TEXT: THE ADVANCED INTERSTELLAR CONQUEST RULES
  
  ©2016 The Topps Company, Inc. All Rights Reserved. Interstellar Operations, BattleTech, BattleMech, ’Mech and MechWarrior are registered 
  trademarks and/or trademarks of The Topps Company, Inc., in the United States and/or other countries. Catalyst Game Labs and the  
  Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC. Printed in USA.
  WEBSITE: CATALYSTGAMELABS.COM
  ®
  Marshal your forces and prepare to conquer the 
  Inner Sphere! Interstellar Operations is the next 
  long-awaited rules installment to the series 
  begun with Total Warfare and carried through  
  the award-winning Tactical Operations and 
  Strategic Operations. The former focuses on a 
  whole new level of excitement directly on your 
  gaming table while the later focuses on moving 
  from a single scenario to a multi-part campaigns 
  and how to take an entire solar system. Interstellar 
  Operations zooms up to the final level, allowing 
  players to assume the roles of House Lords and 
  dominate the galaxy.
  Interstellar Operations contains rules for running an entire 
  faction’s military as a player tries to conquer numerous solar 
  systems, including rules for how to conduct warfare through 
  scales larger than previously represented within the core line of 
  rulebooks. Finally, perhaps one of the most anticipated portions 
  of the book, the Alternate Eras section introduces a huge swath of 
  rules for playing across the thousand years of BattleTech history, 
  including weapons and equipment mostly unique to a given era, 
  such as complete rules for building and playing with LAMs.
  
  BATTLETECH
  TM
  INTERSTELLAR OPERATIONS
  • CATALYST GAME LABS •
  
  INTRODUCTION
  Advanced Rules 
  8
  Tactical Operations 
  8
  Strategic Operations 
  8
  Interstellar Operations 
  9
  Choose What You Like 
  9
  Player Adjudication 
  9
  Fiction 
  9
  Fiction Vs. Rules 
  9
  Fiction Vs. Art 
  9
  CHARGE OF THE LIGHT 
  10
  ALTERNATE ERAS
  Star League Era (2300-2780) 
  14
  Sub-Era: Age of War (2300-2570) 
  14
  Sub-Era: Age of the Star League (2571-2780) 
  15
  Succession Wars Era (2781-3049) 
  15
  Sub-Era: Early Succession Wars (2781-2900) 
  15
  Sub-Era: Late Succession Wars (2901-3049) 
  15
  Clan Sub-Eras (2800-3049) 
  15
  Clan Invasion Era (3050-3061) 
  15
  Sub-Eras  
  16
  Civil War Era (3062-3067) 
  16
  Sub-Eras  
  16
  Jihad Era (3068-3085) 
  16
  Sub-Eras  
  16
  The Dark Age Era (3086-3150) 
  16
  Sub-Era: The Republic Age (3086-3130) 
  16
  Sub-Era: Late Dark Age (3131-3150) 
  16
  Clan Sub-Era: The Post-Reaving (3086-3150) 
  17
  General Era Rules Expansions 
  17
  Star League Era 
  17
  Succession Wars Era 
  19
  Clan Invasion Era 
  24
  Civil War Era 
  26
  Jihad Era 
  27
  Dark Age Era 
  28
  The Universal Technology Advancement Table 
  32
  Evolving Technology in Campaign Play 
  33
  ALTERNATE ERAS UNITS & EQUIPMENT
  Advanced Clan Equipment (Wars of Reaving) 
  64
  Electric Discharge ProtoMech (EDP) Armor  
  64
  Extended Jump Jet (XJJ) System  
  65
  Fusillade Launcher 
  65
  Improved Advanced Tactical Missile (iATM) Launchers 
  65
  Magnetic Clamp System 
  66
  Nova Combined Electronic Warfare System (CEWS) 
  66
  ProtoMech Quad Melee Weapon System 
  67
  Specialty Munitions: Improved Magnetic Pulse (IMP) Missiles 
  67
  Specialty Munitions: Improved Inferno (IIW) Missiles 
  67
  Advanced Pilot Interfaces (Multiple Eras) 
  68
  Damage Interrupt Circuit 
  68
  Direct Neural Interface Cockpit Modification 
  68
  SLDF Advanced Neurohelmet 
  68
  Virtual Reality Piloting Pod 
  69
  Advanced Prototype Systems (Age Of War) 
  70
  General Advanced Prototype Systems Rules 
  70
  Arrow IV (Arrow-P)  
  70
  Artemis IV FCS (Artemis-P)  
  70
  Beagle Active Probe (BAP-P)  
  71
  CASE (CASE-P)  
  71
  Double Heat Sinks (DHS-P)  
  71
  Endo Steel (ES-P) 
  71
  Extralight Fusion Engine (XL-P)  
  71
  Ferro-Fibrous Armor (FF-P)  
  72
  Gauss Rifle (GR-P) 
  72
  Guardian ECM (ECM-P)  
  72
  LB 10-X (LB 10-X-P)  
  72
  Narc Missile Beacon (NARC-P)  
  72
  Pulse Lasers (PL-P)  
  73
  Remote Sensors (RS-P)  
  73
  Rocket Launchers (RL-P)  
  73
  TAG (TAG-P)  
  73
  Augmented Warriors (Multiple Eras) 
  74
  General Augmented Warrior Rules 
  74
  Belter Augmentations 
  74
  Clan Enhanced Imaging Neural Implant 
  75
  Cybernetic and Prosthetic Augmentations 
  76
  Centurion Weapon System (Star League) 
  85
  Centurion Weapon System Game Rules 
  86
  Centurion Weapon System Construction Rules 
  86
  Dark Age Equipment (Dark Age) 
  86
  Anti-Penetrative Ablation (ABA) Armor 
  86
  Ballistic-Reinforced Armor 
  87
  Heat-Dissipating Armor 
  87
  Impact-Resistant Armor 
  87
  HarJel Repair Systems 
  88
  Radical Heat Sinks 
  89
  Re-engineered Lasers 
  89
  Remote Drone Command Console 
  90
  Tight-Stream Electro-Magnetic Pulse (TSEMP) Weapons 
  90
  Dark Age RISC Equipment (Dark Age) 
  91
  RISC Advanced Point Defense System 
  91
  RISC Emergency Coolant System 
  92
  RISC Heat Sink Override Kit 
  92
  RISC Hyper Laser 
  93
  RISC Laser Pulse Module 
  93
  RISC Repeating TSEMP 
  94
  RISC Super-Cooled Myomer 
  94
  RISC Viral Jammers 
  94
  Early Clan Improved Equipment (Early Clan) 
  95
  General Early Clan Improved Weapons Rules 
  95
  Improved Lasers 
  95
  Improved and Enhanced PPCs 
  95
  Improved Autocannon 
  96
  Improved Gauss Rifle 
  96
  Improved Standard Missile Launchers 
  96
  Early Clan Prototype Systems (Early Clan) 
  97
  General Early Clan Prototype Systems Rules 
  97
  ER Lasers (ER-CP) 
  97
  LB-X Autocannon (LB-X-CP) 
  97
  Streak SRM (Streak-CP) 
  97
  Ultra Autocannon (UAC-CP) 
  98
  Expanded ProtoMechs (Wars of Reaving) 
  98
  Expanded ProtoMech Game Rules 
  99
  Expanded ProtoMech Construction Rules 
  100
  Inner Sphere ProtoMech Interface (Jihad) 
  102
  Inner Sphere ProtoMech Interface Game Rules 
  102
  Inner Sphere ProtoMech Interface Construction Rules 
  102
  Inner Sphere Recovered Prototypes (Late Succession Wars) 
  102
  General Inner Sphere Recovered Prototypes Rules 
  102
  Double Heat Sinks (Freezers) 
  102
  Endo Steel (ES-P) 
  103
  8
  14
  64
  
  3
  ER and Pulse Lasers (ER-LL-P and MPL-P) 
  103
  Ferro-Fibrous Armor (FF-P) 
  103
  Gauss Rifle (Gauss-X) 
  103
  LB 10-X (LB-X-P) 
  103
  Triple-Strength Myomer (TSM-X) 
  103
  Ultra Autocannon (UAC/P) 
  104
  Specialty Munitions: Anti-TSM (“Green Smoke”) Missiles 
  104
  Specialty Munitions: Listen-Kill Missiles 
  105
  Space Station K-F Adapter 
  105
  Land-Air BattleMechs (Multiple Eras)  
  105
  Bimodal LAMs 
  106
  Standard LAMs 
  106
  General LAM Game Rules 
  106
  LAM Conversion 
  106
  Movement Phase 
  108
  Combat Phase 
  110
  Heat Phase 
  113
  Going In 
  113
  LAM Construction 
  114
  Machina Domini Interface (Jihad) 
  116
  Machina Domini Interface Game Rules 
  116
  Machina Domini Interface Construction Rules 
  116
  Modular Space Stations (Multiple Eras) 
  117
  Modular Space Station Game Rules 
  117
  Modular Space Station Construction Rules 
  117
  Primitive Prototype Equipment (Age of War) 
  117
  Primitive Prototype Equipment Rules 
  118
  Primitive Prototype DropShip and JumpShip Equipment 
  118
  DropShuttle Bays 
  119
  Prototype DropShip K-F Boom 
  119
  Primitive Prototype Jump Jets 
  120
  Primitive Units and RetroTech (Multiple Eras) 
  120
  Primitive Units Overview 
  120
  Primitive Units Game Rules 
  120
  Restricted Technologies 
  121
  Primitive ’Mech Construction 
  122
  Primitive Combat Vehicle Construction 
  124
  Primitive Conventional Fighter Construction 
  124
  Primitive Aerospace Fighter Construction 
  125
  Primitive Small Craft Construction 
  125
  Primitive DropShip Construction 
  126
  Primitive JumpShip Construction 
  128
  Prototype Specialty Missiles (Clan Invasion) 
  131
  Specialty Munitions: Dead-Fire (DF) Missiles 
  131
  Specialty Munitions: Retro-Streak (RS) Missiles 
  132
  Specialty Munitions: Shoot-and-Sit (SS) Missiles 
  132
  QuadVees (Dark Age) 
  133
  QuadVee Game Rules 
  133
  QuadVee Construction Rules 
  134
  Robotic and Drone Systems (Multiple Eras) 
  134
  General Robotic Unit Game Rules 
  134
  Smart Robotic Control System (SRCS) 
  140
  Shielded Aerospace Smart Robotic Control Systems 
  141
  SDS (Caspar) Drone Control System (SDS-DCS)  
  142
  Caspar II Advanced Smart Robotic Control System  
  143
  Autonomous Tactical Analysis Computer (ATAC) 
  145
  Direct Tactical Analysis Control (DTAC) System 
  146
  Advanced Robotic Transport System (ARTS) 
  147
  SDS Self-Destruct System 
  147
  SLDF SDS Jammer System 
  148
  Word of Blake Dragon’s Breath Multi-Missile Launch System 
  148
  Robotic Independent Command Rules 
  149
  Ground Operations RIC Decision Tree 
  154
  Superheavy ’Mechs (Multiple Eras) 
  159
  Superheavy ’Mech Game Rules 
  159
  Superheavy ’Mech Construction Rules 
  160
  Tripod ’Mechs (Multiple Eras) 
  163
  Tripod ’Mech Game Rules 
  164
  Tripod ’Mech Construction Rules 
  165
  Thermobaric Weapons (Multiple Eras) 
  165
   Fuel-Air Munitions Game Rules 
  165
  Weapons of Mass Destruction (Multiple Eras) 
  166
  General Weapons of Mass Destruction Rules 
  166
  Nuclear Weapons  
  169
  Nuclear Weapons Game Rules  
  169
  Resolving a Nuclear Detonation 
  170
  Standard Nuclear Weapons 
  174
  Biological and Chemical Weapons 
  178
  Biological and Chemical Weapon Game Rules 
  178
  Biological and Chemical Weapon Construction Rules 
  180
  Chemical and Biological Weapon Classes 
  180
  Word of Blake Super-Jump Drive (Jihad) 
  183
  Word of Blake Super-Jump System Game Rules 
  183
  Word of Blake Super-Jump System Construction Rules 
  183
  ALTERNATE ERAS COST AND AVAILABILITY
  Costs 
  Advanced Clan Equipment (Wars of Reaving) 
  184
  Advanced Pilot Interfaces (Multiple Eras) 
  184
  Advanced Prototype Systems (Age of War) 
  185
  Augmented Warrriors (Multiple Eras) 
  185
  Centurion Weapon System (Star League) 
  185
  Dark Age and RISC Equipment (Dark Age) 
  185
  Early Clan Improved Equipment (Early Clan) 
  185
  Early Clan Prototype Systems (Early Clan) 
  185
  Expanded ProtoMechs (Wars of Reaving) 
  185
  Inner Sphere ProtoMech Interface (Jihad) 
  186
  Inner Sphere Recovered Prototypes (Late Succession Wars) 
  186
  Land-Air BattleMechs (Multiple Eras) 
  186
  Machina Domini Interface (Jihad) 
  186
  Modular Space Stations (Multiple Eras) 
  186
  Primitive Prototype Equipment (Age of War) 
  187
  Primitive Units and RetroTech (Multiple Eras) 
  187
  Prototype Specialty Munitions (Clan Invasion) 
  187
  QuadVees (Dark Age) 
  187
  Robotic and Drone Systems (Multiple Eras) 
  187
  Superheavy ’Mechs (Multiple Eras) 
  188
  Tripod ’Mechs (Multiple Eras) 
  189
  Thermobaric Weapons (Multiple Eras) 
  189
  Weapons of Mass Destruction (Multiple Eras) 
  189
  Word of Blake Super-Jump Drive (Jihad) 
  189
  Battle Value 
  189
  Advanced Clan Equipment (Wars of Reaving) 
  189
  Advanced Pilot Interfaces (Multiple Eras) 
  189
  Advanced Prototype Systems (Age of War) 
  189
  Augmented Warriors (Multiple Eras) 
  190
  Centurion Weapon System (Star League) 
  191
  Dark Age and RISC Equipment (Dark Age) 
  191
  Early Clan Improved Systems (Early Clan) 
  192
  Early Clan Prototype Systems (Early Clan) 
  192
  Expanded ProtoMechs (Wars of Reaving) 
  192
  Inner Sphere ProtoMech Interface (Jihad) 
  192
  Inner Sphere Recovered Prototypes (Late Succession Wars) 
  192
  Land-Air BattleMechs (Multiple Eras) 
  192
  Machina Domini Interface (Jihad) 
  193
  Modular Space Stations (Multiple Eras) 
  193
  Primitive Prototype Equipment (Age of War) 
  193
  184
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  
  Primitive Units and RetroTech (Multiple Eras) 
  193
  Prototype Specialty Missiles (Clan Invasion) 
  193
  QuadVees (Dark Age) 
  193
  Robotic and Drone Systems (Multiple Eras) 
  193
  Superheavy ’Mechs (Multiple Eras) 
  193
  Tripod ’Mechs (Multiple Eras) 
  194
  Thermobaric Weapons (Multiple Eras) 
  194
  Weapons of Mass Destruction (Multiple-Eras) 
  194
  Word of Blake Super-Jump Drive (Jihad) 
  194
  Alternate Era Weapons and Equipment Battle Value Table  
  195
  BattleForce Addendum 
  198
  Advanced Clan Equipment (Wars of Reaving) 
  198
  Advanced Pilot Interfaces (Multiple Eras) 
  198
  Advanced Prototype Systems (Age of War) 
  199
  Augmented Warriors (Multiple Eras) 
  199
  Centurion Weapon System (Star League) 
  201
  Dark Age and RISC Equipment (Dark Age) 
  201
  Early Clan Improved Systems (Early Clan) 
  203
  Early Clan Prototype Systems (Early Clan) 
  203
  Expanded ProtoMechs (Wars of Reaving) 
  203
  Inner Sphere ProtoMech Interface (Jihad) 
  203
  Inner Sphere Recovered Prototypes (Late Succession Wars) 
  203
  Land-Air BattleMechs (Multiple Eras) 
  204
  Machina Domini Interface (Jihad) 
  205
  Modular Space Stations (Multiple Eras) 
  205
  Primitive Prototype Equipment (Age of War) 
  205
  Primitivie Units and RetroTech (Multiple Eras) 
  205
  Prototype Specialty Munitions (Clan Invasion) 
  206
  QuadVees (Dark Age) 
  206
  Robotic and Drone Systems (Multiple Eras) 
  207
  Superheavy ’Mechs (Multiple Eras) 
  209
  Thermobaric Weapons (Multiple Eras) 
  210
  Tripod ’Mechs (Multiple Eras) 
  210
  Weapons of Mass Destruction (Multiple Eras)  
  210
  Word of Blake Super-Jump Drive (Jihad) 
  213
  Additional BattleForce Special Unit Abilities 
  213
  Additional Alternate Era Weapons and Equipment Tables 
  216
  FALLING INTO FIRE 
  226
  STRATEGIC BATTLEFORCE
  Standard Rules 
  230
  Game Terms  
  230
  Components 
  231
  Record Sheets 
  231
  Maps and Miniatures 
  232
  Scale 
  232
  Map Scale 
  232
  Turn Length 
  232
  Force Structure  
  232
  Visual and Sensor Range 
  232
  Setup 
  232
  Choosing Maps 
  232
  Force Commander and Formation Leaders 
  233
  Deployment 
  233
  Playing the Game 
  233
  Initiative Phase 
  234
  Movement Phase 
  234
  Facing 
  234
  Stacking 
  234
  Unequal Number of Formations 
  234
  Terrain 
  234
  Movement Modes and Unit Types 
  236
  Additional Movement Rules 
  236
  Engagement Control 
  237
  Combat Phase 
  239
  Types of Attacks 
  239
  Attack Declaration  
  239
  Resolving Attacks 
  239
  Underwater Combat 
  241
  End Phase 
  242
  Ending Engagements 
  242
  Forced Withdrawal 
  242
  Damage  
  242
  Morale 
  242
  Salvage 
  244
  Victory Conditions 
  244
  STRATEGIC AEROSPACE RULES  
  245
  Expanded Game Terms 
  245
  Turn Scale 
  245
  Aerospace Setup 
  245
  Deploying Forces 
  245
  The Atmospheric Radar Map 
  245
  Placing Aerospace Forces on the Atmospheric Radar Map 
  246
  Aerospace Gameplay 
  246
  Abstract Aerospace Movement 
  246
  Aerospace Combat 
  247
  Squadron Attacks 
  247
  Resolving Aerospace Air-to-Air Attacks 
  247
  Resolving Aerospace Air-to-Ground Attacks 
  248
  Resolving Ground-to-Air Combat 
  248
  End Phase 
  249
  Ending Air-to-Air Engagements 
  249
  Aerospace Damage 
  249
  ADVANCED STRATEGIC AEROSPACE 
  250
  Expanded game terms 
  250
  Expanded Aerospace Setup 
  250
  The Capital Radar Map 
  250
  Placing Aerospace Forces on the Capital Radar Map 
  251
  Aerospace Squadrons on the Ground Map 
  251
  Aerodyne Squadrons 
  252
  Spheroid Squadrons and Airships  
  252
  Landing Rolls 
  252
  Aerospace Squadron Transports 
  252
  Capital-Scale Strategic Aerospace  
  253
  Turn Scale 
  253
  Squadrons 
  253
  Capital-Scale Aerospace Movement 
  254
  Calculating Movement Rates 
  254
  Spheroid Elements Operating in the Atmosphere 
  254
  Station Keeping and Zero Thrust 
  254
  Stacking Limits 
  254
  Facing 
  254
  Entering and Leaving the Central Zone 
  254
  Aerospace Engagements 
  255
  Exiting the Capital Radar Map 
  255
  Fuel Endurance (Fighters Only) 
  255
  Gravity 
  255
  Engagement Maps 
  256
  Capital-Scale Aerospace Combat 
  257
  Large Aerospace Firing Arcs and Attacks 
  257
  Resolving Aerospace Attacks 
  257
  Capital-Scale Aerospace End Phase 
  259
  Ending Aerospace Engagements 
  259
  Capital-Scale Aerospace Damage 
  259
  Strategic Aerospace Special Actions 
  260
  Advanced Capital Missile Attacks 
  260
  Orbit-to-Surface and Air-to-Ground Capital Combat 
  260
  230
  
  5
  Space Bombers 
  261
  Aerospace Boarding Actions 
  262
  High-Speed Attacks 
  262
  Docking/Undocking 
  263
  Hyperspace Jumps 
  263
  ADVANCED STRATEGIC BATTLEFORCE 
  264
  Advanced Initiative  
  264
  Detection and Reconnaissance Phase  
  265
  Playing the Game 
  265
  Visual Ranges 
  265
  Step 1: Detection  
  265
  Step 2: Reconnaissance 
  266
  Step 3: Recon Scan 
  266
  Losing Contact 
  268
  Advanced Movement Options 
  268
  Adjusting Formations 
  268
  Evading 
  268
  Hull Down 
  269
  Sprinting 
  269
  Movement Dice  
  269
  Transporting Non-Infantry Forces 
  269
  Advanced Terrain  
  269
  Bridges 
  269
  Buildings (Urban Hexes) 
  269
  Deep Snow 
  270
  Heavy Industrial 
  270
  Ice 
  271
  Jungle 
  271
  Mud 
  271
  Rails 
  272
  Rough, Ultra 
  272
  Rubble, Ultra 
  272
  Swamp 
  272
  Tundra 
  272
  Water (Extreme Depth) 
  272
  Woods (Expanded) 
  272
  Bogging Down 
  272
  Advanced Combat Options  
  273
  Artillery 
  273
  Artillery Counter-Battery Fire 
  274
  Artillery Flak 
  275
  Alternate Munitions 
  275
  Battlefield Intelligence 
  276
  Battlefield Intelligence Benefits  
  277
  Boarding Actions 
  277
  C3 Networks 
  279
  Dropping Troops 
  279
  Environmental Conditions 
  280
  Exceptionally Large Elements 
  282
  Hidden Formations 
  284
  Expanded Ground Ranges 
  284
  Minefields  
  284
  Urban Hexes (Buildings) 
  285
  VTOL Special Attacks 
  288
  Additional Advanced Options  
  288
  Advanced Buildings and Urban Terrain 
  288
  Advanced Infantry Options 
  290
  Fortified Positions 
  290
  Terrain Conversion 
  290
  New Unit Types 
  291
  Robotic Drones 
  291
  Four-Legged and Three-Legged Elements 
  292
  Glider ProtoMechs  
  292
  Superheavy ‘Mechs  
  292
  Land-Air BattleMechs 
  292
  Quad-Vees 
  292
  Special Command Abilities 
  293
  Piloting Special Abilities and Design Quirks 
  296
  Unit Abilities 
  296
  Design Quirks 
  296
  PRESSURE PLAY 
  300
  ABSTRACT COMBAT SYSTEM
  Game Terms 
  304
  Components 
  305
  Record Sheets 
  305
  Scale  
  306
  Map Scale 
  306
  Turn Length 
  306
  Force Structure 
  306
  Setup 
  307
  Force Commander and Combat Unit Leaders 
  307
  Force Record Sheets 
  307
  Leadership Rating 
  307
  Playing the Game 
  307
  Master Modifiers Table 
  307
  Sequence of Play  
  307
  Initiative Phase 
  310
  Deployment Phase 
  310
  Formation Setup 
  310
  Adjusting Formations 
  311
  Switching Formation Role 
  312
  Deploy Forces 
  312
  Detection and Reconnaissance Phase  
  313
  Step 1: Detection  
  313
  Step 2: Reconnaissance  
  314
  Movement Phase  
  314
  Movement Basics 
  314
  Facing 
  314
  Stacking Limits 
  314
  Terrain 
  314
  Transporting Infantry Units 
  315
  Engagement Control 
  315
  Losing Contact 
  315
  Hidden Formations 
  315
  Combat Phase 
  316
  Types of Attacks 
  316
  Attack Declaration  
  316
  Combat Tactics 
  316
  Resolving Attacks 
  316
  Step 1: Determine Range 
  316
  Step 3: Determine To-Hit Number 
  317
  Step 3: Roll To-Hit 
  317
  Step 4: Determine and Apply Damage 
  317
  Step 5: Determine Critical Hits 
  317
  End Phase  
  317
  Fatigue  
  317
  Morale 
  317
  Retreat and Surrender 
  318
  Victory Conditions 
  318
  ABSTRACT COMBAT AEROSPACE  
  319
  Hyperspace Travel 
  319
  Space Combat 
  319
  Jump Point Combat 
  320
  Aerospace Ground Support  
  320
  Orbit-to-Surface and Surface-to-Orbit  
  321
  304
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  
   Advanced Abstract Combat Rules  
  321
  Combat Drop 
  321
  Fortress Hexes 
  322
  Capitals and Industry 
  324
  Abstract Combat with Planetary Maps 
  324
  Scale 
  324
  Movement Phase 
  324
  Scaled Strategic BattleForce 
  324
  Scale 
  325
  Detection and Reconnaissance Phase 
  325
  Movement Phase 
  325
  Combat Phase 
  325
  End Phase 
  325
  Strategic Aerospace 
  325
  Advanced Rules 
  325
  CONVERSION RULES
  Phase 1: Create Strategic BattleForce Units from Alpha Strike  
  326
  Step 1A: Choose Elements 
  326
  Step 1B: Determine Type 
  326
  Step 1C: Determine Size Value 
  327
  Step 1D: Determine Movement Stats 
  327
  Step 1E: Determine Armor Value 
  327
  Step 1F: Determine Damage Value 
  327
  Step 1G: Determine Skill Value 
  327
  Step 1H: Determine Point Value (PV) 
  327
  Phase 2: Create SBF Formations or ACS Combat Teams  
  329
  Step 2A: Select Units 
  329
  Step 2B: Determine Size 
  329
  Step 2C: Determine Movement Stats 
  329
  Step 2D: Determine Combat Team Armor Value 
  329
  Step 2E: Determine Combat Team Damage Value 
  329
  Step 2F: Determine Formation Skill Value 
  329
  Step 2G: Determine Formation Tactics Value 
  329
  Step 2H: Determine Formation Morale Value 
  329
  Step 2I: Determine Formation Point Value 
  329
  Phase 3: Create ACS Combat Units 
  329
  Step 3A: Choose Combat Teams 
  329
  Step 3B: Determine Type 
  329
  Step 3C: Determine Size Value 
  330
  Step 3D: Determine Movement Stats 
  330
  Step 3E: Determine Combat Unit’s Armor Value 
  330
  Step 3F: Determine Combat Unit’s Attack Values 
  330
  Step 3G: Determine Combat Unit’s Tactics Value 
  330
  Step 3H: Determine Combat Unit’s Morale Value 
  330
  Step 3I: Determine Skill Value 
  330
  Step 3J: Determine Point Value 
  330
  Phase 4: Create ACS Formations 
  330
  Step 4A: Choose Combat Units 
  330
  Step 4B: Determine Type 
  330
  Step 4C: Determine ACS Formation’s Movement 
  330
  Step 4D: Determine ACS Formation’s Tactics Value 
  330
  Step 4E: Determine ACS Formation’s Morale Value 
  330
  Step 4F: Determine ACS Formation’s Skill Value 
  330
  Phase 5: Assign Special Abilities 
  330
  Converting Special Abilities to SBF and ACS 
  330
  Special Abilities Details 
  331
  Examples 
  339
  CUTTING LOSSES 
  340
  INNER SPHERE AT WAR
  Terminology 
  344
  Object of the Game 
  345
  Scope of the Game 
  345
  Sequence of Play 
  345
  GAME SETUP 
  345
  Choose Campaign Size 
  345
  Setup the Map  
  345
  Choose Factions 
  346
  Faction Abilities and Flaws 
  346
  Starting Setup 
  347
  Starting Economy 
  347
  Starting Military 
  348
  PLAYING THE GAME 
  350
  Order Writing Phase 
  350
  Economics and Logistics Phase 
  350
  Calculating Resource Points 
  350
  Banking Resource Points 
  351
  Infrastructure  
  351
  Supply  
  351
  Mercenary Supply and Hiring 
  352
  Military Development Phase 
  353
  Creating Combat Commands 
  353
  Fortifications 
  353
  Commerce and Diplomacy Phase 
  354
  Diplomacy 
  354
  Military Phase 
  354
  Military Phase Basics 
  354
  Orders 
  354
  Military Actions  
  358
  Combat Resolution 
  362
  End Phase 
  364
  Damage  
  364
  Salvage 
  364
  Repair 
  364
  Retreat  
  365
  Surrender  
  365
  Fatigue  
  365
  Morale  
  366
  Experience 
  367
  Garrsions 
  368
  INDEX
  RECORD SHEETS AND TABLES
  326
  344
  376
  369
  
  7
  Project Concept
   Randall N. Bills
  Project Development
   Ray Arrastia
   Joel Bancroft-Conners
   Herbert A. Beas II
   Randall N. Bills
   
  Development Assistance
    Aaron Cahall
    Paul Sjardijn
  Writing
   
  Fiction
    Herbert A. Beas II
    Jason Schmetzer
   
  Rules
    Matt Alexander
    Ray Arrastia
    Joel Bancroft-Connors
    Herbert A. Beas II
    Randal N. Bills
    Joshua Franklin
    Keith Hann
    John Haward
    Johannes Heidler
    Chris Marti
    Ben Rome
    Paul Sjardijn
    Joel Steverson
  Product Editing
   Aaron Cahall
  BattleTech Line Developer
   Randall N. Bills
   
  Assistant Line Developer
    Ben H. Rome
   
  Products Developer
    Ray Arrastia
  Production Staff
   
  Art Director
    Brent Evans
   
  Assistant Art Director
    Ray Arrastia
   
  Cover Art
    Alex Iglesias
   
  Cover Design
    Ray Arrastia
   
  BattleTech Logo Design
    Shane Hartley and Steve Walker
   
  Evolved Faction Logos Design
    Jason Vargas
   
  Layout
    Ray Arrastia 
    David Allen Kerber
   
  Illustrations
    Jeff Porter
   
  Miniatures Painting & Photography
    Camospecs Online
  Additional Design and Development
  The following people have been involved in the creation and development of BattleTech rules, either 
  by writing material that was assimilated into the main body of the rules, serving as the BattleTech line 
  developer in the past, or otherwise contributing to the game in a major way.
  Ray Arrastia, Samuel B. Baker, Herb Beas, Randall N. Bills, Forest G. Brown, Chuck Crain, Chris Hartford, 
  Clare Hess, Scott Jenkins, J. Andrew Keith, James R. Kellar, Dale Kemper, L.R. “Butch” Leeper, Bryan Li- 
  Brandi, Jim Long, David McCulloch, Jim Musser, Bryan Nystul, Mike Nystul, Blaine Pardoe, Boy F. Peterson 
  Jr., Rick Raisley, Ben Rome, Jerry Stenson, Christoffer Trossen, Wm. John Wheeler.
  Playtesters/Proofers/Fact Checkers
  Matt Alexander, Sebastian Brocks, Rich Cencarik, Bill Derer, Brent “Moonsword” Ezell, Bruce Ford, 
  Eugen Fournes, Stephan Frabartolo, Joshua K. Franklin, William “MadCapellan” Gauthier, Keith Hann, 
  Jason Hansa, Térence Harris, John “Worktroll” Haward, Matt Heerdt, Johannes Heidler, Ross Hines,  
  Ken’ Horner, Daniel Isberner, Alex Kaempen, Stephen C. King, Chris Marti, Mike Miller, Jan Prowell,  
  Craig “Turboturtle” Reed, Luke Robertson, Andreas Rudolf, Eric Salzman, Chris Sheldon, Cameron Smith, 
  Lee Thoms, Mike Timbers, Drew Triebe, Øystein Tvedten, John Unchelenko, Elliotte Want, Chris Wheeler, 
  Matthew Wilsbacher, Andreas Zuber.
  Special Thanks
  Congratulations to Brian “ScrapYardArmory” for winning our IO Beta scenario contest with “The Battle 
  of Altais,” which we will publish in a future free IO supplemental PDF.
  Special thanks to all the players whose help and feedback on the BattleTech forums also helped make 
  it possible to polish its contents better while the deadlines loomed:
  abou, Acolyte, ActionButler, Alexander Knight, AmBeth, Arthinas, Atlas3060, atlask, Big D, 
  BirdofPrey, Black Omega, bluedragon7, bobthecoward, BrokenMnemonic, brother elf, CampaignAnon,  
  Charlie 6, ColBosch, Conquest7706, csentman, Cybra, cylentwolf, Daryk, Deadborder, Demos, Diplominator, 
  doulos05, Dukeroyal, EvilOverlordX, FedComGirl, Finster, General308, Giovanni Blasini, glitterboy2098, 
  Gus, Hammer, Hythos, Issamuel, james43a, Jayof9s, JerseyMekWorks, Kodiak, Kojak, Kommando, Kreedo, 
  Liam’s Ghost, LiaoScotsman, Lime2K, lordorm, Louie N, Maelwys, Maingunnery, Malleus001, Martius, 
  mbear, mchapman1970, megatrons2nd, mitchberthelson, monbvol, mordel, Nahuris, nckestrel, Nebfer, 
  Nerroth, Nightgaun7, nova_dew, Obvious, Peacemaker, pfarland, pheonixstorm, RedDevilCG, Revanche, 
  RotS fan, ScannerError, SCC, Scotty, ScrapYardArmory, seizurebot1011, Shin Yodama, sillybrit, SirFozzie, 
  skiltao, Smoke  Banshee, solmanian, soshi, StCptMara, Syzyx, Trace Coburn, Vandervecken, victor_shaw, 
  Weirdo, Woody, Wrangler, YingJanshi.
  …And a special thanks to Keith Hann, for sorting and collating all that feedback across multiple threads 
  on multiple forum threads and social media. Your hard work is always appreciated.
  Dedication
  To all the BattleTech fans that have kept the faith for so many years…thank you.
  To Ibis, for always supporting me while I followed my passions and did my “BattleTech thing.”
  ©2016 The Topps Company, Inc. All Rights Reserved. Interstellar Operations, Classic BattleTech, BattleTech, 
  ’Mech, BattleMech, MechWarrior and Topps logo are registered trademarks and/or trademarks of The Topps 
  Company, Inc. in the United States and/or other countries. No part of this work may be reproduced, stored in 
  a retrieval system, or transmitted in any form or by any means, without the prior permission in writing of the 
  Copyright Owner, nor be otherwise circulated in any form other than that in which it is published. Catalyst Game 
  Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Productions, LLC. 
  Printed in USA
  Published by Catalyst Game Labs,
  an imprint of InMediaRes Productions, LLC.
  PMB 202 303 91st Ave NE E502 
  Lake Stevens, WA 98258
  FIND US ONLINE:
   classicbattletech@catalystgamelabs.com
    
  (e-mail address for any BattleTech questions)
   http://bg.battletech.com/
    
  (official BattleTech web pages)
   http://www.CatalystGameLabs.com
    
  (Catalyst web pages)
   http://www.battlecorps.com/catalog
    
  (online ordering)
  CREDITS
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  
  The Total Warfare (TW) and TechManual (TM) rulebooks present the 
  core game and construction rules for BattleTech (BT), otherwise referred 
  to as the standard rules. These two volumes encompass eight core 
  unit types—several of which contain numerous subunit types—and 
  a host of weapons and rules, as well as covering many different game 
  situations. However, despite the breadth of play covered, many game 
  situations still fall outside those rules, not to mention a plethora of more 
  advanced equipment, as well as a few advanced units.
  ADVANCED RULES
  Beyond the standard rules, a legion of advanced rules exists, allowing 
  players to expand their games in any direction they desire.
  In an effort to bring these rules to players in the most logical form 
  possible, the advanced rules are contained in three “staging” core 
  rulebooks, each one staging up and building off of the previous rules 
  set. Additionally, each one focuses on a particular “in-universe time 
  frame” that will allow players to easily grasp where a given rulebook 
  will “plug into” their existing game play.
  TACTICAL OPERATIONS
  SitRep:
  Forces on-world.
  Conflict expected to last mere hours to achieve object.
  Tactical Operations (TO) is the is the first in the “staging” Advanced 
  Rulebooks. Its focus is during game play, and applies directly to a game 
  as it unfolds on a world in the BattleTech universe; its rules represent 
  hours in-universe, the time frame it takes for a single, moderate-sized 
  battle to play out on a gaming table.
  Building on Total Warfare and TechManual, Tactical Operations 
  conveys numerous advanced rules for movement and combat across 
  various units, while expanding core rules such as those for buildings, 
  and implementing a host of advanced terrain and weather rules. 
  Rules for the construction and use of advanced Support Vehicles are 
  presented, as well as advanced and prototype construction options 
  and weapons for use by almost every unit.
  STRATEGIC OPERATIONS
  SitRep:
  Forces in solar system.
  Beginning burn to planet.
  Conflict expected to last weeks to achieve object.
  Strategic Operations (SO) is the second “staging” Advanced Rulebook. 
  It stages a player up to the next logical area of play, focusing on “in a 
  solar system” and multi-game play; its rules represent weeks within 
  the BattleTech universe, the time frame needed for several battles to 
  conquer an entire solar system.
  Strategic Operations contains advanced movement and combat 
  operations emphasizing the importance of aerospace units, while 
  extensive rules cover combat drops of numerous troop types into any 
  situation. Linked scenarios and comprehensive maintenance, salvage, 
  repair and customization rules provide an easy format for players to turn 
  multiple games into an interconnected campaign to capture a target 
  system, where the support crew of technicians and doctors and their 
  skills can be just as important as any warrior. Complete game play and 
  construction rules for advanced aerospace units are also included. Finally, 
  a complete game system—BattleForce—allows players to use their 
  existing miniatures and mapsheets to play quick, fast-paced BattleTech 
  games, from small-scale skirmishes to large-scale planetary invasions.
  
  9
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INTRODUCTION
  INTERSTELLAR OPERATIONS
  SitRep:
  Forces marshaled.
  Flotillas assigned to target solar systems.
  Conflict expected to last months to achieve objects.
  Interstellar Operations (IO) is the rulebook you are holding in your 
  hands and final “staging” Advanced Rulebook. Players are staged up 
  to the final level of play, where they can assume the roles of a House 
  Lord or Clan Khan and dominate the galaxy; IO rules represent 
  months in the BattleTech universe, the time frame for conquering 
  numerous star systems.
  Interstellar Operations contains rules for the running of an entire 
  faction’s military as a player tries to conquer (or defend) numerous 
  solar systems. More importantly, the system contains rules that 
  allow players to stage any large-scale conflict back through the 
  various rule sets, as they desire—from BattleForce or Alpha Strike 
  as detailed in Strategic Operations, Alpha Strike and the Alpha Strike 
  Companion, all the way up to the simple, easy-to-use rules of 
  conflict at the largest scale. Players have complete flexibility for any 
  type of conflict in which they wish to engage.
  CHOOSE WHAT 
  YOU LIKE
  As previously noted, Interstellar Operations 
  encapsulates a myriad of advanced rules. In 
  effect, all the rules and weapons/equipment 
  in this volume are optional. This means you 
  can use as many or as few of the rules in this 
  book as you want. (In fact, this book contains 
  so many new rules that we recommend 
  you try them out a few at a time, rather 
  than attempting to use them all at once.) 
  Furthermore, most of the new rules and 
  equipment here can be added individually to 
  a standard game. You can add rules and pieces 
  of equipment to your game one at a time—
  most of the rules do not rely on other rules in 
  this book to work in existing BattleTech games. 
  This allows you to tailor your BattleTech game 
  to your taste by including only those rules that 
  you find make the game more interesting or 
  fun. Use whatever new rules and equipment 
  you want and disregard the rest. Given the 
  scope of the rules and the fact that they are 
  optional, all players in a group should read 
  through and agree to the use of any of these 
  rules and weapons/equipment.
  PLAYER ADJUDICATION
  An advanced-rules book for any game is, almost by definition, 
  more complex. In a game system with such a long and rich 
  heritage as BattleTech—this rulebook alone draws from dozens of 
  different sources across a large number of years—that complexity 
  is even greater. Developers and writers have gone to great effort 
  to make these rules as comprehensive as possible—not only from 
  one section to the next in this book, but in how such advanced 
  weapons and rules interact with the core game and construction 
  rules as presented in Total Warfare and TechManual. However, the 
  sheer scope of Interstellar Operations (as with Tactical Operation 
  and Strategic Operations) and the plethora of options provided 
  means that it is not possible to cover all potential situations. Once 
  this product reaches the players’ hands, they’ll envision scenarios 
  and create situations on a game board that never crossed the 
  minds of the developers or the legion of authors and playtesters 
  that thoroughly worked over this product.
  With that in mind, when players encounter situations not covered 
  in the rules as they integrate the contents of Interstellar Operations 
  into their playing group, they are encouraged to adjudicate each 
  situation appropriately; make up the rules that work for you. If in 
  the process a playing group runs into an argument, feel free to 
  let a die roll resolve any disputes so you can return to playing the 
  game and having fun.
  Finally, the forums on bg.battletech.com are an excellent 
  resource. Players can tap into a strong and vibrant online 
  community, tapping a wide selection of players for different ideas 
  on how best to adjudicate a particular situation.
  FICTION
  As described in Total Warfare and 
  TechManual, fiction plays a pivotal role in 
  bringing the BattleTech universe to life. 
  Whether “story fiction” that places readers 
  inside the heads of the characters in that 
  universe, or “sourcebook fiction” that places the 
  reader in the universe as though living among 
  those characters, both work hand-in-hand to 
  immerse players in this vibrant milieu.
  Total Warfare concentrated on story fiction, 
  while TechManual concentrated on sourcebook 
  fiction; Interstellar Operations follows the Total 
  Warfare format.
  FICTION VS. RULES
  It is important to remember that regard-
  less of the critical role fiction plays in immers-
  ing players in the BattleTech universe, such 
  fiction should never be construed as rules. 
  As with Total Warfare, TechManual, Tactical 
  Operations and Strategic Operations, to elimi-
  nate confusion about which sections are fic-
  tion and which are rules, the fiction sections 
  have a unique look, compared to the uniform 
  presentation of the various rules sections. 
  All fiction sections are italicized in the table  
  of contents.
  FICTION VS. ART
  Interstellar Operations follows the graphic design format 
  established by Total Warfare, TechManual Tactical Operations, 
  Strategic Operations and A Time of War, wedding art to the book’s 
  visual presentation in order to enhance the players’ experience. In 
  this case, the graphic presentation represents a computer from 
  ComStar’s Sandhurst Royal Military College.
  As with fiction, while art plays an important role in bringing the 
  BattleTech universe to life, it should never be construed as rules.
  
  GARAMONDIA
  BASALT
  TERRAN HEGEMONY
  12 APRIL 2445
  Dust, shaken loose by the near-constant artillery barrage, 
  drifted down to distort the hologram with scintillating bril-
  liance. The gray-haired man leaning forward over the holotable 
  grunted as it did so, thankful for the moment to close his eyes 
  while the holo reformed. He resisted the urge to reach up and 
  rub the bridge of his nose, but God knew the urge was a strong 
  one. The headache was more than a week old, constant as the 
  sun rises, and hard as the forward hull of one of the tanks dis-
  played in his holo.
  “Sir,” an aide said tentatively. The older man ignored him. 
  “General Marceneaux, sir,” he said.
  Marceneaux still ignored him. He opened his eyes as the holo 
  rastered back into clarity, showing him the dispositions of his 
  divisions and their combat brigades as if he were perched on a 
  cloud ten kilometers above the battlefield. The Titan view, the 
  staff called it, as if they were tall enough to stand astride the field 
  and see it like the gods of old Greece had watched from Olympus.
  Marceneaux sighed. Maybe if I close my eyes it’ll go away.
  “Sir,” the aide said, a bit more forcefully. Another artillery strike 
  pounded at the fortified roof of the bunker, but Marceneaux 
  ignored it as he had ignored all the rest. There’d be more dust to 
  clear from the holo lenses, of course, but there was nothing to be 
  done. The sky was raining high-explosives. Even the rocks wept 
  under that pounding.
  “All right, Bevan,” he said. “Let’s see what the Director-General’s 
  courier has to say.”
  “This way, sir,” the aide beckoned.
  It was a short walk out of the operations center to a small plan-
  ning room off the main causeway. Marceneaux frowned as he 
  looked down the long hall. The blast door at the end was open to 
  the outside, which made the idea of the bunker rather pointless. 
  All it would take was one gas round in the Fed artillery rotation 
  and they’d be bloated corpses. “Major,” he said, inclining his head 
  toward the open hatch before stepping into the room.
  “Mad Dog,” the man waiting within said, tipping a finger to 
  forehead in salute.
  Marceneaux stifled a curse. “Gabe.” He pulled out a stool and 
  sat down. “What’re you doing here? I’ve got a battle to win.”
  Gabriel Calhoun grinned. “Always the same, General,” he said. 
  “I’ve been sent with a special detachment to help you kick the 
  Feds off this world.”
  “I’m doing just fine, thanks,” Marceneaux said. “The Federated 
  Suns hasn’t produced the general yet that can pry my divisions 
  off this rock.”
  Calhoun’s grin widened to a knowing smile. “That’s the Mad 
  Dog Marceneaux I remember.” He held up his hands in mock sur-
  render. “I brought two things, General,” he said. “First, the news 
  that the Feds have slipped six more heavy divisions on-world, 
  mostly tanks and artillery. It’s a shock-corps, General.” Artillery 
  thundered again, the sound still strident even through meters of 
  compressed Basalt soil.
  Marceneaux’s keen mind instantly flashed back to recent intel-
  ligence reports, information the Hegemony had gathered about 
  Davion troop movements. He cupped his chin for a moment, 
  thinking about which units he’d move around if he were the 
  Fed commander.
  “Sixth Terran March Corps,” Marceneaux said after a moment. 
  Jason Schmetzer
  
  “No one else is close enough.”
  Calhoun inclined his head. “That’s our estimate.”
  “Hm.” Marceneaux waited. “What’s the second thing you 
  brought me?”
  Calhoun smiled.
  sts
  “I have a target tank,” Grady called, “One o’clock, twelve 
  hundred meters.”
  Sergeant Brian Leon kicked the turret traverse and brought 
  the big main gun around. The heavy turret slewed quickly 
  on its bearings even as Brian bounced a laser rangefinder 
  off the selected target and the barrel elevated slightly to 
  the correct position as the azimuth came down.
  “Target,” Brian said a half-second later as the targeting 
  pipper in his gun sight came to rest on the Davy tank.
  “Shoot!” Grady ordered. The tank commander’s voice was 
  loud enough to hear even over the cacophony of battle 
  raging through the tank’s interior. The dampened hel-
  mets canceled most of the noise, but strong tones still 
  got through, and Grady’s rage was strong enough. 
  “Shoot,” Brian whispered, and squeezed the 
  firing trip.
  The entire turret shook with recoil as the 150mm 
  automatic cannon belched a three-round burst in 
  quick succession, before the autoloader kicked 
  the empty shells out of the cassette-maga-
  zine and reloaded in the space of four sec-
  onds. Brian ignored the painful throb-
  bing in his forehead as he held 
  his head to the gunsight. He 
  was rewarded with the sight 
  of his shells tracking straight 
  and true, pounding through 
  the last of the Fed main battle 
  tank’s forward armor glacis and blasting its turret 
  into the sky.
  “Splash!” Grady screamed. “Take that, you 
  sons of bitches!”
  “Almost to the nav, TC,” the driver, 
  Pesco, reported.
  “Hold there,” Grady said. “Let’s see who 
  else made it.”
  Not many, Brian thought to himself. He 
  took a moment to run his guns through 
  a self-diagnostic. The rear-mounted 
  missile rack was still dead-lined, 
  the victim of a Fed infantry 
  ambush. The forward machine 
  guns were still operable, 
  although the forward-port 
  gun was only half-travers-
  ing with shells jammed in 
  the mechanism.
  “Grady,” Brian said after 
  the check completed, “do 
  I have time to unbutton 
  and clear the forward-
  port gun?”
  
  “Hold on that,” Grady said. “I’ve got radar contacts in the smoke.”
  Brian clenched his jaw and held in a curse. He swung the big 
  turret around and reloaded the gun, even though the ready-
  magazine was only half-loaded from the larder in the base of the 
  tank’s hull.
  The rest of the brigade was scattered to hell and gone. They’d 
  been placed out on the far left of the Hegemony positions, on the 
  flank, away from where the S-2 thought the main Fed push would 
  come. Of course, the -2 had been wrong, but at least he’d been a 
  man about it and come out in a track to help hold the flank. He’d 
  bought it in the initial rush, but at least he wouldn’t have to face 
  Mad Dog Marceneaux and say he’d guessed wrong.
  And now there were fresh—and heavy—Davy troops, tanks 
  and infantry both, moving forward. Brian’s brigade had dwindled 
  to a regiment and then a battalion. Grady was running what was 
  left of their platoon, four tanks out of nine.
  “Targets?” Brian asked. He tracked the turret back and forth, 
  keeping the bearings warm.
  “Course?” Pesco asked. The driver had the engine idled but 
  ready, but Grady didn’t give him any coordinates.
  “Wait,” Grady said. His voice was flat over the interphone, cold, 
  but still carried a hint of tension. The same tension he’d had all 
  week, when the first Davy thrust had come at their flank and Mad 
  Dog’s daring plan was shot to hell.
  I just want to see Mirach again, Brian told himself.
  “Target tank, ten o’clock,” Grady snapped. “ID?”
  “Tracking,” Brian said. He slewed the turret around, waiting for 
  the battle computer to acquire the target. A big return glanced 
  off on the radar screen, and the MAD screamed for attention. 
  Brian squinted, saw the squat shape of a main battle tank. The 
  turret… look at the turret… shit. “It’s a flat-top!”
  “Shoot!”
  The cannon roared, whipping through the three-round cas-
  sette in three seconds, each chamber of the giant revolver action 
  spinning to align its shell with the barrel before the hammer 
  came down. Burnt propellant gas filled the turret again, burn-
  ing unnoticed in Brian’s nostrils. He watched his gunsight, head 
  aching, hands steady, repeating the motions he’d been repeat-
  ing for six and half days. Squeeze, watch the sword-and-sunburst 
  erase from the target.
  Do it again.
  More flat-turrets crowded around the corpse of the lead Fed 
  tank, and the hull of Brian’s tank began to ring with the impacts 
  of lighter-caliber Fed cannons even as Grady’s screams pushed 
  Pesco into motion. The tank lurched backward, running toward 
  the electronic nav that designated the final brigade RV point.
  There wasn’t anywhere to run to after that.
  sts
  Marceneaux threw open the door of the planning room and 
  stormed the few short steps back to the operations center. 
  One of the officers there, Colonel Petit, handed him a pad. 
  Marcenaeux squinted at the little screen long enough to read 
  the information displayed and then flung the small electronic 
  device across the room.
  “Show me,” he commanded, waving at the holotable. He glared 
  through the still-meshing images as Calhoun followed him into 
  the room, arms folded and not speaking. He cradled a small com-
  municator in his hand but did nothing more than fiddle with the 
  volume control as he watched the holo form.
  “Ninth Armored Cav is off the map,” Petit said. “Last reports had 
  their CPs overrun. No word yet about ransoms or capture. There’s 
  about two battalions of troops still moving, but it’s only a matter 
  of time until they get swept up. This new division’s coming on 
  strong and fresh, General.”
  Marceneaux looked at the holo, then over his shoulder at 
  Calhoun. “Support?” he asked Petit, without looking away 
  from Calhoun.
  “Nothing, sir,” Petit said, softly. “I’ve got a brigade forming from 
  the other flank, but by the time they cross the field they’d have to 
  go right into the defense. Those boys and girls are on their own.” 
  Marceneaux snarled a curse, but a soft one, directed at the holo. 
  Petit was a good officer; he felt as helpless as Marceneaux did, 
  losing good soldiers because of a mistake. Marceneaux’s mistake. 
  He should have placed more strength on the flank.
  And then they would have just come on the other side, or right 
  down the middle, you old fool, his mind told him. He looked at the 
  holo, his mind racing. There’s nothing else. “Calhoun.”
  “Mad Dog,” Calhoun said, not moving.
  “Can you get there in time?”
  “We’re at the LZ, sir… it’s on that flank.”
  “Can you save my people, Gabe?” Marceneaux looked up, away 
  from the holo and the slaughter it showed. “Can you get them out?”
  Calhoun straightened, coming off the wall and drawing himself 
  to attention. He was indoors, so he didn’t salute, but Marceneaux 
  saw his fingers twitch nonetheless. “You tell ‘em to hold, General,” 
  he said. “I’ll do my best.”
  Marceneaux nodded. “Go.” He didn’t watch Calhoun leave, , 
  but instead spun and pointed at the officer on the communica-
  tions board. “Son, you get me on that battalion frequency so I can 
  tell those boys they’re not alone.” He smacked the edge of the 
  holotable hard enough to reset the image. “And by your hope of 
  salvation you do it quick.”
  sts
  “Shoot!” Brian screamed, and kept screaming as the cannon 
  cycled hellfire downrange, blowing the turret from the Davion 
  scout vehicle that had been edging forward to paint them 
  for artillery fire. The light armor couldn’t resist the heavy fire 
  and the tank ignited. Pesco didn’t wait for the order. The tank 
  snarled into reverse, back toward the RV and the half-troop of 
  tanks clustered there.
  “I don’t care if you are an officer, you pig-shit asshole,” Grady 
  screamed into the microphone. “We stay up here and we’re dead. 
  There’s no one else coming and we have to get back now!” Brian 
  looked away from the sight long enough to look back at Grady, 
  but the TC seemed just angry as hell, not manic. He didn’t hear 
  the reply, but from the way Grady’s eyes bulged in their sockets, 
  he figured the rear-echelon butter-bar who’d showed up to “con-
  solidate” their position was arguing.
  “Then you stay and die,” Grady said, cold and nearly as silent 
  as death. “Me and my boys, we’re living to fight another day. The 
  Mad Dog won’t let these bastards keep this up, and I want to be 
  there to kick in their teeth.”
  
  Brian shivered despite the ravenous heat of the tank’s inte-
  rior. Between the big diesel driving the tank and the cannon’s 
  breech sitting just over his head, it had to be well over fifty 
  degrees Celcius. 
  “Pesco,” Grady said on the interphone, “when we get to the 
  laager, you just drive on through. Thems that’s going to follow us 
  will.” Brian felt a tap on his shoulder and looked back. Grady was 
  leaning forward, one hand cupped over his headset mike. “Brian, 
  that bastard so much as paints us you stick it in good, you hear?”
  “TC?”
  “There’ll be a gun-track with a REMF in it, trying to push us for-
  ward.” Grady’s eyes were rock-hard, red-tinged from propellant 
  exhaust, but firm. “He tries to stop us, you do him good. I’m not 
  dying to earn supply prick his I-got-shot-at medal.”
  Brian swallowed and turned back around. A squeal of static 
  burst from the radio an instant before a gravelly familiar 
  voice erupted.
  “Listen up, troopers,” General Marceneaux said. “I know you’re 
  hurt and you’re running. I know they’re coming, thick as grass 
  and tight as crabs.” The General’s voice was strong, harsh, and 
  caustic—just like always. Brian felt himself straighten a bit in his 
  seat, as if the Mad Dog was walking by on review.
  “I’m not going to say hold the line, boys,” he said. “But you hold 
  that zone. Keep moving, keep shooting, and keep those bastards 
  where they are. Help is on the way.”
  “We’re dead,” Pesco whispered, loud enough for the inter-
  phone to pick up. “He just killed us.”
  “You boys know me,” Marceneaux said. “If I was leaving you 
  out to dry, I’d say so. Hell’s own chariot is coming for those Fed 
  bastards. You just hold, and keep alive.” There was a moment 
  of silence, as if the General had something else to say but 
  couldn’t. Brian swallowed again, imagining the expression of 
  the officer’s face.
  “Mad Dog, out,” he finally said, and then cut to static.
  “We’re dead,” Pesco said again.
  “Driver, shift oblique,” Grady ordered.
  “What the hell?” Pesco said. “Two seconds ago you were run-
  ning for the hills.”
  “If the Mad Dog says help is coming, then help is coming,” 
  Grady said. “Now drive.” 
  The tank bent around to the left, but Pesco didn’t stop talking. 
  “That’s all well and good, TC, but you can read the tac screen 
  as well as I can.” Brian glanced at the screen, but the symbols 
  showing the rest of the division—what was left of it—appeared 
  unchanged. “There ain’t nobody near us.”
  “You just drive,” Grady said. “Brian, you just shoot. Everything 
  else, we leave up to the Mad Dog. That’s what he does, and across 
  twenty years and more worlds than that, he’s never left a man to 
  die without telling him first.”
  Alarms began to ping as their course took them back into con-
  tact with the advancing Fed troops. Brian traversed the turret left, 
  bringing the cannon to bear along the likely axis of threat. Heavy 
  pings began to sound as Fed targeting systems painted the hull 
  with fire-control radars. There was even a millimeter-wave warn-
  ing for inbound artillery. 
  “Just drive,” Brian whispered, and held on for the next six minutes.
  “Target tank, four o’clock,” Grady finally said. “Command track.”
  Brian looked, found the clustered antennas. “Target.” He 
  brought the barrel around a bit, leading the hard-charging 
  tank. More flat-topped tanks wallowed in the low battlefield fog 
  behind it, and the paired light-cannon barrels on the turret nosed 
  left and right, sniffing for Hegemony targets.
  “Shoot,” Grady said. Brian squeezed his triggers as soon as he 
  heard the “sh” in Grady’s voice, and the cannon hammered a tre-
  ble-salute at the Fed officer’s tank. The cannon powered through 
  its cassette and then clamored empty.
  “We’re Winchester on the main gun,” Brian screamed.
  “Pesco!” Grady shouted. “Reverse!”
  “Crunchies!” came a call on the platoon freq. Brian let go of 
  the main gun controls and switched the forward machine guns 
  to his main display. If there was Fed infantry out there with man-
  portable missiles, the miniguns were his only hope.
  “Where am I going?” Pesco asked.
  “Back!” Grady said. “Until we find an ammo bunny or we’re dead.”
  Brian searched the smoke, watching for the small shapes of Fed 
  infantrymen. He saw several tanks, but didn’t bother to engage. 
  The light slugs from his machine gun wouldn’t harm the heavy 
  armor of the Fed tanks and he didn’t want to draw attention to 
  them on the off chance the Fed gunners had other things to 
  shoot at. There were a lot of them, though.
  “I think we’re getting overrun, TC,” Brian said.
  “Yeah,” Grady grunted.
  “We’re dead,” Pesco said.
  “Keep moving,” Grady said. “We have to—shit!”
  A Fed tank lurched out of the foggy lowlands, its turret already 
  tracking toward them. Brian cranked the minigun around and 
  ripped a long burst of fire into the tank’s front glacis, trying to 
  distract the gunner. Pesco was sobbing—the tank jerked with 
  erratic movements, a legacy of the driver’s shaking hands. Brian 
  let off the triggers and sat back. Soon he’d be able to rest.
  “Damn it,” Grady whispered, the interphone faithfully transmit-
  ting his words. The Fed tank’s long gun swiveled, and stopped… 
  pointed straight at the Hegemony tank. Brian looked through the 
  sight, wondering if he’d have time to see the shell coming. He’d 
  often wondered if his own targets could.
  A massive foot crushed the sixty-ton Fed tank to paste, 
  twisting as it did so to grind the Fed beneath its heel. It was 
  attached to a foot, which went to a leg and up to a torso. Brian 
  dialed the gun sight up, trying to get a view. A fat-bodied 
  torso appeared, then erupted with blue-white lightning. Brian 
  blinked, suddenly aware that he was screaming. The massive 
  machine lifted its foot and moved past them, still firing. It was 
  quiet in the tank.
  “Mad Dog wasn’t kidding,” Pesco finally said, a sense of wonder 
  evident in his voice. “What was that?”
  No one answered.
  
  The BattleTech universe is a living, vibrant entity that grows 
  each year as more sourcebooks and fiction are published. 
  In this dynamic universe, the setting and characters evolve 
  over time within a highly detailed continuity framework, 
  bringing both to life in a way that a static game universe  
  cannot match.
  But this same dynamic energy that makes BattleTech so 
  compelling can also make it confusing for newer players, with 
  so many sourcebooks published over the years. As even these 
  core rulebooks have demonstrated, the BattleTech universe, 
  its technology, and the game rules that go along with them 
  constantly evolve. For this reason, players might need to know 
  when a particular sourcebook is set within the BattleTech timeline 
  in order to use its material to best effect.
  To help quickly and easily convey the BattleTech timeline—
  and to allow players to easily “plug in” to a given sourcebook—
  the history of BattleTech is presently divided into six major eras, 
  described below.
  Sub-Eras: In an effort to keep the number of eras to a minimum, 
  only six era names/icons are used in print/PDF books. In reality, 
  however, the Star League, Succession Wars and Dark Age cover 
  hundreds of years, as opposed to the mere dozens or less covered 
  by the Clan Invasion, Civil War and Jihad eras. As such, for these 
  longer Eras, Sub-Eras are included.
   
  Star League Era  
  (2300-2780)
  The Star League era is the earliest playable part of the BattleTech 
  history using the rules found here, and includes the Age of War 
  and Age of the Star League sub-eras. Before this point, conflict 
  was much more sporadic and unpredictable, and the majority of 
  the in-universe equipment and the game rules featured in our 
  sourcebooks to date simply do not apply. The pre-Age of War 
  period is often referred to as the time of early spaceflight.
  SUB-ERA: AGE OF WAR (2300-2570)
  The sub-era of the Age of War is the earliest playable period 
  of BattleTech history, and covers the period when, after waves of 
  interstellar colonization and a subsequent rebellion among the 
  far-flung colonies, the Terran Alliance—the government of the 
  then-unified human race—withdrew from these outer worlds, 
  and eventually collapsed. 
  In the decades that followed, the Alliance would reorganize 
  itself as the Terran Hegemony, and various interstellar alliances 
  rose that would become the great states of the Inner Sphere. As 
  these realms expanded and encountered one another, a period of 
  unbridled conflicts erupted known as the Age of War.
  DK 
  JJ
  Beneath the gaze of a patrolling Bombardier BattleMech, infantry scours battle-ravaged streets.
  
  15
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  CLAN SUB-ERAS (2800-3049)
  As the Inner Sphere slid inexorably toward war, the leader 
  of the Star League Defense Force, General Aleksandr Kerensky, 
  led the majority of the surviving SLDF into exile on a cluster 
  of worlds far from the Inner Sphere. There, under the initial 
  leadership of Kerensky’s son, Nicholas, the self-styled Star 
  League in Exile formed the Clans, a rigid, caste-driven society 
  that shed its Inner Sphere roots and embraced a warrior-
  dominant culture where “might makes right”, and where 
  conflict is ritualized to avoid waste. The practice of ritualized 
  warfare kept the Clans’ Star League-era technology from 
  backsliding, and allowed them to hone their battlefield edge 
  for the day they would eventually return to the Inner Sphere.
  While they correspond to the same years as the Inner 
  Sphere’s Succession Wars, the Clan Sub-Eras only apply to 
  the events in Clan space because of their distance apart. As a 
  result, technologies developed in Clan space cannot be used 
  in the Inner Sphere (and vice versa) during the Succession 
  Wars era of play. 
  For Clan-based campaigns set in this period, the sub-eras 
  are broken into the Founding Years (from 2800 to 2840), and 
  the Golden Years (from 2841 to 3049). 
  Clan Sub-Era: The Founding Years (2800-2840)
  The Founding Years covers the period when the Star League 
  in Exile collapsed and reformed as the Clans. This period saw 
  the transition from Inner Sphere-style total warfare to the 
  dueling practice of zellbrigen, while technology transitioned 
  from the peak of Star League capabilities to the beginnings of 
  the modern Clan standard.
  Clan Sub-Era: The Golden Years (2841-3049)
  The Golden Years in Clan space saw the continued 
  refinement of technologies, and ever-more ritualized warfare 
  between the surviving elements of Nicholas Kerensky’s new 
  society. It also saw a gradual political evolution away from the 
  isolationism of the early years, which would eventually lead to 
  the invasion of the Inner Sphere.
  Clan Invasion Era 
  (3050-3061)
  In 3050, mysterious invading forces struck the coreward 
  regions of the Inner Sphere. The invaders, called the Clans, 
  possessed technology and warriors vastly superior to those 
  of the Great Houses, and swiftly overran a large swath of 
  worlds. The collective realms and major powers of the Inner 
  Sphere united to slow and, eventually, stop the initial Clan 
  invasion, going so far as to create a Second Star League to 
  that end.
  The Clan Invasion, though brief, saw some of the biggest 
  upheavals in the Inner Sphere. The efforts to counter superior 
  Clan equipment accelerated the technological renaissance 
  started in the final decades of the Succession Wars. 
  Meanwhile, the major powers of the Inner Sphere underwent 
  numerous political shifts, including the break-up of the 
  SUB-ERA: AGE OF THE STAR LEAGUE (2571-2780)
  The period known as the Star League Era technically 
  began when Ian Cameron, ruler of the Terran Hegemony, 
  concluded decades of tireless effort with the creation of 
  the Star League, a political and military alliance between 
  the Hegemony and all of the other great realms in the 
  Inner Sphere. Immediately thereafter, the Star League’s 
  armed forces launched the Reunification War, forcing the 
  Periphery realms to join. 
  For the next two centuries, most of humanity experienced 
  an economic and technological golden age across the 
  thousand light-years of human-occupied space. This age 
  also saw the creation of the most powerful military in human 
  history: the Star League Defense Force.
  Succession Wars  
  Era (2781-3049)
  In 2766, First Lord Richard Cameron and his entire family 
  were killed during a coup launched by Stefan Amaris of the Rim 
  Worlds Republic. Following the thirteen-year war to unseat 
  him, the rulers of each of the five Great Houses disbanded the 
  Star League. After General Aleksandr Kerensky departed with 
  eighty percent of the Star League Defense Force, vanishing 
  beyond known space, the Inner Sphere collapsed into 
  centuries of warfare known as the Succession Wars. During 
  the centuries-long period of war, the Inner Sphere suffered a 
  massive loss of technology across most of its worlds, while the 
  self-exiled followers of Kerensky went on to become the Clans.
  SUB-ERA: EARLY SUCCESSION WARS (2781-2900)
  With Kerensky out of the way, the rulers of the five Great 
  Houses each declared themselves the true heirs to the Star 
  League, igniting the Succession Wars. During these early 
  conflicts, the battles were large and bloody, as the Inner 
  Sphere realms had large armies, and were quick to resort 
  to the use of WarShips and weapons of mass destruction 
  to achieve their victories. The widespread use of such 
  scorched-earth and total war strategies fast eroded the 
  greatest advances of the Star League’s golden years 
  and destroyed whole worlds before the various factions 
  brought the rampant destruction under control. 
  Encompasses the First and Second Succession Wars.
  SUB-ERA: LATE SUCCESSION WARS (2901-3049)
  The Third Succession War in the Inner Sphere saw most 
  armies reduced to defensive forces and most fighting reduced 
  to sporadic raids and limited campaigns. Though devastation 
  was less widespread as various technologies and assets became 
  sacrosanct, the limited warfare of this period perpetuated the 
  stalemate that had persisted since the fall of the Star League, 
  until the formation of the Federated Commonwealth alliance, 
  and the recovery of the Helm Data Core—both of which took 
  place in the late 3020s—threatened to upset this status quo.
  The Fourth Succession War and the War of 3039 also took 
  place in this Era.
  
  SUB-ERAS 
  In the Inner Sphere, the Jihad era is a single, massive event that 
  left no realm or faction untouched, and thus is not divided into 
  sub-eras. 
  Among the Clans, this period is dominated almost equally by 
  a fratricidal conflict known as the Wars of Reaving, and so these 
  years are known to the Clans equally as the Jihad era and the 
  Wars of Reaving era. Thus, once again, there are no sub-eras for 
  this period. However, the aftermath of the Wars of Reaving leave 
  the Clans forever sundered, and henceforth, the Clans in the Inner 
  Sphere (the Invader Clans) will be tied to the Inner Sphere eras, 
  while the Homeworld Clans return to a state of isolationism.
  The Dark Age Era  
  (3086-3150)
  Under the guidance of Devlin Stone, a newcomer to the 
  interstellar stage and Sphere-wide hero of the Jihad, the Republic 
  of the Sphere was born at the heart of the Inner Sphere, amid 
  the ruins of the Word of Blake Protectorate. Backed by some—
  but not all—of the neighboring powers who allied themselves 
  with Stone’s coalition, the Republic’s birth ushered in one of the 
  most extensive periods of peace since the original Star League. 
  The various realms of the Inner Sphere embraced disarmament 
  (to one degree or another), and the massive BattleMech armies 
  of the Succession Wars declined, even as technology improved 
  across the board. 
  The peace lasted until 3132, when unknown agents brought 
  eighty percent of the interstellar communications network 
  crashing down, throwing the universe into chaos. Fueled by 
  paranoia and long-restrained opportunism, the various states 
  began rebuilding their armies while fighting erupted almost 
  immediately on every front.
  SUB-ERA: THE REPUBLIC AGE (3086-3130)
  The early part of the Dark Age is better known to the denizens 
  of the universe as the Age of the Republic (or the Republic Age), 
  because of the powerful influence of the newborn Republic of the 
  Sphere. In this period, few major wars erupted, while most post-
  Jihad militaries downsized. Even among the Clan powers, this was 
  a time of relative peace, and one in which the technological divide 
  between Clan and Inner Sphere gradually began to fade away.
  SUB-ERA: LATE DARK AGE (3131-3150)
  The later Dark Age years are the period that actually deserves 
  the name “Dark Age.” Though it effectively begins a year before 
  the interstellar communications breakdown, this time followed 
  Devlin Stone’s retirement from the leadership of the Republic and 
  his mysterious disappearance amid a resurgence of rising social 
  tensions. With the collapse of faster-than-light communications, 
  people across the Inner Sphere feared the worst and quickly 
  armed themselves after decades of peace, anticipating a wave 
  of wars that steadily escalated until the Republic itself was 
  consumed in the onslaught.
  Federated Commonwealth, the ComStar Schism, the formation 
  of the Second Star League, and the resurgence of the Capellan 
  Confederation and its Trinity Alliance.
  SUB-ERAS 
  For all the transitions and developments that took place 
  throughout, the Clan Invasion was such a brief period that it has 
  no sub-eras to speak of. It also represented an effective reunion 
  of the Clan and Inner Sphere Eras after the time of the Succession 
  Wars, so there is no separate Clan era for this time period as such. 
  Civil War Era  
  (3062-3067)
  In a final effort to defeat the Clan threat, the Second Star 
  League singled out and destroyed Clan Smoke Jaguar and waged 
  war in the Clan Homeworlds themselves. While the campaign 
  successfully ended the invasion, internal conflicts throughout 
  the Inner Sphere erupted almost as soon as that external threat 
  was neutralized. House Liao’s Capellan Confederation conquered 
  its former Commonality, the St. Ives Compact, and a rebellion of 
  military units within the Draconis Combine sparked a war with 
  House Kurita’s powerful border enemy, Clan Ghost Bear. Amid 
  all of this, the divided realms of the once-powerful Federated 
  Commonwealth finally collapsed into five long years of bitter 
  civil war that stretched from one end of the Inner Sphere to  
  the other.
  SUB-ERAS 
  As with the Clan Invasion, the Civil War era covers too brief 
  a period to have any sub-eras to speak of. Among the Clans, it 
  differs so little from the Invasion Era that this period is simply 
  known among the Clans as the Late Invasion Era.
  Jihad Era  
  (3068-3085)
  Mere months after the end of the Federated Commonwealth 
  Civil War, the leaders of the Great Houses met once more under the 
  auspices of the Second Star League to elect a new First Lord and 
  induct new member powers to the alliance. Instead, due to the 
  trials and costs of the Civil War years, several members declared 
  the Second League a failure, and disbanded the organization. 
  Incensed, the pseudo-religious Word of Blake—a splinter group 
  of ComStar, and controllers of half the Inner Sphere’s interstellar 
  communications—launched a wave of reprisals. Though it 
  initially hoped to force the Houses to reconvene the League, the 
  Word’s campaign swiftly devolved into a war of punishment that 
  came to be known as the Jihad. This interstellar war ultimately pit 
  every faction against each other and even against themselves, 
  while weapons of mass destruction saw use for the first time in 
  centuries and frightening new technologies were unleashed.
  
  17
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STAR LEAGUE ERA
  The following describes the factions, unit types, and other 
  game-affecting data that should be used when playing 
  scenarios and campaigns set in the Star League Era.
  The Age of War Sub-Era (2300-2570)
  The Age of War, which predated the Star League and saw 
  the rise of the Great Houses in size and power, was also 
  the dawn of the BattleMech age. At the start of this era, 
  ’Mechs did not exist, and conventional armies waged war 
  using tanks, infantry, and aerospace fighters. The Terran 
  Hegemony’s debut of the Mackie changed all that, bringing 
  about a revolution in tactics, but it would take decades 
  before these machines became a common sight on  
  the battlefield.
  The savagery of the Age of War also saw numerous atrocities 
  committed, up to and including the use of weapons of mass 
  destruction and the massacre of civilians. This eventually led 
  to the creation of the Ares Conventions, which defined the 
  rules for “civilized warfare” that most realms would adopt 
  (and continue to cite for centuries to come, even when the 
  Conventions lost their legal weight). 
  Factions Available: The Age of War Sub-Era section of 
  the Star League Era Factions List (see p. 18) defines which 
  militarily significant realms are available for play during this 
  era. (Although many smaller powers and independent worlds 
  also existed at this point, most were so minor and/or lacking 
  in military strength that they did not affect the grand setting 
  in any meaningful way.)
  Faction names given in bold text indicate major powers, 
  while names in italics indicate factions that ultimately merged 
  into larger states. (Factions that united with a larger power 
  appear as a list below the realm they merged into.) Factions 
  which are neither bold nor italicized are minor powers that 
  were never absorbed into larger states.
  Unit Types: All factions involved in the Age of War sub-
  era possessed access to conventional infantry, support 
  vehicles, aerospace fighters, small craft, and JumpShips. 
  IndustrialMechs and BattleMechs emerged in this period, as 
  did modern forms of combat vehicles, conventional fighters, 
  DropShips and WarShips. 
  Battle armor (beyond exoskeletons) and ProtoMechs did 
  not exist in this period, nor did the modular technologies 
  that enabled the creation of OmniMechs, OmniFighters, and 
  OmniVehicles.
  Technology Base: The Clans did not exist in the Age of 
  War, and so nothing may be produced for this era using a Clan 
  technology base.
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, 
  restrict all options to units with an introduction date of 
  2570 or earlier. When constructing units for scenarios set in 
  this era, the same limits apply to all equipment selections, 
  including core components such as chassis types, armor, and 
  the like. 
  Special Equipment: Finally, of the alternate era-based 
  units and equipment featured in the next chapter (see pp. 
  64-183), players creating forces for this era should note that 
  CLAN SUB-ERA: THE POST-REAVING (3086-3150)
  As of this writing, little is known about the state of the 
  post-Wars of Reaving Clans still in the Homeworlds. Having 
  once again embraced a policy of isolationism, defended by 
  both their own agencies and those of the coreward invader 
  Clan factions, details or communications between the 
  Homeworlds and the Inner Sphere are so sparse as to be 
  nearly non-existent. The last reported developments widely 
  known included the conquest of a few minor Deep Periphery 
  realms near the Homeworlds, creating an equally reclusive 
  new faction known as the Escorpión Imperio. 
  General Era Rules 
  Expansions
  Almost without exception, all of the material found in the 
  core rulebook line assumes that the players are working with 
  units and technologies available from the Late Succession War 
  period through the Jihad. The rules in this chapter broaden 
  this range of historical options to any point in BattleTech 
  history from 2300 to 3150.
  Designed to work in concert with the data found in 
  TechManual, Tactical Operations, and Strategic Operations, these 
  rules provide a comprehensive account of what unit types, 
  items, and/or special rules may be employed and applied by 
  the forces used in any era-based BattleTech scenario. 
  BattleTech Pre-History: Prior to 2300, the various factions, 
  technologies, and unit types upon which the BattleTech 
  setting is based had yet to emerge in a fashion coherently 
  recognized by the game rules presented to date. At this point, 
  the first waves of human settlements in interstellar space 
  were still struggling to establish themselves and become self-
  sufficient enough to sustain their own economies or armies. 
  For this reason, the era expansions presented in this chapter 
  will not dwell on this “pre-historic” period.
  Random 
  Assignment 
  Tables: 
  Providing 
  complete 
  Random Assignment Tables for all eras of play would simply 
  take up far too many pages, and still fail to fully define the 
  technical capabilities of those eras. Thus, such tables are 
  not provided in this book. Players are encouraged to make 
  use of our official Master Unit List on-line database (see  
  www.MasterUnitList.info) to search for and select appropriate 
  units for era-driven scenarios. The MUL is free to use and 
  constantly updated with each new sourcebook release to 
  ensure that it possesses the most up-to-date specs and 
  reference sources for all official BattleTech units.
  Unit and Equipment Restrictions by Date: Under the 
  following eras, players will be given date restrictions for 
  selecting units for a scenario set in a given period. Players who 
  wish to be even more “canon-accurate” in their games may 
  take this farther, using the Universal Technology Advancement 
  Table (see pp. 35-63) to identify any weapons and equipment 
  that may be unavailable to the specific year or years in which 
  their scenario or campaign is set. The Master Unit List may also 
  be used to identify the years in which a given unit is available 
  for play.
  
  the Age of War saw the introduction (and use) of the following 
  era-unique items:
   • Primitive units (see Primitive Units and RetroTech, pp. 120-131)
   • Early prototype weapons (see Primitive Prototype Equipment, 
  pp. 117-120)
   • Pre-Star League prototype equipment (see Advanced 
  Prototype Systems, pp. 70-73)
   • Weapons of mass destruction (see Weapons of Mass 
  Destruction, pp. 166-168)
  Age of the Star League Sub-Era (2571-2780)
  Finally weary of wars without end, the Great Houses united 
  under the Star League, ushering in a Golden Age of technology, 
  relative peace—and hidden feuds. House Cameron, stewards of 
  the Terran Hegemony and “first among equals,” held a distinct 
  edge in military technology over the other League members, with 
  better weapons, armor, and engineering making everything from 
  their tanks and fighters to their BattleMechs and WarShips easily 
  superior to those of their erstwhile allies. Even this edge, however, 
  could not overcome the ambitions and rivalries that would tear 
  down mankind’s greatest experiment in its prime.
  Factions Available: The Age of the Star League Sub-Era section 
  of the Star League Era Factions List (at left) defines which militarily 
  significant realms are available for play during this era. Faction 
  names given in bold text indicate major powers, while names in 
  italics indicate factions that ultimately merged into larger states. 
  (Factions that united with a larger power appear as a list below 
  the realm they merged into.) 
  Unique to this period is the fact that all of the various realms, 
  worlds, and minor powers of human-occupied space technically 
  operated as members of the Star League, leaving no minor 
  factions in play beyond the League boundaries. Even so, none of 
  the major realms in the Inner Sphere or Periphery ever truly lost 
  their original identities as independent states. Thus, while all of 
  the various factions were united under the Star League, none are 
  considered to have fully merged into it, so all continued to exist as 
  separate, militarily significant powers.
  Unit Types: All factions involved in the Age of the Star League 
  sub-era possessed access to conventional infantry, combat 
  vehicles, support vehicles, conventional and aerospace fighters, 
  IndustrialMechs, BattleMechs, small craft, DropShips, JumpShips, 
  WarShips, space stations, and Mobile Structures. 
  The Star League age also brought the development of the 
  Castles Brian, super-reinforced fortresses that used capital 
  damage scaling, were often built into mountains or underground, 
  and which occasionally featured enough firepower to threaten 
  even an orbiting WarShip. Rules for Castles Brian can be found 
  in the Advanced Buildings chapter of Tactical Operations (see pp. 
  114-143, TO).
  Battle armor (beyond exoskeletons) and ProtoMechs did not 
  exist in this period, though the Star League itself did experiment 
  with PA(L)-class battlesuits, progenitors to modern battle armor, 
  towards the end of this period.
  Modular technologies—as found in OmniMechs, OmniFighters, 
  and OmniVehicles—also do not exist during this period.
  Technology Base: The Clans did not exist in the Age of the Star 
  League, and so nothing may be produced for this era using a Clan 
  technology base.
  STAR LEAGUE ERA FACTIONS LIST
  Age of War Sub-Era (2300-2570)
  Capellan Confederation
  2367-2570
  Capellan Hegemony/Commonality
  2270-2366
  Tikonov Union/ Tikonov Grand Union*
  2177-2366
  Sarna Supremacy
  2175-2366
  St. Ives Mercantile Association
  2245-2366
  Sian Commonwealth
  ca. 2260-2366
  Duchy of Liao
  2315-2366
  Draconis Combine
  2319-2570
  Alliance of Galedon
  2302-2319
  Azami Caliphate
  ca. 2450-2516
  Principality of Rasalhague
  2260-2510
  Federated Suns
  2317-2570
  Marlette Association
  2278-2324
  Muskegon Coalition
  2163-2317
  United Hindu Collective
  ca. 2240-2540
  Free Worlds League
  2271-2570
  Marik Republic
  2238-2271
  Federation of Oriente
  2241-2271
  Regulan Principality
  2243-2271
  Stewart Confederation
  2259-2271
  Lyran Commonwealth
  2341-2570
  Protectorate of Donegal
  2313-2341
  Federation of Skye
  2299-2341
  Tamar Pact
  2235-2341
  Terran Hegemony
  2315-2570
  Terran Alliance
  2086-2315
  Rim Worlds Republic
  2250-2570
  Taurian Concordat
  2335-2570
  Magistracy of Canopus
  2530-2570
  Outworlds Alliance
  2413-2570
  Age of the Star League Sub-Era (2571-2781)
  The Star League
  2570-2780
  Capellan Confederation
  2367-2781
  Draconis Combine
  2319-2781
  Federated Suns
  2317-2781
  Free Worlds League
  2271-2781
  Lyran Commonwealth
  2340-2781
  Terran Hegemony
  2315-2767
  Amaris Empire
  2767-2779
  Rim Worlds Republic
  2250-2769
  Taurian Concordat
  2335-2781
  Magistracy of Canopus
  2530-2781
  Outworlds Alliance
  2413-2781
  *The Tikonov Grand Union includes the Chisholm Protectorate (2265-2335) and 
  Chesterton Trade Federation (2193-2357)
  
  19
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Unit Types: All factions involved in the Early Succession 
  Wars Sub-Era possessed access to conventional infantry, 
  combat vehicles, support vehicles, conventional and 
  aerospace fighters, IndustrialMechs, BattleMechs, small 
  craft, DropShips, JumpShips, WarShips, space stations, and 
  Mobile Structures. 
  Given the herculean efforts and expense required in their 
  engineering, the construction of new Castles Brian never 
  expanded much beyond the Terran Hegemony and thus 
  ended with the Star League’s demise. With so many of these 
  monuments of the SLDF badly damaged or poisoned by the 
  war against Stefan the Usurper, the surviving realms either 
  assimilated the least-devastated Castles for their own use, or 
  abandoned them entirely in favor of fortresses that were easier 
  to produce. Thus, no new Castles Brians may be constructed in 
  the Succession Wars period.
  Battle armor (beyond exoskeletons) and ProtoMechs did 
  not exist in this period. The Star League’s demise included 
  the loss of PA(L)-class battlesuits, which had yet to reach 
  widespread production—though ComStar would retain this 
  technology in limited use.
  Modular 
  technologies—as 
  found 
  in 
  OmniMechs, 
  OmniFighters, and OmniVehicles—do not exist in the Inner 
  Sphere during this period.
  Technology Base: The self-exiled Star League Defense Force 
  would begin its evolution into the Clans during this period, but 
  would remain entirely separated from the Inner Sphere until 
  the late 3040s. For this reason, the Clan technology base can 
  only be used among Clan factions. The Inner Sphere technology 
  base is available to both the Inner Sphere and Clan powers.
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, restrict 
  all options to Inner Sphere units with an introduction date of 
  2900 or earlier if the scenario takes place in the Inner Sphere 
  or Periphery. When constructing units for scenarios set in 
  this era, the same date limit of 2900 and earlier applies to all 
  equipment selections, including core components such as 
  chassis types, armor, and the like. 
  For Clan forces and scenarios, see Clan Sub-Eras (p. 23).
  Downgrades: In addition to the date limits on new 
  equipment and units, technological decline from massive 
  interstellar-scale destruction will begin to take hold across the 
  Inner Sphere as the Early Succession Wars rage on, rendering 
  some items extinct. Consult the Universal Technology 
  Advancement Table (see pp. 35-63) to find which items have 
  gone out of production by the time of the scenario. (As a 
  rule of thumb, many of the items that vanished during the 
  Succession Wars had a Tech Rating of E, representing Star 
  League-era sophistication.)
  Non-conventional infantry units (such as ’Mechs, vehicles, 
  and fighters) that feature such technologies as part of their 
  original design must check for downgrades prior to the start 
  of a BattleTech scenario. To do this, the controlling player rolls 
  2D6, and applies to this roll result all appropriate modifiers 
  from the Succession Wars Era Downgrades Table (see p. 21) 
  based on the scenario’s date, the force’s affiliation, and its 
  overall skill rating. If the modified roll result is 7 or higher, the 
  unit may avoid being downgraded—although players may 
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, restrict 
  all options to units with an introduction date of 2780 or earlier. 
  When constructing units for scenarios set in this era, the 
  same limits apply to all equipment selections, including core 
  components such as chassis types, armor, and the like.
  Special Equipment: Finally, of the alternate era-based 
  units and equipment featured in the next chapter (see pp. 64-
  183), players creating forces for this era should note that the 
  Age of the Star League saw the introduction (and use) of the 
  following era-unique items:
   • The Centurion weapon system (see p. 85)
   • Advanced neurohelmets for elite SLDF MechWarriors and 
  fighter pilots (see Advanced Pilot Interfaces, pp. 68-70)
   • Early Star League prototype weapons (see Advanced 
  Prototype Systems, pp. 70-73)
   • Land-Air BattleMechs (see pp. 105-115)
   • Smart robotic control systems (see pp. 134-159)
   • Tripod ’Mechs (see Tripod ’Mechs, pp. 163-165)
  SUCCESSION WARS ERA
  The following describes the factions, unit types, and other 
  game-affecting data that should be used when playing 
  scenarios and campaigns set in the Succession Wars Era.
  The Early Succession Wars Sub-Era (2781-2900)
  The fall of the Star League brought about three centuries of 
  constant conflict known collectively as the Succession Wars. 
  Even before the actual start of the First War in 2786, the rival 
  Houses, each claiming the right to rule the shattered League, 
  began to tear the Camerons’ legacy asunder, eventually 
  launching a holocaust that consumed the Terran Hegemony 
  and burned away the technological progress of the previous 
  age with nuclear fire and relentless warfare. 
  The early half of the Succession Wars Era specifically saw 
  the worst devastation unleashed. As the various realms made 
  rampant use of nuclear and biochemical warfare, infrastructure 
  was demolished on an interstellar scale, devastating high-
  tech manufacturing and rendering worlds uninhabitable by 
  the dozens. Only exhaustion—and the recognition that this 
  strategy would lead to mutual destruction—would bring back 
  the notions of “civilized warfare” that characterized the latter 
  centuries of this era.
  Factions Available: The Early Succession Wars Sub-Era 
  section of the Succession Wars Era Factions List (see p. 22) 
  defines which militarily significant realms are available for 
  play during this era. Although many smaller powers and 
  independent worlds did also emerge in the aftermath of 
  the Star League’s collapse, these scattered worlds and minor 
  powers were so marginal that they lacked any significant 
  impact on the grand scale. Thus, they do not appear in the list.
  Faction names given in bold text indicate major powers, 
  while names in italics indicate factions that ultimately merged 
  into larger states. (Factions that united with a larger power 
  appear as an indented list below the realm they merged into.) 
  Factions which are neither bold nor italicized are minor powers 
  that were never absorbed into larger states, or which—if they 
  appear indented—broke off from larger states.
  
  Note that the names appearing on the list were those most 
  commonly used, even if they were not technically accurate. For 
  example, the Federated Commonwealth was legally known 
  as the Federated Commonwealth Alliance, and did not exist 
  as a truly unified realm under the terms of its treaty until 3055. 
  Nevertheless, these realms functioned under their listed name for 
  the bulk of the years listed in the faction tables.
  Unit Types: All factions involved in the Late Succession Wars 
  sub-era possessed access to conventional infantry, combat 
  vehicles, support vehicles, conventional and aerospace fighters, 
  IndustrialMechs, BattleMechs, small craft, DropShips, JumpShips, 
  and space stations. 
  New Castles Brian may not be constructed during the Late 
  Succession Wars period.
  Battle armor (beyond exoskeletons) and ProtoMechs did not 
  exist in this period, and the mighty WarShips and mobile structures 
  that had been a fixture of the Star League days vanished along 
  with the facilities needed to build them. PA(L)-class battlesuits 
  still existed among ComStar’s largely-hidden military, but the 
  technology remained beyond the abilities of the other Inner 
  Sphere and Periphery powers.
  Modular 
  technologies—as 
  found 
  in 
  OmniMechs, 
  OmniFighters, and OmniVehicles—do not exist in the Inner 
  Sphere during this period.
  Technology Base: As with the Early Succession Wars period, 
  the Clans remain entirely separated from the Inner Sphere until 
  the late 3040s, and so the Clan technology base can only be 
  used among Clan factions. The Inner Sphere technology base is 
  available to both the Inner Sphere and Clan powers. 
  Alternate Era Units and Equipment: When selecting previously 
  published units for scenarios set in this era, restrict all options to 
  Inner Sphere units with an introduction date of 3049 or earlier if 
  the scenario takes place in the Inner Sphere or Periphery. When 
  constructing units for scenarios set in this era, the same date limit 
  of 3049 and earlier applies to all equipment selections, including 
  core components such as chassis types, armor, and the like. 
  For Clan forces and scenarios, see Clan Sub-Eras (p. 23).
  Downgrades: In addition to the date limits on new equipment 
  and units, technological decline from massive interstellar-scale 
  destruction will continue to affect the Inner Sphere throughout 
  the late Succession Wars, due to the extinction of several items. 
  Consult the Universal Technology Advancement Table (see pp. 35-
  63) to find which items have gone out of production by the time of 
  the scenario. (As a rule of thumb, many of the items that vanished 
  during the Succession Wars had a Tech Rating of E, representing 
  Star League-era sophistication.)
  Non-infantry units (such as ’Mechs, vehicles, and fighters) 
  and exoskeletons that feature such technologies as part of 
  their original design must check for downgrades prior to 
  the start of a BattleTech scenario. To do this, the controlling 
  player rolls 2D6, and applies to this roll result all appropriate 
  modifiers from the Succession Wars Era Downgrades Table (see 
  p. 21) based on the scenario’s date, the force’s affiliation, and 
  its overall skill rating. If the modified roll result is 7 or higher, 
  the unit may avoid being downgraded—although players may 
  still decide to do so at their option. On a modified result of 6 or 
  less, a unit using extinct equipment must be downgraded with 
  equivalent non-extinct technologies.
  still decide to do so at their option. On a modified result of 6 or 
  less, a unit using extinct equipment must be downgraded with 
  equivalent non-extinct technologies.
  If no equivalent downgraded technologies exist for the item 
  or items the unit must sacrifice, alternate replacement items of 
  any kind may be substituted, as long as the combined weight and 
  critical space requirements of these replacements are equal to or 
  less than those of the original items. If the extinct technology is 
  a unit class—such as WarShips after 2850, or power armor suits 
  after 2766—the unit must be deleted from the player’s force and 
  replaced with a lesser unit class. (DropShips or JumpShips, for 
  example, would replace WarShips, while conventional infantry 
  would replace power armor infantry.)
  Downgrade rules do not apply to ComStar or any Clan factions.
  Special Equipment: The Early Succession Wars brought few 
  new innovations, but some of the special items from the Star 
  League era did remain in play, or returned to widespread use. Of 
  the alternate era-based units and equipment featured in the next 
  chapter (see pp. 64-183), players creating forces for this era should 
  note that the early Succession Wars saw the widespread use of the 
  following era-unique items:
   • Land-Air BattleMechs (see pp. 105-115)
   • Weapons of mass destruction (see Weapons of Mass 
  Destruction, pp. 166-168)
  The Late Succession Wars Sub-Era (2901-3049)
  By the dawn of the thirtieth century, the Third Succession War 
  was already well over thirty years along, and showed no signs 
  of ending. Factories across the Inner Sphere had been blasted 
  to rubble and hundreds of worlds had vanished from the maps. 
  The technological wonders of the Star League were a fading 
  memory, and the fierce fighting that characterized the early 
  conflicts had degenerated into ongoing raids, many for scraps 
  of lost technology or merely enough parts and supplies to keep 
  dwindling armies in a battle-ready state. 
  In the last century of the Succession Wars, it was not uncommon 
  to find worlds held by a lance of battered ’Mechs, backed up by 
  conventional vehicles armed with the most basic of weaponry. 
  Preservation of meager resources brought a return to Ares 
  Conventions-style rules of war more out of necessity than honor, 
  prolonging the stalemate. The slow backslide into technological 
  and economic ruin would continue until the recovery of the Helm 
  Memory Core in 3028, and the creation of the Steiner-Davion 
  alliance that heralded the Fourth Succession War.
  Factions Available: The Late Succession Wars Sub-Era section 
  of the Succession Wars Era Factions List (see p. 22) defines which 
  militarily significant realms are available for play during this era. 
  Other smaller powers and independent worlds continued to 
  survive at the outskirts of the Periphery in this period, but these 
  scattered worlds and minor powers lacked any significant impact 
  on the grand scale, and thus do not appear in the list.
  Faction names given in bold text indicate major powers, while 
  names in italics indicate factions that ultimately merged into 
  larger states. (Factions that united with a larger power appear 
  as an indented list below the realm they merged into.) Factions 
  which are neither bold nor italicized are minor powers that were 
  never absorbed into larger states, or which—if they appear 
  indented—broke off from larger states.
  
  21
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  attack using the Facing after a Fall Table first, then resolve 
  damage as if the unit were “attacked” from that angle. Do not 
  roll for critical hits on any unit type, even if this damage affects 
  internal structure, and ignore any motive damage effects. 
  Reroll any damage that would immobilize or destroy the unit.
  If the modified roll result is 0, 1, 2, or 3, the unit suffers 
  moderate pre-existing damage, equal to 3 points for every 
  5 tons of unit weight. Distribute this damage in 5-point 
  groupings and resolve locations as noted above for light 
  damage. In addition, any internal damage may inflict a critical 
  hit as normal, but reroll any critical hits that would disable or 
  destroy the unit before play begins. In addition, apply 1 extra 
  critical hit to a random location, rerolling only those critical 
  hits that would destroy or immobilize the unit.
  If the modified roll result is less than 0, the unit suffers 
  severe pre-existing damage, equal to 1 point for every ton of 
  unit weight. Distribute this damage in 5-point groupings and 
  resolve locations as noted above for light damage. In addition, 
  any internal damage may inflict critical hits as normal, but 
  reroll any critical hits that would disable or destroy the unit 
  before play begins. In addition, apply 3 extra critical hits to 3 
  random locations, rerolling only those critical hits that would 
  destroy or immobilize the unit.
  Special Equipment: Towards the waning years of the 
  late Succession Wars period, the Inner Sphere experienced 
  a technological renaissance, thanks mainly to the recovery 
  of the Helm Data Core in the late 3020s. This, combined 
  with certain experiments conducted in the final days of 
  the Third War and its aftermath, not only reintroduced 
  many lost treasures of Star League engineering, but also a 
  few new innovations. Meanwhile, 
  however, some other cutting edge 
  technologies—including 
  Land-Air  
  BattleMechs 
  and 
  superheavy  
  IndustrialMechs—clung to life on 
  the fringes, too expensive or too lim-
  ited in tactical value to sustain them-
  selves for long. Fortunately, the same 
  could also be said of nuclear, chemi-
  cal, and biological weapons, which 
  had now become too dangerous to 
  wield as the various realms suddenly 
  found themselves with less and less 
  they could afford to lose.
  Of the alternate era-based units 
  and equipment featured in the next 
  chapter (see pp. 64-183), players 
  creating forces for this era should 
  note that the late Succession Wars 
  saw the development and use of the 
  following era-unique items:
   • Recovered Star League technol-
  ogies (see Inner Sphere Recovered 
  Prototypes, pp. 102-105)
   • Superheavy IndustrialMechs—
  but not BattleMechs (see Super-
  heavy ’Mechs, pp. 159-163)
  If no equivalent downgraded technologies exist for the item or 
  items the unit must sacrifice, alternate replacement items of any 
  kind may be substituted, as long as the combined weight and 
  critical space requirements of these replacements are equal to or 
  less than those of the original items. If the extinct technology is 
  a unit class—such as WarShips after 2850, or power armor suits 
  after 2766—the unit must be deleted from the player’s force and 
  replaced with a lesser unit class. (DropShips or JumpShips, for 
  example, would replace WarShips, while conventional infantry 
  would replace power armor infantry.)
  Downgrade rules do not apply to ComStar or any Clan 
  factions.
  Upgrades: Effective only in scenarios set from the year 3030 
  through 3049, any Inner Sphere unit that makes a downgrade 
  roll of 10 or higher not only avoids a downgrade, but actually 
  receives an upgrade instead. 
  An upgraded unit can replace up to two components—
  including all armor, all structure, and all heat sinks as one 
  component each—with an equivalent extinct item from the 
  Inner Sphere technology base or an Inner Sphere recovered 
  prototype item (see pp. 102-105). If the replacement item is 
  lighter, the shortfall may be filled with any technology still 
  available in the current era, or with additional armor, heat 
  sinks, and the like. The upgraded unit must conform to all 
  construction rules for the unit’s type.
  Upgrades do not apply to ComStar or any Clan factions.
  Pre-Existing Damage: In addition to downgrades, the late 
  Succession Wars also saw growing decay in the overall level 
  of maintenance and quality within military forces. Limited 
  supplies and technical expertise, combined with sub-standard 
  manufacturing practices, had created 
  generations’ worth of jury-rigged 
  parts and mismatched field refits 
  that began to show more and more 
  prominence, 
  even 
  among 
  elite 
  commands. As a result, many forces 
  went into battle with pre-existing 
  damage. To reflect this, players must 
  make a second 2D6 roll for every non-
  infantry unit in their force prior to the 
  start of the scenario, applying the 
  Scenario Date and Force Skill Rating 
  modifiers from the Succession Wars 
  Era Downgrades Table used to check 
  for technology downgrades. 
  If this modified roll is 8 or higher, 
  the unit receives no pre-existing 
  damage and begins play normally.
  If the modified roll is 4, 5, 6, or 7, 
  the unit suffers light pre-existing 
  damage, equal to 1 point for every 
  5 tons of unit weight. This damage 
  is distributed in 5-point clusters. For 
  ’Mechs, use the Front column of the 
  Hit Locations Table when assigning 
  damage; for fighters and small craft, 
  use the Above/Below column; for 
  vehicles, roll a random direction of 
  SUCCESSION WARS ERA 
  DOWNGRADES TABLE
  Base TN to avoid downgrade: 7
  Condition
  Modifier
  Scenario Date
  2820-2850
  –2
  2851-2950
  –4
  2951-3034
  –6
  3035-3045
  –4
  After 3045
  –2
  Force Affiliation
  Major I.S. Power
  +0
  Minor I.S. Power
  –1
  Major Periphery Power
  –1
  Minor Periphery Power
  –2
  Mercenary/Pirate
  –2
  Force Skill Rating
  Elite
  +2
  Veteran
  +1
  Green
  –1
  
  SUCCESSION WARS ERA FACTIONS LIST
  Early Succession Wars Sub-Era (2781-2900)
  Capellan Confederation
  2367-2900
  Draconis Combine
  2319-2900
  Federated Suns
  2317-2900
  Free Worlds League
  2271-2900
  Lyran Commonwealth
  2340-2900
  ComStar
  2788-2900
  Taurian Concordat
  2335-2900
  Magistracy of Canopus
  2530-2900
  Outworlds Alliance
  2413-2900
  Oberon Confederation
  2775-2795
  Circinus Federation
  2785-2900
  Hanseatic League*
  2891-2900
  Castilian Principalities*
  2392-2900
  Umayyad Caliphate*
  2830-2900
  Late Succession Wars Sub-Era (2901-3049)
  Capellan Confederation
  2367-3049
  Draconis Combine
  2319-3049
  Federated Commonwealth
  3028-3049
  Federated Suns
  2317-3049
  Lyran Commonwealth
  2340-3049
  Free Worlds League
  2271-3049
  ComStar
  2788-3049
  Taurian Concordat
  2335-3049
  Magistracy of Canopus
  2530-3049
  Outworlds Alliance
  2413-3049
  Oberon Confederation (New)
  3012-3049
  Circinus Federation
  2785-3049
  Tortuga Dominions
  ca. 2785-3049
  Hanseatic League*
  2891-3049
  Castilian Principalities*
  2392-3049
  Umayyad Caliphate*
  2830-3049
  Marian Hegemony
  2920-3049
  Greater Valkyrate
  3028-3049
  Morgraine’s Valkyrate
  3021-3028
  Butte Hold
  3018-3028
  Illyrian Palatinate
  ca. 2350-3049
  Lothian League
  2815-3049
  Rim Collection
  3048-3049
  Tikonov Free Republic †
  3029-3031
  St. Ives Compact †
  3029-3049
  Duchy of Andurien‡
  3030-3040
  Free Rasalhague Republic§
  3034-3049
  Clan Founding Years Sub-Era (2800-2840)
  The Clans
  2807-2840
  Clan Blood Spirit
  2807-2840
  Clan Burrock
  2807-2840
  Clan Cloud Cobra
  2807-2840
  Clan Coyote
  2807-2840
  Clan Fire Mandrill
  2807-2840
  Clan Ghost Bear
  2807-2840
  Clan Goliath Scorpion
  2807-2840
  Clan Hell’s Horses
  2807-2840
  Clan Ice Hellion
  2807-2840
  Clan Jade Falcon
  2807-2840
  Clan Mongoose
  2807-2840
  Clan Nova Cat
  2807-2840
  Clan Sea Fox
  2807-2840
  Clan Smoke Jaguar
  2807-2840
  Clan Snow Raven
  2807-2840
  Clan Star Adder
  2807-2840
  Clan Steel Viper
  2807-2840
  Clan Widowmaker||
  2807-2834
  Clan Wolf
  2807-2840
  Clan Wolverine||
  2807-2823
  The Star League-in-Exile¶
  2786-2801
  Clan Golden Years Sub-Era (2841-3049)
  The Clans
  2807-3049
  Clan Blood Spirit
  2807-3049
  Clan Burrock
  2807-3049
  Clan Cloud Cobra
  2807-3049
  Clan Coyote
  2807-3049
  Clan Fire Mandrill
  2807-3049
  Clan Ghost Bear
  2807-3049
  Clan Goliath Scorpion
  2807-3049
  Clan Hell’s Horses
  2807-3049
  Clan Ice Hellion
  2807-3049
  Clan Jade Falcon
  2807-3049
  Clan Mongoose#
  2807-2868
  Clan Nova Cat
  2807-3049
  Clan Sea Fox/Diamond Shark**
  2807-3049
  Clan Smoke Jaguar
  2807-3049
  Clan Snow Raven
  2807-3049
  Clan Star Adder
  2807-3049
  Clan Steel Viper
  2807-3049
  Clan Wolf
  2807-3049
  *Deep Periphery states; these realms remained isolated from the Inner Sphere throughout 
  the Succession Wars era.
  †Separated from Capellan Confederation; allied with Federated Commonwealth
  ‡Separated from Free Worlds League; allied with Magistracy of Canopus
  §Separated from Draconis Combine; independent state
  ||Clan Wolverine was destroyed in 2823; Clan Widowmaker was absorbed by Clan Wolf in 2834
  ¶After 2801, the Star League-in-Exile collapsed into various warring factions; conquered 
  by Clans in 2815
  #Clan Mongoose was absorbed by Clan Smoke Jaguar in 2868
  **Clan Sea Fox became Diamond Shark in 2985
  
  23
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Curiously enough, the Clans would quickly abandon Land-
  Air BattleMechs and Tripod ’Mechs in this time period, finding 
  these unit classes too limited and difficult to assimilate into 
  their new order. Robotic and drone technologies would also 
  be largely abandoned by the Clans in this era, to maintain 
  their emphasis on breeding superior human warriors, rather 
  than relying on technological crutches.
  Technology Base: All Clan factions in these sub-eras 
  can make use of items from either the Clan or Inner Sphere 
  Technology Bases, but the Star League in Exile faction may 
  only make use of the Inner Sphere technology base.
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, restrict 
  all options to units with an appropriate introduction date 
  (2840 or earlier for the Clan Founding Years sub-era; 3049 
  for the Clan Golden Years sub-era). However, when selecting 
  Inner Sphere units, only those built before 2781 may appear 
  among Clan forces.
  When constructing units for scenarios set in this era, the 
  same limits apply to all equipment selections, including core 
  components such as chassis types, armor, and the like.
  Special Equipment: Finally, of the alternate era-based units 
  and equipment featured in the next chapter (see pp. 64-183), 
  players creating Clan forces for this era should note that the 
  Clans introduced (and used) the following era-unique items:
   • Improved Star League-era weapons (see Early Clan 
  Improved Equipment, pp. 95-96)
   • Advanced weapons and equipment (see Early Clan 
  Prototype Systems, pp. 97-98)
  Clan Sub-Eras (2800-3049)
  Decades after fleeing the Inner Sphere, the survivors of the 
  Star League Defense Force, led by Aleksandr Kerensky, settled a 
  distant cluster of worlds and declared themselves a Star League 
  in Exile. But while they thought themselves spared the chaos of 
  the Succession Wars, ancient enmities soon surfaced anew in the 
  harsh homeworlds, and it would take a second exodus, led by 
  Kerensky’s son Nicholas, to reforge the most loyal and capable 
  among them into a new society known as the Clans. Built around 
  a rigid caste structure, with warfare ritualized to minimize waste 
  and maximize glory, the Clans evolved by leaps and bounds.
  Factions Available: The Clan Founding Years and Clan Golden 
  Years Sub-Era sections of the Succession Wars Era Factions List 
  (see p. 22) define the militarily significant powers that are available 
  for play in the Clan homeworlds during this era. Because of their 
  smaller numbers, each Clan individually existed as a minor 
  power, and no other significant military powers existed in the 
  Clan homeworlds after the collapse of the Star League in Exile.
  Unit Types: All factions involved in the Clan Founding years and 
  Golden Years sub-eras possessed access to conventional infantry, 
  combat vehicles, support vehicles, conventional and aerospace 
  fighters, IndustrialMechs, BattleMechs, small craft, DropShips, 
  JumpShips, WarShips, space stations, and Mobile Structures. The 
  Clans also retained the ability to construct the Castles Brian of 
  their Star League forebears, as found in the Advanced Buildings 
  chapter of Tactical Operations (see pp. 114-143, TO).
  In addition to this, the Clans would introduce and perfect 
  battle armor during this era, as well as the modular technology 
  found in OmniMechs, OmniVehicles, and OmniFighters.
  DK 
  JJ
  Before its brutal absorption into Clan Smoke Jaguar, Clan Mongoose often relied on cunning maneuvers and speedy ’Mechs like the Mercury II.
  
  Unit Types: All factions involved in the Clan Invasion era 
  possessed access to conventional infantry, combat vehicles, 
  support 
  vehicles, 
  conventional 
  and 
  aerospace 
  fighters, 
  IndustrialMechs, BattleMechs, small craft, DropShips, JumpShips, 
  and space stations. 
  Although authentic Castles Brian were lost to the Inner Sphere, 
  equivalent construction materials and techniques emerged, 
  enabling their construction once more. The Clans, naturally, had 
  never lost this same ability.
  Jump-started by captured Clan samples, battle armor emerged 
  in the Inner Sphere, along with the modular technologies that 
  made OmniMechs, OmniVehicles, and OmniFighters possible. 
  WarShips also came back into the realm of Inner Sphere 
  capabilities, in an effort to match the naval assets the Clans 
  returned with. 
  Land-Air BattleMechs, however, all but vanished in this time 
  when the Clans destroyed the last of the LAM factories—while the 
  Clans introduced the first generation of ProtoMechs to the mix near 
  the end of this period, hoping to supplement their forces with an  
  all-new unit type.
  Technology Base: The clash between the Clans and the Inner 
  Sphere finally brought both technology bases together, but 
  nevertheless, the Inner Sphere realms could only reliably produce 
  equipment made from the Inner Sphere technology base; the 
  Clans relied on their own technology base. Captured equipment 
  enabled both groups to intermix certain items as time progressed, 
  but during this period, such Mixed Tech units were the jury-rigged 
  exception to the rule. 
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, restrict all 
  options to units with an introduction date of 3061 or earlier, with 
  Clan forces permitted to field any unit constructed with a Clan 
  technology base, and Inner Sphere units limited to those of an 
  Inner Sphere tech base. (After the mid 3050s, enough captured 
  equipment on both sides will be available to enable factions to 
  field small numbers of their enemies’ units, if desired, but these 
  units will be difficult to maintain as neither technology base has 
  access to compatible parts.) 
  When constructing units for scenarios set in this era, the same 
  date limit of 3061 and earlier applies to all equipment selections, 
  including core components such as chassis types, armor, and 
  the like. 
  Downgrades: The technological decline of the Succession 
  Wars was over by the time the Clans appeared in the Inner Sphere, 
  but many forces—especially among the Periphery states, minor 
  powers, and even amid the lower-priority commands of the 
  Great Houses—still struggled to make do with substandard gear 
  throughout the 3050s. 
  To reflect this, any Periphery or minor state forces, mercenary 
  or pirate forces, or forces with an experience rating of Green (or 
  a Loyalty rating of Questionable), may be subject to downgrades 
  on any unit that features a technology rating of E or higher as part 
  of its original design. 
  As with Succession Wars-era downgrades, any unit with E+ 
  rated technologies must be downgraded with equivalent D or 
  lower components, so long as all other construction rules for the 
  unit type are followed. 
  CLAN INVASION ERA
  The following describes the factions, unit types, and other 
  game-affecting data that should be used when playing scenarios 
  and campaigns set in the Clan Invasion Era.
  The Clan Invasion Era (3050-3061)
  The Clans’ invasion of the Inner Sphere was a watershed 
  event in human history. Not only did it bring the legacy of the 
  Star League back into violent contact with the Inner Sphere that 
  Kerensky and his descendants abandoned centuries before, but 
  it accelerated the technological and political evolution of both 
  groups of societies. Already recovering from the long decline of 
  the Succession Wars, the Inner Sphere was spurred into a massive 
  surge in production and upgrades that strained economies but 
  gradually narrowed the gap between the archaic weapons of the 
  late Succession Wars and the superior Clan machines. WarShips 
  returned, modular technology evolved, and battle armor 
  appeared in ever-increasing numbers. 
  Faced with the danger of technological parity, the Clans 
  themselves pushed forward as well, modifying their own 
  equipment and tactics in an effort to maintain their martial edge, 
  lest the Inner Sphere overwhelm them with sheer numbers.
  Factions Available: The Clan Invasion Era Factions List (see 
  p. 25) defines which militarily significant realms are available 
  for play during this era. A number of other smaller powers and 
  independent worlds continued to survive at the outskirts of the 
  Inner Sphere, Periphery, and Clan space during in this period, but 
  these scattered micro-powers lacked any significant impact on 
  the grand scale, and thus will not appear in the list.
  As ever, faction names given in bold text indicate major powers, 
  while names in italics indicate factions that ultimately merged 
  into larger states. (Factions that united with a larger power appear 
  as an indented list below the realm they merged into.) Factions 
  which are neither bold nor italicized are minor powers that were 
  never absorbed into larger states, or which—if they appear 
  indented—broke off from larger states.
  Remember that, once again, the names appearing on 
  the list were those most commonly used, even if they were 
  not technically accurate. For example, while the Federated 
  Commonwealth was not legally identified as anything but the 
  Federated Commonwealth Alliance until 3055—only to be torn 
  asunder by the Lyran Alliance’s secession in 3057—the realm 
  went by the name Federated Commonwealth all the way up to 
  that point. Likewise, even though the Lyran secession did not 
  legally end the Federated Commonwealth as such (several maps 
  continued to use it to refer to the non-Lyran half of the realm), 
  most individuals in this period resumed referring to the Davion 
  half of the broken FedCom as the Federated Suns. Thus, the tables 
  list the popular names under which these realms functioned for 
  the bulk of the years listed.
  Also of note is the birth of the Second Star League during this 
  era. Even more than the original, the Second Star League was little 
  more than a military alliance in which the member states pooled 
  resources to defeat the Clans. As such, member states of the 
  Second League did not lose their independent identities to the 
  new organization, and continued to act as fully separate military 
  affiliations throughout this time. 
  
  25
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  To determine the level of such downgrades for a 
  BattleTech scenario, players should roll 2D6 for every non-
  conventional infantry unit in the affected force. This roll 
  uses the same target number as found in the Succession 
  Wars Era Downgrades Table (see p. 21), but only applies 
  the modifiers for the force’s affiliation, and its overall 
  skill rating (date is not a factor; this downgrade check is 
  only made for scenarios played during the 3050s). If the 
  modified roll result is 7 or higher, the unit may avoid being 
  downgraded—although players may still decide to do so at 
  their option. On a modified result of 6 or less, a unit using 
  E+ equipment must be downgraded with equivalent D-or-
  lower technologies.
  If no equivalent downgraded technologies exist for the 
  item or items the unit must sacrifice, alternate replacement 
  items of any kind may be substituted, as long as the combined 
  weight and critical space requirements of these replacements 
  are equal to or less than those of the original items.
  Clan Invasion-era downgrade rules do not apply after 3059, 
  nor do they apply to ComStar or Clan forces, or for major state 
  forces with experience ratings of Regular or better (as long as 
  those units also possess Reliable or Fanatical loyalty to their 
  parent faction).
  Upgrades: As a special option, players running any Elite-
  rated or Fanatically loyal Inner Sphere force from a major state 
  may receive an upgrade by making the same downgrade 
  check described above, and rolling a modified result of 10 or 
  higher. For the purposes of this rule, a roll result of 6 or less will 
  not prompt a unit downgrade. 
  The upgraded unit may replace up to 2 components—
  counting all of the unit’s armor, all of its internal structure, 
  and all of its heat sinks, as a single component each—with an 
  equivalent piece of Star League technology. If the upgrade roll 
  was 12 or more, the upgrade can use an equivalent piece of 
  Clan technology instead. If the replacement item is lighter, the 
  shortfall may be filled with any technology still available to the 
  Inner Sphere in the current era, or with additional armor, heat 
  sinks, and the like. The final upgraded unit must conform to all 
  construction rules for the unit’s type, modified as appropriate 
  by the rules for Mixed Technologies (see p. 377, TO).
  Clan units may not use this optional rule.
  Special Equipment: The Clan Invasion era was largely 
  characterized by an arms race that pushed the Inner 
  Sphere beyond many benchmarks set by the original Star 
  League. Most of these technologies are already covered by 
  the rules in Total Warfare and Tactical Operations, however, 
  and are largely considered a baseline for play in generic  
  BattleTech games.
  Of the alternate era-based units and equipment featured 
  in the next chapter (see pp. 64-183), players creating forces 
  for this era should note that the Clan Invasion saw the 
  development and use of the following era-unique items:
   • The Clan EI neural implant system (see Augmented 
  Warriors, pp. 74-85)
   • The Inner Sphere’s experimental damage interrupt 
  circuit for MechWarriors (see Advanced Pilot Interfaces,  
  pp. 68-70)
  CLAN INVASION ERA FACTIONS LIST
  Clan Invasion Era
  Capellan Confederation
  2367-3061
  Draconis Combine
  2319-3061
  Federated Commonwealth
  3028-3057
  Federated Suns
  3057-3061
  Lyran Alliance*
  3057-3061
  Free Worlds League
  2271-3061
  ComStar
  2788-3061
  Word of Blake†
  3052-3061
  Taurian Concordat
  2335-3061
  Magistracy of Canopus
  2530-3061
  Outworlds Alliance
  2413-3061
  Circinus Federation
  2785-3061
  Hanseatic League‡
  2891-3061
  Castilian Principalities‡
  2392-3061
  Umayyad Caliphate‡
  2830-3061
  Marian Hegemony
  2920-3061
  Lothian League
  2815-3055
  Illyrian Palatinate
  ca. 2350-3061
  Rim Collection
  3048-3061
  St. Ives Compact
  3029-3061
  Free Rasalhague Republic
  3034-3061
  Second Star League§
  3058-3061
  The Clans
  2807-3061
  Clan Blood Spirit
  2807-3061
  Clan Burrock||
  2807-3059
  Clan Cloud Cobra
  2807-3061
  Clan Coyote
  2807-3061
  Clan Diamond Shark
  2807-3061
  Clan Fire Mandrill
  2807-3061
  Clan Goliath Scorpion
  2807-3061
  Clan Hell’s Horses
  2807-3061
  Clan Ice Hellion
  2807-3061
  Clan Jade Falcon
  2807-3061
  Clan Smoke Jaguar||
  2807-3060
  Clan Snow Raven
  2807-3061
  Clan Star Adder
  2807-3061
  Clan Steel Viper
  2807-3061
  Clan Wolf
  2807-3061
  Clan Nova Cat¶
  2807-3061
  Clan Wolf (in-Exile)¶
  3057-3061
  Ghost Bear Dominion
  3060-3061
  Clan Ghost Bear
  2807-3061
  *Separated from Federated Commonwealth; Lyran Alliance is the renamed  
  Lyran Commonwealth
  †Separated from ComStar in 3052; allied with Free Worlds League, Capellan Confederation, 
  and Taurian Concordat
  ‡Deep Periphery states; these realms remained isolated from the Inner Sphere throughout 
  the Clan Invasion era 
  §The founding members of the Second Star League were the Capellan Confederation, 
  Draconis Combine, Federated Suns, Free Worlds League, Lyran Alliance, ComStar, the Free 
  Rasalhague Republic, and the St. Ives Compact. Clan Wolf (in-Exile) joined the Second 
  Star League in 3058; Clan Nova Cat joined in 3060.
  ||Clan Burrock was absorbed into Clan Star Adder in 3059; Clan Smoke Jaguar was destroyed 
  in 3060
  ¶Clan Wolf (in-Exile) broke off in 3057; Clan Nova Cat was abjured in 3060; both joined the 
  Second Star League
  
  The Civil War Era (3062-3067)
  The manufacturing surge of the Clan Invasion continued as 
  the FedCom Civil War raged, while the technology gap between 
  the Inner Sphere and the Clans narrowed further. Although 
  the Second Star League existed throughout this period, it 
  accomplished little to stem the tide of conflict that forever 
  sundered the Davion-Steiner alliance, and set the stage for the 
  Jihad that soon followed.
  Factions Available: The Civil War Era Factions List (at left) defines 
  which militarily significant realms are available for play during this 
  era. Other smaller powers and independent worlds continued to 
  survive at the outskirts of the Periphery in this period, but these 
  scattered worlds and minor powers lacked any significant impact 
  on the grand scale, and thus do not appear in the list.
  Faction names given in bold text indicate major powers, while 
  names in italics indicate factions that ultimately merged into 
  larger states. (Factions that united with a larger power appear as a 
  list below the realm they merged into.) Factions which are neither 
  bold nor italicized are minor powers that were never absorbed 
  into larger states, or which broke off from larger states.
  In the Civil War era, the Second Star League continued to exist 
  as an entity to which the allied member states were expected to 
  provide support. However, as its original mandate remained a 
  check against the Clans, and did not fully unify the Inner Sphere 
  in the manner the original Star League did, the various realms 
  remained wholly independent of this Second League, and its 
  influence waned throughout this period.
  Once more, we must also note that the names appearing on 
  the list reflect those most commonly used by the universe at 
  large, even if they were not technically accurate. For example, the 
  Federated Commonwealth continued to exist until the end of the 
  FedCom Civil War, with the Davion half of the realm legally known 
  by that name. However, most people simply referred to this state 
  as the Federated Suns after the Lyran secession of 3057. Thus, the 
  tables reflect the names under which these realms were most 
  commonly known for the bulk of the years listed.
  Unit Types: All factions involved in the Civil War era 
  possessed access to conventional infantry, battle armor, 
  combat vehicles, support vehicles, conventional and aerospace 
  fighters, IndustrialMechs, BattleMechs, small craft, DropShips, 
  JumpShips, space stations, and mobile structures. Furthermore, 
  all factions except the Periphery states gained access to WarShip 
  technologies. The Clans also employed ProtoMechs.
  New Castles Brian may not be constructed during the Civil  
  War period.
  Modular technologies—as found in OmniMechs, OmniFighters, 
  and OmniVehicles—were available to both Inner Sphere and Clan 
  technology bases during this period.
  Technology Base: The interaction between the Clans and 
  the Inner Sphere continued in the Civil War era, but Inner Sphere 
  realms remained largely unable to mass produce equipment made 
  for the Clan technology base. Captured technologies continued to 
  enable both groups to intermix certain items as time progressed, 
  but Mixed Tech units remained the exception to the rule.
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, restrict all 
  options to Inner Sphere units with an introduction date of 3067 
  or earlier. When constructing units for scenarios set in this era, the 
  CIVIL WAR ERA
  The following describes the factions, unit types, and other 
  game-affecting data that should be used when playing scenarios 
  and campaigns set in the Civil War Era.
  CIVIL WAR ERA FACTIONS LIST
  Civil War Era
  Capellan Confederation
  2367-3067
  St. Ives Compact
  3029-3063
  Draconis Combine
  2319-3067
  Federated Suns
  2317-3067
  Free Worlds League
  2271-3067
  Lyran Alliance
  3057-3067
  ComStar
  2788-3067
  Word of Blake Protectorate
  3066-3067
  Word of Blake
  3052-3067
  Taurian Concordat
  2335-3067
  Calderon Protectorate
  3066-3067
  Magistracy of Canopus
  2530-3067
  Fronc Reaches
  3066-3067
  Outworlds Alliance
  2413-3067
  Circinus Federation
  2785-3067
  Hanseatic League*
  2891-3067
  Castilian Principalities*
  2392-3067
  Umayyad Caliphate*
  2830-3067
  Marian Hegemony
  2920-3067
  Illyrian Palatinate
  ca. 2350-3063
  Rim Collection
  3048-3067
  Free Rasalhague Republic †
  3034-3067
  Second Star League‡
  3058-3067
  The Clans
  2807-3067
  Clan Blood Spirit
  2807-3067
  Clan Cloud Cobra
  2807-3067
  Clan Coyote
  2807-3067
  Clan Diamond Shark
  2807-3067
  Clan Fire Mandrill
  2807-3067
  Clan Goliath Scorpion
  2807-3067
  Clan Hell’s Horses
  2807-3067
  Clan Ice Hellion
  2807-3067
  Clan Jade Falcon
  2807-3067
  Clan Snow Raven
  2807-3067
  Clan Star Adder
  2807-3067
  Clan Steel Viper
  2807-3067
  Clan Wolf
  2807-3067
  Ghost Bear Dominion
  3060-3067
  Clan Nova Cat
  2807-3067
  Clan Wolf (in-Exile)
  3057-3067
  *Deep Periphery States; these realms remained isolated from the Inner Sphere throughout 
  the Clan Invasion era
  †Allied with ComStar
  ‡The Second Star League included the Capellan Confederation, Draconis Combine, Federated 
  Suns, Free Worlds League, Lyran Alliance, ComStar, the Free Rasalhague Republic, Clan 
  Nova Cat, Clan Wolf (in-Exile), and the St. Ives Compact. The Taurian Concordat and Word 
  of Blake Protectorate joined as secondary members in 3064.
  
  27
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
   • Limited use of nuclear and chemical weapons were seen 
  in this era, including the Black May nerve gas attacks 
  during the St. Ives War, and renegade actions in the 
  FedCom Civil War (see Weapons of Mass Destruction, 
  pp.166-168)
  JIHAD ERA
  The following describes the factions, unit types, and other 
  game-affecting data that should be used when playing 
  scenarios and campaigns set in the Jihad Era.
  The Jihad Era (3068-3085)
  When the member states of the Second Star League voted 
  to disband the organization, the event triggered a surge of 
  violence from the Word of Blake, which had pinned many of 
  its grand designs on that union. The Jihad, as it came to be 
  known, quickly swept across the entire Inner Sphere, and 
  even had repercussions as far as the Clan homeworlds (where 
  a similar upheaval, known as the Wars of Reaving, soon 
  same date limit of 3067 and earlier applies to all equipment 
  selections, including core components such as chassis types, 
  armor, and the like. 
  Special Equipment: Fueled as much by the return of inter-
  realm conflicts as by the constant threat of renewed Clan 
  hostilities, the Civil War era continued the arms race that 
  surged during the Invasion years. Once more, most of these 
  technologies have already been covered by the rules in Total 
  Warfare and Tactical Operations, and so are largely considered 
  a baseline for play in generic BattleTech games.
  Of the alternate era-based units and equipment featured 
  in the next chapter (see pp. 64-183), players creating forces 
  for this era should note that the Civil War saw the use of the 
  following era-unique items:
   • The EI neural implant system remained in use among the 
  Clans (see Augmented Warriors, pp. 74-85)
   • The Word of Blake began advance deployment of 
  cybernetically enhanced troops in limited operations 
  (see Augmented Warriors, pp. 74-85)
  JIHAD ERA FACTIONS LIST
  Jihad Era
  Capellan Confederation
  2367-3085
  The Homeworld Clans ¶
  2807-3085
  Draconis Combine
  2319-3085
  Clan Blood Spirit ¶
  2807-3085
  Federated Suns
  2317-3085
  Clan Cloud Cobra ¶
  2807-3085
  Malagrotta Cooperative*
  3073-3079
  Clan Coyote ¶
  2807-3085
  Filtvelt Coalition*
  3072-3085
  Clan Fire Mandrill ¶
  2807-3073
  Free Worlds League
  2271-3079
  Clan Ice Hellion ¶
  2807-3074
  Duchy of Andurien†
  3079-3085
  Clan Star Adder ¶
  2807-3085
  Duchy of Oriente†
  3079-3085
  Clan Steel Viper ¶
  2807-3075
  Duchy of Tamarind-Abbey†
  3071-3085
  Clan Stone Lion ¶
  3075-3085
  Marik-Stewart Commonwealth†
  3082-3085
  Escorpión Imperio ¶
  3080-3085
  Rim Commonality†
  3075-3085
  Clan Goliath Scorpion ¶
  2807-3085
  Other League worlds†
  3079-3085
  Castilian Principalities ¶
  2392-3080
  Lyran Commonwealth/Alliance‡
  3057-3085
  Umayyad Caliphate ¶
  2830-3080
  ComStar
  2788-3085
  The Council of Six Clans 
  3075-3085
  Republic of the Sphere
  3081-3085
  Clan Diamond Shark
  2807-3085
  Word of Blake Protectorate
  3066-3078
  Clan Hell’s Horses
  2807-3085
  Word of Blake
  3052-3081
  Clan Jade Falcon
  2807-3085
  Taurian Concordat
  2335-3085
  Clan Wolf
  2807-3085
  Calderon Protectorate
  3066-3085
  Ghost Bear Dominion
  3060-3067
  Magistracy of Canopus
  2530-3085
  Raven Alliance
  3083-3085
  Fronc Reaches
  3066-3085
  Clan Snow Raven
  2807-3083
  Circinus Federation
  2785-3081
  Outworlds Alliance
  2413-3083
  Hanseatic League§
  2891-3085
  Abjured Clans
  Marian Hegemony
  2920-3085
  Clan Nova Cat
  2807-3085
  Rim Collection
  3048-3085
  Clan Wolf (in-Exile)
  3057-3085
  Free Rasalhague Republic||
  3034-3085
  Niops Association
  ca. 2760-3085
  Fiefdom of Randis
  2988-3085
  *Separated from Federated Suns (Malagrotta reclaimed in 3079); Filtvelt allied with 
  Federated Suns
  †Separated from Free Worlds League; Duchy of Tamarind-Abbey renamed from Duchy of 
  Tamarind in 3078
  ‡The Lyran Alliance renamed itself to Lyran Commonwealth in 3084.
  §Deep Periphery states; these realms remained largely isolated from the Inner Sphere 
  throughout the Jihad era
  ||Allied with ComStar until 3071; from 3070 and onward, allied with Ghost Bear Dominion.
   ¶Homeworld/Deep Periphery states; these realms are isolated from the Inner Sphere after 
  the Jihad era; Of the Homeworld Clans, Blood Spirit and Steel Viper were annihilated, 
  while the remnants of Ice Hellion were absorbed into Clan Goliath Scorpion; Clan Stone 
  Lion formed from remnants of the Hell’s Horses Clan left in the Homeworlds.
  
