex on a
victory conditions. Often, the player with the last surviving unit Major World map is assumed to be controlled by the defending
left on the board wins the scenario . If the last units from each side. The attacker must take control of a hex by moving into it.
side are destroyed simultaneously, the game is a draw. The Thereafter, the attacker can only maintain control by keeping at
players may set other victory conditions by mutual agreement least one attacking unit or base in the hex. The defending side
before play begins, or by using the Scenarios rules on p. 89 or automatically regains control of a hex if the attacker does not
in the FASA scenario pack being played. occupy it.

77
PLAN.rAIlY ASSAUIr

Minor World
Most worlds in the Inner Sphere CITY STATUS TABLE
and Periphery are sparsely populated
compared to modern-day Earth. Even Forces Present City Rubble (Unrest, no Control)
though they may have large popula- Occupied by Attacking
tions, those populations are normally Ground Unit(s) Fl ip over to Rubble side Flip over to City side; Attacker Control
concentrated around a limited number Occupied by Defending
oi cities. If the rules of a particular sce- Ground Unit(s) Defender Control Flip over to City side; Defender Control
nario do not establish any other default Unoccupied Defender Control Flip over to City side; Defender Control
control conditions, assume that the
planet where the battle is being fought ments to defend against attack in the same way as other com-
is a Minor World . bat units (see Planetary Combat, p. 84). Once the settlement
On a Minor World, all hexes are considered neutral unless is defeated , its counter is flipped over to the Rubble side to indi-
they contain a city or are adjacent to one. All other hexes are cate that the attacker is in the process of capturing it. In the fol-
neutral unless one side or the other occupies them during the lowing turn's End Phase, check the status of the fortress or
scenario. base as if it was a city. A base or fortress flipped to its Rubble
side comes under the control of whichever side occupies its hex
Unpopulated World
in the End Phase. The controlling player may then opt to
If a world has no native defender in a scenario-for exam-
destroy the settlement rather than using it, in which case its
ple, in a war that pits two sides against each other on a neutral
counter is removed from play. If no one occupies the base or
planet-then the world is assumed to be unpopulated. All hexes
fortress, it stays Rubble until someone does, and is considered
are considered neutral, and will revert to neutral status unless
neutral ground.
one side or the other occupies them during the scenario.
Because bases and fortresses are re-staffed by soldiers
loyal to the attacker once captured , they do not automatically
SEIZING CONTROL
revert to the defender's control when unoccupied. To reflect
In order to seize control of a hex, a player must occupy that
th is, once a base or fortress is captured , replace its counter
hex with one or more of his ground units. As long as no enemy
with one belonging to the capturing player. This will make it
ground units are occupying that hex, the player retains control
easier for players to keep track of who controls each fortress or
of the hex at the end of the turn.
base. If there aren't enough counters of the appropriate color,
Taking control of hexes containing settlements is a bit
use an objective counter, coin or other appropriate marker to
more difficult to accomplish , as described below.
indicate control.
Cities
Cities are difficult to control because the native population SUPPLY
usually resists being conquered. To reflect this, an attacker tak- Keeping troops supplied in the field is essential to their
ing control of a city must spend a turn pacifying it before he can functioning. Ammunition, spare parts, food and other supplies
claim to control it. In the End Phase of the turn in which the must continually be brought to the front lines or the perfor-
attacker takes the city, flip the city counter over to its Rubble mance of the troops will suffer. Units can only fight at maximum
side to indicate that the city is undergoing civil unrest. At this effectiveness if they are supplied.
point, neither side controls it. In the End Phase of the following In the game, a unit is considered supplied if a friendly set-
turn, if the city's hex is occupied only by attacking ground units, tlement (base, city or fortress) is adjacent to or in the same hex
the counter is flipped back over to show that the attacker con- as the unit. The range of supply can also be extended through
trols it. If the city's hex is unoccupied or occupied by defending hexes controlled by the unit's player (see Control, p. 77) . As
units, the counter is likewise flipped over, but control reverts to long as an uninterrupted string of friendly hexes exists between
the defender. a unit and a settlement controlled by the same player, the unit
When a player seizes control of a city, he also assumes is supplied . Otherwise, the unit is said to be out of supply. If a
control of the six hexes surrounding it, except for Ocean or unit is out of supply, it fights at reduced efficiency, as noted in
Arctic hexes (if any) . the Combat Modifiers Tables (p. 86).
A conquered city stays under the attacking player's control
only as long as at least one attacking ground unit is in the city's SIEGE
hex during the End Phase. Players should consult the City Units in the same hex as a settlement are always consid-
Status Table below during each End Phase to determine the ered supplied unless the settlement is under siege by the
status of each city in question . Flip the City counter to the enemy, meaning that it is completely surrounded by enemy
Rubble side only on the turn in which the hex is first occupied units. If all six hexes adjacent to the settlement contain enemy
by the attacking player. units (even if some of those hexes also contain friendly units),
the settlement is under siege. Units in the same hex as that set-
Bases and Fortresses tlement are considered out of supply until the siege is broken.
Bases and fortresses are manned by soldiers and so can- If any supply convoys (see below) are in the same hex as
not simply be pacified like cities . Instead, the attacker must settlement, the controlling player can use them to temporarily
defeat them in combat. The controlling player uses these settle- counter the effecfs of the siege. When combat starts, spend

78
PLANErARY ASSAULr

one supply convoy; all other units in the hex are then consid- can control a hex and therefore maintain a line of supply, free-
ered supplied for the duration of the fight. ing up combat units for battle.
Two convoys together in a hex can create a base in that
SUPPLY CONVOYS hex during the End Phase of a turn. A player who wishes to do
Supply convoys are special ground units vital to maintain- th is should remove both convoys from play and replace them
ing supply lines, and can perform field repairs on damaged with a single base counter.
units during combat. Unlike other unit types, supply convoys Supply convoys can make field repairs during combat. A
can be created and can switch sides during game play. This supply convoy in a box with a damaged unit may repair that
allows a player to capture his opponent's supplies and use unit. After the unit is repaired and its counter flipped face-up,
them against him . the convoy is considered consumed and removed from play.
For moreon combat, see p. 84.
Creating Convoye
Each player may create one new supply convoy per turn . Capturing Convoys
He may place this newly created convoy in any hex containing Supply convoys are non-combat units and so never take
a friendly base, fortress, city or DropShip. In addition , if a player part in battle. If one or more convoys are alone in a hex with
controls one or more cities, he may create one additional con- enemy ground units during the End Phase of a turn, they are
voy, which must be deployed in a city. automatically captured by the enemy. The enemy can replace
These new units are placed on the map in the End Phase the convoy counters with his own counters to indicate the shift
of the turn in which they were created. New supply convoys in control. Air units cannot capture convoys.
cannot enter play in a settlement that is under siege. Any con-
voys that cannot be placed on the map because of siege condi- SUPPLY IN SPACE
tions or a shortage of DropShips or settlements are lost. Fighter units in space must be in an orbit zone or hex on
the System Diagram with a friendly JumpShip, WarShip,
Convoy Uses DropShip or space station to be considered supplied. Supply
A supply convoy can perform several useful tasks . The lines do not exist in space.
most common, and the only use that does not consume them,
is maintaining a supply line. Like other units, a supply convoy

79
PLANEJ'ARY ASSAU1'1'

PLANETARY lim its to ground units. Only naval , aerospace and VTOL units
can enter them .
MOVEMENT Hexes with some water in them, which represent inlets,
lakes or rivers, can be crossed in certain circumstances. Both
ground and naval units can occupy these hexes. A ground unit
In Planetary Assault, the following basic movement rules
can move from one such hex to another if there is land across
apply only to ground-based units, including naval and VTOL
an adjacent hexside . Likewise , naval units can move fro m
units. Aerospace units such as fighters and DropShips use dif-
Water hex to Water hex as long as there is water ac ro ss an
ferent rules (see Aerospace Movement, p . 81). As in
adjacent hexside.
BattleForce, each player may move any or all of his units dur-
Some hexes contain two distinct areas of land divided by
ing his Movement Phase.
water (such as Hex G18 on the map of Terra) . These di visions
Each turn of game play represents roughly two days.
cannot be crossed during the course of a move. However, if a
Though some units may move across the map faster or slower
unit starts its move in such a hex, it can move in either direction
than would be possible at this time scale, we chose to empha-
to begin its movement, because the ground unit is con sidered
size the overall feel of the game over rigid adherence to unit
to occupy all of the land in the hex. Players need not indicate
speeds, time and distance conventions from BattleTech.
which coast, island, or body of water in a hex a unit occupies.
Stacking limits do not apply in Planetary Assault. Any
The same rule applies in reverse to naval units moving trough
number of units may oc-cupy a single hex.
water, when a hex has two distinct areas of water divided by
land (such as Hex G20 on the map of Terra) . The example
MOVEMENT COSTS below illustrates this prinCiple.
Units move according to their Movement Point (MP) For hexes containing multiple islands, such as Hawaii, consid-
allowance. Each unit's MP is listed on the Unit Reference Tables er all the islands in the hex as a single land mass. Players need
(Planetary Assault, p. 75). Each hex costs a certain number of not distinguish which units are on which islands. Small islands next
MP to enter, based on its terrain type as shown on the Planetary to large land masses, such as Ireland, are simply considered part
Terrain Table . Units may move in any desired direction ; they of the larger land mass to which they are adjacent.
have no facing while moving on the main game map. Canal hexes can be crossed as though they were land or
A unit may always move 1 hex as its only movement for a water, unless specifically forbidden by the scenario rules .
turn, even if entering the hex costs more than the unit's MP. This
rule does not allow a unit to enter prohibited terrain, however.
A ground unit entering a hex occupied by one or more enemy
units must end its move in that hex . It can enter the hex, but can-
not move th rou gh it. Air un its (including aerospace and VTOL
units) can move through any desired hexes without restriction.

PLANETARY TERRAIN TABLE

Terrain Type MP Cost Prohibited Units


Plains 1 Naval *
Woods 2 (3) Naval *
Mountains 3 (4) Naval*
Desert 2 Naval*
Arctic 2 Naval*
Water 1 BattleMech, Ground Vehicle ,
Infantry**
Aerospace and VTOL units pay 1 MP per hex regardless
of terrain . The MP cost in parentheses applies to ground The diagram above illustrates how water can
vehicle units only (see Unit Reference Tables, p. 75) . block movement for units moving through eastern
* Naval units can occupy these hexes as long as there is Africa and southern ASia. Units A and B are ground
some water in the hex. units. Unit C is a naval unit.
** Ground units can occupy these hexes as long as there A naval unit with 2 MP in Hex A cannot move
is some land in the hex. directly to Hex B, because the land in Hex D blocks
the movement through it. In order to reach Hex B, the
unit would have to first enter Hex C, then Hex D or E,
CROSSING WATER HEXES before arriving in Hex B. If the naval unit began its
Water hexes, represented on the map by the color bl ue, Movement Phase in Hex D, it could spend 1 MP and
come in a vari ety of types depending on the amount of water in move directly to Hex A, B, C or E.
the hex and how it is arranged relative to the land in the same A ground unit with 2 MP in Hex F cannot move
hex (if any) . Ocean hexes, whic h are fill ed with water, are off- directly to Hex G, since the water in Hex H blocks the

80
P1ANErARY ASSAUIr

movement through it. In order to reach Hex G, the unit roll is also equal to or greater than the unit's Toughness Rating,
would have to first enter Hex H or I, then move into the unit is destroyed.
Hex J, before arriving in Hex G. If the ground unit Units may not move after they have been dropped. For
began its Movement Phase in Hex H, it could spend 1 more information on combat drops, see Combat, p. 84.
MP and move directly to Hex F, G, I, J or K.
RECONNAISSANCE
BOARD/DISEMBARK TRANSPORT Even with advance intelligence reports , neither side can
Ground units can be transported over short distances by know the exact identity of enemy units until an accurate recon-
transport vehicles, over long distances by DropShips and over naissance (recon) is made of enemy positions. Attacking enemy
water by naval units. Collectively, these vehicles and vessels units before making a recon is a good way to lose troops.
are referred to as transports. To represent this limited knowledge of the enemy, all unit
Each type of transport unit has a limited carrying capacity, counters are kept face-down until "reconned" by the other side. By
as shown on the Unit Reference Tables (p. 75). This number contrast, counters representing supply convoys and settlements
represents the maximum number of units it can carry at any (cities, fortresses and bases) are face-up, except in certain cir-
one time. Transports may not carry other transports, with the cumstances not related to reconnaissance (see Control, p. 77).
exception of naval transports and DropShips; these vessel s A unit may only make one recon attempt against one adja-
may carry loaded transport vehicles up to the vessels ' cent hex per turn, at the end of the unit's movement. Each recon
Transport Capacity (but may not carry other naval transports or attempt costs 1 MP per face-down enemy unit that the reconning
DropShips). Units inside the smaller transports being carried do player wishes to identify in the target hex. This means that units
not count against the larger transport's carrying capacity. No with only 1 MP cannot move if they wish to recon.
type of transport can carry large space craft such a s To determine if the recon attempt succeeded, roll 206 and
JumpShips, WarShips and space stations. compare the result to the reconning unit's Defense Rating. If
During a player's Movement Phase, any ground unit in the the result is equal to or less than the Defense Rating, the coun-
same hex as a transport may board that transport instead of ters for the chosen units are flipped face-up. If the result is high-
making a normal move. The transport may pick up units at the er than the unit's Defense Rating, the reconning unit's counter
beginning of or during its move. Once the transport unloads one is flipped face-up.
or more of the units it is carrying, its movement for the turn
ends unless it is executing a combat drop (see below).
AEROSPACE MOVEMENT
Disembarking from a transport does not count as movement for
In Planetary Assault, aerospace units are those that can
carried units; this means that, unless they are disembarking in
fly through the atmosphere aSINe11 as in space: aerospace
the same turn in which they boarded the transport, the units can
fighter and DropShip units.
move immediately after disembarking.
JumpShips, WarShips and space stations are special
Any units a transport is carrying are destroyed if the trans-
cases . These units cannot fly through the atmosphere, and so
port is destroyed. For this reason, most transport units unload
cannot enter the planetary surface map. Otherwise, they move
all units they are carrying at the beginning of any combat.
like fighters and DropShips except as noted below.
Movement and Combat Crops
A DropShip unit can unload troops while moving or hover- ATMOSPHERIC FLIGHT
Aerospace fighter and DropShip units can move on the
ing over the battlefield, dropping them in the enemy's midst.
planetary surface map. Because planetary terrain restrictions
This bold and dangerous tactic, known as a combat drop, is the
do not apply to these units, they are easier to move than
only way a transport unit can continue to move after unloading
ground or naval units. Aerospace units can move up to their MP
carried units. A Single DropShip unit may only make one com-
rating in hexes each turn.
bat drop per turn .
Unlike other types of units, aerospace units can make a sin-
Only BattleMech and battle-armor units can be dropped .
gle attack during movement (see Aerospace Combat, p. 87). .
Other unit types must disembark normally.
Aerospace units on the planetary surface map may enter orbit
The transport DropShip unit can either stay in the hex and
instead of making a normal move. See Entering Orbit, p. 82.
execute the drop during combat or drop the units and continue
to move. In the latter case, the controlling player places the
PLANETARY ORBIT
counters of the units to be dropped in the target hex and then
Fighters, DropShips, space stations and WarShips can all
finishes the DropShip unit's movement. He resolves possible
enter planetary orbit and fight each other in near space.
damage to the dropped units at the beginning of his Combat
WarShips can even engage in orbital bombardment, launching
Phase. If the DropShip unit stays in the hex with the dropping
attacks from orbit against ground targets.
units, resolve damage to the dropping units or to the DropShip
The map shows ten orbit zones around the planet. Ships in
unit during the Combat Phase.
orbit occupy one of these orbit zones, each of which corre-
A combat drop can also be performed over a hex contain-
sponds to a diamond-shaped area on the planetary map (bor-
ing no enemy units. Because no combat takes place in such a
dered by a dotted line connected to the planetary map by a
s·ltuation, the player resolves the drop in his Movement Phase
solid line; see the diagram on p. 82). Only units occupying the
instead of in the Combat Phase. Roll 206 for each dropping
same orbit zone may light one another, and WarShips may only
unit. If the result is equal to or greater than the unit's
bombard the planetary area that corresponds to the orbit zone
Toughness Rating, roll 206 again . If the result of the second die
they occupy.

81
PLANETARY ASSAULT

Landing
Instead of moving, an orbiting fighter or OropShip unit can
choose to attempt a landing. The player must nominate a target
hex for the landing, which can be any desired land hex in the
planetary surface region corresponding to the orbit zone occu-
pied by the unit at the end of its movement.
The player then rolls 206 to see if the atmospheric entry
and landing succeeded. The Base Target Number for this roll is
4, modified by the skill of the OropShip crew. The target number
is further modified by +2 for each of the following conditions
existing in the target hex: it contains an enemy city or fortress,
is adjacent to an enemy city or it contains an enemy aerospace
unit. Each of these modifiers is cumulative . For example , a hex
Hexes that contain a border between two or three orbit zones containing an enemy fortress and two enemy fighter units that
are considered to be beneath all corresponding orbit zones. is also adjacent to an enemy city would impose a total modifier
of +8 to the target number. Not a very good place to land!
Orbital MovelTlent If the landing roll result is equal to or greater than the modi-
Each unit in orbit can move from orbit zone to adjacent fied target number, or is a 12, the landing is successful. After a
orbit zone, making a number of moves up to its MP . The orbit successful landing , place the unit in the deSignated landing hex.
zones are numbered from 1 to 10; Orbit Zone 10 is adjacent to On a result of 2, or a result less than the modified target num-
Orbit Zone 1. Units move through these zones in numerical ber, the landing fails and the unit stays in the orbit zone. After a
order, switching from 10 to 1 or 1 to 10 when leaving the edge failed landing attempt, roll 206 again . If the second die roll
of the map. result is a 2, the unit is destroyed.
Ships carrying fighters can launch or recover them, in the A DropShip unit landing in an enemy-occupied hex can also
same way that ground units board and disembark from trans- execute a combat drop if it is carrying 'Mech and/or battle-armor
ports on the ground (see p. 81). units, assuming the landing is successful. Rules for combat drops
A DropShip carrying BattieMech or battle-armor troops appear in the Combat section under Combat Drops, p. 84.
may drop them from orbit into any hex in the section of the
planet map that corresponds to the orbit zone occupied by the OEEP SPACE MOVEMENT
DropShip. This type of combat drop works the same way as Some scenarios require units to approach the battlefield
other combat drops, except add a +2 modifier to the dice roll from jump pOints or other areas of deep space, often as rein-
results when resolving possible damage from the drop. forcements. In some scenarios, the game starts with the attack-
ers arriving at jump pOints. Movement from jump points to the
Entering Orbit planet takes place on the System Diagram, on the right-hand
Depending on the scenario setup, units may begin play in side of the planetary surface map.
orbit. Space stations usually start play in orbit , though they are Even though they carry OropShips, JumpShips and
sometimes found in deep space. most often at zenith or nadir WarShips have no Transport Capacity because they do not
points. Other units must enter orbit from either the planetary carry units in the same way as other transports. Unless other-
surface or deep space. wise specified by the scenario , each JumpShip or WarShip unit
Fighters and DropShips on the planetary surface may enter can carry up to two DropShip units. The OropShip units embark
orbit instead of making normal movements for the turn. To indi- and disembark from JumpShips and WarShips using the same
cate this, simply move the unit from the planetary surface to the rules for disembarking as other units (see Board/Disembark
corresponding orbital zone . Transport, p. 81).
Fighters, DropShips and WarShips in deep space may
enter orbit only if they occupy the hex on the System Diagram
that contains the planet at the beginning of the Movement
Phase. In this case, instead of moving on the System Diagram ,
the unit may enter the planetary map. Move the unit counter
into the orbit zone desired.

Leaving Orbit
Instead of making a standard move, an orbiting unit can
choose to leave planetary orbit and enter deep space. To indi-
cate this, simply move the unit's counter to the hex on the
System Diagram that contains the planet. In the following turn,
the unit moves normally on the System Diagram (see Deep
SyetelTl MovelTlent
Space Movement, below).
OropShips and WarShips can move 1 or 2 hexes per turn
on the System Diagram. Fighter units may only move 1 hex per
turn because they do not carry enough fuel to make quic.k sys-

82
P1ANErARY ASSAU1'

-~~
-- ---- - - --

tem transits possible. Other space units (JumpShips and space Leaving tha System Diagram
stations) do not move. Ships occupying the appropriate planet hex at the start of
As with orbital movement (p. 82), ships carrying fighters their controller's Movement Phase can ente r orbit in any
can launch or recover them . desired orbit zone.
JumpShips and WarShips with charged jump drives or a
Entering the System Diagram charged lithium-fusion battery can leave the System Diagram if
Ships enter the System Diagram either by leaving orbit as they occupy the zenith or nadir jump point at the beginning of
described above or by jumping in-system on a JumpShip. their controller's Movement Phase. Such vessels are removed
The scenario being played will establish the pOint at which from play, and cannot return unless they recharge their batteries.
arriving JumpShips should be placed on the map. JumpShips Charging jump drives and L-F batteries ta kes a va ri able
and WarShips entering the system can be placed at the zenith amount of time based on the size of the star in the system. If this
or nadir jump point (marked "Z" and "N", respectively, on the data is not provided by the scenario being played, recharging
map) . If the player desires, he can use a pirate pOint instead of takes 1D6 + 1 turns, during which time the charging unit may not
the standard jump points (marked "P" on the map). move. The unit may engage in combat, but a unit attacked while
Hyperspace travel is a risky business, and doesn 't always charging is more vulnerable to damage because its fragile jump
succeed. To reflect this, players must roll 2D6 against the target sail is deployed. To reflect this, reduce the unit' s Toughness
number shown in the desired arrival hex. If the result of the dice Rating by 2 while it is charging. The charging unit may not move
roll is less than the target number, the jump is off-target. The while on the battle board, and must be deployed in the controlling
ship arrives in the following turn at either the zenith or nadir player's main box (see Planetary Combat, p. 84).
jump point, whichever is closer to the intended arrival point. Unless players are using BattleSpace statistics for specific
Ships jumping in-system enter the System Diagram at the ships that state otherwise, assume that only WarShips have L-F
end of the controlling player's Movement Phase, and cannot move batteries. An L-F battery allows a WarShip to make one extra
or make attacks for the remainder of the turn. However, they can jump before it must be recharged.
defend themselves and counterattack per standard rules.

83
PJ.ANE'FARY ASSAU''F

PLANETARY COMBAT BATTLE BOARD TERRAIN TABLE

Afier both side's forces have landed on the planet and com- Shaded Outlying
pleted their strategic maneuvering, the two sides clash in combat. Terrain Terrain
Once enemy units meet in a hex, players can quickly work out Arctic Arctic
the results using the battle board and the following movement Desert Desert
and combat rules . For more detailed combat resolution , players Woods Plains
can translate their units to BattleForce scale and play out the Mountains Woods
combat using BattieForce rules (see Integration, p. 104). Plains Plains
Space Space
THE BATTLE BOARD Water Water
Combat in Planetary Assault is resolved on the battle Island Hex
board. Units are transferred to the battle board for the duration Primary* Water
of the combat , then replaced on the planetary map. Lake Hex
The battle board is divided into twenty-five boxes . Each Water Primary'
box represents a position on the field rather than a specific real-
world distance. During play , the battle board is placed so that *For Island and Lake hexes, the primary terrain feature is
one of the board's long sides faces each player. whatever non-water terrain is in the hex. For example , if
the land in an Island hex is wooded, then the shaded
boxes are considered Woods terrain , surrounded by
8AJaia d 1AJaS8U .uuasau 811JilSau iilAJ;;J saH water . If the land surrounding a lake is wooded , then the
outlying terrain is Woods .
1~5!H Iql lH u~w IjOl ij 3 1

SETUP
Any building present in the hex in which combat occurs
must be placed first by the building 's controlling player any-
lIft lilt Ihi. llithl Right where in his deployment zone . Buildings do not count as units
for stacking purposes, and friendly units in the same box as a
Rellrvt Rese . . Reserve Reserve Ael erve
building are assumed to be inside that building .
Which player sets up units first depends on each side's
intelligence information . If only one player had face-down units
(units that had not been revealed by reconnaissance) on the
TERRAIN planetary hex where the battle is taking place before combat
The nine shaded boxes in the center of the battle board began , then the player with no face-down units must set up
represent the terrain of the hex in which the battle is being first. If both players had some face-down units , the attacker
fought . The other boxes represent outlying terrain , wh ich is sets up his face-up units first , followed by the defender's face-
determined by the shaded terrain as shown on the Battle Board up units . Then the attacker sets up his face -down units , fol-
Terrain Table. lowed by the defender. If neither side had any face-down units,
In the case of coastal hexes or other hexes that combine the attacker sets up all his units first. Each side sets up as fol-
water and land, the battle takes place on land or water depend- lows.
ing on the units involved . Combat solely between air and naval Each player must place at least one unit in his main box.
units takes place ove r water. If opposing naval and land units Then he places one unit in each of the remaining boxes in his
both occupy the hex, the players must fight two separate bat- deployment zone . If the player has more than ten units in the
tles : one on land involving land and air units, and one at sea battle , he may place one additional unit in each box, beginning
involving naval and air units. Air units in the hex can only partic- with his reserve boxes and then his front-line boxes. If a player
ipate in one or the other conflict ; the controlling player must has more than twenty units to deploy, he may place a third
assign those units to the battle in which they will take part additional unit in each box , and so on .
before either combat is ~esolved . Once setup is finished , all unit counters on both sides of
the battle board are flipped face-up. Their recon status only
OEPLOYMENT ZONES
matters before battle. During battle, counters are turned face-up
The ten boxes on the side of the battle board nearest to
or face-down to reflect each unit's damage status.
each player represent his deployment zone . The five boxes
closest to the edge of the battle board (the long side nearest COMBAT OROPS
the player) are called the reserve area. The front-and-center A player whose DropShips are carrying BattleMech and/or
box is the player's main box , and serves as the center of each battle-armor units to the battle site, or who dropped such units
player's battle lines during setup. into the battle hex during his Movement Phase (see Movement
and Combat Drops, p. 81) , can place the units anywh ere on
the battle board . All dropped units must be placed in the same

84
P1AN£1ARY ASSAU11

box, and can not be placed in a box containing enemy units. A TTA CK R E SOLUTION
Dropped units are placed after players have set up all other Whe n resolving an attack, players first ro ll to see if the
units. The transport from which the y were dropped is then attack hit. Then the attacker makes a second dice roll to see if
placed anywhere in the controlling player's reserve area. the attack damaged or destroyed the target unit.
To determine whether a dropped unit takes damage, follow
the rules given in Movement and Combat Drops, p. 81 . TO-H IT R O L L
To determine whether an attack hit its targ et, the attacker
COMBAT SEGUENCE rolls 2D6 against a base target number equal to the target unit's
After setup, combat proceeds in a series of Combat Turns. Defense Rating. Modify this target number as approp riate for
Beginning with the attacker, each player takes turns exe- the terrain in the target box, the attacker'S skill and position,
cu tin g up to two actions with his units: movin g or attackin g. and f ri end ly su ppo rt ava ilable for both sid es . T he To-Hit
Supply convoys can also perform repairs, a special action. Modifiers Table lists modifiers for various conditions; specific
Regardless of the number of units on each side, e~c h player modifiers are explained below.
may take no more than two actions per Combat Turn . Players A die roll result of 2 automatically misses , and a resu lt of
may take only one action or no action if they so desire. 12 automatically hits.
Players may take their actions in any ord er: mov e and
attack, attack and move, two attacks or two moves. A player Cilu a lit y R ating
may split his actions between two different units, or a single unit If the attacking unit has a Quality Rating other than Regular,
may execute both. However, the same unit cannot perform two apply the appropriate skill modifier to the target number.
actions of the same type in the same Combat Turn .
O ut of S u pply
MOVEMENT The supply rules (p. 79) define how to determ ine whether
One ground unit may move a number of boxes up to its or not a unit is supplied. If units on one side or the other were
MP. It may move only to one of the four boxes adjacent to it; a supplied on the planetary map, they are also considered sup-
unit may not move diagonally. Terrain affects movement on the plied on the battle board, regardless of the position of buildings,
battle board, just as it does on the planetary surface map (see supply convoys or other units on the board.
Planetary Terrain Table , p. 84) . An attacki ng unit out of supply suffers a +2 modifier to the
Any number of friendly units may occupy each box into target number. If the target unit is out of supply, modify the tar-
which the unit moves . A unit may not move into or th ro ugh get number by - 1.
enemy-occupied boxes. Units that move off their home board
edge are out of the battle. O a m a ged
Air units do not pay MP to move because terrain does not If the attacking unit is damaged (indicated by a face-down
affect them. They can move through enemy-occupied boxes, counter) , modify the target number by +2. If the target is dam-
but may not end a move in one. aged, modify the target number by - 2.

Facing P o sit ion


Units have facings on the battle board, but a moving unit The attacker's position rel ative to the target affects battle
need not change its facing to move backward or sideways. directly beca use th e targ et unit' s faC ing in dicates how it is
Maintain the un it' s initial facing as it moves. A playe r may deployed for combat. If a unit is attacked from the flank or rear, it
change a unit' s facing, at a cost of 1 MP . Rotate the unit's is unprepared for the attack and therefore makes an easier target.
counter to any facing desired. If the attacker is on the target's flank, modify the target
number by -1 . If the attacker is behind the target, modify the
ATTACKS target number by - 2.
In a turn, a player may have one of his units attack one adja- Position modifiers only apply to targ ets that have a facing.
cent enemy unit. The target unit must be in the box in front of the Infantry, settlements and supply convoys have no faci ngs, and
attacker or in one of the boxes to the attacker's side; units cannot so these modifiers do not apply to them.
attack to the rear. Artillery and WarShip units may attack a unit
up to 3 boxes away in any direction except diagonally. For ru les Haressmsnt
on resolving attacks, see Attack Resolution, below. In Planetary Assault, each attack is not a single volley of
Units being carried in transports cannot attack or otherwise weapons fire , but rather represents a series of skirmishes. If
take part in combat. units friendly to the attacking unit are nearby, those units will
aid in the attack, either by attacking the target themselves or by
REPAIRS restricting the target's mobility and avenues of retreat. Units
This special action is only available to supply co nvoys. To fri endly to the target unit can aid it likewise.
make repairs, the supply convoy must be in the same box as a For each enemy unit adjacent to the attacking unit, not
damaged friendly unit. The controlling player spends an action counting the target, modify the to-hit number by + 1. For each
and removes the supply convoy from play; the damaged unit is unit friendly to the attacker that is adjacent to the target, not
then considered repaired and its counter is flipped face-up. counting the attacker, modify the to-hit number by -1 .

85
PlANI'rARY ASSAUl'r

Terrain that may be applied are the same as those for the to-hit roll,
Terrain in the target's box can offer the target protection from though the actual numbers may vary. The target number
attacks. Modifiers for each type of terrain are listed on the To-Hit remains the target's Toughness Rating, unmodified.
Modifiers Table. Remember that the shaded central boxes on the If the total modified Damage Roll result is equ al to or
battle board often have different terrain than the outer boxes, as greater than the target number, the target unit is damaged . To
shown on the Battle Board Terrain Table (p. 84). indicate this, flip the unit counter face-down. If the target was
Air units do not benefit from terrain, though the targets of already damaged, additional damage destroys it. A unit is also
their attacks do. Infantry units are especially good at hiding in destroyed if the total modified Damage Roll result is double or
certain types of terrain, and so they gain double the listed terrain more the unit's Toughness Rating.
modifier. However, they also double the value of negative terrain An unmodified result of 2 automatically fails to damage the
modifiers, such as those for Arctic or Desert hexes. This penalty target. An unmodified result of 12 automatically damages the
reflects the fact that infantry units caught in such open terrain are target.
that much more vulnerable than other, tougher types of units.
Out of Supply
If the attacking unit i~ out of supply, apply a -2 modifier to
TO·HIT MODIFIERS TABLE the Damage Roll. If the target unit is out of supply, modify the
Damage Roll by + 1.
Condition Modifier
D e maged
Attacker
If the attacking unit is damaged, modify the Damage Roll
Quality Rating
by -2. If the target is damaged, modify the Damage Roll by +2.
Green +1
Regular +0 Position
Veteran -1
If the attacker is on the target's flank, modify the Damage
Elite -2
Roll by +2 . If the attacker is behind the target, modify the
Out of Supply +2 Damage Roll by +4.
Damaged +2
On Target's Flank -1 Harassmant
On Target's Rear -2 For each enemy unit adjacent to the attacking unit, not
Harassed (enemy units counting the target, modify the Damage Roll by -1 . For each
adjacent to attacker) + 1 per unit unit friendly to the attacker that is adjacent to the target, not
counting the attacker, modify the Damage Roll by + 1.
Target
Damaged -2 Terrain
Out of Supply -1 BattleMechs have an advantage over other combat units
Harassed (enemy units because they can increase the intensity and frequency of their
adjacent to target) -1 per unit

Target's Terrain' DAMAGE ROLL MODIFIERS TABLE


Arctic -1
Base +1 Condition Modifier
City +2 Attacker
Plains +0 Attack Rating +Rating
Desert -1 Out of Supply -2
Forest/Jungle +2 Damaged -2
Fortress +3 On Target's Flank +2
Mountains +3 On Target's Rear +4
Water -2 Harassed (enemy units
adjacent to attacker) -1 per unit
*Double these modifiers for infantry units, whether the Arctic Terrain* +1
result is good or bad for the unit. Terrain modifiers are not Desert Terrain* -1
cumulative; use the single highest applicable modifier only.
Target
Damaged +2
Out of Supply +1
DAMAGE ROLL
Harassed (enemy units
If the attack succeeds, the attacker must make a 2D6
adjacent to target) + 1 per unit
Damage Roll against the target unit's Toughness Rating to
actually damage the target. Add the attacker's Attack Rating
*This modifier applies to BattleMechs only.
and apply other appropriate modifiers shown on the Damage
Roll Modifiers Table to the roll result. The types of modifiers

88
PLANErARY ASSAUIr

attacks at will . However, such activity builds up tremendous which adds a +2 modifier to the target number. Also,
amounts of waste heat that can endanger the 'Mech . In condi - Unit B is damaged, which adds another +2 modifier.
tions of extreme heat or cold , a 'Mech must manage its heat dif- The two Clan units adjacent to Unit A further modify
ferently than usual , which may be an advantage or a disadvan- the target number by - 2. Finally, the attacker's posi-
tage when inflicting damage. tion on Unit A 's flank modifies the target number by
In Arctic terrain , a 'Mech unit can attack more frequently -1 . The final, modified target number is 5 (4 + 2 + 2 -
than normal ; apply a + 1 modifier to the Damage Roll result. In 2 - 1). The Clan player rolls 206 and gets a 3; his
Desert terrain, a 'Mech unit must attack less frequently to avoid attack misses.
overheating; apply a -1 modifier to the Damage Roll result.
VICTORV
In general, combat ends when units from only one side occu-
py the field. As noncombatants, cities and supply convoys do not
count toward determination of victory. If one side's forces consist
only of cities and/or supply convoys, that side has lost the battle.
Bases and fortresses must be defeated in combat just like
combat units. Once a base or fortress is destroyed, remove its
counter from the battle board and return it to the map. These

fVJ buildings are not literally destroyed, merely defeated, and so the
attacking player's forces may occupy them (see Control, p. 77).

3~ ~f
After battle , the victorious units remain in the battle hex on
the planetary map. Units that fled the battlefield are placed as fol-
lows: the player on the winning side places his units in the battle

~f hex, while the losing player places all of his fleeing units in any
single adjacent hex containing other friendly un its. If there are
none, the player may place his units in any single adjacent hex
desired , provided that the units may legally occupy it.
The above diagram illustrates a combat situation
on the battle board. The combat is taking place in a CAMAGE
Woods hex, and so the predominant terrain (in the After the battle, all units are returned to the planetary map
shaded boxes) is Woods/Jungle and the out/ying ter- face-up and fully repaired . Damage has no effect on units once
rain is Plains. Unit A is an Inner Sphere assault 'Mech a battle is over.
unit. Unit B is a medium front-line Clan 'Mech unit,
while Units C and 0 are light front-line Clan 'Mech AEROSPACE UNITS
units. All have Regular Quality Ratings, are undam- Aerospace combat works very much like othe r types of
aged and are supplied. combat , except that certain special rules apply to attacks by
Unit A can attack either Unit B or Unit C. It cannot aerospace fighters and DropShips. VTOLs , though technically
attack Unit 0 , because Unit 0 is behind it and units air units , behave like ground forces in com bat a nd so fight
cannot attack to the rear. Because Unit B has a lower according to the rules given above .
Defense Rating than Unit C, the Inner Sphere player
decides to attack Unit B. The Base Target Number for ATTACKING ON THE MOVE
the attack is 7, the target's Defense Rating. The target Aerospace units usually attack on the move, strafing or
is undamaged and in Plains terrain, so no modifiers for bombing the target and then returning to base to refuel. This
terrain or damage apply to the target number. type of attack provides limited contact with the enemy but still
However, the two other Clan units adjacent to Unit A delivers firepower to the battle zone .
(Units C and D) are friendly to the target; they apply a A fighter or assault DropShip unit can make a single attack
+2 harassment modifier, raising the modified Target at any point during its movement, but not at the end of move-
Number to 9. The Inner Sphere player rolls 206 and ment. If the unit ends its move in a hex with enemy units, the
gets a result of 10-a hit! enemy units may attack it per standard rules .
Now the Inner Sphere player must roll to see if his To attack while moving , the player controlling the attacking
attack damaged the target. The Target Number for this unit must announce his intention to strike a sing le target in one
roll is the target's Toughness Rating, also 7. The Inner of the hexes through which the attacking unit moved. Resolve
Sphere player rolls 206 and gets a result of 6 . He then this attack immediately in the same way as a single standard
adds the attacking unit's Attack Rating of 4 to the attack on the battle board , with a To-Hit Roll followed by a
result, and also applies a harassment penalty of -2 Damage Roll. If the attack destroys the target, the target cannot
(-1 for each 'Mech friendly to the target) . The final fight back. A target that is not destroyed may ma ke a single
result is 8 (6 + 4 - 2), high enough to damage the tar- attack against the aerospace unit. Neither the attacking nor
get. Unit B's player flips the unit's counter face-down . defending unit can be damaged and not destroyed in this type
Unit B retaliates by attacking Unit A. The Base of attack; they are either destroyed (total Damage Roll result of
To -Hit Number is 4 , Unit A's Defense Rating . at least twice the target's Toughness Rating) or unscathed.
However, Unit A is standing in Woods/Jungle terrain,

87
PLANErARY ASSAULr

After each unit attacks once, the attacking unit's movement


continues .

