TEXT: Spotlight On:
  THERMO POLICE
  
  Thermo Police
  Thermo Police
  1
  Credits
  Development
  Joshua C. Perian
  Writing
  David Allen Kerber
  BattleTech Line Developer
  Ray Arrastia
  BattleTech Line Editor
  Aaron Cahall
  Graphic Design & Layout
  Ray Arrastia • David Allen Kerber
  New Artwork
  Mark Hayden • David Allen Kerber
  AS/SBF/ACS Data
  & Record Sheets
  Chris Marti • Joshua Franklin
  Dave Nawton • Carl Spain
  Factchecking/Playtesting
  Matt Frederiksen, Mike Miller, 
  Joshua C. Perian
  Special Thanks
  Lance Scarinci for the encouragement, 
  Matt Frederiksen for the assistance,
  Ray Arrastia for the support,
  and Chris Hussey who may have 
  invented the Thermo Police.
  Introduction
  For every Kell Hounds or Wolf’s Dragoons, there are a hundred similar outfits that are just as 
  talented—and just as deadly—that you have never heard of. Or worse, you have not heard of 
  enough. Sure, the glory hounds who make the evening tri-vid news are movers and shakers, 
  and can change national borders whenever they want, but they’re not the only ones. For 
  every Eridani Light Horse, there is a mercenary crew with a storied battlefield history just as 
  spectacular. These are the units that have gone largely unnoticed in the long, bloody history of 
  the Inner Sphere, their stories untold or nearly forgotten. Take a closer look at the battles and 
  events that have shaped the human sphere, and you’ll find even two-bit troops like Wilson’s 
  Hussars have made a difference.
  —Professor Harry Alexander, Spotlight On: The Almost Famous, Free Republic Press
  How to Use This Book
  Welcome to Spotlight On, a campaign supplement offering players the opportunity to learn 
  about unique and battle-tested forces from the Inner Sphere, the Periphery, and beyond.
  The background information contained in the Unit History and Description section gives 
  players the unit’s history, notable events, tactics, traditions, organization, unique goals, and 
  traits to create an unlimited number of BattleTech games, while the Characters section details 
  some of the unit’s more famous, interesting, or notorious members. Each character entry 
  includes additional gameplay and scenario-building material, as well as special abilities that 
  set these warriors apart from the rank and file. The Personnel Roster offers a complete vehicle 
  listing for the outfit at particular points in BattleTech history. These snapshots can be used 
  to create stand-alone games, be weaved into an existing game, or become part of a larger 
  ongoing campaign.
  The Mission Tracks section presents a few of the key battles that occurred across the unit’s 
  history. Players wishing to incorporate these tracks into their Chaos Campaign sessions should 
  use the Warchest Points (WP) listed in brackets. Each Mission Track contains information for use 
  in gameplay such as terrain suggestions, weather, and special rules. Each track also contains 
  a list of optional features that can be used to enhance your game experience. For the best 
  results, all players should agree whether or not to use these bonus features before play.
  Rules may reference the following books: Total Warfare (TW), Tactical Operations: Advanced 
  Rules (TO:AR), Tactical Operations: Advanced Units & Equipment (TO:AUE), Alpha Strike: 
  Commander’s Edition (AS:CE), Campaign Operations (CO), and A Time of War (AToW). 
  Lastly, Special Command Abilities (see p. 83, CO or p. 102, AS:CE) and Formation Abilities 
  (see p. 60, CO or p. 117, AS:CE) for the unit are listed, along with corresponding Alpha Strike 
  cards and any unique record sheets (if applicable).
  E-CAT35SN109
  ©2020 The Topps Company Inc. All rights Reserved. Spotlight On: Thermo Police,  
  Classic BattleTech, BattleTech, BattleMech and ’Mech are registered trademarks and/or trademarks 
  of The Topps Company, Inc. in the United States and/or other countries. Catalyst Game Labs and the 
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  Under License From
  ®
  STAR LEAGUE 
  CLAN INVASION
  JIHAD
  SUCCESSION WARS
  CIVIL WAR
  DARK AGE
  ILCLAN
  
  Thermo Police
  Thermo Police
  2
  Unit History  
  and Description
  The Thermo Police formed on the Outworlds Alliance planet 
  of Coyle. A vibrant period of expansion and colonization into 
  the spinward Periphery found Coyle was rich in water—and not 
  just any water, but large quantities of easily purified, mineral-
  enhanced water locked in high-altitude glaciers and collected into 
  mountainous lakes. The rapacious eyes of Star League entrepreneurs 
  saw an easily obtained and high-demand resource literally laid out 
  for the taking.
  Water harvesting sites were constructed by the Star League's 
  Department of Mega-Engineering, which carved enormous 
  drainage pipes, canals, and cavernous pump stations into the 
  mountainsides. Stilt-supported domed cities (necessitated by the 
  altitude) were placed to support the operations, while extensive 
  hydroponic gardens provided ample food. The planetary capital, 
  Thermokarston, was named for the glacial thermokarst topography 
  on which it was built. Numerous water exporting companies sprang 
  up to capitalize on the abundant resource. One such company, Coyle 
  Potables Corporation, was founded in 2779 by Eric Saxon, a retired 
  Star League MechWarrior.
  Saxon quickly used company revenue generated from distributing 
  the planet’s water to its nearby neighbors to purchase BattleMechs 
  for the Thermokarston Police. The world’s expansive caverns were 
  too rugged for IndustrialMechs at times, and Saxon argued that 
  fusion engines were cleaner for the environment. Saxon skirted 
  interstellar laws governing the weight of a police force's military 
  hardware due to Coyle's remoteness and existing corporate 
  allowances. Some believe he may have anticipated the breakdown 
  of civilization that was to occur.
  When the Star League dissolved following the Liberation of Terra 
  and Kerensky's Exodus, the Great Houses focused their attention 
  toward Terra and each other, and away from the distant planets 
  of the Outworlds Alliance. For Coyle, that attention had provided 
  parts and technical support for the mega-engineered equipment 
  that kept the planet’s water collection industry functional. As 
  the state of civilization in the Inner Sphere further degenerated, 
  Coyle’s population migrated to the capital—first as a precaution, 
  and soon after as a necessity. Interstellar communication continued 
  to diminish until contact with Coyle was completely severed. 
  The people of Coyle, led by the Thermokarston Police, defiantly 
  maintained their composure, ensuring that the capital would enjoy 
  a prosperous level of safety and stability.
  The neighboring world of Flynn was not so lucky. The loss of 
  Star League support gutted that planet’s economy and led to mass 
  rioting, starvation, and the strong exploiting the weak for whatever 
  scraps of value they possessed. After decades of degeneration, 
  and with little else to gain on their planet, the remnants of Flynn's 
  population turned their rage to the nearest world: Coyle.
  In 2852, Thermokarston's dome was suddenly cracked open and 
  IndustrialMechs and bandits poured in, looking for anything of value. 
  A prime target was Coyle's population itself, a healthy workforce 
  that Flynn could exploit. Several Thermokarston Police BattleMechs 
  responded quickly and guided the panicking population into the 
  highly defensible and self-sustaining cavern system. Led by Major 
  Mercer Leftwich, the Police struck back and shattered the Flynn 
  raiders. Few survived to retreat, and those attempting to escape 
  in dilapidated DropShips were gunned down as they launched. 
  Nonetheless, the damage to Coyle's last city was crippling. The 
  world’s survivors, guarded by the Thermokarston Police, left their 
  world behind and resettled on icy Tellman IV near the Draconis 
  Combine border.
  The Thermokarston Police were left without a city to serve but 
  swelled with pride in their accomplishment, and recognized that 
  similar acts of heroism could benefit the decaying civilizations 
  scattered across the Outworlds Wastes. Leftwich and his executive 
  officer, Lieutenant Ethel Burdette, rallied the unit, resupplied, and 
  began the new mission of the re-christened Thermo Police: to 
  protect and serve the survivors that the Star League and House Lords 
  disregarded, and strengthen the Outworlds Alliance that remained. 
  Having watched their realm fall into decay, the Executive Parliament 
  voted—unanimously—to support the Police in their mission. One 
  of the Police’s first objectives was to convince Wastes worlds to 
  abandon their growing reliance on mercenary combatants. 
  In the decades that followed, the Thermo Police patrolled the 
  Wastes like the police forces of old Terra. In many cases, they had 
  no idea what condition any given world would be in when they 
  visited. Some, like Coyle, made attempts to carry on as best they 
  could. Others, like Flynn, fell into barbarism and misery. The Police 
  would often attempt to disarm outlaws, instruct populations on 
  how to defend themselves against banditry, and in some cases 
  even exterminate dangerous fauna. One memorable excursion 
  even discovered a natural disaster in progress; the Thermo Police 
  responded to an earthquake-induced tsunami racing toward a 
  stable but scattered settlement. Police ’Mechs shattered incoming 
  debris with their weaponry while the denizens clambered onto their 
  arms and shoulders.
  By the late 2900s, the unit had rotated through several 
  generations of veterans and recruits and was encountering far 
  fewer survivors in the Wastes. Many had been evacuated, others 
  were dying out or scattering into the wilderness if their planets were 
  hospitable enough, and a few, such as the industrious Wynn's Roost, 
  had reached a point of comfortable self-sustainability. The Thermo 
  Police began to receive more and more missions from the Alliance 
  Military Corps, including crowd control, security cordons, quelling 
  separatists, and search and destroy operations against persistent 
  pirates. The Police had honed their use of less-lethal force to an art 
  form and developed methods that the strongly pacifistic Alliance 
  worlds, who generally shunned the use of BattleMech forces, could 
  rally behind.
  The Thermo Police encountered one of their most unusual foes 
  in the early years of the thirty-first century. The commanding officer 
  at the time, Captain Royce Graves, resolved to patrol the Wastes 
  just as the unit had done during the previous century. Arriving on 
  the world of Tresspass, the unit discovered what at first appeared 
  