  The Clan homeworlds suffered a similar shake-up as a result of 
  the Wars of Reaving, and the brief rebellion of the scientist caste’s 
  Society, though many of these technological developments 
  remained unknown to the Inner Sphere for years to come.
  Of the alternate era-based units and equipment featured in the 
  next chapter (see pp. 64-183), players creating forces for this era 
  should note that the Jihad saw the development and use of the 
  following era-unique items:
   • Word of Blake Manei Domini and Thuggee Phansigars 
  brought first large-scale use of cybernetically hyper-
  augmented troops to the field (see Augmented Warriors, pp. 
  74-85)
   • Word of Blake tested cybernetics-based interface for 
  BattleMechs and captured Clan ProtoMechs (see Inner Sphere 
  ProtoMech Interface and Machina Domini Interface pp. 102 
  and 116) 
   • Land-Air BattleMechs made a brief resurgence thanks to Word 
  of Blake developments (see Land-Air BattleMechs, pp. 105-115) 
   • Various Inner Sphere factions desperately turned to older 
  engineering standards to supplement their battered 
  infrastructure, leading to a surge in “RetroTech” (see Primitive 
  Units and RetroTech, pp. 120-131)
   • Word of Blake relied heavily on robotics and drones to back 
  up their limited defenses (see Robotic and Drone Control 
  Systems, pp. 134-159)
   • Word of Blake debuted a costly super-jump system (see Word 
  of Blake Super-Jump Drive, p. 183)
   • Word of Blake perfected superheavy BattleMechs (see 
  Superheavy ’Mechs, pp. 159-163)
   • Chemical, biological, and nuclear weapons of various types 
  were used by numerous factions (see Weapons of Mass 
  Destruction, pp. 166-168)
   • The Clans developed a number of new technologies in the 
  Wars of Reaving (see Advanced Clan Equipment, pp. 64-37)
   • The Clans added greater diversity in design options to their 
  ProtoMech units (see Expanded ProtoMechs, pp. 98-102)
  DARK AGE ERA
  The following describes the factions, unit types, and other 
  game-affecting data that should be used when playing scenarios 
  and campaigns set in the Dark Age Era.
  The Republic Age Sub-Era (3086-3130)
  After the devastation of the Jihad and the birth of the Republic 
  of the Sphere, the Inner Sphere realms and Clans focused much 
  of their energies on rebuilding infrastructure first. With expensive 
  JumpShip manufacturing and maintenance high on their priorities, 
  WarShips became a luxury few could afford. Meanwhile, the need 
  to produce basic goods and industrial repair equipment put the 
  expansion of armies on the back burner. Much of this was played 
  off as a “peace dividend” in the wake of the horrors of the Word of 
  Blake war, but in fact it simply signified a lull in military production. 
  The Inner Sphere powers and Clans remained largely ignorant 
  of events in the Clan homeworlds and the Deep Periphery 
  between them after the Jihad. Although what has occurred in this 
  region is largely undefined as of this writing, basic details will be 
  covered in the Clan Post-Reaving Sub-Era section (see pp. 30).
  erupted). In many ways, the Jihad era punctuated the decades-
  long military-industrial resurgence that began just prior to the 
  Clan Invasion.
  Factions Available: The Jihad Era Factions List (see p. 28) 
  defines which militarily significant realms are available for play 
  during this era. Other smaller powers and independent worlds 
  continued to survive at the outskirts of the Periphery in this 
  period, but these scattered worlds and minor powers lacked any 
  significant impact on the grand scale, and thus do not appear in 
  the list.
  Faction names given in bold text indicate major powers, while 
  names in italics indicate factions that ultimately merged into 
  larger states. (Factions that united with a larger power appear as a 
  list below the realm they merged into.) Factions which are neither 
  bold nor italicized are minor powers that were never absorbed 
  into larger states, or which broke off from larger states.
  In addition to the collapse of the Second Star League and the 
  birth of the Republic of the Sphere amid the ashes of the Word 
  of Blake Protectorate, the Jihad era also saw a sundering of the 
  Clans, in which the homeworlds and Deep Periphery regions 
  between the homeworlds and Inner Sphere broke all contact with 
  the Inner Sphere realms and Clans. 
  Unit Types: All factions involved in the Jihad era possessed access 
  to conventional infantry, battle armor, combat vehicles, support 
  vehicles, conventional and aerospace fighters, IndustrialMechs, 
  BattleMechs, small craft, DropShips, JumpShips, space stations, 
  and mobile structures. All major factions except for those of the 
  Periphery also maintained access to WarShips in this period, while 
  the Clans continued to employ ProtoMechs as well.
  New Castles Brian may be constructed during the Jihad period, 
  but only by the Word of Blake or the Clan factions operating in 
  their homeworlds.
  Modular technologies—as found in OmniMechs, OmniFighters, 
  and OmniVehicles—remained available to Inner Sphere and Clan 
  technology bases throughout this period.
  Technology Base: The Inner Sphere and Clan technology 
  bases remained fundamentally separate throughout the 
  Jihad era, but by this point some Inner Sphere producers had 
  managed to achieve enough Clan-level sophistication to 
  produce functional copies of Clan tech at massive expense. 
  The Inner Sphere realms remained unable to mass produce this 
  equipment, but this progress enabled them to field Mixed Tech 
  units with more regularity than ever before.
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, restrict all 
  options to Inner Sphere units with an introduction date of 3085 
  or earlier. When constructing units for scenarios set in this era, 
  the same date limit of 3085 and earlier applies to all equipment 
  selections, including core components such as chassis types, 
  armor, and the like. 
  Special Equipment: The Jihad saw the apex of Inner Sphere 
  and Clan development to date, with numerous dangerous and 
  experimental technologies rushed to the battlefield by the 
  various combatants. The Word of Blake, finding itself woefully 
  outnumbered, resorted to wide-scale use of weapons of mass 
  destruction, robotic technologies, and cybernetically-enhanced 
  terror agents, while several Inner Sphere powers reluctantly 
  responded with super-weapons of their own. 
  
  29
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Of the alternate era-based units and equipment featured 
  in the next chapter (see pp. 64-183), players creating forces 
  for this era should note that the Republic Age saw the 
  development and use of the following era-unique items:
   • Numerous new armor technologies, TSEMP weapons, 
  and radical heat sinks appeared in this period (see Dark 
  Age Equipment, pp. 86-91)
  The Late Dark Age Sub-Era (3131-3150)
  Rising tensions across the Inner Sphere, and the 3130 
  retirement of Devlin Stone, founder and leader of the Republic 
  of the Sphere, heralded the chaos that would soon erupt when 
  roughly eighty percent of the interstellar communications 
  network failed in 3132. The resulting economic and political 
  upheavals soon led to widespread fighting as ancient enmities 
  resurfaced and local leaders seized the opportunity to claim 
  power for themselves. 
  Factions Available: The Late Dark Age Sub-Era section of 
  the Dark Age Era Factions List (see p.31) defines which militarily 
  significant realms are available for play during this era. Other 
  smaller powers and independent worlds continued to survive at 
  the outskirts of the Periphery in this period, but these scattered 
  worlds and minor powers lacked any significant impact on the 
  grand scale, and thus do not appear in the list.
  Faction names given in bold text indicate major powers, while 
  names in italics indicate factions that ultimately merged into 
  larger states. (Factions that united with a larger power appear 
  as a list below the realm they merged into.) Factions which are 
  neither bold nor italicized are minor powers that were never 
  absorbed into larger states, or which broke off from larger states.
  Unit Types: All factions involved in the Late Dark Age 
  sub-era possessed access to conventional infantry, battle 
  armor, combat vehicles, support vehicles, conventional and 
  aerospace fighters, IndustrialMechs, BattleMechs, small craft, 
  DropShips, JumpShips, space stations, and mobile structures. 
  New WarShips remain out of production, but all of the major 
  states and Clans still retain survivors of the Jihad era.
  New Castles Brian may only be constructed by the Republic 
  of the Sphere or the Inner Sphere Clans during the Late Dark 
  Age period.
  Modular 
  technologies—as 
  found 
  in 
  OmniMechs, 
  OmniFighters, and OmniVehicles—are available to both the 
  Inner Sphere and Clan technology bases throughout this 
  period, though post-Jihad cost cuts led to a brief period in 
  which fewer units were developed as Omnis than previously.
  Technology Base: As with the Republic Age sub-era, closer 
  interactions and trade throughout the Inner Sphere and its 
  resident Clans have rendered Mixed Tech more common than 
  ever. The Inner Sphere realms still favored the Inner Sphere 
  technology base for core construction, but at this point, the 
  major states have begun to reach Clan levels of sophistication, 
  leading to the first home-grown “Tech Rating F” items of 
  purely Inner Sphere manufacture. 
  The Clans residing in the Inner Sphere maintained their 
  own high construction standards in this period, but likewise 
  gained access to unique Inner Sphere tech through trade and 
  other interactions. This enabled them to produce their own 
  Mixed Tech units, albeit in far fewer numbers.
  Factions Available: The Republic Age Sub-Era section of the 
  Dark Age Era Factions List (see p. 31) defines which militarily 
  significant realms are available for play during this era. Other 
  smaller powers and independent worlds continued to survive 
  at the outskirts of the Periphery (and throughout the former 
  Free Worlds League borders) in this period, but these scattered 
  worlds and minor powers lacked any significant impact on the 
  grand scale, and thus do not appear in the list.
  Faction names given in bold text indicate major powers, while 
  names in italics indicate factions that ultimately merged into 
  larger states. (Factions that united with a larger power appear 
  as a list below the realm they merged into.) Factions which are 
  neither bold nor italicized are minor powers that were never 
  absorbed into larger states, or which broke off from larger states.
  Unit Types: All factions involved in the Republic Age sub-
  era possessed access to conventional infantry, battle armor, 
  combat vehicles, support vehicles, conventional and aerospace 
  fighters, IndustrialMechs, BattleMechs, small craft, DropShips, 
  JumpShips, space stations, and mobile structures. WarShips 
  were available in limited deployment, but these represented 
  survivors of the Jihad, rather than any form of new construction.
  New Castles Brian may only be constructed by the Republic 
  of the Sphere or the Inner Sphere Clans during the Republic 
  Age period.
  Modular 
  technologies—as 
  found 
  in 
  OmniMechs, 
  OmniFighters, and OmniVehicles—remained available to all 
  Inner Sphere and Clan powers during this period.
  Technology Base: Due to closer Clan and Inner Sphere 
  interactions and trade throughout the Republic Age period, 
  coupled with advancing Inner Sphere manufacturing standards, 
  Mixed Tech became more commonplace during this time. The 
  Inner Sphere realms still favored the Inner Sphere technology 
  base for core construction, but the major states (as noted with 
  boldface in the Factions List) could produce controlled numbers 
  of Clan-spec components and equipment. 
  The Clans residing in the Inner Sphere maintained their 
  own high construction standards in this period, but likewise 
  gained access to unique Inner Sphere tech through trade and 
  other interactions. This enabled them to produce their own 
  Mixed Tech units, albeit in far fewer numbers.
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, restrict 
  all options to Inner Sphere and Inner Sphere-based Clan units 
  with an introduction date of 3130 or earlier. When constructing 
  units for scenarios set in this era, the same date limit of 3130 
  and earlier applies to all equipment selections, including core 
  components such as chassis types, armor, and the like. 
  For Clan forces and scenarios set outside of the Inner 
  Sphere, see Clan Post-Reaving Sub-Era (pp. 30).
  Special Equipment: Unlike the aftermath of the first Star 
  League and the devastating early Succession Wars, the Jihad 
  and Wars of Reaving did not prompt a backslide of technology, 
  even with so many factories and worlds in ruins. Indeed, even 
  though many of the Word of Blake’s experimental technologies 
  were lost (including the super-jump drive, LAMs, special 
  interfaces, and such) a number of less-radical technological 
  improvements emerged during the Dark Age, with a few 
  appearing even in this earlier period of reduced conflict.
  
  bold nor italicized are minor powers that were never absorbed 
  into larger states, or which broke off from larger states.
  Because of the aggressive efforts to discourage interaction 
  between the two regions, the Homeworld Clans and Deep 
  Periphery states between them and the Inner Sphere are 
  considered wholly separate from the events in the Inner Sphere 
  and among the Inner Sphere-resident Clans.
  Unit Types: All factions involved in the Clan Post-Reaving sub-
  era have access to conventional infantry, battle armor, combat 
  vehicles, support vehicles, conventional and aerospace fighters, 
  IndustrialMechs, BattleMechs, small craft, DropShips, JumpShips, 
  space stations, WarShips, and mobile structures. 
  New Castles Brian may be constructed throughout the Clan 
  Homeworlds in this period.
  ProtoMechs, tainted by their widespread use during the Wars of 
  Reaving, all but vanished among the Homeworld Clans by the end 
  of the thirty-first century.
  Modular technologies—as found in OmniMechs, OmniFighters, 
  and OmniVehicles—exist among all Clan factions (including the 
  Escorpión Imperio) during this period, but are not available to 
  non-Clan powers.
  Technology Base: The Homeworld Clans use the Clan 
  technology base. The Escorpión Imperio uses Mixed Tech with an 
  Inner Sphere technology base, but retains the ability to produce 
  Clan weapons and equipment. All other non-Clan powers in this 
  region may only use the Inner Sphere technology base. 
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, restrict 
  all Clan faction unit options to those that have an introduction 
  date of 3085 or earlier. When constructing units for scenarios set 
  in this era, the same date limit of 3085 and earlier applies to all 
  equipment selections, including core components such as chassis 
  types, armor, and the like. 
  For non-Clan factions in this region and sub-era, restrict the 
  unit selections to those with an introduction date of 3049 or 
  earlier, and restrict construction options to the same date limits as 
  well. This reflects the degradation of technological ability caused 
  by their imposed isolation from the Inner Sphere.
  Special Equipment: The Clan factions in this region and sub-
  era have access to all technologies that appeared in the Wars 
  of Reaving, though some components may be limited due to 
  their extinction. The non-Clan factions, meanwhile, have been 
  struggling to get by with much more obsolete technology and 
  manufacturing abilities, thus sparking a surge of “RetroTech” to 
  make up for the shortfall.
  Of the alternate era-based units and equipment featured 
  in the next chapter (see pp. 64-183), players creating forces for 
  this era should note that the Clan Post-Reaving Sub-Era saw the 
  development and use of the following era-unique items:
   • Wars of Reaving-era equipment (see Advanced Clan 
  Equipment, pp. 64-67)
   • Deep Periphery RetroTech appears in the Hanseatic League 
  (see Primitive Units and RetroTech, pp. 120-131)
   • The Escorpión Imperio, in an effort to upgrade its native 
  manufacturing to Clan standards, has been flooded with 
  lower-quality samples of Clan equipment (see Early Clan 
  Improved Equipment and Early Clan Prototype Systems,  
  pp. 95-96 and 97-98)
  Alternate Era Units and Equipment: When selecting 
  previously published units for scenarios set in this era, restrict all 
  Inner Sphere and Inner Sphere-resident Clan forces to units with 
  an introduction date of 3150 or earlier. When constructing units 
  for scenarios set in this era, the same date limit of 3150 and earlier 
  applies to all equipment selections, including core components 
  such as chassis types, armor, and the like. 
  For Clan forces and scenarios set outside of the Inner Sphere 
  and local Periphery, see Clan Post-Reaving Sub-Era (see below).
  Special Equipment: Drawing on technological experiments 
  first pioneered by the Word of Blake, the Republic of the Sphere 
  put forth a surge of new equipment in the latter Dark Age period, 
  debuting the superheavy tripod “Colossals” and special-purpose 
  RISC equipment. The Clans, meanwhile, introduced their new 
  QuadVee concept, a ground-based unit vaguely derived from 
  Land-Air BattleMechs.
  Of the alternate era-based units and equipment featured in the 
  next chapter (see pp. 64-183), players creating forces for this era 
  should note that the late Succession Wars saw the development 
  and use of the following era-unique items:
   • Additional new armors and weaponry (see Dark Age 
  Equipment, pp. 86-91)
   • The Republic’s superheavy “Colossals” (see Superheavy ’Mechs 
  and Tripod ’Mechs, pp. 159-163 and 163-165)
   • A special ’Mech-mountable drone control system debuted 
  on Solaris (see Remote Drone Command Console, p. 90)
   • Clan Hell’s Horses introduced the QuadVee (see QuadVees, 
  pp. 133-134)
   • The Republic demonstrated several experimental technolo-
  gies (see RISC Equipment, pp. 91-95)
  Clan Post-Reaving Sub-Era (3086-3150)
  Very little is known about the Clan homeworlds, and the Deep 
  Periphery separating them and the Inner Sphere, between the 
  end of the Jihad and the end of the Dark Age era. A full exploration 
  of these venues is beyond the focus of this book, and will be left 
  to later publications. 
  What is known is that, in the wake of the Wars of Reaving, only 
  four Clans remained in the Homeworlds, with all others expelled 
  and barred from returning. The veil of secrecy surrounding this 
  event extended into the Inner Sphere, keeping many unaware 
  of the full extent of this expulsion, beyond the fact that the 
  Periphery and Deep Periphery regions between the Inner Sphere 
  and Homeworlds are patrolled regularly enough to discourage 
  interaction. Trade is non-existent, and no news has emerged from 
  the Homeworlds in roughly sixty years. 
  Factions Available: The Clan Post-Reaving Sub-Era section of 
  the Dark Age Era Factions List (see p. 31) defines which militarily 
  significant realms are available for play in the Clan Homeworlds 
  and Deep Periphery during this era. The factions holding these 
  territories will not allow smaller powers to exist that may be 
  a threat to them, so there are no independent worlds or minor 
  powers of any significant military presence in this region.
  Faction names given in bold text indicate major powers, while 
  names in italics indicate factions that ultimately merged into 
  larger states. (Factions that united with a larger power appear as a 
  list below the realm they merged into.) Factions which are neither 
  
  31
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  DARK AGE ERA FACTIONS LIST
  The Republic Age (3086-3130)
  Capellan Confederation
  2367-3130
  Draconis Combine
  2319-3130
  Federated Suns
  2317-3130
  Lyran Commonwealth
  2341-3130
  Republic of the Sphere
  3081-3130
  ComStar
  2788-3130
  Regulan Fiefs
  3086-3130
  Duchy of Andurien
  3079-3130
  Duchy of Tamarind-Abbey
  3071-3130
  Marik-Stewart Commonwealth
  3082-3130
  Oriente Protectorate
  3086-3130
  Rim Commonality
  3075-3130
  Taurian Concordat
  2335-3130
  Magistracy of Canopus
  2530-3130
  Niops Association
  ca. 2760-3130
  Marian Hegemony
  2920-3130
  Lothian League*
  3087-3130
  Fiefdom of Randis
  2988-3130
  Rim Collection
  3048-3130
  Calderon Protectorate
  3066-3130
  Fronc Reaches
  3066-3130
  Filtvelt Coalition†
  3072-3130
  The Council of Six Clans 
  3075-3130
  Clan Sea Fox/Diamond Shark‡
  2807-3130
  Clan Hell’s Horses
  2807-3130
  Clan Jade Falcon
  2807-3130
  Clan Wolf
  2807-3130
  Rasalhague Dominion
  3103-3130
  Ghost Bear Dominion
  3060-3103
  Free Rasalhague Republic
  3034-3103
  Raven Alliance
  3083-3130
  Abjured Clans
  Clan Nova Cat
  2807-3130
  Clan Wolf (in-Exile)
  3057-3130
  Late Dark Age Sub-Era (3131-3150)
  Capellan Confederation
  2367-3150
  Draconis Combine
  2319-3150
  Federated Suns
  2317-3150
  Free Worlds League (New)
  2271-3150
  Clan Protectorate
  3138-3139
  Duchy of Tamarind-Abbey
  3071-3139
  Marik-Stewart Commonwealth
  3082-3138
  Oriente Protectorate
  3086-3139
  Rim Commonality
  3075-3139
  Lyran Commonwealth
  2341-3150
  Republic of the Sphere
  3081-3150
  ComStar
  2788-3150
  Regulan Fiefs
  3086-3150
  Duchy of Andurien
  3079-3150
  Taurian Concordat
  2335-3150
  Magistracy of Canopus
  2530-3150
  Niops Association
  ca. 2760-3150
  Marian Hegemony
  2920-3150
  Fiefdom of Randis
  2988-3150
  Rim Collection
  3048-3150
  Calderon Protectorate
  3066-3150
  Fronc Reaches
  3066-3150
  Filtvelt Coalition†
  3072-3150
  Lothian League
  3087-3150
  The Council of Six Clans 
  3075-3150
  Clan Hell’s Horses
  2807-3150
  Clan Jade Falcon
  2807-3150
  Clan Sea Fox
  2807-3150
  Wolf Empire
  3143-3150
  Clan Wolf
  2807-3150
  Rasalhague Dominion
  3103-3150
  Raven Alliance
  3083-3150
  Abjured Clans
  Clan Nova Cat
  2807-3143
  Clan Wolf (in-Exile)
  3057-3150
  Clan Post-Reaving Era (3086-3150)
  The Homeworld Clans§
  2807-3150
  Clan Cloud Cobra§
  2807-3150
  Clan Coyote§
  2807-3150
  Clan Star Adder§
  2807-3150
  Clan Stone Lion§
  3075-3150
  Escorpión Imperio§
  3080-3150
  Hanseatic League§
  2891-3150
  *Broke from Marian Hegemony in 3087
  †Allied with Federated Suns
  ‡Clan Diamond Shark renamed itself to Clan Sea Fox in 3100
  §Homeworld/Deep Periphery states: these realms remained isolated from the 
  Inner Sphere after the Jihad era, and their form—if any—at this point 
  remains unknown
  
  All of this is reflected in the Universal Technology Advancement 
  Table (see pp. 35-63). This table breaks down virtually every 
  distinct unit type and piece of equipment presented in the core 
  rules series and identifies its core Tech Base and Tech Rating. The 
  table also details the in-universe years when it was prototyped, 
  placed into general production, and became widespread enough 
  to be considered commonplace. 
  Tech Base: The Tech Base, as ever, defines whether the item 
  requires an Inner Sphere or Clan technology base for production. 
  A Tech Base of “IS” indicates that the item can only be produced 
  in the Inner Sphere. A Tech Base of “Clan” means that the item can 
  only be produced by the Clans. A Tech Base of “All” means that the 
  item is available to both technology bases.
  Tech Rating: The Tech Rating defines the minimum technology 
  level of the item, and is often used as a limiting factor in Support 
  Vehicle construction or tech-restrictive campaigns. This rating uses 
  the same A through F scale introduced in TechManual, under which 
  a Tech Rating of A reflects an item that can be made even with 
  extremely primitive techniques, while a Tech Rating of F reflects the 
  cutting-edge manufacturing once found only among the Clans.
  It is worth stressing that Tech Rating values are an abstraction 
  of the minimum industrial base and material resources needed 
  to manufacture a given item, and should not be used as the sole 
  factor for identifying an item’s era of play. Some items might 
  receive a much lower rating than their introduction dates would 
  suggest (such as Inferno munitions for modern artillery pieces, 
  and flak shells for modern autocannons, which have a Tech 
  Rating of B even though most of the weapons that use them 
  didn’t appear until the Age of War or later). This represents the 
  The Universal 
  Technology 
  Advancement Table
  Over the years that the BattleTech universe has existed, the various 
  other rulebooks than core books have introduced equipment and 
  unit types driven as much by story lines as they have been by game 
  balance. In an effort to reflect a setting where constant warfare 
  inspires ever more sophisticated weapons and defenses, each 
  subsequent rulebook and supplemental introduced new items 
  and equipment, to the point that the core rulebooks today carry 
  hundreds of special rules to reflect in-universe technologies that 
  simply did not exist when BattleTech was new.
  In an effort to define these items for newer players, the core 
  books introduced three broad levels of rules governing the units 
  and equipment of the BattleTech setting: Tournament Legal, 
  Advanced, and Experimental. Still, over the course of this series 
  and the game line’s many supplements, even these labels fall short 
  of defining the nature of BattleTech’s technological evolution. 
  This is especially true in era-based game play. The rules levels 
  were suitable to define the complexity of a new item or unit and 
  help players determine the appropriate sources to govern their 
  core rules. But in era-based play, these terms also define the 
  commonality of such elements in the setting. Thus, just as the 
  technologies have evolved in-universe, so too will their availability 
  in any games in which the era of play is a factor.
  PH 
  JJ
  The arms race, far more pronounced in the unstable Clan Occupation Zones, is responsible for unusual assault battle armor like the Warg
  
  33
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Production year, or which are fielded in scenarios set between 
  their Prototype date and the date they enter Production, must 
  be considered Experimental-level items.
  Production (Faction): Production items have entered 
  a phase where they have been approved for general 
  manufacture, but are still considered proprietary to the 
  producing faction(s) and their allies. At this point, the items 
  are no longer in a “prototype” format, but instead use their 
  “final” in-game rules. These items might be rare for a time, but 
  will almost certainly reach Common status as they spread to 
  other realms and manufacturers. In some cases, however, an 
  item might not leave this phase because it is either too niche, 
  too expensive, or too outclassed by other technologies on the 
  market. In terms of game rules, Production items that have no 
  corresponding Common year, or which are fielded in scenarios 
  set between the date of Production and the date they become 
  Common, must be considered Advanced-level items.
  Common: Common items are those which have reached such 
  a broad level of production or access across various factions 
  that they have effectively ceased to be proprietary and now can 
  reasonably appear among all factions of a given technology 
  base. (In the case of Periphery powers, however, even Common 
  items can be quite limited in nature, with most failing to become 
  truly common in the Periphery realms for decades after the rest 
  of the Inner Sphere has gained access.) In terms of game rules, 
  Common items may be considered Tournament Legal.
  Page Reference: The page number in TechManual (TM), 
  Tactical Operations (TO), Strategic Operations (SO) or Interstellar 
  Operations (IO) with the corresponding rules for each item.
  Notes: If something noteworthy about the item or unit 
  type is needed (such as different introduction dates for an 
  item that has both a Clan and an Inner Sphere debut), or if the 
  item ever went extinct and/or was recovered in its lifetime, it 
  will be defined in the item’s notes.
  Estimated Introductions: Any year preceded with a tilde 
  (~) reflects an estimated year of introduction, usu ally due to 
  the fact that some factions gained access to the technology 
  or technique approximately a year or two before others. 
  Because of the vagaries of the period and a confluence 
  of trade and parallel developments, whenever an exact 
  date of introduction is estimated in this fashion, there is an 
  opportunity for campaign gamemasters and players to slip in 
  new items of technology unexpectedly sooner (or later) than 
  anticipated, perhaps by as many as 3 years before or after the 
  listed year. Indeed, if randomness is desired, simply add (1D6 
  – 3) to an item’s estimated year of introduction to determine if 
  it is available at the given year of play.
  EVOLVING TECHNOLOGY IN CAMPAIGN PLAY
  Players will find additional rules for Prototype-level items 
  in later chapters. These rules provide the in-game effects of 
  those weapons and equipment in the earliest versions of their 
  present-day form. These prototype rules also include the 
  Production and Common dates for each piece of equipment. 
  This allows the Universal Technology Advancement Table 
  to present several related items on a single line, and allows 
  for players to roll out updates based on the scenario’s in-
  universe date. 
  simplicity of their overall manufacture and material needs for 
  their construction, rather than an actual introduction date. 
  Conversely, other items might have a high Tech Rating despite 
  emerging in an era when the majority of contemporary tech 
  was much lower (such as enhanced prosthetic limbs, which 
  have the Tech Rating of E normally associated with the Star 
  League era or post-Clan Invasion, despite the fact that they 
  came about centuries earlier). This represents a level of extra-
  fine development and manufacturing techniques that were 
  literally “ahead of their time.”
  Availability Ratings: The availability codes listed in the 
  Universal Technology Advancement Table represent the 
  general level of access the factions within the corresponding 
  Tech Base have to the item in question. Previously listed as 
  three-letter codes, broadly corresponding to the Star League, 
  Succession Wars, and Clan Invasion eras, these codes are 
  expanded here to include a fourth letter that corresponds to 
  the Dark Age era. For the purpose of calculating availability 
  ratings (see p. 286, TM) this starts with the Dark Age sub-
  era (3131). Like the Tech Rating, Availability Ratings use an 
  A-through-F code system, where A represents an item so 
  common it is almost ubiquitous, while F represents an item 
  that is extremely hard to come by. An Availability code of X for 
  a given era means the item doesn’t exist, has gone extinct, or 
  is so incredibly rare as to be effectively unique in the universe. 
  The primary caveat with item availability codes is that 
  they correspond to the Tech Base listing for that same item. 
  The Availability Ratings for an item that appears in the Clan 
  Tech Base apply to the Clans only;  Inner Sphere forces may 
  only attempt to acquire a Clan Tech item from the year 3050 
  onward, at which point they must consider the Availability 
  Rating for that item one level higher for the relevant era of 
  play. If this rating would be raised from an original rating of F, 
  the force’s controlling player must roll 1D6, and consider the 
  item to have an Availability of X on a roll of 1, 2, or 3.
  For items with an Inner Sphere Tech Base made after the 
  start of the Succession Wars, Clan forces can only acquire the 
  item during the Clan Invasion and Dark Age eras, at which 
  point the Availability Rating is considered the same as that of 
  the Inner Sphere forces.
  For items with a Tech Base of “All”, Inner Sphere forces must raise 
  the Availability by one letter code for the item if it has a code of E 
  or F for the Succession Wars era and the game scenario is set after 
  any listed Extinction Date for the item (which will appear under 
  the Notes column). For scenarios set during the Star League era, 
  or those set from the Clan Invasion through the Dark Age, the 
  availability code for an item with a Tech Base of “All” is considered 
  to be unchanged. As above, if a letter code is increased from a 
  code of F, the player must roll 1D6, and consider the item to have 
  an Availability of X on a roll of 1, 2, or 3.
  Prototype (Faction): Prototype items are those which have 
  only just gotten off the drawing board and made it into limited 
  production on a restricted scale. At this level, the item may still 
  be proprietary to their listed faction (though other factions in 
  the same Tech Base may be developing or testing their own 
  equivalents), or simply be so rarely employed that most forces 
  can reasonably expect to never encounter it in the field. In terms 
  of game rules, Prototype items that have no corresponding 
  
  to the Production year to find the year in which the item becomes 
  available to any given factions other than the one listed in the 
  Production date column. Items without a Common date but 
  which have a Production date may be used in Advanced-level 
  games only.
  Missing Common and Production Dates: An item that 
  appears with only a Prototype date never reached full-scale 
  production, or is in extremely limited distribution. As long as such 
  items are not listed as extinct, they may appear in factions other 
  than those that first prototyped them. However, they may only do 
  so 3D6+5 years after the first prototypes emerged, and even then 
  in the most limited of deployments—as long as the technology 
  does not lapse into extinction before then. Even though they are 
  listed as Prototypes, many items that fall under this distinction 
  will function in accordance with their normal game rules, as they 
  will lack any form of alternate, Prototype-phase rules. 
  For example, the nuclear weapons in this chapter are 
  all presented with a Prototype date and no corresponding 
  Production or Common dates. These weapons will function in 
  accordance with their rules as written in this chapter, without any 
  further modifications.
  Items that have a Prototype date and no corresponding 
  Production or Common dates are considered suitable only for 
  games that use Experimental-level rules.
  Missing Prototype Rules: As indicated above, an item that 
  lacks any Prototype-level rules, but which has a Prototype date, 
  will use its “normal” rules, with no special modifications. In this 
  case, the lack of Prototype-level rules simply leaves the item 
  suitable only for Experimental-level games, and indicates that it 
  is in minimal distribution. 
  Other Notes
  Throughout the Universal Technology Advancement Table, 
  other notes may appear with more specific information provided. 
  Some will indicate differing dates for the item’s Prototype phase, 
  Production date, extinction, or recovery. Others may indicate that 
  an item is “always available,” regardless of its advancement level. 
  We’re explaining them here.
  Key of Terms
  The Key of Terns for the Universal Technology Advancement 
  Table appears on page 63.
  For example, the standard autocannon/10 (AC/10) is listed 
  with a Prototype date of “2450 (TH)”, a Production date of “2460 
  (TH)”, and a Common date of 2465. Thus, in games set from 2450 
  to 2459, the players would use the Primitive Prototype rules 
  whenever a unit in that time period employs a standard AC/10, 
  ideally restricting such weapons to Terran Hegemony units the 
  closer the date is to 2450. After 2459 but before 2465, Terran 
  Hegemony forces may update all of their Primitive Prototype 
  AC/10s to the standard rules AC/10, using the rules for replacing 
  weapons as presented in Strategic Operations (see pp. 181-182, 
  SO). Meanwhile, other affiliations would continue to use the 
  Primitive Prototype rules for their AC/10s until 2465, at which 
  point the weapon system becomes available for all factions to 
  purchase or produce replacements and update their own units.
  Extinctions and Recovery
  If, after its original debut, item went extinct and was subsequently 
  rediscovered, its returned form may have undergone a similar 
  prototype phase. Consult the rules in this chapter, and the Alternate 
  Era Equipment Tables, to see if and when such items returned, 
  paying special attention to whether the item has a Prototype listing 
  that corresponds to a modern system. Between this Prototype date 
  and the final return date for the listed weapon system, any faction 
  with access to such weapons would use the Prototype form.
  For example, in the Universal Technology Advancement Table, 
  the ER large laser has a Production date of “2620 (TH)”, indicating 
  that it was available to the Terran Hegemony from 2620 onward, 
  but its Common date is “3045”. The notes for the weapon on the 
  same table say “Ext: 2950; Ret: 3037 (DC)”. This indicates that the 
  ER large laser became extinct in the Inner Sphere in 2950, but was 
  returned to service by the Draconis Combine in 3037. 
  Consulting the rules for the Late Succession Wars (which cover 
  the dates when the weapon returned), we find that the Inner 
  Sphere Recovered Prototype rules may apply. Checking those 
  rules and the Alternate Era Equipment Tables, we find that the 
  Late Succession Wars prototype ER large laser appeared in the 
  Inner Sphere in 3030. Since the Draconis Combine is credited 
  with the weapon’s recovery, we can presume that the recovered 
  weapon’s prototype begins showing up on DCMS units as early as 
  3030, and enters full Production 3037. 
  Between 3030 and 3045, other Inner Sphere factions may also 
  field recovered prototypes of the ER large laser, but they will be 
  unable to upgrade to the final weapon form until at least 3045, 
  since the weapon has not become Common until then (per the 
  Universal Technology Advancement Table).
  Missing Data
  In some cases, the Universal Technology Advancement Table 
  presents items that have no Common date, no Production date, 
  or even a Prototype date with no corresponding prototype rules. 
  The following guidelines apply in such conditions.
  Missing Common Date: An item without a date for Common 
  availability, but which has a Production date, is only available 
  in limited distribution. Even if a specific faction is listed as 
  producing this item, the item may be produced by or available 
  to any Major power (Successor State or Clan) within ten years 
  of its Production date, as long as it has not gone extinct in the 
  meantime. If randomness is desired, roll 2D6 and add the result 
  MF 
  JJ
  Extinct during the Succession Wars, the Koschei saw a resurgence in the late 3060s.
  
  35
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Advanced ’Mech/ProtoMech/Vehicular Motive Systems
  Jump Jets [’Mech]
  All/D
  CCCC
  2464 (TH)
  2471 (TH)
  2500
  225, TM
  —
  Improved Jump Jets [’Mech]
  All/E
  XXED
  ~3060 (CWX) 3069 (CWX/CWF)
  3071
  225, TM
  IS Intro: 3070 (LC)
  ProtoMech Jump Jets
  Clan/D
  XXDC
  ~3055 (CSJ)
  3060 (CSJ)
  3060
  225, TM
  —
  Extended Jump Jets (XJJ) System [ProtoMech]
  Clan/F
  XXFD
  ~3071 (CSR)
  3075 (CSR)
  3085
  65, IO
  —
  ProtoMech Myomer Booster
  Clan/F
  XXFE
  ~3066 (CBS/CIH) 3068 (CBS/CIH)
  3075
  232, TM
  —
  Jump Pack / ’Mech Drop Pack
  All/D
  CDCC
  ~2430 (TH)
  2457 (TH)
  —
  292, TO
  —
  MASC [IS]
  IS/E
  DFED
  ~2730 (TH)
  2740 (TH)
  3040
  233, TM
  Ext: 2795; Ret: 3035 (CC)
  MASC [Clan]
  Clan/F
  XFED
  ~2820 (CIH)
  2827 (CIH)
  2835
  233, TM
  —
  ’Mech Mechanical Jump Boosters
  IS/E
  XXFE
  ~3060 (FS)
  3083 (FS/LC)
  3090
  292, TO
  —
  Partial Wing [BattleMech]
  All/F
  XXED
  3067 (CJF)
  ~3085 (CJF)
  3090
  292, TO
  IS Prototype: 3074 (Merc)
  Partial Wing [ProtoMech]
  Clan/F
  XXED
  3070 (CBS)
  3085 (CSR)
  3090
  292, TO
  —
  UMUs [’Mech]
  All/E
  XXED
  ~3061 (CGS)
  3066 (LC)
  3084
  295, TO
  Clan Intro: 3072 (CWX)
  UMUs [ProtoMech]
  Clan/E
  XXFE
  ~3065 (CBS)
  ~3075 (CBS)
  3084
  101, IO
  —
  Vehicular Jump Jets
  All/E
  EXFE
  2650 (TH)
  ~3083 (CHH)
  —
  348, TO
  Ext: 2840; Ret: 3083 (CHH)
  VTOL Jet Booster
  All/D
  XFED
  3009 (FS)
  ~3078 (FS)
  —
  350, TO
  Clan Prototype: 2839 (CHH)
  Supercharger
  All/C
  FFFD
  ES
  ~3078 (All)
  —
  345, TO
  —
  Tracks [’Mech]
  All/C
  DEED
  ~2430 (DC)
  2440 (DC)
  2500
  249, TM
  —
  Anti-Missile Systems
  Anti-Missile System [IS]
  IS/E
  EFDC
  ~2613 (TH)
  2617 (TH)
  3048
  204, TM
  Ext: 2835; Ret: 3045 (CC)
  Anti-Missile System [Clan]
  Clan/F
  XFDC
  ~2824 (CSA)
  2831 (CSA)
  2835
  204, TM
  —
  Laser Anti-Missile System [IS]
  IS/E
  XXED
  3059 (FS)
  ~3079 (FS)
  3145
  322, TO
  —
  Laser Anti-Missile System [Clan]
  Clan/F
  XXED
  3048 (CWF)
  ~3079 (CWF)
  3145
  322, TO
  —
  Armor (’Mech/Vehicle/Fighter)
  Commercial Armor
  IS/B
  BBAA
  ~2290 (TA)
  ~2300 (TA)
  2310
  205, TM
  —
  Primitive Aerospace Fighter Armor
  IS/C
  BCBB
  ES
  ~2300 (TH)
  ~2315
  125, IO
  —
  Primitive 'Mech/Industrial Armor
  IS/C
  BCBB
  ~2430 (TH)
  ~2439 (TH)
  2439
  205, TM
  —
  Standard (or Heavy Industrial) Armor
  IS/D
  CCCB
  ~2460 (TH)
  2470 (TH)
  2470
  205, TM
  —
  Anti-Penetrative Ablation (ABA) Armor
  IS/E
  XXXE
  3105 (DC)
  3114 (DC)
  —
  86, IO
  —
  Ballistic-Reinforced Armor
  IS/E
  XXXE
  3120 (DC)
  3131 (DC)
  —
  87, IO
  —
  Ferro-Fibrous/Ferro-Aluminum Armor [IS]
  IS/E
  DFDC
  2557 (TH)
  2571 (TH)
  3055
  205, TM
  Ext: 2810; Ret: 3040 (DC)
  Ferro-Fibrous/Ferro-Aluminum Armor [Clan]
  Clan/F
  XEDC
  ~2820 (CSR)
  ~2825 (CSR)
  2830
  205, TM
  —
  Ferro-Fibrous/Ferro-Aluminum Armor [Heavy]
  IS/E
  XXED
  ~3056 (FS/LC)
  3069 (LC)
  3070
  205, TM
  —
  Ferro-Fibrous/Ferro-Aluminum Armor [Light]
  IS/E
  XXED
  ~3055 (FW)
  3067 (FW)
  3070
  205, TM
  —
  Ferro-Lamellor Armor
  Clan/F
  XXFE
  3070 (CSR)
  3109 (CSF)
  —
  279, TO
  —
  Hardened Armor
  All/D
  XXFE
  3047 (FS/LC)
  ~3081 (LC)
  —
  280, TO
  Clan Prototype: 3061 (CGB)
  Heat-Dissipating Armor
  All/E
  XXXE
  3111 (CC)
  3123 (CC)
  —
  87, IO
  Clan Intro: 3126 (CHH)
  Impact-Resistant Armor
  IS/E
  XXXE
  ~3092 (LC)
  3103 (LC)
  —
  87, IO
  —
  Laser Reflective (Reflec/Glazed) Armor [IS]
  IS/E
  XXFE
  3058 (LC)
  ~3080 (LC)
  —
  280 TO
  —
  Laser Reflective (Reflec/Glazed) Armor [Clan]
  Clan/F
  XXFE
  3061 (CJF)
  ~3080 (CSF)
  —
  280 TO
  —
  Modular Armor
  All/D
  XXFE
  3072 (CS)
  ~3096 (RS)
  —
  281, TO
  Clan Prototype: 3074 (CWX)
  Reactive (Blazer) Armor [IS]
  IS/E
  XXFE
  3063 (DC)
  ~3081 (DC)
  —
  282, TO
  —
  Reactive (Blazer) Armor [Clan]
  Clan/F
  XXFE
  3065 (CGB)
  ~3081 (CSF)
  —
  282, TO
  —
  Stealth Armor
  IS/E
  XXED
  ~3051 (CC)
  3063 (CC)
  3072
  206, TM
  —
  Vehicle Stealth Armor 
  IS/E
  XXFE
  3067 (CC)
  3084 (CC)
  3145
  282, TO
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  NOTE: Universal Technology Advancement Table Key on p. 63.
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Armor (’Mech/Vehicle/Fighter) (continued)
  Support Vehicle Armor (BAR 2-3)
  All/A
  AAAA
  PS
  PS
  PS
  206, TM
  Always Available†
  Support Vehicle Armor (BAR 4)
  All/B
  BBAA
  PS
  PS
  PS
  206, TM
  Always Available†
  Support Vehicle Armor (BAR 5)
  All/B
  BBBA
  ES
  ES
  ES
  206, TM
  Always Available†
  Support Vehicle Armor (BAR 6)
  All/C
  CBBA
  ES
  ES
  ES
  206, TM
  Always Available†
  Support Vehicle Armor (BAR 7)
  All/C
  CBBB
  ~2250 (TA)
  ~2300 (TA)
  2305
  206, TM
  † 
  Support Vehicle Armor (BAR 8)
  All/D
  CCBB
  2425 (TH)
  2435 (TH)
  2445
  206, TM
  †
  Support Vehicle Armor (BAR 9)
  All/D
  CCCB
  2440 (TH)
  2450 (TH)
  2470
  206, TM
  †
  Support Vehicle Armor (BAR 10)
  All/D
  DDDC
  ~2460 (TH)
  2470 (TH)
  2505
  206, TM
  †
  Armor (Small Craft, and Large Aerospace Craft)
  Primitive Armor
  IS/C
  BCBB
  ES
  ~2300 (TH)
  ~2315
  124, IO
  —
  Aerospace Armor
  All/D
  CCCB
  ~2460 (TH)
  2470 (TH)
  2470
  205, TM
  —
  Improved Ferro-Aluminum Armor
  All/E
  EXED
  ~2500 (TH)
  2520 (TH)
  —
  152, SO
  Ext: 2950; Ret: 3052 (FS/LC)*
  Ferro-Carbide Armor
  All/E
  EFED
  ~2550 (TH)
  2570 (TH)
  —
  152, SO
  Ext: 2950; Ret: 3055 (LC/DC)*
  Lamellor Ferro-Carbide Armor
  All/E
  EFED
  ~2600 (TH)
  2615 (TH)
  —
  152, SO
  Ext: 2950; Ret: 3055 (FS/FW/CC)*
  Armor (ProtoMech)
  ProtoMech Armor
  Clan/F
  XXDD
  ~3055 (CSJ)
  3060 (CSJ)
  3060
  205, TM
  —
  ProtoMech Electric Discharge Armor
  Clan/F
  XXFX
  ~3071 (CFM)
  —
  —
  64, IO
  Ext: 3085
  Armor (Battle Armor Infantry)
  Standard (Basic)
  All/E
  FFED
  ~2680 (TH)
  2868 (CWF)
  3054
  252, TM
  IS Prototype: 3050 (FS/LC/DC)
  Standard (Advanced)
  IS/E
  XXFE
  —
  3057 (FW)
  3060
  252, TM
  —
  Stealth (Prototype)
  IS/E
  XXFX
  3050 (FS/LC)
  3052 (FS/LC)
  3054
  252,TM
  Ext: 3055
  Stealth (Basic)
  IS/E
  FFED
  ~2700 (TH)
  2710 (TH)
  3054
  252, TM
  Ext: 2770; Ret: 3052 (DC)
  Stealth (Standard)
  All/E
  FXED
  ~2710 (TH)
  2720 (TH)
  3055
  252,TM
  Ext: 2770; Ret: 3053 (DC)
  Stealth (Improved)
  All/E
  XXFE
  ~3055 (FW/WB) 3057 (FW/WB)
  3059
  252, TM
  Clan Intro: 3058 (CSR)
  Fire Resistant
  Clan/F
  XXFE
  ~3052 (CFM)
  3058 (CFM)
  3065
  253, TM
  —
  Mimetic
  IS/E
  XXFE
  ~3058 (CS/WB)
  3061 (WB)
  3065
  253, TM
  —
  Reactive (Blazer)
  All/F
  XXFE
  3075 (CSF)
  ~3093 (RS)
  3100
  282, TO
  —
  Laser Reflective (Reflec/Glazed) Armor
  All/F
  XXFE
  3074 (CSF)
  ~3089 (CNC/DC)
  3105
  280, TO
  —
  Armor (Conventional Infantry)
  Ablative, Standard
  All/D
  ABAA
  ES
  2300 (TA)
  2305
  317, TO
  —
  Ablative, Concealed
  All/E
  EDBB
  ~2390 (TH)
  2400 (TH)
  2410
  317, TO
  Clan Ext: ~2820
  Ablative/Flak, Standard
  All/D
  BCBA
  ~2300 (TA)
  2305 (TA)
  2310
  317, TO
  —
  Ablative/Flak, Concealed
  All/E
  FDCB
  ~2390 (TH)
  2300 (TH)
  2305
  317, TO
  Clan Ext: ~2825
  Ballistic Plate, Standard
  All/D
  CCCC
  ~2305 (TA)
  2310 (TA)
  2315
  317, TO
  —
  Ballistic Plate, Concealed
  IS/E
  XFDD
  ~2810 (LC)
  2820 (LC)
  2822
  317, TO
  —
  Clothing, Fatigues/Civilian/Non-Armored
  All/A
  AAAA
  PS
  PS
  PS
  317, TO
  Always Available
  Clothing, Leather/Synthetic Hide
  All/A
  AAAA
  PS
  PS
  PS
  317, TO
  Always Available
  Clothing, Light (e.g. Summer Wear/None)
  All/A
  AAAA
  PS
  PS
  PS
  317, TO
  Always Available
  Engineering Suit
  All/D
  DDDC
  ~2340 (LC)
  2350 (LC)
  2351
  317, TO
  —
  Environment Suit, Light
  All/C
  BBBB
  ES
  ES
  2200
  317, TO
  —
  Environment Suit, Hostile
  All/D
  CCCC
  ES
  2300 (TA)
  2302
  317, TO
  —
  Environment Suit, Marine
  All/D
  CDDC
  ~2315 (Per)
  2325 (TC)
  2330
  317, TO
  —
  Flak Armor, Standard
  All/C
  AAAA
  ES
  ES
  2200
  317, TO
  —
  Flak, Concealed
  All/D
  DCBB
  ES
  ES
  2230
  317, TO
  Clan Ext: ~2825
  Heatsuit
  All/D
  CCCB
  ~2350 (TH)
  2355 (TH)
  2358
  317, TO
  —
  MechWarrior Combat Suit
  All/E
  DFED
  ~2690 (TH)
  2790 (DC)
  2520
  317, TO
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  37
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Armor (Conventional Infantry) (Continued)
  MechWarrior Cooling Suit
  All/E
  DFED
  ~2680 (TH)
  2500 (TH)
  3065
  317, TO
  Ext: ~2850; Ret: 3050 (CS)*
  MechWarrior Cooling Vest (Only)
  All/D
  CCCC
  ~2440 (TH)
  2460 (TH)
  2461
  317, TO
  —
  Myomer, Suit
  IS/E
  XXED
  ~3045 (LC)
  3047 (LC)
  3052
  317, TO
  —
  Myomer, Vest
  IS/E
  XXED
  ~3044 (LC)
  3045 (LC)
  3051
  318, TO
  —
  Neo-Chainmail
  IS/D
  XXCC
  ~3062 (FS)
  3065 (FS)
  3066
  318, TO
  —
  Parka
  All/C
  AAAA
  PS
  PS
  PS
  318, TO
  Always Available
  Snowsuit
  All/C
  AAAA
  PS
  PS
  PS
  318, TO
  Always Available
  Spacesuit
  All/C
  BBBB
  ES
  ES
  ES
  318, TO
  Always Available
  Spacesuit, Combat
  All/C
  CDED
  ES
  ES
  2200
  318, TO
  —
  Armor Kit (Capellan Confederation)
  IS/C
  XXCB
  ~3045 (CC)
  3050 (CC)
  —
  318, TO
  —
  Armor Kit (Clan)
  Clan/E
  XEEC
  ~2850 (CHH)
  2900 (Clan)
  —
  318, TO
  —
  Armor Kit (ComStar)
  IS/F
  XFDE
  ~2825 (CS)
  2830 (CS)
  —
  318, TO
  —
  Armor Kit (Draconis Combine)
  IS/C
  BBBB
  ~2620 (DC)
  2625 (DC)
  —
  318, TO
  —
  Armor Kit (Federated Suns)
  IS/C
  BBBF
  ~2325 (FS)
  2330 (FS)
  —
  318, TO
  Ext: 3035
  Armor Kit (Federated Suns/LyranCommonwealth, 3030-3066)
  IS/C
  XDBE
  ~3025 (FS/LC)
  3030 (FS/LC)
  —
  318, TO
  Ext: 3070
  Armor Kit (Federated Suns, 3067+)
  IS/D
  XXDC
  ~3065 (FS)
  3067 (FS)
  —
  318, TO
  —
  Armor Kit (FR)
  IS/C
  XXBB
  ~3035 (FR)
  3040 (FR)
  —
  318, TO
  —
  Armor Kit (FWL)
  IS/C
  BBBD
  ~2280 (FW)
  2290 (FW)
  —
  318, TO
  Ext: 3050
  Armor Kit (FWL, 3035+)
  IS/C
  XEBB
  ~3030 (FW)
  3035 (FW)
  —
  318, TO
  —
  Armor Kit (LyranCommonwealth)
  IS/C
  BBBE
  ~2420 (LC)
  2425 (LC)
  —
  318, TO
  Ext: 3067
  Armor Kit (LyranCommonwealth, 3060+)
  IS/C
  XDBB
  ~3058 (LC)
  3060 (LC)
  —
  318, TO
  —
  Armor Kit (Magistracy of Canopus)
  IS/C
  BBBB
  ~2600 (MC)
  2610 (MC)
  —
  318, TO
  —
  Armor Kit (Marian Hegemony)
  IS/C
  XFBB
  ~3045 (CC)
  3049 (MH)
  —
  318, TO
  —
  Armor Kit (SLDF)
  All/E
  CEFX
  ~2570 (TH)
  2575 (TH)
  2580
  318, TO
  Ext: 2800 (IS); Clan Ext: ~2950
  Armor Kit (Taurian Concordat/Calderon Protectorate)
  IS/C
  XXBB
  ~3045 (TC)
  3047 (TC/CP)
  —
  318, TO
  —
  Armor Kit (Word of Blake)
  IS/F
  XXDF
  ~3053 (WB)
  3055 (WB)
  —
  318, TO
  Ext: 3081
  Armor Kit (Other/Generic)
  All/C
  BBBB
  ES
  ES
  ES
  318, TO
  Always Available
  Sneak Suit (DEST Infiltration Suit)
  IS/D
  XEEE
  ~2785 (DC)
  ~2800 (DC)
  —
  318, TO
  Ext: ~2845; Ret: 3045 (DC)
  Sneak Suit (One System)
  All/D
  CCCC
  ~2430 (TH)
  2450 (TH)
  2500
  318, TO
  —
  Sneak Suit (Two Systems)
  All/D
  DDDD
  ~2445 (TH)
  2460 (TH)
  2505
  318, TO
  —
  Sneak Suit (Three Systems)
  All/D
  DEEE
  ~2465 (TH)
  2475 (TH)
  2510
  318, TO
  —
  Vintage Bulletproof Vest
  All/C
  BCDE
  PS
  PS
  PS
  195, ATOWC
  Always Available
  Vintage Bomb Suit
  All/C
  BCEF
  PS
  PS
  PS
  195, ATOWC
  Always Available
  Armored Component Systems
  Armored Components
  All/E
  XXFE
  3061 (FW/CSF)
  3077 (CJF)
  —
  283, TO
  IS Intro: 3082 (FW)
  Armored Motive System [IS]
  IS/E
  XXFE
  3071 (FW)
  3084 (LC)
  —
  283, TO
  —
  Armored Motive System [Clan]
  Clan/F
  XXFE
  3057 (CHH)
  3083 (CHH)
  —
  283, TO
  —
  Artillery and Artillery Cannons
  Artillery Weapons
  Arrow IV Artillery Missile [IS]
  IS/E
  EFED
  2593 (TH)
  2600 (TH)
  3048
  284, TO
  Ext: 2830; Ret: 3044 (CC)
  Arrow IV Artillery Missile [Clan]
  Clan/F
  XFED
  —
  2844 (CHH)
  2850
  284, TO
  —
  Conventional Artillery (Thumper, Sniper)
  All/B
  CCCC
  PS
  PS
  PS
  284, TO
  —
  Conventional Artillery (Long Tom)
  All/B
  CCCC
  2445 (TH)
  2500 (TH)
  2520
  284, TO
  —
  Cruise Missile Artillery (/50, /70, /90, /120)
  IS/E
  XXFE
  3065 (FS)
  3095 (FS)
  —
  284, TO
  —
  Artillery Cannons
  Artillery Cannons (Thumper, Sniper, Long Tom)
  All/B
  XFED
  3012 (LC)
  3079 (LC)
  —
  285, TO
  Clan Prototype: 3032 (CWF)
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Autocannons and Rifles
  Standard Autocannon/2
  All/C
  CDDD
  2290 (TA)
  2300 (TA)
  2305
  208, TM
  Clan Ext: ~2850
  Standard Autocannon/5
  All/C
  CCDD
  2240 (TA)
  2250 (TA)
  2255
  208, TM
  Clan Ext: ~2850
  Standard Autocannon/10
  All/C
  CDDD
  2443 (TH)
  2460 (TH)
  2465
  208, TM
  Clan Ext: ~2850
  Standard Autocannon/20
  All/C
  DEDD
  2488 (LC)
  2500 (LC)
  2502
  208, TM
  Clan Ext: ~2850
  Improved Autocannon (/2, /5, /10, /20)
  Clan/E
  XCXX
  —
  ~2815 (Clan)
  2818
  96, IO
  Ext: 2833; Ret: 3080 (EI)
  LB-X Autocannon (2, 5, 20) [IS]
  IS/E
  XXED
  ~3055 (FS)
  3058 (FS)
  3060
  207, TM
  —
  LB 10-X AC [IS]
  IS/E
  EFDC
  2590 (TH)
  2595 (TH)
  3040
  207, TM
  Ext: 2840; Ret: 3035 (FS)
  LB-X Autocannon (2, 5, 10, 20) [Clan]
  Clan/F
  XDCB
  ~2824 (Clan)
  ~2826 (Clan)
  2828
  207, TM
  —
  Rotary Autocannon (/2, /5)
  IS/E
  XXED
  ~3060 (FS)
  3062 (FS)
  3071
  207, TM
  —
  Clan Rotary Autocannon, RAC (/2, /5)
  Clan/F
  XXFE
  3073 (CSF)
  3104 (CSF)
  3145
  286, TO
  —
  Ultra Autocannon (/2, /10) [IS]
  IS/E
  XXED
  ~3055 (FW)
  3057 (FW)
  3060
  208, TM
  —
  Ultra AC/5 [IS]
  IS/E
  DFDD
  ~2635 (TH)
  2640 (TH)
  3040
  208, TM
  Ext: 2915; Ret: 3035 (FS)**
  Ultra AC/20 [IS]
  IS/E
  XXED
  ~3057 (FW)
  3060 (LC/FW)
  3061
  208, TM
  —
  Ultra Autocannon (/2, /5, /10, /20) [Clan]
  Clan/F
  XDDC
  ~2825 (Clan)
  ~2827 (Clan)
  2829
  208, TM
  —
  Light Autocannon (/2, /5)
  IS/D
  XXFC
  ~3062 (FS)
  3068 (FS)
  3070
  207, TM
  —
  Hyper-Velocity Autocannon, HVAC (/2, /5, /10)
  IS/D
  XXFE
  3059 (CC)
  3079 (CC)
  —
  285, TO
  —
  ProtoMech Autocannon, Proto-AC (/2, /4, /8)
  Clan/F
  XXFE
  ~3070 (CBS)
  3073 (CBS)
  3145
  286, TO
  —
  Rifle (Cannon, All Sizes)
  All/B
  CFXD
  PS
  PS
  3085
  338, TO
  Ext: ~2825; Ret: ~3084 (Per)**
  BattleMech Melee Weapons
  Chain Whip
  IS/C
  XXFE
  3071 (WB)
  3084 (LC)
  —
  289, TO
  —
  Claws
  All/B
  XFED
  ~3050 (LC)
  3060 (LC)
  3145
  289, TO
  Clan Prototype: 3090 (CJF)
  Flail
  IS/B
  XXEE
  3057 (FS)
  3079 (FS)
  3085
  289, TO
  —
  Hatchet
  IS/B
  XFDC
  ~3015 (LC/FS)
  3022 (LC)
  3025
  220, TM
  —
  Lance
  IS/C
  XXFE
  3064 (LC)
  3083 (LC)
  —
  290, TO
  —
  Mace
  IS/B
  XFDD
  3061 (LC)
  3079 (LC)
  3085
  290, TO
  —
  Retractable Blade
  IS/B
  FDDD
  ~2400 (TH)
  2420 (TH)
  3075
  236, TM
  —
  Shield (Small, Med, Large)
  IS/D
  XXFE
  3067 (LC)
  3079 (LC)
  —
  290, TO
  —
  Spikes
  IS/C
  XEED
  3051 (LC)
  3082 (LC)
  —
  290, TO
  —
  Sword
  IS/B
  XFDC
  ~3050 (DC)
  3058 (DC)
  3060
  237, TM
  —
  Talons
  Clan/E
  XXFE
  3072 (CJF)
  3087 (CJF)
  —
  290, TO
  —
  Vibroblade (Small, Med)
  IS/D
  XXED
  3065 (DC)
  3091 (CC)
  —
  292, TO
  —
  Vibroblade (Large)
  IS/D
  XXED
  3066 (DC)
  3091 (DC)
  —
  292, TO
  —
  C3 Systems
  C3 Computer [Master]
  IS/E
  XXED
  ~3039 (DC)
  3050 (DC)
  3065
  209, TM
  —
  C3 Computer [Slave]
  IS/E
  XXED
  ~3039 (DC)
  3050 (DC)
  3065
  209, TM
  —
  Improved C3 Computer
  IS/E
  XXEX
  ~3052 (CS)
  3062 (CS)
  —
  209, TM
  Ext: 3085
  C3 Boosted System (C3BS) [Master]
  IS/E
  XXFE
  3071 (FS)
  3100 (FS)
  —
  298, TO
  —
  C3 Boosted System (C3BS) [Slave]
  IS/E
  XXFE
  3071 (FS)
  3100 (FS)
  —
  298, TO
  —
  C3 Emergency Master (C3EM)
  IS/E
  XXFE
  3071 (DC)
  3099 (DC)
  —
  298, TO
  —
  C3 Remote Sensor (C3RS) Launcher
  IS/E
  XXFE
  3072 (DC)
  3093 (DC)
  —
  298, TO
  —
  Battle Armor C3 (BC3)
  IS/E
  XXEE
  3073 (DC)
  3095 (DC)
  —
  297, TO
  —
  Battle Armor Improved C3 (BC3I)
  IS/E
  XXEX
  3063 (WB)
  3095 (RS)
  —
  297, TO
  Ext: 3085
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  39
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Capital Weapons
  Mass Driver (Light, Med, Heavy)
  IS/D
  FXFF
  ~2715 (TH)
  —
  —
  323, TO
  Ext: ~2855; Ret: 3066 (WB)*
  Naval Gauss (Light, Medium, Heavy N-Gauss)
  All/E
  EXEE
  ~2440 (TH)
  ~2448 (TH)
  —
  333, TO
  Ext: ~2950; Ret: 3052 (DC)*
  Naval Laser (NL35, NL45, NL55)
  All/D
  DXEE
  ES
  ~2305 (TA)
  —
  333, TO
  Ext: ~2950; Ret: 3051 (FS/LC)*
  Naval PPC (Light, Medium, Heavy N-PPC)
  All/D
  DXEE
  ~2350 (TH)
  ~2356 (TH)
  —
  333, TO
  Ext: ~2950; Ret: 3052 (DC)*
  Naval Autocannons (NAC/10, NAC/20)
  All/D
  EXEE
  ES
  ~2195 (TA)
  —
  331, TO
  Ext: ~2950; Ret: 3051 (FS/LC)*
  Naval Autocannons  (NAC/25, NAC/30)
  All/D
  EXEE
  ES
  2200 (TA)
  —
  331, TO
  Ext: ~2950; Ret: 3051 (FS/LC)*
  Naval Autocannons  (NAC/35, NAC/40)
  All/D
  EXEE
  ES
  ~2201 (TA)
  —
  331, TO
  Ext: ~2950; Ret: 3051 (FS/LC)*
  Capital Missile Launchers (Killer Whale, White Shark, Barracuda)
  All/E
  DEED
  ~2200 (TA)
  2305 (TA)
  3055
  210, TM
  Ext: ~2950; Ret: 3051 (FS/LC)*
  Capital Missile Launcher (AR-10 Launcher)
  All/E
  DFED
  ~2540 (TH)
  2550 (TH)
  3055
  210, TM
  Ext: ~2950; Ret: 3051 (FS/LC)*
  Tele-operated Missiles (Killer Whale, White Shark, Barracuda)
  IS/F
  XXED
  3053 (CS/DC)
  3056 (DC)
  3060
  210, TM
  —
  Tele-operated Missiles (Kraken)
  IS/F
  XXED
  3053 (CS/DC)
  3057 (DC)
  3060
  210, TM
  —
  Screen Launcher
  IS/F
  XXED
  3053 (DC)
  3055 (DC)
  3057
  237, TM
  —
  Sub-Capital Missile Launchers (All)
  All/E
  XXFD
  ~3066 (WB)
  3072 (WB)
  3145
  345, TO
  Clan Intro: 3073 (CGB/CNC)
  Sub-Capital Cannons (Light, Medium, Heavy SCC)
  All/E
  XXFD
  ~3070 (WB)
  3073 (WB)
  3145
  343, TO
  Clan Intro: 3091 (CSR)
  Sub-Capital Lasers (SCL/1, SCL/2, SCL/3)
  All/E
  XXFD
  ~3069 (WB)
  3073 (WB)
  3145
  343, TO
  Clan Intro: 3091 (CSR)
  Word of Blake Dragon’s Breath Multi-Missile Launch System
  IS/E
  XXFX
  3077 (WB)
  —
  —
  148, IO
  Ext: 3078
  CELLULAR AMMUNITION STORAGE EQUIPMENT (CASE)
  CASE [IS]
  IS/E
  CFDC
  2452 (TH)
  2476 (TH)
  3045
  210, TM
  Ext: 2840; Ret: 3036 (DC)
  CASE [Clan]
  Clan/F
  XFDC
  ~2824 (CCY)
  2825 (CCY)
  2828
  210, TM
  —
  CASE II [IS]
  IS/E
  XXFD
  3064 (FW)
  ~3082 (RS)
  ~3105
  299, TO
  —
  CASE II [Clan]
  Clan/F
  XXFD
  3062 (CCY)
  ~3082 (CWF)
  ~3105
  299, TO
  —
  Cockpit Systems
  BattleMech Cockpit
  All/D
  CCCC
  ~2468 (TH)
  2470 (TH)
  2487
  211, TM
  —
  Small Cockpit
  All/E
  XXED
  3060 (FS)
  3067 (FS)
  3080
  211, TM
  Clan Intro: 3080 (CJF)
  Primitive BattleMech Cockpit
  All/D
  DXXF
  ~2430 (TH)
  2439 (TH)
  —
  123, IO
  Ext: 2520
  IndustrialMech Cockpit (w/o Fire Control)
  All/C
  BCCB
  ~2469 (TH)
  2470 (TH)
  2490
  211, TM
  —
  IndustrialMech Cockpit (w/ Advanced Fire Control)
  All/D
  DEED
  ~2469 (TH)
  2470 (TH)
  2491
  211, TM
  —
  Primitive IndustrialMech Cockpit
  All/C
  CXXF
  ~2300 (TA)
  2350 (TH)
  —
  123, IO
  Ext: 2520
  ProtoMech Cockpit
  Clan/F
  XXED
  ~3055 (CSJ)
  3060 (CSJ)
  3060
  211, TM
  —
  Inner Sphere ProtoMech Interface
  IS/E
  XXFX
  ~3071 (WB)
  —
  —
  102, IO
  Ext: 3085
  Standard Aerospace Cockpit
  All/C
  CCCC
  ~2460 (TH)
  2470 (TH)
  2491
  211, TM
  —
  Small Aerospace Cockpit
  All/E
  XXED
  ~3065 (WB)
  3070 (WB)
  3080
  300, TO
  Clan Intro: 3080 (CSR)
  Primitive Aerospace Cockpit
  All/C
  DXXF
  ES
  ~2300 (TA)
  —
  125, IO
  Ext: 2520
  Torso-Mounted Cockpit
  All/D
  XXFF
  3053 (FS/LC)
  ~3080 (LC)
  3100
  300, TO
  Clan Prototype: 3055 (CSJ)
  Virtual Reality Piloting Pod
  IS/E
  XXFX
  3052 (FS/LC)
  —
  —
  69, IO
  Ext: 3055
  Cockpit Life Support and Sensors
  All/C
  CCCC
  ES
  ES
  ES
  52, TM
  Always Available
  BattleMech Interface Cockpit (Machina Domini) [IS]
  IS/E
  XXFX
  ~3074 (WB)
  —
  —
  116, IO
  —
  BattleMech Interface Cockpit (Machina Domini) [Clan]
  Clan/F
  XXFF
  ~3083 (CHH)
  —
  —
  116, IO
  —
  Cockpit Command Console
  All/D
  CFED
  ~2625 (TH)
  2631 (TH)
  —
  300, TO
  Ext: ~2850 (IS); Ret: ~3030 (FS)
  QuadVee Cockpit
  Clan/F
  XXXF
  ~3130 (CHH)
  3135 (CHH)
  —
  134, IO
  —
  Tripod ’Mech Cockpit
  IS/E
  XXXF
  ~2590 (TH)
  2602 (TH)
  —
  165, IO
  —
  Superheavy BattleMech Cockpit
  IS/E
  XXFE
  ~3060 (WB)
  3076 (WB)
  —
  162, IO
  —
  Superheavy IndustrialMech Cockpit
  IS/D
  XFFF
  ~2905 (FW)
  2940 (FW)
  —
  162, IO
  —
  Superheavy Tripod ’Mech Cockpit
  IS/E
  XFXF
  ~3130 (RS)
  3135 (RS)
  —
  165, IO
  —
  MechWarrior Aquatic Survival System (MASS)
  All/D
  XXDD
  3048 (FS)
  ~3083 (FS)
  —
  325, TO
  Clan Prototype: 3062 (CGS)
  Damage Interrupt Circuit
  IS/E
  XXFF
  3055 (FS/LC)
  —
  —
  68, IO
  Ext: 3060
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Cockpit Systems (Continued)
  Direct Neural Interface Cockpit Modification
  IS/E
  XXEF
  3052 (FS)
  3055 (WB)
  —
  68, IO
  —
  Standard Neurohelmet
  All/D
  CCCC
  ~2430 (TH)
  2439 (TH)
  2487
  43, TM
  —
  SLDF Advanced Neurohelmet (MechWarrior)
  IS/E
  FXXX
  2755 (TH)
  2759 (TH)
  —
  68, IO
  Ext: 2770**
  SLDF Advanced Neurohelmet (Fighter Pilot)
  IS/E
  FXXX
  2758 (TH)
  2761 (TH)
  —
  68, IO
  Ext: 2770**
  Defensive Pods
  Anti-Personnel Pods (A-Pods)
  All/B
  XXDC
  ~2845 (CGB)
  ~2850 (CGB)
  3055
  204, TM
  IS Intro: 3055 (CS)
  Anti-BattleArmor Pods (B-Pods)
  All/E
  XXED
  ~3065 (CWX/LC) 3068 (CWX)
  3070
  204,TM
  IS Intro: 3068 (LC/WB/FW)
  M-Pod
  IS/C
  XXED
  ~3060 (LC)
  3064 (LC)
  3099
  330, TO
  —
  Drone and Robotic Systems
  Drone (Remote) Carrier Control System
  All/C
  EFFE
  ES
  ES
  —
  305, TO
  —
  Drone (Remote) Operating System
  All/C
  EFFE
  ES
  ES
  —
  306, TO
  —
  Remote Drone Command Console
  IS/D
  XXXF
  ~3125 (LC)
  3140 (RS)
  —
  90, IO
  —
  Smart Robotic Control System (SRCS)
  All/C
  EFFF
  ES
  ES
  —
  140, IO
  —
  Shielded Aerospace Smart Robotic Control System
  All/D
  EXFF
  2755 (TH)
  —
  —
  141, IO
  Ext: 2780; Ret: 3077 (WB)*
  SDS (Caspar) Drone Control System (SDS-DCS)
  All/F
  EXXX
  2695 (TH)
  —
  —
  142, IO
  Ext: 2780
  Capsar II Advanced Smart Robotic Control System
  IS/E
  XXFX
  3064 (WB)
  —
  —
  143, IO
  Ext: 3078; Ret: 3082 (RS)
  Autonomous Tactical Analysis Computer (ATAC)
  All/E
  FXFF
  2705 (TH)
  —
  —
  145, IO
  Ext: 2780
  Advanced Robotic Transport System (ARTS)
  All/E
  DEEE
  ~2600 (TH)
  2609 (TH)
  —
  147, IO
  Ext: 2804; Ret: 3068 (WB)*
  Direct Tactical Analysis Control (DTAC) System
  IS/F
  XXFF
  3072 (WB)
  —
  —
  146, IO
  Ext: 3078; Ret: 3082 (RS)
  SDS Self-Destruct System
  All/C
  DFXX
  2695 (TH)
  —
  —
  147, IO
  Ext: 2780*
  SLDF SDS Jammer System
  IS/E
  FFXX
  2776 (TH)
  —
  —
  148, IO
  Ext: 2780
  Ejection and Escape Systems
  Combat Vehicle Escape Pod
  IS/D
  XXEE
  3038 (FS/LC)
  3079 (LC)
  —
  309, TO
  —
  BattleMech Full-Head Ejection System
  All/D
  XXED
  3020 (LC)
  3023 (LC)
  3100
  310, TO
  Clan Intro: 3052 (CWF)
  Ejection Seat (IndustrialMech)
  All/B
  DEFE
  ~2430 (TH)
  2445 (TH)
  2490
  213, TM
  —
  Ejection Seat (Support Vehicle)
  All/B
  DDDD
  PS
  PS
  PS
  213, TM
  Always Available
  Escape Pod (Aerospace)
  All/D
  CDCC
  ES
  ES
  ES
  216, TM
  Always Available
  Escape Pod (Maritime)
  All/C
  CDCC
  ES
  ES
  ES
  216, TM
  Always Available
  Lifeboat (Maritime)
  All/A
  CCCC
  PS
  PS
  PS
  227, TM
  Always Available
  Lifeboat (Atmospheric)
  All/A
  CCCC
  ES
  ES
  ES
  227, TM
  Always Available
  Lifeboat (Aerospace)
  All/C
  BCCB
  ES
  ES
  ES
  227, TM
  Always Available
  Electronic Warfare Systems
  Active Probe (Beagle)
  IS/E
  EFDC
  2560 (TH)
  2576 (TH)
  3048
  204, TM
  Ext: 2835; Ret: 3045 (CC)
  Bloodhound Active Probe
  IS/E
  XXFE
  3058 (CS)
  3082 (RS)
  3094
  278, TO
  —
  Active Probe [Clan]
  Clan/F
  XEDC
  ~2830 (CGS)
  2832 (CGS)
  2835
  204, TM
  —
  Light Active Probe [IS]
  IS/E
  XXFE
  ~3050 (FS/LC)
  3052 (FS/LC)
  3058
  204, TM
  —
  Light Active Probe [Clan]
  Clan/F
  XXED
  ~2890 (CSJ)
  2900 (CSJ)
  2905
  204, TM
  —
  ECM Suite (Guardian)
  IS/E
  EFDC
  2595 (TH)
  2597 (TH)
  3050
  213, TM
  Ext: 2845; Ret: 3045 (CC)
  ECM Suite [Clan]
  Clan/F
  XEDC
  ~2830 (CSJ)
  2832 (CSJ)
  2835
  213, TM
  —
  Angel ECM Suite
  All/F
  XXFE
  3057 (DC)
  ~3080 (DC)
  3085
  279, TO
  Clan Prototype: 3058 (CNC)
  Electronic Warfare (EW) Equipment
  IS/D
  XFEF
  ~3020 (CC)
  3025 (CC)
  —
  310, TO
  Ext: 3046
  Watchdog Composite Electronic Warfare System (CEWS)
  Clan/F
  XXFE
  3059 (CSJ)
  3080 (CSF)
  3085
  278, TO
  —
  Nova Combine Electronic Warfare System (CEWS)
  Clan/F
  XXFX
  ~3065 (CCY)
  —
  —
  66, IO
  Ext: 3085
  Recon Camera
  All/B
  BBBB
  PS
  PS
  —
  337, TO
  Always Available†
  Remote Sensors/Dispenser
  All/C
  EDDD
  2586 (TH)
  2590 (TH)
  —
  375, TO
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  41
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Electronic Warfare Systems (Continued)
  Satellite Imager [Look-Down Radar]
  All/B
  DEDD
  PS
  PS
  —
  340, TO
  Always Available†
  Satellite Imager [Infrared Imager]
  All/C
  DEDD
  ES
  ES
  —
  339, TO
  Always Available†
  Satellite Imager [Hyperspectral Imager]
  IS/D
  XXFE
  ~3045 (FS)
  ~3055 (FS)
  —
  338, TO
  —
  Satellite Imager [High-Resolution (Hi-Res) Imager]
  All/C
  DEDD
  ES
  ES
  —
  338, TO
  Always Available†
  Fire Control and Targeting Systems
  General Fire Control Systems
  Basic Fire Control
  All/B
  BCCC
  PS
  PS
  PS
  217, TM
  Always Available
  Advanced Fire Control
  All/C
  CDDC
  ES
  ~2300 (TA)
  2300
  217, TM
  —
  Missile-Enhancing Fire Control Systems
  Artemis IV Fire-Control System [IS]
  IS/E
  EFDC
  2592 (TH)
  2598 (TH)
  3045
  206, TM
  Ext: 2855; Ret: 3035 (FW)
  Artemis IV Fire-Control System [Clan]
  Clan/F
  EFDC
  ~2816 (CSA)
  2818 (CSA)
  2830
  206, TM
  —
  Artemis V Fire-Control System
  Clan/F
  XXFE
  3061 (CGS)
  3085 (CSF/RD)
  3093
  283, TO
  —
  Apollo MRM Fire Control System
  IS/D
  XXED
  ~3065 (DC)
  3071 (DC)
  —
  —
  Targeting Computers
  Targeting Computer [IS]
  IS/E
  XXED
  ~3052 (FS/LC)
  3062 (FS)
  3067
  238, TM
  —
  Targeting Computer [Clan]
  Clan/F
  XEDD
  ~2850 (CMN)
  2860 (CMN)
  2863
  238, TM
  —
  Target Acquisition Gear (TAG)
  TAG [IS]
  IS/E
  EFDC
  2593 (TH)
  2600 (TH)
  3045
  238, TM
  Ext: 2835; Ret: 3044 (FS/LC)*
  TAG [Clan]
  Clan/F
  XEDC
  ~2828 (CHH)
  2830 (CHH)
  2834
  238, TM
  —
  Light TAG [IS]
  IS/E
  XXFD
  ~3050 (DC)
  3053 (DC)
  3062
  238, TM
  —
  Light TAG [Clan]
  Clan/F
  XXFD
  ~3051 (CWF)
  3054 (CWF)
  3059
  238, TM
  —
  Flamers
  Flamer
  All/C
  BBBA
  ES
  ES
  ES
  218, TM
  Clan Ext: 2830
  Flamer [Clan]
  Clan/C
  XCBA
  ~2820 (CFM)
  2827 (CFM)
  2828
  218, TM
  —
  Extended-Range (ER) Flamer
  All/D
  XXED
  ~3065 (CJF)
  3067 (CJF)
  3081
  312, TO
  IS Intro: 3070 (FS)
  Heavy Flamer
  All/C
  XXED
  ~3065 (CJF)
  3067 (CJF)
  3079
  312, TO
  IS Intro: 3068 (LC)
  Vehicle Flamer
  All/B
  AABA
  PS
  PS
  PS
  218, TO
  —
  Fluid Guns and Sprayers
  Fluid Gun
  All/B
  BBBB
  PS
  PS
  PS
  313, TO
  Always Available
  Sprayer [’Mech]
  All/B
  BBBB
  ~2305 (TA)
  ~2315 (FS)
  2320
  248, TM
  —
  Sprayer [Vehicular]
  All/B
  BBBB
  PS
  PS
  PS
  248, TM
  Always Available
  Gauss Rifles
  Standard Gauss Rifle [IS]
  IS/E
  DFDC
  2587 (TH)
  2590 (TH)
  3045
  219, TM
  Ext: 2865; Ret: 3040 (FC/FW/DC)
  Improved Gauss Rifle
  Clan/E
  XEXX
  ~2818 (CGS)
  2821 (CGS)
  2822
  96, IO
  Ext: 2837; Ret: 3080 (EI)
  Standard Gauss Rifle [Clan]
  Clan/F
  XFDD
  ~2822 (CBR)
  2828 (CBR)
  2830
  219, TM
  —
  Light Gauss Rifle
  IS/E
  XXED
  ~3049 (FW)
  3056 (FW)
  3065
  219, TM
  —
  Heavy Gauss Rifle
  IS/E
  XXED
  ~3051 (FW)
  3061 (LC)
  3067
  218, TM
  —
  Anti-Personnel Gauss Rifle
  Clan/F
  XXED
  ~3065 (CJF)
  3069 (CJF)
  3072
  218, TM
  —
  Hyper-Assault Gauss Rifle (20, 30, 40)
  Clan/F
  XXED
  ~3062 (CHH)
  3068 (CHH)
  3072
  219, TM
  —
  Improved Heavy Gauss
  IS/E
  XXFE
  3065 (LC)
  3081 (LC)
  3090
  313,TO
  —
  Magshot Gauss Rifle
  IS/E
  XXDC
  ~3059 (FS)
  3072 (FS)
  3090
  314, TO
  —
  Silver Bullet Gauss Rifle
  IS/E
  XXFE
  3051 (FS/LC)
  3080 (LC)
  3090
  314, TO
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Heat Sinks and Cooling Systems
  Heat Sinks
  All/C
  BBBB
  ES
  ES
  ES
  220, TM
  Always Available
  Compact Heat Sinks
  IS/E
  XXFE
  3058 (FS)
  3079 (FS)
  —
  316, TO
  —
  Double Heat Sinks [IS]
  IS/E
  CEDC
  2559 (TH)
  2567 (TH)
  3045
  221, TM
  Ext: 2865; Ret: 3040 (FS)
  Double Heat Sinks [Clan]
  Clan/F
  XEDC
  ~2825 (CCY)
  ~2827 (CCY)
  2829
  221, TM
  —
  Laser Heat Sinks
  Clan/F
  XXED
  ~3040 (CJF)
  3051 (CJF)
  3060
  316, TO
  —
  ProtoMech Heat Sinks
  Clan/F
  XXEE
  ~3055 (CSJ)
  3060 (CSJ)
  3060
  221, TM
  —
  Coolant Pod
  All/D
  XXED
  3049 (FS/LC)
  ~3079 (LC)
  3098
  303, TO
  Clan Intro: 3079 (CJF)
  Radical Heat Sinks
  IS/E
  XXXE
  ~3115 (FS)
  3122 (FS)
  —
  90, IO
  —
  Industrial Equipment
  Backhoe
  All/B
  BBBB
  PS
  PS
  PS
  241, TM
  Always Available
  Bridgelayer (Light)
  All/B
  DEDD
  PS
  PS
  PS
  242, TM
  Always Available
  Bridgelayer (Medium)
  All/C
  DEDD
  PS
  PS
  PS
  242, TM
  Always Available
  Bridgelayer (Heavy)
  All/D
  EEEE
  PS
  PS
  PS
  242, TM
  Always Available
  Bulldozer
  All/B
  CCCC
  PS
  PS
  PS
  242, TM
  Always Available
  Chainsaw
  All/B
  DDDD
  PS
  PS
  PS
  242, TM
  Always Available
  Combine
  All/B
  CCCC
  PS
  PS
  PS
  243, TM
  Always Available
  Dual Saw
  All/C
  DDDD
  PS
  PS
  PS
  243, TM
  Always Available
  Dumper
  All/A
  AAAA
  PS
  PS
  PS
  243,TM
  Always Available
  Extended IndustrialMech Fuel Tanks
  All/C
  CDDD
  ~2300 (TA)
  2350 (TH)
  2490
  244, TM
  —
  Fluid Suction System [Light, ’Mech/Vehicular]
  All/B
  BBBB
  PS
  PS
  PS
  248, TM
  Always Available
  Fluid Suction System [Standard]
  All/C
  BBBB
  PS
  PS
  PS
  248, TM
  Always Available
  Heavy-Duty Pile Driver
  All/C
  DEDD
  PS
  PS
  PS
  244, TM
  Always Available
  Ladder
  All/A
  AAAA
  PS
  PS
  PS
  245, TM
  Always Available
  Lift Hoist/Arresting Hoist
  All/A
  AAAA
  PS
  PS
  PS
  245, TM
  Always Available
  Manipulator [Non-’Mech/Non-Battle Armor]
  All/C
  CDCC
  ES
  ES
  ES
  245, TM
  Always Available
  Mining Drill
  All/B
  CDDD
  PS
  PS
  PS
  246, TM
  Always Available
  Nail/Rivet Gun 
  All/C
  CCCC
  ~2309 (FW)
  ~2310 (FW)
  2312
  246, TM
  —
  Refueling Drogue/Fluid Suction System
  All/C
  AAAA
  PS
  PS
  PS
  247, TM
  Always Available
  Rock Cutter
  All/C
  DDDD
  PS
  PS
  PS
  247, TM
  Always Available
  Salvage Arm
  All/D
  EFEE
  ~2400 (TH)
  2415 (TH)
  2420
  248, TM
  —
  Spot Welder
  All/C
  CDCC
  ~2312 (LC)
  ~2320 (LC)
  2323
  248, TM
  —
  Wrecking Ball
  All/A
  CCCC
  PS
  PS
  PS
  249, TM
  Always Available
  Large Craft Systems
  Docking Hardpoint (Docking Collar) [Pre-KF Boom]
  All/B
  CXXX
  2304 (TA)
  2350 (TH)
  2364
  119, IO
  Ext: 2520
  Docking Hardpoint (Docking Collar) [Post-KF Boom]
  All/C
  CCCC
  2458 (TH)
  2470 (TH)
  2500
  304, TO
  —
  DropShip KF Boom
  All/C
  DCCC
  2458 (TH)
  2470 (TH)
  2500
  238, TM
  —
  Energy Storage Battery
  All/D
  CEDD
  ES
  2131
  2135
  306, TO
  —
  Grav Deck (All Sizes)
  All/B
  CCCC
  ES
  ES
  ES
  315,TO
  —
  Light Sail
  All/C
  CEDD
  ES
  2165
  2170
  323, TO
  —
  Naval Comm-Scanner Suite (Small, Large NCSS)
  All/D
  DEEE
  ES
  ~2200 (TA)
  —
  332, TO
  —
  Naval C3
  IS/F
  XXFE
  3065 (DC)
  —
  —
  332, TO
  —
  Naval Tug Adaptor
  All/C
  CCCC
  ES
  ES
  ES
  334, TO
  Always Available
  Power Collector and Microwave Transmitter
  All/C
  CCCC
  ES
  ~2200 (TA)
  —
  337, TO
  —
  Space Station K-F Adapter
  All/C
  DFDD
  2350 (TH)
  2375 (TH)
  —
  105, IO
  Ext: 2850; Ret: 3048 (FS)
  Jump Sails
  All/D
  EEDD
  2200 (TA)
  2300 (TA)
  2325
  148, SO
  —
  Lithium-Fusion Battery
  All/E
  EFEE
  ~2520 (TH)
  2529 (TH)
  —
  323, TO
  Ext: 2819; Ret: 3043 (FS)*
  Word of Blake Super-Jump System
  IS/F
  XXFX
  ~3059 (WB)
  —
  —
  183, IO
  Ext: 3085
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  43
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Large Craft Systems (Continued)
  Control System Components
  Bridge
  All/C
  CCCC
  ES
  ES
  ES
  158, SO
  Always Available
  Computer
  All/B
  CCCC
  ES
  ES
  ES
  158, SO
  Always Available
  Life Support
  All/C
  CCCC
  ES
  ES
  ES
  158, SO
  Always Available
  Sensors
  All/C
  CCCC
  ES
  ES
  ES
  158, SO
  Always Available
  Fire Control Computer
  All/C
  CCCC
  ES
  ES
  ES
  158, SO
  Always Available
  Gunnery Control Systems
  All/C
  CCCC
  ES
  ES
  ES
  158, SO
  Always Available
  Kearny-Fuchida Drive Components
  Drive Coil
  All/D
  DEDD
  2107 (TA)
  2120 (TA)
  2300
  158, SO
  —
  Initiator
  All/D
  DEDD
  2107 (TA)
  2120 (TA)
  2300
  158, SO
  —
  Controller
  All/D
  DEDD
  2107 (TA)
  2120 (TA)
  2300
  158, SO
  —
  Tankage
  All/D
  DEDD
  2107 (TA)
  2120 (TA)
  2300
  158, SO
  —
  Charging System
  All/D
  DEDD
  2107 (TA)
  2120 (TA)
  2300
  158, SO
  —
  Primitive K-F Core
  All/D
  DEDD
  2107 (TA)
  2110 (TA)
  —
  128, IO
  Ext: 2500
  Compact K-F Core
  All/D
  EFEE
  2290 (TA)
  2300 (TA)
  —
  148, SO
  Ext: 2950; Ret: 3050 (FS/LC/DC)*
  Sub-Compact K-F Drive System
  All/E
  FXFF
  ~2620 (TH)
  —
  —
  344, TO
  Ext: 2850*
  Standard K-F Core
  All/D
  DEDD
  2460 (TH)
  ~2470 (TH)
  2490
  148, SO
  —
  JumpShip Support Systems
  All/D
  DEDD
  2460 (TH)
  ~2470 (TH)
  2490
  158, SO
  —
  WarShip Support Systems
  All/D
  EFEE
  2107 (TA)
  2120 (TA)
  2300
  158, SO
  Ext: 2950; Ret: 3050 (FS/LC/DC)*
  Maneuvering/Station Keeping Drive Components
  Drive Unit
  All/D
  CDCC
  ES
  ES
  ES
  158, SO
  Always Available
  Engine
  All/D
  CDCC
  ES
  ES
  ES
  158, SO
  Always Available
  Engine Control Unit
  All/D
  CDCC
  ES
  ES
  ES
  158, SO
  Always Available
  Attitude Thrusters
  All/C
  CCCC
  ES
  ES
  ES
  158, SO
  Always Available
  Fuel Tanks
  All/B
  AAAA
  ES
  ES
  ES
  158, SO
  Always Available
  Lasers
  Standard Lasers (Small, Medium)
  All/C
  BBBB
  2290 (TA)
  ~2300 (TA)
  2310
  227, TM
  Clan Ext: ~2850
  Standard Large Laser
  All/C
  CDCB
  2306 (TA)
  2316 (TH)
  2320
  227, TM
  Clan Ext: ~2850
  Improved Large Laser
  Clan/E
  XDXX
  ~2812 (CNC)
  ~2815 (CNC)
  2818
  95, IO
  Ext: 2830; Ret: 3080 (EI)
  Binary Laser (Blazer) Cannon
  IS/D
  XEED
  2812 (FW)
  3077 (WB)
  3085
  319, TO
  —
  Bombast Laser
  IS/E
  XXEE
  3064 (LC)
  3085 (LC)
  —
  320, TO
  —
  Chemical Lasers
  Clan/E
  XXEE
  3059 (CHH)
  3083 (CHH)
  3145
  320, TO
  —
  Extended-Range (ER) Lasers (Small, Medium) [IS]
  IS/E
  XXDC
  3052 (FW/WB)
  3058 (FW)
  3062
  226, TM
  —
  ER Large Laser [IS]
  IS/E
  EFDC
  2610 (TH)
  2620 (TH)
  3045
  226, TM
  Ext: 2950; Ret: 3037 (DC)
  ER Large Laser [Clan]
  Clan/F
  XFDC
  ~2820 (CNC)
  2825 (CNC)
  2830
  226, TM
  —
  ER Medium Laser [Clan]
  Clan/F
  XEDC
  ~2822 (CJF)
  2824 (CJF)
  2830
  226, TM
  —
  ER Small Laser [Clan]
  Clan/F
  XEDC
  ~2822 (CJF)
  2825 (CJF)
  2830
  226, TM
  —
  ER Pulse Lasers (Micro, Small, Medium, Large)
  Clan/F
  XXED
  3057 (CWF)
  3082 (CWF)
  3095
  320, TO
  —
  Heavy Lasers (Small, Medium, Large)
  Clan/F
  XXDD
  ~3057 (CBR/CSA)
  3059 (CSA)
  3064
  226, TM
  —
  Improved Heavy Lasers
  Clan/F
  XXFD
  3069 (CGS)
  3079 (RD)
  3085
  321, TO
  —
  Pulse Lasers (Small, Medium, Large)
  IS/E
  EFDC
  2595 (TH)
  2609 (TH)
  3042
  226, TM
  Ext: 2950; Ret: 3037 (DC)
  Improved Large Pulse Laser
  Clan/E
  XEXX
  2815 (CGS)
  2818 (CGS)
  2820
  95, IO
  Ext: 2826; Ret: 3080 (EI)
  Large Pulse Laser [Clan]
  Clan/F
  XDCC
  2820 (CCY)
  2824 (CCY)
  2831
  226, TM
  —
  Medium Pulse Laser [Clan]
  Clan/F
  XDCC
  ~2825 (CJF/CGB)
  2827 (CJF)
  2831
  226, TM
  —
  Small Pulse Laser [Clan]
  Clan/F
  XDCC
  ~2825 (CJF/CGB)
  2829 (CGB)
  2831
  226, TM
  —
  Micro Lasers (ER, Pulse)
  Clan/F
  XXDC
  ~3059 (CSJ)
  3060 (CSJ)
  3061
  226, TM
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Lasers (Continued)
  Variable Speed Pulse (VSP) Lasers (Small, Medium, Large)
  IS/E
  XXED
  3070 (FW/WB) 3072 (FW/WB)
  3080
  321, TO
  —
  X-Pulse Lasers
  IS/E
  XXED
  3057 (LC/FS)
  3078 (LC)
  3082
  321, TO
  —
  Re-Engineered Lasers (Small, Medium, Large)
  IS/E
  XXXE
  ~3120 (FS)
  3130 (FS)
  —
  89, IO
  —
  Laser Insulator
  All/E
  XEFF
  2575 (TH)
  —
  —
  322, TO
  Ext: 2820*
  Machine Guns
  Machine Gun [IS]
  IS/B
  AABA
  PS
  PS
  PS
  228, TM
  Clan Ext: 2826
  Machine Gun [Clan]
  Clan/C
  XBBA
  ~2821 (CSF)
  2825 (CSF)
  2830
  228, TM
  —
  Light Machine Gun [IS]
  IS/B
  XXCB
  ~3064 (CC)
  3068 (CC)
  3070
  228, TM
  —
  Light Machine Gun [Clan]
  Clan/C
  XXCB
  ~3055 (CSJ)
  3060 (CSJ)
  3070
  228, TM
  —
  Heavy Machine Gun [IS]
  IS/B
  XXCB
  ~3063 (TC)
  3068 (TC)
  3070
  228, TM
  —
  Heavy Machine Gun [Clan]
  Clan/C
  XXCB
  ~3054 (CHH)
  3059 (CSJ)
  3070
  228, TM
  —
  Machine Gun Arrays
  All/E
  XXFF
  ~3066 (FS)
  3068 (TC)
  3070
  228, TM
  Clan Intro: 3069 (CSF)
  ’Mech/Vehicle/Fighter Engines
  Standard Fusion
  All/D
  CEDD
  ES
  ES
  ~2300
  214, TM
  —
  Large-Fusion Engine (LSF)
  All/D
  CEDD
  2630 (TH)
  ~3085 (LC)
  ~3120
  307, TO
  —
  Standard ICE/Turbine
  All/C
  AAAA
  ES
  ES
  ~2300
  214, TM
  —
  Large-ICE (LIC)
  All/C
  AAAA
  2630 (TH)
  ~3085 (LC)
  —
  307, TO
  —
  Light Fusion
  IS/E
  XXED
  ~3055 (Merc)
  3062 (LC)
  3067
  214, TM
  —
  Large-Light (LLF)
  IS/E
  XXEE
  ~3064 (LC)
  3065 (LC)
  —
  307, TO
  —
  Compact Fusion
  IS/E
  XXED
  ~3065 (LC)
  3068 (LC)
  3072
  214, TM
  —
  Extralight (XL) Fusion [IS]
  IS/E
  DFED
  2556 (TH)
  2579 (TH)
  3045
  214, TM
  Ext: 2865; Ret: 3035 (LC)
  Extralight (XL) Fusion [Clan]
  Clan/F
  DEDD
  ~2824 (CFM)
  2827 (CSR)
  2829
  214, TM
  —
  Large-XL (LXL) [IS]
  IS/E
  DFEE
  ~2635 (TH)
  ~3085 (LC)
  —
  307, TO
  Ext: 2822; Proto: 3054 (FS/LC)
  Large-XL (LXL) [Clan]
  Clan/F
  DFEE
  ~2850 (CIH)
  ~3080 (CHH)
  —
  307, TO
  —
  XXL Fusion [IS]
  IS/F
  XXFE
  ~3055 (FS/LC)
  ~3110 (LC)
  —
  309, TO
  —
  XXL Fusion [Clan]
  Clan/F
  XXFE
  ~2954 (CSF)
  ~3084 (CSF)
  —
  309, TO
  —
  Large-XXL (LXXL) [IS]
  IS/F
  XXFF
  3058 (FS)
  3130 (LC)
  —
  308, TO
  —
  Large-XXL (LXXL) [Clan]
  Clan/F
  XXFF
  3055 (CSF)
  3125 (CSF)
  —
  308, TO
  —
  Combat Vehicle Fission (CV-Fission)
  All/D
  EEDD
  2470 (TH)
  2882 (TC)
  3079
  307, TO
  —
  Combat Vehicle Fuel Cell (CV-Cell)
  All/D
  CDDC
  ~2300 (TA)
  2470 (TH)
  3078
  307, TO
  —
  Support Vehicle [Steam]
  All/A
  AAAA
  PS
  PS
  PS
  127, TM
  Always Available†
  Support Vehicle [Internal Combustion (ICE)]
  All/B
  AAAA
  PS
  PS
  PS
  127, TM
  Always Available†
  Support Vehicle [Electric (Battery)]
  All/C
  ABAA
  PS
  PS
  PS
  127, TM
  Always Available†
  Support Vehicle [Electric (External)]
  All/B
  CCCC
  PS
  PS
  PS
  246, TO
  Always Available†
  Support Vehicle [Electric (Fuel Cell)]
  All/C
  BCCB
  PS
  PS
  PS
  127, TM
  Always Available†
  Support Vehicle [Electric (Solar)]
  All/C
  CDCC
  PS
  PS
  PS
  127,TM
  Always Available†
  Support Vehicle [Fission]
  All/C
  EEDE
  ES
  ES
  ES
  127, TM
  Always Available†
  Support Vehicle [Fusion]
  All/C
  CEDC
  ES
  ES
  ES
  127, TM
  Always Available†
  Support Vehicle [MagLev]
  All/C
  DFED
  ES
  ES
  ES
  246, TO
  Always Available†
  Mine Dispensing/Clearing Systems
  Vehicular Dispenser (Land, Maritime)
  All/B
  EEEE
  PS
  PS
  PS
  325, TO
  Always Available
  Space Dispenser
  All/D
  EFEE
  ES
  ES
  ES
  325, TO
  Always Available
  Minesweeper
  All/C
  DDDD
  PS
  PS
  PS
  326, TO
  Always Available
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  45
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Miscellaneous Systems
  Blue Shield Particle Field Damper (PFD)
  IS/E
  XXFF
  3053 (FS/LC)
  —
  —
  296, TO
  —
  Booby Trap
  IS/B
  DFDD
  PS
  ~3080 (WB)
  —
  297, TO
  —
  Centurion Weapon System
  IS/E
  FFFX
  ~2762 (TH)
  —
  —
  85, IO
  Ext: 2770
  Chaff Pod
  IS/C
  XXEE
  3069 (LC)
  3079 (LC)
  —
  299, TO
  —
  Chameleon Light Polarization Shield (LPS)
  IS/E
  FXXF
  2630 (TH)
  —
  —
  300, TO
  Ext: 2790; Ret: 3099 (FS)
  Communications Equipment
  All/D
  CDCB
  PS
  PS
  ES
  212, TM
  Always Available
  Collapsible Command Module
  All/D
  EFEF
  ~2700 (TH)
  2710 (TH)
  —
  301, TO
  —
  Docking Hardpoint (Non-Spacecraft)
  All/B
  CCCC
  PS
  PS
  PS
  —
  Docking Thrusters
  All/B
  CCCC
  PS
  PS
  PS
  305, TO
  Always Available
  Extended Fuel Tanks
  All/C
  CDDC
  ES
  ~2300 (TA)
  2300
  244, TM
  —
  Handheld Weapon
  All/D
  EEFE
  3055 (FS/LC)
  ~3083 (FS/LC)
  —
  315, TO
  Clan Intro: 3085
  BattleMech HarJel System
  All/E
  XXEE
  3059 (CSF)
  ~3115 (CSF)
  —
  288, TO
  IS Intro: 3115 (LC)
  HarJel Repair Systems (HarJel II)
  Clan/F
  XXXF
  ~3120 (CSF)
  3136 (CSF)
  —
  88, IO
  —
  HarJel Repair Systems (HarJel III)
  Clan/F
  XXXF
  ~3137 (CSF)
  3139 (CSF)
  —
  88, IO
  —
  Mobile Field Base
  All/D
  FXED
  ~2540 (TH)
  3059 (FS/LC)
  —
  330, TO
  —
  MASH Equipment
  All/B
  CEDC
  PS
  PS
  —
  Always Available
  Null-Signature System
  IS/E
  EXXF
  ~2615 (TH)
  2630 (TH)
  —
  336, TO
  Ext: 2790; Ret: ~3110 (CS)
  Paramedic Equipment
  All/C
  CCCC
  PS
  PS
  —
  233, TM
  Always Available
  Power Amplifiers
  All/D
  BCBB
  ES
  ~2300 (TA)
  2300
  235, TM
  —
  Searchlight (Handheld)
  All/A
  AAAA
  PS
  PS
  PS
  237, TM
  —
  Searchlight (Mounted)
  All/A
  AABA
  PS
  PS
  PS
  237, TM
  —
  Vehicular Dropchute (Standard)
  All/D
  DEBB
  ~2348 (TH)
  2351 (TH)
  —
  348, TO
  —
  Vehicular Dropchute (Camouflage)
  All/D
  DECC
  ~2348 (TH)
  2351 (TH)
  —
  348, TO
  —
  Vehicular Dropchute (Stealth)
  All/D
  EFDD
  ~2353 (TH)
  2355 (TH)
  —
  348, TO
  —
  Vehicular Dropchute (Reusable)
  All/F
  EFFE
  ~2348 (TH)
  2353 (TH)
  —
  348, TO
  —
  Void-Signature System
  IS/E
  XXEF
  3070 (WB)
  3085 (RS)
  —
  349, TO
  —
  VTOL Mast Mount
  All/C
  FFFF
  PS
  PS
  —
  350, TO
  —
  Additional ProtoMech Equipment
  Magnetic Clamp System
  Clan/F
  XXFE
  ~3070 (CFM)
  3075 (CSF)
  —
  66, IO
  —
  ProtoMech Melee Weapon
  Clan/F
  XXED
  3067 (Clan)
  3077 (Clan)
  3085
  337, TO
  —
  ProtoMech Quad Melee Weapon System
  Clan/F
  XXFE
  ~3066 (CCC)
  3072 (CHH)
  3085
  67, IO
  —
  Mobile Hyperpulse Generators
  Mobile Hyperpulse Generators (Mobile HPG)
  All/E
  FFFF
  ~2645 (TH)
  2655 (TH)
  —
  330, TO
  —
  Mobile Hyperpulse Generators (Ground-Mobile HPG)
  All/F
  FFFF
  ~2740 (TH)
  2751 (TH)
  —
  330, TO
  —
  RISC Equipment
  RISC Advanced Point Defense System (Standard)
  IS/E
  XXXE
  3134 (RS)
  3137 (RS)
  —
  91, IO
  —
  RISC Advanced Point Defense System (Battle Armor)
  IS/E
  XXXE
  3132 (RS)
  3134 (RS)
  —
  91, IO
  —
  RISC Emergency Coolant System
  IS/F
  XXXF
  3136 (RS)
  —
  —
  92, IO
  Ext: 3140
  RISC Heat Sink Override Kit
  IS/D
  XXXF
  3134 (RS)
  —
  —
  92, IO
  Ext: 3139
  RISC Hyper Laser
  IS/F
  XXXF
  3134 (RS)
  —
  —
  93, IO
  Ext: 3141
  RISC Laser Pulse Module
  IS/F
  XXXF
  3137 (RS)
  —
  —
  93, IO
  Ext: 3140
  RISC Repeating TSEMP
  IS/E
  XXXF
  3133 (RS)
  —
  —
  94, IO
  Ext: 3138
  RISC Super-Cooled Myomer
  IS/F
  XXXF
  3132 (RS)
  —
  —
  94, IO
  Ext: 3140
  RISC Viral Jammers (Decoy)
  IS/F
  XXXF
  3136 (RS)
  —
  —
  94, IO
  Ext: 3142
  RISC Viral Jammers (Homing Beacon)
  IS/F
  XXXF
  3137 (RS)
  —
  —
  94, IO
  Ext: 3142
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Missile Launchers
  Long-Range Missiles (LRM 5, 10, 15, 20)
  All/C
  CCCC
  2295 (TA)
  2300 (TA)
  2400
  229, TM
  Clan Ext: 2830
  Improved LRMs (5, 10, 15, 20)
  Clan/F
  XDXX
  2815 (CCY)
  2818 (CCY)
  2820
  96, IO
  Ext: 2831; Ret: 3080 (EI)
  Long-Range Missiles (LRM 5, 10, 15, 20) [Clan]
  Clan/F
  XDCC
  ~2820 (CCY)
  2824 (CCY)
  2825
  229, TM
  —
  Short-Range Missiles (SRM 2, 4, 6)
  All/C
  CCCC
  2365 (TH)
  2370 (TH)
  2400
  229, TM
  Clan Ext: 2836
  Improved SRMs (2, 4, 6)
  Clan/F
  XDXX
  2815 (CCC)
  2817 (CCC)
  2819
  96, IO
  Ext: 2828; Ret: 3080 (EI)
  Short-Range Missiles (SRM 2, 4, 6) [Clan]
  Clan/F
  XDCC
  ~2820 (CCC)
  2824 (CCC)
  2825
  229, TM
  —
  Medium-Range Missiles (MRM 10, 20, 30, 40)
  IS/C
  XXED
  ~3052 (DC)
  3058 (DC)
  3063
  229, TM
  —
  Multi-Missile Launchers (MML 3, 5, 7, 9)
  IS/D
  XXED
  ~3067 (Merc)
  3068 (WB)
  3072
  229, TM
  —
  Advanced Tactical Missile System (ATM 3, 6, 9, 12)
  Clan/F
  XXDD
  ~3052 (CCY)
  ~3053 (CCY)
  ~3054
  229, TM
  —
  Improved Advanced Tactical Missile  
  (IATM) Launchers (3, 6, 9, 12)
  Clan/F
  XXFE
  ~3054 (CCY)
  3070 (CCY)
  —
  65, IO
  —
  Rocket Launchers (10, 15, 20)
  All/B
  BBBB
  ES
  3064 (MH)
  3067
  229, TM
  Clan Ext: 2823
  Enhanced Long-Range Missile  
  (NLRM) Launchers (5, 10, 15, 20)
  IS/E
  XXFE
  3058 (FS)
  3082 (FS)
  3090
  326, TO
  —
  Extended Long-Range Missile  
  (ELRM) Launchers (5, 10, 15, 20)
  IS/E
  XXFE
  3054 (FS/LC)
  3078 (LC)
  3083
  327, TO
  —
  Streak LRM Launchers (5, 10, 15, 20)
  Clan/F
  XXFE
  3057 (CCY)
  ~3079 (CJF)
  3088
  327, TO
  —
  Streak Short-Range Missiles (2)
  All/E
  EFDD
  2645 (TH)
  2647 (TH)
  ~2650
  230, TM
  Ext: 2845; Ret: 3035 (FW)
  Streak Short-Range Missiles (4, 6)
  All/E
  XXED
  3055 (DC)
  3058 (DC)
  ~3060
  230, TM
  Clan Ext: 2836
  Streak Short-Range Missiles (2, 4, 6) [Clan]
  Clan/F
  XDDD
  2819 (CSA)
  ~2822 (CSA)
  2830
  230, TM
  —
  Thunderbolt Missile Launcher (5, 10, 15, 20)
  IS/E
  XXFE
  3052 (FS)
  3072 (FS/LC)
  3081
  347, TO
  —
  Single-Shot (OS) Missile Launchers
  IS/Var
  As Weapon
  ~2665 (TH)
  2676 (TH)
  3045
  230, TM
  Ext: 2800; Ret: 3030 (FW)*
  Improved One-Shot (I-OS) Missile Launcher
  All/B
  XXFE
  3056 (DC)
  ~3081 (DC)
  3085
  327, TO
  Clan Prototype: 3058 (CNC)
  Narc Missile Beacon
  All/E
  EFDC
  ~2580 (TH)
  2587 (TH)
  3049
  232, TM
  Ext: 2795; Ret: 3055 (FS/LC)*
  Narc Missile Beacon [Clan]
  Clan/F
  XEDC
  ~2820 (CHH/CIH)
  2828 (CIH)
  2830
  232, TM
  —
  Improved Narc Launcher
  IS/E
  XXED
  ~3054 (CS)
  3062 (CS/WB)
  3070
  232, TM
  —
  Torpedo Launchers (All Standard LRTs and SRTs)
  All/C
  As Weapon
  2370 (TH)
  2380 (TH)
  2400
  230, TM
  —
  Fusillade Launcher
  Clan/F
  XXFX
  ~3072 (CCY)
  —
  —
  65, IO
  Ext: 3075
  Mortars and Grenade Launchers
  ’Mech Mortars (1, 2, 4, 8) [IS]
  IS/B
  DFFE
  ~2526 (TH)
  2531 (TH)
  3052
  324, TO
  Ext: 2819; Ret: 3043 (FS/LC)
  ’Mech Mortars (1, 2, 4, 8) [Clan]
  Clan/B
  DFEE
  ~2835 (CBR)
  2840 (CBR)
  —
  324, TO
  —
  Grenade Launchers, Vehiclular (VGL)
  All/C
  DEFE
  PS
  ES
  3078
  315, TO
  —
  Plasma Weapons
  Plasma Rifle
  IS/E
  XXED
  ~3061 (CC)
  3068 (CC)
  3072
  234, TM
  —
  Plasma Cannon
  Clan/F
  XXED
  ~3068 (CSF)
  3069 (CSF)
  3070
  234, TM
  —
  PPCs 
  Standard PPC
  All/D
  CCCC
  ~2440 (TH)
  2460 (TH)
  2500
  234, TM
  Clan Ext: 2825
  Improved PPC
  Clan/F
  XDXX
  ~2819 (CSR)
  2820 (CSR)
  —
  95, IO
  Ext: 2832; Ret: 3080 (EI)
  Light PPC
  IS/E
  XXEC
  3064 (DC)
  3067 (DC/FW)
  3068
  234, TM
  —
  Heavy PPC
  IS/E
  XXEC
  3062 (DC)
  3067 (DC/FW)
  3068
  234, TM
  —
  Snub-Nosed PPC
  IS/E
  FXFD
  ~2779 (TH)
  2784 (TH)
  3068
  234, TM
  Ext: 2790; Ret: 3067 (DC/FW)
  Extended-Range (ER) PPC [IS]
  IS/E
  EFDC
  ~2740 (TH)
  2751 (TH)
  3042
  233, TM
  Ext: 2860; Ret: 3037 (DC)*
  Extended-Range (ER) PPC [Clan]
  Clan/F
  XFDC
  ~2823 (CSR)
  2826 (CSR)
  2828
  233, TM
  —
  Enhanced PPC
  Clan/F
  XEXX
  ~2822 (CWV)
  2823 (CWV)
  —
  95, IO
  Ext: 2831; Ret: 3080 (EI)
  PPC Capacitor
  All/E
  XXED
  3060 (DC)
  3081 (DC)
  —
  337, TO
  Clan Intro: 3101
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  47
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  CSO 
  JJ
  Stone’s Lament makes a highly visible and impressive symbol of the Republic of the Sphere’s ability to leverage its authority.
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Structural Components (’Mech)
  Internal Structure 
  Standard (BattleMech) Structure
  All/D
  CCCC
  ~2430 (TH)
  2439 (TH)
  2505
  225, TM
  —
  Endo-Steel (BattleMech) Structure [IS]
  IS/E
  DFED
  ~2480 (TH)
  2487 (TH)
  3040
  224, TM
  Ext: 2850; Ret: 3035 (DC)
  Endo-Steel (BattleMech) Structure [Clan]
  Clan/F
  XEDD
  ~2825 (CIH)
  ~2827 (CIH)
  2830
  224, TM
  —
  Composite (BattleMech) Structure
  IS/E
  XXED
  3061 (FS)
  3082 (FS)
  —
  342, TO
  —
  Endo-Composite (BattleMech) Structure
  All/E
  XXFE
  3067 (LC)
  ~3085 (LC)
  —
  342, TO
  Clan Prototype: 3073 (CWX)
  Reinforced (BattleMech) Structure
  All/E
  XXED
  3057 (CS)
  ~3084 (CGB)
  —
  342, TO
  Clan Prototype: 3065 (CGB)
  IndustrialMech Structure
  All/C
  CCCC
  ~2300 (TA)
  2350 (TH)
  2490
  224, TM
  —
  IndustrialMech Structure w/ Environmental Sealing
  All/C
  CCCC
  ~2300 (TA)
  2350 (TH)
  2495
  224, TM
  —
  Tripod ’Mech Internal Structure (Standard Sizes)
  IS/E
  EFXE
  ~2590 (TH)
  2602 (TH)
  —
  165, IO
  —
  Tripod ’Mech Internal Structure (Superheavy)
  IS/E
  XXXF
  ~3130 (RS)
  3135 (RS)
  —
  165, IO
  —
  Standard Superheavy (BattleMech) Structure
  IS/E
  XXFF
  ~3060 (WB)
  3076 (WB)
  —
  161, IO
  —
  Superheavy Endo Composite (BattleMech) Structure
  IS/E
  XXFF
  ~3130 (RS)
  3135 (RS)
  —
  161, IO
  —
  Superheavy Endo-Steel (BattleMech) Structure
  IS/E
  XXFF
  ~3060 (WB)
  3076 (WB)
  —
  161, IO
  —
  Industrial Superheavy Structure
  IS/D
  XFFF
  ~2905 (FW)
  2940 (FW)
  —
  161, IO
  —
  Actuators and Actuator Systems
  ’Mech Actuators (All)
  All/C
  CCCC
  ~2300 (TA)
  2350 (TH)
  2505
  —
  —
  Superheavy ’Mech Actuators (All)
  IS/D
  XFFF
  ~2905 (FW)
  2940 (FW)
  3076
  —
  —
  Actuator Enhancement System (AES)
  All/E
  XXFE
  3070 (Merc)
  3108 (RD)
  —
  279, TO
  IS Intro: 3109 (CC)
  Musculature
  —
  Standard ’Mech Musculature 
  All/D
  CCCC
  ~2300 (TA)
  2350 (TH)
  2505
  —
  —
  Superheavy ’Mech Musculature
  IS/D
  XFFF
  ~2905 (FW)
  2940 (FW)
  —
  —
  —
  Triple-Strength Myomer (Musculature)
  IS/E
  XXDD
  ~3028 (FS/CC)
  3050 (CC)
  3055
  240, TM
  —
  Industrial TSM (Musculature)
  IS/E
  XXED
  ~3035 (FS)
  3045 (FS)
  3055
  240, TM
  —
  Gyroscopes
  Standard Gyro
  All/D
  CCCC
  ~2300 (TA)
  2350 (TH)
  2505
  219, TM
  —
  Compact Gyro
  IS/E
  XXED
  ~3055 (FS/LC)
  3068 (FS/LC)
  3072
  219, TM
  —
  Heavy-Duty Gyro
  IS/E
  XXED
  ~3055 (DC)
  3067 (DC)
  3072
  219, TM
  —
  Extralight (XL) Gyro
  IS/E
  XXED
  ~3055 (CS)
  3067 (CS)
  3072
  220, TM
  —
  Superheavy Gyro
  IS/D
  XFFF
  ~2905 (FW)
  2940 (FW)
  —
  162, IO
  —
  Structural Components (Non-’Mech)
  Aerospace Fighter Structure
  All/C
  CDDC
  ~2200 (TA)
  2470 (TH)
  2490
  186, TM
  —
  Conventional Fighter Structure
  All/C
  CCCC
  PS
  2470 (TH)
  2490
  187, TM
  —
  Small Craft/DropShip Structure
  All/C
  DDDD
  ~2200 (TA)
  ~2470 (TH)
  2490
  187, TM
  —
  JumpShips
  All/D
  DEDF
  ~2100 (—)
  ~2300 (TA)
  —
  —
  —
  WarShips
  All/E
  DEEF
  ~2300 (TA)
  2470 (TH)
  —
  148, SO
  Ext: 2950; Ret: 3050 (FS/LC/DC)*
  Space Stations
  All/D
  CDCC
  ES
  ES
  —
  —
  —
  ProtoMech Structure
  Clan/D
  XXCD
  ~3055 (CSJ)
  3060 (CSJ)
  3060
  82, TM
  —
  ProtoMech Actuators (All)
  Clan/D
  XXDD
  ~3055 (CSJ)
  3060 (CSJ)
  3060
  —
  —
  ProtoMech Musculature
  Clan/D
  XXED
  ~3055 (CSJ)
  3060 (CSJ)
  3060
  —
  —
  Combat Vehicle Structure
  All/D
  AAAA
  ~2460 (TH)
  2470 (TH)
  2510
  98, TM
  —
  Combat Vehicle Control Components
  All/C
  AAAA
  ~2460 (TH)
  2470 (TH)
  2510
  103, TM
  —
  Combat Vehicle Lift/Dive Equipment
  All/D
  BBBB
  ~2460 (TH)
  2470 (TH)
  2510
  102, TM
  —
  Combat Vehicle Rotors
  All/D
  CDCC
  ~2460 (TH)
  2470 (TH)
  2510
  102, TM
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  49
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Structural Components (Non-’Mech) (Continued)
  Primitive Combat Vehicle/Support Vehicle (BAR 2-3)
  All/A
  AAAA
  PS
  PS
  PS
  121, TM
  Always Available†
  Primitive Combat Vehicle/Support Vehicle (BAR 4)
  All/B
  BBAA
  PS
  PS
  PS
  121, TM
  Always Available†
  Primitive Combat Vehicle/Support Vehicle (BAR 5)
  All/B
  BBBA
  ES
  ES
  ES
  121, TM
  Always Available†
  Primitive Combat Vehicle/Support Vehicle (BAR 6)
  All/C
  CBBB
  ES
  ES
  ES
  121, TM
  Always Available†
  Primitive Combat Vehicle/Support Vehicle (BAR 7)
  All/C
  CBBB
  ~2250 (TA)
  2300 (TA)
  2305
  121, TM
  † 
  Support Vehicle (BAR 8)
  All/D
  CCBB
  ~2420 (TH)
  2430 (TH)
  2435
  121, TM
  † 
  Support Vehicle (BAR 9)
  All/D
  CCCB
  ~2420 (TH)
  2430 (TH)
  2435
  121, TM
  † 
  Support Vehicle (BAR 10)
  All/D
  DDDC
  ~2420 (TH)
  2430 (TH)
  2435
  121, TM
  † 
  Combat Vehicle Chassis Mod [Flotation Hull]
  All/B
  BBBB
  2470 (TH)
  2472 (TH)
  —
  302, TO
  —
  Combat Vehicle Chassis Mod [Limited Amphibious]
  All/B
  BBBB
  2470 (TH)
  2472 (TH)
  —
  302, TO
  —
  Combat Vehicle Chassis Mod [Fully Amphibious]
  All/B
  BBBB
  2470 (TH)
  2474 (TH)
  —
  303, TO
  —
  Combat Vehicle Chassis Mod [Dune Buggy]
  All/B
  BBBB
  2470 (TH)
  2471 (TH)
  —
  303, TO
  —
  Combat Vehicle Chassis Mod [Environmental (Vacuum) Sealing]
  All/B
  CDCB
  —
  2475
  —
  303, TO
  —
  Support Vehicle Chassis Mod [All]
  All/Var
  As Mod
  As Mod
  As Mod
  As Mod
  302, TO
  See p. 280, TM
  Taser
  Battle Armor Taser
  IS/E
  XXEE
  ~3060 (WB)
  3067 (WB)
  —
  345, TO
  —
  BattleMech Taser
  IS/E
  XXFE
  3065 (FS) 
  3084 (RS)
  —
  346, TO
  —
  Transport Launching/Recovery Systems
  Arresting Hoist
  All/C
  CFED
  PS
  PS
  PS
  245, TM
  Always Available
  ’Mech Cubicle
  All/C
  DCCC
  ~2445 (TH)
  2470 (TH)
  2500
  239, TM
  —
  ProtoMech Cubicle
  Clan/C
  XXDD
  ~3060 (CSJ)
  3066 (CBS)
  3070
  239, TM
  —
  Fighter Cubicle
  All/C
  CCCC
  ES
  ES
  ES
  239, TM
  Always Available
  Small Craft Bay
  All/C
  BBBB
  ES
  ES
  ES
  239, TM
  Always Available
  DropShuttle Bay
  IS/C
  CXXX
  ~2110 (TA)
  2120 (TA)
  —
  119, IO
  Ext: 2500
  Battle Armor Bay
  All/D
  XFCB
  ~2867 (CWF)
  2868 (CWF)
  2870
  239, TM
  IS Intro: 3050 (FS/LC)
  Flight Deck
  All/B
  AAAA
  PS
  PS
  PS
  312, TO
  Always Available
  Helipad
  All/B
  AAAA
  PS
  PS
  PS
  312, TO
  Always Available
  Landing Deck
  All/B
  CCCC
  ES
  ES
  ES
  319, TO
  Always Available
  Naval Repair Facilities [Standard, Unpressurized]
  All/C
  CEDD
  ES
  ES
  ES
  334, TO
  Always Available
  Naval Repair Facilities [Standard, Pressurized]
  All/C
  CEDD
  ES
  ES
  ES
  334, TO
  Always Available
  Naval Repair Facilities [Reinforced, Unpressurized]
  IS/C
  FXFF
  ~2750 (TH)
  —
  —
  334, TO
  Ext: 2766; Ret: 3065 (WB)
  Transport Bays, Quarters, and Seating
  Cargo (Container)
  All/A
  AAAA
  PS
  PS
  PS
  239, TM
  Always Available
  Cargo (Other)
  All/A
  AAAA
  PS
  PS
  PS
  239, TM
  Always Available
  Infantry (Compartment)
  All/A
  BBBB
  PS
  PS
  PS
  239, TM
  Always Available
  Infantry (Bay)
  All/A
  BBBB
  PS
  PS
  PS
  239, TM
  Always Available
  Battle Armor (Compartment)
  All/D
  XFCB
  ES
  ES
  ES
  239, TM
  Always Available
  Vehicle Cubicle (Light)
  All/C
  BBBB
  PS
  PS
  PS
  239, TM
  Always Available
  Vehicle Cubicle (Heavy)
  All/C
  BBBB
  PS
  PS
  PS
  239, TM
  Always Available
  Vehicle Cubicle (Super-Heavy)
  All/C
  CCCC
  PS
  PS
  PS
  239, TM
  Always Available
  Quarters (Crew/Steerage/Second Class Passenger)
  All/A
  AAAA
  PS
  PS
  PS
  236, TM
  Always Available
  Quarters (Officer/First Class Passenger)
  All/B
  BBBB
  PS
  PS
  PS
  236, TM
  Always Available
  Seating (All)
  All/A
  AAAA
  PS
  PS
  PS
  236, TM
  Always Available
  TSEMP Weapons
  TSEMP Cannon
  IS/E
  XXXE
  ~3100 (RS)
  3109 (RS)
  —
  91, IO
  —
  TSEMP One-Shot
  IS/E
  XXXE
  ~3090 (RS)
  3095 (RS)
  —
  90, IO
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Turrets
  Turret Mount (Vehicle, Building, Structure)
  All/B
  AAAA
  PS
  PS
  PS
  241, TM
  Always Available
  BattleMech Turret (Shoulder)
  All/C
  FXFE
  2450
  ~3082
  —
  347, TO
  —
  BattleMech Turret (Head)
  IS/C
  XXFE
  3055 (FS/LC) 
  ~3082
  —
  347, TO
  —
  BattleMech Turret (Quad)
  All/C
  FFFE
  2320
  ~3079
  —
  347, TO
  —
  Vehicular Dual Turret
  All/B
  FFFE
  PS
  ~3080
  3080
  347, TO
  —
  Vehicular Sponson Turret
  All/B
  FFFD
  PS
  ~3079
  3080
  348, TO
  —
  VTOL Chin Turret
  All/B
  FFFE
  PS
  ~3079
  3080
  348, TO
  —
  Construction Options
  BattleMechs and IndustrialMechs
  Primitive BattleMechs (Biped and Quad)
  IS/D
  DXFF
  2439 (TH)
  2443 (TH)
  2470
  122, IO
  Ext: 2520**
  Standard BattleMechs (Biped and Quad)
  All/D
  CEDC
  2460 (TH)
  2470 (TH)
  2500
  44, TM
  —
  Primitive IndustrialMechs (Biped and Quad)
  IS/C
  CXFF
  2300 (TA)
  2350 (TH)
  2425
  122, IO
  Ext: 2520**
  Standard IndustrialMechs (Biped and Quad)
  All/C
  CCCB
  2460 (TH)
  2470 (TH)
  2500
  64, TM
  —
  Bimodal Land-Air BattleMechs
  All/E
  EFXX
  2680 (TH)
  2684 (TH)
  —
  105, IO
  Ext: 2781; Clan Ext: 2801
  Standard Land-Air BattleMechs
  All/E
  DEFF
  2683 (TH)
  2688 (TH)
  —
  105, IO
  Ext: 3085; Clan Ext: 2825
  Quad-Vee
  Clan/F
  XXXF
  ~3130 (CHH)
  3135 (CHH)
  —
  —
  Tripod ’Mechs
  IS/D
  FFFE
  ~2585 (TH)
  2602 (TH)
  —
  163, IO
  —
  Superheavy ’Mechs (Biped and Quad)
  IS/D
  XFFF
  3077 (WB)
  3078 (WB)
  —
  159, IO
  —
  Superheavy ’Mechs (Tripod)
  IS/D
  XFXF
  ~2930 (FW)
  2940 (FW)
  —
  160, IO
  —
  Super-Heavy Vehicles (Combat)
  All/C
  EFFE
  ~2470 (LC)
  —
  ~3075
  378, TO
  —
  Ultra-Light BattleMechs
  All/D
  EFEE
  ~2500 (TH/FW)
  2519 (FW)
  ~3075
  378, TO
  —
  ProtoMechs
  ProtoMechs [Biped, Standard]
  Clan/F
  XXED
  ~3055 (CSJ)
  3059 (CSJ)
  3060
  80, TM
  —
  ProtoMechs [Quad (ProtoQuads)]
  Clan/F
  XXED
  3075 (Clan)
  ~3083 (CCC)
  3100
  98, IO
  —
  ProtoMechs [Gliders]
  Clan/F
  XXEE
  3075 (Clan)
  ~3084 (CSR)
  3100
  98, IO
  —
  ProtoMechs [Ultraheavy (Ultras)]
  Clan/F
  XXDD
  3075 (Clan)
  ~3083 (CCY)
  3100
  98, IO
  —
  Battle Armor and Exoskeletons
  Exoskeleton
  All/C
  BBBB
  ~2100 (—)
  —
  ~2200
  160, TM
  —
  Battle Armor [PA(L)]
  All/D
  FXED
  2710 (TH)
  —
  3058
  160, TM
  Ext: 2766*; Ret: 2905 (CS)
  Battle Armor [Light]
  All/E
  XFED
  ~2865 (CWF)
  2870 (CIH)
  2900
  160, TM
  IS Intro: 3050 (FS/LC)
  Battle Armor [Medium]
  All/E
  XDDD
  ~2840 (CGS)
  2868 (CWF)
  2875
  160, TM
  IS Intro: 3052 (FS/LC/CS)
  Battle Armor [Heavy]
  All/E
  XFED
  ~2867 (CWF)
  2875 (CHH)
  3058
  160, TM
  IS Intro: 3050 (FS/LC)
  Battle Armor [Assault]
  All/E
  XFED
  ~2870 (CNC)
  2877 (CGB)
  3060
  160, TM
  IS Intro: 3058 (DC)
  Combat and Support Vehicles
  Primitive Combat Vehicles (All Motive Types)
  IS/Var
  As Vehicle
  As Vehicle
  As Vehicle
  As Vehicle
  124, IO
  Support Vehicles, Tech A-C
  Standard Combat Vehicles (All Motive Types)
  All/D
  CCCB
  —
  2470 (TH)
  2490
  94, TM
  —
  Support Vehicles (All Sizes, Motive Types)
  All/Var
  As Vehicle
  As Vehicle
  PS
  PS
  116, TM
  Always Available
  Fighters and Small Aerospace Units
  Primitive Aerospace Fighters
  IS/D
  DXFF
  ES
  ~2200 (TA)
  —
  125, IO
  Ext: 2520**
  Standard Aerospace Fighters
  All/D
  CEDC
  —
  2470 (TH)
  2490
  180, TM
  —
  Primitive Conventional Fighters
  IS/C
   As Vehicle
  As Vehicle
  As Vehicle
  As Vehicle
  124, IO
  Support Vehicles, Tech A-C
  Standard Conventional Fighters
  All/D
  CDCB
  —
  2470 (TH)
  2490
  180, TM
  —
  Primitive Small Craft (incl. Small DropShuttles)
  IS/D
  DXFF 
  ES
  ~2200 (TA)
  —
  125, IO
  Ext: 2400**
  Standard Small Craft
  All/D
  DEDD
  —
  ~2350 (TH)
  2400
  181, TM
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  51
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Construction Options (Continued)
  Large Aerospace Units
  Primitive DropShips (incl. Large DropShuttles)
  IS/D
  DXXX
  ES
  ~2200 (TA)
  —
  126, IO
  Ext: 2500**
  Standard DropShips
  All/D
  DEDD
  —
  ~2470 (TH)
  2490
  180, TM
  —
  Primitive JumpShips
  IS/D 
  DXXX
  ~2100 (—)
  ~2200 (TA)
  —
  128, IO
  Ext: 2500**
  Standard JumpShips
  All/D
  DEDF
  —
  ~2300 (TA)
  —
  142, SO
  —
  WarShips
  All/E
  DEEF
  ~2300 (TA)
  2305 (TH)
  —
  142, SO
  Ext: 2950; Ret: 3050 (FS/LC/DC)*
  Space Stations
  All/D
  CDCC
  ES
  ES
  —
  142, SO
  —
  Modular Space Stations
  All/D
  EXXE
  2565 (TH)
  2585 (TH)
  —
  117, IO
  Ext: 2790; Ret: 3090 (RS)*
  Mobile Structures (All)
  All/Var
  FFFF
  ES
  —
  —
  259, TO
  —
  Buildings
  Standard Buildings (Light, Medium)
  All/A
  AAAA
  PS
  PS
  PS
  114, TO
  Always Available
  Standard Buildings (Heavy)
  All/B
  BBBB
  PS
  PS
  PS
  114, TO
  Always Available
  Standard Buildings (Hardened)
  All/C
  BBBB
  PS
  PS
  PS
  114, TO
  Always Available
  Castles Brian Complexes
  All/E
  EFFF
  2391 (TH)
  —
  —
  141, TO
  Ext: 2780; Ret: 3060 (WB)*
  Construction Options
  Omni Technology
  All/E
  XEED
  ~2854 (CCY/CSF)
  2856 (CCY)
  2864
  19, TM
  IS Intro: 3052 (DC)
  Patchwork Armor
  All/Var
  EDEE
  PS
  3075 (—)
  ~3080
  377, TO
  —
  Mixed Technology
  All/Var
  XXED
  ~3050 (DC/FS/LC) ~3082 (—)
  ~3115
  377, TO
  Clan Prototype: ~2820 (Clan)
  Battle Armor Tech
  Active Probe (Light)
  All/E
  XFEE
  ~2898 (CSJ)
  2900 (CSJ)
  3050
  252, TM
  IS Intro: 3050 (FS/LC)
  Angel ECM [Battle Armor]
  All/F
  XXFE
  3058 (CNC)
  ~3080 (DC)
  3097
  279, TO
  IS Prototype: 3063 (DC)
  Bomb Rack
  Clan/F
  XXFE
  ~3055 (CCC)
  3060 (CCC)
  3065
  253, TM
  —
  Camo System
  IS/E
  XFFE
  ~2790 (CS)
  ~2800 (CS)
  3058
  253, TM
  —
  Cutting Torch
  All/C
  BBBB
  ES
  ES
  ES
  254, TM
  —
  ECM Suite (Light)
  All/E
  EFFE
  ~2718 (TH)
  2720 (TH)
  3060
  254, TM
  Ext: 2766; Ret: 3057 (FW/WB)*
  Extended Life Support
  All/E
  EFED
  ~2712 (TH)
  ~2715 (TH)
  2720
  254, TM
  —
  Fuel Tank
  All/C
  XEEE
  ~2740 (TH)
  2744 (TH)
  3053
  255, TM
  Ext: 2781; Ret: 3051 (FS/LC)*
  HarJel
  Clan/F
  XCCC
  ~2838 (CSF)
  ~2840 (CSF)
  2855
  256, TM
  —
  Heat Sensor
  All/D
  XFFF
  ~2879 (CBS)
  ~2880 (CBS)
  3050
  256, TM
  IS Intro: 3050 (FS/LC)
  Improved Sensors
  All/E
  XFED
  ~2887 (CBS)
  ~2890 (CBS)
  3051
  257, TM
  IS Intro: 3051 (Merc)
  Laser Microphone
  All/C
  EEFF
  ES
  ES
  ES
  258, TM
  —
  Parafoil
  All/D
  BBCB
  PS
  PS
  PS
  266, TM
  —
  Power Pack
  All/C
  BCBB
  PS
  PS
  PS
  268, TM
  —
  Remote Sensors/Dispenser [Battle Armor]
  All/D
  EDDD
  ~2700 (TH)
  3050 (FS)
  —
  268, TM
  —
  Searchlight
  All/A
  AAAA
  PS
  PS
  PS
  269, TM
  —
  Shotgun Microphone
  All/C
  EEFF
  PS
  PS
  PS
  269, TM
  —
  Space Operations Adaptation
  All/E
  XEED
  ~2890 (CSR)
  2895 (CSR)
  3015
  269, TM
  IS Intro: 3011 (TC)
  BA Manipulators [Armored Gloves]
  All/C
  DDDC
  ES
  ES
  ES
  259, TM
  —
  BA Manipulators [Manipulator (Basic)]
  All/C
  CDCC
  ES
  ~2110 (TA)
  ~2120
  259, TM
  —
  BA Manipulators [Battle Claw, Heavy Battle Claw]
  All/E
  XEDC
  ~2865 (CWF)
  2868 (CWF)
  3050
  259, TM
  IS Intro: 3050 (FS/LC)
  BA Manipulators [Cargo Lifter]
  All/C
  DDDC
  ES
  ~2110 (TA)
  ~2120
  259, TM
  —
  BA Manipulators [Industrial Drill]
  All/C
  DDDC
  ES
  ES
  ES
  259, TM
  —
  BA Manipulators [Salvage Arm]
  All/D
  EEED
  ~2410 (TH)
  2415 (TH)
  2420
  260, TM
  —
  BA Manipulator Adaptation [Magnet Claws]
  All/E
  XXEE
  ~3053 (FS/LC)
  3055 (FS/LC)
  3058
  260, TM
  Clan Intro: 3058 (CFM)
  BA Manipulator Adaptation [Mine Clearance Equipment]
  All/D
  XXEE
  ~3055 (CC)
  3057 (CC)
  3060
  260, TM
  Clan Intro: 3063 (CGB)
  BA Manipulator Adaptation [Vibro-Claw]
  All/E
  XXED
  ~3053 (DC)
  3054 (DC)
  3058
  260, TM
  Clan Intro: 3062 (CIH)
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Battle Armor Tech (Continued)
  BA Manipulator Adaptation [Modular Equipment Adaptor]
  All/E
  XXED
  ~3052 (DC)
  3058 (DC)
  3060
  260, TM
  Clan Intro: 3061 (CNC/CWX)
  Jump Jets/Jump Pack [BA]
  All/C
  DDDC
  ES
  ES
  ES
  257, TM
  —
  Jump Booster [BA]
  All/E
  XXED
  ~3050 (FS/LC)
  3051 (Merc)
  ~3061
  257, TM
  Clan Intro: 3062 (CIH)
  Magnetic Clamps [BA]
  IS/C
  XXED
  ~3057 (CC)
  3062 (CC)
  3067
  259, TM
  —
  Battle Armor Mechanical Jump Booster
  All/E
  XXFE
  3070 (LC)
  ~3084 (LC)
  3096
  286, TO
  Clan Intro: 3090
  Battle Armor Myomer Booster
  Clan/F
  XXFE
  3072 (CIH)
  3085 (CIH)
  3104
  287, TO
  —
  Partial Wing [BA]
  IS/D
  XXFE
  ~3051 (DC)
  3053 (DC)
  3059
  266, TM
  —
  Underwater Maneuvering Units (UMU) [BA]
  Clan/F
  XEEE
  ~2840 (CGS)
  3059 (CGS)
  3065
  270, TM
  —
  VTOL Equipment [BA]
  Clan/F
  XXFE
  ~3052 (CCC)
  3060 (CCC)
  3066
  271, TM
  —
  Battle Armor DropChute [Standard]
  All/D
  XEBB
  ~2874 (CHH)
  2875 (CHH)
  —
  348, TO
  IS Intro: 3051 (FS/LC)
  Battle Armor DropChute [Camouflage]
  All/D
  XECC
  ~2874 (CHH)
  2875 (CHH)
  —
  348, TO
  IS Intro: 3051 (FS/LC)
  Battle Armor DropChute [Stealth]
  All/D
  XFDD
  ~2878 (CHH)
  2880 (CHH)
  —
  348, TO
  IS Intro: 3054 (DC)
  Battle Armor DropChute [Reusable]
  All/E
  XFEE
  ~2874 (CHH)
  2876 (CHH)
  —
  348, TO
  IS Intro: 3053 (FS/LC)
  Battle Armor Weapons
  Anti-Personnel Weapons
  All/Var
  As Weapon
  —
  2868 (CWF)
  2870
  271, TM
  IS Intro: 3050 (FS/LC/DC)
  Battle Armor Detachable Missile Pack (DMP), Mod [DMP]
  All/E
  XEED
  ~2870 (CSV)
  ~2885 (CSV)
  3051
  287, TO
  IS Intro: 3051 (FS/LC/DC)
  Battle Armor Detachable Missile Pack (DMP), Mod [DWP]
  All/E
  XXFD
  3070 (CHH)
  3072 (CHH)
  3080
  287, TO
  IS Intro: 3073 (WB)
  Squad Support Weapon Mod (SSW)
  All/Var
  As Weapon
  ~3052 (DC)
  3056 (DC)
  3060
  270, TM
  Clan Intro: 3058 (CWF)
  Flamer [BA]
  All/C
  XDBB
  ~2865 (CWF)
  2868 (CWF)
  3050
  255, TO
  IS Intro: 3050 (FS/LC)
  Heavy Flamer [BA]
  All/C
  XXED
  ~3070 (LC)
  3073 (LC)
  3075
  312, TO
  Clan Intro: 3073 (CJF)
  Gauss Rifle [Anti-personnel Gauss Rifle]
  Clan/F
  XXED
  ~3066 (CJF)
  3069 (CJF)
  3072
  255, TM
  —
  Gauss Rifle [Grand Mauler]
  IS/E
  XXDE
  ~3055 (FS)
  3059 (FS)
  3060
  255, TM
  —
  Gauss Rifle [Tsunami]
  IS/E
  XXEE
  ~3054 (DC)
  3056 (DC)
  3058
  255, TM
  —
  Gauss Rifle [Magshot]
  IS/E
  XXED
  ~3057 (FS)
  3059 (FS)
  3060
  255, TM
  —
  Gauss Rifle [David/King David]
  IS/E
  XXEE
  ~3058 (FW)
  3063 (FW)
  3065
  255, TM
  —
  Grenade Launcher (Micro)
  All/B
  XBBB
  ES
  ES
  3050
  256, TM
  —
  Grenade Launcher (Heavy)
  All/C
  XDDC
  ~2880 (CSF)
  2900 (CSF)
  3050
  256,TM
  IS Intro: 3050 (FS/LC)
  Standard Laser (Small, Medium)
  IS/E
  XXBB
  ~3050 (FS/LC) 3050 (FS/LC/DC)
  3050
  258, TM
  —
  ER Laser (Small, Medium)
  IS/E
  XXDC
  ~3055 (FW)
  3058 (FW)
  3062
  258, TM
  —
  Pulse Laser (Small, Medium)
  IS/E
  XXDC
  ~3057 (LC)
  3060 (LC)
  3062
  258, TM
  —
  Clan Standard Laser (Small)
  Clan/E
  XCBB
  ~2865 (CWF)
  2868 (CWF)
  2870
  258, TM
  —
  Clan Heavy Laser (Small, Medium)
  Clan/F
  XXDD
  ~3057 (CSA)
  3059 (CSA)
  3062
  258, TM
  —
  Clan ER Laser (Small, Medium)
  Clan/F
  XEDC
  ~2872 (CJF)
  ~2875 (CJF)
  2880
  258, TM
  —
  Clan ER Micro Laser
  Clan/F
  XXDC
  ~3055 (CSJ)
  3060 (CSJ)
  3064
  258, TM
  —
  Clan Pulse Laser (Small, Medium)
  Clan/F
  XEDC
  ~2870 (CHH)
  ~2872 (CHH)
  2880
  258, TM
  —
  Clan Pulse Laser (Micro)
  Clan/F
  XXDC
  ~3055 (CSJ)
  3060 (CSJ)
  3063
  258, TM
  —
  ER Pulse Lasers
  Clan/F
  XXED
  3057 (CWF)
  3082 (CWF)
  3085
  258,TM
  —
  LB-X Autocannon
  Clan/F
  XXED
  3075 (CNC)
  3085 (CNC)
  —
  207, TM
  —
  Machine Gun (Light)
  All/C
  XXCB
  ~3055 (CSJ)
  3060 (CSJ)
  3068
  258, TM
  IS Intro: 3068 (CC)
  Machine Gun (Medium)
  All/C
  XDBB
  PS
  2868 (CWF)
  2870
  258, TM
  IS Intro: 3050 (FS/LC)
  Machine Gun (Heavy)
  All/C
  XXCB
  ~3055 (CSJ)
  3059 (CSJ)
  3068
  258, TM
  IS Intro: 3068 (TC)
  Machine Gun (Bearhunter Autocannon)
  Clan/D
  XXFD
  ~3060 (CHH)
  3062 (CHH)
  3065
  258, TM
  —
  Mine Dispenser
  IS/D
  XXFE
  ~3057 (CC)
  3062 (CC)
  3068
  260, TM
  —
  Long-Range Missile (LRM) Launchers [IS]
  IS/E
  XXED
  ~3055 (FS)
  3057 (FS)
  3060
  261, TM
  —
  Short Range Missile (SRM) Launcher [IS]
  IS/E
  XXDB
  ~3050 (FS/LC)
  3050 (FS/LC)
  3051
  261, TM
  —
  Medium Range Missile (MRM) Launcher
  IS/D
  XXDD
  ~3058 (DC)
  3060 (DC)
  3067
  261, TM
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  53
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Battle Armor Weapons (Continued)
  Rocket Launchers
  IS/E
  XXBB
  ~3050 (FS/LC)
  3050 (FS/LC)
  3052
  261, TM
  —
  Long-Range Missile (LRM) Launchers [Clan]
  Clan/F
  XXFD
  ~3058 (CGS)
  3060 (CGS)
  3062
  261, TM
  —
  Short Range Missile (SRM) Launcher [Clan]
  Clan/F
  XDCB
  ~2865 (CWF)
  2868 (CWF)
  2870
  261, TM
  —
  Advanced Short Range Missile Launcher [Clan]
  Clan/F
  XXFD
  ~3052 (CHH)
  3056 (CHH)
  3062
  261, TM
  —
  Mortar
  All/B
  XXCC
  ~3054 (FS/LC)
  3057 (LC)
  3063
  263, TM
  Clan Intro: ~3065 (CHH)
  Narc (Compact)
  All/E
  XFED
  ~2870 (CSV)
  2875 (CSV)
  3065
  263, TM
  IS Intro: 3060 (LC)
  Needler (Firedrake)
  IS/D
  XXCB
  ~3058 (LC)
  3060 (LC)
  3068
  266, TM
  —
  Particle Projector Cannon (Support)
  All/D
  XFDC
  ~3051 (DC)
  3053 (DC)
  3056
  267, TM
  Clan Intro: ~2950 (CGB)
  Plasma Rifle (Man-Portable)
  IS/E
  XXDC
  ~3063 (CC)
  3065 (CC)
  3074
  267, TM
  —
  Pop-Up Mine
  IS/E
  XXEF
  —
  3050 (FS/LC)
  —
  267, TM
  —
  Recoilless Rifle (Light, Medium, Heavy)
  All/C
  XXDD
  ~3052 (FS/LC)
  3054 (FS/LC)
  3056
  268, TM
  Clan Intro: ~3062 (CHH)
  TAG (Light)
  All/E
  XXFE
  ~3051 (DC)
  3053 (DC)
  3057
  270, TM
  Clan Intro: 3054 (CWF)
  Tube Artillery [BA]
  IS/E
  XXFE
  ~3070 (CS)
  3075 (CS)
  —
  284, TO
  —
  Conventional Infantry Tech
  Motive Type: Beast-Mounted
  All/A
  AAAA
  PS
  PS
  —
  295, TO
  ‡
  Motive Type: Foot
  All/A
  AAAA
  PS
  PS
  PS
  145, TM
  Always Available†
  Motive Type: Foot (SCUBA)
  All/B
  DDDD
  PS
  PS
  —
  340, TO
  Always Available†
  Motive Type: Motorized
  All/B
  AAAA
  PS
  PS
  PS
  145, TM
  Always Available†
  Motive Type: Motorized (SCUBA)
  All/B
  DDDD
  PS
  PS
  —
  340, TO
  Always Available†
  Motive Type: Jump
  All/D
  BBBB
  ES
  ES
  ES
  145, TM
  Always Available†
  Motive Type: Mechanized (Wheeled)
  All/A
  ABAA
  PS
  PS
  PS
  145, TM
  Always Available†
  Motive Type: Mechanized (Tracked)
  All/B
  BCBB
  PS
  PS
  PS
  145, TM
  Always Available†
  Motive Type: Mechanized (Hover)
  All/C
  ABAB
  PS
  PS
  PS
  145, TM
  Always Available†
  Motive Type: Mechanized (Microlite VTOL)
  All/C
  CDDC
  ES
  ES
  —
  324, TO
  Always Available†
  Motive Type: Mechanized (Micro-copter VTOL)
  All/C
  CDDC
  ES
  ES
  —
  324, TO
  Always Available†
  Motive Type: Mechanized (SCUBA)
  All/C
  DDDD
  PS
  PS
  —
  145, TM
  Always Available†
  Disposable Weapons
  All/Var
  AAAA
  PS
  PS
  PS
  304, TO
  Always Available†
  Field Gun
  All/Var
  As Weapon
  As Weapon
  As Weapon
  —
  311, TO
  —
  Field Artillery
  All/Var
  As Weapon
  As Weapon
  As Weapon
  —
  311, TO
  Always Available†
  TAG Troops
  All/E
  FXEE
  ~2590 (TH)
  2600 (TH)
  —
  311, TO
  Ext: 2835; Ret: 3037 (FS)
  Training Type: Anti-’Mech Attacks
  All/D
  DDDD
  ~2456 (LC)
  2460 (LC)
  2500
  220, TW
  —
  Training Type: Xeno-Planetary Conditions
  All/Var
  CCCC
  ES
  ES
  ES
  351, TO
  †
  Training Type: Specialized (Other)
  All/Var
  AAAA
  PS
  PS
  PS
  351, TO
  Always Available†
  Conventional Infantry Weapons
  Archaic Weapons
  Bow (Compound)
  All/C
  BAAA
  PS
  PS
  PS
  272, TM
  Always Available
  Bow (Daikyu)
  All/A
  CDDC
  PS
  PS
  PS
  272, TM
  Always Available
  Bow (Hankyu)
  All/A
  CCCC
  PS
  PS
  PS
  272, TM
  Always Available
  Bow (Longbow)
  All/A
  BBBB
  PS
  PS
  PS
  272, TM
  Always Available
  Bow (Shortbow)
  All/A
  AAAA
  PS
  PS
  PS
  272, TM
  Always Available
  Bow (Primitive)
  All/A
  AAAA
  PS
  PS
  PS
  272, TM
  Always Available
  Club (Blackjack/Sap)
  All/A
  AAAA
  PS
  PS
  PS
  272, TM
  Always Available
  Club (Club/Improvised)
  All/A
  AAAA
  PS
  PS
  PS
  272, TM
  Always Available
  Club (Vibro-Mace)
  IS/E
  XFEE
  ~3000 (CF)
  ~3050 (CF)
  3100
  272, TM
  —
  Crossbow (Basic/Heavy)
  All/A
  AAAB
  PS
  PS
  PS
  272, TM
  Always Available
  Blade (Archaic Sword)
  All/A
  AAAB
  PS
  PS
  PS
  272, TM
  Always Available
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Conventional Infantry Weapons (Continued)
  Blade (Axe/Hatchet/Tomahawk)
  All/A
  AAAA
  PS
  PS
  PS
  272, TM
  Always Available
  Blade (Bayonet/Dagger/Knife)
  All/A
  AAAA
  PS
  PS
  PS
  272, TM
  Always Available
  Blade (Bokken)
  All/A
  BBBB
  PS
  PS
  PS
  272, TM
  Always Available
  Blade (Carbon-Reinforced Nails)
  IS/D
  XDDE
  ~2980 (CC)
  2990 (CC)
  —
  272, TM
  —
  Blade (Dao/Katana/No-Dachi/Sword/Wakizashi)
  All/A
  CCCC
  PS
  PS
  PS
  272, TM
  Always Available
  Blade (Jousting Lance)
  All/A
  AAAB
  PS
  PS
  PS
  272, TM
  Always Available
  Blade (Shuriken/Thrown Knives)
  All/A
  CCCB
  PS
  PS
  PS
  272, TM
  Always Available
  Blade (Vibro-Axe)
  All/E
  CDDC
  ~2435 (LC)
  2445 (LC)
  2600
  272, TM
  —
  Blade (Vibro-Blade)
  All/D
  BCBB
  ~2398 (FW)
  2400 (FW)
  272, TM
  —
  Blade (Vibro-Katana)
  All/E
  EEDC
  ~2440 (DC)
  2450 (DC)
  —
  272, TM
  Clan Ext: ~2850
  Blade (Vibro-Sword, Inner Sphere)
  All/E
  DDCC
  ~2435 (TH)
  2440 (TH)
  2500
  272, TM
  Clan Ext: ~2850
  Blade (Vibro-Sword, Clan)
  Clan/F
  XFED
  ~2815 (CJF)
  2820 (CJF)
  —
  272, TM
  —
  Blade (Zweihänder Sword)
  All/A
  AAAB
  PS
  PS
  PS
  272, TM
  Always Available
  Staff (Basic/Pole Arm)
  All/A
  AAAB
  PS
  PS
  PS
  272, TM
  Always Available
  Staff (Nunchaku/Pole Arm)
  All/A
  BBBB
  PS
  PS
  PS
  272, TM
  Always Available
  Staff (Shock Staff)
  IS/E
  XXFE
  ~3074 (CC)
  ~3077 (CC)
  3130
  272, TM
  —
  Staff (Stun Staff, Single-End)
  All/C
  ACAB
  ES
  ES
  ES
  272, TM
  —
  Staff (Stun Staff, Double-End)
  All/C
  ACAC
  ES
  ES
  ES
  272, TM
  —
  Stunstick
  All/C
  AAAB
  ES
  ES
  ES
  272, TM
  Always Available
  Stunstick (Mini)
  All/C
  BAAB
  ES
  ES
  ES
  272, TM
  Always Available
  Whip
  All/A
  AAAA
  PS
  PS
  PS
  272, TM
  Always Available
  Whip (Monowire)
  All/E
  EFEF
  ES
  ES
  —
  272, TM
  —
  Whip (Medusa)
  Clan/E
  XFEE
  ~2820 (CWM) ~2825 (CWM)
  —
  272, TM
  —
  Whip (Neural Lash)
  All/D
  EEDE
  ~2300 (pDC)
  ~2320 (DC)
  2500
  272, TM
  —
  Whip (Neural Whip)
  All/D
  FFEF
  ~2315 (DC)
  ~2325 (DC)
  2500
  272, TM
  Clan Ext: ~2786
  Pistols
  Auto-Pistol
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Auto-Pistol (Magnum)
  All/C
  AABB
  PS
  PS
  PS
  273, TM
  Always Available
  Auto-Pistol (Nambu)
  All/C
  BCCC
  ~2535 (DC)
  2540 (DC)
  2600
  273, TM
  —
  Auto-Pistol (Sternsnacht Python)
  IS/C
  XXCB
  ~3048 (LC)
  3051 (FS/LC)
  3068
  273, TM
  —
  Auto-Pistol (M&G)
  All/C
  CBCB
  ~2490 (LC)
  2495 (LC)
  2550
  273, TM
  —
  Auto-Pistol (Hawk Eagle)
  IS/C
  XFCC
  ~3030 (FW)
  3035 (FW)
  3050
  273, TM
  —
  Auto-Pistol (Serrek 7875D)
  IS/C
  XCBB
  ~2805 (FS)
  2810 (FS)
  2900
  273, TM
  —
  Auto-Pistol (Vintage)
  All/C
  CDDE
  PS
  PS
  PS
  273, TM
  Always Available
  Dart Gun
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Flare Pistol
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Gauss Pistol
  Clan/F
  XDDC
  ~2845 (CSA)
  2850 (Clans)
  —
  273, TM
  —
  Gauss Pistol (Mandrake Hold-Out)
  IS/E
  XXED
  ~3050 (CC)
  3052 (CC)
  3085
  273, TM
  —
  Gyrojet Pistol
  All/D
  DDCB
  ~2620 (TH)
  2625 (TH)
  2700
  273, TM
  —
  Gyrojet Pistol (Coventry Handrocket)
  IS/D
  XXDC
  ~3050 (LC)
  3052 (LC/FS)
  3090
  273, TM
  —
  Gyrojet Pistol (Hold-Out)
  All/D
  DDCB
  ES
  ES
  ES
  273, TM
  Always Available
  Harpoon Gun (Pequod, Mk. I)
  All/B
  DCBB
  ~2760 (TC)
  ~2762 (TC)
  2770
  273, TM
  —
  Laser Pistol
  All/D
  BAAB
  ES
  ES
  ES
  273, TM
  —
  Laser Pistol (Blazer)
  All/D
  CCDC
  ES
  ~2295 (FW)
  2350
  273, TM
  —
  Laser Pistol (ER)
  Clan/F
  XDCC
  ~2833 (CFM)
  2835 (CFM)
  —
  273, TM
  —
  Laser Pistol (Hold-Out)
  All/D
  BBBB
  ~2318 (LC)
  2320 (LC)
  2350
  273, TM
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  55
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Conventional Infantry Weapons
  273, TM
  Laser Pistol (Hold-Out [White Dwarf])
  IS/D
  XXCC
  ~3056 (FW)
  3058 (FW)
  3075
  273, TM
  —
  Laser Pistol (Nakjima)
  IS/D
  XDCC
  ~2875 (DC)
  2880 (DC)
  3000
  273, TM
  —
  Laser Pistol (Sunbeam)
  IS/D
  XFDC
  ~3015 (FW)
  3020 (FW)
  3050
  273, TM
  —
  Laser Pistol (Sunbeam Nova)
  IS/D
  XXDC
  ~3050 (FW)
  3053 (FW)
  3057
  273, TM
  —
  Needler Pistol
  All/D
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Needler Pistol (Hold-Out)
  All/D
  CBBA
  ~2510 (TH)
  2515 (TH)
  2570
  273, TM
  —
  Needler Pistol (M&G Flechette)
  All/D
  BBCC
  ~2350 (LC)
  2360 (LC)
  2400
  273, TM
  —
  Needler Pistol (Sea Eagle)
  IS/D
  XFDC
  ~3030 (FW)
  3035 (FW)
  3052
  273, TM
  —
  Paint Gun (LGB-46R)
  All/C
  AABB
  PS
  PS
  PS
  273, TM
  Always Available
  Pistol (Flamer)
  All/C
  BBBB
  ES
  ES
  ES
  273, TM
  Always Available
  Pistol (Hold-Out)
  All/D
  AABB
  PS
  PS
  PS
  273, TM
  Always Available
  Pistol (Makeshift)
  All/B
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Pistol (TK Enforcer Semi-Auto)
  IS/C
  XXBB
  ~3055 (LC)
  3058 (LC)
  3085
  273, TM
  —
  Pistol (Spitball Gas Weapon)
  IS/C
  XXCC
  ~3056 (LC)
  3059 (LC)
  3100
  273, TM
  —
  Pistol (Sternsnacht Heavy [Claymore])
  IS/C
  XEDC
  ~2882 (LC)
  2885 (LC)
  2950
  273, TM
  —
  Pulse Laser Pistol (Clan)
  Clan/F
  XCCC
  ~2835 (CFM)
  2840 (CFM)
  —
  273, TM
  —
  Pulse Laser Pistol (IS)
  All/D
  BFCC
  ~2615 (TH)
  2620 (TH)
  2700
  273, TM
  —
  Revolver
  All/B
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Revolver (Magnum)
  All/C
  BBBB
  PS
  PS
  PS
  273, TM
  Always Available
  Sonic Stunner
  All/D
  BCBB
  ~2365 (TH)
  2375 (TH)
  2400
  273, TM
  —
  Tranq Gun
  All/A
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Rifles
  Auto-Rifle (Modern, Generic)
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Elephant Gun
  All/B
  BCCC
  PS
  PS
  PS
  273, TM
  Always Available
  Gauss Rifle (Thunderstroke)
  IS/E
  XXEF
  ~3055 (FS)
  3058 (FS)
  3081
  273, TM
  Ext: 3095
  Gauss Rifle (Thunderstroke II)
  IS/E
  XXDD
  ~3058 (FS)
  3062 (FS)
  3090
  273, TM
  —
  Gyroslug Carbine
  All/D
  CDCC
  ~2570 (CC)
  2580 (CC)
  2650
  273, TM
  —
  Gyroslug Carbine (Star King)
  IS/D
  XCDC
  ~2775 (LC)
  2789 (LC)
  2825
  273, TM
  —
  Gyroslug Rifle
  All/D
  BCCC
  ~2520 (TH)
  2530 (TH)
  2570
  273, TM
  —
  Gyrojet Gun (Heavy)
  All/D
  CDCC
  ~2585 (LC)
  2590 (LC)
  2600
  273, TM
  —
  Gyrojet Rifle
  All/D
  CCBB
  ~2535 (TH)
  2540 (TH)
  2570
  273, TM
  —
  Harpoon Gun (Pequod, Mk. II)
  All/C
  FDBB
  ~2761 (TC)
  ~2764 (TC)
  2775
  273, TM
  —
  Laser Rifle
  All/D
  CBBB
  ES
  2230 (TA)
  2300
  273, TM
  —
  Laser Rifle (Blazer)
  All/D
  CCDC
  ES
  2290 (FW)
  2350
  273, TM
  —
  Laser Rifle (Ebony Assault)
  IS/F
  XXED
  ~3056 (MC)
  3063 (MC)
  —
  273, TM
  —
  Laser Rifle (ER)
  Clan/F
  XDDC
  ~2840 (CSA)
  2845 (CSA)
  —
  273, TM
  —
  Laser Rifle (ER [Sunbeam Starfire])
  IS/E
  XXED
  ~3050 (FW)
  3052 (FW)
  3075
  273, TM
  —
  Laser Rifle (Federated-Barrett M61A)
  IS/D
  XXDC
  ~3058 (FS)
  3062 (FS)
  3085
  273, TM
  —
  Laser Rifle (Intek)
  IS/D
  XDDC
  ~2875 (FW)
  2880 (FW)
  2950
  273, TM
  —
  Laser Rifle (Magna)
  All/D
  CCDD
  ~2460 (DC)
  2465 (DC)
  2500
  273, TM
  —
  Laser Rifle (Marx XX)
  All/D
  DEDD
  ~2685 (TH)
  2670 (TH)
  2690
  273, TM
  —
  Laser Rifle (Mauser 960)
  All/E
  CFDE
  ~2698 (TH)
  2700 (TH)
  2710
  273, TM
  —
  Laser Rifle (Mauser 1200 LSS)
  IS/E
  XXED
  ~3052 (WB)
  3055 (WB)
  3075
  273, TM
  —
  Laser Rifle (Mauser IIC IAS)
  Clan/F
  XFED
  ~3013 (CHH)
  3015 (CHH)
  —
  273, TM
  —
  Laser Rifle (Maxell PL-10)
  IS/D
  XXCC
  ~3057 (LC)
  3059 (LC)
  3075
  273, TM
  —
  Needler Rifle
  All/D
  BBBB
  ES
  ES
  ES
  273, TM
  Always Available
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Conventional Infantry Weapons
  Needler Rifle (Shredder Heavy)
  IS/D
  XXCC
  ~3051 (LC/FS)
  3054 (LC/FS)
  3067
  273, TM
  —
  Needler Rifle (M&G Flechette)
  All/D
  CCCB
  ~2320 (LC)
  2325 (LC)
  2350
  273, TM
  —
  Pulse Laser Rifle (Clan)
  Clan/F
  XEDC
  ~2833 (CGS)
  2835 (CGS)
  —
  273, TM
  —
  Pulse Laser Rifle (Inner Sphere)
  All/D
  DECC
  ~2678 (TH)
  2680 (TH)
  2700
  273, TM
  —
  Rifle (Bolt-Action)
  All/B
  AAAB
  PS
  PS
  PS
  273, TM
  Always Available
  Rifle (Federated-Barrett M42B)
  IS/C
  XXDC
  ~3060 (FS)
  3064 (FS)
  3095
  273, TM
  —
  Rifle (Federated Long)
  IS/C
  XCAB
  ~2860 (FS)
  2870 (FS)
  3000
  273, TM
  —
  Rifle (Imperator AX-22 Assault)
  IS/C
  XXBB
  ~3052 (FW)
  3060 (FW)
  3085
  273, TM
  —
  Rifle (M&G G-150)
  IS/C
  XXCB
  ~3058 (LC)
  3060 (LC)
  3075
  273, TM
  —
  Rifle (Makeshift)
  IS/B
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Rifle (Minolta 9000 Advanced Sniper System)
  IS/D
  XXED
  ~3052 (CC)
  3055 (CC)
  3100
  273, TM
  —
  Rifle (Radium Sniper)
  IS/E
  FXFF
  ~2582 (TC)
  2583 (TC)
  —
  273, TM
  Ext: 2607; Ret: 3062 (TC)
  Rifle (Sniper)
  All/B
  CCCC
  PS
  PS
  PS
  273, TM
  Always Available
  Rifle (TK Assault)
  IS/C
  XCAB
  ~2865 (LC)
  2870 (LC)
  2925
  273, TM
  —
  Rifle (Vintage Assault)
  All/C
  CDDE
  PS
  PS
  PS
  273, TM
  Always Available
  Rifle (Zeus Heavy)
  All/C
  CBBB
  ~2740 (FS)
  2745 (FS)
  2750
  273, TM
  —
  Variable-Pulse Laser Rifle
  IS/E
  XXED
  3075 (FS)
  3077 (FS)
  3085
  273, TM
  —
  Shotguns
  Auto-Shotgun
  All/C
  BBCC
  ES
  ES
  ES
  273, TM
  Always Available
  Ceres Arms Crowdbuster
  IS/D
  XFDC
  ~3028 (CC)
  3030 (CC)
  3058
  273, TM
  —
  Gel Gun (Buccaneer)
  IS/C
  XXDC
  ~3030 (FW)
  3035 (FW)
  3057
  273, TM
  —
  Shotgun (Avenger CCW)
  Clan/C
  XECD
  ~3019 (CSV)
  3020 (CSV)
  —
  273, TM
  —
  Shotgun (Combat)
  All/C
  BBBB
  PS
  PS
  PS
  273, TM
  Always Available
  Shotgun (Double-Barrel)
  All/B
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Shotgun (Double-Barrel, Sawed-Off)
  All/B
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Shotgun (Pump-Action)
  All/B
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Shotgun (Pump-Action, Sawed-Off)
  All/B
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Submachine Guns
  Auto-Pistol (Mydron)
  All/C
  CBBB
  ~2607 (FS)
  2612 (FS)
  2700
  273, TM
  —
  Auto-Pistol (Stetta)
  IS/D
  XFCB
  ~3005 (LC)
  3010 (LC)
  3050
  273, TM
  —
  Gauss Submachine Gun
  Clan/E
  XXDD
  ~3051 (CSF)
  3055 (CSF)
  3060
  273, TM
  —
  Machine Pistol (Martial Eagle)
  IS/D
  XFDC
  ~3040 (FW)
  3045 (FW)
  3060
  273, TM
  —
  Submachine Gun
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Submachine Gun (Gunther MP-20)
  IS/C
  XECC
  ~3005 (LC)
  3007 (LC)
  3025
  273, TM
  —
  Submachine Gun (Imperator 2894A1)
  IS/C
  XCBC
  ~2838 (FW)
  2842 (FW)
  2900
  273, TM
  —
  Submachine Gun (KA-23 Subgun)
  IS/D
  XCDD
  ~2890 (DC)
  2895 (DC)
  2950
  273, TM
  —
  Submachine Gun (Rorynex RM-3/XXI)
  All/D
  CBCD
  ~2655 (TH)
  2660 (TH)
  2663
  273, TM
  —
  Submachine Gun (Rugan)
  All/C
  DBCD
  ~2718 (TH)
  2720 (TH)
  2750
  273, TM
  —
  Grenades
  Grenade (Standard)
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Grenade (Micro)
  All/C
  BCCB
  PS
  PS
  PS
  273, TM
  Always Available
  Grenade (Mini)
  All/C
  BBBB
  PS
  PS
  PS
  273, TM
  Always Available
  Grenade (Rocket-Assisted)
  IS/C
  XXDC
  ~3062 (FS)
  3065 (FS)
  3085
  273, TM
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  57
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Conventional Infantry Weapons
  Support Weapons
  AA Weapon (Mk. 1 Light AA)
  All/D
  EFDD
  ~2490 (TH)
  2500 (TH)
  2590
  273, TM
  Ext: 2790; Ret: 3056 (FW)*
  AA Weapon (Mk. 2 Man-Portable AA)
  All/D
  EFDD
  ~2498 (TH)
  2510 (TH)
  2590
  273, TM
  Ext: 2790; Ret: 3056 (FW)*
  Autocannon (Bearhunter Superheavy)
  Clan/D
  XXDD
  ~3059 (CHH)
  3062 (CHH)
  —
  273, TM
  —
  Autocannon (Semi-Portable)
  All/C
  CDDC
  ES
  2255 (TA)
  2300
  273, TM
  —
  Flamer (Heavy)
  All/C
  BBBB
  ES
  ES
  ES
  273, TM
  Always Available
  Flamer (Man-Portable)
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Gauss Cannon (Grand Mauler)
  IS/E
  XXDE
  ~3055 (FS)
  3059 (FS)
  3065
  273, TM
  —
  Gauss Rifle (Gungnir Heavy)
  IS/E
  XXFE
  ~3074 (LC)
  3080 (LC)
  —
  273, TM
  —
  Gauss Rifle (MagShot)
  IS/E
  XXED
  ~3058 (FS)
  3059 (FS)
  3065
  273, TM
  —
  Gauss Rifle (Tsunami Heavy)
  IS/E
  XXDE
  ~3053 (DC)
  3056 (DC)
  3068
  273, TM
  —
  Gauss Rifle, Light (David)
  IS/E
  XXED
  ~3060 (FW)
  3063 (FW)
  3075
  273, TM
  —
  Gauss Rifle, Light (King David)
  IS/E
  XXED
  ~3060 (FW)
  3063 (FW)
  3075
  273, TM
  —
  Grenade Launcher
  All/C
  ABBA
  PS
  PS
  PS
  273, TM
  Always Available
  Grenade Launcher (Automatic)
  All/C
  BBBB
  ES
  ES
  ES
  273, TM
  Always Available
  Grenade Launcher (Compact)
  All/C
  BCBB
  ES
  ES
  ES
  273, TM
  Always Available
  Grenade Launcher (Heavy)
  IS/C
  XXDC
  ~3049 (FS/LC)
  3050 (FS/LC)
  3057
  273, TM
  —
  Grenade Launcher (Heavy Auto)
  Clan/D
  XXDD
  ~2896 (CSF/CHH)
  2900 (CSF)
  —
  273, TM
  —
  Laser (Hellbore Assault)
  IS/E
  XXED
  ~3054 (CS)
  3058 (CS)
  3062
  273, TM
  —
  LRM Launcher (Corean Farshot)
  IS/D
  XXDD
  ~3055 (FW/CC)
  3057 (FW)
  3065
  273, TM
  —
  Machine Gun (Light)
  All/C
  BBBB
  PS
  PS
  PS
  273, TM
  Always Available
  Machine Gun (Portable)
  All/C
  BBBB
  PS
  PS
  PS
  273, TM
  Always Available
  Machine Gun (Semi-Portable)
  All/C
  BBBB
  PS
  PS
  PS
  273, TM
  Always Available
  Machine Gun (Support)
  All/C
  CCCC
  PS
  PS
  PS
  273, TM
  Always Available
  Machine Gun (Vintage)
  All/C
  DEEF
  PS
  PS
  PS
  273, TM
  Always Available
  Mag-Pulse Harpoon Gun
  IS/E
  XXFE
  ~3070 (FW)
  3079 (FW)
  3100
  273, TM
  —
  Mortar (Heavy)
  All/B
  CCCC
  PS
  PS
  PS
  273, TM
  Always Available
  Mortar (Light)
  All/B
  CCCC
  PS
  PS
  PS
  273, TM
  Always Available
  MRM Launcher
  IS/D
  XXED
  ~3063 (DC)
  3065 (DC)
  3075
  273, TM
  —
  Needler, Support (Firedrake)
  IS/D
  XXCC
  ~3058 (LC)
  3061 (LC)
  3075
  273, TM
  —
  Particle Cannon (Semi-Portable)
  All/E
  DEDC
  ~2430 (DC)
  2436 (DC)
  2450
  273, TM
  —
  Particle Cannon (Support)
  All/E
  CDCD
  ~2465 (TH)
  2470 (TH)
  2500
  273, TM
  —
  Plasma Rifle, Man-Portable
  IS/E
  XXDC
  ~3063 (CC)
  3065 (CC)
  3075
  273, TM
  —
  Pulse Laser (Dragonsbane Disposable)
  IS/E
  XXDF
  ~3054 (DC)
  3058 (DC)
  3068
  273, TM
  —
  Recoilless Rifle (Heavy)
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Recoilless Rifle (Light)
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Recoilless Rifle (Medium)
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  Rocket Launcher (LAW)
  All/C
  ABBB
  PS
  PS
  PS
  273, TM
  Always Available
  Rocket Launcher (V-LAW)
  All/C
  AAAA
  PS
  PS
  PS
  273, TM
  Always Available
  SRM Launcher (Standard, Two-Shot)
  All/C
  CCDC
  ~2365 (TH)
  2370 (TH)
  2400
  273, TM
  —
  SRM Launcher (Heavy, One-Shot)
  All/C
  CCDC
  ~2366 (TH)
  2370 (TH)
  2400
  273, TM
  —
  SRM Launcher (Light, One-Shot)
  All/C
  CCDC
  ~2365 (TH)
  2370 (TH)
  2400
  273, TM
  —
  Support Laser
  All/D
  BCDC
  ~2377 (TH)
  2380 (TH)
  2410
  273, TM
  —
  Support Laser (ER, Clan)
  Clan/F
  XEDC
  ~2824 (CHH)
  2825 (CHH)
  —
  273, TM
  —
  Support Laser (ER, Inner Sphere)
  IS/E
  XXED
  ~3054 (FW)
  3059 (FW)
  3075
  273, TM
  —
  Support Laser (ER Heavy, Clan)
  Clan/F
  XEDC
  ~2825 (CHH)
  2827 (CHH)
  —
  273, TM
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Conventional Infantry Weapons
  Support Laser (ER Heavy, Inner Sphere)
  IS/E
  XXED
  ~3054 (FW)
  3060 (FW)
  3075
  273, TM
  —
  Support Laser (ER, Semi-Portable)
  Clan/F
  XXCD
  ~3056 (CSJ)
  3060 (CSJ)
  —
  273, TM
  —
  Support Laser (Heavy)
  All/D
  EEDC
  ~2400 (TH)
  2405 (TH)
  2450
  273, TM
  —
  Support Laser (Heavy, Semi-Portable)
  Clan/F
  XXDD
  ~3055 (CBR)
  3061 (CSA)
  —
  273, TM
  —
  Support Laser (Semi-Portable)
  All/D
  CDCC
  ~2395 (TH)
  2400 (TH)
  2450
  273, TM
  —
  Support Laser (Ultra-Heavy)
  Clan/F
  XXDD
  ~3055 (CBR)
  3062 (CSA)
  —
  273, TM
  —
  Support Pulse Laser
  All/E
  DEDC
  ~2605 (TH)
  2610 (TH)
  2650
  273, TM
  —
  Support Pulse Laser (Heavy)
  All/E
  EFED
  ~2610 (TH)
  2615 (TH)
  2675
  273, TM
  —
  Support Pulse Laser (Semi-Portable)
  Clan/F
  XXDD
  ~3056 (CSJ)
  3059 (CSJ)
  —
  273, TM
  —
  Support PPC (Snub-Nose)
  IS/E
  XXFE
  ~3075 (DC)
  3082 (DC)
  3090
  273, TM
  —
  TAG (Light, Man-Portable)
  All/E
  FXEE
  ~2598 (TH)
  ~2610 (TH)
  —
  273, TM
  Ext: 2770; Ret: 3051 (DC)
  Vintage Gatling Gun
  All/B
  EEFF
  PS
  PS
  PS
  273, TM
  Always Available
  Vintage Minigun
  All/C
  EEEF
  PS
  PS
  PS
  273, TM
  Always Available
  Wire-Guided Missile Launcher
  All/C
  EFXX
  ES
  ES
  ES
  273, TM
  Always Available
  Warrior Augmentations
  Belter Infantry Package
  IS/C
  AAAB
  ~2570 (TH)
  —
  —
  74, IO
  —
  Belter Fighter Pilot Package
  IS/C
  AAAB
  ~2570 (TH)
  —
  —
  74, IO
  —
  Belter Vacuum-Resistance Package
  IS/C
  AAAB
  ~2570 (TH)
  —
  —
  74, IO
  —
  Clan Enhanced Imaging Implants
  Clan/F
  XXDD
  3040 (CSJ)
  —
  —
  75, IO
  —
  Artificial Pain Shunt
  All/C
  XXFF
  ES
  —
  —
  77, IO
  —
  Cybernetic Communications Implants
  All/E
  EFDE
  2600 (TH)
  —
  —
  78, IO
  —
  Cybernetic Boosted Communications Implants
  IS/E
  XXCD
  3060 (WB)
  —
  —
  78, IO
  —
  Cybernetic Sensory Implants (IR/EM/Audio)
  All/E
  DECD
  2610 (TH)
  —
  —
  78, IO
  —
  Cybernetic Sensory Implants (Laser/Telescopic)
  All/E
  DECD
  2610 (TH)
  —
  —
  78, IO
  —
  Cybernetic Multi-Modal Sensory Implants
  IS/E
  XXDE
  3055 (WB/CC)
  —
  —
  79, IO
  —
  Cybernetic Enhanced Multi-Modal Sensory Implants
  IS/E
  XXEF
  3060 (WB/CC)
  —
  —
  79, IO
  —
  Cybernetic Filtration Implants
  All/C
  AAAB
  2580 (TH)
  —
  —
  79, IO
  —
  Cybernetic Gas Effuser, Pheromone
  IS/E
  XXFF
  3060 (WB/CC/MC)
  —
  —
  79, IO
  —
  Cybernetic Gas Effuser, Toxin
  IS/F
  XXEF
  3060 (WB/CC/MC)
  —
  —
  80, IO
  —
  Cybernetic Myomer Implants, Dermal Armor
  IS/E
  XEEE
  ~2950 (CC/MC)
  —
  —
  80, IO
  —
  Cybernetic Myomer Implants, Dermal Camouflage Armor
  IS/D
  XXFF
  3065 (CC)
  —
  —
  80, IO
  —
  Cybernetic Myomer Implants, Triple-Strength
  IS/F
  XXEF
  3060 (WB/CC/MC)
  —
  —
  81, IO
  —
  Cybernetic Triple-Core Processor Implant
  IS/E
  XXFX
  3068 (WB)
  —
  —
  81, IO
  Ext: 3085
  Cybernetic Vehicular Direct Neural Interface
  IS/E
  XXEF
  3055 (WB/FS/CC)
  —
  —
  82, IO
  —
  Cybernetic Buffered VDNI
  IS/F
  XXFF
  3065 (WB)
  —
  —
  82, IO
  —
  Prototype Direct Neural Interface
  IS/E
  XXFX
  3052 (FS)
  —
  —
  83, IO
  Ext: 3055
  Explosive Suicide Implants
  All/C
  AAAA
  PS
  —
  —
  83, IO
  —
  Prosthetic Leg MASC
  IS/E
  XXFF
  3065 (WB/CC)
  —
  —
  83, IO
  —
  Prosthetic Limb, Enhanced
  All/E
  FEDE
  ES
  —
  —
  84, IO
  —
  Prosthetic Limb, Improved Enhanced
  All/E
  XFEF
  ~2650 (TH)
  —
  —
  84, IO
  —
  Prosthetic Limb, Extraneous (Enhanced) Limbs
  IS/F
  XXFX
  3068 (CC)
  —
  —
  84, IO
  Ext: 3085
  Prosthetic Tail, Enhanced
  IS/E
  XXFX
  3068 (CC)
  —
  —
  85, IO
  Ext: 3085
  Prosthetic Wings, Glider
  IS/E
  XXEX
  3069 (CC)
  —
  —
  85, IO
  Ext: 3085
  Prosthetic Wings, Powered Flight
  IS/F
  XXFX
  3070 (CC)
  —
  —
  85, IO
  Ext: 3085
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  59
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Heavy Weapons Ammunition
  Anti-Missile System Ammo [IS]
  IS/E
  EFDC
  ~2613 (TH)
  2617 (TH)
  3048
  204, TM
  Ext: 2835; Ret: 3045 (CC)
  Anti-Missile System Ammo [Clan]
  Clan/F
  XFDC
  ~2824 (CSA)
  2831 (CSA)
  2835
  204, TM
  —
  Arrow Missile Launchers and Artillery Ammo
  Arrow IV [Standard Missile]
  All/E
  EFED
  2593 (TH)
  2600 (TH)
  —
  284, TO
  Ext: 2830; Ret: 3044 (CC)
  Arrow IV [Air-Defense Arrow (ADA) Missiles]
  IS/E
  XXFE
  3068 (CC)
  3080 (CC)
  —
  353, TO
  —
  Arrow IV [Cluster Arrow Missile]
  All/E
  EFED
  2594 (TH)
  2600 (TH)
  —
  354, TO
  Ext: 2830; Ret: 3047 (CC)
  Arrow IV [Homing Missiles]
  All/E
  EFED
  2593 (TH)
  2600 (TH)
  —
  354, TO
  Ext: 2830; Ret: 3045 (CC)
  Arrow IV [Illumination Arrow Missiles]
  All/C
  DDDD
  2615 (TH)
  2621 (TH)
  —
  355, TO
  Ext: 2800; Ret: 3047 (CC)
  Arrow IV [Inferno-IV Missiles]
  IS/C
  XXDD
  3053 (CC)
  3055 (CC)
  —
  356, TO
  —
  Arrow IV [Laser-Inhibiting (LI) Arrow Missiles]
  IS/E
  XXFF
  3053 (FS/LC)
  3083 (FS/LC)
  —
  356, TO
  —
  Arrow IV [Smoke Arrow Missiles]
  All/B
  EFED
  2595 (TH)
  2600 (TH)
  —
  356, TO
  Ext: 2840; Ret: 3044 (CC)
  Arrow IV [Thunder (FASCAM) Arrow Missiles]
  All/C
  EFDD
  2621(TH)
  2844 (CHH)
  —
  357, TO
  Ext: 2770; Ret: 3051 (CC)
  Arrow IV [Thunder Active-IV]
  IS/D
  XXEE
  3056 (CC)
  3065 (CC)
  —
  357, TO
  —
  Arrow IV [Thunder Vibrabomb-IV]
  IS/D
  XXEE
  3056 (CC)
  3065 (CC)
  —
  357, TO
  —
  Standard HE Shells (Long Tom, Sniper, Thumper)
  All/B
  CCCC
  PS
  PS
  —
  284, TO
  Long Tom Intro: 2500 (TH)
  Cluster Shells (Long Tom, Sniper, Thumper)
  All/E
  EFED
  PS
  PS
  —
  354, TO
  Long Tom Intro: 2500 (TH)
  Copperhead Shells (Long Tom, Sniper, Thumper)
  All/E
  EFED
  2640 (TH)
  2645 (TH)
  —
  355, TO
  Ext: 2800; Ret: 3051 (CC)
  Flechette Shells (Long Tom, Sniper, Thumper)
  All/E
  EFED
  ES
  ES
  —
  355, TO
  Long Tom Intro: 2500 (TH)
  Illumination Shells (Long Tom, Sniper, Thumper)
  All/C
  DDDD
  ES
  ES
  —
  355, TO
  Long Tom Intro: 2505 (TH)
  Smoke Shells (Long Tom, Sniper, Thumper)
  All/B
  AAAA
  PS
  PS
  —
  355, TO
  Long Tom Intro: 2500 (TH)
  Cruise Missiles (/50, /70, /90, /120)
  IS/E
  XXFE
  3065 (FS)
  3095 (FS)
  —
  284, TO
  —
  Artillery Cannon Shells (Long Tom, Sniper, Thumper)
  IS/B
  XFED
  3012 (LC)
  3072 (LC)
  —
  285, TO
  All Standard Artillery Shell Types
  Battle Armor Tube Artillery Shells 
  IS/E
  XXFE
  ~3070 (CS)
  3075 (CS)
  —
  284, TO
  HE and Smoke Shell Types only
  Fuel-Air Missile (Arrow IV)
  All/C
  EFEE
  PS
  PS
  —
  165, IO
  —
  Fuel-Air Shells (Long Tom, Sniper, Thumper)
  All/C
  EFEE
  PS
  PS
  —
  165, IO
  —
  Fuel-Air Cannon Shells (Long Tom, Sniper, Thumper)
  All/C
  EFEE
  PS
  PS
  —
  165, IO
  —
  Autocannon and Rifle Ammo
  Standard (AC, LAC, PAC)
  All/B
  CCDD
  As Weapon
  As Weapon
  As Weapon
  207, TM
  —
  Armor-Piercing (AC, LAC, PAC)
  All/E
  XXEE
  3055 (FS/LC)
  3059 (FS)
  3063
  208, TM
  Clan Intro: 3105 (CJF)
  Caseless (AC, LAC, PAC)
  All/D
  XXED
  3056 (FS/LC)
  3079 (FS)
  3115
  352, TO
  Clan Intro: 3109 (CSR)
  Flak (AC, LAC, PAC)
  All/B
  EFFE
  ES
  ~2310 (TA)
  3070
  352, TO
  —
  Flechette (AC, LAC, PAC)
  All/E
  XXEE
  3053 (FS/LC)
  3055 (FS)
  3058
  208, TM
  Clan Intro: 3105 (CHH)
  Precision (AC, LAC, PAC)
  IS/E
  XXEE
  3058 (FS)
  3062 (FS)
  3066
  208, TM
  —
  Tracer (AC, LAC, PAC)
  All/B
  DEFE
  ES
  ~2300 (TA)
  3060
  353, TO
  —
  HV Standard (Hyper-Velocity AC)
  IS/D
  XXFE
  3059 (CC)
  3079 (CC)
  —
  285, TO
  —
  LB Cluster (LB-X)
  All/E
  As Weapon
  As Weapon
  As Weapon
  As Weapon
  208, TM
  —
  LB Standard (LB-X)
  All/E
  As Weapon
  As Weapon
  As Weapon
  As Weapon
  207, TM
  —
  Ultra Standard (Ultra AC)
  All/E
  As Weapon
  As Weapon
  As Weapon
  As Weapon
  208, TM
  —
  Rotary Standard (Rotary AC)
  All/E
  XXED
  As Weapon
  As Weapon
  As Weapon
  207, TM
  —
  Rifle (Cannon) Shells
  All/B
  CFXD
  PS
  PS
  3085
  338, TO
  Ext: ~2900; Ret: ~3084 (Per)**
  Bombs and other External Hardpoint Ordnance
  Air-to-Air (AAA) Arrow
  All/E
  XXFE
  ~3069 (LC/CWX)
  3072 (LC)
  —
  357, TO
  Clan Intro: 3072 (CWX)
  Anti-Ship (AS) Missiles
  All/D
  XXFE
  3071 (FS)
  ~3075 (FS)
  —
  358, TO
  Clan Intro: 3076 (CNC)
  Anti-Ship Electronic Warfare (ASEW) Missiles
  IS/E
  XXEE
  3067 (LC)
  3073 (LC)
  —
  358, TO
  —
  Arrow IV Homing Missile (Air-Launched Version)
  All/E
  EFEE
  ~2595 (TH)
  2600 (TH)
  —
  358, TO
  Ext: ~2835; Ret: 3047 (CC)*
  Arrow IV Non-Homing Missile (Air-Launched Version)
  All/E
  EFEE
  ~2622 (TH)
  2623 (TH)
  —
  359, TO
  Ext: ~2850; Ret: 3046 (CC)*
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Heavy Weapons Ammunition (Continued)
  Cluster Bomb
  All/B
  DDDD
  PS
  PS
  PS
  246, TW
  —
  Fuel-Air Bomb (Small)
  All/C
  EFEE
  PS
  PS
  —
  165, IO
  —
  Fuel-Air Bomb (Large)
  All/C
  EFEE
  PS
  PS
  —
  165, IO
  —
  High-Explosive (Standard) Bomb
  All/B
  CCCC
  PS
  PS
  PS
  246, TW
  —
  Inferno Bomb
  All/B
  DDDC
  PS
  PS
  PS
  359, TO
  —
  Laser-Guided (LG) Bomb
  All/C
  EFED
  ES
  ES
  3065
  247, TW
  Ext: 2800; Ret: 3060 (FW)*
  Light Air-to-Air (LAA) Missiles
  All/E
  XXFD
  ~3069 (FW)
  3072 (FW)
  —
  359, TO
  Clan Intro: 3074 (CWX)
  Mines
  All/C
  EEDD
  PS
  PS
  PS
  364, TO
  —
  Rocket Launcher Pod
  IS/B
  XXBB
  ~3060 (MH)
  3064 (MH)
  3067
  229, TM
  —
  TAG Pod
  All/E
  EFDD
  ~2600 (TH)
  2605 (TH)
  2645
  238, TM
  Ext: 2835; Ret: 3035 (FS)*
  Thunder (FASCAM) Bombs
  All/C
  EEDD
  ~2600 (TH)
  2623 (TH)
  —
  360, TO
  Ext: ~2850; Ret: 3052 (CC)*
  Thunder Active Bombs
  IS/E
  XXED
  ~3060 (CC)
  3065 (CC)
  —
  360, TO
  —
  Thunder Vibrobombs
  IS/E
  XXED
  ~3060 (CC)
  3065 (CC)
  —
  360, TO
  —
  Torpedo Bombs
  All/B
  CCCC
  PS
  PS
  —
  360, TO
  —
  Chemical Laser Ammo
  Clan/E
  XXEE
  3059 (CHH)
  3085 (CHH)
  3145
  320, TO
  —
  Flamer and Fluid Gun/Sprayer Ammo
  Coolant Ammo [Flamers/Fluid Guns/Sprayer]
  All/C
  BBBB
  ES
  ES
  ES
  360, TO
  —
  Corrosive Ammo [Fluid Guns/Sprayers]
  All/C
  CDDD
  PS
  ES
  ES
  361, TO
  —
  Flame-Retardant Foam Ammo [Fluid Guns/Sprayers]
  All/B
  BBBB
  PS
  PS
  PS
  361, TO
  —
  Flamer Fuel Ammo [Flamers/Fluid Guns]
  All/C
  BBBA
  PS
  PS
  PS
  218, TM
  —
  Inferno Fuel Ammo [Flamers/Fluid Guns]
  All/D
  DEDC
  ~2390 (TH)
  2400 (TH)
  2425
  361, TO
  —
  Oil Slick Ammo [Fluid Guns/Sprayers]
  All/B
  BBBB
  PS
  PS
  PS
  362, TO
  —
  Paint/Obscurant Ammo [Fluid Guns/Sprayers]
  All/B
  BBBB
  ES
  ES
  ES
  362, TO
  —
  Water Ammo [Flamers/Fluid Guns/Sprayers]
  All/A
  AAAA
  PS
  PS
  PS
  362, TO
  — 
  Gauss Rifle Ammo
  Gauss Rifle Ammo [IS]
  IS/E
  DFDC
  2587 (TH)
  2590 (TH)
  3045
  218, TM
  Ext: 2865; Ret: 3040 (FC/FW/DC)
  Improved Gauss Rifle Ammo
  Clan/E
  XEXX
  ~2818 (CGS)
  2821 (CGS)
  2822
  96, TO
  Ext: 2837
  Gauss Rifle Ammo [Clan]
  Clan/F
  XFDD
  ~2822 (CBR)
  2828 (CBR)
  2830
  218, TM
  —
  Light Gauss Rifle Ammo
  IS/E
  XXED
  ~3049 (FW)
  3056 (FW)
  3065
  219, TM
  —
  Heavy Gauss Rifle Ammo
  IS/E
  XXED
  ~3051 (FW)
  3061 (LC)
  3067
  218, TM
  —
  Anti-Personnel Gauss Rifle Ammo
  Clan/F
  XXED
  ~3065 (CJF)
  3069 (CJF)
  3072
  218, TM
  —
  Hyper-Assault Gauss Rifle Ammo (All Sizes)
  Clan/F
  XXED
  ~3062 (CHH)
  3068 (CHH)
  3072
  218, TM
  —
  Improved Heavy Gauss Rifle Ammo 
  IS/E
  XXFE
  3065 (LC)
  3081 (LC)
  3090
  314, TO
  —
  Magshot Gauss Rifle Ammo
  IS/E
  XXDC
  ~3059 (FS)
  3072 (FS)
  3090
  314, TO
  —
  Silver Bullet Gauss Rifle Ammo
  IS/D
  XXFE
  3051 (FS/LC)
  3080 (LC)
  3090
  314, TO
  —
  Grenade Launcher Ammo
  Chaff Grenades [VGL]
  All/B
  DEEE
  ~3050 (DC)
  3052 (DC)
  —
  363, TO
  Clan Intro: 3063 (CWX)
  Fragmentation Grenades [VGL]
  All/B
  BBBB
  PS
  ES
  ~3070
  363, TO
  —
  Incendiary Grenades [BA GL/VGL]
  All/B
  BBBB
  PS
  PS
  ~3070
  364, TO
  —
  Smoke Grenades [BA GL/VGL]
  All/A
  BBBB
  PS
  PS
  ~3070
  364, TO
  —
  Machine Gun Ammo
  Standard Machine Gun Ammo
  IS/B
  AABA
  PS
  PS
  PS
  228, TM
  —
  Light Machine Gun Ammo
  IS/B
  XXCB
  ~3055 (CSJ)
  3060 (CSJ)
  3070
  228, TM
  IS Intro: 3068 (CC)
  Heavy Machine Gun Ammo
  All/B
  XXCB
  ~3054 (CHH)
  3059 (CSJ)
  3070
  228, TM
  IS Intro: 3068 (TC)
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  61
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Heavy Weapons Ammunition (Continued)
  Minefield Ordnance
  Standard (Conventional) Mines (Land/Sea)
  All/B
  CCCC
  PS
  PS
  PS
  367, TO
  —
  Active Mines (Land)
  All/C
  FEED
  ES
  ES
  ES
  364, TO
  —
  Command-Detonated Mines (Land/Sea)
  All/B
  CDCC
  PS
  PS
  PS
  365, TO
  —
  Electromagnetic Pulse (EMP) Mines,  
  Vibrabomb (Land)
  All/E
  FXFD
  ~2675 (TH)
  2680 (TH)
  —
  365, TO
  Ext: 2825; Ret: 3058 (FW)*
  Electromagnetic Pulse (EMP) Mines,  
  Command-Detonated (Land)
  All/E
  XXFD
  ~3063 (WB)
  3065 (WB)
  —
  365, TO
  —
  Inferno Mines (Land/Sea)
  All/C
  XXDD
  ~3053 (CC)
  3055 (CC)
  3060
  366, TO
  Clan Intro: 3066 (CHH)
  Space Mines (Space)
  All/C
  EFEE
  ES
  ES
  —
  366, TO
  —
  Vibrabombs (Land)
  All/C
  EEDC
  ~2440 (LC)
  2445 (LC)
  2490
  367, TO
  —
  Missile Launcher Munitions
  Standard ATMs (ATM, Fusillade)
  Clan/F
  XXDD
  ~3052 (CCY)
  3053 (CCY)
  3060
  138, TW
  —
  Extended-Range ATMs (ATM, Fusillade)
  Clan/F
  XXDD
  ~3052 (CCY)
  3053 (CCY)
  3060
  138, TW
  —
  High-Explosive ATMs (ATM, Fusillade)
  Clan/F
  XXDD
  ~3052 (CCY)
  3054 (CCY)
  3060
  138, TW
  —
  Improved Inferno ATMs (ATM, Fusillade)
  Clan/F
  XXFX
  ~3070 (CCY)
  —
  —
  67, IO
  —
  Improved Magnetic Pulse ATMs (ATM, Fusillade)
  Clan/F
  XXFX
  ~3070 (CCY)
  —
  —
  67, IO
  Ext: 3080
  Standard LRMs (LRM, MML)
  All/C
  CCCC
  2295 (TA)
  2300 (TA)
  2400
  229, TM
  —
  Flare LRMs (LRM, MML)
  All/C
  EFEE
  ~2376 (FS)
  2377 (FS)
  3058
  230, TM
  Ext: 2790; Ret: 3054 (FW)*
  Follow-the-Leader LRMs (LRM, MML)
  All/E
  FXEX
  368, TO
  Ext: ~2770; Ret: 3046 (FS/LC)*
  Heat-Seeking LRMs (LRM, MML)
  All/C
  EEEF
  ~2390 (TH)
  2430 (TH)
  2440
  369, TO
  —
  Incendiary LRMs (LRM, MML)
  All/D
  EEEE
  2341 (TH)
  2342 (TH)
  2352
  370, TO
  —
  Semi-Guided LRMs (LRM, MML)
  IS/E
  XXDD
  3053 (FW)
  3057 (FW)
  3065
  231, TM
  —
  Smoke LRMs (LRM, MML)
  All/C
  DDDD
  2341 (TH)
  2342 (TH)
  2350
  371, TO
  —
  Swarm LRMs (LRM, MML)
  All/E
  EXDD
  ~2615 (TH)
  2621 (TH)
  3058
  371, TO
  Ext: 2833; Ret: 3053 (FS/LC)*
  Swarm-I LRMs (LRM, MML)
  IS/E
  XXDD
  ~3052 (FW)
  3057 (FW)
  3066
  371, TO
  —
  Thunder LRMs (LRM, MML)
  All/E
  DXDD
  ~2618 (TH)
  2620 (TH)
  2650
  373, TO
  Ret: 2840; 3052 (FS/LC)*
  Thunder Active LRMs (LRM, MML)
  IS/E
  XXEE
  ~3054 (CC)
  3058 (CC)
  3064
  373, TO
  —
  Thunder Augmented LRMs (LRM, MML)
  IS/E
  XXEE
  ~3054 (CC)
  3057 (CC)
  3064
  373, TO
  —
  Thunder Vibrabomb LRMs (LRM, MML)
  IS/E
  XXEE
  ~3054 (CC)
  3056 (CC)
  3066
  373, TO
  —
  Thunder Inferno LRMs (LRM, MML)
  IS/E
  XXDD
  ~3054 (CC)
  3056 (CC)
  3062
  373, TO
  —
  Standard MRMs (MRM)
  IS/C
  XXED
  ~3052 (DC)
  3058 (DC)
  3063
  229, TM
  —
  Standard SRMs (SRM, MML)
  All/C
  CCCC
  2365 (TH)
  2370 (TH)
  2400
  229, TM
  —
  Acid SRMs (SRM, MML)
  IS/E
  XXFF
  3053 (FS/LC)
  —
  —
  368, TO
  —
  Harpoon SRMs (SRM)
  All/C
  CCCC
  ~2395 (LC)
  2400 (LC)
  2415
  369, TO
  —
  Heat-Seeking SRMs (SRM, MML)
  All/C
  EEEF
  ~2365 (TH)
  2370 (TH)
  —
  369, TO
  —
  Inferno SRMs (SRM, MML)
  All/B
  DDDD
  ~2370 (TC)
  2380 (TH)
  2400
  —
  Smoke SRMs (SRM, MML)
  All/C
  DDDD
  2333 (TH)
  2370 (TH)
  —
  371, TO
  —
  Tandem Charge SRMs (SRM, MML)
  IS/E
  XXEE
  2757 (TH)
  (FS)
  —
  372, TO
  —
  Tear Gas SRMs (SRM, MML)
  All/C
  BBBB
  ~2370 (TH)
  2375 (TH)
  2385
  372, TO
  —
  Standard Rocket Launcher (RL)
  All/B
  BBBB
  ES
  3064 (MH)
  3067
  229, TM
  —
  Standard Streak SRMs (Streak SRM)
  All/E
  EEDD
  2645 (TH)
  2647 (TH)
  2650
  230, TM
  —
  Retro-Streak SRMs (Streak SRM)
  IS/E
  XXFX
  3048 (DC)
  —
  —
  193, IO
  Ext: 3057
  Anti-TSM Missiles (LRM, SRM, MML)
  IS/E
  XXFF
  3026 (FS)
  3027 (FS)
  —
  104, IO
  —
  Artemis IV Missiles (LRM, SRM)
  All/E
  EFDC
  2592 (TH)
  2598 (TH)
  3045
  207, TM
  Clan Intro: 2818 (CSA)
  Artemis V Missiles (LRM, SRM, MML)
  Clan/F
  XXFE
  ~3061 (CGS)
  3085 (CSF/RD)
  3095
  283, TO
  —
  Dead-Fire Missiles (LRM, SRM, MML)
  IS/C
  XXEE
  3052 (DC)
  —
  —
  131, IO
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Heavy Weapons Ammunition (Continued)
  Fragmentation Missiles (LRM, SRM, MML)
  All/D
  EFED
  ~2375 (FS)
  2377 (FS)
  3058
  230, TM
  Ext: 2790; Ret: 3054 (FW)*
  Listen-Kill Missiles (LRM, SRM, MML)
  IS/D
  XXFX
  ~3037 (FS/LC)
  —
  —
  105, IO
  Ext: 3040
  Magnetic Pulse Missiles (LRM, SRM, MML)
  IS/E
  XXFX
  3055 (FW)
  3057 (FW/WB)
  —
  370, TO
  Ext: 3065
  Mine Clearance Missiles (LRM, SRM, MML)
  IS/C
  XXED
  ~3065 (FS)
  3069 (FS)
  —
  370, TO
  —
  Multi-Purpose Missiles (LRM, SRM)
  Clan/F
  XXEE
  ~3055 (CGS)
  3060 (CGS)
  3065
  229, TW
  Battle Armor Launchers only
  Narc-Capable Missiles (LRM, SRM)
  All/E
  EFDC
  ~2520 (TH)
  2587 (TH)
  3049
  142, TW
  Clan Intro: 2828 (CIH)
  Anti-Radiation Missiles (LRM, SRM, MML)
  All/E
  XXEF
  3066 (FW)
  —
  —
  368, TO
  Clan Prototype: 3057 (CSJ)
  Standard Narc Homing Beacon (Narc, iNarc)
  All/E
  EFDC
  ~2580 (TH)
  2587 (TH)
  3049
  141, TW
  Clan Intro: 2828 (CIH)
  Bola Narc Pods (Narc)
  IS/D
  XXEF
  3056 (CC)
  —
  —
  368, TO
  —
  Explosive Narc Pods (Narc)
  IS/E
  XXDD
  ~3054 (DC)
  3060 (DC)
  3064
  141, TW
  —
  Shoot-and-Sit Missiles (Narc)
  IS/E
  XXFX
  3049 (FS/LC)
  —
  —
  132, IO
  Ext: 3059
  Improved Narc Homing Beacon (iNarc)
  IS/E
  XXED
  ~3054 (CS)
  3062 (CS/WB)
  3066
  141, TW
  —
  Improved Narc ECM Pods (iNarc)
  IS/E
  XXDD
  ~3054 (CS)
  3062 (CS/WB)
  3066
  141, TW
  —
  Improved Narc Explosive Pods (iNarc)
  IS/E
  XXDD
  ~3054 (CS)
  3062 (CS/WB)
  3066
  141, TW
  —
  Improved Narc Haywire Pods (iNarc)
  IS/E
  XXED
  ~3054 (CS)
  3062 (CS/WB)
  3066
  141, TW
  —
  Improved Narc Nemesis Pods (iNarc)
  IS/E
  XXED
  ~3054 (CS)
  3062 (CS/WB)
  3066
  142, TW
  —
  Torpedo (LRT, SRT)
  All/C
  CCCC
  ~2370 (TH)
  2380 (TH)
  2400
  230, TM
  —
  Fusillade Ammo (Fusillade)
  Clan/F
  XXFX
  ~3072 (CCY)
  —
  —
  65, IO
  Ext: 3080
  Mortar Munitions
  Standard Mortars
  All/B
  DFFE
  ~2526 (TH)
  2531 (TH)
  3052
  263, TM
  Ext: 2819; Ret: 3043 (FS/LC)*
  Airburst Mortars
  All/C
  BDCD
  ~2540 (TH)
  2544 (TH)
  —
  373, TM
  —
  Anti-Personnel Mortars
  All/B
  BBBB
  ~2526 (TH)
  2531 (TH)
  3052
  374, TM
  —
  Armor Piercing Mortars
  All/C
  BBBB
  ~2526 (TH)
  2531 (TH)
  3052
  374, TM
  Ext: 2819; Ret: 3043 (FS/LC)*
  Flare Mortars
  All/B
  AAAA
  ~2533 (TH)
  2536 (TH)
  —
  374, TM
  —
  Semi-Guided Mortars
  IS/C
  XXED
  ~3055 (FW)
  3064 (FW)
  —
  374, TM
  —
  Smoke Mortars
  All/B
  AAAA
  ~2526 (TH)
  2531 (TH)
  —
  375, TM
  —
  Plasma Rifle Ammo
  IS/E
  XXED
  ~3061 (CC)
  3068 (CC)
  3072
  234, TM
  —
  Plasma Cannon Ammo
  Clan/F
  XXED
  ~3068 (CSF)
  3069 (CSF)
  3070
  234, TM
  —
  RISC Advanced Point Defense System (Standard)
  IS/E
  XXXE
  3134 (RS)
  3137 (RS)
  —
  91, IO
  —
  RISC Advanced Point Defense System (Battlesuit)
  IS/E
  XXXE
  3132 (RS)
  3134 (RS)
  —
  91, IO
  —
  Taser Ammo (BattleMech)
  IS/E
  XXFE
  3065 (FS)
  3084 (RS)
  —
  346, TO
  —
  Capital and Sub-Capital Weapon Munitions
  Mass Drivers (Light, Med, Heavy)
  IS/D
  FXFF
  ~2715 (TH)
  —
  —
  323, TO
  Ext: ~2855; Ret: 3066 (WB)*
  Naval Gauss (Light, Medium, Heavy N-Gauss)
  All/E
  EXEE
  ~2440 (TH)
  ~2448 (TH)
  —
  333, TO
  Ext: ~2950; Ret: 3052 (DC)*
  Naval Autocannon (All)
  All/D
  EXEE
  ES
  ~2200 (TA)
  —
  331, TO
  Ext: ~2950; Ret: 3051 (FS/LC)*
  Capital Missiles  
  (Killer Whale, White Shark, Barracuda)
  All/E
  DEED
  ~2200 (TA)
  2305 (TA)
  3055
  210, TM
  Ext: ~2950; Ret: 3051 (FS/LC)*
  Tele-operated Missiles (KW, WS, Barracuda)
  IS/F
  XXED
  3053 (CS/DC)
  3056 (DC)
  3060
  251, TW
  —
  Tele-operated Missiles (Kraken)
  IS/F
  XXED
  3053 (CS/DC)
  3057 (DC)
  3060
  251, TW
  —
  Screen Launcher
  IS/F
  XXED
  3053 (DC)
  3055 (DC)
  3057
  251, TW
  —
  Sub-Capital Missiles (All)
  All/E
  XXFD
  ~3066 (WB)
  3072 (WB)
  3145
  345, TO
  Clan Intro: 3073 (CGB/CNC)
  Sub-Capital Cannons (Light, Med, Heavy)
  All/E
  XXFD
  ~3070 (WB)
  3073 (WB)
  3145
  343, TO
  Clan Intro: 3091 (CSR)
  Industrial Munitions
  Nail/Rivet Gun Ammo
  All/A
  AAAA
  PS
  PS
  PS
  246, TM
  Always Available
  Remote Sensors
  All/C
  FFDD
  2586 (TH)
  2590 (TH)
  —
  375, TO
  —
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  
  63
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  Weapon/Item
  Technology 
  Base/Rating
  Availability  
  Rating
  Prototype 
  (Faction)
  Production 
  (Faction)
  Common
  Page 
  Reference
  Notes
  Weapons of Mass Destruction
  Nuclear Weapons (General)
  IS/C
  FFFF
  PS
  —
  —
  169, IO
  Always Available
  Std. Nuclear Weapon (Type Ia/Davy Crockett)
  IS/E
  FFFF
  2412 (TH)
  —
  —
  174, IO
  —
  Std. Nuclear Weapon (Type Ib/Davy Crockett-M)
  IS/E
  FFFF
  2480 (TH)
  —
  —
  174, IO
  —
  Std. Nuclear Weapon (Type II/Alamo)
  IS/E
  FFFF
  2200 (TA)
  —
  —
  174, IO
  —
  Std. Nuclear Weapon (Type III/Santa Ana)/Launcher
  IS/E
  FFFF
  2300 (TA)
  —
  —
  174, IO
  —
  Std. Nuclear Weapon (Type IV/Peacemaker)/Launcher
  IS/E
  FFFF
  2300 (TA)
  —
  —
  176, IO
  —
  Std. Nuclear Weapon (Elias)
  IS/E
  FFFF
  2792 (FS)
  —
  —
  174, IO
  —
  Std. Nuclear Weapon (AMW)
  IS/E
  FFFF
  2790 (FW)
  —
  —
  176, IO
  —
  Chemical Weapon (Class I)
  All/A
  CCCC
  PS
  —
  —
  180, IO
  —
  Chemical Weapon (Class II)
  All/B
  CCCC
  PS
  —
  —
  180, IO
  —
  Chemical Weapon (Class III)
  All/B
  CDCD
  PS
  —
  —
  180, IO
  —
  Chemical/Biological Weapon (Class IV)
  All/C
  DDDD
  ES
  —
  —
  181, IO
  —
  Chemical/Biological Weapon (Class V)
  All/C
  EFFF
  ES
  —
  —
  182, IO
  —
  *Extinction/Return Dates apply to Inner Sphere factions only (this technology was never lost in Clan space, and remains understood by ComStar/Word of Blake).
  **Extinction/Return Dates apply to all factions (technology was abandoned or lost even by the Clans).
  †Tech and Availability Ratings listed reflect minimum required for listed item.
  ‡This motive type is only available if suitable, trained mounts are available.
  Inner Sphere Faction Codes
  CC = Capellan Confederation
  CF = Circinus Federation
  CP = Calderon Protectorate
  CS = ComStar
  DC = Draconis Combine
  EI = Escorpión Imperio
  FR = Free Rasalhague Republic
  FS = Federated Suns
  FW = Free Worlds League
  LC = Lyran Alliance/Commonwealth
  MC = Magistracy of Canopus
  MH = Marian Hegemony
  OA = Outworlds Alliance
  TA = Terran Alliance
  TC = Taurian Concordat
  TH = Terran Hegemony
  RD = Rasalhague Dominion/ 
  Ghost Bear Dominion
  RS = Republic of the Sphere
  RA = Raven Alliance
  RW = Rim Worlds Republic
  WB = Word of Blake
  Clan Faction Codes
  CBR = Clan Burrock
  CBS = Clan Blood Spirit
  CCY = Clan Coyote
  CCC = Clan Cloud Cobra
  CFM = Clan Fire Mandrill
  CGB = Clan Ghost Bear
  CGS = Clan Goliath Scorpion
  CHH = Clan Hell’s Horses
  CIH = Clan Ice Hellion
  CJF = Clan Jade Falcon
  CMN = Clan Mongoose
  CNC = Clan Nova Cat
  CSF = Clan Sea Fox/ 
  Clan Diamond Shark
  CSJ = Clan Smoke Jaguar
  CSR = Clan Snow Raven
  CSV = Clan Steel Viper
  CSA = Clan Star Adder
  CWM = Clan Widowmaker
  CWF = Clan Wolf
  CWX = Clan Wolf (in Exile)
  CWV = Clan Wolverine
  Note: A faction name of “Clan” indicates that multiple Clans developed a given item at the same time. A faction name of “Merc” indicates that the given item was 
  developed/deployed by a mercenary organization. A faction name of “Per” indicates that the given item was developed or deployed by an unaffiliated or minor 
  Periphery-based organization, such as a pirate faction or an independent Periphery world.
  UNIVERSAL TECHNOLOGY ADVANCEMENT TABLE
  KEY OF TERMS
  Rule Classes
  Prototype = Initial Development, uses Experimental Rules (Requires TO, SO, 
  or IO; not in general production)
  Production = Early Releases, uses Advanced Rules (May require TO, SO, or 
  IO; now in general production)
  Common = Widely Deployed/Understood, considered Advanced or 
  Tournament Legal (Compatible with TW; may require TO or SO; now in 
  wide production)
  Notes
  Ext = Extinct (production lost)
  Ret = Returned to production
  Prototype Years and Tech Base
  PS = Pre-Spaceflight
  ES = Early Spaceflight
  IS = Inner Sphere technology base (includes non-Clan Periphery realms)
  Clan = Clan technology base (includes Homeworld Clans and Clan-controlled 
  Inner Sphere regions)
  All = Inner Sphere and Clan tech bases
  Var = Variable Tech Base, based on items used; Exact Tech Base of combined 
  items = highest Base from the range of items used. 
  