COMBAT IN SPACE
Units that occupy the same orbit zone or the same hex on
the System Diagram may engage in combat against each other.
Because of the vast distances involved, units fight only if they
choose to attack or are attacked by enemy units . In space,
enemy units may co-exist in the same general area without
conflict.
Only one orbital combat takes place in each orbit zone and
System Diagram hex containing forces from both sides, though
combat need not occur in those hexes. In each zone or hex
occupied by forces from both sides, the player in whose
Combat Phase the battle takes place announces which of his
units are attacking, and nominates a single enemy unit in the
hex or zone as the target. If the opposing player has units in the
zone or hex in addition to the target, he must announce which
of them will join the fight. Combat is then resolved using the
battle board in the same way as combat on the planetary map
(see Attack Resolution, p. 85 of this section).

Orbital Bombardment
WarShips in orbit can use their massive armaments to
attack ground targets, in a devastating form of assault called
orbital bombardment. Like other attacks, orbital bombardments
are launched during the attacking player's Combat Phase . A
WarShip cannot make an orbital bombardment attack and fight
another battle in the same turn. Each WarShip can only make
one bombardment attack per turn.
To make a bombardment attack from orbit, the player con-
trolling the WarShip nominates a single target unit. The target
must occupy a hex in the planetary region corresponding to the
orbit zone occupied by the WarShip.
If the target unit occupies a hex with enemy units and will
therefore be engaging in combat with them, the bombardment
attack is resolved during that combat. In that case, the bom-
bardment counts as a single action for the player controlling the
WarShip.
To determine whether the bombardment attack hits the tar-
get unit, roll 2D6 against a Base To-Hit number of 10, modified
as appropriate for the skill of the WarShip unit. If the roll result
is equal to or greater than the modified target number, the
attack hits the target. If the roll result is less than the target
number, the attack misses. A missed attack against a unit on
the planetary map has no effect.
If the attack was aimed at a unit on the battle board, how-
ever, a missed bombardment attack will scatter. The base dis-
tance of scatter in this case is 1 box. To determine the direction
of scatter, roll one die and consult the Bombardment Scatter

Table. The attack lands in the indicated box. If an attack scat-


BOMBARDMENT SCATTER TABLE ters off the battle board , it has no effect.
If one unit is occupying the box where the attack lands, the
106 Roll Direction bombardment hits that unit. If multiple units are occupying the
1 Toward opponent indicated box, the attack hits one of them, chosen rand om ly.
2 To the right When a bombardment attack hits a target, the player con-
3 Toward attacking player trolling the WarSh ip makes a Damage Roll against the target
4 To the left unit per standard rules. Unless attackin g a target on the battle
5-6 + 1 box and roll again board, the target is either destroyed or unscathed.

88
PLANII'ARY ASSAULI'

PLANETARY The point values listed for Regular units are the standard
point values for units that do not have an assigned experience
ASSAULT level. Players should assume that all such units are Regular.
Some Clan and Inner Sphere unit types listed are followed
SCENARIOS by a technology code in parentheses: Inner Sphere Standard
(IS) , Inner Sphere Upgraded (IU), Clan Front-Line (C1) or Clan
A scenario is a specific situation played out du ring a game. Second-Line (C2). .
The scenario rules tell players which units to use, where to place
them on the map and what each player must do in order to win UNIT PURCHASE TABLE: INNER SPHERE
the scenario. Th is section includes a basic Planetary Assault Green Regular Veteran Elite
scenario for general use; guidelines for creating other kinds of UNIT TYPE (+1) (+0) (-1) (-2)
scenarios can be fou nd in Advanced Scenarios, p. 91. BattleMech Units
Light 'Mech Co (IS) 5 6 7 8
Med 'Mech Co (IS) 7 8 9 10
BASIC SCENARIO
Hvy 'Mech Co (IS) 10 11 12 13
The basic Planetary Assault sce nario establi shes one
Assault 'Mech Co (IS) 13 15 16 17
player as the attacker, whose goal is to land his forces on the
Light 'Mech Co (IU) 5 6 7 8
planet's surface to capture all of its cities before he suffers so
Med 'Mech Co (IU) 7 8 9 10
many casualties that victory becomes impossible. The opposing
Hvy 'Mech Co (IU) 10 12 13 14
playe r is the defe nder, who seeks to destroy th e attacker or
Assault 'Mech Co (IU) 13 16 18 19
drive his forces off the planet.
Ground Vehicle Units
For purposes of default control of hexes, the basic scenario
Light Vehicle Co 4 5 6 7
is played on a Minor World.
Med Vehicle Co 7 9 10 11
Hvy Vehicle Co 9 12 14 15
FORCES
Assault Vehicle Co 13 16 19 21
Each player selects forces up to an ag reed-upon poi nt
Supply Convoy 4
total , concealing the composition of his force from his opponent.
Ground Trans Co 5 6 7 8
A recommended point level for a standard game is 200 points,
Artillery Co 6 8 9 11
with which players can purchase a fully-equipped BattleMech
VTOL Units
regiment. Players may use more points for a larger-scale (and
Attack VTOL Co 7 8 9 10
longer) game, or fewer pOints for a smaller game.
Air Transport Co 5 6 7 8
Players may choose whatever forces they wish, within the fol-
Naval Units
lowi ng re strictions. The attacki ng player must have enoug h
Naval Trans Co 6 7 8 9
OropShip units to carry his entire assault force (including aero-
Submarine Co 9 12 14 15
space fighters). The defending player must have at least two cities
Infantry Units
on his world to serve as the attacker's targets. The more cities the
Infantry Bn 5 6 7 8
defender purchases, the more difficult the attacker will find it to
Battle Armor Co (IS) 7 9 10 11
claim them all; however, points spent on cities reduce the amount
Aerospace Fighter Units
available for the defender's other forces. Also, a defender with
Light Fighter Sqd (IS) 9 10 11 12
many cities must spread out his forces to protect a larger number
Med Fighter Sqd (IS) 11 13 14 16
of targets, which means fewer defenders per target. As a rule of
Hvy Fighter Sqd (IS) 14 17 19 20
thumb, th ree cities work well for a typical 200-point game. Finally,
Light Fighter Sqd (IU) 10 11 12 13
the basic scenario assumes that transport to the target system is
Med Fighter Sqd (lU) 11 14 15 17
available, and so players need not purchase JumpShips.
Hvy Fighter Sqd (IU) 14 17 20 21
Point V a lues
DropShip Groups (3 DropShips per group)
Point val ues for the various forces are listed on the Unit OropShip Group (Sm Trans) 13 15 16 17
Purchase Tables in th is section. To find a unit's point value, OropShip Group (Med Trans) 15 17 18 19
cross-reference the unit's type with its experience level. OropShip Group (Lg Trans) 18 20 22 24
The point val ue of each unit reflects its movement, attack OropShip Group (Assault) 15 17 19 21
and defense capabilities. However, the capabilities of battlefield JumpShip 6
units are not the only factors that affect the overall effectiveness WarShips
of a fighting force. Terrain, for example, can have a significant Small WarShip 26 31 36 40
impact on effectiveness in combat. Also, if the point totals of both Large WarShip 30 38 44 48
sides are eq ual but one side outnumbers th e oth er side, the Space Station 8 9 10 11
smaller force will be at a disadvantage. Most important, the skill Settlements
and experience of the controlling player is always a major factor Fortress 16 17 19 20
in the effectiveness of a Planetary Assault force. Quantifying City 10
these factors in any meaningful way is virtually impossible, how- Base 7
ever, and so they are not represented in the point system.

89
PI.ANEI'ARY ASSAULI'

UNIT PURCHASE TABLE: CLAN Green Regular Veteran Elite


Green Regular Veteran Elite UNIT TYPE (+1) (+0) (-1) (-2)
UNIT TYPE (+1) (+0) (-1) (-2) WarShips
8attieMech Units Small WarShip 26 31 36 40
Light 'Mech Binary (C2) 5 6 7 8 Large WarShip 30 38 44 48
Med 'Mech Binary (C2) 7 8 9 10 Space Station 8 9 10 11
Hvy 'Mech Binary (C2) 10 12 13 14 Settlements
Assault 'Mech Binary (C2) 13 16 18 19 Fortress 16 17 19 20
Light 'Mech Trinary (C2) 7 8 9 10 City- 10
Med 'Mech Trinary (C2) 8 10 11 12 Base 7
Hvy 'Mech Trinary (C2) 13 15 17 19
Assault 'Mech Trinary (C2) 17 20 23 25 CEFENOER SETUP
Light 'Mech Binary (C1) 6 7 8 9 The defender sets up his forces first on the planetary map,
Med 'Mech Binary (C1) 8 9 10 11 beginning with cities and other settlements. Settleme nis must
Hvy 'Mech Binary (C1) 11 13 15 16 be placed on hexes containing land and generally should not be
Assault 'Mech Binary (C1) 14 17 20 21 clustered too close together, as they will then be too easy to
Light 'Mech Trinary (C1) 7 9 10 11 defend. As a rule of thumb, the defending player should place
Med 'Mech Trinary (C 1) 10 12 14 15 one settlement on each major continent (such as Asia or North
Hvy 'Mech Trinary (C1) 14 16 19 21 America on Terra) before adding additional settlements on any
Assault 'Mech Trinary (C1) 18 22 25 27 continent. If players want a stricter rule to follow, they can
Light Supernova Binary (C1) 8 9 10 11 decide that the defender may not place any settlement closer
Med Supernova Binary (C1) 9 11 12 14 than six hexes to any other settlement.
Hvy Supernova Binary (C1) 13 15 17 19 After all settlements are placed, the defender places his
Assau lt Supernova Binary (C1) 17 20 23 25 units on the map, face-down in any hexes they are allowed to
Light Supernova Trinary (C1) 12 14 17 19 legally occupy (for example, BattieMech units cannot be
Med Supernova Trinary (C1) 15 19 22 25 deployed in Ocean hexes). DropShip and aerospace fighter
Hvy Supernova Trinary (C1) 20 25 29 32 units can be deployed on the planetary surface o r in any
Assault Supernova Trinary (C1) 25 31 36 40 desired orbit zone(s). Defending space stations must be placed
Ground Vehicle Units in orbit, while defending JumpShips must be placed at the sys-
Supply Convoy 4 tem's zenith or nadir jump point. Defending WarShips may be
Ground Trans Binary 5 6 7 8 deployed in orbit or in any desired hexes on the System
Ground Trans Trinary 7 8 9 10 Diagram.
Artillery Binary 6 8 9 11
Artillery Trinary 8 11 13 15 ATTACKER SETUP
VTOL Units The attacker sets up after all defending units have been
Air Transport Binary 5 6 7 8 deployed. All attacking units begin play in space, having just
Air Transport Trinary 6 7 8 9 arrived in the planet's hex on the System Diagram. Technically,
Naval Units all of the attacking units begin play in that hex, but players will
Naval Trans Binary 6 7 8 9 find it easier to stack the units off to one side. Stack the units
Naval Trans Trinary 8 9 10 11 each DropShip is carrying beneath the DropShip's counter, so
Infantry Units that the exact contents of each DropShip are concealed from
Infantry Binary 5 6 7 8 the defender. Fighter units must be carried by DropShips,
Infantry Trinary 7 9 10 11 though they can launch during the first turn.
Battle Armor Binary (C1) 9 11 12 13
Battle Armor Trinary (C1) 12 14 16 18 VICTORY CONOITIONS
Aerospace Fighter Units The game ends when one player has achieved his victory
Light Fighter Star (C2) 10 11 12 13 conditions, or when the game reaches a pre-determined time
Med Fighter Star (C2) 11 14 15 17 limit of a certain number of turns or hours. Players may set time
Hvy Fighter Star (C2) 14 17 20 21 limits by mutual consent. During the End Phase of each turn,
Light Fighter Star (C1) 11 12 14 15 check to see if either player has achieved the victory conditions
Med Fighter Star (C 1) 13 16 18 19 as described below. Only check for fulfillment of the victory con-
Hvy Fighter Star (C1) 16 20 22 25 ditions (as well as siege conditions and so on) during the End
DropShip Groups (3 DropShips per group) Phase.
DropShip Group (Sm Trans) 13 15 16 17 The attacker wins a Decisive victory by controlling all of the
DropShip Group (Med Trans) 15 17 18 19 defender'S cities and either controlling or destroying all of the
DropShip Group (Lg Trans) 18 20 22 24 defender's fortresses (see Control, p. 77). Bases need not be
DropShip Group (Assault) 15 17 19 21 controlled or destroyed to claim victory. If the defender controls
JumpShip 6 only a single city or fortress and that settlement is completely
surrounded by attacking units during the End Phase for two

90
PLANErARY ASSAULr

consecutive turns, the defender must surrender and the attack-


er wins a Marginal "siege" victory. SCENARIO TYPE TABLE
The defender wins by destroying enough of the attacker's
forces to keep him from claiming victory. If the attacker ever 106 Scenario Type
has fewer ground units than the total number of cities and 1-2 Assault
fortresses on the map, the defender wins. 3-4 Raid
5 Extraction
Victory Points 6 Last Stand
For a more precise measurement of victory, playe rs can
use the following point system. Both players start with 0 victory
points. For every enemy unit destroyed, the player adds twice
RAID
its point value to his total. For each of his own units destroyed, In most thirty-first-century campaigns, the literal conquest
the player deducts the unit's point value from his total. of an entire planet is rarely the objective. The raid scenario rep-
Players may score additional pOints for achieving victory resents the most common type of planetary assault. In a raid ,
conditions. In a basic scenario, each city or fortress in a play- the attacker seeks to destroy a single military target, cause as
er's possession at the end of the scenario adds points to that much damage as possible to enemy forces in the process and
player's total. The exact value of each city and fortress varies then leave the planet before losing too many of his own troops.
depending on the total points used to purchase forces and the The element of surprise is the attacker's biggest advantage in a
number of cities and fortresses in play. To find the value of raid ; if the attacking forces stick around too long , reinforce-
each city or fortress, multiply the total points the defender used ments will have time to move in from all over the planet and
to buy forces by 2. Then divide that amount by the total number crush them before they can pull out.
of cities and fortresses in play (round fractions normally) . For For purposes of default control of hexes, the raid scenari o
example, if the defender spent 200 points buying forces and is played on a Minor World.
there are three cities and one fortress in play, each such settle-
ment would be worth 100 points (200 x 2 = 400; 400 .;. 4 = 100). Attacker
At the end of the scenario, the side with the highest point The attacking forces can consist of any desired units, fol-
total wins. If the difference between the two players' totals is lowing the basiC scenario guidelines. As in the basic scenario,
greater than the amount of pOints used to purchase forces for the attacking forces begin play aboard their DropShips.
the winning side, the victory is Decisive. Otherwise , the victory The attacking forces arrive in-system via JumpShip on the
is Marginal. If both players are tied, the game is a Draw. first turn. Attempting a pirate pOint arrival is in the attacking
player's best interest, as it will allow him to maximize the tem-
porary advantage of surprise.
BASIC SCENARIO VICTORY TABLE After the defender sets up his forces, but before the start
of the first turn, the attacking player secretly selects one of the
Action Victory Points defender's bases as his raid target, writing down the number of
Each enemy unit destroyed + Unit's Point Value x 2 the hex the base occupies and keeping it hidden from hi s
Each friendly unit destroyed - Unit's Point Value opponent.
Each city or fortress controlled + (Defender's total
points x 2) .;. number of Defender
cities and fortresses in The defending player has 150 percent as many points as
play the attacking player with which to purchase forces, but those
forces ma y not include any JumpShips or WarShips. The
defending player cannot purchase cities or fortresses; he has
bases instead, one of which will serve as the opponent's objec-
ADVANCED SCENARIOS tive . The defender must have at least one base per 100 points
This section describes additional scenarios with more com - or fraction thereof. Also, the defender may not purchase more
plicated setup or victory conditions than the basic scenario. than one DropShip unit per 200 points.
Players can also use the following descriptions as guidelines for The defender deploys first, placing his bases according to the
creating their own unique Planetary Assault missions. basic scenario guidelines for city placement and then placing his
Combined with each player's ability to freely choose his own units according to the basic scenario rules, except that fighter and
fo rces , the possibilities for creating different scenarios are virtu- DropShip units must start play on the planet's surface.
ally endless.
Unless otherwise noted, all of the following scenarios are Special Rules
played in the same way as the basic scenario described above. The defending forces outnumber the attackers, but the
The players can either choose a scenario or roll on the defenders are unaware of the pending attack. No defending unit
Sc enario Type Table to determine which scenario will be may move until the defender detects the approaching enemy
played. The assault scenario is played according to the basic forces. In the End Phase of each turn, the defender rolls one
scenario rules; special rules for the other scenario types appear die. If the result is equal to or less than the current turn number,
in each one's description. the defender has detected the attacking forces. Once thi s
occurs, defending forces may move normally. Any defending

91
PUNE'ARY ASSAUL'

units that come under attack may move normally fo llowing the S pecial R ules
attack, even if the detection roll fails. At the start of the game, the attacker does not know which
objective counter is the extraction target because they are all
Victory Conditions face-down. In ord er to fl ip over a counter and reveal its identity,
The scenario ends when all defe nding units are destroyed, one attacking unit must be in the hex with the counter during
or when all aHacking units are either destroye d o r ha v e the End Phase of a turn. Merely entering the hex is not enough;
escaped. To escape , an attacking unit must reac h th e zenith or the attacking unit mu st also survive any combat in the hex
nadir jump-point hex on the System Diagram . A JumpSh ip need before fli pping the counter over.
not be present in the hex. The attacker can choose to have his On ce th e a tt ack er fi nds the headquarters counter, his
units escape at any time, even before the target of the raid is forces must transport the item or person to be extracted off the
destroyed. planet on a DropShip. Any attacking ground unit or transport
The attacker wins by destroying the raid target and then VTOL un it can carry the extraction objective along with it as it
escaping from the planet. The defender wins by protecting the moves. The ca rryi ng unit need no t have Transport Capacity.
target and destroying attacking units. To determine wh o won T he objective may move once per turn , just like a unit being
the scenario , add up victory points for each side as shown on tran sporte d (see Board/Disembark Transport, p. 81) Once
the Raid Victory Table and use the standard victory rul es. the h e ad quarte rs cou nter is in a hex with an attacking
DropShip , it can be loaded aboard and taken off-planet. The
extraction target does not count against the Transport Capacity
RAID VICTORY T ABLE of the unit carrying it.
The defending player cannot pick up or move the head-
Action Victory Points quarters counter. He also may not attack or destroy the extrac-
Attacker ti on target, as it is too valuable to both sides. Once the extrac-
Each defending unit destroyed + Unit's Point Value ti on target is in a hex with an attacking DropShip in the End
Each attacking unit destroyed - Unit's Point Value Phase of a turn , the scenario ends and the attackers are con-
Each attacking unit escaped + Unit's Point Value sidered to have achieved th eir objective .
Raid target destroyed + Defe nder's total points
Defender V ictory Cond itions
Each attacking unit destroyed + Unit's Po int Val ue x 3 The scenario end s when all defending units are destroyed,
Each defending unit destroyed - Unit's Point Value when all attacking units are destroyed or when the extraction
Raid target not destroyed + Attacker's total points target is in th e same hex with an attacking DropShip.
The attacker wins by capturing the extraction target with a
minim um of casu alties. The defender wins by protecting the
EXTRACTION extraction target and destroying attacking units. To determine
In an extraction scenario , the attacking player attempts to who won th e scenario, add up victory poin ts for each side as
extract a target, such as a secret weapon, an important pri son- shown on the Extracti on Victory Table and use the standard
er or a computer memory core, from the defender's pl anet. victory rules.
Unlike the rai d scenario, the target is well -defe nded and th e
attacker does not know its exact location. Th e atta cker must
locate the extraction ta rget, defeat its gua rd ians and take it off E XTRACTION VICTORY TABLE
the planet intact.
For purposes of default control of hexe s , the extraction Action Victory Points
scenario takes place on a Major World. Attacker
Each attacking unit destroyed - Unit's Point Value
Attacker Extraction target captured + Defender's total
The attacking forces can consist of any desired units , fo l- paints x 2
lowing the basic scenario guidelines. The attacking forces begin Defender
play aboard their DropShips , as in the basic scenario , and Each attacki ng unit destroyed + Un it's Point Val ue
arrive in-system via JumpShip on the first turn . Each defe nding unit destroyed - Unit's Point Val ue
Extraction target not captured + Attacker's total poi nts
Oefender
The defending player has the same number of points as
the attacker for purchasing forces. L.AST STANO
The defender deploys first, according to the basic scenari o Throughout the ages, tal es have been told of legendary
guidelines for unit placement. In addition, the defen ding playe r heroes who stood th eir ground in the face of incredible odds
places two objective counters and a headq uarters counter on and snatched victory fro m the jaws of defeat. This type of sce-
the map, each face-down in any land hex desired. Each of the nario represents ju st such a situation .
three counters must be in a different hex. The headqu arte rs
counter represents the extraction target; th e objective counters
are decoys.

92
PLANETARY ASSAULT

The last-stand scenario assumes that the defender's


DropShips were sabotaged in the initial stages of the assault,
effectively stranding the defender on the planet with no avenue
of escape. Faced with a far superior attacking force, the
defenders refuse to surrender. Instead, they stage a desperate
delaying action in the hopes that reinforcements will arrive in
time to save the planet. The attackers must root out the defend-
ing forces and secure the planet's settlements before reinforce-
ments arrive.
For purposes of default control of hexes, the last-stand
scenario is played on a Minor World.

Attackar
The attacking forces can consist of any desired units, follow-
ing the basic scenario guidelines. The attacker has twice as many
pOints with which to buy forces as the defender; for example, if the
defender has 150 points, the attacker has 300. Attacking forces
begin play aboard their DropShips, as in the basic scenario, and
arrive in-system via JumpShip on the first turn. The objective and headquarters counters are too well con-
cealed to be identified by air. If an attacking ground unit enters
Defender a hex with a face-down objective or headquarters counter, the
The defending player has half as many points as the attacking player flips the counter over at the end of his
attacker with which to purchase forces. Defending forces are Movement Phase. If it is the headquarters counter, nothing else
purchased according to the basic scenario guidelines, except happens. If the attacking unit remains in the hex until the End
that the defender can purchase no DropShips, JumpShips, Phase and no defending units enter the hex, the headquarters
WarShips or fortresses. is captured. The headquarters can be used by whichever side
The defender also has a relief force equal in point value to occupies it, so attackers who capture it gain the benefits
his main force. The relief troops must include enough described in the preceding paragraph. The defender's forces
DropShips to transport the rest of the forces to the planet, just can recapture the bunker.
like an attacking force, and may include any types of units If the counter is an objective counter, a trap has been
desired. The relief force is well trained and highly motivated, sprung on the attacking force. At the beginning of the attacker's
and so all of its units increase their Quality Ratings by one in Combat Phase, before any battles are resolved, all attacking
combat to a maximum of Elite. For example, a relief unit pur- ground units in the trap hex suffer a single attack. (Air units and
chased as Regular fights like a Veteran unit. defending units in the hex are unaffected by the trap.) Resolve
The defender deploys first according to the basic scenario this as an attack from a Green unit with an Attack Value of 4.
guidelines. In addition, the defending player places two objec- No other modifiers apply to the To-Hit or Damage rolls. The tar-
tive counters and a headquarters counter on the map, each get is either destroyed or unscathed. Once the trap attack(s)
face-down in any land hex desired. Each of the three counters have been resolved, remove the objective counter from play.
must be in a different hex. The headquarters counter repre-
sents the defender's secret headquarters bunker; the objective Victory Conditions
counters are trapped decoys consisting of minefields, automat- The scenario ends if the attackers destroy all defending
ed defenses and local partisans. units and control all the cities and fortresses on the map before
The relief force does not start play on the map. In each End the first relief force unit arrives on the planet's surface. If the
Phase, the defending player rolls 106. If the result is equal to or first relief force unit makes it to the planet, the scenario contin-
less than the current turn number, the relief force will arrive via ues and the basic scenario victory conditions apply.
JumpShip in the following turn. This means those forces auto- If the attackers win before the relief force arrives, the victo-
matically arrive in Turn 7 if they have not done so earlier. ry is Decisive. Otherwise, to determine who won the scenario,
add up victory points for each side as shown on the Last Stand
Special Rules Victory Table and use the standard victory rules.
The defender is coordinating his planet-wide defenses from
a secret bunker, represented by the headquarters counter. Until
the attacker captures the bunker, the defending forces gain the LAST STAND VICTORY TABLE
following advantages from their improved communications. The
MP allowance of all defending units on the planetary map (not Action Victory Points
on the battle board or in space) increases by 1, and the defend- Each enemy unit destroyed + Unit's Point Value x 2
ing units are more difficult than normal for the attacker to identi- Each friendly unit destroyed - Unit's Point Value
fy. Apply a +2 modifier to the die roll whenever the attacker Each city controlled + (Attacker's total force
attempts to identify a face-down defending unit (see purchase points x 2) 7
Reconnaissance, p. 81). number of cities in play

93
P1ANErARY ASSAUlr

LARGER·SCALE SCENARIOS
The game rules and counters provided with BattleForce 2
are designed to accommodate a fairly typical planetary assault
scenario. The number of forces on each side can range any-
where from a single battalion to three fully supported 'Mech reg-
iments. Players who wish to play larger-scale games may do
so, provided they make the adjustment of either adding more
counters to the game or playing on a larger scale.

ADDITIONAL COUNTERS
For a somewhat larger game, players can simply add more
counters by purchasing an additional BattleForce 2 game or
borrowing counters from a friend's game.
Note that the counters are numbered sequentially across
both players' sets; the Inner Sphere assault 'Mech counters are
numbered 1-3, while the Clan assault 'Mech counters are num-
bered 4-6. This facilitates the exchange of counters from one
side to the other.

LARGE SCALE PLAY


For really big battles, simply adding more counters is not
sufficient. Massive campaigns such as the battles of Tukayyid
or Luthien , which involved dozens of regiments, cannot be
effectively played at the standard Planetary Assault scale .
Even with enough counters available, the map would be so
crowded with pieces that players would find it difficult to actually
play the game.
For batt/es such as these, players can simply increase the
game scale one level. Each unit represents a larger formation
than in the standard rules, but the units still move and interact
in the same way. For example, Inner Sphere BattleMec'h units
are normally deployed in companies . At large scale, they are
deployed in battalions. However, the unit is treated exactly the
same way for purposes of playing the game.
The Large-Scale Conversion Table lists the standard-scale
unit types and their large-scale equivalents .
Large scale must apply to all units in play or none of them.
Players cannot apply it only to one side or to a single unit. If a
FASA scenario is to be played at large scale, the setup, rules
will state that requirement.

LARGE·SCALE CONVERSION TAB LE

Standard Scale Large Scale


Company Battalion
Battalion Regiment
Squadron Wing
Star Trinary
Binary Small Cluster (6-10 Stars)
Trinary Large Cluster (11-15 Stars)
Supernova Binary Small Nova Cluster (6-10 Novas)
Supernova Trinary Large Nova Cluster (11-15 Novas)
DropShip Group DropShip Fleet (9 Vessels)
Space Craft Space Craft Group (3 Vessels)

94
P1ANErARY ASSAUIr

DEFENDER
The defenders are ComStar's Terran garrison, comprising
the 201st Com Guards division, the Sandhurst training regiment
and various ad hoc units.

201 st Com Guards Division (The Winged Warriors IV-Beta)


Alpha Battalion: Med 'Mech Bn (ISNeteran) MM1
Beta Battalion: Med 'Mech Bn (IUNeteran) MM2
Gamma Battalion : Hvy 'Mech Bn (IUNeteran) MH1
Delta Battalion: Hvy 'Mech Bn (ISNeteran) MH2
Epsilon Battalion: Med Fighter Wing (IUNeteran) FM1
Zeta Battalion: Med 'Mech Bn (IUlRegular) MM3
Support Detachment: Supply Convoy (Regular) GC1
Sandhurst Training Regiment
THE FALL OF TERRA Level III Alpha: Hvy 'Mech Bn (IUlGreen) MH3
Level III Beta: Med 'Mech Bn (IU/Green) MM4
Level III Gamma: Med 'Mech Bn (IUlGreen) MM5
The following large-scale scenario recreates Operation
Primus's Bodyguard
Odysseus, the epic battle between Com Star, the powerful orga-
Light Vehicle Bn (Veteran) GL 1
nization that has controlled interstellar communications for
Branch of Terran Affairs Security Group
nearly three hundred years, and the radical splinter group of
Hvy Vehicle Bn (Veteran) GH1
ComStar known as the Word of Blake. The Word of Blake used
cunning and subterfuge to stage a bold attack on Terra, home- ROM Corps
Med 'Mech Bn (IUlElite) MM6
world of Com Star and birthplace of humanity.
War Academy Cadets (Mars)
Med 'Mech Bn (IUlGreen) MM7
SITUATION Aphros Security Corps (Venus)
Terra Light 'Mech Bn (IU/Regular) ML 1
28 February 3058 Terran Security Fleet
DropShip Fleet (AssauIWeteran) DA 1
Ever since the ComStar schism that occurred in the sum- DropShip Fleet (Med/Regular) DM1
mer of 3052, the Word of Blake had coveted Terra . In late Hvy Fighter Wing (IUNeteran) FH1
3057, the collapse of the Federated Commonwealth's Sarna Light Fighter Wing (IUIVeteran) FL 1
March and the Refusal War between Clans Jade Falcon and Stations
Wolf gave them the opportunity they needed. The enemy lead- Brandenburg Station : Space Station (Veteran) SP1
ership was distracted and the worlds near Terra were in chaos, Brandenburg Wing : Hvy Fighter Wing (IUNeteran) FH2
and the Word of Blake lost no time in striking . Versailles Station : Space Station (Veteran) SP2
Though outnumbered at the start of the campaign, the Versailles Wing: Med Fighter Wing (IU/Elite) FM2
Word of Blake forces on Terra had one major advantage: sur-
prise. No one suspected an assault was imminent, let alone Deployment
that the first blow would come from within. The Com Star player deploys first.
The 201st Division is deployed as follows : Alpha and Beta
GAME SET-UP battalions within two hexes of New York (Hex E11), Gamma
The scenario begins on February 28. Players should note Battalion within two hexes of Moscow (Hex D19), Delta
the number of turns played for purposes of determining victory. Battalion on the Asian mainland within 2 hexes of Shanghai
This Planetary Assault scenario is played on the larger (Hex F24), Epsilon Battalion within 1 hex of Sao Paulo (Hex
scale. Treat Terra as a Major World for purposes of determining K12) and Zeta Battalion in Sydney (Hex L02).
control of hexes. The Primus's bodyguard unit is placed in the Florida hex
This scenario does not use bases; instead, base counters (Hex F10). The Branch of Terran Affairs Security Group is
represent cities, while city counters represent fortresses . Hilton deployed in the Italy/Southern Europe hex (Hex E16) . The
Head, the ComStar headquarters, is represented by a fortress Sandhurst Training Regiment is deployed in the British Isles hex
counter. (Hex D16), and the ROM Corps is placed in Cairo (Hex F18).
Place cities and fortresses as follows. Use base counters The War Academy cadets are deployed in the third-planet
to represent the following cities: Moscow, Hex D19; Tokyo, Hex hex on the System Diagram (Hex 0802, representing Mars) ; the
E01 ; Sydney, Hex L01; Delhi, Hex F21; Sao Paulo, Hex K12 . Aphros Security Corps are placed on the first-planet hex (Hex
Use city counters to represent the following fortresses: 0804, representing Venus).
Cairo Castle Brian (Veteran), Hex F18; Sandhurst Castle Brian Brandenburg Station and its fighter wing are placed at the
(Veteran), Hex D16; Mars War Academy (Veteran), Hex 0802. nadir jump point, Versailles Station and its fighter wing at the
Use a fortress counter to represent the following fortress : zenith . The Terran Security Fleet is deployed in Terran orbit.
Hilton Head Castle Brian (Elite) , Hex F11 . The units can be in the same orbit zone or in different zones of
the Com Star player's choice.

95
PLANEt'ARY ASSAULt'

ATTACKER For game purposes, ComStar may use the SDS system to
The attackers are the Word of Blake-controlled Shadow engage one Word of Blake DropShip unit per orbit zone per
Lancers. turn . The target unit may occupy the orbit zone or the planetary
surface area corresponding to the zone, though in th e latter
Shadow Lancers case the SDS system may only attack a moving OropShlp unit.
1st Battalion: Med 'Mech Bn (IU/Elite) MM13 The ComStar player may make up to ten such attacks per turn
2nd Battalion: Hvy 'Mech Bn (IUlVeteran) MH10 (one attack per orbit zone) ; he may not carry unused attacks
3rd Battalion: Med 'Mech Bn (IUlVeteran) MM14 forward for use in later turns . Such attacks take place at any
Air Lancers: Med Fighter Wing (IUlVeteran) FM4 point in the turn that the ComStar player chooses , and may
Armor Lancers: Med Vehicle Bn (Veteran) GM13 interrupt the movement of a Word of Blake unit. In this manner,
Hvy Vehicle Bn (Veteran) GH10 the SOS system may engage an orbiting OropShip unit multiple
Infantry Lancers: Infantry Rgt (Veteran) IN24 times in a turn as it circles the planet (once with each battery).
Support Detachment: Supply Convoy (Regular) GC 11 Each attack is resolved per standard combat rules, with an
Attack Value of 7 and no to-hit modifiers. Unless it destroys the
Deployment target OropShip unit outright, the attack has no effect. To
The Word of Blake player deploys second , placing the destroy the OropShip unit, the modified damage roll result must
Lancer units in any desired hexes within 1 hex of the Great be double or more the target unit's Toughness Rating.
Lakes hex (Hex D11). Word of Blake units may begin the sce- Ground or space units may not destroy the SOS system;
nario in the same hex as ComStar forces. only special forces can disable it (see Special Forces) .
See Special Rules, below, for information on Word of
Blake special forces and reinforcements. SPECIAL FORCES
Special forces played a key role in the Word of Blake 's
VICTORY CONDITIONS seizing of Terra; they eliminated enemy commanders sabo-
The scenario ends at any point after Turn 5 if one side con- taged units and disabled the SOS system. For purposes of this
trols every city and fortress on Terra and also Mars in the End scenario, special forces units may carry out no more than eight
Phase, or when one side is eliminated. The scenario does not operations per turn , each of which must be one of the fol,lowing .
continue past the end of Turn 20. To determine the winner and Unused operations are lost. Special forces operations may take
level of victory, see the Victory Table. place at any point in a turn, unlbs noted otherwise below .
A disastrous failure
or other result that
VICTORY TABLE reduces allowed oper-
ations by 1 means
Action Result that the special forces
Com Guards forces eliminated by Turn 5 Decisive Word of Blake Victory team was cap~ ured or
All settlements seized by Turn 5 Substantial Word of Blake Victory destroyed. Each such
All settlements seized by Turn 11 Marginal Word of Blake Victory result reduces by 1
All settlements seized by Turn 20 Draw the total number of
At least 1 settlement remains under ComStar control in Turn 20 Marginal Com Star Victory special forces opera-
At least 3 settlements remain under ComStar control in Turn 20 Substantial Com Star Victory tions that the 'Nord of
More than 5 settlements remain under ComStar control Blake player nay use
in Turn 20 or all Word of Blake forces eliminated Decisive ComStar Victory in each turn. After 8
such results , the
Word of Blake player
SPECIAL RULES may no longer use special forces for the rest of the scenario.
The unique nature of the Terran system , combined with the
Word of Blake's sabotage tactics , give this scenario several SOS Attack
special rules . In an SOS attack operation , a Word of Blake special forces
team attempts to infiltrate and disable one of Terra's Space
BASES Defense System installations. The Word of Blake player nomi-
As stated in Game Setup, base counters in this scenario nates an orbit zone and rolls 106, comparing the result to the
represent and follow all the standard rules for cities . Supply SOS Attack Table.
convoys cannot create new bases . On a successful result, the SOS may no longer be used
against targets in that orbit zone.
SOS SYSTEM
Terra is the only planet in the Inner Sphere that retains a
viable surface-to-orbit weapons system modeled on the Reagan
Space Defense System . A series of orbiting mirrors allows
ground-based batteries to engage any targets in near orbit.

98
PLANErARY ASSAULr

SDS ATTACK TABLE HEADHUNTER TABLE

106 Result 106 Result


1-2 Disastrous failure; reduce allowed operations by 1 1-2 Disastrous failure; reduce allowed operations by 1
3 Failure 3 Failure
4-6 Success 4-5 Success; reduce allowed operations by 1
6 Success

Sabotage
A successful act of sabotage can destroy an entire enemy MARS AND VENUS
unit or fortress, but the operation is very dangerous and usually Treat these two worlds as single hexes of Mountain terrain
costs the special forces team its life. The Word of Blake player in which ground battles may be fought. Units may land normal-
nominates a single ComStar unit or a fortress as the target of ly, but need not enter orbit or make a landing roll. If the hexes
the operation and rolls 1D6, then compares the result to the representing Mars and Venus are unoccupied at any time, con-
Sabotage Table. trol of those hexes reverts to Com Star.
On a successful result , a single attack with an Attack Value
of 4 strikes the target. The Word of Blake player need not make WORD OF BLAKE REINFORCEMENTS
a to-hit roll. If the operation is executed against a unit or fortress The main Word of Blake invasion forc e arri ve s via
engaged in combat on the battle board , the unit or fortress may JumpShip in the End Phase of Turn 1. The Word of Blake play-
be damaged by the attack. Otherwise, the attack has no effect er should assign units to DropShips and DropShip s to
unless the target is destroyed outright, or unless the attack is JumpShips before rolling for each JumpShip's arrival .
immediately followed by another successful sabotage operation ComStar's hyper-accurate maps of the Terran system greatly
that damages the target unit or fortress, thereby destroying it. reduces the chance of a mis-jump, allowing a more effective
use of pirate pOints. To reflect this, when rolling to see if a jump
is successful, apply a -2 modifier to the target number.