  Thermo Police
  Thermo Police
  3
  to be a cult dedicated to the Thermo Police themselves. Villagers 
  were dressed in clothing based on the drab navy-blue jumpsuits and 
  tactical black padding and vests that the Police wore. The populace 
  had constructed vaguely ’Mech-shaped wooden “guardians” 
  crudely painted in the black & white striped scheme the unit 
  still used. Joyously welcomed and led to the town square by the 
  villagers, the Police were introduced to the local governor, “King” 
  Murray Frankel. Royce and his BattleMech lance stood transfixed 
  as Frankel delivered a speech that began with spurious praise but 
  abruptly mutated into a cry to his people to strike down the false 
  gods. The villagers detonated buried charges in an attempt to drop 
  the command lance into a shallow pit, and weapons fire erupted 
  from the wooden golems. Frankel had established himself as an 
  undisputed tyrant, and feared the day that the Thermo Police would 
  return and remove him from power. Once again, the Police's skill at 
  less-lethal confrontations came to the fore.
  After the Fourth Succession War, Captain Seymore Hares 
  commanded the Thermo Police. The Alliance Ground Defense 
  Arm assigned the Police to a nearly continuous string of missions, 
  and Hares operated the unit much closer to a typical mercenary 
  force. Notable conflicts during Hares’ command included the 
  apprehension of an arms dealer, Yamamura Tazu, who manipulated 
  and profited from tensions between Federated Suns miners active 
  in Alliance space and Draconis Combine engineers operating newly 
  established aerospace facilities. Yamamura kidnapped the families of 
  several aerospace engineers and framed the Suns mining company 
  for the act. The mission ended with the apprehension of Yamamura 
  from his heavily armed bunker on the abandoned planet Ki Zoban. 
  The operation further endeared the Thermo Police to the citizens 
  of the Alliance for removing such a distastefully violent individual 
  within their borders.
  An equally disturbing incident took place on Dneiper, where the 
  Thermo Police partnered with a militia training camp on anti-pirate 
  tactics. Cultists claiming to be part of Omniss, an Outworlds Alliance 
  faction dedicated to an existence nearly free from technology, took 
  hostages from a local university athletics rally and threatened to 
  execute them if the planet wasn’t cleared of military hardware. The 
  “cultists” were in fact Antallos-based bandits disguised as Omniss 
  seeking to rob nearby armories of weaponry and munitions. 
  Captain Hares began negotiations with the ersatz hostage takers, 
  until then-Lieutenant Thomas Cable discovered the ruse and foiled 
  the bandit caper.
  In the mid-3050s, President Mitchell Avellar wished to adopt the 
  popular Thermo Police into his Long Road program, a reformation of 
  the Alliance military and economy. Captain Hares accepted and the 
  majority of the unit followed him into the Alliance Ground Defense 
  Arm, where their experience and equipment were of great use. 
  Thomas Cable was promoted to Captain and retained command 
  of a much smaller unit.
  Clan Snow Raven appeared in Alliance space in early 3064. 
  Their presence would, at first, have little impact on Thermo Police 
  operations. But once the Ravens offered promises of medical and 
  agricultural aid, Cable made requests for the Clan to send relief to 
  the Wastes. The Ravens granted Cable's requests, but their motives 
  weren't entirely pure; the Clan’s support for Cable's Thermo Police 
  offered an excellent opportunity to scout the Wastes for anything 
  of value.
  With the Police still below full strength, Cable's methods required 
  more subterfuge than force. He tracked down a pirate force preying 
  on Alliance worlds and inserted himself into their band undercover 
  as a captive. He was horrified to learn that instead of operating 
  out of the Deep Periphery, these pirates launched their raids from 
  the Omniss homeworld of Dante. The Word of Blake had covertly 
  gained a foothold there and supported numerous pirate and bandit 
  groups until the world was entirely subverted. Cable was quietly 
  extracted by his fellow Police, reported the incident to the Alliance 
  military, and watched in horror as Clan Snow Raven erased the 
  planet from Inner Sphere maps. Uncounted innocents perished 
  alongside the guilty.
  Shortly after, Cable was wounded while quelling a riot on 
  Baliggora and retired from active operations. Later, he joined the 
  Columbia Academy and instructed both AMC and Snow Raven 
  forces in the use of less-lethal force.
  Captain Jack Durrell led the Police for the remainder of the thirty-
  first century. With the unit reduced to little more than a reinforced 
  lance, Durrell did what he could to honor their traditional objectives. 
  However, an attempt to recruit new members resulted in a pair of 
  vindictive Word of Blake ROM agents infiltrating the Police. The pair 
  viciously executed several arrested Raldamaxian insurgents and took 
  an envoy from the Mica Majority hostage. Durrell uncovered the 
  treachery through ballistic analysis, determining that Police-issue 
  weapons were responsible for the executions. A tense showdown 
  within the Police's own headquarters on Tellman IV ended the 
  Blakist threat.
  The Raven Alliance finally resurrected and supported a full 
  company of Thermo Police in the early 3100s. The Raven touman 
  had little interest in pirate hunting, relief distribution, and the day-
  to-day drudgery of keeping captured Combine worlds pacified. The 
  Clan, still essentially separate from the Alliance, did not have the 
  forces to spare on these dezgra activities. But the support of a small 
  Alliance unit to oversee these responsibilities was of interest to the 
  Clan—or, more specifically, of interest to the Clan’s Watch.
  Snow Raven Loremaster Acton Howe sought reliable intel on 
  the long-abandoned planets of the Outworlds Wastes; Star League 
  technology remained scattered across the region, and mining 
  settlements lost to star charts stood idle. Beyond the Wastes lay 
  shadows and even greater mysteries. Howe assigned Star Captain 
  Karl Kanter to the mission of learning as much as he could about this 
  compelling region while ostensibly performing the classic duties 
  of the Thermo Police. A handful of solahma warriors joined him, 
  and the rest of the reformed Police’s ranks were filled out with AMC 
  militia recruits.
  The Raven Alliance is still far from a homogeneous culture, and 
  equally far from a vibrant and prosperous nation. The Outworlds 
  Wastes felt little impact from Gray Monday or the current Dark Age, 
  and military conflicts within the Alliance have been quite low in 
  intensity. The Thermo Police are free to continue the mission they 
  began before the Succession Wars. The potential to re-expand 
  