  explain for players not only how to use these items in gameplay, but 
  will also define when and—where appropriate—by what groups 
  these items are appropriate for era-specific game play. As indicated 
  in the Universal Technology Advancement Table, the availability data 
  focuses primarily on when an item came into “large-scale use”. Items 
  can still appear in eras long after they reportedly went extinct, but 
  such occurrences should be a rare sight in BattleTech games.
  Ammunition: Unless otherwise stated, ammunition is not 
  compatabile across Prototype, Primitive, Improved and Production 
  versions of equipment.
  Costs and Availability: Costs and Availability for all equipment/
  units are found in the next chapter, starting on page 184. 
  Battle Value: Battle Values for all equipment/units are found in the 
  next chapter, starting on page 189.
  BattleForce: BattleForce-scale rules covering this information are 
  found at the end of the next chapter, starting on page 198.
  This chapter provides game play and construction rules for 
  advanced and/or experimental units, weapons and equipment that 
  are considered era specific. In other words, they are not appropriate 
  for all eras and so appear here (as opposed to one of the other core 
  rulebooks). For example, Land-Air BattleMechs (LAMs) are only 
  truly appropriate for the Star League and Jihad Eras, as they were 
  introduced during the Star League, but all but vanished in the wars 
  that erupted after the fall of the Star League, and only came back 
  during the final days of the Word of Blake Jihad. To be fair, many LAMs 
  managed to survive all the way through the intervening years, and 
  one model even remained in limited production right up to the Clan 
  Invasion era, but their use rapidly declined during the onset of the 
  Succession Wars, rendering them extremely rare.
  The weapons and equipment discussed in this chapter, combined 
  with their data in the Universal Technology Advancement Table and 
  the Additional Alternate Era Weapons and Equipment Tables, will 
  CSO 
  JJ
  The massive brawl outside of the Kerensky Bloodchapel on Strana Mechty violated Clan rules of warfare on many, many levels.
  Advanced Clan Equipment (Wars of Reaving)
  Introduced: Variable (See Rules)
  Extinct: Variable (See Rules)
  During the Wars of Reaving that largely took place in the Clan 
  homeworlds during the Jihad, a number of experimental and 
  advanced technologies were debuted. Many of these technologies 
  were devised by the Society, the secretive collective of scientist 
  caste leaders who launched a rebellion against the warrior castes 
  of all Clans during the internecine conflicts. While some of these 
  developments were lost in the fighting and its aftermath, others 
  survived and even proliferated to the Inner Sphere Clans by the time 
  of the Dark Age era.
  ELECTRIC DISCHARGE PROTOMECH (EDP) ARMOR 
  R&D Start Date: 3066 (Clan Fire Mandrill)
  Prototype Design and Production: circa 3071 (Society/Clan Fire Mandrill) 
  ProtoMech pilots are taught to engage their enemies in close 
  proximity, and often resort to physical attacks. In an effort to maximize 
  the potential damage resulting from this tactic, Clan scientists devised 
  a spike-laden armor system that drew power from the ProtoMech’s 
  fusion engine and into compound capacitors distributed throughout. 
  Though relatively successful in delivering overload-capable jolts to 
  enemy units, the long recharge time and close-quarters nature of the 
  system limited its deployment.
  
  65
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  FUSILLADE LAUNCHER
  R&D Start Date: 3068 (Clan Coyote)
  Prototype Design and Production: circa 3072 (Society/Clan Coyote)
  The Fusillade launcher evolved from an attempt to create a 
  ProtoMech-friendly version of the advanced tactical missile 
  (ATM) weapon system. While mass and physical limitations 
  made it impossible to fully use the ATM’s flexibility, Clan 
  scientists ultimately created a three-tube launcher that could 
  accept any ATM-friendly munitions, and carried one additional 
  reload in internal stores that could be of a different ammo type. 
  Maintaining a damage and range profile similar to standard ATM 
  missiles, the system was bulky and undesirable compared to 
  Streak or LRM launchers.
  During the Wars of Reaving, the Fusillade was rushed into 
  service before its engineers considered their task complete, but 
  further development ended when the weapon’s main design lab 
  was destroyed in 3075.
  Fusillade Launcher Rules
  Rules Level: Experimental
  Available to: PM
  Tech Base (Ratings): Clan (F/XXFX) 
  Game Rules: Fusillade launchers have only one reload (for a total 
  of two shots per launcher), and incorporate an Artemis IV targeting 
  system at no cost in space or mass. Even though they are derived 
  from improved ATM launchers, Fusillade launchers lack the Streak-
  like features of such weapons. A Fusillade thus will fire even if the 
  attack roll fails, and must roll on the 3 column of the Cluster Hits 
  Table upon any successful attack. A +2 modifier applies to the 
  Cluster Hits Table roll result, to account for the integral Artemis, 
  unless hostile ECM interferes (as per normal ECM rules).
  The Fusillade launcher vents heat in the same manner as 
  missile weapons on vehicles, and thus does not generate heat 
  for the ProtoMech. Fusillades may make use of all ATM and iATM 
  munitions (see p. 201, The Wars of Reaving). The salvos fired by 
  a Fusillade launcher need not be of the same missile type, but 
  players should record the missile types carried prior to the start 
  of the scenario.
  Construction Rules: The Fusillade launcher can only be 
  mounted on a ProtoMech, and requires no heat sinks for its 
  operation. The weapon’s contained ammunition magazine 
  supports two ATM-3 rounds of any type (including improved 
  ATM munitions), which need not be identical. The Fusillade 
  launcher’s magazine cannot be expanded beyond these two 
  rounds. When not specified, the Fusillade launcher is presumed 
  to be firing standard ATM munitions.
  IMPROVED ADVANCED TACTICAL MISSILE 
  (IATM) LAUNCHERS
  Introduced: 3070 (Society/Clan Coyote)
  When the Coyotes debuted the advanced tactical missile system 
  to the warrior caste in 3054, the design was presented primarily 
  as a stopgap measure to quell political haranguing from the 
  Clan Council. While the basic ATM system was deemed a success, 
  the Society—free to continue developmental improvements in 
  secret—continued their technological research and eliminated 
  some of the ATM’s original design flaws. In the process, they 
  improved both the weapon’s accuracy and the diversity of its 
  payloads. These weapons came as a complete surprise to the 
  warrior caste when the scientist-led Society rebelled during the 
  Wars of Reaving. 
  Electric Discharge ProtoMech (EDP) Armor Rules
  Rules Level: Experimental 
  Available to: PM 
  Tech Base (Ratings): Clan (F/XXFX) 
  Game Rules: Whenever a ProtoMech with charged EDP armor 
  successfully executes a Frenzy attack (see p. 187, TW), the armor 
  will deliver a powerful discharge that works as an automatic hit 
  from a BattleMech Taser (see pp. 345-346, TO). But, when rolling 
  on the Taser Effects Table, EDP armor applies a –2 modifier to the 
  roll result. 
  Against conventional infantry, a ProtoMech with charged EDP 
  armor will deliver 1 additional point of damage on a successful Frenzy 
  attack (or 2 points, if the infantry unit is cybernetically enhanced).
  The EDP armor’s capacitors need 6 turns to recharge after any 
  discharge, during which time none of the ProtoMech’s weapons 
  that require heat sinks will function. The ProtoMech warrior can 
  switch this charge cycle on and off, however, so these 6 turns need 
  not be consecutive; the ProtoMech’s player can elect in every End 
  Phase to “pause” charging the EDP armor for the following turn, 
  thus re-enabling his energy weapons. Each turn that the EDP 
  armor is being charged must be recorded on the ProtoMech’s 
  record sheet. 
  Finally, whenever the Torso location of a ProtoMech with 
  EDP armor suffers 1 or more critical hits following a check on 
  the Determine Critical Hits table, immediately assign 5 points 
  of damage to that location after the resolution of that critical 
  damage, as a result of the explosive surge caused by the ruptured 
  capacitors in that location. 
  Construction Rules: EDP armor reduces the maximum number 
  of items a ProtoMech may carry in its Torso Location by 1. Each 
  EDP armor point weighs 75 kilograms.
  EXTENDED JUMP JET (XJJ) SYSTEM 
  Introduced: 3075 (Clan Snow Raven)
  Impressed by the sustained VTOL capability of Cloud 
  Cobra’s Sylph battle armor, Clan Snow Raven sought to use the 
  technology as a springboard to provide similar capabilities for 
  their ProtoMech and BattleMech programs. Though the Raven 
  scientists never managed to apply the technology as envisioned, 
  they did manage to create ProtoMech-scale jump jets powerful 
  and efficient enough to match the capabilities of BattleMech-
  mounted improved jump jets. During the Wars of Reaving, the 
  Ravens’ Society cell siphoned the project for proliferation among 
  its own ProtoMech efforts.
  Extended Jump Jet (XJJ) System Rules
  Rules Level: Tournament Legal
  Available to: PM 
  Tech Base (Ratings): Clan (F/XXFD) 
  Game Rules: ProtoMech extended jump jets are the effective 
  analog to BattleMech improved jump jets, enabling a maximum 
  jump distance equal to the unit’s Running MP rather than its 
  Walking MP.
  Construction Rules: Extended jump jet systems weigh twice as 
  much as the standard ProtoMech jump jet weights (100 kilograms 
  per Jump MP for ProtoMechs under 6 tons, 200 kilograms per 
  Jump MP for Protos 6 to 9 tons in total mass, and 300 kilograms 
  per Jump MP for ProtoMechs over 9 tons in total mass). Unlike 
  standard jump jets, ProtoMechs may mount as many XJJs as they 
  have Running MP. 
  Glider ProtoMechs (see pp. 99) cannot use extended jump jets. 
  
  While transporting ProtoMechs, a BattleMech’s speed is reduced in 
  accordance with the standard rules for carrying unprotected external cargo 
  (see p. 261, TW), using the total weight of the ProtoMechs being carried to 
  compute the change in MP. OmniMechs—which can accommodate up to 
  six battle-armored troopers without affecting their speed—subtract 3 tons 
  from the weight of each ProtoMech (to a minimum of 0 tons) carried in this 
  manner when computing the external cargo weight. 
  ProtoMechs may not be transported by vehicles or aerospace units, 
  even if such units are Omnis. 
  Any critical hits to a ProtoMech’s torso automatically destroy the MCS.
  Construction Rules: The magnetic clamp system may not be 
  mounted on Quad or Glider ProtoMech types, but may be mounted 
  on Ultraheavy ProtoMechs. The system weighs 250 kilograms for 
  ProtoMechs under 6 tons, 500 kilograms for ProtoMechs 6 to 9 tons in 
  total mass, and 1,000 kilograms for ProtoMechs of 10 tons or more. It 
  occupies one weapon slot in the ProtoMech’s torso.
  NOVA COMBINED ELECTRONIC 
  WARFARE SYSTEM (CEWS)
  Introduced: 3065 (Society/Clan Coyote)
  The Nova Combined Electronic Warfare System (CEWS) was an 
  upgraded adaptation of the Inner Sphere’s C3 computer network that 
  was also combined with an ECM suite and active probe. The result was 
  a comprehensive electronics package that not only improved a unit’s 
  detection and counter-measures abilities, but also enabled the on-the-fly 
  creation of a C3 network with any two other units equipped with a similar 
  system—a feat beyond even the Inner Sphere’s dedicated networks. 
  Physical limitations prevented the Nova’s creators from building 
  larger networks, or eliminating the waste heat the system generated 
  while in use, but despite these drawbacks, the system proved supremely 
  effective. With its ability to bypass network breaks by simply finding 
  another compatible unit operating nearby, the improved targeting 
  data helped close the gap between the rebel Society’s inexperienced 
  pilot corps and the veteran Clan warriors they opposed. 
  Nova Combined Electronic Warfare System (CEWS)  
  Game Rules
  Nova Rules Level: Experimental 
  Available to: BM, IM, CV, SV, AF, CF, SC 
  Tech Base (Ratings): Clan (F/XXFX) 
  Game Rules: The Nova CEWS operates as a combination of ECM, 
  active probe and C3i equipment, with the following exceptions.
  The Nova CEWS can link up to two other units mounting a Nova 
  CEWS. A unit wishing to link with another unit must declare the 
  connection in the End Phase. Beginning in the next turn, the two units 
  are linked and operate per the rules for C3i (see p. 131, TW). Units may 
  not link to more than two other units at a time. ECM does not affect 
  the link, unless it originates from another hostile, active Nova CEWS. 
  The Nova CEWS does not provide the abilities of TAG.
  The Nova CEWS may be mounted on units with the Null Signature 
  System or Chameleon Light Polarization Shield. These systems will 
  function normally.
  Units with multiple Nova CEWS may only use one at a time in 
  game play. Fighters and small craft may only use Nova CEWS when 
  interacting with ground units. Nova CEWS can be turned off in any End 
  Phase. While active, Nova CEWS’ effects are considered active even if 
  the unit’s pilot or crew is rendered incapable of acting in combat, but 
  will shut off if the carrying unit is shut down or destroyed.
  The Nova CEWS generates +2 heat while active. 
  Construction Rules: The Nova CEWS can only be mounted on units with 
  a fusion engine (including standard, compact, light, XL, and XXL engines). 
  Improved Advanced Tactical Missile (iATM) Game Rules
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  Tech Base (Ratings): Clan (F/XXFE)
  Game Rules: iATM attacks are resolved in the same way as a standard 
  ATM with the following exceptions: 
  When fired directly, the iATM’s targeting system functions as that of 
  a Streak SRM (but using the range and damage values of the ammo 
  type used), and will abort the shot if the attack roll fails, due to the 
  weapon’s failure to “lock on”. Also like a Streak launcher, the iATM 
  hits with all missiles on a successful direct-fire attack, requiring no 
  roll on the Cluster Hits Table. All hit locations are then determined as 
  appropriate for the munitions type used. The iATM must reacquire a 
  lock every time it executes a direct-fire attack; previous lock-ons do 
  not carry over to subsequent turns.
  The iATM may also make use of indirect fire rules (see p. 111, TW), 
  regardless of the munitions used. When firing indirectly, the iATM 
  resolves the attack like a standard LRM (but using the range and damage 
  values of the ammo type used), and must roll on the appropriate Cluster 
  Hits Table to determine the number of missiles that strike the target.
  Finally, in addition to the standard, extended-range, and high-
  explosive ATM munitions available to the original ATM weapons, iATM 
  launchers may also make use of improved magnetic pulse (IMP) and 
  improved Inferno (IIW) munitions (see p. 67).
  Construction Rules: iATMs are mounted in accordance with the 
  unit’s standard construction rules for missile weapons. A unit may 
  mount any number of iATM launchers desired, but must also mount 
  any ammunition in full-ton lots.
  MAGNETIC CLAMP SYSTEM
  Introduced: 3075 (Society/Clan Fire Mandrill)
  The magnetic clamp system (MCS) was developed by Clan scientists 
  during the Wars of Reaving as a means to improve deployment options 
  for slower ProtoMechs by using the same process as mechanized 
  battle armor. Based on the Inner Sphere’s battle armor-scale version 
  of the technology, the ProtoMech magnetic clamp system made it 
  possible for any BattleMech to carry up to two ProtoMechs into battle 
  at a time. The technology eventually made its way back into the Inner 
  Sphere via Diamond Shark merchants, where it was used sporadically 
  by Clans Hell’s Horses and Snow Raven.
  Magnetic Clamp System Game Rules
  Rules Level: Advanced
  Available to: PM
  Tech Base (Ratings): Clan (F/XXFE)
  Game Rules: When functional, ProtoMechs may use the magnetic 
  clamp system to mount any BattleMech (Omni or otherwise) per 
  the Mechanized Battle Armor rules (see pp. 226-227, TW). However, a 
  BattleMech may carry no more than two standard-size ProtoMechs 
  in this fashion, with the carried ProtoMechs “occupying” the front or 
  rear Center Torso locations only. If the ProtoMech weighs more than 9 
  tons, only one may be carried via the MCS, and must mount up on the 
  ’Mech’s front Center Torso location.
  If the ’Mech receives damage to a location where a ProtoMech is 
  mounted, only half of the attack’s damage (round down) will actually 
  strike the ’Mech, while the remainder is applied to the ProtoMech in a 
  random location—rerolling any Near Miss location results until this 
  damage is resolved. A ProtoMech that is damaged while riding on a 
  BattleMech in this fashion is immediately dismounted in the BattleMech’s 
  current hex, and begins the next turn phase as a separate unit.
  
  67
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  cybernetic enhancements of any kind (see pp. 76-85), the 
  unit suffers double damage. 
   • Battle Armor: For battle armor squads, each IMP missile that 
  hits the unit disables one battle suit trooper through the End 
  Phase of the following turn. Additional hits have no additional 
  effect beyond the missiles’ normal damage. Reduce the 
  Ground and Jump MP of any battle armor unit hit by IMPs by 
  1 MP per disabled trooper, and resolve any weapons fire using 
  the Cluster Hits Table column appropriate to the number of 
  active battle armor troopers not disabled by IMP missiles.
   • ’Mechs, Vehicles, Fighters, and Small Craft: For every 3 IMP 
  missiles that strike one of these targets, the unit is treated as if 
  it is within a hostile standard ECM field, and receives a +1 to-
  hit modifier for all attack rolls (to a maximum of +2 to-hit). The 
  unit also loses 1 MP to its Walking/Cruise and Jumping rates 
  (or Safe Thrust, for aerospace units) for every 3 IMP missiles 
  that hit (to a maximum MP/Jump/Thrust point modifier of 
  –2). Recalculate Running/Flank/Maximum Thrust MPs from 
  modified Walking/Cruise/Safe Thrust MPs as normal. These 
  effects will persist until the End Phase of the following turn, 
  during which time additional IMP missile strikes will still 
  inflict standard damage as normal, but no additional to-hit 
  or movement effects. Heat-tracking units unit struck by IMP 
  missiles will also suffer +1 heat for every 3 IMP missiles that 
  strike it, following the Outside Heat Sources rule (see p. 159, 
  TW). Units not powered by fusion engines may ignore the MP 
  reduction and heat effects of IMP missiles, but not the normal 
  missile damage or the ECM and to-hit modifier effects.
   • DropShips, JumpShips, WarShips, Space Stations, and 
  Mobile Structures: IMP missiles inflict no additional effect 
  against these units. 
   • ECM/ECCM Rules: If the optional ECM/ECCM rules are in 
  play (see pp. 100-102, TO), the effects of an IMP attack may 
  not be used as ECCM, nor do they add a cumulative effect to 
  any actual ECM-capable equipment in play.
  Construction Rules: Improved magnetic pulse missiles are 
  compatible only with Improved ATM missile launchers, and may 
  only be carried in full-ton lots. A ton of IMP missiles provides the 
  same number of shots as an equivalent ton of standard missiles 
  for all given launcher sizes.
  SPECIALTY MUNITIONS:
  IMPROVED INFERNO (IIW) MISSILES
  Introduced: 3070 (Society/Clan Coyote)
  Improved Inferno warhead (IIW) missiles were also developed 
  for use with the improved advanced tactical missile launcher 
  system. These warheads gave the iATMs the incendiary abilities 
  that the basic-model ATMs lacked.
  Improved Inferno Missile Rules
  Rules Level: Experimental
  Available to: Any unit equipped with improved ATM or Fusillade 
  launchers
  Tech Base (Ratings): Clan (F/XXFE)
  Game Rules: IIW missiles use the same range as standard ATM 
  missiles. Each successful IIW missile attack is resolved using the 
  standard Infernos rules (see p. 141, TW).
  Construction Rules: Inferno missiles are compatible only with 
  Improved ATM missile launchers, and may only be carried in full-
  ton lots. A ton of IIW missiles provides the same number of shots as 
  an equivalent ton of standard missiles for all given launcher sizes.
  PROTOMECH QUAD MELEE WEAPON SYSTEM
  Introduced: 3072 (Clan Hell’s Horses)
  The ProtoMech quad melee weapon system is a combination 
  of physical modifications to quadruped ProtoMechs designed 
  to improve their damage potential in melee attacks. While the 
  system looked like the same type of cosmetics introduced in 
  the first generation of ProtoMechs, added reinforcements and 
  articulation made it possible for quadruped ProtoMechs to use 
  them as effective weapons in their own right. Developed in the 
  Wars of Reaving, the technology eventually made its way to the 
  Inner Sphere via the Hell’s Horses Clan, where it has appeared 
  sporadically ever since.
  ProtoMech Quad Melee Weapon System Game Rules
  Rules Level: Advanced
  Available to: PM
  Tech Base (Ratings): Clan (F/XXFE)
  Game Rules: Quadruped ProtoMechs equipped with the quad 
  melee weapon system add 2 points of damage to the ProtoMech’s 
  base damage in a Frenzy attack for every 5 tons of ProtoMech 
  weight (or fraction thereof). A critical hit to the ProtoMech’s quad 
  melee weapon system slot destroys enough of these physical 
  modifications to render the system useless. 
  Construction Rules: The ProtoMech quad melee weapons 
  system weighs 1 ton (1,000 kg) and may only be mounted in the 
  Torso location of a quadruped ProtoMech. ProtoMechs built using 
  a biped configuration may not install this item.
  SPECIALTY MUNITIONS: IMPROVED MAGNETIC 
  PULSE (IMP) MISSILES
  Introduced: 3070 (Society/Clan Coyote)
  Improved magnetic pulse (IMP) missiles were developed 
  in concert with—and specifically for use with—the improved 
  Advanced Tactical Missile launcher system. Capable of delivering 
  a potent, short-range burst of electromagnetic radiation on 
  impact, these weapons delivered only modest physical damage.
  Improved Magnetic Pulse Missile Rules
  Rules Level: Experimental
  Available to: Any unit equipped with improved ATM or Fusillade 
  launchers
  Tech Base (Ratings): Clan (F/XXFE)
  Game Rules: IMP missiles provide the same number of shots per 
  ton, and have the same range as ATM HE missiles. Each missile 
  inflicts 1 point of damage, as well as the following effects, based 
  on the target it hits: 
   • ProtoMechs: For every 3 missiles that strike a ProtoMech, 
  the unit suffers the effects of a hostile standard-type ECM, 
  as well as a +1 to-hit modifier and a 1-MP reduction in its 
  Walking and Jumping movement through the End Phase of 
  the following turn. These modifiers stack to a maximum of +3 
  to-hit, and –3 Walking/Jumping MPs. Recalculate Running 
  MPs from modified Walking MPs as normal. Additional IMP 
  missile strikes that hit the ProtoMech after it has suffered its 
  maximum modifier effects will still inflict standard damage, 
  but will not impact its roll or movement modifiers further. 
   • Conventional Infantry: Resolve IMP attacks against infantry 
  as a standard LRM attack. If the unit is using energy weapons 
  of any kind (including field guns or infantry weapons), 
  these are rendered inoperative through the End Phase 
  of the following turn. If the infantry unit is equipped with 
  
  DIRECT NEURAL INTERFACE COCKPIT MODIFICATION
  Introduced: 3055 (Word of Blake)
  Extinct: N/A
  The direct neural interface technology that came to be used most 
  widely by the Word of Blake’s elite Manei Domini MechWarriors was 
  actually developed in the late 3040s by NAIS scientists. While the 
  prototype DNI implant technology proved too unstable, the cockpit 
  interface modifications were sound, and remained largely unchanged 
  even when modified for the more reliable vehicular DNI, buffered VDNI, 
  and other experimental direct-to-brain control systems that followed. 
  Direct Neural Interface Cockpit Modification Rules
  Rules Level: Advanced
  Available to: BM, IM, BA, CV, SV, AF, CF
  Tech Base (Ratings): Inner Sphere (E/XXEF) 
  Game Rules: The direct neural interface cockpit modification 
  is required to enable a unit to be piloted directly by a warrior 
  augmented by a direct neural interface implant. A cockpit that is not 
  so modified can only be operated manually and/or with standard 
  neurohelmet aid, thus negating all of the benefits of the neural 
  interface technology. The limits and capabilities of these implants are 
  covered further under Augmented Warriors (see pp. 74-85).
  If the Design Quirks special rules from Strategic Operations are in use 
  (see pp. 193-199, SO), the addition of a direct neural interface cockpit 
  modification will add the Hard to Pilot Quirk onto the unit if it does 
  not already possess it (no further effect if the unit is already Hard to 
  Pilot). However, as this only reflects the control system modifications 
  in favor of a direct neural connection, this Quirk’s effects only apply if 
  the unit is being piloted by a warrior who lacks compatible implants. 
  Suitably augmented pilots ignore any Hard to Pilot Quirks the unit 
  possesses, if the cockpit uses a direct neural interface.
  Construction Rules: Direct neural interface modifications add no 
  significant weight or critical space to the cockpit and control systems 
  of the modified unit, but will add 250,000 to the cockpit’s cost in C-bills. 
  While the Machina Domini and Inner Sphere ProtoMech interface 
  technologies use a variant of this system, they are covered by their 
  own rules, and do not require this particular DNI cockpit modification.
  SLDF ADVANCED NEUROHELMET
  Introduced: 2759 (Terran Hegemony [MechWarrior’s Neurohelmet]), 
  2761 (Terran Hegemony [Fighter Pilot’s Neurohelmet])
  Extinct: 2770 
  Not to be confused with the combat neurohelmet that became 
  standard issue in the SLDF (and which has since survived in the 
  armies of the Clans, ComStar and the Word of Blake), the advanced 
  neurohelmet was developed initially for the SLDF’s most elite 
  MechWarriors and eventually adapted by their aerospace fighter 
  counterparts. With improved sensory inputs, these helmets offered 
  superior piloting performance, and—despite their significant 
  expense—were nearing mass production at the time of the New 
  Vandenburg uprising. Unfortunately, Stefan Amaris’ coup led directly 
  to the extinction of these superior neurohelmets, as the factories to 
  produce them were destroyed during the war that followed. 
  Curiously, despite having access to an abundance of these 
  neurohelmets during the Exodus, the Clans did not maintain their use. 
  The mystery as to why was revealed by declassified ComStar documents, 
  released in the early 3060s, which demonstrated that the finely-tuned 
  Introduced: Variable (See Rules)
  Extinct: Variable (See Rules)
  At the peak of the Star League, and during the early years of the 
  Clan Invasion, a number of minor pilot interface technologies were 
  debuted that offered some additional aid to MechWarriors and 
  fighter pilots in combat. These interface modifications included the 
  SLDF’s advanced neurohelmets for MechWarriors and fighter pilots, 
  and damage-interrupt circuits that emerged briefly during the time of 
  the Clan invasion. Never produced in great numbers, few examples of 
  these technologies survived their respective time periods.
  DAMAGE INTERRUPT CIRCUIT
  R&D Start Date: 3053 (Federated Commonwealth)
  Prototype Design and Production: 3055 (Federated Commonwealth) 
  The damage interrupt circuit was a short-lived device, conceived 
  as part of an effort to further protect MechWarriors from the 
  neurohelmet feedback caused by internal ammunition explosions. In 
  an age where the recovery of CASE made it possible for warriors to 
  remain in action after such an event, the DIC was meant to make it 
  possible to keep those warriors in fighting trim. 
  Unfortunately, the circuits proved to be somewhat glitchy and 
  prone to shorting vital neurohelmet feeds under some battlefield 
  conditions. The dissolution of the Federated Commonwealth halted 
  further research into this interface upgrade, as the Inner Sphere faced 
  renewed Clan hostilities and internal divisions that prompted greater 
  emphasis on more broadly useful weapons research. Thus, the use 
  of DIC technology was largely abandoned by the end of the Clan 
  Invasion era.
  Damage Interrupt Circuit Rules
  Rules Level: Experimental
  Available to: BM, IM
  Tech Base (Ratings): Inner Sphere (E/XXFF) 
  Game Rules: A MechWarrior whose cockpit features a working 
  damage interrupt circuit (DIC) receives only 1 pilot damage hit in 
  the event of an internal explosion, rather than the usual 2. If the unit 
  has a cockpit that seats more than one pilot, the DIC protects both 
  warriors equally.
  However, the circuit is disabled if the ’Mech suffers a critical 
  hit to a Life Support slot, or if the ’Mech suffers any damage that 
  strikes a location roll result of 2 on the standard Hit Locations Table 
  (regardless of whether or not the attack delivers a critical hit). A 
  disabled DIC not only fails to protect its MechWarriors against the 
  full effects of internal explosions, it also imposes an additional +1 
  target number modifier to all Piloting Skill checks made by the unit 
  until the system can be repaired.
  Construction Rules: The DIC may only be installed on a ’Mech’s 
  cockpit, and is considered a modification to the existing control 
  systems. The circuit takes up no weight and occupies no critical slots 
  on the ’Mech’s record sheet, but increases the cost of the cockpit by 
  150 C-bills (per pilot), to reflect the changes made to the unit’s control 
  interfaces and the warrior’s neurohelmet. 
  The DIC can be installed “in the field” for the same cost in C-bills, 
  which covers the electronics components and tools necessary for the 
  job. The modification takes the same amount of time and requires the 
  same target roll and modifiers as a repair of 2 life support critical hits 
  (see pp. 181-185, SO). If this roll fails, the DIC will fail to operate and 
  must be replaced.
  Advanced Pilot Interfaces (Multiple Eras)
  
  69
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Construction Rules: SLDF advanced neurohelmets may only 
  be used by MechWarriors and aerospace fighter pilots, and are 
  considered to be a modification to the existing control systems 
  from the perspective of unit construction. Advanced MechWarrior 
  neurohelmets may only be used in conjunction with ’Mech units, 
  and advanced fighter pilot neurohelmets may only be used with 
  aerospace fighter units.
  These helmet interfaces take up no weight and occupy no 
  critical slots on the unit’s record sheet, but they do increase 
  the cost of the unit’s cockpit by 5,000 C-bills (per pilot), to 
  reflect the changes made to the unit’s control interfaces and 
  the warrior’s neurohelmet. 
  An appropriate unit can be modified to work with an SLDF 
  advanced neurohelmet “in the field” for the same cost in C-bills 
  as indicated above. This covers the helmet itself, as well as its 
  installation kit. The modification takes the same amount of time 
  and requires the same target roll and modifiers as a repair of 2 
  sensor critical hits (see pp. 181-185, SO). If this roll fails, the system 
  fails to recognize the neurohelmet’s unique features, and will only 
  operate as a “normal” unit, with none of the advanced helmet’s 
  benefits (and, fortunately, no degradation rolls required).
  VIRTUAL REALITY PILOTING POD
  R&D Start Date: 3047 (Federated Commonwealth)
  Prototype Design and Production: 
  3052 
  (Federated 
  Commonwealth)
  Developed by a Federated Commonwealth scientist who 
  reportedly went rogue soon afterward, the virtual-reality piloting 
  pod (VRPP) was designed to sidestep difficulties that arose amid 
  early efforts to produce a direct-neural interface. The VRPP used 
  advanced sensors and a head-encompassing wrap-around 
  apparatus to replace the more traditional neurohelmet design 
  and give the MechWarrior unprecedented spatial awareness and 
  control over his BattleMech. The result was a far more intuitive and 
  natural-feeling control interface, but one that proved excessively 
  prone to electronic interference. 
  This last part proved to be the VRPP’s downfall, especially as the 
  system could even be disrupted by the mundane electromagnetic 
  effects emitted by some planetary magnetic fields and even 
  powerful lightning storms. Even though some degree of progress 
  was made in mitigating its susceptibility to milder interference 
  sources, the FedCom’s military leadership, citing the fact that 
  powerful EW systems were only continuing to propagate in the 
  wake of the Clans’ initial invasion, permanently shelved the project. 
  Virtual Reality Piloting Pod Rules
  Rules Level: Experimental
  Available to: BM
  Tech Base (Ratings): Inner Sphere (E/XXFX) 
  Game Rules: The Virtual Reality Piloting Pod (VRPP) provides its 
  MechWarrior with a –1 to-hit modifier to all Gunnery Skill rolls, 
  and a –2 target modifier to all Piloting Skill rolls, but is highly 
  susceptible to hostile ECM, which will overwhelm the unit’s 
  sensors and render the virtual reality interface completely useless. 
  To reflect this drawback, any time a unit equipped with a VRPP 
  is exposed to any form of ECM from a hostile unit, or is struck by 
  electronic effects from other sources, the unit becomes completely 
  blind, as if it has suffered the destruction of its sensors. Conditions 
  that can cause this “blindness” include the secondary effects of a 
  nuclear attack, exposure to electromagnetic interference (EMI) 
  terrain effects (see p. 55, TO), or a successful attack against the 
  unit by an EMP mine, taser weapon, or TSEMP. 
  advanced SLDF neurohelmets tended to accumulate bio-feedback 
  over years of regular use, which not only led to growing electronic 
  and control problems with their related cockpit systems, but also 
  caused mental disorders in the pilots who used them—especially 
  when inheriting a neurohelmet from a previous user. Unable to 
  conclusively track down the cause of this technical issue (which 
  many techs referred to as “cyber-haunting”), ComStar abandoned the 
  general use of their stockpiled helmets in the late 3030s. Presumably, 
  the Clans did the same during their “Golden Century” period.
  SLDF Advanced Neurohelmet Rules
  Rules Level: Advanced
  Available to: BM, IM, AF
  Tech Base (Ratings): Inner Sphere (E/FXXX) 
  Game Rules: The SLDF advanced neurohelmet provides a –1 
  target modifier to all Piloting or Control Skill rolls required by 
  a unit so equipped. In addition, a unit controlled with an SLDF 
  advanced neurohelmet interface also receives the Multi-Trac 
  design quirk (see p. 195, SO). 
  The SLDF advanced neurohelmet is incompatible with implant-
  based direct-neural interfaces, including the Clans’ enhanced 
  imaging neural implants, vehicular direct-neural interfaces, and 
  the “Machina Domini” neural interface technology. For units with 
  a dedicated pilot and gunner, both warriors require an SLDF 
  advanced neurohelmet to gain the benefits of this system; if 
  only one warrior is so equipped, the unit will receive none of the 
  advanced neurohelmet benefits.
  Neurohelmet Degradation: To reflect the odd cases of “cyber-
  haunting” that plagued these neurohelmet systems over time, the 
  controlling player of a unit whose pilot is using an SLDF advanced 
  neurohelmet must roll 2D6 for that pilot prior to the start of a 
  mission or campaign, applying a –1 modifier to the roll result for 
  every full increment of 50 years the scenario or campaign takes 
  place after the year 2770. If the modified result is 6 or higher, his 
  SLDF advanced neurohelmet will function as described above. 
  If the modified result is less than 6, the neurohelmet no longer 
  grants the Multi-Trac design quirk. If the modified result is less than 
  4, the neurohelmet not only loses the Multi-Trac design quirk, but 
  also now applies the Sensor Ghosts Design Quirk (see p. 199, SO). 
  If the modified result is 2 or less, the unit loses Multi-Trac, picks 
  up Sensor Ghosts, and also adds the Hard to Pilot design quirk. If 
  the modified result is 0 or less, in addition to the loss of Multi-Trac 
  and the addition of Sensor Ghosts and Hard to Pilot design quirk 
  effects, the warrior himself will increase his Piloting and Gunnery 
  target numbers by +1 each. This last, worst effect demonstrates the 
  mental deterioration that accompanies prolonged use of an SLDF 
  advanced neurohelmet deep in the throes of a “cyber-haunting”. 
  For the purposes of extended campaigns, each of these declining 
  neurohelmet features becomes permanent the first time they 
  appear, and cannot be corrected by repair checks; they will only 
  persist—and grow worse—as long as that particular neurohelmet 
  is used to pilot a unit. If a neurohelmet degrades in this way during 
  one such check, subsequent rolls that yield a higher roll result will 
  not improve them (but will, at least, not make them any worse).
  In the event that the warrior himself is afflicted by a faulty 
  neurohelmet (on a degradation check result of 0 or less), the 
  warrior may recover only if he spends a minimum of 6 consecutive 
  months out of the cockpit (and away from all neurohelmet-
  related activities), and never uses that particular neurohelmet 
  again. During this time, the warrior is presumed to be either 
  convalescing or performing other low-stress duties where 
  neurohelmet use is not a requirement.
  
  overheating effects.) A MechWarrior using a torso-mounted cockpit 
  with a VRPP also cannot eject.
  Unlike a standard torso-mounted cockpit system, the sensors for 
  a torso-mounted cockpit built for VRPP control may only sustain 2 
  critical hits before the unit becomes functionally blind and unable to 
  use its weaponry. 
  Construction Rules: The VRPP is an alternative form of the torso-
  mounted cockpit from Tactical Operations (see pp. 300-301, TO), but 
  weighs only 3 tons (rather than the 4 tons of a normal torso-mounted 
  cockpit). Also unlike the standard torso-mounted cockpit, a VRPP-
  modified cockpit places 2 Sensor critical slots in the ’Mech’s head, 
  and places 1 Life Support critical slot each in each of its 3 torso hit 
  locations. The cockpit critical slot is then placed in the center torso.
  The VRPP-modified torso-mounted cockpit may be protected 
  with component armor (at a cost of 1 ton of component armor, 
  as with a standard cockpit), but cannot be combined with cockpit 
  command modules or any other cockpit types (including small 
  cockpits). A BattleMech equipped with a VRPP-modified torso-
  mounted cockpit also may not employ the Cramped Cockpit or 
  Rumble Seat Design Quirks. 
  While blinded, the MechWarrior not only loses the ability to use the 
  ’Mech’s weaponry, but will also replace the VRPP’s normal –2 Piloting 
  Skill target modifier with a +3 modifier instead. These penalties persist 
  as long as the unit remains exposed to the disruptive effects.
  If ECCM rules are in play (see pp. 100-102, TO), ECCM effects friendly 
  to the VRPP-controlled unit may overcome the unit’s complete 
  “sensor-blindness” from hostile ECM and other disruptive effects as 
  described above. The result will be imperfect, however; as long as 
  the VRPP-controlled unit is operating in an area cleared of hostile 
  interference by ECCM, the unit will replace its sensor-blindness effects 
  with a +2 modifier to both Gunnery and Piloting Skills. Once again, 
  these modifiers replace those provided by the VRPP on its own.
  Furthermore, as the VRPP is based around a torso-mounted 
  cockpit, it protects the MechWarrior against pilot damage from 
  head hits, but makes the warrior more prone to suffering pilot 
  damage from excess heat in the event of life support damage. (If a 
  unit with a VRPP system overheats by 1 to 14 points with a damaged 
  life support system, the MechWarrior will suffer 1 pilot hit as a result; 
  for overheating levels of 15 points or more, this damage increases 
  to 2 pilot hits; this replaces the normal MechWarrior damage from 
  advanced prototype systems (age of war)
  Introduced: Variable
  Extinct: Variable
  The Age of War saw the maturation of technology from the “primitive” 
  weapons and systems available at the birth of the BattleMech to those 
  that we now consider “standard” or “baseline” technologies. While the 
  general level of technology plateaued briefly during the Age of War, it 
  never truly stopped climbing. As the Age of War gave way to the Star 
  League era, scores of new developments had already been made while 
  many more were on the cusp of occurring. The Star League Defense 
  Forces in particular debuted more than a dozen prototype combat 
  systems during the Reunification War that would ultimately develop 
  into full-fledged deployable systems. Meanwhile, the Periphery nations 
  long maintained a two-pronged approach to closing the ever-widening 
  technology gap between themselves and the Inner Sphere, relying 
  upon a combination of traditional low-tech solutions coupled with 
  technologies stolen or copied from Inner Sphere sources to outfit their 
  combat forces. 
  These prototype systems lacked many of the refinements of the 
  final production versions (as they appear in the TechManual and 
  Tactical Operations) and/or suffered one or more side effects. 
  For the purposes of BattleTech games, all of the following weapons 
  and equipment are classified as Experimental, and are not legal for 
  tournament play. 
  GENERAL ADVANCED PROTOTYPE SYSTEMS RULES
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  Tech Base (Ratings): Inner Sphere (E/FXXX [All except Rocket 
  Launchers]; B/DFXX [Rocket Launchers])
  The rules for using and mounting the various Age of War- and Early 
  Star League-era prototype items featured here follow those of their 
  production-grade Inner Sphere version as featured in TechManual, 
  Total Warfare, and Tactical Operations. Additional details are provided 
  for each item class below.
  Note: Because these items represent the prototype-phase versions 
  of equipment that later went into standard production, in place of 
  extinction dates, these items feature “Standard Production” dates. 
  This date indicates the point where the technology matured into its 
  final form as reflected by the item’s normal rules. After this standard 
  production date, the prototype versions featured here were gradually 
  phased out of service, with most fully retired after a decade. 
  ARROW IV (ARROW-P) 
  Introduced: 2593 (Terran Hegemony)
  Standard Production: 2600 (Terran Hegemony)
  Tube artillery, airborne bombers and orbital strikes were the 
  primary fire support options available to the Star League forces 
  throughout much of the Reunification War, though oftentimes that 
  support was either too inaccurate or too late in coming to satisfy the 
  needs of the frontline combat forces. Turning to a page in history, 
  the SLDF directed the development of a missile artillery weapon that 
  could provide extremely accurate localized fire support missions, 
  utilizing either a battlefield designator (the TAG) or conventional 
  artillery targeting methods. Though the final production models 
  did not debut until after the end of the Reunification War, those 
  prototype systems that did see combat action were well received by 
  their users—on both sides.
  Arrow IV (Prototype) Rules
  Game Rules: The prototype Arrow IV (Arrow-P for short) uses the 
  same rules as the Inner Sphere Arrow IV launcher (see p. 284, TO). 
  Construction Rules: A unit may mount one or more prototype Arrow 
  IV launchers in accordance with the unit’s rules for carrying artillery 
  weapons. The prototype Arrow IV occupies 1 more critical slot and 
  weighs 1 more ton than the production version. Each ton of prototype 
  Arrow IV ammunition provides only 4 rounds.
  ARTEMIS IV FCS (ARTEMIS-P) 
  Introduced: 2592 (Terran Hegemony)
  Standard Production: 2598 (Terran Hegemony)
  The Artemis IV Fire Control System, designed as an alternate to the 
  NARC missile beacon, mated several sensors with a laser designator 
  and tight-beam microwave transmitter to accurately guide Artemis-
  
  71
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CASE (Prototype) Rules
  Game Rules: When a unit suffers an internal explosion in location 
  protected by prototype CASE (CASE-P for short), roll 1D6. On a 
  result of 1 or 2, the CASE system fails to vent the explosion in time 
  and the explosion is resolved as if the unit does not have CASE.
  Construction Rules: A unit may mount one or more prototype CASE 
  systems in accordance with all rules for mounting Inner Sphere CASE. 
  DOUBLE HEAT SINKS (DHS-P) 
  Introduced: 2559 (Terran Hegemony)
  Standard Production: 2567 (Terran Hegemony)
  Constructed with advanced materials and further supplied 
  with specially engineered cooling fluids, the double heat sink 
  revolutionized the design of both BattleMechs and aerospace 
  fighters in the 26th century and beyond. 
  Double Heat Sink (Prototype) Rules
  Game Rules: These function as Inner Sphere double heat sinks 
  per the standard heat sink rules with the following exceptions. 
  Prototype Double Heat Sinks cannot be mounted “in” an engine, 
  but they may be combined with single heat sinks on the same 
  unit. Players therefore need to carefully record which heat sinks 
  are standard and which are prototype double-strength sinks.
  Construction Rules: Prototype double heat sinks (DHS-Ps) occupy 
  the same weight and critical slot space as their production-grade 
  Inner Sphere versions, but cannot be mounted “inside” an engine. 
  (This means that all of the “critical-free” heat sinks provided by the 
  ’Mech’s engine, per the rules found on p. 53 of TechManual, must 
  either be standard heat sinks, or must be fully allocated on the unit’s 
  Critical Hit Table to be replaced with prototype double heat sinks.)
  On units that can mount double heat sinks, DHS-Ps can be 
  combined with standard heat sinks, but the different sinks must 
  be clearly marked on the record sheet.
  ENDO STEEL (ES-P)
  Introduced: 2471 (Terran Hegemony)
  Standard Production: 2487 (Terran Hegemony)
  The Terran Hegemony developed endo steel internal structure for 
  its BattleMechs in the late twenty-fifth century, and jealously guarded 
  the advancement until it inevitably proliferated throughout the rest 
  of the Inner Sphere. The secrets of endo steel ultimately found their 
  way into the Periphery, though by the beginning of the Reunification 
  War very few combat units outside of the Terran Hegemony had yet 
  been refitted with endo steel frames. 
  Endo Steel Structure (Prototype) Rules
  Game Rules: Prototype endo steel internal structure (ES-P) functions 
  in the same manner as Inner Sphere endo steel. Critical hits to 
  prototype endo steel structure slots are thus rerolled as normal.
  Construction Rules: Except for its added bulk (ES-P structure 
  occupies 2 more critical slots than the production-standard Inner 
  Sphere version), units built using prototype endo steel use the same 
  construction rules as those using its production-grade equivalent.
  EXTRALIGHT FUSION ENGINE (XL-P) 
  Introduced: 2556 (Terran Hegemony)
  Standard Production: 2579 (Terran Hegemony)
  The first prototype Hegemony-made extralight fusion engines 
  were already operating in select royal regiments at the onset of 
  the Reunification War. By the middle of the 2580s, thousands of 
  SLDF BattleMechs, vehicles and fighters had been equipped with 
  these vital, weight-saving power plants. 
  equipped missiles onto their target. During its years of testing, 
  additional software tweaks and hardware upgrades made for an 
  even more accurate production model (while also allowing for 
  easy upgrades to extant prototype systems). 
  Artemis IV FCS (Prototype) Rules
  Game Rules: The prototype Artemis IV fire control system 
  (Artemis-P) works in the same fashion as the Inner Sphere Artemis 
  IV fire control system, but only applies a +1 modifier to the Cluster 
  Hits Table roll, rather than the +2 that the production-grade 
  Artemis IV features. 
  Furthermore, after entering standard production, the Artemis-P 
  was one of the few prototype items that could be upgraded in the 
  field (rather than replaced by the production version). To reflect 
  this, players using the Repairs and Replacement rules (see pp. 181-
  185, SO), a prototype Artemis IV can be upgraded to the standard 
  production-version Artemis IV by making a successful repair roll 
  on the Artemis-P with an additional +1 target modifier. For the 
  purposes of this upgrade, this repair attempt can only be made 
  after the standard production date noted above, on an Artemis-P 
  system that has not been damaged in combat. (Otherwise, the 
  upgrade is treated as a component replacement.)
  Construction Rules: Prototype Artemis IV fire-control systems 
  use the same rules as their modern Inner Sphere versions, 
  occupying the same weight and critical space, and adhering to 
  the same requirement that all Artemis-capable launchers on the 
  unit must be augmented with Artemis.
  Note: When determining the aerospace attack values of a unit 
  employing prototype Artemis IV, cross-reference the damage 
  using a Cluster Hits roll of 8 for the appropriate launcher, rather 
  than the usual result of 7.
  BEAGLE ACTIVE PROBE (BAP-P) 
  Introduced: 2560 (Terran Hegemony)
  Standard Production: 2576 (Terran Hegemony)
  Code-named “BEAGLE” by the original defense contractor that 
  developed it, the Star League’s active probe combines both passive 
  and active sensor systems into one suite capable of detecting just 
  about any modern combat unit. Though later advances partially 
  nullified the abilities of the “Beagle probe”, it was a welcome 
  addition to Reunification War reconnaissance units and continued 
  to be used throughout the Star League era. 
  Beagle Probe (Prototype) Rules
  Game Rules: The prototype Beagle active probe (BAP-P for short) 
  uses the same rules as the Inner Sphere Beagle active probe (see 
  p. 129, TW). 
  Construction Rules: A unit may mount one or more prototype 
  Beagle active probes in accordance with the unit’s rules for 
  carrying active probes. The prototype Beagle occupies 3 critical 
  slots and weighs 2 tons.
  CASE (CASE-P) 
  Introduced: 2452 (Terran Hegemony)
  Standard Production: 2476 (Terran Hegemony)
  In the late 25th century, HAF ’Mechs and other combat vehicles 
  were suddenly becoming less and less susceptible to destruction 
  from catastrophic internal explosions. It took decades before 
  the secret—Cellular Ammunition Storage Equipment—made 
  its way through the Inner Sphere, and many more years before 
  nations outside of the Hegemony had finally produced their own 
  serviceable copies. 
  
  GUARDIAN ECM (ECM-P) 
  Introduced: 2595 (Terran Hegemony)
  Standard Production: 2597 (Terran Hegemony)
  The “Guardian” ECM suite was an outgrowth of the constantly 
  changing face of electronic warfare in the late twenty-sixth century. 
  While comm systems and targeting modules provided for basic EW 
  needs, a more capable system was needed on the battlefield that 
  could jam enemy sensors while remaining compact enough to deploy 
  on typical ’Mechs and armored vehicles. 
  Developed in the last few years of the Reunification War, by war’s 
  end designers had totally reengineered their complex ECM suites to 
  allow for easy software and modular hardware upgrades. 
  Guardian ECM (Prototype) Rules
  Game Rules: Prototype Guardian ECM (ECM-P) suites function as 
  production-grade Inner Sphere Guardian ECM suites in gameplay.
  Construction Rules: A unit may mount one or more prototype 
  Guardian ECM suite in accordance with the unit’s rules for carrying 
  ECM systems. The prototype Guardian occupies 3 critical slots and 
  weighs 2 tons.
  LB 10-X (LB 10-X-P) 
  Introduced: 2590 (Terran Hegemony)
  Standard Production: 2595 (Terran Hegemony)
  Developed to fill the need for a dual-purpose weapon capable of 
  both powerful direct fire as well as anti-air fire, the LB 10-X utilizes two 
  different ammunition types: traditional armor-piercing shells as well 
  as flechette shells that proved as equally capable in anti-air roles as in 
  anti-armor and anti-personnel roles. 
  The SLDF debuted its LB-X autocannon in time to participate in 
  the final battles in both the Rim Worlds Republic and the Taurian 
  Concordat. Through captures, those two realms managed to field a 
  handful of prototypes by the end of the war. 
  LB 10-X Autocannon (Prototype) Rules
  Game Rules: The prototype LB 10-X autocannon (LB 10-X-P) uses 
  the same rules as its production-grade Inner Sphere version, except 
  that the weapon will jam for the remainder of the scenario on any 
  unmodified to-hit roll of 2 (regardless of the ammunition type used). 
  Furthermore, when firing cluster munitions, the prototype LB 10-X 
  AC must apply a –1 roll modifier on the Cluster Hits Table upon a 
  successful attack. A roll result of less than 2 on this roll is treated as a 2.
  Construction Rules: Aside from occupying 1 additional critical slot, 
  the prototype LB 10-X autocannon may be mounted on any unit 
  in accordance with its normal rules for mounting such weapons. 
  Ammunition for prototype LB 10-X autocannons may only be installed 
  in full-ton lots.
  Note: When determining the aerospace attack values of a unit 
  employing prototype LB 10-X autocannons, remember to cross-
  reference the damage using a Cluster Hits roll of 6 for the LB-X, rather 
  than the usual result of 7.
  NARC MISSILE BEACON (NARC-P) 
  Introduced: 2580 (Terran Hegemony)
  Standard Production: 2587 (Terran Hegemony)
  The product of decades of one-upmanship between guided 
  missiles and conventional ECM gear, the Narc Missile Beacon system 
  combines a single-tube missile launcher and a rocket-launched 
  magnetic grapple beacon designed to draw specially equipped 
  seeker missiles to it. 
  Extralight Fusion Engine (Prototype) Rules
  Game Rules: Prototype XL engines function as their Inner Sphere 
  production-grade versions, except that such engines generate an 
  additional +1 heat per turn for heat-tracking units, as long as the unit 
  is not shutdown. This extra heat applies regardless of what actions 
  the unit takes in combat, so even if a unit remains stationary and fires 
  no weapons, it will still generate 1 heat point due to the prototype 
  XL engine. 
  In addition, each critical hit to an XL-P engine generates 5 + (1D6 
  ÷ 2) heat points per turn (rounded down), rather than the normal +5 
  heat. (Roll his extra heat only once per critical hit; so for a die roll of 
  3 on such a critical hit will generate 6 points of heat per turn for that 
  critical effect; 5 + [3 ÷ 2] = 6.5, round down to 6.) 
  As always, a unit’s engine is destroyed once it has suffered 3 or 
  more critical hits.
  Construction Rules: Prototype XL engines are mounted per the 
  standard rules for Inner Sphere XL fusion engines.
  FERRO-FIBROUS ARMOR (FF-P) 
  Introduced: 2557 (Terran Hegemony)
  Standard Production: 2571 (Terran Hegemony)
  Ferro-fibrous armor was the very first military advancement that 
  First Lord Ian Cameron shared with the newly formed Star League. 
  Despite this, few League nations had developed serviceable versions 
  of their own by the end of the Reunification War. 
  Ferro-Fibrous Armor (Prototype) Rules
  Game Rules: Prototype ferro-fibrous (FF-P) armor uses the same 
  gameplay rules as production-grade Inner Sphere ferro-fibrous armor. 
  All critical hits to ferro-fibrous armor slots are rerolled as normal.
  Construction Rules: Except for its additional bulk, prototype ferro-
  fibrous armor is mounted in the same fashion as its production-grade 
  Inner Sphere version. For ’Mech units, prototype ferro-fibrous armor 
  occupies 2 additional critical slots. 
  For combat vehicles and fighters, prototype ferro-fibrous armor 
  (prototype ferro-aluminum on fighters) takes up 3 slots. Fighters 
  apply 1 ferro-aluminum slot each to the unit’s wings and aft sections. 
  GAUSS RIFLE (GR-P)
  Introduced: 2587 (Terran Hegemony)
  Standard Production: 2590 (Terran Hegemony)
  Though research into making rail guns lightweight and energy 
  efficient enough to mount on modern battlefield units had long 
  preoccupied Terran scientists, a series of breakthroughs in both 
  materials design and power transfer brought the concept of the Gauss 
  rifle to reality. Its superior range and damage capacity outclassed 
  all previous kinetic-electromagnet weapon designs, and made the 
  Highlander the iconic terror that it was. 
  Gauss Rifle (Prototype) Rules
  Game Rules: Prototype Gauss rifles (GR-Ps) function as standard 
  Inner Sphere Gauss rifles in all respects, but on any to-hit roll of 2, the 
  weapon will suffer a critical ammo-feed failure, rendering it unable to 
  fire for the remainder of the scenario (similar to the Ultra autocannon 
  weapon failure).
  Construction Rules: Prototype Gauss rifles occupy 1 more critical 
  slot than the eventual production version. Aside from that difference, 
  they may be mounted in accordance with the same rules that govern 
  the standard Inner Sphere Gauss rifle, including the ability to divide 
  the weapon among adjacent hit locations.
  