SABOTAGE TABLE Invasion Fleet


3 JumpShip Groups (Regular) JU2-4
106 Result DropShip Fleet (Med TransNeteran) DM3
1-3 Disastrous failure; reduce allowed operations by 1 DropShip Fleet (AssauIWeteran) DA2
4-5 Success; reduce allowed operations by 1 2 DropShip Fleets (Lg Trans/Regular) DH3, DH4
6 Success DropShip Fleet (Sm Trans/Regular) DL4
2nd Word of Blake Division (Stern Resistance IV-Mu)
Hvy 'Mech Bn (IUNeteran) MH11
Haadhunter Med 'Mech Bn (IU/Regular) MM15
Perhaps the most reprehensible yet effective of special Light 'Mech Bn (IU/Regular) ML 10
forces operations, the headhunter mission seeks to eliminate Light Vehicle Bn (Veteran) GL7
enemy officers through assassination , thereby severely disrupt- Hvy Vehicle Bn (Regular) GH11
ing the chain of command and throwing the target unit into dis- 3rd Word of Blake Division (Pure ThoughUActions IV-Iota)
array. The Word of Blake player nominates a single ComStar Med 'Mech Bn (IU/Elite) MM16
unit as the target of the operation and rolls 1D6, then compares Assault 'Mech Bn (IUNeteran) MA4
the result to the Headhunter Table. Heavy 'Mech Bn (IU/Regular) MH12
On a successful result, place an ECM, objective or other Med Vehicle Bn (Veteran) GM14
unused counter on the target unit to indicate that it is disrupted. Infantry Rgt (Veteran) IN25
A disrupted unit is revealed immediately if it was face-down, 4th Word of Blake Division (Blake's Boldest IV-Chi)
and cannot move as long as it remains disrupted. In combat, a Med 'Mech Bn (ISNeteran) MM17
disrupted unit can move normally on the battle board, but can- Hvy Vehicle Bn (Veteran) GH12
not benefit from harassment modifiers supplied by friendly units Med Vehicle Bn (Regular) GM15
and fights with a +1 modifier to all to-hit target numbers. Infantry Rgt (Veteran) IN26
Disruption counters may be removed by the player control- 5th Word of Blake Division (The Chosen IV-Kappa)
ling the disrupted unit during the End Phase of the turn . If a Med 'Mech Bn (IUNeteran) MM18
friendly unit is in the hex with the disrupted unit, the counter is Hvy 'Mech Bn (IU/Regular) MH13
removed automatically. For this purpose, settlements do not Med 'Mech Bn (IU/Regular) MM19
count as friendly units. If the unit is alone in the hex, the control- Med Fighter Wing (IU/Regular) FM5
ling player must make a 2D6 roll with a result of 8 or better to Hvy Vehicle Bn (Regular) GH13
remove the counter; otherwise the unit remains disrupted. Operation Odysseus Support Detachment
Artillery Bn (Veteran) AR6
Infantry Rgt (Veteran) IN27
4 Supply Convoys (Regular) GC12-15

97
P1ANErARY ASSAUIr

AFTERMATH The Word of Blake captured major Terran sites by March 2


Total surprise allowed the Word of Blake to shatter Com and had eliminated large-scale resistance by March 5.
Guards resistance in the first hours of the invasion, with special Hostilities formally ended on March 7, but a low-level guerrilla
forces operations devastating the Com Star chain of command. war continued for a number of months. For Word of Blake
Despite this, ComStar made a valiant attempt at holding off the Precentor Martial Trent Arian, the victory was Pyrrhic; what
aggressors; had one or two engagements gone their way, or should have been a relatively simple coup d'etat turned into a
some of the special forces operations failed, the outcome could bloody clash that cost thousands of lives and destroyed proper-
have been very different. ty worth billions of C-bills.

98
8ArrlE'ORCE 2

99
APPENDICES

APPENDICES BATTLEMECH ARMOR


CONVERSION TABLE
This section of BattleForce 2 contains rules for using
BattleForce and Planetary Assault in conjunction with other BT Armor BF Armor
games in the BattleTech line. It includes conversion rules for Factor Value
BattleTech and BattleSpace units, as well as guidelines for 0-19 o
using the map of the Inner Sphere to run multi-planet cam- 20-59 1
paigns. 60-99 2
100-139 3
APPENDIX I: 140-179 4
BATTLETECH CONVERSION 180-219 5
The BattleForce statistics for each BattleMech and vehicle 220-259 6
derive directly from their BattleTech statistics. The BattleForce 260-299 7
Roster (p. 118) contains pre-generated BattleForce statistics 300+ 8
for all BattleTech forces that existed as of the printing of this
game (December 1997). Future BattleTech products that fea- BATTLEMECH STRUCTURE
ture new units will also provide BattleForce conversions for CONVERSION TABLE
them . The following rules explain how to convert your own
'Mech and vehicle designs into BattleForce terms. 'Mech Engine Type
Throughout these rules, keep in mind that an individual Tons Standard Clan XL Inner Sphere XL
'Mech or vehicle is referred to as a unit in BattleTech but an 10 1 1 1
element in BattleForce. 15 1 1 1
20 2 1 1
MOVEMENT 25 2 2 1
In BattleForce, an element's MP is equal to its BattleTech 30 3 2 1
Walking (Cruising) MP . If a BattleTech unit has Jumping MP at 35 3 2 1
least equal to its Walking MP, its movement in BattleForce is 40 3 3 2
considered Jumping (marked with a "J" on the record sheet). If 45 4 3 2
the Jumping MP is less than the Walking MP, the unit is not 50 4 3 2
considered a Jumping element in BattleForce. 55 5 3 2
60 5 4 2
ARMOR/STRUCTURE 65 5 4 3
The following tables determine BattleForce Armor and 70 5 4 3
Structure values for BattieMech elements. To find an element's 75 6 4 3
Armor Value , find the 'Mech's total BattleTech Armor Factor in 80 6 5 3
the left column; the equivalent BattieForce Armor Value 85 7 5 3
appears in the right column. The Structure Value is based on 90 7 5 3
the 'Mech's tonnage and the type of engine it carries. Because 95 7 5 4
an XL engine makes a 'Mech much more vulnerable to critical 100 8 6 4
damage and destruction, 'Mechs carrying such engines have a
lower Structure Value than other 'Mechs. To find a 'Mech's
Structure Value, read across the table from the 'Mech 's ton- heat generated. Finally, divide the modified total for eac/ll range
nage to the appropriate engine type column. by 10 to find the final Damage Value for that range . If the unit
For vehicles, total the internal structure and armor (includ- can overheat by firing all of its weapons and moving in the most
ing turrets or rotors if the vehicle has one) and divide the total heat-intensive way possible, the element may need to have an
by 30 (use standard rounding). The result is the vehicle ele- Overheat Value as well (see Overheat Value, p. 102).
ment's Structure Value. The relevant BattleTech statistics appear in the Weapons
For infantry units, start with the total damage the infantry and Equipment Tables, pp. 104-106 of the Batt leTech
unit can take before being destroyed. If the unit is battle- Compendium: The Rules of Warfare or pp. 125-127 of
armored , add the number of troopers in the unit times 5. Then Maximum Tech.
divide the total by 30 (use standard rounding) . The result is the
infantry element's Armor Value. Basa Damage
To find the base damage, first add up all weapon damage
DAMAGE VALUES that can reach each range (pointblank, medium and long) . See
A BattieForce element's complement of weapons does the Weapon Conversion Table for the weapons in each range .
damage at three ranges : pOintblank, medium and long . Each weapon can reach the range listed, as well as each short-
Determining these values from BattleTech statistics consists of er range. For example, a medium laser (listed as a medium-
three steps , explained in detail below. First, find the base dam- range weapon) can do damage at both medium and pointblank
age done at each range. Then adjust this damage based on the range.

100
APPENDICES

WEAPON CONVERSION TABLE


INNER SPHERE WEAPONS Ultra AC/5*
Pointblank Range Ultra AC/10
Flamer
Flamer (vehicle) CLAN WEAPONS
Hatchet Pointblank Range
Machine Gun Flamer
Pulse Laser (Small) Flamer (vehicle)
Small Laser Machine Gun
Sword (Physical Attacks: Tonnage 7 5) (Physical Attacks: Tonnage 75)

Medium Range Medium Range


AC/ 10 ER Medium Laser
AC/20 ER Small Laser
ER Medium Laser LB 20-X AC
ER Small Laser Pulse Laser (Medium)
Large Laser Pulse Laser (Small)
LB 20-X AC SRMs
Medium Laser Streak SRMs
MRMs**** Ultra AC/20
Pu lse Laser (Large)
Pulse Laser (Medium) Long Range
SRMs Artillery***
Streak SRMs ER Large Laser
Ultra AC/20 ER PPC
Gauss Rifle*
Long Range LB 10-X AC
Artillery*** LB 2-X AC *'
AC/2** LB 5-X AC*
AC/5' LRMs
ER Large Laser Pulse Lase r (Large)
ER PPC Ultra AC/ 10
Gauss Rifle' Ultra AC/2*
LB 2-X AC ** Ultra AC/5
L8 5-X AC*
LB 10-X AC *3/4 damage at pointblank range
Light Gauss Rifle ** 1/2 damage at pointblank range
LRMs "' *'* 1/2 damage at pointblank and medium ranges
PPC ' *'* *1 /2 damage at medium range
Ultra AC/2*

Next, apply any of the following as app ro priate to th e base Missiles: For missile launchers, use the damage inflicted
damage calculations. The final result is the base dam age. by an average missile hit roll (a result of 7 on the Missile Hits
Range Modifiers: Weapons with minimum ranges , as well Table; a roll of 9 on the table if the launcher has Artemis IV or
as certain other weapons such as artillery and MRMs, modify the unit has a Narc mis-silebeacon; the equivalent of a result of
their damage for this characteristic. The specific modifi er and 12 for Streak launchers). Do not include damage for single-shot
the range(s) to which it applies are noted with asterisks on the (OS) launchers.
Weapons lists. Ultra Autocannons: Multiply the damage done by 1.5.
Physical Attacks: To account for physical attacks, add the Ammunition: If an ammo-using weapon does not have
'Mech's tonnage divided by 5 to the pointblank range damage. enoug h amm unition to fire for at least ten turns, reduce the
If the 'Mech has a hatchet or sword, add the damage for that overall damage of the weapon by 25 percent.
weapon as well . Physical attack damage only applies to
BattieMech elements. Heat
Rear-firing Weapons: Do not add damage for rea r-firing Find the total heat generated by firing all weapons and add
weapons. to that number the heat for maximum movement (either 2 Heat
Pulse LasersITargeting Computers: Increase damage Points for Running or the Heat Points generated by the unit's
for pulse lasers and targeting computer-li nked weapons by 10 maximum jump if the unit has Jumping MP). Then subtract 4
pe rcen t. These bonuses are cumulative ; for example, add 20 fro m th e total. If the total heat minus 4 is greater than the
percent for a pulse laser that is linked to a targeting computer. amount the unit' s heat sinks can di ssipate (doubling the heat

101
APPENDICES

dissipated for double heat sinks), adjust the base damage as Elements considered destroyed in BaUleForce are not
follows. Multiply the total base damage by the unit's heat sinks necessarily destroyed in BattleTech. Therefore, players wish-
(double the second number if the unit has double heat sinks). ing to play at BattleTech scale or make repairs should convert
Divide the result by the unit's maximum heat output minus 4. each destroyed as well as each damaged element according to
Round the result normally. The final result is the heat~ modified the following rules to determine if the element is destroyed in
damage. BattleTech terms . To convert an element from BattleForce to
The following special cases apply to heat calculations. BattleTech te rms, players will need a copy of the unit's
Rear-firing weapons : Do not include heat for rear-firing BattieTech record sheet.
weapons. Because the conversion rules represent an approximation
Jumping: Do not include heat generated by jumping if a at best, each conversion results in a loss of detail, and so we
unit's BattieTech statistics show a Jump MP lower than its recommend that players do not convert units back and forth
Walking MP. between BattleForce and BattleTech more than once. In gen-
Missiles: Do not include heat for single-shot (OS) launchers. eral, conversions should be handled as follows. Convert a
Ultra Autocannon: Add double heat for Ultra ACs. BattleTech unit to BattleForce and use it to play BattleForce.
When you want to shift to BattleTech scale, convert it back to
Final Camaga Valuas BattleTech term s. Play it in BattleTech for as long as you
Divide the heat-modified damage by 10 (rounding normal- want, but repair it before converting it back to BattleForce
ly) to find the BattleForce Damage Value at each range. terms. It is easier to accurately convert a repaired unit back to
BattleForce terms for a new fight.
SPECIAL EGUIPMENT AND ABILITIES
The final Damage Values may confer the following special Armor
abilities and equipment on an element. If a BaUleForce element has suffered armor damage, that
Indirect Fire: If at least half of the unit's long-range dam- damage will be randomly converted to BattleTech terms. For
age comes from LRMs , give that element the indirect fire (if) each paint of BattleForce armor damage the element has suf-
ability. fered , apply 30 points of BattleTech damage in 5-point g roups
Artillery: If more than half of the unit's long-range damage (as if it were standard LRM damage). This damage does not
comes from artillery weapons , give it artillery (art). Note the type harm the element's internal structure or inflict critical hits .
of artillery: Long Tom (L), Sniper (S), Thumper (T) or Arrow IV Damage that would normally have affected the internal struc-
(A). If the unit carries several types of artillery, the type used for ture transfers per the Damage Transfer Diagram (p. 41 , BTC:
this purpose is the one that inflicts the most damage. RoW) to the next armor location inward.

OVERHEAT VALUE Structure


If an element can overheat (as determined in the Heat Structure damage is converted similarly to armor damage,
step, p. 101), it may have an Overheat Value . Re-figure the but only after all armor damage has been converted. For each
damage at each range without factoring in heat, to find the point of BaUleForce structure damage the element has suf-
maximum possible damage. If the element's BattleForce dam- fered, apply 20 points of BattleTech damage in 5-point groups.
age at medium range is higher when heat modifications are not This damage affects armor and structure , just like normal
applied , it can overheat in BattleForce. An element's Overheat BattleTech damage . However, it cannot inflict criti cal hits
Value is equal to the maximum medium range damage minus unless the element was destroyed in BaUleForce terms (all of
the normal (adjusted for heat) medium range Damage Value , to its structure boxes crossed off on the record sheet) . If the ele-
a maximum of 4. ment was destroyed, check for critical hits per standard rules
If the unit has no medium range Damage Value, apply this upon conversion . Otherwise, apply critical hits according to the
process to pointblank damage instead. rules below.

POINT VALUE Critical Hits


Each element's Point Value in BattleForce derives directly If a BattieMech element suffered BattleForce critical hits,
from its Battle Value, divided by 100. Battle Values are a point convert those hits directly to BattleTech terms even if the ele-
system for rating BattleTech units. The rules for generating ment was subsequently destroyed in BattleForce terms. This
Battle Values are beyond the scope of this product, but appear does not apply to other types of elements.
in the Maximum Tech advanced rulebook. Most of the effects of these critical hits are applied at ran-
dom. To determine the specific slot that suffers a critical hit, roll
CONVERTING BATTLEFORCE TO repeatedly on the BattleMech Hit Location Table (p. 39, BTC:
BATTLETECH RoW) until the result indicates a location that conta ins the
Players can convert damaged BattleForce elements back to appropriate item . Then roll for a critical hit in that location
BattleTech terms in order to make repairs or play out segments
repeatedly until the result indicates a hit on an appropriate slot.
of the game at BattleTech scale. These conversions are useful
Apply the critical hit to that slot only.
for campaign play, or when making repairs using the Scavenging
Arm Actuator Hit: One arm, shoulder or hand actuator is
and Repair rules on page 94 of the BattleTech Compendium: hit at random.
The Rules of Warfare or page 56 of Maximum Tech.

102
APPENDICES

Leg Actuator Hit: One leg , hip or foot actuator is hit at L.ife Support
random. Reduce the element's Overheat Value by 1 if it has suf-
Weapon Destroyed: One critical hit is applied to a fered a life support critical hit. If the unit has no Overheat Value,
weapon, determined at random. the critical hit has no effect in BattleForce terms .
Engine Hit: One critical hit is applied to the engine, deter-
mined at random. Sensors
Head Blown Off: The 'Mech has suffered a "head blown Convert a single sensors critical hit to a Batt/eForce arm
off" critical hit. actuator critical hit. If the unit suffered two sensors critical hits, it
cannot fire weapons. In that case, the only damage it can do is
CONVERTING BACK TO BATTLEFORCE physical attack damage at pointblank range.
Damaged BattieTech units can be converted to
BattleForce terms in the same way as converting custom units. Weapons
Use the actual amount of armor remaining after damage If a weapon is destroyed, do not add the damage it can do
instead of the unit's original Armor Factor. If the unit suffered to the total damage when figuring BattleForce Damage Values.
any critical damage , convert this damage into BattleForce
terms, as described below. APPENDIX II:
BATTLESPACE CONVERSIONS
Ammunition The BattleForce statistics for each aerospace fighter and
Do not count lost ammunition when calculating how many DropShip derive directly from their BattleSpace statistics. The
shots each ammo-using weapon can fire. If a weapon has no BattleForce Roster (p . 118) contains pre-generated
ammo, do not count the damage it would normally do when fig- BattleForce statistics for all BattleSpace fighter and DropShip
uring BattleForce Damage Values. forces published as of the printing of this game (December
1997) . Future BattleTech products that contain new
ArrnlShoulderlHand Actuator
BattieSpace units will also provide BattleForce conversions
If weapons are mounted in the affected arm, treat the unit
for them . JumpShips and WarShips are beyond the scope of
as though it has suffered one BattleForce arm actuator critical
BattleForce, though they are part of the Planetary Assault
hit for every two damaged actuators.
game. The following rules explain how to convert your own
fighter and DropShip designs into BattleForce terms .
Arm Oestroyed
To make the conversion , start with the unit's BattleSpace
Do not count weapons and eqUipment in the destroyed arm
statistics.
when figuring BattleForce Damage Values. Each arm lost also
reduces by half the addition to the pointblank Damage Value for
MOVEMENT
physical attacks.
A unit's BattleForce MP equals its BattleSpace Safe
Thrust Rating .
Engine
Each engine critical hit converts d i rectly to one
ARMOR AND STRUCTURE
BattleForce engine critical hit.
Armor and structure are converted differently for fighters
and DropShips, as described below.
Gyro
One gyro hit converts to a BattleForce leg actuator critical
Fighters
hit. If the unit's gyro has been destroyed, that unit has zero MP
A fighter's BattleSpace Armor Value becomes its
when converted to BattleForce.
BattleForce Armor Value . In BattleForce, fighters have only
armor and no structure, similar to infantry elements.
Heat Sinks
Do not count destroyed heat sinks when calculating heat
DropShips
modifications for BattleForce Damage Values.
To find a DropShip's armor and structure, first add up the
BattleSpace Armor Values on all four hit locations (Fore, Right
.Jump .Jet
Side, Left Side and Aft). Divide this total by 3, rounding normal-
Because an element only has Jumping MP in BattleForce
ly. Then divide the resulting number as equally as possible
if its BattieTech Jumping MP is equal to or greater than its
between BattleForce armor and structure, adding any odd
Walking MP, the loss of even a single jump jet is enough to
points to the Armor Value.
eliminate the unit's BattleForce jump capability.
OAMAGE VAL.UES
LeglHiplFoot Actuator
Damage Values for BattleSpace units are converted in a
Use the unit's modified MP when calculating BattleForce
manner similar to BattleTech forces , except that the final heat-
MP.
adjusted damage is not divided by 10 because BattleSpace fire
L.eg Oestruction factors are already equivalent to 1/10th of BattleTech damage.
A unit with a destroyed leg has only 1 MP in BattleForce. Follow the instructions for BattleTech conversions except as
A unit with both legs destroyed has 0 MP. noted below.

103
APPENDICES

Fighters Planetary Assault battle is being resolved using BattleForce


First add up the BattleSpace fire factors at each range for rul es , but players can use the same process for BattleTech
Nose, Right Wing and Left Wing weapons. The results become and BattleSpace.
the fighter's base BattleForce Damage Values . Every Planetary Assault battle need not be resol ved at
Next, add up all heat listed for Nose, Right Wing and Left BattleForce or smaller scales. In fact, players will likely find
Wing weapons and subtract 4 from the result. Compare this thei r games more fun if they resolve only the most pivotal bat-
number to the fighter's total heat sinks (double the latter num- tles in this way. For example , players might choose to resolve
ber if the sinks are double heat sinks). If more heat is generated all combat involving each side's commanding officer's unit
than the sinks can dissipate, reduce the fighter's Damage using BattleForce, while resolving others on the battle board
Values at each range in the same way as for BattleMech ele- using Planetary Assault rules. The choice depends on the
ments. Fighters may overheat like 'Mechs, and their Overheat playe rs and the time available.
Values are calculated the same way. Because each Planetary Assault turn represents two days
Remember to make any applicable adjustments for special while each BattleForce turn represents 30 seconds, any num-
equipment, in the same way as for BattleTech units. bE;!r of BattleForce turns can be played within a single
Planetary Assault turn .
CropShips
Convert the BattleSpace short-, medium- and long-range Forces
fire factors to pOintblank, medium and long range s in A ll the units in the battle hex must be converted to
BattleForce. Each DropShip has two sets of Damage Values: BattleForce terms, meaning that the exact composition of
in the case of spheroid ships, one is for the right side and one every 'Mech and vehicle company, fighter squadron and so on
for the left side. (On the record sheet, the second set of num- must be determined. If the players do not have this information
bers goes under the first, where the heat scale is for 'Mechs.) immediately available, they may randomly generate appropriate
Aerodyne DropShips also have two sets of numbers, but both forces.
apply to attacks into the front firing arc. Convert each Planetary Assault unit to BattleForce terms
For spheroid DropShips: First, add up the BattleSpace by generating all of each unit's elements using the Unit
fire factors at each range for FR and AR weapons . These num- Generation Tables on p. 58. Alternatively, players may use the
bers become the Right Side base Damage Values. Do the Unit Generation section from any appropriate BattleTech Field
same for FL and AL weapons to find the Left Side base Manual. Players should keep track of which Planetary Assault
Damage Values. Next, add up all heat listed for FR, AR, FL and unit each BattleForce unit came from , so that they can convert
AL weapons and subtract 4 from the total. Compare that num- the units back to Planetary Assault appropriately.
ber to the ship's total Heat Sinks (double the latter number for
double heat sinks). If more heat is generated than the sinks can Setup
dissipate, reduce the Damage Values at each range . Each battle is played on the standard BattleForce map-
For aerodyne DropShips: First, add up the BattleSpace sheets, unless the players have additional BattleTech map-
fire factors at each range for Nose, RW and LW weapon s. sheets available. If so, players may select any appropriate
Divide the total by 2. The results become the ship's base maps to represent the terrain on the planetary map on which
Damage Values. Next, add up all heat listed for Nose, RW and the battle is taking place. Players can also use the rules for
LW weapons and subtract 4 from the total. Compare the result selecting mapsheets from the Creating Scenarios section of
to the ship's total Heat Sinks (double the latter number for dou- any BattleTech Field Manual or from First Strike! to establish
ble heat sinks) . If more heat is generated than the sinks can the playing area.
dissipate, reduce the base Damage Values at each range . If a settlement is in the battle hex, then players should
Remember to check for indirect fire and artillery capability, place buildings of the appropriate type on the map. The place-
as well as other applicable special equipment. Unlike fighters, ment of the buildings is up to the player who controls the settle-
DropShips have no Overheat Value. ment (normally the defender) .

APPENDIX III: INTEGRATION Playing the Game


This section offers guidelines for using BattleTech, After establishing terrain and forces, the players play out
BattleSpace, BattleForce and Planetary Assault together as the battle as a standard BattleForce scenario (see p. 52).
an integrated game system.
Returning to Planetary Scale
PLANETARY ASSAULT Once the BattieForce scenario ends, the survivin g' units
Rather than using the battle board and basic Planetary must regroup into Planetary Assault units. After the battle is
Assault rules, players may play out a Planetary Assault battle over, damage is irrelevant. The only thing players must keep
at BattleForce scale or, for the truly ambitious, at BattleTech track of are destroyed elements within the units. Placement of
scale, for greater depth and detail in combat resolution. Space units on the planetary surface map is handled in the same way
battles can likewise be resolved using BattleSpace rul es. as returning units to that map from the battle board after a stan-
First, determine what BattieForce, BattleTech or dard Planetary Assault battle. Any units on the support map at
BattleSpace units are on each side. Then set up the map- the end of the scenario are considered to have fled the battlefield.
sheets for the appropriate game and resolve the combat For units that have weight classes-BattieMech, ground
according to that game's rules. The rules below assume that a vehicle and fighter units-resolve damage as described in the

104
APPENDICES

fo llowing paragraphs . All other units are considered destroyed if Invoking BattleTech
they lose more than 50 percent of their component elements. If both players agree, they can "invoke" BattleTech scale
Units that are not destroyed return to playas if undamaged. in the End Phase of any turn. One hex on the BattleForce map
If a unit loses 25 percent or less of its component elements is nominated as the center of the BattleTech playing area . All
(for example, three or fewer 'Mechs or vehicles in th e case of a units in that hex, as well as any units within three hexes of it,
company), it is considered undamaged in Planetary Assault may be involved in the BattleTech game. BattleForc e play is
terms. The unit returns to play normally. suspended tempo ra rily while players set up the BattieTech
Any Planetary Assault unit that lost more than 25 percent map.
of its component elements will be destroyed or have its weight At the players' choice, any units in the playing area can be
class reduced to represent the damage it took. Refe rence the excluded from the BattleTech combat if they are not involved in
original weight class of the Planetary Assault unit against the th e duel. Playe rs need not convert these units, and must move
percentage of its BattleForce elements that were destroyed. them out of the dueling area on the BattleForce map as soon
The result is the unit's new Planetary Assault weight class. On as possib le.
a "destroyed" result, the unit is removed from play.
For example, a Planetary Assault Heavy 'Mech company GalTle Setup
consists of twelve elements at BattleForce scale. Du ring the bat- The BattleTech play area consists of two mapsheets. Use
tle, five of these elements are destroyed. This number represents any appropriate mapsheets based on the terrain of the area in
approximately 42 percent of the company's 'Mechs. As indicated which the battle will take place. The maps heets are placed with
on the Planetary Assault Conversion Table, losses of 26 to 50 their lon g edges joining, as shown below.
pe rcent for a Heavy unit reduce the unit's weight clas s to
Medium. If the unit had lost eight elements (67 percent of its total
number), its weight class would be reduced to Light. For conve- P P
nience , the most common unit types are shown on the table . I .-rv~/'-""'V"" "~''''''--~~'''~v l I
The reduction of a unit's weight class does not constitute an a a
actual change in the nature of the unit's component elements. y ~~V"-I-A.I"v'Y~...,.j y
Onc e a Planetary Assault unit has been c onv e rte d t o e d-l."v"'"0.<,"""","'Y-....-N"'v'I e
BattleForce or BattieTech scale, players should keep the record r r
sheets for that unit on hand in case it returns to BattleForce- or
BattleTech-scale combat later in the game. If the unit does A
return to such combat, use those record sheets, with the damage
from the previous battle marked on them, rather than converting
the unit all over again. After subsequent battles, compare the
unit's losses based on its original size and weight class to deter-
mine if its weight class is further reduced by damage. Units involved in the BattleTech combat must be convert-
ed to 9attieTech scale using the BattleTech Conversion rules
BATTLEFORCE (p. 100) if they are damaged. If they are undamaged, simply
While it is technically possible to resolve comba t in a use the appropriate BattleTech record sheets to repre sent
BattleForce game using BattleTech rules, shifting from one set each unit or element.
of rul es to the other is incredibly cumbersome in most cases . Each pla yer rolls 206. The player w ho ro lle d highest
Therefore, the following rules only cover duels, in which the rest chooses one mapsheet as his home mapsheet. He places any
of a battle is suspended while two 'Mechs or two units engage in of his units that occupied the chosen hex on the BattleForce
sing le combat. This minimizes the complexity of converting units map in any full hexes, with any desired facing. The other player
back and forth from BattieForce to BattleTech terms. then places a ny of his unit s that occupied the ch osen
BattieForce hex on the other BattleTech mapsheet.
During the Movement Phase of Turn 1, any units
PLANETARY ASSAULT CONVERSION T ABLE within three hexes of the chosen BattleForce hex
move onto the BattleTech map via the edge of each
Unit Type Elements Destroyed player's home mapsheet. These edges are marked on
Squadron (6) 0-1 2- 3 4 5+ the sample map above as "Player A" and "Player B."
Binary or fighter Star (10) 0-2 3-5 6-7 8+
Company (12) 0-3 4-6 7-9 10+ Playing the GalTle
Trinary (15) 0-3 4-7 8-1 1 12+ While the duel is taking place, no units may fi re at
Losses the BattleTech-scale units involved, and no new units
Original Weight Class 0-25% 26-50% 51 - 75% 76%+ may move to within a three-hex radius of the chosen
Assault Assault Heavy Medium Destroyed BattleForce hex. Likewise, units that leave the
Heavy Heavy Medium Light Destroyed
Medium Medium Light Light Destroyed
Light Light Light Destroyed Destroyed

105
APPENDICES

BattleTech mapsheets cannot re-enter BattleForce play until upgraded technology . Units with Equipment Rating A frequently
the duel is over. even contain elements equipped with Clan technology. Among
Each BattleForce turn comprises three turns of the Clans, a unit's status as front-line or second-line determines
BattleTech. This means that the first three turns of BattleTech its technology. In the case of second-line forces, some units
are played before BattleForce play resumes. have Inner Sphere standard technology, which represents their
After three 8attieTech turns, BattleTech play is suspend- limited access to equipment and munitions.
ed while one BattleForce turn is played. After the BattleForce The Technology Conversion Table summarizes the conver-
turn, three more BattleTech turns are played. Repeat this cycle sion from Equipment Rating or Clan unit status to Planetary
until the duel is resolved. The duel ends when all of one play- Assault technology levels. The indicated percentage is the
er's BattleTech units are either destroyed or have left the amount of forces of each type within the unit. For example, a
BattieTech map. typical 'Mech regiment contains ten companies. Such a regi-
ment with Equipment Rating B contains eight companies (80
Returning to BattleForce Scale percent) with Inner Sphere upgrad'ed technology and two com-
Once the duel is over, players must convert the surviving panies (20 percent) with Inner Sphere standard technology.
BattleTech units back to BattieForce-scale elements. Then
they may resume normal BattleForce play.

USING BATTLETECH FIELD MANUALS TECHNOLOGY CONVERSION TABL E


Players can easily generate forces that accurately repre-
sent any of the famous (or infamous) units in the BattleTech Equipment Upgraded/Clan Clan
universe using the Unit Rosters in any of the BattleTech Field Rating Standard Second-Line Front-Line
Manual series. The following simple guidelines allow players to A 80% 20%
pit the elite First Sword of Light against Zeta Battalion of Wolf's B 20% 80%
Dragoons, or create any other unique confrontation they may C 40% 60%
desire. D 60% 40%
Because these are guidelines rather than hard-and -fast F 100%
rules, the players must use them according to their best judg- Clan Front-Line 20% 80%
ment to receive the best results in terms of fair play and enjoy- Clan Second-Line 20% 60% 20%
ment.

BattleForce
Because BattieForce uses the same battlefield units that APPENDIX IV: CAMPAIGNS
BattleTech does (just more of them) , players can simply use
If they wish, players may playa campaign : multiple games of
the Unit Generation tables found in a Field Manual to create
BattleForce and/or Planetary Assault played one after another
each BattleForce BattleMech unit. For vehicles and aerospace
using a fixed force on each side for the entire campaign. Using
fighters , use the table on p. 61 of this book.
the appropriate conversion rules (p. 100, 103), players can also
Planetary Assault
link BattleTech and BattleSpace games into a BattleForce or
To convert a unit from a Field Manual into Planetary Planetary Assault campaign. In a campaign, each side's com-
Assault terms, players must know the unit's size, experience mander must dictate his forces' overall strategy in order to out-
level and equipment ratings. Create the appropriate number of maneuver his opponent and gain the upper hand. In contrast to
company types randomly using the Random Weight-Class the short-term victories achieved in BattleTech, a player in a
Table in the Field Manual's Unit Generation rules. Players can BattleForce 2 campaign can lose the battle, but win the war.
adjust these based on the text of the specific Field Manual The easiest way to link BattleForce games into a cam-
regarding unit composition. For example, if a regiment is paign is to use Planetary Assault to represent the strategic
described as including an assault company, then by all means movement of forces. When Planetary Assault units meet in
include one even if such a company is not randomly generated. battle, use the BattleForce rules to resolve combat as
The experience level of each Planetary Assault unit larger described in Integration (p. 105). This type of campaign is
described below.
than a company is equal to the overall experience level given to
the unit in the Field Manual. Within larger formations such as Players can also link BattleForce games in a more
battalions and regiments, the experience level may be subject abstract manner. The exact execution of such a campaign is up
to some variation if players so desire. As a guideline, players to the players to work out.
may designate one company as the formation's command com- A typical short campaign might consist of three games: a
pany. That company has an experience level one higher than Meeting Engagement, an Initial Assault and a Final Battle. In the
the overall level listed in the Field Manual. Players should also Meeting Engagement, only the Light and Medium units from each
choose a "rookie company" and lower its experience level by side, along with aerospace fighters, are involved . The winner of
one; such a company is usually Light. In all cases, however, the the Meeting Engagement becomes the attacker in the following
maximum experience level is Elite and the minimum is Green. two scenarios. In the Initial Assault, both players may use all
An Inner Sphere unit's Equipment Rating determines their forces, though they may wish to keep some in reserve to
whether its elements are considered to have standard or use as reinforcements in the Final Battle . The winner of the

108
APPENDICES

Initial Assault scenario receives the benefit of a +2 modifier to as described above, except that the player must apply the first
Initiative rolls during the Final Battle scenario, and may al so repair to the internal structure.
choose the side of the map through which his forces enter play. An element destroyed by having its head blown off, its
For added realism and complexity, players may use any or crew killed or by taking three engine critical hits can be saved in
all of the following options: Scavenging and Repair, Double- the same way, except that the player must apply the first repair
Blind Play and Interstellar Campaigns. to the critical hit that destroyed the element rather than to its
internal structure.
SCAVENGING AND REPAIR
After each battle in a campaign, technicians can repair and Salvage
re-arm damaged elements before the next battle begins. After a typical battle, the ground is littered with destroyed
If using the Planetary Assault game as a campaign 'Mechs and vehicles that can be scavenged for spare parts.
framework, players make Repair Rolls in the End Phase of the Having salvage available always makes repair attempts easier.
Planetary Assault turn sequence. Otherwise, Repair Rolls are Salvage rules do not apply to infantry elements.
made between BattleForce games. Only the side that claimed the battlefield can use salvage
The BattleForce Repair Table, p. 108, summarizes the after a scenario. This is usually the winner, but not always. For
repair process. The base target number for each repair attempt example, if the winning side moved off the edge of the map (as
is based on the unit's technical support-not an official designa- in a chase scenario), then it cannot use salvage because it left
tion, but an overall description of the unit's technical abilities behind the destroyed 'Mechs and vehicles.
and available supplies. Unit descriptions in the BattleTech The player who claims the battlefield takes all salvage,
Field Manuals give an overall impression of technical support. from his own side and his opponent's. Players may not, howev-
If players have no Field Manual available, or the book does not er, salvage units that were destroyed on the enemy's side of
indicate technical support for the unit in question, base the the support map. Opposing destroyed elements may not be
unit's technical support on its Experience Level, as shown on repaired. The player should, however, attempt to repair friendly
the Repair Table. destroyed elements before using them as salvage (see
Apply modifiers to the target number for the repair roll as Destroyed Elements).
shown on the table. Modifiers for terrain are based on the Each destroyed element can be used as salvage to help
Planetary Assault hex occupied by the element being repair one element of the same type . 'Mech salvage can only
repaired. Each MASH element can only aid in the repair of one be used to repair damaged 'Mech elements, vehicle salvage to
infantry unit per Planetary Assault End Phase. See Salvage repair vehicle elements, and aerospace salvage to repair aero-
and Destroyed Elements for additional explanations of modi- space elements.
fiers for salvage and element destruction. Available salvage applies a modifier to the Repair Roll tar-
To make the repair attempt, roll 2D6. If the result is equal to or get number. If the technology base of the salvage matches that
greater than the modified target number, the repair is successful. of the element to be repaired (Clan for Clan or Inner Sphere for
For every point by which the result equals or exceeds the Inner Sphere), the modifier is -3. If the technology base does
target number, the player may repair his choice of one of the fol- not match, the modifier is -1.
lowing: 2 Armor Points, 1 Structure Point or one critical hit. For In addition, if a repair attempt with non-matching salvage is
example, if the modified Target Number is 8 and the player rolls a successful, the Damage Values of the repaired unit are altered.
10, he can make three repairs: one for 8, one for 9 and one for These changes are only made once, even if an element is later
10. He might choose to repair 4 Armor Points and 1 Structure repaired again with non-matching technology. When Inner
Point, one critical hit and 2 Structure Points, or any other combi- Sphere salvage is used to repair a Clan element, reduce all of
nation. These results can only be applied to the target elements; the element's Damage Values by 1. (A 'Mech element's point-
the player cannot split them with other elements. Excess repairs blank Damage Value cannot be reduced below 1 in this way. )
that cannot be made to the target element are lost. When Clan salvage is used to repair an Inner Sphere element,
A player may make only one repair attempt per damaged increase all of the repaired element's Damage Values by 1.
element per Planetary Assault End Phase. If the attempted However, the repair will not add Damage Values to ranges at
repair roll fails, the player may not attempt another repair roll on which the element could do no damage before.
the same element until the End Phase of the next Planetary Salvage is expended after a single repair attempt, whether
Assault turn . Players may not carryover unused repair successful or not.
attempts to other elements.
Technicians
Destroyed Elements Technicians are the people who perform the repairs on dam-
An element destroyed by the loss of all of its structure is aged elements. For the purposes of BattleForce campaigns,
not necessarily literally destroyed. In order to save such a unit, "technicians" refers to all personnel involved in any kind of repair
however, its controlling player must repair it immediately after work, including vehicle mechanics, aerospace engineers and
the battle in which it was destroyed. Always make Repair Rolls even the doctors who "repair" damaged infantry elements.
for destroyed elements before repairing other elements. Unless the players are playing with units they have creat-
Apply a +4 modifier to the target number for repairing a ed, assume that both players have enough technicians to cover
destroyed element. If the Repair Roll fails, the unit is destroyed their needs. The standard technical support modifier based on
for good, though it may be used for salvage to aid in the repair each element's experience level , shown on the BattleForce
of other elements. If the roll succeeds, the element is repaired Repair Table, represents this coverage.