  Thermo Police
  Thermo Police
  4
  the Alliance into the Wastes exists if exploitable resources can be 
  located, but the challenge of reclaiming this long-lost section of 
  space is extreme. While brigands and reavers may perpetually 
  agitate the Periphery, they have little hope of overcoming the 
  training, equipment, and dedication of the Thermo Police.
  Traditions 
  and Tactics
  Through every incarnation of the unit, the Thermo Police have 
  focused much of their extensive training on less-lethal force. 
  The members are familiar with crowd dispersal or containment 
  techniques, surveillance, and alternate munition options such as 
  smoke, tear gas, and laser inhibitors. Due to the remoteness of 
  the worlds they often visit, survival training is also a high priority. 
  Individually, members also study various specialties such as first 
  aid, interrogation, and special tactics. All carry ruggedly reliable 
  sidearms and stunsticks.
  Aside from the ’Mech company, the Thermo Police include a 
  full support staff mostly augmented with Alliance Service Arm 
  personnel. When assigned to large security operations on Alliance 
  worlds, the Police often draft temporary “deputies” from the 
  local populations. Volunteers recruited from support and rescue 
  operations in the Wastes are also common. One example is Hilda 
  Sherry, who currently runs the cafeteria onboard Precinct One, the 
  Thermo Police's Buccaneer DropShip.
  A second DropShip, the Lion-class Headquarters, is carried by the 
  aging but expertly maintained Merchant-class JumpShip Ardor of 
  Coyle. The Ardor was one of the JumpShips that evacuated the Coyle 
  survivors to Tellman IV in 2852 and often carries various civilian 
  experts of use to the Police such as psychologists trained in trauma-
  informed care, historians, and media reporters. Exoskeletons and 
  conventional vehicles are also available, such as armored cars and 
  a pair of Peacekeeper VTOLs.
  Thermo Police communication is highly codified—an affectation 
  derived from historic Terran police units. For example, codenames 
  for various ’Mechs are based on the unit's type. BattleMechs are 
  Adam, IndustrialMechs Union, and zero-gravity units Zebra. The 
  company’s three lances are simply coded one through three, and 
  each pilot is coded one through four (usually based on rank). For 
  example, a Security Lance IndustrialMech pilot who is second in 
  command of that lance would be coded 3-Union-2.
  
  Thermo Police
  Thermo Police
  5
  Personalities
  MERCER LEFTWICH
  Title/Rank: Major
  Born: 2802
  Mercer’s father, Langdon, was a member of the Star League LXVIII 
  Corps’ 231st Striker regiment. Just before the SLDF’s final push on 
  Terra in 2777, Langdon followed his retiring commanding officer, Eric 
  Saxon, to the Outworlds Alliance world of Coyle on an enterprising 
  industrial venture.
  Growing up on Coyle amid its man-made underground cavern 
  systems, Leftwich was surrounded by mega-engineered technology 
  that was left practically unattended as investments and support 
  faded sharply in the wake of the First Succession War.
  By the mid-2800s, the nearby world of Flynn no longer possessed 
  the means to support itself, and its populace began violent raids 
  on Coyle to obtain water and supplies. Now a major in the Coyle 
  police force, Leftwich led a defensive operation with his unit to 
  protect the city’s population and eradicate the raiders. His Royal 
  Warhammer, inherited from Langdon, was instrumental in the 
  battle, as was Leftwich’s expert command of the extremely well-
  trained Thermo Police.
   
  ETHEL BURDETTE
  Title/Rank: Lieutenant
  Born: 2818
  Ethel Burdette was on patrol the day the Flynn raiders cracked 
  the Thermokarston dome. She managed a fighting retreat into 
  the city's cavern system, shielding and guiding numerous civilians 
  along the way. The loss of Ethel’s own family in that attack, and 
  her passion for the surviving population afterward, were deciding 
  factors in the Thermo Police continuing their mission after the 
  abandonment of the planet. Despite her strong emotions, Ethel 
  employed fair and just means to prevent the misery so common 
  across the Outworlds Wastes.
  Burdette’s Ostwar was one of Thermokarston’s few BattleMech 
  units, and despite its primitive construction stood as a freakish 
  terror against the jury-rigged IndustrialMechs and under-equipped 
  infantry that the original Thermo Police encountered in many of 
  their operations. The Ostwar’s missile-based loadout gave Burdette 
  the option of using less-lethal rounds when civilian casualties 
  needed to be avoided.
  SEYMORE HARES
  Title/Rank: Captain
  Born: 3012
  Upon assuming command of the Thermo Police in the late 
  3040s, Hares shifted his personal traits from on-the-field heroics to 
  behind-the-desk pragmatics. Much of Hares' youthful daring was 
  dulled by juggling the laws and customs of dozens of autonomous 
  communities scattered across the Outworlds Wastes. He felt 
  responsible for keeping the various military (and often paramilitary) 
  officials he worked alongside content and free of conflict with the 
  Thermo Police's authority. Hares' administrative skills grew quite 
  reliable and the unit remained as well-trained as ever.
  When President Mitchell Avellar instituted his Long Road reforms 
  in the Alliance, he requested that Hares merge the prestigious 
  Thermo Police into the Alliance Ground Defense Arm. Numerous 
  Police members accepted the offer and Hares himself continued his 
  excellent management in the First Long Road Legion.
  THOMAS CABLE
  Title/Rank: Sergeant
  Born: 3014
  Special Abilities: Lucky, Marksman
  If anyone was ever committed to the Thermo Police with all of 
  their body and mind, it was Thomas Cable. Cable's father was a 
  retired Police lieutenant and raised his son to value the humanitarian 
  mission to which the unit aspired. In 3049, Thomas was demoted for 
  disobeying a stand-down order from Captain Hares and rescuing 
  three young civilians under dire threat from bandits. Hares believed 
  further interference from the Police would cause the bandits to 
  execute their hostages, but Cable lured them away from the civilians 
  and used his rare WHM-6Rk Warhammer to collapse a section of a 
  decayed building onto the bandits. The Police have witnessed other 
  incidents of Cable’s “golden touch,” and he trained his marksmanship 
  to extreme levels. In fact, Cable used his time for little else.
  When Captain Hares merged the Police into the Outworlds Alliance 
  military, Cable elected to take a handful of remaining members and 
  continue their mission. By the time he was forced into retirement 
  from age, attrition, and a perceived betrayal, Clan Snow Raven had 
  begun to groom the Police for a slightly modified mission.
  IMOGENE DOCKSTADER
  Title/Rank: Officer
  Born: 3031
  Special Abilities: Human TRO
  Dockstader's schoolteacher parents emigrated from the Federated 
  Suns in hopes of improving the education of the Outworlds Alliance's 
  population. Despite their own pacifistic leanings, their daughter 
  turned out to be a natural medic and soldier. These contrasting 
  skills, and some resulting estrangement from her parents, tended 
  to manifest itself as a lack of confidence. Regardless, Dockstader’s 
  skills were crucial when a young Curse-bearing New Delphian 
  woman reached the world of Maripa deep in the Wastes. Dockstader 
  recommended the best route the Police’s young quarry would take 
  through the world’s scattered settlements in her desperate search 
  for a mythic Omniss cult cure to the plague from which she suffered. 
  Once apprehended, Dockstader was of equal use in containing the 
  virulent strain and reducing infections among the villagers.
  