  73
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Construction Rules: Prototype remote sensors use the same 
  construction rules as their production-grade equivalents.
  ROCKET LAUNCHERS (RL-P) 
  Introduced: Early Spaceflight
  Extinct: 2823 (Clans only)
  Standard Production: 3064 (Marian Hegemony)
  Rocket launchers were among the simplest technologies the 
  militaries—and especially the militias and irregular troops—of 
  the Periphery utilized in their battles against the Star League. Long 
  utilized by militaries throughout the ages, the rocket launcher 
  utilizes a simple concept: fire a mass of unguided projectiles at 
  a target and hope as many as possible hit. Simple, cheap and 
  effective, they gave the Periphery insurgents a series of weapons 
  that they could at least produce in quantity. 
  Interestingly enough, this weapon system would persist in its 
  Age of War form for centuries, and even turned up in numbers 
  again in the Clan homeworlds among the fragmented powers of 
  the Pentagon worlds before their reconquest by the Clans. By the 
  time of the Clan Invasion, however, they had gone completely 
  obsolete—only to return, in an upgraded form, when the Marian 
  Hegemony reintroduced the weapons in 3064.
  Rocket Launcher (Prototype) Rules
  Game Rules: Prototype rocket launchers function as production-
  grade rocket launchers of equivalent designation (RL-10, RL-15 
  and RL-20), but apply a –1 roll modifier when resolving damage 
  on the Cluster Hits Table. (If this modified result is less than 2, treat 
  the effect as a roll result of 2.) 
  Construction Rules: A unit may mount one or more prototype 
  rocket launchers in accordance with its normal rules for mounting 
  such weapons. This includes the ability for fighters to carry 
  primitive rocket launchers as external ordnance (see p. 246, TW).
  Note: When determining the aerospace attack values of a 
  unit employing prototype rocket launchers, cross-reference the 
  damage using a Cluster Hits roll of 6 for the appropriate launcher, 
  rather than the usual result of 7.
  TAG (TAG-P) 
  Introduced: 2593 (Terran Hegemony)
  Standard Production: 2600 (Terran Hegemony)
  Target Acquisition Gear, or TAG, was developed in 
  conjunction with the Arrow IV missile artillery system. While 
  this gyro-stabilized target-designator system was ready 
  years before the Arrow IV reached the field, it languished in 
  prototype status for years before it rolled out alongside the 
  first complete Arrow IV launchers. 
  TAG (Prototype) Rules
  Game Rules: Prototype TAG (TAG-P) functions in the same manner 
  as the production-grade Inner Sphere version in gameplay.
  Construction Rules: Aside from the increased mass of this item 
  (prototype TAG weighs 1.5 tons), a unit may mount one or more 
  prototype TAG systems in accordance with its normal rules for 
  mounting such items.
  Although the Narc beacon only achieved limited popularity 
  with Star League MechWarriors and tank crews, it did carve out a 
  niche for itself while also leading directly to the development of 
  the Artemis IV FCS. 
  Narc Missile Beacon (Prototype) Rules
  Game Rules: The prototype Narc missile beacon (NARC-P) 
  functions in the same manner as its production-grade Inner 
  Sphere version, except that attached Narc beacons provide only a 
  +1 modifier on the Cluster Hits Table, rather than the normal +2.
  Construction Rules: A unit may mount one or more prototype 
  Narc missile beacon launchers in accordance with the unit’s rules 
  for carrying standard weapons. However, each ton of prototype 
  Narc ammunition provides only 5 rounds.
  PULSE LASERS (PL-P) 
  Introduced: 2595 (Terran Hegemony)
  Standard Production: 2609 (Terran Hegemony)
  Pulse lasers progressed from theory to prototype in relatively short 
  order during the final years of the Reunification War, but it would take 
  Terran engineers another decade and a half to develop final designs 
  that were both stable and accurate enough for full-scale production. 
  Pulse Lasers (Prototype) Rules
  Game Rules: Prototype pulse lasers of all sizes function as their 
  production-grade Inner Sphere counterparts, except that they 
  receive only a –1 to-hit modifier to attack, rather than the usual –2. 
  Furthermore, prototype large and medium pulse lasers generate 
  an extra +1D6 heat per attack (rolled every time each weapon is 
  fired), while prototype small pulse lasers generate an additional 
  1D3 heat (1D6 ÷ 2, rounded up) per shot. This random heat is in 
  addition to that normally generated by these weapons.
  Construction Rules: A unit may mount one or more of all 
  prototype pulse laser types in accordance with its normal rules for 
  mounting such weapons. 
  Vehicles and other units that must mount heat sinks to offset 
  energy weapons must mount enough heat sinks to cover the 
  maximum number of extra heat points these weapons may 
  generate when fired (+6 heat for large and medium pulse lasers; 
  +3 for small pulse lasers). Aerospace units must also assess the heat 
  generated by these weapons as if the maximum result is rolled.
  REMOTE SENSORS (RS-P) 
  Introduced: 2586 (Terran Hegemony)
  Standard Production: 2590 (Terran Hegemony)
  Though remote sensors have been around since before the days 
  of human space travel, the evolution of modern sensors has been a 
  natural progression of battlefield technology, matching the progress 
  of basic sensor and processing technologies over the centuries. 
  Remote Sensors (Prototype) Rules
  Game Rules: Prototype remote sensors follow the same rules 
  as standard remote sensors (see p. 375, TO), but during the End 
  Phase of each turn the controlling player must roll 1D6 for each 
  prototype sensor that has been deployed. On a result of 1, the 
  sensor becomes inoperative for the following turn. (During 
  subsequent End Phases, a sensor will has become inoperative in 
  this fashion will reactivate if its 1D6 roll yields 2 or higher.)
  
  BELTER AUGMENTATIONS
  Era: Any after the Age of War (2570+)
  Factions: Terran Hegemony, ComStar, Word of Blake, or Republic of 
  the Sphere
  Unit Types: Variable
  The term “Belters” refers to the isolationist communities that 
  mainly inhabit the asteroid belt and Oort cloud within the Terran 
  system. Having survived in tiny, low-gravity, artificial-atmosphere 
  communities since the early, pre-hyperspace days of human space 
  travel, these people have developed—via a combination of genetic 
  modifications and implant technologies—a few augmentations 
  specifically designed to enhance their warriors’ combat skills against 
  possible intruders.
  General Belter Game Rules
  Regardless of the augmentation package selected, all Belter 
  warriors are well-versed in low-gravity combat, including spacecraft 
  piloting and gunnery. To reflect this, Belter aerospace units receive a 
  –1 to-hit modifier to all Gunnery Skill checks, and a –2 target number 
  modifier to Piloting Skill checks, as long as combat takes place in 
  space, vacuum environments, or low-gravity conditions (under 0.7 G). 
  These general benefits are all lost if the Belter warriors operate within 
  a planetary atmosphere or gravity conditions of 0.7 G and higher.
  General Belter Construction Rules
  Belter warrior augmentations reflect a combination of genetic and 
  prosthetic modifications, backed up by training regimens that build 
  on the unique lifestyle of Belter societies. As a result, constructing a 
  Belter simply requires that the Belter unit’s controlling player select a 
  maximum of two augmentation packages from those described below. 
  Belter Infantry Augmentation Package
  Belter soldiers, paramilitary police officers and government 
  security personnel are often augmented with speed, strength and 
  durability in mind. Using a combination of genetic therapies and 
  synthetic enhancements, these infantry troopers are exceptionally 
  resilient in combat.
  Additional Game Rules: Belter Infantry Augmentations apply 
  a +1 damage divisor to the infantry unit, which stacks with any 
  infantry armor the unit is using (see pp. 317-318, TO). Belter 
  Infantry Augmentations also enable the infantry unit to ignore any 
  encumbrance effects (indicated by any damage divisors ending in an 
  “E”) for wearing environment suits or space suits of any kind. 
  Note that this augmentation package does not reduce the damage 
  multiplier applied for operating in hostile environments.
  Belter Fighter Pilot Augmentation Package
  Belter fighter pilots are good even without enhancements, but 
  this standard augmentation package—which reinforces visual acuity, 
  circulatory systems, bones and joints—makes them truly exceptional.
  Additional Game Rules: A fighter pilot with this augmentation 
  receives an additional –1 target number modifier for Piloting skill 
  checks, and adds a +2 modifier to the fighter’s initiative (if the 
  Advanced Initiative rule is in play per p. 63, SO). 
  If Advanced Movement rules are in play (see pp. 64-66, SO), 
  augmented Belter fighter pilots also reduce the Thrust Point costs for 
  all special maneuvers performed while in space combat (including 
  yawing, end-overs, lateral movements and deceleration movements) 
  Augmented Warriors (Multiple Eras)
  BattleTech is a humans-only universe; in the centuries since 
  mankind has expanded into space, it has encountered few alien 
  beings that could be said to possess intelligence beyond that of most 
  terrestrial animals. Though a few alien creatures have been discovered 
  that verge on a proto-human level of sapience, and rumors of sentient 
  alien races persists throughout the setting, the only beings who wage 
  war throughout the BattleTech universe are human beings. 
  The game rules presented to date presume that the pilots and 
  troopers employed on the tabletop are of the normal human 
  baselines, with even the eugenically enhanced abilities of Clan 
  warriors translated to little more than a modifier to combat skills. 
  However, for some fringe groups—such as the Belters who dwell in 
  the Terran solar system, and the Word of Blake’s elite Manei Domini—
  “baseline” is just a starting point. The following rules enable players 
  to make use of “augmented” warriors found in these fringe groups.
  GENERAL AUGMENTED WARRIOR RULES
  Rules Level: Experimental
  Available to: Variable (see rules)
  Tech Base (Ratings): Variable (See rules)
  The following rules cover augmenting unit pilots, vehicle crews, 
  and infantry forces via direct genetic manipulation, surgical 
  modifications, or the use of cybernetics and prostheses. For the sake 
  of simplicity, unless the rules for a given augmentation specifically 
  state otherwise, the following general rules apply to all modifications, 
  regardless of their type.
  All-or-None Modifications: Any time an augmentation type is 
  selected for a unit comprised or controlled by multiple individuals 
  (such as an infantry squad or platoon, or a vehicle’s crew), all members 
  of that unit must receive the same augmentations to gain its benefits. 
  Cost Modifications: Furthermore, to underscore the extremely 
  limited nature of augmented warriors, extreme cost modifiers for 
  these unit types will be applied. Because virtually all augmentations 
  do not modify the weight or space of the warrior to a degree 
  significant enough for game play purposes, the cost modifiers 
  for all augmentations are instead assessed in terms of the unit’s 
  expense in resources. While the method of accounting chosen for 
  the player’s campaign might vary, be it in monetary units like C-bills, 
  or an abstract value like Warchest Points, any cost multipliers for a 
  warrior’s augmentation will apply in the same ratio. Thus, if a given 
  augmentation’s cost doubles the C-bill value of the unit it modifies, it 
  will also double the unit’s other resource values as well.
  Faction and Era Restrictions: In addition, in the cases where the 
  augmentations are linked to a specific in-universe faction, use of 
  such augmentations by forces not aligned with the augmentation’s 
  “native” faction must be limited to only one quarter of the force in 
  play. This applies even if the force attempting to use the augmented 
  warriors is allied with the augmentations’ native faction. For example, 
  in a Jihad-era game, a force that includes elements from the Word of 
  Blake faction and the Circinus Federation—a minor Periphery state 
  allied with the Word—could field an entire company of cybernetics-
  augmented Manei Domini warriors as the Word of Blake portion, 
  but one one in every four of their allied Circinian units may use 
  augmented warriors.
  These same rules apply to any modifications that are not listed as 
  being available in the era in which the scenario is set, but which at 
  least existed in a previous era. No augmentations may be used in any 
  era prior to the one in which they are introduced. 
  
  75
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
   • All Piloting Skill rolls required for the EI-equipped unit 
  receives a –1 target number modifier. This includes checks 
  made for physical attacks, as well as anti-’Mech attacks by 
  EI-equipped battle armor.
   • All to-hit modifiers imposed on an EI-equipped unit making 
  weapon attacks through woods, jungle, or smoke hexes are 
  reduced by 1 point (to a minimum modifier of +1) per hex.
   • All combat modifiers for darkness are ignored by the EI-
  equipped unit.
   • ’Mech units equipped with EI may make aimed shots as if 
  equipped with a targeting computer (see p. 143, TW), but 
  must apply an additional +2 to-hit modifier when making 
  an aimed shot attack. If the EI-equipped unit possesses a 
  functioning targeting computer as well, this additional +2 
  modifier is replaced by a –1 to-hit modifier instead.
   • Any time an EI-equipped ’Mech unit suffers damage to its 
  internal structure, its controlling player must roll 2D6 against 
  a target number of 7. If this roll fails, the warrior will suffer 
  1 point of pilot damage, and must make a consciousness 
  check accordingly.
   • A critical hit to an EI-equipped ’Mech’s sensors will disable 
  the enhanced imaging system, negating these benefits in 
  addition to applying the normal effects for damaged sensors.
   • A ’Mech’s EI interface can be shut down during the End Phase 
  of any game turn. A shut down EI interface will deactivate 
  the system’s benefits, but will also protect the pilot from the 
  negative effects of EI use in combat. (ProtoMech EI interfaces 
  cannot be shut down, nor can Clan Machina Domini interfaces.)
   • As long as the EI-equipped unit has not suffered sensor 
  damage, it will receive the additional benefits of an active 
  probe with a 1-hex detection range, even if the EI interface 
  is shut down, or being operated by a pilot who lacks EI 
  neural implants. This includes the special optional abilities 
  described in Tactical Operations (see p. 99, TO). This special 
  ability is susceptible to interference from hostile ECM as 
  normal. If the unit already possesses an active probe of any 
  type, this ability grants no additional effects.
   • For full rules on the Clan Machina Domini system and its 
  effects, see Machina Domini Interface (pp. 116).
  Enhanced Imaging Construction Rules
  The EI interface (also known as an EI display system) may be 
  installed in the cockpit of any BattleMech or battle armor unit 
  built using a Clan technology base at no cost in weight or space, 
  but will slightly increase the monetary cost of those units (see 
  Costs, pp. 184-189). EI interfaces are installed automatically in all 
  ProtoMech cockpits, and thus do not change the existing costs, 
  weight, or space of those systems. 
  Only MechWarriors and battle armor infantry troopers can 
  be augmented with EI neural implants. These implants are only 
  available to Clan affiliations, at an extra monetary cost that 
  represents the resources spent on the augmentation process. 
  Clan ProtoMech warriors, who must receive EI neural implants 
  in order to function, do not incur any additional costs for their 
  implantation, nor do MechWarriors who are outfitted with EI 
  neural implants specifically to operate a Clan Machina Domini 
  interface (see pp. 116). 
  To reflect the rarity of EI neural implant use (outside of 
  ProtoMechs), even among the Clans, no more than one out of 
  every five ’Mechs or battle armor Points in a Clan force should be 
  augmented by EI.
  by 1, to a minimum cost of 1 Thrust Point. Finally, any turn effects 
  caused by random movement are reduced by 1 hexside (to a 
  minimum of 0).
  Small craft units may also benefit from this benefit, but only 
  if all members of the unit’screw receive the same augmentation.
  Belter Vacuum-Resistance Augmentation Package
  With a battery of tissue reinforcements and a host of 
  sophisticated life-supporting implants such as oxygen-storing 
  tissues, nitrogen-scavenging marrow, and transparent inner 
  eyelids, Belters can be better protected against vacuum exposure. 
  Though environmental protection still aids in temperature 
  regulation and comfortable functionality, these augmentations 
  minimize the imminent dangers posed by depressurization.
  Additional Game Rules: Belter infantry with this augmentation 
  may ignore the damage doubling effects caused by operating in 
  vacuum and other hostile environments.
  CLAN ENHANCED IMAGING NEURAL IMPLANT
  Era: Any after the Clan Invasion (3050+)
  Factions: Clans only
  Unit Types: Battle Armor, ProtoMechs, ’Mechs
  The Clans’ unique Enhanced Imagining (EI) neural implant 
  technology reached its maturity just before the start of the invasion 
  of the Inner Sphere. Comprised of two key components—a control 
  interface built into the warrior’s machine, and the warrior’s own 
  neural implants—the system enables greater control and situational 
  awareness for the warrior by making him sense and control his 
  machine more as if it were a natural extension of his own body. 
  EI implants, which outwardly resemble colorful but abstract 
  techno-tattoos, are only truly effective when used with unit types 
  that feature a walking-style motive system (preferably in bipedal, 
  humanoid configurations), and so is only used with battle armor, 
  ProtoMechs, and BattleMechs. While affording exceptional levels 
  of control, however, these implants are especially sensitive to 
  feedback. Due to their direct connection to the pilot’s nervous 
  system, this feedback can cause additional damage to the warrior 
  in combat, and has also been known to rapidly deteriorate mental 
  health over years of sustained use. Few warriors who receive EI 
  neural implants survive for longer than a decade afterward as a 
  result, but among the Clans, this sacrifice in the name of martial 
  glory is considered only natural.
  Enhanced Imaging Game Rules
  To achieve the full effects of enhanced imaging technology, 
  the unit piloted by the warrior must be equipped with an EI 
  interface (also known as an EI display system). This item adds no 
  appreciable weight to the unit (as a few other control systems 
  are removed in the process). A unit equipped with an EI interface 
  may be piloted by a warrior with or without the EI implants, but EI 
  implants cannot be used effectively without the interface.
  ProtoMechs and units with a Clan Machina Domini interface 
  rely on EI technology for operation, and thus always feature an EI-
  based control system. Such units cannot be operated by warriors 
  without EI implants. (See Inner Sphere ProtoMech Interface, p. 102, 
  for an exception.)
  When a battle armor or ’Mech unit with an EI interface is 
  operated by a warrior without active EI neural implants, the unit 
  functions per its normal rules without modification.
  When a unit with an EI interface is operated by a warrior with 
  active EI implants, the following rules apply:
  
  Morale rules are in play (see pp. 211-213, TO), an attack by a unit 
  augmented with cybernetics will apply an additional +1 target 
  number modifier (+2 if the augmented unit is comprised of infantry) 
  to their target’s Morale check, reflecting the alien or superhuman 
  appearance and performance of these augmented warriors.
  Fatigue Effects: Furthermore, to reflect the additional resiliency and 
  endurance often made possible by the use of cybernetic and prosthetic 
  augmentations (to say nothing of the physical resiliency needed to 
  undergo the grueling and painful surgery and recovery/acclimation 
  process such modifications require), any unit modified by cybernetics 
  or prosthetics can function for 3 more turns of play before any fatigue 
  modifiers set in, if the Fatigue rules are in play (see p. 198, TO).
  Healing and Maintenance: When using any of the maintenance 
  and healing rules found in Strategic Operations on warriors augmented 
  by cybernetics and/or prosthetics, triple all base maintenance and 
  healing times, and apply a +4 target number modifier to all roll results 
  for diagnosis and medical actions related to healing and treatment of 
  such augmented personnel. This reflects the added complexities and 
  hazards of treating warriors who have replaced significant parts of 
  their physiology with sophisticated and hyper-expensive technology.
  Electromagnetic Pulses (EMP): Although largely shielded by their 
  own bio-matter, warriors using cybernetic implants of prosthetics are 
  susceptible to high-intensity bursts of electromagnetic pulse (EMP) 
  generated by the following weapons: EMP mines (see p. 365, TO), 
  Tasers (see p. 345, TO), TSEMP weapons (see p. 90), HPGs (see pp. 330-
  331, TO), or nuclear weapons (see pp. 169-177). 
  If struck by any of those listed EMP sources, the augmented warrior 
  must roll 2D6, applying a +1 to the roll result if he is wearing battle 
  armor or piloting a vehicle, or +3 if he is piloting a ’Mech or aerospace 
  unit. On a result of 6 or less, the warrior’s implants and prosthetics 
  will overload and shutdown, losing all functionality for the remainder 
  of the scenario. Furthermore, the unit will be treated as stunned and 
  immobile for the entire following turn. 
  CYBERNETIC AND PROSTHETIC AUGMENTATIONS
  Era: Variable 
  Factions: Variable
  Unit Types: Variable
  Cybernetic augmentations significant enough to enhance 
  the performance of pilots and infantry troops in combat are not 
  restricted to a specific faction or era of play per se, but the expense 
  and sophisticated technologies needed to equip such warriors has 
  rendered them an extremely rare sight on the battlefield. In fact, it 
  was not until the Jihad that troops augmented with cybernetics 
  and prosthetics appeared in sufficient numbers to be considered 
  noteworthy, with both instances—the Manei Domini and the 
  Thuggee Phansigars—developed as much as weapons of terror as 
  they were an effort to match the superior skills and tech of the Clans.
  General Cybernetics and Prosthetics Game Rules
  The cybernetic and prosthetic modifications available to the 
  various factions and eras of BattleTech play are extremely varied, to 
  the point where covering the range of combinations is best left to 
  the pages of the role-playing rules found in A Time of War and the A 
  Time of War Companion. For this reason, the options provided here 
  describe only the basics in abstract format, and will only take effect 
  when used in the augmentation’s described unit type. Though any 
  cybernetics- or prosthetics-augmented warriors may be fitted with 
  any of these modifications, only the listed unit types will be able to 
  effectively use them in battlefield scenarios. 
  All-or-None Modifications: Unless otherwise noted, for any 
  unit making use of cybernetic or prosthetic augmentations, the 
  rules will not apply unless all warriors in the unit are equipped 
  with the same augmentations.)
  Morale Effects: The exotic and often shocking nature of troops 
  using cybernetic or prosthetic enhancements can readily unnerve 
  opposing forces, especially if they are conventional infantry. If the 
  SL 
  JJ
  A Free Worlds League security guard conceals his cybernetic enhancements beneath his uniform.
  
  77
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  modifications, it would be wasteful to place augmentations in a 
  warrior have little to do with his specific mission role. An augmented 
  MechWarrior, for example, would have little use for prosthetic leg 
  MASC, or a toxin effuser implant, while an augmented infantryman 
  would have no particular use for a vehicular neural interface. 
  For the sake of simplicity, players choosing to create warriors 
  augmented with cybernetics or prosthetics should start by 
  determining the warrior’s unit type, as well as his (or his unit’s) 
  place in the chain of command for that particular force. With this 
  information, the player may then use the Cybernetic/Prosthetic 
  Augmentation Limits Table as a guide to finding the minimum 
  and maximum number of cybernetic or prosthetic modifications 
  that may be “installed” on that warrior. 
  The augmentations selected for the warrior should then be 
  chosen from those listed for his unit type, with non-applicable 
  modifications selected only if necessary to satisfy any minimum 
  modification limits. If the modification is not available to the faction 
  the augmented warrior comes from, but is available in the era of play, 
  the cost for its use by the player’s force is doubled. If the modification 
  is not available in the era of play, but did exist in a previous era, its 
  cost is also doubled. For modifications that are both unavailable to 
  the player’s faction and only exist in a previous era of play from the 
  one in which the scenario is set, these costs modifiers stack, making 
  the augmentation’s cost quadruple that of its base value.
  Artificial Pain Shunt
  Era: All
  Factions: Any
  Unit Types: Any
  Less of a cybernetic augmentation and more of a form of serious 
  brain surgery, the pain shunt frees a warrior from most forms of 
  physical pain. The process of bypassing the brain’s pain center has 
  technically been available since long before humanity spread out 
  into space, and is mostly favored by elite spies and similar special 
  operatives to minimize the effects of physical torture in the event 
  If the augmentations shut down in the above fashion include 
  prosthetic leg MASC, direct-neural interface (of any type), or any 
  of the full-body myomer implants, roll an additional 2D6 and 
  apply the same modifiers to the roll as before. If this second roll is 
  6 or less, all warriors in that unit are killed or incapacitated by the 
  pulse for the remainder of the scenario. On a result of 10 of higher, 
  they are simply immobilized for the remainder of the scenario, 
  but may perform any other actions.
  General Cybernetics and Prosthetics Construction Rules
  Modifying people with cybernetics and prosthetics is an extreme 
  (and extremely expensive) proposition. Implanting cybernetics 
  invariably means major surgery to swap out (or shove aside) natural 
  organs in favor of sophisticated technological components, while 
  advanced prosthetics effectively require the loss of natural limbs 
  in trade. The process of transforming a human being to a techno-
  human hybrid is thus a painful and dangerous one, never to be 
  taken lightly. It is one thing to use cybernetics and prosthetics to 
  replace lost body parts with substitutes that approximate their 
  original function, but it’s quite another to willfully discard healthy 
  appendages just to gain the ability to conceal pistols inside them.
  In the BattleTech setting, technologically augmented humans are 
  exceedingly rare, with only the most dramatic examples—the Word 
  of Blake’s Manei Domini, and their one-time allies in the Thuggee 
  Phansigars—emerging and vanishing in the course of the Jihad. 
  Beyond these examples, most factions in the BattleTech setting have 
  kept the use of cybernetic modifications and enhanced prosthetics 
  limited to the most elite teams of commandos and special 
  operatives, as much due to the lack of suitable candidates as due to 
  the obscenely high price tag that comes with creating such assets. 
  To reflect this rarity, the following rules and limits are presented as a 
  guide to the extent at which a given force may employ.
  Clan vs. Inner Sphere: Among the Clans, the notion of using 
  machinery to augment the human body is seen as a crutch (to 
  the point where even their own enhanced imaging technology is 
  limited only to the most fanatical or desperate among them). As 
  a result, though the Clans can produce most of the cybernetics 
  and prosthetics presented here, such technologies should almost 
  never appear among any Clan force in numbers larger than a 
  Star’s worth of units.
  Skill and Loyalty: While theoretically anyone can be augmented 
  with the technologies here, only those forces of elite-rated skill 
  and fanatic-level devotion to their realm or organization may be 
  considered qualified for augmentation. This requirement reflects 
  the fact that few realms or organizations with the resources to 
  provide cybernetics and prosthetics of this level would ever likely 
  invest so much in inferior troops of questionable loyalty. 
  Concentration: Aside from scouts and infiltrators (an element 
  of gameplay beyond the scope of these rules), any augmented 
  combat units will tend to be grouped together, rather than 
  dispersed throughout an otherwise mundane force. In most 
  forces, this generally might mean a lance of augmented warriors 
  for every battalion in the field, or a company of augmented 
  warriors per regiment—all of which should generally operate 
  separately from the main force. 
  The only special exceptions to the above to date are the Word 
  of Blake’s Manei Domini “Shadow Divisions”, and the Capellan 
  Confederation’s Thuggee Phansigar “Warrior Houses”—both of 
  which appeared only during the Jihad. In both of those force 
  mixes, all of the warriors fielded were augmented in some way.
  Number of Augmentations: The number of cybernetic and 
  prosthetic augmentations that can be placed on any given 
  warrior is not set, but given the tremendous expense of so many 
  CYBERNETIC/PROSTHETIC 
  AUGMENTATION LIMITS TABLE
  Unit
  Number of Mods  
  (Min / Max)
  Unit Type
  Infantry
  1 / 4
  Vehicle Crew
  1 / 3
  MechWarrior
  1 / 3
  Other
  1 / 2
  Rank
  Lance Commander
  +0 / +1
  Force Second-in-Command
  +1 / +2
  Force Commander
  +2 / +2
  Affiliation
  Word of Blake Manei Domini
  +1 / +2
  Thuggee Phansigar
  +1 / +3
  Clan
  –1* / –2*
  All Others
  +0 / +0
  *To a minimum of 1
  
  Cybernetic Boosted Communications Implants
  Eras: Civil War and Jihad (3062-3085)
  Factions: Word of Blake
  Unit Types: BM, IM, BA, CI, CV, SV
  Boosted forms of the various cyber-communication implants 
  emerged among the Word of Blake’s Manei during the Jihad. When 
  combined with the flexibility of the Word’s enhanced multi-modal 
  sensory implants, these augmentations actually made it possible for 
  even a humble infantry unit to serve as part of a C3 network.
  Game Rules: Boosted cyber-communications implants function just 
  like the base models indicated above, but also grant the unit the 
  ability to link up with a friendly C3i network as long as the network is 
  not full, even if the unit does not possess a C3i computer of its own.
  Construction Rules: As with the basic cyber-communications 
  implants, only one-fourth of the members of a unit’s pilots/
  crew/troops (rounded up) need to possess a boosted cyber-
  communications implant to gain their battlefield benefits. Only 
  one such implant is required per warrior to achieve the necessary 
  functionality; additional implants will not improve the effects. 
  Cybernetic Sensory Implants
  Era: Any after Age of War (2570+)
  Factions: Any
  Unit Types: CI
  Cybernetic optical replacements enhance the trooper’s vision 
  providing infrared, electromagnetic, telescopic, and laser sighting 
  abilities that aid either in surveillance or for targeting small arms 
  fire. Cybernetic audio implants, meanwhile, can provide enhanced 
  auditory perception, either by extending the warrior’s range of 
  hearing, or even intercepting enemy communications. 
  The range of sensory implants that exist, in fact, also includes 
  variable speech processors, chemical samplers, and so forth. Many 
  of these are favored by specialized spies and covert agents, but 
  contribute few real benefits in an active battlefield. 
  The Word of Blake’s Manei Domini, once again, made the most 
  extensive use of these special sensory implants; where a cyber-
  enhanced commando from any other realm might have possessed 
  one covert sensory implant—usually swapping out a single eye or 
  ear for the implant—the Word’s agents and scouts often crammed 
  multiple implants into their heads, to maximize their abilities at the 
  cost of ever again being able to see the world through natural eyes.
  Game Rules: Infantry units whose warriors are fitted with IR or 
  EM optical implants, or with enhanced audio implants of any kind, 
  operate as though they possess an Inner Sphere-quality active probe 
  with a 2-hex range. As with standard active probes, this ability can be 
  disrupted by hostile ECMs.
  Infantry units whose warriors are enhanced with laser-sight 
  or telescopic optical implants receive a –1 to-hit modifier for all 
  weapon attacks. 
  Multiple sensory implants that provide the same benefit will not 
  stack, but multiple implants that provide differing benefits (such 
  as fitting the troopers with laser-sight optics and enhanced audio 
  implants) will grant the unit both special abilities
  Construction Rules: An infantry trooper can receive up to two 
  different implant augmentations at a time (an abstraction that 
  reflects either two optical replacements, or an optical and audio 
  replacement). Each augmentation adds to the unit’s per-trooper 
  cost, accordingly.
  of their capture. During the Jihad, however, pain shunts were used 
  much more extensively by the Word of Blake’s Manei Domini, as a 
  drug-free means of offsetting the chronic headaches and negative 
  biofeedback caused by their extensive modifications. 
  Pain shunts deaden virtually all tactile senses as well, which can 
  make even the simplest of actions difficult, lest the operative break a 
  valuable piece of hardware while simply trying to operate it. But the 
  greatest danger of this implant is the tendency for its recipients to 
  ignore even mortal wounds until it is too late.
  Game Rules: MechWarriors, pilots and vehicle crews with a pain shunt 
  do not suffer pilot damage caused from ammunition explosions, 
  heat effects, or VDNI feedback damage through internal structure 
  or critical damage. Any other pilot damage (such as that caused by 
  direct hits to the head or falling) is recorded normally, but the pilot 
  with a Pain Shunt does not make a Consciousness Roll.
  Non-VDNI vehicle commanders, drivers and crew equipped with 
  pain shunts suffer the effects of the following critical hits only after 
  taking two such hits: Driver Hit, Commander Hit and Crew Killed. Pain-
  shunted vehicle crews completely ignore the Crew Stunned critical 
  hit. (Thus, it takes two Commander Hits on a vehicle commander with 
  a pain shunt before the combat penalties apply; it takes two Crew 
  Killed results to kill a non-VDNI crew equipped with Pain Shunts.)
  Conventional infantry and battle armor units comprised of pain-
  shunted warriors reduce by half any damage caused by flame-based 
  weapons, reflecting their deadened senses and fearlessness of fire.
  Finally, if the Morale rules are in play (see pp. 211-213, TO), pain-
  shunted units receive an additional –4 target number modifier to 
  their Morale checks, to reflect their reduced sense of mortality. Paint-
  shunted units also ignore Forced Withdrawal rules (see p. 28, TW) for 
  pilot/crew damage or loss of troops.
  Construction Rules: All pilots, crewmen, or operators of a given unit 
  must have a pain shunt for the unit to benefit from these rules. A 
  warrior may only possess one pain shunt.
  Cybernetic Communications Implants
  Eras: Any after Age of War (2570+)
  Factions: Any
  Unit Types: BM, IM, BA, CI, CV, SV
  Electronics to record, transmit, receive or carry on two-way 
  communication via cybernetic eyes, ears or speech implants have 
  been available to augmented covert operatives for centuries. In the 
  battlefield, they have proven effective in coordinating actions at the 
  infantry squad level, but the increased power and range of larger 
  military communicators and their vehicular-mounted versions makes 
  these implants only marginally more effective by comparison.
  Game Rules: Infantry units (including battle armor) that are equipped 
  with cyber-communications implants are able to function in a more 
  cohesive manner in combat, providing a –1 target number modifier 
  for Morale checks (see pp. 211-213, TO), indirect LRM attacks where 
  the augmented infantry unit is acting as spotter (see p. 111, TW), and 
  avoiding mines when passing through minefields (see p. 207, TO).
  For non-infantry units using cyber-communications implants, 
  apply a –1 to-hit modifier to any indirect LRM or artillery attack made 
  in which the augmented unit is acting as the spotter.
  Construction Rules: For the sake of battlefield unit use, only one-
  fourth of the members of a unit’s pilots/crew/troops (rounded up) 
  need to possess a cyber-communications implant. These warriors only 
  require one such implant each to achieve the necessary functionality; 
  additional implants will not improve the effects. 
  
  79
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Construction Rules: A warrior can receive up to two multi-
  modal sensory implant augmentations at a time (an abstraction 
  that reflects either two optical replacements, or an optical and 
  audio replacement), though doing so would be redundant for the 
  purposes of tactical gameplay. Each augmentation adds to the 
  unit’s per-trooper cost, accordingly.
  Cybernetic Filtration Implants 
  Era: Any after Age of War (2570+)
  Factions: Any
  Unit Types: BM, IM, BA, CI, CV, SV, AF, CF
  Adapted from survival implant technologies perfected during 
  the massive terraforming efforts of the Star League age, artificial 
  filtration liver and lung implants enable those who possess them 
  to withstand all but the most extreme hostile atmospheres and 
  ingested toxins. During the Jihad, the Word of Blake often fielded 
  operatives with such filters as part of the forces responsible for 
  chemical weapon attacks, but many other agencies and groups 
  throughout history—most notably those involved in research 
  or colonial efforts on exotic worlds—use them to survive in 
  environments inhospitable to human life.
  Game Rules: Units whose warriors are equipped with filtration 
  implants ignore any damage sustained by non-lethal chemical or 
  gas weapons (such as tear gas), or atmospheric conditions with 
  a Poisonous taint (see pp. 56-57, TO). For atmospheres with a 
  Caustic, Radiological, or Flammable taint, these same units suffer 
  half the damage described, rounded down. 
  In toxic atmospheres of any type, units equipped with filtration 
  implants treat the effects as that of a tainted atmosphere of the 
  same type, and treat any lethal chemical weapon attacks as an 
  atmosphere with the Poisonous taint. 
  The filtration implants described here only cover the effects 
  of inhaled/injected taints and toxins; they do not protect against 
  vacuum, fire, or other environmental hazards.
  Construction Rules: As with most implants and prosthetics, 
  all members of any multi-person unit must possess filtration 
  implants to receive the benefits of this device. The cost for the 
  filtration implants apply per warrior.
  Cybernetic Gas Effuser, Pheromone
  Era: Civil War through Dark Age (3062-3150)
  Factions: Word of Blake, Capellan Confederation, Magistracy 
  of Canopus
  Unit Types: CI
  The pheromone effuser is an insidious implant originally 
  developed for Word of Blake Manei Domini operatives whose 
  primary missions involved close-quarters infiltration. Thuggee 
  Phansigars soon mimicked the device, and special operatives in 
  the Capellan and Canopian intelligence agencies carried on its 
  use in the decades afterward. The device dispenses a psychotropic 
  mix of chemically-enhanced pheromones via the operative’s 
  mouth or nostrils, which can be directed as easily as the operative 
  can exhale. The scent enhances seduction and lowers the target’s 
  mental and emotional defenses. While almost never seen on the 
  battlefield, this device can affect close-quarters actions against 
  unprotected conventional infantry.
  Game Rules: A conventional infantry unit comprised of troops 
  using pheromone effusers can affect any conventional infantry 
  unit operating in the same hex as long as the target infantry is not 
  prepared for chemical warfare or hostile-environment combat 
  (such as troops wearing environmental or vacuum-sealed suits). 
  Cybernetic Multi-Modal Sensory Implants
  Era: Civil War and Jihad (3062-3085)
  Factions: Word of Blake, Capellan Confederation
  Unit Types: BM, IM, BA, CI, CV, SV
  The Word of Blake’s much more sophisticated form of the 
  cybernetic sensory implants discussed above, multi-modal 
  implants granted their elite Manei Domini operatives the ability 
  to combine two sensory features in the same implants, effectively 
  “doubling up” on their capabilities in the same cranial space. 
  Like most Manei Domini technologies, this was shared with the 
  Confederation via the monstrous Thuggee Phansigars, but in 
  the wake of the Jihad, the technology lapsed once more into 
  obscurity due to its high cost.
  A particularly useful extra feature of multi-modal sensory 
  implants, however, was their ability to mate with the Word’s 
  vehicular direct-neural interface (VDNI) technology, which made 
  it possible for even non-infantry warriors to make use of these 
  abilities when piloting BattleMechs, vehicles, and the like.
  Game Rules: Infantry units whose warriors are fitted with multi-
  modal sensory implants receive both the 2-hex active probe ability 
  and the –1 to-hit modifier for weapon attacks described under the 
  rules for the standard cybernetic sensory implants above. While 
  a warrior can be fitted with more than one multi-modal sensory 
  implant, additional implants of this type offer no added benefits.
  If a warrior fitted with multi-modal sensory implants also 
  possesses a form of VDNI (standard or buffered), they can 
  synchronize these systems with the external sensors of any battle 
  armor, vehicle or ’Mech that uses a VDNI-compatible control 
  system, and thus retain the same abilities as their conventional 
  infantry counterparts, even when mounted. If the unit being 
  operated by these warriors also possesses an integral active 
  probe of any kind (including battle armor active probes, improved 
  sensors, and vehicular systems such as the Beagle, Bloodhound, or 
  Watchdog), the active probe range of these systems is increased 
  by 1 more hex due to the implants.
  Construction Rules: A warrior can receive up to two multi-
  modal sensory implant augmentations at a time (an abstraction 
  that reflects either two optical replacements, or an optical and 
  audio replacement), though doing so would be redundant for the 
  purposes of tactical gameplay. Each augmentation adds to the 
  unit’s per-trooper cost, accordingly.
  Cybernetic Enhanced Multi-Modal Sensory Implants 
  Era: Civil War and Jihad (3062-3085)
  Factions: Word of Blake, Capellan Confederation
  Unit Types: BM, IM, BA, CI, CV, SV
  The rarest of the cyber-sensory implants used by Word of Blake 
  Manei Domini and Thuggee Phansigars, enhanced multi-modal 
  implants consolidated even more features into each device. 
  Extremely expensive, these enhanced implants were used only by 
  the highest-ranking or most elite operatives.
  Game Rules: Enhanced multi-modal sensory implants function 
  in the same manner as multi-modal sensory implants, but 
  provide an additional hex of active probe range in all forms. Thus, 
  conventional infantry units and other units without on-board 
  probes receive active probe ability with a 3-hex range, while 
  armored infantry and vehicular active probe systems benefiting 
  from enhanced multi-modal sensory implants and VDNI links are 
  improved by 2 hexes. All units whose warriors possess enhanced 
  multi-modal sensory implants receive the same –1 to-hit modifier 
  for weapon attacks as well.
  
  in physical strength. To many, these benefits were more than worth 
  the excruciating pain of the implantation process, the constant 
  headaches that come from their ongoing use, and the heavy scarring 
  and physical deformations that made such implants extremely 
  difficult to conceal. 
  Game Rules: When applied to conventional infantry units, full-body 
  dermal armor myomer implants add +1 to the unit’s damage divisor. 
  (Thus, infantry units equipped with dermal armor myomer that do not 
  wear any other armor types have an effective damage divisor of 2.) 
  For battle armored infantry, dermal myomer armor implants 
  provide 1 extra point of armor to represent the trooper inside 
  the battlesuit. This bonus armor does not protect against hostile 
  environments if the suit’s actual armor is breached, however.
  When applied to vehicular units, ’Mechs, and fighters, warriors 
  equipped with full-body dermal armor ignore any pilot damage from 
  falls, Crew Stunned results, or hits to the BattleMech’s head, aerospace 
  unit’s crew, or any crew hits other than Crew Killed. Heat-induced pilot 
  damage, neurohelmet and VDNI feedback (such as from ammunition 
  explosions or internal damage while using a VDNI implant), Crew Killed 
  results, and cockpit destruction still apply to these units as normal.
  Construction Rules: A cybernetics-augmented warrior may mount 
  only one dermal armor myomer implant, adding its costs to that of 
  the augmented warrior. Of the full-body myomer implants featured 
  in these rules, dermal armor may be combined with triple-strength 
  myomer, but not with dermal camouflage.
  As with most such augmentations, infantry units and other multi-
  person crews require all of their members to be equipped with 
  the same full-body implants to receive the benefits. Also, when 
  constructing a conventional infantry unit equipped with dermal 
  armor myomer implants, reduce the crew requirements for all 
  support weapons by 1 (2, if the unit is also equipped with the triple-
  strength myomer implant), and eliminate the encumbering effects (if 
  any) for such weapons. The minimum crew any infantry weapon may 
  be reduced to is 1.
  Cybernetic Myomer Implants, Dermal Camouflage Armor
  Era: Jihad (3068-3085)
  Factions: Capellan Confederation
  Unit Types: CI (foot or jump infantry only)
  An extreme variation on dermal armor that also incorporates 
  electronic “sneak suit” technology, dermal camouflage was developed 
  as a full-body myomer-based implant that overlaid its user’s skin with 
  sheets of photosensitive electronic webbing—akin to a permanent 
  head-to-toe bodysuit that also provides basic protection from the 
  elements (and human modesty). Using sensors arrayed along the 
  operative’s body, dermal camouflage created a mimetic armor effect, 
  blending the operative into the colors of his surroundings.
  The limitation, of course, was that this augmentation cannot be 
  used effectively while carrying bulky items (which cannot be so 
  camouflaged), or when wearing any exterior clothing or armor for 
  additional protection. Nevertheless, it saw its most extensive use by 
  Capellan commandos and Thuggee Phansigars during the Jihad.
  Game Rules: When applied to conventional infantry units, full-body 
  dermal camouflage implants add nothing to the unit’s damage 
  divisor, but (unlike triple-strength myomer implants) does provide 
  enough armor protection to avoid a 0.5 damage divisor. This is 
  particularly useful, since the stealth modifiers of these implants will 
  not work when wearing any other armor, or when using any form of 
  motive type other than foot or jump. (Thus, infantry units equipped 
  with dermal camouflage and no other armor types have an effective 
  damage divisor of 1.) 
  This “pheromone attack” is delivered with a special Gunnery Skill 
  check rolled separately from any other attack made by the effuser-
  equipped unit.
  If a pheromone attack succeeds, the target infantry unit is impaired, 
  and suffers a +1 target modifier on all actions for the remainder of the 
  scenario, even if the effuse-equipped unit moves away. This reflects 
  the target troops’ troubled emotional state and general uncertainty. 
  Multiple effuser attacks will not increase this modifier.
  Note that even though pheromone effusers are technically point-
  blank weapons on the tactical scale, they are also area-effect weapons 
  due to their dispersed nature as a gaseous weapon. Thus, no range 
  modifier applies when executing a pheromone effuser attack.
  Construction Rules: As with other infantry modifications, all 
  members of the infantry unit must receive a pheromone effuser 
  implant to employ this ability.
  Cybernetic Gas Effuser, Toxin
  Era: Civil War through Dark Age (3062-3150)
  Factions: Word of Blake, Capellan Confederation, Magistracy of 
  Canopus
  Unit Types: CI
  The toxin effuser takes the basic approach of the pheromone 
  effuser, but makes it far more deadly by enabling the operative to 
  exhale poisonous chemicals instead of emotion-clouding chemicals. 
  Also developed originally for the Manei Domini, this implant was 
  adopted mainly by augmented Capellan and Canopian agents in the 
  aftermath of the Jihad. 
  Game Rules: The toxin effuser uses the same rules as the pheromone 
  effuser, but instead of applying a persistent skill modifier, toxin 
  effusers deliver 0.25 points of damage per attacking trooper to the 
  targeted infantry unit on a successful attack. Once again, these effects 
  are negated if the target is prepared for hostile environment combat 
  or chemical warfare.
  Note that even though toxin effusers are technically point-blank 
  weapons on the tactical scale, they are also area-effect weapons 
  due to their dispersed nature as a gaseous weapon. Thus, no range 
  modifier applies when executing a toxin effuser attack.
  Toxin effusers have no effect on non-conventional infantry units.
  Construction Rules: Once again, all members of the infantry unit 
  must receive a toxin effuser implant to employ this ability.
  Cybernetic Myomer Implants, Dermal Armor 
  Era: Clan Invasion through Jihad (3050-3085)
  Factions: Word of Blake, Capellan Confederation, Magistracy of 
  Canopus
  Unit Types: All
  While the ability to swap out human musculature for artificial 
  myomers was perfected in the Star League era as a means to repair 
  serious injuries, and was even used in extremely limited capacity to 
  improve the body’s resiliency against trauma from anything from 
  blunt strikes to light weapons fire, it was not until the time of the 
  Clan Invasion that truly modern armor-enhanced myomer implants 
  became practically available to covert operatives. Leading the way 
  in this regard—if only because the Word of Blake’s Manei Domini 
  operatives had yet to reveal themselves—were special ops agents 
  from the Capellan Confederation and Magistracy of Canopus.
  Myomer full-body implants tailored specifically for combat 
  eventually made their way to special field operatives in certain 
  Inner Sphere intelligence agencies. Though hard to maintain when 
  damaged, the advantages of dermal myomer armor gave special 
  operatives remarkable resistance to injury combined with a boost 
  
  81
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  reduce the crew requirements for all support weapons by 1 (2, if 
  the unit is also equipped with the dermal armor myomer implant), 
  and eliminate the encumbering effects (if any) for such weapons. 
  The minimum crew any infantry weapon may be reduced to is 1.
  For battle armored infantry, triple-strength myomer armor 
  implants provide no additional armor to represent the trooper 
  inside the battlesuit, but they do add 1 point of damage per 
  trooper for all attacks made against targets in the infantry unit’s 
  own hex. This bonus even applies to damage inflicted against 
  armored targets, or when engaging in anti-’Mech attacks such as 
  Leg Attacks and Swarm.
  When applied to vehicular units, triple-strength myomer 
  implants protect the pilots and crews against damage from falls, 
  and Crew Stunned results, but do not affect damage from other 
  sources or critical hits.
  Construction Rules: A cybernetics-augmented warrior may 
  mount only one triple-strength myomer full-body implant, adding 
  the cost to that of the warrior. Triple-strength myomer implants are 
  incompatible with prosthetic leg MASC but can be combined with 
  dermal camouflage implants or dermal armor implants. 
  As with most such augmentations, infantry units and other 
  multi-person crews require all of their members to be equipped 
  with the same full-body implants to receive the benefits. Also, 
  when constructing a conventional infantry unit equipped with 
  dermal armor myomer implants, reduce the crew requirements for 
  all support weapons by 1 (2, if the unit is also equipped with the 
  triple-strength myomer implant), and eliminate the encumbering 
  effects (if any) for such weapons. The minimum crew any infantry 
  weapon may be reduced to is 1.
  Cybernetic Triple-Core Processor Implant
  Era: Jihad (3068-3085)
  Factions: Word of Blake
  Unit Types: All
  The triple-core processor implant was unique to the Word of 
  Blake, and reserved exclusively for unit commanders, particularly 
  those mounted in BattleMechs or other armored units. This is not 
  to say the technology was actually restricted to any particular unit 
  type; the Word simply saw these devices as too valuable to place 
  in their more fragile battlefield assets.
  Effectively tailored for tactical battlefield administration, the 
  TCP could synchronize with other computers, and provided a 
  massive database of tactical, technical, and academic information 
  that the user could call up with a thought. It was specifically 
  designed for compatibility with direct neural interfaces, thus 
  enabling even more enhanced control over ’Mechs, vehicles, and 
  other units with such interfaces. 
  Game Rules: The TCP implant is one of the only cybernetic 
  augmentations that does not have to be applied to all troopers 
  in an infantry unit or all members of a vehicle/aerospace unit’s 
  crew. Only the unit’s commander requires the TCP to gain its 
  functionality.
  A TCP-implanted warrior provides a +2 Initiative modifier to his 
  force’s side if he is present in the battlefield and is interfaced with 
  a unit via a VDNI or Buffered VDNI control system. An additional 
  +1 Initiative modifier applies if the unit also features a Cockpit 
  Command Module, a C3 (or C3i) system, or more than 3 tons of 
  communications equipment. Reduce this modifier by 1 Initiative 
  if the TCP-equipped warrior’s unit is shutdown, or under the 
  influence of hostile ECM or electronics-impairing environmental 
  effects such as electromagnetic interference (EMI) or secondary 
  nuclear weapons effects. 
  The stealth effects for dermal camouflage implants are similar 
  to those of mimetic battle armor, applying a to-hit modifier for 
  all attacks made against the camouflaged infantry unit based on 
  how far it moved in the current turn. This to-hit modifier is +3 if 
  the unit remained stationary, +2 if the unit moved only 1 hex, and 
  +1 if it moved 2 hexes. If the camouflaged infantry unit moved 
  faster than 3 hexes in the current turn, no to-hit modifier applies 
  for the mimetic effect.
  When applied to any other units, including battle armor or 
  conventional infantry using motorized or mechanized movement 
  types, full-body dermal camouflage implants have no stealth effect. 
  The armor does, however, protect vehicular, fighter, and ’Mech 
  pilots and crews against damage from falls, and Crew Stunned 
  results, but do not affect damage from other sources or critical hits.
  Construction Rules: A cybernetics-augmented warrior may 
  mount only one dermal camouflage full-body implant, adding 
  the cost to that of the warrior. Dermal camouflage implants are 
  incompatible with dermal armor implants, but can be combined 
  with triple-strength myomer implants or prosthetic leg MASC. 
  As with most such augmentations, infantry units and other 
  multi-person crews require all of their members to be equipped 
  with the same full-body implants to receive the benefits. Unlike 
  the other myomer implant types, dermal camouflage does not 
  boost the trooper’s strength enough to reduce the crew needs for 
  any carried support weapons.
  Cybernetic Myomer Implants, Triple-Strength 
  Era: Clan Invasion through Jihad (3050-3085)
  Factions: Word of Blake, Capellan Confederation, Magistracy of 
  Canopus
  Unit Types: All
  A “deeper” form of human musculature replacement than 
  the dermal armor implants described above, full-body triple-
  strength myomer implants became available to covert operatives 
  in the Capellan Confederation as an outgrowth of research into 
  the ’Mech-grade version. As with dermal armor, this technology 
  was used sparingly, by the most elite black ops operatives in the 
  Capellan Confederation and Magistracy of Canopus, before the 
  Jihad saw its much more widespread use by Word of Blake Manei 
  Domini and their Thuggee Phanisgar counterparts.
  Like dermal armor, triple-strength myomers were hard to 
  maintain when damaged, and caused their users chronic pain, but 
  they offered incredible strength and injury-resistance that was 
  hard to ignore. Capable of even enhancing the abilities of battle 
  armored infantry in close-quarters combat, warriors augmented 
  with triple-strength myomer became a terror in any melee.
  Game Rules: When applied to conventional infantry units, full-
  body triple-strength myomer implants add nothing to the unit’s 
  damage divisor, and have a divisor of 0.5 if no other personal 
  armor is present. Additional personal armor must thus be worn by 
  such troops as normal to achieve any protective effect. (Infantry 
  units equipped with triple-strength myomer implants and dermal 
  myomer armor receive the +1 damage divisor for the dermal 
  armor as a result, plus any damage divisors for whatever other 
  personal armor the troopers might be wearing over that; if none, 
  the combination of dermal armor and triple strength myomer 
  implants becomes 1.5.) When making attacks against any unit in 
  the same hex, conventional infantry units augmented by triple-
  strength myomer implants add +0.14 points of damage per 
  trooper to reflect their enhanced close-combat strength.
  In addition to this, when constructing a conventional infantry 
  unit equipped with triple-strength armor myomer implants, 
  
  For fighters operated by VDNI-equipped pilots, any damage that 
  delivers a critical hit will require an additional 2D6 roll to determine 
  if the pilot takes feedback damage. Once again, this check delivers 
  a single hit to the pilot’s condition monitor on a roll result of 8+, 
  prompting a consciousness check as normal.
  Battle armor troopers using VDNI do not have to make feedback 
  damage checks in tactical gameplay.
  A standard VDNI (or Buffered VDNI) is required to make use of the 
  Machina Domini interface (see pp. 116).
  Construction Rules: An augmented warrior may possess only one 
  VDNI implant of any type (standard, buffered, or prototype). Battle 
  armor units must modify all warriors in the unit to receive the game 
  play benefits of this system; vehicle units, fighters, and ’Mechs 
  modified for VDNI operation are automatically reduced to only one 
  required crewman, who serves all of the unit’s combat roles.
  Furthermore, to gain the benefits of this implant, the control 
  systems of the warrior’s battlesuit, vehicle, fighter, or ’Mech must be 
  heavily modified as well. This control system modification does not 
  change the mass or space occupied by the unit’s original design, but 
  will apply an additional cost, and—in the case of any vehicles, ’Mechs, 
  or fighters that require more than one crewman—will reduce the 
  unit’s required crew to 1. (Unlike the Clan EI interface, a unit modified 
  for operation by a VDNI-augmented warrior cannot be piloted 
  without such an implant.)
  Cybernetic Buffered VDNI
  Era: Jihad (3068-3085)
  Factions: Word of Blake
  Unit Types: BM, IM, BA, CV, SV, AF, CF
  This enhanced form of VDNI emerged a few years after the start of 
  the Jihad, representing the fruits of ongoing research completed by 
  Manei Domini engineers. Buffered VDNI granted pilots, battle armor 
  troops, MechWarriors and vehicle drivers the same direct control over 
  their machines, but featured improved fail-safes against neurological 
  feedback to produce an even more potent version of the same 
  technology with fewer side effects.
  Game Rules: Units operated by warriors using buffered VDNI receive 
  only a –1 to-hit modifier for Gunnery Skill checks. They do not receive 
  a similar modifier for Piloting due to a slight “neuro-lag” produced 
  by the requisite buffers, but if the unit in question features a Small 
  Cockpit, the buffered-VNDI pilot ignores its associated +1 Piloting 
  target modifier. (Indeed, buffered VDNI cockpit designs are actually 
  far more compact than conventional control systems, a feature that 
  enables compact control systems that allow for more weapon room 
  on ’Mechs and fighters.) 
  MechWarriors and vehicle pilots using buffered VDNI do not check 
  for pilot feedback damage from simple internal structure damage, 
  but must do so only when an actual critical hit occurs—regardless 
  of the component struck. Tracking and resolving the effects of these 
  pilot hits otherwise follows the same rules as described in the basic 
  VDNI above.
  Fighters and battle armor operated via buffered VDNI do not have 
  to check for feedback damage at all.
  A standard VDNI (or Buffered VDNI) is required to make use of the 
  Machina Domini interface (see pp. 116).
  Construction Rules: The construction rules for buffered VDNI 
  implants—and the requisite modifications to the pilot’s battlesuit, 
  vehicle, fighter, or ’Mech—follow the same rules as described above 
  for the basic VDNI system. 
  If the TCP-equipped unit is equipped with an ECM suite of any kind, 
  the unit’s ECM bubble also acts as a counter-ECM that negates enemy 
  interference (which means that an ECM-equipped unit piloted by 
  a TCP-equipped warrior with a VDNI control system can ignore the 
  initiative-reducing effect of hostile ECM).
  The Initiative modifier provided by the use of a TCP-implanted 
  warrior applies only once to his force, regardless of the number of 
  TCP-implanted warriors that are present, but the modifier may stack 
  with any provided by other sources.
  Regardless of the initiative modifier provided, all MechWarriors, 
  vehicle commanders, and fighter pilots with a TCP implant and a VDNI 
  control system may execute aimed shots as if the unit is equipped 
  with a targeting computer. An additional –1 modifier applies to this 
  aimed shot ability if the unit already possesses a targeting computer 
  of its own. Finally, TCP-implanted MechWarriors and fighter pilots 
  automatically succeed at all shutdown-avoidance checks for extreme 
  heat, except for those described as “automatic shutdown”. 
  Construction Rules: As indicated in the game rules, only the 
  commander or pilot of a given unit requires the triple-core processor 
  implant to gain its initiative benefits. Only one such implant is 
  required per warrior to achieve the necessary functionality. A warrior 
  may possess only one TCP implant. 
  Cybernetic Vehicular Direct Neural Interface
  Era: Clan Invasion through Jihad (3050-3085)
  Factions: Word of Blake, Federated Suns, Capellan Confederation
  Unit Types: BM, IM, BA, CV, SV, AF, CF
  Based on a technology first prototyped by the New Avalon 
  Institute of Science (before one of its leading scientists went rogue), 
  the vehicular direct neural interface (VDNI) enables pilots, battle 
  armor troops, MechWarriors, and vehicle drivers to literally “plug 
  into” their machines. Though the system works in principle like 
  Clan EI neural implants, improved circuit breakers and a chemical 
  agent regularly ingested by users of this technology allows these 
  warriors to stave off the worst short-term effects of this technology. 
  Meanwhile, the heavily modified cockpit and control interface used 
  in the vehicle itself translates the pilot’s “natural” impulses into the 
  unique motive capabilities of the vehicle type, achieving greater 
  fluidity of control to the point where the line between man and 
  machine becomes blurred.
  Game Rules: Regardless of the unit type in question, warriors using 
  VDNI implants receive a –1 modifier for all Gunnery and Piloting 
  to-hit rolls, to reflect their enhanced level of motor control and 
  improved reaction times. The tradeoff for this is the possibility of 
  damage through internal feedback in the event of a penetrating hit, 
  as described below. 
  For ’Mechs and vehicles, any time the unit’s internal structure 
  suffers damage for any reason, the unit’s controlling player must roll 
  2D6. On a result of 8 or higher, the VDNI-implanted warrior suffers 1 
  point of damage on the pilot’s condition monitor (unless the warrior 
  has a pain shunt; see p. 77), making consciousness checks as per 
  the normal rules for pilot hits. Because even VDNI-equipped vehicle 
  units use this method, the unit’s controlling player should construct 
  a similar pilot condition monitor in the unit’s Notes section to keep 
  track of this damage. In addition to this, vehicle-based VDNI warriors 
  also treat all of the following critical hits as a single hit to the pilot’s 
  condition monitor: Commander Hit, Gunner Hit, and Crew Stunned. 
  (The Crew Killed critical hit on a VDNI-controlled vehicle still kills the 
  pilot outright, however.)
  
  83
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Because the suicide implants represent area-effect weapons, 
  there is no to-hit number for an attack by suicide implants. For 
  conventional infantry (or dismounted warriors with suicide 
  implants), the damage inflicted by a detonating suicide charge 
  is equal to 0.57 times the number of warriors who self-destruct 
  in the same turn (after which those warriors are marked off, 
  eliminating the entire unit if none remain). This damage affects 
  all other targets (and terrain) in the unit’s own hex, be they friend 
  or foe.
  In the case of suicide implants detonated inside other units or 
  structures, the following occurs when they are activated: 
   • Conventional Infantry/Dismounted Personnel inside a 
  Transport Bay: The suicide attack delivers damage to the 
  bay in which the transported unit is located, treated as a 
  critical hit to that transport bay within the transport unit. 
  The damage value of the exploding infantry is then assessed 
  against the appropriate internal structure location of the 
  transport unit (or the rear structure/armor of the unit, if no 
  structure is present).
   • Battle Armor Infantry inside its Armor: The suicide attack 
  automatically destroys the trooper’s battlesuit, but does not 
  affect any other targets in the area. 
   • MechWarriors and Fighter Pilots in their Cockpits: The 
  suicide implant destroys the unit’s cockpit systems along 
  with the warrior himself. Apply 1 point of internal structure 
  to the ’Mech’s head (or 1 point of armor damage to the nose 
  of the fighter) and make roll for a critical hit in that location. 
  Treat as complete cockpit destruction for salvage purposes. 
  No other targets in the area are affected.
   • Vehicle Crew inside their Vehicle: The suicide implant 
  automatically causes a Crew Killed result, and the vehicle 
  suffers a single point of internal structure damage to all 
  facings. Roll for critical hits to all locations normally. No other 
  targets in the area are affected.
   • Suicide Charges inside Other Aerospace Units: For 
  every 10 suicide charges set off by the same unit (rounding 
  normally), apply 1 of Structural Integrity damage to the 
  aerospace unit, rolling for any critical effects normally.
   • Suicide Charges inside Structures: For every 2 suicide 
  charges set off inside a structure, subtract 1 point from the 
  structure’s CF.
   • Suicide Charges inside Other Units: For every 2 suicide 
  charges set off inside any other unit, apply 1 point of 
  damage to the unit’s internal structure in an appropriate 
  location. If no location is specified, presume this to affect 
  the unit’s rear facing structure. If the unit has no internal 
  structure, apply the damage to armor instead. Roll any 
  applicable critical hits.
  Construction Rules: An augmented warrior can only be fitted 
  with one suicide implant.
  Prosthetic Leg MASC
  Era: Jihad (3068-3085)
  Factions: Word of Blake, Capellan Confederation
  Unit Types: CI (Foot infantry only)
  Miniaturized from the ’Mech-scale version, prosthetic leg 
  myomer accelerator signal circuitry (PL-MASC) swapped the 
  trooper’s real legs with speed-enhanced alternatives. Favored 
  by scouts and uncommon among shock troops, this unique 
  modification was only effective for foot infantry units; it would 
  not affect the speed of mounted or battle armored infantry. 
  Prototype Direct Neural Interface
  Era: Clan Invasion (3050-3061)
  Factions: Federated Commonwealth
  Unit Types: BM
  The original direct neural interface technology—and the one 
  the Word of Blake based its perfected vehicular DNI upon—was 
  first pioneered by an NAIS scientist named Burke Kale, who 
  proposed it in 3043 as a replacement for neurohelmets. The direct 
  interface that eventually emerged from his work was fraught with 
  dangerous side-effects, including severe addiction to both the 
  tech and the specialty drugs designed to mitigate the worst of its 
  negative neurofeedback.
  Given that the technology drove Kale himself insane—with 
  horrifying results that also exposed the project to outside 
  factions—and given that it was proven to lead to permanent 
  nerve damage, insanity, or even death as early as its first use, the 
  Federated Commonwealth abandoned this research by 3055.
  Game Rules: Units operated by warriors using the prototype direct 
  neural interface (DNI) receive a –2 to-hit modifier for Gunnery 
  Skill checks, and a –3 modifier for Piloting, making this the most 
  effective of the direct neural interface implants ever created.
  Unfortunately, the feedback of this connection is extremely 
  sensitive. MechWarriors using prototype DNI must make a 2D6 roll 
  to check for pilot feedback damage any time their ’Mech suffers 
  damage, even if the hit does not penetrate armor. The target 
  number to avoid pilot feedback damage from use of a prototype 
  DNI is 6 if the hit strikes armor, increasing to 8 if the damage 
  strikes internal structure or causes a critical hit of any kind.
  The prototype VDNI cannot be used to operate a Machina 
  Domini interface, nor is it compatible with the Inner Sphere 
  ProtoMech interface.
  Construction Rules: The construction rules for prototype DNI 
  implants—and the requisite modifications to the pilot’s ’Mech—
  follow the same rules as described above for the basic VDNI system. 
  Explosive Suicide Implants
  Era: Any
  Factions: Any
  Unit Types: All
  Implanted in many cases as an extreme failsafe device to avoid 
  capture or bring potential enemies down in a defiant last stand, 
  suicide charges implanted within the body have been available (and 
  occasionally used) throughout the centuries, but only really peaked 
  among the Manei Domini and Thuggee Phansigars during the dark 
  days of the Jihad. In fact, it was reported that all Domini operatives 
  were fitted with such devices, where they could even be remotely 
  detonated by partners or handlers via satellite and HPG signals. Even 
  more monstrous tales told of subjects being unwillingly implanted 
  with similar charges and sent into battle as cannon fodder.
  Generally intended to destroy the operative sufficiently enough 
  to not only kill the operative, but also any personal equipment 
  that might be traced or captured by enemy agencies, most 
  battlefield suicide charges are also designed to act as area effect 
  weapons as well, making it possible to take out enemy infantry 
  and security forces in the process.
  Game Rules: Any unit made up of or controlled by warriors 
  equipped with suicide implants can activate these devices during 
  the Attack Phase of any turn. Conventional infantry equipped with 
  suicide implants will also deliver an automatic “attack” against all 
  opposing units in the same hex for every trooper they lose during 
  the same attack.
  
  Construction Rules: Each prosthetic limb augmentation may 
  be applied up to 2 times per trooper, which—for the sake of 
  simplicity—must be of the same equipment type (e.g. two 
  laser enhancements per trooper, or two submachine gun 
  enhancements per trooper, but not 1 laser and 1 submachine 
  gun per trooper). Applying an augmentation twice per trooper 
  also doubles the augmentation’s cost.
  Prosthetic Limbs, Improved Enhanced
  Era: Star League (2570-2780), Jihad (3068-3085)
  Factions: Terran 
  Hegemony, Word 
  of 
  Blake, 
  Capellan 
  Confederation, Magistracy of Canopus
  Unit Types: CI
  Improved enhanced prosthetic limbs reflect more extremely 
  modified replacement arms or legs, each designed to feature 
  multiple weapons or items, rather than one apiece. The added 
  expense and sophistication of these augmentations limited their 
  use only to the most elite troops of the original Star League, the 
  Word of Blake Manei Domini, the Capellan Thuggee Phansigars, 
  and elite commando teams from the Magistracy of Canopus’ 
  Ebon Magistrate. 
  Game Rules: Improved enhanced prosthetics work in the 
  same manner as the standard prosthetic enhancements, 
  except each unit featuring these may have a minimum of two 
  enhanced prosthetics at the same time. These augmentations 
  may not necessarily be of the same type, but any damage and 
  bonus effects will stack. Thus, an infantry unit augmented with 
  improved enhanced prosthetic limbs might feature both lasers 
  and climbing claws as part of the unit’s prosthetics. 
  Regardless of the number of melee weapons placed on 
  an improved enhanced prosthetic limb, the maximum to-hit 
  modifier applied for such weapons is +2.
  Construction Rules: Each set of improved prosthetic limb 
  augmentations may be applied up to 2 times per trooper, for a 
  maximum of 4 items “installed” per trooper (2 pairs of items per 
  trooper). The costs for each augmentation apply per trooper.
  Prosthetic Limbs, Extraneous (Enhanced) Limbs
  Era: Jihad (3068-3085)
  Factions: Capellan Confederation
  Unit Types: CI
  Word of Blake technology enabled the Thuggee Phansigars to 
  explore monstrous options even their own one-time allies had 
  scarcely considered, leading to exotic prosthetic modifications made 
  for the battlefield. Alongside the tail and wings, the Thuggee cyborgs 
  also introduced extraneous prosthetic limbs in an effort to invoke 
  the imagery of the Hindu death goddess they worshipped. Naturally, 
  these extra limbs also incorporated weapons and other items similar 
  to the standard enhanced prosthetics, though their utility was 
  ultimately limited by the limits of the human nervous system.
  Game Rules: Extraneous prosthetics work in the same manner as the 
  standard prosthetic enhancements, except they add up to two more 
  limbs to the warrior (be they arms or legs) than a human being is 
  normally born with. These extra weaponized limbs are always added in 
  pairs, provide the warrior with an additional two enhanced prosthetic 
  items that can be used in battle. Thus, a warrior who has two standard 
  prosthetic arms with a weapon in each (or two improved prosthetic 
  arms with two weapons in each), could add two more weapons to this 
  combination via a pair of extraneous arms. 
  As these additional limbs are mounted in pairs, the items mounted 
  in them must be of the same type, but need not match the items found 
  Game Rules: Prosthetic leg MASC gives foot infantry units (and 
  only foot infantry units) an additional +1 Ground MP per turn, so a 
  standard foot infantry unit with PL-MASC may move up to 2 Ground 
  MP per turn, while another unit reduced by encumbering items to 
  “move or fire” mobility will still posses 1 Ground MP per turn and is 
  free to make attacks in the same turn. Attacks against infantry units 
  equipped with PL-MASC suffer a +1 to-hit modifier to account for 
  these troopers’ improved ability to dodge and weave in combat.
  Construction Rules: As with other infantry-based augmentations, all 
  members of an infantry unit must be equipped with PL-MASC to gain 
  the benefits of this system. Only one PL-MASC augmentation may be 
  “installed” per trooper.
  Prosthetic Limbs, Enhanced 
  Era: Any
  Factions: Any
  Unit Types: CI
  Enhanced prosthetic limbs reflect modified replacement arms or 
  legs equipped with weapons or other useful equipment, and can only 
  be used effectively on the battlefield by augmented non-battle armor 
  infantry units. 
  Game Rules: The potential damage or effects of this augmentation 
  applies in addition to the weapons and equipment the unit 
  is constructed with, as indicated in the Enhanced Prosthetic 
  Equipment Table. The limited range and power of these items 
  restricts any attacks made by them to targets in the augmented 
  infantry unit’s own hex only.
  Note that all items listed as melee weapons will apply a +2 to-
  hit modifier to make any attacks, reflecting the effort to close in to 
  apply damage. 
  ENHANCED PROSTHETIC  
  EQUIPMENT TABLE
  Enhancement Type 
  Effects
  Ranged Weapons
  Laser 
  +0.11 max weapon damage per trooper
  Ballistic 
  +0.01 max weapon damage per trooper 
  Needler 
  +0.04 max weapon damage per trooper
  Shotgun
  +0.05 max weapon damage per trooper
  Sonic Stunner 
  +0.05 max weapon damage per trooper*
  Submachine Gun 
  +0.05 max weapon damage per trooper
  Melee Weapons†
  Blade 
  +0.02 max weapon damage per trooper*
  Shocker 
  +0.04 max weapon damage per trooper*
  Vibroblade 
  +0.14 max weapon damage per trooper
  Rumal/Garrote
  +0.14 max weapon damage per trooper*
  Non-Weapons
  Grappler Line
  –2 TN to anti-’Mech attacks
  Climbing Claws
  –1 TN to anti-’Mech attacks; +0.02 max 
  weapon damage per trooper*
  *Damage vs other conventional infantry only
  †Apply a +2 to-hit modifier when attacking
  
  85
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  operations or even provide unpowered, short-range flight when 
  air currents are good. However, as the wings were developed 
  for “hands-free” operation (unlike a hang glider or parafoil), the 
  control systems effectively interfered with the operative’s normal 
  motor control in the same way that extraneous limb prosthetics 
  did. While gliding, this typically meant that the operative’s legs (or 
  arms) had to “shut off,” making landings a tricky affair.
  Game Rules: Infantry units equipped with glider wings may 
  dismount from VTOL units (and DropShips hovering over the 
  ground map) as a jump infantry platoon (see p. 225, TW), so long 
  as they are not operating in vacuum or very thin atmospheres. 
  This gliding ability also protects such units against damage from 
  falls, whether from their own actions (walking off terrain 2 or 
  more levels high, including buildings) or by displacement (see p. 
  151, TW).
  Glider wings cannot be used by any other unit type—including 
  battle armor—but are removable, so that warriors fitted with this 
  enhancement may operate such units by simply detaching their 
  wings first.
  Construction Rules: An infantry unit augmented with wings may 
  only choose one set of glider wings per trooper, but cannot install 
  these wings in conjunction with powered flight wings. If the 
  trooper is also using extraneous prosthetic limbs, the glider wings 
  will limit the warrior’s maximum number of extraneous limbs to 
  only one “pair”.
  Prosthetic Wings, Powered Flight 
  Era: Jihad (3068-3085)
  Factions: Capellan Confederation
  Unit Types: CI
  An even more radical variation on the glider wings discussed 
  earlier, the powered flight wings prosthetic system combined a 
  much more elaborate wing design—complete with the ability 
  to flap and angle for better wind management—with a series of 
  chemical jets and reinforced cybernetic “launch legs.” The result 
  was a combination of gliding and vectored thrust that enabled its 
  user to literally fly for short durations.
  Game Rules: In addition to receiving all of the benefits of glider 
  wings (see above), conventional infantry units equipped with 
  powered flight wings also receive 2 MPs of VTOL movement as 
  long as they are not operating in a vacuum.
  Powered flight wings cannot be used by any other unit type—
  including battle armor—but are removable, so that warriors 
  fitted with this enhancement may operate such units by simply 
  detaching their wings first.
  Construction Rules: An infantry unit augmented with wings may 
  only choose one set of powered flight wings per trooper, but cannot 
  install these wings in conjunction with glider wings. If the trooper is 
  also using extraneous prosthetic limbs, the flight wings will limit the 
  warrior’s maximum number of extraneous limbs to only one “pair”.
  in any other enhanced prosthetics the warrior might be using. Any 
  damage and bonus effects these items provide will stack.
  As always, if melee weapons are placed on an extraneous 
  prosthetic limb, the maximum to-hit modifier applied for such 
  weapons is +2.
  Extraneous limbs cannot be used by any other unit type—
  including battle armor—but are removable, so that warriors 
  fitted with this enhancement may operate such units by simply 
  detaching their extra limbs first.
  Construction Rules: Extraneous prosthetic limbs are always 
  mounted in pairs, the cost of which is counted on a per-trooper 
  basis, with a maximum of two pairs of extraneous limbs permitted 
  per warrior (one pair, if the warrior is also using either glide wings 
  or flight wings). Extraneous prosthetic limbs may mount only 
  one item per limb (thus providing two items of identical type per 
  limb-set added). 
  Prosthetic Tail, Enhanced
  Era: Jihad (3068-3085)
  Factions: Capellan Confederation
  Unit Types: CI
  Once an expensive (but virtually useless) cosmetic modification 
  designed for elaborate “costume parties” during the days of 
  the first Star League, the combat version of the prosthetic tail 
  appeared in the Jihad as a special enhancement unique to the 
  Manei Domini-inspired Thuggee Phansigars. Featuring increased 
  reach, armor, triple-strength myomers and retractable blades, 
  these tails were made to both enhance the close-quarters 
  combat potential of the Phansigars’ shock troops, and to serve as 
  a psychological weapon.
  Game Rules: Prosthetic tails are only effective with conventional 
  infantry units, where they add 0.21 damage points per trooper 
  against any target in the unit’s same hex. As this is a melee attack, 
  a +2 to-hit modifier applies to make this attack, reflecting the 
  effort to close in to apply this damage. 
  Prosthetic tails cannot be used by any other unit type—including 
  battle armor—but are removable, so that warriors fitted with this 
  prosthetic may operate such units by simply detaching their tails first.
  Construction Rules: Only 1 enhanced prosthetic tail may be 
  installed per warrior. As with all augmentations, the cost of the 
  prosthetic is added to that of the warrior himself.
  Prosthetic Wings, Glider
  Era: Jihad (3068-3085)
  Factions: Capellan Confederation
  Unit Types: CI
  Another elaborate cosmetic prosthetic adapted for combat by 
  the Thuggee Phansigars, glider wings consisted of a collapsible 
  framework grafted onto the warrior’s back and made of flexible 
  yet sturdy material. At full extension, these wings—often formed 
  to resemble bird or bat wings—were used to assist in free-fall 
  Centurion Weapon System (Star League)
  R&D Start Date: Circa 2760 (Star League)
  Prototype Design and Production: Circa 2762 (Star League)
  The Centurion Weapon System was devised in the late twenty-
  eighth century as a non-lethal means of disabling the advanced Star 
  League military technologies that had proliferated throughout the 
  Inner Sphere and Periphery. Practical testing and combat simulations 
  quickly showed that even a modicum of electronics hardening and 
  combat maneuvering would still render a target virtually invulnerable 
  to this technology, but research continued nonetheless, and some 
  systems even reached operational capability. 
  
  Infantry units (including battle armor), and aerospace units 
  exceeding 200 tons in total weight, are automatically immune to 
  the effects of the Centurion Weapon System. All other unit types 
  not considered susceptible to the Centurion Weapon System are 
  considered resistant to its effects.
  Upon a successful hit, the player controlling the target unit must 
  immediately make a shutdown roll as if the target’s heat level is 
  14 points higher than its current level. If the roll is successful, the 
  unit continues to operate normally. If the roll fails, the unit shuts 
  down at the end of the attack phase in which the hit occurred. The 
  “heat” generated by a Centurion attack is not affected by the normal 
  limits on heat from external sources, and is not actually applied to 
  the unit’s heat scale; it merely represents the surge caused by the 
  Centurion’s EMP. 
  If the unit struck by a Centurion Weapon System does not use a 
  heat scale (i.e. the target is a vehicle or a battle armor unit), ignore 
  the heat scale rule and simply roll 2D6 against a target number of 4 
  to avoid shutdown. 
  If the weapon successfully hits a unit that is already shut down in 
  the current turn (for whatever reason) the unit remains shut down 
  throughout the following turn.
  CENTURION WEAPON SYSTEM CONSTRUCTION RULES
  A unit may mount any number of Centurion weapons in accordance 
  with its construction rules. As an energy weapon, the Centurion 
  requires heat sinks and power amplifiers as appropriate when placed 
  on a vehicles or units powered by non-fusion engines.
  Essentially an energy weapon intended to produce a localized EMP 
  on impact, the Centurion proved effective only against the oldest or 
  most distressed equipment still in the field, and its use was eventually 
  abandoned. During the Jihad, research into the Centurion and—in 
  several rumored cases—copies of the prototype emerged as a side 
  effect of the so-called “RetroTech craze”. While none of these efforts 
  led to full-scale production at the time, they did eventually inspire the 
  development of the more effective TSEMP weapons that emerged 
  decades later.
  CENTURION WEAPON SYSTEM GAME RULES
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC
  Tech Base (Ratings): Inner Sphere (E/FFFX)
  Rules: The Centurion uses a directed EMP to overload the electronic 
  systems on a target unit, and delivers attacks in the same manner as 
  a standard laser attack (though it cannot make use of a targeting 
  computer). However, the weapon’s effective range bands vary based 
  on whether or not the target is susceptible or resistant to its effects, 
  as shown in the Centurion Weapon System Range Table. Susceptible 
  targets may be affected at much greater ranges than those that are 
  classified as resistant.
  A unit is considered susceptible to the Centurion if any one or more 
  of the following conditions apply: 
   • The unit uses Primitive technology or is built using the Primitive 
  Units and RetroTech rules (see pp. 120-131), or is built as a 
  FrankenMech (see pp. 189-190, TO).
   • The unit is a Support Vehicle without the Armored or 
  Environmental Sealing chassis modifications.
   • The unit has the EM Interference, Poor Life Support, Poor 
  Sealing, Poor Workmanship, or Prototype Design Quirks (see 
  pp. 193-199, SO).
   • The unit is using Commercial or Industrial Armor, or has lost all 
  armor in more than one location.
   • The unit has suffered at least one sensor critical hit.
   • The unit is operating with any form of partial repair effect (see 
  pp. 182-185, SO).
   • The unit is physically older than 150 years. (This detail should be 
  determined in advance by the players.)
  CENTURION WEAPON SYSTEM 
  RANGE TABLE
  Target is…
  Range (Min/Sht/Med/Long)
  Susceptible to CWS
  0/6/12/18
  Resistant to CWS
  0/1/2/3
  Dark Age Equipment (Dark Age)
  Introduced: Variable (See Rules)
  Despite the general decline in military build-up that followed the 
  Jihad, a number of new technologies were introduced for use on 
  the battlefield. While many of these were new—and often extra-
  specialized—armor and weapons, others included the non-lethal 
  TSEMP weapon, HarJel-based battlefield armor-repair system, and an 
  upgraded, self-refreshing coolant system dubbed the radical heat sink. 
  Note: Dark Age technology innovations also included a few 
  altogether new unit types, like the Clan QuadVees or the superheavy 
  tripod ’Mechs often referred to as “Colossals”. These distinctive new 
  units will be covered separately in this chapter.
  ANTI-PENETRATIVE ABLATION (ABA) ARMOR
  Introduced: 3114 (Draconis Combine)
  Often shortened to “ablative” armor (despite not at all resembling 
  the anti-laser personal armor that uses the same term), anti-
  penetrative ablation armor is specifically designed to thwart the 
  effects of armor-penetrating munitions and tandem-charge missiles. 
  This is accomplished by enhancing otherwise-standard armor plates 
  with additional layers of ribbed or perforated steel. This feature 
  warps incoming penetrator rounds and explosives before they 
  even reach the internal structure, but does nothing against lasers, 
  particle weapons or raw kinetic rounds. This armor has seen limited 
  deployment, mainly because its added weight barely offsets its 
  benefits against special munitions.
  Anti-Penetrative Ablation (ABA) Armor Rules
  Rules Level: Advanced
  Available to: BM, IM, CV, SM, AF, CF
  Tech Base (Ratings): Inner Sphere (E/XXXE)
  Game Rules: As long as the location struck still has at least 1 point of 
  armor remaining, ABA Armor applies an additional –2 roll modifier to the 
  critical hit check for all attacks made by weapons with armor-piercing 
  abilities, including armor-piercing autocannon ammo, armor-piercing 
  mortars, tandem-charge missiles, and tasers of all kinds. This modifier 
  also applies to the special armor-defeating critical checks made for a hit 
  
  87
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Heat-Dissipating Armor Rules
  Rules Level: Advanced
  Available to: BM, IM
  Tech Base (Ratings): Inner Sphere/Clan (E/XXXE)
  Game Rules: As long as the location struck still has at least 
  1 point of armor remaining, heat-dissipating armor reduces 
  the external heat effects caused by flamers, plasma weapons, 
  infernos, and other external sources (including fire) by half. 
  Round this reduced heat effect down to the nearest point, to a 
  minimum of 0 heat.
  Construction Rules: Heat-dissipating armor provides 10 points 
  of protection per ton of armor, and occupies 6 critical slots on 
  ’Mech units, regardless of the technology base used. Heat-
  dissipating armor may be mounted on OmniMechs, but may not 
  be pod-mounted. 
  IMPACT-RESISTANT ARMOR
  Introduced: 3103 (Lyran Commonwealth)
  As new armor types go, impact-resistant armor is arguably 
  among the strangest. Developed originally for use in the arenas 
  of Solaris VII and other gladiatorial venues, this armor reduces 
  the effectiveness of physical attack damage caused primarily by 
  ’Mech-grade melee weapons like hatchets and swords.
  To accomplish this, its underlayment uses a far more flexible 
  sealant formula and interlocking rings that are designed to yield 
  under pressure and allow the armor “give” beneath broad-impact 
  strikes. In addition, a thick, flexible shell—similar to combat 
  vehicle tire and track treads—is layered over the armor along the 
  broader surfaces. While this all renders the armor more effective 
  against physical attacks, it also makes it more susceptible to 
  breaches in hostile environments, or when struck by special 
  armor-defeating munitions.
  location roll of 2 (whether or 
  not the Floating Critical rule is 
  in play). In all other respects, 
  ABA armor functions as nor-
  mal. Critical hits to ABA armor 
  slots have no effect.
  Construction 
  Rules: 
  ABA 
  armor provides 12 points of 
  protection per ton of armor. 
  It occupies 6 critical slots on 
  ’Mech units, 1 on vehicles, 
  and 1 on fighters (assigned to 
  the fighter’s aft location). ABA 
  armor may be mounted on 
  Omni-units, but may not be 
  pod-mounted. 
  BALLISTIC-
  REINFORCED ARMOR
  Introduced: 3131 (Draconis 
  Combine)
  Commonly 
  referred 
  to 
  simply as “reinforced” armor, 
  ballistic-reinforced 
  armor 
  was born as an attempt to 
  combine and refine the fea-
  tures of Jihad-era hardened 
  and reactive armors. The re-
  sult was a less bulky, lighter-weight version of hardened armor, 
  with an added layer of non-myomer cable mesh that helps trap 
  and distort the effects of direct-fire ballistic shells and explosives. 
  Ballistic-Reinforced Armor Rules
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, AF, CF
  Tech Base (Ratings): Inner Sphere (E/XXXE)
  Game Rules: Against ballistic and missile weapons, ballistic-
  reinforced armor reduces the damage effects by half (rounded 
  down, to a minimum of 1). Damage from other sources (including 
  collisions, falls, physical attacks, and energy weapons) is unaffected.
  Construction Rules: Ballistic-reinforced armor provides 12 
  points of protection per ton of armor. It occupies 10 critical slots 
  on ’Mech units, 1 on vehicles, and 2 for fighters (assigned 1 each 
  to the fighter’s wing locations). Ballistic-reinforced armor may be 
  mounted on Omni-units, but may not be pod-mounted. 
  HEAT-DISSIPATING ARMOR
  Introduced: 3123 (Capellan Confederation), 3125 (Clan Hell’s Horses)
  Derived from the Clans’ fire-resistant armor tech, heat-dissipating 
  armor staves off the system-taxing effects of incendiary weapons 
  and fire against BattleMechs, but can only do so as long as the armor 
  remains relatively intact. While otherwise effective against standard 
  weapons as well, an unfortunate trade-off of this armor—which 
  incorporates additional layers of insulation and modified sealants 
  to achieve its thermal effectiveness—is that it provides less overall 
  protection per ton than most other contemporary armor types.
  Though the Capellan Confederation first put this new armor 
  type into production, the Clans of the Inner Sphere followed 
  suit. Interestingly enough, the Clan version is merely a copy of 
  the Capellan formula, likely produced after the Hell’s Horses Clan 
  procured some samples with aid of Sea Fox merchants.
  ES 
  JJ
  Draconis Combine BattleMechs make a defiant last stand to protect a shattered city block.
  
  developed in the 3060s by not only sealing against hull breaches, 
  but even providing a degree of temporarily “regrown” armor strong 
  enough to resist weapons fire. 
  HarJel Repair System Rules
  Rules Level: Advanced
  Available to: BM
  Tech Base (Ratings): Clan (F/XXXF)
  Game Rules: HarJel repair systems are available in two forms, 
  known as HarJel II and HarJel III. Both remain operational as long as 
  the location they are mounted in retains at least 1 point of armor 
  protection and the HarJel repair system in that location has not itself 
  suffered a critical hit. HarJel repair systems provide a +2 target number 
  modifier to all rolls made when checking the unit’s hull integrity in 
  hostile environments or underwater (see p. 121, TW). In addition to 
  this, each turn a location protected by a HarJel repair system suffers 
  armor damage, the unit will recover 2 points of armor protection in 
  that location (4 for HarJel III) during the following End Phase. While 
  they can repair more armor in this fashion than was actually damaged 
  by the attack during that turn, the number of armor points restored 
  to any given location may never exceed that location’s starting armor 
  value. For torso locations, the replaced armor points must be split as 
  evenly as possible between front and rear facings if both facings are 
  damaged (if not, any excess HarJel repair points will go to the facing 
  that still has damage).
  HarJel repair systems cannot restore internal structure, nor can 
  they restore damage to internal components.
  A critical hit to either HarJel repair system destroys the component 
  completely and forces the controlling player to make an additional 
  check for additional critical hits as if the location suffered an 
  ammunition explosion (though no checks are required for pilot 
  damage). Destroyed HarJel slots cannot be repaired; they must be 
  replaced. A unit equipped with HarJel repair system automatically 
  receives the Difficult to Maintain Design Quirk (see p. 198, SO).
  Construction Rules: HarJel is only compatible with units that employ 
  standard, heavy industrial, light ferro-fibrous, standard ferro-fibrous, 
  Impact-Resistant Armor Rules
  Rules Level: Advanced
  Available to: BM, IM
  Tech Base (Ratings): Inner Sphere (E/XXXE)
  Game Rules: As long as the location struck still has at least 1 point 
  of armor remaining, impact-resistant armor reduces the damage 
  effects from collisions, falls, and physical attacks of all types (including 
  punches, kicks, charges, Death from Above, and the like) by 1 point 
  for every 3 points delivered (or fraction thereof), to a minimum of 1 
  damage point. The armor has no effect against damage from other 
  sources, and—due to its deliberately flexible under-layers—applies a 
  +1 modifier to any rolls made when checking for hull breach in hostile 
  environments, including underwater and vacuum. 
  Furthermore, if a location protected by armor is struck by 
  weapons with armor-piercing capabilities—including armor-piercing 
  autocannon ammo, armor-piercing mortars, tandem-charge missiles, 
  and tasers of all kinds—all rolls for critical hits required for such 
  munitions will receive an additional +1 modifier. This reflects the 
  armor’s added susceptibility to such attacks.
  Construction Rules: Impact-resistant armor provides 14 points of 
  protection per ton of armor, and occupies 10 critical slots. Impact-
  resistant armor may be mounted on OmniMechs, but may not be 
  pod-mounted. 
  HARJEL REPAIR SYSTEMS
  Introduced: 3136 (Clan Sea Fox [HarJel II]), 3139 (Clan Sea Fox [HarJel III])
  Based on the original HarJel hull-sealing technology developed in 
  the Homeworlds, and utilizing a similar compound discovered in the 
  Twycross system eighty years ago, Clan Sea Fox improved upon this 
  technology by combining it with a revolutionary form of hyper-fast 
  hardening compound that could be pumped through tubes laced just 
  beneath the armor plates of any ’Mech-sized unit. Though expensive 
  in the extreme, and requiring extensive modifications that include 
  effectively “re-skinning” the ’Mech designed to use it, HarJel II (and III) 
  provides greater protection than the early BattleMech HarJel systems 
  ADVANCED ARMOR TABLE
  Space
  Advanced Armor Type
  Points per Ton
  BM
  IM*
  CV
  SV*
  CF
  AF
  Construction Notes
  Anti-Penetrative Ablation
  12
  6
  6
  1
  1
  1
  1
  Fighter Slots: 1 (aft)
  Ballistic-Reinforced
  12
  10
  10
  1
  1
  2
  2
  Fighter Slots: 1 (per wing)
  Heat-Dissipating
  10
  6
  6
  N/A
  N/A
  N/A
  N/A
  None
  Impact-Resistant
  14
  10
  10
  N/A
  N/A
  N/A
  N/A
  None
  *Support Vehicles must have the Armored Chassis Mod and a Minimum Chassis Tech rating of D to install Advanced Armor; IndustrialMechs may only mount these armor types under 
  Experimental Mixed-Tech rules.
  PATCHWORK ARMOR ADDENDUM
  Armor Type
  Slots per Location*
  Tons per Point
  Anti-Penetrative Ablation
  1 / 1
  0.0833
  Ballistic-Reinforced
  2 / 1
  0.0833
  Heat-Dissipating
  1 / N/A
  0.1000
  Impact Resistant
  2 / N/A
  0.0714
  *Number left of slash applies to ’Mechs and support vehicles; number right of slash applies to fighters and combat vehicles.
  
  89
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  For each turn the unit does not use its radical heat sink system, 
  the failure chance reduced by one level, to a minimum failure roll 
  of 2 or less. (Astute players will notice that this failure chance is the 
  same as that of the MASC system.)
  Unlike the coolant pod, the radical heat sink system will not 
  explode if it suffers a critical hit in combat. Instead, a damaged 
  device will leak coolant from the unit’s entire heat exchange 
  system for the remainder of the scenario. To reflect this effect, 
  increase the heat costs for all movement actions by +1 every 
  time a unit with a damaged radical heat sink system moves 
  (even fighters will add +1 heat for any turn in which they expend 
  Thrust). Furthermore, if a unit with a damaged radical heat sink 
  system fires any weapons, apply an additional +1 heat to the total 
  weapon heat generated in that turn. (Moving and firing weapons 
  thus adds +2 total heat to the unit that does so with a damaged 
  radical heat sink system.) 
  Construction Rules: Only BattleMechs, IndustrialMechs, and 
  aerospace fighters may mount a radical heat sink device, which 
  must be placed in a torso location. A unit may mount only one 
  radical heat sink system at a time, and may not mount coolant 
  pods on the same unit. The radical heat sink system may be 
  pod-mounted.
  RE-ENGINEERED LASERS
  Introduced: 3130 (Federated Suns)
  The “re-engineered” laser weapon was developed in an attempt 
  to mate the high-power effects of Clan heavy lasers with the 
  enhanced accuracy and high-firing rate of a pulse laser. Numerous 
  revisions to balance the heat, damage, and range factors that 
  made such a design impractical, finally resulting in a weapon 
  scarcely more effective than standard-model lasers, but for one 
  curious feature: the ability to completely defeat the beneficial 
  effects of anti-laser specialty armors. This effect is largely due to 
  a high-frequency/short-pulse compromise system that emerged 
  in the laser’s redesign, which delivers a powerful twin burst to 
  roughly the same impact point that, while not potent enough to 
  produce a great deal more damage than standard hits, has the 
  benefit of boring away through several of the newer armor types 
  introduced since the Jihad—including laser-reflective, ferro-
  lamellor, and even hardened armor—while still delivering enough 
  explosive force to make up for the damage lost in the effort.
  Re-engineered Laser Rules
  Rules Level: Advanced
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, DS, JS, SS, WS, MS
  Tech Base (Ratings): Inner Sphere (E/XXXE)
  Game Rules: Even though they are technically pulse lasers, re-
  engineered lasers only apply a –1 to-hit modifier to weapon 
  attacks, as their pulses are too brief and close together to gain 
  the full targeting modifier of such weapons. Re-engineered lasers 
  ignore the damage-reducing effects of laser-reflective armor, ferro 
  lamellor armor, and even hardened armor. (In all of these cases—
  even hardened armor—this means that the armor is damaged as 
  if it is standard armor when hit by a re-engineered laser, with the 
  number of armor points lost equal to the re-engineered laser’s 
  damage value.)
  Construction Rules: Re-engineered lasers may be mounted in 
  accordance with the appropriate unit’s standard construction 
  rules for mounting weapons. 
  and heavy ferro-fibrous armor. HarJel repair systems can only 
  be mounted on BattleMechs. OmniMechs that use HarJel repair 
  systems must always treat them as fixed items, as this equipment 
  may not be pod-mounted. 
  Each HarJel repair system is mounted separately, and protects 
  only one body location; each protected location may only mount 
  one HarJel repair system. 
  Units may not combine different HarJel repair systems. Thus, 
  if a unit mounts HarJel II in one location, all other HarJel repair 
  systems mounted on the same unit must be HarJel II.
  RADICAL HEAT SINKS
  Introduced: 3122 (Federated Suns)
  More properly known as the reclaimed coolant flush injector, 
  the so-called “radical heat sink” system is, in effect, a logical 
  upgrade to the coolant pod technology prototyped by the 
  Federated Commonwealth in 3049. Where the original pods 
  proved to be one-shot devices, this system enables a ’Mech or 
  fighter to make more frequent flushes in combat. 
  The repeatability is not without some risk, however; while the 
  flush lines have been reinforced and better insulated to enable 
  its functions, there exists a significant chance of rupture over 
  time, especially if the warrior relies too heavily on the system 
  to keep heat levels under control during an intense firefight. 
  For this reason, many pilots and MechWarriors are cautioned 
  to treat the “radical heat sink” system as if it has a more limited 
  recharge supply, stressing that it should be used only in cases of 
  extreme emergency.
  Radical Heat Sink Rules
  Rules Level: Advanced
  Available to: BM, IM, AF
  Tech Base (Ratings): Inner Sphere (E/XXXE)
  Game Rules: The radical heat sink system works like the coolant 
  pod (see p. 304, TO), except that it can be activated more than 
  once during a scenario. Unfortunately, repeated use of this 
  system—especially in rapid succession—raises the chances for a 
  catastrophic failure. 
  A radical heat sink system 
  may be triggered only once 
  per turn—at the start of 
  the unit’s Heat Phase—and 
  increases the cooling capacity 
  of the unit’s functioning heat 
  sinks by 1 point each in that 
  turn (regardless of heat sink 
  type). Each time the radical 
  heat sink system is used, 
  the unit’s controlling player 
  must roll 2D6 and compare 
  it to the Radical Heat Sink 
  Failure Table, based on the 
  number of consecutive turns 
  the device has been used at 
  that point. If this roll equals 
  or 
  exceeds 
  the 
  number 
  indicated in the Avoid Failure 
  On 
  column, 
  the 
  device 
  continues to work normally. 
  If the roll fails, apply 1 critical 
  hit to the radical heat sink 
  system, starting with the 
  upper-most undamaged slot.
  RADICAL HEAT 
  SINK FAILURE 
  TABLE
  Number of 
  Turns Used*
  Avoid 
  Failure On
  0
  2
  1
  3
  2
  5
  3
  7
  4
  10
  5
  11
  6+
  Auto-Fail
  *Consecutive turns only; each 
  turn not used reduces the failure 
  avoidance check by 1 level (to a 
  minimum roll of 2).
  
  TIGHT-STREAM ELECTRO-MAGNETIC PULSE 
  (TSEMP) WEAPONS
  Introduced: 3095 (Republic of the Sphere [TSEMP OS]), 3109 
  (Republic of the Sphere [TSEMP Cannon])
  Tight-stream electromagnetic pulse weapons (TSEMPs for short) 
  were derived from abandoned Word of Blake research based on 
  the original Star League’s Centurion Weapon System project. First 
  introduced by the Republic of the Sphere as a single-shot version, a 
  newer repeating-fire version eventually followed.
  As the name implies, TSEMPs are basically targeted-EMP weapons, 
  intended to disrupt or even shut down opposing machinery—
  including BattleMechs—without relying on the harpoon line/fusion 
  surge of Jihad-era tasers. Although their use also tends to interfere 
  with the firing unit’s other advanced electronics, stealth equipment, 
  and targeting systems, the TSEMPs’ effectiveness and reusability 
  eventually rendered taser weapons obsolete.
  TSEMP Weapon Rules
  Rules Level: Advanced
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, MS
  Tech Base (Ratings): Inner Sphere (E/XXXE)
  Game Rules: TSEMP weapons are only effective against targets 
  weighing no more than 200 tons and only deliver effects against 
  conventional infantry if they are cybernetically augmented (in which 
  case, a successful TSEMP attack is resolved as a standard machine gun, 
  delivering 2D6 burst damage to the unit). 
  Both the TSEMP Cannon and the one-shot TSEMP (TSEMP OS) 
  deliver attacks in the same manner as standard direct-fire energy 
  weapons, but ignore any effects from specialty defenses (such as 
  heat-resistant and laser-reflective armors or the Blue Shield PDS).
  Except as noted above when attacking cybernetically-augmented 
  infantry, TSEMPs inflict no physical damage to a target unit. Instead, 
  upon any successful hit, the attacker makes a second 2D6 roll to 
  determine the effects, applying a –2 to the result if the unit is powered 
  by steam engines, or –1 if the unit is powered by internal combustion 
  engines. An additional –2 modifier is added if the target weighs 100 
  tons or more. Any modified result of less than 2 is treated as a 2.
  The TSEMP Effects Table shows 
  the range of results the roll result re-
  quired to cause any effects by target 
  unit type. A result of that falls under 
  the “No Effect” range for a unit in-
  dicates that the target suffers no 
  significant effect from the attack. A 
  result that falls under “Interference” 
  indicates that the target’s sensors 
  and electronics experience a surge 
  that will apply a +2 to-hit modifier 
  for all weapon attacks and sensor 
  operation checks, while also treat-
  ing the target unit as though it is 
  operating within a hostile ECM field. 
  A result that falls under the “Shut-
  down” column indicates that the 
  unit experiences a shutdown effect.
  Any effects from a successful 
  TSEMP attack will last until the End 
  Phase of the turn after the target 
  unit was hit, after which the target 
  will resume operating normally. An 
  effect of “NA” means the specified 
  target cannot be affected by a TS-
  EMP attack. 
  REMOTE DRONE COMMAND CONSOLE
  Introduced: 3140 (Republic of the Sphere)
  This specially modified form of the Cockpit Command Console 
  enables units with limited seating space—particularly BattleMechs and 
  fighters—to operate a remote drone via the second pilot in the unit’s 
  cockpit area. Though a simple enough evolution of technologies that 
  have existed since the days of the Star League, the fact that conventional, 
  vehicle-based drone carrier control systems already existed precluded 
  any real need for such a system. It was thus not until quite recently that 
  remote drone operation was integrated into a “dual cockpit” system, with 
  the first prototypes introduced by Lyran engineers in recent Solaris arena 
  duels as a gimmick, before showing up in RAF usage.
  Remote Drone Command Console Rules
  Rules Level: Advanced 
  Available to: BM, IM, AF, CF
  Tech Base (Ratings): Inner Sphere (E/XXXF)
  Game Rules: A unit using a Remote Drone Command Console (RDCC) 
  adds a MechWarrior damage condition monitor to its record sheet, to 
  reflect the drone operator occupying the command console. During 
  any End Phase, this “secondary warrior” may swap positions with 
  the unit’s pilot, effectively becoming the unit’s pilot while the other 
  warrior takes on the secondary position.
  For ’Mech and fighter units, the secondary warrior suffers no 
  damage from ammunition explosions, though heat effects and 
  damage done to the cockpit location does affect both warriors. (For 
  ’Mech-based consoles, both warriors must make Piloting Skill rolls 
  to avoid damage in the event of a fall.) If the primary cockpit slot 
  in a BattleMech or aerospace unit is destroyed, the secondary pilot 
  automatically takes over the unit. If both cockpit slots are destroyed, 
  the unit is considered destroyed per standard rules.
  The secondary warrior uses the RDCC to remotely operate a single 
  unit that has been fitted with a Drone (Remote) Operating System (see 
  p. 306, TO). When doing so, the console functions in the same manner as 
  a Drone (Remote) Carrier Control System (see pp. 304-305, TO). The op-
  erator of a RDCC can control only a single drone during a single game 
  turn, but may switch to any other available friendly drone at the start of 
  a subsequent turn. (For the 
  purposes of these rules, a 
  friendly remote drone is 
  considered to be “available” 
  if the drone is functional, 
  free from interference, and 
  not already under the con-
  trol of another command 
  console or carrier control 
  system.)
  Construction Rules: Re-
  mote Drone Command 
  Consoles must always be 
  placed in the same loca-
  tion as the primary cock-
  pit (usually the head of 
  a ’Mech or the body of a 
  vehicle). A Remote Drone 
  Command Console can-
  not be placed on a unit 
  that also has either a 
  Cockpit Command Con-
  sole or a Drone (Remote) 
  Carrier Control System.
  TSEMP EFFECTS TABLE
  Target Unit
  No Effect  
  (2D6 roll)*
  Interference  
  (2D6 roll)*
  Shutdown 
  (2D6 roll)*
  BattleMech
  2-6
  7-8
  9+
  IndustrialMech
  2-5
  6-7
  8+
  ProtoMech
  2-5
  6-8
  9+
  Battle Armor**
  2-5
  6-7
  8+
  Combat Vehicles
  2-5
  6-7
  8+
  Support Vehicles
  2-4
  5-6
  7+
  Aerospace Fighter/Small Craft
  2-6
  7-8
  9+
  Conventional Fighter
  2-5
  6-7
  8+
  Target Mass: 100+ tons
  –2 to roll
  –2 to roll
  –2 to roll
  Target Mass: 200+ tons
  NA
  NA
  NA
  Mobile Structure
  NA
  NA
  NA
  Conventional Infantry
  NA
  NA
  NA
  *Apply a –2 to the roll result if the target is powered by a Steam engine (–1 for ICE engines)
  **For simplicity, a TSEMP attack against battle armor affects the entire squad equally
  
  91
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Critical hits to a TSEMP Cannon (or a TSEMP OS that has not yet 
  been fired) will result in a 10-point internal explosion due to the 
  intense power surge that is released. This is treated in the same 
  way as a Gauss weapon explosion. Like Gauss weapons, TSEMP 
  explosions cannot be triggered by excess heat.
  Construction Rules: TSEMP weapons may be mounted in 
  accordance with the appropriate unit’s standard construction rules 
  for mounting weapons. TSEMP cannons can only be mounted 
  and used by units powered by fusion or fission engine types. The 
  TSEMP One-Shot may be mounted on units powered by non-fusion 
  engines, but will require heat sinks and power amplifiers as per the 
  normal rules for mounting an energy weapon on such units.
  In addition to affecting its target, the unit firing a TSEMP 
  will  automatically suffer the effects  of a TSEMP-delivered 
  Interference  effect on itself (as described above). Furthermore, 
  because the TSEMP Cannon requires time to recharge, the 
  weapon cannot be fired in consecutive turns.
  Multiple TSEMP weapon attacks against the same target in the 
  same turn add a +1 modifier to the Effects roll against that target 
  (to a maximum stacking modifier of +4). Each Effects roll resolves 
  separately, so the first TSEMP hit resolves with no stacking modifier, 
  while the second receives a +1 stacking modifier, the third receives 
  a +2, and so forth. This stacking effect only applies to the Effects roll, 
  however; multiple Interference effect results will not stack.
  Dark Age RISC Equipment (Dark Age)
  Introduced: Variable (See Rules)
  The Republic Institute of Strategic Combat (RISC) was a short-
  lived think tank that developed a range of experimental weapon 
  and equipment systems throughout the 3130s. Some of these 
  developments—often based on already-existing equipment—
  reached prototype status and found their way to the field as such, 
  but many remained on the drawing board. 
  Though some of these advanced technologies proved impressive 
  in their limited applications, many also suffered from catastrophic 
  failure rates. As a result, only one piece of RISC technology—the 
  advanced point-defense system—was eventually adopted by 
  Republic industries and reached production status by the end of 
  the Dark Age era. The rest were abandoned by the mid-3140s.
  RISC ADVANCED POINT DEFENSE SYSTEM
  Introduced: 3134 (Republic of the Sphere [Battle Armor]), 
  3137(Republic of the Sphere [Standard])
  The advanced point defense system (APDS) was developed as 
  an improved anti-missile system, boasting increased accuracy 
  and a broader field of fire than possible with previous ballistic 
  and energy-based models. Using enhanced target triangulation, 
  this defensive weapon could engage any missile attack that 
  passed within ninety meters of its position. Unfortunately, the 
  APDS lacked the ability to function effectively in aerospace 
  applications, and proved itself prone to rapid ammo-depletion as 
  a consequence of its greater range and sensitivity. 
  Despite these flaws, the APDS project was spared a premature 
  cancellation when Rhodes Foundry Ltd. managed to introduce an 
  effective small-scale version for use on battle armor. First deployed 
  on their “Aegis” suits (a customized variant on StarCorps’ Angerona 
  model), the reduced-size APDS made it possible for battle armor 
  troops to help protect larger units against missile fire. 
  Advanced Point Defense System Rules
  Rules Level: Advanced
  Available to: BA, BM, IM, CV, SV, MS
  Tech Base (Ratings): Inner Sphere (E/XXXE)
  Game Rules: The APDS functions as a standard anti-missile system 
  in game play (see pp. 129-130, TW), with the following exceptions:
   • The APDS is ineffective when used by aerospace units 
  (including airborne Support Vehicles and mobile structures).
   • As long as it is active, an APDS may engage any missile 
  weapon attack directed against a friendly unit within the 
  APDS’ range and firing arc. 
   • If engaging a missile attack made against its own unit (or against 
  a friendly unit in its own hex), the APDS applies a –4 modifier to 
  missile attack’s roll on the Cluster Hits Table (Streak launchers 
  are presumed to have made a base roll of 11 for the purposes of 
  this rule.) This modifier increases by 1 for every hex away from 
  the APDS-equipped unit that the system attempts to defend. 
  Thus, if defending an adjacent friendly unit, the APDS applies 
  a –3 Cluster Hits modifier; a –2 modifier if defending a friendly 
  unit 2 hexes away; and a –1 modifier when defending a friendly 
  unit 3 hexes away. The APDS cannot engage missile flights 
  farther than 3 hexes away. When in doubt, the hex nearest to 
  the unit being defended by an APDS is used to identify the 
  appropriate Cluster Hits Table modifier. 
   • If the modified Cluster Hits Table roll result is less than 2, the 
  missile flight is completely destroyed by the APDS. 
   • If the missile weapon normally fires only a single missile in a 
  shot (such as a Narc Missile Beacon), roll 1D6: on a result of 1-3 
  the missile is destroyed, on a result of 4-6 the missile strikes 
  the target. Modify the result by +1 if the defending a unit up to 
  2 hexes away or by +2 if defending a unit 3 hexes away. 
   • Battle armor squads equipped with an APDS use this system 
  as a group, but reduce the range 0 Cluster Hits effect to –3 
  if only 2 or 3 troopers are active in the squad; and –2 if the 
  squad has only 1 active trooper remaining. (A squad of 4 or 
  more troopers receives the normal –4 Cluster Hits effect at 
  range 0.) All other effects for range remain as indicated above.
   • Each APDS may only engage 1 missile attack per turn, regardless 
  of how many APDS items the unit mounts in the same arc. 
  (Battlesuit squads with APDS equipment are always counted 
  as a single APDS for the purposes of these rules, and thus can 
  only engage one missile flight per squad.) It is therefore up to 
  the player controlling any unit with multiple APDS mounts to 
  identify which APDS is engaging which missile flight. 
   • The defensive abilities of an APDS may be combined with 
  that of a different anti-missile system type (be it standard, 
  Clan, or laser-based). In this case, a single missile flight may 
  only be targeted by 1 APDS and 1 AMS in the same turn. In 
  this case, the Cluster Hits roll is modified by the effective 
  modifiers of both systems together, imposing a modifier 
  as severe as –8 against the attack. Once more, an effective 
  Cluster Hits roll reduction to less than 2 will indicate the 
  complete destruction of the entire missile flight.
   • Each time a standard APDS is used, it consumes 1 shot of 
  ammo and generates heat in accordance with the item’s 
  standard rules. (As with all ballistic weapons, battlesuit APDS 
  units do not track ammunition in normal gameplay.) 
   • As a ballistic weapon, the APDS generates no heat when 
  fired by non-heat tracking units.
  
  any weapons during the 
  Combat Phase.
  A blow-out caused by a 
  failed system failure roll is not 
  treated as an internal ammo 
  explosion for pilot damage 
  purposes, and inflicts no ad-
  ditional structural damage.
  For each turn the unit 
  does not use its emergency 
  coolant system, the failure 
  chance is reduced by one 
  level, to a minimum failure 
  chance of 3 or less. 
  If the emergency coolant 
  system suffers a critical hit, 
  it will explode for 5 points 
  of internal structure dam-
  age, resolved as a standard 
  ammo explosion, with criti-
  cal damage checks made in 
  accordance with standard rules. Additionally, the ’Mech will suffer 
  from the same coolant leak effect for movement and weapons fire 
  as detailed above. Because a critical hit releases the system’s pres-
  sure more directly, the automatic engine critical does not occur in 
  this case.
  Construction Rules: Only BattleMechs and IndustrialMechs may 
  mount an emergency coolant system (ECS). Such units may only 
  mount 1 ECS at a time, and must place the system in a location that 
  also contains engine critical slots. The ECS cannot be combined with a 
  radical heat sink system or coolant pods on the same unit, but may be 
  combined with a heat sink override kit, super-cooled myomers, and 
  all of the heat sink types available to ’Mechs. 
  The emergency coolant system may not be pod-mounted, but can 
  be part of an OmniMech’s base chassis.
  RISC HEAT SINK OVERRIDE KIT
  R&D Start Date: 3133 (Republic of the Sphere)
  Prototype Design and Production: 3134 (Republic of the Sphere)
  RISC’s heat sink override kit was a somewhat dubious side project 
  at best. Little more than a modification of the engine temperature 
  sensors, backed up by a software patch, the override kit impairs 
  the normal emergency shutdown process, slowing it down by a 
  combination of false data reporting and mechanical inhibitors in the 
  engine itself. Overall, this makes it easier for pilots to abort a heat-
  induced shutdown without overtly removing all safety protocols 
  entirely, but accomplishes little else to boost the ’Mech’s performance. 
  In fact, field tests of the system have demonstrated a chance for 
  catastrophic engine damage as a result of an ill-timed override, a 
  condition that can cripple the unit at a critical moment, when simply 
  better heat management would have averted such a disaster.
  Heat Sink Override Kit Rules
  Rules Level: Experimental
  Available to: BM, IM
  Tech Base (Ratings): Inner Sphere (D/XXXF)
  Game Rules: The heat sink override kit applies a –2 target modifier to 
  the MechWarrior’s roll to avoid a shutdown from extreme heat levels. 
  The kit only applies to shutdown avoidance checks, however, and 
  has no effect on ammunition explosion checks, pilot damage from 
  extreme heat, and the like. 
  Construction Rules: Units may mount more than one standard APDS, 
  but must follow the core construction rules for the unit regarding 
  ammunition placement and such. Though classed as a heavy weapon, 
  the APDS is automated, and does not require gunners on any unit 
  type. It does, however, require advanced fire control systems to be 
  mounted on support vehicles, IndustrialMechs, and mobile structures.
  The battle armor version of the APDS may only be mounted on 
  battle armor units, weighs 350 kilograms, and requires 2 item slots 
  on the suit’s chassis. The battlesuit APDS may be installed in modular 
  mounts. Each additional magazine of battlesuit APDS ammo weighs 
  15 kilograms and provides 6 rounds of fire.
  Airborne support vehicles (including airship, fixed-wing, and 
  satellite support vehicles) and airborne mobile structures may not 
  mount the APDS.
  RISC EMERGENCY COOLANT SYSTEM
  R&D Start Date: 3135 (Republic of the Sphere)
  Prototype Design and Production: 3136 (Republic of the Sphere)
  The Federated Suns’ “Radical Heat Sink” system was already more 
  than ten years old when the Republic of the Sphere began its research 
  into improvements in the technology aimed at lessening its overall mass 
  and bulk. Combined with other heat-management technologies, such 
  as the heat sink override kit and super-cooled myomers, this improved 
  coolant system could theoretically aid any ’Mech in maintaining its 
  battlefield prowess even under intense fire—a crisis often faced by RAF 
  units in the wake of the HPG network failure. 
  While the ultimate outcome of these projects could have 
  collectively made it possible to devote more tonnage than ever 
  before, the prototypes that emerged for each one left much to be 
  desired. The emergency coolant system, for example, proved more 
  prone to catastrophic rupture than the radical heat sink system, with 
  the added hazard of damaging the unit’s engine as well. The decision 
  to wire the ECS up in such a way that it could not be deliberately 
  overused mitigated the effects somewhat, but not enough for the 
  system to ever pass approval for mass production.
  Emergency Coolant System Rules
  Rules Level: Experimental
  Available to: BM, IM
  Tech Base (Ratings): Inner Sphere (F/XXXF)
  Game Rules: The emergency coolant system automatically triggers 
  in the End Phase of any turn where the unit’s heat level 14 points or 
  higher. At heat levels of 13 points or less, the system simply will not 
  engage, even though it is “always on” for the purposes of resolving 
  critical damage.
  Each time an emergency coolant system is triggered, the unit’s 
  controlling player must roll 2D6 and compare it to the emergency 
  coolant system Failure Table, based on the number of consecutive 
  turns the device has been activated at that point. If this roll equals 
  or exceeds the number indicated in the Avoid Failure On column, the 
  device continues to work normally, and will reduce the unit’s current 
  heat level by 6 points plus the roll’s margin of success. 
  If the roll fails, the emergency coolant system will suffer a catastroph-
  ic blow-out, which not only destroys the system itself, but inflicts an 
  automatic critical hit to the first critical slot of the engine in the cool-
  ant system’s location. (If there are no engine critical slots available in 
  the system’s location, the critical engine hit “transfers” to the next-most 
  inward section of the unit’s body and inflicts a critical engine hit there 
  instead.) On top of this, the unit will leak coolant so badly that the heat 
  costs for all movement actions will be increased by +1 heat point for 
  any movement actions other than standing still, and an additional +1 
  heat point must be applied to the total heat generated if the unit fires 
  EMERGENCY 
  COOLANT SYSTEM 
  FAILURE TABLE
  Number of 
  Turns Used*
  Avoid  
  Failure On
  1
  3+
  2
  5+
  3
  7+
  4
  10+
  5
  Auto-Fail
  *Consecutive turns only; each turn not 
  used reduces the failure avoidance check 
  by 1 level (to a minimum roll of 3).
  
  93
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  affixed to standard lasers, its goal was to retain the standard 
  laser’s inherent range, rather than sacrifice hitting distance  
  for accuracy. 
  While arguably one of the most promising of RISC’s endeavors, 
  the laser pulse module never reached production status before 
  the RISC was absorbed into various military branches and 
  industries. The prototypes that hit the field therefore offered only 
  a modest improvement in providing standard lasers with pulsing 
  capability, while simultaneously producing an increased cost in 
  heat and the potential for catastrophic failure that could destroy 
  both the pulse module and the laser to which it was attached.
  Laser Pulse Module Rules
  Rules Level: Experimental
  Available to: BM, IM, PM, CV, SV, CF, AF, SC, DS, JS, WS, MS
  Tech Base (Ratings): Inner Sphere (F/XXXF)
  Game Rules: Any standard or ER laser modified by a RISC laser 
  pulse module may select to fire in standard mode—using its 
  existing heat, damage, range, and attack modifiers—or pulse 
  fire mode. The pulse fire mode retains the weapon’s range and 
  damage values, but applies an additional –2 to-hit modifier to 
  the atack, and increases the weapon’s total heat generated by 2 
  points (regardless of weapon size).
  In addition to the above, if an undamaged laser pulse module 
  suffers a critical hit, or if pulse module-modified laser rolls an 
  unmodified attack result of 2 while firing in pulse mode, the 
  weapon’s pulse module will catastrophically fail. The resulting 
  explosion is treated as a 2-point internal ammunition explosion 
  and destroys the pulse module, but instead of rolling for additional 
  critical hits normally, the unit will suffer 1 automatic critical hit to 
  the first undamaged slot of the laser weapon that the module was 
  used to modify. In all other aspects, this damage is treated as an 
  internal ammo explosion. 
  If a laser weapon modified by a pulse module suffers critical 
  damage before its attached pulse module, the pulse module will 
  be rendered inert as well. Pulse modules that are rendered inert 
  will not explode if they suffer a critical hit later.
  Lasers modified by a laser pulse module may make use of 
  targeting computers in either mode of fire; as per the standard 
  targeting computer rules, lasers firing in pulse mode cannot use 
  the targeting computer to attempt an aimed shot.
  Construction Rules: Laser pulse modules may be attached to 
  standard or ER lasers of any size, as long as they are constructed 
  using an Inner Sphere technology base. A laser pulse module may 
  modify only 1 laser at a time, and cannot be stacked. A laser may 
  not be modified by more than 1 laser pulse module.
  Regardless of the size and class of laser being modified, its 
  attached laser pulse module weighs 1 ton and occupies 1 critical 
  slot. This module must be placed in the same location as the laser 
  it modifies. In the case of turret-mounted lasers, this also means 
  that the module weight and space is counted in the weapon 
  weight of the turret mechanism.
  For all non-’Mech units, the laser pulse module and the laser 
  it modifies are considered a single weapon mount (support 
  vehicles add 1 critical slot to the weapon, to correspond to the 
  laser pulse module, but do not treat the module as a separate 
  component). Vehicles and other non-heat tracking units must 
  also mount additional heat sinks to account for the extra 2 heat 
  points generated by a modified laser’s pulse mode.
  If the unit also carries a targeting computer, the weight of any 
  laser pulse modules it carries must be counted as part of the 
  weapon when calculating the computer’s size or tonnage.
  In addition, on an unmodified shutdown-avoidance roll of 2, 
  the heat sink override will catastrophically malfunction, causing 
  damage to the unit’s engine. Resolve this effect as a critical hit 
  check to the ’Mech’s center torso, applying 1 additional critical hit 
  to the roll result. (Thus, a roll result of 7 or less will still cause 1 
  critical hit, while a roll result of 12 will inflict 4 critical hits, rather 
  than 3.) All critical hits that result from an override kit malfunction 
  are applied to the ’Mech’s engine, starting with the top-most 
  undamaged engine slot and continuing downward. If all of the 
  ’Mech’s center torso engine slots are marked off in this manner, 
  the engine is considered destroyed and cannot be repaired. 
  Excess engine critical hits from an override failure are not applied 
  elsewhere, and have no further effect.
  Construction Rules: The heat sink override kit can only be 
  installed on a ’Mech, and occupies no weight or critical slots. 
  Nevertheless, an override kit must be noted among the unit’s 
  weapon list on the record sheet.
  RISC HYPER LASER
  R&D Start Date: 3133 (Republic of the Sphere)
  Prototype Design and Production: 3134 (Republic of the Sphere)
  The hyper laser may have been the ultimate development 
  in heavy laser technology. Despite being derived from Clan-
  made improved heavy lasers, the hyper laser prototypes were 
  constructed entirely by RISC engineers. 
  Pushing the physical limits of modern laser shielding and 
  plasma lasing chemistry, the hyper laser promised both incredible 
  range and destructive power, but the prototypes demonstrated 
  immense physical and thermal stress that made the weapon 
  especially prone to explosive malfunctions. In at least one 
  Republic “false flag” operation, this catastrophic flaw turned the 
  tide of battle against a Mad Cat Mk IV that had been specially 
  fitted with hyper lasers, and likely contributed to the project’s 
  eventual cancellation.
  Hyper Laser Rules
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, CF, AF, SC, DS, JS, WS, MS
  Tech Base (Ratings): Inner Sphere (F/XXXF)
  Game Rules: The hyper laser functions as a standard laser weapon 
  in game play. In addition, much like improved heavy lasers, the 
  hyper laser will explode if it suffers a critical hit. An exploding 
  hyper laser will deliver 10 points of damage to the unit’s structure 
  and immediately destroys all of the weapon’s critical slots.
  Worse still, any unmodified attack roll result of 2 or 3 by a hyper 
  laser will result in the same effects as a critical hit against the 
  weapon, and will deliver no damage to the target (even if the roll 
  would ordinarily result in a hit).
  Construction Rules: Hyper lasers may be mounted in accordance 
  with the appropriate unit’s standard construction rules for 
  mounting energy weapons. Due to the considerable power 
  requirements of the weapon, a fusion or fission engine is required 
  for any unit that is to carry a hyper laser.
  RISC LASER PULSE MODULE
  R&D Start Date: 3134 (Republic of the Sphere)
  Prototype Design and Production: 3137 (Republic of the Sphere)
  The advanced RISC laser pulse module picked up on 
  truncated research into X-Pulse lasers dating back to the 
  days of the Clan Invasion. Designed to achieve the rapid-fire 
  effect of pulse lasers through use of a special add-on module 
  
  Unlike other myomer types that occupy critical slots, critical hits to 
  super-cooled myomer slots are not rerolled, but instead are marked 
  off as component damage. When a super-cooled myomer slot is hit 
  (or a location containing super-cooled myomer slots is destroyed), 
  mark off one of the unit’s heat sinks, to reflect a loss of the unit’s 
  overall heat dissipation capability. Super-cooled myomers will still 
  retain their ability to negate ground movement heat after suffering 
  critical hits, but only as long as at least 1 of the myomer’s critical slots 
  are not destroyed.
  Critical hits to other heat sinks on the unit are resolved as normal. 
  If a unit with super-cooled myomers suffers enough critical hits—to 
  both myomers and heat sink slots alike—to destroy more heat sinks 
  than the unit actually features, additional critical hits to super-cooled 
  myomer slots will have no further effect.
  The use of super-cooled myomers also applies the effects of a 
  Difficult to Maintain Design Quirk to the unit if maintenance and 
  repair rules are in play (see pp. 193-199, SO).
  Construction Rules: Super-cooled myomers can only be installed on 
  BattleMechs (but not on IndustrialMechs), and may not be combined 
  with MASC or triple-strength myomer on the same unit. The 6 critical 
  slots occupied by super-cooled myomers must be distributed across 
  the unit’s arms, legs, and side-torsos (each location receives 1 critical 
  slot apiece). Super-cooled myomer may not be pod-mounted, but 
  can be used as part of an OmniMech’s base chassis.
  RISC VIRAL JAMMERS
  R&D Start Date: 3135 (Republic of the Sphere)
  Prototype Design and Production: 3136 (Republic of the Sphere 
  [Decoy Jammer]), 3137 (Republic of the Sphere [Homing Jammer])
  RISC’s viral jammers might have been the ultimate weapon in 
  electronic warfare, could they have been made more stable and 
  reliable in the field. Effectively devised as a kind of smart “hacking” 
  software—at least distantly related to the first Star League’s 
  Centurion weapon system—these systems produced a massive 
  barrage of almost-randomly generated code that could interfere with 
  hostile sensors and networking systems. The effect could overload 
  enemy systems with indecipherable “junk data”, creating a far more 
  persistent effect than standard ECM fields alone.
  The transmitter system and the purpose-built computers used 
  to make these viral jammers work, however, proved to be volatile. 
  With modern sensor arrays and electronics warfare equipment fairly 
  well hardened against external interference, these jammers had to 
  be purpose-built to defeat particular electronics system types, and 
  burned out quickly in the effort to overpower these systems’ inherent 
  safeguards against interference.
  This was particularly exacerbated by the fact that the viral jammers 
  were literally “fire-and-forget” technology, incapable of shutting down 
  once engaged, and so aggressive in countering foreign signals that 
  they could potentially interfere with friendly and hostile EW systems 
  alike. Although RISC’s specialists were reportedly able to program 
  the jammers to synchronize with friendly electronics, improper 
  coordination protocols or a flaw in the jammers’ design often saw the 
  system cause havoc to friend and foe alike.
  Viral Jammer Rules
  Rules Level: Experimental
  Available to: BM, IM, PM, CV, SV, MS
  Tech Base (Ratings): Inner Sphere (F/XXXF)
  Game Rules: Viral jammers can only be used by units on the ground 
  map. Airborne units (including airborne support vehicles, mobile 
  structures, or any other unit type that uses Thrust Points), cannot 
  effectively use viral jammer units unless they are landed.
  RISC REPEATING TSEMP
  R&D Start Date: 3131 (Republic of the Sphere)
  Prototype Design and Production: 3133 (Republic of the Sphere) 
  One of the Republic of the Sphere’s most revolutionary weapons was 
  the tight-stream electromagnetic pulse (TSEMP) cannon, an energy-
  based weapon designed to disable armored targets without destroying 
  them. This effort was as much motivated by public relations as it was 
  an effort to conserve battlefield resources; having long billed itself as 
  the forerunners of a new age of peace, the RAF saw the TSEMP as a rare 
  opportunity to demonstrate this ideal even in combat.
  By the early 3130s, the Institute of Strategic Combat felt that even 
  the reusable TSEMP cannon—itself an upgrade over an earlier one-
  shot version—could be further enhanced with an improved firing 
  rate. Unfortunately, the so-called Repeating TSEMP never reached the 
  same reliability as conventional TSEMP cannons. RISC still produced a 
  small run of prototypes, some of which managed to reach the black 
  market. The Republic only ever fielded this equipment on ad-hoc 
  Omni configurations.
  Repeating TSEMP Rules
  Rules Level: Experimental
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, MS
  Tech Base (Ratings): Inner Sphere (E/XXXF)
  Game Rules: Repeating TSEMP follows the same rules as the TSEMP 
  cannon (see pp. 90-91), but—unlike the TSEMP cannon—the 
  repeating TSEMP may fire every turn. 
  As with a TSEMP cannon, critical hits to a repeating TSEMP will result 
  in a 10-point internal explosion due to the intense power surge released. 
  This is treated in the same way as a Gauss weapon explosion. As with 
  Gauss weapons, TSEMP explosions cannot be triggered by excess heat.
  In addition to the above, the repeating TSEMP will also suffer the same 
  effects as a critical hit on any unmodified attack roll of 2 made when 
  using the weapon. A repeating TSEMP that explodes in this fashion will 
  deliver no effects to the target, even if the roll would ordinarily hit.
  Construction Rules: Repeating TSEMPs may be mounted in 
  accordance with the unit’s appropriate standard construction rules 
  for mounting energy weapons, but only units powered by fusion or 
  fission engine types may carry or use a repeating TSEMP.
  RISC SUPER-COOLED MYOMER
  R&D Start Date: 3132 (Republic of the Sphere)
  Prototype Design and Production: 3132 (Republic of the Sphere)
  Super-cooled myomer (SCM) was a RISC experiment that was 
  abandoned not because of its ambitious scope, but because 
  it represented a dead-end in the face of current technologies. 
  Interlacing myomers with special friction-reducing fluids and 
  secondary coolant lines, and sheathing key bundles in an extra layer 
  of thermal insulation, the new musculature all but eliminated waste 
  heat caused by routine movement. 
  The system was abandoned before the increased vulnerability of the 
  cooling system was addressed, largely because superior heat dissipation 
  systems already existed, and the added complexities involved in 
  producing, installing, and maintaining super-cooled myomers rendered 
  the concept far more troublesome to employ than it was worth.
  Super-Cooled Myomer Rules
  Rules Level: Experimental
  Available to: BM
  Tech Base (Ratings): Inner Sphere (F/XXXF)
  Game Rules: A BattleMech equipped with super-cooled myomers 
  does not generate any movement heat for walking, running, sprinting, 
  or executing any other movement actions that use ground MPs. When 
  using jumping or UMU MPs, the ’Mech will generate movement heat 
  per its normal rules.
  