107
APPENDICES

If the unit has a complete description, such as a mercenary INTERSTELLAR CAMPAIGNS


unit created using the rules in the BattleTech Field Manual: Players can run massive campaigns spanning dozens of
Mercenaries, then specific Technician Skill numbers replace worlds using the map of the Inner Sphere contained in this box.
the base target number given on the table. In an interstellar campaign, the strategic movement of troops on
JumpShips becomes a major factor, as each JumpShip must
Limited Supply spend a week re charging after a jump before it can make
If the players want an additional challenge, each side can another jump.
be assigned a limited amount of supplies, restricting their ability The following guidelines should get players started on an
to repair units after battle. Supply Points represent the amount interstellar campaign. The guidelines are only intended as a
of supplies available. Each side starts a campaign with a fixed rough framework, however. Ambitious players can expand on
number of Supply Points-an equal amount for both players, the basics given below with additional rules from other
with more points for a longer campaign. In a typical campaign BattleTech products, such as Maximum Tech and
lasting for three to five games, the number of Supply Points is MechWarrior, Second Edition, as well as adding their own
equal to the total number of elements on both sides. For exam- personal rules to the mix.
ple, if Player A has 20 elements and Player B has 18 elements, An interstellar game is most realistically played under dou-
both sides would start the campaign with 38 Supply Points. This ble-blind conditions, with a referee keeping track of the posi-
number represents enough supplies to perform many repai rs, tions of each player's JumpShips and troops. If both players
but if a player exhausts it too early, he will have none left for the know where the other player's troops are headed, it is relatively
final battles. simple to intercept them. In the case of interstellar movement, a
Each time a player attempts a Repair Roll, he spends 1 player detects enemy JumpShips only if he has units in the
Supply Point. He can use additional supplies in order to expe- planetary system when an enemy JumpShip arrives, or if he
dite the repairs; each extra Supply Point spent adds 1 to the moves one of his own JumpShips into a system occupied by an
result of the Repair Roll . The player must decide on a number enemy JumpShip or WarShip. Enemy units on the planetary
of Supply Points to be spent on a particular element before surface cannot be detected by ships at a jump point, though
making the Repair Roll. arriving JumpShips are detected by units on the surface.
A sal;vage element of the appropriate type counts as 1 Throughout these guidelines, the term "JumpShip" is used
Supply Point when used to aid repairs as described in Salvage. to describe any jump-capable craft, inclu ding WarShips. If a
particular rule only applies to one or the other class of vessel,
caUBLE-BLIND PLA V the rules will specify which.
With the addition of a second planetary map and a referee,
players can play double-blind campaigns. In a double-blind Strategic Turns
game, each player has his own map on which he sets up only The interstellar campaign is played in a series of strategic
his own units. Neither player can see enemy units until a unit turns, each of which represents a week of real time. During
from his own side detects them. each strategic turn, three Planetary Assault turns take place.
The referee should keep track of each player's movement The strategiC turn sequence is summarized below.
on a copy of the planetary map. Players can use a photocopy of
the map on p. 73, or the referee can set up a third planetary Strategic Turn Sequence
map with both players' units on it. Only the referee knows 1. JumpShip Movement
where all units are at any given time. 2. Planetary Assault Turn 1
3. Planetary Assault Turn 2
Unit Cetection 4. Planetary Assault Turn 3
The referee must watch each unit's movement carefully. If a 5. Strategic End Phase
unit enters a hex containing an enemy unit, that unit is detected.
The moving unit must end its movement if it is a ground unit. An .JumpS hip Movement and Recharging
air unit can continue moving after detecting an enemy unit. A JumpShip can move up to thirty light years in a single
Aerospace units in orbit can scan one hex per turn during the hyperspace jump, as shown on the Inner Sphere map. Measure
End Phase. The controlling player nominates one hex in the area the JumpShip movement distance on the Inner Sphere map.
of the planet's surface corresponding to the orbit zone his unit A JumpShip with a charged jump drive can make a single
occupies. Any enemy units in the nominated hex are detected. jump of up to thirty light years in any direction. After a jump, a
When a player detects an enemy unit, a counter for that JumpShip must recharge its jump drive using a solar collector
unit is placed face-down on the detecting player's map. The unit call ed a jump sail. This process takes a variable amount of
can be reconned after that point (see Reconnaissance, p. 81). time- about a week on average. For purposes of these rules,
It stays on the detecting player's map as long as he has units in recharging always takes one strategic turn. This means that
the same hex or in a hex adjacent to it, or has aerospace units each JumpShip can move once per strategic turn.
in the orbit zone above it. If these conditions are not met, the A JumpShip equipped with a lithium-fusion (LF) battery can
unit counter is removed from the detecting player's map in the store the battery's energy for an additional jump, allowing such
End Phase of the current turn, and the player must detect the vessels to move twice in a single JumpShip Movement Phase.
enemy unit again later. A newly detected unit is always placed Alternatively, a player can save this additional jump for later in
face-down even if an opposing player detected it previously. that same turn to allow the JumpShip to leave the System

108
APPENDICES

Diagram in case a quick retreat is required. Extra jumps cannot


be saved from one turn to another. LF batteries take the same BATTLEFORCE REPAIR TABLE
amount of time to charge as a jump drive, and so an LF-
equipped JumpShip can move twice every strategic turn . Unit Technical Support- Base Target Number
If the specific model of a vessel or its BattleSpace statis- Excellent (Elite) 7
tics are not available, assume that all WarShips are equipped Good (Veteran) 8
with LF batteries and that standard JumpShips are not. Avera ge (Regular) 9
Only inhabited star systems are marked on the Inner Poor (Green) 11
Sphere map. Unmarked systems exist as well, which can be None 12
useful places to recharge jump drives away from an enemy's Condition Modifier
eye. Because these systems are not well charted, however, a Element has been destroyed +4
JumpShip risks a mis-jump each time it moves into one of these Salvage available:
systems. Same technology -3
Players can assume that enough unmarked systems exist Different technology" -1
to enable them to jump to any desired point on the map. To Working condition s:
jump to an unmarked system, mark the ship's position on the Friendly base -1
map with a pencil mark or a pin . Then roll 2D6. On a result of 2, Friendly city or fortress -2
the ship has mis-jumped and the player must roll 2D6 again. On Arctic, Mountain or Ocean terrain +2
a second result of 2, the ship is lost and all units aboard it are MASH element available (Infantry only) -2
destroyed. On any other result for the second roll , the ship has
suffered drive damage and cannot move in the following strate- 'If a unit has a specific Technician Skill, use that number
gic turn while repairs are made. as the base target number.
" A successful repair changes the element 's Damage
Values; see Salvage, p. 107.
Salvage modifiers do not apply to infantry repairs.
o M ~ I( ioI lildo
o
O " lerVoll a
TenOCflte
o Uabalima o ®
Pe snl
a JualellO

o ge nerally, victory involves seizing a certain number of the ene-


~
Irec;o
OCanpare
o my's planets .
Un,l y

o See Limited Supply, p. 108, for rules on how to use sup-


o "amarovka Cy relllllcB
plies in BattieForce campaigns . In an interstellar campaign,
o
A. sgard OK"m<lrnOCk each planet controlled by the players produces a certain num-
OPOrl A nhu r 0 ber of Supply Points. The number of planets involved on both
O Taflzed 0 ""01'1 ® OCha!ha~lI~ 0
LlJlhlf;(l Sh'monQsekl sides should be equal at the start of the campaign .
o K.ano...... O eariNn Uri 0 Bra unton
The players determine the exact number of Supply Points
generated by each planet; these paints are generated in the
End Phase of every strategic turn. As a guideline, most planets
The JumpShip in the diagram starts the interstel- provide a number of Supply Points equal to the total number of
lar turn in the Caripare system . It can reach the Planetary Assault units with which the side that controls it
Itabaiana, Outer Volta, Juazeiro or Cyrenaica systems started the game, times 10. Provincial and district capital worlds
in a single jump. To reach Asgard, the ship would (marked with two concentric circles on the map , such as
have to make two jumps-one into an unmarked sys- Benjamin) generate twice as many Supply Points. Successor
tem and a second to the Asgard system. Completing State capitals (marked with three concentric circles on the map,
this move would take two strategic turns, unless the such as Luthien) generate three times as many Supply Points.
ship has a lithium-fusion battery. Jumping into an Su pply Points generated by each planet can be used by
unmarked system requires a 206 roll to see if the ship forces on that planet or forces elsewhere. However, in order for
mis-jumps or the drive fails. forces elsewhere to use them, the supplies that the points repre-
sent must be moved via JumpShip. To do this , the moving player
Note: Due to a typographical error, some of the planet notes how many paints are "loaded" onto a JumpShip from the
"dots" shown in this section of space do not appear on the Inner planet's system. When that JumpShip arrives in the system occu-
Sphere map. The correct positions of these planets appear in pied by the units for which the supplies are intended, simply add
the diagram. the points carried to the target system's total pOints.
This supply system is intentionally abstract. Supplies repre-
Stratagic End Phase
sented by these paints need not be transported to the surface
During the End Phase, players may deal with supplies if
of the planet via DropShips, nor do they take up any space on
they wish to include them in their campaign . Otherwise, play
the ships transporting them. If a JumpShip carrying supplies
continues until one player achieves victory for the campaign.
suffers a mis-jump, those Supply Points are lost.
The players set specific victory conditions by mutual consent;

109
BArrLEFORCE 2

Armor and Weepons


TECHNICAL Two separate layers of armor provide modern BattleMechs
READOUT with protection against energy and projectile weapons . Usually,
aligned-crystal steel is used for an outer layer of armor. The
aligned-crystal steel has excellent heat-conducting propertie~,
The following section contains a general description of the and so it provides excellent protection against lasers and parti-
workings of a BattieMech, a list of the most common cle-beam weapons. An inner layer of boron nitride impregnated
BattleMech equipment and weapons, and a sampling of the with diamond monofilament stops high-explosive armor-piercing
many machines of war that ex~t in the BattleTech universe. (HEAP) rounds and fast neutrons. This second layer of armor
While this information has no bearing on the BattleForce also prevents any armor fragments from damaging the
game, it does provide useful background on the elements and BattleMech's internal systems.
units used in the game. The 'Mechs, fighters, vehicles and so BattieMechs usually carry charged-particle-beam weapons
on listed represent only a fraction of the forces available; for or lasers as their primary armaments, because energy weapons
complete information , see Technical Readouts 3025, 3050, can be powered virtually indefinitely by a ' Mech's onboard
3055, 3057 and 3058. fusion reactor and do not require ammunition reloads. In addi-
tion to energy weapons, many BattieMechs carry lau ching
THE BATTLEMECH racks for short- or long-range non-nuclear missiles. Still other
'Mechs mount rapid-fire autocannons or machine guns for use
-From a promotional pamphlet dietributed by against infantry, aircraft and other BattleMechs.
Skobel Mech\Norks of Terre
PO\Nsr
THE FIRST
BattleMechs [equire a large, constant power supply for
In 2439, the introduction of a lethal new weapon revolution-
movement and combat. The fusion reactor, which produces
ized modern warfare forever. That weapon was the first
enormous amounts of electricity from ordinary water, is the
BattleMech-the MCK-5S Mackie. Though the Mackie would
most efficient system for providing this power. And because the
be considered primitive by today's standards, the machine rep-
fusion reaction created by a BattleMech's power plant does not
resented the most advanced battlefield technology of its day.
release neutrons, the power plant can operate indefinitely with-
Now, six hundred years later, Skobel MechWorks is proud to
out becoming radioactive.
commemorate the birth of the Mackie, the ancestor of all mod-
The fusion plant produces electricity by a process known
ern BattleMechs, with this free pamphlet.
as magnetohydrodynamics. In this process, magnetic fields are
used to channel plasma from the fusion reaction into a loop.
THE MOCERN BATTLEMECH
This plasma is electrically conductive, and so the loop functions
The modern BattieMech is perhaps the most complex
as a powerful generating coil, producing both electricity and
machine ever produced . Each 'Mech contains thousands of dif-
waste heat. Every BattieMech carries radiators called heat
ferent components , far too many to explain here. But exploring
sinks to help dissipate this waste heat. Heat sinks are especial-
the systems and the capabilities of BattleMechs is a great way
ly important, because excessively high internal temperatures
to start getting to know these marvelous machines.
can disrupt the magnetic containment fields ar o und a
BattleMech's reactor. And if a power plant's magnetic "jar" is
Skeleton
disrupted, an uncontrolled fusion reaction may occur, releasing
Every BattleMech contains a "skeleton" made up of several
neutrons and exposing the BattleMech's internal systems and
dozen "bones. " Each "bone" is a honeycombed, foamed-alu-
its pilot to damaging and lethal radiation .
minum core wrapped with stressed silicon-carbide monofila-
ment and protected by a rigid, titanium-steel shell. Each of
Movement
these artificial "bones" has attachment points for the myomer
BattleMechs can attain walking or running speeds ranging
"muscles" and servos that drive the BattieMech. This skeletal
from 40 to 100 kilometers per hour in open terrain. Dense
construction helps make BattleMechs less vulnerable and easi-
forests, swamps, and steep slopes will slow a 'Mech, but very
er to repair than vehicles supported by stressed-skin shells.
few terrain features can stop one. In addition, many 'Mechs can
jump over obstacles by superheating air with their fusion reac-
Muscles
tors and jetting it out through so-called jump jets. Jump-capable
Two different systems are used to drive BattleMechs and
BattieMechs operating on worlds without atmospheres often
control their movements. Small , electrically driven actuators
carry small quantities of mercury to use as reaction mass for
move a 'Mech's light weapons and sensor arrays. Bundles of
their jets. And all BattleMechs can move underwater when
polyacetylene fibers called myomers control a 'Mech 's limbs
crossing rivers or small lakes.
and main weapons. Myomers contract when exposed to electn-
Space borne BattieMechs can make assault landings from
cal current, much like human muscles. And if a BattieMech's
low orbit. Special reaction jets housed in their feet allow them to
myomers are damaged in battle, technicians can replace the
soft-land from altitudes of up to 320 kilometers . During re-entry,
fiber bundles with new ones or "transplant" myomers from other
breakaway ablative shields protect a BattleMech's vulnerable
parts of the 'Mech's skeleton. Transplanted myomer bundles
sensors and weapons.
cannot restore full function to a damaged limb, but they do pro-
vide limited mobility and strength.

110
I'ECHNICAL READOUI'

Weapons and Heat-Dissipation Strategies Rules of Warfare, and also in the Master Tables on pages
Because a BattleMech's systems are pushed to their limits 125-27 of Maximum Tech. BattleTech rules for using these
during combat, 'Mechs engaged in combat generate large weapons and equipment appear on pages 112-22 of the
amounts of waste heat rapidly. We've already discussed how BattleTech Compendium: The Rules of Warfare.
excessive internal temperatures can disrupt a fusion reactor's The eqUipment is listed below in alphabetical order.
magnetic containment shields . But excessive heat can also
impair or permanently damage a 'Mech's electronics and com- ARROW IV MISSILE ARTILLERY SYSTEM
puter systems, slowing the BattleMech's movement and reduc- The Arrow IV is a stand-alone missile system designed to
ing the accuracy of its weapons . deliver long-range salvos as a supplement to conventional
Heat sinks are one way of controlling the heat build-up in a artillery pieces such as the Long Tom, Thumper and Sniper.
'Mech. But the heat pouring out of these radiators can produce The main advantage of the Arrow IV is its relatively light weight
strong infrared (IR) signatures, which can make a 'Mech easy compared to other artillery, but its munitions are very expen-
to target. To solve this problem, MechWarriors have found sive.
other ways to control heat build-up. Often, MechWarriors will The Arrow system uses two basic types of missiles. More
position their machines in shallow lakes or rivers. Through the common and relatively less expensive are standard area-satu-
processes of conduction and convection, the running water ration missiles, which attack an area rather than a specific tar-
helps dissipate the 'Mech's internal heat, allowing a higher rate get, inflicting massive explosive damage on any object within a
of activity. On temperate or cold worlds, the atmosphere itself 45-meter blast radius. The second type , a homing missile,
can help dissipate waste heat in the same manner. On the homes in on a target designated by a spotting unit on the battle-
other hand, the high outside temperatures of a desert or jungle field that carries target acquisition gear (TAG). The homing mis-
environment can exacerbate a BattleMech's heating problems. sile causes very little collateral damage.
Perhaps the most common way MechWarriors control heat- Clan Arrow IV systems can also fire Thunder munitions.
build-up is by regulating the movement and firing rates of their
machines manually or by reprogramming the machine's move- ARTILLERY WEAPONS
ment control computer and its secondary systems. These com- Generally mounted in vehicles and sometimes in
puters can be used to limit the 'Mech's rate of activity and the BattleMechs, these extremely large projectile weapons enable
resulting heat build-up. For example, when a 'Mech is sent to a units to launch shells at targets several kilometers away. The
high-temperature world, its actiVity-rate setting may be lowered. most commonly used artillery weapons are the Long Tom,
The 'Mech will move more slowly and fire less often than it would Sniper and Thumper, in addition to the Arrow IV missile artillery
on a temperate planet. When a 'Mech is sent to fight in an arctic system described above.
climate, the setting is raised, allowing faster movement and a
higher rate of fire. Reprogramming is usually carried out while the AUTOCANNON [AC]
BattleMech force is en route to its assignment aboard DropShips. An autocannon is a rapid-fire, auto-loading weapon that
The process takes approximately two weeks. fires high -speed streams of high-explosive, armor-piercing
Because BattleMechs are always adjusted for the expected shells. Light autocannons range from 30 to 90mm; heavy auto-
external temperature of their combat environments, sudden cannons may be 80 to 120mm or larger. Autocannons are also
increases in outside temperature can have a devastating available in advanced LB-X models that fire cluster munitions-
impact on a 'Mech's ability to dissipate waste heat. Tacticians acting like an anti-BattleMech shotgun-and Ultra models that
have developed a series of battle tactics to take advantage of can fire at double the normal rate.
this 'Mech characteristic. For example, commanders regularly
BEAGLE ACTIVE PROBE
set forests on fire while enemy BattleMechs are advancing
through them. The superheated air roaring around the 'Mechs Capable of detecting and identifying even shutdown and
camouflaged units at distances much greater than standard-
can overload the machine's cooling systems or drastically
issue electronic warfare (EW) suites, the active probe makes a
reduce their efficiency, thus hampering the machines' combat
valuable addition to any recon unit.
capabilities.

CONCLUSION c3 COMPUTER
The BattleMech has come a long way since the Mackie, Only Inner Sphere units can use the Command/Con-
and undoubtedly will evolve in directions we can only guess at trol/Communications (C3) computer system. Intended for instal-
today. Skobel is proud to have played a part in the development lation in command or reconnaissance 'Mechs or vehicles, the
of these technological wonders and looks forward to playing a C3 system is designed to help unit commanders coordinate
significant role in the continuing saga of the BattieMech. activities on the lance and company levels.

EXTRA-LIGHT [XL] ENGINE


EmUIPMENT Advances in fusion power-plant shielding have allowed engi-
This section briefly describes the main armaments and neers to retro-fit standard engines with new and lighter shielding
other pieces of vital eqUipment used by Inner Sphere and Clan materials, greatly reducing overall engine weight, but at the cost
forces. BattleTech statistics for heat produced, Damage Value, of compactness. The Clan version of the XL engine is much less
range and tonnage appear in the Weapons and Equipment bulky than those developed so far in the Inner Sphere.
Tables, pages 104-106 of the BattleTech Compendium: The

111
rECHNICAL READOUr

FLAMER
Though not especially potent weapons, flamers can be
quite effective if used as intended. The horrific damage done by
flamers can crush the morale of unarmored infantry units .
Flamers can also damage units hidden in trenches and field-
works, as well as damaging or overheating enemy 'Mechs.

GAUSS RIFLE
The Gauss rifle uses a series of magnets to propel a pro-
jectile through the rifle barrel toward a target. Though it requires
a great deal of power to operate, this weapon generates very
little heat and can achieve twice the muzzle velocity of any con-
ventional weapon. Gauss rifles are also available in a light vari-
ant that sacrifices hefty damage-dealing capability for lighter
overall weight and a longer range.

GUAROIAN ECM SUITE


The Guardian ECM suite is a broad-spectrum jamming and
electronic countermeasure device designed to reduce the effec-
tiveness of enemy long-range scanning and surveillance equip-
ment.

HEAT SINKS
Heat sinks are designed to protect an engine and other
components from heat build-up by shedding a certain amount
of engine- and weapons-generated heat. Many newer 'Mechs
are equipped with advanced double heat sinks, which are bulky
and expensive but can dissipate twice as much heat as stan-
dard models.

LASER
Laser is an acronym for "Light Amplification through
Stimulated Emission of Radiation ." When used as a weapon, a MRMs less accurate than guided missile systems, the lack of
laser damages its target by concentrating extreme heat on a targeting systems and steering thrusters dramatically reduces
small area. BattleMech lasers come in three sizes: small, medi- the size of each missile. Consequently, a standard-sized MRM
um and large. launcher holds far more missiles than a comparably sized LRM
Lasers are also available in extended-range (ER) versions rack.
that offer longer range, but at a considerably higher cost ill
heat. The remaining variant , the pulse laser, gives greater PARTICLE PRO.JECTOR CANNON [PPC)
accuracy at the cost of higher heat and shorter ranges . A PPC consists of a magnetic accelerator firing high-ener-
gy proton or ion bolts that cause damage through impact and
LONG-RANGE MISSILES [LRM] high temperature . PPCs are among the most effective weapons
Long-range missile racks fire salvos of high-explosive mis- available to BattleMechs. PPCs also come in extended-range
siles at distant targets . LRMs can be equipped with various (ER) versions, which fire at a longer range but produce consid-
special submunitions: flare, fragmentation, incendiary, semi- erably higher heat.
guided, Swarm, Swarm-I and Thunder.
SHORT-RANGE MISSILES [SRM)
MACHINE GUN SRMs are direct-trajectory missiles with high-explosive or
Though rarely carried by BattleMechs, a machine gun's armor-piercing explosive warheads. They are accurate only at
high rate of fire makes it an excellent anti-infantry weapon. ranges of less than 300 meters, but are more powerful than
LRMs.
MEDIUM-RANGE MISSILES [MRM] SRMs also come in Streak versions, which contain a
MRMs evolved to fill the need for cheap, easily produced device that prevents the missile from launching unless the mis-
weapons that the hordes of inexperienced warriors flooding the sile has locked on to a target. Once locked on, the missile auto-
ranks of the OCMS in the late 3050s could use effectively. matically hits.
Initially, many observers considered MRMs a giant step back-
ward in weapons development. Originally dubbed "dead-fire TARGET ACmUISITION GEAR [TAG]
missiles" or "dummy rockets," MRMs are unguided missile sys- A spotter uses target acquisition gear to deSignate a target
tems. Like machine guns and lasers, these missiles are aimed tor an attack by a homing missile tired from an Arrow IV missile
at a target "over iron sights." Though this configuration makes artillery system.

112
I'ECHNICAI. READOUI'

INNER SPHERE BATTLEMECHS CLAN OMNIMECHS

~R7-K ~ENNER DASHER


Mass: 35 tons Mass: 20 tons
Cruising Speed: 76 kph Cruising Speed: 108 kph
Armement: Armament [Primary
SRM4 Configuration] :
4 Medium Lasers 2 ER Medium Lasers
SRM 6
Commentary SRM4
A light 'Mech favored by House Kurita, the Jenner can be Anti-Missile System
found in most Draconis Combine Mustered Soldiery regiments. Streak SRM 4
Impressive firepower at close range, combined with incredible
speed and agility, makes the Jenner a perfect reconnaissance Commentary
and fast-strike scout 'Mech. The Dasher-known as the Fire Moth among the Clans-is
one of the fastest 'Mech designs ever produced. Its incredible
CNS-D CENTURION bursts of speed give Clan forces a level of tactical mobility that
Mass: 50 tons Inner Sphere forces simply cannot match.
Cruising Speed: 65 kph
Armament: BLACK HAWK
LB 10-X AC Mass: 50 tons
LRM 10 Cruising Speed: 54 kph
2 Medium Lasers Armament [Primary
Configuration) :
Commentary 12 ER Medium Lasers
Popular throughout the armies of the Inner Sphere, the
Centurion is a reliable design that has seen constant combat for Commentary
centuries. Thick armor, impressive firepower at multiple ranges The Black Hawk-known as the Nova among the Clans-
and increased speed from the installation of an extra-light is a mainstay of most Clan militaries. The primary configuration,
engine make the Centurion a feared opponent. with its complement of twelve extended-range medium lasers,
can deliver a devastating barrage of firepower that is almost
CPLT-C3 CATAPULT unmatched by any other design.
Mase: 65 tons
Cruising Speed: 43 kph
MAD CAT
Armament: Mass: 75 tons
Arrow IV System Cruising Speed: 54 kph
Armament [Primary
4 Medium Lasers
Configuration] :
2 ER Large Lasers
Commentary
2 ER Medium Lasers
A heavy 'Mech with a long, distinguished record, the
2 LRM 20s
Catapult is most popular with House Liao troops. Recently
1 Medium Pulse Laser
upgraded from long-range missile racks to the advanced Arrow
2 Machine Guns
IV artillery systerm, the new Catapult is proving deadly as a fire-
support 'Mech. Commentary
The Mad Cat-called the Timber Wolf among the Clans-
AS7-K ATLAS
is the flagship OmniMech of almost every Clan, especially Clan
Mass: 100 tons
Cruising Speed: 32 kph
Wolf. Powerful, fast and well protected, many consider it the
Armament: pinnacle of 'Mech designs. Very few MechWarriors walk away
Gauss Rifle victorious from a fight with this ferocious OmniMech.
LRM 20
2 ER Large Lasers MASAKARI
Mass: 85 tons
2 Medium Pulse Lasers
Cruising Speed: 43 kph
Armament [Primary
Commentary Configuration) :
Unveiled in the final days of the Star League, the At/as was
4 ER PPCs
designed to be the king of the battlefield. Mounting more armor
then almost any other design and packing a deadly array of LRM 10
weapons, the At/as regularly lives up to its designers' expecta- Commentary
tions. The Masakarf----dubbed the Warhawk among the Clans-i s
a mobile weapons platform. The primary configuration, which

113
rECHNICAI READOUT

mounts four exceptionally powerful extended-range PPCs, pro- much heavier Demolisher mounts vastly superior armor protec-
vides this 'Mech with enough firepower to cripple most enemy tion for its crew than the lighter Hetzer.
units well before they are within range to return fire.
ARMOREO PERSONNEL
VEHICLES CARRIERS
Mass: 10 tons
Cruising Speed: various
HARASSER MISSILE Armament:
PLATFORM
Mass: 25 tons 2 Machine Guns
Cruising Speed: 10B kph
Armament: Commentary
2 SRM 6s Armored personnel carriers (APCs) come in hover, tracked
and wheeled configurations, allowing for easy transport of
Commentary infantry regardless of the terrain or weather conditions.
Fast and agile, yet packing a bite, the Harasser epitomizes However, these units are woefully underarmed and armored,
the light vehicle. With its ability to strike fast and hard and then and should never be deployed as combat vehicles .
fade away, the Harasser is usually used to pin down or flank
enemy formations. The fact that the Harasser is a hover vehicle .J-27 ORONANCE
TRANSPORT

t
only enhances its usefulness.
Mass: 10 tons
Cruising Speed: 54 kph
HETZER WHEELEO ASSAULT Armament:
GUN
Mass: 40 tons Machine Gun
Cruising Speed: 43 kph
Armament: Commentary
AC/20 The J-27 is one of the more popular vehicles for transport-
ing live ordnance to the battlefield. However, its slow speed and
Commantary light armor make it a deathtrap in a battle. In fact, House Kuri,ta
An unusual design, the Hetzer lacks prestige among most is known for assigning convicted criminals the job of crewing J-
militaries because of its slow speed, relatively light armor and 27s.
lack of gun turrets. However, its massive Type 20 autocannon
can be deadly to the unwary. WARRIOR HB ATTACK
HELICOPTER
~
Mass: 20 tons
PATTON TANK
i Cruising Spesd: 10B kph
II Mass: 65 tons

*
'.
Armament:
Cruising Spead: 43 kph
, :~ , LRM 5
Armament:
AC/10 2 Streak SRM 2s
LRM 5
Small Laser Commentary
Flamer The Warrior helicopter is the premier VTOL in service with
the militaries of the Inner Sphere. Fast, agile, adaptable, solidly
Commentary
built and cheap to produce, the Warrior can be seen in recon-
The Patton-along with its sister vehicle, the Rommel- naissance roles on almost every Inner Sphere world.
can be found in almost every Inner Sphere vehicle unit.
KARNOV UR TRANSPORT
Patterned after the standard tank that has been in use for cen-
Mass: 30 tons
turies, the Patton is a solid design that will always deliver con- Cruising Speed: 10B kph
sistent performance on the field of battle. Armament:
2 Machine Guns
CEMOLISHER HEAVV TANK
Mass: BO tons
Cruising Speed: 32 kph
Armament: Commentary
With more than six tons of cargo space, the Karnov is an
2 AC/20s
essential transport vehicle for any military. Its tilt-wing VTOL
capability enables the Karnov to insert a full motorized infantry
Commentary platoon into almost any combat situation quickly and efficiently,
Building on the philosophy that if one is good, two must be providing infantry with a mobility that they normally lack.
better, the Demolisher takes the Hetzer design one step further
by mounting two massive Type 20 autocannons. However, the

114
rfCHNICAL RfADOUr

NEPTUNE SUBMARINE ARTILLERY


Mass: 100 tons ARTILLERY
Cruising Spead: 32 kph Armament:
Armament:
One of the following : Arrow IV Missile
LRM20 System, Long Tom, Thumper, Sniper
2 SRM 6s
Large Laser

Commentary
Commantary
Artillery assets come in numerous incarnations. From static
Though relatively rare in the Inner Sphere, the submarine
pieces to self-contained mobile units to towed field guns, artillery
stili reigns supreme in its native element. The Neptune, one of
is used in most Inner Sphere militaries. Though the Clans histori-
the only new designs to appear in the past several centuries, is
cally have not used this valuable fighting tool, the lessons they
fielded almost exclusively by Davion forces in defense of their
have learned from the Inner Sphere about its effectiveness have
naval assets.
begun to change their views.
INFANTRY
INNER SPHERE
STANOAROINFANTRY AEROSPACE FIGHTERS
Armamant:
One of the following weapons: Rifle, SPR-HB SPARROWHAWK
Mass: 30 tons
Machine Gun, Flamer, Laser or SRM Armament:
2 Medium Lasers
Commantary 2 Small Lasers
Standard Inner Sphere infantry units generally lack top-
notch equipment and training, but make up for those deficien-
cies in sheer numbers. Deployed in foot, motorized or jump Commentary
configurations and armed with one of several types of weapons , One of the more famous light aerospace fighters in military
infantry are best deployed as defensive troops. service, the Sparrowhawk has made a name for itself among
aerospace fighter pilots. Heavily armored for so light a craft, it
ELEMENTAL BATTLE ARMOR can survive combat that brings down many heavier fighters.
Armamant:
SRM2 F-90 STINGRAY
One of the following weapons: Flamer, Mass: SO tons
Armamant:
Machine Gun, Small Laser 2 Medium Lasers
2 Large Lasers
PPC
Commantary
Genetically bred to be super-soldiers, the huge Elemental Commentary
warriors of the Clans wear armored suits built with the Clans' Most popular in House Marik forces, the Stingray is a
superior technology that automatically gives them an edge over holdover from a long-forgotten era, before aerospace fighter
their Inner Sphere counterparts. These giants can bring down craft could fly in the atmosphere of a planet. That the Stingray
'Mechs by themselves if the MechWarrior is unwary. is still employed by most House militaries after so many cen-
turies is a testament to its capabilities.
INNER SPHERE
BATTLE ARMOR CHP-W5 CHIPPEWA
Armament: Mass: 90 tons
One of the following weapons: Flamer, Armament:
Machine Gun, Small Laser 2 LRM 15s
4 Large Lasers
Commantary 2 Small Lasers
Acquired Clan technology, in conjunction with brilliant inno- 2 Medium Lasers
vations by numerous military research facilities around the SRM6
Commentary
Inner Sphere, has allowed Inner Sphere armies to field a grow-
Developed as a heavy fighter with long- and short-range
ing number of powered battle-armor suits for infantry troops.
combat capabilities, the Chippewa was constructed during the
However, even though they provide vastly superior protection
Star League era. The Chippewa 's flying-wing design gives it
for infantry, all battle armor currently fielded by the Inner
greater surface control area than most fighters, a distinct
Sphere is inferior to the Clan equivalent.
advantage when operating in atmospheric conditions.

115
rECHNICAL READOUr

CLAN AEROSPACE FIGHTERS


Commantary
VANDAL The ideal raider, the Leopard class DropShip has served
Mass: 30 tons the Inner Sphere since the dawn of the Star League. Able to
Armamant (Primary transport a lance of 'Mechs and a lance of aerospace fighters,
Configuration) : this classic design has recently seen an upgrading of its sys-
2 ER Small Lasers tems in an effort to match Clan advancements.

UNION (UPGRACEC VERSION)


Commantary Mass: 3,500 tons
Though highly maneuverable, this Clan OmniFighter is one Armamant:
of the least versatile aerospace craft available to Clan forces. 3 ER PPCs
Clan commanders therefore tend to deploy it only for high-speed 6 LRM 20s
strikes, when getting in and out as fast as possible is the goal. 3 Gauss Rifles
5 ER Large Lasers
VISIGOTH 12 Medium Lasers
Mass: 60 tons
Armamant (Primary Commantary
Configuration) : The Union is regarded as the yardstick against which all
LB10-XAC other DropShips are judged. Well-armed and armored, this
5 ER Medium Lasers spheroid craft can deliver a company of BattleMechs together
2 Streak SRM 4s with their MechWarriors, technical support crews and aero-
Small Pulse Laser space support into the hottest landing zone.

Commantary OVERLORC
Eclipsed in popularity among the Clans only by the Jagatai, (UPGRACED VERSION)
the Visigoth is a an old design that has withstood the tests of Maas: 9,700 tons
time and combat. Originally fielded by Clan Jade Falcon, its Armamant:
versatility and speed, along with a rugged frame that can stand 4 ER PPCs
up to massive damage, quickly made it a favorite in every Clan. 6 Gauss Rifles
3 LRM 20s
KIRGHIZ 6 ER Large Lasers
Mase: 1 00 tone 6 Medium Lasers
Armamant (Primary 4 Medium Pulse Lasers
Configuration) :
LB 10-X AC Commantary
2 Gauss Rifles The Overlord is the largest 'Mech carrier in service with the
2 Streak SRM 6s Inner Sphere. The standard version carries an entire 'Mech bat-
2 ER Large Lasers talion, complete with aerospace support, making it one of the
ER Small Laser sights most feared by ground forces . The Clan variant is the
only DropShip that carries a larger 'Mech complement than its
Commantary
Inner Sphere counterpart.
One of the deadliest aerospace fighters ever to see ser-
vice, the Kirghiz is a terror in the skies. Though less maneuver- AVENGER
able than most craft, it mounts excellent armor protection, and (UPGRADEC VERSION)
has a colossal 56 .5 tons of pod space in which to mount Maas: 1,400 tons
weapons. This staggering array of weapons even rivals some Armamant:
DropShips in firepower. 2 ER PPCs
AC/20
CROPSHIPS 3 Gauss Rifles
4 LRM 20s
LEDPARC 3 ER Large Lasers
(UPGRADED VERSION) 8 Medium Pulse Lasers
Mass: 1,800 tone
Armamant: Commantary
2 ER PPCs Well-armed and armored, the Avenger rivals the Union for
3 LRM 20s firepower. The vessel's small size and considerable speed
5 ER Large Lasers enable it to outmaneuver most opposing craft, providing Avenger
7 Medium Pulse Lasers crews with a decisive edge in almost all combat situations.

118
rECHNleAL READour

WARSHIPS
WHIRLWIND (DESTROYER)
Mass: 520,000 tons
Ar",a",ent:
2 ER Small Lasers
4 Large Lasers
4 Large Pulse Lasers
4 LRM 20s
6 Streak SRM 6s
4 Naval AC/2Ss
3 Naval AC/3Ss
12 Naval Laser 4Ss
2 Light Naval PPCs
3 Light Naval Gauss Can nons

Co",,,,entary
An upgraded version of the old Davion class destroyer, the
Whirlwind is a WarShip that has not seen much favor among
the Clans. Though well armored for a ship of its size, its anti-
aerospace fighter weapons are subpar in the view of most Clan
commanders.

TEXAS (BATTLESHIP)
Mass: 1,560,000 tons
Ar",a",ent:
2 Naval AC/40s
48 Naval Laser 4Ss
16 Heavy Naval PPCs
4 Killer Whale Missile Launchers
8 Maelstrom AR-1 0 Missile
Launchers

Co",,,,entary
Constructed following the development of Valiant Lamellor
ferro-ca rbide armor during the Star League era, this ship was
built to withstand more punishment than any other vessel ever
constructed. Mounting the equivalent of more than 4,SOO tons
of conventional armor , the Texas can take assaults brutal
enough to destroy other vessels .