  Thermo Police
  Thermo Police
  6
  ALEC OAK
  Title/Rank: Officer
  Born: 3036
  Special Abilities: Iron Will
  Oak was young and inexperienced when he was recruited by the 
  Police in the late 3050s. With that inexperience came an extreme 
  dose of eagerness and anticipation for what his future with the 
  Thermo Police would hold. His assignment to the Command Lance 
  kept with a unit tradition to groom a promising young recruit for 
  leadership by exposing them to the often-complex laws and cultural 
  traditions of Wastes worlds. 
  Oak was wounded in battle soon after by a deranged survivalist 
  targeting Sergeant Cable’s ’Mech with a concealed Man-Pack 
  Particle Cannon. The young warrior was undeterred by that injury, 
  the expectations of the command staff, or the potential dangers 
  surrounding his missions. Oak also had an unusual penchant for 
  “dancing” in his ’Mech, which amused crowds of cheering children 
  (and adults) on more than one world—exactly the sort of impression 
  the Thermo Police liked to make.
  Oak’s Dervish, 1-Adam-4, became a staple of the Command 
  Lance. The lightly armored chassis was sufficient defense for most 
  of the Police’s opposition, although likely contributed to Oak’s early 
  injuries. Fortunately, the ’Mech's mobility gave Oak the advantage 
  once he gained more experience in combat.
  HERSCHELLA “BUS DRIVER” QUISENBERRY 
  Title/Rank: Officer
  Born: 3011
  Special Abilities: Natural Grace, Stand Aside
  A gifted pilot, Quisenberry's ATAE-70 Uni CargoMech 3-Union-2 
  rarely even carried weapons, though she hauled primitive gun 
  trailers in her bays at times. Of limited use in firefights, Quisenberry 
  utterly devoted her attention to walking her ’Mech from point A to 
  point B. Streaking artillery, gaping craters, and whizzing tracer fire 
  were of no concern, and Quisenberry’s blithe tenacity earned her 
  the nickname “Bus Driver.” Her ’Mech was often tasked with carrying 
  food, water, and medical supplies into remote communities. The 
  storage capabilities of the Uni were also used to contain rebellious 
  crowds, hazardous waste, and even captured beasts in cages.
  In November 3071, a sect of Omniss terrorists detonated a 
  thermonuclear warhead in the Alpheratz capital of Famindas. 
  The Thermo Police were close by and responded to assist with 
  the wounded. Quisenberry exposed herself to lethal radiation 
  making excessive trips into the contaminated zone to deliver 
  medical supplies.
  HAVELOCK VANG
  Title/Rank: Officer
  Born: 3029
  Vang was born on New Oslo, but half a decade later his parents 
  evacuated the nascent Free Rasalhague Republic for the relative 
  safety of Kaznejoy near the Draconis Combine's spinward edge. He 
  attended the Sun Tzu School of Combat, studying not just ’Mech 
  warfare but conventional sniper and counter-sniper operations. 
  A heavy bout of Kaznejoy sunburn, earned after an evening's 
  celebration, caused Vang to miss his graduation. Perceived as an 
  undisciplined recruit by the schoolmaster, he was assigned to the 
  Seventh Pesht Regulars to learn from that unit's many veterans. His 
  first ill-fated deployment was under a keen and ambitious sho-sa—
  Vance Rezak. Unwilling to join Rezak's Band of the Damned pirates 
  when they deserted from the DCMS, Vang escaped under fire and 
  was rescued on Helland by the Thermo Police. Earning a place with 
  the Police, he refused to pilot a standard BattleMech, claiming that 
  such an honor was long lost to him.
  Many decades later, Vang allowed his background to be published 
  by a Tellman IV media outlet. That past seemed to catch up to him 
  when soon after he was targeted by agents rumored to be JàrnFòlk 
  skåret. Vang managed to neutralize two of the assassins at long 
  range before falling to the third's pistol. That pistol is on display at 
  the Thermo Police Museum on Tellman IV.
  KOTORI NOSTRA
  Title/Rank: None
  Born: 3010
  Never an official member of the Thermo Police, the charismatic 
  Nostra instead operated as a scout and ambassador when the unit 
  encountered new settlements and communities. The Police relied 
  on his intelligence gathering skills during operations in potentially 
  hostile surroundings.
  Nostra is a descendant of Clan Nova Cat. His freeborn parents 
  did not arrive with the Clan Invasion, however—they arrived in 
  the spinward Periphery as members of the late thirtieth-century 
  Clan reconnaissance mission Intelser. After witnessing the dearth 
  of civilization in the region, and incorrectly assuming the rest of 
  the Inner Sphere would be the same, they chose to adopt a small 
  community and ready the residents for an unspoken calamity that 
  was inevitably approaching. Nostra was indoctrinated with this 
  survivalist mindset and has extremely well-honed wilderness skills. 
  Many outlying settlements benefited from Nostra’s guidance on 
  food gathering, water purification, and shelter construction. He has 
  equally benefited from the security the Thermo Police have provided 
  on many occasions.
  
  Thermo Police
  Thermo Police
  7
  KARL KANTER
  Title/Rank: Star Captain
  Born: 3098
  Kanter began his career as a Snow Raven reclamation team 
  warrior. His placement testing showed high degrees of intelligence 
  and command skill but meager martial abilities. Early in his career, a 
  rival jealous of his performance arranged to have Kanter transferred 
  to the Clan Watch, where he reviewed the comms recorded from 
  Snow Raven naval vessels loaned to other Clans. Kanter showed 
  promise in the administrative skills required for this task and in 
  commanding his unit of Watch technicians. His superiors realized 
  those skills presented an opportunity to acquire the intelligence 
  they desired on the Outworlds Waste settlements and uncover 
  potentially lost resources in that region and beyond. Assigned a 
  small team of solahma warriors and merged into the re-constituted 
  Thermo Police, Kanter found the role for which he is best-suited: 
  low-intensity combat and high-intensity intrigue. He recently 
  acquired the Kanter Bloodname in a contested Trial of Bloodright. 
  Loremaster Acton Howe intervened, settling the dispute in Karl's 
  favor. Detractors suggested that Karl’s interactions with Outworlds 
  Waste communities required that he possess a surname; indeed, 
  he found few willing to trust him—or, by extension, the Thermo 
  Police—without one.
  JIERGO LAURENCIO
  Title/Rank: Protector
  Born: 3116
  The Snow Raven-controlled iteration of the Thermo Police 
  includes a zero-gravity probe lance, with which the Ravens hope 
  to locate, investigate, and salvage long-abandoned Star League-
  era space habitats and asteroid mining stations scattered across 
  the Wastes. Pirates and scavengers often lack the expertise or 
  specialized equipment necessary to make use of such facilities, 
  but on occasion the Police have needed to be aggressive in their 
  acquisitions. Laurencio’s Bombardier, fitted with Arrow IV artillery 
  missiles, opens these operations with a hull-breaching volley. 
  Laurencio is reckless at times, perhaps a side effect of the imprecise 
  nature of his weaponry. This tendency can be tempered during 
  more sensitive operations by outfitting 2-Zebra-4 with illumination 
  warheads and laser-inhibiting gas rounds. These LI munitions were 
  instrumental on Ddraig when the Police disarmed a home-grown 
  militia who were extorting the small population but armed almost 
  entirely with an unearthed cache of laser rifles.
  