  95
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  C3 systems of all types (including Nova and Boosted C3), Narc 
  beacons (including iNarc), Streak missile systems, and homing 
  ammunition within 17 hexes of the jamming unit. (TAG will still 
  function, but because homing ammunition will be affected, this 
  targeting gear will be rendered useless.) Streak launchers will 
  still be able to fire, but will function as standard launchers of the 
  appropriate range and rack size, and therefore will fire even on 
  a missed shot, and will require rolls on the Cluster Hits table to 
  resolve successful attacks. 
  To determine if a unit’s electronics succumb to an active viral 
  jammer, first determine whether the unit has a valid line of sight to 
  the jamming unit, and if it has electronics that might be affected 
  by the jammer in question. If so, the controlling player must roll 
  2D6. If the result is 9 or higher, the target unit will avoid the effects 
  of the jammer for the current turn. On a result of 8 or less, all of the 
  unit’s electronics—based on the jammer type employed—will be 
  rendered inoperative for the remainder of the turn. As long as the 
  jammer is active, this check must be made at the beginning of 
  each subsequent turn. A unit with an active viral jammer must 
  also make the check to avoid its effects.
  Construction Rules: Viral jammers may be mounted in 
  accordance with the appropriate unit’s standard construction 
  rules, but only one jammer of any type may be mounted on a 
  single unit. Vehicles that mount a viral jammer require sufficient 
  heat sinks to offset the viral jammer’s heat. 
   Regardless of the type used (decoy or homing), a viral jammer 
  may be activated at the start of the unit’s turn, as a free action 
  during the unit’s Movement Phase. Once activated, the jammer 
  may not be disengaged for the remainder of the game, but will 
  become inactive if the unit shuts down for any reason (such as 
  overheating or destruction). A viral jammer that becomes inactive 
  for any reason cannot be restarted during the scenario, and must 
  be replaced. 
  Each turn a viral jammer is active, the controlling player must roll 
  2D6 during the Combat Phase to determine if the jammer continues 
  to function normally. The target number for this roll is 3, plus the 
  number of turns the jammer has been active by that point. Once this 
  target number exceeds 12, the jammer will automatically fail.
  Once a viral jammer fails its check, the device suffers an automatic 
  critical hit, and is considered destroyed. As above, a viral jammer 
  that becomes inactive as a result of this roll cannot be reactivated 
  for the remainder of the scenario and must be replaced.
  An active viral decoy jammer may disable all ECM systems 
  (including Angel, Nova, and Watchdog suites, as well as EW 
  equipment), within 17 hexes of the operating unit. Any stealth 
  systems that rely on a functioning ECM will cease to work as 
  well, but will continue to produce heat as per the normal rules 
  until deactivated.
  An active homing jammer may disable all Apollo and Artemis 
  systems (including Artemis IV, Artemis V and ATM versions), 
  Early Clan Improved Equipment (Early Clan)
  Introduced: Variable (See Rules)
  Extinct: Variable (See Rules)
  The Clans’ ancestors carried with them great stores of 
  knowledge that was lost to the Inner Sphere after the fall of the 
  Star League. As the self-declared exiles evolved in their distant 
  homeworlds, they used this information as the springboard for 
  the development of the advanced weapons that would terrorize 
  the Inner Sphere when they returned in 3050. 
  During this transitional period, the scientists of what would 
  become the Clans developed a range of intermediate weapons that 
  were soon superseded by the familiar weapons seen today. Most 
  of these were simply lighter and more compact versions of the 
  standard versions that had became so familiar over the centuries. 
  But a few—like the Enhanced PPC reportedly deployed first by Clan 
  Wolverine—made more significant improvements in performance 
  that would spark the true leap to modern Clan-spec weaponry.
  With most of these weapons only produced for less than twenty 
  years, these weapons were long vanished from active service by the 
  time the Clans came to the Inner Sphere, but occasionally, some 
  appeared on ancient BattleMechs and vehicles that were pressed 
  back into service centuries after they had been mothballed.
  GENERAL EARLY CLAN IMPROVED 
  WEAPONS RULES
  Rules Level: Experimental
  Available to: BM, IM, PM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  Tech Base (Ratings): Clan (E/XDXX)
  Although they are created using a Clan technology base, the 
  rules for using and mounting the various Early Clan-era improved 
  weapons largely follow those of their original Inner Sphere 
  analogs, as found in TechManual and Total Warfare. Additional 
  details are provided for each class of weapons below.
  IMPROVED LASERS
  Introduced: 2818 (Improved Large Laser), 2820 (Improved Large 
  Pulse Laser)
  Extinct: 2830 (Improved Large Laser), 2826 (Improved Large 
  Pulse Laser)
  The improved lasers used by the early Clans included the 
  standard large laser and the large pulse laser. In both cases, 
  engineering and machining refinements rendered these 
  weapons smaller and more compact than their forebears, without 
  sacrificing performance.
  Improved Laser Rules
  Game Rules: Both the improved large laser and the improved 
  large pulse laser perform in the same fashion, and with the same 
  heat, damage, range, and to-hit modifiers as those made using 
  the Inner Sphere technology base.
  Construction Rules: Both improved laser types may be mounted 
  on any unit in accordance with the unit’s standard construction 
  rules regarding energy weapons.
  IMPROVED AND ENHANCED PPCS
  Introduced: 2820 (Improved PPC), 2823 (Enhanced PPC)
  Extinct: 2832 (Improved PPC), 2831 (Enhanced PPC)
  As with laser weapons, the improved particle weapons 
  developed by the proto-Clans focused on lighter and more space-
  efficient manufacturing. But where the improved PPC simply 
  made the standard model smaller without sacrificing power, the 
  enhanced PPC improved on the destructive output of the Star 
  League’s extended-range version. 
  
  Construction Rules: Improved Gauss rifles may be mounted on 
  any unit per standard weapon and equipment rules for Gauss rifles. 
  Bipedal OmniMechs that choose to mount a Gauss rifle in the arm 
  must remove that arm’s hand actuator before doing so.
  IMPROVED STANDARD MISSILE LAUNCHERS
  Introduced: 2817 (Improved SRMs), 2818 (Improved LRMs)
  Extinct: 2828 (Improved SRMs), 2831 (Improved LRMs)
  A marvel of miniaturization, the Clans reduced the weight of their 
  LRM launchers by half and somewhat reduced their bulk. Further 
  improvements would create the familiar Clan LRM, which even 
  eliminated the weapon’s minimum range deficiencies. 
  Going a different direction, however, were the improved SRMs 
  that appeared a full year before the new LRMs. Utilizing more 
  powerful launch mechanisms, the early Clan weapons-makers 
  increased the SRMs’ effective range by one-third, even though 
  launchers themselves remained about the same weight and size as 
  their original counterparts. Combining this advancement with the 
  more accurate Streak targeting system would eventually consign 
  the improved SRM to obscurity, but not before other manufacturing 
  upgrades enabled the Clans to shrink their standard SRM launchers 
  to half their original weight.
  Improved Standard Missile Launcher Rules
  Game Rules: Improved LRM launchers come in all the same rack 
  sizes as their Inner Sphere equivalents, and maintain the same heat, 
  ranges, per-missile damage, cluster tables, and volley-per-ton values 
  as well. Improved SRM launchers, meanwhile, use the same heat, per-
  missile damage, cluster hits tables, and magazine sizes as their Inner 
  Sphere counterparts—but boast the range brackets of the modern 
  Clan Streak SRM instead.
  Construction Rules: Improved missile launchers may be mounted 
  on any unit in accordance with the unit’s standard core construction 
  rules for missile weapons. On BattleMechs, IndustrialMechs and 
  Support Vehicles, improved missile launchers may be enhanced by 
  Artemis IV (or V) fire-control systems, but must allocate both the 
  launcher and the Artemis system to the same location, and must 
  upgrade all applicable launchers on the unit in the same fashion. 
  Artemis systems on such units may be given a separate critical slot as 
  the launcher can still fire with a damaged Artemis, but this slot must 
  be placed in the same body location as the launcher it modifies. (All 
  other units that carry Artemis-enhanced launchers—such as combat 
  vehicles, fighters and DropShips—install the combined launcher and 
  Artemis system as a single weapon.) 
  Omni units that mount improved missile launchers capable 
  of using Artemis must adhere to the above rules, even if the 
  launcher is hardwired into the base configuration. For example, an 
  OmniMech that hardwires an improved SRM launcher in its Center 
  Torso location in such a way as to leave no extra critical slots in 
  that area may not subsequently add Artemis-enhanced missile 
  launchers to a later configuration, as the Center Torso SRM has no 
  room for its own enhancement. 
  Improved missile launchers are compatible with all special 
  munitions types that are available for the standard missile launcher of 
  corresponding type and rack size.
  Improved and Enhanced PPC Rules
  Game Rules: The improved PPC performs in the same fashion, and with 
  the same heat, damage, range, and to-hit modifiers, as the standard 
  Inner Sphere PPC, while the enhanced PPC matches the Inner Sphere 
  ER PPC in all of the same ways except for its increased damage.
  Construction Rules: Improved and Enhanced PPCs may be mounted 
  on any unit in accordance with the unit’s standard construction 
  rules regarding energy weapons. As with other PPCs, OmniMechs 
  mounting improved or enhanced PPCs must remove their lower 
  arm and hand actuators in any arm location where an improved or 
  enhanced PPC is placed.
  IMPROVED AUTOCANNON
  Introduced: 2818 (All)
  Extinct: 2833 (All)
  Early Clan ballistic weapons tech also benefited from advanced 
  metallurgy and construction techniques that rendered these classics 
  of warfare lighter and more compact. These weapons enjoyed only 
  a brief service life before more significant advances to the Ultra and 
  LB-X autocannon types rendered standard-model cannons obsolete.
  Improved Autocannon Rules
  Game Rules: All four improved standard autocannons perform in 
  the same fashion, and with the same heat, damage, range, and to-
  hit modifiers as those made using the Inner Sphere technology base.
  Construction Rules: Improved autocannons may be mounted on 
  any unit in accordance with its standard construction rules for ballistic 
  weapons. Vehicles and units powered by non-fusion engines do 
  not require heat sinks or power amplifiers to use them, but all units 
  mounting autocannons will require at least 1 ton of ammunition.
  As with the standard rules, improved autocannons that occupy 8 
  critical slots or more may be divided among two adjacent locations 
  on a ’Mech unit, if desired. Weapons so divided use the most 
  restrictive firing arc of the two locations. Non-’Mech units may not 
  divide a single weapon among multiple locations. OmniMechs must 
  also remove lower arm or hand actuators in any arm location where 
  an improved autocannon is being mounted. 
  Improved autocannons may make use of all specialized ammo, 
  with the exception of the LB-X cluster munitions (which may be used 
  only by LB-X AC types). 
  IMPROVED GAUSS RIFLE
  Introduced: 2822 (Improved Gauss Rifle)
  Extinct: 2837
  Clan technology would scarcely improve the performance of 
  the standard Gauss rifle beyond its Star League-era glory, but the 
  improved version nevertheless demonstrated how Kerensky’s 
  disciples proceeded along that path.
  Improved Gauss Rifle Rules
  Game Rules: Gauss rifle capacitors remain charged (and thus 
  explosive) throughout game play, even if the unit is shut down or its 
  crew/pilot is unable to act, and an improved Gauss rifle will deliver a 
  20-point internal explosion if it suffers a critical hit. As with most early 
  Clan improved weapons, the improved Gauss rifle has the same heat, 
  damage, range values, and shots-per-ton as its Inner Sphere version.  
  
  97
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  LB-X Autocannon (Clan Prototype) Rules
  Game Rules: The Clan prototype LB 2-X, 5-X, and 20-X 
  autocannons (LB 2-X-CP, 5-X-CP, and 20-X-CP) all use the same 
  rules as their production-grade Inner Sphere versions, except 
  that, when firing cluster munitions, these prototypes must apply a 
  –1 roll modifier on the Cluster Hits Table upon a successful attack. 
  A roll result of less than 2 on this roll is treated as a 2.
  Construction Rules: Aside from occupying 1 more critical slot 
  than its Inner Sphere equal, the Clan prototype LB 2-X, 5-X, and 
  20-X autocannons may be mounted on any unit in accordance 
  with its normal rules for mounting such weapons. Ammunition 
  for all Clan prototype LB-X autocannons may only be installed in 
  full-ton lots.
  As with the standard rules, LB-X autocannons that occupy 
  8 critical slots or more may be divided among two adjacent 
  locations on a ’Mech unit, if desired. Weapons so divided use 
  the most restrictive firing arc of the two locations. Non-’Mech 
  units may not divide a single weapon among multiple locations. 
  OmniMechs must also remove lower arm or hand actuators in any 
  arm location where an LB-X autocannon is being mounted. 
  STREAK SRM (STREAK-CP)
  Introduced: circa 2819 (Clan Star Adder)
  Standard Production: 2826 (Clan Star Adder)
  In the final years of the Star League-in-Exile, SLDF researchers 
  and weapons manufacturers attempted to increase the size of 
  the Streak SRM launchers to include four- and six-missile racks. 
  While they had some limited success, the true breakthroughs 
  would not come until the beginning of the Golden Century, when 
  Clan sci entists conquered problems with the Streak targeting and 
  guid ance systems in the larger rack sizes. Experimental versions 
  of Streak SRM-4 and -6 racks were available in limited quantities 
  during and immediately after Operation KLONDIKE. 
  Streak SRM (Clan Prototype) Rules
  Game Rules: Although designated as Streak SRM launchers, 
  the Clan prototypes were actually less ammunition-efficient, 
  but slightly more accurate than their modern Inner Sphere 
  equivalents. To reflect this, the Clan prototype Streak SRM-4 and 
  Streak SRM-6 use the same heat, per-missile damage, range, and 
  shots-per-ton as their Inner Sphere version, but resolve attacks as 
  follows.
  First, the Clan prototype Streak-4 and Streak-6 each receive a 
  –1 to-hit modifier. Second, even if a shot from a Clan prototype 
  Streak-4 or Streak-6 misses, the weapon will still fire and generate 
  heat. Finally, upon a successful hit, the Clan prototype Streak-4 
  and Streak-6 launchers apply a +4 roll modifier on the Cluster Hits 
  Table (treating any modified result over 12 as a 12 result). 
  Missile-enhancing technologies such as Artemis and Narc are 
  incompatible with Clan prototype Streak launchers, and will have 
  no effect on their operation when used.
  Construction Rules: Clan prototype Streak missile launchers may 
  be mounted on any unit in accordance with the unit’s standard 
  core construction rules for Streak missile weapons. They are 
  incompatible with Artemis IV (or V) fire-control systems, and no 
  such systems are required for Clan prototype Streak launchers if 
  the unit uses other launchers that have them.
  In addition to improving on the existing technologies of the 
  Star League, the nascent Clans also began to expand on many 
  weapon systems in the years just prior to Operation KLONDIKE. 
  During their conquest of the war-ravaged Pentagon worlds, 
  several of these prototype weapons (identified by the suffix “-CP”) 
  saw extensive field testing. These items would eventually evolve 
  into their final Clan-spec forms 
  GENERAL EARLY CLAN PROTOTYPE 
  SYSTEMS RULES
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  Tech Base (Ratings): Clan (E/XFXX)
  The rules for using and mounting the various Early Clan-
  era prototype items featured here use the baseline abilities 
  (heat, damage, range, and so forth) of their production-grade 
  Inner Sphere versions as seen in TechManual and Total Warfare. 
  Additional details are provided for each item class below.
  Note: Because these items represent the prototype-phase 
  versions of equipment that later went into standard production, 
  in place of extinction dates, these items feature “Standard 
  Production” dates. This date indicates the point where the 
  technology matured into its final “Clan-spec” form as reflected by 
  the item’s normal rules. After this standard production date, the 
  prototype versions featured here were gradually phased out of 
  service, with most fully retired after just a few years. 
  ER LASERS (ER-CP)
  Introduced: circa 2819 (Clan Jade Falcon)
  Standard Production: 2824 (Clan Jade Falcon [Medium]), 2825 
  (Clan Jade Falcon [Small])
  Advanced laser technologies were among the first to be 
  mas tered by the Clans, but during Operation KLONDIKE testing 
  was still underway on the new systems. Experimental versions 
  of the small- and medium-sized versions of the extended-
  range laser (ER-SL-CP and ER-ML-CP) were available during the 
  return to the Pentagon.
  ER Lasers (Clan Prototype) Rules
  Game Rules: Both the ER small and ER medium lasers perform in 
  the same fashion as their Inner Sphere versions.
  Construction Rules: Both prototype ER laser types may be 
  mounted on any unit in accordance with the unit’s standard 
  construction rules regarding energy weapons. Once again, 
  these weapons use the construction values of their Inner Sphere 
  versions as a baseline, though the Clan prototype ER medium 
  laser weighs 1.5 tons, rather than 1.
  LB-X AUTOCANNON (LB-X-CP)
  Introduced: circa 2820 (Clan Coyote)
  Standard Production: 2825 (Clan Coyote [5-X]), 2826 (Clan 
  Goliath Scorpion [2-X], and Clan Hell’s Horses [20-X])
  Early Clan prototypes of the LB 2-X, 5-X and 20-X (the LB-X-CPs) 
  also underwent testing during Operation KLONDIKE. Though a 
  little less effective and a little more bulky than their modern Inner 
  Sphere-made equivalents, all three of these autocannons paved 
  the way for what became known as the Clan standard. 
  Early Clan Prototype Systems (Early Clan)
  
  Expanded ProtoMechs (Wars of Reaving)
  Introduced: 3083 (Quadruped [Clan Cloud Cobra]), 3083 (Ultraheavy 
  [Clan Coyote]), 3084 (Glider [Clan Snow Raven])
  Three new classes of ProtoMechs emerged during the Wars 
  of Reaving: Ultraheavy ProtoMechs (Ultras), ProtoMech Quads 
  (ProtoQuads), and Glider ProtoMechs (Gliders). Each of these offered 
  specific advantages that further enhanced their combat potential, 
  and all were developed first by the rebellious scientists who united 
  in a short-lived rebellion against the warrior castes. While the fallout 
  of this act led many Clans to abandon ProtoMechs altogether, a few 
  not only retained the unique unit class, but also adopted many of the 
  innovations the “Society” had introduced.
  Ultraheavy ProtoMechs (Ultras)
  Pushing ProtoMech design techniques to their limits, Ultraheavy 
  ProtoMechs can reach a maximum weight of 15 tons (15,000 
  kilograms), overlapping the tonnage of Ultralight BattleMechs. 
  Achieving this without using BattleMech-scale components—
  including gyros—meant creating a larger control system based 
  around a modified PA(L) suit. In 
  addition to giving the Ultra the same 
  flexibility of control, this suit-based 
  cockpit and control unit doubles as an 
  escape system for ProtoMech warriors, 
  something not possible for lighter, 
  standard-weight ProtoMechs.
  ProtoMech Quads (ProtoQuads)
  Though conceived as early as 3065, 
  quadruped-style ProtoMechs faced 
  numerous minor design hurdles, not 
  the least of which was the unique quirk 
  of the pilot-ProtoMech interface that 
  virtually demanded a human-style gait 
  and mobility. When these issues were 
  worked out—either through intensive 
  training or use of the Society’s 
  infamous Feralize treatments—the 
  four-legged ProtoMechs that resulted 
  achieved faster mobility and greater 
  payload capacity than their bipedal 
  equivalents. ProtoQuads could even 
  make use of turret-based weapons 
  similar to the Inner Sphere’s four-
  legged battlesuits, and could be built 
  in the standard weight range as well as 
  the Ultraheavy category.
  rules as their production-grade Inner Sphere versions, except that 
  these weapons will suffer failure when firing at double-rate on 
  any unmodified to-hit roll of 3 or less, rather than just a 2 result. 
  As with production-grade Ultra autocannons, Clan prototype 
  Ultra autocannon that suffer this kind of weapon jam will remain 
  inoperative for the remainder of the scenario, and may not be cleared 
  “in the field”.
  Construction Rules: Aside from occupying 1 more critical slot than 
  its Inner Sphere equal, the Clan prototype Ultra autocannons/2, /10, 
  and /20 may be mounted on any unit in accordance with its normal 
  rules for mounting such weapons. Ammunition for all Clan prototype 
  Ultra autocannons may only be installed in full-ton lots.
  As with the standard rules, Ultra autocannons that occupy 8 critical 
  slots or more may be divided among two adjacent locations on a 
  ’Mech unit, if desired. Weapons so divided use the most restrictive 
  firing arc of the two locations. Non-’Mech units may not divide a 
  single weapon among multiple locations. OmniMechs must also 
  remove lower arm or hand actuators in any arm location where an 
  Ultra autocannon is being mounted. 
  Clan prototype Streak missile launchers may only carry Streak missiles 
  for the standard missile launcher of corresponding type and rack size.
  Note: When mounted on aerospace units, prototype Streak 
  launchers receive an effective attack value equal to a roll result of 11 
  on the appropriate weapon’s Cluster Hits column. 
  ULTRA AUTOCANNON (UAC-CP)
  Introduced: circa 2820 (Clan Sea Fox)
  Standard Production: 2825 (Clan Sea Fox [AC/10], Steel Viper 
  [AC/20]), 2827 (Clan Goliath Scorpion [AC/2]) 
  Prototype versions of the Ultra Autocannon/2, /10, and /20 all saw 
  limited use with the Clans during Operation KLONDIKE. As with the 
  other weapons of this era, the final evolution of modern “Clan-spec” 
  versions would not come until after the conquest of the Pentagon 
  worlds and the dawn of the Golden Century.
  Ultra Autocannon (Clan Prototype) Rules
  Game Rules: The Clan prototype Ultra AC/2, Ultra AC/10, and Ultra 
  AC/20 (UAC/2-CP, UAC/10-CP, and UAC/20-CP) all use the same 
  DF 
  JJ
  Ostensibly attempting to regain order, a swarm of Clan Blood Spirit Cecerops ProtoMechs breach the inner wall of Kerensky’s Bloodchapel.
  
  99
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Expanded ProtoMech Firing Arcs
  Non-Quadruped 
  ProtoMechs: 
  All 
  non-quadruped 
  ProtoMechs—including 
  standard, 
  Glider, 
  and 
  Ultraheavy 
  versions—use the standard firing arc and torso rotation rules 
  for ProtoMechs. If these units possess main gun mounts, these 
  weapons will also function in accordance with their normal rules 
  for non-quadruped ProtoMechs, including restrictions on firing 
  main guns together with arm-mounted weapons, and the ability 
  to fire into forward and side arcs together, and combining this 
  ability with torso facing. 
  Quadruped ProtoMechs: Quadruped ProtoQuads use the 
  same firing arcs that four-legged BattleMechs do, including the 
  inability to twist their torsos. Quadruped ProtoMechs equipped 
  with a main gun mount, however, treat any weapons placed in 
  that location as if they are housed in a vehicle turret, complete 
  with a full 360-degree rotation arc.
  Ultraheavy Main Gun Mounts: In the case of Ultraheavy 
  ProtoMechs of any kind, a main gun that mounts more than 
  one weapon must use the same firing arc for these main gun 
  weapons, based on the unit’s current rotation. Thus, an Ultraheavy 
  quadruped ProtoMech with two weapons in its main gun mount 
  would need to fire both weapons to the rear if that was the 
  direction its main gun was rotated to face in that turn.
  Expanded ProtoMech Attack Rules
  For Glider ProtoMechs on the ground, and all other ProtoMech 
  types, the standard rules for resolving attacks based on the 
  appropriate movement modifiers and terrain apply.
  Glider ProtoMechs using WiGE movement must apply a +1 
  attacker to-hit modifier to any attacks they make when using WiGE 
  Cruising MP; if using WiGE Flank MP, this attacker to-hit modifier 
  becomes +2 instead. When attacks are made against a Glider 
  ProtoMech using its WiGE MP, the Glider ProtoMech receives the 
  standard additional +1 to-hit modifier applied for attacks against 
  jumping or airborne targets.
  For line of sight purposes, all ProtoMechs—regardless of 
  weight and configuration—are considered to stand only 1 
  level tall.
  Expanded ProtoMech Hit Locations
  All attacks against a ProtoMech are resolved using the normal 
  ProtoMech hit locations table, except as follows:
  Glider ProtoMechs: Any successful attack against a Glider 
  ProtoMech that strikes a “Near Miss” hit location still inflicts no 
  armor damage to the Glider itself. However, this near miss will 
  strike the Glider’s more delicate wing structure or flight systems, 
  regardless of the attacking weapon’s actual damage value. This hit 
  inflicts no actual damage to the Glider’s armor, but will reduce the 
  Glider’s WiGE Cruising MP by 1 (to a minimum of 0). The Glider’s 
  WiGE Flanking MP must then be recomputed accordingly. If, 
  through this damage, a Glider ProtoMech is reduced to less than 
  4 WiGE MP while in flight, the unit will become unable to remain 
  aloft and must immediately follow the rules for crash-landing (see 
  Glider ProtoMech Crash Landing, p. 100). 
  Quadruped ProtoMechs: Because four-legged ProtoMechs 
  do not have arm locations, hits to the arm locations automatically 
  strike the legs. Like bipedal ProtoMechs, ProtoQuads only have 
  one hit location for their legs, which covers all four of them.
  Glider ProtoMechs (Gliders)
  Uniquely designed for bipedal Ultras as a consequence of the 
  design’s specialized motive systems, Gliders are low-altitude, 
  limited-flight ProtoMechs that rely on a combination of thrust and 
  glide wings that effectively mimic how LAMs operate in AirMech 
  mode. Their elaborate flight systems, which include an adapted 
  form of ProtoMech partial wing technology, modified jump 
  thrusters, and a specialized musculature, are specifically designed 
  to give them greater mobility in the air. As a result, Gliders have 
  very little ground speed. Glider ProtoMechs can be deployed 
  in vacuum or underwater, but they are incapable of using their 
  WiGE-style movement capabilities in either situation. 
  EXPANDED PROTOMECH GAME RULES
  Rules Level: Advanced
  Available to: PM
  Tech Base (Ratings): Clan (F/XXED [Quad]; XXEE [Glider] XXDD 
  [Ultraheavy])
  All three of these unique ProtoMech types will operate using 
  the same organization and rules of play as standard ProtoMech 
  units (see pp. 184-187, TW), except as modified below: 
  Expanded ProtoMech Movement Rules
  Non-Glider 
  ProtoMech 
  Movement: 
  All 
  non-Glider 
  ProtoMechs—including standard, quadruped, and Ultraheavy 
  versions—use the standard ground movement rules for 
  ProtoMechs. If these units possess jump jets, partial wings, or 
  underwater maneuvering units (UMUs), these items will also work 
  in accordance with their normal rules for non-Glider ProtoMechs, 
  with all normal terrain restrictions, modifiers, and movement 
  effects applied. 
  Glider ProtoMech Ground Movement: Glider ProtoMechs 
  that have landed may only move 1 MP (Walking) on the ground 
  in any turn. All normal movement costs for terrain and turning 
  apply to Glider ProtoMechs as they do for other ProtoMechs on 
  the ground.
  Glider ProtoMech WiGE Movement: Glider ProtoMechs use 
  their thrusters and wings to “fly” in a fashion similar to a miniature 
  Land-Air BattleMech (LAM) in its hybrid (AirMech) mode. To reflect 
  this, they use a modified form of the WiGE rules in Total Warfare 
  (see p. 55, TW), except that Glider ProtoMechs only require a 
  minimum of 4 WiGE MP (and working legs) to take off, and must 
  spend a minimum of 4 WiGE MP per turn to remain aloft. Glider 
  ProtoMechs may also increase (or decrease) their gliding height 
  by spending 1 WiGE MP per elevation change (akin to VTOL 
  movement rules), and can even hover in one hex by spending 4 
  WiGE MP in that hex doing so. Lacking the thrust power of LAMs, 
  however, Glider ProtoMechs may not ascend higher than 12 levels 
  above the underlying terrain in this fashion.
  Glider ProtoMech Landing Movement: To safely land, a 
  Glider ProtoMech with functioning legs must simply return to the 
  level of the underlying terrain and make a special Landing Check, 
  rolling 2D6 against a target number of 4. If the roll result is less 
  than 4, or if the Glider ProtoMech has suffered leg destruction (or 
  leg damage resulting in a No Movement critical hit), the landing 
  fails, and the Glider ProtoMech suffers damage equal to 2 times 
  the total number of levels it descended during the turn its landing 
  was attempted, allocated directly to the Glider’s legs. (Excess leg 
  damage transfers to the torso per normal rules.)
  
  Glider ProtoMech Crash-Landing
  If critical damage or near miss effects reduce a 
  Glider ProtoMech to less than 4 WiGE Flank MP while 
  airborne, the Glider ProtoMech cannot remain aloft 
  and drops to the level of the underlying terrain. 
  At this point, the pilot must make an emergency 
  landing check against a target number of 8. If this 
  check fails (or if the Glider ProtoMech has suffered 
  leg destruction and/or a No Movement critical hit), 
  the Glider ProtoMech will suffer 2 damage points for 
  every level of height it has fallen. Apply this crashing 
  damage randomly in 5-point clusters.
  Ultraheavy ProtoMech Ejection System
  The pilot of an Ultraheavy ProtoMech (biped, 
  quadruped, or Glider) may use the same ejection 
  rules as a ’Mech (see pp. 196-197, TO). Because the 
  cockpit location is in the torso, the ejection modifiers 
  based on damage to the ’Mech’s head structure instead apply based 
  on the damage done to the ProtoMech’s torso structure. 
  If an Ultraheavy ProtoMech suffers its third critical hit to the torso 
  (Proto Destroyed) location, or suffers a complete loss of all torso 
  structure, the pilot will auto-eject using the same rules as a ’Mech 
  that has suffered the destruction of its head location (see p. 197, TO).
  An ejected Ultraheavy ProtoMech pilot follows the same rules 
  as an ejected MechWarrior. Because there is no room in the 
  Ultraheavy ProtoMech’s cockpit for hostile environment gear, 
  ProtoMech warriors who eject into hazardous environments—
  such as vacuum, underwater, toxic atmospheres, and so forth—
  will suffer their full effects.
  EXPANDED PROTOMECH CONSTRUCTION RULES
  The following additional rules modify those presented for 
  constructing ProtoMechs using TechManual (see pp. 80-89, TM).
  Maximum ProtoMech Weight
  The maximum weight for a ProtoMech is now 15 tons (15,000 
  kilograms). ProtoMechs are still built in 1-ton (1,000-kilogram) 
  increments. ProtoMechs weighing 10 to 15 tons are classified as 
  Ultraheavy ProtoMechs (or Ultras).
  Chassis Type Restrictions
  ProtoMechs of all weights (including Ultraheavy ProtoMechs) may 
  be constructed using either the bipedal or quadruped (quad) chassis 
  types. Glider ProtoMechs may only be constructed using the bipedal 
  Ultraheavy ProtoMech chassis type.
  ProtoMech Structure and Armor Table
  The Expanded ProtoMech Structure and Armor Table shows 
  the weight for each ProtoMech’s internal structure (by ProtoMech 
  tonnage), as well as the number of internal structure boxes per 
  location, and the maximum armor limits of each location.
  As with standard ProtoMechs, Ultraheavy ProtoMechs, ProtoMech 
  Quads, and Glider ProtoMechs may install a Main Gun at their option. 
  Even though the ProtoMech Quad Main Gun functions as a turret, 
  it does not require any additional tonnage devoted to its turret 
  mechanisms.
  ProtoMech Weight and Space Limits (by Location)
  The slot and weight limits for each Advanced ProtoMech type are 
  shown on the Expanded ProtoMech Location Restrictions Table. 
  Expanded ProtoMech Critical Hits
  For all ProtoMechs, a critical hit to the torso marked with an asterisk 
  (*) indicates that a torso-mounted weapon (if any) may be destroyed. 
  To determine which weapon is hit, roll 1D6 and consult the Expanded 
  ProtoMech Torso Weapon Critical Hit Table. If the listed weapon does 
  not exist or has already been destroyed, no additional weapon critical 
  effects occur.
  Glider ProtoMechs: In addition to the other rules for critical hits, 
  any Jumping MP loss created by critical hits to a Glider ProtoMech’s 
  torso will instead affect the Glider ProtoMech’s WiGE Cruising MP. 
  Recompute Flanking MP accordingly any time a Glider’s WiGE Cruising 
  MP are reduced. As with near miss effects, if this damage reduces the 
  Glider to less than 4 WiGE MP while the unit is still in flight, the unit 
  will suffer a crash landing effect (see p. 100).
  Ultraheavy Quadruped Main Guns: Ultraheavy ProtoMechs may 
  carry up to two weapons in their main gun turrets, but a single critical 
  hit to this location still destroys the mount completely—and with it, 
  both weapons installed therein. 
  Expanded ProtoMech Physical Attacks
  ProtoMechs of all kinds may execute the frenzy physical attack 
  in accordance with the normal rules (see p. 187, TW), but with the 
  following additions.
  Glider ProtoMechs: If in flight, a Glider ProtoMech can only inflict 
  a frenzy attack against a target at the same elevation as it is currently 
  operating. However, because the Glider is airborne, reduce its normal 
  frenzy damage value by 1 point (to a minimum of 1).
  Note that if the target of the Glider ProtoMech’s physical attack is a 
  ’Mech unit, the Glider ProtoMech’s elevation, relative to the target, must 
  be taken into consideration when resolving the appropriate hit locations 
  that may be struck by its frenzy. A Glider ProtoMech operating at the 
  same height as a ’Mech’s upper body will thus deliver damage using 
  the appropriate Punch Hit Locations Table, while a Glider ProtoMech 
  operating at the same height as a ’Mech’s lower body will deliver its 
  frenzy damage using the appropriate Kick Hit Locations Table.
  Quadruped ProtoMechs: The quadruped ProtoMech’s frenzy 
  attack delivers the same damage as a normal ProtoMech frenzy.
  Ulraheavy ProtoMechs: The base damage for an Ultraheavy 
  ProtoMech’s Frenzy attack is 3 points. Despite their greater weight, 
  Ultras still lack the ability to effectively carry and wield clubs the way 
  ’Mechs can.
  ProtoMech Melee Weapons: Any melee weapons the ProtoMech 
  mounts will modify this value according to the standard rules for such 
  equipment. 
  EXPANDED PROTOMECH TORSO WEAPON 
  CRITICAL HIT TABLE
  1D6
  Weapon Critical Hits
  Roll 
  Standard (Biped)
  Standard (Quad)
  Ultra (Biped)*
  Ultra (Quad)
  1
  Torso Weapon A
  Torso Weapon A
  Torso Weapon A
  Torso Weapon A
  2
  Torso Weapon A
  Torso Weapon B
  Torso Weapon A
  Torso Weapon B
  3
  Torso Weapon B
  Torso Weapon C
  Torso Weapon B
  Torso Weapon C
  4
  Torso Weapon B
  Torso Weapon D
  Torso Weapon B
  Torso Weapon D
  5
  No Effect
  No Effect
  Torso Weapon C
  Torso Weapon E
  6
  No Effect
  No Effect
  Torso Weapon C
  Torso Weapon F
  *Includes Glider ProtoMechs.
  
  101
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  and then use the weight for the appropriate standard fusion engine 
  shown in the Master Engine Table (see p. 49, TM).
  ProtoMech Jump Jets and Other Mobility Enhancements 
  Under these rules, all ProtoMech types except for Glider 
  ProtoMechs may install jump jets (standard and extended), 
  ProtoMech UMUs, ProtoMech partial wings, or the ProtoMech 
  myomer booster system per those systems’ standard rules. (Note: 
  Jump jets and UMUs for Ultraheavy ProtoMechs weigh 150 kg per 
  Jumping MP).
  Because of their incorporated thrusters, lifting surfaces and 
  specialized musculature, Glider ProtoMechs may not mount any 
  special motive enhancements, including jump jets, partial wings, 
  UMUs or myomer boosters. 
  ProtoMech Control Systems
  For all ProtoMechs under 10 tons, the standard 500-kilogram 
  control system must be used. ProtoMechs over 9 tons must assign 
  750 kilograms to their cockpit systems, to reflect the enhanced 
  power armor-style control and ejection system these units use. 
  ProtoMech Engine Rating and Mobility Formulas
  When finding the desired Engine Ratings of a ProtoMech, 
  determine the ProtoMech’s desired Running MP. For Glider 
  ProtoMechs (which have a maximum Walking and Running MP 
  of 1, regardless of Engine Rating), use the desired WiGE Flanking 
  MP. As with ’Mechs and vehicles, the Running/Flanking MP of a 
  ProtoMech is equal to 1.5 times its Walking/Cruising MP.
  For bipedal, non-gliding ProtoMechs (including bipedal 
  Ultraheavy ProtoMechs), the ProtoMech Engine Rating formula 
  remains unchanged. Quadruped and Glider ProtoMechs receive 
  an efficiency bonus due to their unique designs, enabling them to 
  get more MP out of a given Engine Rating. To reflect this, subtract 
  2 from the desired Running/WiGE Flanking MP for ProtoMech 
  Quads and Glider ProtoMechs. (Glider ProtoMechs must also 
  receive a minimum WiGE Flanking MP of 4; ProtoQuads must have 
  a minimum Running MP of 3.)
  No ProtoMech may receive an Engine Rating of 0 or less.
  As with standard ProtoMech construction rules, Engine Ratings of 
  39 or less weigh 25 kilograms per point of Engine Rating. ProtoMech 
  Engine Ratings of 40 or more must round up to the nearest 5 points, 
  EXPANDED PROTOMECH STRUCTURE AND ARMOR TABLE
  Internal Structure Boxes (Max. Armor)
  ProtoMech 
  Tonnage
  Structure 
  Weight
  Head
  Torso
  Arms*  
  (Left/Right)
  Legs* (Both)
  Legs*  
  (Quad, All)
  Main Gun**
  Armor Factor (Without/ 
  With Main Gun)
  2
  200 kg
  1 (3)
  2 (4)
  1 (2)
  2 (4)
  4 (8)
  1 (3)
  15/18
  3
  300 kg
  1 (3)
  3 (6)
  1 (4)
  2 (4)
  4 (12)
  1 (3)
  17/20
  4
  400 kg
  1 (4)
  4 (8)
  1 (4)
  3 (6)
  5 (14)
  1 (3)
  22/25
  5
  500 kg
  1 (4)
  5 (10)
  1 (4)
  3 (6)
  5 (14)
  1 (3)
  24/27
  6
  600 kg
  2 (5)
  6 (12)
  2 (4)
  4 (8)
  8 (16)
  1 (3)
  33/36
  7
  700 kg
  2 (5)
  7 (14)
  2 (4)
  4 (8)
  8 (16)
  1 (3)
  35/38
  8
  800 kg
  2 (6)
  8 (16)
  2 (4)
  5 (10)
  9 (18)
  1 (3)
  40/43
  9
  900 kg 
  2 (6)
  9 (18)
  2 (4)
  5 (10)
  9 (18)
  1 (3)
  42/45
  10
  1,000 kg
  3 (7)
  10 (20)
  3 (6)
  6 (12)
  12 (24)
  2 (6)
  51/57
  11
  1,100 kg
  3 (7)
  11 (22)
  3 (6)
  6 (12)
  12 (24)
  2 (6)
  53/59
  12
  1,200 kg
  3 (8)
  12 (24)
  3 (6)
  7 (14)
  13 (26)
  2 (6)
  58/64
  13
  1,300 kg
  3 (8)
  13 (26)
  3 (6)
  7 (14)
  13 (26)
  2 (6)
  60/66
  14
  1,400 kg
  4 (9) 
  14 (28)
  4 (6)
  8 (16)
  14 (28)
  2 (6)
  65/71
  15
  1,500 kg
  4 (9)
  15 (30)
  4 (6)
  8 (16)
  14 (28)
  2 (6)
  67/73
  *Quad (four-legged) ProtoMechs do not have arms; to find the Internal Structure and Max. Armor Boxes for a Quad ProtoMech, use only the Legs (Quad, All) column in place of 
  the standard Arms and Legs columns.
  **The Main Gun is an optional ProtoMech component, which provides no internal structure boxes (or armor) when not installed.
  EXPANDED PROTOMECH LOCATION RESTRICTIONS TABLE
  Maximum Items (Combined Weight)*
  Protomech Location
  Standard (Biped)
  Standard (Quad)
  Ultra (Biped)**
  Ultra (Quad)
  Head
  0 / 0 kg
  0 / 0 kg
  0 / 0 kg
  0 / 0 kg
  Torso
  2 / 2,000 kg
  4 / 5,000 kg
  3 / 4,000 kg
  6 / 8,000 kg
  Arms, Each
  1 / 500 kg
  N/A
  1 / 1,000 kg
  N/A
  Legs
  0 / 0 kg
  0 / 0 kg
  0 / 0 kg
  0 / 0 kg
  Main Gun
  1 / Unlimited
  1 / Unlimited
  1 / Unlimited
  2 / Unlimited 
  *Ammunition is not counted toward combined weight or item slots; missile launchers comprised of multiple same-type missile tubes are counted as one weapon for purposes 
  of determining item limits.
  **Includes Glider ProtoMechs
  
  INNER SPHERE PROTOMECH INTERFACE GAME RULES
  Rules Level: Experimental 
  Available to: PM
  Tech Base (Ratings): Inner Sphere (E/XXFX)
  The Word of Blake’s ProtoMech interface enables the use of ProtoMechs 
  in the same fashion as Clan warriors with EI neural implants, but requires 
  that the pilot be fitted with a standard (non-buffered) VDNI implant. The 
  implanted pilot may not possess any limbs—prosthetic or otherwise—but 
  may be equipped with other cybernetic modifications including dermal 
  armor and cybernetic eye, ear, and other internal organ replacements.
  In gameplay, a ProtoMech operated via an Inner Sphere ProtoMech 
  interface will function in the same manner as a standard ProtoMech. 
  The interface lacks any form of ejection or escape systems.
  INNER SPHERE PROTOMECH 
  INTERFACE CONSTRUCTION RULES
  When fitted with an Inner Sphere ProtoMech interface, the 
  ProtoMech is considered a Mixed Technology unit. The interface 
  cockpit weighs as much as a standard ProtoMech cockpit, and 
  occupies no space on the ProtoMech’s record sheet.
  R&D Start Date: circa 3063 (Word of Blake)
  Prototype Design and Production: circa 3071 (Word of Blake)
  Only deployed in extremely limited circumstances—and possibly 
  a prototype form of what became the Machina Domini system—the 
  Word of Blake’s prototype ProtoMech interface used Manei Domini 
  technology to operate captured Clan ProtoMechs. Essentially based 
  around a modified cockpit module that works in place of the Clan 
  version, it combined the Word’s standard vehicular direct neural 
  interface (VDNI) implant technology with a self-contained life support 
  system meant for specialized warriors.
  With little space to spare (because the Clan ProtoMechs were 
  built for small-framed aerospace pilot washouts), the Word of 
  Blake ProtoMech operators could only be Manei Domini who were 
  also quadruple amputees—effectively reducing the pilot to an 
  armless, legless torso and head that would be wired directly into 
  the machine.
  EXPANDED PROTOMECH  
  JUMP JET WEIGHT  TABLE
  ProtoMech Weight
  Jump Jet Weight
  2 to 5 tons
  50 kg/Jumping MP
  6 to 9 tons
  100 kg/Jumping MP
  10 to 15 tons
  150 kg/Jumping MP
  Expanded ProtoMech Engine Rating and Mobility Formulas
  Running/WiGE Flanking MP = Desired Walking/WiGE Cruising MP x 1.5 (round up)
  Biped Non-Glider ProtoMech Engine Rating = ProtoMech Tonnage x Running MP ProtoMech
  Quad Engine Rating = ProtoMech Quad Tonnage x (Running MP – 2)
  Glider ProtoMech Engine Rating = Glider ProtoMech Tonnage x (WiGE Flanking MP – 2)* 
  *Glider ProtoMechs always receive a Walking and Running MP of 1 for ground movement, regardless of Engine Rating. 
  Remember that a Glider ProtoMech requires a minimum of 4 WiGE MP to take off.
  Inner Sphere ProtoMech Interface (Jihad)
  Inner Sphere Recovered Prototypes (Late Succession Wars)
  The discovery of the famous Helm Memory Core (also known 
  as the Gray Death Memory Core) in 3028 sparked a resurgence of 
  research and development in Star League-era technologies that 
  had been lost since the early Succession Wars. By the time of the 
  War of 3039, many of these technologies had re-entered limited 
  production, though many still lacked the refinements of their final 
  Star League-era specifications.
  GENERAL INNER SPHERE RECOVERED 
  PROTOTYPES RULES
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  Tech Base (Ratings): Inner Sphere (E/XFXX)
  The rules for using and mounting the various Late Succession Wars-
  era prototype items featured here use the baseline abilities (heat, 
  damage, range, and so forth) of their production-grade Inner Sphere 
  versions as seen in TechManual and Total Warfare. Additional details 
  are provided for each item class below.
  Note: Because these items represent the prototype-phase 
  versions of equipment that later went into standard production, in 
  place of extinction dates, these items feature “Standard Production” 
  dates. This date indicates the point where the technology matured 
  into its final form as reflected by the item’s normal rules. After this 
  standard production date, the prototype versions featured here 
  were gradually phased out of service, with most fully retired after 
  a decade. 
  DOUBLE HEAT SINKS (FREEZERS)
  Introduced: 3022 (Federated Suns)
  Standard Production: 3040 (Federated Suns)
  Unlike many technologies fielded during the War of 3039, the 
  rediscovered Star League-era double heat sinks were not extracted 
  from the Helm Memory Core. Instead, Davion scientists first debuted 
  an experimental double heat sink during the battle for Hoff, in 3022. 
  During the Fourth Succession War the St. Ives Compact fielded several 
  BJ-3X Blackjacks that showcased double heat sinks—an alleged case 
  of simultaneous development, but one that more likely came about 
  as a result of espionage. 
  It was not until after the War of 3039 ended that the NAIS, working 
  on information from the Helm Memory Core, solved the final issues 
  that enabled mass production of Star League-grade double heat 
  sinks to begin.
  
  103
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Draconis Combine and its enemies. The Lyran Commonwealth 
  managed to produce the first prototypes of this technology 
  before for the War of 3039, and shared it with its allies in the 
  Federated Suns. But after the war’s end, it was the Combine that 
  first managed to put ferro-fibrous armor into general production.
  Ferro-Fibrous Armor (Prototype) Rules
  The gameplay and construction rules for recovered ferro-
  fibrous armor are identical to those described under their Age of 
  War-era prototype form under Ferro-Fibrous (FF-P) (see p. 72).
  GAUSS RIFLE (GAUSS-X)
  Introduced: 3038 (Federated Suns, Lyran Commonwealth)
  Standard Production: 3040 (Free Worlds League, Lyran 
  Commonwealth, Draconis Combine)
  While several realms raced to recreate one of the Star League’s 
  most effective anti-’Mech weapons, it was the Federated Suns 
  and Lyran Commonwealth who fielded the first prototypes of the 
  standard Gauss rifle (codenamed Gauss-X) in the last months of 
  the war.
  Gauss Rifle (Recovered Prototype) Rules
  The gameplay and construction rules for the recovered 
  prototype Gauss rifle are identical to those described under their 
  Age of War-era prototype form under Gauss Rifle (GR-P) (see p. 72).
  LB 10-X (LB-X-P)
  Introduced: 3030 (Federated Suns)
  Standard Production: 3035 (Federated Suns)
  Alongside the Ultra autocannon/5, the recovered LB 10-X 
  actually reached its final form before the onset of the War of 3039, 
  but by then, several early prototypes had already been circulated 
  throughout the AFFS and LCAF forces. As a result, many of these 
  early, less-reliable versions saw action in combat years after they 
  had already been rendered obsolete. 
  LB 10-X Autocannon (Recovered Prototype) Rules
  The gameplay and construction rules for the recovered 
  prototype LB 10-X autocannon are identical to those described 
  under their Age of War-era prototype form under LB 10-X (LB 10-
  X-P) (see p. 72).
  TRIPLE-STRENGTH MYOMER (TSM-X)
  Introduced: 3028 (Capellan Confederation)
  Standard Production: 3050 (Capellan Confederation)
  Unlike most of the weapons and equipment that debuted in 
  the late Succession Wars period, triple-strength myomers were 
  not a recovery of ancient Star League lostech, but a wholly 
  new invention. Developed during the Fourth Succession War, 
  this enhancement for BattleMechs was deemed a failure by 
  its original designers in the Federated Suns, and “leaked” to 
  the Capellan Confederation as part of an elaborate spy game 
  between the two realms. 
  While the ploy worked for House Davion initially, the 
  Confederation would never give up on perfecting triple-strength 
  myomers, a project that achieved success just in time for the 
  Clan Invasion. Nevertheless, by that time, the CCAF had fielded 
  many BattleMechs augmented by the older, prototype form of 
  this musculature, and even the Federated Commonwealth states 
  had begun producing IndustrialMechs that used the chemically 
  unstable formula for their own use. 
  Double Heat Sink (Recovered Prototype) Rules
  The gameplay and construction rules for recovered prototype 
  double heat sinks (freezers) are identical to those described under 
  their Age of War-era prototype form under Double Heat Sinks 
  (DHS-P) (see p. 71).
  ENDO STEEL (ES-P)
  Introduced: 3035 (Draconis Combine, Lyran Commonwealth)
  Standard Production: 3040 (Draconis Combine)
  While many realms were working to crack the secrets of Star 
  League-era endo steel internal structure for their BattleMechs, 
  the Draconis Combine was among the first to field working 
  prototypes in time for the War of 3039. It was not until after 
  the war’s end, however, that they were able to produce the 
  lightweight structure to its original Star League-era specifications.
  Endo Steel Structure (Prototype) Rules
  The gameplay and construction rules for recovered endo steel 
  internal structure are identical to those described under their Age 
  of War-era prototype form under Endo Steel (ES-P) (see p. 71).
  ER AND PULSE LASERS (ER-LL-P AND MPL-P)
  Introduced: 3030 (Federated Suns [ER Large Laser]), 3031 
  (Draconis Combine [Medium Pulse Laser])
  Standard Production: 3037 (Draconis Combine [ER Large Laser 
  and Medium Pulse Laser])
  Advanced laser technologies were among the first to be mastered 
  by the combatants involved in the War of 3039, but testing was 
  still underway even during that conflict. The AFFS and LCAF both 
  deployed experimental versions of the ER Large Laser (ER-LL-P) and 
  Medium Pulse Laser (MPL-P) before then, but both armies would be 
  surprised to learn that their Combine enemies had already managed 
  to field their own fully-developed versions before the first shots of 
  the war were fired. (This historical note is hotly debated, even today, 
  as many suspect the Combine-made lasers were actually provided 
  by ComStar via a secret deal with then-Kanrei Theodore Kurita.)
  ER and Pulse Laser (Recovered Prototype) Rules
  Game Rules: The recovered prototype ER large laser functions 
  as its production-grade Inner Sphere counterpart, except that it 
  suffers a +1 to-hit modifier to attack, and generates an additional 
  1D6 heat when fired.
  The recovered prototype medium pulse laser also functions as 
  its production-grade Inner Sphere version, but generates an extra 
  +1D6 heat when fired.  
  This random heat generated by both weapons is rolled each 
  time the weapon is fired, and applies in addition to the heat the 
  weapons normally generate.
  Construction Rules: A unit may mount one or more of both of 
  these prototype lasers, in accordance with its normal rules for 
  mounting such weapons. 
  Vehicles and other units that must mount heat sinks to offset 
  energy weapons must mount enough heat sinks to cover the 
  maximum number of extra heat points these weapons may generate 
  when fired (+6 heat for both). Aerospace units must also assess the 
  heat generated by these weapons as if the maximum result is rolled.
  FERRO-FIBROUS ARMOR (FF-P)
  Introduced: 3034 (Lyran Commonwealth)
  Standard Production: 3040 (Draconis Combine)
  As with Star League-era endo steel, the race to recover Star 
  League-quality ferro-fibrous armor was close between the 
  
  Confederation nevertheless persisted in fielding limited amounts 
  of TSM-augmented BattleMechs and pursued its own research into 
  perfecting the technology, anti-TSM munitions remained available—
  albeit in limited numbers—for decades after the war.
  By 3050, the Confederation had resolved the issues that made 
  their enhanced-myomer ’Mechs vulnerable to anti-TSM missiles, and 
  the munitions lapsed out of production. Still, enough prototype-
  grade TSM remained in the CCAF arsenal to prompt many realms to 
  maintain a stockpile of anti-TSM munitions. This proved fortuitous—
  especially for the Confederation itself—when triple-strength myomer 
  was adapted to infantry-scale use by cybernetically augmented 
  agents like the Word of Blake’s Manei Domini.
  Anti-TSM “Green Smoke” Missile Rules
  Rules Level: Experimental
  Available to: Any unit equipped with standard LRM, SRM, or MML 
  launchers
  Tech Base (Ratings): Inner Sphere (E/XXFF)
  Game Rules: Anti-TSM missiles are incompatible with Streak, Artemis, 
  and Narc systems, and can only be used by standard SRM and LRM 
  launchers. Because these missiles lack the targeting capabilities of 
  standard warheads (which had to be swapped out in favor of the gas 
  canisters), reduce the number of warheads that strike a target on any 
  given volley by half (rounding down to a minimum of 1 missile hit).
  Wherever a volley of anti-TSM warheads strikes, it fills the hex with 
  a green smoke that rises 2 levels above the underlying terrain and 
  imposes to-hit modifiers as Heavy Smoke (see Smoke, pp. 47-48, TO). 
  If a volley of anti-TSM rounds misses its target, roll 1D6 to determine 
  a scatter direction and place the resulting green smoke 1 hex away 
  from the targeted unit in that direction. The green smoke persists for 
  3 turns before it dissipates.
  If the target of the attack is equipped with prototype TSM (see p. 
  104), or industrial TSM created before 3050 (see p. 143, TW), apply an 
  additional 6 points of damage to any unarmored locations struck by 
  an anti-TSM warhead or which are exposed to anti-TSM smoke (such 
  as by entering or passing through a hex filled with green smoke). In 
  addition, any time the target unit suffers a critical hit, increase the 
  number of critical hits to that location by 1. Resolve each critical hit 
  that results, even if the modified result indicates 3 critical hits or more, 
  and transfer critical normally if no other slots are available in the 
  affected location; anti-TSM missiles cannot cause a limb/head blown 
  off effect except through damage.
  If the target of an anti-TSM missile attack is a conventional 
  infantry unit augmented with triple-strength myomer implants (see 
  p. 81), resolve the attack as a standard missile attack, but apply an 
  additional 2D6 burst damage to the unit to reflect the effects of the 
  green gas. Reduce this extra damage to 1D6 if the unit is merely 
  entering or passing through a hex filled with anti-TSM green smoke, 
  or if it is attacked while equipped with environmental protection of 
  some kind (such as environmental suits, space suits, marine combat 
  environment suits, or any other form of infantry armor rated for 
  vacuum and/or toxic environments; see pp. 317-318, TO). 
  If the target is not a unit equipped with prototype TSM, industrial 
  TSM created before 3050, or conventional infantry equipped with 
  triple-strength myomer implants, treat the green gas as heavy smoke, 
  and resolve damage from the warheads that hit as an attack by an 
  equivalent number of standard missiles.
  Construction Rules: Anti-TSM missiles are compatible only with 
  standard LRM and SRM missile launchers, and may only be carried 
  in full-ton lots. A ton of anti-TSM missiles provides the same 
  number of shots as an equivalent ton of standard missiles for all 
  given launcher sizes.
  Triple-Strength Myomer (Prototype) Rules
  Game Rules: Unlike standard triple-strength myomers, prototype 
  triple-strength myomers do not require the unit to operate at any 
  given heat level, nor do they modify the unit’s movement rate at 
  any heat level. The myomers are thus always active, unless the unit 
  is shutdown. A unit with active prototype triple-strength myomers 
  receives no additional MPs, but doubles its damage delivered by a 
  successful punch, kick, or club attack, as well as any physical weapon 
  attacks that may be modified by normal triple-strength myomer. A 
  ’Mech augmented by prototype triple-strength myomer also doubles 
  its normal lifting ability (see p. 261, TW).
  The chemically unstable nature of these myomers, however, makes for 
  difficult maintenance and a critical susceptibility to catalysts that were 
  weaponized even before the first prototype TSM units walked out of 
  Capellan hangars (see Specialty Munitions: Anti-TSM Missiles, p. 104). 
  When performing general maintenance on a unit with prototype 
  triple-strength myomers (see pp. 169-175, SO), apply a +1 target 
  number modifier to any maintenance rolls required. If repairing a 
  unit augmented by prototype triple-strength myomers (see pp. 175-
  185, SO), double all repair/replacement times, and apply a +2 target 
  number modifier for all repairs and replacements that involve the 
  following components or conditions: internal structure, actuators, 
  limb reattachment, or destroyed locations. 
  Construction Rules: Prototype triple-strength myomers use the 
  same construction rules as their standard version.
  ULTRA AUTOCANNON (UAC/P)
  Introduced: 3029 (Federated Suns)
  Standard Production: 3035 (Federated Suns)
  While the Federated Suns had managed to perfect the Ultra 
  autocannon/5 before the start of the War of 3039, prototype versions 
  of this weapon were still in circulation and saw limited use with elite 
  AFFS and LCAF forces throughout the conflict.
  Ultra Autocannon (Recovered Prototype) Rules
  Game Rules: The recovered prototype Ultra autocannon/5 uses the 
  same rules as its production-grade Inner Sphere versions, except 
  that these weapons will suffer failure when firing at double-rate on 
  any unmodified to-hit roll of 4 or less, rather than just a 2 result. Even 
  when fired normally, an unmodified attack roll of 2 will also jam the 
  weapon. As with production-grade Ultra autocannons, recovered 
  prototype Ultra autocannons that suffer this kind of weapon jam will 
  remain inoperative for the remainder of the scenario, and may not be 
  cleared “in the field”.
  Construction Rules: Aside from occupying 1 more critical slot than 
  its production-standard version, the prototype Ultra autocannon/5 
  may be mounted on any unit in accordance with its normal rules for 
  mounting such weapons. Ammunition for recovered prototype Ultra 
  autocannons may only be installed in full-ton lots.
  SPECIALTY MUNITIONS: ANTI-TSM 
  (“GREEN SMOKE”) MISSILES
  Introduced: 3027 (Federated Suns)
  According to the much-dramatized tales of the Fourth Succession 
  War, anti-triple-strength myomer (Anti-TSM) missiles were originally 
  developed as part of an elaborate ruse House Davion employed 
  against the Capellan Confederation. Allowing the Capellans to 
  capture an experimental myomer-boosting technology that NAIS 
  engineers deemed too unstable for combat use, the anti-TSM missiles 
  deployed a green chemical smoke that exploited known weaknesses 
  in the myomer bundles to devastating effect. Because the post-war 
  
  105
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  for interstellar voyages, and—in conjunction with the modern 
  docking collars—paved the way for larger DropShips. This 
  same technology, in the form of the space station KF adapter, 
  also enabled an equally rapid deployment of space stations 
  across the Inner Sphere. Though stations larger than a 
  DropShip still had to be shipped in parts for local assembly, 
  those weighing 100,000 tons and less could be transported to 
  their destinations whole. 
  The Terran Hegemony used this modified KF boom 
  technology to rapidly deploy battlesats and advanced 
  listening posts along its borders. Though the technology 
  fell into disuse during the Succession Wars (largely due to a 
  dearth of station construction in that time), the Federated 
  Suns revived it when they began to produce their Capitol-class 
  system defense stations. 
  Space Station K-F Adapter Rules
  Rules Level: Advanced
  Available to: SS
  Tech Base (Ratings): Both (C/DFDD)
  Game Rules: A space station equipped with a K-F adapter may 
  attach to the docking collar of a JumpShip or WarShip using 
  the same procedure as a DropShip (see pp. 66-68, SO), except 
  that the normal docking and undocking times are doubled, 
  and neither the vessel nor the station may expend any Thrust 
  while doing so. 
  Space stations may only dock with the collars on the JumpShip 
  or WarShips’ broadside locations (which must be noted prior 
  to game play). While docked, the space station is fully shut 
  down, and may not fire weapons, use sensors, or perform any 
  special communications actions. Attacks from the carrying unit 
  or against the docked space station are carried out as per the 
  Attacks from Docked Units and Attacking a Docked Unit rules 
  (see p. 67, SO). 
  Construction Rules: K-F adapters may be installed on any space 
  station of 100,000 tons or less. The adapter itself is integrated into 
  the station’s hull, and takes up no mass or space on the station’s 
  record sheet, but will increase the station’s C-bill cost. 
  SPECIALTY MUNITIONS: LISTEN-KILL MISSILES
  Introduced: 3037 (Federated Suns, Lyran Commonwealth)
  Extinct: 3040
  Listen-kill (L-K) missiles were developed for use with standard 
  short- and long-range missile launchers as one of the earliest 
  efforts to achieve an electronics advantage in the late Succession 
  Wars period. While they provided an initial advantage to the 
  allied Davion and Steiner forces, they proved easily thwarted 
  even before the full recovery of Star League-era ECM suites and 
  the like. By the end of the War of 3039, the L-K missile system was 
  deemed unable to compete with the pace of modern technology 
  and further development was discontinued.
  Listen-Kill Missile Rules
  Rules Level: Experimental
  Available to: Any unit equipped with standard LRM, SRM, or MML 
  launchers
  Tech Base (Ratings): Inner Sphere (D/XXFX)
  Game Rules: L-K missiles are incompatible with Streak, Artemis, 
  and Narc systems, and can only be used by standard SRM and 
  LRM launchers. When fielded in any scenario set before 3040, 
  they provide a –1 modifier to the attacker’s to-hit roll, but lose this 
  ability when fired into or through ECM fields of any kind. If fielded 
  after 3039, L-K missiles function like standard SRMs and LRMs of 
  the appropriate size launcher.
  Construction Rules: Listen-Kill missiles are compatible only with 
  standard LRM and SRM missile launchers, and may only be carried in 
  full-ton lots. A ton of L-K missiles provides the same number of shots 
  as an equivalent ton of standard missiles for all given launcher sizes.
  SPACE STATION K-F ADAPTER
  Introduced: 2350 (Terran Hegemony) 
  Standard Production: 2375 (Terran Hegemony) 
  Extinct: 2850 (Inner Sphere)
  ReIntroduced: 3048 (Federated Suns) 
  The advent of the KF-boom for DropShips finally removed 
  the weight limits imposed by internally-carried DropShuttles 
  Land-Air BattleMechs (Multiple Eras) 
  Introduced: 2680 (Terran Hegemony [Bimodal]), 2688 (Terran 
  Hegemony [Standard])
  Extinct: 2688/3050 (Inner Sphere [Bimodal/Standard]), —/2825 
  (Clans [Bimodal/Standard])
  The Land-Air BattleMech (or Land-Air ’Mech—abbreviated 
  as LAM) began with the radical request of SLDF Admiral David 
  Peterson, then-commander of the SLDF, for Terran Hegemony 
  manufacturers to create a series of BattleMechs that could both 
  fly and function as light ground units. Allied AeroSpace, Inc. 
  won the first bid and soon debuted its Shadow Hawk bimodal 
  LAM, but only a handful of these early convertible BattleMechs 
  were built before competitors perfected the standard three-
  mode LAM that survived into the Succession Wars.
  Although LAMs went on to form a prominent component of 
  all SLDF divisions, they were more expensive to maintain than 
  conventional BattleMechs, and required extensive cross-training 
  to use effectively. Combined with limited upgradability and a 
  high rate of attrition, few remained after the Liberation of Terra. 
  Once the Successor States had annihilated their navies in the early 
  Succession Wars, a growing emphasis on ground-based combat 
  relegated the LAM to a battlefield curiosity that few commanders 
  could effectively employ or afford to risk. By the Fourth Succession 
  War, the best academy for LAM pilots took fully three times as 
  long as the worst State MechWarrior academies to churn out 
  qualified pilots. Worse, the depredations of the Succession Wars 
  reduced LAM manufacturing to a bare trickle by the time of 
  the Clan invasion, leaving fewer of these machines available to 
  graduates each year. Pilots failing to earn LAM assignments found 
  themselves mediocre MechWarriors or aerojocks compared to 
  their peers and frequently died in combat without ever piloting 
  a real LAM in battle.
  When Clan Nova Cat destroyed the last LAM parts factory 
  on Irece it marked the end for the struggling LAM. Though 
  some Clans (notably the Jade Falcons) experimented with 
  a dual-cockpit version for their own forces, and the Word of 
  Blake’s short-lived Spectral LAMs demonstrated a renewed 
  interest in the concept, the hybrid machines never returned to 
  widespread use. 
  
  When generating random experience and skill ratings for LAMs 
  (see p. 273, TW), apply a +3 modifier to the random experience roll, 
  and apply a –2 modifier to the random skill roll. Roll for all four skills 
  (BattleMech piloting, BattleMech gunnery, aerospace piloting, and 
  aerospace gunnery) separately. The adjusted rolls cannot be less than 
  zero or exceed the values on the tables.
  LAM CONVERSION
  Conversion is the process of switching from one of three LAM 
  Modes to another: BattleMech Mode, AirMech Mode and Fighter 
  Mode (in this context, the term “Fighter Mode” always refers to an 
  aerospace fighter). The process is dictated by the mode the LAM is in, 
  and the map the LAM is on (i.e. ground, low-altitude, high-altitude, 
  or space).
  Some standard rules apply regardless of these factors (addi tional 
  rules for conversion, based on mode and map, follow this general list): 
   • Conversion is always announced at the start of the LAM’s 
  movement and is complete at the end of the LAM’s move ment 
  for that turn’s Movement Phase. 
   • A LAM maintains its facing when converting. 
   • During the turn of conversion the LAM maintains its pre-
  vious movement type, but at half the normal movement rates 
  (rounded down). 
   • Except when airborne and converting to and from Fighter 
  Mode, a LAM does not have to move during the turn in which 
  it changes modes.
   • Converting LAMs may make attacks with a +3 to-hit modifier 
  during the turn they are converting—they use the skills 
  according to the mode they have converted from that turn.
   • LAMs may change modes in back-to-back turns. For example, a 
  LAM in BattleMech Mode could convert to AirMech Mode during 
  the Movement Phase of turn 1, and convert again from AirMech 
  to Fighter Mode in the Movement Phase of turn 2.
   • LAMs can only carry mechanized battle armor in BattleMech 
  Mode. If the LAM converts to any other mode while transporting 
  battle armor (or while being swarmed by hostile battle armor), 
  the battle armor unit is automatically forced off in the process and 
  suffers damage equivalent to a Level 2 fall. Furthermore, a LAM 
  that fails to deploy any transported battle armor (or otherwise 
  remove a swarming battle armor unit) before changing modes 
  must roll on the Determining Critical Hits Table (see p. 124, TW) 
  and apply the appropriate number of critical hits to a random hit 
  location, determined on the Front/Back Table.
   • A LAM that changes modes while being swarmed by 
  conventional infantry will automatically apply 1D6 damage to 
  the infantry unit, plus the effects of a Level 2 fall as the infantry 
  is forced off. In addition, the converting LAM must roll once on 
  the Determining Critical Hits Table (see p. 124, TW) with a –2 
  modifier added to the roll’s result. Apply any critical hits that 
  occur to a random hit location on the LAM, determined on the 
  Front/Back Table. 
  Bimodal LAMs
  Bimodal LAMs lack a middle AirMech Mode, and thus cannot 
  convert to or from that mode, or use any movement rules applicable 
  only to AirMech Mode. Bimodal LAMs on the ground cannot convert 
  to Fighter Mode if they have expended any Walking, Running, or 
  Jumping MP in the same Movement Phase.
  Critical Hits: If any of the following critical hits have occurred, a 
  Bimodal LAM may not convert: Shoulder, Upper Arm, Lower Arm, Hip, 
  Upper Leg or Lower Leg Actuators, or Gyro. (Exception: The first hit 
  to a heavy-duty gyro will not disable conversion, but the second and 
  subsequent ones will.)
  BIMODAL LAMS
  Rules Level: Experimental 
  Available to: BM
  Tech Base (Ratings): Inner Sphere (E/EFXX)
  The Bimodal LAM actually represents the first attempt at 
  BattleMech-to-fighter conversion technology. Only one of these LAM 
  types—the Shadow Hawk LAM—ever entered production, and only 
  a few walked off the assembly line before competing manufacturers 
  perfected the three-mode LAMs that would become the standard 
  that survived into the Succession Wars.
  STANDARD LAMS
  Rules Level: Experimental 
  Available to: BM
  Tech Base (Ratings): Inner Sphere (E/DEFX)
  What became the standard LAM design emerged less than a decade 
  after the LAM project began, when LexaTech Industries delivered the first 
  fully functional LAM based upon the Stinger BattleMech, followed shortly 
  by the Harvard Company’s Wasp LAM. Outclassed by this innovation, 
  Allied AeroSpace swiftly abandoned their bimodal Shadow Hawk LAM in 
  favor of the Phoenix Hawk LAM.
  GENERAL LAM GAME RULES
  Bimodal LAMs have only two modes of operation: BattleMech 
  mode and Fighter Mode, while Standard LAMs operate in three 
  modes: BattleMech, Fighter, and a special “AirMech” Mode that is a 
  hybrid of both. 
  The following game rules describe how each mode functions in 
  phase of game play. Damage and heat for all LAMs are tracked using 
  the LAM Record Sheet. Unless otherwise noted, all of the normal rules 
  for each mode will apply to all operations the LAM performs in that 
  mode, regardless of whether the unit is a Bimodal or Standard LAM. 
  LAM Pilot Skills
  Because they are designed to operate as both aerospace fighters 
  and as BattleMechs, LAMs require a more intensive cross-training 
  regimen for their pilots. In gameplay, this means that a LAM pilot 
  requires two sets of Gunnery and Piloting Skills, rather than one. The 
  first set of these skills applies to the LAM’s BattleMech functions, while 
  the second set applies to its aerospace functions.
  In gameplay, the Gunnery or Piloting Skill required in any given 
  situation will depend on what mode the LAM is currently operating in, 
  and—in the case of LAMs in AirMech Mode—what movement mode 
  is being used. Unless the rules for a situation describe otherwise, 
  substitutions are not allowed. If a roll requires the MechWarrior to use 
  his BattleMech Gunnery Skill, the warrior cannot use his Aerospace 
  Gunnery Skill instead (and vice versa).
  The LAM Skill Table identifies what skills apply based on the LAM’s 
  current configuration and movement modes. In any turn where 
  the LAM is converting from one configuration to another, the skills 
  applicable to the previous (starting) configuration apply. 
  LAM SKILL TABLE
  Configuration and Movement Mode
  Piloting
  Gunnery
  Aerospace Fighter
  Aerospace
  Aerospace
  AirMech Expending BattleMech MP
  BattleMech
  BattleMech
  AirMech Expending AirMech MP
  Aerospace
  BattleMech
  BattleMech
  BattleMech
  BattleMech
  
  107
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Airborne Conversion
  Both Bimodal and Standard LAMs may convert while airborne. 
  A LAM is airborne for conversion purposes if it is on the space 
  map in a hex affected by gravity, on the high-altitude map, or 
  on the low-altitude map. Dropping LAMs may not convert until 
  jettisoning their drop cocoon (if applicable).
  Converting to AirMech Mode (Standard LAMs only): A LAM 
  that converts to AirMech Mode while airborne above Altitude 3 
  on the low-altitude map is treated as a BattleMech making a drop 
  (see p. 22, SO) and begins falling in the Aerospace Movement 
  Phase of the following turn. The fall rate on the high-altitude/
  space map is 1 hex per turn. If a LAM enters the space/atmosphere 
  interface hex row from a space hex in any mode other than Fighter 
  (or a BattleMech in a cocoon), it is destroyed immediately. The fall 
  rate on the low altitude map is 3 Altitude rows per turn, modified 
  as normal for atmospheric density (see p. 22, SO). 
  An AirMech that drops to Altitude 3 or lower may stop its 
  descent by expending 10 AirMech MP. Multiply the AirMech’s 
  Altitude by 10 and place it at that elevation above the underlying 
  terrain on the ground map. The LAM may then continue moving 
  normally using its remaining AirMech MP. 
  A Fighter Mode LAM that converts to AirMech Mode 
  and ends its movement at Altitude 3 or less does not begin 
  dropping, but is placed at its altitude times 10 in elevations 
  above the underlying terrain. 
  A BattleMech Mode LAM that converts to AirMech Mode while 
  dropping continues to drop, but may stop its fall by expending 10 
  AirMech MP once it reaches Altitude 3 or lower.
  Converting to Fighter Mode: If a LAM converts to Fighter 
  Mode while it is airborne, it continues to drop as normal, but 
  may begin expending Thrust as a fighter during the Aerospace 
  Movement Phase of the following turn—as long as its conversion 
  occurs before it falls to an Altitude of 0. A converting LAM that 
  Standard LAMs
  When operating on the ground or low-altitude maps, these 
  units may change from BattleMech or Fighter Mode to Air-
  Mech, or from AirMech to BattleMech or Fighter Modes (but not 
  directly from BattleMech Mode to Fighter Mode and vice versa) 
  in a single turn. 
  A Standard LAM on the high-altitude or space map may convert 
  to any mode in a single turn. 
  Damage to a LAM never forces it to change modes, but does 
  affect conversion as follows:
  Shoulder, Upper Arm and Lower Arm Actuator Critical 
  Hits: These critical hits will disable any conversion to or from 
  BattleMech Mode, but the LAM may still convert between Fighter 
  and AirMech Modes.
  Hip, Upper Leg Actuator and Lower Leg Actuator Critical 
  Hits: These critical hits will disable conversion to or from Fighter 
  Mode, but the LAM may still convert between BattleMech and 
  AirMech Modes.
  Gyro Critical Hits: May not convert between any modes. 
  (Exception: As with Bimodal LAMs, the first hit to heavy-duty 
  gyro will not disable conversion, but the second and subsequent 
  ones will.)
  Ground Conversion
  These rules apply when a LAM ends its Movement Phase at 
  0 elevations above the underlying ter rain and does not expend 
  aerospace Thrust in the current turn. 
  LAMs may not convert while underwater, or even while partially 
  submerged. 
  If, for any reason, a converting LAM ends its movement in a 
  hex that is prohibited terrain for its new movement Mode, it is 
  reduced to 0 MP (but not considered immobile) until it converts 
  to a mode for which the terrain is not prohibited.
  JH 
  JJ
  After a lighting-fast strike, a Phoenix Hawk LAM Mk I of the Fifth Syrtis Fusiliers stands over the blasted remains of his company’s opposition.
  
  A LAM’s structural integrity is equal to the number of internal 
  structure points it has in its center torso. A LAM that suffers structural 
  integrity damage from high-thrust maneuvers applies this damage 
  directly to its center torso internal structure, regardless of any 
  remaining armor in that location, and rolls for critical hits to that 
  location as a BattleMech.
  LAMs in Fighter Mode expend fuel in the same fashion as an 
  aerospace fighter. 
  Because the side torsos convert to the bulk of a LAM’s flight surfaces 
  in Fighter Mode, the loss of either (or both) side torso locations will 
  render a LAM unable to fly inside of an atmosphere. 
  AirMech Mode (Standard LAMs Only)
  In AirMech Mode, the LAM has four movement modes available: 
  Walking, Running, AirMech Cruise, and AirMech Flank. An AirMech 
  may use Walking or Running MP as if it were a normal BattleMech 
  subject to the limitations below. A LAM in AirMech Mode may use 
  only one movement mode per turn.
  Walking MP: An AirMech’s Walking MP is calculated by multiplying 
  its BattleMech Mode Walking MP by 0.33 and rounding up.
  Running MP: Multiply an AirMech’s Walking MP by 1.5 and round 
  up to calculate its AirMech Running MP.
  AirMech Cruise/Flank: The AirMech Cruise and AirMech Flank 
  movement modes are considered a modified form of WiGE-style 
  movement. A LAM’s AirMech Cruise MP is equal to its BattleMech 
  Mode Jumping MP times 3. A LAM’s AirMech Flank MP is equal to 
  its AirMech Cruise MP times 1.5 (rounded up). AirMech movement 
  generates heat equal to the number of MP expended divided by 3, 
  and rounded normally.
  A LAM that loses a side torso (via internal structure destruction) 
  cannot expend AirMech MP in the atmosphere. When using AirMech 
  Mode movement (Cruise or Flank), the LAM moves like a WiGE (see p. 
  55, TW), and is subject to all of the same restrictions as normal WiGE 
  movement except as modified below, including maintaining 1 Elevation 
  above the underlying terrain (see Gaining Elevation, for an exception), 
  and sideslipping (see Going In, p. 113, for additional effects). A LAM 
  must also pay 5 MP for take-off required of WiGE vehicles, and must 
  move a minimum of 5 hexes each turn to remain aloft (see Hovering, 
  below, for an exception). A LAM spends no MP to land under AirMech 
  movement, and ’Mech terrain restrictions apply; i.e. an AirMech may 
  land in a light woods hex while expending AirMech Cruise MP.
  The following modifications also apply to the LAM AirMech’s 
  normal WiGE movement:
   • Hovering: A LAM using AirMech movement may hover by 
  spending 5 AirMech MP to do so. Because of this ability, an 
  AirMech need not move 5 hexes in order to remain airborne, 
  like a normal WiGE. The AirMech may move 0-4 hexes in this 
  fashion while remaining airborne, spending the normal WiGE 
  MP costs—as long as it then spends an additional 5 MP to hover. 
  A hovering AirMech is never considered an immobile target.
   • Gaining Elevation: Whereas a WiGE vehicle may only 
  gain elevation by “climbing” terrain, a LAM using AirMech 
  movement may increase its elevation by spending 1 additional 
  MP per elevation change as a VTOL, and may continue to do 
  so up to a maximum elevation of 25 above the underlying 
  terrain. As with normal WiGE movement, any AirMech moving 
  at more than 1 elevation above its underlying terrain must 
  spend 2 AirMech MPs per hex of movement to do so. The LAM 
  need not descend to 1 elevation above the underlying terrain 
  at the end of its movement. (Descending elevations is free for 
  AirMechs, but any AirMech that descends below 1 elevation 
  over the underlying terrain must attempt to land or crash; see 
  Landing below.)
  falls to Altitude 0 at the end of its Movement Phase crashes as an 
  aerospace fighter (see p. 81, TW).
  AirMech Mode LAMs expending AirMech MP must reach 8 or 
  more elevations above the underlying terrain by the end of their 
  movement to convert to Fighter Mode while remaining airborne. At 
  this point, they are placed at Altitude 1 (NOE) in the corresponding 
  hex on the low-altitude map, and may begin the next Movement 
  Phase in Fighter Mode. (If the Aerospace Units on Ground Mapsheets 
  rule—see p. 91, TW—is in use, these units may continue expending 
  AirMech MP to remain aloft.) AirMech Mode LAMs that operate below 
  8 Elevation on the ground map must land (or rise to Elevation 8+) to 
  convert to Fighter Mode. 
  AirMech Mode LAMs expending Walking or Running MP that 
  convert to Fighter Mode are treated as a grounded fighter at the end 
  of movement.
  Converting to BattleMech Mode: LAMs that convert to 
  BattleMech Mode while airborne are treated as a BattleMech making 
  an atmospheric drop (see Converting to AirMech Mode, above). 
  AirMech Mode LAMs that convert to BattleMech Mode while using 
  AirMech MP must land at the end of their movement. 
  For example, a Phoenix Hawk LAM converts from Fighter 
  to AirMech Mode, and ends its movement at Altitude 5. In the 
  following turn, it begins to fall, and would normally drop 3 
  Altitude to Altitude 2. Upon reaching Altitude 3, however, the 
  pilot elects to expend 10 AirMech Cruise MP to stop the fall. The 
  LAM is then placed at 30 Elevation (Altitude 3 x 10 = 30) above 
  the underlying terrain, and may expend its remaining 5 AirMech 
  Cruise MPs normally.
  Space Conversion
  Both Bimodal and Standard LAMs may convert while in space. A 
  LAM is in space if it is on the space map and outside a planet’s gravity 
  well. No special rules apply for space conversion.
  MOVEMENT PHASE
  LAMs use the following movement rules in game play, based on 
  their present configuration mode.
  BattleMech Mode
  A LAM in BattleMech Mode uses standard BattleMech ground 
  movement rules; in space, the Space Drops for Ground Units in Zero-G 
  Operations rules (see p. 24, SO) apply, but the LAM expends fuel from 
  its aerospace fighter allotment, not from its jump jet reaction mass 
  (each Thrust point spent consumes one point of fuel).
  LAMs may carry external cargo, but only while in BattleMech Mode. 
  LAMs in BattleMech Mode must drop any external cargo prior to 
  converting to another mode. LAMs may pick up and carry objects as 
  per the ’Mech Lifting Capabilities rules (see p. 261, TW), but only while 
  in BattleMech or AirMech Mode. A LAM must drop any objects carried 
  in its hands in a previous phase prior to converting to Fighter Mode.
  Fighter Mode
  A LAM in Fighter Mode receives a Safe Thrust equal to its 
  Jumping MP, and a Maximum Thrust equal to its Safe Thrust times 
  1.5 (rounded up). In this mode, the LAM maneuvers as a standard 
  aerospace fighter, requires Control Rolls for high-G maneuvers 
  (see p. 78, TW), receives free facing turns as an aerospace fighter in 
  atmosphere (see pp. 84 and 92, TW), and makes random movement 
  avoidance rolls due to heat (see p. 161, TW). In addition, the LAM 
  is treated as having VSTOL capabilities when attempting special 
  maneuvers, landing and lifting off (see pp. 85, 87, TW). 
  
  109
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
   • Landing: When using AirMech movement modes, a LAM that 
  descends to the level of the underlying terrain is attempting to 
  land. No Piloting Skill Rolls are required to land unless the LAM 
  has suffered critical damage to its gyro or hip actuator critical slots. 
  If such damage has occurred, the LAM must make a successful 
  Control Roll when landing to avoid a crash (see Going In, p. 113).
   • Stacking: A LAM in AirMech Mode uses ’Mech stacking rules 
  (see p. 57, TW), only when expending Walking or Running MP. 
  When expending AirMech MP, the LAM uses WiGE stacking rules 
  when it operates at 2 or fewer elevations above the underlying 
  terrain; when 3 or more elevations above the underlying 
  terrain, LAMs in AirMech Mode use the stacking rules for VTOLs. 
   • Acceleration and Deceleration: Even though AirMech 
  movement is based on that of a WiGE vehicle, LAMs using 
  AirMech movement are not bound by the acceleration/
  deceleration rules for vehicles as found in Tactical Operations 
  (see p. 24, TO), if those optional rules are in play.
   • Turn Modes: A LAM using AirMech movement must follow 
  the rules for turn modes (see p. 25, TO), even if the optional 
  Turn Modes rules are not otherwise being used. Terrain and 
  environmental conditions do not modify the roll. If the Turn 
  Mode Roll fails, apply a +0 Vehicle Type Modifier to the roll on 
  the Failed Maneuver Table (see p. 26, TO).
   • Overdrive and Bonus MP: A LAM using AirMech movement 
  may not use the Overdrive speed described for vehicles in 
  Tactical Operations (see p. 25, TO), but may gain bonus MP as 
  a consequence of its WiGE-based movement equal to 1 extra 
  MP for every 3 consecutive hexes of decreasing elevation (see 
  pp. 25-26, TO).
   • Evasive Action/Evading: A LAM using AirMech movement 
  may not use Evasive Action (p. 77, TW) or Evading (p. 18, TO).
  • airmech movement and combat diagram • 
  Steve is moving his Phoenix Hawk LAM on the Large Lakes #1 map in the AirMech 
  Movement and Combat diagram. In the previous turn he converted to AirMech Mode. His 
  Phoenix Hawk LAM has 5 Jumping MP giving it an AirMech Cruise of 15 and an AirMech 
  Flank of 23 (15 x 1.5 = 22.5, round up to 23). He begins the turn in hex A facing hex B as 
  shown. He wants to move to Hex I to engage the ’Mech in Hex J. Steve decides he will use 
  AirMech Flank movement. It costs 5 MP to lift off, putting the LAM at Elevation 1. Steve 
  starts moving the LAM forward at a cost of 1 MP per hex. When it reaches Hex C, the LAM 
  automatically rises to Elevation 2 at no additional cost (per WiGE movement rules).
  After moving into Hex D, Steve turns the LAM one hexside to the left to face Hex G and 
  continues moving. Because it has moved more than 3 hexes before attempting a turn 
  (required for spending 19 MP; see Turn Modes, p. 25, TO), Steve does not incur a Turn Mode 
  Roll. However, since the LAM is moving at Flank speed, he still must make a Piloting Skill 
  Roll to avoid sideslipping. Consulting the LAM Skill Table, Steve sees that he must use his 
  Aerospace Piloting Skill for this roll. His Aerospace Piloting is a 5, and Steve’s 2D6 roll is a 7 
  so his movement continues normally.
  Had Steve rolled a 2 instead, the LAM would have sideslipped 3 hexes (the lesser value 
  between the warrior’s Margin of Failure and the LAM’s distance traveled prior to the 
  sideslip –1) into Hex E. Because hex E is only one level higher than Hex D, the sideslipping 
  LAM would have automatically risen to Elevation 3 and continued on to Hex F before it 
  could continue moving normally.
  Continuing its movement from Hex D, Steve’s LAM gains 1 elevation, rising to Elevation 3 
  when it enters Hex G. When Steve’s LAM enters Hex H, he has a choice to make. He may either 
  continue moving at Elevation 3 (at a cost of an additional 2 MP per hex) or he may descend 
  to one elevation above the underlying ter rain (putting him at Elevation 1). Steve decides to 
  descend to Elevation 2, and then descends again (to Elevation 1) as he moves from Hex H to 
  Hex I. When he reaches Hex J, Steve’s LAM makes a 1-hexside turn to the right and ends its 
  movement. Steve does not need to make a Turn Mode Roll since the LAM moved 3 hexes before 
  changing facing. Another Piloting Skill Roll to avoid side-slipping is also unnecessary, since the 
  unit has stopped its movement here. The total MP expenditure is 19: 5 MP to take off, 9 MP to 
  move to Hex D, 1 MP to turn and face Hex G, 1 MP to move to Hex G, 1 MP to move to hex H, 1 MP 
  to move to Hex I, and 1 MP to turn in Hex I.
  
  COMBAT PHASE
  LAMs use the following combat rules in game 
  play, based on their present configuration mode.
  All Modes
  The following rules apply to LAMs regardless of 
  the conversion mode they are in at the time:
  Piloting Skill Modifiers: Like aerospace units, 
  LAMs apply a +1 to-hit modifier to all Piloting Skill 
  Rolls for each pilot hit suffered by a LAM pilot. 
  Critical Hits: LAMs always suffer critical hits in 
  accordance with the rules for BattleMechs, not 
  aerospace fighters. This includes checking for 
  critical hits whenever a location’s internal structure 
  suffers damage, rather than through damage 
  that exceeds its aerospace armor threshold (see 
  below). Consult the LAM Critical Hits Table (at left) 
  when resolving critical hits against a LAM.
  Bombs and Bomb Bays
  Because doing so would interfere with their 
  conversion abilities, LAMs may not carry bombs 
  or external ordnance the way an aerospace fighter 
  does. Instead, they must be constructed with 
  internal bomb bays capable of accommodating 
  weapons and equipment normally used in such a 
  fashion (see LAM Construction, p. 114). 
  The bombs and other external ordnance usable 
  within a LAM bomb bay are listed in the LAM 
  Bomb Bay Ordnance Table (see p. 112).
  In Fighter Mode, LAMs may carry, use, and 
  jettison any items in its bomb bays as a normal 
  aerospace fighter would use external ordnance 
  (see pp. 245-247, TW). Because these items are 
  carried internally, and their weight is largely 
  accounted for during the unit’s construction, the 
  mass and size of any ordnance stored in these 
  bomb bays will not affect the LAM’s Thrust ratings 
  in Fighter Mode.
  In AirMech Mode, the LAM may carry, use, and 
  jettison the items in its bomb bays via the rules 
  used by VTOLs with external stores (see p. 108, 
  TO). Because these items are carried internally, 
  and their weight is largely accounted for during 
  the unit’s construction, the mass and size of any 
  external ordnance in these bomb bays will not 
  affect the LAM’s AirMech MPs.
  In BattleMech Mode, a LAM becomes unable 
  to execute bombing missions. Thus, in this mode, 
  the LAM may only use TAG and rocket launcher 
  weapons stored in its bomb bays, treating 
  such weapons as if they were mounted in the 
  appropriate torso locations for their bays. These 
  weapons always fire into the unit’s forward arc. 
  If a LAM in BattleMech Mode opts to jettison its 
  bombs or other bomb bay stores, it may do so 
  using the normal rules for dumping ammo (see p. 
  104, TW).
  Excess Heat and Bomb Bays: In any mode of 
  operation, a LAM that overheats while carrying 
  bombs within its internal bays must check for 
  ammunition explosion as if it is a ’Mech carrying 
  Inferno munitions (see p. 141, TW).
  LAM CRITICAL HIT TABLE
  Critical Hit
  BattleMech Mode
  AirMech Mode
  Fighter Mode
  Avionics
  First hit
  No Effect
  +1 Piloting Modifier
  +1 Piloting Modifier
  Second hit
  No Effect
  +2 Piloting Modifier
  +2 Piloting Modifier
  Third hit
  No Effect
  +5 Piloting Modifier
  +5 Piloting Modifier
  Cockpit
  Pilot Killed
  Pilot Killed
  Pilot Killed
  Engine
  First hit
  +5 Heat per turn
  +5 Heat per turn
  +2 Heat per turn
  Second hit
  +10 Heat per turn
  +10 Heat per turn
  +4 Heat per turn
  Third hit††
  Engine Destroyed 
  Engine Destroyed
  Engine Destroyed
  Jump Jets
  –1 Jump MP  
  (each hit)
  –1 AirMech Cruise MP* 
  (each hit)
  –1 Safe Thrust*  
  (each hit)
  Landing Gear
  First hit
  No Effect
  No Effect
  +1 Piloting to Land
  Second hit
  No Effect
  No Effect
  +2 Piloting to Land
  Third hit
  No Effect
  No Effect
  +5 Piloting to Land
  Gyro
  First hit
  +3 Piloting Modifier
  +3 Piloting Modifier
  +3 Piloting Modifier
  Second hit
  Gyro Destroyed‡
  Gyro Destroyed‡
  +6 Piloting Modifier
  Sensors
  First hit
  +2 To-Hit
  +2 To-Hit
  +2 To-Hit
  Second hit
  Weapon attacks impossible, regardless of current movement mode
  Arm Actuators
  Shoulder 
  +4 To-Hit†
  +4 To-Hit†
  +4 To-Hit†
  Upper Arm
  +1 To-Hit†
  +1 To-Hit†
  +1 To-Hit†
  Lower Arm
  +1 To-Hit†
  +1 To-Hit†
  +1 To-Hit†
  Hand
  +1 to Punch
  +1 to Punch
  No Effect
  Leg Actuators
   Hip
  Half Walk MP*  
  +2 Piloting Modifier
  +2 Piloting to Land
  No Effect
  Upper Leg
  –1 Walk MP**,  
  +1 Piloting Modifier
  +1 Piloting to Land
  No Effect
  Lower Leg
  –1 Walk MP* , 
  +1 Piloting Modifier
  +1 Piloting to Land
  No Effect
  Foot
  –1 Walk MP*,  
  +1 Piloting Modifier
  +1 Piloting to Land
  No Effect
  Other 
  Equipment
  Per normal rules 
  Per normal rules 
  Per normal rules
  *Recalculate AirMech Flank and Maximum Thrust MPs normally (x 1.5). Always round up.
  **Recalculate Run MP normally (x 1.5). Always round up.
  †Affects weapons in that arm only
  ††The third engine hit destroys the engine and the LAM shuts down, which may result in a no-thrust landing 
  attempt (see TW, p. 86).
  ‡In BattleMech and AirMech Modes, the LAM will automatically fall and may not stand
  Gyro Note: The first critical hit to the gyro disables the LAM’s ability to convert between modes, regardless of 
  the current movement mode. (If the LAM has a heavy-duty gyro, treat the first hit as a +1 Piloting Skill modifier 
  instead, and the LAM may still convert between modes. The effects for the first hit on this table, including the loss 
  of conversion capability, will thus occur with the second hit against such gyros. A third hit to a heavy-duty gyro 
  destroys the gyro.)
  Actuators Note: Critical hits to any arm actuator other than the hand will disable the LAM’s ability to convert 
  to or from BattleMech mode. Critical hits to any leg actuator other than the foot will disable the LAM’s ability to 
  convert to or from Fighter mode.
  
  111
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Repairing LAM Bomb 
  Bays: Repairing a LAM’s 
  bomb bay takes 60 min-
  utes. Apply a –1 Skill modi-
  fier to the Repair Check (see 
  p. 181, SO). Bomb Bays can-
  not be partially repaired.
  BattleMech Mode
  A LAM in BattleMech 
  Mode functions just like a 
  BattleMech during the Com-
  bat Phase, and may make 
  (and receive) Weapon and 
  Physical Attacks as a ’Mech. 
  Mechanized Infantry: 
  The only form in which a 
  LAM may carry and de-
  ploy battle armor is in its  
  BattleMech Mode. Because 
  LAMs may not be con-
  structed as OmniMechs, 
  however, the only way 
  such units can do so is if 
  the battle armored unit is 
  equipped with magnetic clamps. Any battle armor a LAM car-
  ries should be deployed before the LAM can switch modes, or 
  both units may suffer damage (see LAM Conversion, p. 106).
  Infantry Physical Attacks: As noted under the LAM 
  Conversion rules, LAMs that are being swarmed by infantry 
  risk damage to themselves if they switch modes before the 
  infantry unit has been removed or destroyed.
  Fighter Mode
  LAMs in Fighter Mode deliver the attack using the same rules 
  as an aerospace fighter. However, because LAMs are actually 
  reconfigured BattleMechs, the LAM Fighter Firing Arcs Table 
  (see p. 110) is used to translate the LAM’s normal BattleMech 
  firing arcs into their appropriate Fighter Mode equivalents.
  Units attacking a LAM in Fighter Mode resolve the action 
  with the same rules for attacks against an aerospace fighter, 
  applying all appropriate modifiers for angle of attack, 
  atmospheric effects, and so forth. The hit locations used, 
  whether in space or atmosphere, are determined by using the 
  LAM Fighter Hit Location Table (see p. 110). 
  For the purposes of Advanced Atmospheric Control Rolls 
  (see p. 97, SO) or other rules that reference a fighter’s damage 
  threshold, a LAM in Fighter Mode receives a threshold value 
  equal to the current internal structure points remaining in the 
  location struck. However, while Control Rolls will still be required 
  any time the LAM’s Damage Threshold is exceeded, LAMs in 
  Fighter Mode only check for possible critical hits if the damage 
  exceeds a location’s armor and hits the internal structure, like a 
  ’Mech. Furthermore, the only way a LAM’s structural integrity can 
  be reduced while in Fighter Mode is when its center torso suffers a 
  loss of internal structure points through damage (including damage 
  from high-thrust maneuvers; see Movement Phase, p. 108). 
  LAMs in Fighter Mode are also still treated as BattleMechs when 
  operating in vacuum, and thus may suffer hull breach chances 
  when operating in space (see p. 54, TO). 
  Aside from these modifications, a LAM in Fighter Mode follows 
  all normal aerospace fighter combat rules. 
  Critical Hits to Bomb Bays: A critical hit to most of a LAM’s 
  internal stores (bomb bays) may cause an explosion doing 
  damage as shown on the LAM Bomb Bay Critical Hit Table (see 
  above). If a bomb is not listed, assume it explodes causing 10 
  points of damage. Treat an exploding bomb as an internal 
  ammunition explosion (including causing 2 points of damage 
  to the LAM’s pilot). CASE or CASE II in the same location as the 
  bomb bay will affect a bomb explosion just as it effects an ammo 
  explosion. A critical hit to an empty Bomb Bay destroys the bay, 
  but causes no further effect. 
  LAM BOMB BAY ORDNANCE TABLE
  Bomb Type
  Description
  Air-to-Air Arrow
  20-point air-to-air missile (see p. 357, TO)
  Anti-Ship Missile
  30-point anti-ship missile (see p. 358, TO)
  Anti-ship EW Missile
  Capital-scale electronic-warfare missile (see p. 358, TO)
  Arrow IV Missile
  20-point air-to-ground missile, homing or unguided (see pp. 358-359, TO)
  Cluster
  5-point-per-hex air-to-ground cluster bomb (see pp. 249-250, TW)
  Fuel
  Provides 40 additional fuel points
  High Explosive
  10-point standard air-to-ground bomb (see pp. 249-250, TW)
  Inferno
  Incendiary air-to-ground bomb, generates 10 heat or damage (see p. 359, TO)
  Laser Guided
  10-point TAG-guidable air-to-ground bomb (see pp. 249-250, TW)
  Light Air-to-Air Missile
  6-point air-to-air missile (see p. 359, TO)
  Rocket Launcher
  Provides single-shot Rocket Launcher 10 to unit
  TAG
  Provides TAG weapon to unit (see p. 250, TW)
  Thunder
  Delivers 20-point standard minefield to target area (see p. 360, TO)
  Thunder Active
  Delivers 20-point active minefield to target area (see p. 360, TO)
  Thunder Vibrabomb
  Delivers 20-point vibrabomb minefield to target area (see p. 360, TO)
  Torpedo
  10-point air-to-water bomb (see p. 360, TO)
  LAM BOMB BAY CRITICAL HIT TABLE
  Bomb Type
  Critical Hit Effect
  Air-to-Air Arrow
  Explodes for 20 points of damage
  Anti-Ship Missile
  Explodes for 30 points of damage
  Anti-ship EW Missile
  Explodes for 5 points of damage
  Arrow IV Missile
  Explodes for 20 points of damage
  Cluster
  Explodes for 5 points of damage
  Fuel
  Explodes on 2D6 roll 10+; 1 point of 
  damage per point of fuel remaining
  High Explosive
  Explodes for 10 points of damage
  Inferno
  LAM adds 10 heat points in the current turn
  Laser Guided
  Explodes for 10 points of damage
  Light Air-to-Air Missile
  Explodes for 6 points of damage
  Rocket Launcher
  Explodes for 10 points of damage 
  TAG
  Destroys TAG
  Thunder
  Explodes for 20 points of damage
  Thunder Active
  Explodes for 20 points of damage
  Thunder Vibrabomb
  Explodes for 20 points of damage
  Torpedo
  Explodes for 10 points of damage
  
  AirMech’s Aerospace Piloting Skill for the Base To-Hit Num-
  ber, rather than the normal BattleMech Piloting Skill. Fur-
  thermore, the LAM’s elevation must also be accounted for 
  when executing such attacks, using the rules for different 
  levels (see p. 150, TW). 
  Successful kick, punch, and melee weapon attacks performed 
  while using AirMech MPs will inflict only half of their normal damage 
  (rounded up). If such attacks fail for any reason—including punches 
  and melee weapon attacks—a Control Roll is immediately required to 
  avoid a crash (see Going In, p. 113).
  AirMech Ram: LAMs using AirMech MPs cannot execute a charge 
  attack, but may make a modified attack known as an “AirMech Ram”. 
  Like a ramming attack by an aerospace fighter, the AirMech Ram 
  requires the LAM’s controlling player to first roll an 11 or 12 on 2D6, 
  representing the pilot’s effort to summon the willpower for such a 
  suicidal maneuver. This roll must be made immediately prior to the 
  LAM’s movement. If the roll is unsuccessful, the LAM must move 
  normally, and may not attempt to ram. If successful, the pilot may 
  attempt the AirMech Ram using a Base To-Hit Number of 5. 
  Add the LAM’s Aerospace Piloting Skill to the ramming attack’s 
  base target number, and subtract its target’s Piloting Skill. Terrain 
  modifiers applicable to the target’s hex and elevation are also added 
  to the to-hit number for this attack. If the roll is equal to or higher than 
  this modified target number, the ram is successful.
  A successful AirMech Ram delivers 1 point for every 5 tons of the 
  LAM’s weight, multiplied by the number of hexes the LAM moved 
  in the turn of the attack (rounded up). This damage is applied to a 
  single hit location against the target, appropriate to the direction of 
  the attack (Front, Side, or Rear). A successful AirMech Ram is always 
  resolved against the target’s normal hit location table (not the Punch 
  or Kick tables). Meanwhile, the LAM will suffer 1 point of damage 
  for every 10 tons its target weighs, multiplied by the number of 
  hexes the LAM moved during the turn (rounded up). This damage is 
  automatically applied directly to the LAM’s front center torso.
  If the LAM or its target are destroyed before an AirMech Ram to-
  hit roll is made, the attack automatically fails. A failed AirMech Ram 
  attack forces the LAM’s controlling player to make a Control Roll to 
  avoid crashing (see Going In, p. 113). 
  A successful AirMech Ram places the unit in the hex adjacent to its 
  target along its path of travel, and forces the LAM’s controlling player 
  to make a Control Roll. If this roll succeeds, the LAM lands safely in 
  that hex (and will begin the following turn on the ground). Otherwise, 
  the LAM suffers additional damage as if it fell in that hex from a height 
  of 1 elevation above the underlying terrain.
  AirMech Mode
  For LOS purposes, a LAM in AirMech Mode has a height of 1 level 
  and thus cannot benefit from partial cover. When calculating a LAM’s 
  Attacker Movement Modifier while in AirMech Mode, consult the 
  AirMech Attacker Modifiers Table (see above).
  Units attacking a LAM in AirMech Mode treat the LAM as a ’Mech 
  for calculating Target Movement Modifiers.
  A LAM in AirMech Mode that expends AirMech MP is considered 
  airborne and receives a +1 Target Movement Modifier. Attacks that 
  would ordinarily receive a special modifier against airborne targets 
  (such as flak) also apply this modifier.
  A LAM in AirMech Mode uses BattleMech firing arcs both to 
  execute its attacks and when resolving attacks made against it, 
  but unlike a standard BattleMech, a LAM in AirMech Mode cannot 
  rotate its torso facing. Calculate attack direction and LOS as if 
  the LAM is a 1-level-tall ’Mech at its current elevation and facing. 
  Remember that if the AirMech is airborne, it will generally be at 
  least 2 elevations high, counting its elevation and unit height 
  together. Use the appropriate column of the ’Mech Hit Location 
  Table (see p. 119, TW) to resolve damage against the LAM in 
  AirMech Mode. 
  Physical Attacks: LAMs in AirMech Mode may make physical 
  attacks whether they are on the ground or airborne, but the standard 
  attack and damage rules for a BattleMech only apply if the LAM used 
  Walking or Running MP during its Movement Phase. 
  Airborne AirMechs (those using AirMech MPs in the Movement 
  Phase), may execute kick, punch, and melee weapon attacks in this 
  movement mode, but must resolve these physical attacks using the 
  LAM FIGHTER FIRING ARCS TABLE
  BattleMech Location
  Fighter Firing Arc
  Head
  Nose
  Center Torso
  Nose
  Center Torso (Rear)
  Aft
  Left Torso
  Left Wing
  Left Torso (Rear)
  Left Wing (Aft)
  Right Torso
  Right Wing
  Right Torso (Rear)
  Right Wing (Aft)
  Left Arm
  Left Wing
  Right Arm
  Right Wing
  Left Leg
  Aft
  Right Leg
  Aft
  AIRMECH ATTACKER MODIFIERS TABLE
  Attacker Movement Mode
  Modifier
  Walking
  +1
  Running
  +2
  AirMech Cruise
  +3
  AirMech Flank
  +4
  LAM FIGHTER HIT LOCATION TABLE
  Die Roll
  Nose
  Aft
  Side
  Above/Below
  2
  Center Torso
  Center Torso§
  Head
  Right Torso
  3
  Right Torso
  Right Torso§
  Arm‡
  Arm†
  4
  Right Arm
  Right Torso§
  Center Torso
  Arm†
  5
  Right Arm
  Right Arm
  Center Torso
  Leg†
  6
  Right Torso
  Right Leg
  Torso‡
  Right Torso
  7
  Center Torso*
  Leg†*
  Arm‡
  Center Torso
  8
  Left Torso
  Left Leg
  Torso‡
  Left Torso
  9
  Left Arm
  Left Arm
  Leg‡*
  Leg†
  10
  Left Arm
  Left Torso§
  Leg‡
  Arm†
  11
  Left torso
  Left Torso§
  Arm‡
  Arm†
  12
  Center Torso
  Center Torso§
  Leg‡
  Left Torso
  *Control Roll required if the damage exceeds the LAM’s Damage Threshold
  †Roll 1D6: 1-3 Right, 4-6 Left.
  §Roll 1D6: 1-4 Apply Damage to Front Torso, 5-6 Apply Damage to Rear Torso
  ‡Hits the corresponding arm, leg, or torso, e.g. attack from left side hits left arm, left torso, or left leg.
  
  113
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  p. 68, TW). Steve’s LAM will take damage equal to its tonnage 
  divided by 10 (rounded up) times the number of levels fallen, 
  or 18 points, but since the LAM is falling into a water hex, this is 
  reduced by half. Steve rolls a 5-point Damage Value grouping 
  and a 4-point Damage Value grouping on his LAM, and checks 
  for a hull breach for both hits. Fortunately, his LAM survives 
  the damage with no breached locations. Unfortunately, since 
  the LAM is only one level tall, it is completely submerged in the 
  Depth 1 water hex. It cannot change modes underwater, and 
  will have to walk out using its AirMech Walking MP of 2. As the 
  nearest Level 0 hex is four hexes away, it will take Steve four 
  turns to get his LAM back onto land. The only good news for 
  Steve is that with his LAM completely submerged, it dissipates 
  6 additional points of heat, keeping him heat neutral this turn. 
  GOING IN
  AirMechs can move much faster than most BattleMechs and 
  vehicles, but when something upsets their “flight”, the increased 
  speed can have disastrous results. 
  Side-slipping: If a LAM using AirMech Flank MP makes a facing 
  change at any point in its movement and attempts to enter a 
  new hex in the same turn, the player must make a Control Roll 
  before the AirMech enters its new hex. If the roll is successful, 
  the AirMech’s movement continues as normal. Otherwise, the 
  AirMech sideslips and may crash, collide with other terrain, or 
  skid. If an AirMech skids, crashes, or collides with something, its 
  movement automatically ends for the current turn. 
  A side-slipping AirMech will move in the direction of the hex 
  to which it would have moved without the facing change, in the 
  same manner as a side-slipping VTOL (see pp. 67-68, TW). The 
  number of hexes a LAM will sideslip is equal to the Control Roll’s 
  margin of failure, or the number of hexes moved in the current 
  turn (minus 1), whichever is less. 
  Even when side-slipping, if an AirMech using AirMech MP enters 
  a hex that is only one level higher than the level of the underlying 
  hex from which it exits, the AirMech will automatically rise one 
  elevation above the level of the new hex. If the terrain in the hex 
  entered is two levels higher than the hex exited, the AirMech 
  begins a skid (see Skidding, below). If the hex entered is three or 
  more levels higher than the hex exited, the AirMech will suffer a 
  collision (see Collisions, below).
  Skidding: An AirMech may skid in one of two situations: 
  crashing (as the result of failing a Control Roll) or side-slipping into 
  a hex two levels higher than the hex exited. An AirMech skids in the 
  direction it was traveling and takes damage equal to half its normal 
  falling damage (that is, a fall when standing in a clear hex) per 
  hex skidded. The distance skidded is the greater of the MoF of the 
  Control Roll or half the number of hexes moved in the current turn 
  (rounded down). If an AirMech was side-slipping prior to skidding, 
  subtract the number of hexes side-slipped from the skid distance.
  An AirMech that skids into a water hex takes half normal 
  skidding damage (one-quarter normal falling damage) per hex. 
  If the AirMech occupies a water hex at the end of its skidding 
  movement, it sinks to the bottom and takes damage for hitting 
  the bottom of the water hex equal to half its normal crashing 
  damage (see Crashing, above).
  Collisions: If an AirMech enters a hex that is three or more 
  levels higher than the hex from which it exited for any reason, it 
  suffers a collision. The damage is equal to the number of hexes 
  the AirMech moved in the current turn, times its tonnage, divided 
  by 10 (rounded up). Assign the damage in 5-point Damage Value 
  groupings, applied to the direction facing the obstruction the 
  AirMech just hit.
  HEAT PHASE
  BattleMech Mode: LAMs in BattleMech Mode generate and 
  dissipate heat in the same manner as a ’Mech.
  Fighter Mode: LAMs in Fighter Mode generate and dissipate 
  heat in the same manner as an aerospace fighter.
  AirMech Mode: LAMs in AirMech Mode that use Walking or 
  Running MP generate heat in the same manner as a BattleMech 
  (1 point for Walking MP; 2 for Running MP). When using AirMech 
  MPs, LAMs generate 1 point of movement heat for every 3 
  AirMech MPs expended (rounded normally). 
  AirMech Mode also confers Heat Sink capabilities as per the 
  Partial Wing rules (see p. 295, TO). For example, in standard 
  atmospheric pressure LAMs in AirMechs Mode apply –3 to their 
  heat during the Heat Phase.
  Steve’s AirMech is in Hex I as shown in the AirMech Move-
  ment and Combat diagram (see p. 109). He ended his movement 
  at Elevation 1, putting his LAM at Level 2 for LOS purposes. His 
  target, a CHP-1N Champion in Hex J, is standing on Level 1 
  terrain and is thus at Level 3 for LOS purposes. Because the hill in 
  Hex F intervenes, the Champion will get partial cover. 
  Steve checks the LAM Skill Table and sees that he’ll use 
  his BattleMech Gunnery Skill (4) for this combat. Consulting 
  the LAM Attacker Modifiers Table, Steve adds 4 to his to-hit 
  number for using AirMech Flank movement. The Champion 
  moved for a +2, giving Steve a Modified To-Hit Number of 10 
  for a short-range shot with the Phoenix Hawk’s large laser, 
  and 12s for his shots with the medium lasers. Steve rolls 5, 12 
  and 8, landing a 5-point hit on the Champion. 
  Steve calculates his heat build-up for the turn. His Air Mech 
  Flank movement generates heat equal to the number of MP 
  divided by 3, rounded normally. Since he spent 19 MP, this equals 
  6.33, which rounds to 6 points of heat. His large laser generates 
  8 heat points, and each medium laser generates 3, for a total of 
  20. His Phoenix Hawk LAM has 12 single heat sinks and shunts 
  another 3 since it’s in AirMech Mode so Steve’s looking at 5 on the 
  heat scale, assuming he doesn’t take any significant damage.
  The Champion returns fire with its SRM 6, two medium 
  lasers, and an LB 10-X autocannon. The Champion’s Gunnery 
  Skill is 3, and applies a +1 for using Walking move ment. The 
  Phoenix Hawk LAM’s AirMech movement adds a +4 modifier, 
  with another +1 applied because the LAM is airborne. The 
  Champion’s SRM and medium lasers are at medium range, 
  applying a +2 modifier to those weapons, but its LB 10-X is 
  at short range and using cluster munitions, which give it a –2 
  Flak modifier against the AirMech. This means the SRM 6 and 
  medium lasers will need 11s, while the LB 10-X needs an 7.
  The Champion manages to roll a 12 for its SRM 6, an 11 for 
  one medium laser, a 5 for the other medium laser, and an 8 
  for the LB 10-X. After resolving the damage—none of which 
  manages to penetrate the LAM’s armor—Steve notes that his 
  AirMech has sustained 21 points of damage.
  The Phoenix Hawk must now make a Control Roll due to 
  this massive damage. Once again looking at the LAM Skill 
  Table, Steve sees that he will need to use his Aerospace Piloting 
  Skill for this roll, which is 5. The modifier is +1 for taking 21 
  points of damage, giving Steve a target number of 6. It’s a bad 
  day for Steve as he rolls a 4. Since his LAM was airborne, he will 
  lose his MoF in elevation. Since he is only 1 elevation above the 
  surface of the water, this results in a crash.
  Now things get tricky. The total number of levels fallen is 
  3, the difference between Elevation 1 and Elevation –1 (the 
  bottom of the water hex at Depth 1), plus 1 additional level (see 
  
  Conversion Equipment
  Bimodal LAMs must devote 15 percent of the unit’s total mass 
  (rounded up to the nearest whole ton) to conversion equipment. 
  Standard LAMs only require 10 percent of the unit’s total mass 
  (rounded up to the nearest whole number) in conversion equipment. 
  Both Bimodal and Standard LAMs must then allocate additional 
  “conversion equipment” on their Critical Hit Table as shown on the 
  Conversion Equipment Table. 
  Bomb Bays
  LAMs may mount up to 20 bomb bays, each of which weighs 1 
  ton and occupies 1 critical space in the unit’s left or right torso. Each 
  bomb bay accommodates a single-slot bomb, and has no effect on 
  the unit’s movement.
  The bombs (and other external ordnance items) that may be carried 
  in LAM bomb bays are as shown in the LAM Bomb Bay Ordnance 
  Table (see p. 111). 
  Prohibited Technologies
  Except as noted on this list, a LAM may use any equipment not 
  prohibited to BattleMechs, IndustrialMechs, or aerospace fighters. 
  The following items are prohibited in LAMs:
  Armor: LAMs may not use hardened armor and any other armor that 
  requires critical hit slots, including ferro-fibrous armor, modular armor, 
  and stealth armor. LAMs may use armored components, however.
  Cockpits: LAMs may not use torso-mounted cockpits, nor any 
  cockpits that requires additional critical hit slots.
  Engines: LAMs may not use any engine other than a standard or a 
  compact fusion engine and cannot mount a supercharger.
  Gyros: Only standard, compact, and heavy-duty gyros may be 
  employed by LAMs.
  Internal Structure: LAMs may not use any internal structure that 
  requires critical hit slots, such as endo steel.
  Primitive Components: LAMs may not mount any primitive core 
  components, such as engines, cockpits, gyros, and the like. Primitive 
  and prototype weapons (see pp. 118 and 70) may be mounted on a 
  LAM, however.
  Extra-Large Weapons: LAMs may not mount any weapon system 
  that must be allocated to more than one hit location (e.g. Right Arm 
  & Right Torso), such as the Thumper or Arrow IV artillery weapons, 
  nor may any weapon that can be optionally split between locations 
  be mounted in more than one location. LAMs may not carry artillery 
  weapons of any kind (bomb munitions are permitted via bomb bays). 
  Other Items: Aside from avionics and landing gear, any items that 
  require the allocation of critical slots to more than one hit location may 
  not be mounted on LAMs. This includes items that may normally be 
  split between multiple hit locations on other BattleMech types. For 
  example, a LAM may mount MASC or triple-strength myomer as either 
  system may be allocated entirely in one hit location, but it cannot 
  mount the Chameleon Light Polarization Shield, because that system 
  requires 1 critical slot placed in each of the ’Mech’s limbs and side torsos.
  Unintentional Charging: A skidding or side-slipping AirMech 
  must make an unintentional Charge attack against any units (or 
  buildings) in the path of its skid/side-slip. A side-slipping AirMech 
  must make an unintentional Charge attack against units in the path 
  of its side-slip only if the level of the unit it side-slips into (that is, the 
  level of the underlying terrain, plus the level of the unit) is equal to or 
  higher than the AirMech’s elevation.
  Crashing: An airborne AirMech must make a Control Roll in the 
  following situations: 
   • It misses with any physical attack (including the AirMech Ram).
   • It is successfully hit by a push, charge, or Death From Above 
  physical attack.
   • During any turn it remains aloft using AirMech MP and suffers 
  20+ points of damage. In this case, a cumulative +1 modifier to 
  the Control Roll is added for every full increment of 20 points of 
  damage sustained in the current phase, plus any other applicable 
  modifiers (including weight class modifiers, if used; see p. 23, TO).
   • It attempts a landing with a damaged gyro or leg actuators.
  If the roll fails, the AirMech falls a number of elevations equal to its 
  MoF. If this is greater than its elevation, it crashes into the hex it occupies 
  (possibly creating an accidental fall from above attack, if another unit 
  occupies the same hex). A crashing AirMech suffers damage equal to 
  one tenth of the AirMech’s tonnage (rounded up), multiplied by 1 plus 
  the number of elevations fallen ([Tonnage ÷ 10] x [Elevations + 1]). 
  Reduce this damage by half if the AirMech falls into a water hex. 
  An AirMech that crashes automatically skids in the direction it 
  was moving at the time it crashed, unless it was hovering during the 
  Movement Phase in which it crashed (in which case, the LAM simply 
  crashes into the hex it was hovering above, and ends there).
  An airborne LAM in AirMech or Fighter Mode that loses a side torso 
  automatically crashes (use a MoF of 5 if required). Use the rules above 
  to resolve an AirMech Mode crash, or use the rules on page 81 of Total 
  Warfare to resolve a crash if the LAM is in Fighter Mode.
  LAM CONSTRUCTION
  LAMs are constructed using the same rules for BattleMech construction 
  in TechManual, but with the following changes and additions.
  Chassis Restrictions and Requirements
  LAMs may only be constructed using an Inner Sphere technology 
  base, and may not be constructed as OmniMechs. Only bipedal 
  BattleMechs weighing up to 55 tons may be constructed as LAMs. 
  LAMs may not be constructed weighing more than 55 tons or using 
  four-legged (quad) or three-legged (tripod) chassis types.
  Furthermore, due to the complexity and precision of their conversion 
  process, LAMs may not mount certain weapons, equipment, and 
  structural components that would interfere with the conversion process 
  (see Prohibited Technologies, at right). Except for bomb bays (see p. 114), 
  LAMs may not be constructed with internal cargo carrying capacity. 
  Other specific restrictions and requirements for LAM construction 
  are as noted below:
  Minimum Jumping MP: LAMs must be constructed with a 
  minimum Jumping MP of 3 
  Fuel: LAMs receive 1 free ton’s worth of fuel as part of their conversion 
  equipment. This free ton provides 80 fuel points but does not add to 
  the unit’s allocated weight, nor does it occupy a critical slot. Additional 
  fuel may be added in full-ton lots (each providing an additional 80 fuel 
  points), with each ton of fuel occupying 1 critical slot.
  Structural Integrity: A LAM’s structural integrity is equal to the 
  number of center torso internal structure points.
  Weapon Locations: Unlike fighters, LAMs do not need to mount 
  weapons and equipment symmetrically (matching weapons in 
  opposite torsos and arms).
  CONVERSION EQUIPMENT TABLE
  Item
  Number of Critical Slots and Location
  Landing Gear
  1 Center Torso, 1 Left Torso, 1 Right Torso
  Avionics
  1 Head, 1 Left Torso, 1 Right Torso
  Fuel
  None (1 ton of fuel is considered to contained 
  within the engine)
  
  115
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  The final stats for the Phoenix Hawk LAM are:
  Type: Phoenix Hawk LAM MK I
  Technology Base: Inner Sphere (Advanced)
  Tonnage: 50
  Battle Value: 1,942
  Equipment 
   
   
  Mass
  Internal Structure 
   
   
  5
  LAM Conversion Equipment 
   
   
  5
  Engine 
  250 
   
  12.5
   
  Walking MP: 
  5
   
  Running MP: 
  8
    
  Jumping MP: 
  5 
    
  AirMech Cruise MP: 
  15
   
  AirMech Flanking MP: 
  23
   
  Safe Thrust: 
  5
   
  Maximum Thrust: 
  8
  Heat Sinks: 
  12 [24] 
   
  2
  Gyro: 
   
   
  3
  Cockpit: 
   
   
  3
  Fuel:  
  80 
   
  0
  Structural Integrity: 
  16
  Armor Factor: 
  128 
   
  8
    
   
  Internal 
  Armor
   
   
  Structure 
  Value
   
  Head: 
  3 
  6
   
  Center Torso: 
  16 
  23
   
  Center Torso (rear): 
   
  5
   
  R/L Side Torso: 
  12 
  18
   
  R/L Side Torso (rear): 
   
  4
   
  R/L Front Leg: 
  8 
  10
   
  R/L Rear Leg: 
  12 
  15
  Conversion Equipment Allocation
   
   
   
  Spaces
  Location 
  Item 
  Remaining
   
  Head 
  1 Avionics 
  0
   
  Center Torso 
  1 Landing Gear 
  1
   
  Right Torso 
  1 Landing Gear 
  10
    
   
  1 Avionics 
   
  Left Torso 
  1 Landing Gear 
  10
    
   
  1 Avionics 
   
  Right Arm 
  — 
  8
   
  Left Arm 
  — 
  8
   
  Right Leg 
  — 
  2
   
  Left Leg 
  — 
  2 
  Weapons and Ammo 
  Loc 
  Critical 
  Tonnage
  Medium Laser 
  RA 
  1 
  1
  ER Large Laser 
  RT 
  2 
  5
  Medium Laser 
  LT 
  1 
  1
  Medium Laser 
  LT 
  1 
  1
  Medium Laser 
  LA 
  1 
  1
  Jump Jets 
  RT 
  2 
  1
  Jump Jet 
  CT 
  1 
  .5
  Jump Jets 
  LT 
  2 
  1
  LAMs also may not mount backhoes, bridge-laying equipment, 
  combines, dumpers, external stores, mechanical jump boosters, 
  partial wings, or jump packs/drop packs.
  Finally, except for physical attack weapons, LAMs may not 
  mount any weapon that requires a Piloting skill as part of its use 
  (such as the heavy Gauss rifle).
   Lisa is building a LAM version of the classic Phoenix Hawk. 
  Her first step in designing this unit is to select a 50-ton chassis. 
  This is slightly heavier than the original 45-ton BattleMech, 
  which she hopes will help offset some of the extra construction 
  costs incurred by the LAM’s conversion systems. 
  The fact that Lisa is building a LAM means that she cannot 
  use an endo steel internal structure to save weight, nor does 
  she want to spend the extra weight for reinforced structure, 
  or deal with the in-game damage potential of composite 
  structure. Thus, she opts for standard internal structure, which 
  weighs 10 percent of the LAM’s total mass (5 tons). The LAM’s 
  conversion gear will take up another 10 percent of the LAM’s 
  weight (5 more tons). 
  With 10 tons allocated so far, Lisa moves on to determining 
  the Phoenix Hawk’s engine. 
  The original Phoenix Hawk had a Walking MP of 6, but in 
  order to free up mass for conversion equipment and weapons, 
  Lisa downgrades the 270 engine to a 250, giving her LAM a 
  Walking MP of 5. Multiplying the LAM’s 50 tons by 5 equals 
  250, and consulting the Master Engine Table (see p. 49, TM) 
  Lisa sees that a 250-rated engine weighs 12.5 tons. While she’d 
  love to save tonnage by using an XL engine, she knows that 
  a LAM can only mount a standard fusion engine and so the 
  engine weight remains 12.5 tons.
  Next, Lisa determines the LAM’s gyro weight by dividing its 
  250 engine rating by 100. This yields 2.5 which rounds up to 
  3, for a 3-ton gyro. As the Phoenix Hawk will need to jump in 
  order to be a LAM, Lisa then adds 5 standard jump jets. Per the 
  Jump Jets Table (see p. 51, TM) these will weigh 0.5 tons each, 
  for a total of 2.5 tons in jump jets. 
  Adding a 3 ton standard cockpit brings the running total 
  to 31 tons.
  The LAM gets 10 heat sinks free with its engine; she decides 
  to make them double heat sinks. Lisa divides the engine’s 
  250 rating by 25 and determines that only 10 heat sinks can 
  be contained within the engine. As she plans to equip her 
  Phoenix Hawk with several lasers, she opts to install two 
  additional double heat sinks at a cost of 2 tons.
   Lisa next gives her Phoenix Hawk 8 tons of standard armor 
  for a total of 128 points. She records the details and moves on 
  to the next step: Weapons and Ammo. An ER large laser gives 
  the Phoenix Hawk its main offensive punch. Lisa decides to 
  back this up with four medium lasers. The weapons and armor 
  add another 17 tons to the Phoenix Hawk, bringing the total 
  to 50 tons. 
   Finally, the conversion equipment, weapons and ammo 
  must be allocated on the critical hit table. The conversion 
  equipment consists of: 3 Avionics components which are 
  placed in the head and left and right torsos; 1 fuel tank that 
  Lisa notes is included within the LAM’s engine—if Lisa had 
  chosen to add additional fuel, each ton of fuel would occupy 1 
  critical hit location; 3 landing gear struts, 1 placed in the center 
  torso, and 1 each in the left and right torsos. After allocating 
  the conversion equipment, Lisa still must record the locations 
  for the Phoenix Hawk’s weapons, heat sinks, and 5 jump jets.
  
  the attack, the PA(L) suit he is wearing will suffer 1 point of armor 
  damage, and the BattleMech will suffer the equivalent effects of a 
  single Gyro critical hit. On a second critical hit to the interface cockpit, 
  the Machina Domini MechWarrior will suffer two more pilot hits, the 
  PA(L) suit will suffer an additional 1 point of armor damage, and the 
  interface connection will be critically damaged (with effects treated 
  as a second Gyro hit). (If, through interface cockpit critical hits, the 
  interface suit is reduced below an armor value of 0, both the suit and 
  the MechWarrior wearing it are considered destroyed.)
  Ejection: A Machina Domini may eject from his ’Mech at any time 
  per the standard rules (see pp. 196-198, TO), but receives a –2 target 
  number modifier when doing so, to reflect the added resilience of the 
  PA(L) interface suit. Once ejected, the Machina Domini MechWarrior 
  is treated as a single battle armor unit with a squad size of 1 trooper. 
  The armor value of this unit is equal to that of the PA(L) itself, minus 
  any armor damage sustained from Interface Cockpit hits.
  Special Pilot Abilities (Optional): At the players’ discretion, the use 
  of the Machina Domini interface can also impart onto its MechWarrior 
  one free Gunnery or Piloting Skill-based Special Pilot Ability as featured 
  in A Time of War (see pp. 219-224, AToW), regardless of the ability’s pre-
  requisites. The nature of this ability must be determined before play 
  begins and is selected by the MechWarrior’s controlling player.
  Clan Machina Domini Interface: In game play, the Clan version 
  of the Machina Domini interface functions identically to the Inner 
  Sphere version, except that the pilot must be equipped with enhanced 
  imaging neural implants (see pp. 75) instead of any form of VDNI. 
  Units using a Clan Machina Domini interface cannot be operated by 
  pilots that lack EI neural implants, even if they possess a VDNI.
  MACHINA DOMINI INTERFACE CONSTRUCTION RULES
  In addition to a MechWarrior equipped with some form of VDNI 
  implant, the “Machina Domini” Interface requires two additional 
  components: The BattleMech Neural Interface Unit (which is built 
  into the interface suit), and the BattleMech Interface Cockpit (which 
  replaces the standard BattleMech cockpit). 
  BattleMech Neural Interface Unit (NIU) 
  The BattleMech NIU can only be mounted in the interface suit, 
  which must be constructed as a PA(L)-type battlesuit (as larger 
  battlesuits cannot fit in the interface cockpit). The BattleMech NIU 
  weighs 100 kilograms and occupies 2 slots in the suit’s torso location. 
  BattleMech Interface Cockpit 
  The BattleMech interface cockpit weighs 4 tons and takes one extra 
  Cockpit critical slot. The Interface can only be installed in BattleMechs, 
  and may not be mounted in a Torso location. The interface cockpit 
  cannot be protected with component armor, nor can it be combined 
  with a cockpit command module or any other cockpit types (including 
  small cockpits). A BattleMech equipped with an interface cockpit also 
  may not employ the Cramped Cockpit or Rumble Seat Design Quirks. 
  A BattleMech with an interface cockpit may be constructed without 
  a gyro, in which case the usual Gyro slots on the unit’s Critical Hit Table 
  are treated as empty, and can be used for other components.
  Clan Machina Domini Interfaces
  The Clan version of Machina Domini interface uses the same 
  construction rules as the Inner Sphere version, except that they 
  require a MechWarrior equipped with an EI neural implant instead of 
  VDNI implants.
  R&D Start Date: circa 3068 (Word of Blake), circa 3082 (Clan Hell’s Horses) 
  Prototype Design and Production: circa 3078 (Word of Blake), 3083 
  (Clan Hell’s Horses)
  The so-called “Machina Domini” interface was an experimental 
  effort by the Word of Blake’s Manei Domini to further enhance the 
  connection between MechWarriors and their machines, while 
  simultaneously protecting the warrior from the most brutal 
  punishment. Derived from efforts to crack Clan ProtoMech technology, 
  this interface used a three-component control system that required 
  a VDNI-enhanced MechWarrior, a modified power armor suit, and 
  a compatible interface cockpit. Combined, these technologies not 
  only created a true symbiosis between man and machine, but also 
  protected the warrior from virtually all harm. The Machina Domini 
  interface obviated the need for both the BattleMech’s gyro and most 
  functions of the Diagnostic Interpretation (DI) Computer; to the 
  warrior, the ’Mech moved as a direct extension of his own body.
  While Machina Domini technology was known to have reached 
  field-testing phase, only a dozen or so units using this system saw 
  action beyond the doomed world of Gibson. None of these “Gestalt” 
  machines survived the Jihad, and efforts to duplicate the Word of 
  Blake’s research in the decades since have been largely abandoned 
  by the Inner Sphere powers. Curiously enough, however, scientists 
  from Clan Hell’s Horses began trials on a similar system soon after the 
  war. Evidently adapted to work with Clans’ enhanced-imaging neural 
  technology instead of VDNI implants, these Clan versions of the 
  Machina Domini interface have yet to go past the prototype stage.
  MACHINA DOMINI INTERFACE GAME RULES
  Rules Level: Experimental 
  Available to: BM, BA
  Tech Base (Ratings): Inner Sphere (E/XXFX), Clan (F/XXFF)
  The “Machina Domini” interface requires three key components to 
  function: A MechWarrior equipped with either a buffered or standard 
  Vehicular Direct-Neural Interface (VDNI) implant (see pp. 82), a PA(L) 
  suit equipped with a BattleMech Neural Interface Unit (see p. 116), 
  and a BattleMech equipped with a BattleMech Interface Cockpit (see 
  p. 116). Without all three of these components in working order, the 
  “Machina Domini” connection (and, of course, the BattleMech itself) 
  will not function.
  In game play, a “Machina Domini” BattleMech functions in 
  accordance with standard rules, with the following modifications:
  MechWarrior Skills: A BattleMech operating with an active 
  Machina Domini interface automatically receives a –1 modifier to all 
  Gunnery and Piloting target numbers.
  Piloting Skill Checks: Even if the Machina Domini ’Mech still 
  mounts a gyro, any critical hits to Gyro slots are ignored while the 
  Machina Domini interface is working. A unit with a working Machina 
  Domini interface also ignores the effects of gyro destruction.
  MechWarrior Damage: The Machina Domini MechWarrior ignores 
  all pilot damage from head hits and internal ammunition explosion 
  effects, but can still be killed if the head location is destroyed. 
  MechWarrior damage from overheating will still occur if the 
  BattleMech sustains any Life Support critical hits, as will MechWarrior 
  damage resulting from failed Piloting Skill rolls made during a fall. 
  Hostile Environments and Hull Breaches: If operating in a hostile 
  environment, the Machina Domini MechWarrior will suffer no effects 
  unless the cockpit armor is breached and the PA(L) interface suit is 
  reduced to an armor value of 0. 
  Cockpit Critical Hits: If the interface cockpit itself suffers a critical 
  hit, the Machina Domini MechWarrior will receive two pilot hits from 
  Machina Domini Interface (Jihad)
  
  117
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  an integral K-F adapter, which could then be linked together and 
  activated in record time. Similar methods became the norm for 
  all oversized space stations, space habitats, and orbital factories 
  constructed throughout the Star League period, including the 
  massive Hughes-class mobile yard station. (Note, today, many 
  believe the Wolf’s Dragoons’ enigmatic Hephaestus station was 
  actually a highly-modified version of a Hughes-class yard, and was 
  thus also delivered to the Inner Sphere as a modular station.)  
  MODULAR SPACE STATION GAME RULES
  Rules Level: Advanced
  Available to: SS
  Tech Base (Ratings): Inner Sphere (D/EXXE); Clan (D/EEEE)
  Modular space stations may be dismantled into separate 
  modules for hyperspace transit, with each module weighing no 
  more than 100,000 tons, and requiring its own docking collar. 
  Docking a modular space station is performed in the same manner 
  as a DropShip-to-JumpShip docking sequence (see pp. 66-68, SO). 
  Any failed docking attempts will double the normal docking time. 
  Assembling or dismantling a modular space station takes 1 
  day for every 15,000 tons of the final station’s weight (rounded 
  up). The station is inhabitable after one quarter of this total 
  assembly time has elapsed, but the station’s weapons, sensors, 
  and any bay equipment will not become operational until the 
  entire station is fully assembled. 
  Once assembled, a modular space station operates exactly as a 
  standard space station. 
  Moving a disassembled modular space station follows the 
  same rules as found under the K-F Adapter (see p. 105).  
  MODULAR SPACE STATION CONSTRUCTION RULES
  Any space station designed to have a final total mass of more 
  than 100,000 tons may be built as a modular space station. 
  Modular stations automatically incorporate integral K-F adapters. 
  These adapters take up no significant weight, nor do they take 
  up any space on the station’s record sheet, but they will increase 
  the station’s cost by the number of adapters required. In essence, 
  a modular space station receives 1 K-F adapter for every 100,000 
  tons of station mass (or fraction thereof). 
  Introduced: 2565 (Terran Hegemony) 
  Standard Production: 2585 (Terran Hegemony) 
  Extinct: 2790 (Inner Sphere)
  Recovered: 3090 (Republic of the Sphere)
  Since mankind’s earliest ventures into space, the construction 
  of large and complex spaceborne assets has been accomplished 
  only by piecemeal operations, where various components and 
  modules were assembled “on-site” to create larger structures. Few 
  early examples of such early modular constructs have been as 
  memorable as Crippen Station, the platform from which the first 
  fusion-powered spacecraft was launched. At its height, Crippen 
  massed several million tons, and was really more a cobbled-together 
  mixture of smaller, independent components than a true station 
  in the modern sense. As technology advanced, these amalgam 
  stations became impractical due to the weaknesses inherent in their 
  delicate and complicated—and often improvised—construction. 
  As humanity expanded, the space stations built in their new 
  colonies were often shipped in parts, carried in the cargo holds of 
  numerous shuttles and JumpShips, to be painstakingly assembled 
  at their destinations. When the K-F boom enabled JumpShips to 
  carry larger, externally-mounted craft through hyperspace, the 
  advent of the K-F adapter for space stations enabled the transport 
  of DropShip-sized stations, but larger facilities still needed to be 
  assembled from parts delivered via cargo holds.
  In the late twenty-sixth century, the Star League Defense Force 
  needed a means to move its latest system defense station—the 
  Bastion class—from Nicholas Spacecraft’s New Earth Shipyards 
  to locations across the Inner Sphere. At 150,000 tons, however, 
  the Bastion was simply too large to mount a K-F adapter, but its 
  complicated systems and unique architecture promised to make 
  hauling them in parts a daunting (and expensive) proposition. 
  With the SLDF unwilling to compromise on the Bastion’s specs, a 
  new transport method was needed. Nicholas Spacecraft responded 
  with a new, jump-friendly modular design approach intended 
  to allow for the station to be shipped in DropShip-sized parts for 
  rapid assembly on site. This subtle-yet-sublime technique allowed 
  stations to be built in separate modules stable enough for external 
  transport, while simplifying the assembly process immeasurably. 
  The Bastion was thus built in two 75,000-ton modules, each with 
  Modular Space Stations (Multiple Eras)
  Primitive Prototype Equipment (Age of War)
  Introduced: Variable (see Rules)
  Extinct: Variable (see Rules)
  During the Age of War, only a few of the weapon systems seen in 
  BattleTech today were widely available for use on vehicles, fighters 
  and (eventually) BattleMechs. Prior to 2460, these weapons were 
  the machine gun, flamer (standard and vehicular), standard LRMs 
  and SRMs, all standard lasers, standard AC/2s and AC/5s, and 
  the Thumper, Sniper and Long Tom artillery pieces. After 2460, 
  production models of the AC/10 and PPC became widely available. 
  Finally, the AC/20, developed specifically as a ’Mech-killer weapon 
  system, emerged as a production weapon after 2500.
  Likewise, other vital technologies emerged in this time period, 
  such as the K-F booms and K-F compatible docking collars that 
  made the modern DropShip/JumpShip combination possible, as 
  well as the jump jet system for BattleMechs.
  Before all of these items debuted, a number of early versions 
  hit the field, with many of these “primitive prototypes” 
  remaining in use for decades after their more efficient 
  upgrades were introduced. By the dawn of the Star League 
  age, few of these early examples of modern technology 
  remained in service.
  