.JUMPSHIP

INVADER
Mass: 152,000 tons SPACE STATION
Ar",a",ent:
2 PPCs or 2 Large Lasers OLYMPUS RECHARGE
STATION
Mass: 1,000,000 tons
Arma",ent:
None
Co",,,,entary
The Invader class JumpShip is the most co mmon
JumpShip in the Inner Sphere and the Clan occupation zones.
First launched in 2631, this versatile vessel has met with sur- Co",,,,entary
prising success and is popular with both military units and com - The Olympus class recharge station is the largest and most
mercial users. common station still in service. The Olympus weighs a litlie
more than one million tons and measures 1,SOO meters in
diameter. Each of the station's eight energy-collection banks
can quick-charge a JumpShip 's Kearny-Fuchida hyperdrive.

117
8ArrLEfORCE 2

BATTLEFORCE ROSTER
The following roster includes all vehicles, BattleMechs, infantry, aerospace fighters and DropShips published by FASA as
of December 1997. Variants of vehicles are listed in parentheses after the name of the vehicle; the Clan names of 'Mechs
appear in parentheses after the 'Mech.
The point value of each unit reflects its movement, attack and defense capabilities. However, the capabilities of battlefield
units are not the only factors that affect the overall effectiveness of a fighting force. Terrain, for example, can have a signifi-
cant impact on effectiveness in combat. If the point totals of both sides are equal but one side outnumbers the other side, the
smaller force will be at a disadvantage. Most important, the skill and experience of the controlling player is always a major fac-
tor in the effectiveness of a BattleForce or Planetary Assault force. Quantifying these factors in any meaningful way is virtu-
ally impossible, and so they are not represented in the point system.

ROSTER KEV
Name: Element Name
MP: Movement Points
Damage: Damage Value
PB: Pointblank
M: Medium
L: Long
Overheat: Overheat Value
Class: Weight Class or Element Type
Armor/Structure: Armor and Structure
Point Value: Point Value of Unit
Specials: Special Equipment/Abilities

INNER SPHERE VEHICLE TABLE


Carnage Over- Armorl Point
Neme MP PB/MIL heat Class Structure Value Specials
AC/2 Carrier 3t 1/1/1 H -/2 3
Alacorn Mk VI Heavy Tank 3t 3/5/5 A -/9 14
APC (Hover) 10h -/-/- L -/1 0.5 tran1
APC (Tracked) 6t -/-/- L -/2 1 tran1
APC (Wheeled) 6w -/-/- L - /2 1 tran1
Arrow IV Piece 1w 1/2/2 AR -/1 2 artA, mof
Badger A 6t 1/1/- L -/3 2 tran4
BadgerB 6t 1/1/- L -/3 2 tran4
BadgerC 6t -/1/1 L -/3 2 tran4, if
Badger D 6t 2/2/- L -/3 3 tran4
Badger E 6t 3/-/- L -/3 2 tran4
Badger Tracked Transport 6t 2/2/- L -/3 3 tran4
Bandit A 9h 1/1/1 M -/7 5 tran4
Bandit B 9h 1/1/- M -/7 4 tran4
Bandit C 9h 2/2/- M -/7 4 tran4
Bandit D 9h -/1/1 M -/7 5 tran4, if
Bandit E 9h 1/1/1 M -/7 5 tran4 , if
Bandit F 9h 1/1/- M -/7 5 tran4
Bandit G 9h 3/2/- M - /7 5 tran4
Bandit Hovercraft 9h 2/2/- M -/7 6 tran4
Beagle 12h 1/1/- L -/2 2
Behemoth Heavy Tank 2t 6/6/1 A -/9 7 if
Behemoth (Flamer Variant) 2t 4/3/1 A -/9 7 if
Blizzard Hover Transport 9h -/-/- L -/2 2 tran6
Brutus Assault Tank 3t 4/4/1 H -/6 8 if
Bulldog Medium Tank 4t 2/2/- H -/4 4
Bulldog (AC/2 Variant) 4t 2/2/- H -/4 3
Bulldog (LRM Variant) 4t 2/2/1 H -/4 5 if
Burke 2t 3/414 H -/5 6
Cavalry Attack Helicopter 10v 1/1/- L -/2 6
Cavalry (SRM Variant) 10v 2/2/- L -/2 7

118
8Arr'EFORCE ROSrER

Carnage Over- Armorl Point


Name MP PB/MIL heet Class Structure Value Specials
Centipede Scout Car 8h 1/1/- L -/2 2 prb
Challenger X MBT 3t 5/5/3 A -/10 12
Chaparral 4t 3/3/2 A -/4 5 artA
Chevalier Light Tank 6w 1/1/1 L -/4 4
Condor Heavy Hover Tank 8h 2/2/1 M -/4 4
Condor (Davion Variant) 8h 1/1/1 M -/4 4
Condor (Liao Variant) 8h 2/2/- M -/5 5
Coolant Truck 135-K 4w -/-/- L -/4 1 cool
Cyrano 12v 1/1/- L -/1 8 prb
Demolisher Heavy Tank 3t 4/4/- A -/7 6
Demon 4w 3/3/2 H -/6 8
Drillson Heavy Hover Tank 9h 2/2/1 M -/5 7 if
Drillson (SRM Variant) 9h 2/2/- M -/5 7
Engineering Vehicle 6t -/-/- M -/2 0.5 eng
Ferret Light Scout VTOL 15v -/-/- L -/1 0.5 tran1
Ferret (Armor Variant) 15v -/-/- L -/1 1
Ferret (Cargo Transport) 15v -/-/- L -/1 0.5 tran2
Flatbed Truck 5w -/-/- L -/1 0.5 tran6
Fulcrum Heavy Hovertank 10h 2/2/1 M -/6 8 ecm, tag, if
Fury 4t 1/2/2 A -/9 7
Gabriel 15h 1/1/- L -/1 2
Galleon Light Tank GAL-100 6t 1/1/- L -/2 2
Galleon GAL-200 6t 1/1/- L -/3 2
Galleon Light Tank 7t 2/2/- L -/4 4 prb
Gladius Medium Hover Tank 8h 1/1/- M -/4 4
Goblin Medium Tank 4t 1/1 /- M -/5 3 tran1
Goblin (LRM Variant) 4t 1/1/1 M -/5 4 tran 1, if
Goblin (SRM Variant) 4t 2/2/- M -/5 4 tran1
Goblin Infantry Support Vehicle 4t 2/2/- M -/7 4 tran3
Harasser Missile Platform 10h 2/2/- L -/2 3
Harasser (Laser Variant) 10h 1/1/- L -/2 2
Harasser (LRM Variant) 10h -/1/1 L -/2 3 if
Heavy Hover APC 8h -/-/- L -/2 tran6
Heavy LRM Carrier 2t 2/5/5 A -/3 8
Heavy Tracked APC 5t -/-/- L -/3 1 tran6
Heavy Wheeled APC 6w -/-/- L -/3 1 tran6
Hetzer Wheeled Assault Gun 4w 2/2/- M -/4 4
Hover APC 10h -/-/- L -/1 0.5 tran1
Hunter Light Support Tank 5t 1/1/1 L -/4 4 if
Hunter Light Support Tank (3058) 4t 1/2/2 L -/3 5 if
J. Edgar Light Hover Tank 11h 1/1/- L -/4 3
J. Edgar (Flamer Variant) 11 h 1/1/- L -/4 2
J. Edgar (Machine Gun Variant) 11 h 1/1/- L -/4 3
J-27 Ordnance Transport & Trailer 5w -/-/- L -/1 0.5 tran11
Kanga 8h 1/2/1 M -/3 7 if
Karnov UR Transport 11v -/-/- L -/1 0.5 tran6
Karnov UR Transport (3058) 10v -/-/- L -/1 tran7
Kestrel VTOL 12v -/-/- L -/1 1 tran3
Lightning 11 h 1/1/- L -/3 3
Light SRM Carrier 4t 3/3/- M -/3 4
Long Tom Piece 1w 1/2/2 AR -/1 2 artL, mof
LRM Carrier 3t 1/3/3 H -/2 7 if
LRM Carrier (3058) 2t 2/5/5 H -/3 7 if, c3s
Magi 5t 2/2/- H -/7 4
Manticore Heavy Tank 4t 2/3/2 H -/7 6
Manticore Heavy Tank (3058) 4t 3/3/1 H -/7 6 if
Marksman 4t 1/1/1 H -/6 4 artS

110
8AI'I'L£FORC£ ROSTER

Carnage Over- Armorl Point


Name MP PB/M/L heat Class Structure Value Specials
MASH Truck 5w 1/-/- L -/2 1 mash
Maultier Hover APC 9h -/-/- L -/2 1 tran3
Maxim Heavy Hover Transport 8h 2/2/1 M - /4 5 it, tran3
Maxim Heavy Hover
Transport (3058) 8h 2/2/1 M -/4 5 tran3, tag , if
Maxim (Anti-Personnel) 8h 3/1/1 M -/4 5 tran3, tag, if
Maxim (Fire Support) 8h 1/2/2 M -/4 6 tran3, it
Mobile Headquarters 6w 1/1/- L -/3 3 hq
Mobile Long Tom
(w/2 Ammo, 2 Support) 2t 2/1/2 A - /8 5 artL
Monitor Naval Vessel 3n 3/3/- H -/6 6 tran 1
Myrmidon Medium Tank 4t 2/2/1 M -/5 5
Neptune Submarine 3s 1/1/- A - /9 6
(underwater) 2/3/1
Neptune (LRM Variant) 3s - / -/ - A -/9 7
(underwater) 3/4/2
Neptune (SRM Variant) 3s -/-/- A -/9 7
(underwater) 5/5/1
Nightshade 14v 1/1/- L -/2 4 ecm
Ontos Heavy Tank 3t 4/5/1 A -/6 6 if
Ontos (LRM Variant) 3t 2/3/3 A -/7 9 if
Ontos Heavy Tank (3058) 3t 6/7/1 A -/7 8 it
Packrat LRPV PKR-T5 7w 1/1/- L -/2 2 tran1
Padilla Heavy Artillery Tank 5t 2/2/2 H -/4 6 artA, tag
Partisan Heavy Tank 3t 2/2/2 A -/5 8
Partisan (AC/2 Variant) 3t 1/1/1 A -/5 3
Partisan (LRM Variant) 3t 2/3/3 A -/5 8 if
Partisan Air Defense Tank 3t 2/2/2 A -/7 6 c3s
Partisan (Company Command) 3t 2/2/2 A -/7 6 c3m , c3m
Partisan (Lance Command) 3t 1/2/2 A -/7 5 c3s
Patton Tank 4t 2/1 /- H -/9 5
Pegasus Scout Hovertank 8h 2/2/ - L -/4 4
Pegasus Scout Hovertank (3058) 9h 2/2/- L -/3 5 ecm , prb , tag
Peregrine Attack VTOL 12v 2/1/- L - /1 5
Pike Support Vehicle 3t 1/1/1 H -/6 3
Pilum Heavy Tank 4w 3/5/2 H - /7 6 it
Pi nto Attack VTOL 10v 2/2/- L - /3 10 prb, tran1
Plainsman Medium Hovertank 9h 2/2/- L - /3 4
Prowler Explorer Vehicle 4t 2/2/1 M -/5 4 prb, tran4
Po Heavy Tank 4t 1/1/- H - /7 4
Puma 3t 4/5/3 A -/8 10 if
Regulator Hovertank 9h 1/2/2 M - /4 10
Rhino 3t 2/3/2 A - /10 9
Ripper 12v 1/1/- L - /1 5 tran1
Rommel Tank 4t 2/2/- H -17 6
Rotunda 9w 1/1/- L -/2 3
Saladi n Assault Hove r Tank 8h 2/2/- L -/2 5
Saracen Medium Hover Tank 8h 1/1/1 L - /4 4 if
Savannah Master Hovercraft 13h 1/1/- L - /1 2
Schreck PPC Carrier 3t 2/3/3 A - /5 7
Scimitar Medium Hover Tank 8h 1/1/1 L -/4 3
Scorpion Light Tank 4t 1/1/1 L - /3 2
Scorpion (SRM Variant) 4t 2/2/- L - /3 2
Sea Skimmer Hydrofoil 12n 1/1/- L - /2 2
Sea Skimmer (SRM 2 Variant) 12n 1/1/- L - /2 3
Schiltron A 3w 8/4/- A -/7 10 c3m, ecm
Schiltron B 3w 4/5/5 A - /7 11 c3m, ecm, if

120
BA""'EFORCE ROS"ER

Damage Dver- Armorl Point


Name MP PBIM/L heat Class Structure Value Specials
Schiltron C 3w 3/3/- A -/7 7 c3m, ecm
Schiltron 3w 4/3/4 A -/7 8 c3m , ecm , artA
Skulker Wheeled Scout Tank 7w 1/1 /- L -/3 2
Sn iper Piece 2w 1/1 /1 AR -/1 1 artS, mot
Sprint Scout Helicopter 13v -/-/- L - /1 prb, tag
Sprint (0 Variant) 13v - / -/- L - /1 1 prb, c3s
Sprint (Laser Variant) 13v 1/1/- L -/1 4 prb
Spri nt (Troop Transport) 13v -/-/- L - /1 0.5 tran2
SRM Carrier 3t 6/6/- H -/2 7
SRM Carrier (3058) 3t 7/7/- H -/3 6
Striker Light Tank 5w 1/1/1 L - /4 3 it
Striker (LRM Variant) 5w - /1/1 L - /4 4 it
Striker Light Tank (3058) 5w 1/2/1 L -/5 4 it
Striker (Narc Variant) 5w 1/2/1 L -/5 4 it
Sturm Feur Heavy Tank 3t 1/2/2 A -/12 8 it
Swift Wind Scout Car 10w - /-/- L - /1 0.5
Swift Wind (ICE Variant) 10w -/-/- L - /1 0.5
Thor 5w 1/1/1 M - /5 3 artT
Th umper Piece 1w - /1/1 AR -/1 0.5 artT, mot
Tokugawa Heavy Tank 4w 3/3/1 H -/7 6
Tracked APC 6t -/-/- L - /2 1 tran1
Typhoon Urban Assault Vehicle 3w 5/5/ - H - /8 7 prb
Vedette Medium Tank 5t 1/1/1 M - /4 2
Vedette (AC/2 Variant) 5t 1/-/- M - /4 2
Vedette (Liao Variant) 5t 1/1/- M - /4 2
Vedette Medium Tank (3058) 5t 1/1/1 M - /5 3
Vedette (N ETC Variant) 5t 1/1/ 1 M -/4 3
Von Luckner
Heavy Tank VNL-K65N 3t 4/4/- H - /7 7
Warrior H-7 Attack Helicopter 10v 1/1/- L - /1 4
Warrior H-7 A 10v 1/1/1 L -/1 4
Warrior H-7C 10v 1/1/1 L -/1 7 it
Warrior H-8 Attack Helicopter 10v 1/1/- L -/2 5
Wheeled APC 6w -/-/- L -/2 1 tran 1
Yellow Jacket Gunship 6v 1/2/2 L -/2 11
Zephyr 9h 3/2/- M -/5 6 tag, ecm
Zhukov Heavy Tank 3t 3/3/- H - /7 5

INNER SPHERE BATTLEMECH TABLE


Damage Over- Armorl Point
N ame MP PB/M/L heat Class Structure Value Specials
Akuma AKU-1 X 3 6/4/1 2 A 7/7 15
Albatross ALB-3U 4 5/4/2 1 A 5/4 13
Annihilator ANH-1 A 2 7/5/- 1 A 5/8 12
Annihilator ANH-2A 2 75/3 2 A 5/8 13
Anvil ANV-3M 5 4/3/- H 4/5 12 ecm
Apollo APL- 1M 4 3/2/2 M 5/5 10 it
Archer ARC-2K 4 2/2/1 2 H 4/5 10 it
Archer ARC-2R 4 2/2/2 1 H 5/5 11 it
Archer ARC-2S 4 2/2/1 2 H SIS 10 it
Archer ARC-2W 4 2/2/1 3 H 4/5 9 it
Archer ARC-4M 4 4/4/3 H SIS 15 it
Archer ARC-5R 4 3/3/3 H 5/5 13 it
Archer ARC-5S 4 5/5/2 H 5/3 11 it
Archer ARC-5W 4 4/4/3 H 5/3 11 it
Assassin ASN-1 01 7 2/1/- M 2/3 6
Assassin ASN-21 7J 2/1/- M 2/3 6
Assassin ASN-23 7J 2/1/- M 2/3 6

121
BA'lTLEFORCE ROSrER

Carnage Cver- Armor! Point


Name MP PB!MIL heat Class Structure Value Specials
Atlas AS7-D 3 6/5/1 A 8/8 16 if
Atlas AS7-K 3 4/3/3 A 8/4 17
Atlas AS7-S 3 6/5/1 A 8/8 17
Avatar AV1-0 4 5/4/3 H 5/3 10 omni, if
Avatar AV1-0A 4J 4/3/1 H 5/3 12 omni
Avatar AV1-0B 4 3/414 H 5/3 12 omni, if
Avatar AV1-0C 4 3/3/3 H 5/3 11 omni, c3m
Awesome AWS-8Q 3 4/3/3 A 6/6 14
Awesome AWS-8R 3 4/2/1 A 6/6 13 if
Awesome AWS-8T 3 4/3/1 A 6/6 13 if
Awesome AWS -8V 3 4/3/2 A 6/6 13
Awesome AWS-9M 4 5/3/2 A 6/3 14
Axman AXM-1 N 4J 5/3/- H 4/3 12
Axman AXM-2N 4J 4/3/1 H 4/3 12 if
Bandersnatch BNDR-01 A 4 6/5/3 H 4/3 12
Banshee BNC-3E 4 3/2/2 A 6/7 12
Banshee BNC-3M 4 3/2/1 A 6/7 13
Banshee BNC-3Q 4 4/2/- A 6/7 12
Banshee BNC-3S 3 4/3/1 3 A 6/7 13
Banshee BNC-5S 4 5/3/2 2 A 6/4 16
Battle Hawk BH-K305 5J 3/2/- L 2/1 7
BattieMaster BLR-1 0 4 5/3/1 A 6/7 13
BattleMaster BLR-1 G 4 4/3/1 A 6/7 12
BattleMaster BLR-1 S 4 4/3/1 A 6/7 12 if
BattleMaster BLR-3M 4 6/5/1 A 6/7 15
BattieMaster BLR-3S 4 5/4/1 A 6/3 12 if
Berserker BRZ-A3 4 6/3/1 A 7/4 17 ecm
Black Hawk-KU BHKU-O 5J 6/5/- H 5/2 15 omni
Black Hawk-KU BHKU-OA 5J 3/2/2 H 5/2 15 omni
Black Hawk-KU BHKU-OB 5J 3/2/1 H 5/2 12 omni
Black Hawk-KU BHKU-OC 5J 3/2/2 H 5/2 15 omni
Black Hawk-KU BHKU-OD 5J 3/2/2 H 5/2 14 omni
Black Knight BL-6-KNT 4 3/2/1 3 H 5/6 12 prb
Black Knight BL-7-KNT 4 3/2/1 3 H 4/6 11
Black Knight BL-9-KNT 4 5/3/1 3 H 5/3 12
Black Watch BKW-7R 3J 4/3/2 A 6/7 19 c3s
Blackjack BJ-1 4J 2/2/- M 3/4 8
Blackjack BJ-1 DB 4J 3/2/- M 3/4 9
Blackjack BJ-1 DC 4 3/2/- M 3/4 7
Blackjack BJ-2 4J 3/2/1 M 3/4 11
Blackjack BJ-3 4J 3/3/1 M 3/4 11
Blackjack BJ2-0 4J 5/4/2 M 4/2 12 omni
Blackjack BJ2-0A 4J 4/3/3 M 4/2 12 omni, if
Blackjack BJ2-0B 4J 3/2/2 M 4/2 13 omni, c3s
Blackjack BJ2-0C 4J 4/3/2 M 4/2 12 omni
Blackjack BJ2-0D 4J 4/3/1 2 M 4/2 13 omni
Blackjack BJ2-0E 4J 3/3/2 M 4/2 11 omni
Bombardier BMB-10D 4 3/2/2 H 5/5 10 if
Bombardier BMB-12D 5 3/2/2 H 5/3 13 if
Buccaneer BCN-3R 6 4/3/1 M 4/2 11
Bushwacker BSW-X1 5 4/2/1 M 4/2 11
Caesar CES-3R 4 5/4/3 H 4/3 14
Cataphract CTF-1 X 4 4/3/1 H 4/5 11
Cataphract CTF-2X 4 4/3/- H 5/5 10
Cataphract CTF-3D 4J 4/3/2 H 4/3 13
Cataphract CTF-3L 4 5/3/1 H 4/3 13
Catapult CPLT-A 1 4J 2/2/2 H 5/5 12 if

122
8ATT&EFORCI ROSTER

Camage Over. Armorl Point


Name MP PB/M/L heat Class Structure Value Specials
Catapult CPL T-C1 4J 3/211 1 H 4/5 12 if
Catapult CPLT-C3 4J 3/2/1 1 H 4/5 10 artA
Catapult CPLT-C4 4J 2/2/2 H 4/5 11 if
Catapult CPLT-K2 4 4/3/2 H 4/5 11
Centurion CN9-A 4 3/2/1 M 3/4 8 if
Centurion CN9-AH 4 3/3/1 M 3/4 7 if
Centurion CN9-AL 4 3/2/1 M 4/4 9 if
Centurion CN9-D 6 3/2/2 M 3/2 9
Centurion CN9-D3 6 3/2/2 M 3/2 10
Centurion CN9-YLW 4 5/3/- M 3/4 8
Cerberus MR-5M 4 6/5/2 2 A 6/4 16
Cerberus MR-V2 4 7/6/3 A 5/4 18
Cestus CTS-6Y 4 5/4/2 H 5/3 15
Cestus CTS-6Z 4 4/4/2 H 5/3 13
Chameleon CLN-7V 6J 2/1/- M 3/4 8
Chameleon CLN-7W 6J 3/2/1 M 4/4 11
Chameleon CLN-7Z 6J 2/2/1 M 4/4 13
Champion CHP-1 N 5 4/3/1 H 4/5 9
Champion CHP-2N 5 4/2/- 1 H 3/5 8
Champion CH P-3N 5 4/3/1 2 H 3/2 11
Charger CGR-1A1 5 3/- 1- A 4/6 8
Charger CGR-1 A5 4 4/3/- A 6/6 11
Charger CGR-1A9 4J 4/3/1 A 4/6 13 if
Chaiger CGR-1 L 5 3/2/- A 2/6 8
Charger CGR-3K 5J 5/4/2 A 4/3 15 if
Charger CGR-SB 3 5/3/- A 6/6 13
Cicada CDA-2A 8 2/1 /- M 2/3 6
Cicada CDA-2B 8 2/1/- M 1/3 5
Cicada CDA-3C 7 2/1/1 M 2/3 7
Cicada CDA-3M 8 3/2/1 M 2/2 7
Clint CLNT -1-2R 6 2/2/- M 2/3 6
Clint CLNT-2-3T 6J 2/2/1 M 2/3 7
Clint CLNT-2-3U 6J 3/2/ 1 M 2/3 9
Clint CLNT-2-4T 6 2/1/- M 2/3 5
Commando COM-2D 6 2/2/- L 2/2 4
Commando COM-3A 6 2/1/- L 1/2 4
Commando COM-58 6 2/2/- L 1/2 5
Crab CRB-20 5 3/2/- M 4/4 9
Crab CRB-27 5 3/2/- M 4/4 10
Crockett CRK-5003-0 3J 3/2/- 2 A 7/7 13
Crockett CRK-5003-1 3J 5/4/2 A 7/7 16
Crusader CRD-3D 4 3/2/1 2 H 5/5 10 if
Crusader CRD-3K 4 3/3/1 H 5/5 10 if
Crusader CRD-3L 4J 3/2/1 1 H 5/5 10 if
Crusader CRD-3R 4 2/2/1 2 H 5/5 9 if
Crusader CRD-4D 4 3/2/1 H 5/5 10 if
Crusader CRD-4K 4 3/2/1 2 H 5/5 9 if
Crusader CRD-5M 4J 4/3/1 H 5/3 13 if
Crusader CRD-58 4 4/3/1 H 5/5 11
Cyclops CP-1 0-0 4 4/3/1 A 7/7 12 if
Cyclops CP-1 O-Z 4 4/3/- A 4/7 10
Cyclops CP-11-A 4 5/412- A 4/7 13
Cyclops CP-11-C 4 5/3/2 A 5/7 14 c3m
Daikyu DAI-01 5 4/3/3 H 5/3 13
Daimyo DMO-1 K 5 3/3/1 M 3/3 9
Dart DRT-38 9 1/-1- L 112 4
Dervish DV-6M 5J 2/1/1 2 M 3/5 9 if

123
8ArrLEfORCE ROSTER

Carnage Over- Armorl Point


Name MP PB/M/L haat Class Structure Value Specials
Dervish DV-7D 5J 4/3/1 M 4/5 13 if
Devastator DVS-2 3 7/6/4 A 7/4 21
Devastator DVS-3 3 6/5/5 A 8/4 22
Dragon DRG-1 C 5 3/2/1 H 5/5 10 if
Dragon DRG-1 N 5 2/2/1 H 4/5 10 if
Dragon DRG-5N 5 3/2/1 H 4/5 11 if
Dragon Fire DGR ~ 3F 4 6/5/3 H 6/3 16 ecm
Emperor EMP-6A 3J 6/4/2 A 7/3 16
Enfield END-60 5 4/3/1 M 4/2 11
Enforcer ENF-4R 4J 3/2/- M 4/4 9
Enforcer ENF-5D 5J 2/1/1 M 4/2 10
Excalibur EXC-B2 5 3/3/3 H 3/3 14 if
Excalibur EXC-C1 5 4/4/3 H 3/3 14 if
Exterminator EXT-4A 5J 3/2/ - H 4/5 11
Exterminator EXT-4D 6J 4/3/1 H 4/3 12
Falcon FLC-4N 6J 2/1/- L 2/3 5
Falcon FLC-4P 6 2/2/- L 2/3 6
Falcon Hawk FNHK-9K 5 3/2/1 L 3/1 9
Falcon Hawk FNHK-9K1A 5 3/2/1 L 3/1 9
Falconer FLC-8R 5J 4/3/2 2 H 5/3 19
Fireball ALM-7D 11 1/-/- L 2/1 3
Firefly FFL-4A 5 2/1/- L 2/3 6
Firefly FFL-4B 5 2/2/- L 3/3 7
Firestarter FS9-H 6J 2/1/- L 2/3 5
Firestarter FS9-M 6J 3/1/- L 3/3 7
Firestarter FS9-0 6J 3/1 / - M 3/2 10 omni, prb
Firestarter FS9-0A 6J 2/1 / 1 M 3/2 9 omni
Firestarter FS9-0B 6J 4/2/ - M 3/2 10 omni, c3s , tag
Firestarter FS9-0C 6J 2/1/1 M 3/2 9 omni, c3s, if
Firestarter FS9-0D 6J 3/2/1 M 3/2 12 omni, c3s, ecm
Firestarter FS9-0E 6J 4/3/- M 3/2 9 omni
Firestarter FS9-0F 6J 3/2/1 M 3/2 12 omni
Firestarter FS9-S 6J 1/1/- L 2/3 6 prb
Firestarter FS9-S 1 6J 1/1 / - L 2/3 6 ecm
Flashman FLS-7K 4 4/3/- H 5/6 12
Flashman FLS-8K 5 5/4/- H 5/2 14
Flea FLE-15 6 2/1/- L 1/2 4
Flea FLE-17 6 2/1/- L 2/2 4
Flea FLE-4 6 2/1/- L 1/2 4
Gallowglas GAL-1GLS 4 5/4/1 H 5/5 15
Gallowglas GAL-2GLS 4 5/4/2 H 5/5 17
Gol iath GOL -1 H 4 3/2/2 A 6/6 12 if
Goliath GOL-3M 4 3/2/2 A 6/3 13 if
Grand Crusader GRN-D-01 3 3/3/2 4 A 6/3 12 if
Grand Crusader GRN-D-02 3 3/4/2 2 A 6/3 12 if
Grand Dragon DRG-1 G 5 2/2/ 1 1 H 4/5 10
Grand Dragon DRG-5K 6 3/2/2 H 4/2 12
Grand Titan T-IT-N10M 4 5/4/1 3 A 7/4 14
Grasshopper GHR-5H 4J 4/3/- H 5/5 13
Grasshopper GHR-5J 4J 4/2/1 H 5/5 12
Griffin GRF-1 DS 5J 3/2/1 M 4/2 12 if
Griffin GRF-1 N 5J 2/1 /1 M 4/5 10
Griffin GRF-1 S 5J 3/2/- M 4/5 11
Griffin GRF-3M 5J 3/2/2 M 4/2 14 if
Grim Reaper GRM-R-PR29 5 3/3/2 M 5/2 11 if
Guillotine GL T-3N 4J 5/4/- H 5/5 13
Guillotine GLT-4L 4J 5/3/- H 5/5 12

124
8AI'riEFORCE ROSrER

Carnaga Cver- Armor! Paint


Name MP PB!MIL heat Class Structure Velue Speciels
Guillotine GLT-5M 4J 4/3/1 1 H 5/5 13
Gunslinger GUN-1 ERD 3 6/5/3 A 6/3 22 ecm
Hammer HMR-3M 5 3/2/1 L 2/3 6 if
Hammer HMR-3S 5 2/1/1 L 2/3 5 if
Hatamoto-Chi HTM-27T 4 3/2/1 2 A 6/6 13
Hatamoto-Hi HTM-27U 4 3/3/1
,.,
<: A 6/6 13
Hatamoto-Kaze HTM-27V 4 3/2/2 A 6/6 13
Hatamoto-Ku HTM-27W 4 3/2/2 A 6/6 13
Hatamoto-Mizo HTM-27Y 4 3/2/2 A 6/6 13
Hatchetman HCT-3F 4J 4/2/- M 3/4 8
Hatchetman HCT-5S 4J 3/2/1 M 4/2 8
Hercules HRC-LS-90OO 5 4/3/2 H 5/3 14
Hermes HER-1A 9 2/1/- L 1/3 5
Hermes HER-1S 9 2/1/- L 2/3 6
Hermes HER-3S 9 2/1/- L 1/3 5 prb
Hermes HER-3S1 9 2/1/- L 1/3 6 ecm
Hermes HER-3S2 9 1/1 /- L 1/3 5 ecm, tag
Hermes II HER-2M 6 2/1/1 M 3/3 7
Hermes II HER-2S 6 2/1/1 M 3/3 7
Hermes II HER-5S 6 2/1/1 M 3/3 7
Hermes III HER-4K 6 2/1/- 1 M 3/3 7
Highlander HGN-732 3J 4/3/2 2 A 7/7 18 if
Highlander HGN-733 3J 4/3/1 A 7/7 14 if
Hitman HM-1 7 2/2/- L 2/1 7 ecm, prb, tag
Hollander BZK-F3 5 2/2/2 L 2/3 9
Hollander BZK-G1 5 3/2/1 L 3/3 8
Hoplite HOP-4B 4 2/2/2 M 5/5 10
Hoplite HOP-4C 4 2/1/- M 5/5 8
Hoplite HOP-4D 4 2/1/1 M 5/5 9
Hornet HNT-151 5J 1/1/- L 2/2 4
Hornet HNT-171 5 1/1/- L 2/2 5
Hunchback HBK-4G 4 4/3/- M 4/4 9
Hunchback HBK-4H 4 4/3/- M 4/4 9
Hunchback HBK-4J 4 3/2/1 2 M 4/4 9 if
Hunchback HBK-4N 4 3/3/1 M 4/4 8 if
Hunchback HBK-4P 4 5/4/- M 4/4 10
Hunchback HBK-4SP 4 5/4/- M 4/4 9
Hunchback HBK-5M 4 4/3/- M 4/4 9
Hunchback HBK-5N 4 4/3/- M 4/4 9
Huron Warrior HUR-WO-R4L 5 3/2/2 M 4/2 11
Huron Warrior HUR-WO-R4M 5 3/2/2 M 4/2 12
Hussar HSR-200-D 9 1/1/1 L 1/3 6
Hussar HSR-300-D 9 1/1/- L 1/3 5
Hussar HSR-400-D 8 2/1/1 L 1/1 5
Imp IMP-2E 3 5/4/4 A 7/8 16
Imp IMP-3E 3 4/3/2 3 A 7/4 14
Jackal JA-KL-1532 7 1/1/1 L 2/1 7
JagerMech JM6-A 4 2/2/1 H 3/5 8 if
JagerMech JM6-DD 4 4/3/2 H 3/3 7
JagerMech JM6-S 4 3/2/1 H 2/5 7
Javelin JVN-1 OF 6J 2/2/- L 2/3 7
Javelin JVN-10N 6J 2/2/- L 2/3 5
Javelin JVN-1 OP 6J 2/2/- L 2/3 5
Jenner JR7-D 7 3/2/- L 2/3 7
Jenner JR7-F 7 3/2/- L 3/3 8
Jenner JR7-K 7 3/2/- L 2/3 7
Katana CRK-5003-2 3J 5/3/1 A 5/7 13

125
BArrlE'ORCE ROSrER

Carnage Over- Armorl Point


Name MP PB/MIL heat Class Structura Value Specialll
King Crab KGC-OOO 3 4/3/- 1 A 7/8 15
King Crab KGC-OOOO 3 4/3/- 1 A 7/8 14
King Crab KGC-001 3 4/4/3 1 A 7/4 17
Kintaro KTO-18 5 3/2/- 2 M 4/5 9
Kintaro KTO-19 5 3/2/- 1 M 4/5 9
Kintaro KTO-20 5 4/3/- 1 M 4/5 11
Komodo KIM-2 5J 5/5/- M 3/2 14 ecm, tag
Komodo KIM-2A 5J 4/3/1 M 3/2 13 ecm, tag
Lancelot LNC25-01 6 4/3/1 H 4/2 12
Lancelot LNC25-02 4 3/2/1 H 4/5 10
Lineholder KW1-LH2 5 3/2/- M 4/5 10
Lineholder KW1-LH3 5 2/2/1 M 4/5 9
Locust LCT -1 E 8 2/1/- L 2/2 5
Locust LCT-1 L 8 1/1/- L 2/2 4
Locust LCT-1 M 8 1/1/1 L -/2 4 if
Locust LCT -1 8 8 1/1/- L 1/2 4
Locust LCT-1V 8 1/1/- L 2/2 4
Locust LCT -3~ 8 1/1/1 L 1/2 4 if
Locust LCT -3M 8 2/1/- L 1/2 5
Locust LCT-38 8 2/1/- L 1/2 5
Locust LCT-3V 8 2/1/- L 1/2 4
Longbow LGB-7Q 3 4/4/3 A 6/7 14 if
Longbow LGB-7V 3 5/5/3 A 6/3 14 if
Longbow LGB-OW 4 3/3/3 A 4/7 10 if
Lynx LNX-9C 5J 5/4/1 M 5/2 15
Lynx LNX-9Q 5J 4/3/1 M 5/2 15
Lynx LNX-9R 5J 4/3/1 M 5/2 15
Mackie M8K-68 3 4/3/1 A 5/8 12
Maelstrom MTR-5K 5 5/3/2 H 6/3 15 tag
Marauder MA~-3~ 4 3/2/1 2 H 5/6 11
Marauder MAO-3L 4 3/3/1 H 5/6 11
Marauder MA~-3M 4 4/3/- H 5/6 11
Marauder MAO-3R 4 3/2/2 2 H 5/6 11
Marauder MA~-50 4J 4/3/1 2 H 6/3 15
Marauder MAO-5M 4J 6/4/1 H 5/3 14
Marauder MAD-58 4 5/4/3 H 5/3 15
Marauder II MAO-4A 3J 5/3/2 A 8/8 18
Marauder II MAO-5A 3J 5/3/2 A 8/4 17
Marshal MHL-X1 4J 4/2/- M 4/5 10
Mauler MAL-1 R 3 3/3/3 A 5/3 11
Mercury MCY-97 8 1/1/- L 1/2 4 prb
Mercury MCY-98 8 2/1/- L 2/2 5
Mercury MCY-99 8 2/1/- L 1/2 5
Merlin MLN-1A 4J 3/2/1 H 4/5 10
Merlin MLN-1 B 4J 3/2/1 H 4/5 11
Mongoose MON-66 8 2/2/- L 2/2 6 prb
Mongoose MON-67 8 2/2/- L 2/2 6
Naginata NG-C3A 3 5/5/5 A 6/7 17 c3m, if
Nexus NX81 -A 7 3/2/- L 1/2 6
Night Hawk NTK-2Q 6 3/2/1 L 3/1 9
Nightsky NGS-4S 6J 5/2/- M 4/2 10
Nightstar NSR-9FC 4 6/5/3 A 7/4 16
Nightstar N8R-9J 3 7/5/4 A 7/4 21
No-Oachi NOA-1K 5 4/2/1 2 H 5/3 12
O-Bakemono OBK-M10 4 4/2/3 1 A 6/3 10 artA
Orion ON1-K 4 3/2/1 2 H 6/6 11 if
Orion ON1-M 4 5/4/3 H 6/3 12 if