  Thermo Police
  Thermo Police
  8
  Personnel Roster
  early succession wars era
  THERMOKARSTON POLICE (2852)
  Command Lance (Heavy Lance)
  Major Mercer Leftwich, Elite, WHM-6Rb Warhammer
  Lieutenant Ethel Burdette, Veteran, OWR-2M Ostwar
  Sergeant Allie Sackett, Regular, DV-1S Dervish
  Officer Zam Turgo, Regular, BKX-1X BattleAxe
  Striker Lance (Light Lance)
  Sergeant Xeno Cornelius, Veteran, WVR-6R Wolverine
  Officer Lizzie Carskaddon, Regular, TR-A-6 Toro
  Officer Orlin Del Bosque, Green, TR-A-6 Toro
  Officer Daeshawn Blahyi, Green, COM-1D Commando
  Security Lance (Medium Lance)
  Sergeant Lincoln Anellus, Regular, SDR-5K Spider
  Officer Donzel Basurto, Veteran, BC XV-M HaulerMech Buster MOD
  Officer Verona Welch, Green, QUA-51T Quasit
  Officer Aija Maes, Green, QUA-51T Quasit
  clan invasion era
  THERMO POLICE (3058)
  Command Lance (Heavy Lance)
  Captain Seymore Hares, Veteran, TDR-5S Thunderbolt
  Sergeant Thomas Cable, Heroic, WHM-6Rk Warhammer
  Officer Imogene Dockstader, Veteran, HRC-LS-9000 Hercules
  Officer Alec Oak, Green, DV-6M Dervish
  Ranger Lance (Medium Lance)
  Sergeant Jack Durrell, Veteran, MLN-1A Merlin
  Officer Arlen Falco, Regular, OWR-2Mb Ostwar
  Officer Abanu Alamieyeseigha, Green, VL-5T Vulcan
  Officer Mia Kinsella, Green, CLN-7W Chameleon
  Security Lance (Medium Lance)
  Sergeant Teodor Wester-Swain, Veteran, SDR-5K Spider
  Officer Herschella “Bus Driver” Quisenberry, Veteran, ATAE-70 Uni
  Officer Havelock Vang, Regular, ATAE-70M Uni
  Officer Grady Marshall, Green, PK-6 Peacekeeper
  Local Liason
  Kotori Nostra, Veteran, CTL-3R2 CattleMaster (Hunter)
  dark age era
  THERMO POLICE (3140)
  Command Lance (Heavy Lance)
  Star Captain Karl Kanter, Regular, Warhammer IIC 4
  Section Leader Leland Knox, Veteran, GLT-7-0 Gallant
  Guardian Brita Bernickeon, Regular, HRC-LS-9000 Hercules
  Defender Eugene Tyburn, Green, MHL-3MC Marshal
  Pursuit (Probe) Lance (Medium Lance)
  Supervisor Meryl Stonecipher, Regular, BHKU-OU Black Hawk-KU
  Guardian Ueno Masakado, Regular, Shadow Hawk IIC 7
  Guardian Adelaide, Regular, Dark Crow 3
  Protector Jiergo Laurencio, Elite, BMB-05A Bombardier
  Light Battle Lance (Light Lance)
  Supervisor Bella, Regular, Icestorm Standard
  Preceptor Weymouth, Veteran, Piranha 4
  Protector Jaeon, Regular, Morrigan 3
  Protector Carla Manelli, Regular, HVC-P6 Havoc
  L
  H
  M
  M
  Thermokarston Police  (2852)
  M
  H
  H
  M
  Thermo Police  (3058)
  L
  H
  M
  M
  Thermokarston Police  (2852)
  M
  H
  H
  M
  Thermo Police  (3058)
  Thermo Police  (3140)
  M
  H
  M
  L
  L
  H
  M
  M
  Thermokarston Police  (2852)
  M
  H
  H
  M
  Thermo Police  (3058)
  Thermo Police  (3140)
  M
  H
  M
  L
  
  Thermo Police
  Thermo Police
  9
  Descent into Helland
  GAME SETUP
  Recommended Terrain: Badlands, Hills
  The Attacker designates a home edge; the Defender then chooses a home edge adjacent to 
  the Attacker’s.
  All Defender units deploy in the middle third of the play area, with every unit at least 30 hexes 
  (AS: 60”) from their home edge. 
  Attacker 
  Recommended Forces: Thermo Police (Clan Invasion Era) 
  The Attacker’s forces consist entirely of ’Mechs; however, no more than two-thirds can be 
  BattleMechs. The Attacker enters from their home edge on Turn 1.
  Defender
  Recommended Forces: Band of the Damned
  The Defender is a portion of Vance Rezak’s recently reorganized Band of the Damned, of 
  equal value to the Attacker’s forces. No more than one-third of the Defender’s forces can consist 
  of BattleMechs; all are piloted by Elite MechWarriors. Half of the Defender’s ’Mechs should be 
  selected from the Draconis Combine and Free Rasalhague Republic column of the Random 
  Assignment Table: Inner Sphere (3048-3052) (see p. 152, Era Report: 3052); the other half should 
  be selected from the Periphery and Mercenary column of the table (see p. 153, ER:3052). Only 
  units available in 3039 may be used. 
  The remaining two-thirds of the Defender’s force consists of light and medium combat 
  vehicles with Regular crews. In addition, four Pit Bull Medium Trucks serve as transports for the 
  pirates’ captives. All vehicle selections should come from the Inner Sphere Vehicles Random 
  Assignment Table (p. 154, ER:3052).
  WARCHEST
  Track Cost: 450 
  Optional Bonuses
  +200 Batten Down the Hatches: Apply the Blowing Sand rules (see p. 60, Tactical Operations: 
  Advanced Rules).
  OBJECTIVES
  Book 'Em (Attacker Only): Cripple or destroy as many enemy units as possible. [50 per unit]
  Hostage Situation (Defender Only): Exit as many of the Pit Bull Trucks or their occupants (see below) off the Defender's home edge as 
  possible. [100 WP per truckload]
  SPECIAL RULES
  The following rules are in effect for this track:
  Shielding Movement: All of the Attacker’s units may use the Shielding Movement Mode (see p. 17, TO:AR).
  Smoke Rounds: All of the Attacker’s units may equip their missile weaponry with smoke missiles (see p. 183, Tactical Operations: Advanced 
  Units & Equipment)
  Prisoner Transport: The Pit Bull Medium Trucks are unarmed, and begin the game under the control of the Defender. Control of each 
  truck can be seized or reclaimed throughout the game by each side. To seize control of a truck, a unit must end its turn in a hex adjacent 
  to the truck (AS: within 2”) with no enemy units also adjacent. At the start of the next turn, the truck can be controlled by the side which 
  claimed control of it.
  “Regrets? I regret that I can’t 
  curse them any more than they 
  already are. The worst part is, 
  they know they’re damned. Hell, 
  they even put it in their name.” 
  —Officer Havelock Vang
  SITUATION
  Dante’s Scalp
  Helland
  Outworlds Wastes
  5 December 3048
  The Thermo Police tracked 
  the perpetrators of a series of 
  raids against outlying Alliance 
  settlements to Helland, a waste 
  of a system with little to offer 
  anyone except firm ground on 
  which to rendezvous. There 
  they discovered elements 
  of the Band of the Damned, 
  newly reorganized under the 
  command of former Sho-sa 
  Vance Rezak. Upon making 
  planetfall, the Police realized 
  the pirates were in the midst 
  of transferring captives from 
  a holding area to waiting 
  DropShips, and quickly moved 
  to intercept the transfer. 
  