  Construction Rules: Aside from the difference in heat for primitive 
  prototype energy weapons, the difference in ammunition capacity 
  per ton for primitive ballistic weapons, artillery, and missile launchers, 
  and the modified aerospace damage values for primitive missile 
  launchers, all other data for primitive prototype weapons—including 
  weight, cost, and critical space—is identical to their standard versions.
  PRIMITIVE PROTOTYPE DROPSHIP 
  AND JUMPSHIP EQUIPMENT
  Rules Level: Advanced
  Available to: DS (K-F Boom); JS, WS (DropShuttle Bay and Pre-Boom 
  Docking Collar)
  Tech Base (Ratings): Inner Sphere (C/CXXX [DropShuttle Bay], B/
  CXXX [Pre-Boom Docking Collar], C/CXXX [Prototype KF Boom])
  Until the dual development of the DropShip K-F boom and the 
  JumpShip docking hardpoint (a modified form of the standard 
  docking collar) in the mid-twenty-forth century, JumpShips carried 
  their DropShips within internal bays that significantly limited both 
  the number of ships they could carry as well as their maximum 
  transport tonnage. The development of the boom made it possible 
  for JumpShip designers to discard these inefficient internal bays, and 
  instead mount one or more DropShips—each of much greater mass 
  than previously possible—on external docking points around which 
  the hyperspace field could now be extended.
  This technology revolutionized interstellar transport, quickly 
  becoming the standard while drastically slashing transport costs; 
  JumpShips could be built smaller and more economically, while 
  massive DropShips, which could now carry more cargo tonnage than 
  ever before, became the norm.
  Note: Prior to the introduction of the K-F Boom and the docking 
  hardpoint, docking collars still existed and appeared also on space 
  stations and mobile structures. These pre-boom collars did not 
  PRIMITIVE PROTOTYPE EQUIPMENT RULES
  Rules Level: Experimental
  Available to: BM, IM, CV, SV, AF, CF, SC, JS, DS, SS, WS, MS
  Tech Base (Ratings): Inner Sphere (C/FXXX)
  Game Rules: Based on their type, Primitive prototype weapons will 
  operate differently in game play, as described below. Any of these 
  weapons may be deployed before their standard production date, as 
  long as the scenario or units are set after the prototype year shown 
  in the Prototype Dates for Basic Weapons Table. Note that a few 
  items—specifically the machine gun, flamers, and most tube artillery 
  weapons—were so well established by the time of the Age of War 
  that they effectively have no prototype phase to speak of.
  Primitive prototype energy weapons (lasers and PPCs) will produce 
  50 percent more heat when fired (rounding up).
  Primitive prototype ballistic weapons (standard autocannons and 
  the Long Tom artillery weapon) will suffer a jam on any to-hit roll result 
  of 2 and may carry only three-quarters of their listed ammunition 
  capacity (rounding up) per ton. Jammed weapons cannot be cleared 
  in battle, and are considered damaged—but not destroyed—for game 
  play and repair purposes. Thus, an autocannon/20—introduced in 
  2500—could be fielded in the 2490s, but it would be a prototype that 
  carries only 4 rounds of ammo per ton [0.75 x 5 = 3.75, rounded up to 4], 
  and would be as prone to weapon jams as a modern Ultra autocannon.
  Primitive prototype missile weapons (standard LRMs, SRMs, and 
  their torpedo equivalents) apply a –2 modifier on the Cluster Hits 
  Table for every successful attack, treating any modified result of 
  1 or less as a minimum result of 2. Primitive missile and torpedo 
  launchers may carry only three-quarters of their listed ammunition 
  capacity (rounding up) per ton. When assessing the damage value of 
  a Primitive prototype missile launcher, use the 5 result on the Cluster 
  Hits Table, rather than the 7 result.
  Regardless of their nature, all Primitive prototype basic weapons 
  are incompatible with modern targeting enhancers, including 
  Artemis, Narc, and the targeting computer.
  CD 
  JJ
  Some DropShips still in operation have service records dating back hundreds of years.
  PROTOTYPE DATES  
  FOR BASIC WEAPONS TABLE
  Weapon System
  Prototype
  Production
  Machine Gun
  NA*
  Pre-Spaceflight*
  Flamer (Standard)
  NA*
  Early Spaceflight*
  Flamer (Vehicle)
  NA*
  Pre-Spaceflight*
  LRMs (All)
  2295
  2300
  SRMs (All)
  2365
  2370
  Torpedo Launchers (LRT/SRT)
  2370
  2380
  Autocannon/2
  2290
  2300
  Autocannon/5
  2240
  2250
  Autocannon/10
  2443
  2460
  Autocannon/20
  2490
  2500
  Small Laser
  2290
  2300
  Medium Laser
  2290
  2300
  Large Laser
  2306
  2310
  PPC
  2439
  2460
  Thumper Artillery
  NA*
  Pre-Spaceflight*
  Sniper Artillery
  NA*
  Pre-Spaceflight*
  Long Tom Artillery
  2445
  2500
  *These items were perfected to modern standards prior to interstellar space travel 
  and thus have no Prototype phase.
  
  119
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  PROTOTYPE DROPSHIP K-F BOOM
  Introduced: 2458 (Terran Hegemony)
  Standard Production: 2470 (Terran Hegemony)
  Every modern DropShip capable of completing a hyperspace 
  jump while docked with a JumpShip is able to do so thanks to 
  its integral K-F boom, a device that extends the JumpShip’s K-F 
  field beyond its own hull to envelop the DropShip. Without this 
  technology, a hyperspace jump would destroy any external 
  DropShips and possibly the JumpShip itself (though safety 
  mechanisms predating these booms simply abort such jumps 
  before they can be executed).
  K-F boom technology was developed so that it could be easily 
  retrofitted into older vessels, albeit at significant cost in money 
  and shipyard time. Thanks to this, hundreds of refit services 
  emerged during the latter twenty-forth century throughout the 
  Inner Sphere and Periphery states specifically to “modernize” 
  older DropShips with K-F booms. 
  Game Rules: For game purposes, the standard K-F boom is an 
  integral part of a DropShip’s docking collar (see p. 238, TM), while 
  prototype versions simply add a +2 target modifier to the Control 
  Roll needed to successfully dock with a JumpShip or WarShip. If 
  this docking roll fails by 2 or more, the KF boom fails to successful 
  “synch up” with the mothership, and any attempts to jump while 
  docked will automatically abort, forcing the two vessels to undock 
  and re-dock if they want to try again. DropShips built after 2469, 
  and/or those that undergo an upgrade to a production-grade 
  KF Boom (as described below) may ignore this modifier and its 
  associated effects.
  DropShips built before the development of the K-F boom, or 
  which simply lack a K-F boom, instead treat any critical hits to the 
  K-F boom as an avionics critical hit. Moreover, any such vessels 
  that link up with the docking collar of a JumpShip or WarShip will 
  render such vessels incapable of entering hyperspace in any way.
  DropShips without a K-F boom, including those constructed 
  before the development of the K-F boom, may be retrofitted to 
  incorporate a primitive boom and a standardized docking collar 
  as a Class E Refit (see p. 188, SO). This refit requires a total of 30 
  days to complete, at a cost of 12 million C-bills.
  Construction Rules: The K-F boom has no mass, and is integrated 
  into the DropShip’s docking collar. From 2458 to 2469, DropShips 
  constructed with a K-F boom increase the cost of the ship’s 
  docking collar to 1,010,000 C-bills to reflect the prototype’s 
  cost. (From 2470 and onward, the standard collar incorporates 
  a production-grade boom, and the price drops to the standard 
  10,000 C-bills for new DropShip construction, with refits available 
  for 120,000 C-bills.)
  DOCKING HARDPOINT (DOCKING COLLAR) 
  [PRE-KF BOOM]
  Introduced: 2304 (Terran Alliance)
  Standard Production: 2350 (Terran Hegemony)
  The introduction of the DropShip K-F boom made it possible for 
  jump-capable ships to eliminate massive internalized DropShuttle 
  bays, and devote that space to living quarters, weapons, or more 
  utilitarian cargo storage. Prior to that development, however, 
  some vessels still featured external docking mechanisms that 
  could accommodate DropShuttles and other large in-system craft 
  that today fall under the classification of DropShips. (Such craft 
  could then be used to ferry supplies and crew from stations and 
  surface bases without taking the excessive amount of docking 
  time required of DropShuttle bays and such.
  allow for hyperspace jumps, and instead functioned merely as 
  connection points between such large-scale units, enabling 
  the transfer of cargo, fuel, and personnel. In terms of unit 
  construction, there is no difference between a modern docking 
  collar/hardpoint and the pre-boom docking collar except for the 
  use of KF-extending boom technology. 
  DROPSHUTTLE BAYS
  Introduced: ~2110 (Terran Alliance)
  Standard Production: 2120 (Terran Alliance)
  Extinct: 2500
  In the early days of interstellar travel, most jump-capable vessels 
  were equipped with the same transit drives found mostly on modern 
  DropShips and WarShips. Of course, even then, these ships remained 
  incapable of actually entering a planetary atmosphere to transfer 
  cargo and personnel. While small-craft shuttles sufficed for early 
  colonial projects and exploration, the need for larger ship-to-surface 
  transports led JumpShip designers to build larger bulk craft—
  DropShuttles—that were the ancestor to modern DropShips. To carry 
  these vessels, JumpShips employed DropShuttle bays, which mainly 
  amounted to an upscaled version of a typical small craft launch bay.
  Ultimately, the size limitations of DropShuttle bays, combined 
  with long launch and recovery times, led engineers to work on 
  externalizing these bays, resulting in the creation of a standardized 
  docking collar system in the early 2300s. When the introduction of 
  the K-F Boom in the mid 2400s then made it possible for these 
  externally-docked DropShips to transit through hyperspace with 
  their parent JumpShips, DropShuttle bays quickly fell into disuse. 
  Game Rules: A DropShuttle bay may accommodate up to 
  two DropShuttles or DropShips, each weighing no more than 
  5,000 tons, and with a combined weight that may not exceed 
  10,000 tons. The process of launching or recovering craft from a 
  DropShuttle bay follows the same rules as for a DropShip docking 
  procedure (see pp. 66-68, SO), except that the time taken by the 
  entire process—per DropShuttle—is calculated differently. This 
  time is computed as 30 minutes, plus 1 minute for every 200 
  tons the DropShuttle weighs (rounded up). Thus, a DropShuttle 
  weighing 5,000 tons would take 55 minutes to launch from (or 
  be recovered by) a JumpShip’s DropShuttle bay (30 + [5,000 ÷ 
  200] = 55). Only one DropShip/DropShuttle may launch from a 
  DropShuttle bay at any given time. 
  Craft entering or exiting from a DropShuttle bay may be 
  attacked as a separate unit, and may not make any attacks that 
  would pass through the JumpShip they are entering or exiting 
  from. Damage to a bay containing a DropShuttle is handled as 
  per the rules for repair facilities (see p. 335, TO).
  Units that possess DropShuttle bays must apply a +1 target 
  modifier to any Control Rolls required while such bays are 
  occupied, but otherwise may maneuver and execute weapon 
  attacks as normal. 
  Construction Rules: A JumpShip, WarShip or space station may 
  be constructed with one or more DropShuttle bays, each of which 
  must be assigned a unique armor facing. This means that such 
  vessels may only place a maximum of 1 DropShuttle bay per armor 
  facing. Furthermore, no unit may mount more than 1 DropShuttle 
  bay per 100,000 tons of its own total weight (rounded up). Thus, a 
  450,000-ton JumpShip may mount a maximum of 5 DropShuttle 
  bays (450,000 ÷ 100,000 = 4.5, round up to 5), with each bay 
  assigned its own unique armor facing.
  Each DropShuttle bay weighs 11,000 tons, and counts as two 
  docking collars against the unit’s maximum number of docking 
  hardpoints for construction purposes (see p. 304, TO).    
  
  PRIMITIVE PROTOTYPE JUMP JETS
  Introduced: 2464 (Terran Hegemony)
  Standard Production: 2471 (Terran Hegemony)
  Standard production model jump jets (along with their required 
  BattleMech gyroscope modifications and control software upgrades) 
  debuted in 2471 within the Terran Hegemony (later, in each of the 
  other Inner Sphere and Periphery nations). Prototype jump jet models 
  were introduced in 2464 with the debut of the Wasp BattleMech 
  (prototype jump jets were later included in the BattleAxe and the 
  Shadow Hawk).
  Game Rules: Any BattleMech mounting prototype jump jets that 
  jumps must make a Piloting Skill Roll with a TN of +3 (in addition 
  to any other modifiers) to avoid falling when it lands (see Piloting/
  Driving Skill Rolls, p. 59, TW). Primitive prototype jump jets generate 
  heat as standard jump jets. 
  Construction Rules: Primitive prototype jump jets have the same 
  mass, take up the same critical space, and maintain the same 
  mounting rules as standard jump jets.
  Although vessels docked with these pre-boom collars could not 
  be carried through hyperspace, the advent of the KF Boom in 2458 
  opened the door to a wave of refits that upgraded these collars to 
  their modern form with only a modest amount of re-engineering. 
  Thus, the presence of pre-boom collars made it easier for older 
  JumpShips and WarShips to transition into a new age of hyperspace 
  travel even as a surge of new ship types quickly evolved to make full 
  use of the new JumpShip-and-DropShip combination. 
  Game Rules: When docked with a DropShip (see pp. 66-68, SO), 
  a vessel that features a pre-Boom docking collar will be unable to 
  execute a hyperspace jump. All such efforts will automatically abort, 
  as the vessels must undock first. Otherwise, pre-Boom docking collars 
  will function normally in gameplay. 
  JumpShips built after the development of the KF boom may 
  subsequently upgrade their pre-Boom docking collars with standard 
  (post-Boom) DropShip docking hardpoints. This process is treated as 
  a docking collar replacement operation (see pp. 181-183, SO), and 
  costs 5,000,000 C-bills for each hardpoint replaced.
  Construction Rules: The pre-Boom JumpShip docking hardpoint 
  weighs the same as its standard version, and uses the same construction 
  rules to install (see p. 154, SO), but costs 500,000 C-bills per collar.
  Primitive Units and RetroTech (Multiple Eras)
  Introduced: Variable (See Rules)
  All technologies begin somewhere. Though the modern combat 
  vehicles, BattleMechs, fighters, and spacecraft had already become 
  ubiquitous by the days of the first Star League, there was a time 
  where all of those common engines of warfare existed in cruder, 
  less polished forms. For most of these machines, this infancy period 
  covered the span of centuries between the fall of the original Terran 
  Alliance and the rise of the first Star League, an era dominated by the 
  bloody time known as the Age of War. 
  Historians across the Inner Sphere came to see the closing years of 
  the twenty-fourth century as the point where virtually all major military 
  technologies attained their maturity, with BattleMechs striding the 
  fields on thousands of worlds, delivered by fusion-powered DropShips 
  under the escort of titanic WarShips. For even though many more 
  sophisticated upgrades and refinements were yet to come, it was by 
  the dawn of the 2500s that virtually all of the engineering principles we 
  recognize today crystallized into their present forms. 
  Indeed, as if to emphasize that point, the trials of the Word of Blake 
  Jihad even prompted many realms to delve into the standards of 
  these “primitive” pre-modern technologies as a means to quickly build 
  up their depleted armies. Dubbed “RetroTech”, the machines that 
  resulted, borne of desperation, nevertheless created a glimpse into 
  the ancestry of today’s BattleMechs, while simultaneously reminding 
  an increasingly tech-jaded Inner Sphere how far we had come.
  PRIMITIVE UNITS OVERVIEW
  Rules Level: Advanced
  Available to: BM, IM, SV, AF, SC, JS, DS, WS
  Tech Base (Ratings): Primitive/Inner Sphere (Variable)
  The following rules will enable players to create and use vehicles, 
  fighters, ’Mechs, and spacecraft such as those introduced during the 
  Age of War era. While these units are collectively referred to here as 
  Primitive, the majority of these rules will also apply to the modern-
  primitive units (known as RetroTech) that were also constructed 
  during the Word of Blake Jihad. 
  Unless specifically stated otherwise, all of the Primitive and 
  RetroTech units built using these rules will conform to the game play 
  rules found in Total Warfare (TW), Tactical Operations (TO), and the rest 
  of the core rules line, except as noted below (see Primitive Units Game 
  Rules). Likewise, the construction rules for these units will modify 
  those found in TechManual (TM), Tactical Operations, and Strategic 
  Operations (SO) as appropriate.
  PRIMITIVE UNITS GAME RULES
  The following game rules apply to Primitive (and RetroTech) units 
  in combat.
  Primitive ’Mechs
  The following rules modifications apply to combat involving 
  Primitive (and RetroTech) BattleMechs and IndustrialMechs:
  Primitive ’Mech Cockpits: The Primitive BattleMech cockpit 
  functions as a standard BattleMech cockpit, and applies no 
  modifiers in combat. Primitive IndustrialMech cockpits, however, 
  apply a +2 to-hit modifier to all weapon attacks made by the 
  Primitive IndustrialMech (reduced to +1 if the cockpit is modified 
  with advanced fire control).
  Critical Hits: When determining critical hits against a Primitive (or 
  RetroTech) ’Mech, apply a +2 to the roll result if the target is a BattleMech 
  (+4 if it is an IndustrialMech). For Primitive BattleMechs, any modified 
  result of 13 or more is treated as a 12 result. For Primitive IndustrialMechs, 
  a result of 14 or more will result in 4 critical hits to a torso location, or a 
  limb/head blown off effect in an arm, leg, or head location.
  Primitive Combat Vehicles and Conventional Fighters
  The following rules modifications apply only to combat involving 
  Primitive vehicles and conventional fighters:
  Primitive Targeting Systems: For combat vehicles and 
  conventional fighters created before 2300, apply a +1 to-hit modifier 
  for all weapon attacks. This modifier is in addition to the unit’s existing 
  fire control system modifiers (if any; so, a primitive fighter using a 
  
  121
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Until the advent of the KF Boom and the corresponding “post-
  boom” collars, DropShips weighing more than 5,000 tons could 
  not be transported through hyperspace by any means other 
  than as dismantled cargo. Even if the vessel possesses a naval 
  repair facility of sufficient capacity, vessels carried within would 
  still require a KF boom to enable transition through hyperspace. 
  Efforts to jump while docked with a vessel that lacks a KF boom 
  will automatically abort the procedure.
  Jump Sail and Jump Drive Charging: Prior to 2200, the jump 
  sail did not exist as such. As a result, all JumpShips constructed 
  before 2200 must charge their K-F drives directly from the ship’s 
  fusion engines using the quick-charge rules (see pp. 87-88, SO).
  RESTRICTED TECHNOLOGIES
  The construction rules presented in the following pages define 
  how Primitive units modify the existing standard construction 
  rules found either in TechManual (for ’Mechs, vehicles, fighters, 
  small craft, and DropShips), or in Strategic Operations (for 
  JumpShips and WarShips). Because of the similarities between 
  them, these rules modifications will apply when building the truly 
  Primitive units and their modern-primitive RetroTech equivalents. 
  Still, differences do exist between the two types of Primitive 
  units, primarily in the items and equipment that may be mounted 
  on the original Primitives, and their RetroTech throwbacks. When 
  constructing units using the basic Primitive Tech Base, the following 
  weapons and equipment restrictions apply as indicated. For items 
  that are prohibited to RetroTech units, see RetroTech, below:
  Armor (All Units): Primitive ’Mechs, aerospace fighters, small craft, 
  and larger aerospace units (including DropShips and JumpShips) 
  may only mount Primitive Armor. Primitive combat vehicles and 
  conventional fighters created before 2300 are limited to support 
  vehicle armor with a maximum Tech Rating of C, and a maximum 
  BAR value of 7. Primitive combat vehicles and conventional fighters 
  created from 2300 and after are limited to support vehicle armor 
  with a maximum Tech Rating of D, and a maximum BAR value of 
  7.  A maximum BAR rating of 8 applies after 2425, and a maximum 
  BAR rating of 9 after 2440. After 2464, primitive combat vehicles and 
  conventional fighters may mount support vehicle armor of BAR 10.
  basic fire control system will suffer a +2 to-hit modifier: +1 for 
  primitive targeting systems +1 for basic fire control = +2). 
  From 2300 and after, the added modifier for primitive targeting 
  systems no longer applies.
  Support Vehicle Rules: The units covered by these rules 
  are referred to as “Primitive Combat Vehicles” and “Primitive 
  Conventional Fighters” primarily for context, but it should be 
  remembered that the standard construction rules for both 
  unit types did not exist as such originally. Because these units 
  are actually constructed using the rules for Support Vehicles, 
  they are, in fact, bound by the Support Vehicle game play 
  rules as well.
  Primitive Aerospace Fighters and Small Craft
  The following rules modifications apply only to combat 
  involving Primitive aerospace fighters and small craft:
  Primitive Aerospace Targeting Systems: For Primitive 
  aerospace fighters and small craft, apply an additional +1 to-
  hit modifier for all weapon attacks made at Long and Extreme 
  ranges. This modifier does not apply to aerospace units built as 
  RetroTech units, nor does it apply to Primitive aerospace fighters 
  and small craft from 2300 and after.
  Primitive Large Aerospace Craft
  Beyond the construction rules modifications outlined later, 
  Primitive DropShips, JumpShips, and other large aerospace units 
  receive no additional gameplay modifications. Note, however, 
  that some rules options available to large craft will be unavailable 
  until the advent of suitable technologies during the “Primitive” 
  period. These include the following:
  DropShip Docking Operations: Prior to 2458, jump-friendly 
  docking collars and K-F booms did not exist as such, rendering 
  DropShips unable to link up with JumpShips externally and 
  transit with them through hyperspace. However, prior to this, 
  DropShips weighing 5,000 tons or less could serve as “shuttles” 
  that could in turn be launched and recovered by larger 
  JumpShips as if they were small craft (requiring a specialized 
  DropShuttle bay for the capability). 
  Technically speaking, all BattleMechs, IndustrialMechs, 
  combat vehicles, and aerospace units might be considered 
  “modern” designs in the BattleTech universe, but the engineering 
  behind them evolved most dramatically in the earliest centuries 
  of the setting. To reflect the nature of more primitive units (such 
  as those available during the Age of War), these rules introduce a 
  new Technology Base classification: Primitive.
  The Primitive Tech Base is effectively confined to the Inner 
  Sphere (and the Periphery); a unit constructed using a Primitive 
  Tech Base may not use Clan technology unless it has been built 
  after 2850 and the designer is using the Mixed Technology 
  rules found in Tactical Operations (see p. 377, TO). A Primitive 
  unit designed and built with modern technologies reflects the 
  throwback standards known as “RetroTech”, rather than the truly 
  Primitive Tech Base. Even so, RetroTech units may employ Clan-
  made weapons (and weapon accessories, such as Artemis IV and 
  targeting computers), but other Clan components are such as heat 
  sinks, armor, and the use of OmniMech pod-mounting technology 
  are simply too far advanced to work on a Primitive-level frame.
  Modern Tech Introduction: For historical purposes, 
  “modern” technology, as defined under these rules, refers 
  to the point where the standard construction rules for 
  BattleMechs, combat vehicles and aerospace units apply as 
  found in the TechManual. Players running games set in specific 
  points of BattleTech history, using armies affiliated with the 
  specific realms of the day, should therefore note where each 
  of the major Inner Sphere and Periphery powers of the Age of 
  War period finally and fully adopted this modern level of unit 
  construction, as indicated below.
  Year  
  Realm
  2470  
  Terran Hegemony
  2475  
  Federated Suns and Lyran Commonwealth
  2487  
  Draconis Combine
  2501  
  Free Worlds League
  2503  
  Rim Worlds Republic
  2504  
  Capellan Confederation
  2505  
  Taurian Concordat
  PRIMITIVE VS. MODERN
  
  lesser design standards. Though seen by many as scarcely better than 
  armed industrial equipment, these machines were actually patterned 
  on Age of War-era equipment. Because they were still built with 
  a limited capacity to handle newer technologies, these otherwise 
  primitive units became collectively known as “RetroTech”. 
  While the actual “RetroTech craze” ran mostly from the middle of 
  the Jihad to its end, RetroTech rules apply any time a unit built with 
  the Primitive Tech Base is designed to employ any non-Primitive 
  weapons or equipment. 
  RetroTech ’Mechs, vehicles, and fighters are built using the same 
  basic rules modifications for Primitive units, but because they appeared 
  long after the appearance of modern technologies, they have a broader 
  range of options available to them. When constructing RetroTech 
  units, the following weapons and equipment restrictions apply to the 
  Primitive construction rules in place of those established above:
  Armor (All Units): RetroTech units may mount any type of armor 
  available to the unit type, including modern armors such as ferro-
  fibrous, hardened, and the like. RetroTech combat vehicles and 
  conventional fighters are still built using the support vehicles rules, 
  and so may only mount armor types available to support units (but 
  are no longer bound to any Tech Base or BAR restrictions).
  Cockpits and Control Systems (All Units): RetroTech ’Mechs and 
  aerospace fighters may only mount Primitive Cockpits. Primitive 
  control systems for all other units are handled in accordance with 
  their specific rules as well, and cannot be upgraded to “modern” 
  standards. Note that with the exception of Primitive IndustrialMech 
  cockpits, RetroTech cockpits and targeting systems will not suffer the 
  targeting modifiers associated with their original Primitive versions.
  Engines (All Units): RetroTech ’Mechs, aerospace fighters, small craft, 
  and larger aerospace units (including DropShips and JumpShips) may 
  only mount Primitive engines as spelled out in their rules. RetroTech 
  combat vehicles and conventional fighters likewise remain limited to 
  support vehicle engines with a maximum Tech Rating of C.
  Gyros (’Mechs): RetroTech ’Mechs can only use Primitive gyros.
  Internal Structure (’Mechs and Vehicles): RetroTech ’Mechs can 
  only make use of standard internal structure (or standard IndustrialMech 
  structure, for IndustrialMechs). Endo steel and other advanced structures 
  listed in Tactical Operations may not be used by RetroTech ’Mechs. 
  RetroTech combat vehicles (and conventional fighters) can only use 
  support vehicle structure with a maximum Tech Rating of C.
  Docking Collars (Small Craft, DropShips, JumpShips): RetroTech 
  aerospace units may mount docking collars normally.
  Jump Jets (’Mechs): RetroTech ’Mechs can make use of any type 
  of jump jets, including modern versions such as the standard and 
  improved variety.
  Weapons and Equipment: RetroTech units may add weapons, 
  ammunition and other equipment from any era per standard rules for 
  the unit in question. 
  Mixed Tech
  If a Primitive or RetroTech unit employs a non-Primitive cockpit, 
  engine, gyro or internal structure of any kind, it may no longer be 
  considered Primitive or RetroTech, but instead becomes classified as 
  having a mixed-technology unit with an Inner Sphere Tech Base (see 
  Mixed Technologies, p. 377, TO). 
  PRIMITIVE ’MECH CONSTRUCTION
  Rules Level: Advanced
  Available to: BM, IM
  Tech Base (Ratings): Inner Sphere (D/CFEF)
  Primitive BattleMechs and IndustrialMechs are built using the standard 
  BattleMech and IndustrialMech Construction rules (see pp. 44–59, and 
  pp. 63–75, TM), but with the changes described below.
  Cockpits and Control Systems (All Units): Primitive ’Mechs and 
  aerospace fighters may only employ Primitive cockpits. Primitive 
  control systems for all other units are handled in accordance with their 
  specific rules as well, and cannot be upgraded to “modern” standards. 
  Where a unit requires a fire control system for combat functionality 
  (including the Basic and Advanced Fire Control systems available to 
  support vehicles and IndustrialMechs), the construction rules for their 
  appropriate unit types are still used, but when these systems are used 
  on a Primitive unit, they will function in game play as described under 
  Primitive Units Game Rules referenced earlier.
  Engines (All Units): Primitive ’Mechs, aerospace fighters, 
  small craft, and larger aerospace units (including DropShips and 
  JumpShips) may only mount Primitive engines as spelled out in their 
  rules. Primitive combat vehicles and conventional fighters created 
  before 2300 are limited to support vehicle engines with a maximum 
  Tech Rating of C. Primitive combat vehicles and conventional fighters 
  created from 2300 and after are limited to support vehicle engines 
  with a maximum Tech Rating of D.
  Gyros (’Mechs): Primitive ’Mechs can only use Primitive gyros.
  Internal Structure (’Mechs and Vehicles): Primitive ’Mechs 
  can only make use of standard internal structure (or standard 
  IndustrialMech structure, for IndustrialMechs). Endo steel and other 
  advanced structures listed in Tactical Operations may not be used 
  by Primitive ’Mechs. Primitive combat vehicles and conventional 
  fighters created before 2300 can only use support vehicle structure 
  with a maximum Tech Rating of C. Primitive combat vehicles and 
  conventional fighters created from 2300 and after can use support 
  vehicle structure with a maximum Tech Rating of D.
  Docking Collars (Small Craft, DropShips, JumpShips): While 
  external docking collars were available prior to the advent of the 
  JumpShip/DropShip combination in 2470, these systems could not 
  be used to enable hyperspace transit until the development of the K-F 
  boom (which was mounted on DropShips) and the matching post-KF 
  boom docking hardpoint in 2458. 
  Players designing large spacecraft before 2458 thus can mount a 
  standard docking collar on these units, but must identify these as pre-
  boom collars, incapable of entering hyperspace when DropShips are 
  docked to them. From 2458 and forward, the K-F boom and matching 
  docking hardpoints will become available, and this restriction will no 
  longer apply. (Of course, even so, the year of the unit’s construction 
  will still determine if the unit may mount a prototype form of these 
  technologies, or the final “modern” form.)
  Jump Jets (’Mechs): Primitive ’Mechs can only make use of 
  prototype jump jets (see p. 120) or standard jump jets.
  Weapons and Equipment: Primitive units (unless otherwise 
  stated) may add weapons, ammunition and other equipment per 
  standard rules for the unit in question, except all such weapons and 
  equipment may only be installed if they have an introduction date 
  of 2500 or earlier. (After that period, enough manufacturers had 
  improved their engineering processes to the point where units were 
  constructed under standard construction rules, and efforts to support 
  the obsolete engineering standards of Primitives were abandoned.)
  Note that the above also permits the use of primitive and prototype 
  weapons and equipment from the Age of War period featured in this 
  book, as long as they also have introductory dates before 2500. 
  RetroTech
  During the Word of Blake Jihad, extensive damage to factories and 
  infrastructure at nearly every level paralyzed many realms’ ability to 
  replace their equipment losses or support local defenses against an 
  enemy that seemed willing and able to hit anywhere, at any time. 
  Desperate to muster any kind of defense, several local civilian factories 
  and refit facilities launched limited-capacity supporting production 
  lines capable of turning out BattleMechs and combat vehicles built to 
  
  123
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Add Gyroscope: Primitive gyros are identical in all ways to 
  standard gyros (including costs), but compute their weight based on 
  the Primitive ’Mech’s modified Engine Rating (as indicated above), 
  rather than their actual, modern Engine Rating. (See pp. 50–51, TM.) 
  Determine Jump Capability: Only fusion- or fission-powered 
  Primitive ’Mechs built after 2464 may mount jump jets. These jets 
  are mounted in accordance with the standard rules for BattleMech 
  jump jets (see p. 51, TM).
  Primitive ’Mechs built from 2464 to 2470 may only use Primitive 
  prototype jump jets (see p. 120), while Primitive ’Mechs built 
  after 2470 may mount standard or Primitive prototype jump jets. 
  Improved jump jets are incompatible with Primitive technology, 
  as are the various jump boosters featured in Tactical Operations.
  Special Physical Enhancements: The engines, structure, and 
  musculature used in Primitive ’Mechs are incompatible with 
  physical enhancements such as MASC, triple-strength myomers, 
  and similar speed- or strength-boosting technologies featured in 
  Tactical Operations (such as an engine supercharger).
  Determine Cockpit Type: Primitive cockpits are identical in 
  all ways to standard cockpits (including costs), except that both 
  the Primitive BattleMech cockpit and the Primitive IndustrialMech 
  cockpit weigh 5 tons. Primitive BattleMechs may only mount a 
  Primitive BattleMech cockpit, while Primitive IndustrialMechs 
  may only mount a Primitive IndustrialMech cockpit. 
  As noted in the combat rules, Primitive IndustrialMech cockpits 
  lack targeting systems by default, as well as any ejection systems 
  for the pilot. They may be upgraded with such equipment as 
  noted in TechManual, but even so, a Primitive IndustrialMech 
  will still suffer a +1 to-hit modifier in addition to the modifiers 
  applicable to the IndustrialMech’s fire control systems (if any). 
  Primitive BattleMech cockpits do not suffer this deficiency, and 
  automatically feature advanced fire control.
  Primitive ’Mechs may not use modern targeting computers or 
  C3 or C3i systems unless they are also equipped with advanced 
  fire control. Because those technologies post-date the days when 
  Primitive ’Mechs were originally constructed, however, installing 
  such systems automatically makes the ’Mech a RetroTech unit. 
  Remember that Primitive BattleMech receive advanced fire 
  control by default.
  Charles’ Mackie is a 100-ton Primitive 
  BattleMech with a Walking MP of 3. 
  Normally this would require a 300-rated 
  engine, but because this is a Primitive ’Mech, 
  the rating is multiplied by 1.2 to give a final 
  engine rating of 360. As the Mackie is to use 
  a fusion engine, the weight is found to be 33 
  tons, and the ’Mech receives the standard 10 
  free single heat sinks.
  With a 360-rated engine, Charles’ Mackie requires a 
  4-ton gyro. 
  As it is the first BattleMech ever produced, with an 
  introduction date of 2439, Charles’ Mackie cannot mount 
  jump jets (which will not appear—even in prototype form—
  until 2471). It also uses the 5-ton Primitive BattleMech cockpit, 
  which comes with its own advanced fire control system.
  Step 3: Add Additional Heat Sinks
  Primitive ’Mechs may only install standard (single) heat sinks. 
  The number of “weight-free” heat sinks (if any) that a Primitive 
  ’Mech receives from its engine is based on its engine type as per 
  the normal rules in TechManual (see p. 71, TM).
  Timeline: In universe, the Primitive IndustrialMech (also called 
  a WorkMech) was introduced in 2350 and the Primitive BattleMech 
  in 2439. The “primitive stage” of ’Mech development lasted until 
  2520; such construction began to phase out in 2500, but it would 
  take another two decades until all primitive production stopped.
  Step 1: Design the Chassis
  The following rule changes apply to Step 1 of BattleMech or 
  IndustrialMech design (designing the chassis).
  Choose Technology Base: Primitive BattleMechs and 
  IndustrialMechs can only be built using Inner Sphere technology 
  (see Primitive vs. Modern, p. 121, for exceptions covering “modern 
  Primitive” designs). Primitive ’Mechs cannot be constructed as 
  OmniMechs, nor may they be designed as LAMs, QuadVees, or 
  Tripods. Primitive ’Mechs may only be built as bipeds or four-
  legged units.
  Choose Weight (Tonnage): Primitive BattleMechs and 
  IndustrialMechs may weigh between 10 and 100 tons, 
  determined in five-ton increments. Within these limits, the player 
  may choose any tonnage. The total weight of the ’Mech’s engine 
  and components (as well as weapons and armor, if appropriate) 
  may not exceed this amount.
  Allocate Tonnage for Internal Structure: Primitive ’Mech 
  internal structure is identical in all ways to standard internal structure 
  (including cost), with Primitive BattleMech internal structure taking 
  up 10 percent of the unit’s total weight, and Primitive IndustrialMech 
  internal structure taking up 20 percent of the unit’s total weight.
  The number of internal structure boxes a Primitive ’Mech receives 
  are as those of an equivalent-weight modern ’Mech on the Internal 
  Structure Table (see p. 47, TM). As indicated under Restricted 
  Technologies (see pp. 121-122), Primitive ’Mechs may not employ 
  any alternative internal structure types (such as endo steel).
  Charles is going to create the MSK-5S 
  Mackie, the first operational Primitive 
  BattleMech introduced by the Terran 
  Hegemony 
  in 
  2439. 
  As 
  a 
  Primitive 
  BattleMech, the Mackie can only use Inner 
  Sphere technology.
  Charles intends the Mackie to have a 
  standard humanoid chassis configuration; 
  he chooses to make the Mackie 100 tons.
  With a mass of 100 tons, Charles allocates 10 tons for the 
  Mackie’s internal structure.
  Step 2: Install Engine and Control Systems
  The following rule changes apply to Step 2 of BattleMech or 
  IndustrialMech design (installing the engine and control systems):
  Install Engine: Both Primitive BattleMechs and Primitive 
  IndustrialMechs can use ICE, fuel cell, fission, or standard fusion 
  engine types. Primitive engines are identical in all ways to their 
  modern engines (including costs), except that, after calculating the 
  unit’s Engine Rating as normal, the result must be multiplied by 1.2 
  and rounded up to the nearest available Engine Rating from the 
  Master Engine Table (see p. 49, TM). This modified Engine Rating is 
  then used to find the weight of the Primitive ’Mech’s engine.
  Note that even though the normal Master Engine Table is used 
  in this step, the requirement for a heavier, higher-rated engine 
  to achieve the same performance is intended to reflect the 
  reduced efficiency of an obsolete engine type. This means that 
  the resulting engine is considered a Primitive engine, and will not 
  improve its performance when placed in a modern chassis.
  
  Charles completes his Mackie design by adding a PPC (7 tons) 
  to the left arm, a large laser (5 tons) to the center torso and an 
  autocannon/5 (8 tons) to the right arm (with a ton of ammunition 
  located in the right torso). 
  When completing his Mackie’s record sheet, Charles consults the 
  normal TechManual specs for the large laser and autocannon, but 
  because he chose to place a PPC in a 2439-vintage ’Mech, he was 
  forced to select the Primitive prototype version of that weapon, 
  and thus consults the rules in this book (see Primitive Prototype 
  Equipment, pp. 117-120), to find the specs for that weapon.
  PRIMITIVE COMBAT VEHICLE CONSTRUCTION
  Rules Level: Tournament Legal
  Available to: SV
  Tech Base (Ratings): Inner Sphere (C/CDEF)
  Even though they are classified as Combat Vehicles in terms of their 
  battlefield function, Primitive combat vehicles are actually designed 
  using the Support Vehicle rules found in TechManual instead (see 
  pp. 116-155, TM). Primitive combat vehicles may be built using the 
  hover, naval, tracked, VTOL, wheeled, or wing-in-ground effect (WiGE) 
  motive types, as appropriate. When building such units, the following 
  restrictions apply:
  Restricted Technologies: All Restricted Technologies rules 
  defined for vehicles (see pp. 121-122) apply to Primitive combat 
  vehicles as appropriate.
  Maximum Technology: Primitive combat vehicles follow the 
  maximum Tech Ratings under Restricted Technologies for the vehicle’s 
  chassis and engine (see pp. 121-122). This also applies to chassis 
  modifications, so Primitive combat vehicles may not be constructed 
  using advanced chassis modifications such as Ultra-Light before TR D 
  is available or the Omni chassis modification.
  Maximum BAR: Primitive combat vehicles follow the maximum 
  Tech Ratings and BAR values restricted by date under Restricted 
  Technologies (see pp. 121-122) for the vehicle’s armor.
  RetroTech vs. Modern Support Vehicles: A support vehicle built 
  with any weapons and equipment listed in the Restricted Technologies 
  rules—while still using a chassis, engine, and armor of Tech Rating of 
  C or less, may be considered a RetroTech combat vehicle. If a support 
  vehicle is built with a chassis or engine that has a Tech Rating higher 
  than C, it is considered a modern Support Vehicle instead.
  PRIMITIVE CONVENTIONAL FIGHTER CONSTRUCTION
  Rules Level: Tournament Legal
  Available to: SV
  Tech Base (Ratings): Inner Sphere (C/CDEF)
  Even though they function exactly as Conventional Fighters, 
  Primitive conventional fighters are actually designed using the Fixed-
  Wing Support Vehicle rules found in TechManual instead (see pp. 116-
  155, TM). Primitive conventional fighters may only be built with the 
  fixed wing motive type; airship support vehicles are never considered 
  to be anything other than a support vehicle, even when armed. 
  When building Primitive conventional fighters, the following 
  restrictions apply:
  Restricted Technologies: Primitive conventional fighters follow 
  the maximum Tech Ratings under Restricted Technologies for the 
  fighter’s chassis and engine (see pp. 121-122). This also applies to 
  chassis modifications, so Primitive conventional fighters may not be 
  constructed using advanced chassis modifications such as Ultra-Light 
  before TR D is available or the Omni chassis modification.
  Maximum Technology: A maximum Tech Rating of C applies 
  for the fighter’s chassis and engine. This also applies to chassis 
  Per standard BattleMech Construction rules, the number of sinks that 
  need not be allocated to the Primitive ’Mech’s Critical Hit chart is equal 
  to the ’Mech’s modified Engine Rating, divided by 25 (rounded down). 
  Since Charles installed a fusion engine, his 
  Mackie will receive 10 heat sinks at no cost in 
  weight. He chooses to add an additional 7 single 
  heat sinks, to offset the combat heat he expects 
  the ’Mech to generate once fully armed. 
  Given the Mackie’s modified Engine Rating of 
  360, 14 of these 17 sinks need not be placed on 
  the unit’s (360 ÷ 25 = 14.4, rounded down to 14); 
  the other three must be allocated critical spaces 
  on the record sheet.
  Step 4: Add Armor
  As with normal ’Mech design, the armor used by Primitive ’Mechs 
  may be purchased in half-ton lots, and the maximum number of 
  armor points that may be mounted in each of the ’Mech’s body 
  locations are identical to those of a modern BattleMech of the same 
  weight (see pp. 54–57, TM).
  For Primitive ’Mechs, the only armor types permitted are as follows 
  (RetroTech ’Mechs may mount alternative armor types, as indicated 
  under Restricted Technologies, see pp. 121-122):
  Primitive BattleMech Armor: Primitive BattleMechs can only 
  mount Primitive BattleMech armor, which has an effective BAR of 10 
  and multiplies the number of standard armor points provided per ton 
  (16) by 0.67 (rounding down to the nearest whole number).
  Primitive IndustrialMech Armor: Primitive IndustrialMechs may 
  only mount Commercial armor, which has an effective BAR of 5 and 
  multiplies the number of points provided per ton of standard armor 
  (16) by 1.5 (rounding down to the nearest whole number).
  The Mackie carries 20 tons of Primitive 
  BattleMech armor. This gives the ’Mech 214 
  points of armor [20 (armor tonnage) x 16 
  (standard points per ton) x 0.67 (Primitive armor 
  factor) = 214.4, rounded down to 214]. 
  Charles allocates the armor thus: 9 points to 
  the head, 31 points to the front center torso, 20 
  points each to the front side torsos, 10 points to 
  all three rear torso locations, 24 points to each 
  arm and 28 points to each leg.
  Step 5: Add Weapons, Ammunition and Other Equipment
  Primitive ’Mechs (unless otherwise stated) may add weapons, 
  ammunition and other equipment per standard rules, except all 
  such weapons and equipment can only be installed if they have an 
  introduction date of 2500 or earlier. See Restricted Technologies, pp. 
  121-122, for more information. 
  After 2500, enough manufacturers had improved their engineering 
  processes to the point where ’Mechs from every realm could be made 
  using standard construction rules and equipment. Any post-2500 
  ’Mechs built using Primitive components would thus either follow 
  RetroTech rules and restrictions, or would be considered Mixed 
  Technology units.
  Step 6: Complete Record Sheet
  Primitive ’Mechs use the standard ’Mech record sheet, which is 
  completed as normal (see p. 59, TM).
  
  125
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  the resulting engine is considered a Primitive engine, and will not 
  improve its performance when placed in a modern chassis.
  Add Control/Crew Systems: Primitive aerospace fighter 
  cockpits are identical in all ways to standard cockpits (including 
  costs), except that the Primitive aerospace fighter cockpits weigh 
  5 tons, and automatically impose an additional +1 to-hit modifier 
  for attacks made at Long and Extreme ranges. 
  Primitive fighters may not use modern targeting computers or 
  C3 or C3i systems. 
  Step 3: Add Armor
  As with normal aerospace fighter design, the armor used by 
  Primitive aerospace fighters may be purchased in half-ton lots, 
  with the maximum number of armor points that may be mounted 
  on the fighter’s four armor facings (nose, aft, and both wings) 
  equal to the fighters tonnage x 8.
  Primitive aerospace fighters may only use Primitive aerospace 
  fighter armor. This armor is identical to that used by Primitive 
  BattleMechs; it has an effective BAR of 10, and multiplies the 
  number of standard armor points provided per ton (16) by 0.67 
  (rounding down to the nearest whole number). This armor may 
  be allocated by the designer in accordance with the normal 
  aerospace fighter armor rules (see pp. 190-191, TM).
  Step 4: Add Additional Heat Sinks
  Primitive aerospace fighters may only install standard (single) 
  heat sinks. Because all Primitive aerospace fighters must use 
  fusion engines, this engine type automatically provides 10 
  “weight-free” heat sinks. Additional heat sinks may be added to 
  improve the Primitive fighter’s heat efficiency.
  Step 5: Add Weapons, Ammunition and Other Equipment
  Unless otherwise stated, Primitive aerospace fighters may add 
  weapons, ammunition and other equipment per the normal rules, 
  except all such weapons and equipment can only be installed if 
  they have an introduction date of 2500 or earlier. See Restricted 
  Technologies, pp. 121-122, for more information. 
  After 2500, enough manufacturers had improved their 
  engineering processes to the point where aerospace fighters 
  from every realm could be made using standard construction 
  rules and equipment. 
  Any post-2500 aerospace fighters built using Primitive 
  components would thus either follow RetroTech rules and 
  restrictions, or would be considered Mixed Technology units.
  Step 6: Complete Record Sheet
  Primitive aerospace fighters use the standard aerospace fighter 
  record sheet, which is completed as normal (see p. 198-199, TM).
  PRIMITIVE SMALL CRAFT CONSTRUCTION
  Rules Level: Tournament Legal
  Available to: SC
  Tech Base (Ratings): Inner Sphere (D/DEFX)
  Constructing a Primitive small craft uses the standard rules 
  given in TechManual (see pp. 181-199, TM), with a few minor 
  changes as outlined below:
  Step 1: Design the Chassis
  The following rules changes apply to Step 1 of small craft 
  design (designing the chassis).
  Choose Unit Type and Shape: Primitive small craft may 
  be constructed in either spheroid or aerodyne shapes. Unless 
  modifications, so Primitive fighters may not be constructed using 
  advanced chassis modifications such as Ultra-Light construction 
  or Omni-chassis.
  Crew Needs: For purposes of computing crew needs, Primitive 
  conventional fighters use the minimum gunners requirements of 
  a Small size support vehicle, with only one gunner required per 
  weapon facing. This gunner can include the fighter’s pilot.
  Maximum BAR: Primitive conventional fighters follow the 
  maximum Tech Ratings and BAR values restricted by date under 
  Restricted Technologies (see pp. 121-122) for the fighter’s armor.
  RetroTech vs. Modern Support Vehicles: A fixed-wing 
  support vehicle built with any weapons and equipment listed 
  in the Restricted Technologies rules—while still using a chassis, 
  engine, and armor of Tech Rating of C or less, may be considered 
  a RetroTech conventional fighter. If a fixed-wing support vehicle is 
  built with a chassis or engine that has a Tech Rating higher than C, 
  it is considered a modern Support Vehicle instead.
  PRIMITIVE AEROSPACE FIGHTER CONSTRUCTION
  Rules Level: Tournament Legal
  Available to: AF
  Tech Base (Ratings): Inner Sphere (D/DEFF)
  As with Primitive ’Mechs, constructing a Primitive aerospace 
  fighter uses the standard rules given in TechManual (see pp. 181-
  199, TM), with a few minor changes as outlined below:
  Timeline: In universe, the Primitive aerospace fighter was 
  introduced in 2300. The “primitive stage” of fighter development 
  lasted until 2520; such construction began to phase out in 
  2500, but it would take another two decades until all primitive 
  production stopped.
  Step 1: Design the Chassis
  The following rule changes apply to Step 1 of aerospace fighter 
  design (designing the chassis).
  Choose Technology Base: Primitive aerospace fighters can 
  only be built using Inner Sphere technology (see Primitive vs. 
  Modern, p. 121, for exceptions covering “modern Primitive” 
  designs). Primitive aerospace fighters cannot be constructed as 
  OmniFighters.
  Choose Weight (Tonnage): Primitive aerospace fighters 
  may weigh between 10 and 100 tons, determined in five-ton 
  increments. Within these limits, the player may choose any 
  tonnage. The total weight of the fighter’s engine and components 
  (as well as weapons and armor, if appropriate) may not exceed 
  this amount.
  Step 2: Install Engine and Control Systems
  The following rule changes apply to Step 2 of aerospace fighter 
  design (installing the engine and control systems):
  Install Engine: Primitive aerospace fighters can only use 
  standard fusion engine types. As with Primitive ’Mech engines, 
  after calculating the unit’s Engine Rating as normal, multiply 
  that value by 1.2 and round up to the nearest available Engine 
  Rating on the Master Engine Table (see p. 49, TM). This modified 
  Engine Rating is then used to find the weight of the Primitive 
  aerospace fighter’s engine. In all other ways, Primitive fighter 
  engines are identical in all ways to their modern counterparts 
  (including costs).
  Note that even though the normal Master Engine Table is used 
  in this step, the requirement for a heavier, higher-rated engine 
  to achieve the same performance is intended to reflect the 
  reduced efficiency of an obsolete engine type. This means that 
  
  integrity value—must be multiplied by 0.66, rounding down to the 
  nearest whole number. 
  Step 4: Add Additional Heat Sinks
  Primitive small craft may only install standard (single) heat sinks. 
  This includes the “weight-free” heat sinks provided with the vessel’s 
  engine (which are computed as normal). 
  Step 5: Add Weapons, Ammunition and Other Equipment
  Unless otherwise stated, Primitive small craft may add weapons, 
  ammunition and other equipment per the normal rules, except all 
  such weapons and equipment can only be installed if they have an 
  introduction date of 2500 or earlier. See Restricted Technologies, pp. 
  121-122, for more information. 
  After 2500, enough manufacturers had improved their engineering 
  processes to the point where small craft from every realm could be 
  made using standard construction rules and equipment. 
  Any post-2500 small craft built using Primitive components would 
  thus either follow RetroTech rules and restrictions, or would be 
  considered Mixed Technology units.
  Step 6: Complete Record Sheet
  Primitive small craft use the standard small craft record sheet 
  appropriate to their hull type (aerodyne or spheroid). This sheet is 
  completed as normal (see p. 198-199, TM).
  PRIMITIVE DROPSHIP CONSTRUCTION
  Rules Level: Tournament Legal
  Available to: DS
  Tech Base (Ratings): Inner Sphere (D/DFXX)
  The modern DropShip didn’t fully develop until after the advent 
  of the docking collar, which also led to the K-F boom that allowed 
  for the extension of the K-F field around externally-carried DropShips. 
  Prior to that time, any non-jump-capable interplanetary drive vessel 
  was formally called a shuttle, even though many contemporary pilots 
  often used the term “dropship” to reference shuttles small enough 
  to dock inside a JumpShip. (Shuttles were also constructed in this 
  period that could not fit inside a JumpShip, however. These large craft 
  were thus bound to the solar system where they were assembled, 
  and typically appeared only in systems with multiple planets, or with 
  zones under active colonization or mining efforts.) 
  When modern construction techniques took over in 2500, and 
  all DropShips mounted docking collars as a matter of standard 
  procedure, the term “DropShip” became formalized. 
  otherwise specified in the basic rules and these modifications, both 
  shapes of Primitive small craft will adhere to the same construction 
  rules and restrictions.
  Choose Technology Base: Primitive small craft can only be built 
  using Inner Sphere technology (see Primitive vs. Modern, p. 121, for 
  exceptions covering “modern Primitive” designs). 
  Choose Weight (Tonnage): Primitive small craft may weigh 
  between 100 and 200 tons, determined in five-ton increments. Within 
  these limits, the player may choose any tonnage. The total weight 
  of the small craft’s engine and components (as well as weapons and 
  armor, if appropriate) may not exceed this amount.
  Step 2: Install Engines and Control Systems
  The following rule changes apply to Step 2 of small craft design 
  (installing the engine and control systems):
  Install Engine: The mass of the Primitive small craft’s engine is 
  dependent upon the period when the vessel is constructed. Begin by 
  finding the Primitive small craft’s Base Movement Factor per the standard 
  rules (see Aerospace Unit Engine Table, p. 185, TM). Then, in place of the 
  normal small craft engine weight formula, use the one found under the 
  Primitive Engine Weight Formula column of the Primitive Small Craft 
  Engine/Controls Weight Table (see below), based upon the ship’s year of 
  introduction. Round all engine weights up to the nearest half-ton.
  Structural Integrity: The minimum and maximum structural 
  integrity (SI) values for a Primitive small craft are computed as normal 
  for a standard small craft of equivalent weight and shape. SI weights 
  for Primitive small craft are likewise identical to their normal versions.
  Fuel: When determining the Primitive small craft’s tactical fuel 
  efficiency, divide its number of fuel points per ton (normally 80 points) 
  by the Primitive Fuel Factor appropriate to its year of introduction, 
  to reflect the vessel’s lower fuel efficiency. Do not round this value 
  until after assigning the desired fuel tonnage (at which point the fuel 
  points round down to the nearest whole number). 
  For the small craft’s strategic fuel efficiency, multiply its usual 
  number of fuel tons per burn-day (normally 1.84 tons/burn-day) by its 
  Primitive Fuel Factor (see Determine Fuel Capacity, p. 186, TM). Round 
  this figure up to the nearest 0.01 tons per burn day.
  Add Control/Crew Systems: As with their engines, the weight of 
  the control systems used by a Primitive small craft is dependent on 
  the vessel’s year of introduction. In place of the normal small craft 
  control systems weight formula, use the appropriate one found under 
  the Primitive Control System Weight Formula column of the Primitive 
  Small Craft Engine/Controls Weight Table (see below). Round all 
  control system weights up to the nearest half-ton.
  Like aerospace fighters, the control sys-
  tems of Primitive small craft automatically 
  impose an additional +1 to-hit modifier for 
  attacks made at Long and Extreme ranges. 
  Crew: The crew numbers for a Primitive 
  small craft are computed as normal. 
  All crewmen must be assigned at least 
  steerage-grade quarters (at 5 tons per 
  crewman), but better quarters can be 
  assigned instead, if desired. The weight of 
  all Primitive crew and passenger quarters 
  are the same as their modern versions.
  Step 3: Add Armor
  Primitive small craft armor is identical 
  in all ways to standard armor (including 
  costs), except that all armor mounted on a 
  Primitive small craft—including the “free” 
  armor provided by the vessel’s structural 
  PRIMITIVE SMALL CRAFT ENGINE/CONTROLS WEIGHT TABLE
  Year of 
  Introduction
  Primitive Engine Weight Formula*
   Primitive 
  Fuel Factor
  Primitive Control System 
  Weight Formula*
  2100 - 2150
  Base Movement Factor x 0.143
  2.2
  Tonnage x 0.01575
  2151 - 2200
  Base Movement Factor x 0.1235
  1.9
  Tonnage x 0.01425
  2201 - 2250
  Base Movement Factor x 0.1105
  1.7
  Tonnage x 0.01275
  2251 - 2299
  Base Movement Factor x 0.0975
  1.5
  Tonnage x 0.01125
  2300 - 2399
  Base Movement Factor x 0.091
  1.4
  Tonnage x 0.00975
  2400 - 2499
  Base Movement Factor x 0.078
  1.2
  Tonnage x 0.00825
  2500+
  Base Movement Factor x 0.065**
  1.0**
  Tonnage x 0.0075**
  *Round all weights up to the nearest 0.5 tons.
  **These Factors apply to the standard construction rules only and cannot be used with these Primitive Construction Rules 
  (they are provided for fictional context only, to show when “modern-day” construction arrived).
  
  127
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  in place of the normal DropShip engine weight formula, use the 
  one found under the Primitive Engine Weight Formula column 
  of the Primitive DropShip Engine/Controls Weight Table (see p. 
  below), based upon the ship’s year of introduction. Round all 
  engine weights up to the nearest half-ton.
  Structural Integrity: The minimum and maximum structural 
  integrity (SI) values for a Primitive DropShip are computed as normal 
  for a standard DropShip of equivalent weight and shape. SI weights 
  for Primitive DropShips are likewise identical to their normal versions.
  Fuel: When determining the Primitive DropShip’s tactical fuel 
  efficiency, divide its number of fuel points per ton (see p. 186, TM) 
  by the Primitive Fuel Factor appropriate to its year of introduction, 
  to reflect the vessel’s lower fuel efficiency. Do not round this value 
  until after assigning the desired fuel tonnage (at which point the 
  fuel points round down to the nearest whole number). 
  For the DropShip’s strategic fuel efficiency, multiply its usual 
  number of fuel tons per burn-day (based on its equivalent-
  weight civilian DropShip, see Determine Fuel Capacity, p. 186, 
  TM) by its Primitive Fuel Factor. Round this figure up to the 
  nearest 0.01 tons per burn day.
  Add Control/Crew Systems: As 
  with its engines, the weight of the 
  control systems used by a Primitive 
  DropShip is dependent on the ves-
  sel’s year of introduction. In place 
  of the normal DropShip control sys-
  tems weight formula, use the appro-
  priate one found under the Primitive 
  Control System Weight Formula col-
  umn of the Primitive DropShip En-
  gine/Controls Weight Table (at left). 
  Round all control system weights up 
  to the nearest half-ton.
  Unlike Primitive aerospace fight-
  ers and small craft, the control 
  systems of Primitive DropShips im-
  pose no additional to-hit modifiers 
  for weapon attacks at any range. 
  Constructing a Primitive DropShip uses the standard rules 
  given in TechManual (see pp. 181-199, TM), with the changes 
  outlined below. Note that despite the nuanced use of the term 
  “shuttle” versus “dropship” that applied in this early time period, 
  these rules will refer to all large non-hyperspace craft by the 
  general term of “Primitive DropShip”.
  Military vs. Civilian: Before 2500, the various technologies 
  and engineering techniques involved in large system-transit 
  spacecraft had not yet advanced enough to permit the more 
  robust and dedicated military DropShips of the modern age. As 
  such, unless specifically stated otherwise, all of these rules will be 
  based on those established for civilian DropShips.
  Step 1: Design the Chassis
  The following rules changes apply to Step 1 of DropShip design 
  (designing the chassis).
  Choose Unit Type and Shape: Primitive DropShips may 
  be constructed in either spheroid or aerodyne shapes. Unless 
  otherwise specified in the basic rules and these modifications, 
  both shapes of Primitive DropShip will adhere to the same 
  construction rules and restrictions.
  Choose Technology Base: Primitive DropShips can only be 
  built using Inner Sphere technology (see Primitive vs. Modern, p. 
  121, for exceptions covering “modern Primitive” designs). 
  Choose Weight (Tonnage): Primitive DropShips may weigh 
  from 200 tons to the maximum defined by their weight limit in 
  the Primitive DropShip Maximum Weight Limit Table, based on 
  the vessel’s shape and year of introduction. Like their modern kin, 
  the weight of a Primitive DropShip must be determined in 100-
  ton increments. Within these limits, the player may choose any 
  tonnage. The total weight of the vessel’s engine and components 
  (as well as weapons and armor, if appropriate) may not exceed 
  this amount.
  Interstellar Travel: A Primitive DropShip must be 5,000 tons or 
  less to be carried within a Primitive JumpShip for interstellar travel. 
  If it is larger than 5,000 tons, then it is an interplanetary-only craft.
  Step 2: Install Engines and Control Systems
  The following rule changes apply to Step 2 of DropShip design 
  (installing the engine and control systems):
  Install Engine: The mass of the Primitive DropShip’s engine is 
  dependent upon the period when the vessel is constructed. Begin 
  by finding the Primitive DropShip’s Base Movement Factor per the 
  standard rules (see Aerospace Unit Engine Table, p. 185, TM). Then, 
  PRIMITIVE DROPSHIP ENGINE/CONTROLS WEIGHT TABLE
  Year of 
  Introduction
  Primitive Engine Weight Formula*
   Primitive 
  Fuel Factor
  Primitive Control System 
  Weight Formula*
  2100 - 2150
  Base Movement Factor x 0.130
  2.0
  Tonnage x 0.0150
  2151 - 2200
  Base Movement Factor x 0.117
  1.8
  Tonnage x 0.0135
  2201 - 2250
  Base Movement Factor x 0.104
  1.6
  Tonnage x 0.0120
  2251 - 2299
  Base Movement Factor x 0.091
  1.4
  Tonnage x 0.0105
  2300 - 2350
  Base Movement Factor x 0.0845
  1.3
  Tonnage x 0.00975
  2351 - 2499
  Base Movement Factor x 0.0715
  1.1
  Tonnage x 0.009
  2500+
  Base Movement Factor x 0.065**
  1.0**
  Tonnage x 0.0075**
  *Round all weights up to the nearest 0.5 tons.
  **These Factors apply to the standard construction rules only and cannot be used with these Primitive Construction Rules 
  (they are provided for fictional context only, to show when “modern-day” construction arrived).
  PRIMITIVE DROPSHIP MAXIMUM 
  WEIGHT LIMIT TABLE
  Year of Introduction
  Weight Limit (in tons), Spheroid / Aerodyne
  2110-2129
  3,000 / 1,000
  2130-2149
  4,000 / 1,500
  2150-2164
  7,000 / 2,500
  2165-2174
  10,000 / 3,500
  2175-2199
  14,000 / 5,000
  2200-2249
  15,000 / 6,000
  2250-2299
  19,000 / 7,000
  2300-2349
  23,000 / 8,000
  2350-2424
  30,000 / 10,000
  2425-2499
  50,000 / 20,000
  2500+
  100,000* / 35,000*
  *These maximums apply to the standard construction rules only and cannot 
  be used with these Primitive Construction Rules (they are provided for fictional 
  context only, to show when “modern-day” limitations arrived).
  
  jump range against maneuvering drives, fuel storage, cargo holds, 
  quarters, armor, and armaments. 
  With early jump cores and maneuvering drives particularly 
  limited in terms of weight-to-performance ratios, few ships stood 
  out as particularly dedicated to transport or combat. It was only 
  as drive efficiencies increased, and larger hull sizes became more 
  practical, that the distinctive evolution of transport-exclusive 
  JumpShips and combat-focused WarShips became possible. The 
  advent of the  JumpShip/DropShip combination further divided 
  these jump vessel types, as they enabled the construction of 
  cheaper (but much larger) dedicated cores for JumpShips, leaving 
  the more established (but much more expensive) compact cores 
  to the modern WarShips. 
  Constructing a Primitive JumpShip (or WarShip) uses the standard 
  rules given for WarShip construction in Strategic Operations (see 
  pp. 142-161, TO), with the changes outlined below. Note that even 
  though modern JumpShips and WarShips are distinctly different unit 
  classes, these rules will refer to all large hyperspace-capable craft by 
  the general term of “Primitive JumpShip”, and will apply the rules to 
  both vessel types, regardless of their function.
  Step 1: Design the Chassis
  The following rules changes apply to Step 1 of WarShip design 
  (designing the chassis).
  Choose Unit Type: Although the unit classification is technically 
  that of a JumpShip (regardless of whether the unit is designed as a 
  dedicated transport or a combat vessel), for construction purposes, 
  all Primitive JumpShips are built as WarShips.
  Choose Technology Base: Primitive JumpShips can only be built 
  using Inner Sphere technology (see Primitive vs. Modern, pp. 121, for 
  exceptions covering “modern Primitive” designs). 
  Choose Weight (Tonnage): Primitive JumpShips may weigh from 
  50,000 tons to the maximum weight limit shown in the Primitive 
  JumpShip Maximum Weight Limit Table, based on the vessel’s year 
  of introduction. Like their modern kin, the weight of a Primitive 
  JumpShip must be determined in 1,000-ton increments. Within these 
  limits, the player may choose any tonnage. The total weight of the 
  vessel’s engine and components (as well as weapons and armor, if 
  appropriate) may not exceed this chosen amount.
  Crew: The crew numbers for a Primitive DropShip are computed as 
  normal. This crew must be assigned at least steerage-grade quarters 
  (at 5 tons per crewman), but better quarters can be assigned instead, 
  if desired. The weight of all Primitive crew and passenger quarters are 
  the same as their modern versions.
  Step 3: Add Armor
  Primitive DropShip armor is identical in all ways to standard armor 
  (including costs), except that all armor mounted on a Primitive 
  DropShip—including the “free” armor provided by the vessel’s 
  structural integrity value—must be multiplied by 0.66, rounding 
  down to the nearest whole number. 
  Step 4: Add Heat Sinks
  Primitive DropShips can only mount standard (single) heat sinks. 
  This includes the weight-free heat sinks provided with the DropShip’s 
  engine. To determine the number of these weight-free heat sinks, use 
  the formula from the Primitive DropShip Heat Sinks Table, instead of 
  the formulas provided on p. 193 of TechManual.
  Step 5: Add Weapons, Ammunition and Other Equipment
  Unless otherwise stated, Primitive DropShips may add weapons, 
  ammunition and other equipment per the normal rules, except all 
  such weapons and equipment can only be installed if they have an 
  introduction date of 2500 or earlier. See Restricted Technologies, pp. 
  121-122, for more information. 
  After 2500, enough manufacturers had improved their engineering 
  processes to the point where DropShips from every realm could be 
  made using standard construction rules and equipment. 
  Any post-2500 DropShip built using Primitive components would 
  thus either follow RetroTech rules and restrictions, 
  or would be considered Mixed Technology units.
  Step 6: Complete Record Sheet
  Primitive DropShips use the standard DropShip 
  record sheet appropriate to their hull type (aerodyne 
  or spheroid). This sheet is completed as normal (see 
  p. 198-199, TM).
  PRIMITIVE JUMPSHIP CONSTRUCTION
  Rules Level: Advanced
  Available to: JS, WS
  Tech Base (Ratings): Inner Sphere (D/EFXX)
  The modern JumpShips and WarShips seen 
  throughout 
  human-occupied 
  space 
  evolved 
  from far more primitive vessels during mankind’s 
  early exodus from Terra, and the Age of War 
  that followed. Built as much to haul cargo and 
  personnel as they were to defend themselves from 
  harm, the early Kearny-Fuchida ships balanced 
  PRIMITIVE DROPSHIP HEAT SINKS TABLE
  Aerospace Unit Type
  Weight-Free Heat Sinks
  Aerodyne Primitive DropShip
  Engine Tonnage ÷ 75*
  Spheroid Primitive DropShip
  √(Engine Tonnage x 1.3)*
  *Round down
  PRIMITIVE JUMPSHIP MAXIMUM WEIGHT LIMIT TABLE
  Year of Introduction
  Terran Alliance
  Terran Hegemony
  Great Houses
  Periphery
  2110-2129
  100,000
  NA
  NA
  NA
  2130-2149
  150,000
  NA
  NA
  NA
  2150-2164
  200,000
  NA
  NA
  NA
  2165-2174
  250,000
  NA
  NA
  NA
  2175-2199
  350,000
  NA
  NA
  NA
  2200-2299
  500,000
  NA
  350,000
  300,000
  2300-2349
  NA
  1,000,000
  600,000
  450,000
  2350-2399
  NA
  1,600,000
  800,000
  600,000
  2400-2459
  NA
  1,800,000
  1,000,000
  1,000,000
  2460+
  NA*
  NA*
  NA*
  1,000,000*
  *From 2460 and onward, Primitive JumpShips ended production throughout most of the Inner Sphere; 
  Periphery-made JumpShips could still be produced to Primitive standards up until 2500.
  
  129
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Fuel Pumps: As with modern JumpShips and WarShips, the 
  fuel pump system adds 2 percent to the total tonnage devoted to 
  the vessel’s fuel, rounded up to the nearest full ton.
  Structural Integrity: The minimum and maximum structural 
  integrity (SI) values for a Primitive JumpShip are computed as 
  normal for a WarShip of equivalent weight. SI weights for Primitive 
  JumpShips are likewise identical to that of a modern WarShip.
  Since he knows the engine 
  is likely to be huge on such an 
  early craft, David’s decides 
  to only give it a Safe Thrust 
  of 1. Given the JumpShip’s 
  2148 date, this means that the formula for its engine weight is 
  Tonnage x Safe Thrust x 0.120. Plugging in the ship’s tonnage 
  and Safe Thrust yields a total weight of 12,000 tons for the 
  maneuvering drive (100,000 x 1 x 0.120 = 12,000).
  Before resolving his fuel needs, David decides to determine 
  the weight for his ship’s structural integrity. After reviewing 
  the rules in Strategic Operations, he knows that the vessels’ 
  Max Thrust of 2 (Safe Thrust 1 x 1.5 = 1.5, round up to 2) will 
  give him a legal SI value range between 2 and 60. He decides 
  that, since this is such an early design, an integrity value of 10 
  feels appropriate. 
  He then determines the weight devoted to the ship’s SI will be 
  1,000 tons [10 (SI) x 100,000 (ship tonnage) ÷ 1,000 (per p. 148, 
  SO) = 1,000 tons]. That starts his running total at 13,000 tons. 
  David then figures how much fuel he wants to add. He 
  decides on a nice, even 2,500 tons. This would give a modern 
  ship 25,000 points of fuel (10 points per ton for ships weighing 
  100,000 tons), but must be divided by the Primitive Fuel factor 
  of 2, and so the Aquilla receives only 12,500 points of fuel as a 
  result. At 2,500 tons for fuel, David also finds that he must add 
  another 50 tons for fuel pumps (2% of 2,500 tons = 50 tons). 
  This gives him a running total of 15,550 tons.
  Determine K-F Jump Capability: During the early years 
  of JumpShip development, while the K-F drive was being 
  perfected, the actual performance of those drives fell far short 
  of the 30 light-year range now achievable. Longer-ranged 
  jumps invariably required ever-larger drive sizes, and so smaller 
  drive cores were often preferred to allow room for cargo, fuel, 
  and other equipment. As the technology was perfected, drive 
  cores were maximized for both weight efficiency and cost-
  effectiveness, creating the modern 30-LY drives in standard and 
  compact-core formats. 
  To find the weight of a Primitive 
  JumpShip’s Kearny-Fuchida drive, 
  determine a maximum jump 
  range in whole light-years(with a 
  minimum of 15) and use the Primi-
  tive Kearny-Fuchida Drive Formula 
  (see p. 130) to find its weight rela-
  tive to the ship’s total tonnage.  
  K-F Drive Integrity: As with 
  a modern WarShip, a Primitive 
  JumpShip’s K-F Drive Integrity 
  value is equal to 2 + (K-F drive 
  weight ÷ 25,000), rounded up to 
  the nearest whole number.
  Jump Sail: Prior to 2200, no K-F 
  ships mounted a jump sail, and thus 
  David is building the 
  Aquilla-class 
  Transport 
  JumpShip. As a Primitive 
  JumpShip, the Aquilla only 
  uses Inner Sphere technology.
  David decides he wants the Aquilla to be a truly ancient 
  design, built by the Terran Alliance when the human race was 
  first colonizing. He decides to give it a 2148 introduction date, 
  which means the maximum weight is 200,000 tons. David 
  decides the Aquilla will weigh 100,000 tons.
  Step 2: Install Engines and Control Systems
  The following rule changes apply to Step 2 of WarShip design 
  (installing the engine and control systems):
  Install Engine: The mass of the Primitive JumpShip’s engine 
  is dependent upon the period when the vessel is constructed, 
  the vessel’s total tonnage, and its desired Safe Thrust. To find the 
  proper formula, find the Primitive JumpShip’s year of introduction 
  on the Primitive JumpShip Engine/Controls Weight Table, and use 
  the formula found under the Primitive JumpShip Maneuvering 
  Drive Weight Formula column. This formula replaces the standard 
  formulas found in the standard rules. All engine weights must be 
  rounded up to the nearest full ton.
  Note that in the days of Primitive JumpShips, virtually all such 
  vessels used maneuvering drives rather than the station-keeping 
  drives of modern JumpShips. If a Safe Thrust of less than 1 is 
  desired, apply a minimum value of 0.2 to the appropriate engine 
  weight formula, which will produce a weight consistent with a 
  station-keeping drive system. 
  The Maximum Thrust of any Primitive JumpShip is equal to its 
  Safe Thrust x 1.5, rounded up to the nearest whole number. (In the 
  case of a “station-keeping” Primitive JumpShip, with a Safe Thrust 
  of less than 1, the vessel receives no Max Thrust value.)
  Fuel: When determining a Primitive JumpShip’s tactical fuel 
  efficiency, divide its number of fuel points per ton (see p. 147, SO) 
  by the Primitive Fuel Factor appropriate to its year of introduction, 
  to reflect the vessel’s lower fuel efficiency. Do not round this value 
  until after assigning the desired fuel tonnage (at which point the 
  fuel points round down to the nearest whole number). 
  For the JumpShip’s strategic fuel efficiency, multiply its usual 
  number of fuel tons per burn-day (based on its equivalent-weight 
  modern WarShip, see Determine Fuel Capacity, p. 147, SO) by its 
  Primitive Fuel Factor. If the Primitive JumpShip has been given a 
  station-keeping drive (represented by a Safe Thrust of less than 1), 
  divide this modified strategic fuel efficiency value by 10. Round 
  the final figure up to the nearest 0.01 tons per burn day.
  PRIMITIVE JUMPSHIP ENGINE/CONTROLS WEIGHT TABLE
  Year of 
  Introduction
  Primitive JumpShip Maneuvering Drive 
  Weight Formula*
   Primitive 
  Fuel Factor
  Primitive Control System 
  Weight Formula*
  2100 - 2150
  Tonnage x Safe Thrust x 0.120
  2.0
  Tonnage x 0.00625
  2151 - 2200
  Tonnage x Safe Thrust x 0.102
  1.7
  Tonnage x 0.005
  2201 - 2250
  Tonnage x Safe Thrust x 0.084
  1.4
  Tonnage x 0.0035
  2251 - 2299
  Tonnage x Safe Thrust x 0.066
  1.1
  Tonnage x 0.00275
  2300+
  Tonnage x Safe Thrust x 0.06**
  1.0**
  Tonnage x 0.0025**
  *Round up to the nearest 0.5 tons.
  **At this point, JumpShip engines and controls reached their modern construction standards, even though a number of 
  other components still had yet to mature.
  
  Crew: The crew numbers for a Primitive JumpShip are computed as 
  normal for a WarShip of equivalent weight. This crew must be assigned 
  at least steerage-grade quarters (at 5 tons per crewman), but better 
  quarters can be assigned instead, as desired. The weight of all Primitive 
  crew and passenger quarters are the same as their modern versions.
  Next David determines the 
  weight of the control systems. 
  Once more, he consults the 
  Primitive 
  JumpShip 
  Engine/
  Controls Weight Table, this time 
  consulting the Primitive Control System Weight Formula column, 
  where he finds that his ship’s introduction date yields a formula of 
  Tonnage x 0.00625. This makes the control systems equal to 625 
  tons (100,000 tons x 0.00625 = 625 tons).
  After reviewing the Advanced Aerospace Unit Minimum Crew 
  Table on page 150 of Strategic Operations, David determines 
  his Aquilla’s minimum crew requirements will be 65 [45 + (1 per 
  5,000 tons (100,000 ÷ 5,000 = 20)) = 65). He also wants to add 30 
  second-class passenger accommodations, which means a total of 
  665 tons. Since he hasn’t assigned weaponry yet, he doesn’t know 
  how many gunners he’ll need or ultimately how many officers will 
  be required, so he’ll have to figure those later. 
  Counting the crew and passenger quarters he has already 
  assessed for minimum crew and passengers, David’s running total 
  stands at 66,840 tons spent.
  Step 3: Add Heat Sinks
  Primitive 
  JumpShips 
  can 
  only mount standard (single) 
  heat sinks. This includes the 
  weight-free heat sinks provided 
  with the JumpShip’s engine, as 
  well as any added to that by 
  the designer. To determine the 
  number of these “weight-free” 
  heat sinks, add the number 
  45 to the square root of the 
  primitive JumpShip’s engine weight (rounded down). This replaces 
  the normal heat sink formulas for the equivalent modern vessels (as 
  provided on p. 151, SO).
  Using the formula from the 
  Primitive JumpShip Heat Sinks 
  Table, David comes up with 154 
  heat sinks his vessel will receive 
  at no cost in weight: 154 [45 + 
  √ (12,000) = 154.54; rounded down to 154). As he does not plan 
  this ship to be laden with weapons, he feels he won’t need to add 
  any more heat sinks, leaving him with the same running total of 
  66,840 tons. 
  Step 4: Add Armor
  Primitive JumpShips use the rules and limits for standard 
  JumpShips when computing their armor values (see p. 152, SO), and 
  may not mount any of the advanced armor types such as improved 
  ferro-aluminum, ferro-carbide, or lamellor ferro-carbide. This means 
  that the maximum tonnage of armor a Primitive JumpShip may carry 
  is equal to the ship’s SI tonnage, divided by 12 (rounded down to the 
  this piece of equipment cannot be added to any Primitive JumpShip 
  with an introduction date before 2200. For ships introduced between 
  2200 and 2300, jump sails may be added, but run much larger and 
  heavier than their modern descendants. To reflect this fact, use the 
  ship’s year of introduction to find its appropriate Primitive Jump Sail 
  Weight Formula on the Primitive Jump Sail Weight Table (see above). 
  Round any jump sail weights up to the nearest full ton.
  Regardless of the weight formula used, jump sails receive an 
  integrity value equal to 1 plus the sail’s mass, divided by 20. The jump 
  sail integrity value is rounded up to the nearest whole number.
  The Aquilla-class transport 
  was the mainstay of the Calderon 
  Expedition that would go on 
  to form the Taurian Concordat. 
  To avoid squandering all of his 
  tonnage on the maximum possible jump range, David gives the 
  vessels a jump range of only 15 light-years. Thus, the vessel’s K-F 
  drive will weigh 50,000 tons [5% (Base) + (3% x 15 (LY range)) = 
  50% of the Aquilla’s total mass; 100,000 x .50 = 50,000]. This 
  provides a running total of 65,550 tons.
  David next figures the K-F drive’s integrity. Like a modern 
  WarShip of equal drive weight, this will equal 4 [2 + (50,000 ÷ 
  25,000) = 4].
  Because his Aquilla pre-dates the advent of the jump sail, David 
  does not install one, and thus does not need to compute the sail’s 
  weight or integrity.
  Add Control/Crew Systems: As with its engines, the weight of 
  the control systems used by a Primitive JumpShip is dependent on 
  the vessel’s year of introduction and its total tonnage. In place of 
  the normal JumpShip (or WarShip) control systems weight formula, 
  use the appropriate one found under the Primitive Control System 
  Weight Formula column of the Primitive JumpShip Engine/Controls 
  Weight Table (see p. 129). Round all control system weights up to 
  the nearest full ton.
  Unlike Primitive aerospace fighters and small craft, the control 
  systems of Primitive JumpShips impose no additional to-hit modifiers 
  for weapon attacks at any range. 
  PRIMITIVE KEARNY-FUCHIDA  
  DRIVE FORMULA
  K-F Drive Weight (% of Total JumpShip Weight): 5% + 3% per light-year
  Maximum Jump Distance (All Primitive K-F Drives): 30 light years.
  PRIMITIVE JUMP SAIL WEIGHT TABLE
  Year of Introduction
  Primitive Jump Sail Weight Formula
  2200 - 2229
  300 + (Tonnage ÷ 2,000)
  2230 - 2259
  150 + (Tonnage ÷ 4,000)
  2260 - 2299
  75 + (Tonnage ÷ 8,000)
  2300+
  30 + (Tonnage ÷ 20,000)*
  *At this point, K-F jump sails reached their modern construction 
  standards, even though a number of other JumpShip components still 
  had yet to mature.
  PRIMITIVE 
  JUMPSHIP HEAT 
  SINKS TABLE
  Weight-Free Heat Sinks
  45 + √(Engine Tonnage)*
  *Round down
  
  131
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Docking Collars: The external docking collar system was not 
  available to JumpShips or WarShips prior to 2304. From 2304 
  through 2458, docking collars are available under the standard 
  construction rules, but these pre-boom collars lack the means to 
  extend the JumpShip’s KF field to any attached vessels. It is only 
  after the development of the DropShip KF boom and compatible 
  collar systems in 2458 that JumpShips and WarShips will be able 
  to mount modern-style docking collars.
  Step 6: Complete Record Sheet
  Primitive JumpShips always use the standard WarShip record 
  sheet. This sheet is completed as normal (see p. 159, SO).
  Right away David designs 
  to arm his vessel. Knowing 
  how truly ancient the de-
  sign is compared to all the 
  weaponry available within 
  TechManual and Tactical Operations, and knowing this was 
  one of the very first of its kind and open conflict simply wasn’t 
  thought of, he decides for some machine guns. He places 2 
  machine guns (1 ton) and 2 tons of ammo in the nose; 1 ma-
  chine gun (.5 tons) plus 1 ton of ammo in each fore location; 1 
  machine gun (.5 tons) and 1 ton of ammo in each broadside; 1 
  machine gun (.5 tons) and 1 ton of ammo in each aft side loca-
  tion; 2 machine guns (1 ton) and 2 tons of ammo in the aft: this 
  generates a total of 15 tons.
  Now that he’s figured the weaponry, he can wrap up 
  figuring the crew. He knows he needs 2 gunners, which 
  equates to 14 tons for crew quarters [2 (# of gunners) x 
  7 (second-class crew quarters) = 14]. He then reviews 
  the Additional Crew table again on page 150 of SO and 
  determines he needs 12 officers [65 (base crew) + 2 (total 
  gunners) = 67 ÷ 6 = 11.17, rounding up to 12]. That equates 
  to a total officer crew quarters tonnage of 120 [12 (officers) x 
  10 (first-class crew quarters) = 120].
  Next, David decides he wants to provide 8 Small Craft (with 
  a total of 4 doors), which equates to 1,600 tons. David also 
  adds a single DropShuttle Bay in the Aquilla’s nose (with 1 
  door), which costs another 11,000 tons.
  David then adds 20 escape pods, at 7 tons a piece, for a 
  total of 140 tons. All of this gives him a running total of 79,798.
  Finally, David takes the remaining tonnage and assigns it 
  into 2 cargo bays of 10,101 tons each, with a single door for 
  each cargo bay.
  nearest half ton). In addition to this, as with modern JumpShips, 
  Primitive JumpShips will receive additional “weight-free” armor 
  points per facing, based on their structural integrity values. 
  Reviewing the Advanced 
  Aerospace Unit Armor Table 
  let’s David know that he 
  could assign a maximum of 
  83 tons of standard armor to 
  his ship [1,000 (SI mass) ÷ 12 = 83.33, rounded down to 83]. 
  He does not believe he’ll need anything close to that, and so 
  decides he’s going to assign only 69 tons of Primitive armor.
  Before placing the armor, he first determines how much 
  “weight-free” armor the Aquilla will receive in addition to this, 
  which is 1 point of capital-scale armor per facing, for a total 
  of 6 points [10 (SI) ÷ 10 = 1 per facing; 6 facings x 1 point per 
  facing = 6 points].
  David then multiplies the 69 tons of armor he has opted for 
  by the standard Advanced Aerospace Unit Armor Weights for 
  a 100,000-ton Inner Sphere JumpShip using standard armor, 
  and finds that this yields 55 armor points [69 (armor tonnage) 
  x 0.8 (standard armor for a 100,000 vessel) = 55.2, rounding 
  down to 55]. He then adds the free 6 points to 55 for a total of 
  61. Multiplying this total armor value by the Primitive armor 
  factor of 0.66, he finds he has 40 armor points to allocate [61 
  (non-Primitive armor points) x .66 (Primitive armor factor) = 
  40.26, rounding down to 40].
  He thus assigns this armor as follows: 9 to the nose, 7 to 
  each fore-side, 6 to each aft-side and 5 to the aft.
  This leaves a running total of 66,909 tons.
  Step 5: Add Weapons, Ammunition and Other Equipment
  Unless otherwise stated, Primitive JumpShips may add 
  weapons, ammunition and other equipment per the normal rules 
  for WarShips, except all such weapons and equipment can only be 
  installed if they have an introduction date of 2500 or earlier. See 
  Restricted Technologies, pp. 121-122, for more information. 
  After 2500, enough manufacturers had improved their 
  engineering processes to the point where JumpShips and 
  WarShips from every realm could be made using standard 
  construction rules and equipment. 
  Any post-2500 JumpShips or WarShips built using Primitive 
  components would thus either follow RetroTech rules and 
  restrictions, or would be considered Mixed Technology units.
  Prototype Specialty Missiles (Clan Invasion)
  Introduced: Variable (See Rules)
  Extinct: Variable (See Rules)
  At the start of the Clan Invasion, Inner Sphere weapons 
  designers were in the midst of a military tech renaissance that not 
  only brought back many of the advances of the fallen Star League, 
  but also spurred a number of new developments intended for 
  battlefield use. While some would go on to become mainstays 
  of the Inner Sphere armies, others never made it past the limited 
  production of their prototype stage. These special munitions 
  types are described below.
  SPECIALTY MUNITIONS: DEAD-FIRE (DF) MISSILES
  R&D Start Date: ca. 3050 (Draconis Combine)
  Prototype Design and Production: 3052 (Draconis Combine)
  Dead-Fire (DF) missiles emerged as one of the Draconis 
  Combine’s early efforts to offset rising munitions costs. They were 
  devised at first as an alternative missile load for use standard LRM 
  and SRM launchers, featuring larger warheads at the expense of 
  targeting systems and thruster power. While at first the DCMS 
  appeared impressed by their potential, the advent of the MRM 
  launcher led the Combine to abandon these missiles by the 
  end of the 3050s—but not before the technology was shared or 
  copied by virtually every Inner Sphere state at the time.
  
  the appropriate column of the Cluster Hits Table, as if the attack 
  originated from a standard SRM. An additional modifier of –2 applies 
  to this Cluster Hits Table roll, with any modified roll result less than 2 
  translating to a miss by the entire flight.
  In the event of an internal ammunition explosion, RS warheads 
  explode with the damage as an equivalent number of standard 
  Streak SRMs.
  Construction Rules: Retro-Streak missiles are compatible only with 
  Streak SRM launchers, and may only be carried in full-ton lots. A ton of 
  RS missiles provides the same number of shots as an equivalent ton of 
  standard Streak missiles for all given launcher sizes.
  SPECIALTY MUNITIONS: 
  SHOOT-AND-SIT (SS) MISSILES
  R&D Start Date: ca. 3046 (Federated Commonwealth)
  Prototype Design and Production: 3049 (Federated Commonwealth)
  Shoot-and-Sit (SS) missiles were a special alternative missile load 
  specifically developed for use with the Narc missile beacon launcher, 
  as a modified form of explosive pods. These warheads used the 
  same latching mechanisms as a standard Narc pod, coupled with an 
  explosive charge triggered by remote activation.
  The premise was to attach several of these explosive limpets 
  before detonating them, in the hopes that the sudden surge of 
  damage could better down the enemy than spreading the damage 
  out by individual hits. Given the existence of more powerful contact-
  explosive Narc pods, and the preference among most MechWarriors 
  to leave the damage-dealing job to weapons specifically designed for 
  same, led the NAIS to ultimately shelve these missiles by the end of 
  the Clan Invasion era.
  Shoot-and-Sit (SS) Missile Rules
  Rules Level: Experimental
  Available to: Any unit equipped with standard Narc missile beacon 
  launchers
  Tech Base (Ratings): Inner Sphere (E/XXFX)
  Game Rules: SS missiles may only be fired from standard Narc missile 
  beacon launchers. A Shoot-and-Sit missile does not deliver damage 
  on a hit, but instead attaches to the hit location it strikes and arms 
  itself for later activation. For this reason, the attacker must keep 
  track of where the SS missiles hit his target; should the location be 
  subsequently destroyed before the SS is detonated, the warhead is 
  lost along with the destroyed location.
  Detonating SS missiles is performed in any later Weapon Attack 
  Phase by the unit which fired the missiles (or another unit friendly to it). 
  If such units do not have a valid line of sight to the target unit that has 
  been struck with SS missiles, or if a hostile ECM bubble lies between the 
  attacker and target, the detonation signal cannot be relayed.
  When a detonation signal is relayed, all SS missiles still attached to 
  the target unit will explode, delivering 3 points of damage per missile. 
  A detonation signal to SS missiles cannot set off only a portion of 
  the attached missiles on a given unit, but will not set of SS missiles 
  latched onto a different target. Only one detonation signal to friendly 
  SS missiles can be sent per attacking unit per turn.
  In an internal explosion (due to heat or critical damage), SS 
  warheads deliver 3 points of damage per missile.
  Construction Rules: Shoot-and-Sit (SS) missiles are compatible 
  only with standard Narc launchers (not improved or compact Narc 
  launchers), and may only be carried in full-ton lots. A ton of SS missiles 
  provides the same number of shots as an equivalent ton of standard 
  Narc missiles.
  Dead-Fire (DF) Missile Rules
  Rules Level: Experimental
  Available to: Any units equipped with standard LRM or SRM launchers
  Tech Base (Ratings): Inner Sphere (C/XXEE)
  Game Rules: DF missiles may only be fired from standard LRM 
  and SRM launchers (including those modified with Artemis fire 
  control systems). They may not benefit from any form of targeting 
  enhancements, however, so the use of Artemis, Narc, and the like will 
  have no effect on the use of dead-fire missile volleys.
  DF missiles use shorter range brackets than their standard launcher 
  ranges (as indicated in the Additional Alternate Era Weapons and 
  Equipment Tables), but generate the same amount of heat when 
  fired. Upon a successful hit, the number of missiles in a given DF 
  missile flight is resolved using the appropriate column of the Cluster 
  Hits Table, with a –3 modifier applied to the roll. On any result of less 
  than 2, only a single DF missile hits the target.
  Each missile in a DF LRM volley will deliver 2 points of damage, 
  distributed in 5-point clusters as a normal LRM flight; each DF SRM 
  missile delivers 3 points of damage, with each missile that hits rolled 
  for a separate hit location. 
  In the event of an internal ammunition explosion, DF warheads 
  explode with the damage value of a full flight of missiles, multiplied 
  by the remaining flights in the ammo slot.
  Construction Rules: Dead-Fire missiles are compatible only with 
  standard-type LRM and SRM launchers, and may only be carried in 
  full-ton lots. A ton of DF missiles provides the same number of shots 
  as an equivalent ton of standard missiles for all given launcher sizes 
  and types. DF missiles are not available in torpedo format, nor may 
  they be combined with features from other specialty munitions.
  When assigning aerospace damage values for a unit that uses DF 
  missiles, use the damage value of an equivalent-sized rack of missiles 
  as if it struck its target with a Cluster Hits Table roll of 4.
  SPECIALTY MUNITIONS: 
  RETRO-STREAK (RS) MISSILES
  R&D Start Date: ca. 3045 (Draconis Combine)
  Prototype Design and Production: 3048 (Draconis Combine)
  Retro-Streak (RS) missiles were a special alternative missile load 
  specifically developed for use with the Streak SRM launcher, as a 
  defensive countermeasure against enemy Streak launchers. These 
  warheads, which “spoofed” incoming Streak missiles to divert them 
  away from the target, proved only partially effective in the field, despite 
  several attempts to improve their performance. Combined with the 
  fact that their use tied up ammo-conservative Streak launchers on 
  defensive duties, this lackluster utility prompted the various factions 
  working on these weapons to abandon their use by the late 3050s.
  Retro-Streak (RS) Missile Rules
  Rules Level: Experimental
  Available to: Any unit equipped with Streak SRM launchers
  Tech Base (Ratings): Inner Sphere (E/XXFX)
  Game Rules: RS missiles may only be fired from Streak SRM launchers, 
  and will only fire when the unit is successfully attacked by a hostile 
  Streak SRM launcher. If multiple Streak SRMs with RS warheads are on 
  the defending unit, its controlling player may determine which of his 
  Streak SRM launchers fires its RS warheads. RS warheads may not be 
  fired offensively, and will not fire if the attacking unit fails to deliver a 
  Streak SRM attack.
  Regardless of the size of the rack that fires them, RS missiles force 
  the attacking Streak SRM to resolve its number of missile hits using 
  
  133
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  conversion costs 2 MP, plus 1 additional MP for every critical hit 
  suffered to the unit’s leg actuators, conversion equipment, or 
  tracks. (If the total cost of MPs needed for conversion exceeds 
  the QuadVee’s maximum available MPs for the turn, it cannot 
  convert between modes.) The facing of a QuadVee does not 
  change during the conversion process, but if the unit has any 
  remaining MPs after conversion, it may use them to move and 
  change facing.
  If the terrain occupied by a QuadVee at the end of its conversion 
  is illegal for its movement type, the QuadVee is reduced to 0 MP 
  upon completing its conversion, but is not considered immobile.
  A QuadVee that attempts to use its weapon in the same turn it 
  opts to switch between modes will suffer a +3 to-hit modifier for 
  any such actions, using the skills appropriate to the mode the unit 
  converted from. The conversion process imposes no additional 
  modifiers for attacks made against a QuadVee.
  A QuadVee can still perform conversions even with a destroyed 
  gyro, but will be unable to use its MPs in BattleMech Mode with 
  such damage. For conversion purposes only, gyro damage does 
  not count against the unit’s MPs.
  Movement Phase (BattleMech Mode)
  A QuadVee in BattleMech Mode uses standard four-legged 
  ’Mech ground movement rules.
  Movement Phase (Vehicle Mode)
  A QuadVee in Vehicle mode uses all standard and advanced 
  movement rules applicable to a tracked vehicle (if it possesses 
  Tracks) or a wheeled vehicle (if it possesses Wheels). For tracked 
  QuadVees, the unit’s Walking MP and Running MP translate 
  directly into Cruise and Flank MP (respectively), while Wheeled 
  QuadVees receive 1 extra Cruise MP in Vehicle mode, and 
  recalculate their Flank MP as normal. Any MP modifiers resulting 
  from leg actuator critical hits have no effect on a QuadVee in its 
  Vehicle mode.
  QuadVees with jump jets may not use Jumping MP while in 
  Vehicle mode.
  Unlike normal tracked and wheeled vehicles, QuadVees may 
  enter and traverse water in their Vehicle Mode, but must apply 
  the standard MP reductions for BattleMech movement when 
  doing so.
  QuadVees in Vehicle Mode ignore any Piloting Skill Rolls to 
  avoid falls, but remain susceptible to skidding, collisions, and 
  other piloting effects.
  Combat Phase (BattleMech Mode)
  QuadVees in BattleMech mode use the following combat rules 
  in game play:
  A QuadVee in BattleMech Mode uses standard four-legged 
  ’Mech combat rules, with the following additions:
  Rotating the Fire Arc: As long as the QuadVee’s gyro is 
  undamaged, its torso is able to rotate through 360 degrees, just 
  like a tank turret (see Rotating The Firing Arcs, Vehicles, p. 106, TW). 
  A damaged gyro reduces the QuadVee to the torso twist range of 
  up to 2 hexsides—like a standard bipedal BattleMech that has the 
  Extended Torso Twist Design Quirk (see p. 194, SO). A destroyed 
  gyro reduces torso rotation further, to that of a standard biped 
  BattleMech’s torso twisting limit (1 hexside).
  Introduced: 3135 (Clan Hell’s Horses [Tracked]), 3148 (Clan Hell’s 
  Horses [Wheeled])
  The QuadVee was developed by Clan Hell’s Horses as a kind 
  of ground-based equivalent of the defunct Land-Air BattleMech. 
  This BattleMech-vehicle hybrid, tailor-made for the combined 
  arms aspects of warfare in the Dark Age, incorporates a two-
  man crew, and offers greater flexibility in combat, including 
  the 360-degree field of fire common to turreted vehicles, and 
  the ability to circumvent immobilizing damage by converting 
  between operational modes.
  Although the QuadVee was initially seen as a lackluster new 
  unit type at best, and was initially limited to tracked vehicle 
  conversions, the Horses continued to experiment with this 
  concept even as the wars of the Dark Age intensified. In 3150, 
  a new wheeled version of this unit type was reportedly being 
  tested deep within the Clan’s Occupation Zone.
  QUADVEE GAME RULES
  Rules Level: Advanced
  Available to: BM
  Tech Base (Ratings): Clan (F/XXXF)
  In game play, QuadVees are largely bound by all of the rules for 
  a four-legged BattleMech, but the following modifications apply 
  due to the unique nature of these hybrid units.
  Piloting/Gunnery Skills
  To overcome the intensive cross-training of two skill sets 
  required by a LAM pilot, a QuadVee has two crewmen: one serves 
  as the unit’s dedicated driver, with the other as the dedicated 
  gunner. A QuadVee may operate with just one crewman, but 
  depending on which is not present, extra penalties will apply as 
  noted below.
  Dedicated Pilot: Whenever in BattleMech Mode, the dedicated 
  pilot uses his Piloting Skill to resolve all piloting actions as a 
  MechWarrior. In Vehicle Mode, this same warrior uses his Piloting 
  Skill in place of Driving Skill when any Driving Skill Rolls are made. 
  Physical Attacks of any kind are also resolved using the pilot’s 
  Piloting Skill Rating.
  Dedicated Gunner: As long as the QuadVee has a dedicated 
  gunner, it may select up to three primary targets per turn before 
  incurring the secondary target modifier (see Multiple Targets 
  Modifier, p. 109, TW). 
  Disabled or Missing Crew: If the dedicated pilot is disabled 
  (i.e. unconscious or killed) or not present, the QuadVee’s gunner 
  can take over pilot duties, but must apply a +2 target number 
  modifier to all Piloting/Driving Skill checks (including those made 
  for Physical Attacks). Likewise, if the dedicated gunner is disabled 
  or not present, the pilot can still fire the QuadVee’s weapons, but 
  does so at an additional +2 to-hit modifier, and loses the ability to 
  designate more than one primary target.
  Conversion
  Conversion is the process of switching between the QuadVee’s 
  two modes of operation: BattleMech and Vehicle. The conversion 
  process must be announced at the start of the unit’s movement 
  and is considered complete by the end of its move in that turn’s 
  Movement Phase. 
  QuadVees cannot switch between modes while submerged. 
  Regardless of the mode the QuadVee is converting from, 
  QuadVees (Dark Age)
  
  Technology Base
  QuadVees can only be built using the Clan Technology Base. 
  QuadVees may be constructed as OmniMechs.
  Weight Limits
  QuadVees may only be constructed within the weight limits 
  of standard BattleMechs. They cannot be constructed as super-
  heavy ’Mechs.
  Cockpit
  A QuadVee mounts a special 4-ton cockpit that takes up 2 critical 
  slots; assign a “cockpit” to Slot 4 in the head location. Slot 3 is the 
  “Pilot” slot; Slot 4 is the “Gunner” slot. No other cockpit type, including 
  Cockpit Command Console, may be installed on a QuadVee.
  Conversion Equipment
  QuadVees must devote 10 percent of the unit’s total mass (rounded 
  up to the nearest whole ton) to conversion equipment, and must 
  assign 1 “Conversion Equipment” critical slot to all four legs (for a total 
  of 4 critical slots).
  Other Equipment
  A QuadVee must mount Tracks in all four legs (see p. 249, TM) if built 
  to convert into a tracked Vehicle mode. These Tracks occupy 1 critical 
  slot in all four legs, and have a combined weight equal to 10 percent of 
  the QuadVee’s total mass, rounded up to the nearest half-ton.
  If built to convert into a wheeled Vehicle mode, the vehicle must 
  mount Wheels in all four legs instead. These Wheels occupy the same 
  number of critical slots as the Tracks, but have a combined weight 
  equal to 15 percent of the QuadVee’s total mass, rounded up to the 
  nearest half-ton.
  Combat Phase (Vehicle Mode)
  A QuadVee in Vehicle Mode uses standard four-legged ’Mech 
  combat rules, with the following additions:
  Rotating the Firing Arc: In Vehicle Mode, a QuadVee retains the 
  same 360-degree torso-rotation range as it has in BattleMech Mode.
  Line of Sight: For line of sight (LOS) purposes, a QuadVee in Vehicle 
  Mode is 1 level high.
  Physical Attacks: A QuadVee in Vehicle Mode can only execute 
  Charging (Ramming) attacks. If subject to physical attacks from other 
  ’Mechs, the QuadVee is treated as a ’Mech that stands 1 level lower 
  than its present level (thus a QuadVee being attacked by a BattleMech 
  on the same level is treated as if it is actually standing one level below 
  its attacker).
  Heat: QuadVees in Vehicle Mode still track their heat exactly as if 
  they were in BattleMech Mode.
  QuadVee Pilot Damage (Both Modes)
  Only the pilot receives damage due to an ammunition explosion, 
  though heat effects, as well as any damage to the head, apply to 
  both warriors. If the pilot cockpit slot is destroyed (see Cockpit, 
  below), the gunner automatically takes over, provided he is present 
  (see Piloting/Gunnery Skills, p. 133, for the modifiers that would 
  apply to such a situation). 
  If both cockpit slots are destroyed, or there is no surviving warrior 
  to take over the primary pilot position, the QuadVee is considered 
  destroyed per the standard game play rules for cockpit destruction. 
  QUADVEE CONSTRUCTION RULES
  QuadVee follow all the same construction rules as four-legged 
  ’Mechs, with the following additions and modifications:
  Robotic and Drone Systems (Multiple Eras)
  Introduced: Various (See Rules)
  There are a host of autonomous robotic/drone control systems 
  that cover the gamut from ground units up to massive WarShips. 
  Regardless of their name or era of deployment, the systems discussed 
  here all fall under the broad category of “robotic control systems”.
  Robotics versus Remotes: Unless otherwise specified, the rules and 
  equipment featured in this section will cover autonomous and semi-
  autonomous robotic units. These differ from the remote-operated 
  systems described under in Tactical Operations (see p. 305, TO), as they 
  are designed to function with little to no human interaction. 
  GENERAL ROBOTIC UNIT GAME RULES
  Rules Level: Experimental
  Available to: Variable (See rules)
  Tech Base (Ratings): Variable (See rules)
  The following rules dictate the baseline functions and rules for 
  all robotic units, specifically those which feature the smart robotic 
  control system (SRCS), the SDS (Caspar) drone control system, the 
  Caspar II advanced SRCS, and the shielded aerospace SRCS. While 
  those specific control systems and equipment—as presented later in 
  this section—may modify these rules based on the unique features of 
  those items, all will derive their core features from these rules. 
  Robotic Independent Command Rules
  Except when otherwise stated in these rules or those of their specific 
  control equipment, robotic units will follow all standard movement, 
  combat, and heat rules applicable to their unit type. However, due to 
  their structured programming, robotic units may not move and attack 
  as intuitively as normal human-controlled units. Instead, most robotic 
  unit actions are dictated by a list of pre-determined events and 
  reactionary orders (see Robotic Independent Command Rules, pp. 149).
  The Robotic Independent Command rules will require that all 
  robotic units determine their Aggression levels at the start of the 
  scenario. A robotic unit’s Aggression level may not be changed 
  afterward, unless such orders are received from a designated Control 
  Unit (see pp. 139-140). If a robotic unit is under the direction of a 
  control unit and is not prevented from receiving commands (such as 
  by hostile ECM), the controlling player may change the robotic unit’s 
  Aggression level during the End Phase of any turn.
  Depending on the nature of control systems in use, a robotic unit’s 
  response to command will take effect either immediately upon its 
  next Initiative Phase, or a full turn afterward.
  Robotic Skill Ratings
  Unlike remote-operated drones, robotic units have their own 
  Piloting and Gunnery Skill ratings, which are determined by the 
  unit’s type and the relative mass it devotes to its robotic control 
  system.  The construction rules for each of the robotic control 
  systems featured in this section include tables to identify the base 
  target numbers for all Gunnery and Piloting/Driving Skills that 
  robotic units may receive, as well as any modifications that may be 
  built in during the unit’s construction.
  
  135
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Since man’s earliest industrial forays into industrialization, 
  there has always been a fascination with technology that was 
  capable of independent operation. Human innovation gave 
  us clockwork automatons which would lead to automated 
  manufacturing robots and from there to predictive response 
  systems that greatly improved passenger vehicle safety. 
  Human imagination would soar beyond these technological 
  limitations to create fictional worlds where technology could 
  create a utopian paradise, or a frightening vision of man 
  subjugated by his technology. The crossing of imagination and 
  innovation would lead to incredible leaps of technology as 
  man spread his wings and took to the stars. 
  Robotic Units
  The evolution of “smart” technology, as it applied to robotic 
  units during mankind’s first steps into outer space, was a far 
  cry from the often feared malevolence of pre-spaceflight 
  speculative fiction, where many writers and thinkers anticipated 
  an apocalyptic “robot revolution”. Rigidly programmed, robotic 
  units filled a wide variety of critical roles as little more than 
  sophisticated drones. Automated search and rescue missions, 
  deep sea and space mining automatons, smart surveillance 
  satellites, and deep space combat fighters, were just a few of 
  the applications for which robots were adapted. 
  Even the most sophisticated robots of the Star League 
  remained truly incapable of independent thought. Despite 
  some of the best approximations of human brain processing 
  possible, these high-tech wonders relied on a fundamental base 
  programming—thought algorithms that could only anticipate 
  so many variables. Nevertheless, the fear of robots run amok 
  prompted the majority of the commercial and industrial robot 
  producers throughout the Inner Sphere to incorporate hard-
  wired “safety programming” intended to render their products 
  harmless to humans. (Military and police robots, of course, 
  were another matter entirely.)
  Star League Space Defense System Drones
  The Terran Hegemony’s Space Defense System (SDS) Network was 
  one of the most advanced technological achievements in history. 
  The brainchild of First Lord Jonathan Cameron, it was conceived as a 
  completely integrated defense network able to defend a system from 
  jump point to planet surface with the minimal use of manpower. 
  Deployed across the Hegemony it was intended to defend the 
  nation from all-out invasion, a reality that would tragically come to 
  pass when Stefan Amaris took command of the system and used it 
  to hold off the power of the SLDF navy for years. At the time of its 
  implementation it met with heavy resistance from the Star League 
  Council members. That the system would be deployed within the 
  Hegemony borders caused significant concern; Cameron allayed 
  these fears by explaining the untried network should be rolled 
  out near their place of manufacture. Once the system was proven 
  reliable, the member state capitals would each get their own SDS 
  system. Many Hegemony worlds already possessed ground-based 
  capital weapon defenses and the first SDS drones took flight in 2695, 
  with the network considered fully operational by 2730. Despite this, 
  it was never rolled out beyond the Hegemony’s borders. 
  The heart of this network was its automated aerospace drones, 
  a mixture of robotic fighters, drone DropShips, space stations and 
  WarShips, including the infamous M-5 Caspar drone. The SDS 
  drones used an ultra-sophisticated artificial intelligence system that 
  allowed it to operate with only a handful of humans monitoring an 
  entire network of drones. When linked by a special battle computer 
  network, the SDS drones became even more fearsome, calling on 
  the digitized skills of the Star League’s best admirals. Using equally 
  automated space stations and space ports, the SDS drones were 
  capable of basic repairs, rearmament and the launch and recovery 
  of sub-units. Typically SDS drones were deployed at a system’s jump 
  points as their primary deployment, with deployment around a 
  system’s primary world done for key worlds of the Hegemony. At 
  Terra this was taken to the extreme with the entire system blanketed 
  by overlapping drones, space stations, control ships, and planetary 
  based capital weapon systems. 
  Jonathan Cameron’s goal of the ultimate protective system 
  was fully realized in the Hegemony’s SDS Network, much to the 
  misfortune of General Kerensky, the SLDF and ultimately the entire 
  Inner Sphere. During the campaign to liberate the Hegemony from 
  Stefan the Usurper, a huge percentage of the SLDF’s naval forces 
  were devastated by the SDS network. 
  Fortunately, or unfortunately, what we know of the network today 
  is mostly limited to battle ROM recordings and eyewitness accounts. 
  After liberating Terra, Kerensky set out to destroy the entire SDS 
  Network and all records associated with it. His purge left little behind 
  and has all but ensured the system will never be rebuilt. 
  The M-Series Drones
  The M-series drones would make up the vast majority all SDS 
  drones produced. Few other drone models were produced and 
  those rarely made it out of prototype stage with none surviving 
  the Amaris Civil War. This includes the DropShip and smaller 
  experimental prototypes constructed by Amaris’s scientists. This 
  attempt to build out the existing SDS network was essentially 
  unsuccessful, accounting for only a handful of kills in the final 
  campaign to liberate Terra. 
  The M-5 drone was the most famous and successful of the 
  Star League’s SDS drones, but it was not the only one. Below is an 
  overview of the eleven unit classes that made up this series.
  M-1: The original proof-of-concept drone used an Ares Mk VII 
  Attack Craft hull as its base. Equipped with a slightly smaller engine 
  and comparable firepower, the M-1 saw its first test flights in 2692. 
  It saw moderate use until the development of the BlackWasp series 
  drone fighters. While the robot brain of the BlackWasp was not as 
  sophisticated, it proved more versatile. There were no M-1s in service 
  by the time of the Amaris coup.
  M-2: The second SDS Drone used the 1,800 ton Hector hull to test 
  larger scale deployments. After the friendly fire episodes involving 
  the M-2 drones, the Hegemony scrapped it in favor of focusing on 
  the larger M-3.
  M-3: Based on the Pentagon DropShip, the M-3 was the first SDS 
  Drone to see wide scale deployment. The M-3 proved the viability 
  of the SDS drones and would see service alongside the larger M-5 
  through the life of the SDS network. The last M-3s were destroyed 
  during the Kerensky’s final approach over Terra. 
  M-4: The first WarShip SDS drone used aging Baron-class hulls 
  refitted with drone controllers. Intended only as a proof of concept, 
  the last of the ten M-4s built was scrapped in 2735. 
  MAN’S NEVER-ENDING DREAM FOR ARTIFICIAL LIFE
  
  Regardless of Aggression levels, a robotic aerospace unit will not make 
  use of high-G maneuvers if it has a current SI value of 1. As long as the 
  unit’s SI is 2 or more, a robotic aerospace unit at an Aggression level of 
  “Aggressive” can always execute high-G maneuvers. If the unit is at an 
  Aggression level of “Neutral”, it may only execute high-G maneuvers when 
  there are targets within the unit’s weapons range. A robotic aerospace 
  unit set to a “Defensive” Aggression level may only use high-G maneuvers 
  when there are targets within its weapons’ Short range bracket. 
  Restricted Terrain/Environments: In addition to the normal terrain 
  restrictions for their unit types, robotic units may suffer further terrain 
  and environmental restrictions due to the restrictive programming that 
  guides their actions. These added restrictions are described below. If a 
  robotic unit is forced into environmental conditions or terrains outside 
  of its normal or robotic limitations and is not destroyed, the unit will 
  shut down for the remainder of the scenario. 
   • BattleMechs: Robotic BattleMechs may not operate on the 
  Low Altitude Map, High Altitude Map, or Space Map. Robotic 
  BattleMechs may not be deployed via combat drop, orbital 
  drop, or perform space drops. 
   • Combat Vehicles, Support Vehicles and IndustrialMechs: For 
  the most part, all of these robotic unit types may not operate 
  on the Low Altitude Map, High Altitude Map, Space Map, or 
  Underwater. As special exceptions, robotic combat and support 
  vehicles built as submarines can function normally underwater, 
  while robotic support vehicles built as airships, fixed-wing aircraft, 
  and VTOLs may fly with the standard airborne terrain restrictions 
  of their non-robotic equivalents. Robotic satellites may only 
  operate in space, above the atmospheric interface layer.
   • Conventional Fighters: Robotic conventional fighters receive 
  no additional restrictions over their non-robotic equivalents.
   • Aerospace Fighters and Small Craft: Robotic aerospace 
  fighters and small craft will not use the Aerospace Units on Ground 
  Mapsheets rules (see pp. 91-92, TW) except when attempting 
  to take off or land. Robotic aerospace units will not purposely 
  cross the Interface layer between space and high atmosphere 
  (see p. 78, TW). If a robotic aerospace unit operating in space is 
  Note that robotic ’Mechs have a much higher Piloting Skill 
  target number than other robotic unit of equivalent control system 
  sophistication. This stems from the lack of human pilots and the 
  neurohelmet input that is so vital to their balancing systems and fine 
  motor control. Special Piloting modifiers that might augment this 
  Skill—such as the –2 modifier for quadruped ’Mechs—will apply to 
  the robotic unit’s Piloting target numbers as normal.
  Robotic Initiative
  Because of their limited battlefield awareness and non-existent 
  sense of intuition, most robotic units will resolve their Initiative rolls 
  as a separate force from any other human-operated units (including 
  remote-controlled drones). This makes all robotic units attached to a 
  given force the equivalent of an independent force, separate from—
  and usually slower than—its human masters.
  If multiple robotic unit types (such as Caspar II drones and units 
  using basic SRCS equipment) are present, the robotic units may need 
  to make even more segregated Initiative rolls to handle the different 
  control system types.
  Movement and Terrain Restrictions
  Robotic units move in accordance with the standard rules for their 
  unit type, with the following additional restrictions:
  Physical Attacks: Robotic units cannot deliberately perform 
  physical attacks, such as ramming, charging, pushing, punching, 
  and kicking, unless such actions are specifically called for by an 
  Event Order under the unit’s Independent Command Rules (see 
  pp. 149-153). 
  High-G Maneuvers (Robotic Aerospace Units): Depending on 
  the robotic aerospace unit’s current Aggression level, such units 
  may use high-G maneuvers during combat, even if it means possible 
  damage to the unit’s structural integrity (see p. 78, TW). Robotic 
  aerospace units never have to roll to avoid pilot damage when 
  executing a high-G maneuver, but will need to make any required 
  Control Rolls to check for SI damage.
  M-5: The M-5 SDS drone was a ground-up robotic WarShip based mainly 
  on the Lola-class destroyer. The pinnacle of SDS drone capability, these 
  Caspar-class drones would become the stuff of legends and nightmares.
  M-6: This drone was a failed attempt to outfit a Texas battleship with 
  an SDS control system. The size of the ship proved too daunting to wire 
  with the advanced control systems and the only prototype was destroyed 
  when it slammed itself into Pluto. 
  M-7 and M-8: Much smaller cousins to the M-9, these SDS stations 
  were fully unmanned, lightly armed and served as repair and refit stations 
  for robotic fighters and SDS drones throughout the Hegemony.
  M-9: Rarely referred to by its M-series designation, the Pavise SDS 
  Battlestation was the largest SDS system ever deployed. 
  M-10: Using refitted Titan hulls, this little seen SDS drone was used 
  for deploying or transporting large formations of robotic fighters into 
  combat. Few were built as the effort to refit the DropShips to drone 
  controls was not usually worth the effort and standard carrier DropShips 
  were used to deploy ASF drones. 
  M-11: The success of the part-drone, part-human M-9 would lead to the 
  M-11. Dubbed the Da Vinci-class, the M-11 would be the most advanced 
  drone system ever produced and would allow a skeleton crew to service 
  drones and remote stations across the Hegemony without the need for 
  costly yard time. The existence of the M-11 was not discovered until the 
  late thirty-first century; previous reports mistook these vessels as standard 
  Newgrange-class YardShips, upon which the concept was being tested. 
  Word of Blake SDS Network
  When Kerensky dismantled the Hegemony’s SDS network, he 
  destroyed the pinnacle of artificial intelligence. The purge extended 
  beyond just the SDS system and reached out to try and wipe away any 
  technology that was based on the SDS system’s advanced intelligence. 
  His efforts proved to be incredibly effective, and when he departed 
  the Inner Sphere virtually nothing remained to point the way to how 
  to rebuild the infamous network. Not even the organization that 
  would become ComStar retained enough information to duplicate 
  the system. It is believed that Jerome Blake fully supported and was 
  instrumental in Kerensky’s efforts to destroy the network. 
  In the centuries since Kerensky’s exodus, other realms 
  attempted to build SDS systems, based on the simpler robotic and 
  remote-controlled units, but none of these could ever match the 
  technological perfection of the Terran Hegemony’s network. That 
  was, of course, until the thirty-first century, when the Word of Blake 
  came very close.
  MAN’S NEVER-ENDING DREAM FOR ARTIFICIAL LIFE (CONTINUED)
  
  137
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  of ammunition types the unit will use in advance, changing 
  munitions types only on a ton-by-ton basis.
  Heat: Robotic units that track heat will operate within certain 
  predefined limits intended to maximize their survivability and 
  effectiveness. These heat limits will be defined by the robotic unit’s 
  type as well as its current Aggression level (see Heat Management 
  Decision Tree, p. 159).
  Heat from external sources (such as fire, flamers, and plasma 
  weapons) is not counted against the unit’s general heat 
  restrictions, but may force a robotic unit into higher heat levels 
  than normally permitted by its programming. Any heat-tracking 
  robotic unit that ends its turn with more than 14 points of excess 
  heat may perform no other action in the following turns beyond 
  basic movement at a Walk/Cruise/Safe Thrust rate, until its heat 
  levels have returned to 0. 
  Pilot/Crew Damage
  Because they lack an actual crew, robotic units do not need 
  to make Consciousness checks when they suffer critical hits that 
  would ordinarily wound or stun their pilots and crews. Instead, 
  any time a robotic unit suffers a critical hit that would stun or 
  wound its pilot/crew, the unit will suffer a temporary disruption 
  that applies a +1 target modifier to all Piloting and Gunnery 
  actions during the following turn. (This modifier does not stack if 
  more than one stun or wound effect occurs in the same turn, and 
  will only persist for 1 turn in such an event.)
  If a robotic unit receives a critical hit that would kill its pilot or 
  crew (including the destruction of the unit’s cockpit location), the 
  critical hit destroys the unit’s operating systems, knocking the 
  unit out of commission for the remainder of the game. The unit is 
  treated as if it has suffered a destroyed cockpit or killed crew, and 
  removed from play.
  Hazardous Environments, Heat, and High-G Maneuvers: 
  Robotic units ignore all pilot damage that would otherwise be 
  sustained from overheating or hazardous environments. Robotic 
  aerospace units are immune to any pilot damage effects for 
  high-G maneuvers (see p. 78, TW).
  Electronic Warfare and Interference
  Even though they are designed to operate independently, 
  and are directed by on-board programming that requires little 
  to no actual communications, many robotic units are susceptible 
  to electronic warfare and other significant interference effects 
  via their sensory equipment. For these units, sensory overload 
  caused by electronic interference can have an unpredictable 
  effect, based largely on the nature of the unit being affected.
  For ground-based robotic units, including all mobile structures 
  and buildings, hostile ECM fields of any kind—including attacks 
  from hostile Haywire Narc pods, ECM systems of all types, or 
  electromagnetic pulses from any source (EMP mines, nuclear 
  weapon attacks, EMI terrain conditions, and so forth)—all create 
  interference powerful enough to affect the unit. 
  For robotic aerospace units (including space stations, but not 
  including airborne mobile structures), ground-based ECMs have 
  no effect, but EM pulses from nuclear weapons detonated in 
  atmosphere, hits from ASEW missiles, and all ECM systems used 
  by other aerospace units while the electronic warfare rules in 
  Strategic Operations are in play (see pp. 110-113, SO), will produce 
  effects powerful enough to cause them interference. 
  When a robotic unit is exposed to an electronic interference 
  source that can affect it, the robotic unit’s controlling player 
  must roll 1D6, and consult the Robotic Electronic Interference 
  Effects Table.
  forced through the Interface layer and into the atmosphere 
  for any reason (such as gravity or a failed Control Roll), it 
  will attempt to land at the nearest friendly landing field. If 
  no friendly field is available, the unit will attempt a landing 
  in the closest clear or water terrain not occupied by other 
  units or buildings. Once landed, a robotic aerospace unit 
  will deactivate. A robotic aerospace fighter or small craft 
  that begins play within an atmosphere will never attempt to 
  climb beyond the Interface layer. 
   • DropShips: Robotic DropShips will not use the Aerospace 
  Units on Ground Mapsheets rules (see pp. 91-92, TW) except 
  when attempting to take off or land. 
   • JumpShips, Space Stations, and WarShips: Robotic 
  JumpShips or space stations that cross the Interface layer 
  into an atmosphere for any reason will cease all offensive 
  operations, and use all available Thrust to attempt a return 
  to space. If unable to return to space, robotic JumpShips and 
  space stations will use all available Thrust to attempt a crash-
  landing in the nearest major body of water or clear terrain not 
  occupied by other units or buildings.
  Robotic Non-Combat Units
  Robotic units built as non-combat units (such as IndustrialMechs 
  and commercial vehicles) are not designed to engage in hostile 
  actions; their programming is limited to performing specific 
  operations such as mining, harvesting, or surveillance. In 
  compliance with universally recognized laws on drones and 
  robotics, these units feature safety protocols specifically designed 
  to avoid causing damage to personnel and property, while also 
  preserving the robotic unit’s own functionality.
  To reflect this, any time a robotic non-combat unit is attacked 
  in any fashion, it will signal an alert to its human control unit (if 
  any), and attempt to retreat from the field as a crippled unit under 
  the Forced Withdrawal rules. If unable to escape the field, the 
  threatened robotic unit will shut down. 
  Using Weapons and Equipment
  Although robotic units have no crew for game play purposes, 
  they may operate any and all mounted weapons in accordance 
  with the unit’s rules, and will never suffer modifiers for operating 
  any weapons, sensors, or communications equipment with 
  insufficient crew. This even extends to the use of advanced 
  sensors rules as found in Strategic Operations (see p. 117, SO). 
  Other specialty equipment that requires additional crew to 
  operate—such as MASH units, field kitchens, and the like—may 
  be mounted on robotic units, but these items cannot be operated 
  without outside assistance or on-board “passengers”. An exception is 
  the Advanced Robotic Transport Bay System (see p. 147).
  Ammunition: Robotic units may carry any legal ammunition for 
  their on-board weapons, but cannot switch between them at will. 
  Instead, all ammunition assigned to a weapon must be expended 
  in a set sequence, based on its placement on the unit’s record sheet, 
  beginning with the ammunition slot located in the most upper-left 
  position on the sheet, and continuing to the ammunition slot in the 
  most lower-right position on the same sheet.
  For example, a robotic BattleMech with autocannon 
  ammunition in its left arm and left torso will begin firing 
  ammunition from the ammo slot in its left arm first, and will 
  only begin to expend rounds from the left torso ammo slot 
  when all shots in the left arm are exhausted (or is otherwise 
  rendered unavailable). 
  When in doubt as to what ammunition slots feed what 
  weapon, the controlling player must determine the sequence 
  
  These boarding actions follow the rules found in Tactical Operations and 
  Strategic Operations as appropriate to their unit type (see pp. 199-207, 
  TO and pp. 36-38, SO), but with the following additions and exceptions. 
  Robotic units cannot initiate boarding actions.
  When resolving any boarding actions against a robotic unit, the ro-
  botic unit receives a Marine Point value that reflects its closed control 
  systems, lack of standard crew passages, and fixed internal defenses 
  including small arms and self-sealing con-
  tainment sections. These base Marine Point 
  values, shown in the Robotic Unit Base Ma-
  rine Points Table, are determined based on 
  the robotic unit’s type, its control systems, 
  and the amount of control tonnage it has 
  devoted to the equivalent number of crew-
  men (factored as steerage-class quarters for 
  the crew and gunners a manned unit would 
  need; this latter detail is further described in 
  the construction rules for each robotic con-
  trol system covered in this section.)
  If any human passengers are being 
  carried by a robotic unit that is being 
  boarded, those passengers may add to 
  this base Marine Point value to augment 
  the unit’s defense. Any robotic unit that 
  can be targeted by a boarding action 
  must note its final Marine Point value on 
  its record sheet prior to the start of play.
  Note that if a robotic unit is shut down 
  at the time it is being boarded, the robotic 
  unit is treated as if it has a Marine Point 
  value of 0 (plus any Marine Points added 
  by human passengers).
  Any successful boarding action that 
  eliminates the robotic unit’s defenders will 
  prompt the robotic unit to shut down. A 
  unit shut down by boarding action cannot 
  be restarted during the same scenario, 
  but may be salvaged and used by the 
  capturing force later (presuming it is not 
  destroyed in the process, and does not 
  have and employ a booby trap device).
  Fighter Squadrons: Robotic aerospace 
  fighters may be combined into squadrons, 
  as long as they are of identical control 
  system types (so robotic aerospace 
  fighters may not be grouped together into 
  squadrons with remote-operated drones 
  or 
  human-controlled 
  units; 
  likewise, 
  robotic aerospace units employing basic 
  SRCS cannot be combined into squadrons 
  with robotic aerospace units using 
  shielded aerospace SRCS). Though robotic 
  fighters of different Skill ratings may be 
  combined, the entire squadron always 
  receives the worst (highest) base target 
  numbers of all its component members 
  for its Gunnery and Piloting ratings.  
  Players choosing to field robotic 
  fighters in squadrons must arrange these 
  squadrons prior to the start of play; 
  Special Conditions
  The following special rules govern robotic units when such events 
  occur in the course of their operation.
  Boarding Actions: Any unit type that may normally be targeted by 
  a boarding action (including large naval vessel support vehicles, small 
  craft, DropShips, JumpShips, space stations, and WarShips) may even 
  be targeted for such actions if they are operating as a robotic unit. 
  ROBOTIC ELECTRONIC  
  INTERFERENCE EFFECTS TABLE
  Roll
  Effects (by Robotic Unit Type)
  1-4
  Non-aerospace units shut down for 3 turns, restarting in the Movement Phase of the 
  fourth turn. If still within an interference effect upon reactivation, unit executes Forced 
  Withdrawal and may not return, even if it escapes the interference effect.
  Aerospace units suffer +1 target modifiers to Gunnery and Piloting Skill checks (+2 if 
  the ECM source is a hostile WarShip). Effect lasts 1 turn, after which the unit must check 
  again if still within an interference area.
  Mobile Structures and Buildings suffer no effects.
  5
  Non-aerospace units continue to move in the direction of their last heading, at the same 
  speed as their last movement rate, for the next 3 Movement Phases, but may take no other 
  actions in that time. If this movement places the unit in illegal terrain, the unit crashes into 
  it and becomes immobilized within the first illegal hex, suffering damage as if it fell into the 
  new terrain from the hex before it. 
  If any other units or buildings lie in the path of a non-aerospace unit’s movement, 
  check for collision by rolling a charge/ram attack for the unit, with a +4 to-hit modifier. 
  A missed charge/ram attack simply indicates that the unit’s “target” was able to sidestep, 
  and the robotic unit passed without contact. After 3 turns, the unit returns to normal.
  Aerospace units may not expend Thrust or take any other actions for 1 turn, and thus 
  drifts at its current heading and velocity). If in atmosphere or within a map area affected 
  by gravity, the unit will also drop 1 High-Altitude Map hex row toward the ground (3 
  altitudes on the Low-Altitude Map), crashing if they are reduced to (or below) the ground 
  heax row/altitude. After 1 turn, the unit returns to normal.
  Mobile Structures and buildings shut down for 1D6 ÷ 2 turns (round up), restarting 
  in the Movement Phase of the turn after that. The unit returns to normal operations 
  upon restarting.
  6
  All units except for mobile structures and buildings will berserk on this result. While 
  berserk, the unit closes on the nearest active unit—friend or foe—and attacks it with all 
  available weapons (even attempting to ram the target, if the robotic unit is unarmed), 
  ignoring heat effects. The unit remains in this state as long as it is still exposed to the 
  interference effect that triggered this result, or until the unit is destroyed. If a berserking 
  unit destroys its target, it will immediately seek out another.
  Mobile Structures and buildings shut down for 1D6 ÷ 2 turns (round up), restarting 
  in the Movement Phase of the turn after that. The unit returns to normal operations 
  upon restarting.
  ROBOTIC UNIT BASE MARINE POINTS TABLE
  Robotic Control System Type
  Small Craft
  Satellite
  Large Craft*
  Crew / Gunners**
  Smart Robotic Control System (SRCS)
  1
  1
  3
  +0.5 / +0.25
  Shielded Aerospace SRCS
  1
  1
  3
  +0.5 / +0.25
  SDS (Caspar) Drone Control System
  4
  NA
  10
  +1 / +0.5
  Caspar II Advanced SRCS
  2
  NA
  5
  +1 / +0.5
  *Includes DropShips, JumpShips, Space Stations, WarShips, and Large Naval Support Vehicles, where applicable.
  **Per 7 tons of control systems devoted to equivalent Crewmen/Gunners (see construction rules), round normally.
  