128
8A.,.,'EFORCE ROS.,ER

Damage Over- Armorl Point


Name MP PB/MIL heat Class Structure Value Specials
Orion ON1-V 4 3/2/1 H 5/6 9 if
Orion ON1-VA 4 5/3/- H 6/6 11
Ostroc OSR-2C 5 3/2/- H 4/5 10
Ostroc OSR-2D 5 4/3/2 H 4/5 9
Ostroc OSR-2L 5 3/2/- H 4/5 10
Ostroc OSR-2M 5J 3/1/- H 4/5 10
Ostroc OSR-3C 5 2/2/- H 4/5 10
Ostscout OTT-7J 8J 1/1/- L 2/3 5
Ostscout OTI-7K 8J 1/-/- L 2/3 4 tag
Ostsol OTL -4D 5 3/2/- H 4/5 10
OstsoIOTL-4F 5 2/2/2 H 4/5 10
OstsoIOTL-5M 5 5/3/- H 4/2 11
Owens OW-1 8 2/1/1 L 3/1 7 omni, tag, c3s, prb, if
Owens OW-1A 8 2/1/- L 3/1 6 omni , tag, c3s, prb
Owens OW-1B 8 3/1/- L 3/1 6 omni, tag , c3s, prb
Owens OW-1C 8 3/2/- L 3/1 7 omni, tag, c3s, prb
Owens OW-1D 8 2/1/- L 3/1 5 omni, tag, c3s, prb
Panther PNT-9R 4J 2/2/1 L 3/3 7
Panther PNT-10K 4J 2/1/1 L 3/3 7
Penetrator PTR-4D 4J 4/3/1 3 H 5/6 14
Perseus P1 4 5/4/2 3 H 6/3 13 omni, if
Perseus P1 A 4 5/6/3 H 6/3 14 omni, if, ecm , tag
Perseus P1 B 4 5/4/2 H 6/3 14 omni
Perseus P1 C 4 6/5/2 H 6/3 15 omni
Phoenix Hawk PXH-1 6J 2/1/- M 3/4 8
Phoenix Hawk PXH-1 D 6J 2/1/- M 3/4 9
Phoenix Hawk PXH-1 K 6 3/2/- M 4/4 9
Phoenix Hawk PXH-3D 6J 3/2/1 M 3/2 12
Phoenix Hawk PXH-3K 6J 3/2/1 M 4/2 12
Phoenix Hawk PXH-3M 6J 2/2/1 M 3/2 11
Phoenix Hawk PXH-3S 6J 3/2/- M 4/2 10
Pillager PLG-3Z 3J 7/6/3 A 8/4 26
Quickdraw QKD-4G 5J 3/2/1 H 3/5 10 if
Ouickdraw OKD-4H 5J 3/2/- H 3/5 10
Quickdraw OKD-5A 5J 4/3/- H 3/5 11
Ouickdraw OKD-5K 5J 3/2/1 H 4/5 12 if
Ouickdraw OKD-5M 5J 3/2/1 H 4/5 11 if
Raijin RJN101-A 6J 3/2/1 2 M 3/2 11
Rakshasa MDG-1 A 5 4/4/2 H 5/3 14 if
Raptor RTX1-0 7 3/2/1 L 1/1 7 omni, if
Raptor RTX1-0A 7 3/2/- L 1/1 7 omni
Raptor RTX1-0B 7 3/2/- L 1/1 5 omni
Raptor RTX 1-0C 7 4/3/- L 1/1 8 omni
Raptor RTX1-0D 7 3/1/- L 1/1 4 omni, c3s, prb, tag
Raptor RTX1-0E 7 3/1/- L 1/1 5 omni
Raven RVN-3L 6 3/2/- L 2/1 6 prb, tag, ecm
Rifleman RFL-3C 4 4/3/- H 3/5 9
Rifleman RFL-3N 4 2/2/- 2 H 3/5 8
Rifleman RFL-4D 4 2/2/1 2 H 3/5 9
Rifleman RFL-5D 4 4/3/1 2 H 4/2 11
Rifleman RFL-5M 4 5/4/1 H 3/2 10
Salamander PPR-5S 4 4/4/3 A 6/3 14 if
Scarabus SCB-9A 10 3/1/- L 2/1 7 ecm, tag
Scorpion SCP-1 0 6 2/1/1 M 3/5 8
Scorpion SCP-1 N 6 2/2/1 M 3/5 8
Sentinel STN-3K 6 2/1/1 M 2/3 5
Sentinel STN-3L 6 2/1/1 M 2/3 6

127
8ArriEFORCE ROSrER

Damaga Dvar- Armorl Point


Nama MP PBIMIL haat Class Structura Value Specials
Sentinel STN-3M 6 2/1/1 M 2/3 7
Shadow Hawk SHD-2D 5 3/2/1 M 2/5 8
Shadow HawK SHD-2D2 5 3/3/1 M 3/5 9
Shadow Hawk SHD-2H 5 2/2/1 M 4/5 9
Shadow Hawk SHD-2K 5 2/1/1 M 4/5 10
Shadow Hawk SHD-5M 5J 3/3/2 M 4/2 13 if
Shogun SHG-2E 3J 3/2/1 2 A 6/7 15
Shogun SHG-2F 3J 3/2/1 2 A 6/7 15 if
Shootist ST-8A 4 6/4/1 H 5/5 13
Snake SNK-1V 5J 3/2/1 M 3/2 9
Spartan SPT-N2 5 5/3/1 A 6/3 13 tag
Spartan SPT-NF 5 5/3/1 A 6/3 13
Spector SPR-5F 7J 3/2/- L 3/1 11 ecm
Spider SDR-5D 8J 1/1/- L 1/3 4
Spider SDR-5K 8 1/1/- L 1/3 4
Spider SDR-5V 8J 2/1/- L 1/3 5
Spider SDR-7M 8J 2/1/- L 1/3 5
Stalker STK-3F 3 4/3/1 3 A 5/7 12 if
Stalker STK-3H 3 4/4/1 1 A 5/7 12 if
Stalker STK-4N 3 5/4/- 2 A 5/7 12
Stalker STK-5M 3 7/6/2 A 6/7 13 if
Stalker STK-5S 3 3/3/- 4 A 5/3 10
Starslayer STY -3C 5J 4/3/- M 4/5 13
Starslayer STY-3D 5J 3/2/1 M 4/5 14
Stealth STH-1 D 7J 3/2/- M 4/2 11 prb
Stinger STG-3G 6J 1/1/- L 2/2 4
Stinger STG-3R 6J 1/1/- L 1/2 3
Stinger STG-5M 6J 1/2/- L 1/2 4
Strider SR1-0 6 3/2/- M 3/3 7 omni, prb
Strider SR1-0A 6 1/-/- M 3/3 6 omni , c3s, tag , prb
Strider SR1-0B 6 1/1/1 M 3/3 8 omni, if
Strider SR1-0C 6 2/1/- M 3/3 8 omni, c3s
Strider SR 1-0D 6 3/2/- M 3/3 7 omni, c3s, tag
Strider SR1-0E 6 4/3/- M 3/3 9 omni
Striker STC-2C 4 4/3/1 A 5/6 12
Striker STC-2D 4 4/3/1 A 6/6 13
Sunder SD1-0 4 7/5/- A 7/3 14 omni
Sunder SD1-0A 4 6/5/3 A 7/3 17 omni
Sunder SD1-0B 4 5/4/2 A 7/3 14 omni, c3m, c3m
Sunder SD1-0C 4 8/5/- A 7/3 15 omni, c3s
Talon TLN-5W 8 3/2/1 L 3/1 10
Tarantula ZPH-1 A 8J 2/1/- L 2/1 6
Tempest TMP-3M 4J 5/4/1 H 5/3 16
Thorn THE-N 6 2/1/- L 2/2 5
Thorn THE-S 6 2/1/- L 2/2 4
Thug THG-1 OE 4 3/3/2 A 6/6 12
ThugTHG-11E 4 5/4/2 A 6/6 15
Thunder THR-1 L 5 6/4/- H 5/3 12
Thunder Hawk TDK-7KMA 3 3/3/3 3 A 8/4 16 artA
Thunder Hawk TDK-7X 3 6/5/3 2 A 8/4 20
Thunder Hawk TKD-7Y 3 7/6/5 A 8/4 20
Thunderbolt TDR-5S 4 3/2/1 H 5/5 10 if
Thunderbolt TDR-5SE 4J 3/2/- H 5/5 12
Thunderbolt TDR-5SS 4 4/3/1 H 5/5 11
Thunderbolt TDR-7M 4 5/4/2 H 5/5 13 if
Thunderbolt TDR-9S 4 5/3/1 H 5/5 13
Thunderbolt TDR-9SE 4J 4/3/1 H 5/5 14 if

128
8AITLEFORCE ROS"ER

Carnage Over- Armorl Point


Name MP PB/M/L heat Class Structure Value Specials
Toyama TYM-1A 4 4/4/3 1 H 5/3 14 ecm
Trebuchet TBT-5J 5J 3/2/ 1 H 3/4 10 if
Trebuchet TBT-5N 5 2/2/1 M 3/4 9 if
Trebuchet TBT-5S 5 4/3/ - M 3/4 8
Trebuchet TBT-7K 5 2/2/2 M 3/4 8
Trebuchet TBT-7M 5J 3/3/2 M 3/2 12 if
UrbanMech UM-R60 2J 2/1 /- L 2/3 5
UrbanMech UM-R60L 2J 2/2/- L 2/2 4
UrbanMech UM-R63 2J 2/ 1/1 L 2/3 5
Valkyrie VLK-OA 5J 1/ 1/ 1 L 2/3 6 if
Valkyrie VLK-OO 5J 2/ 1/ 1 L 3/3 7 if
Valkyrie VLK-OF 5J 1/1/1 L 2/3 6 if
Venom SOR-9K 8J 2/2/- 1 L 2/1 6
Victor VTR-9A 4J 4/2/- 2 A 3/6 10
Victor VTR-9A 1 4J 5/3/- A 4/6 11
Victor VTR-9B 4J 5/3/ - A 5/6 12
Victor VTR-9K 4J 5/3/2 A 5/6 16
Victor VTR-9S 4J 5/3/- A 4/6 11
Vindicator VN 0-1 AA 5J 2/2/ 1 M 2/4 8
Vindicator VNO-1 R 4J 3/2/ 1 M 4/4 9
Vindicator VNO-3L 4J 2/2/ 1 M 4/4 11
Vulcan VL-2T 6J 2/ 1/ - M 2/3 5
Vulcan VL-5T 6J 2/1/- M 3/3 7
Vulcan VT-5M 6J 3/2/- M 2/3 8
Vulcan VT-5S 6J 2/1 / 1 M 2/2 7
War Oog WR-OG-02FC 4 5/4/2 H 5/3 15 ecm
Warhammer WHM-60 4 3/2/2 1 H 5/5 12
Warhammer WHM-6K 4 3/3/1 1 H 4/5 10
Warhammer WHM-6L 4 3/2/ 1 2 H 4/5 9
Warhammer WHM-6R 4 3/2/ 1 2 H 4/5 10
Warhammer WHM-7M 4 5/4/2 H 4/5 13
Warhammer WHM-7S 4 5/4/2 H 4/5 12
Wasp WSP-1A 6J 1/1 / - L 1/2 3
Wasp WSP-10 6J 2/ 1/ - L 1/2 3
Wasp WSP-1K 6J 1/1/- L 1/2 3
Wasp WSP-1 L 6J 1/1 /- L 1/2 3
Wasp WSP-1S 6J 2/ 1/- L 1/2 3
Wasp WSP-1W 6J 2/- / - L 1/2 3
Wasp WSP-3M 6J 1/ 1/ - L 1/2 3
Wasp WSP-3W 6J 2/- /- L 1/2 3
Watchman WTC-4M 5J 2/1 / - M 3/3 9
Whitworth WTH-1 4J 2/2/ 1 M 3/3 8 if
Whitworth WTH -1S 4J 3/3/ - M 3/3 8
Whitworth WTH-2 4J 2/2/1 M 3/3 8 if
Wolf Tra p WFT-1 6 3/3/2 M 3/2 8
Wolfhound WLF-1 6 2/2/- L 3/3 7
Wolfhound WLF-2 6 3/2/1 L 3/3 9
Wolverine WVR-6K 5 3/2/ - M 5/5 10
Wol ve rine WVR-6M 5J 3/2/ - M 4/5 11
Wolverine WVR-6R 5J 3/2/1 M 4/5 10
Wolverine WVR-70 5J 3/2/1 M 4/2 11
Wolverine WVR-7K 5J 5/3/ - M 5/2 12
Wolverine WVR-7M 5J 3/3/1 M 4/2 13
Wraith TR1 7J 3/2/- M 4/2 11
Wyvern WVE-5N 4J 2/1 / - M 4/4 9
Wyvem WVE-6N 4J 2/1 /- M 3/4 8
Wyvern WVE-9N 4J 3/3/1 M 3/4 10 if

129
BAniEFORCE RosrER

Damage Over- Armor! Point


Name MP PBIM!L heet Cless Structure Value Speciels
Zeus ZEU-6S 4 4/2/1 A 5/6 11 if
Zeus ZEU-6T 4 3/2/1 A 5/6 12
Zeus ZEU-9S 4 4/3/2 A 5/6 14

CLAN BATTLEMECH TABLE


Damage Over- Armor! Point
Name MP PB!MIL heat Class Structure Value Specials
Baboon (Howler) 7 1/1/1 L 1/2 6 if
Battle Cobra A 6 3/3/2 M 3/3 12 omni
Battle Cobra B 6 5/4/- 1 M 3/3 14 omni
Battle Cobra Prime 6 3/2/2 2 M 3/3 12 omni
Behemoth (Stone Rhino) 3J 6/5/5 A 7/8 26
Black Hawk A (Nova) 5J 4/3/2 M 4/3 23 omni
Black Hawk B (Nova) 5J 4/2/2 M 4/3 15 omni
Black Hawk C (Nova) 5J 3/2/1 M 4/3 15 omni
Black Hawk D (Nova) 5J 3/2/2 M 4/3 14 omni, if
Black Hawk Prime (Nova) 5J 6/5/- 3 M 4/3 24 omni
Black Hawk S (Nova) 5J 6/5/- M 4/3 21 omni, prb
Black Lanner A 7 4/3/1 M 4/3 18 omni, ecm, tag, prb
Black Lanner B 7 6/4/4 M 4/3 16 omni, if
Black Lanner C 7 5/4/- M 4/3 19 omni
Black Lanner D 7 6/4/- M 4/3 14 omni, prb
Black Lanner Prime 7 4/3/1 1 M 4/3 17 omni, ecm
Cauldron-Born A 5 4/4/1 4 H 5/4 19 omni
Cauldron-Born B 5 4/3/2 4 H 5/4 20 omni, tag , prb
Cauldron-Born C 5 5/4/2 H 5/4 17 omni
Cauldron-Born Prime 5 4/4/3 H 5/4 18 omni
Cougar A 5 5/4/3 L 3/2 14 omni, if
Cougar B 5 4/4/3 L 3/2 16 omni
Cougar C 5 4/4/1 L 3/2 14 omni
Cougar D 5 4/3/2 L 3/2 11 omni
Cougar Prime 5 3/3/3 L 3/2 12 omni
Crossbow A 5 5/4/1 H 5/5 16 omni, if
Crossbow B 5 6/5/- H 5/5 15 omni
Crossbow Prime 5 5/3/3 H 5/5 17 omni, if
Daishi A (Dire Wolf) 3 9/7/5 A 8/6 27 omni
Daishi B (Dire Wolf) 3 6/5/3 2 A 8/6 21 omni
Daishi Prime (Dire Wolf) 3 7/6/4 3 A 8/6 23 omni
Daishi S (Dire Wolf) 3J 11/8/1 A 8/6 29 omni
Daishi Widowmaker (Dire Wolf) 3 8/6/4 3 A 8/6 25 omni
Dasher A (Fire Moth) 10 1/1/- L 1/1 6 omni, tag, prb
Dasher B (Fire Moth) 10 2/2/- L 1/1 8 omni, ecm
Dasher C (Fire Moth) 10 1/1/1 L 1/1/ 6 omni, if
Dasher D (Fire Moth) 10 3/3/- L 1/1 14 omni
Dasher Prime (Fire Moth) 10 3/3/- L 1/1 10 omni
Dragonfly A (Viper) 8J 3/3/- 2 M 3/3 18 omni
Dragonfly B (Viper) 8J 2/2/1 M 3/3 16 omni
Dragonfly C (Viper) 8J 3/1/- M 3/3 12 omni, prb
Dragonfly D (Viper) 8J 4/3/- M 3/3 17 omni
Dragonfly Prime (Viper) 8J 3/2/- M 3/3 15 omni
Fenris A (Ice Ferret) 8 2/2/- M 4/3 12 omni
Fenris B (Ice Ferret) 8 4/3/1 M 4/3 13 omni
Fenris C (Ice Ferret) 8 3/2/1 M 4/3 11 omni, if
Fenris D (Ice Ferret) 8 4/3/- M 4/3 15 omni
Fenris Prime (Ice Ferret) 8 3/2/2 M 4/3 15 omni, prb
Fire Falcon A 8 2/1/1 L 2/2 7 omni, if
Fire Falcon B 8 2/2/2 L 2/2 13 omni

130
'\ 8Arr'.fORC. ROSr.R

Oamage Over- Armorl Point


Name MP PBIMIL heat Class Structure Value Specials
Fire Falcon C 8 4/3/- L 2/2 9 omni, prb
Fire Falcon D 8 2/2/- L 2/2 7 omni, tag
Fire Falcon Prime 8 5/4/- L 2/2 13 omni
Galahad (Glass Spider) 4 3/3/3 H 5/5 16
Gallowglas WD 5 5/4/2 H 5/5 20
Gladiator A (Executioner) 4J 6/5/3 A 6/5 28 omni
Gladiator B (Executioner) 4J 6/4/2 A 6/5 28 omni
Gladiator C (Executioner) 4J 7/5/2 A 6/5 25 omni, if
Gladiator D (Executioner) 4J 8/6/1 A 6/5 24 omni
Gladiator Prime (Executioner) 4J 5/4/4 A 6/5 26 omni
Goshawk (Vapor Eagle) 6J 5/4/ 1 M 4/3 22
Grendel A 7J 4/3/2 M 4/3 20 omni, if
Grendel B 7J 4/3/ 1 M 4/3 18 omni
Grendel C 7J 3/2/1 M 4/3 15 omni
Grendel D 7J 3/2/ 1 2 M 4/3 20 omni
Grendel Prime 7J 4/3/1 2 M 4/3 21 omni
Griffin IIC 6J 3/2/2 M 3/3 15 if
Grizzly 4J 5/4/3 M 5/5 22
Hankyu A 8 4/3/- L 2/2 11 omni
Hankyu B 8 2/2/- L 2/2 11 omni
Hankyu C 8 4/3/- 2 L 2/2 16 omni, prb
Hankyu Prime 8 3/2/1 L 2/2 13 omni , tag , ecm, prb
Hellhound (Conjurer) 6J 3/3/1 M 4/4 17
Hunchback IIC 4J 4/4/- 2 M 2/3 15
Jenner IIC 9 3/2/- L 2/2 10
Kingfisher A 4 7/5/3 A 7/7 20 omni
Kingfisher B 4 7/5/ 1 2 A 7/7 20 omni
Kingfisher C 4 8/6/3 A 7/7 24 omni
Kingfisher D 4 6/5/5 A 7/7 20 omni
Kingfisher Prime 4 7/6/3 A 7/7 21 omni
Kodiak 4 7/6/1 4 A 7/6 24
Koshi A (Mist Lynx) 7 1/- /- L 2/2 6 omni , tag , prb
Koshi B (Mist Lynx) 7 4/4/- L 2/2 11 omni , prb
Koshi C (Mist Lynx) 7 2/2/1 L 2/2 14 omni, ecm , prb
Koshi D (Mist Lynx) 7 2/2/- L 2/2 9 omni , prb
Koshi Prime (Mist Lynx) 7 2/ 1/ 1 L 2/2 9 omni , if, prb
Kraken 3 4/2/2 A 8/6 17
Linebacker A 6 4/3/2 2 H 5/4 19 omni
Linebacker B 6 5/4/2 H 5/4 18 omni
Linebacker C 6 5/4/2 H 5/4 18 omn i
Linebacker D 6 8/6/- H 5/4 19 omni
Linebacker Prime 6 5/3/3 H 5/4 20 omni
Locust IIC 8 5/5/- L 2/2 10
Loki A (Hellbringer) 5 5/3/3 2 H 3/4 17 omni, prb
Loki B (Hellbringer) 5 5/4/2 H 3/4 15 omni
Loki Prime (Hellbringer) 5 5/4/2 3 H 3/4 22 omni , prb , ecm
Mad Cat A (Timber Wolf) 5 7/6/3 H 6/4 25 omni
Mad Cat B (Timber Wolf) 5 5/4/3 H 6/4 20 omni
Mad Cat C (Timber Wolf) 5 5/4/3 H 6/4 22 omni
Mad Cat D (Timber Wolf) 5 6/5/2 1 H 6/4 25 omni
Mad Cat Prime (Timber Wolf) 5 6/4/3 2 H 6/4 23 omni
Mad Cat Pryde (Timber Wolf) 5 5/4/3 2 H 6/4 26 omni
Mad Cat S (Timber Wolf) 5J 7/5/1 1 H 6/4 22 omni
Man 0 ' War A (Gargoyle) 5 5/4/3 2 A 5/5 22 omni
Man 0 ' War B (Gargoyle) 5 4/3/2 A 5/5 16 omni
Man 0 ' War C (Gargoyle) 5 6/5/- A 5/5 20 omni
Man 0' War Prime (Gargoyle) 5 4/3/1 A 5/5 13 omni
Marauder IIC 4 7/6/3 2 A 6/7 22

131
8AI'1'1EFORCE ROSI'ER

Carnage Over- Armorl Point


Name MP PBIMIL heat Class Structure Value Specials
Masakari A (Warhawk) 4 7/5/4 A 6/5 22 omni
Masakari B (Warhawk) 4 7/6/2 A 6/5 21 omni
Masakari C (Warhawk) 4 7/5/5 1 A 6/5 25 omni
Masakari Prime (Warhawk) 4 6/5/5 2 A 6/5 26 omni
NagaA 5 4/3/3 A 4/5 13 omni , artA
Naga B 5 4/3/3 2 A 4/5 14 omni, artA
Naga C 5 5/4/4 A 4/5 13 omni, artA
Naga D 5 5/3/3 A 4/5 13 omni, artA
Naga Prime 5 5/4/4 A 4/5 13 omni, artA
Night Gyr A 4J 7/5/1 H 6/4 25 omni
Night Gyr B 4J 4/3/3 H 6/4 21 omni
Night Gyr C 4J 5/4/3 H 6/4 24 omni
Night Gyr D 4J 5/4/4 3 H 6/4 27 omni, if
Night Gyr Prime 4J 7/6/4 1 H 6/4 28 omni
Nobori-nin A (Huntsman) 5J 4/3/3 M 4/3 19 omni
Nobori-nin B (Huntsman) 5J 4/3/2 M 4/3 20 omni
Nobori-nin C (Huntsman) 5J 4/4/2 1 M 4/3 19 omni
Nobori-nin Prime (Huntsman) 5J 4/3/1 2 M 4/3 19 omni , if, tag, prb
Peregrine (Horned Owl) 6J 3/3/1 L 2/3 14
Phantom A 9 4/3/1 M 3/3 13 omni, if
Phantom B 9 3/2/- M 3/3 10 omni, prb
Phantom C 9 6/5/- M 3/3 14 omni
Phantom D 9 4/3/- M 3/3 14 omni
Phantom Prime 9 2/2/- M 3/3 10 omni, ecm , ta~ , prb
Phoenix Hawk IIC 5J 5/3/3 A 5/5 20
Piranha 9 5/2/- L 2/1 8
Pouncer A 6 5/4/2 M 3/3 19 omni, if
Pouncer B 6 3/3/2 M 3/3 16 omni
Pouncer C 6 5/4/2 M 3/3 16 omni
Pouncer D 6 5/4/- 2 M 3/3 22 omni
Pouncer Prime 6 4/3/3 1 M 3/3 22 omni
Puma A (Adder) 6 4/3/2 L 3/2 13 omni, if
Puma B (Adder) 6 3/3/1 L 3/2 12 omni
Puma C (Adder) 6 4/3/2 L 3/2 13 omni, if
Puma D (Adder) 6 3/3/2 L 3/2 11 omni
Puma Prime (Adder) 6 3/2/2 L 3/2 16 omni
Rifleman IIC 3J 6/5/4 H 5/5 21 prb
Ryoken A (Stormcrow) 6 6/5/1 2 M 5/3 19 omni , if
Ryoken B (Stormcrow) 6 5/4/- 2 M 5/3 18 omni
Ryoken C (Stormcrow) 6 5/4/2 M 5/3 17 omni
Ryoken D (Stormcrow) 6 5/4/3 M 5/3 17 omni, if
Ryoken Prime (Stormcrow) 6 5/4/2 M 5/3 19 omni
Shadow Cat A 6J 4/3/2 M 3/3 20 omni, prb
Shadow Cat B 6J 4/4/2 M 3/3 21 omni, ecm, prb
Shadow Cat Prime 6J 3/3/2 M 3/3 21 omni , prb
Shadow Hawk IIC 6J 4/3/- M 4/4 16
Supernova 3J 6/4/4 2 A 6/7 25
Thor A (Summoner) 5J 5/4/3 H 5/4 21 omni
Thor B (Summoner) 5J 6/5/3 H 5/4 22 omni , if
Thor C (Summoner) 5J 5/4/1 H 5/4 22 omni
Thor D (Summoner) 5J 6/4/2 H 5/4 27 omni
Thor M (Summonder) 5J 6/4/3 H 5/4 23 omni
Thor Prime (Summoner) 5J 5/3/3 H 5/4 23 omni
Thresher 5J 6/5/1 H 4/5 20
Turkina A 3J 7/5/5 A 7/5 28 omni
Turkina B 3J 8/6/4 2 A 7/5 30 omni
Turkina C 3J 8/5/2 2 A 7/5 25 omni, prb

132
8ATrLEFORCE ROSI'ER

Carnage Over- Armorl Point


Name MP PB/M/L heat Class Structure Value Specials
Turkina Prime 3J 7/5/5 1 A 7/5 28 omni
Uller A (Kit Fox) 6 3/3/2 L 2/2 12 omni
Uller B (Kit Fox) 6 4/4/2 L 2/2 10 omni
Uller C (Kit Fox ) 6 2/1 /1 L 2/2 12 omni , ecm, tag, prb
Uller D (Kit Fox) 6 3/3/3 L 2/2 11 omni , if
Uller Prime (Kit Fox) 6 3/3/2 L 2/2 10 omni
Uller S (Kit Fox) 6J 4/3/1 L 2/2 14 omni
Viper (Black Python) 5J 5/4/2 2 H 5/4 24
Vixen (Incubus) 9 4/3/ 1 L 3/2 14
Vulture A (Mad Dog) 5 5/4/1 3 H 4/4 15 omni
VJlture B (Mad Dog) 5 4/4/2 3 H 4/4 19 omni
Vulture C (Mad Dog) 5 3/3/3 H 4/4 17 omni
Vulture Prime (Mad Dog) 5 4/4/3 2 H 4/4 19 Qmni
Warhammer IIC 4 7/6/2 2 A 6/6 22
Wolfhound IIC 6 5/4/ 1 L 3/2 15 ecm

INNER SPHERE STANCARC INFANTRY TABLE


Carnage Over- Armorl Point
Platoon MP PB/M/L heat Class Structure Value Specials
Foot Laser 1 1/- / - 1/- 0.25 car3
Foot MG/Flamer 1 1/-/- 1/- 0.25 car3
Foot Rifle 1 1/-/- 1/- 0.25 car3
Foot SRM 1 1/ 1/- 1/- 0.5 car3
Jump Laser 2J 1/- / - 1/- 0.5 car4
Jump MG/Flamer 3J 1/-/- 1/- 0.25 car4
Jump Rifle 3J 1/-/- 1/- 0.25 car4
Jump SRM 2J 1/ 1/- 1/- 0.5 car4
Motor Laser 2 1/-/- 1/- 0.5 car6
Motor MG/Flamer 3 1/-/- 1/- 0.25 car6
Motor Rifle 3 1/- /- 1/- 0.25 car6
Motor SRM 2 1/1/- 1/- 0.5 car6

INNER SPHERE BATTLE ARMOR TABLE


Carnage Over- Armorl Point
Squad MP PB/M/L heat Class Structure Value Specials
Standard
Flamer 3J 1/- /- 2/- 2 car4
Machine Gun 3J 1/- / - 2/- car4
Small Laser 3J 1/-/- 2/- 2 car4
Kage
Flamer 4J - /- /- 2/- 1 car4
Machine Gun 4J -/-/- 2/- 1 car4
Small Laser 4J -/-/- 2/- 1 car4
TAG 4J - /- / - 2/- 1 car4, tag
Ka nazuchi 1 4/2/- 3/- 3 car4
Longinus
Flamer 3J 2/1/- 2/- 2 car4
Machine Gun 3J 2/ 1/- 2/- 2 car4
Small Laser 3J 2/1/- 2/- 2 car4
Achileus
Flamer 3J 1/- /- 3/- car4
Machine Gun 3J 1/- / - 3/- car4
Small Laser 3J 1/-/- 3/- car4
Gray Death Light Scout Armor
Rifle/Flamer 4J - /- /- 1/- car4, prb
Machine Gun 4J -/-/- 1/- car4, prb
Small Laser/SRM 4J - /- / - 1/- car4, prb
Infiltrator 2 - /- / - 2/- car4
Sloth 3 2/- / - 1/- car4

133
8ATT1£FORC. ROS"••

CL.AN BATTL.E ARMOR TABLE


Oamage Over- Armorl Point
Name MP PB/M/L. heat Cla ss Structure Value Specials
Elemental
Flamer 3J 2111- 3/- 2 car5
Machine Gun 3J 2/ 1/- 3/- 2 car5
Small Laser 3J 2/1/- 3/- 3 car5

INNER SPHERE CONVENTIONAL. FIGHTER TABL.E


Oamage O v er- Armorl Point
Name MP PB/M/L. heat Class S t ructure Value Special s
Boeing Jump Bomber 9 -1-1- L - /1 1
Boomerang Spotter Plane 13 - 1- 1- L -/1 0. 5
Guardi an Fighter 7 1/- 1- L - /1 1
'MechBuster 5 2/-1- M - /1 3
Planetlifter Air Transport 4 -I-1- M - /1 1 tran20

INNER SPHERE AEROSPACE FIGHTER TABL.E


Carnage Over- Armorl Point
Name MP PB/M/L. heat Class Structure Valu e Specials
Ahab AHB-X 5 3/2/1 1 H 6/- 13
Ahab AHB-443 5 4/3/2 2 H 6/- 12
Centurion 10 3/-1- L 3/- 5
CheetahF-1O 12 3/-1- L 1/- 3
Ch eetah F-11-R 12 1/-1- L 1/ - 2
Cheetah F-11-RR 12 3/-/- L 1/- 4
Cheetah F-12-S 12 1/-1- L 1/- 3
Cheetah F-14-S 12 1/- /- L 2/- 4
Chippewa CHI2-\lIJ5 5 4/3/1 3 H 3/- 11
Chippewa CHP-W7 5 7/5/2 H 3/- 12
Chippewa CHP-W1 0 5 5/3/2 H 7/- 13
Corsair CSR-V12 6 4/2/- M 5/- S
Corsair CSR-V12M 6 3/1/- M 6/- S
Corsair CSR-V20 6 4/2/- M 5/- S
Eagle 6" 3/3/- H 6/- 10
Gotha GTHA-500 5 4/2/1 M 6/- 10
Hammerhead HMR-HD 7 2/-1- H 5/- S
Hellcat HCT-213 6 3/2/1 M 4/- 9
Hellcat II HCT -213B 7 2/2/- M 5/- S prb
Ironsides IRN-SD1 6 3/ 1/- M 4/- 10
Lig htning 6 3/1/- M 4/ - S
Lucifer II LCF-16K 6 5/2/1 M 3/- S
Lucifer II LCF-16KR 6 6/3/3 M 3/- 11
Lucifer LCF-R15 5 4/2/1 M 4/- 9
Lucifer LCF-R16 5 6/3/3 M 5/- 11
Lucifer LCF-R20 5 4/2/- M 9/- 11
Rapier RPR-1 00 6 4/3/ 1 H 5/- 11
Riever F-1 00 5 7/ 1/1 H 6/- 12
Riever F-1 OOA 5 8/- /- H 6/- 12
Riever F-1 OOB 5 5/3/1 H 6/- 10
Riever F-700 5 5/3/1 H 6/- 13
Riever F-700A 5 7/1/- H 7/- 15
Rogue RGU-133E 7 3/2/2 L 2/- 7
Rogue RGU-133F 7 3/-1- 2 L 2/- 6
Rogue RGU-133L 7 3/2/- L 2/- 6
Sa bre 11 3/-1- L 2/- 4
Samurai SL-25 7 4/-1- M 4/- 7
Seydlitz SYD Z1 11 1/1/- L 1/- 3
Seydlitz SYD Z2 11 3/-1- L 1/- 5
Seydlitz SYD Z2A 11 3/-1- L 2/- 6

134
BAITLEFORCE ROS.,ER

OalTls g e Over- ArlTlorl Point


N a lTle MP PB/M/L h eat Class Structure Value Specials
Seydlitz SY D Z3 11 1/-/- L 2/ - 4
Seydlitz SY D Z3A 11 1/ - / - L 2/- 4
Seydlitz SYD Z4 11 1/ 1/ 1 L 2/ - 4
Shilone SL-17 6 4/2/1 M 5/ - 10
Shilone SL -17 AC 6 3/1/ 1 M 5/ - 8
Shilone SL -17 R 6 4/2/1 M 5/ - 10
Sholagar SL-2 1 10 3/ - / - L 2/- 5
Sholagar SL-2 1L 10 3/-/- L 2/ - 5
Slayer SL -1 5 6 4/1/ - H 6/ - 10
Slayer SL-1 5A 6 4/1/ 1 H 6/ - 10
Slayer SL-15B 6 3/ 1/ 1 H 6/ - 11
Slayer SL-15C 6 4/-/- H 6/ - 10
Slayer SL- 15R 6 4/ 1/ - H 6/ - 11
Spad SPD-502 7 2/ 1/ - L 3/ - 5
Sparrowhawk SPR-6D 10 3/-/- L 4/- 5
Sparrowhawk SPR-8H 10 1/ - / - L 3/ - 4
Sparrowhawk SPR -H5 10 3/ - / - L 3/- 5
Sparrowhawk S PR -H5K 10 3/-/ - L 3/ - 4
Stingray F-90 6 2/2/- M 5/- 9
Stingray F-90S 6 3/3/- M 4/ - 8
Stingray F-92 6 3/3/3 M 5/ - 11
Stingray F-94 6 2/2/2 M 5/ - 9
Stuka STU-D6 5 6/5/2 1 H 6/ - 16
Stuka STU-K5 5 5/4/ 1 1 H 6/ - 13
StlJka STU-K 10 5 5/4/ 1 1 H 6/ - 13
Stuka STU-K15 5 5/3/1 2 H 5/ - 12
Swift SW-606 13 1/-1- L 1/- 2
Thrush TR-7 12 3/-1- L 1/ - 4
Thunderbird 5 4/3/ 1 2 H 6/- 13
Tomahawk THK- 53 8 4/-1- L 5/- 8
Tomahawk THK-63 8 3/2/- L 4/- 8
Transgressor AC TR-1 4 6 5/-/- H 5/- 9
Transgressor TR -13 6 3/3/- H 6/- 10
Transgressor T R- 13A 6 3/3/3 H 6/- 12
Transit TR-1 0 6 4/-1- M 4/- 8
Transit TR- 11 6 2/-1- M 4/- 7
Trident TRN-3T 12 3/- / - L 1/ - 4
Zero ZRO-114 6 2/2/1 L 4/- 6

CLAN AEROSPACE FIGHTER TABLE


OalTlage Over- ArlTlorl Point
NalTle MP PB/M/L heat Class S tructure Value Specials
Avar A 10 3/3/2 1 L 3/ - 15 omni
Avar B 10 3/3/2 L 3/ - 13 omni
Avar C 10 4/3/- L 3/ - 11 omni
Avar PRIME 10 4/4/1 L 3/- 14 omni
Bashkir A 13 2/ 1/- L 2/- 5 omni
Bashkir B 13 3/2/2 L 2/- 5 omni
Bashkir C 13 2/1/ 1 L 2/ - 7 omni
Bashkir PRIME 13 3/3/- L 2/- 8 om ni
Batu A 9 3/2/2 L 4/- 12 omni
Batu B 9 6/6/- L 4/- 16 omni
Batu C 9 6/4/1 L 4/- 15 omni
Batu PRI ME 9 6/6/2 L 4/- 16 omni
Jagatai A 6 7/7/2 M 5/ - 19 omni
Jagatai B 6 5/5/5 M 5/ - 20 omn i
Jagatai C 6 4/4/4 M 5/- 19 omni

135
8AIT1EFORCE ROSI'ER

Camage Over- Armorl Point


Name MP PB/M/L heat Class Structure Value Specials
Jagatai PRIME 6 5/5/5 2 M 5/- 21 omni
Jengiz A 5 6/6/6 1 H 7/- 23 omni
Jengiz B 5 7/7/7 2 H 7/- 24 omni
Jengiz C 5 6/6/- H 7/- 16 omni
Jengiz PRIME 5 7/5/3 2 H 7/- 20 omni
Kirghiz A 5 5/5/5 2 H 7/- 24 omni
Kirghiz B 5 9/8/8 H 7/- 27 omni
Kirghiz C 5 6/6/4 3 H 7/- 22 omni
Kirghiz PRIME 5 7/7/7 H 7/- 22 omni
Sabutai A 6 6/4/- H 5/- 16 omni
Sabutai B 6 6/6/6 H 5/- 19 omni , ecm , tag
Sabutai C 6 7/7/5 H 5/- 23 omni
Sabutai PRIME 6 7/6/6 H 5/- 22 omni
Scytha A 6 8/5/5 H 7/- 21 omni
Scytha B 6 7/717 H 7/- 24 omni
Scytha C 6 7/7/6 H 7/- 26 omni
Scytha PRIME 6 7/6/4 2 H 7/- 23 omni
Sulla A 9 4/4/3 L 4/- 14 omni
Sulla B 9 4/4/4 L 4/- 13 omni
Sulla C 9 3/3/2 L 4/- 16 omni
Sulla PRIME 9 3/3/3 L 4/- 15 omni
Turk A 7 5/3/3 M 4/- 14 omni
Turk B 7 5/5/- M 4/- 13 omni
Turk C 7 4/4/2 1 M 4/- 16 omni
Turk PRIME 7 4/4/4 2 M 5/- 17 omni
Vandal A 14 3/1/- L 2/- 6 omni
VandalB 14 3/- /- L 2/- 6 omni
VandalC 14 2/2/- L 2/- 9 omni
Vandal PRIME 14 1/- / - L 2/- 4 omni , prb
Visigoth A 7 7/7/6 M 5/- 20 omni
Visigoth B 7 4/4/4 M 5/- 17 omni
Visigoth C 7 5/5/3 M 5/- 17 omni
Visigoth PRIME 7 5/5/- M 5/- 16 omni