  Thermo Police
  Thermo Police
  10
  10
  If either side chooses to fire at a truck, on a result of a cargo hit 
  or engine explosion, the captives are killed. If a truck is rendered 
  immobile, the crew and their captives will exit the vehicle and 
  should be treated as a 20-man infantry squad, but unarmed. The 
  same control rules apply.
  AFTERMATH
  The Thermo Police succeeded in rescuing the pirate captives. 
  Several of their ’Mechs carried smoke rounds and, despite the heavy 
  winds, the confusion caused by the poor visibility gave the well-
  trained Police the edge against the Band's unprepared vehicle crews.
  MechWarrior Havelock Vang drove one of the captive-carrying 
  trucks, and took the opportunity to defect from the Band of the 
  Damned. Vang was a recent Combine recruit caught up in Rezak's 
  desertion and jumped at the first chance to escape a dishonorable 
  life of piracy. His safe delivery of a truckload of civilians earned him 
  the admiration of the Thermo Police and he was recruited for the 
  unit soon after.
  
  Thermo Police
  Thermo Police
  1111
  Death Finds a Way
  GAME SETUP
  Recommended Terrain:  Heavy Forest #1 and Heavy Forest #2
  Set up two mapsheets with their long edges touching. Randomly determine one 
  short map edge to be the Attacker’s home edge.
  Attacker 
  Recommended Forces: Thermo Police Probe Lance (Dark Age Era)
  The Attacker’s small force consists entirely of BattleMechs. The Attacker enters 
  from their home edge on Turn 1. 
  Defender
  The defender is composed of irregular units who have made the orbital 
  Greenhouse complex their home. The Defender places three static gun 
  emplacements (see Special Rules below) per mapsheet a minimum of 6 hexes (AS: 
  12”) from any map edge. 
  Sixteen Beast-Mounted Infantry units with Gunnery Skill 2 (AS: Skill 2) comprise 
  the remainder of the Defender’s force. The Defender may place these units anywhere 
  on the mapsheets, but they must begin the game a minimum of 6 hexes (AS: 12”) 
  from any map edge and a minimum of 2 hexes (AS: 4”)  from each other.
  WARCHEST
  Track Cost: 300 
  Optional Bonuses
  +200 Looks Clear: Deploy up to two-thirds of the Defender’s Force as Hidden 
  Units (see p. 259, TW) anywhere on the battlefield.
  –100 We Should Not Have Eaten Our Guests: The Defender’s decaying gun 
  emplacements possess only half their normal CF and AF (see Special Rules below).
  OBJECTIVES
  1. Clean House (Attacker Only): Destroy all of the Defender’s static gun 
  emplacements and units [400]
  2. Death to the Invaders (Defender Only): Destroy the Attacker’s units. [100 
  per unit]
  SPECIAL RULES
  The following rules are in effect for this track:
  Gun Emplacements: Scattered across the habitat’s heavy forests are defensive 
  gun emplacements. These emplacements are considered single-hex, Level 1 
  Medium Buildings with a CF of 40 and an Armor Factor of 40 (p. 128, TO:AR). They 
  are armed with one roof-located ’Mech Mortar 2 (p. 136, TO:AUE) per emplacement 
  with 2 tons of Armor Piercing ammunition (24 shots). The gunnery crews have a 
  Gunnery Skill 3 (AS: Skill 3). (See Gun Emplacements, p. 115, TO:AR).
  Kreighund: The Defenders also make use of Beast-Mounted Infantry riding 
  Monstrous-sized, gaunt, fur-covered canines called Kreighund. These beasts 
  weigh 20 tons, have 3 MP, deal 3 Vehicular damage at point-blank range (from 
  their crushing weight and slashing claws), yield a damage divisor of 2, and carry 
  “405 now in progress in grid 12-32. Unit 
  2-Zebra-4 confirms all 22s are RFS. HQ Actual 
  standing by to relay new orders. Go ahead HQ.”
  “2-Zebras enter the 12-32 target. RFS all further 
  resistance. Authorization K One.”
  “Copy HQ.”
  “Copy HQ.”
  “Cop—”
  “Sir, remove all resistance from service? Please 
  restate, I had secondary explosions.”
  “Zebra 4, that is confirmed. RFS all.”
  “Copy HQ. Zebra 4 acknowledges. KMG 3-6-5.”
  “Target 12-32 inner airlock operational. No 
  need to breach. Whoa! Look at that! It…it’s like 
  a garden in here…for…giants?”
  “But who are the gardeners?”
  “Supervisor! I have smoke trails inbound! We 
  are UHA!”
  “Return fire 2-Zebras, no need to check targets 
  here. Authorization is K One!”
  “More smoke trails! Sir! I have movement in the 
  trees!”
  “Return fire, return fire!”
  SITUATION
  Habitat G-95t “Greenhouse”
  Thazi Orbital Space
  Outworlds Wastes
  20 May 3140
  The Raven Alliance Watch deployed the 
  Thermo Police to the far edge of the Outworlds 
  Wastes after uncovering files detailing a 
  large, barely operational orbital facility in 
  the Thazi system. Star Captain Kanter’s Star 
  League records research implied the station 
  could be an experimental mass driver launch 
  facility. Once in system, Kanter released his 
  zero-gravity Probe Lance to clear away some 
  scant resistance in the form of barely operable 
  satellite turrets. The Probe Lance breached the 
  station’s hull and proceeded to explore within. 
  In the centuries of seclusion that had passed, 
  the original inhabitants subsisted on a vast 
  chemically overgrown solar garden. They and 
  their gigantic warbeasts were exceedingly 
  hostile. Kanter issued orders to clear the 
  facility of inhabitants and uncover the mystery 
  of the “Greenhouse.”
  