  139
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Control Units
  Friendly human-operated units may be designated as Control 
  Units for friendly robotic units prior to the start of a scenario. 
  Unlike control units for remote-operated drones, robotic Control 
  Units need not maintain constant communication with their 
  drones. Instead, Control Units need only relay periodic commands, 
  whenever they are needed to modify the robotic units’ behavior.
  Control Unit Requirements: Any unit weighing 200 tons or 
  less in total mass must have functioning sensors and at least 3 
  tons of communications equipment, a C3 command computer, 
  an improved C3 computer, or a cockpit command console, in 
  order to act as a robotic Control Unit. Units so equipped can 
  send 1 command to robotic units per turn for each such piece 
  of equipment possessed (to a minimum of 1 command sent per 
  turn). For example, a BattleMech that features both a cockpit 
  command console and an improved C3 computer would be able 
  to send 2 commands to friendly robotic units per turn.
  For mobile structures, buildings, and all other units weighing 
  over 200 tons—including Support Vehicles and all types of large 
  spacecraft—the unit need only possess functioning sensors and 
  advanced (military-grade) fire control systems, or a minimum 3 
  tons of communications equipment. Units so equipped can send 
  1 command per turn for every firing arc the unit possesses. An 
  additional 2 commands per arc may be issued if the unit possesses 
  a small Naval Comm-Scanner Suite, or 3 commands per arc if the 
  unit possesses a large Naval Comm-Scanner Suite (see pp. 332-
  333, TO). Thus, a spheroid DropShip lacking NCSS equipment, 
  could send up to 6 commands to friendly robotic units per turn 
  as a robotic Control Unit, while a WarShip with a large NCSS could 
  relay up to 32 commands per turn to friendly robotic units (4 per 
  arc x 8 firing arcs).
  Relaying Commands: Robotic Control Units relay their 
  commands during their Weapon Attack phase, and may only 
  relay commands to friendly robotic units within their line of sight. 
  If the Control Unit is ground-based, it may relay commands to 
  robotic units up to 80 kilometers away (approximately 160 map 
  sheets, or 2,667 hexes); if the Control Unit is an aerospace unit, 
  its maximum relay range is 3,000,000 kilometers (approximately 
  166,667 space hexes).
  Each robotic Control Unit may only relay 1 command to a 
  given friendly robotic unit at a time, and a robotic unit may only 
  receive 1 command per turn from a designated Control Unit. For 
  the purposes of these rules, robotic aerospace units arranged into 
  fighter squadrons are treated as a single robotic unit; all other 
  robotic units must be commanded one at a time. Commands 
  relayed to friendly robotic units do not take effect until the start 
  of the turn after the command was relayed.
  If the Control Unit weighs less than 200 tons, sending 
  commands prevents the unit from executing any other weapon 
  attacks unless the unit is doing so via a cockpit command 
  console or dedicated communications equipment; units relaying 
  commands via C3 equipment alone cannot relay commands and 
  execute weapon attacks at the same time. For all other unit types, 
  every 4 robotic commands relayed (rounded up) reduces the 
  unit’s ability to use one of its weapon arcs in the same turn.
  Special Equipment: Control Units equipped with an 
  Autonomous Tactical Analysis Computer (ATAC) or Direct Tactical 
  Analysis Control (DTAC) system relay commands differently. See 
  the rules for those items to determine their additional impact on 
  relaying commands as a robotic Control Unit.
  Legal Commands: Only four commands can be issued to 
  a robotic unit by a Control unit: Activate, Shut Down, Change 
  Aggression Level, and Designate Priority Target:
  robotic fighters cannot form up into squadrons, or break off from 
  squadrons during the course of the scenario. 
  In all other respects, robotic fighter squadrons follow the 
  standard rules and restrictions for fighter squadrons (see p. 27, SO).
  Human Controls: Most robotic units featuring a SRCS may not 
  be operated by human crews. Robotic ’Mechs, combat vehicles, 
  fighters, small craft and satellites possess no interface controls, 
  and may not be modified for human operation without a 
  complete refit that includes the replacement of the unit’s cockpit 
  and control systems.
  Robotic support vehicles, DropShips, WarShips, and space 
  stations, however, do possess rudimentary “maintenance” controls 
  that allow basic operations by a skeleton crew. When these robotic 
  units are operated by human crews, the robotic unit may function 
  as a normal unit of equivalent type and does not have to follow the 
  Robotic Independent Command Rules. While under human control, 
  the robotic unit uses the base Gunnery and Piloting Skills of its 
  human operators, but applies a +2 target modifier to all Piloting Skill 
  rolls, and a +4 target modifier for all Gunnery Skill rolls. A robotic unit 
  operating under direct human control in this fashion also may not 
  move or accelerate faster than its current Cruise/Safe Thrust. 
  Hyperspace Travel: Robotic units—including JumpShips 
  equipped with robotic control systems—are unable to initiate 
  hyperspace travel without outside intervention. To transit 
  through hyperspace, a human crew must generally board a 
  robotic JumpShip (or stow the robotic units within a human-
  crewed JumpShip for travel), and then “drive” the vessel through 
  hyperspace normally with all robotic control systems deactivated 
  for the duration of the process (see pp. 88-89, SO). Once the jump 
  is completed, the crew then reinitializes all robotic control systems 
  before departing, at which point the units’ Aggression levels are 
  set and they may resume operating normally.
  Robotic units attached or loaded within a robotic or drone 
  JumpShip may not detach or launch without a command from a 
  designated Control Unit.
  If, for any reason, a robotic unit undergoes hyperspace transit 
  without first being deactivated, resolve the effect as though the 
  unit were an aerospace unit exposed to electronic warfare, but 
  apply a +3 modifier to the 1D6 roll. A result of 6 or more is treated 
  as a 6. All effects of hyperspace travel on robotic units persist until 
  the unit is shut down or destroyed.
  Shutdown Robotic Units: A robotic unit that shuts down 
  while on the ground becomes an immobile unit. Robotic VTOLs 
  and WiGEs while airborne will crash to the ground in the following 
  turn’s Movement Phase. Robotic units that shut down while in 
  space will drift at their current heading and velocity, and will 
  automatically fail any required Control Rolls.
  All other airborne robotic units that shut down while operating 
  in the Space/Atmosphere Interface, atmospheric rows, or ground 
  row of hexes on the High-Altitude Map (or while operating at 
  any altitude of the Low Altitude Map), will fall 1 hex per turn of 
  inactivation (or 3 altituds, if the Low Altitude Map is in play). If 
  there is more than one possible hex the falling unit may enter, 
  determine which hex the unit falls into randomly. Shutdown 
  airborne units begin to fall during the aerospace Movement 
  Phase of the turn following their shutdown. If it falling unit enters 
  a Ground Hex on the High-Altitude Map, or Altitude 0 on the Low-
  Altitude Map, the unit crashes.
  If a robotic unit is not destroyed and can be reactivated later, it 
  will resume normal operation.
  Shutdown robotic units that may be targeted by boarding 
  actions have an effective Marine Point value of 0, for purposes of 
  Boarding Actions (see above). 
  
  set in advance of their deployment. The main drawback to these 
  independent robotic units, which greatly limited their military 
  application, was their susceptibility to ECM, combined with 
  programming that proved too rigid to adapt to a rapidly changing 
  battlefield environment.
  Although a smart robotic control system (SRCS) could be installed 
  in virtually any type of vehicle, the technology was most commonly 
  mated with aerospace units, which operated far from significant 
  terrain variables, and the risk to civilian populations and property 
  was vastly reduced. In the commercial sector, may firms still produce 
  robotic control systems for the civilian and industrial use, but the 
  technology fell out of use in the military sector following the collapse 
  of the Star League, and did not return to significant use until the years 
  leading up to the Word of Blake’s Jihad.
  Smart Robotic Control System (SRCS) Game Rules
  Rules Level: Advanced 
  Available to: BM, IM, CV, SV, CF, AF, SC, DS, JS, SS, MS, Buildings 
  Tech Base (Ratings): Inner Sphere (C/DXFF), Clan (C/XFFF) 
  Units equipped with the basic smart robotic control system (SRCS) 
  presented here follow all general robotic unit game rules described 
  on pp. 134-141, with the specific modifications noted below.
  Changing Aggression: If a Control Unit directs a unit operating 
  with a SRCS to change to a new Aggression level, the change will not 
  take effect until after the second Initiative Phase following the End 
  Phase in which the order was given. During the intervening turn, the 
  robotic unit will maintain its previous Aggression level.
  Initiative: Robotic units operating with an SRCS must resolve 
  their Initiative rolls separately from all human-operated units, remote 
  drone units, and even other friendly robotic units that use a Caspar or 
  Caspar II control system. Only other friendly robotic units using either 
  the basic SRCS or the shielded aerospace SRCS may share the same 
  Initiative roll, which receives a modifier of –4, regardless of how many 
  such units are combined. 
  Hyperspace Travel: Although not as unstable when exposed to 
  hyperspace as more sophisticated AI systems, robotic units equipped 
  with a basic SRCS are still overwhelmed by the sensory and data 
  surge that accompanies a jump through hyperspace. Any robotic 
  unit driven by a basic SRCS that goes through a K-F jump without 
  first being deactivated will arrive at the destination point in a shut 
  down state, and will need to be restarted by orders from a friendly 
  command unit or boarding action.
  Smart Robotic Control System (SRCS) Construction Rules
  For all units weighing less than 10 tons in total mass, the robotic 
  control system adds no weight beyond that of the unit’s existing 
  control systems. 
  For units 10 tons and over, the SRCS adds extra weight to the basic 
  cockpit and/or control systems already installed on the unit. This 
  additional weight is determined as a percentage of the unit’s total 
  weight (or, in the case of JumpShips, the unit’s remaining weight after 
  the installation of its K-F drive), as shown in the Smart Robotic Control 
  Systems Table. Also shown in the table are the Gunnery and Piloting/
  Driving Skills the unit will receive, based on the percentage of the 
  unit’s mass spent on the SRCS.
  For mobile structures and static buildings designed to use a 
  SRCS, assign steerage-class crew quarters for the minimum required 
  crew needs of a manned version of the same unit. This tonnage is 
  considered to be the unit’s SRCS instead.
  Improvements: Robotic BattleMechs, combat vehicles, aerospace 
  fighters, small craft, DropShips, JumpShips, and space stations  may 
  improve their Gunnery and Piloting Skill numbers (by 1 point each) by 
  assigning an additional 2 percent of the unit’s total mass (or leftover 
   • Activate: Activates a robotic unit that has been shut down by a 
  previous shutdown command or a hyperspace jump effect. The 
  robotic unit will activate at the start of the next combat turn.
   • Shut Down/Prepare for Boarding: Deactivates an active 
  robotic unit. The robotic unit will shut down at the start of the 
  next combat turn. If in space, the unit will continue drifting 
  along its previous course and velocity. If in flight where gravity 
  has influence, the unit will begin to fall toward the ground at a 
  rate of 1 High-Altitude Map hex per turn (or 3 Low-Altitude Map 
  heax row/altitude per turn), and will crash if they reach ground 
  hex row/altitude in this fashion. Unless otherwise noted, shut 
  down robotic units that can be boarded also deactivate their 
  internal defenses, and thus have a base Marine Point value of 0.
   • Change Aggression Level: This command allows the Control 
  Unit to change the robotic unit’s Aggression level. When 
  issuing the command, the controlling player simply announces 
  the new Aggression level for the unit. The new Aggression level 
  takes effect at the start of the following turn.
   • Designate Priority Target: Designating a priority target 
  overrides the robotic unit’s normal target selection process 
  as outlined in the Robotic Independent Command Rules (see 
  pp. 149-153), and makes the new target the robotic unit’s top 
  priority for all attacks, starting in the next turn. Once the priority 
  target is destroyed, the robotic unit returns to its normal target 
  selection process via the Robotic Independent Command Rules.
  SMART ROBOTIC CONTROL SYSTEM (SRCS)
  Introduced: Early spaceflight
  Truly robotic drones date back to the earliest years of Terran 
  spaceflight. Moving beyond remote-controlled technologies 
  of the day, these units were capable of independent operation 
  via a structured set of pre-programmed commands. While not 
  truly intelligent in any fashion, these units used sophisticated 
  “smart” software to resolve actions based on specific parameters 
  PH 
  JJ
  Word of Blake Tiamat DropShip automated with Caspar II artificial intelligence.
  
  141
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Initiative rolls separately from all human-operated units, remote 
  drone units, and even other friendly robotic units that use a 
  Caspar or Caspar II control system. Only other friendly robotic 
  units using either the shielded aerospace SRCS or the basic SRCS 
  may share the same Initiative roll, which receives a modifier of –4, 
  regardless of how many such units are combined. 
  Electronic Warfare: As aerospace units, robotic units using 
  a shielded aerospace SRCS are unaffected by ECM mounted 
  on ground units. If the electronic warfare rules from Strategic 
  Operations are in play (see pp. 110-113, SO), these robotic units 
  receive the equivalent benefits of having a Guardian ECM suite, 
  even if they do not actually possess such equipment. This, in turn, 
  enables the shielded aerospace units to make use of the advanced 
  ECM and ECCM rules found there.
  Hyperspace Travel: Although not as unstable when exposed 
  to hyperspace as more sophisticated AI systems, robotic 
  units equipped with the shielded aerospace SRCS are just as 
  overwhelmed by the sensory and data surge that accompanies 
  a jump through hyperspace as units using the standard SRCS. As 
  such, a robotic unit driven by a shielded aerospace SRCS that goes 
  through a K-F jump without first being deactivated will arrive at the 
  destination point in a shut down state, and will need to be restarted 
  by orders from a friendly command unit or boarding action.
  mass on JumpShips) to their SRCS equipment. This 
  improvement modifier may only be applied once, 
  and the robotic control system must be noted as 
  “Improved” on the unit’s record sheet. For units less 
  than 10 tons in total mass, this same effect is ac-
  complished by spending 1 ton on additional con-
  trol system weight, rather than an added 2 percent.
  Note: If the unit requires weight to be spent 
  on life-support systems (typically represented as 
  crew quarters or cockpits), the drone unit is not 
  exempt from this requirement (see Add Control/
  Crew Systems pp.188, TM and pp. 149, SO), as 
  such systems reflect a mix of accommodations 
  for any short-term maintenance crews to work 
  in, or necessary heating, cooling, and ventilation 
  required of the unit’s computers and electronics. 
  This tonnage is also required to help identify the 
  robotic units Marine Point values in the event the 
  unit is targeted by boarding actions.
  SHIELDED AEROSPACE SMART 
  ROBOTIC CONTROL SYSTEMS
  Introduced: 2755 (Terran Hegemony) 
  Extinct: 2780 (Inner Sphere), circa 2850 (Clans) 
  Recovered: 3077 (Word of Blake) 
  To combat the potential dangers of electronic 
  interference, 
  Hegemony 
  scientists 
  debuted 
  a shielded form of the smart robotic control 
  system for use with drone fighters and other 
  small spacecraft during the mid-2750s. While the 
  technology was never adapted for use with ground 
  units, it worked well in conjunction with the SDS 
  networks defending many Terran Hegemony 
  worlds, with notable examples like the Mk 39 
  VoidSeeker series of robotic fighters often working 
  in massed squadrons to take down hostile ships. 
  As part of their efforts to improve the Caspar II 
  Drone system, the Word of Blake was able to du-
  plicate the original Star League era shielding tech-
  nology. They had only just begun experimenting 
  with squadron of Hive-class fighters when Devlin 
  Stone’s allied coalition liberated Terra. Fortunately, Republic sci-
  entists were able to piece together the Word’s research data and 
  began fielding their own prototypes by the late 3080s, allowing for 
  shielded robotic fighters to augment Terra’s defenses once more. 
  Shielded Aerospace Smart Robotic Control System (SA-
  SRCS) Game Rules
  Rules Level: Experimental 
  Available to: AF, SC, SV (Satellites only), and SS
  Tech Base (Ratings): Inner Sphere (D/EXFF), Clan (D/XEEF) 
  The shielded aerospace smart robotic control system (SA-
  SRCS) presented here follows all general rules for robotic control 
  systems described on pp.134-141, with the specific modifications 
  noted below.
  Changing Aggression: If a Control Unit directs a unit operating 
  with a shielded aerospace SRCS to change to a new Aggression 
  level, the change will not take effect until after the second 
  Initiative Phase following the End Phase in which the order was 
  given. During the intervening turn, the robotic unit will maintain 
  its previous Aggression level.
  Initiative: Like standard SRCS-controlled robotic units, those 
  operating with a shielded-aerospace SRCS must resolve their 
  SMART ROBOTIC CONTROL SYSTEMS TABLE
  Unit Type 
  Gunnery
  Piloting/Driving
  Mass*
  IndustrialMech
  7
  9
  5%
  BattleMech
  5
  9
  5%
  Combat Vehicle
  5
  6
  5%
  Support Vehicle
  6
  6
  5%
  Conventional Fighter
  5 
  6
  5%
  Aerospace Fighter
  5 
  6
  5%
  Small Craft
  5 
  6
  5%
  Satellite 
  5 
  6
  5%
  DropShip
  5 
  6
  7%
  JumpShip
  5 
  6 
  10%**
  Space Station
  5
  6 
  7%
  Mobile Structures/Buildings
  5
  6
  †
  Improvement Modifiers
  Standard SRCS (Improved)
  –1
  –1
  +2%††
  Shielded Aerospace SRCS (Improved)
  –1
  –1
  +1%‡
  Shielded Aerospace SRCS (Elite)
  –2
  –2
  +3%‡
  *Round all weights up to the nearest .5 tons.
  **For JumpShips, the mass of the SRCS is based on the free mass left over after assigning tonnage to the 
  vessel’s K-F drive system, rather than the tonnage of the entire vessel (see Advanced Aerospace Units 
  Construction p. 142, SO). 
  †Mobile Structures and Buildings treat all crew quarters required for a manned version of the same unit 
  as the SRCS tonnage instead.
  ††Available only to robotic BattleMechs, Combat Vehicles, Aerospace Fighters, Small Craft, DropShips, 
  JumpShips, and Space Stations; Maximum of 1 SRCS improvement allowed; For units weighing less than 
  10 tons, 1 ton of additional control system weight is required to achieve the same effect.
  ‡Available only to robotic Aerospace Fighters, Small Craft, Space Stations, and Satellite Support Vehicles; 
  Maximum of 1 Shielded Aerospace SRCS improvement (of either type) allowed; Units weighing less than 
  10 tons may only make one improvement (at –1 per Skill) by applying 1 ton of additional weight to the 
  control systems.
  
  mass is devoted to its control system during the unit’s construction 
  (see the SDS Drone Control System Equipment Table, p. 144).
  Initiative: In game play, all SDS drones operate on their own 
  Initiative roll. Even if friendly non-drone units, remote-controlled 
  units, or other (SRCS-based) robotic unit types are in play, all SDS 
  drones will roll their own team Initiative and are counted as a separate 
  force from their allied human-operated units for Initiative purposes. 
  This Initiative roll receives no modifier.
  Movement and Combat Basics: SDS drones may maneuver and 
  make weapons attacks as a human-operated unit, but because they are 
  robotic units, they ignore any pilot damage checks required for making 
  high-G maneuvers, or exposure to hazardous environments of any kind. 
  SDS drones may execute high-G maneuvers at will, regardless of 
  the target’s range or the SDS unit’s current SI value.
  SDS drones may target multiple targets in a turn with a reduced 
  penalty. The first 2 targets a SDS drone attacks in a turn will receive no 
  to-hit modifiers for secondary targeting; the third and all subsequent 
  targets will receive only a +1 to-hit modifier for secondary targeting. 
  SDS drones making evasive maneuvers (see p. 77, TW) only suffer a +1 
  to-hit modifier when making weapon attacks, rather than the usual +2.
  If an SDS drone has received more than three critical hits of any 
  kind (not including destroyed weapons) or has lost more than 50% of 
  its starting weapons (Capital weapons for WarShips), it may conduct 
  ramming attacks (see p. 241, TW), on a Control Roll of 6 or higher. 
  This roll is made at the start of the movement phase and before any 
  movement is made. If the roll is failed, the drone may perform another 
  action per the normal rules. 
  SDS drones may not initiate a hyperspace jump under any 
  circumstances (see below).
  Heat: SDS drones are allowed to overheat during play at the 
  player’s discretion, so long as they do so in accordance with the unit 
  type’s standard rules for heat management.
  Critical Hits: Critical hits against SDS drones that would normally stun 
  or wound the pilot/crew will have no noticeable effect on drones, but 
  must be tracked nevertheless. Once a SDS drone suffers a critical hit that 
  would kill its pilot/crew, that critical hit destroys the drone’s ability to send 
  or receive communications from a friendly unit using an ATAC system. 
  Also at this point, the SDS drone will continue to operate, but no longer 
  does so as part of any larger force of SDS drones. Instead, the drone must 
  make its own individual Initiative roll, with a –2 modifier applied to the 
  result. The distributed nature of their SDS drone control system allows 
  such units to continue operating until destroyed or deactivated. 
  Electronic Warfare: If using the electronic warfare rules in Strategic 
  Operations (see pp. 110-113, SO), SDS drones follow the standard 
  ECM/ECCM rules and ignore the interference effects that can affect 
  other robotic units mounting SRCS-type systems. Furthermore, as a 
  byproduct of its communication systems, the radius of a SDS drone’s 
  ECM zone of effect is increased by 1 additional hex over the normal 
  radius of a unit of equal class. Thus, SDS drone WarShips would have 
  an ECM field that extends up to 3 hexes away, while SDS drone 
  DropShips have a 2-hex ECM radius, and SDS drone small craft can 
  blanket all adjacent hexes in ECM.
  Anti-Ship Electronic Warfare Missiles: If an ASEW missile 
  successfully strikes a SDS drone (see p. 358, TO), the attacking player 
  must roll 2D6. If the result is 12, the SDS drone will shut down for a 
  period of 5 turns, starting with the End Phase in which the unit was 
  struck. After the fifth End Phase of the unit’s shut down, it will restart 
  and function normally.
  On any other roll result, the drone will lose its contact with any 
  connected ATAC unit for a period of 1D6 ÷ 2 turns (round down). Like a 
  SDS drone that has suffered a crew killed effect, SDS-controlled robotic 
  units in this situation will continue to operate, but must roll their own 
  individual Initiative at a –2 result modifier for the duration of this effect. 
  Shielded Aerospace Smart Robotic Control System 
  Construction Rules
  The shielded aerospace SRCS follows the same construction rules 
  used to mount a standard SRCS in any equivalent aerospace unit type. 
  This includes the use the Smart Robotic Control Systems Table (see p. 
  141) to determine the base weight of the robotic controls, and the 
  requirement for steerage-class quarters to be assigned as appropriate 
  for the vessel’s minimum required “crew” and “gunners”, but 
  improvements are handled differently, as described below. Shielded 
  aerospace SRCS equipment can only be installed on aerospace 
  fighters, small craft, satellite support vehicles, and space stations.
  Improvements: Unlike the basic SRCS, a unit with shielded 
  aerospace SRCS may improve its base Gunnery and Piloting target 
  numbers by as much as –2 each. For an additional 1 percent of unit 
  mass assigned to the control systems, “Improved” shielded aerospace 
  SRCS provides a –1 base target modifier to both skills. To achieve the –2 
  base target modifiers of “Elite” shielded aerospace SRCS instead, apply 
  an additional 3 percent of unit mass to the control systems instead. 
  Robotic units that weigh less than 10 tons in total mass can only 
  improve their base Gunnery an Piloting Skills by 1 point, at a cost of 1 ton 
  of additional control weight (instead of the added 1% described above).
  SDS (CASPAR) DRONE CONTROL SYSTEM (SDS-DCS) 
  Introduced: 2695 (Terran Hegemony) 
  Extinct: 2780 (All)
  Recovered: N/A 
  Amid its efforts to produce a far more flexible, effective, and 
  sophisticated defense network for its core worlds, Star League scientists 
  made astounding breakthroughs in the development of artificial 
  intelligence. Based on the first complete and successful “mental map” 
  of a human brain, these computers were capable of fast and intuitive 
  thinking that easily trumped the structured programming of older 
  robotic control systems. Verging on true sapience, combined with the 
  experience of one of the Hegemony’s greatest naval strategists, the AIs 
  that resulted could out-think all but the greatest military minds of the 
  Star League. When mated with the hulls and firepower of the Terran 
  Hegemony’s Space Defense System (SDS) ships, the “Caspar” drone 
  control system became the pinnacle of Star League technology—and, 
  as fate would have it, its own deadly Achilles’ Heel. 
  While rumors persist of other applications of the Caspars’ 
  underlying AI technology—including predictive analysis computers 
  that allegedly forecasted Stefan Amaris’ coup right down to the very 
  day—the science that made it all possible was tightly controlled by 
  the Hegemony, and lost in the savage fighting between Emperor 
  Amaris and Kerensky’s SLDF. Furthermore, given the fact that even the 
  most perfect artificial intelligence ever created proved easy to turn 
  against its own makers by the mere flip of a switch, few of the realms 
  that survived the Star League’s fall were willing to expend serious 
  efforts in replicating such technology.
  SDS (Caspar) Drone Control System (SDS-DCS) Game Rules
  Rules Level: Experimental 
  Available to: SC, DS, WS, and SS
  Tech Base (Ratings): Inner Sphere (F/EXXX) 
  Units mounting the SDS Drone system operate per the standard rules 
  for their unit type. To reflect their extremely sophisticated intelligence, 
  robotic units driven by a SDS (Caspar) drone control system do not 
  use the Robotic Independent Command Rules. Instead, they function 
  exactly like human-operated units, except as noted below.
  Piloting and Gunnery: Like other robotic units, an SDS drone’s 
  Piloting and Gunnery Skill is determined by its unit type and how much 
  
  143
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  SDS (Caspar) Drone Control System Construction Rules
  SDS (Caspar) drone control systems can only be installed 
  on small craft, DropShips, WarShips, and space stations. The 
  base weight for the control system itself is found using the SDS 
  Drone Control System Equipment Table, which defines the extra 
  percentage of the vessel’s weight that must be added to its 
  standard control system equipment. 
  In addition to this, SDS drones must also devote tonnage to 
  steerage-class quarters for a minimum number of required crew 
  (including officers, gunners, and crew). This represents various 
  automation and internal maintenance support components, as 
  well as access ways and temporary housing for visiting technical 
  teams. To find this minimum “crew support” complement, first 
  consult the appropriate rules for the unit’s class and found in 
  TechManual (for small craft and DropShips; see pp. 188-190, TM) 
  and Strategic Operations (for WarShips and stations; see pp. 149-
  150, SO). After determining the minimum number of crew and 
  gunners for an equivalent human-operated vessel of equivalent 
  type and capabilities, divide that number in half, rounding up to 
  the nearest crewman, to find the number of “quarters” that must 
  be installed on the SDS drone.
  Improvements: As indicated in the SDS Control Systems 
  Equipment Table, applying additional vessel mass to the basic 
  SDS control systems will improve the unit’s Gunnery and 
  Piloting Skills. An improvement may only be applied once per 
  vessel class.
  CASPAR II ADVANCED SMART 
  ROBOTIC CONTROL SYSTEM 
  Introduced: 3064 (Word of Blake)
  Extinct: 3078 (All)
  Recovered: 3082 (Republic of the Sphere)
  Unable to replicate the truly autonomous nature of the Star 
  League’s SDS drone control system, the Word of Blake instead 
  diverted its attention toward substantial improvements in the 
  older smart robotic control systems (SRCS).
  Dubbed the “Caspar II” system, this advanced smart robotic 
  control system created a more suitable combat platform by 
  mating independent command subroutines with human-
  controlled tactical operations. While the resulting system 
  lacked the true autonomy possible with the Star League 
  version, robotic units driven by an advanced SRCS could now 
  adjust their missions on the fly, making them much more 
  effective in a battle. 
  Afterwards, the interference ceases 
  and the SDS drone returns to 
  normal. Additional ASEW missile 
  hits will not change the Initiative 
  modifier or stack its duration of 
  effect on the unit.
  Control Units: SDS drone units 
  may only receive commands by 
  a friendly Control Unit using an 
  ATAC system (see Autonomous 
  Tactical Analysis Computer, p. 145). 
  Human Controls: SDS drones 
  with human internal controls 
  follow the same general robotic 
  unit game rules for direct human 
  operation as SRCS-equipped units 
  (see pp. 140-141).
  Boarding Action: Except for the different base Marine Point 
  value, SDS drones follow the same general robotic unit game rules 
  for boarding actions as SRCS-equipped units (see pp. 140-141).
  Hyperspace travel: The artificial intelligence that drives Caspar 
  drones is extremely sensitive to hyperspace travel, and lacks the 
  resiliency of the human brain to cope with the transit across a K-F 
  jump. As a result, SDS drones that are not properly shut down and 
  carried through a jump by direct human-controlled means almost 
  invariably become disoriented and revert to an almost “feral” self-
  perseveration mode. 
  To reflect this, any time a SDS Caspar drone is not shut down prior 
  to a hyperspace jump, its controlling player must roll 2D6 against 
  a target number of 12 once the unit arrives at its destination. If 
  this roll fails by a margin of 8 or more, the drone will initiate a self-
  destruct sequence upon arrival, and will ignore all commands from 
  outside sources, regardless of affiliation. If the drone fails this roll by 
  a margin of 7 or less, it will instead go “rogue”, and treat all units as 
  hostile, regardless of affiliation. Rogue SDS drones lose all higher 
  command functions and function as a standard robotic unit with 
  an Aggression level of Aggressive. Resolve all actions by a rogue 
  SDS drone using the Robotic Independent Command Rules, but 
  ignore any outside commands by Control Units of all kinds; a rogue 
  SDS Caspar’s rampage unit can only be stopped through the unit’s 
  destruction or a successful capture in a boarding action. If the 2D6 
  roll of 12 is made upon the SDS Caspar drone’s arrival, the unit will 
  simply shut itself down, and can only be restarted by a friendly 
  human boarding party.
  Note that these effects were well known to the creators of 
  the SDS Caspar drones, and as a result, all SDS units equipped 
  with Kearny-Fuchida drives were built with fail-safes specifically 
  designed to prevent a jump with the Caspar’s AI still active. Thus, a 
  functional SDS Caspar drone can never jump while its AI is active. 
  In order to successfully initiate its K-F drive, the Caspar WarShip 
  must first be given a deactivation command from a friendly, 
  human-controlled unit equipped with an ATAC system, and then 
  given a “prepare for boarding” command. A human crew must 
  then board the vessel and manually engage the ship’s K-F drive, 
  before restarting the robotic control systems on the other side.
  Shut Down: SDS drones follow the same rules for shut down 
  as SRCS-equipped robotic units (see pp. 140-141), but with the 
  following exception. The internal defenses of an SDS drones 
  remains active unless the unit has received a valid “Prepare for 
  Boarding” command from a friendly Control Unit equipped with 
  an ATAC system. Thus, shutdown does not alter the Marine Point 
  value of a SDS drone. 
  SDS DRONE CONTROL SYSTEM EQUIPMENT TABLE
  Unit Type
  Gunnery
  Piloting
  Mass*
  Notes**
  Small Craft 
  5 
  6
  5% 
  Additional 2% tonnage will increase skills to 4/5
  DropShip
  5
  6
  4% 
  Additional 4% tonnage will increase skills to 4/5
  Space Station 
  4 
  5
  8% 
  Additional 4% tonnage will increase skills to 3/4
  WarShip†
  4
  5
  6% 
  Additional 4% tonnage will increase skills to 3/4
  *Round all weights up to the nearest applicable weight increment (see p. 184, TM for Small Craft and DropShips and p. 145, 
  SO for Space Stations and Warships).
  **Craft with a standard control system are indicated by the modifier “standard” in front of their equipment listing, while 
  those with upgraded gunnery and piloting are indicated by the modifier “improved”
  †The maximum tonnage an SDS WarShip may be is 800,000 tons
  
  (round down). If the drone was already operating independently, 
  no further effect occurs, beyond the unit being unable to receive 
  commands from its Control Unit during that time frame. If the drone 
  was under direct control at the time of the ASEW attack, the attacker 
  must roll 1D6. If the result is 6, the Caspar II drone will maintain its 
  course and acceleration for the duration of the interference effect, 
  retreating from play if doing so sends it off the edge of the playing 
  area. On a result of 5 or less, the unit will revert to independent control.
  Movement and Terrain Restrictions: Caspar II drones operating 
  independently follow the same rules for movement and terrain 
  restrictions use as standard SRCS drones (see p. 140). 
  If operating under direct command from a human-operated 
  Control Unit using a DTAC system, Caspar II drones will execute all 
  maneuvers commanded by their human operators, but remain 
  subject to all terrain restrictions for their unit type.
  Caspar II Control Units: Caspar II drone units may only be issued 
  commands by a friendly, human-controlled unit equipped with a 
  Direct Tactical Analysis Computer (DTAC) system (see pp. 146-147). 
  Shutdown Caspar II Units: Caspar II drones follow the same 
  rules for shutdown as SRCS-equipped drones (see p. 140), with the 
  following exception. The internal defense systems within Caspar 
  II drones remain active in the absence of a Prepare for Boarding 
  command issued by a friendly Control Unit. Thus, unless such a 
  command is issued and received by the unit, the Caspar II drone 
  maintains its full Marine Point value. If a valid Prepare for Boarding 
  command is issued and received from a friendly Control Unit, the 
  Caspar II drone’s base Marine Point value will drop to 0 (until the unit 
  receives an Activate command).
  Independent Command Rules: Caspar II drones operating 
  independently must note their Aggression level at the start of 
  game play. This Aggression level will not change unless specifically 
  commanded by a friendly Control Unit.
  If no such change is ordered during the period in which the 
  Caspar II drone is under direct command, and the drone becomes 
  independent due to disruption or destruction of its Control Unit, the 
  Caspar II drone will operate under its last-known Aggression level.
  Caspar II Advanced Smart Robotic Control System 
  Construction Rules
  Consult the Caspar II Equipment Table below for the weight of the 
  equipment to be installed, based on the unit type and the desired 
  Gunnery and Piloting target numbers. Caspar II controls add extra 
  weight to the unit’s standard control systems, based on a percentage 
  of the unit’s total weight. For WarShip-sized units, this additional 
  base control system weight will not exceed 400,000 tons, but more 
  tonnage will be required as indicated below.
  Caspar II drones must still devote tonnage to steerage-style 
  quarters for all required minimum crew (officers, gunners, and crew), 
  representing various automation and internal maintenance units and 
  access ways (see Add Control/Crew Systems, pp. 188, TM, and 149, SO). 
  To find this minimum crew requirement for a Caspar II drone, start by 
  calculating the normal minimum crew needed for a human-operated 
  unit of equivalent type and gunnery needs, disregarding any bay 
  personnel. Divide this result by half—rounding up to the nearest 
  whole number—to find the number of “crew quarters” the Caspar II 
  will require. 
  Although the Advanced SRCS (Caspar II) control system is installed 
  in addition to the vessel’s standard control systems, it occupies no 
  additional critical slots. Its presence must still be noted on the unit’s 
  record sheet, to clearly differentiate a Caspar II drone from its human-
  crewed analogs. 
  Aside from the weight costs for the control system and “crew quarters”, 
  a unit built with an Advanced SRCS may be constructed normally.
  Caspar II Advanced Smart Robotic Control System Game Rules
  Rules Level: Experimental
  Available to: SC, DS, WS, and SS
  Tech Base (Ratings): Inner Sphere (E/XXFX)
  Units equipped with the Caspar II advanced smart robotic control 
  system follow all general robotic unit game rules described on pp. 
  134-140, with the specific modifications noted below.
  Switchable Command Rules: The Caspar II system is a hybrid of a 
  modified smart robotic control system and tele-operated control via 
  human operators using a DTAC system. As such, Caspar II robotic units 
  will operate under the Robotic Independent Command Rules (see 
  pp. 149-153) only when not specifically receiving commands from 
  a DTAC-equipped Control Unit (see pp. 146-174). When receiving 
  commands from a DTAC-equipped Control Unit, the Caspar II drone 
  will follow orders in accordance with that equipment’s rules.
  Caspar II Skill Ratings: A Caspar II drone’s Piloting and Gunnery 
  Skill target numbers are determined by the unit’s type as well as 
  how much of its mass has been devoted to its control system (see 
  the Caspar II Advanced SRCS Equipment Table, p. 145). The Caspar II 
  unit’s Skills remain the same whether or not it is receiving commands 
  directly from a human operator, or working independently.
  Caspar II Initiative: Caspar II drones roll Initiative differently 
  depending on whether they are operating independently or 
  under the direct control of human operators using a DTAC system. 
  When operating independently, all allied Caspar II drones must 
  roll a separate Initiative from the other forces in play, applying a –2 
  modifier to this roll. When operating under direct command from a 
  human-controlled unit using a DTAC system, all allied Caspar II drones 
  are treated as part of the DTAC Control Unit’s force for the purposes 
  of Initiative; they thus do not make a separate Initiative roll, or apply 
  modifiers to the same. 
  Using Weapons and Equipment: Caspar II drones operating 
  independently follow the same rules for weapons and equipment use 
  as standard SRCS drones (see p. 140). 
  If operating under direct command from a human-operated Control 
  Unit using a DTAC system, Caspar II drones may employ weapons and 
  select munitions in the same fashion as a human-controlled unit. The 
  Caspar II drone may also be instructed by a friendly Control Unit to 
  conduct ramming attacks at will, and do not require a roll to “gather 
  the nerve” for such a ramming action (see p. 241, TW).
  Heat: Caspar II drones operating independently follow the same 
  rules for heat as standard SRCS drones (see p. 140). 
  If operating under direct command from a human-operated 
  Control Unit using a DTAC system, Caspar II drones will manage heat 
  in the same manner as a human-controlled unit of equivalent type. 
  Electronic Warfare: If using the electronic warfare rules in Strategic 
  Operations (see pp. 110-113, SO), Caspar II drones follow the standard 
  ECM/ECCM rules and ignore the interference effects that can affect 
  other robotic units mounting SRCS-type systems. Furthermore, as 
  a byproduct of its communication systems, the radius of a Caspar II 
  drone’s ECM zone of effect is increased by 1 additional hex over the 
  normal radius of a unit of equal class. Thus, Caspar II drone WarShips 
  would have an ECM field that extends up to 3 hexes away, while 
  Caspar II drone DropShips have a 2-hex ECM radius, and Caspar II 
  drone small craft can blanket all adjacent hexes in ECM.
  Anti-Ship Electronic Warfare Missiles: If an ASEW missile 
  successfully strikes a Caspar II drone (see p. 358, TO), the attacking 
  player must roll 2D6. If the result is 10 or higher, the Caspar II drone 
  will shut down in the End Phase immediately after the unit was struck. 
  A Caspar II drone shut down by an ASEW missile will remain shut down 
  until reactivated by a command from a DTAC-equipped Control Unit.
  On any other roll result, the drone will lose its contact with any 
  connected DTAC-equipped Control Units for a period of 1D6 ÷ 2 turns 
  
  145
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  reflects the command and control nature of the network, which 
  enables all networked units to share combat data. These bonuses 
  degrade with the distance the drones operate away from their 
  ATAC-equipped Control Unit as shown in the ATAC Modifier Table. 
  Relaying ATAC Commands: ATAC Control Units relay their 
  commands during their Weapon Attack phase, and may only 
  relay commands to friendly robotic units within their line of sight. 
  An ATAC Control Unit has a maximum relay range is 9,000,000 
  kilometers (500,000 space hexes), and may even be located off 
  the map, though ATAC Control Units must be on the map and 
  within 100 hexes of their drones to provide the Initiative and Skill 
  modifiers indicated above.
  An ATAC Control Unit may only relay 1 command to a given 
  friendly robotic unit at a time, and a robotic unit may only receive 
  1 command per turn from a designated ATAC Control Unit. For 
  the purposes of these rules, robotic aerospace fighters must be 
  arranged into fighter squadrons to receive commands from an 
  ATAC Control Unit; all other compatible robotic units must be 
  commanded one at a time. All commands relayed to friendly 
  robotic units do not take effect until the start of the turn after the 
  command was relayed.
  Unlike the general robotic Control Unit rules, the use of an 
  ATAC to relay commands will not reduce the number of firing arcs 
  the Control Unit may use while sending commands to its drones.
  Legal Commands: Eight commands can be issued to a robotic 
  unit by a Control Unit using an ATAC: Activate, Shut Down, 
  Navigate to Position, Prepare for Boarding, Leave Network, Join 
  Network, Share Target Data, and Destruct:
   • Activate: Activates a robotic unit that has been shut down 
  by a previous shutdown or prepare for boarding command, 
  or by a hyperspace jump effect. The robotic unit will activate 
  at the start of the next combat turn.
   • Shut Down: Deactivates an active robotic unit. The robotic 
  unit will shut down at the start of the next combat turn. If 
  in space, the unit will continue drifting along its previous 
  course and velocity. If in flight where gravity has influence, 
  the unit will begin to fall toward the ground at a rate of 1 
  High-Altitude Map hex per turn (or 3 Low-Altitude Map 
  altitudes per turn), and will crash if they reach ground hex 
  row/altitude in this fashion. Robotic units equipped with a 
  SDS Caspar drone control system or SDS self-destruct system 
  will leave all internal defenses active even when given a 
  shut down command, and thus maintain their normal base 
  Marine Point value, while the self-destruct system remains 
  live. A Prepare for Boarding command is required to shut 
  down these secondary defenses.
   • Navigate to Position (Direct or Patrol): Navigation 
  commands the drone to a specific location in space. If the 
  command is issued as “Direct Navigation”, the drone will 
  travel to its destination, but will only defend itself if attacked. 
  With a “Patrol Navigation” command, the drone will engage 
  any hostile targets if it detects any en route. 
  AUTONOMOUS TACTICAL 
  ANALYSIS COMPUTER (ATAC)
  Introduced: 2705 (Terran Hegemony) 
  Extinct: 2780 (All)
  Recovered: N/A 
  Comprising a sophisticated array of neural networks and 
  simulation engines designed to encapsulate the strategic and 
  tactical thinking of generations of Terran Hegemony admirals, 
  the ATAC system could coordinate the actions of an entire fleet 
  of drone spacecraft. Often overlooked, next to the miracle of its 
  drones’ near-sentience, the ATAC was a key part of what made 
  the Star League’s SDS network even deadlier than the sum of 
  its drones. A single ATAC system could transform the already 
  effective Caspar drones from a pack of brutal, but independent-
  minded predators into a polished and professional battle fleet.
  Autonomous Tactical Analysis Computer (ATAC) Game Rules
  Rules Level: Experimental
  Tech Base (Ratings): Inner Sphere (E/FXXX) 
  Available to: DS, WS, SS
  The autonomous tactical analysis computer (ATAC) is required 
  for a unit to serve as a Control Unit over robotic units equipped 
  with the SDS Caspar drone control system, and also works with 
  robotic units driven by SRCS and shielded aerospace SRCS 
  equipment. It will not work in conjunction with units operated by 
  a Caspar II advanced SRCS.
  The ATAC may be mounted on human-controlled vessels or on 
  robotic drones equipped with a SDS Caspar drone control system. 
  The ATAC’s functions replace the normal Control Unit rules found 
  under the general robotic unit game rules as follows:
  Networks: Control Units using an ATAC system, like other 
  robotic Control Units, need only relay periodic commands as 
  needed to modify their drones’ behavior, but the units assigned 
  to an ATAC network must be assigned prior to the start of the 
  scenario. Only one ATAC may be linked to a friendly, compatible, 
  robotic unit (or drone fighter squadron) at any time.
  Control Unit Requirements: The weight of a Control Unit’s 
  ATAC system directly determines the number of SDS Caspar 
  drones and SRCS-based fighter squadrons that may be combined 
  in the Control Unit’s network. SRCS-driven robotic fighters cannot 
  be controlled by an ATAC system on an individual basis; they must 
  always receive commands as a squadron “unit”.
  ATAC Initiative, Piloting and Gunnery Modifiers: Units 
  operating as part of an ATAC-coordinated group receive modifiers 
  to their group Initiative rolls and Piloting and Gunnery Skills. This 
  CASPAR II ADVANCED SRCS 
  EQUIPMENT TABLE
  Unit Type 
  Gunnery 
  Piloting
  Base Weight
  Small Craft 
  5* 
  6* 
  6%
  DropShip 
  4**
   5** 
  8%
  Space Station 
  4** 
  5** 
  10%
  WarShip 
  4** 
  5** 
  12%
  *For an additional 2% of the unit’s total mass, the Caspar II will increase this 
  unit’s skills to Gunnery 4, Piloting 5.
  **For an additional 4% of the unit’s total mass, the Caspar II will increase the 
  unit’s skills to Gunnery 3, Piloting 4.
  ATAC MODIFIER TABLE
  Distance from Control Unit 
  Piloting/Gunnery
  Initiative
  0-50 hexes
  –1
  +4
  51-100 hexes 
  –1
  +2
  Over 100 hexes (or Off-Map)
  –0
  +0
  
  and will function independently, with the same attack and Initiative 
  modifiers for being in a +3 ECM interference zone.
  These effects will persist as long as the ECM interference lingers, 
  but the effects must be checked during each Weapon Attack Phase, 
  after rolling ECCM again, to find the to-hit modifiers that will apply 
  for that turn. 
  If the ATAC-equipped Control Unit is located off-board, then its line of 
  sight to it is considered obstructed if a hostile ECM comes between the 
  controlled unit and the center hex of the drone units’ home map edge.
  Autonomous Tactical Analysis Computer (ATAC)  
  Construction Rules
  The ATAC has a base weight equal to 2 percent of the equipped 
  unit’s weight, to a maximum tonnage of 50,000 tons. For each SDS 
  drone it is intended to direct (of any size), 150 tons is added to this 
  weight. ATACs may be installed in human-crewed ships, or in a 
  WarShip-sized SDS drone. On human-crewed ships, 1 crewman is 
  required for every 3 drones the ATAC can direct.
  The ATAC does not occupy a critical slot, but its presence must be 
  noted on the unit’s record sheet.
  DIRECT TACTICAL ANALYSIS 
  CONTROL (DTAC) SYSTEM
  Introduced: 3072 (Word of Blake)
  Extinct: 3078 (Inner Sphere)
  Recovered: 3082 (Republic of the Sphere)
  The Direct Tactical Analysis Control (DTAC) system was the Word of 
  Blake’s attempt to produce a manually-operated version of the Star 
  League’s ATAC system for use with their own Caspar II technology. 
  Essentially a supersized tele-operations control system, the DTAC 
  system combined with components of the Draconis Combine’s Naval 
  C3 technology to transform their Caspar II control ships into even 
  more effective tactical command hubs. 
  Leaving the core functions of their drones to the advanced Caspar 
  II control systems, the DTAC made it easier for human operators on 
  their control ships to act as tactical guides, while also providing the 
  sensor- and data-sharing abilities that made the ATAC so fearsome. 
  Direct Tactical Analysis Control (DTAC) System Game Rules
  Rules Level: Experimental
  Available to: DS, WS, SS, MS
  Tech Base (Ratings): Inner Sphere (F/XXFF)
  The direct tactical analysis control (DTAC) system is not required 
  for a unit to serve as a Control Unit over robotic units equipped with 
  the Caspar II advanced robotic control system, but it works with 
  those robotic units, as well as any other driven by SRCS and shielded 
  aerospace SRCS equipment. It will not work in conjunction with units 
  operated by a SDS Caspar drone control system.
  The DTAC may only be mounted on human-controlled vessels, as it 
  requires a crew to operate. When in use, the DTAC’s functions modify 
  those of the normal Control Unit rules found under the general 
  robotic unit game rules as follows:
  Networks: Control Units using a DTAC system, like other robotic 
  Control Units, need only relay periodic commands as needed to 
  modify their drones’ behavior. Robotic and drone units assigned to 
  a DTAC network must be assigned prior to the start of the scenario. 
  Only one DTAC may be linked to a friendly, compatible, robotic unit 
  (or drone fighter squadron) at any time.
  Control Unit Requirements: The weight of a Control Unit’s DTAC 
  system directly determines the number of Caspar II drones and 
  SRCS-based fighter squadrons that may be combined in the Control 
  Unit’s network. SRCS-driven robotic fighters cannot be controlled 
  by an DTAC system on an individual basis; they must always receive 
  commands as a squadron “unit”.
   • Prepare for Boarding: This command can only be given to a SDS 
  Caspar unit by a friendly Control Unit with an ATAC system. This 
  command disables any self-destruct equipment on the drone, 
  as well as all internal defenses on the drone, thus reducing its 
  base Marine Point value to 0. Such a command is required before 
  an SDS drone unit can be taken through hyperspace, and must 
  follow a command to shut down the drone in such a case.
   • Leave Network: This command releases the selected drone from 
  its ATAC network. In the turn following this command, the drone 
  unit operates in accordance with its normal control system rules. 
  Drone fighter squadrons that leave an ATAC network will return 
  to the Robotic Unit Independent Command Rules.
   • Join Network: This special command can only be issued to a 
  compatible, friendly SDS drone unit (or SRCS-based drone fighter 
  squadron) that is not already part of another ATAC network, 
  and which is within 100 hexes of the ATAC-equipped Control 
  Unit. The command can only be issued if the ATAC network has 
  enough capacity to take on the robotic unit. 
   • Share Targeting Data: This special command can only be 
  relayed to SDS Caspar-controlled units. See Drone Fire-Control 
  Network for more information.
   • Destruct: A fail-safe command more than anything, this 
  command initiates the auto-destruct protocol for the selected 
  drone. If the unit in question is equipped with a Booby Trap 
  or SDS Self-Destruct System, that item’s rules are followed; 
  otherwise, the unit will use the standard self-destruct rules 
  found on p. 78 of Tactical Operations.
  ATAC Fighter Squadrons: When an ATAC-equipped unit is used 
  to direct a robotic fighter squadron, the robotic fighter squadron 
  is treated as a fully intelligent game unit, and does not follow the 
  Robotic Unit Independent Command Rules (see pp. 149-153). If 
  the ATAC control unit is destroyed or the robotic fighter squadron’s 
  connection to it is otherwise disrupted, the fighter squadron will 
  revert to Robotic Unit Independent Command Rules until the 
  connection is re-established. 
  Drone Fire-Control Network: The ATAC provides the same abilities 
  as a Naval C3 to all of its drones that also possess an SDS Caspar control 
  system (see p. 332, TO). While part of their designated ATAC network, up 
  to 6 such drones can be linked together to share targeting data, as long 
  as the drones are not in an ECM field generated by a large craft. These can 
  either be 6 distinct SDS drones in the same network, or 5 SDS drones and 
  their ATAC-equipped Control Unit. Sharing targeting data in this fashion 
  counts as a special command to all drones that are doing so.
  Electronic Warfare: If using the Electronic Warfare rules from 
  Strategic Operations (see pp. 110-113, SO) ECM effects will interfere 
  with a robotic unit’s drone’s ability to communicate with its ATAC-
  equipped Control Unit, as described below.
  In the End Phase of each turn, the SDS drone checks its line of sight 
  to its ATAC-equipped unit. If there is a hostile ECM field between the 
  SDS drone and the ATAC equipped unit, make an immediate ECCM roll 
  by the ATAC equipped unit and apply any ECCM modifiers to hostile 
  ECM as if it were targeting the SDS drone. If the ATAC equipped unit 
  counteracts the hostile ECM, the SDS drone operates normally. 
  If the drone enters a zone where ECM interference provides a 
  +1 to-hit modifier, then the drone will also suffer a –1 Initiative 
  modifier and an additional +1 to-hit modifier for all attacks made 
  at its Extreme range bracket starting in the next turn (regardless 
  of any C3 effects from the drones’ fire-control network). If the ECM 
  interference provides a +2 to-hit modifier, these modifiers change 
  to a –2 to Initiative, and an extra +1 to-hit at the Long and Extreme 
  range brackets. If the ECM effect creates a +3 to-hit modifier, the 
  affected drones suffer a –3 Initiative roll modifier and an extra +1 to-
  hit modifier at any range bracket. If the ECM effects produce a +4 to-
  hit modifier, the drones are severed entirely from the ATAC network 
  
  147
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Robotic transport bays took this ordinarily land-bound 
  technology and applied it to larger space-going vessels. While 
  their use greatly streamlined shipping and reduced crew sizes on 
  Hegemony ships, the system never replaced crews completely, 
  and quickly succumbed to the Star League’s fall.
  Advanced Robotic Transport (ART) System Game Rules
  Rules Level: Advanced 
  Available to: SC, DS, SS, and WS 
  Tech Base (Ratings): Inner Sphere (E/DXFF), Clan (E/XEEF) 
  A unit equipped with this system requires no bay personnel to 
  perform launch/recovery, ammunition loading and unloading, or 
  small craft/fighter refueling. Drone units equipped with an ART 
  system may launch and recover small craft and fighters (drone or 
  human-controlled) as though they were a normally crewed unit. 
  If a human-controlled small craft or aerospace fighter lands in an 
  ART system-modified bay on board a robotic drone unit, the human 
  crew may not safely exit their craft unless the drone’s internal defense 
  system deactivated. If the system is active, the humans must conduct 
  a boarding action (see pp. 188, TO and pp. 36, SO).
  Repair facilities equipped with an ART system are capable of 
  performing basic maintenance on all aerospace craft of DropShip 
  size or larger that are docked within them, using the repair rules 
  and times from the Maintenance, Repair, Salvage and Customization 
  rules (see pp. 166-187, SO). The ART system can make the following 
  repairs at Veteran skill rating (a base target number of 6):
   • Replace any damaged armor.
   • Repair units with less than 25 percent Structural Integrity 
  damage. (For example, an M-5 has an SI of 50. If its SI is 
  between 37 and 49 points, the ART system can fix it. If the 
  M-5’s SI was 36, it would need to be repaired at a standard, 
  human-crewed shipyard.)
   • Repair 1 critical hit to the following systems: Avionics, CIC, 
  Sensors
   • Repair up to 2 critical hits to Thrusters or Engines.
   • Replace all heat sinks. 
  Advanced Robotic Transport (ART) System  
  Construction Rules
  ART systems may be installed in place of standard small craft or 
  fighter transport bays, or as a replacement for a standard (pressurized 
  or unpressurized) repair facility. ART system bays are indicated on the 
  unit’s record sheet by placing “ARTS” before the name of the bay’s 
  type. The ART system increases the transport bay’s normal weight by 
  an additional 25 percent over its standard version (rounded up to the 
  nearest half-ton), so an ART system fighter bay would weigh 187.5 
  tons, while an ART system small craft bay would weigh 250 tons, and 
  a 5,000-ton standard repair facility would increase to 6,250 tons.
  As automated components, ART system bays do not add bay 
  personnel to a unit’s construction.
  SDS SELF-DESTRUCT SYSTEM
  Introduced: 2695 (Terran Hegemony)
  Extinct: 2780 
  Recovered: N/A
  In the time of the Star League it was thought the SDS self-
  destruct system was put in place after a tragic episode in 2694. 
  A squadron of M-2 Hector drones became non-responsive and 
  destroyed three civilian transport JumpShips because their IFF 
  beacons were broadcasting out of sync. In reality, files recovered 
  from ComStar archives reveal the true reason for the self-destruct 
  system was Jonathan Cameron’s fear of the SDS technology falling 
  into the hands of the other Member States. 
  DTAC Piloting, Gunnery, and Initiative Modifiers: DTAC units 
  use their own modifier table, but otherwise follow the same rules 
  as ATAC units for bonuses to Initiative, Piloting and Gunnery (see 
  p. 145). Furthermore, these modifiers must also apply the normal 
  Initiative modifiers that come with the robotic units’ control 
  systems (–4 for SRCS and shielded aerospace SRCS units; –2 for 
  units using Caspar II equipment).
  Relaying DTAC Commands: DTAC-equipped Control Units relay 
  their commands during their Weapon Attack phase in the same 
  fashion as an ATAC system does for its drones (see pp. 145-146), but 
  only have an effective command relay range of 4,500,000 kilometers 
  (250,000 space hexes). As with ATAC-equipped Command Units, 
  DTAC-equipped Command Units may even be located off the map, 
  but being present and within a distance of 100 hexes will provide 
  Initiative and Skill modifiers to their drones (see below).
  DTAC Fighter Squadrons: DTAC equipped units may direct 
  robotic fighters following the same rules as for human-controlled 
  ATAC units (see p. 145). 
  Drone Fire-Control Network: DTAC units possess the same 
  ability to network Caspar II-equipped drones as ATAC units do to 
  network SDS Caspar drones (see p. 146). This includes the ability 
  to share targeting data with up to 6 networked Caspar II drones.
  Direct Control: DTAC-equipped units use the same rules as 
  ATAC-equipped units for issuing direct control orders to a Caspar 
  II drone (see p. 145).
  Electronic Warfare: DTAC-equipped units use the same rules 
  as ATAC-equipped units for Electronic Warfare (see p. 146). All 
  robotic units that become separated from a DTAC-equipped 
  Control Unit will revert to the Robotic Independent Command 
  Rules in the following turn.
  Direct Tactical Analysis Control (DTAC) System 
  Construction Rules
  The DTACS has a base weight equal to 3 percent of the equipped 
  unit’s weight. For each Caspar II drone it is intended to direct (of 
  any size), 150 tons is added to this weight. The DTACS may only be 
  installed in human-crewed ships, and requires 1 crewman per drone, 
  up to the maximum number of drones that the system can direct.
  The DTACS does not occupy a critical slot, but its presence must 
  be noted on the unit’s record sheet.
  ADVANCED ROBOTIC TRANSPORT SYSTEM (ARTS)
  Introduced: 2609 (Terran Hegemony) 
  Extinct: 2804 (Inner Sphere) 
  Recovered: 3068 (Word of Blake) 
  The ability of Star League-era Caspar drone systems to perform 
  their own launch and recovery operations, and even perform basic 
  maintenance such as ammo loading and refueling, was built upon 
  earlier advances in robotic warehouse technologies. The Terran 
  Hegemony’s SDS network took this to the point where entire 
  robotic space stations could help support the SDS drone network. 
  DTAC MODIFIER TABLE
  Distance from Control Unit 
  Piloting/Gunnery
  Initiative
  0-50 hexes
  –1
  +4
  51-100 hexes 
  –1
  +4
  Over 100 hexes (or Off-Map)
  –0
  +0
  *Apply an additional –4 for non-Caspar II SRCS-controlled units; –2 for Caspar 
  II-controlled units.
  
  modifier for the sole purpose of determining if an SDS drone also in 
  the jamming field can network with that ATAC equipped unit (see 
  Electronic Warfare, p. 146). 
  If the ATAC-equipped unit is located outside the SDS jamming field, 
  it is automatically incapable of communicating with any friendly SDS 
  units operating inside the jamming field. For all intents and purposes, 
  the jamming field blocks line-of-sight for all C3-style network effects 
  into the jammed area. SDS drones inside the jamming field thus may 
  not spot for any friendly units outside the field, and all SDS units 
  outside the field will not “see” any units within the jamming field for 
  the purposes of delivering attacks. In order for an SDS drone to target 
  and attack any ships inside a jamming field, it must first enter the field. 
  Unless under direct human command (such as from a human-
  operated, ATAC-equipped unit), an SDS drone must roll an 8 or higher 
  on 2D6 during the unit’s Movement Phase before attempting to enter 
  an SDS jamming field. If the roll fails, the drone may not intentionally 
  enter the jamming field, and must instead attempt to maneuver 
  around it, maneuver away from it, or come to a halt outside the field.
  Construction Rules: The SLDF SDS Jammer weighs 30,000 tons. It 
  may be hard-mounted during the WarShip’s construction, or carried 
  “unmounted” within a WarShip’s cargo bay (provided the bay is large 
  enough to fit the item) without any other modifications to the WarShip.
  WORD OF BLAKE DRAGON’S BREATH 
  MULTI-MISSILE LAUNCH SYSTEM
  Introduced: 3077 (Word of Blake)
  Extinct: 3078 
  Recovered: N/A
  An attempt to devise a capital-scale launch rack similar to a ’Mech’s 
  SRM launcher, the Dragon’s Breath multi-capital missile (MCM) launch 
  system was a non-mounted weapon system, designed to fire a mix of 
  nuclear and electronics-based warheads at a single target. Its intent was 
  to obliterate or incapacitate enemy WarShips in a single volley, while 
  generating sufficient ECM to confuse the target’s point-defenses and 
  guarantee a kill. Hastily built by the Word of Blake when the invasion 
  of Terra became imminent, these weapons could not be mounted 
  properly on vessels and platforms quickly enough, and thus posed 
  nearly as much of a potential danger to their users as to their targets.
  Thanks to its flaws, the Dragon’s Breath proved to be a literal one 
  hit wonder. Of the ten such launch systems built and deployed in the 
  Terran system, only one operated as designed. The remaining systems 
  failed in various fashions, their missiles either failing to launch, or to 
  avoid hitting each other while en route to their targets.
  Dragon’s Breath Rules
  Rules Level: Experimental 
  Available to: WS, SS
  Tech Base (Ratings): Inner Sphere (E/XXFX) 
  Game Rules: The Dragon’s Breath is an automated weapon that 
  may only attack aerospace units of DropShip size and larger, with a 
  designated weight range that must be determined prior to the start 
  of the scenario. 
  If a hostile unit of the designated weight (or higher) enters the 
  weapon’s Medium capital range bracket, roll 2D6. On a result of 8+ 
  the system will attack, targeting the nearest unit that falls within its 
  designated target weight range and the weapon’s firing arc. If more 
  than one target is equidistant from the Dragon’s Breath, use the 
  Bearings Launch Capital Missile rules for target selection (see p. 102, SO). 
  If a hostile unit of DropShip size or larger—regardless of weight—
  enters the Dragon’s Breath’s Short capital range bracket, the weapon 
  will automatically attack that target.
  The self-destruct system was little more than a massive bomb 
  fitted into, or in some cases around, the engine compartment. In 
  the event the ship was disabled or otherwise compromised, the 
  destruct system would engage and scuttle the ship, reducing all the 
  proprietary technology to slag. When combined with the SDS drones’ 
  programming to ram enemy combatants if critically damaged, this 
  also turned the self-destruct system into a powerful suicide weapon.
  SDS Self-Destruct System Rules
  Rules Level: Experimental 
  Available to: SC, DS, WS, and SS 
  Tech Base (Ratings): Inner Sphere (C/DFXX) 
  Game Rules: The SDS self-destruct operates identically to the 
  booby trap rules in Tactical Operations (see p. 297, TO), with the 
  following exceptions:
  If a unit equipped with a SDS self-destruct successfully rams another 
  unit, its self-destruct is triggered automatically, and will deliver 
  additional damage directly to the rammed unit’s Structural Integrity. 
  This extra damage is equal to the Drone’s Safe Thrust multiplied by its 
  tonnage, to a maximum of 500 points of Structural Integrity damage. 
  The SDS self-destruct can be accidentally set off if the equipped 
  vessel is damaged from the rear. On any critical hit to the aft section of 
  a unit equipped with a SDS self-destruct system, the attacker resolves 
  critical hits normally, and then rolls another 2D6. If the result is 12 or 
  higher, the self-destruct system activates, destroying the engine and 
  applying the self-destruct system’s damage directly to its own ship’s 
  Structural Integrity. 
  An SDS drone will otherwise activate its self-destruct if any of the 
  following event triggers occur: All engine criticals are destroyed; the 
  vessel loses 98 percent or more of its Structural Integrity (round up); the 
  drone loses “control” during a boarding action; or the drone receives a 
  Destruct command from a friendly, human-operated ATAC system.
  Construction Rules: The SDS self-destruct system requires 10 
  percent of the drone unit’s weight (rounded up to the nearest whole 
  ton), to a maximum weight of 10,000 tons. The system is located in 
  the unit’s engine section, but occupies no critical slot space on the 
  unit’s record sheet.
  SLDF SDS JAMMER SYSTEM
  Introduced: 2776 (SLDF)
  Extinct: 2780 
  Recovered: N/A
  As the war to liberate Terra wore on, the SLDF was able to gather 
  more and more data on the super-secret Terran Hegemony controlled 
  SDS Network. Analysis showed that drones would lose their 
  coordination and suffer a loss in accuracy when exposed to heavy 
  ECM interference. To capitalize on this weakness, dozens of SLDF 
  WarShips filled their cargo decks with multi-kiloton jamming systems. 
  These ECM arrays allowed Kerensky’s troops to blanket hundreds of 
  kilometers with jamming waves that disrupted the SDS drones, and 
  crippled their ability to form the devastatingly cohesive formations 
  they had used to great effect in earlier confrontations.
  SLDF SDS Jammer Rules
  Rules Level: Experimental 
  Available to: WS 
  Tech Base (Ratings): Inner Sphere (E/FFXX) 
  Game Rules: A ship equipped with an SLDF SDS Jammer system may 
  activate it in the End Phase of any turn. Once activated, the system 
  extends a jamming field out to 50 hexes. If an ATAC-equipped unit 
  is located within this jamming field, the jammer generates a +4 ECM 
  
  149
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  ROBOTIC INDEPENDENT COMMAND RULES
  Rules Level: Advanced 
  Available to: Units mounting SRCS, shielded aerospace SRCS, or 
  Caspar II control systems (see pp. 140, 141, and 143, respectively) 
  The following rules are used to reflect the artificial intelligence 
  structure of any robotic or drone units in game play when they 
  are not operating under the direct control of a human-driven 
  Control Unit (or an SDS Caspar drone equipped with the ATAC 
  system). As such, these rules apply to any units mounting smart 
  robotic control system (SRCS), shielded aerospace SRCS, or Caspar 
  II advanced SRCS equipment. 
  Command Tree: Each Robotic Independent Command (RIC) 
  Decision Tree consists of Events, which are made up of Events 
  Triggers and Orders based on the unit’s “Aggression level” 
  (described below). During the End Phase of every turn that a 
  robotic unit is operating independently, it will begin to determine 
  its actions for the next turn by beginning at the top of the Decision 
  Tree. If an Event’s Trigger is valid, the robotic unit will execute the 
  order for that Event. If the Event’s Trigger is not valid, the robotic 
  unit proceeds to the next Event in the Decision Tree. If the active 
  robotic unit proceeds through the entire Decision Tree without 
  encountering a valid Event Trigger, it will perform no new actions 
  in the following turn, and will instead carry on its last task. 
  Note that there are two main RIC Decision Trees that will apply 
  to robotic units, based on whether they are aerospace units 
  (operating either in space or in atmospheric combat), or ground-
  based units. In addition to these trees, there are some secondary 
  decision trees that are called upon under select circumstances. 
  These include the Transport RIC Decision Tree (applicable to 
  aerospace units assigned to transport missions), the Ground 
  Movement Decision Tree (applicable to resolving the nuances of 
  ground-level unit navigation), the Hostile Unit Selection Tree (also 
  used by ground units), and the Heat Management Decision Tree 
  (usable by all robotic units that track heat levels).
  Aerospace and Ground Decision Trees: Aerospace units 
  (including airborne mobile structures) use the Aerospace 
  Operations RIC Decision Tree (see p. 150). Ground units (including 
  VTOLs and WiGE vehicles) use the Ground Operations RIC Decision 
  Tree (see p. 154). 
  Aggression Levels: When an Event Trigger occurs, the robotic 
  unit will execute its Orders based on the unit’s Aggression level. 
  The Aggression levels a robotic unit may be set to are: Aggressive, 
  Neutral, and Defensive. Each robotic unit must have an Aggression 
  level assigned to it at all times, which will apply to all Event Orders 
  the unit carries out (unless an Event Order specially overrides 
  this). Aggression levels are set at the start of game play for all 
  robotic units that begin deployed on the playing area, while units 
  not deployed need not have their Aggression levels set until the 
  turn in which they are deployed on the map. 
  A robotic unit’s Aggression level may only be changed by a 
  designated Control Unit, which may only do so during the Control 
  Unit’s Weapon Attack phase in any given turn. If a Control Unit 
  commands a robotic unit to change its Aggression level, the 
  change will not take place until the start of the following turn.
  Illegal Movement: Space stations, satellites, and fixed 
  structure (building) robotic units ignore all movement orders. 
  All other robotic units may only execute movement orders in 
  accordance with the capabilities of their unit types.
  Robotic Large Craft: When using these rules, mobile 
  structures and buildings are counted as robotic large craft, along 
  with DropShips, space stations, and WarShips. 
  The attack from a Dragon’s Breath launcher consists of 10 
  modified Killer Whale missiles. Four of these missiles are ECM-
  tipped, while the remaining 6 are tipped with either standard 
  warheads or Peacemaker nuclear warheads (see Nuclear Weapons, 
  pp. 169-177).
  To execute an attack, the controlling player must first roll 2D6 
  against a target number of 8+. If this roll fails, the system fails to fire 
  and all circuits burn out, rendering the Dragon’s Breath inoperative 
  for the remainder of the scenario. If the roll succeeds, the Dragon’s 
  Breath will successfully launch its full arsenal at its designated target. 
  Once the missiles are launched, the attacker rolls another 
  2D6 against a target number of 9+. If this second roll fails, the 
  missiles veer wildly, colliding with one another and detonating 
  prematurely. Otherwise, the attack continues. 
  The four ECM-tipped missiles in a Dragon’s Breath volley will 
  attempt to generate ghost targets. To resolve this, the controlling 
  player makes a third 2D6 roll against a target number of 9. On a 
  failed roll, no ghost targets are generated (and, if this roll result 
  is 2 or 3, the rest of the attack will automatically fail as well due 
  to the ECM accidentally frying the targeting systems of its own 
  companion warheads). On a result of 9 or 10, each of the 4 ECM-
  tipped missiles generates 2 ghost targets. On a roll of 11 or 12, 
  each ECM missile generates 5 targets each. 
  Whether or not ghost targets are generated (and as long as the 
  missiles have launched and not been destroyed or disabled en 
  route), the remaining 6 missiles in a Dragon’s Breath volley will 
  finally resolve their own attacks in accordance with all normal 
  rules for capital missile fire. Each missile resolves its attack 
  independently, using the same to-hit number based on the 
  attacking unit’s Gunnery rating. For any missiles that hit, resolve 
  damage in three phases: For the first three 3 missiles that hit, 
  resolve damage and critical hits normally, and apply all effects 
  immediately. For the next 2 that hit, resolve damage and critical 
  effects as if the damage from the previous missiles struck in a 
  previous combat phase. Finally, if the sixth missile successfully 
  hits, apply its damage and critical effects as if all the other missiles 
  delivered their effects in a previous phase. 
  Point Defense fire against an incoming Dragon’s Breath volley 
  will always “hit”, but may target a sensor ghost instead of the 
  missiles themselves. To determine this, add the total number of 
  sensor ghosts generated by the Dragon’s Breath’s ECM warheads 
  to the number 6. This is the number of missiles the point-defense 
  will attempt to engage. For each point-defense system that fires 
  on an incoming Dragon’s Breath volley, determine at random 
  which missile (or ghost target) the point-defense weapon 
  engages before resolving the missiles’ fire. Modifiers for point-
  defense weapons will only affect those missiles the point-defense 
  system successfully engages.
  Due to the unmounted nature of the launch systems, any 
  successful Dragon’s Breath launch will automatically deliver 20 
  points of capital-scale damage to the Structural Integrity of the 
  unit within which the weapon is mounted, applying any critical 
  hits normally. 
  Construction Rules: The Dragon’s Breath system is an unmounted 
  weapon, and thus may only be placed and fired from an open, 
  unpressurized repair facility with a weight capacity of 5,000 or 
  more. The Dragon’s Breath itself weighs 5,000 tons (including 
  its ammunition payload of 10 modified Killer Whale missiles). 
  The weapon cannot be installed with additional ammunition. 
  As an automated weapon system, the Dragon’s Breath launcher 
  requires no gunners to operate.
  
  targets. Note that a robotic aerospace unit given a Ground 
  Attack mission cannot be assigned a Defensive level of 
  Aggression. Furthermore, robotic units assigned to Ground 
  Attack missions while on an Aggression level of Neutral will 
  be restricted to bombing attacks only; robotic aerospace 
  units with an Aggressive level of Aggression may use all air-
  to-ground attack options.
   • Transport: The robotic unit is tasked with simply traveling from 
  one point to another, possibly while carrying cargo or troops. 
  Transport operations modify the normal Aerospace Operations 
  RIC Decision Tree.
  Facing Changes and Special Maneuvers (Atmospheric 
  Operations Only): Fuel economy is less of a concern for robotic 
  units set to an Aggression level of Aggressive. Thus, unless noted 
  otherwise in the Aerospace Operations RIC Decision Tree, only robotic 
  aerospace units that are Aggressive may expend Thrust Points to 
  make additional facing changes in atmospheric combat (see p. 84, 
  TW); Neutral and Defensive aerospace units will not burn fuel to force 
  a potentially hazardous mid-air facing change. 
  In addition, robotic aerospace units with an Aggression level of 
  Neutral or Aggressive may use any special maneuvers allowed to their 
  unit type during combat (see pp. 84-85, TW), if doing so will aid them 
  in executing their current Event Orders. Robotic aerospace units with 
  a Defensive level of Aggression will only use the Half-Roll and Split-S 
  special maneuvers as necessary. 
  Valid Targets: When using these orders, references to large craft 
  targets includes not only DropShips, space stations, JumpShips, 
  and WarShips, but also covers Large-size support vehicles, mobile 
  structures, and buildings.
  Caspar Drones: Caspar II drones are considered robotic units for the 
  purposes of these rules, but SDS Caspar drones are so sophisticated 
  that they do not work within so rigid a framework. Unless specifically 
  called out, drone WarShips will follow all of the same orders as a 
  robotic DropShip or other large craft. 
  Launching/Recovering, Landing and Liftoff: Robotic units follow 
  the normal rules for Launching/Recovering (see p. 86, TW) and Landing 
  and Liftoff (see p. 87, TW) with no additional modifiers. 
  Mission Orders: In addition to an Aggression level, aerospace 
  robotic units must select a primary mission at the start of gameplay. 
  This mission can effect which Event Orders apply on their RIC Decision 
  Tree. The missions are as follows:
   • Space Operations: The robotic unit is tasked with offensive or 
  defensive combat operations outside of a planetary atmosphere. 
   • Atmospheric Operations (Combat Air Patrol): The robotic unit 
  is tasked with offensive or defensive combat operations within 
  a planetary atmosphere, directed exclusively against other 
  aerospace units. 
   • Atmospheric Operations (Ground Attack): The robotic 
  unit is tasked with offensive combat operations within a 
  planetary atmosphere, directed exclusively against ground 
  The following rules apply to aerospace robotic units mounting 
  one of the various SRCS systems (including Caspar II units). If the 
  rules refer to a specific system, those rules only apply to a unit 
  mounting that system. 
  Overriding Orders
  These orders will take effect whenever conditions are met, 
  regardless of any other Event Triggers. As with the Event Triggers, 
  these overriding orders are processed in their listed order.
  Target of Opportunity: If a hostile large craft (DropShip, Large-
  size fixed-wing Support Vehicle, mobile structure, fixed structure, 
  space station, JumpShip, or WarShip) lies within the robotic unit’s 
  forward arc, is within Short or Medium weapons range, and the 
  robotic unit did not attack another target the previous turn, it will 
  attack that Large Craft with all available weapons. 
  Large Craft Priority Target: Large craft robotic units are 
  programmed to target other large craft as a priority. When selecting 
  a valid target, large craft robotic units will always choose the nearest 
  hostile large craft in range, unless overridden by another event. If 
  more than one large craft is equidistant from the robotic unit, use 
  the Bearings Launch Capital Missile rules for target selection (see p. 
  102, SO). 
  No Large Craft Targets: Large craft robotic units that find no 
  valid, hostile large craft in range will fire on any valid hostile target, 
  starting with the closest one. This is in addition to any action 
  required by an Event. 
  Remaining Weapons: If, after firing all valid weapons at its 
  primary target, a large craft robotic unit has unfired weapons, 
  sufficient heat sinks to fire them, and another valid target is within 
  range of an appropriate fire arc, the robotic unit will fire on the 
  nearest hostile target, regardless of its size or class. 
  Ground Attack: Robotic aerospace units on a ground-attack 
  mission (see Mission: Ground Attack) will select primary targets 
  from among ground units first. They will thus target ground-based 
  large craft (landed DropShips, mobile structures, large-size support 
  vehicles, and armed buildings) as their primary targets. If such targets 
  cannot be found in the combat area, or damaged by the robotic 
  unit’s weapons, the unit will instead attack the largest hostile ground 
  target that can be damaged by its available weapons. 
  If targeted by hostile aerospace, a robotic unit performing a 
  ground-attack mission will temporarily switch missions to combat 
  air patrol for the following turn (see Mission: Combat Air Patrol). The 
  robotic unit will remain on combat air patrol for 2 full turns before 
  attempting to resume its ground-attack mission. 
  Out of Ordnance: Robotic aerospace units set to a Neutral 
  aggression level on a ground-attack mission will conduct a 
  Forced Withdrawal (see p. 258, TW) once they have dropped all 
  external payloads. 
  Transport: Robotic units performing a transport mission (see 
  Mission: Transport) follow a unique sub-tree unless otherwise 
  noted by that tree. See Transport RIC Decision Tree, p. 153.
   
  1. EVENT: Omega
  Event Trigger: Robotic unit is crippled (see Crippling Damage, p. 
  258, TW). 
  Orders (Aggressive): Unit will accelerate at Maximum Thrust 
  toward the nearest hostile unit of equal or larger size class that 
  lies within its forward arc. While closing, the robotic unit will fire 
  all weapons at this target, and will attempt to ram the hostile unit 
  once it reaches its position. No roll is required to “gather the nerve” 
  to make this ramming attack.
  If on a ground-attack mission, the robotic unit will instead target 
  the largest concentration of hostile ground forces in its flight path. 
  Robotic DropShips will attempt to land near these hostile units 
  and conduct ground-to-ground attacks if successful, while all 
  other robotic units will intentionally crash into the largest available 
  hostile ground target.
  AEROSPACE OPERATIONS RIC DECISION TREE
  
  151
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Orders (Neutral): The robotic unit will attempt to keep all 
  hostile large craft at Long range, protecting its most damaged 
  components. If unable to do this, it will attempt to stay at 
  Long range from the largest hostile craft, while attempting to 
  attack the nearest hostile large craft. If a hostile target of any 
  kind is at Short or Medium range, the robotic unit will also 
  conduct evasive maneuvers. 
  Robotic units on a ground-attack mission will cease its 
  mission immediately and switch to combat air patrol, and 
  follow the neutral orders above.
  Orders (Defensive): Robotic unit will conduct a Forced 
  Withdrawal (see p. 258, TW) using legal special maneuvers as 
  Thrust permits. Once the unit reaches the edge of the playing 
  area, it flees the battlefield, and remains out of play for the 
  remainder of the game. 
  2. EVENT: Collision 
  Event Trigger: Robotic unit is in danger of colliding 
  with another object or the ground. For Robotic aerospace, 
  conventional fighters and Small Craft units, treat the Aggression 
  level of “Aggressive” as “Neutral” for this Event. 
  Orders (Aggressive): If the possible collision is with any 
  small craft, aerospace or a non- friendly object that will do 
  less than 20 percent of the robotic unit’s total starting armor 
  value in damage to the robotic unit, the robotic unit will ignore 
  the possible collision threat and proceed to next Event in its 
  Decision Tree. Otherwise, treat as response as indicated below 
  for an Aggression level of “Neutral.” 
  Orders (Neutral): Robotic unit will use all available Thrust 
  to avoid collision, while continuing to target hostile units and 
  attempting to maneuver so as to remain within combat range 
  with these units.
  Orders (Defensive): Robotic unit will use all available Thrust 
  to avoid collision, forgoing all other actions until it is no longer 
  in danger of collision. 
  3. EVENT: Boarding (Space Operations Only)
  Event Trigger: If any hostile small craft, ground unit 
  operating in Zero-G (see pp. 24-26, SO), or VTOL enters the same 
  or adjacent hex as the robotic unit and ends its movement there 
  with a velocity within 4 points of the robotic unit’s own, the 
  robotic unit will interpret this as a possible boarding attempt. If 
  the robotic unit is of a type that cannot be targeted by boarding 
  actions (such as an aerospace fighter or BattleMech), it will 
  ignore this Event Trigger. 
  Note: Airborne mobile structures and space stations that 
  respond to this Event Trigger will follow the Defensive Orders 
  for this event, regardless of their actual Aggression level. 
  Orders (Aggressive): The robotic unit will not attempt to 
  avoid the unit. 
  Orders (Neutral): The robotic unit will spend its next 
  Movement Phase expending up to its Maximum Thrust to 
  either increase the distance between itself and the possible 
  boarding unit, or to increase difference in velocities between 
  them to 5 points or more. 
  Orders (Defensive): The robotic unit will act as per Neutral 
  orders, and will also make the possible boarding unit its primary 
  target during the next Weapon Attack Phase, firing all available 
  weapons at it. 
  4. EVENT: Swarm 
  Event Trigger: A hostile large craft (or a small craft, if the 
  robotic unit is a fighter, satellite, or small craft) lies crippled and 
  within 12 hexes of the robotic unit (6 hexes, if the hostile is 200 
  tons or less). A robotic unit will considers any target crippled if 
  it fits the criteria defined in Crippling Damage (see p. 258, TW). 
  Note: WarShip and airborne mobile structures with an 
  Aggression level of Aggressive will respond to this event as if 
  they have a Neutral Aggression level instead. 
  Orders (Aggressive): If the hostile unit is a large craft, the 
  robotic unit will immediately attempt to ram. Otherwise, the 
  robotic unit will close to its Short range bracket and fire on the 
  target—angling its attack for the facing with the lowest current 
  armor rating, if possible. 
  Orders (Neutral): In its next Movement Phase, the robotic 
  unit will close on the crippled target using Safe Thrust only. 
  While doing so, it will shift fire from any active target and attack 
  the crippled unit for the next Weapon Attack phase, angling its 
  fire at the facing with lowest current armor rating, if possible. 
  Orders (Defensive): A robotic unit in Defensive mode will 
  ignore a crippled unit and move on to the next Event Trigger. 
  5. EVENT: Target Locked 
  Event Trigger: The robotic unit is still within weapons range 
  of an active, hostile large craft that it fired upon in the turn 
  immediately before now. 
  Orders (Aggressive): The robotic unit will attempt to close 
  to its Short range bracket, using Maximum Thrust, if necessary. 
  In the next Weapon Attack, it will fire all of its available weapons 
  upon the target, angling for the facing with the lowest current 
  armor rating, if possible. 
  Orders (Neutral): The robotic unit will maintain its current 
  range bracket with the target, using Maximum Thrust, if 
  necessary. It the next Weapon Attack, it will attempt fire all of its 
  available weapons upon the target, angling for the facing with 
  lowest current armor rating, if possible. 
  Orders (Defensive): The robotic unit will maintain its current 
  range bracket with the target, using no more than its Safe 
  Thrust. It the next Weapon Attack, it will attempt fire all of its 
  available weapons upon the target, angling for the facing with 
  lowest current armor rating, if possible.
  6. EVENT: Support 
  Event Trigger: The robotic unit is not currently engaged 
  with a hostile large craft, and a friendly unit (robotic or non-
  robotic) is in active combat with a hostile large craft that lies 
  within the robotic unit’s Long or Extreme range brackets.
  Orders (Aggressive): The robotic unit will attempt to close 
  to within Short range of the friendly unit’s target, while firing at 
  it with any available weapons.
  Orders (Neutral): The robotic unit will attempt to engage 
  the friendly’s unit’s target while trying to maintain its current 
  weapons range bracket. If the target moves beyond the range 
  band at which the robotic unit began its attack, the robotic unit 
  will pursue to maintain its previous distance. 
  Orders (Defensive): The robotic unit will engage hostile 
  unit but will not change its current course or range band. It will 
  make no attempt to pursue the friendly unit’s target, even if it 
  moves away.
  AEROSPACE OPERATIONS RIC DECISION TREE (CONTINUED)
  
  7. EVENT: Engaging Target 
  Event Trigger: The robotic unit is not engaged with a hostile 
  large craft, and a hostile large craft is within range of any weapons 
  mounted in the robotic unit’s forward arc. 
  Note: For robotic units weighing less than 200 tons, any hostile 
  craft that enters weapons range will trigger this event.
  Orders (Aggressive): The robotic unit will attempt to close to 
  within its Short range bracket using any Thrust necessary, while 
  firing whatever weapons are available.
  Orders (Neutral): The robotic unit will engage the hostile unit 
  while attempting to maintain the current range bracket between 
  them. If the target moves away, the robotic unit will pursue it to 
  maintain the range bracket.
  Orders (Defensive): The robotic unit will engage any hostile 
  unit in range, but will not pursue it if it moves away, and will not 
  actively move to change the range between them. 
  8. EVENT: Target at Range 
  Event Trigger: The robotic unit is not engaged with a hostile 
  large craft, but a hostile large craft is within 50 hexes of the robotic 
  unit’s current position. 
  Note: For robotic units weighing less than 200 tons, any hostile 
  craft that lies within this distance will trigger this event.
  Orders (Aggressive): The robotic unit will move towards the 
  nearest hostile unit at its Maximum Thrust, and will begin attacking 
  as soon as its modified to-hit number for an attack is 12 or less for 
  any weapon. Once the modified to-hit number falls to 10 or less, 
  return to the start of the unit’s Decision Tree.
  Orders (Neutral): The robotic unit will move towards the nearest 
  hostile unit at its Safe Thrust rate, and will begin attacking as soon 
  as its modified to-hit number for an attack is 12 or less for any 
  weapon. Once the modified to-hit number falls to 9 or less, return 
  to the start of the unit’s Decision Tree. 
  Orders (Defensive): The robotic unit will move towards the 
  nearest hostile unit while using evasive maneuvers, and will not 
  exceed its Safe Thrust rating while doing so. Once the modified to-
  hit number for an attack by any of the unit’s weapons falls to 9 or 
  less, return to the start of the unit’s Decision Tree. 
  9. EVENT: Target Acquired 
  Event Trigger: The robotic unit is not engaged with a hostile 
  large craft, but a hostile large craft is within 100 hexes of the robotic 
  unit’s current position. 
  Note: For robotic units weighing less than 200 tons, ignore 
  this event.
  Orders (Aggressive): The robotic units will move towards the 
  nearest hostile target at Maximum Thrust. If the target’s starting 
  Maximum Thrust is higher than that of the robotic unit, it will choose 
  the next closest target instead. If no target can be intercepted in this 
  fashion, move to Event Trigger 10, unless specifically commanded 
  otherwise by a Control Unit (see p. 139). 
  Orders (Neutral or Defensive): The robotic units will move 
  towards the nearest hostile large craft at Safe Thrust. If the target’s 
  starting Maximum Thrust is higher than the Safe Thrust of the robotic 
  unit, it will choose the next closest target instead. If no target can be 
  intercepted in this fashion, go to Event Trigger 10 unless specifically 
  commanded otherwise by a Control Unit (see p. 139). 
  10. EVENT: Minimal Threat 
  Event Trigger: No hostile target lies within 100 hexes of the 
  robotic unit that has a starting Maximum Thrust equal to or greater 
  than the robotic unit’s current Maximum Thrust rating. 
  Orders (Aggressive, Space Operations Only): If the robotic unit 
  is a large craft, it will move at its Maximum Thrust in the direction 
  of the nearest hostile large craft. If the robotic unit’s Max Thrust is 
  insufficient to intercept, it will instead expend Safe Thrust to lower 
  its velocity to 0 (and thus try to maintain its current position). 
  Robotic units under 200 tons in mass will expend Safe Thrust to 
  lower their velocity to 0 in all cases, unless specifically commanded 
  otherwise by a Control Unit (see p. 139). 
  Orders (Aggressive, Atmospheric Operations Only): In 
  atmosphere, the robotic unit will move at its Maximum Thrust in the 
  direction of the nearest hostile large craft (or any nearest hostile craft 
  if the robotic unit is a fighter or small craft). If the robotic unit’s Max 
  Thrust is insufficient to intercept, it will instead enter combat patrol 
  pattern based on its unit type and altitude, as described below. 
  Spheroid DropShips, spheroid small craft, and airborne mobile 
  structures at any altitude will reduce their lateral velocity to 0 before 
  rising to their maximum atmospheric altitudes to hover in place. These 
  units will maintain their hover until a new Event Trigger overrides this 
  action or they run critically low on fuel. If a robotic unit runs down 
  to less than 10 points of fuel while hovering, it will descend to land. 
  Otherwise, it will return to the start of its Decision Tree.
  Aerodyne DropShips, aerodyne small craft, and fighters on the 
  High Altitude Map will expend Safe Thrust to move in a straight line 
  while maintaining their current altitude. On the next turn, they will 
  continue to use Safe Thrust to turn and fly in the opposite direction. 
  They will continue to do this, reversing course every turn, until a 
  new Event Trigger overrides this action or the unit runs critically low 
  on fuel. If a robotic unit runs down to less than 10 points of fuel 
  while flying back and forth in this manner, it will descend to land. 
  Otherwise, it will return to the start of its Decision Tree.
  Aerodyne DropShips, aerospace small craft, and fighters on 
  the Low Altitude will begin a hexagonally-shaped patrol pattern 
  at their current altitude by proceeding the minimum number of 
  hexes in a straight line before taking their next free facing change 
  to the right (see p. 77, TW). They will continue this pattern, always 
  turning to the right, to produce a continuous loop, until a new 
  Event Trigger overrides it of the unit runs critically low on fuel. If a 
  robotic unit runs down to less than 10 points of fuel while circling in 
  this manner, it will attempt to return to base—or attempt a landing 
  as close as possible to its base, if unable to reach it. Otherwise, it will 
  return to the start of its Decision Tree.
  Orders (Neutral): The robotic unit will follow the same procedures 
  outlined for an Aggression level of Aggressive, but will only expend 
  Safe Thrust in its attempt to close with the hostile target. 
  Orders (Defensive): The robotic unit will expend Safe Thrust 
  to lower its velocity to 0 (thus attempting to maintain its current 
  position). If the robotic unit is a fighter or small craft and a friendly 
  unit with empty fighter/small craft cubicles lies within 250 hexes of 
  its position, the robotic unit will move toward that unit at Safe Thrust, 
  to dock with the allied unit for refueling and rearmament, unless 
  specifically ordered by a Control Unit not to do so. Otherwise, the 
  robotic fighter or small craft will maintain a velocity to 0, awaiting 
  further instructions or another Trigger event. 
  AEROSPACE OPERATIONS RIC DECISION TREE (CONTINUED)
  
  153
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  11. EVENT: Bingo Targets 
  Event Trigger: No hostile targets lie within the immediate 
  combat area (555 hexes for robotic large craft; 55 hexes for 
  robotic fighters, satellites, and small craft). 
  Orders (Aggressive): The robotic unit will follow the same 
  movement orders defined for Aggressive units in Event 10. While 
  doing so, the unit will make an active Radar (Object) Detection Roll 
  (see p.119, SO) every turn. If a hostile large craft is detected and the 
  robotic unit is itself a large craft, return to the top of the Decision 
  Tree. If a hostile unit of any type is detected within 50 hexes by a 
  robotic fighter, satellite or small craft unit, go to Event Trigger 8. For 
  all other cases, return to the start of the unit’s Decision Tree.
  Orders (Neutral or Defensive): The robotic unit will follow 
  the same movement orders defined for Defensive units in 
  Event 10. While the unit is loitering, it will conduct passive 
  sensor sweeps for hostile targets. If a large craft is detected in 
  this manner, return to the start of the unit’s Decision Tree. If, on 
  the other hand, the robotic unit is a fighter or small craft within 
  250 hexes of a friendly unit that possesses empty fighter/
  small craft cubicles, it will expend Safe Thrust to intercept the 
  allied unit and dock (unless specifically commanded otherwise 
  by a Control Unit). If a robotic unit is in atmosphere when a 
  Bingo Targets event is triggered, the unit will attempt to land 
  at the nearest friendly airfield or—if none exist—the largest 
  concentration of friendly forces within its detection range. In all 
  other cases, return to the start of the unit’s Decision Tree. 
  12. EVENT: Hibernation 
  Event Trigger: Robotic unit is a large craft (DropShip, 
  WarShip, or airborne mobile structure) with no hostile targets 
  found within its radar detection range (5,555 hexes). 
  Orders (Aggressive, Space Operations Only): The 
  robotic unit will conduct a patrol of the area, moving 1,000 
  hexes in a random direction by accelerating for the first 
  500 hexes, then decelerating until it reaches a Velocity of 
  0. If no hostile large craft are detected, the unit will return 
  to its original position and repeat the above process in a 
  new direction. If, while doing this, the unit detects a hostile 
  large craft at any point, return to the start of the unit’s  
  Decision Tree.
  Orders (Aggressive, Atmospheric Operations Only): 
  Robotic units operating in atmosphere will perform the same 
  actions described in Event 10 (Minimal Threat) for units with an 
  Aggression level of Aggressive. 
  Orders (Neutral): The robotic unit will attempt to land at the 
  nearest friendly airfield or dock with the nearest friendly large 
  craft that possesses a suitable landing/recovery system for the 
  unit’s type. If no such option is present, the unit will follow the 
  protocols for an Aggressive unit under this event trigger. If a 
  hostile large craft is detected at any point in this process, return 
  to the start of the unit’s Decision Tree. 
  Orders (Defensive): The robotic unit will attempt to land at 
  the nearest friendly airfield or dock with the nearest friendly 
  large craft that possesses a suitable landing/recovery system 
  for the unit’s type. If no such option is present, the unit will 
  rise to orbit (intentionally crossing the interface layer), and 
  enter a safe orbit before shutting down. The unit will remain 
  inactive, but with any internal defenses still running, until it 
  receives further orders from a valid Control Unit. While shut 
  down, the robotic unit will cease to process Event Triggers 
  until reactivated 
  AEROSPACE OPERATIONS RIC DECISION TREE (CONTINUED)
  The following is a modification for the normal Aerospace 
  Operations RIC Decision Tree, applicable to robotic aerospace 
  units operating under Mission: Transport. They are used in 
  conjunction with the Aerospace Operations Robotic RIC 
  Command Decision Tree (see pp. 150-153). 
  Overriding Orders
  These orders will take effect whenever conditions are met, 
  regardless of any Event Triggers that are met. As with the Event 
  Triggers, these overriding orders are processed in list order.
  Targeting:
  If a hostile large craft enters the robotic transport unit’s 
  forward arc at Short or Medium weapons range, and the robotic 
  transport unit did not attack another target the previous turn, it 
  will attack that large craft with all available weapons. 
  Navigating: 
  Based on the Aggression level, set prior to the start of the 
  mission, their behavior will be: 
  Aggressive: If Event 8: Target Acquired is triggered, the drone 
  will cease active navigation and engage the standard Aerospace 
  Operations RIC Decision Tree protocols with an Aggression level 
  of Aggressive and will continue to use the standard Decision 
  Tree until Event 9: Minimal Threat is triggered. Once Event 9 is 
  triggered, the transport unit will return to its previous course. 
  Neutral: If Event 8: Target Acquired is triggered, the drone 
  will attempt to evade the hostile units it has detected. While 
  attempting to evade, the drone unit must move closer to its 
  destination at least 1 turn out of every 3 turns spent engaging 
  in evasinve maneuvers.
  If Event 7: Target in Range is triggered, the drone will cease 
  its active navigation and engage the Aerospace Operations RIC 
  Decision Tree protocols using an Aggression level of Neutral, 
  continuing such operations until Event 9: Minimal Threat is 
  triggered. Once Event 9 is triggered, the robotic transport unit 
  will return to its previous course.
  Defensive: If the robotic transport unit detects any hostile 
  targets within its sensor range, it will attempt to avoid the 
  hostile target by any means necessary. 
  If fired upon, the robotic transport unit will return fire, so long 
  as this does not prevent it from continuing to evade its target.
  If Event 1: Omega is triggered, the transport drone will cease 
  its active navigation and engage the standard Aerospace 
  Operations RIC Decision Tree with an Aggression level of 
  Aggressive, and continue to use those protocols until Event 
  9: Minimal Threat is triggered. Once the threat has abated, the 
  robotic unit will return to its previous course.
  TRANSPORT RIC DECISION TREE
  
  even if they are hostile or engaging in attacks against friendly units; 
  as a result, only a command sent from a human-operated Control Unit 
  will direct the robotic unit to attack an excluded target. Under Primary 
  Target Exclusion, the robotic unit will only fire on an excluded target 
  if no valid, Primary Targets exist in sensor range at all (and the non-
  Primary excluded target is hostile). 
  Chris will be playing the Word of Blake in the Devils Tower track 
  from Jihad Hotspots Terra. He will be fielding several Revenant 
  robotic BattleMechs (see p. 153, JHS: Reckoning). Chris wishes 
  to task his Revenants specifically with targeting infantry and 
  light armor, freeing his forces for bigger game. At the start of 
  gameplay, he sets his Revenants to Primary Target Exclusion, with 
  only conventional infantry, battle armor, and combat vehicles of 
  equal or lighter weight class set as Primary Targets. Throughout 
  the battle, his Revenants will only attack their Primary targets—
  infantry, battle armor, and light vehicle units—ignoring all 
  other hostile unit types unless they can no longer find any hostile 
  infantry, battlesuits, and light vehicles within their weapons range. 
  Dan, meanwhile, is deploying a robotic Demolisher tank on 
  a battlefield set within a rail yard full of civilian equipment. He 
  knows the assault tank is ill-equipped to handle conventional 
  Infantry, and does not want it wasting ammunition on such 
  low priority targets or the abundance of non-combat vehicles 
  that surround it. He thus notes that his robotic Demolisher will 
  set its Target Exclusions to Total Target Exclusion mode for all 
  conventional infantry and support vehicle units. During the battle 
  to come, the Demolisher will ignore those unit types entirely, even 
  if the only hostiles within range are enemy foot soldiers.
  Optimal Weapon Range: During combat, a ground-based robotic 
  unit will try to keep its target at the most optimal range for its weapon 
  systems. To determine a robotic unit’s optimum weapon range, first 
  look at the Medium range brackets for all of its ranged weapons, 
  adding together the damage values for any overlapping range 
  brackets (such as multiple medium lasers, or medium lasers and SRM 
  launchers together). The range bracket that delivers the greatest 
  damage potential will become the unit’s optimal weapon range. 
  For example, a robotic Grasshopper carries 1 large laser, 1 LRM 5 
  launcher, and 4 medium lasers. Looking at the range brackets for this 
  ’Mech, the large laser’s medium range bracket (6 to 10 hexes) has a 
  maximum damage potential of 8 points; the LRM 5’s medium range 
  bracket (8 to 14 hexes) has a maximum damage potential of 5 points; 
  and the medium lasers’ range bracket (4 to 6 hexes) has a maximum 
  damage potential of 20 points (5 points x 4 medium lasers = 20). 
  Because the medium lasers can deliver the most potent damage at 
  their medium range, that range bracket—4 to 6 hexes—becomes the 
  Grasshopper’s optimal weapon range bracket.
  Preferred Range: By default, a robotic unit’s Preferred Range is the 
  same as its optimal weapon range. Sometimes, however, a robotic 
  unit’s optimal range can put it in an overly aggressive position, 
  risking the unit to deadly return fire. For case where optimum range 
  is not desired, the robotic unit’s controlling player can set can set 
  an alternate preferred range band for the robotic unit to engage 
  its target from. This Preferred Range bracket is the range which the 
  robotic unit will attempt to maintain between itself and all hostile 
  units it engages in combat. 
  A given preferred range bracket can be set strictly as a number 
  of hexes applied to all robotic units equally, or can be defined 
  as a range band relative to the weapons used to determine the 
  particular unit’s optimum weapon range. These more relative 
  preferred-range brackets are defined in the Preferred Range 
  Bracket Suggestions Table.
  GROUND OPERATIONS RIC DECISION TREE
  The Decision Tree for ground-based robotic units is somewhat more 
  involved than that found for aerospace units. Where Aggression levels 
  remain a key component of these decisions, mission parameters are 
  more nuanced, and the greater impact of local terrain and movement 
  options will further influence what a robotic unit can do at this level 
  of play. 
  The following rules apply to ground-based robotic units mounting 
  one of the various SRCS systems. If the rules refer to a specific control 
  system, those rules only apply to units mounting that system. 
  Tiered Decision Trees
  To address the more diverse variables and constraints that face 
  them, ground-based robotic units (including VTOL and WiGE vehicles) 
  operate under a tiered set of Decision Trees, capped by an overriding 
  set of mission orders. The mission orders define the drone’s overall 
  operational parameters, providing it an overall objective, constraints, 
  primary targets, and movement profiles. The robotic unit then uses a 
  Movement Decision Tree to determine how it traverses the battlefield, 
  and a Hostile Target Selection Tree to determine which targets it will 
  attack at any given time. 
  Prior to combat, the controlling players of all ground-based robotic 
  units must select a Primary Mission for such units, define all Mission 
  Variables, and select the units’ Aggression levels.
   
  Ground Unit Missions
  Each Mission is made up of a number of variables that define the 
  robotic unit’s overall goals and parameters the unit will work toward 
  during combat. These missions, as defined under Ground-Based Robotic 
  Unit Missions (see pp. 156-157), feature the following key variables: 
  Mission Objective: This is the robotic unit’s overriding objective. 
  Unless it has triggered an Event: Omega, the robotic unit will always work 
  to achieve this objective. If a robotic unit is given more than one mission 
  objective, these objectives are prioritized in the order they are written.
  Mission Objectives may not be changed during the scenario, but 
  Control Units may relay periodic modifications via their normal rules, 
  including changes to the units’ Aggression levels or assigning priority 
  targets (see General Robotic Game Rules, pp. 134-140). 
  Primary Target: During combat, ground-based robotic units must 
  determine which specific hostile unit to target based on its threat 
  level (see Hostile Target Selection Tree, p. 158). By designating pre-set 
  primary targets, the controlling player establishes any targets that 
  might override the standard selection tree. 
  As with Mission Objectives, mission-based Primary Targets may not 
  be changed once set before the scenario, but an active Control Unit 
  can assign priority targets during game play.
  Target Exclusions: By default, robotic ground units will adhere to a 
  “Standard” level of target exclusion. Under Standard target exclusion, 
  ground-based robotic units will ignore DropShips, mobile structures, 
  buildings and Large-size support vehicles (including trains and naval 
  vessels). In addition to these basic exclusions, the controlling player 
  may instruct his robotic units to ignore certain steps of the Hostile 
  Target Selection Tree (See p. 158), to eliminate other “invalid” targets.
  Any target exclusions from the Standard that a robotic unit will 
  recognize throughout a scenario must be set prior to the start of 
  gameplay, but Control Units may also issue commands for short-term 
  commands in accordance with the rules for such Control Units under 
  the General Robotic Unit Game Rules (see pp. 134-140). This last 
  option enables the Control Unit to assign priority targets, if need be, 
  by effectively adding a “Step 0” to the Target Selection Tree.
  There are two types of Target Exclusions: Total Target Exclusion and 
  Primary Target Exclusion. Under Total Target Exclusion, the robotic 
  unit will not target any of the unit types found in its exclusion list, 
  
  155
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  When advancing to its preferred range, the robotic unit will not 
  take actions that would knowingly require a Piloting skill roll or 
  result in damage to itself. 
  Once within its preferred range, the robotic unit will seek to 
  generate the highest to-hit modifier for target movement that it 
  can, up to the point where it creates to-hit numbers of 10 or more 
  to attack its current target.
  Aggressive: A robotic unit set to an Aggression level of 
  Aggressive has a primary mission to destroy all designated hostile 
  units, regardless of any concerns for its own safety. To reflect this, 
  its movement actions will be tailored for offensive maneuvers at 
  the expense of defense, as follows:
  Once a target is selected, the robotic unit will maneuver to its 
  preferred range as fast and as directly as it can, employing any 
  movement mode to do so, even if it means risking a Piloting Skill 
  roll to accomplish this (for instance, by using Jumping MP, moving 
  through buildings, running over icy terrain, and so forth). 
  If a ground-based robotic unit is outside of its preferred range 
  bracket for more than 2 consecutive Weapon Attack Phases, it will 
  make all attempts to return to its default optimal range, so long as 
  this does not otherwise violate its mission objectives. 
  As with other mission parameters, the controlling player must 
  set the mission’s preferred range prior to the start of gameplay. 
  Once set, the unit’s preferred range may not be changed, even 
  under orders from a Control Unit. 
  Ground-Based Robotic Unit Movement Basics
  How a robotic unit moves in a scenario depends on both its 
  mission parameters and its Aggression level. As each mission 
  provides a basic set of objectives to work toward, some may also 
  cover movement variables, such as designating navigational 
  waypoints the unit must routinely patrol, or which serve as “home 
  base” in the event of a need to retreat. 
  In addition to using the Ground Movement Decision Tree to 
  resolve movement actions by a ground-based robotic unit 
  (see p. 156), the following details general rules for how 
  Aggression level plays into robotic movement protocols.
  Defensive: A ground-based robotic unit set to a 
  Defensive Aggression level will work to preserve itself 
  and remain operational, in addition to any other mission 
  orders. All of its movement actions will thus be based on 
  this underlying survival drive, as follows: 
  The robotic unit will not engage in an action that will 
  knowingly require a Piloting skill roll (such as entering a 
  building, or turning on pavement while running). 
  If it is a ’Mech, the robotic unit will use Careful Stand (see 
  p. 24, TO) if its target number to stand is greater than 4.
  The robotic unit will always maximize its to-hit modifier 
  for target movement, even if doing so will result in to-
  hit numbers of 12 or higher to attack its current target. 
  (However, the robotic unit will try to maintain its preferred 
  weapon range.)
  The robotic unit will only use jump jets to retreat from 
  combat. When jumping, the robotic unit must always land 
  farther away from the hostile unit it has currently engaged 
  than when it started, and may also not end up closer to 
  any other hostile unit at the end of their jump. 
  Neutral: A robotic unit set to a Neutral Aggression level 
  will choose a balanced approach to protecting its own 
  safety while ensuring it can still present a hostile target to 
  its opposition, as follows: 
  PW 
  JJ
  The Revenant drone BattleMech operates in mindless swarms that seek their target’s destruction.
  PREFERRED RANGE BRACKET SUGGESTIONS TABLE
  Range Bracket
  Definition
  None/Medium
  Default setting: Use the unit’s optimum weapon range bracket. 
  Short
  Use the short range bracket for the unit’s optimum range weapons.
  Far-Short
  Use the maximum short-range hex for the unit’s optimum range weapons.
  Medium-Short
  Combine the short and medium range brackets for the unit’s optimum range weapons.
  Far-Medium
  Use the 2 farthest hexes of the medium range bracket for the unit’s optimum range weapons. 
  Medium-Long
  Combine the medium and long range brackets for the unit’s optimum range weapons.
  Long
  Use the long range bracket for the unit’s optimum range weapons.
  Far-Long
  Use the farthest 3 hexes of the long range bracket for the unit’s optimum range weapons. 
  Extreme
  Use the extreme range bracket for the unit’s optimum range weapons (see p. 85, TO). 
  
  Robotic units with physical attack abilities (other than ramming/
  charging) will also close to physical attack range if the opportunity 
  presents itself—but only if doing so gives the potential physical 
  attack a to-hit number of 6 or less.
  Once within its preferred range, the robotic unit will always seek 
  the lowest to-hit numbers possible when attacking its primary target. 
  This may even involve reducing its speed to Cruising/Walking rate, or 
  even becoming stationary.
  The following protocols outline the priority of movement 
  decisions for ground-based robotic units. Unlike the aerospace 
  Decision Trees, these protocols do not wait for triggers and events. 
  Instead, they rely on an assessment of the unit’s mission parameters 
  and pre-programmed tactical considerations. These maneuver 
  decisions are modified by the basic maneuvering protocols (see 
  Ground-Based Robotic Unit Movement Basics, pp. 155-156).
  Step 1: Mission vs. Target Priorities
  Offensive Mission: In an offensive mission, Primary targets 
  take automatic priority over other physical objectives. If a Primary 
  target is within range and between the robotic unit and its physical 
  objective, the robotic unit will make the Primary target its main 
  objective until the target is destroyed. 
  Defensive Mission: In a defensive mission, the physical 
  objectives take priority over other Priority targets. The robotic unit 
  will make defending or achieving its physical objective its primary 
  mission, and thus will not pursue hostile units that move out of 
  range, if doing so means leaving the primary objective unguarded 
  Step 2: Avoid Deadly Physical Contact 
  If a hostile unit has not yet moved, the robotic unit will not enter 
  the potential movement range of that unit, but only if it assesses 
  that the damage from a physical attack by that hostile unit would 
  be enough to cripple or destroy the robotic unit. (This assessment 
  only covers the effects of raw physical attack damage versus the 
  robotic unit’s armor and structure; it does not cover “lucky” hits, 
  such as those that may result from a Hit Location roll of 2.)
  Exception 1: For the purposes of this step, robotic ’Mechs treat 
  their head location as the sum of both armor and internal structure 
  for purposes potential damage, and will avoid closing with a target 
  that can potentially deliver enough damage to destroy their head 
  in a single punch attack without the use of physical enhancements 
  like triple-strength myomers. (Thus, a robotic unit which has a total 
  of 10 points of armor and structure in its head will not close with a 
  hostile ’Mech weighing 100 tons or more, but may not recognize the 
  threat of a 50-ton ’Mech equipped with triple-strength myomer.)
  Exception 2: Robotic units ignore this restriction if the hostile 
  unit is a hovercraft, VTOL, hydrofoil vessel, aerospace unit, or fixed-
  wing support vehicle. 
  Step 3: Keep Front toward Enemy 
  A robotic unit will always attempt to end its movement with its 
  rear arc facing away from all hostile units. If this is not possible, it will 
  attempt to face the hostile unit with highest starting Battle Value.
  Step 4: Get to Enemy’s Rear
  A robotic unit will attempt to end its movement in the rear arc of 
  any Primary target hostile units. If this is not possible, move on to 
  the next step.
  Step 5: Stay at Preferred Range
  The robotic unit will attempt to maintain its preferred 
  weapon range.
  Step 6: Seek the Highest To-Hit Target Modifier
  A robotic unit will attempt to generate the highest possible to-hit 
  modifier against potential enemy fire by using its own movement 
  and terrain to generate those modifiers. Note that this step may be 
  overridden by the robotic unit’s Aggression level (see Ground-Based 
  Robotic Unit Movement Basics, pp. 155-156).
   
  Step 7: Seek the Lowest To-Hit Attack Modifier
  The robotic unit will attempt to attain the lowest possible to-hit 
  modifier for its own attacks against its first valid Primary target. Once 
  again, this step may be overridden by the robotic unit’s Aggression 
  level (see Ground-Based Robotic Unit Movement Basics, pp.155-156).
  MOVEMENT DECISION TREE (GROUND UNITS)
  Mission: Take and Hold (Offensive) 
  The robotic unit has been assigned to secure a specific physical 
  objective or location on the map. 
  Setup/Rules: Prior to the start of gameplay, the defending 
  player designates a section of the game map as the objective for 
  the assault. The targeted location may be no more than 3 hexes by 
  3 hexes in size per combat unit in the attacking player’s force (so a 
  target area for a lance of attacking units can be as large as 12 hexes 
  wide, by 12 across). The target area need not be a single structure 
  of any type; it could be a cluster of buildings, or merely be a section 
  of terrain surrounding a single point of interest. 
  The objective area must be located on the Defender’s half of the 
  map and reachable by at least 25 percent of the Attacking force. 
  Objectives: 
  1. Enter any portion of the objective area. Once this objective is 
  achieved, the robotic unit will not exit the objective area of 
  its own accord, and will not willingly leave the area for longer 
  than 1 turn. The robotic unit may exit the objective area 
  only if doing so will enable it to generate higher target to-
  hit modifiers for defensive purposes (see Movement Decision 
  Tree, above), but the unit will then attempt to return in the 
  subsequent turn. 
  2. Cripple or destroy all hostile units within the objective area.
  Priority Targets: Any hostile unit within the designated 
  objective area. 
  Target Exclusions: Standard
  Suggested Preferred Range: Medium
  GROUND-BASED ROBOTIC UNIT MISSIONS 
  
  157
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Mission: Assault (Offensive) 
  The robotic unit has been assigned to attack all hostile units 
  within a specific physical objective or location. 
  Setup/Rules: The assault mission uses the same setup rules 
  as Take and Hold Mission. 
  Objectives:
  1. Cripple or destroy all units within the objective area.
  Priority Targets: Any hostile unit within the designated 
  objective area. 
  Target Exclusions: Standard
  Suggested Preferred Range: Medium
  Mission: Defend (Defensive) 
  The robotic unit has been assigned to defend a specific 
  physical objective or location.
  Setup/Rules: Prior to the start of gameplay, the defending 
  player designates a section of the game map or a single friendly 
  unit as the defense objective. If a fixed location, the targeted 
  location may be no more than 3 hexes by 3 hexes in size, per 
  combat unit in the attacking player’s force. The objective area 
  must be on the Defender’s side of the map, and reachable by at 
  least 25 percent of the Attacking force. 
  Objectives:
  1. A robotic unit performing a Defend mission will not 
  willingly spend more than 2 consecutive turns outside of 
  its objective area. It may move out of the area only if doing 
  so will allow it to generate a higher target to-hit modifier 
  (see Movement Decision Tree, p. 156), but the unit will then 
  attempt to return in the subsequent turn.
  Priority Targets: Any hostile unit within the objective area. 
  If no hostile units are within the objective area, any hostile unit 
  within the mission’s preferred range, as measured from the 
  center of the objective area. 
  Target Exclusions: Standard
  Suggested Preferred Range: Far-Medium (Minimum: 0 
  hexes; Maximum: Long range)
  Mission: Recon (Offensive) 
  The robotic unit’s primary mission is to gather information 
  on a specific objective or location.
  Setup/Rules: Regardless of the map’s set up, the robotic unit 
  will attempt to close to scanning range of any and all Priority 
  targets (and any buildings within the battle area) to scan them.
  To attempt a detailed scan, the robotic unit must ends its 
  Movement Phase within 3 hexes of the target unit or building (5 
  if the unit is equipped with any form of active probe equipment), 
  for 2 consecutive turns. If the unit is forced to break away or 
  loses its line of sight to the target, the scan is interrupted and 
  must be attempted again.
  A robotic unit attempting this detailed scanning action may 
  not fire any weapons or make physical attacks during the time 
  it takes to complete a scan if it lacks an active probe of any type.
  Objectives:
  1. If buildings exist on the playing field, the robotic unit will 
  attempt to scan each building. 
  2. The robotic unit will attempt to achieve LOS with all 
  hostile units and buildings in the battle area, and scan 
  them as well. 
  Priority Target: Closest hostile combat unit. If more than 
  one, target the highest BV first.
  Target Exclusions: Standard
  Suggested Preferred Range: Long (to a Minimum range of 
  2 hexes)
  Mission: Harass (Defensive)
  The robotic unit’s primary mission is to maintain a given 
  distance with a specific set of opposing combat units. 
  Setup/Rules: At the start of game play, the controlling player 
  must identify which units in the hostile force are the robotic 
  unit’s opposing force. This may be as few as 1 unit, or as many 
  of the opposing force’s units as there are presently on the map. 
  During each weapons attack phase, the robotic unit will 
  attempt to fire on as many targets as are within its range. It 
  will fire its highest-BV weapon at its Primary target, then it will 
  attempt to fire its next-highest BV weapon at the nearest hostile 
  unit that is not its primary target, and so on. This dispersed 
  firing process can only be overridden to enable focused fire on 
  a single target by a command from a friendly Control Unit.
  Objectives:
  1. Stay within weapons range of at least one hostile unit at 
  all times
  Priority Targets: Closest unit of the opposing force. 
  Target Exclusions: Standard
  Suggested Preferred Range: Far-Medium, (Minimum: 12 
  hexes, Maximum: Long range)
  Mission: Hunt (Offensive) 
  The robotic unit’s primary mission is to destroy a specific set 
  of opposing combat units, designated as its opposing force. 
  Setup/Rules: Follow the same rules for selecting the 
  opposing force as defined in Mission: Harass. 
  Objectives:
  1. Destroy all units in the opposing force.
  Priority Targets: Whichever opposing units deliver the 
  highest level of potential damage (of those that lie within the 
  robotic unit’s weapons range). 
  Target Exclusions: Standard
  Suggested Preferred Range: Medium
  Mission: March (Defensive) 
  The robotic unit’s primary mission is to move through a 
  series of specified map points in order. 
  Setup/Rules: At the start of game play, the controlling 
  player must designate each robotic unit’s route. This is done by 
  establishing a series of numbered waypoints. Up to 2 waypoints 
  may be set per individual BattleTech mapsheet (16 x 17 hexes). 
  Any waypoint on a valid exit edge of the map (as determined by 
  the scenario) may be designated as an exit waypoint. A robotic 
  unit that starts its movement on this exit waypoint will leave 
  the playing field in that turn.
  During game play, the robotic unit will travel from waypoint 
  to waypoint, based on its designated movement profile. 
  Objectives: 
  1. Travel through each waypoint in order, and exit the map 
  via the final waypoint. 
  Priority Targets: None
  Target Exclusions: Standard
  Suggested Preferred Range: Long, Min-6, Max-None
  GROUND-BASED ROBOTIC UNIT MISSIONS (CONTINUED)
  
  At the start of each Weapons Attack Phase, a robotic ground unit 
  must determine its potential targets by using the Hostile Unit Selection 
  Tree, modified as necessary by any Preferred Target and Target Exclusion 
  mission variables. 
  As with other Decision Trees, the robotic unit selects its target by 
  starting at the top of the tree and proceeds through each step until 
  a valid target is identified by the corresponding criteria. The robotic 
  unit will then fire at the target with all weapons that can possibly hit 
  it. Robotic units will not attack targets that are out of range, or which 
  the robotic unit determines are impossible to hit (i.e., the line of sight 
  is blocked, or the to-hit number to attack it comes to 13 or more). Only 
  targets that can be hit—even if it requires a to-hit roll of 12 to do so—
  are valid targets to a robotic drone. 
  Starting BV: If assessing a target’s priority based on Battle Value, use 
  only the base BV for that unit type and variant. Do not include modifiers 
  for pilots, special munitions, or other similar BV modifications. 
  Multiple Matches: If more than one hostile target exists that fits 
  the listed criteria, and no additional instructions exist to determine 
  the target (such as a mission objective), the robotic unit will fire at the 
  target with the lowest to-hit modifier. If this still leaves more than one 
  option that fits the listed criteria, the robotic unit will determine its 
  target at random. 
  HOSTILE TARGET SELECTION TREE (GROUND UNITS)
  Step
  Criteria 
  1
  Any Primary Target units which has a modified to-hit roll of 5 or less to attack (regardless of range), and which is of equal or lower weight 
  class to the robotic unit. 
  2
  Any Primary Target units which has a modified to-hit roll of 5 or less to attack (regardless of range), and which is of any weight class.
  3
  Any target fired at in the previous 2 turns of play, as long as the target has a modified to-hit roll of 9 or less to attack. 
  4
  Any Primary Target which has a modified to-hit of 9 or less to attack, regardless of range and weight class. 
  5
  Any target actively engaged by other units in the robotic unit’s lance or platoon, and which is also within the robotic unit’s optimal range. 
  (Optimal range is any range bracket where the robotic unit receives its lowest possible range-based attack modifiers.)
  6
  Any target that has a modified to-hit roll of 5 or less, regardless of range and weight class. Exception: Conventional infantry and Small-size 
  support vehicles are ignored in this step. 
  7
  Any aerospace or conventional fighter that is currently conducting a strafing, striking or bombing attack on the mapsheet that the robotic 
  unit occupies. If more than one such unit exists, the robotic unit will target the largest unit. If more than one exists at the same weight, 
  randomly select which is targeted. Exception: If the robotic unit lacks any weapons with a range of 10 hexes or more, skip this step.
  8
  Any BattleMech of the same or lower weight class as the robotic unit. If multiple possible targets exist, the robotic unit will start with any 
  targets of equal weight class to itself, moving down to the next weight class if none exist. If more than one target of a valid weight class 
  exists, the robotic unit will target the one with the highest starting BV. 
  9
  Any Combat Vehicle (Tracked, Wheeled, Naval Displacement, Naval Submarine) of the same or lower weight class as the robotic unit. 
  Follow the process in Step 8 for multiple weight classes or units of the same weight. 
  10
  Any Primary Target Combat Vehicle (Hover, VTOL, WiGE, Naval Hydrofoil) of the same or lower weight class. Follow the process in Step 8 
  for multiple weight classes or multiple units of the same weight. Note: Treat VTOLs weighing 25 to 50 tons as medium weight class for the 
  purposes of this selection process.
  11
  Any IndustrialMech, of any weight class, that is equipped with heavy (vehicle-scale) weapons. If there is more than one such unit to 
  choose from, the robotic unit will target the one with highest starting BV. 
  12
  Any BattleMech of high weight class than the robotic unit. If multiple possible targets exist, the robotic unit will start with any targets 
  of equal weight class to itself, moving up to the next weight class if none exist. If more than one target of a valid weight class exists, the 
  robotic unit will target the one with the highest starting BV.
  13
  Any Combat Vehicle (Tracked, Wheeled, Naval Displacement, Naval Submarine) of the higher weight class than the robotic unit. Follow 
  the process in Step 12 for multiple weight classes or units of the same weight. 
  14
  Any Primary Target Combat Vehicle (Hover, VTOL, WiGE, Naval Hydrofoil) of higher weight class than the robotic unit. Follow the process 
  in Step 12 for multiple weight classes or multiple units of the same weight. Note: Treat VTOLs weighing 25 to 50 tons as medium weight 
  class for the purposes of this selection process.
  15
  Any ProtoMech or battle armor. If multiple targets exist, the priority order is: ProtoMechs 7 tons and up, assault-class battle armor, 
  ProtoMechs 5 to 6 tons, heavy-class battle armor, ProtoMechs weighing 4 tons, medium-class battle armor, ProtoMechs 2 to 3 tons, light-
  class battle armor, and finally PA(L)s and/or exoskeletons.
  16
  Any Medium-size Support Vehicles (of any weight class) which are also equipped with heavy (vehicle-scale) weapons. If there is more than 
  one such unit, the robotic unit will target the one with highest starting BV. 
  17
  Any Conventional Infantry. If more than one conventional infantry unit exists, the robotic unit will target the one with the highest starting 
  Battle Value. 
  18
  Any grounded aerospace fighters, conventional fighters, small craft, fixed-wing support vehicles, or airship support vehicles. If more than 
  one such unit exits, the robotic unit will target aerospace fighters first, then small craft, conventional fighters, fixed-wing support vehicles, 
  and airship support vehicles—in that order. 
  19
  Any IndustrialMech of any weight class. 
  20
  Any Medium- or Small-size support vehicle, of any type. 
  