INNER SPHERE OROPSHIP TABLE


Camage Over- Armorl Point
Name MP PB/M/L heat Class Structure Value Specials
Achilles (Obsolete Version) 8 10/7/3 A 17/16 136 if
Achilles (Upgraded Version) 8 13/9/9 A 17/16 154
Avenger (Obsolete Version) 7 6/4/1 A 14/13 60 if
Avenger (Upgraded Version) 7 6/5/5 A 14/13 70
Behemoth (Right Side) 2 4/2/- L 4/3 665 sph
(Left Side) 4/2/-
Buccaneer 3 1/- /- M 4/4 35
Claymore 6 7/5/2 A 14/13 57 if
Condor (Obsolete Version) 3 6/4/- M 9/9 56
Condor (Upgraded Version) 3 6/4/3 M 9/9 58
Excalibur (Obsolete Version)
(Right Side) 3 6/4/2 L 12/12 147 sph , if
(Left Side) 6/4/2
Excalibur (Upgraded Version)
(Right Side) 3 6/4/4 L 12/12 148 sph, if
(Left Side) 6/4/4
Fortress (Obsolete Version)
(Right Side) 3 11 /6/2 A 13/13 104 sph , if
(Left Side) 11 /6/2
Fortress (Upgraded Version)
(Right Side) 3 17/10/9 A 13/13 116 sph , if
(Left Side) 17/ 10/9

138
BAI'I'L£fORC£ R051'£R

Carnage Over- Armorl Point


Name MP PBIMIL heat Class Structure Value Specials
Fury (Obsolete Version) 4 3/1/1 S 8/8 34 if
Fury (Upgraded Version) 4 5/2/2 S 8/8 36 if
Gazelle (Obsolete Version) 4 5/2/- S 8/8 37 if
Gazelle (Upgraded Version) 4 6/2/2 S 9/8 43 if
Hamilcar 4 8/7/6 A 10/10 67
Hannibal 5 11 /9/7 M 12/ 12 102
Hercules (Right Side) 3 6/3/2 L 9/8 77 sph , if
(Left Side) 6/3/2
Intruder (Obsolete Version)
(Right Side) 4 9/6/ 1 A 21/21 74 sph, if
(Left Side) 9/6/ 1
Intruder (Upgraded Version)
(Right Side) 4 13/8/7 A 21 /21 85 sph
(Left Side) 13/8/7
Kuan Ti 6 6/5/3 A 12/12 66
Leopard (Obsolete Version) 4 5/4/ 1 S 9/8 39 if
Leopard (Upgraded Version) 4 8/6/6 S 9/8 44 if
Leopard CV (Obsolete Version) 4 5/4/ 1 S 9/8 39 if
Leopard CV (Upgraded Version) 4 8/6/6 S 9/8 44 if
Lung Wang 5 12/9/7 A 13/13 77
Mammoth (Right Side) 3 2/1/- L 4/4 412 sph
(Left Side) 2/ 1/-
Model 97 "Octopus" (Right Side) 6 7/5/2 L 10/9 202 sph , if
(Left Side) 7/5/2
Monarch 3 -/-/- M 3/2 42
Mule (Right Side) 3 3/ 1/- L 5/5 99 sph
(Left Side) 3/1/-
Nagumo 4 9/4/3 M 12/12 73
Okinawa (Right Side) 3 9/7/6 M 11 / 10 63 sph , if
(Left Side) 9/7/6
Overlord (Obsolete Version)
(Right Side) 3 8/6/ 1 L 13/13 109 sph, if
(Left Side) 8/6/ 1
Overlord (Upgraded Version)
(Right Side) 3 9/7/7 L 14/13 116 sph
(Left Side) 9/7/7
Rose (Right Side) 4 5/3/2 L 8/8 160 sph , if
(Left Side) 5/3/2
Seeker (Obsolete Version)
(Right Side) 5 4/3/ 1 M 8/8 56 sph, if
(Left Side) 4/3/1
Seeker (Upgraded Version)
(Right Side) 5 4/3/3 M 8/8 59 sph
(Left Side) 4/3/3
Triumph (Obsolete Version) 3 6/4/1 M 9/9 67 if
Triumph (Upgraded Version) 3 7/5/4 M 10/9 74
Union (Obsolete Version)
(Right Side) 3 10/8/3 M 11/10 57 sph , if
(Left Side) 10/8/3
Union (Upgraded Version)
(Right Side) 3 10/8/8 M 11/10 66 sph
(Left Side) 10/8/8
Vengeance (Obsolete Version) 4 10/6/2 L 11 / 10 127 if
Vengeance (Upgraded Version) 4 10/7/7 L 11/10 141

137
BAIT'.FORCE ROSTER

CLAN CROPSHIP TABLE


Damage Over- Armor! Point
Name MP PB/M/L heat Class Structure Value Specials
Broadsword 5 91916 S 11/10 70 if
Carrier 5 15/12/6 M 14/14 149
Confedera\e (Right Side) 4 5/3/- S 12112 43 sph
(Left Side) 5/3/-
Lion (Right Side) 4 8/7/5 L 16115 148 sph
(Left Side) 8/7/5
Miraborg (Right Side) 5 10/8/4 L 12112 148 sph
(Left Side) 10/8/4
Noruff 8 15/15/7 A 22/21 156
Overlord-C (Right Side) 3 11/11 /6 L 20/20 145 sph
(Left Side) 1111116
Sassanid (Right Side) 4 9/8/4 M 12111 70 sph, if
(Left Side) 9/8/4
Titan 5 1418/2 L 17/17 190 if
Union-C (Right Side) 4 7/7/5 M 15114 83 sph
(Left Side) 7/7/5

138
INNER SPHERE RECORD SHEET
10: __ Name: Cmd: _ _ _ __ _ 10: __ Name: Cmd: _ _ _ _ __
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor Element OV +0 +2 +4 Skill Armor
------------------ - - --6 0606'606
~ ~ ~ ~ ~ ---- -------------- - ~ ~ ~ ~ ~ - -'60606-60 6
q ____ , , ___ _____ __~1_1 _1_ ~ l ~ J, ~ _1 __C? 9_? q (?C! ~? o--- -- ---------- - -- - 1 1 1 21 3 1 s 1 00000000 - - - - - - - - - - - - - - - - -- - - - - - - -
._ _ _ _ _ 0 0000 000 _ _ _ _ _ 000 0000 0
p __ ___ _________ , , ~r~J~ l ~_I_ ~ -'- _() <??q(?C!~? o
_ _ __ _ • __ a _ 1 1 1 21 31 s I 00000000
_____________ _ ______________ ___ _ _ •

_ ____ 0 000000 0 _ _ _ _ _ 000 000 0 0


q ____, , __________~ 1~ J ~ l ~ _I _ ~ . 1_ _C? 9,? ~ 9_C! ~ ? q , _. _____________ =-0- j ~ J ~ l ~ J_~ .1 __() 9_ C? ~ <?_C? ~?
_ ___ _ 00000000 _ _ _ _ _ 00000000
p _. __ , _. __ . _____ , __1~ J ~ l ~ J_~ -'- ,() 9_? ~ <?_() ~? q . , __ , _. _. __ , ___ . _ j ~ _1_ ~ l ~ J_~ _1__() ~ C? ~~ ?_C! ~?
10: _ _ Name: Cmd: _ _____ _ 10: __ Name: Cmd: _ _ _ _ __
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor Element OV +0 +2 +4 Skill Armor
--------, -, ------- - - --6 0606-606
~ ~ ~ ~ ~
- - - - . - - - - - - -- - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_ _ _ _ _ 000 0 0000
q _____ ________ ___ ~ 1~ _1_ 2 l 3 J, ~ , I, _() 9_ C? ~ <?_C? ~ <? o 1 1 1 2 1 3 1 s 1 00000000
-- -- - -- - - - - --------- -- ----------- - - -- . -- - ----
_ _ _ _ _ 0000 0000 _ _ _ _ _ 000 0 00 00
q _' __ __, ___, . __ ____ 1~ -'- ~ l ~ J_~ -'- _C) <?? ~ <?.<? ~? o
_ . __ _ __ _ __ •I 1 1 21 3 lsi 000 0 0000
_ _ _ __ _ a _____________ _ ____ _ _ ____ _ _

_ _ _ _ _ 0000000 0 _ _ _ _ _ 000 00000


q _, ____. ___, , . _____1~ , 1_~ l ~ _I s _1_ _() 9.? ~ <?_C! ~ ? q _____ __ __ ___ , __ , __ j ~ J ~ l ~ J_~ -'- _C) 9_ C? q <?_C! ~?
____ _ 0 00 00000 _ _ _ _ _ 000 00 000
o 1 1 1 21 3 1 s 1 00000000 o
• ___ e __ • ___ 1 1 1 2 131 s 1 000 0 0000
_ _ _ _ __ _ __ _ _ ___________ __ ________ _

10: __ Nante: Cmd: _ _ _ __ _ 10: _ _ Name: Cmd: _ __ _ __


MP PB M L Wt./ MP PB M L Wt./
Element
- --- -- - - - - - - - - -
OV +0 +2 +4 Skill Armor
- - - - - - - - - - - - - - - - - - '. - - - - - - - - -
Element OV +0 +2 +4 Skill Armor
- -- - - - - - - - -- - -- . - - - - - - - - - - - - - - - - - - - - - - - - . - - - -
____ _ 0 0000 000 _ _ _ _ _ 000 000 00
o
- - . _- -- - - - - - - - _ .
1 1 1 2 1 3 1 s 1 00000000
_ -- - - - - - - - -- - - -- - - -- - - - - --- ~
o__ _ _ _ a __ _ __ 1 1 1 2 1 3 1 s 1 00000000
_ __ _ o _ __ __ ________ ____ ___________ _

_ _ _ _ _ 000000 0 0 _ _ _ _ _ _ 00 000 000


o
-- . - - - - - - - - - - - - -
1 1 1 21 3 1 s 1-----
- -- - - - - - - - . - --
00000000---- - - - -- q _, ___ , , _, _____ ____ j ~ J ~ l ~ J_~ -'- _C) 9_ C? ~ 9_C! ~?
_ _ _ _ _ 00 0 0 0 000 ____ _ 000 00 00 0
o
-- - -- - ---- - - - - - -
1 1 1 2 1 3 1 s 1--00000000
- - -- - -- -- - - --- - - -- -- -_. -- - q . _, ____ __ _, ____ _=-0-1 1 J ~ l ~ -' _~ -'- _() 9,C? q <?_C! ~?
_ _ _ _ _ 00000000 _ _ _ _ _ 00 0000 0 0
o 1 1 1 2 1 3 1 s 1 00000000
- - ----- ----- -- - --- ----- .-- -- - - - -- - -- - -- ---- -- q ___ .. __ __, , ____ ___ 11 -'- ~ l ~ -' _~ -'- _() 9_ C? ~ <?_C! ~?
10: __ Name: Cmd: _ __ __ _ 10: _ _ Name: Cmd: _ __ _ __
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor
-- - - - - - - - - - - - - - - - - -- -- - - - - - - - - - - - - - - - - - - - - - . -
Element OV +0 +2 +4 Skill Armor
- - ,- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
__ _ __ . _ 00000000 _ _ _ _ _ 00 00 0000
o 1 1 1 2 1 3 1 s 1 00000000
- - - - - - - . - - -- - - - - - - - - - - . - - - - - - - - ------- --- - -
o 1 1 1 2 1 3 1 s 1 00000000
-- - ----- - - - ----- - ---- - -- - -- - - - - - - - - - - - - - - - -
_ _ _ _ __ 00 00 0000 _ _ _ _ _ 00 0000 0 0
o 1 1 I 2 I 3 l si 00000000
- - - - - -- - -- - - - - - - - - - - - -- - --- - - - -- - - -- -- -_.---
o
. - - - .- --~-.--
_I 1 ----------._---
1 2 I 3 1 s 1 00000000
- ------- - - - ---- -
_ _ _ _ _ 0 0000 00 0 _ _ _ _ _ 00 0000 0 0
q " __ __ __ ___ _______ _~ J ~ l ~Tn _ 5~ 9_C?~?,C)<?<? q ___, _. __________0-:-1 1 J ~ l ~ J_~::J _C) ~ q ~ 9_C! ~ ?
_ __ _ _ _ 00 000 000 _ _ _ _ _ 00 0000 00
o ! 1 1 2 I 3 1 s 1 00 000000
- - -- . - - - - . - - . - - -- - -- - -- -- . -- -- - - - - - - - - - -- -- - - q __ __, ___. ________ , 1~ -'- ~ ~ J_~ J _() 9_ () ~ <?_C? ~? 1_

10: ___ Name: Cmd: _ __ _ __ 10: __ Name: Cmd: _ _ _ _ __


MP PB M L Wt./ MP PB M L Wt./
Element
_________________ OV +0 +2 +4 Skill Armor
_ __ __ __ ______ _ __ _ _ _ • __ a _ _ •• _
-Element OV +0 +2 +4 Skill Armor
- - - - - - - - - .. - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_ _ _ _ _ 00 00 0000 _ _ _ _ _ 00 00 0000
o 1 1 1 21 3 1 s 1 00000000
---- ---- -- ------ --- .- ---- - -- - - - -. ------ ._ -- q _, __ __, _________ __ 11 _1_ ~ l ~ J_~ _1 __C) 9_ 0 q 9_C! ~ ?
_ _ _ _ _ 0 000 000 0 _ _ _ _ _ - 000 00000
o- - - -- - - - - - - -- - - - - -- - ---
1 1 1-21--
31- --s --1 -00000000
- --- - - - - - - - - q __. , , ' , _, . _____, 0-0--1 ~ _1_ ~ l ~ _I _ ~ 1_ _() ~ () ~ 9_C? ~ ?
_ _ _ _ _ 00 000 000 _ _ _ _ _ _ 00 000000
o 1 1 1 21--3 ---
- - - - -- - - - - - - - - - -- -- - - - - -
1 s - 1- -00000000
_ ._ - - -- - _ .- - o _I 1 1 21 31 s I 0000 0000
- - - - - - - - - - - - - -- -- - - - - - - - - - - - - - - - - - - - -- - - - - - -
_ _ _ _ _ 0 000000 0 _ _ _ _ _ 000 0000 0
o 1 1 1 2 1 31 s 1 00000000 o 1 1 1 21 31 s 1 00000 0 0 0
Copyright © 1997 FASA Corporation. All Rights Reserved. Permission granted to photocopy for personal use.
COMSTAR RECORD SHEET
10: _ Name: Cmd: _ __ __ 10: _ _ Name: Cmd: _ _ _ __ _
MP PB M L Wt./ MP PB M L WI./
Element OV +0 +2 +4 Skill Armor
- - ----- --- - --- - - - - - -- ----- - ---------- ---- - - -- Element- - - - - - - - - - - OV +0 +2 +4 Skill - -Armor
- - - - - - - - - - - - - - - - - -. -- -- -- - -- - --
~- - -

_ _ _ _ _ 000 00000 _ _ _ _ _ 00000000


q ________________~ j ) _1_ 2 l ~ J_~ _1_ _C? 9_ ? _ q (?C? ~ ? q _. __. .. . _. _. ____ ~1) -'- 2 l ~ J_~ -'- .9?? ~ ()_9 ~?
_ _ _ _ _ 0 0 000000 _ _ _ _ _ 00000000
q ----- -- ____ ____ _~ j ) _1_ ~ l ~ 1_~ _1 __C? 9_ C? ~ 9_9 ~ ? q -- - -. _. .. . _. __ . _-_. j ) J ~ l ~ I. ~ -'- _9 9. C? ~ ().C? ~ C?
_ _ _ _ _ 00000 00 0 _ _ _ _ _ 00000000
q ----- _--_-- _- _____ j ) _1_ ~ l ~ J_~ _1__99_? ~ C?9 ~? q ___. . ________. __~ j ) _1_ ~ l ~ _I . ~ 1_ _9 9.? ~ ().9 ~ ?
_ _ _ _ _ 00000000 _ _ _ _ _ 0 0000000
p _. . _. . _. . _. . _. . . :-:- j .1 . 1_ ~ l ~ J_~ _1_ _C? 9. ? _q ()_9 ~ ? o-- _11 1 21 31 S 1 0 00000 00
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- -------- -
_ _ _ _ _ 0000 0 000 _ _ _ _ _ 00000000
q _. . _. _. . __. __. . _:-:- j ) -'- ~ l ~ J. ~ J .C? 9. ? ~ 9.C? ~ ? o
--
_ I 1 1 2 13 ----
- - - - - - - -- -- - - - - -- - - - - - - -
[ S 1 0000 0000
- ----- - -- - - ---
_ _ _ _ _ 00000 000 _ _ _ _ _ 0 0000000
o I 1 I 2 I 3 I S I 000000 00 q __________. . _. __:-:- j ) .[. ~ l ~ .[. ~ .1. .C? 9. ? ~ 9_9 ~ ?

10: _ Name: Cmd: _ _ _ __ 10: _ _ Name: Cmd: _ _ __ _


MP PB M L Wt./ MP PB M L WI./
Element OV +0 +2 +4 Skill Armor
- - -- - - - - -- -- - -- - --- -- - - - -- - - - - - - - -- - - - - - - . ---
Element OV +0 +2 +4 Skill Armor
-- - -- - - - -- ------- -- - --- ------- --- - - - - -- - - - .--
_ _ _ _ _ 0 0 000000 _ _ _ _ _ 00000000
o _I 1 1 2 1 3 1 S 1 000000 00
---- -- - --. - ---- - - - --- - -- . - - - - -- --- ----- --- - --
o _ [ 1 1 2 13 1 S 1 000 0000 0
-- - - ._-.---- -- . . ---- -- - ---- - ------ - - ---- - -_.-
_ _ _ _ _ 000 000 0 0 _ _ _ _ _ 00000000
o _I 1 1 2 13 1 S 1 00000000
- - - - - - . - - - --- _ . --- - -- - -- - - - - - - - - . _ - - - -- -- - - --
o _[
1 1 2 13 1 S 1 000 0000 0
- - -- -- - - - - -- - -- - - - - . - - - - - - - - - - - -- _ . - - - -- -- - --
_ _ _ _ _ 00000000 _ _ _ _ _ 00000000
o 1 1 1 2 13 1 S 1 000000 00
. --- --- -- - --- - --- -_ .-- -- - ---- - - - - - - - - . - - - - - -
o-- -- - - -- -- - . - - - . - - - - -1-1- -1-21- 3 -1-S- -1- -00 00000 0
- - -- - - - - - - - -
_ _ _ _ _ 0 00 0 000 0 _ _ _ _ _ 00000000
o 11 1 2 13 1 S 1 00000000
---- - - -- - - - - -- - - -- -- - - - - - - --- - - - - - - - - - - - - - -- -
o _ I 1 1 21 3 1 S 1 00 000 000
- - - - . - -- -- -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
_ __ _ _ 0 0 000000 _ _ _ _ _ 00000000
o 1 1 1 2 1 3 1 S 1 00000000
--- --- ---- - --- ---------------------- - - --- - --- q . . . . _. . _. . __. . . _~ j _1 J ~ l ~ .r _~ J _C? 9_ ? ~ ().C? ~ ?
_ _ _ _ _ 0 00 000 0 0 _ _ _ _ _ 00 000000
o 1 1 1 21 3 1 S 1 00000000
. -- - -- -- - - --- - - - - . - - - ---. - - - - - - - - - . - - . - - - - . q _____ . _____ .. _. . :-:-1 ) -'- ~ l ~ J_S -'- _C?9_C? ~9_9 ~?

ID: _ Name: Cmd: _ _ _ __ 10: __ Name: Cmd: _ __ ._ _


MP PB M L Wt./ MP PB M L WI./
Element OV +0 +2 +4 Skill Armor
- - - - - -- -- - -- - - - -- - - - - - - - - - -- - - - - - - - - - - - - -- - --
Element OV +0 +2 +4 Skill Armor
- - - - - - - --- - - - - - - - - - - - - _ . - - - . - - - - - - - - - - - - - - - - -
____ _ 0000 0000 _ _ _ _ _ 0 0000000
o _I
- - - - -- - - - - - - - - - - ----- - - --
1 1 2 13 1 S 1 00000000
-- - -- ----------- - - - q ________ ___ ___ __0-:-1 ) -'- ~ l ~ J_~ J _99.? ~ ()_9 ~?
_ _ _ _ _ 0000000 0 _ _ _ _ _ 0 0000000
o--- -- - - . - -- -- -- - -- _- - -I -1- 1- 2- -131 S 1 0000000 0
- - - - - - - - -- - - - - - - - - -
o
- -
_I 1 1 21 3 ! S 1 0 0000 000
- --- - - - ----- ----- - -- - - ---- --------- --- - - ---
_ _ _ _ _ 00 000000 _ _ _ _ _ 00000000
o 1 1 1 21 3 1 S 1 00000000
- - . - - - - - - -- - - - - - - -- - -- - - - - - - - - - -- - - - - - - - - - - - -
o
- -
_ I 1 1 2 13 1 S 1 000 0000 0
- - - - - - - - - - - - - -- - - - - - - - - . - - - - - - - - - - _ . _. - _ . - .
_ _ _ _ _ 0 0 0 0 0000 _ _ _ _ _ 0 0000000
o-- - - - - - - - -- - - - - - - - _- - --I 1 - 1--2 1- -3-1- S- -1- -00000000
- - - -- -- -- - - - q ___. __. ___. . __. _~ j ) _I. ~ l ~ _[_~ _i_.C? 9_ ? ~ 9_9 ~ ?
_ _ _ _ _ OO OOOO()O _ _ _ _ _ 0000 0000
o 1 1 1 2 13 1 S 1 00000000
- -- - ._ - - -- ----- - - -- - --- - --- - - -- - - ----. - ----- q . _. _. ___ . __ ___ __~ j ) _1 _~ l ~ J_~ I_.C? 9.? ~ 9.9 ~ ?
_ _ _ _ _ 00 00 0 000 _ _ _ _ _ 0 00 00000
o- - - - - - - - -- - - - - -- -- - --1-1 -1- -2 1- 3- -1- -S- 1- -0000000 0
- - - - -- - - - - -- q _. _. . ____. . __. . _~! ) .1_ ~ ~ ~ _I _ ~ _1_ .9 9_ ? ~ 9.9 ~ ?

Copyright © 1997 FASA Corporation. All Rights Reserved. Permission granted to photocopy for personal use.
CLAN RECORD SHEET
10: __ Name: Cmd: _ _ _ _ __ ID: __ Name: Cmd: _ _ _ _ __
MP PB M L Wt./ MP PB M L Wt,;
Element OV +0 +2 +4 Skill Armor Element OV +0 +2 +4 Skill Armor
---- ----- ---- -- ----- ---- --- -- --- -6 b- 6 0 0-600 ---------- - ------------------------- -- -------
00000000
q ________ ___ _____ ~jTJ~[~{~~I __C?~_C?~(?C?~? q _________ ____ ___ ~ j ~ _1_ ~ [ ~ 1_ ~ _1 __C? 9_ C? ~ (?? ~?
_ _ _ _ _ 00000000 00000000
I~ _ __ ____ _ _ _ ______ ~ j ) -'- ~ ~ J_~ C? (?? ~ <?? ~?
1 1_ _
q __ __ ____________ __j ~ _1_ ~ l ~ J_~ _1 _ _C! ~ C? ~~ (?? ~?
_ _ _ _ _ 00000000 00000000
q _____ ___________ ~ 1 ) -'- ~ [ ~ J_~ J _C? ~_ C? ~ ?_? ~? o- - - - - - - - - - - - - - - - - - - - -1-1- 1- -2-1-3-1- -s- -1 -00000000
- - - - - - -- - - - -
_ _ _ _ _ 00000000 00000 0 00
q ___ __ ____ ____ _____ j ~ _1_ ~ [ ~ _1_~ 1__C? 9_? ~ 9_? ~? o- - - - - - - - - - - - - - - - - - - - -1-1- -1-213 1 S 1 00000000
- ---- - --- - -------- - -
_ _ _ _ _ 00000000 _ _ _ _ 00000000
Cd _______________ ___j ~ _I_~ [3 J_~ _1 __C?9_ ?~(??~? o 1 1 1 2 [ 3 [ S 1 00000000

10: _ _ Name: Cmd: _ _ _ _ __ 10: __ Name: Cmd: _ _ _ _ __


MP PB M L WI./ MP PB M L WI./
Element
- - - - - -- --------- - -
OV +0 +2 +4 Skill Armor
- ----- - - - ---- - ----- - --- ----
Element OV +0 +2 +4 Skill Armor
----------------------------------------- - ---
_ _ _ _ _ 00000000 _ 00000000
o- - - - - - - - - - - - . - - - - - _111 21 ~l£J 00000000
- - - --- - --------- - ---- ------
o _I 1 1 2 13 1 S [ 00000000
----------------------------------------- - ---
_ _ _ _ _ 00000000 00000000
C _I 1 1 2 1 3 1- s- -1- -00000000
- - - - - - - - - - - - - - - - . - - - - -- - - - - - - - - - - - - - -- -
o _[ 1 1 2 [ 3. [ S [ 00000000
---- - ---------------- - -- - --------------------
_ _ _ _ _ 00000000 _ _ _ _ _ 00000000
n- - - - - - - - - - - - - - - - - - - - -[TC2131 s 1 00000000
- - - - - -- - - - - - - - - - - - - - - - - -
o _I 1 [ 2 [ 3 [ S [ 00000000
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- - - - - - - - - - - - -
_ _ _ _ _ 00000000 _ _ _ _ _ 0000000 0
[l 1 1 1 2 13 1 s 1 00000000
-- - - . - - - - - - - - - - - - - - - - - - - - - - - - -- - - - - - - - - - - - - - -
q __ ___________ ___ ~ j ~ J ~ [ ~ J_~ J _C? 9_ C? ~~ C?C? ~?
_ _ _ _ _ _ 00000000 _ _ _ _ _ 00000000
o 1 1 1 2 13 1 S 1 00000000 q __________ ______ ~ j ~ _[_ ~ [ ~ J_~ _1 __C? ~ C? ~ C/? ~?
10: __ Name: Cmd: _ _ _ __ _ 10: __ Name: Cmd: _ _ _ _ __
MP PB M L Wt./ MP PB M L Wt./
Element
- ---- -
OV +0 +2 +4 Skill Armor
-- - _ . - - - - -- --- -- - - - - - - - - - --- - - -- - -- - - - -
Element OV +0 +2 +4 Skill
-------------.-------------- -- ------- - -------
Armor
_ _ _ 00000000 000 0 0000
o- - - -- - - - _ . - - - - - - - - _I 1 1 21 3 1 s 1 00000000
- -- - - - - - - - - - - - - - - - -- - - - - - - - q __ __ ____________ ~l ~ J~ [ ~ -' _~ J _C?9_C? ~(?C?~?
_ _ _ _ _ 00 0 00000 00000000
o- - - - - - . - - - - - - - - -- - _- - -I-1-1-2- -1-3 1-s- -1- -00000000
- - - -- - - - -- -- q _____ __ ___ ______ ~j ) J ~ [ ~ J_~ J _C?9_C? ~(??~?
_ _ _ _ _ 00000000 00000000
o- - -- ------- - - - - -- - ----1 1 - 1.----- 2 1 3 1 s. --1 ----00000000
- --------
o 00000000 [1 [ 2 [ 3 [ S
---------------------------------------------
[
_ _ _ _ _ 00000000 _ _ _ _ _ 00000000
o. - -- - - - - - - - - - - - - - - - - -1-1 - 1-2- -13- -1-s- -1- -00000000
----- - ------ q ______ ____________ j ~ _[_ ~ [ ~ J_~ _[__C? 9_? q (?? ~?
_ _ _ _ 00000000 0000 0000
o I 1 1 2 1 3 1 s 1 00000000 o [1 [ 2 [ 3 [ S 1 00000000

ID: __ Name: Cmd: _ _ _ _ __ ID: __ Name: Cmd: _______


MP PB M L Wt./ MP PB M L WI./
Element
-- -- - -
OV +0 +2 +4 Skill Armor
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- -- - - - -
Element OV +0 +2 +4 Skill
---------. - - ._--- -- --- ---------- - --- - - -- -----
Armor
_ _ _ _ _ 00000000 00000 0 0 0
o
- - - . _-- -._ - - - - - -
1 1 1 21 3 1 s 1 00000000
- - -- - - - - - - - - - - - - - - -- - -- - - -- - - q ________________ ~ j ~ _[_ ~ [ ~ _[ _~ _[__C? 9_ C? ~ <?? ~?
_ _ _ _ _ 00000000 00000000
o
- - - - - - - -- - - - - - - -
I 1 1 2 1 3 1 s 1 00000000
- - - - - - - - - - - - - - - - - - - - - - -- - - - - - q _____ _______ ____ ~ 1 ~ _[_ ~ [ ~ J_~ _[__C? ~ C? ~ (/? ~?
_ _ _ _ _ 0 0000 0 00 _ _ _ _ 0000 0000
o
- - - - - - - - - -- - - -- -
_LLI 213 1 s 1 00000000
- - - - - - - - - - - - -- - - - -- - - - - - - - - -- q ________ ________ ~ j ~ _1_ ~ [ ~ J_~ _! __C? 9_? ~ C?C! ~?
_ _ _ _ 0 0 000000 _ _ . _ _ _ 00 0 0 0 0 0 0
o
- - -- - - - - - - - - _ . - .
1 1 1 2 1 3 1 s 1 00000000
_ - -- - . - - - - - - ----- - - - -------- q ____ _____ _________ j ~ J ~ [ ~ J_~ J _C? 9_ ~ ~ 9_? ~?
_ _ _ _ _ 00000000 0000000 0
o 1 1 1 21 3 1 s 1 00000000 q ____________ ____ ~ j ~ J ~ [ ~ J_~ J _C? 9_ C? q (?? ~?
Copyright © 1997 FASA Corporation. All Rights Reserved. Permission granted to photocopy for personal use.
INNER SPHERE RECORD SHEET
10: MMI Name: Command Lance' Cmd: MM2, MH2, MM3, GHI, FHI 10: MH3 Name: Assault Lance Cmd:
MP PB M L WI./ MP PB M L WI./
Element OV +0 +2 +4 Skill Armor
- - - - - - - - - - - -- - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Elemenf OV +0 +2 +4 Skill Armor
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- -
PXH-3M Phoenix Hawk 6J 2 2 1 M/-2 000 ONI-K Orion 4 3 2 1 H/-I 000000
o-- - - - - - - - - - - - - - - - - -1- -1-1- -1 2- -1-3 - 1- s- --1 --00- -- - - - - -- - - o 2 1 1 1 21 3 1 s 1 000000
-- -- - -------- - - - - -- - -- ---- - -- ---- - ------- ----
HBK-SM Hunchback 4 4 3 - M/ -1 0000 MAD-SMMarauder 4J 6 4 1 H/-l 00000
o if - 11 1 2 13 1 s 1 000 0
- - -- - - - - - - - - - -- - -- - - - - - - - - - - - - - - - - - - - - . - - - -- -
o -
- I 1 1 2 13 1- s- -1- -000
-- - - - - - - - - -- -- - - - -- - - - - - - - - - - - - -------
GRF-3M Griffin 5J 3 2 2 M/-2 000 0 CRD-3R Crusader 4 2 2 1 H/tO 00000
o -11 12131 s 1 00
- -- - - - - - - - - -- - . - --. - -- - -- - - - - --- - - . - - . - - - - - - o if 2 1 1 1 2 1 3 1- s- -------
- - - - - - -- - - - - - - - - - - - - - - - - - - -
1 00000 -- -- -- - -
CDA-3M Cicada 8 3 2 1 M/ -1 00 STK-3F Stalker 3 4 3 1 AI -1 00 0 00
o - 11 12 13 1 s 1 00 o 3 1 1 1 2 1 3 1 s 1 0 000000

10: MM2 Name: Command Lance* Cmd: MHI, MH6 10: MH4 Name: Support Lance Cmd:
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor
- - - - . - - - - - -- - - - -- - - - - - - - - - - - - -- - - - - - - . - - -- - - -
Element OV +0 +2 +4 Skill Armor
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- - - - - -
SHD-SM Shadow Hawk 5J 3 3 2 M/-l 000 0 TBT-7M Trebuchet 5J 3 3 2 H/-2 000
o if - 1 1 1 2 1 3 1 s- _.-
-- - - - - - - - - - -- - - - - - - - - - - - -- - .
1 00 -- ------._ -- o- - -if- - -- - - - - - - - - - - - --- -1-1--1 2- -1-3 1-s- - 1- -00
- - - - - - - - - - --
CDA-3MCicada 8 3 21M/tO 00 WR-DG-02FC War Dog 4 5 4 2 H/-I 0 00 00
o - 11 12 13 ls i 00
-- - - - - - - - - - - - - - - - - - - - - - - - - . - - - . _ - . - - - - - - - - -- -
D eem - 11 1 2 13 1 s 1 000
----- - -- -- - - ---- - -- - - - ----- -- - - -- -- - - - --- - - - -
GRF-3M Griffin 5J 3 22M/-l 0000 ONI-M Orion 4 5 4 3 H/-l 000000
o -11 12131 s- ---
-. - - - - - - - - - - - -- - - - -- - - - - - - - -
1 00 -- ------- -- - o if - 1 1 1 2 13 1 s 1 000
-- - - - -- - - - - -- - - - - - - - - - - - - - - - - - - - - -- - - - -- -- - --
TDR-SSThunderbolt 4 3 2 1 H/-l 00000 ARC-4MArcher 4 4 4 3 H/tO 00000
o -I 1 1 21 3 1 s 1 00000 o if - 1 1 1 2 13 1 s 1 00000

10: MHI Name: Strike Lance Cmd: 10: MM3 Name: Command Lance' Cmd: MHS, MLI
MP PB M L Wt./ MP PB M L WI./
Element OV +0 +2 +4 Skill Armor
- - - - - - -- - - - - -- - -- - - - - - - -- - - - -- - - - - - - - - - - - - - - -
Element OV +0 +2 +4 Skill Armor
- - - - - - - - - - -- - - - - - - - - - - - - - - - - -- - - - - - - - - -- -- - . -
WHM-7M Warhammer 4 5 4 2 H/-2 0000 TRI Wraith 7J 3 2 - M/-l 0000
o- - - -- - - - - -- - - - - - - - --- -I-1--1 2- 1--3 - 1-s- - 1 --000 00
----- --- - - -
o 1 1 1 1 2 1 3 1 s 1 00
- - - - - - - - -- - - - - - - - - - - - - - - -- - - - - - - - - - - - - - - - - - - -
TMP-3M Tempest 4J 5 4 1 H/-2 00000 WVR-7M Wolverine 5J 3 31M/-l 0000
P _________________1_ 1) _1_ ~ l ~ 1_~ 1_ 9_ 9 ________ _q o - 11 12 13 1 s 1 00
- - - - - - - - - - - - - - - - - - -- - - - - -- - - - - - - - - -- -- - -- - - --
RFt-SM Rifleman 4 5 4 1 H/-I 00 0 GRF-3M Griffin 5J 3 22M/tO 0000
q _________________---: 1) _1_ ~ l ~ J_~ _1_ _C? ~ _ __ __ ___ _ o
- -- -- - . - - - - - - - - - - - -.
- 11 12131 s 1 00
- - - - - - -- - - - - - - - - - - - - - - - -
MAD-SMMarouder 4J 6 4 1 H/-l 00000 GRF-3M Griffin 5J 3 2 2 M/ -1 0000
o -I 1 1 21 3 1 s 1 000 o -1 1 12 131 s -1- _00
- - - - - - - - - - - - - - - - -- -- - - - - - - - - - .- . --- - - - - - -

10: MH6 Name: Support Lance Cmd: 10: MM4 Name: Force Lance Cmd:
MP PB M L WI./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - --
Element OV +0 +2 +4 Skill Armor
- - - - - - - - - - -- - - - - - - - - -- - - - - - - - - - - - - - -- - -- - --
WHM-7M Warhammer 4 5 4 2 H/ -2 0000 HMR-3M Hammer 5 3 2 1 L/ -1 00
D - I 1 1 21 3 1--s 1- -00000
-- - - - - - - - - - - - - - -- - - - - - - - - - - - -- - - - -- - - - -
o 1 11 1 2 1
- - - -- - - - - - - - - - -- - - - - - - -- -
3 -1-s- - -1 --
000
-- - - - - - -- --
OTL-SMOstsol 5 5 3 - H/-l 0000 BJ2-0EBlackjack 4J 3 3 2 M/-l 0000
D - 11 12
-- - - - - - - - - - - - - - - - - - - -- - 13 1 s - 1- -00
-- - - - - -- - - - - - - - -
o omni
- ------------------------
- I 1 1 2 131 - -s- -1 00
- - -- - - - - - - ----
ONI-MOrion 4 5 4 3 H/-l 000000 GRF-3M Griffin 5J 3 22M/tO 0000
o if - 1 1- 1- 2- -1-3-1- s - 1 -000
- - - - - - - - - - - - - - - - - - - -- - ---- - - --- - - o- - - . - - - - - - - - - - - - - - -- - -11- -1213 1s 1 00
- - - - - - - - - - -- - - - - - -----
CP-II-ACyciops 4 5 4 2 A/tO 000 0 CDA-3M Cicade 8 3 2 1 M/ to 00
D - I 1 1 2 1 3 1 s 1 0 000000 o - 11 1213 1 s 1 00
10: MH2 Name: Command Lance' Cmd: MH3, MH4 10: MLl Name: Recon Lance Cmd:
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor
- -- - - - - - - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -- -
Element OV +0 +2 +4 Skill Armor
- - - - _. - . -- - - . - -- - - - - - - - - - - - - - - - - - -- - - - - - - - - - -
QKD-SM Quickdraw 5J 3 2 1 H/-2 0000 WSP-3M Wasp 6J 1 1 - l/-1 0
o if - I 1 1 2 13 1 s 1 0 0000
- - - - - - - - - - - - - - - - -- - - - - - - - - - - - - - -- - - - - - - - - - -
o -1 1 1213
- - - - - - - - -- - - - - - - - - - - - - - . - - 1- s- - 1--00
- - - --- - - - - . -
WHM-6R Worhammer 4 3 2 1 H/-l 000 0 ZPH-IATorantula 8J 2 1 - L/tO 00
o- --- - - - - - --- - - - - - -- --2 11- . 12131
--
s 1 00000
- -- - -- - - - - - - - - - - - - -
o - 11 12 13 1 s 10
- - - - - - - - -- - - - - -- - . - -- - - - - - - - - - - - - - - - - - - - - - - --
ARC-4MArcher 4 4 . 4 3 H/-l 00000 OTI-lJ Ostscout 8J 1 1 - L/tO 00
o if - 1 1 1- 2 1
-- -- - - - - - - - - - - - -- - - - _ .
3 1 s 1 000 00
- - . - -- - -- -- - - - - -- -- -
p _____ _____ _______~ j ) _1_ ~ l ~ J_~ _~ _C??_ C? _______ _
ARC-4MArcher 4 4 4 3 H/-2 00000 WSP-3M Wesp 6J 1 1 - l/ to 0
o if -Ol1]~ITI 00000
-- - - - - -- - - - - - - - - - - - - - - - - - -- - - - - - - - - - - - - - - - - - -
o - I 1 1-213
-- - - - - - - - - - - - - - - - -- -- -
I::TI 00
- - - -- - - - - - - - - - - - - - - --