  Thermo Police
  Thermo Police
  12
  12
  4 troopers armed with 2 Medium Recoilless Rifles with 1 ton of 
  ammunition each (20 shots). They may not make Anti-’Mech Leg or 
  Swarm Attacks and receive a –2 To-Hit Modifier for attacks directed 
  at them due to their size. Kreighund ignore movement penalties for 
  passing through Light and Heavy Woods hexes. (See Beast-Mounted 
  Infantry, pp. 107-108, TO:AUE).
  Electromagnetic Interference: Ancient station systems 
  continue to generate a surprising amount of background 
  electromagnetic interference that does not seem to affect the 
  locals. The Attacker’s units suffer the effects of Electromagnetic 
  Interference (see p. 53, TO:AR). In addition, the station has a lower 
  rotational gravity of .75 G that the natives have spent generations 
  growing accustomed to, but the Attacker’s units have not. 
  Attacking units should follow the High/Low Gravity rules for .75 
  G (see p. 53, TO:AR). 
  Ceiling: The Greenhouse ceiling is immune to weapons fire but 
  does not allow movement beyond Level 3 in height.
  AFTERMATH
  Continuous mortar barrages fell on the Probe Lance as they 
  scattered into the gigantic and heavily overgrown garden. 
  Protector Laurencio’s rocket blasts tore down the hostile 
  emplacements and Supervisor Stonecipher’s hatchet was barely 
  adequate against the Kreighund. Once the mortars were silenced, 
  the inhabitants surrendered and Star Captain Kanter cancelled 
  his extermination order. An exhaustive survey of the station 
  provided no evidence of a mass driver and the Greenhouse turned 
  out to be just that—an attempt by Star League Department of 
  Mega-Engineering scientists to create an artificial breadbasket 
  that could orbit planets lacking their own sufficient food 
  resources. Decades earlier, a pirate band had constructed crude 
  weapons manufacturing facilities onboard before falling prey 
  to the xenophobic natives. Regrettably, the solar radiation and 
  automated fertilization chemicals involved in the rampant floral 
  growth were apparently unique to the Thazi system.
  TOTAL WARFARE / ALPHA STRIKE SPECIAL COMMAND ABILITIES
  Regional Specialization—Outworlds Alliance, Shielding (2852); Regional Specialization—Outworlds Wastes, Shielding (3058);
  Regional Specialization—Outworlds Wastes, Tactical Adjustments (3140)
  STRATEGIC BATTLEFORCE FORMATION
  Formation
  Type
  Size
  Move
  JUMP T. Move
  TMM
  Tactics
  Morale
  Skill
  PV
  Formation Specials
  Thermokarston Police (2852)
  BM
  2
  5l
  1
  —
  2
  5
  7
  4
  100
  —
  Units
  Type
  Size
  Move
  JUMP T. Move
  TMM Arm S
  M
  L
  Skill
  PV
  Unit Specials
  Command Lance
  BM
  3
  4I
  0
  —
  1
  15
  4
  5
  2
  3
  43
  IF1
  Striker Lance
  BM
  1
  5l
  1
  —
  2
  9
  2
  3
  2
  4
  31
  IF1
  Security Lance
  BM
  2
  5l
  1
  —
  2
  10
  2
  2
  1
  4
  26
  IF1
  Formation
  Type
  Size
  Move
  JUMP T. Move
  TMM
  Tactics
  Morale
  Skill
  PV
  Formation Specials
  Thermo Police (3058)
  BM
  3
  5l
  1
  —
  2
  4
  6
  3
  112
  CT1
  Units
  Type
  Size
  Move
  JUMP T. Move
  TMM Arm S
  M
  L
  Skill
  PV
  Unit Specials
  Command Lance
  BM
  3
  5l
  1
  —
  2
  14
  4
  4
  2
  2
  48
  IF1
  Ranger Lance
  BM
  3
  5l
  2
  —
  2
  13
  4
  4
  2
  4
  41
  RCN
  Security Lance
  BM
  2
  4l
  1
  —
  1
  12
  2
  2
  0
  3
  23
  CT1
  Formation
  Type
  Size
  Move
  JUMP T. Move
  TMM
  Tactics
  Morale
  Skill
  PV
  Formation Specials
  Thermo Police (3140)
  BM
  2
  6l
  2
  —
  2
  4
  7
  4
  138
  —
  Units
  Type
  Size
  Move
  JUMP T. Move
  TMM Arm S
  M
  L
  Skill
  PV
  Unit Specials
  Command Lance
  BM
  3
  4l
  1
  —
  1
  16
  6
  5
  3
  4
  52
  —
  Battle Lance
  BM
  3
  5l
  3
  —
  2
  12
  4
  4
  1
  3
  46
  ARTAIS-1(1)
  Light Pursuit Lance
  BM
  1
  9l
  1
  —
  3
  7
  4
  4
  0
  4
  40
  RCN, TAG
  ABSTRACT COMBAT SYSTEM COMBAT TEAMS
  Combat Team
  Type
  Size
  Move
  TMM
  T. Move Arm S
  M
  L
  Skill
  PV
  Combat Team Specials
  Thermokarston Police (2852)
  BM
  2
  5
  2
  —
  11
  3
  3
  3
  4
  33
  —
  Thermo Police (3058)
  BM
  3
  5
  2
  —
  13
  3
  3
  1
  3
  37
  CT1
  Thermo Police (3140)
  BM
  2
  6
  3
  —
  12
  5
  4
  1
  4
  46
  —
  
  Thermokarston Police (2852)
  command lance
  Special Command Abilities: Regional Specialization—Outworlds Alliance (AS:CE, p. 107), Shielding (AS:CE, p. 107)
  Formation: Command Lance (CO, p. 63; AS:CE p. 120)
  BV: 4,579 (Not adjusted for Skill Ratings)
  PV: 151 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Thermokarston Police (2852).
  Formation Bonus Abilities apply to this lance only.
  
  Thermokarston Police (2852)
  striker lance
  Special Command Abilities: Regional Specialization—Outworlds Alliance (AS:CE, p. 107), Shielding (AS:CE, p. 107)
  Formation: Striker Lance (CO, p. 66; AS:CE p. 118)
  BV: 3,387 (Not adjusted for Skill Ratings)
  PV: 95 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Thermokarston Police (2852).
  Formation Bonus Abilities apply to this lance only.
  
  Thermokarston Police (2852)
  security lance
  Special Command Abilities: Regional Specialization—Outworlds Alliance (AS:CE, p. 107), Shielding (AS:CE, p. 107)
  Formation: Security Lance (CO, p. 65; Combat Manual: Mercenaries (CM:M), p. 94)
  BV: 2,200 (Not adjusted for Skill Ratings)
  PV: 78 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Thermokarston Police (2852).
  Formation Bonus Abilities apply to this lance only.
  
  Thermo Police (3058)
  command lance
  Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Shielding (AS:CE, p. 107)
  Formation: Command Lance (CO, p. 63; AS:CE p. 120)
  Thomas Cable (Warhammer) Special Pilot Abilities: Lucky (4) (CO, p. 77; AS:CE, p. 97), Marksman (CO, p. 77; AS:CE, p. 97).
  Imogene Dockstader (Hercules) Special Pilot Abilities: Human TRO (CO, p. 76; AS:CE, p. 97)
  Alec Oak (Dervish) Special Pilot Abilities: Iron Will (CO, p. 76; AS:CE, p. 97)
  BV: 5,663 (Not adjusted for Skill Ratings)
  PV: 181 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Thermo Police (3058).
  Formation Bonus Abilities apply to this lance only.
  
  Thermo Police (3058)
  ranger lance
  Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Shielding (AS:CE, p. 107)
  Formation: Ranger Lance (CO, p. 67; AS *see below)
  BV: 5,042 (Not adjusted for Skill Ratings)
  PV: 125 (Adjusted for Skill Ratings)
  *Alpha Strike Ranger Lance Bonus Ability: At the beginning of play, 75 percent of the units in this Formation receive one Terrain Master 
  SPA (AS:CE, pp 100–101). The same Terrain Master variation must be assigned to these units.
  Special Command Abilities apply to entire Thermo Police (3058).
  Formation Bonus Abilities apply to this lance only.
  
  Thermo Police (3058)
  security lance
  Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Shielding (AS:CE, p. 107)
  Formation: Security Lance (CO, p. 65; CM:M, p. 94)
  Herschella Quisenberry (Uni ATAE-70) Special Pilot Abilities: Natural Grace (CO, p. 79; AS:CE, p. 98), Stand Aside (CO, p. 81; AS:CE, p. 99)
  BV: 2,439 (Not adjusted for Skill Ratings)
  PV: 75 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Thermo Police (3058).
  Formation Bonus Abilities apply to this lance only.
  
  Thermo Police (3140)
  command lance
  Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Tactical Adjustments (CO, p. 87; AS:CE, p. 108)
  Formation: Command Lance (CO, p. 63; AS:CE p. 120)
  BV: 7,097 (Not adjusted for Skill Ratings)
  PV: 160 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Thermo Police (3140).
  Formation Bonus Abilities apply to this lance only.
  
  Thermo Police (3140)
  probe lance
  Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Tactical Adjustments (CO, p. 87; AS:CE, p. 108)
  Formation: Pursuit/Probe Lance (CO, p. 65; AS:CE p. 120)
  BV: 6,807 (Not adjusted for Skill Ratings)
  PV: 155 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Thermo Police (3140).
  Formation Bonus Abilities apply to this lance only.
  
  Thermo Police (3140)
  light battle lance
  Special Command Abilities: Regional Specialization—Outworlds Wastes (AS:CE, p. 107), Tactical Adjustments (CO, p. 87; AS:CE, p. 108)
  Formation: Light Battle Lance (CO, p. 63; AS:CE p. 118)
  BV: 4,436 (Not adjusted for Skill Ratings)
  PV: 126 (Adjusted for Skill Ratings)
  Special Command Abilities apply to entire Thermo Police (3140).
  Formation Bonus Abilities apply to this lance only.
  
  BATTLEMECH RECORD SHEET
  © 2020 The Topps Company, Inc. Classic BattleTech, BattleTech, 'Mech and BattleMech are trademarks of The Topps Company, Inc. All rights reserved.
  Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Permission to photocopy for personal use.
  'MECH DATA
  Type: Warhammer WHM-6Rk
  Movement Points:
  Walking:
  5
  Running:
  8
  Jumping:
  0
  Tonnage:
  70
  Tech Base:
  Inner Sphere
  Rules Level: Advanced
  Role:
  Skirmisher
  Weapons & Equipment Inventory
  (hexes)
  BV: 1,621
  Qty Type
  Loc
  Ht
  Dmg
  Min Sht Med Lng
  1
  PPC
  LA
  10
  10 [DE]
  3
  6
  12
  18
  1
  PPC
  RA
  10
  10 [DE]
  3
  6
  12
  18
  1
  Medium Laser
  LT
  3
  5 [DE]
  —
  3
  6
  9
  1
  Small Laser
  LT
  1
  3 [DE]
  —
  1
  2
  3
  1
  Machine Gun
  LT
  —
  2 [DB,AI]
  —
  1
  2
  3
  1
  SRM 6
  RT
  4
  2/Msl [M,C,S] —
  3
  6
  9
  1
  Medium Laser
  RT
  3
  5 [DE]
  —
  3
  6
  9
  1
  Small Laser
  RT
  1
  3 [DE]
  —
  1
  2
  3
  1
  Machine Gun
  RT
  —
  2 [DB,AI]
  —
  1
  2
  3
  Ammo: (Machine Gun) 200, (SRM 6) 15
  WARRIOR DATA
  Name:
  Gunnery Skill:
  Piloting Skill:
  1
  3
  2
  5
  3
  7
  4
  10
  5
  11
  6
  Dead
  Hits Taken
  Consciousness #
  ARMOR DIAGRAM
  Head
  Center
  Torso
  Right Torso
  Left Torso
  Right
  Leg
  Left
  Leg
  Center
  Torso
  Torso Rear
  Right
  Left
  Torso Rear
  Left Arm
  Right Arm
  ( 9 )
  ( 33 )
  ( 10 )
  ( 22 )
  ( 8 )
  ( 22 )
  ( 8 )
  ( 20 )
  ( 20 )
  ( 28 )
  ( 28 )
  CRITICAL TABLE
  1-3
  4-6
  1-3
  4-6
  1-3
  4-6
  1-3
  4-6
  1-3
  4-6
  Engine Hits
  Gyro Hits
  Sensor Hits
  Life Support
  Damage Transfer
  Diagram
  Head
  1. Life Support
  2. Sensors
  3. Cockpit
  4. Roll Again
  5. Sensors
  6. Life Support
  Center Torso
  1.
  XL Fusion Engine
  2.
  XL Fusion Engine
  3.
  XL Fusion Engine
  4.
  Gyro
  5.
  Gyro
  6.
  Gyro
  1.
  Gyro
  2.
  XL Fusion Engine
  3.
  XL Fusion Engine
  4.
  XL Fusion Engine
  5.
  Ammo (Machine Gun) 200
  6.
  Roll Again
  Right Torso
  1.
  XL Fusion Engine
  2.
  XL Fusion Engine
  3.
  XL Fusion Engine
  4.
  SRM 6
  5.
  SRM 6
  6.
  Medium Laser
  1.
  Small Laser
  2.
  Machine Gun
  3.
  Ammo (SRM 6) 15
  4.
  Roll Again
  5.
  Roll Again
  6.
  Roll Again
  Left Torso
  1.
  XL Fusion Engine
  2.
  XL Fusion Engine
  3.
  XL Fusion Engine
  4.
  Medium Laser
  5.
  Small Laser
  6.
  Machine Gun
  1.
  Double Heat Sink
  2.
  Double Heat Sink
  3.
  Double Heat Sink
  4.
  Roll Again
  5.
  Roll Again
  6.
  Roll Again
  Right Arm
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator
  4.
  PPC
  5.
  PPC
  6.
  PPC
  1.
  Roll Again
  2.
  Roll Again
  3.
  Roll Again
  4.
  Roll Again
  5.
  Roll Again
  6.
  Roll Again
  Left Arm
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  Lower Arm Actuator
  4.
  PPC
  5.
  PPC
  6.
  PPC
  1.
  Roll Again
  2.
  Roll Again
  3.
  Roll Again
  4.
  Roll Again
  5.
  Roll Again
  6.
  Roll Again
  Right Leg
  1. Hip
  2. Upper Leg Actuator
  3. Lower Leg Actuator
  4. Foot Actuator
  5. Roll Again
  6. Roll Again
  Left Leg
  1. Hip
  2. Upper Leg Actuator
  3. Lower Leg Actuator
  4. Foot Actuator
  5. Roll Again
  6. Roll Again
  INTERNAL STRUCTURE DIAGRAM
  Head
  Center
  Torso
  Right
  Leg
  Left
  Arm
  Right
  Arm
  Left Torso 
  Right Torso
  Left
  Leg
  ( 22 )
  ( 15 )
  ( 15 )
  ( 11 )
  ( 11 )
  ( 15 )
  ( 15 )
  HEAT DATA
  Heat
  Level*
  Effects
  30
  Shutdown
  28
  Ammo Exp, avoid on 8+
  26
  Shutdown, avoid on 10+
  25
  -5 Movement Points
  24
  +4 Modifier to Fire
  23
  Ammo Exp, avoid on 6+
  22
  Shutdown, avoid on 8+
  20
  -4 Movement Points
  19
  Ammo Exp, avoid on 4+
  18
  Shutdown, avoid on 6+
  17
  +3 Modifier to Fire
  15
  -3 Movement Points
  14
  Shutdown, avoid on 4+
  13
  +2 Modifier to Fire
  10
  -2 Movement Points
  8
  +1 Modifier to Fire
  5
  -1 Movement Points
  Double Heat Sinks:
  15 (30)
  Heat
  Scale
  Overflow
  30*
  29
  28*
  27
  26*
  25*
  24*
  23*
  22*
  21
  20*
  19*
  18*
  17*
  16
  15*
  14*
  13*
  12
  11
  10*
  9
  8*
  7
  6
  5*
  4
  3
  2
  1
  0
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/BattleTech - Spotlight On Thermo Police [OEF][2020] {E-CAT35SN109}.pdf