Copyright © 1997 FA5A Corporation. All Rights Reserved. Permission granted to photocopy for personol use.
INNER SPHERE RECORD SHEET
10: GHI Name: Command lance* Cmd: GA2, Gl1 10: IN3 Name: Recon Company Cmd~
MP PB M L WI./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor Element OV +0 +2 +4 Skill Armor
- - - - -- - - - - - - -
Schreck PPC Carrier
- - - - - - - - - - - - - - - - - - - -- - - - - - - - - - - -
3T 2 3 3 A/ -1
Ju-mp Rifl~ PI~t~o~ - - - - - - - - -3J - 1- -~ -~ ---1 - - -6 - - - - - - -----
o 00000 D (ar4
- - ---- - --- - ------------------- - --------------
Schreck PPC Carrier 3T 2 3 3 A/ +0 Jump MG Platoon 3J 1 - - -1 0
o
-- - - - - - - - - - - - - - - -- - - - - - - - - - - - - - - - -- - - - - - - - - - -
00000 D cor4
- - - - - - - - - - - - - - - - - - - - -- - - - - - - - - ------- ---- ----
Pike Support Vehicle 3T 1 1 1 A/-1 Jump SRM Platoon 2J 1 1 - -1 0
o 000000 o (ar4
Pike Support Vehicle 3T 1 1 1 A/-1
o - - - - - - -- - - - - - . -- - - - -- - - - - - - - - - -- - - - - - - -- - - --
000000 o
10: GAl Name: Command Lance* Cmd: 10: FHl Name: Alpha Air Lance* Cmd: FMl, HI
MP PB M L Wt./ MP PB M L WI./
Element OV +0 +2 +4 Skill
- - -- -- - - -_ . - - - - -- - - - - - - - - -- - - - - - - - - - - - - - -
Armor Element
--- - ---- - - -
OV +0 +2 +4 Skill Armor
------- - --------------------------
Ontos Heavy Tonk (3058) 3T 6 7 1 A/-1 TR-l3Transgressor 6 3 3 - H/-2 000000
O n
. - --
0000000
- - - - - - -- - - - - - - - - - - - - - - - - - - -- - - - - - - - - - - - - -
o- - - - -- -- - - - - - -- - -- - -
-1112
-- - - - -13151
- ---- -- ----- --- ---
Ontos Heavy Tonk (3058) 3T 6 7 1 A/ +0 TR-l3Transgressor 6 3 3 - H/-1 000000
O n 0000000 o - 11 12 13 1 5 1
Demolisher Heavy Tonk 3T 4 4 - A/ +0 -----
o 0000000 o _ 11 1213 I 5 I
Demolisher Heavy Tonk 3T 4 4
D 0000000 o- - --- ------- - - --------
_I 1 I-2- -I -3 1-5- -1- - - - - - - - - - - ---

10: GL 1 Name: Strike Lance Cmd: 10: FM 1 Name: Beta Air Lance Cmd:
MP PB M L WI./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor
- - . - - - - - -- - - -- - - - -- - - - -- - - - - - - - - - - - -- - - - - - - - -
Element OV +0 +2 +4 Skill
- -- - ---- -- ----- --- -- -- -------- ------------ ---
Armor
Galleon lightTank 7T 2 2 - l/ +0 F-90 Stingray 6 2 2 - M/-2 00000
q prb _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ C? ~ _q 9_ ______ p _________________1_ 1~ _1 _~ l ~ -' _~ _1_ _ _ _ _ _ _ _ _ _ _ __ _
Galleon Light Tonk 7T 2 2 - L/ +0 F-90Stingray 6 2 2 - M/-1 000 0 0
q pr_b__ __ _____ _____ ___ __ ___ __ __ __ q C? ~ q __ ___ _ o -111213151
Scimitar Medium Hovertank 8H 1 1 1 L/-1
o 0000 p ____ ___ ___ ______ ~1 ~ -'- ~ l ~ 1_ ~ -'- _ _ _ __ _ ______ _
Scimitar Medium Hovertank 8H 1 1 1 L/ +0
D 0000 D
--
111213151
- - -- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - ' " - - - - - - -

10: INl Name: Command Company* Cmd: IN2, IN3 ID: Fll Name: Gamma Air Lance Cmd:
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor Element OV +0 +2 +4 Skill Armor
Fo-ot- MG Pla-to-o~ - - - - - - - - - -1- - -1 - -~ -~- ---1 - - -6 - ----- - F- i 6(h~e-ta-h - - - - - - - - - - - -1 2-3- -~ -~- II i - -6 --- --------
o car3
- - -- - - - - - - -- - - - -_ . - - - - - - - - - - - - - - - - -- - - - - . - - - - p _________ ____ ___ ~ 1~ I_ ~ l ~-' _ ~ _1_______ ______ _
Foot MG Platoon 1 1 - - -1 0 F-lO Cheetah 12 3 - - L/-1 0
o (0[3
._ - -- - - - -- - - - - - - -- - - - - - - --- - - - - - - - - - - - - - - - - - -
D -111213151
Foot MG Platoon 1 1 - - +0 0
o (0[3 D
-----
D o I1 I2 I3 I 5 I

10: IN2 Name: Strike Company Cmd: 10: _ _ Name: _ _ _ _ _ _ _ Cmd: _ _ _ _ __


MP PB M L Wt./ MP PB M L Wt./
Element
._ - - - _ . _ . _. _ - _. _ -_ OV
. _ . +0
_ _ .+2 +4- --
_._ Skill- - -Armor
--_._--_ . _-- Element OV +0 +2 +4 Skill Armor
Motor Rifle Platoon 3 1 - - -1 0 ---
o
- --
(0[3
- - - ------~-- - - ------ - - - - - -- ~--- - ---- - -----
q ___. __________ __ . _1_1 J~ l ~J_ ~ -'- ____________ _
Motor MG Platoon 3 1 - - -1 o
o (0[3
-- -- - - - - - - -- - - - - - - - - - - - -- - - - - -- - - -- - - - - - - - - - - D I1 I 2 I3 I 5 I
Motor MG Platoon 3 1 - - -1 0
o cor3 ----- - - ~-
o I 1 I 2 I3 I 5 I
---
o p ___ . ___ ________ _=-:-1 ~ _1_ ~ l ~ -' _~ _1 _____________ _

Copyright © 1997 FASA Corporation. All Rights Reserved. Permission granted 10 pholO(OPI' for personal use.
84""'EFORCE®2 CLAN RECORD SHEET
ID: MM 13 Name: Alpha Star * Cmd: MH 10, MM 14, MH II, IB6, FH 3, MA5 10: MH 12 Name: Bravo Star Cmd:
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor Element OV +0 +2 +4 Skill Armor
5h-ado~-C~t -P;i~~ - - - - - - - - -6J - 3--j - 2-Nt!- 2--6 0 0 --- ----- Ryoke-n-D - - - - - - - - - - - - - -6- - 5- -<I - 3-M/ -2- -6 (j 0 (5 b- ----
q _o,!!n}, pr_b __ ___ ___ _ __ ~ j ~ _1_2 l ~ -' _~ _1_ _q ()_? _____ ___ q _o,!!n_i,}f _ ____ _ _ _ ___ _ ~ j ~ _1 _~ l ~ _1_ ~ _1 __0 ~? ______ __
Ryoken Prime 6 5 4 2 M/-l 0 0 0 00 VultureC 5 3 3 3 H/-I 0000
_q
q _o,!!n} _ _ _ _ _ _ _ _ _ _ _ _ _ ~ j ~ _1_ ~ l ~ -'_ ~ _1_ 9_C? ________ q _o,!!n_i __ __ _ _ ___ _ __ __-: j ~ _1_ 2 1 ~ ~ _1 __ C! 9_? q ___ ___
J_
ShadowCatB 5J 4 4 2 M/-l 0 00 Cauldron-Born Prime 5 4 4 3 HI- 2 00000
q _om~i, _e~m, ~r~ _ _ _ _ _ __ _ ~ j ~ J ~ l 3 -' _~ J _q ()_
? _______ _ q _o,!!n_i _ _ _ _ _ __ __ _ _ _ _ ~ ! 1 1_ ~ l ~ J_~ -'- _C? 9_
? q __ __ __
BlackHawk Prime 5J 6 5 -M/-l 0 000 Madeat A 5 7 6 3 H/-I 000000
P _o,!!n} _ _ _ __ _ _ ___ __ _ J j ~ -' _~ l ~ -' _~ _1 _ _q 9_? ___ ____ _ o omni
- - - - -- -- - -- - - - - - - -
1 [JT2l 3-- 1 - s---1
--- - - - -
0000
--- - - - ----- --
Loki Prime 5 5 4 2 H/-I 0 00 MasakariB 4 7 6 2 A/-l 000000
q _o,!!n_i, _e(_m, ~r~ _ _ _ _ ____ _3_ j ~ _1_~ l 3 _1_~ _1__q ()_? q ______ o omni - 11 1 2 13 1 s 1 00000

10: MH 10 Name: Bravo Star Cmd: 10: ML 10 Name: Charlie Star Cmd:
MP PB M L Wt./ MP PB M L Wt.j
Element OV +0 +2 +4 Skill Armor Element OV +0 +2 +4 Skill Armor
Ryoke-n -A - - - - - - - - - - - - - - 6- - (, - - 5 -1-Nt!- 2--6 (56(5 b- -- -- Koshi A- - - - - - - - - - - - - - -i - 1- ------- -~- U- 2- -6 0 -- -------
q _o,!!ni, if ___ __ ____ ____ 2_ ~ J ~ l ~ -' _~ q ()_ ? __ ____ __
1 _I __ q omn_i, YOjkprb __ _ _____ _ ~ 1 -'- ~ l 3 -' _ ~ -'- _C? 9____ _____ _
1

Toor Prime 5J 5 3 3 HI -2 0 0 0 0 0 Puma A 6 4 3 2 l/-1 000


o omni - 11 1 2 1 3 1 s 1 0000
- - - - - - - - - - - -- -- - - - - -- -- - - - - - - - -- -- - - -- - - - - - -- q _o,!!n_i, if __ _ _ _ ___ _ _ __ ~ j ~ _1_ ~ l ~ -' _s 1_ _ C? 9_______ ___
Vulture Prime 5 4 4 3 H/-l 00 0 0 Puma C 6 3 2 l/- 1 000
4
~ omni
- - ---- - - ---- --- ---- . - .
2 i ll -2- -1-3 - 1--s --1 -000 0
- -- - - - - - .- . - q _o~ln_i,!f _ _ _ ___ _ __ _ _ _ ~ fTI»_~ -' _s q ~ __ 1_ _ ____ ___
Cauldron-Born Prime 5 4 4 3 HI -2 000 00 Koshi Prime 7 2 1 1 l/· 2 00
C omni
-- - --- - -- - - - -- - - - -- -
3 1-1--
1 2--13- -- 1 s -1- -000 0
- - - - - - -- q- - -- _o,!!r~, (P!b___ __ __ _ _ _ ~ j ~J~ ~ ~ 1 J_ -'- _q ()_______ __ _
Thor Prime 5J 5 3 3 H/-l 0 0 0 00 Uller Prime 6 3L/ -2 00
3 2
q ! J_
_o,!!n} _ _ _ _ _ _ _ _ _ _ _ _ _ ~ ! -' _~ l ~ ~ _1_ _C? ()_C? q ______ o - 11 12131 s 1 00

10: MM 14 Name: Charlie Star Cmd: 10: IB6 Name: Alpha Star* Cmd: IB7
MP PB M L Wt./ MP PB M L Wt./
Element
- ------ ---
OV +0 +2 +4 Skill Armor
- -- - - - - - - - - -- -- - - - - - - - - - - - - - - - - -- - -
Element
- - - - -
- -- - - -
- - - - -
OV +0
- - - - -
+2 +4 Skill Armor
- - - - - - - - - - - - - - - - - - - - --
Vukure B 5 4 4 3 H/-2 000 0 Elemental Point wi SL 3J 2 1 - -2 000
o omni
-- -- -- - - - -
- 1 1 1 2 1 3 1 s 1 0000
- - - - . - - -- - - - -- - - - -- - - - - - - - - - - -- - - - -
q _CO! 1_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Mad Cat B 5 5 4 3 H/-2 000 000 Elemental Point wi SL 3J 5 4 2 -1 000
D omni
- -- -. --- --
- 11 1 2 13 1 s 1 0 000
--- -. - -- - -- - - - - - - - - - - - - - - -- -- - - - - - -
q _(O! 1__ _ __ ___ __ _ ___ _______ _ ____ _ __ __ ___ __ _ ___ _
Black Hawk A 5J 4 3 2 M/-l 0 00 0 Elemental Point wi SL 3J 4 4 2 -1 000
q _o,!!n} ___ ___ J
__ _ ___ _ .1. 1 ~ ~ l 3 1 _ ~ .I __ ? ___ _____ q _CO! 1_ _ _ ___ ___ ___ _ _ _ __ _ _ __ ___ __ __ _ _ __ __ ______ _
C? ()_
Grendel Prime 7J 4 3 1 MI -1 0 0 00 Elemental Point wi MG 31 6 5 - -2 000
o omni
- - - - - - - - --
2 l 1 1 2 13 1 s 1 000
-- . - - - -- - - - - - - - - -- - - - - - - - - - - -
q _(a! 1_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
- - --- -

~o~~n_~ ( _______ __ ___ j ; -' ~_ ~ l ~ / ~- \ _8 ~ ~ ?E___ __Elemental Point wi MG 3J 2 1 - -1 000


q _CO! 1___ __ _ __ ___ ___ __ _ __ ___ ___ ___ __ __ __ __ __ __ _
10: MHll Name: Alpha Star* Cmd: MH12, MLlO 10: IB7 Name: Bravo Star Cmd:
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor Element OV +0 +2 +4 Skill Armor
- - (, - - <I - 3-Hi· i - -6 0 0 (5 b-6 ---
M~hat- P-ri~e - - - - - - - - - - -5
- - - - -- - - - - - - - - -- -
Elemental Paint wi SL
-- -- - - - - - - - - - - - - -- -- --
3J 2 1 - -1 000
-- -- - -

o omni - - -- - - - -- - ---- 2- --
-- --- 1 2 1- 3--1- s - 1- -0- 0- -00
11 --- - - - - - - -- -
q _car 1_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Vulture Prime 5 4 4 3 HI -1 00 00 Elemental Pointw/SL 3J 2 1 - -2 000
o- -- - -- - - - - - - - - -- -- - 2- -1-1- I--21- -3-1- s-- 1--0--0 - 0- -0- - - - - -- q W! 1_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _
Vulture B 5 4 4 2 H/-2 00 00 Elemental Point wi SL 3J 2 1 - -1 00 0
o omni 3 11 1 2 I 3 1 s --1 -000
- - - - - - - - -- -- - - - -- - -- - - - - - - - --
0
-- - - - - - -- - - -
q _(a! 1_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ __ _ _ _ _ _ __ _ _ ____ _ _ _ _ _ _
Loki Prime 5 5 4 2 H/-2 0 00 Elemental Point wi MG 3J 2 1 - -2 000
q ~~I1~, ~(!1', ~r~ __ _ __ _ _ _ _3_ j _1 _1_~ l ~ -' _s _1__C? ()_C? q ___ ___ q [Or 1_ _______________ ___ ______ ________________
Night Gyr Prime 4J 7 6 4 H/-l 0 0 0000 Elemental Point wi MG 3J 2 1 - -3 0 00
o omni 1 1 1 1 2 13 1 s 1 0 00 0
- - ---- -- - - - - - - - - - - - - - - - - --- -- ------ - --- - - - --
q _(a! 1_ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _

Copyright © 1997 FA5A Corporation. All Rights Reserved. Permission granted to photocopy for personal use.
CLAN RECORD SHEET
ID: FH3 Nome: A'pha Fighler Point* Cmd: FL3 ID: _ _ Nome: _ _ _ _ _ __ Cmd: _ _ _ __
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor Element OV +0 +2 +4 Skill Armor
-- - - - -- - - - - -- - - - - - - - - - - - - - - - - - - - - - - - -- - - - - - --
Sabulai Prime 6 7 6 6 H/-I 00000 -- - --
q _0'!ln.i __ _______ _ ___ ~ I ~ _1 _~ l ~ -' _~ _1_ _ _ _ __ _______ _ q ___ . __. _. __ __ ___:-;-1 ~ _I. ~ l ~ -' _~ .1____. . ___ ___ __
Sabulai Prime 6 7 6 6 H/ -I 00 000 - ----
q _0'!ln.i __ _ __ _ ____ _ __ ~ 1 ~ _1_~ 1 ~ -' _~ _1_ ___ __ _ _ __ . _ _ _ D
- --- --
_I 1 1 2 13 1 5 1
- - -- - -- - - -- ------ --- - - --- -- - -- -- -- --- - -

o 11 , 2 13 ' 5 , D 11 12 13 1 5 1
---
c -- - "'=11=-'=12~1=:=
3 c,. . :1:::::::5=;1 p . . . -------. -. ----:-:-1 ~ _1_ ~ 1 ~ -' _ ~ _1_ . _. ___. ______
---
o------------ - - -- - ---_---I- ---
1 , 2 , 3 ' 5 1
- -- -- - - -- - - -- - - -- - - - - - -
D
--
_I 1 1 2 13 1 5 1
-- -- - - - - - - - - ---- --- - - --- - --- -- - - - - --- - - - ---

ID: FL3 Nome: Bravo Fighter Star Cmd: ID: _ _ Nome: _ _ _ _ _ _ _ Cmd: _ _ __ _ _
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor
----- - -- -- -- -- -- - - - -- ----- - - - - ---- ----- -- - - --
Element OV +0 +2 +4 Skill Armor
Batu A 9 3 2 2 L/ -1 0000 - --- -
q .0'!ln} _ . __ _ _ _ __ ___ _ ~ I ~ J ~ l ~ _,_ ~ .'. _. __ . ____ _. __ q _. __ ___ _. __ . . . _. -:-:-! ~ .I_ ~ l ~ -'. ~ .1 ______.. ___ . __
Batu A 9 3 2 2 L/- 1 0000
o omni - 11 1 2 13 1 5 1 q .... _. ___.. __. __-:-:-! ~ J ~ l ~ -'. ~ -'- ... _. __ __ __ . _
----- - ----
o
-- - - - - - - - - - - - - - - - - - - -1 -1 -1- 2- 1- 3- - 1- 5- - 1- - - - - - - - - - - - - -
- - - -- -----
o q ___ ___ . _______ _. -:-:-! ~ J ~ l ~ -' . ~ -'- __ . ___. __ __ __
q __ ___ __ __ ___ _. __-:-:-1 ~ . I_ ~ l ~ -' _ ~ _,___ .. __ ___ ___. q ____ . __ __ .. ____. __1 ~ _I _ ~ l ~ -' _~ _,__ _. _. ____ . ___
ID: MA5 Nome: A'pha Artillery Point Cmd: ID: __ Nome: Cmd: _ _ _ __ _
MP PB M L Wt./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor
- - - - - - - - - - - - - - - - - - - - - - - - -- - - - - - - - - - - - -- - -- - --
Element
- --- - - - - - - --- . - - -
OV +0 +2 +4 Skill Armor
-- - - - - - -- - - - - - - - - - - - - - - - - - - -
Naga Prime 5 4 4 4 A/ -I 0000
q _0'!lni,or_tA.. _ _ . __ . _ .. .~ I ~ J ~ l ~ J. ~ _,_ .<::? 9_? ~?__ __ _ q ________ . _. __. ___ . 1 ~ J~ l ~ .r_ ~ J . _. ____ _____ _
~ __ _ __ _ _ • ________ -:-:-1 ~ J~ l ~ 1_ ~ .'. _ . __ _ . _ _ . ___ _ q _.. . __ . . . _. __ . _. ~! ~ _I . ~ l ~ -' _~ _1 __ . . _ . __ . ____ _
- ---
--------. ----. -I ~ _I. ~ , ~ _,_~ .' __ __ ____ ___ __ _ q ___ ____________ . __1~ J ~ l ~ .r. ~ -'- .. ___ __ ... __ _
- ----
o - - - - - - - - - - - - _ . -- ._ -' --
1 1- 2--1 3- -1- -5 -'- - - _ . - . _ - - - --- q _____ __ . . ____ __ _~! ~ . 1_~ l ~ .r _~ _1_ _ . . _ . _ _ _ ___ _ _
- ----
o , 1 1 2 13 1 5 1 q ______ __ _. ___ . _. __ 1 ~ -'-~ l ~ -' _ ~ -'-. __. __ _. ___ __
ID: _ _ Nome: _ _ __ _ __ Cmd: _ _ _ _ __ 10: _ _ Nome: Cmd: _ _ __ __
MP PB M L Wf./ MP PB M L Wt./
Element OV +0 +2 +4 Skill Armor Element
- - - - - - - ~ - - ------ -
OV +0 +2 +4 Skill Armol
---- - - ---- --- -- --- -- - --

-----
o I 1 12 13 1 5 I q __ ____. ___ __. _. __ _I ~ _I. ~ l ~ -' _~ . 1_ . _. __. __. __ __
- --
D q _. _. __ .. ___ _____ ~j ~ .I _ ~ l ~ -'_ ~ _I. __ _. _______ _
-- ---
o 1 1 I 2 I 3 1 5 1 q __ ______. _. _. ___ ~! ~ -' _~ l ~ -' _~ _I . __ _. . __ . _. __ _
-----
q ___ . ___ __ ___. ___ -:-:-W:J) l ~ -'. ~ _1 _ . _ __ _ __ . __ _ q __ . __ . _______ . . _-:-:-! _1 -'. ~ l ~ -' . ~ _!. _. __. __ ___ __ _
- - - ...==-.==-.==-.===;
q ___ . __ . _. _____ . _c:-:;-l ~ _I. ~ l ~ -' _~ -'- . ___. _______ _ q ___ . . __ ___. ___ __-:-:-! ~ .1. ~ l ~.r _~ _,_ .. __ . _.. _____
Copyright © 1997 FASA Corporotion_All Rights Reserved. Permission granted to photocopy for personal use
841"1""EFORCE~
8An'LErECH WARFARE ON A GRAND SCALE
PLANETARY ASSAULT
ROSTER SHEET 1

X Unit# Type/Name Exp. X Unit# Type/ Name Exp. H Unit# Type/Name Exp.
AR1 GL2 JU2
AR2 GL3 MA1
AR3 GL4 MA2
AR4 GL5 MA3
AR5 GL6 MH 1
B1 GM1 MH2
B2 GM2 MH3
B3 GM3 MH4
B4 GM4 MH5
B5 GM5 MH6
B6 GM6 MH7
C1 GM7 MH8
C2 GMB MHB
C3 GMB ML 1
C4 GM10 ML2
OA1 GM11 ML3
OH1 GM12 ML4
OH2 GT1 ML5
OL 1 GT2 ML6
OL2 GT3 ML7
OL3 GT4 MLB
OM1 GT5 MLB
OM2 GT6 MM1
FH1 H3 MM2
FH2 IB1 MM3
FL1 IB2 MM4
FL2 IB3 MM5
FM1 IB4 MM6
FM2 IB5 MM7
FM3 IN1 MMB
GA1 IN2 MM9
GA2 IN3 MM 10
GA3 IN4 MM11
GC1 IN5 MM12
GC2 IN6 NS1
GC3 IN7 NT1
GC4 INB NT2
GC5 IN9 NT3
GC6 IN10 01
GC7 IN11 02
GC8 IN12 SP1
GC9 IN13 T1
GC10 IN14 VA1
GH1 IN15 VA2
GH2 IN16 VA3
GH3 IN17 VT1
GH4 IN18 VT2
GH5 IN19 VT3
GH6 IN20 WH1
GH7 IN21 WM1
GH8 IN22 WM 2
GH9 IN23
GL1 JU1
84rrI.EFORCE@2
BATf'lEJ'ECH WARfARE ON A GRAND SCALE
PLANETARY ASSAULT
ROSTER SHEET 2

X Unit# Type/Name Exp. X Unit# Type/Name Exp. X Unit# Type/Name Exp.


AR6 GLB JU4
AR7 GL9 MA4
ARB GL10 MA5
AR9 GL 11 MA6
AR10 GL12 MH10
B7 GM13 MH11
B8 GM14 MH12
B9 GM15 MH13
B10 --~- - GM16 MH14
B11 GM17 MH15
B12 GM18 MH16
C5 GM19 MH17
C6 GM20 MH18
C7 GM21 ML10
C8 "" --- ..
GM22 ML 11
DA2 GM23 ML 12
DH4 GM24 ML13
DH5 -
GTl ML14
DL4
DL5
. GT8
GT9
ML 15
ML 16
DL6 GT10 ML17
DM3 GT11 ML 18
DM4 --
GT12 MM13
FH3 H6 MM14
FH4 186 MM15
FL3 IB7 MM16
FL4 IBB MM17
FM4 IB9 MM18
FM5 1810 MM19
FM6 IN24 MM20
GA4 IN25 MM21
GA5 IN26 MM22
GA6 IN27 MM23
GC11 IN28 MM24
GC12 IN29 NS2
GC13 IN30 NT4
GC14 IN31 NT5
GC15 IN32 NT6
GC16 IN33 03
GC17 IN34 04
GC18 IN35 SP2
GC 19 IN36 T2
GC20 IN37 VA4
GH10 IN38 VA5
GH11 IN39 VA6
GH12 IN40 VT4
GH1 3 IN41 VT5
GH14 IN42 VT6
GH15 IN43 WH2
GH16 IN44 WM3
GH17 IN45 WM4
GH18 IN46
GL7 JU3
BATTLEFDRCE® 2 TABLES
SKILL MODIFIERS TABLE
SEGUENCE OF PLAY
BatlleTech Experience Level BattleF"rc., Skill Modifier
Green +1 1. Initiative Phase
Regular +0
Veteran -1 2. Player Phases
Elite -2 First Player Phases
2a. Command Phase
2b. Movement Phase
2c. Combat Phase
Second Player Phases
2d. Command Phase
2e. Movement Phase
2f. Combat Ph ase
MP to Weight
Building Type Enter" Strength Limit Affect8 LOS a8 3. End Phase
Base 2 12 L. M Clear
City 3 14 L, M, H Light Woods
Fortress 4 16 L, M, H, A Heavy Woods

, Infantry only pay 1 MP to enter Building hexes.


ATTACK MODIFIER TABLE

Target's MP Base To-Hit Number


0-2 4
CRITICAL HITS TABLE
3-4 5
5-6 6
BatlteMech Vehicle 7- 9 7
206 Roll Critical Hit Critical Hit Effects 8
2-7 No Critical Hit No Critical Hit Modifier
8 Arm Actuator Hit Turret Hit + 1 to attack target numbers +0
9 Leg Actuator Hit WheelfTrack Hit MP - 1 (minimum 0) Medium +2
10 Weapon Destroyed Weapon Destroyed Damage Values - 1 at all ranges (minimum 0) Long +4
11 Engine Hit Engine Hit +1 Heat; third hit destroys element' TargetModifier
12 Head Blown Off Crew Killed Element destroyed can Jump +1
is battle armor +1
'Each engine hit increases the heat build-up from firing weapons by +1. This includes standard attacks as well is in Light Woods or City +1
as attacks made while overheating. Elements that cannot overheat suffer no heat build-up, but the third engine is in Heavy Woods or Fortress +2
hit still destroys the element. is in Water -1
Attacker Modifier
is in Water +1
has exceptional Skill + (Skill Modifier)
has Overheated + (Heat Level)
is using Indirect Fire +1
Has critical damage see p. 26
Terrain MP Cost Prohibited
Type Per Hex Units"
Clear 1 naval , submarine
Road/Paved/Bridge 1" naval, submarine BASIC COMMAND
Rough/Rubble 2 naval, submarine. wheeled LIST: INNER SPHERE
UghtWoods 2 hover, naval , submarine, wheeled
Heavy Woods 3 hover, naval, submarine, tracked, wheeled
1 Alpha Strike'
Water 3'" infantry, tracked. wheeled
2 Ambush
Elevation Change +1 per level
3 Charge'
Base 2 naval, submarine
4 Doubletime March
City 3 naval , submarine
5 Evasive Action
Fortress 4 naval, submarine
6 Hello, HO?
7 Luck of the Fox
'See the Forces section (p. 7) for more information on the movement of elements other than 'Mechs.
8 Stand and Shoot
"If traveling along road; otherwise , use the MP cost of the underlying terrain.
9 Careful Aim
.... Water costs only 1 MP per hex for hover, naval and submarine units.
10 Careful Aim
Infantry pay only 1 MP to enter Building hexes.

BASIC COMMAND
LIST: CLAN

11 Alpha Strike !
COMMAND SUMMARY TABLE
12 Alpha Strike !
13 Doubletime March
Command MP Attacks Other Effects 14 Evasive Action
Alpha Strike! Add + 1 to the Overheat Values of the entire unit Hello. HO?
15
Ambush" Hidden: Reveal aher opponent moves; may attack during
16 Luck of the Fox
opponent's turn'
17 Stand and Shoot
Careful Aim No Jump -1 Stand and Shoot
18
Charge' One element in unit may make a Charging attack'
19 Careful Aim
Death from Above One Jumping element in unit may make a 20 Careful Aim
Death-from-Above attack·
Doubletime March +1 +1
Evasive Action No attacks Hidden: Reveal after attack is declared on unit; aU attacks against
unit suffer a +2 To· Hit Modifier
Fall Back' +2 +2 Affects all subordinate units; no subordinate unit may move closer
to enemy units·
Hello, HO?" No Move Negative
Jam Transmission·· Hidden: Negate effects of one enemy command'
Lucl< at the Fox Hidden: Reveal at any time; unit may make a single re-roll or force
opponent to re-roll once
Stand and Shoot No Move -2

'See additional rules on p. 28.


""Special Command: counter is set aside for a turn rather than being returned to cup immediately after use.

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PLANETARV ASSAULT TABLES
TO·HIT MOOIFIERS TABLE
COMBINEO UNIT REFERENCE TABLE
Condition Modifier
UNIT TYPE Counter 10 MP Attack Defense Toughness Transport Attacker
BattleMech Units Quality Rating
Light 'Mech Co (IS) ML 3 8 6 Green +1
Mad 'Mech Co (IS) MM 2 2 6 8 Regular +0
Hvy 'Mech Co (IS) MH 3 5 10 Veteran -1
Assault 'Mech Co (IS) MA 4 4 12 Elite -2
4 1 8 5 Out of Supply +2
Light 'Mech Co/Binary (IU/C2) ML
2 7 7 Damaged +2
Med 'Mech Co/Binary (IU/C2) MM 3
On Target's Flank - '1
Hvy 'Mech Co/Binary (\U/C2) MH 2 4 6 9 -2
On Target's Rear
Assault 'Mech Co/Binary (IU/C2) MA 6 4 11 Harassed (enemy units
Light 'Mech Trinary (C2) ML 4 2 7 6 adjacent to aUacker) +1 per unit
Med 'Mech Trinary (C2) MM 3 3 6 8
Hvy 'Mech Trinary (C2) MH 2 6 5 10 Target
Assault 'Mech Trinary (C2) MA 8 3 12 Damaged -2
Light 'Mech Binary (Cl) ML 4 2 8 5 Out of Supply -1
Med 'Mech Binary (Cl) MM 3 3 7 7 Harassed (enemy units
adjacent to target) -1 per unit
Hvy 'Mech Binary (Cl) MH 2 5 6 9
Assault 'Mech Binary (Cl) MA 1 7 4 11
Target's Terrain"
Light 'Mech Trinary (Cl) ML 4 3 7 6 Arctic -1
Med 'Mech Trinary (Cl) MM 3 5 6 8 Base +1
Hvy 'Mech Trinary (Cl) MH 2 7510 City -2
Assault 'Mech Trinary (Cl) MA 9 3 12 Plains _0
Light Supernova Binary (Cl) ML 4 5 8 6 Desert -1
Med Supernova Binary (Cl) MM 3 6 7 8 Forest/Jungle +2
Hvy Supernova Binary (Cl) MH 2 8 6 10 Fortress +3
9 4 12 Mountains +3
Assault Supernova Binary (Cl ) MA 1
-2
Light Supernova Trinary (Cl) ML 4 7 6 7 "Double these modifiers for infantry units. wh9ther the result
Med Supernova Trinary (Cl) MM 3 9 5 9 is good or bad for the unit . Terrain modifiers are not cumula-
Hvy Supernova Trinary (Cl) MH 2 11 4 11 tive ; use the single highest applicable modifier only.

Assault Supernova Trinary (Cl) MA 13 3 13


Ground Vehicle Units
Light Vehicle Co GL 4 2 7 3
DAMAGE ROLL
Med Vehicle Co GM 3 4 6 5
GH 6 5 7
MODIFIERS TABLE
Hvy Vehicle Co
Assault Vehicle Co GA 1 8 3 9 Condition Modifier
Supply Convoy GC 2 o 5 4 Attacker
Ground Trans Co/Binary GT 2 2 6 5 2 Attack Rating +Rating
Ground Trans Trinary GT 2 3 5 6 3"" Out of Supply -2
Damaged -2
Artillery Co/Binary AR 4" 3 3 On Target's Flank +2
Artillery Trinary AR 6" 3 4 On Target's Rear +4
VTOL Units Harassed (enemy units
Attack VTOL Co VA 5 2 9 4 adjacent to attacker) -1 p er unit
Arctic Terrain · +1
Air Trans Co/Binary VT 4 1 6 4
Desert Terrain" -1
Air Trans Trinary VT 3 2 5 5 2""
Naval Units Target
Naval Trans Co/Binary NT 2 2 5 6 3 Damaged +2
Naval Trans Trinary NT 2 3 4 7 5 Out of Supply +1
Harassed (enemy units
Submarine Co NS 2 6 4 7 adjacent to target) +1 per unit
Infantry Units
Infantry Bn/Binary IN 2 3 7 "This modifier appl ies to 8attieMechs only_
Infantry Trinary IN 3 3 8
BaUle Armor Co (IS) IB 4 8
BATTLE BOARD TERRAIN TABLE
Battle Armor Binary (Cl) IB 4 4 9
Battle Armor Trinary (Cl) IB 6 3 10 Shaded Outlying
Aerospace Fighter Units Terrain Terrain
Light Fighter Sqd (IS) FL 8 2 10 5 Arctic Arctic
Med Fighter Sqd (IS) FM 7 4 9 7 Desert Desert
Hvy Fighter Sqd (IS) FH 6 6 8 9 Woods Plains
Light Fighter Sqd/Star (IU/C2) FL 8 3 10 4 Mountains Woods
Med Fighter Sqd/Star (IU/C2) FM 7 9 6 Plains Plains
Hvy Fighter Sqd/Star (IU/C2) FH 8 8 Space Space
6 7
Water Water
Light Fighter Star (Cl) FL 8 4 10
Island Hex
Med Fighter Star (Cl) FM 7 9 7
Primary" Water
Hvy Fighter Star (Cl) FH 6 8 9 Lake Hex
DropShip Groups (3 DropShips per group) Water Primary·
DropShip Group (Sm Trans) DL 6 3 8 10 3
DropShip Group (Med Trans) OM 5 4 6 11 6 "For Island and Lake hexes, the primary terrain feature is whatever non-water terrain
ii in the hex. For example, if the land in an Island hex is WOoded, tnen the shaded
DropShip Group (Lg Trans) DH 4 6 4 12 9 boxes are considered Woods terrain , surro.unded by water. If the land surrounding a
DropShip Group (Assault) DA 6 6 6 10 lake is wooded, then the outlying terrain is Woods.
JumpShip
WarShips
Small WarShip
JU

WM
o
3
o
10"
3

5
8

13
--
PLANETARV TERRAIN TABLE
- -- - --- ------ --
Large WarShip WH 2 12" 4 14
Space Station SP o 2 2 10 Terrain Type MP Cost Prohibited Units
Settlements Plains 1 Naval"
Woods 2 (3) Naval"
Fortress T o 4" 2 14
Mountains 3 (4) Naval"
City C o o 2 12
Desert 2 Naval"
Base B o 2 8 Arctic 2 Naval"
Water BattleMech, Ground Vehicle, Infantry""
"This unit can attack non-adjacent units. See Planetary Combat, p. 84.
**Trinary units count as two units when being carried by transports and DropShips. Aerospace and VTOL units pay 1 MP per hex regardless of terrain. lhe MP cost in paren-
theses appl ies to ground vehicle units only (see Unit Reference Tablel, p. 75) .
" Naval units can occupy these hexes as long as there is some water in the hex.
" Ground units can occupy these hexes as long as there is some lane In the hex.

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