  159
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  SUPERHEAVY ’MECH GAME RULES
  Rules Level: Advanced
  Available to: BM, IM
  Tech Base (Ratings): Inner Sphere (D/XFFF [Superheavy 
  IndustrialMechs]); Inner Sphere (E/XXFF [Superheavy BattleMechs])
  Superheavy BattleMechs and superheavy IndustrialMechs are 
  available in two-legged (biped) and four-legged (quad) body 
  types, just like standard ’Mechs. (Tripod superheavy ’Mechs are 
  also possible, but the additional features of three-legged ’Mechs 
  are covered instead under tripod ’Mechs, and thus will not be 
  fully discussed here; see pp. 163-165 for more information on 
  tripod ’Mechs.) 
  In game play, superheavy ’Mechs function in accordance 
  with the standard rules for a ’Mech of their type, but with the 
  following modifications:
  Movement Phase
  Superheavy ’Mechs modify the standard movement rules for 
  BattleMechs as indicated below:
  Unit Height: Superheavy ’Mechs are considered to stand 3 
  levels (18 meters) tall for line of sight purposes. When prone (or 
  hull down), a superheavy ’Mech is treated as if it stands 2 levels 
  high for line of sight purposes. Superheavy ’Mechs do not receive 
  any cover modifiers for terrain that stands 2 levels or more below 
  their current height. Thus, a superheavy ’Mech standing upright 
  in Depth 1 water, or behind a Level 1 building would receive no 
  partial cover benefits, but if the same unit stood in Depth 2 water, 
  or behind a Level 2 hill, partial cover rules would apply. 
  Introduced: 
  2940 
  (Free 
  Worlds 
  League 
  [Superheavy 
  IndustrialMech]), 3076 (Word of Blake [Superheavy BattleMech])
  Although numerous attempts were made to break through the 
  “hundred-ton barrier” ever since the earliest years of BattleMech 
  use, these efforts were long stymied by the practical limitations 
  in chassis, myomer, and actuator demands, coupled with the 
  skyrocketing weight-to-power ratios of combat-grade fusion 
  engines. While a few specialized industrial-grade superheavy 
  ’Mechs did emerge over the centuries, the first real success 
  even in this venture—Brooks, Incorporated’s Three-Man Digging 
  Machine—did not appear until the early 2900s, and was 
  specifically designated for use in low-gravity environments where 
  its oversized mass was less crippling. 
  Meanwhile, the failures of superheavy BattleMech concepts 
  throughout the ages were legion. By far the most infamous of 
  these was the Matar, the template for the original Clan Behemoth 
  ’Mech, which was developed under the brief reign of Stefan 
  Amaris in the final years of the original Star League. Also known as 
  “Amaris’ Folly”, that superheavy ’Mech attempt never even made it 
  past the prototype stage. 
  The Matar’s legendary failure would live on through the 
  Succession Wars, and was most often cited example of why no 
  BattleMech could ever break the hundred-ton barrier. Then, 
  in 3078, the Word of Blake unveiled its deadly Omega-class 
  BattleMechs during their final defense of Terra. Far from a 
  prototype, the Omegas drew on post-Clan Invasion technology 
  advancements that finally put BattleMechs as heavy as two 
  hundred tons within the realm of practicality.
  The Heat Management Decision Tree applies only to units that can track heat and exceed their normal safe limits during 
  gameplay—specifically, BattleMechs, IndustrialMechs, and aerospace fighters. As all other units cannot overheat by design, heat 
  management decisions do not apply to them.
  HEAT MANAGEMENT DECISION TREE
  Aggressive: 
   • BattleMechs and IndustrialMechs: These units may voluntarily overheat by up to 9 points in a given turn. If the unit’s excess 
  heat exceeds 13 points during any End Phase, the robotic unit may perform no other action beyond basic movements at Walking 
  or Running rates during all subsequent turns, until the excess heat levels fall below 5 points.
   • Aerospace Fighters: These units may voluntarily overheat by up to 9 points in any given turn. If the unit’s excess heat exceeds 
  14 points in any End Phase, the robotic unit can perform no other action beyond basic movements at a Safe Thrust rate, until its 
  heat level drops below 5 points.
  Neutral:
   • BattleMechs and IndustrialMechs: These units may voluntarily overheat by up to 7 points in a given turn. If the unit’s excess 
  heat exceeds 13 points during any End Phase, the robotic unit may perform no other action beyond basic movements at Walking 
  or Running rates during all subsequent turns, until the excess heat levels fall below 5 points.
   • Aerospace Fighters: These units may voluntarily overheat by up to 4 points in any given turn. If the unit’s excess heat exceeds 
  9 points in any End Phase, the robotic unit can perform no other action beyond basic movements at a Safe Thrust rate, until its 
  excess heat level drops to 0 points.
  Defensive:
   • BattleMechs and IndustrialMechs: These units may voluntarily overheat by up to 2 points in a given turn. If the unit’s excess 
  heat exceeds 7 points during any End Phase, the robotic unit may perform no other action beyond basic movements at Walking 
  or Running rates during all subsequent turns, until the excess heat levels fall below 0 points.
   • Aerospace Fighters: These units may not voluntarily conduct any actions that will cause them to overheat. If the unit exceeds 
  4 points of excess heat during any End Phase, it can perform no other action in all subsequent turns, beyond basic movement 
  at a Safe Thrust rate, until its heat levels have returned to 0.
  Superheavy ’Mechs (Multiple Eras)
  
  Compact Engines: If the superheavy ’Mech mounts a compact 
  fusion engine, the engine is considered destroyed at 2 critical hits, 
  rather than 3. 
  Additional Superheavy ’Mech Rules
  Superheavy ’Mechs apply the following additional rules in game play:
  Buildings: Superheavy ’Mechs cannot climb buildings. When 
  entering or exiting a building, superheavy ’Mechs apply a +4 target 
  number modifier for all Piloting rolls made to determine if the 
  structure sustains damage.
  Advanced Movement and Piloting: If using the advanced Taking 
  Damage rules (see p. 23, TO), superheavy ’Mechs apply a –4 Piloting 
  Skill target modifier for their weight class. If using any Bog Down 
  special rules (see p. 62-63, TO), superheavy ’Mechs apply an additional 
  +1 Piloting Skill target modifier to avoid bog down effects.
  Transporting Superheavy ’Mechs: Superheavy ’Mechs may be 
  transported by DropShips, but because dedicated superheavy ’Mech 
  cubicles do not currently exist, they must be transported as bulk 
  cargo and cannot be dropped from airborne transports.
  SUPERHEAVY ’MECH CONSTRUCTION RULES
  Superheavy BattleMechs and superheavy IndustrialMechs are 
  available in two-legged (biped), three-legged (tripod), and four-
  legged (quad) body types, just like standard ’Mechs. The construction 
  of a superheavy ’Mech follows the rules for designing a standard-size 
  ’Mech of equivalent type (IndustrialMech or BattleMech), but with the 
  following modifications:
  Record Sheet
  Superheavy ’Mechs use the Superheavy ’Mech Record Sheets 
  appropriate to their body configuration. Note that while the slots 
  and locations on these record sheets are identical to those found on 
  standard ’Mech record sheets, the much larger interior capacities are 
  taken into consideration in the rules for Superheavy Critical Space 
  (see p. 163).
  Step 1: Design the Chassis
  The following modifications for superheavy ’Mechs apply to Step 1 
  of ’Mech construction (designing the chassis):
  Choose Technology Base: 
  Superheavy 
  BattleMechs 
  and 
  superheavy IndustrialMechs are available only to the Inner Sphere 
  Tech Base under these rules. The Clans do not produce superheavy 
  ’Mechs, having abandoned the concept during their formation.
  Choose Weight (Tonnage): Superheavy ’Mechs weigh from 105 
  tons to 200 tons in total mass, increasing in 5-ton increments. 
  Configurations: Superheavy ’Mechs may be constructed as 
  two-legged, three-legged, or four-legged designs. Superheavy 
  BattleMechs may be constructed as OmniMechs, but superheavy 
  IndustrialMechs may not. 
  Stacking Limits: Superheavy ’Mechs are so massive that no other 
  vehicles or ’Mechs may share the same hex as they occupy. Even 
  friendly vehicles and ’Mechs must maneuver around a superheavy 
  ’Mech’s hex during the Movement Phase. (Infantry—including battle 
  armor—remain unimpaired, and treat a superheavy ’Mech as a 
  standard ’Mech for stacking limits.)
  Movement: Superheavy ’Mechs reduce by 1 the MP cost for the 
  following terrain types: Woods, Jungle, Rough, Rubble, and Buildings. 
  All other terrain types and conditions (including elevation changes 
  and lateral movement for quads) cost the same number of MPs as 
  they do for standard-size ’Mechs.
  Combat Phase
  Superheavy ’Mechs modify the standard combat rules for 
  BattleMechs as indicated below:
  Attack Modifiers: All weapon and physical attacks against a 
  superheavy ’Mech receive a –1 to-hit modifier, to reflect the target’s 
  larger silhouette. All physical attacks performed by a superheavy 
  ’Mech suffer a +1 to-hit modifier, to reflect the reduced agility of their 
  outsized actuators and structure. If a physical attack between two 
  units includes a superheavy ’Mech on a different level, consult the 
  Different Levels Table (Superheavy ’Mechs) below. This table adds to 
  the one found in Total Warfare (see p. 150, TW).
  Infantry: Anti-’Mech infantry attacks against superheavy ’Mechs 
  receive a –2 to-hit modifier, to reflect the greater ease of such attacks 
  due to the superheavy ’Mech’s sheer size and lower range of motion. 
  Despite its greater size, however, a superheavy ’Mech may not be 
  subjected to more than one anti-’Mech swarm attack at any one time.
  Mechanized Infantry: Even though superheavy ’Mechs are 
  substantially larger than normal ’Mechs, they may not carry more 
  than one battle armor squad per ’Mech under the Mechanized Battle 
  Armor rules.
  Critical Hits: Although items in the arms, legs, and torsos of a 
  superheavy ’Mech effectively compress 2 critical slots’ worth of items 
  for every 1 superheavy slot, a critical hit to any item on a superheavy 
  ’Mech’s record sheet is always treated as a “single” critical hit, unless 
  the slot stores ammunition or heat sinks. 
  If a critical hit on a superheavy ’Mech strikes an ammunition slot, 
  all ammunition in that superheavy ’Mech slot is affected, even if it 
  contains two standard slots’ worth of munitions. Likewise, a critical hit 
  to any slots that contain multiple heat sinks (as may occur in the case 
  of standard or compact heat sinks) will destroy all of the sinks in that 
  superheavy critical slot. 
  As with normal rules, critical hits to a superheavy critical slot that 
  has been previously marked off will have no further effect and must 
  be re-rolled. 
  Gyro Hits: Even though superheavy ’Mechs make use of a specially-
  modified “superheavy gyro”, this system is just as prone to damage as 
  a standard gyro type. It therefore only takes 2 critical hits to destroy a 
  superheavy ’Mech’s gyro. 
  DIFFERENT LEVELS TABLES (SUPERHEAVY ’MECHS)
  Target is: 
  Allowed Physical Attack (Hit Location Table Used)
  Standing Superheavy ’Mech 1 level higher 
  Charge, Punch, Club, Physical Weapon (All on Kick Table) 
  Standing Superheavy ’Mech 1 level lower
  Charge, Punch, Kick, Club, Physical Weapon (Use Default Tables)
  Standing Superheavy ’Mech 2 levels lower
  Charge, Kick, Club, Physical Weapon (All on Punch Table) 
  Prone Superheavy ’Mech 1 level higher
  Punch, Club, Physical Weapon (Use Default Tables)
  Prone Superheavy ’Mech 1 level lower
  Charge, Punch, Kick, Club, Physical Weapon (Use Default Tables)
  Prone Superheavy ’Mech 2 levels lower
  None
  
  161
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Superheavy Endo Composite Structure: Superheavy endo 
  composite structure, a hybrid of standard and endo steel design, 
  takes up 15 percent of a superheavy BattleMech’s total weight 
  (rounded up to the nearest half ton), and occupies 4 slots on the 
  superheavy ’Mech’s Critical Hit Table (the equivalent of 7 critical 
  slots on a standard BattleMech).
  Other Structure Types: Under these rules, no other internal 
  structure types are available to superheavy ’Mechs. Tripod 
  superheavy ’Mechs add 10 percent to the internal structure 
  weight of a superheavy ’Mech.
  Structure Points: To find the number of points of structure per 
  location that a superheavy ’Mech’s structure provides, consult the 
  Superheavy ’Mech Structure Table. Note that even the head location 
  on a superheavy ’Mech will possess more internal structure than 
  found on normal-size ’Mechs, increasing from 3 points on ’Mechs 
  under 105 tons in total weight, to 4 points for ’Mechs over 100 tons. 
  (Likewise, the maximum number of armor points the superheavy 
  ’Mech’s head can support is also increased, from 9 points to 12.)
  Fred settles on using super-
  heavy endo steel. He reviews 
  the Superheavy ’Mech Structure 
  Table to determine that for a 
  150-ton superheavy ’Mech the 
  structure weighs 15 tons and 
  will take up 7 critical slots. At 
  this stage, after another review 
  of that table, he marks the internal structure on the record 
  sheet down to 4 in the head, 45 in the center torso, 32 in the 
  left and right torso, 25 in each arm and finally 32 in each leg.
  Fred decides he’s going to 
  build a superheavy ’Mech. He 
  knows it can only have an In-
  ner Sphere Tech Base and so 
  settles on making it a Word of 
  Blake design used during the 
  defense of Terra towards the 
  end of the Jihad.
  While he’s tempted to go straight for 200 tons, Fred decides 
  to try a mid-sized superheavy first, and settles on 150 tons.
  Superheavy Internal Structure
  To support their massive weight, superheavy ’Mechs use 
  an enhanced form of internal structure known as Superheavy 
  Structure. Superheavy internal structure is available in industrial 
  (for superheavy IndustrialMechs only), as well as standard, endo 
  steel, and endo composite (for superheavy BattleMechs only).
  Industrial Superheavy Structure: Industrial superheavy 
  structure takes up 40 percent of the superheavy IndustrialMech’s 
  total weight (rounded up to the nearest half ton), and occupies no 
  slots on the superheavy IndustrialMech’s Critical Hits Table.
  Standard Superheavy Structure: Standard superheavy 
  internal structure takes up 20 percent of a superheavy BattleMech’s 
  total weight (rounded up to the nearest half ton), and takes up no 
  critical space on the superheavy BattleMech’s Critical Hits Table.
  Superheavy Endo Steel Structure: Superheavy endo steel 
  structure takes up 10 percent of a superheavy BattleMech’s total 
  weight (rounded up to the nearest half ton), and occupies 7 slots 
  on the superheavy ’Mech’s Critical Hit Table (the equivalent of 14 
  critical slots on a standard BattleMech).
  SUPERHEAVY ’MECH STRUCTURE TABLE
  Total
  Superheavy Structure Weight
  Internal Structure Points by Location
  ’Mech Mass
  Standard
  Endo Composite
  Endo Steel
  Industrial
  Head
  Center Torso
  R/L Torso
  Each Arm
  Each Leg
  105
  21
  16
  10.5
  42
  4
  32
  22
  17
  22
  110
  22
  16.5
  11
  44
  4
  33
  23
  18
  23
  115
  23
  17.5
  11.5
  46
  4
  35
  24
  19
  24
  120
  24
  18
  12
  48
  4
  36
  25
  20
  25
  125
  25
  19
  12.5
  50
  4
  38
  26
  21
  26
  130
  26
  19.5
  13
  52
  4
  39
  27
  21
  27
  135
  27
  20.5
  13.5
  54
  4
  41
  28
  22
  28
  140
  28
  21
  14
  56
  4
  42
  29
  23
  29
  145
  29
  22
  14.5
  58
  4
  44
  31
  24
  31
  150
  30
  22.5
  15
  60
  4
  45
  32
  25
  32
  155
  31
  23.5
  15.5
  62
  4
  47
  33
  26
  33
  160
  32
  24
  16
  64
  4
  48
  34
  26
  34
  165
  33
  25
  16.5
  66
  4
  50
  35
  27
  35
  170
  34
  25.5
  17
  68
  4
  51
  36
  28
  36
  175
  35
  26.5
  17.5
  70
  4
  53
  37
  29
  37
  180
  36
  27
  18
  72
  4
  54
  38
  30
  38
  185
  37
  28
  18.5
  74
  4
  56
  39
  31
  39
  190
  38
  28.5
  19
  76
  4
  57
  40
  31
  40
  195
  39
  29.5
  19.5
  78
  4
  59
  41
  32
  41
  200
  40
  30
  20
  80
  4
  60
  42
  33
  42
  
  Under these rules, superheavy ’Mechs cannot use standard-size ’Mech 
  cockpits, Small Cockpits, Torso-Mounted Cockpits, Interface Cockpits, 
  or Drone Cockpit types. Superheavy ’Mechs with a biped or quadruped 
  chassis configuration can install Command Consoles, however. 
  As a special exception, superheavy tripod ’Mechs must use the 
  5-ton superheavy tripod cockpit instead of the standard superheavy 
  ’Mech cockpit. Because the superheavy tripod cockpit duplicates 
  features of the Command Console, superheavy Tripod ’Mechs cannot 
  make use of a separate Command Console.
  Physical Enhancements: In order to meet the incredible demands of 
  their design, superheavy ’Mechs use larger actuators and thicker, hardier 
  myomer bundles to provide the strength, flexibility, and resilience they 
  need. This musculature is incompatible with all forms of MASC, Triple-
  Strength Myomers, and the Actuator Enhancement System. 
  For similar reasons, superheavy ’Mechs also cannot make use of 
  Superchargers.
  Fred knows the only options 
  for the cockpit is the unique 4-ton 
  design used for superheavy ’Mechs 
  and so allocates that tonnage. This 
  gives him a running total of 34.5 
  tons.
  Step 3: Add Additional Heat 
  Sinks
  Superheavy ’Mechs mount heat sinks just like their standard-
  weight counterparts. This includes the ability to select any heat sink 
  type available to the unit’s Tech Base, as well as receiving 10 heat sinks 
  free with the ’Mech’s fusion engine. 
  The number of heat sinks that must be allocated on the superheavy 
  ’Mech’s record sheet are also computed in the same fashion as 
  standard-size ’Mechs, but depending on the heat sink type chosen, 
  the unique critical space rules for superheavy ’Mechs may impact 
  how many heat sinks can be placed per critical slot. See Step 5: Add 
  Weapons and Equipment, p. 163, for more information.
  Step 4: Add Armor
  The following rules modifications for superheavy ’Mechs apply to 
  Step 4 of ’Mech construction (add armor):
  Aside from the exceptions noted here, superheavy BattleMechs 
  can use any and all types of armor available to BattleMechs, while 
  superheavy IndustrialMechs can use any and all types of armor 
  available to IndustrialMechs. As with standard-sized ’Mechs, the 
  maximum armor points per location is equal to twice the location’s 
  internal structure value, and all torso locations must divide this armor 
  between front and rear facings. A superheavy ’Mech’s head location 
  may carry up to 12 points of armor.
  Modular Armor: Under these rules, superheavy ’Mechs may not 
  install modular armor.
  Armored Components: Under these rules, superheavy ’Mechs 
  may not use armored components.
  Stealth Systems: The sheer size of a superheavy ’Mech’s profile 
  renders it unable to use stealth armor and other stealth systems 
  effectively. Thus, BattleMech stealth armor, the Chameleon Light 
  Polarization Shield, the Null-Signature and Void-Signature Systems all 
  have no effect when mounted on a superheavy ’Mech. (ECM Suites 
  still function normally, however.)
  Step 2: Install Engines and Control Systems
  The following rules modifications for superheavy ’Mechs apply to 
  Step 2 of ’Mech construction (installing engines and control systems):
  Install Engine: The Engine Rating for a superheavy ’Mech is 
  computed as normal. Superheavy IndustrialMechs may only use 
  standard and large fusion engine types, while superheavy BattleMechs 
  can use any fusion engine type (including Compact, Standard, Light, 
  XL, XXL, and Large). The weights for fusion engines may be found 
  in their appropriate engine tables in TechManual (see p. 49, TM) or 
  Tactical Operations (see p. 308, TO). Non-fusion engine types lack the 
  power to keep a superheavy ’Mech mobile, and so such engines may 
  not be selected, regardless of the superheavy ’Mech’s nature.
  The critical slot space requirements of a superheavy ’Mech’s 
  engine are half of those normally required in a similar standard 
  BattleMech (rounded up). See Step 5: Add Weapons and Equipment, 
  p. 163, for more information.
  Add Gyroscope: Regardless of their type, all superheavy ’Mechs 
  must employ a superheavy gyro. All other gyro types lack the durability 
  and stress tolerances necessary to keep these oversized machines 
  balanced. A superheavy gyro weighs as much as a heavy-duty gyro 
  of equal capacity, and thus can be calculated by dividing the ’Mech’s 
  Engine Rating by 50 (and rounding up to the nearest whole number).
  On a superheavy ’Mech, the superheavy gyro occupies only two 
  critical slots in the center torso.
  Determine Jump Jets (or Underwater Maneuvering Units): 
  The challenges of supporting and balancing a superheavy ’Mech as 
  it stands, walks, or runs have proven so significant that no jump jet 
  systems have been devised yet that are capable of safely providing 
  Jump MP for these machines. Superheavy ’Mechs thus may not 
  mount jump jets, improved jump jets, jump boosters, or partial wings 
  of any type.
  Likewise, no UMU equipment has been developed that can safely 
  propel and maneuver a superheavy ’Mech underwater. Underwater 
  maneuvering units thus may not be installed in a superheavy ’Mech.
  Fred wants to pile on the 
  weaponry for his massive ride and 
  so decides on an XL. But he also 
  knows that you simply can’t make 
  such a big machine fast; and it 
  doesn’t need to be, as it’s a mildly 
  mobile weapons platform. He 
  decides on a Walking MP of 2. That 
  means the machine will require a 300-rated engine. After checking 
  the Master Engine Table in TechManual, he allocates 9.5 tons to 
  the engine. He knows there are some space rules he’ll need to deal 
  with surrounding critical slot allocation, be he holds off on that 
  part until later. That creates a running total of 24.5 tons.
  Since a Superheavy Gyro is the only option, Fred assigns 6 tons 
  to that (Engine Rating 300 ÷ 50 = 6); as with the engine, he decides 
  to assign critical slots later. Fred now has a 30.5 tons running total.
  Because of its mass, Fred notes that his superheavy ’Mech 
  cannot employ jump jets or other alternative motive systems.
  Add Cockpit: The cockpit assembly for a superheavy ’Mech is 
  reinforced, and provides 4 points of internal structure in the head 
  location, with a maximum potential armor level of 12 points. The 
  weight of this reinforced cockpit is 4 tons. 
  
  163
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  up” in one critical space. Only ammunition of the same weapon 
  type may be combined in this fashion, but if the weapon in 
  question uses multiple ammo types, the different types (by ton) 
  can be combined in the same Superheavy critical slot. (In such a 
  case, the controlling player must always keep track of the different 
  ammo types that are sharing the slot.)
  Heat Sinks: Superheavy ’Mechs may carry as many heat sinks 
  per critical slot as will fit into two critical hit slots on a standard 
  ’Mech. This means that a superheavy ’Mech can fit up to 2 standard 
  (single) heat sinks per critical slot, or 1 Clan double heat sink (if 
  using Mixed-Tech rules), or 4 compact heat sinks. Inner Sphere 
  double heat sinks require two critical hits on a Superheavy ’Mech, 
  but cannot share critical slots. When noting the location of slots 
  where more than one heat sink is present, the number of heat 
  sinks occupying the slot must be identified in the critical hit table.
  It’s now time to assign 
  weaponry, and Fred comes up 
  with the following:
  2 LB 10-X ACs for 22 tons
  4 tons of LB-X ammo
  3 Gauss rifles for a total of 
  45 tons
  10 tons of Gauss ammo
  4 CASE II for 4 tons
  An Improved C3 Computer for 2.5 tons
  That generates a total of 88.5 tons. Since all his weaponry 
  is so heat efficient, Fred decides he doesn’t need to add any 
  more heat sinks beyond the 10 that come with the engine. 
  Combined with the 61.5 tons running total, he’s now got a 
  complete 150-ton design.
  Now it’s time to tackle the space rules to finish filling out his 
  record sheet. Reviewing the rules again, Fred knows that all 
  weapons, ammunition and equipment take up half the usual 
  number of slots, rounding up. With that in mind, he assigns 
  the follow:
  In each arm: 3 LB 10-X AC slots, a single LB 10-X AC ammo 
  slot which contains 20 shots, and finally a CASE II slot.
  In each side torso: 2 XL Fusion engine slots, 4 Gauss rifle 
  slots, 2 Gauss ammo slots with 16 shots each, a CASE II slot, 
  and a Superheavy Endo Steel slot.
  In each leg: two Superheavy Endo Steel slots.
  In the center torso: he notes the 3 Fusion Engine Slots are 
  XL, the 2 Superheavy Gyro slots are already assigned, then he 
  allocates 4 Gauss rifle slots, 1 Gauss ammo slot with 16 shots, 
  an Improved C3 CPU slot, and a CASE II slot.
  In the head: a Superheavy Endo Steel slot.
  He’s now done. He names it the SHP-4X Omega, and now 
  it’s time to try it out on the battlefield!
  As a walking pill-box, Fred 
  decides he wants this armored 
  to the gills. However, he doesn’t 
  max out the armor, but comes 
  close, assigning 27 tons of 
  standard armor. He marks the 
  excess circles off the record 
  sheet as he assigns the armor 
  points as follows: 12 to the head, 60 to the front center torso 
  (20 to the back), 45 to the front right and left torsos (19 to both 
  rears), 44 to each arm and finally 62 to each leg. The running 
  total is now 61.5 tons.
  Step 5: Add Weapons and Equipment
  The following rules modifications for superheavy ’Mechs apply 
  to Step 4 of ’Mech construction (adding weapons, ammo, and 
  other equipment):
  Aside from the restrictions noted earlier, superheavy ’Mechs 
  mount weapons just like their standard-weight counterparts. 
  In addition to this, a superheavy ’Mech can also mount artillery 
  weapons ordinarily denied to standard-weight ’Mechs, as long as 
  the unit has the tonnage and space to do so.
  Superheavy Critical Space: The immense size of the 
  superheavy chassis provides ample internal space in the torsos, 
  arms, and legs, but simultaneously requires heavier and bulkier 
  actuators to function. As a result, all equipment mounted in a 
  superheavy ’Mech—other than arm and leg actuators, sensors, 
  life support, and the cockpit—effectively occupies half of its 
  ordinary critical slot space (rounded up). This rule includes all 
  non-actuator and non-internal structure critical slots, including 
  those for armor, weapons, ammunition, heat sinks, and engines. 
  Except for ammunition and heat sink slots (as specifically 
  described below), critical slots may not be shared between 
  different items. For example, if a Superheavy ’Mech were to carry 
  two autocannon/10s (7 critical slots each, when mounted on a 
  standard-size ’Mech), each autocannon would occupy 4 slots on 
  the superheavy ’Mech (7 ÷ 2 = 3.5, round up to 4), for a total of 8 
  slots occupied—not 7 slots for the two combined.
  Additional Weapon Rules: Superheavy ’Mechs may ignore the 
  torso-only mounting restrictions applied to Heavy Gauss Rifles 
  (standard and improved), and may place these items in the arms 
  if desired. Superheavy ’Mechs may also mount up to two items 
  of industrial equipment per body location (see pp. 241-249, TM), 
  even if the item normally has a one-per-location limit.
  Ammunition: In the case of ammunition bins, every critical 
  slot of ammo placed in the torsos, arms, or legs of a superheavy 
  ’Mech may carry up to two slots of ammunition. This rule does not 
  change the number of shots provided per ton of ammunition; it 
  merely reflects the number of ammo slots that may be “doubled 
  Tripod ’Mechs (Multiple Eras)
  Introduced: 2585 (Terran Hegemony [Standard sizes]); circa 3135 
  (Republic of the Sphere [Superheavy])
  Remarkably enough, three-legged ’Mechs were first conceived 
  and built long before the unveiling of the Republic of the Sphere’s 
  superheavy “Colossals”. The first tripod BattleMech, known as 
  the Hedgehog, was actually devised in the early days of the Star 
  League. The configuration was relatively straightforward, but the 
  counterintuitive structure and controls left these units a mere 
  curiosity for centuries. 
  Tripod ’Mechs thus languished as fringe concepts, even rarer 
  than ultralight BattleMechs, with the most recent example before 
  the Colossals appeared being the Three-Man Digging Machine, a 
  low-gravity WorkMech that also distinguished itself as being the 
  first practical superheavy ’Mech.
  
  Movement Phase
  As long as a tripod ’Mech possesses three undestroyed legs, it 
  receives all of the benefits described below. Should one or more of a 
  tripod ’Mech’s legs be destroyed, it will immediately fall in accordance 
  with standard rules for leg destruction, lose all of these movement 
  benefits, and its remaining movement and piloting modifiers will be 
  the same as those of a biped ’Mech that has suffered a destroyed leg 
  (see p. 122, TW).
  All other movement rules governing ’Mechs (and, if appropriate, 
  superheavy ’Mechs) apply to tripod ’Mechs as well.
  Tripod Facing Change: A tripod ’Mech spends only 1 MP to change 
  its facing any number of hexsides, in any direction. This is because the 
  tripod ’Mech’s legs are designed to switch direction with a minimum 
  of actual turning (instead, the torso rotates to the new facing, and the 
  legs reorient as they go).
  Tripod Piloting Skill Rolls: Apply a –1 target modifier to all 
  Piloting Skill rolls made to avoid falls, or to stand up after falling or 
  dropping prone. 
  Lateral Shift and Hull Down: A tripod ’Mech may execute a lateral 
  shift exactly as a four-legged ’Mech, with the same MP cost (see p. 
  50, TW). Tripod ’Mechs may also perform the Hull Down maneuver 
  available to four-legged ’Mechs (see p. 21, TO).
  Combat Phase
  In combat, tripod ’Mechs are treated as BattleMechs (or superheavy 
  ’Mechs, as applicable), with the following additional special combat rules.
  Tripod Firing Arcs: A tripod ’Mech can torso twist through 
  360 degrees. Any weapons not mounted in the legs are thus 
  considered to be mounted in a turret for the purposes of rotating 
  the firing arc (see Rotating The Firing Arcs, Vehicles, p. 106, TW). 
  Because of the tripod ’Mech’s unique design, its legs tend to 
  realign while on the move, establishing and reestablishing leg-
  based firing arcs relative to the tripod ’Mech’s torso facing. To 
  reflect this, the tripod ’Mech always considers its central leg’s 
  facing to begin at the front hexside of the unit, with the left leg 
  facing considered to begin two hexsides left of the front, and the 
  right leg facing considered to begin two hexsides to the right of 
  the front. These firing arcs radiate outward in the same manner as 
  a foreward vehicle-based firings arcs (meaning that adjacent leg 
  firing arcs may overlap).
  Tripod Physical Attacks: Due to the unique balance and 
  realignment system designed primarily for their stability while 
  moving, tripod ’Mechs actually lose a degree of flexibility when 
  it comes to physical combat. To reflect these limitations, tripod 
  units may only engage in physical attacks against targets that lie 
  within their front firing arc—as defined by whichever direction 
  their torso is rotated to at the time of the Physical Attack phase. 
  This means that tripods may not attempt the “rear kick” option 
  available to four-legged ’Mechs (see p. 147, TW), nor may they 
  attempt punches or other physical attacks against targets in the 
  tripods’ side arcs.
  Firing While Prone: Provided that it possesses all three of its legs, 
  and has suffered no critical hits to its hips, a prone tripod ’Mech only 
  applies a +1 to-hit modifier (in place of the standard +2 modifier) for 
  its weapon attacks, and may use all weapons located in its torsos, 
  head, and both arms. If the Tripod has suffered a hip actuator hit or the 
  loss of at least one leg, it follows the standard rules for a BattleMech 
  attacking while prone.
  Leg Hit Locations: Hits against a tripod ’Mech use the appropriate 
  BattleMech Hit Locations Table for bipedal ’Mechs, but every time 
  a hit strikes any leg location on this table, roll 1D6, applying a +1 
  modifier if the attack direction is from the left side, or a –1 modifier 
  if the attack direction is from the right side. On a modified result of 
  Following the end of the Jihad, the founders of the Republic 
  of the Sphere captured plans and samples of many experimental 
  technologies from the Word of Blake. This included the superheavy 
  Omega, the first battlefield-viable superheavy BattleMech. Decades 
  later, the Colossals would be born after Republic engineers 
  successfully mated this groundbreaking development with the tripod 
  configuration and updated control systems based on the Three-Man 
  Drilling Machine. 
  TRIPOD ’MECH GAME RULES
  Rules Level: Advanced
  Available to: BM, IM
  Tech Base (Ratings): Inner Sphere (D/EEXE)
  The following rules apply to three-legged (tripod) ’Mechs. While 
  tripod ’Mechs can be made in standard weight classes, these rules 
  will mainly presume that the tripod in question is a superheavy 
  design, to account for those areas in which the rules for superheavy 
  ’Mechs overlap.
  Piloting/Gunnery Skills
  Whether built as standard-weight ’Mechs or as superheavies, tripod 
  ’Mechs require special cockpits that seat either two crewmen (for 
  standard-weight Tripods), or three (for superheavies). One crewman 
  in these cockpits serves as the unit’s dedicated pilot, while another 
  serves as the equipment/gunnery officer. In superheavy tripods, the 
  third crewman serves as the unit’s technical/tactical officer. Tripod 
  ’Mechs may operate with as few as one pilot, but will incur penalties 
  for operating in such a fashion, and will not receive the benefits of the 
  dedicated crewmen noted below. 
  The following rules cover the effects of the dedicated crewmen in 
  game play.
  Non-Superheavy Tripod ’Mechs: The standard-weight tripod ’Mech 
  cockpit seats only a dedicated pilot and equipment/gunnery officer, and 
  thus does not offer the benefits of the dedicated technical officer. 
  Dedicated Pilot: A dedicated pilot applies a –1 target modifier to 
  all Piloting Skill checks (including those made for Physical Attacks) 
  when operating a tripod ’Mech. This modifier is cumulative with the 
  normal modifiers for superheavy ’Mechs, as well as the normal –1 
  tripod ’Mech Piloting Skill modifier. If the dedicated pilot is disabled 
  (i.e. unconscious or killed), the equipment/gunner officer or technical 
  officer can pilot the ’Mech, but trades the dedicated pilot’s benefit 
  for a +2 target number modifier to all Piloting Skill checks (including 
  those made for physical attacks).
  Dedicated Equipment/Gunnery Officer: As long as the tripod 
  has a dedicated gunner, it may select up to 3 primary targets per turn 
  before incurring the secondary target modifier (see Multiple Targets 
  Modifier, p. 109, TW). If the dedicated equipment/gunnery officer is 
  disabled (i.e. unconscious or killed), the pilot or technical officer can 
  pilot the ’Mech, but loses the dedicated gunner’s ability to select more 
  than 1 primary target, and suffers an additional +2 to-hit number 
  modifier when making all weapon attacks.
  Dedicated Technical Officer: Having a dedicated technical officer 
  grants the superheavy tripod ’Mech a +2 modifier to all rolls made 
  to avoid shutdown and ammunition explosions from excess heat. 
  The technical officer also doubles as tactical support for his team, 
  and awards a +1 Initiative modifier to the superheavy tripod’s side 
  in the scenario (+2 if the tripod is that force’s designated command 
  unit). This Initiative modifier is not cumulative if more than one 
  superheavy tripod ’Mech is present. If the technical officer is disabled 
  (i.e. unconscious, killed or absent), all these benefits are lost entirely; 
  the pilot or equipment/gunner officer cannot take over the technical 
  officer’s abilities.
  
  165
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Internal Structure
  A tripod ’Mech’s third leg receives the same number of structure 
  points as the ’Mech’s other two legs. To reflect the additional 
  limb and its required musculature, the total weight of a Tripod’s 
  internal structure—regardless of type—must be increased by 10 
  percent (rounding up to the nearest half ton).
  Cockpit
  Tripod ’Mechs weighing up to 100 tons must mount a special 
  4-ton cockpit, which seats its two crewmen. Superheavy tripod 
  ’Mechs—which weigh from 105-200 tons—must mount a special, 
  5-ton advanced cockpit, which seats its three crewmen. These 
  cockpit weights and seating capacity remain the same, regardless 
  of whether the tripod is an IndustrialMech or a BattleMech, 
  though IndustrialMech cockpits will lack the fire control and 
  ejection systems of their BattleMech equivalents.
  No other cockpit types are available to tripod ’Mechs under 
  these rules. Tripod ’Mechs may not install Small Cockpits, Torso-
  Mounted Cockpits, Interface Cockpits, or Drone Cockpits, nor can 
  they be constructed with a Cockpit Command Console. 
  If Design Quirks are in play, Tripod ’Mech cockpits may receive 
  the Rumble Seat or Cramped Cockpit Quirks.
  Despite the weight differences, all Tripod cockpits occupy the 
  same number of critical slots on the unit’s respective critical hit tables.
  Weapons and Equipment
  Tripod ’Mechs may mount weapons and equipment in accordance 
  with the standard rules for a ’Mech of equal weight and size. 
  Distributed Equipment: For special equipment that needs to 
  be spread across multiple body sections—such as stealth armor, 
  the Blue Shield particle field dampener, and the Chameleon light 
  polarization shield—the use of a tripod structure requires additional 
  critical slots for those items. These extra slots must be allocated to 
  the tripod’s third leg in accordance with the item’s construction rules. 
  0-2, the attack strikes the tripod’s right leg; on 3-4, the attack 
  strikes its central leg; and on 5-7, the attack strikes the left leg. 
  Excess damage to the center leg transfers directly to the center 
  torso, while excess damage from either side leg transfers to its 
  adjacent side torsos.
  Pilot Damage: Only the tripod ’Mech’s dedicated pilot (or 
  whichever pilot is presently handling the Piloting Skill checks) will 
  suffer damage as a result of ammunition explosions. Pilot hits due 
  to heat effects and damage to the head, meanwhile, will apply to 
  all crewmen in the tripod’s cockpit. 
  In the event of a fall, each crewmen must make separate Piloting 
  Skill checks to avoid taking damage, applying any modifiers 
  appropriate to both the ’Mech and the crewman making the 
  Piloting Skill check as appropriate.
  If the dedicated pilot is killed or rendered unconscious, another 
  crewman can automatically take over, provided at least one 
  is present (see Piloting/Gunnery Skills, p. 164, for the modifiers 
  that would apply to such a situation). If all crewmen in a tripod’s 
  cockpit are killed, or the Cockpit critical slot is destroyed, the 
  tripod ’Mech is considered destroyed per the standard game play 
  rules for cockpit destruction. 
  TRIPOD ’MECH CONSTRUCTION RULES
  Tripod ’Mechs follow all the same construction rules as biped 
  ’Mechs of equivalent weight and type (including superheavy 
  ’Mechs), with the following modifications:
  Record Sheet
  The tripod ’Mech uses a unique record sheet that incorporates 
  its third leg. Superheavy tripods have their own superheavy 
  version of that same record sheet which features three pilot 
  condition monitors as opposed to the standard one.
  Thermobaric Weapons (Multiple Eras)
  Introduced: Pre-Spaceflight
  Thermobaric weapons are not considered to be weapons of 
  mass destruction, although some—most notably, high-yield fuel-
  air explosives (FAEs)—are often seen as such thanks to some of 
  their visual effects (and a healthy dose of media hype). Essentially 
  designed to aerosolize a high-combustible fuel source so that it 
  mixes into the surrounding air before ignition, thermobarics derive 
  their destructive force from both intense heat and the explosive 
  force of this rapid, wide-area ignition. Because of this, such weapons 
  are useless in low-atmosphere environments and vacuum, and 
  have minimal effect against heavily fortified structures.
  Incendiary LRM munitions are one of the most common types 
  of thermobaric weapons used by the Inner Sphere and Clan 
  forces, but other forms include fuel-air explosives available in 
  both artillery and air-droppable formats. 
   FUEL-AIR MUNITIONS GAME RULES
  Rules Level: Advanced
  Available to: BM, IM, CV, SV, CF, AF, SC  
  Tech Base (Ratings): Inner Sphere (C/EFEE), Clan (C/XEEE)
  Airborne units capable of dropping bombs (including those 
  with internal bomb bays) may carry fuel-air munitions as bombs. 
  All other unit types must employ them as an alternate ammo type 
  for the appropriate artillery weapon system (including Long Tom, 
  Sniper, Thumper artillery weapons, as well as the Arrow IV missile 
  battery). Artillery Cannons (see p. 285, TO) can also fire fuel-air 
  munitions. In all of these cases, fuel-air munitions deliver their 
  attacks in accordance with the appropriate weapon system and 
  unit type, with the following exceptions:
  Damage Yield and Area of Effect: The base damage values 
  and area of effect (in hexes) for all common Fuel-Air Munitions are 
  given in the Fuel-Air Munitions Table. 
  Atmospheric Density: Fuel-Air Munitions (FAMs) deliver no 
  damage effects in Very Thin, Trace, or Vacuum atmospheric levels, 
  nor do they have any effects when deployed in space. If used in 
  Thin atmospheres, the munition’s damage values are reduced by 
  half (rounding up). 
  Airborne Units: Airborne units (fighters, airships, VTOLs, and any 
  other units equipped with either bomb bays or external ordnance 
  hardpoints) may only employ Fuel-Air Munitions as bombs. These 
  bombs come in a small and large size; the small FAM bombs occupy 
  only 1 hardpoint, while the large FAM bombs count as 2.
  Infantry: All Fuel-Air Munitions are considered area-effect 
  weapons that deliver incendiary effects coupled with a powerful 
  overpressure wave that is quite effective against softer targets. 
  As a result, all infantry units caught within a FAM’s area of effect 
  will suffer twice the weapon’s damage value in that hex (doubled 
  again if the unit is in clear or open terrain). In addition to this, 
  
  FAM’s blast by 1.5 (rounding up). If a Castle 
  Brian building lies within the FAM’s area of 
  effect, or if the building is armored (see pp. 115-
  119, TO), reduce the munition’s blast damage 
  by half (rounding down) before applying all 
  other effects.
  Fire: The incendiary effect of a Fuel-Air 
  Munition is short-lived compared to that of 
  gel-based incendiaries like Infernos, thanks 
  to the rapid expansion and collapse of the 
  weapon’s blast wave. To reflect this, use the 
  rules for setting intentional fires to all terrain, 
  units, and buildings within the weapon’s 
  area of effect (see pp. 43-44, TO), but use 
  the target number for a direct-fire energy 
  weapon (7+), rather than that of other incendiary weapons. Fires 
  set by a FAM follow the standard rules for spreading, smoke, and 
  the like, as presented on pp. 45-46 of Tactical Operations.
  Heat: Although Fuel-Air Munitions are incendiary by nature, units 
  caught in the blast of a FAM weapon will receive no additional heat 
  from the weapon unless they or their current terrain hexes are set 
  ablaze (see Fire, above). Otherwise, the blast of a FAM is simply too 
  fast for heat-tracking units to register.
   
  all infantry units must also roll 2D6 and add their distance from the 
  FAM’s point of impact (in hexes) from the result. If this modified roll is 
  9 or less for a conventional infantry unit, or is less than 7 for a battle 
  armor unit, the remaining troops in the unit are also destroyed. Fire-
  resistant armor offers no special protection against the blast of a Fuel-
  Air Munition in this case.
  Buildings and Low-BAR Units: If a light building or a unit with 
  a Barrier Armor Rating (BAR) of less than 10 lies within a Fuel-Air 
  Munition’s area of effect, multiply the damage sustained from the 
  FUEL-AIR MUNITIONS TABLE
  Fuel-Air Munition Type*
  Damage Type
  Damage Values (Radius)
  Fuel-Air Bomb (Small)
  AE
  20/10/5 (Radius: 2)
  Fuel-Air Bomb (Large)
  AE
  30/20/10/5 (Radius: 3)
  Fuel-Air Missile (Arrow IV)*
  AE
  20/10/5 (Radius: 2)
  Fuel-Air Shell (Thumper, Thumper Cannon)
  AE
  10/5 (Radius: 1)
  Fuel-Air Shell (Sniper, Sniper Cannon)
  AE
  20/10/5 (Radius: 2)
  Fuel-Air Shell (Long Tom, Long Tom Cannon)
  AE
  30/20/10/5 (Radius: 3)
  *All values are identical for Clan and Inner Sphere versions
  Weapons of Mass Destruction (Multiple Eras)
  Introduced: Various (See Rules)
  The use of weapons of mass destruction—ranging from chemical 
  weapons and biological agents to tactical and strategic nuclear 
  warheads—predates mankind’s exodus from Terra itself. Throughout 
  the history of the Inner Sphere, the use of such weapons has not been 
  unknown. During the Age of War and early Succession Wars, many 
  realms and forces had no compunctions about resorting to nuclear 
  strikes as their opening move, while the century or so prior to the 
  Jihad saw these weapons deployed as a last resort only (if at all). In 
  the Jihad, the Word of Blake resorted to a broad range of nuclear, 
  chemical, and biological attacks as a means of quickly shattering 
  enemy infrastructure and military forces both as a psychological 
  strategy as well as a means to preserve their limited conventional 
  strength against the combined armies of the Inner Sphere.
  For most, the use of “WMDs” has long been seen as the first act 
  of a coward, the threshold where civilized warfare ends. These 
  weapons have been outlawed by numerous international and 
  interstellar laws and edicts, of which the defunct (yet most often 
  cited) Ares Conventions are but one in a series of many. Realms 
  or leaders who resort to deploying such weapons invariably face 
  charges of committing crimes against humanity, and among some 
  powers—such as the Clans—even the existence of these weapons as 
  a deterrent is seen as abhorrent in the extreme. And yet, despite all of 
  this, virtually every realm and minor power in all of human-occupied 
  space not only maintains a basic capability to manufacture these 
  weapons, but also keeps stockpiles of them, ready for use at any time.
  GENERAL WEAPONS OF MASS DESTRUCTION RULES
  By and large, weapons of mass destruction (WMDs for short) should 
  never be used in game play, as even the lightest nuclear devices and 
  lethal bio-chemical weapons can significantly alter the outcome of a 
  scenario or a campaign. To reflect this, nuclear and biological weapons 
  receive no Battle Value to speak of. Game scenarios that use BV as a 
  balancing factor should thus not permit the use of any weapons of 
  these items. More importantly, given the extreme nature of such 
  weapons in standard game play, all players should read through these 
  rules and agree to their use before play begins. 
  Individually, the game rules for using weapons of mass destruction 
  are covered under Nuclear Weapons (see pp. 169-177), and Biological 
  and Chemical Weapons (see pp. 178-182). The following general 
  rules for acquiring and dealing with the consequences of WMD use, 
  however, may be applied regardless of the weapons used.
  Acquiring WMDs in Campaign Play
  For campaign-level purposes, any military force may attempt to 
  acquire functional WMDs; only the high level of authorization required 
  for their deployment, and a general reluctance to employ such 
  weapons prevents them from being commonplace. The ease with 
  which any given force might obtain access to one or more weapons 
  of mass destruction may be found determined by consulting the 
  General WMD Acquisition Table. This table provides a generic listing of 
  the most common tactical weapons found among the stockpiles of 
  the various Inner Sphere and Periphery powers, broken down by the 
  broad classes covered in each weapon type’s rules. 
  To acquire a WMD in campaign play, a force’s controlling player 
  may make a 2D6 roll against the weapon’s base target number 
  twice per month. The TN is modified as appropriate for the force’s 
  experience, reliability, size, affiliation and equipment ratings, as well 
  as the year in which the campaign is presently set and any willingness 
  to pay double (or more) for the cost of these weapons if purchased. 
  If any one or more conditions relevant to this roll are unknown, or if 
  the players are using a force with conditions not specifically featured 
  on the table (such as a force with a Veteran skill rating, or regular 
  reliability), a value of +0 applies to the missing condition. 
  A roll result equal to or exceeding the target number indicates not 
  only successful access to the desired weapon, but the availability of 
  a number of such weapons equal to the roll’s margin of success (to a 
  minimum of 1, for a MoS of 0), which the force may then purchase at 
  
  167
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  GENERAL WMD ACQUISITION TABLE
  Weapon Type
  Base TN
  C-bills (Warhead)
   C-bills (Launcher)
  Nuclear Weapons
  Custom Tactical 
  14 + (1 per 5 Kt Yield)*
  1,000,000 x Kt Yield*
  As Launcher
  Custom Strategic
  16 + (1 per 5 Mt Yield)*
  10,000,000 x Mt Yield*
  As Launcher
  Type Ia “Davy Crockett-I”
  15
  500,000
  1,000,000 
  Type Ib “Davy Crockett-M”
  15
  500,000
  As Launcher
  Type II “Alamo”
  16
  1,000,000
  As Launcher
  Type III “Santa Ana”
  18
  15,000,000
  250,000
  Type IV “Peacemaker” 
  19
  40,000,000
  500,000
  Elias
  14
  10,000
  N/A
  AMW**
  17
  100,000,000
  As Launcher
  Chemical Weapons
  Class I (Non-Lethal)†
  4
  1,000 (per ton)
  As Launcher
  Class II 
  9
  10,000 (per ton) 
  As Launcher
  Class III
  14
  250,000 (per ton) 
  As Launcher
  Class IV
  16
  1,000,000 
  As Launcher
  Class V
  18
  5,000,000 
  As Launcher
  Biological Weapons
  Class IV
  16
  5,000,000 
  As Launcher
  Class V
  18
  50,000,000 
  As Launcher
  *Round up; Nuclear yield values are in Kilotons (Kt) or Megatons (Mt) as appropriate
   **Unavailable before 2790
  †Multiply the number of available weapons of this class by 2D6 after making the availability roll
  GENERAL WMD ACQUISITION MODIFIER TABLE
  Condition
  Modifier
  Force Ratings
  Experience: Elite
  –2
  Experience: Regular
  +1
  Experience: Green
  +3
  Loyalty: Fanatical
  –2
  Loyalty: Questionable
  +4
  Equipment: A-B
  –1
  Equipment: D-F
  +2
  Force Size
  Per full ’Mech regiment
  –1 (max –3)
  Unit smaller than a regiment
  +1
  Force Affiliation
  Original SLDF
  –3
  Taurian Concordat/Calderon 
  Protectorate
  –3
  Other Periphery (Non-Taurian) 
  –2
  Word of Blake
  –2
  Draconis Combine
  –1
  Federated Suns
  –1
  Condition
  Modifier
  ComStar
  +0
  Free Worlds League
  +1
  Capellan Confederation
  +2
  Lyran Commonwealth 
  +2
  Clans (All)
  +4
  Minor Power
  +1
  Independent (Non-Affiliated) World
  +2
  Era of Play
  Before 2400
  –1
  2401-2411
  +0
  2412-2570
  +2
  2571-2765
  –1
  2766-2850
  –2
  2851-2865
  +0
  2866-3067
  +2
  3068-3085
  –1
  3086-3150
  +2
  Cost
  Per each additional 1x cost spent
  –2 (Max –6)
  
  Consequences of WMD Use
  Per Articles I and VI of the Ares Conventions (and the various 
  interstellar and regional laws of nearly every political entity in the Inner 
  Sphere), the use of WMDs is considered a “crime against humanity”. 
  Thus, by the letter of the law, any force that uses said weapons should be 
  branded rogue by every state, including that force’s own government, 
  unless particularly egregious mitigating circumstances apply (such as 
  the use of nuclear weapons against an exclusively military spaceborne 
  target like a WarShip).
  In practice, ever since First Lord Ian Cameron suspended the Ares 
  Conventions before the start of the Reunification War, thus absolving 
  any Star League-affiliated force from penalty in the war to conquer 
  the Periphery, universal enforcement of such conventions has fallen 
  to a number of interstellar human rights organizations and the 
  agencies of often-competing governments whose agendas vary 
  with the politics of the day. Curiously enough, over the centuries, 
  the forces most bound by the Conventions and their like have been 
  mercenaries, whose likes have often been punished for any atrocity 
  on the simple principle that their actions could always be disavowed 
  by any governmental policies.
  Because of the moral and legal complexities involved, players 
  involved in a campaign where WMDs are deployed and used are 
  largely left to their own devices on how to address any consequences 
  of WMD use. Any reactions to WMD use should be considered based 
  on era of play and the circumstances that led to the use of such 
  weapons, as well as the type of force wielding the WMDs, the type 
  of weapon used, the general level of WMD use by various opposing 
  realms at the time, and so on. 
  If a more neutral arbitration is desired, players could also make use 
  of the same process used to gain access to the WMD and repurpose it 
  as a means of determining how much “fallout” affects the survivors of 
  the force that employed such weapons. This process would use the TN 
  of the weapon used, and apply all relevant modifiers to the force that 
  used them (including the force’s affiliation, experience, loyalty, and even 
  equipment rating and extra cost spent—the latter factors suggesting 
  legal expenses and/or political favors pulled to avoid repercussions). 
  If the roll succeeds, the survivors of the WMD-using force suffers no 
  punishment or ill effects as a result of its transgression; otherwise, it 
  will suffer a number of possible outcomes, based on the roll’s margin of 
  failure (MoF), as shown in the WMD Use Consequences Table (see below).
  the price it named at the time of the roll. If the roll result is less than the 
  modified target number, none of the desired weapons are available, 
  but the force will still incur costs based on the search effort. These costs 
  are expressed in C-bills for the purposes of these rules, but may be 
  converted as desired by the agreement of all players. 
  Rolls made for larger commands may not be repeated for sub-forces 
  (such as for a battalion within the same regiment) or vice versa (for each 
  battalion and then the regiment they belong to) within the same month. 
  Anne commands a fanatical, regular-grade force with one 
  ’Mech regiment from the Federated Suns. This force has an 
  equipment rating of C, and is taking part in an action set during 
  the FedCom Civil War (3062-3067). She is interested in obtaining 
  Alamo-class nuclear weapons for her stockpile. The Alamos have 
  a base TN of 17, and a base cost of 1,000,000 C-bills per warhead. 
  (Anne is not interested in launchers; she plans to drop as bombs 
  from fighters, if she uses them at all.)
  The modified TN to obtain Alamos is thus 15 [16 (base TN) +1 
  (Regular) –2 (Fanatical) +0 (Equipment Rating C) –1 (1 ’Mech 
  regiment) –1 (Federated Suns affiliation) +2 (3062-3067 period) = 
  15]. Seeing as this would be an automatic failure, Anne declares 
  that she is willing to pay 4 million C-bills per weapon—four times 
  the base cost of these weapons, and thus a cost increase of three 
  times over and above the base weapon price. This yields an extra 
  modifier of –6 to her roll, so she now needs only a 9 to succeed.
  Anne rolls and gets a result of 11—a margin of success of 2. 
  There are two Alamo warheads available for purchase. Because 
  she indicated her willingness to spend up to four times the 
  weapon’s costs, she must spend 8 million C-bills to purchase the 
  two Alamos. (Had the roll failed, she still would have needed to 
  spend 4 million C-bills, because she was willing to spend that much 
  on one Alamo, but her effort had failed.)
  She may attempt this roll again one more time during the current 
  campaign month to increase her stockpile. Once again, Anne states 
  she is willing to pay 4 million C-bills per Alamo, but this time the roll 
  result is only 10, a MoS of 1. Anne can only purchase one more Alamo 
  by the end of the month, bringing her force’s stockpile to 3 Alamos, 
  at a combined cost of 12 million C-bills (8 million for the earlier pur-
  chase, plus 4 million for the third weapon). Though she could have 
  picked up some BattleMechs or armor for that money, Anne now has 
  three five-kiloton nuclear bombs available for any last-ditch defense 
  plans she might need…
  WMD USE CONSEQUENCES TABLE
  Margin
  Suggested Consequence
  MoS 1+
  No consequences
  MoS 0
  Slap on the Wrist. (Force suffers –1 Initiative for next 2 scenarios)
  MoF 1-3
  Morale Loss (Force suffers –MoF to Initiative for MoF x D6 scenarios)
  MoF 4-7
  Charges and Reprimands (Force reduced 1 step in Loyalty and/or Equipment Ratings)*
  MoF 8-9
  Severe Punishments (Force reduced 1 step in Loyalty, Equipment, and Experience Ratings)*
  MoF 10+
  Disbandment (Force is stricken from the rolls; all officers imprisoned or executed.)
  *To minimum ratings (Questionable for Loyalty, F for Equipment, Green for Experience)
  
  169
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  over distance until it drops to zero. But between the sheer scale 
  of these weapons—which can radiate for entire mapsheets in 
  all directions and rise high enough to affect even airborne units 
  several kilometers above the battlefield—and the secondary 
  effects of electromagnetic radiation, heat, and fire, these weapons 
  have a number of special effects rules that apply as well. These 
  various effects will be detailed further below.
  In space, nuclear weapons function like capital missiles, 
  delivering damage on impact, followed by a potential critical hit. 
  Once again, the scale and power of a nuclear weapon modifies 
  these rules somewhat.
  Game data for the most common tactical nuclear weapons in 
  the BattleTech universe (mostly those of 500-kiloton yields or less) 
  are listed in the Standard Nuclear Weaponry Table, but formulas 
  to create custom “generic” nuclear weapons are provided as well, 
  including those of strategic yields (1 megaton and up). 
  Each weapon listed has the following data: 
  Weapon Type (Nuclear Yield): This is the common name or 
  type of nuclear device, and its destructive yield in kilotons (kt).
  Base Impact Damage: This value is the number of standard-scale 
  damage points the weapon delivers at the center of impact (also 
  known as “Ground Zero”). Even though most targets are completely 
  destroyed at this point, this value is used as a starting point from 
  which all damage decreases as it radiates outward. Nuclear weapons 
  on a ground map always deliver area-effect damage, so the impact 
  damage applies equally to all units in the hex of impact.
  Capital Damage (Crit Chance): These values apply when the 
  nuclear device impacts the hull of a spacecraft while in vacuum or 
  space. Because there is no atmosphere to carry the pressure wave 
  and fireball, capital damage from a nuclear weapon is equal to only 
  1 percent (rounded down) of the weapon’s normal impact damage.
  Rules Level: Experimental 
  Available to: Various (See Rules)
  Tech Base (Ratings): Inner Sphere (Variable, see Rules) 
  The best known (and most common) among modern WMDs, 
  nuclear weapons come in a variety of yields and types. Used 
  extensively throughout the Age of War prior the Ares Conventions, 
  nuclear weapons remain an important tool within the arsenals of 
  every major power, if only as a deterrent.
  While the technology exists to make these weapons on virtually 
  every industrialized world in the Inner Sphere, most nuclear 
  arsenals are maintained by the larger interstellar nations, resulting 
  in a curious standardization in warheads and delivery systems 
  despite the sheer potential for variety. The vast majority of these 
  weapons, fortunately, are tactical weapons, intended to end 
  localized battles or wipe out small cities, military bases, or even 
  individual WarShips at a single hit. Strategic weapons, capable 
  of annihilating entire continents in just a few hits and rendering 
  whole biospheres uninhabitable, are much fewer and far-between.
  NUCLEAR WEAPONS GAME RULES 
  The methods for making an attack with a nuclear weapon can 
  vary between delivery systems, with most dropped as bombs, 
  fired from artillery weapons, or launched as capital-scale missiles. 
  Some can even be delivered as mines or carried inside a target by 
  infantry. The rules for several example weapons, including their 
  typical delivery methods, are provided later, but all will follow the 
  same rules upon detonation, as described here.
  In general, the detonation of a nuclear weapon follows the 
  basic pattern of an artillery strike from a capital missile launcher, 
  delivering area-effect damage centered on a single point (hex) of 
  the ground map, and radiating outward, losing damage strength 
  DK 
  JJ
  The last hope for any victory is lost as the heat and pressure of a nuclear blast will soon wash over these warriors.
  Nuclear Weapons 
  
  center point, until it reaches a relative depth of 0. All terrain and units 
  occupying hexes that would be reduced by a crater are automatically 
  destroyed. Craters can only be formed by ground-level detonations; 
  nuclear devices detonated by air-burst will not create a crater, though 
  the damage produced will modify terrain features as normal.
  RESOLVING A NUCLEAR DETONATION
  The following rules apply to resolving nuclear weapon 
  detonations, after the relevant attack rolls are made and the 
  ordnance arrives on target. 
  Nuclear Attacks on and Above the Ground Map
  When a nuclear attack takes place as either a ground-burst 
  (defined here as a direct hit on the underlying terrain), or as an air-
  burst (above the ground, but at a low-enough altitude to maximize 
  its area of effect against ground targets), the following rules apply 
  to the detonation.
  Ground Zero Hex: The Ground Zero Hex is defined as the target 
  hex where a nuclear device strikes. If the attack is delivered as an air 
  burst, the actual center of the detonation takes place on the Low 
  Altitude map, in the hex centered above the ground map, but close 
  enough in height to maximize its effect radius on the ground. Thus, 
  a Ground Zero Hex on a BattleTech game board must be determined 
  upon detonation of the air-burst as well, and is considered the ground 
  point located most directly below the center of the air burst. 
  Any units and or buildings located within the Ground Zero Hex are 
  completely annihilated if they do not possess enough armor (or CF 
  points) to withstand the weapon’s Impact Damage value in any single 
  hit location. 
  Crater Area: Craters can only be produced by a nuclear attack that 
  directly strikes the ground. Air-burst nuclear attacks will not produce 
  a crater as indicated (though terrain damage may occur instead that 
  reduces the terrain anyway). A crater caused by a nuclear ground 
  blast instantly reduces the underlying terrain in the Ground Zero Hex 
  by as many levels as are indicated in the weapon’s Crater Depth rating. 
  This crater becomes shallower by 1 level for every 2 hexes away from 
  the Ground Zero Hex, until it reaches a crater depth rating of 0. 
  All terrain features, structures and units in terrain reduced by a 
  crater effect are annihilated, and replaced by rubble.
  For example, a Type III nuclear weapon, with a Crater Depth rating 
  of 3, would reduce the Ground Zero Hex by 3 levels, dropping to 2 
  levels of crater depth at a distance of 2 hexes from the blast point, 
  If the weapon then scores a special critical hit—made by rolling 
  2D6 and meeting or exceeding the value presented under this 
  column in parentheses—this damage also penetrates the armor and 
  delivers 10 times its Capital Damage value directly to the spacecraft’s 
  SI. For instance, if a 5-kiloton Type II “Alamo” warhead hits a DropShip 
  in space, it will deliver 10 points of capital-scale damage to the ship’s 
  hull, at which point the attacker makes a second 2D6 roll against a 
  TN of 10+. If this roll is 9 or less, the DropShip has suffered only the 
  hull damage and any normal damage effects that might come with it, 
  but if the roll is 10+, the DropShip also sustains 100 points of capital 
  damage directly to its SI, and rolls for critical effects against that 
  (assuming the vessel has any structural integrity left).
  Damage Reduction (Ground/Air): These values indicate the 
  number of standard damage points a nuclear weapon loses for every 
  30-meter hex outward from the point of a ground-level impact (the 
  value left of the slash), or an “air-burst” detonation (the value right of 
  the slash). These numbers presume an air-burst is set off at its optimum 
  altitude for ground damage, and thus still maintain a “ground zero” hex 
  on the ground map that lies directly below the blast center. 
  Secondary Radius (Ground/Air): These values indicate the 
  number of 30-meter hexes from the detonation point in which a unit 
  may experience secondary effects from a ground-level impact (left of 
  slash), or an air-burst detonation (the value right of the slash). As with 
  damage reduction values, these numbers presume an air-burst is set 
  off for optimum altitude for ground damage, and thus the secondary 
  radius is based on a “ground zero” hex directly below the blast center. 
  While the secondary effect radius is twice the radius of the area 
  affected by any physical damage, these secondary effects will affect 
  all units from the center point to the edge of the secondary radius.
  Height (Blast/Secondary): Unlike conventional artillery attacks, 
  nuclear weapons in atmospheres are powerful enough to affect 
  airborne units as much as they can ground units. Thus, the height of 
  a nuclear blast (in Low-Altitude Map Altitudes) is given here, relative 
  to a ground-level detonation. The number to the left of the slash 
  indicates the altitude where an airborne unit will experience heat and 
  physical damage from the nuclear blast, and thus requires a Piloting 
  skill roll to remain airborne (see Airborne Units in the Blast Area, p. 
  171). The number to the right indicates the maximum extent of the 
  secondary effect radius.
  Crater Depth: This value indicates the depth (in levels) a nuclear 
  blast will reduce the terrain by at the center of the blast. Crater depth 
  reduces by 1 level for every 2 hexes away from the detonation’s 
  STANDARD NUCLEAR WEAPONRY TABLE
  Weapon (Nuclear Yield)
  Base Impact 
  Damage 
  (Standard)
  Capital Damage 
  (Crit Chance)
  Blast Radius* 
  (Ground/Air)
  Damage 
  Reduction 
  (Ground/Air)
  Secondary 
  Radius* 
  (Ground/Air)
  Height  
  (Blast/Secondary)
  Crater  
  Depth
  Elias (0.05 Kiloton)
  10
  0 (N/A)
  9 / N/A
  1 / N/A
  18 / N/A
  5 / 6
  0
  Type Ia (0.5 Kiloton) 
  100 
  1 (11+) 
  20 / N/A
  5 / N/A
  40 / N/A
  6 / 8 
  0 
  Type Ib (0.5 Kiloton) 
  100 
  1 (11+) 
  20 / N/A
  5 / N/A
  40 / N/A
  6 / 8 
  0 
  Type II (5 Kilotons) 
  1,000 
  10 (10+) 
  43 / 58
  23 / 18
  85 / 114 
  8 / 9 
  1 
  Type III (50 Kilotons) 
  10,000 
  100 (9+) 
  92 / 123
  109 / 81
  184 / 246 
  9 / 10 
  3 
  Type IV (500 Kilotons) 
  100,000 
  1,000 (8+) 
  198 / 264
  504 / 378
  397 / 529
  10 / 10
  5 
  AMW (3,000 Kilotons)
  600,000
  6,000 (N/A)
  361 / 481
  1,664 / 1,278
  721 / 961
  Row 1‡ / Row 2‡
  9
  *In ground hexes (1 mapsheet = 17 ground hexes/1 Low-Altitude Map hex)
  **Type Ib weapons are launched only by Long Tom or Arrow IV artillery units; use the base range as indicated by the launcher
  †Range in aerospace game play (Type II uses Detailed Weapon Range as AC/10; Type III, Type IV, and AMW as indicated capital missile)
  ‡ Effects extend into Row 1 or 2 on the High Altitude Map, as indicated.
  
  171
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  “hiding” unit must be directly adjacent to (in inside) the hill or 
  building, and the hill or building must be taller than the “hiding” 
  unit’s height and have sufficient CF or TF points to withstand the 
  damage delivered against that hex by the nuclear blast. If all of 
  these conditions are met, the “hiding” unit can make Piloting Skill 
  check with a +4 target modifier. If this roll succeeds, the unit is 
  successfully protected against all damage effects from the attack 
  (but not secondary effects). 
  If the nuclear attack is delivered by air-burst, only units 
  located underground, underwater, or inside a structure with 
  sufficient CF to survive the blast damage, will be protected from 
  damage effects.
  Terrain Damage: Beyond the crater area, damage to terrain 
  reduces all Woods and Jungle hexes by one level (from Super-
  heavy to Heavy to Light) for every 20 full points of damage 
  inflicted against the hex. (This is different than the standard 
  Terrain Conversion rules found in Total Warfare and Tactical 
  Operations due to the fact that nuclear blasts send out a far 
  more concentrated wave of heat, combined with a powerful 
  overpressure wave, which dwarfs the destructive capacity of most 
  conventional weapons.) 
  Woods or Jungle reduced below Light become Rough terrain, as 
  does any non-water hex that suffers 200 points of damage or more. 
  Water terrain within a Blast Area—but not within a crater 
  area—is reduced by one level for every 3,000 points of damage. 
  Any “partially destroyed” water features immediately refill their 
  lost space in the following turns based on the volume of water 
  left to fill the area.
  Any non-crater, non-water hexes within the Blast Area occupied 
  by woods, buildings or units prior to a nuclear attack may be set 
  aflame per the rules for Fire (see p. 43, TO); units set aflame are 
  considered to be the target of a successful Inferno missile attack, 
  with a duration lasting until the end of the scenario, or until 
  the unit is submerged, whichever comes first. For purposes of 
  this effect, consider this an attack on the terrain/building by an 
  energy weapon. Non-Woods/non-Building hexes that qualify for 
  this effect have a modifier of 0 for the roll.
  Secondary Effects: The radioactive and electromagnetic 
  effects of a nuclear attack disperse even farther than the blast 
  wave. To reflect these combined effects, all units and structures 
  that lie within a distance equal to twice the Blast Area radius (and 
  that are not already destroyed by the initial blast) must make a 
  2D6 roll and consult the Secondary Nuclear Effects Table. 
  Regardless of the outcome, all units within the Secondary 
  Effect Radius will suffer electromagnetic interference (EMI) for the 
  remainder of the scenario, including a +2 to-hit modifier for all 
  ranged weapon attacks, and a –2 modifier to all Cluster Hits Table 
  rolls. No terrain protects against secondary nuclear effects, and all 
  airborne units within the same radius and operating at or below 
  the Secondary Effect Height value for the weapon (the value right 
  of the slash in the weapon’s Height column) are also affected.
  Heat and Fire: In addition to the raw damage, the Blast Area 
  of a nuclear detonation produces enough heat to start flash-fires. 
  For any unit that tracks heat levels—including airborne units in 
  the Blast Area of Secondary Effect Radius—raise the unit’s heat 
  scale by one-tenth of the damage the unit received from the 
  explosion itself (to a maximum of +15 heat points). 
  Any flammable terrain (including non-hardened buildings) 
  that has not been destroyed within the Blast Area and 
  Secondary Effect Radius may catch fire (see p. 43, TO). To 
  determine if this occurs, roll 2D6 for each terrain item that has 
  not been destroyed within the Blast Area, and add one-tenth 
  of the weapon damage value to the result. If this modified 
  and 1 level crater depth at 4 hexes from Ground Zero. At 6 hexes 
  away from the center of the Type III’s impact point, the terrain is 
  no longer cratered, but all units and structures that once stood 
  within 6 hexes of Ground Zero are destroyed.
  Blast Area: A nuclear device’s blast area is defined as the 
  hexes on a playing map(s), radiating outward from the Ground 
  Zero Hex, within which a nuclear device delivers direct damage. 
  This physical damage mainly represents the intense heat and 
  overpressure wave produced by the detonation, and does not 
  include the additional effects outlined in Secondary Effects (see 
  p. 171). Unless a unit, structure, or piece of terrain is annihilated 
  at the Ground Zero Hex (or within a crater area), all such units, 
  structures, and terrain within the blast area of a nuclear attack will 
  suffer damage as outlined below. For units inside buildings, this 
  damage strikes the building first, leaving any remaining damage 
  to the units inside. Otherwise, the damage delivered by a nuclear 
  device is considered to be area-effect in nature, and impacts all 
  units within a hex at its full force.
  To determine the damage done to a unit within the blast area, 
  first check to see if there may be any terrain that could protect 
  against the blast (see Protecting Terrain, below). If no terrain exists 
  to stop the blast wave, find the distance between the unit and the 
  Ground Zero Hex, then reduce the nuclear attack’s Base Impact 
  Damage value by a value equal to that number of hexes times the 
  weapon’s Damage Reduction. Be sure to use the Damage Reduction 
  value appropriate to whether or not the weapon was a ground 
  strike or an air-burst. (So, a unit standing 8 hexes from the Ground 
  Zero hex of a ground-bursting Type Ia nuclear weapon would suffer 
  60 points of damage, rather than the full 100 the weapon generates 
  at Ground Zero: 100 [Base Impact Damage] – [8 (hexes away) x 5 
  (Reduction by Hex, ground burst)], or 100 – 40 = 60.)
  Distribute all damage from a nuclear weapon in 5-point 
  clusters, using the attack direction that faces the Ground Zero Hex 
  to determine which Hit Locations table to use.
  ’Mechs and vehicles within the Blast Area that survive the 
  damage must make an immediate Piloting Skill Roll at a base +2 
  target modifier (plus any other applicable modifiers for damage 
  and critical hits). ’Mechs that fail this roll immediately fall, while 
  vehicles that fail this roll suffer random Motive System Damage. 
  No roll is required for units without a Piloting Skill Rating.
  Airborne Units in Blast Area: With a Blast Area, airborne 
  units—including VTOLs, airships, low-flying aircraft and aerospace 
  craft—will be subject to the same rules of the nuclear blast, but 
  because of the differences in scale between the ground map and 
  Low Altitude Map, the total affected Blast Area is dependent upon 
  whether these units are operating on the standard ground map 
  (including Aerospace Units on Ground Map Sheets, p. 242, TW), or 
  if these are aerospace units operating on the Low Altitude Map. 
  For airborne units operating on the ground map sheet, 
  determine the damage effects in the same way that ground units 
  do: by counting the total number of ground hexes from Ground 
  Zero, and computing damage accordingly. No additional distance 
  is added for being airborne while operating on the ground map. 
  As with ground units, airborne units within a Blast Area that 
  survive the damage must make an immediate Piloting Skill Roll (or 
  Control Roll) with an additional +2 target modifier in addition to 
  any modifiers caused by damage and critical hits. If this roll fails, 
  the airborne unit immediately falls 2 Low-Altitude Map altitudes for 
  every point by which the Piloting/Control Roll failed, and will crash 
  if this drop places them on the ground row/altitude or lower.
  Protecting Terrain: Only intervening hills or buildings strong 
  enough to withstand the damage may block the effects of a 
  nuclear ground burst. To gain the protection of such terrain, the 
  
  points that the Stuka will sustain. (The Stuka does not have that 
  much armor in all of its hit locations put together, however, and 
  will not survive the blast.)
  Nuclear Weapons in Space
  In space, nuclear weapons must make actual contact to deliver their 
  damage, as the effects of vacuum and the radiation shielding carried 
  by all spacecraft sharply reduces their effectiveness. Furthermore, 
  they must penetrate the target’s armor sufficiently to make up for 
  the loss of most of their yield in order to inflict any major damage. To 
  reflect these effects, a successful nuclear attack against any aerospace 
  unit in space inflicts the weapon’s capital-scale damage value against 
  the target, which is resolved as a single damage value against one hit 
  location as per a regular weapon attack.
  Like capital missiles, nuclear weapons may inflict additional damage 
  upon a successful critical hit, and thus make a special critical check on 
  every successful attack. The chance for a critical hit varies with each 
  weapon type, and is represented by a value shown in parentheses 
  under the Capital Damage column of the Standard Nuclear Weaponry 
  Table. After the unit has recorded its damage from the strike itself, if 
  the attack roll meets or exceeds this value on an unmodified 2D6 roll, 
  a critical hit is scored. 
  Instead of inflicting a critical hit as listed on the damage location 
  table, a critical hit from a nuclear weapon delivers additional damage 
  to the unit equal to 10 times the weapon’s normal capital-scale 
  damage. This damage is applied directly to the target’s structural 
  integrity (SI), even if it has armor remaining. Moreover, however SI 
  damage is inflicted by a nuclear device, this damage is never halved. If 
  the target vessel is not destroyed by this effect, any additional critical 
  hit effects resulting from damage to the vessel’s structural integrity 
  must be resolved normally.
  Any target fortunate enough to survive the damage from a nuclear 
  strike must make an immediate Control Roll with a +4 target modifier, 
  but suffers no additional effects. Additionally, all units within a 
  space hex in which a nuclear weapon was detonated will suffer 
  electromagnetic interference (EMI) for the remainder of the scenario, 
  including a +2 to-hit modifier for all ranged weapon attacks and a 
  –2 modifier to all Cluster Hits Table rolls. No other nuclear weapons 
  effects apply in space.
  Nuclear Weapons at High Altitudes
  On the High Altitude map, nuclear attacks against an aerospace 
  unit use the same rules as those in space, but the attack roll suffers a 
  –2 modifier, and any nuclear attack that hits its target automatically 
  destroys it. If the attack occurs within 18 kilometers of the planetary 
  roll yields a 5 or higher, the terrain catches fire. For each hex of 
  flammable terrain that lies beyond the Blast Area, but still exists 
  within the nuclear attack’s Secondary Effects Radius, a result of 9 
  or higher sets the terrain on fire.
  Nuclear Weapons on the Low Altitude Map
  For airborne units operating on the Low Altitude Map, damage is 
  inflicted as long as the unit is within the blast area and is at or below 
  the altitude of the nuclear weapon’s Blast Height. To determine if an 
  airborne unit on the Low Altitude Map is within the radius of a nuclear 
  detonation, convert the Blast Radius corresponding to the weapon’s 
  detonation type (ground burst or air burst) to Low Altitude Map hexes 
  by dividing it by 17 (and rounding up). 
  An airborne unit within the blast area and height of a nuclear 
  detonation on the Low Altitude Map will modify the damage it 
  sustains, compared to a unit on the ground map. To find the damage 
  from blast areas on the Low Altitude Map, count the distance in Low 
  Altitude hexes between the airborne unit and the hex corresponding 
  to the weapon’s detonation point. If this is 0 hexes (the airborne unit 
  is in the same hex as the blast), treat the result as a minimum distance 
  of 0.5. Then, multiply this Low Altitude Hex distance by 8.5 times the 
  nuclear weapon’s Damage Reduction value for an air burst. Round 
  this final value up to the nearest whole number, and subtract it from 
  the weapon’s Impact Damage to find the damage sustained by the 
  airborne unit.
  Airborne units that sustain damage from a nuclear blast and survive 
  must make a Piloting/Control Skill check with a +2 target modifier, 
  in addition to all other applicable modifiers for damage and critical 
  effects. If this roll fails, the airborne unit immediately falls 2 Low-
  Altitude Map altitudes for every point by which the Piloting/Control 
  Roll failed, and will crash if this drop places them on the ground hex 
  row/altitudes or lower.
  For example, a Stuka aerospace fighter is at an altitude of 4 
  on the Low Altitude Map when a Type II/Alamo nuclear device, 
  delivered by air-burst, detonates 3 hexes away from it. The Type 
  II has a base Impact Damage of 1,000, a Blast Radius of 58 as 
  an air burst, an air-burst Damage Reduction of 18 points, and 
  a blast Height of Altitude 8. Because this radius, divided by 17, 
  would cover Altitude 4 hexes (58 ÷ 17 = 3.41, round up to 4), the 
  Stuka is within the radius, and its current altitude places it well 
  within the blast zone. To determine the damage inflicted, the 
  Stuka’s player multiplies the distance (3 hexes), by 8.5 x 18 (the 
  Damage Reduction rate). This result—459 points—is reduced 
  from the Type II’s 1,000-point base damage, leaving 541 damage 
  SECONDARY NUCLEAR EFFECTS TABLE
  Roll* 
  Results
  2–4 
  Unit is Destroyed (crew/pilot/troopers all killed; engines shut down; all applicable unit types suffer 1D6 critical hits**)
  5–6
  Unarmored infantry outside buildings are killed; armored infantry/infantry within buildings suffer 50% casualties (round up); 
  Conventional and support vehicles suffer two critical hits, plus one automatic Crew Killed critical hit; ’Mech and fighter units suffer 
  two critical hits and must make a Shutdown Avoid Check at 10+ (Pilots of these machines suffer four hits).**
  7–10
  Unarmored infantry outside buildings suffer 50% casualties (round up); armored infantry and infantry within buildings suffer 25% 
  casualties (round up); conventional and support vehicles suffer one critical hit, plus one automatic Crew Stunned critical hit; ’Mech 
  and fighter units suffer one critical hit and must make a Shutdown Avoid Check at 6+ (Pilots of these machines suffer two hits).**
  11+ 
  Unit sustains no damage
  *Add +2 to the roll for combat vehicles, ’Mechs, battle armor and aerospace craft, as well as an additional +2 for any unit within a hardened structure.
  **Critical hits are resolved randomly, the locations determined for each by rolling on whichever side of the unit faces the Ground Zero Hex.
  
  173
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  After this initial period, the Blowing Sand weather condition 
  will dissipate, and the settled atmosphere will transition from 
  Toxic (Radiological) Atmosphere to Tainted (Radiological) 
  Atmosphere. The radiological taint conditions in the atmosphere 
  will linger for another 2D6 months before the atmosphere returns 
  to its previous (pre-detonation) conditions.
  In addition to this, the radioactive effects of fallout may also 
  produce persistent electromagnetic interference (EMI) in any area 
  where fallout has occurred (see p. 55, TO). This EMI effect can linger 
  for as long as 2D6 years after all other effects have dissipated. 
  Internal Detonations: On occasion, a boarding team, 
  mutineer, or terrorist might detonate a nuclear weapon inside a 
  vehicle, spacecraft, mobile structure, or building. 
  For spacecraft (small craft, space stations, DropShips, 
  JumpShips, and WarShip), internal detonations are treated as an 
  automatic critical hit per Nuclear Weapons in Space (see p. 172), 
  even if the listed nuclear weapon does not normally have a critical 
  hit chance (such as the Elias). If this detonation occurs while the 
  target is in space, and the target’s SI is completely destroyed as 
  a result, the target is destroyed, as are all units docked with it, 
  operating inside it, or standing upon the target’s surface. Any 
  extraneous damage or secondary effects to a spacecraft unit 
  destroyed by an internal detonation in space is lost. 
  surface (the Ground Row 
  of the High Altitude Map), 
  resolve the attack instead 
  as an airburst on the Low 
  Altitude Map, and consult the 
  relevant rules under Nuclear 
  Attacks on the Low Altitude 
  Map (see p. 172). 
  Special Conditions
  A 
  number 
  of 
  special 
  conditions may further modify 
  the outcome and effects of a 
  nuclear attack or its aftermath. 
  These special conditions are 
  detailed below.
  Alternate Environments: 
  As demonstrated between 
  the space, atmospheric and 
  surface-burst 
  effects 
  de-
  scribed above, nuclear weap-
  ons have different effects 
  based on the environment in 
  which they are used. Under-
  water units may be caught 
  in the blast radius; likewise, 
  combat in caverns under-
  ground may lead to sub-
  surface detonations that can 
  affect other battlefield units 
  in the vicinity. 
  While these rules do not 
  specifically cover the numer-
  ous additional effects of deto-
  nations deep underground or 
  underwater (many of which 
  are left for the players to agree 
  upon for the sake of brevity), 
  the 
  Alternate Environments 
  Table lists the modifiers for 
  existing nuclear weapon effects based on such conditions as un-
  derground detonations, effects on underwater units and variable 
  atmospheric pressures. 
  Other effects, such as those for nuclear detonations made 
  within alternative atmospheric compositions, may occur at the 
  discretion of the gamemaster or with player agreement. (Fallout, 
  another special atmospheric effect that can follow a nuclear 
  ground-burst, is discussed below.)
  Fallout: Players looking to cover even additional effects of a 
  nuclear assault can mimic the effects of fallout in the wake of a 
  ground-level nuclear strike, provided the impact has taken place 
  within a planetary atmosphere density other than Vacuum or 
  Trace (see pp. 54-55, TO). 
  Fallout represents radioactive contamination mixed with blowing 
  ash and other particulate matter that generally follows a ground-level 
  nuclear strike for some time afterward. This effect can be represented 
  by combining the Blowing Sand weather condition (see p. 63, TO), 
  and Toxic (Radiological) Atmosphere terrain condition (see pp. 56-
  57, TO), throughout any area within 2D6 times the nuclear attack’s 
  original Secondary Effect Radius. This condition will persist for up to 
  2D6 weeks, times the weapon’s yield in kilotons, and may even drift 
  further based on local weather conditions. 
  ALTERNATIVE ENVIRONMENTS TABLE
  Defending Unit is underwater and within the blast radius of…*
  (Nuclear Airburst) 
  Divide damage to submerged targets by their 
  current depth x 10 (based on pre-blast depths)* 
  (Nuclear Ground Burst) 
  Divide Damage Degradation Rate by 2**
  Nuclear Explosion is Subterranean…* 
  (At/Within Max. Crater Depth)† 
  Use standard rules for ground-burst attack, centered 
  over ground zero. 
  (Over 1x to 2x Max. Crater Depth)† 
  Treat blast as standard ground-burst attack, using 
  only 10% of base damage at ground zero (damage 
  degrades normally, centered over ground zero). 
  (Over 2x to 5x Max. Crater Depth)† 
  Treat area above the weapon’s normal cratering area 
  (radius of 2x crater depth, centered over ground 
  zero) as a severe earthquake, imposing a +5 penalty 
  on all rolls for the turn of detonation.
  (Over 5x Max. Crater Depth)† 
  No effect. 
  Atmospheric Pressure‡ 
  Vacuum 
  Multiply Damage Degradation Rate by 10 
  Trace 
  Multiply Damage Degradation Rate by 3 
  Thin 
  Multiply Damage Degradation Rate by 1.5 
  Standard 
  Multiply Damage Degradation Rate by 1 
  High 
  Multiply Damage Degradation Rate by 0.67 
  Very High 
  Multiply Damage Degradation Rate by 0.5 
  *Units underwater and units subjected to the effect of subterranean explosions at deeper than 1x the weapon’s maximum crater 
  depth do not suffer secondary effects. 
  **Underwater units add 1 hex of distance from ground zero for each full 5 depths. A “ground burst” is considered to be any nuclear 
  attack that occurs at or near the water’s surface. 
  †Crater depth for Type I weapons is considered 1. 
  ‡Relative to Terran standard; round up fractions.
  
  infantry unit during any Attack Phase afterward, so long as no hostile 
  ECM comes between the infantry unit and its armed Elias.
  Elias mines use the same basic rules as a Command-Detonated 
  Minefield (see p. 209, TO), for deployment and detonation purposes, 
  but do not require a density value (since it only takes one Elias mine 
  to deliver maximum effect).
  Disarming an Elias requires a successful mine-clearing action in the 
  hex where the Elias is presently deployed (see pp. 210-211, TO). An 
  additional +2 target number modifier applies to this roll if the Elias 
  has been placed on a mobile unit (rather than simply placed on static 
  terrain, within a structure, as a landmine, and so forth). 
  Construction Rules: For infantry construction purposes, each Elias in 
  an infantry unit is treated as a Support Weapon with a crew of 1 and 
  1 shot of ammunition. This means that a single squad may carry up 
  to 2 Elias warheads at maximum. Battle armor infantry may carry 1 
  Elias per trooper as a special pop-up mine alternative, or delivered via 
  a modified mine dispenser payload (which, again, can only deploy a 
  single Elias per dispensing unit). 
  Type Ia/Davy Crockett
  Introduced: 2412 (Terran Hegemony)
  Available to: CI
  Tech Base (Ratings): Inner Sphere (E/FFFF) 
  The versatile and compact Type Ia (also known as the Davy Crockett 
  at various time periods) is an infantry support weapon designed to 
  deliver a half-kiloton warhead via a heavily modified, single-shot, 
  man-portable missile launcher. Though unpopular because even its 
  improved range proved too limited to keep its users out of harm’s 
  way, it was most commonly mounted in light vehicles in the hopes 
  that the added mobility could help the firing squad find an optimal 
  firing position to launch from and then dart behind cover.
  Game Rules: The Type Ia (or Davy Crockett) is a one-shot infantry-
  portable artillery weapon that includes a special launch system 
  mounted on a towable cart for mobility. While the warhead itself is 
  scarcely bigger than a single SRM, it features a heavier booster-rocket 
  apparatus to give the weapon greater range. The weapon requires 
  a full 7-man squad to deploy and fire, so platoons reduced to fewer 
  than 7 troopers cannot fire a Type Ia weapon.
  An infantry unit with a Type Ia may make a special attack with 
  the weapon only once per scenario. The infantry unit must not have 
  moved or executed an anti-’Mech attack in the same turn it fires its 
  nuclear weapon, but the unit may make standard weapon attacks as 
  normal. The Type Ia uses the rules for standard artillery to target a hex 
  and fire from on- or off-board, including all relevant artillery rules for 
  shell flight times and scatter. 
  A Type Ia/Davy Crockett weapon cannot be used to deliver an 
  air-burst.
  Construction Rules: The type Ia and its launch system may only be 
  transported by a motorized or mechanized/wheeled conventional 
  infantry units. Though the weapon counts as a support weapon with 
  a crew requirement of 7, only one Type Ia may be carried by a single 
  conventional infantry platoon. The mobile launcher and its warhead 
  together add 3 tons to the base platoon weight.
  Type Ib/Davy Crockett-M
  Introduced: 2480 (Terran Hegemony) 
  Available to: BM, IM, CV, SV, AF, CF, SC, DS, MS
  Tech Base (Ratings): Inner Sphere (E/FFFF) 
  The Type Ib uses the same half-kiloton warhead as the infantry-
  fired Ia version, but is designed to be delivered via heavy artillery 
  ordnance instead of a small, short-range vehicle. Though it originally 
  If the spacecraft unit is not in space when destroyed by an internal 
  detonation, any damage exceeding the unit’s SI value is multiplied 
  by 10 and treated as the new Impact Damage value for the weapon 
  before radiating outward from the unit’s location, degrading at the 
  weapon’s normal rate. 
  For non-spacecraft units, divide the weapon’s Impact Damage value 
  equally among all of the unit’s current internal structure locations (or, 
  for the case of buildings, the structure’s CF). If the damage destroys the 
  unit, the total remaining damage is used as the weapon’s new Impact 
  Damage value before radiating outward. Any critical hits are resolved 
  normally for units that are not destroyed by the internal detonation.
  A nuclear weapon’s Secondary Effect Radius will remain unaffected 
  by an internal detonation as long as the target is destroyed. If a target 
  is somehow not destroyed by a nuclear blast, the secondary effects 
  will not radiate outward at all.
  All other applicable rules for resolving an internal nuclear 
  detonation apply normally.
  Multiple Attacks: Multiple nuclear weapon attacks against a 
  target area are resolved separately, and do not stack for purposes of 
  determining Blast Area and secondary effects. In the wake of a nuclear 
  attack, additional effects may be imposed on the affected region, 
  including continuous EMI as well as nuclear fallout from ground-level 
  detonations (see Fallout, above).
  Salvage: Any unit destroyed by a nuclear weapon attack (be it 
  on the ground, in atmosphere, or in space) is always considered to 
  be unsalvageable. This applies whether the unit was annihilated in 
  the Ground Zero hex or crater area, or was damaged to the point of 
  destruction by blast damage. 
  Units crippled—but not destroyed—by the effects of a nuclear attack 
  may be salvaged later, but will require decontamination performed on 
  them before technicians can begin repairing and replacing parts. This 
  decontamination cycle takes 24 hours and requires the supervising 
  technician to make a successful, unmodified Skill check. If the roll fails, 
  the decontamination will still succeed, but the cycle is extended by 
  another 4 hours for every point by which the roll failed.
  STANDARD NUCLEAR WEAPONS
  The following rules describe several of the most iconic nuclear 
  devices employed by the various factions in the BattleTech universe.
  Elias
  Introduced: 2792 (Federated Suns)
  Available to: CI, BA
  Tech Base (Ratings): Inner Sphere (E/FFFF) 
  The “Elias” is a modern version of the kind of decaton-yield 
  demolition grenades that first debuted in the late twenty-first 
  century. A rectangular device massing only 5 kilograms and capable 
  of delivering an explosive yield of just 0.05 kilotons (5 decatons), the 
  device could be deployed as a satchel charge by specially-equipped 
  infantry units, or as a special landmine payload.
  Game Rules: The “Elias” has no launcher or attack range to speak of, 
  and is too small to deploy by any unit type other than infantry, or a 
  special command-detonated landmine. The Elias always attacks as a 
  ground-burst.
  Infantry units carrying an “Elias” can deliver the weapon to their 
  target by simply entering the target’s hex and making a successful 
  attack against it. An additional to-hit modifier of –2 applies to this 
  attack—even if the attack chosen is that of an anti-’Mech Swarm or 
  Leg Attack—since the Elias need not be precisely applied or jammed 
  into vulnerable spots to do its damage. If the attack fails, the Elias 
  fails to arm and the weapon is spent. A successfully-laid Elias arms 
  itself immediately, and may be remote-detonated by its controlling 
  
  175
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  When fired air-to-ground, the Type II/Alamo is treated as 
  an artillery attack made from as many mapsheets away as 
  the attacking unit was flying at the moment the weapon was 
  fired. If the attacking air unit was directly over the mapsheet at 
  the time, the attack is resolved as per the rules of an on-board 
  artillery strike; otherwise, the missile is treated as an off-board 
  artillery strike, with a shell flight time of 10 mapsheets per turn. 
  Furthermore, at the time of firing a Type II/Alamo warhead air-
  to-ground, the attacker must designate whether the weapon 
  is armed for an air-burst or ground-burst attack. (Type II/Alamo 
  nuclear weapons fired at targets in flight, or in space, are always 
  set for contact detonation.)
  A missed shot by a Type II/Alamo in space has no further effect 
  in gameplay. Missed shots against airborne targets on the High 
  Altitude map will travel to the weapon’s maximum range, and 
  then detonate in the air at whatever altitude they were fired, 
  affecting only the units in that hex (if any). Missed shots aimed at 
  the ground, or fired on the Low Altitude map, will scatter as per a 
  missed artillery attack.
  Critical hits to bomb slots containing a Type II/Alamo missile 
  will not set off a nuclear detonation.
  Construction Rules: Type II/Alamo nuclear ordnance is treated as 
  a 5-ton bomb that can be carried either in internalized bomb bays 
  of equal or greater size, or on external hardpoints such as those 
  that conventional and aerospace fighters automatically possess. 
  Beyond this, Type II nuclear munitions have no further impact on 
  unit construction.
  Type III/Santa Ana
  Introduced: ca. 2412 (Terran Hegemony)
  Available to: SV, SC, DS, JS, WS, SS, MS
  Tech Base (Ratings): Inner Sphere (E/FFFF) 
  The Type III nuclear device (also known today as the Santa Ana) 
  is a modified form of the White Shark-class capital missile modified 
  to carry a fifty-kiloton warhead. Ideal for use by WarShips and 
  surface-to-orbit defense batteries, these missiles were considered 
  “surgical strike nukes”, and were among the most common WMDs 
  employed throughout the early Succession Wars.
  Game Rules: The Type III can be launched by any unit that 
  carries a White Shark or AR10 capital missile launcher. The 
  missile weighs as much as a standard White Shark, and follows 
  all normal rules for executing attacks against other units or 
  as orbit-to-ground fire. Against any ground targets, a Type 
  III/Santa Ana must designate at the time of firing whether it 
  has been armed for an air-burst or ground-burst attack. (Type 
  III/Santa Ana nuclear weapons fired at targets in flight, or in 
  space, are always set for contact detonation.)
  An alternative surface-to-surface, long-range form of the 
  Santa Ana also exists that consists of a single 40-ton missile 
  and its 160-ton launcher mechanism. This launcher-based 
  version resolves its attack as a non-homing artillery strike with 
  a maximum effective range of 10,000 mapsheets (about 5,000 
  kilometers). The shell-flight times for these weapons are resolved 
  as those of a cruise missile (taking 1 turn, plus 1 additional turn 
  for every 5 full mapsheets traversed, before impact). As with the 
  capital missile versions, the launcher version of the Type III must 
  be declared as armed for either an air-burst or ground-burst 
  attack at the time of firing.
  If advanced point defense rules are in play (see p. 96, SO), 
  the Type III/Santa Ana may be engaged by point defenses as if 
  it were a White Shark capital missile, with 3 points of capital-
  scale armor. A successful attack by a Type III/Santa Ana in 
  debuted as an augment shell type for Long Tom artillery systems, 
  its later adaptation for the Arrow IV missile battery gave it the 
  eventual nickname of Davy Crockett-M. 
  Game Rules: The Type Ib is available for the Long Tom and Arrow IV 
  artillery weapon systems. Both are treated as non-homing artillery, 
  and possess the same range and attack methods as the standard 
  rounds used by the weapon system that fires them. Both also apply 
  the applicable artillery rules for their firing units with respect to 
  shell flight times and the scatter effects of a missed shot. 
  Like the Type Ia, the Type Ib Davy Crockett-M cannot be used to 
  deliver an air-burst.
  Critical hits to ammunition slots containing Type Ib/Davy 
  Crockett-M munitions will cause them to explode as a standard 
  ammo rounds; they will not set off a nuclear detonation.
  Construction Rules: Nuclear ordnance for Long Tom and Arrow 
  IV artillery weapons are specially modified for their purpose. As a 
  result, a ton of nuclear ordnance in either weapon provides only 
  1 shot. Beyond this, Type Ib munitions have no further impact on 
  unit construction.
  Type II/Alamo
  Introduced: ca. 2200 (Terran Alliance)
  Available to: CF, AF
  Tech Base (Ratings): Inner Sphere (E/FFFF) 
  The Type II nuclear missile (later codenamed Alamo) is a 
  special fighter-carried space-to-space (or air-to-ground) nuclear 
  ordnance designed for use by aerospace and conventional 
  fighters. With its five-kiloton payload, the warhead is powerful and 
  fairly lightweight, which makes it equally useful in devastating 
  sprawling ground fortifications as it is in wiping out or crippling 
  all but the largest and most heavily armored WarShips in history. 
  Indeed, during the Age of War, early Succession Wars, and the 
  Jihad, the Type II and its modern equivalents often served as a 
  weapon of choice in dealing with fleet assets and ground-based 
  rallying points alike.
  Game Rules: The Type II/Alamo nuclear missile is a special 
  ordnance that can be carried by fighters like an external bomb, 
  but which actually can be fired air-to-air (or space-to-space) 
  as a single shot weapon. As external ordnance, a single Type II 
  occupies 10 bomb slots, and imposes a corresponding loss of 2 
  Thrust Points. Units capable of using external ordnance may carry 
  multiple Type II/Alamo missiles, as long as they have the bomb 
  slots and Thrust to do so.
  When fired air-to-air (or in space), the Type II/Alamo resolves 
  its attack roll as if it were a capital missile weapon, but can only 
  attack targets up to the medium standard-scale range bracket (if 
  using detailed weapon ranges, the Type II has the range profile 
  of a standard Autocannon/10). An additional –2 to-hit modifier 
  applies for air-to-air attacks made with this weapon while on the 
  High Altitude map. A Type II/Alamo missile cannot be fired across 
  the space-atmosphere interface.
  If advanced point defense rules are in play (see p. 96, SO), the 
  Type II/Alamo may be engaged by point defenses as if it were a 
  Barracuda capital missile, with 2 points of capital-scale armor. A 
  successful attack by a Type II/Alamo in space, or while on the High 
  Altitude map, is resolved as per the rules for a nuclear weapon 
  in space. A successful attack in the air at low altitude will not 
  only affect the airborne target in the same fashion as a target 
  struck in space, but will also affect any targets directly below the 
  airborne target’s hex as if it were an air-burst detonation over the 
  corresponding ground mapsheet. For simplicity, this air-burst is 
  considered to be centered over said ground mapsheet.
  
  If advanced point defense rules are in play (see p. 96, SO), the 
  Type IV/Peacemaker may be engaged by point defenses as if it were 
  a Killer Whale capital missile, with 4 points of capital-scale armor. A 
  successful attack by a Type IV/Peacemaker in space, or while on the 
  High Altitude map, is resolved as per the rules for a nuclear weapon in 
  space. A successful attack in the air at low altitude will not only affect 
  the airborne target in the same fashion as a target struck in space, 
  but will also affect any targets directly below the airborne target’s hex 
  as if it were an air-burst detonation over the corresponding ground 
  mapsheet. For simplicity, this air-burst is considered to be centered 
  over said ground ma86psheet.
  A missed shot by a Type IV/Peacemaker in space has no further 
  effect in gameplay. Missed shots against airborne targets on the 
  High Altitude map will travel to the weapon’s maximum range, 
  and then detonate in the air at whatever altitude they were fired, 
  affecting only the units in that hex (if any). Missed shots aimed at 
  the ground, or fired on the Low Altitude map, will scatter as per a 
  missed artillery attack.
  Critical hits to ammo slots containing Type IV/Peacemaker missiles 
  will not set off a nuclear detonation.
  Construction Rules: Type IV/Peacemaker missiles may be loaded 
  as alternative munitions for any Killer Whale or AR10 capital 
  missile launcher. Each Type IV nuclear missile weighs the same as a 
  corresponding Killer Whale.
  Type IV/Peacemaker surface-to-surface launchers are one-shot 
  weapons that can be mounted on support vehicles, DropShips, or 
  mobile structures (or housed within static structures). The launcher 
  and its missile, combined, weigh a total of 260 tons.
  Asset Management Weapon (AMW)
  Introduced: 2790 (Free Worlds League)
  Available to: SV, SC, DS, JS, WS, SS, MS
  Tech Base (Ratings): Inner Sphere (E/FFFF) 
  Though it was quickly followed by identical adaptations in 
  other realms, the Asset Management Weapon (AMW) was a three-
  megaton strategic weapon first introduced by House Marik during 
  the First Succession War. Used extensively in the “economic warfare” 
  of the First War, this devastating weapon placed its warhead within 
  a Barracuda capital missile housing, but at the cost of all space-to-
  space guidance systems and armor-penetration aids found in the 
  conventional missile. 
  While the AMW was effectively useless in ship-to-ship combat, 
  it provided the means to saturate entire continents at will. AMWs 
  were often deployed in the thousands against strategically 
  important planets, typically from squadrons of converted freighter 
  DropShips (known as “boomers”) that carried a dozen or so 
  launchers and large magazines. 
  Game Rules: The AMW can be launched by any unit that carries a 
  Barracuda or AR10 capital missile launcher. The missile weighs as 
  much as a standard Barracuda, but cannot execute attacks against 
  other units in space or atmosphere; it can only be used for an orbit-
  to-surface fire. Against ground targets, an AMW must designate at the 
  time of firing whether it has been armed for an air-burst or ground-
  burst attack. 
  If advanced point defense rules are in play (see p. 96, SO), the AMW 
  may be engaged by point defenses as if it were a Barracuda capital 
  missile, with 1 point of capital-scale armor. 
  A missed shot by an AMW will scatter as per a missed artillery attack.
  space, or while on the High Altitude map, is resolved as per the 
  rules for a nuclear weapon in space. A successful attack in the 
  air at low altitude will not only affect the airborne target in the 
  same fashion as a target struck in space, but will also affect any 
  targets directly below the airborne target’s hex as if it were an 
  air-burst detonation over the corresponding ground mapsheet. 
  For simplicity, this air-burst is considered to be centered over said 
  ground mapsheet.
  A missed shot by a Type III/Santa Ana in space has no further 
  effect in gameplay. Missed shots against airborne targets on the 
  High Altitude map will travel to the weapon’s maximum range, 
  and then detonate in the air at whatever altitude they were fired, 
  affecting only the units in that hex (if any). Missed shots aimed at 
  the ground, or fired on the Low Altitude map, will scatter as per a 
  missed artillery attack.
  Critical hits to ammo slots containing Type III/Santa Ana missiles 
  will not set off a nuclear detonation.
  Construction Rules: Type III/Santa Ana missiles may be loaded 
  as alternative munitions for any White Shark or AR10 capital 
  missile launcher. Each Type III nuclear missile weighs the same as a 
  corresponding White Shark.
  Type III/Santa Ana surface-to-surface launchers are one-shot 
  weapons that can be mounted on support vehicles, DropShips, or 
  mobile structures (or housed within static structures). The launcher 
  and its missile, combined, weigh a total of 200 tons.
  Type IV/Peacemaker
  Introduced: ca. 2300 (Terran Hegemony)
  Available to: SV, SC, DS, JS, WS, SS, MS
  Tech Base (Ratings): Inner Sphere (E/FFFF) 
  The largest of the tactical nuclear weapons, the Type IV (sometimes 
  known as the Peacemaker) is a bigger missile based upon the Killer 
  Whale missile that shares much in common with the Type III weapon. 
  Like the smaller Type III, this half-megaton nuclear device may be 
  launched from ship- or ground-based capital missile launchers, 
  or from a special strategic-range, surface-to-surface launcher. The 
  convenience of making it usable with extant capital launchers made 
  it as easy to deploy as a Type III in the early Succession Wars, but the 
  missile was often reserved for orbital bombardment duty, rather than 
  ship-to-ship combat.
  Game Rules: The Type IV can be launched by any unit that carries 
  a Killer Whale or AR10 capital missile launcher. The missile weighs 
  as much as a standard Killer Whale, and follows all normal rules for 
  executing attacks against other units or as orbit-to-ground fire. 
  Against any ground targets, a Type IV/Peacemaker must designate 
  at the time of firing whether it has been armed for an air-burst 
  or ground-burst attack. (Type IV/Peacemaker nuclear weapons 
  fired at targets in flight, or in space, are always set for contact 
  detonation.)
  An alternative surface-to-surface, long-range form of the 
  Peacemaker also exists that consists of a single missile and a 210-ton 
  launcher mechanism. This launcher-based version resolves its attack 
  as a non-homing artillery strike with a maximum effective range of 
  20,000 mapsheets (about 10,000 kilometers). The shell-flight times for 
  these weapons are resolved as those of a cruise missile (taking 1 turn, 
  plus 1 additional turn for every 5 full mapsheets traversed, before 
  impact). As with the capital missile versions, the launcher version 
  of the Type IV must be declared as armed for either an air-burst or 
  ground-burst attack at the time of firing.
  
  177
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  cube-root (or “to the power of 1/3”) math, scientific calculators or 
  spreadsheet programs capable of these features are a must.
  Warhead Weights: As noted in the formulas, the weight of 
  a given warhead, regardless of the technology rating used in 
  its construction, does not include its launch systems or any 
  missile housings, as such delivery methods are ultimately up 
  to the players. Players seeking to maintain proper continuity 
  with existing BattleTech weapon systems must therefore add 
  the weight of any existing delivery system similar (or superior 
  to) the deployment method they wish to use. A nuclear 
  warhead without any extra mass, for example, may only be 
  employed as a basic “demolitions charge”, placed and armed 
  by infantry on site, while one meant to be fired from an 
  artillery weapon must weigh at least as much as a single shot 
  from that weapon.
  Critical hits to ammo slots containing AMW 
  missiles will not set off a nuclear detonation.
  Construction Rules: AMW missiles may 
  be loaded as alternative munitions for any 
  Barracuda or AR10 capital missile launcher. 
  Each AMW nuclear missile weighs the same 
  as a corresponding Barracuda.
  There is no surface-to-surface launcher 
  analog for the AMW.
  Custom (Generic) Nuclear Weapons
  Introduction: Pre-Spaceflight
  Available to: See Rules
  Tech Base (Ratings): Inner Sphere (C/FFFF) 
  In addition to the standard nuclear 
  weapons described earlier, players may 
  wish to create their own custom-yield 
  nuclear devices. In truth, virtually every 
  suitably industrialized and well-populated 
  world 
  in 
  the 
  BattleTech 
  setting 
  is 
  potentially capable of developing its own 
  nuclear arsenal, while delivery systems 
  possible for such warheads can range from suitcase-portable 
  charges to silo-launched ballistic missiles. 
  Though these weapons are also bound by the difficulties in 
  acquiring any WMDs (see Acquiring WMDs in Campaign Play, pp. 
  166-168), the methods for how these weapons are constructed, 
  and what their deployment processes might be, will be left largely 
  up to the players’ discretion.
  The game rule values for the warhead itself, however, may 
  be constructed with the aid of the Generic Nuclear Weapons 
  Formulas provided here. These formulas simply require the player 
  to select a desired destructive yield (from 0.01 kilotons to 50 
  megatons), at which point the relevant game rule values for the 
  weapon’s detonation are then resolved. Because these formulas 
  include the use of fourth-root (or “to the power of 1/4”) and 
  GENERIC NUCLEAR WEAPONS FORMULAS
  Where Yield = Weapon’s rated explosive yield (in kilotons of TNT, “kt”)
  Maximum Yield = The maximum yield for any single nuclear weapon  
  is 50 megatons (50,000 kt)
  Base Impact Damage (Standard Scale) = 200 x Yield (in kt)
  Capital Weapon Damage (Capital Scale) = 2 x Yield (in kt)
  Impact and Primary Area of Effect (in 30-meter hexes)
  Crater Depth = Yield ^ (1/4)*
  Blast Radius (Ground Burst) = 25 x [Yield ^ (1/3)]*
  Blast Radius (Air Burst) = Ground Burst Blast Radius x 1.33
  Damage Degradation (by hex)
  Ground Burst = Base Impact Damage ÷ Blast Radius**
  Air Burst = (Base Impact Damage ÷ Blast Radius) x 0.75**
  Secondary Area of Effect (in 30-meter hexes) 
  Secondary Effect Radius (Ground Burst) = Blast Radius x 2**
  Secondary Effect Radius (Air Burst) = Blast Radius x 2.67**
  Secondary Effect Height = Secondary Effect Radius (Air-Burst) in meters;  
  consult Low-Altitude Table, p. 81, TW.†
  Additional Values
  Blast Effect Height = Secondary Effect Height (in meters) ÷ 2; 
  then consult Low-Altitude Table, p. 81, TW.†
  Critical Hit Chance = See Generic Nuclear Critical Hit Table
  Warhead Weight (Tech Rating C) = 15 kg + [Yield (in kt) x 2 kg]‡
  Warhead Weight (Tech Rating D) = 10 kg + [Yield (in kt) x 1 kg]‡
  Warhead Weight (Tech Rating E+) = 5 kg = [Yield (in kt) x 0.5 kg]‡
  *Round these figures down to nearest whole number (to a minimum 0)
  **Round these figures down to nearest whole number (to a minimum 1)
  †For any heights of 18,000 meters or more, divide the result by 18,000, and round up; this is the number of 
  High-Altitude Map hex rows instead.
  ‡Does not include weight of launchers, missiles, delivery systems, or fuel. Value provided for cargo space only.
  GENERIC NUCLEAR 
  CRITICAL HIT TABLE
  Yield (in kt)
  Critical Hit
  Under 0.5
  NA
  0.5 to 4.99
  11+
  5 to 49.99
  10+
  50 to 149.99
  9+
  150 to 749.99
  8+
  750 to 2,499.99
  7+
  2,500 to 9,999.99
  6+
  10,000 to 29,999.99
  5+
  30,000 and Over
  4+
  
  Acquisition
  When using the Acquiring WMDs in Campaign Play rules (see pp. 
  166-168), each biological or chemical weapon a force acquires is equal 
  to a single “use” of the weapon type on the battlefield. For weapons 
  delivered by alternative munitions, this is equal to a single ton of 
  alternate ammunition. For infantry units, this is equal to 50 grenades 
  or alternate infantry-grade ordnance. For other delivery options, this 
  is equal to a single deployment.
  Weapon Data
  A full description of the nature and rules for each of the five general 
  classes of chemical and biological weapons will follow below, but all 
  receive several basic values as shown in the Biological and Chemical 
  Weapons Table. 
  Effects Resistance TN (Partial / Full): This represents the target 
  numbers required for an unprotected unit’s personnel to resist the 
  effects of a chemical or biological weapon, with the number to the left 
  of the slash indicating the minimum roll needed to at least partially 
  resist the weapon’s effects, and the number to the right indicating the 
  roll needed to completely resist the weapon’s effects. A unit whose 
  unprotected personnel roll less than the Partial value will suffer the 
  weapon’s full effects. Unit Skill ratings can also affect this TN, with 
  units rated Green (or worse) suffering a +1 TN modifier, while units 
  rated Elite (or better) receive a –2 TN modifier.
  Non-Weapon Modifier: This indicates the additional TN modifier 
  that applies if the weapon is delivered via indirect (non-weaponized) 
  means.
  Time to Effect: This defines how long it takes, in game turns, before 
  crews and personnel exposed to a given chemical or biological weapon 
  begin to suffer the weapon’s effects. An entry of “Immediate” in this 
  column indicates that the weapon’s effects will manifest as soon as the 
  unit comes into contact with the weapon and fails its Effects Resistance 
  roll. Otherwise, the time indicates the number of turns (or hours) that 
  the weapon takes to incubate. The effects will then manifest at the start 
  of the first game turn after this time has elapsed.
  Persistence: This indicates how long each unit’s crew or personnel 
  will suffer a weapon’s effects after failing an Effects Resistance roll. 
  Targets that failed their Effects Resistance roll will suffer full effects 
  for the entire period indicated by the weapon’s Persistence, after 
  which they will experience partial effects for the same length of time. 
  Targets that suffer only from partial effects will also only suffer for the 
  Rules Level: Experimental 
  Available to: Various (See Rules)
  Tech Base (Ratings): Any (See Rules) 
  Biological and chemical weapons encompass a wide array of 
  different agents, delivered through a variety of means, designed 
  to impair, injure or kill opponents without the accompanying mass 
  devastation caused by heavy weapons fire. Throughout recorded 
  history, combatants have employed poisons and disease against 
  their enemies in an attempt to reduce their ability to attack or defend 
  without risking their own soldiers in combat, though the use of these 
  special weapons did not begin to mature until the early decades of 
  the twentieth century, when the first truly effective chemical weapons 
  were deployed on the battlefield. In the centuries since, biological 
  and chemical weapon technologies—as well as those designed to 
  defeat the effects of these weapons—have advanced even further.
  Of course, so too have the rules and conventions on the use 
  of biological and chemical weapons advanced. By the end of the 
  twentieth century, research and development efforts had split 
  down two very different paths: non-lethal weapons designed to 
  subdue or incapacitate their targets (and thus minimize bloodshed 
  while avoiding charges of war crimes), and toxic weapons intended 
  primarily to kill or inflict suffering. The former remain accepted tools 
  of military and civil authorities alike throughout the centuries and 
  across the stars, while the latter have been classified as weapons of 
  mass destruction since before mankind’s exodus from Terra.
  BIOLOGICAL AND CHEMICAL WEAPON GAME RULES
  The following rules incorporate the use of biological and chemical 
  weapons into their BattleTech games. As with nuclear weapons, the 
  methods for making an attack with a biological or chemical weapon 
  can vary between delivery systems, with many dropped as bombs, or 
  used as alternative warheads in missiles. Some of the more insidious 
  versions, however, may not even have a delivery method, and must be 
  resolved more as an abstracted event, rather than a proper battlefield 
  weapon attack.
  Note: The rules for these weapons will generally refer to their 
  effects against individual units on the battlefield, where most games 
  would be played. Players may alternatively choose to roll any illness 
  effects that apply to infantry units and other units with multiple 
  crewmen by each individual member, but doing so will dramatically 
  increase the time it takes to resolve them.
  Biological and Chemical Weapons
  BIOLOGICAL AND CHEMICAL WEAPONS TABLE
  Weapon Class
  Effects Resistance 
  TN (Partial / Full)*
  Non-Weapon TN 
  Modifier
  Time to Effect
  Persistence
  Contamination
  Stacking Effect
  Class I 
  4 / 8
  –3
  Immediate
  1D6 + 2 turns
  3D6 + 6 turns
  N
  Class II 
  2 / 5
  –2
  Immediate
  1D6 days
  3D6 + 6 turns
  N
  Class III 
  4 / 6
  +0
  1D6 turns 
  4D6 days
  2D6 + 3 turns
  N
  Class IV (Chemical)
  4 / 8
  +1
  1D6 + 2 turns 
  1D6 days
  2D6 days
  +1x (max. +6x)
  Class IV (Biological)
  5 / 9
  +1
  1D6 + 2 hours
  1D6 days
  1D6 x 8 hours
  +1x (max. +6x)
  Class V 
  2 / 6
  +2
  2D6 x 12 hours 
  2D6 days
  4D6 months
  +3x (max. +12x)
  *Apply the following TN modifiers for unit Skill rating: Green +1, Regular +0, Veteran –1, Elite –2.
  
  179
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  biological weapons must be left up to the players; the process can 
  be as simple as a single die roll, or as complex as performing an 
  objective-driven scenario where the act of successfully capturing 
  the objective instead means that the biological or chemical 
  weapon has been properly released.
  For game purposes, a non-weapon delivery that succeeds must 
  apply all battlefield effects prior to the start of the scenario. If the 
  non-weapon delivery fails, no battlefield effects occur. 
  When determining the area of effect of a chemical or biological 
  weapon delivered by non-weapon means, triple the weapon’s 
  usual effect radius.
  Protective Gear
  In general, modern armies ensure that their combatants 
  are protected against the most common biological and 
  chemical weapons they might encounter in the battlefield. 
  BattleMech and aerospace pilots, and crews of combat vehicles, 
  all remain protected from the immediate effects of biological 
  and chemical weapons—so long as they keep their cockpits 
  and crew compartments sealed (although support vehicles 
  and IndustrialMechs require special Environmental Sealing 
  modifications).
  Conventional infantry and other ground combat personnel 
  typically possess gear that can easily protect them against many 
  such attacks, but only if they have enough warning to don that 
  gear. This gear is bulky, however, and takes time to equip on the 
  fly. The process of donning protective gear in game play will 
  render any unit that is ordered to do so—including conventional 
  infantry and support vehicle crews—unable to move or fire for 
  1D6 ÷ 2 turns (rounded up). Furthermore, the bulk, limited range 
  of motion, and limited peripheral vision that generally comes 
  with all forms of environmental protective gear, will impart a 
  +1 target modifier to all skill-based rolls the unit must perform 
  while in such gear, including those for all weapon and physical 
  attacks, as well as piloting skill checks and special operations such 
  as minesweeping. Conventional infantry units in protective gear 
  will also lose 1 Ground MP from their normal movement rates, to 
  a minimum movement of 1 MP.
  Any vehicle, ’Mech, ProtoMech, fighter, or battle armor unit that 
  suffers a complete loss of armor in its pilot’s or crew’s location will 
  be exposed to a biological or chemical agent as soon as they end 
  a Movement Phase within an area affected by such weapons. This 
  includes the loss of armor to any location (other than rotors) on 
  any vehicle type, the reduction of any battle armor trooper to a 
  single point (which represents the warrior himself), the loss of all 
  torso armor on a ProtoMech, the loss of all nose armor on a fighter, 
  or the loss of all head armor on a ’Mech. ’Mechs and fighters that 
  suffer a Life Support critical hit are likewise exposed to the effects 
  of a chemical or biological agent.
  Decontamination
  Even if a unit is unaffected by a biological or chemical attack 
  because of protective gear, the pilot, crew or soldiers may 
  be susceptible to the effects of these weapons unless they 
  decontaminate their ’Mech, vehicle, aerospace craft or protective 
  gear before exiting the unit or doffing their protective gear. 
  Decontamination is performed by specialized Engineer (or 
  Combat Engineer) squads in XCT protective gear (see p. 351, TO), 
  and requires only a successful Maintenance Check appropriate 
  to the unit type being treated (no check is required for treating 
  buildings and terrain). A failed decontamination check doubles 
  the clean-up process time.
  length of time indicated by the weapon’s Persistence, after which 
  the effects will wear off entirely.
  Contamination: This represents the period in which a 
  chemical or biological weapon remains potent once it is used, as 
  well as how long any protective gear or vehicles exposed to such 
  weapons pose a potential health risk to any other technicians or 
  personnel who come into contact with them. Any personnel who 
  come into contact with a contaminated area or unit must make a 
  fresh Effects Resistance roll.
  Stacking Effect: This indicates a special impact that can 
  be attained at the higher classes of chemical and biological 
  weapons, where additional doses increase the Persistence and 
  Contamination cycles. Stacking chemical or biological weapons 
  does not change the target number or modifiers for any Effects 
  Resistance checks, but instead alters the base amount of time 
  the weapon’s Persistence and Contamination periods last. This 
  additional time is expressed as an added multiple of whatever 
  time period is rolled up, with a maximum limit for multiple weapon 
  attacks. Thus, a notation of “+1x (max +6x)” on a Persistence of 
  1D6 days means that the player would first roll 1D6 to find the 
  number of days the weapon’s effects would persist normally, then 
  add the same amount again on a second dose, and again on a 
  third and so forth until the weapon maxes out at a total of 7 times 
  its rolled up Persistence duration. 
  In addition to these details from the Biological and Chemical 
  Weapons Table, each weapon type described below will define 
  its game play effects for full and partial exposure, as well as the 
  specific measures that those potentially affected by the weapon 
  can use to counter these effects.
  Weapon Delivery
  Under these rules, all biological and chemical agents may be 
  delivered via any missile, grenade, mortar, or artillery weapon 
  capable of delivering smoke munitions, including those used 
  by infantry. These chemical munitions behave just like their 
  smoke round equivalents (see pp. 352-375, TO), but are designed 
  to disperse over a wider area and produce less obscurant. To 
  reflect this, chemical weapon ordnance increases its radius 
  by 1 hex over its equivalent smoke munitions, and generates 
  Light Smoke effects in the affected hexes (even if the munitions 
  would ordinarily deliver Heavy Smoke). Regardless of the radius, 
  chemical smoke rises 3 levels above the underlying terrain.
  All units entering or moving through hex affected by biological 
  or chemical weapons fire without adequate protection will be 
  affected by the weapon in accordance with the detailed rules for 
  its type. 
  Non-Weapon (Indirect) Delivery
  Ranged weapons are not the only way to deliver some of these 
  agents. Indeed, many biological agents work better if they are 
  not delivered by a ranged weapon. While all of the biological 
  and chemical agents presented in these rules can be delivered 
  via non-weapon means, many become much less potent due 
  to various factors. To reflect this, units exposed to a chemical or 
  biological weapon that was delivered via such indirect means 
  will apply the appropriate Non-Weapon Modifier to their Effects 
  Resistance target numbers.
  Non-weapon delivery methods are indirect by nature, and can 
  be as varied as poisoning a local reservoir with a heavy dose of the 
  chemical weapon, or surreptitiously infecting several individuals 
  to act as “carriers” before setting them loose to spread their 
  infection across a larger population. Because of this, the specific 
  means for resolving a non-weapon delivery of chemical or 
  
  Countermeasures: Personnel who don protective gear or are 
  within a sealed environment can completely avoid the effects of 
  Class I agents. Simple “gas mask”/filter masks will not be sufficient to 
  negate effects entirely, as these agents are also able to enter the body 
  through pores in the skin. If only filter masks or gas masks are used, 
  exposed personnel will receive a –1 target modifier to the Effects 
  Resistance roll.
  Class II (Fast-Acting, Light Injurious Chemicals)
  Introduced: Pre-Spaceflight
  Tech Base (Ratings): Both (B/CCCC) 
  Class II agents are the lowest level of agents to actually be classified 
  as WMDs. These are typically fast-acting chemical agents designed to 
  injure or otherwise incapacitate their targets, but without any specific 
  goal of leaving them alive afterward. These weapons often leave their 
  targets with horrible external injuries or widespread internal damage. 
  Those who survive Class II chemical weapon attacks are rarely ever 
  the same again, physically. 
  Game Rules: Full Class II weapons initially apply a +4 target modifier 
  to all action checks made by the target units (including Piloting, 
  Gunnery, and so forth) before rendering these targets completely 
  incapacitated 1D6 turns after the initial effects begin. Units that 
  track pilot hits apply 4 such hits to their pilots/crews as well. Any 
  targets incapacitated by a Class II chemical or biological weapon are 
  removed from play. 
  Targets affected by partial Class II weapon effects are subject to a 
  +2 target modifier to all skill checks, and any targets that can suffer 
  pilot or crew hits suffer two such hits. A partial Class II weapon effect 
  will not render crews or personnel incapacitated over time.
  After the battle, any targets incapacitated or rendered removed 
  from play as an immediate result of the weapon’s damage must make 
  a second Effects Resistance roll with an added –4 target modifier. If 
  this roll fails, the incapacitated unit’s personnel have succumbed to 
  the weapon and died before medical aid could stabilize them. For 
  infantry units that fail this second roll, roll 4D6 and subtract that many 
  troopers from the unit’s original strength to determine how many 
  actually survived the attack.
  Any targets that survive a Class II chemical or biological weapon 
  attack, but which still suffered any effects from such weapons, must 
  make one final Effects Resistance roll after the end of the scenario. If 
  this final roll succeeds, these personnel will suffer no lingering effects 
  and can return to duty after the weapon’s Persistence period passes 
  and they undergo decontamination. If this roll fails, however, these 
  personnel suffer a permanent +1 target modifier to all skills, as well as 
  a –1 Initiative modifier if commanding a force.
  Countermeasures: Personnel must don protective gear or be 
  within a sealed environment to avoid the effects of Class II agents. 
  Simple “gas mask”/filter masks will not be sufficient to negate 
  effects entirely, as these agents are also able to enter the body 
  through pores in the skin. If only filter masks or gas masks are used, 
  exposed personnel will receive a –1 target modifier to the Effects 
  Resistance roll.
  Class III (Fast-Acting, Lethal Chemicals) 
  Introduced: Pre-Spaceflight
  Tech Base (Ratings): Both (B/CDCD) 
  Class III agents are fast-acting bio-chemical weapons, designed 
  to kill their targets immediately. Such agents include “nerve gas” 
  and other highly toxic poisons. Those who survive Class III attacks 
  are often left with severe physical impairments and other lasting 
  health problems.
  Pilots, crews and infantry that exit contaminated units or doff 
  contaminated protective gear before the Contamination period of 
  the weapon has elapsed, may potentially suffer the weapon’s effects. 
  When checking for these effects, the unit must make the same Effects 
  Resistance roll they would for direct exposure to the weapon, but 
  with a –2 target modifier. 
  BIOLOGICAL AND CHEMICAL 
  WEAPON CONSTRUCTION RULES
  Weapon-delivered chemical and biological agents are treated 
  as a variant form of smoke ammunition, and use the same weight 
  and shots-per-ton values as smoke munitions for the appropriate 
  missile launcher, mortar, grenade launcher, artillery weapon, or bomb 
  ordnance used. 
  Non-weapon delivery versions of these agents weigh 1 ton 
  per “dose” for Class I, II, and III weapons, 3 tons per dose of Class IV 
  weapons, and 5 tons per dose of Class V weapons.
  CHEMICAL AND BIOLOGICAL WEAPON CLASSES
  The following rules describe the six main classes of biological and 
  chemical weapons employed at various times throughout the history 
  of the BattleTech universe.
  Class I (Non-Lethal Irritants and Subduing Chemicals)
  Introduced: Pre-Spaceflight
  Tech Base (Ratings): Both (A/CCCC) 
  Class I weapons are legal, non-lethal chemical agents that are 
  commonly used by police and other security forces when dealing 
  with disruptive groups, and when those persons must be dispersed 
  or subdued without injuring or killing them. 
  The two most common Class I agents include “tear gas” and “knock-
  out gas”. Though the effects can vary within this range, “tear gas” is 
  an irritant that induces uncontrollable coughing and/or vomiting, 
  combined with serious discomfort on all exposed skin, eyes, and 
  mucus membranes (as well as around the eyes, nose, and mouth), 
  while “knock-out gas” is a subduing chemical mix intended to render 
  all targets temporarily unconscious or stunned.
  Game Rules: Full “tear gas” effects apply a +4 target number modifier 
  to all actions for the duration of the weapon’s Persistence, to reflect the 
  debilitating effects as the target is blinded and/or unable to speak or 
  hear clearly. Targets without military or police training must immediately 
  make a special Morale check at an additional +4 to the TN, or break into 
  a panic (see pp. 211-213, TO). Partial “tear gas” effects apply a +2 target 
  number modifier to all actions, and the Morale check required of targets 
  without military or police training must be made at a +2 modifier. Units 
  panicked by chemical or biological weapons move as fast as possible in a 
  random direction until they have exited the area of effect.
  Full “knock-out gas” effects render the crew and personnel of any 
  affected targets immediately unconsciousness for the duration of 
  the weapon’s Persistence, rendering them unable to move, attack, 
  or undertake any actions requiring a crew. Furthermore, such targets 
  will automatically fail any Piloting or Control Rolls required of them 
  as long as they remain affected. Partial “knock-out” gas effects leave 
  the unit with a “hazy” or stunned sensation, applying a +2 target 
  modifier to all actions (including Piloting, Gunnery, and so forth). 
  Targets that can suffer pilot/crew hits temporarily act as if they have 
  suffered 2 such hits while under partial knock-out gas effects, while 
  conventional infantry units suffer 2D6 “casualties” for the duration 
  of the weapon’s Persistence. If either of these latter effects would 
  render the unit destroyed, the unit is removed from play, but can be 
  recovered later.
  
  181
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  Class IV weapons cause illness in almost anyone that comes 
  into contact with them, but do not break down quickly. This 
  makes them difficult to direct against specific targets. They are 
  most commonly delivered through covert operations—tainting a 
  city’s drinking water or infecting a small group of prisoners and 
  then releasing them into a population. Delivery though a weapon 
  strike is possible, but because such overt attacks are relatively 
  easy to investigate, and do not yield immediate results, they often 
  give the intended targets ample time to deploy countermeasures 
  before full effects can set in.
  Game Rules: Prior to deploying the Class IV agent, the controlling 
  player must determine if this is an attack using a Class IV chemical 
  (poison) weapon or a Class IV biological (virus or germ) weapon, 
  as this will affect the Effects Resistance TNs as well as the 
  contamination period. Poison attacks will follow all standard rules 
  listed here for those who are affected by them, but biological 
  attacks will add the possibility of contamination spread to new 
  individuals every time they interact with one another. In game 
  terms, this means that any unprotected crews that are otherwise 
  not affected by an attack will need to make an Effects Resistance 
  check if they should come into contact with a unit that has already 
  failed (or partially failed) its own check previously. 
  Targets suffering the full effects of a Class IV agent—of either 
  type—will receive a +1 target modifier to all action checks, as 
  well as 1 pilot/crew hit for units that can suffer such hits, and 
  a –1 Initiative modifier if the affected unit commands a force. 
  These effects will stack for each 24-hour day of Persistence, so if 
  a Persistence roll for a Class IV chemical weapon were 3, the unit 
  which fails its check would suffer a +1 to-hit modifier, 1 pilot hit, 
  and a –1 Initiative modifier for the first day of infection, a +2 to-hit 
  modifier, 2 pilot hits, and a –2 Initiative modifier on the second, 
  and a +3 to-hit modifier, 3 pilot hits, and a –3 Initiative modifier 
  on the third. If this effect reaches a modifier of +7 or more, or 
  the pilot/crew suffers enough hits to be considered killed, the 
  infected unit must make at one final Effects Resistance roll. If 
  the roll succeeds, the infected personnel slip into a coma for the 
  remainder of the weapon’s Persistence; otherwise, they die.
  Targets suffering the partial effects of a Class IV agent must 
  apply the same accumulating modifiers described above for 
  a failed Effects Resistance roll, but in this case, the modifiers 
  accumulate at 48-hour intervals, rather than 24. 
  Any targets that survive after suffering any effects from a 
  Class IV agent will immediately begin to recover, reducing the 
  cumulative modifier effects incurred while they were under the 
  weapon’s effects by 1 point per 24-hour day after the weapon’s 
  Persistence period ends. This continues until all modifiers applied 
  by the weapon return to 0.
  Countermeasures: Personnel must don protective gear or be 
  within a sealed environment to avoid the effects of Class IV agents.
  There are no “generic” counter-agents capable of counter-
  acting the effects of a Class IV agent. Each individual Class IV 
  agent has its own unique counter-agent that must be researched, 
  developed, synthesized and then distributed, which typically 
  takes weeks of time—or longer—if the agent has never been 
  encountered before, though every major nation maintains some 
  stockpiles of counter-agents that can fight the effects of the most 
  common weapons its enemies might use. 
  To abstractly resolve the process of finding and treating the 
  effects of a Class IV weapon exposure, roll 2D6 after the scenario 
  has ended; on a result of 2-10, the Class IV agent is “known” and 
  has an already-researched counter-agent; on an 11 or 12, the 
  agent is “unknown” and a counter-agent must be created. 
  Game Rules: A failed Effects Resistance roll against a Class III 
  chemical or biological weapon will kill all crew and personnel in 
  an affected unit at the end of its Time to Effect cycle (1D6 turns), 
  unless a medical team can administer the proper counter-agents 
  in time (see Countermeasures, below). Between the time of 
  exposure and death, affected targets suffer the effects of a partial 
  resistance to the Class III weapon.
  Personnel that manage only partial Effects Resistance result 
  against Class III weapons (or who have not yet perished from a 
  failed result) suffer a +3 target modifier to all skill checks, and a 
  –2 Initiative roll modifier if commanding a force. Furthermore, 
  targets that can suffer pilot/crew hits sustain 3 such hits from 
  a Class III partial resistance result. (If this results in killing the 
  pilot or crew, then the pilot or crew has died and the unit is 
  treated as destroyed.)
  Any targets that survive after suffering any effects from a Class 
  III agent must make one final Effects Resistance roll after the end 
  of the scenario. If this final roll succeeds, these personnel will suffer 
  no lingering effects and can return to duty after the weapon’s 
  Persistence period passes and they undergo decontamination. 
  If this roll fails, however, these personnel suffer a permanent +1 
  target modifier to all skills, as well as a –1 Initiative modifier if 
  commanding a force.
  Countermeasures: Personnel must don protective gear or 
  be within a sealed environment to avoid the effects of Class III 
  agents. The effects of Class III agents can potentially be countered 
  through the immediate injection of a counter-agent; these 
  counter agents are typically a mixed “drug cocktail” designed to 
  counteract the worst effects of most Class III weapons, but are 
  not issued to troops in the field unless a WMD attack is expected 
  as they have limited “shelf lives” and, if injected in a person not 
  affected by a Class III agent, could in fact cause serious medical 
  problems above and beyond any inflicted by WMD use. 
  One Class III counter-agent dose (enough for one person) costs 
  100 C-bills, and will only last for 7 days if not continuously stored in 
  a controlled environment. If a person exposed to a Class III agent 
  is injected with a Class III counter-agent between exposure and 
  the randomly rolled Time to Effect, that individual immediately 
  makes a second Effects Resistance roll with a +2 modifier applied 
  to the target number. The effects for the second result stand, 
  even if they are worse than the first (reflecting a bad reaction or a 
  counter-agent that has lost its potency).
  Any individual administered a Class III counter-agent 
  without first being exposed to a Class III chemical or biological 
  weapon will suffer the partial effects of a Class II agent as a 
  result (see p. 180).
  Class IV  
  (Slow-Acting, Debilitating Chemical/Biological Toxin)
  Introduced: Early Spaceflight
  Tech Base (Ratings): Both (C/DDDD)
  Class IV weapons are slow-acting bio-chemical agents designed 
  to taint air and water supplies and thus be ingested (or inhaled) 
  over a relatively lengthy period. Usually based on engineered 
  viruses and bacteria or weaponized versions of particularly exotic 
  specimens found in nature, this class of weapon also includes 
  slow-acting chemical toxins that rely on gradual build-up to 
  achieve their full effect. Although the technology to develop 
  weapons of this nature truly dates back to antiquity, medical and 
  pharmaceutical advances developed as humanity first settled the 
  Inner Sphere forced chemical and bio-weapons manufacturers to 
  evolve accordingly.
  
  infected by the agent after the first 1D6 x 8 hours must make an Effects 
  Resistance roll at a total of a –1 to the TNs; unprotected individuals must 
  make this roll every time they come into contact with an infected target 
  (rolling for each target they come into contact with); once infected, the 
  target cannot be subject to more serious effects.
  Targets affected by the full effects of a Class V agent will die 
  within 1D6 days of the onset of effects; before then, they suffer a 
  cumulative +1 penalty to all skill check TNs, –1 to all Initiative rolls, 
  and one pilot/crew hit (if they can suffer such hits) for each 24 full 
  hours until they die.
  Targets affected by the partial effects of a Class V agent suffer a 
  cumulative +1 penalty to all skill check TNs, –1 to all Initiative rolls, 
  and one pilot/crew hit (if they can suffer such hits) for each 48 hours 
  of Persistence (at the start of the first, third, fifth, etc. days). On the 
  eleventh day, the target must succeed at one final Effects Resist Roll, 
  with a TN of 10 (modified as normal) or die.
  Any targets that survived and suffered any effects of the agent may 
  begin to recover. 48 hours after the agent’s Persistence expires, the 
  target must make an Effects Resistance roll against a TN of 10. If this 
  roll fails, the target does not improve and may make another Effects 
  Resistance roll in 48 hours against a TN of 9; if that one fails, the target 
  may make one final Effects Resistance roll against a TN of 8; if that 
  one fails, the target dies. A success means recovery; for every full 48 
  hours after recovery begins, that target reduces the penalty to all skill 
  checks and Initiative rolls by one and recovers one pilot/ crew hit.
  Countermeasures: Personnel must don protective gear or be 
  within a sealed environment to avoid the effects of Class V agents. 
  Decontamination requires a standard maintenance check by a 
  decontamination squad with a +2 modifier to the TN.
  There are no Class V counter-agents.
  Note: The Class V weapon’s Area of Effect is three times the normal. 
  All terrain affected by a Class V weapon is considered either Tainted or 
  Toxic Radiological/Poisonous (see p. 56, TO). Roll 1D6: on a result of 1-4 
  that area is Tainted; on 5-6 it is Toxic.
  Diagnosing whether or not a Class IV agent is known will take 
  the medical staff assigned to the afflicted force 1D6 days after its 
  exposure to the weapon. Counter-agents for “known” weapons can 
  be synthesized and/or shipped to the battlefield within another 1D6 
  days and cost 500 C-bills per dose; counteragents for “unknown” 
  weapons require 5D6 days for R&D and then synthesis, at a cost of 
  1,000 C-bills per dose (thereafter the Class IV agent is “known”).
  A counter-agent can only be administered in a medical setting 
  (first aid station, MASH, hospital, etc.). Anyone exposed to a Class IV 
  agent and injected with its counter-agent between exposure and the 
  randomly-rolled Time to Effect must make a second Effects Resistance 
  Roll. If the counter-agent is administered after effects have set in, 
  the target makes a second Effects Resistance Roll, but with a +1 TN 
  modifier. In either case, the effects of the second roll will apply, even if 
  they are worse than the first result.
  Class V (Slow-Acting, High-Lethality Chemical/Biological Toxin)
  Introduced: Early Spaceflight
  Tech Base (Ratings): Both (C/EFFF)
  Class V chemical and biological agents are slow-acting, extremely 
  vicious, and always lethal. They include bio-engineered viruses 
  designed not merely to kill human targets, but to poison the earth 
  and water as well. This class of chemical and biological warfare also 
  covers makeshift radiological devices designed to spread radioactive 
  debris over a wide area. Class V agents can render entire swaths of 
  territory uninhabitable for months or longer, at least until significant 
  cleanup efforts are expended, while those lucky few who survive a 
  Class V biological or chemical attack an generally expect to suffer 
  lingering health problems and shortened life spans.
  Game Rules: Prior to deploying the Class V agent, the controlling 
  player must determine if this is a radiological attack or a biological 
  attack. Radiological agent attacks follow all standard rules listed 
  here. Biological agent attacks are made at a –1 to the listed TNs, but 
  any unprotected individual that comes into contact with someone 
  DK 
  JJ
  Despite being safely sealed in their cockpits, these lancemates know their planet will never be the same once the enemy has unleashed a Class V toxic gas.
  
  183
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  the super-jump fails, and the vessel is considered destroyed in 
  hyperspace. This Control Roll is made separate from any other 
  rolls determining the jump’s success.
  This technique produces a jump range that is effectively 
  unlimited, but is very risky, applying a +3 target number modifier 
  both to the jump calculations themselves (see pp. 88-89, SO), but 
  also to the Control Roll made on arrival (see p. 89, SO). If a misjump 
  occurs, the JumpShip and all attached vessels are destroyed. 
  Otherwise, the jumping vessel safely arrives at its destination, 
  but in doing so, it destroys its K-F drive and its lithium-fusion 
  batteries upon completion. (A vessel that executes a Word of 
  Blake super-jump is therefore making a one-way trip unless it can 
  get to a friendly space dock where its drive and battery can be 
  replaced; drives and batteries burned out by a super-jump cannot 
  be repaired.)
  Damage to Nearby Units: Because the safety systems are 
  disengaged, a Word of Blake super-jump will not abort due to 
  the presence of a nearby K-F field. If a jump-capable vessel with 
  a K-F drive integrity of 1 or more is within 2 hexes (36 kilometers) 
  of a vessel executing a Word of Blake super-jump, that vessel will 
  suffer 10 points of K-F drive integrity damage, plus 10 x 2D6 points 
  of structural integrity damage, due to the interacting jump fields, 
  and the super-jumping vessel will have to apply an additional +2 
  target number modifier to survive its emergence at the other end.
  In addition to this, all aerospace units within 2 hexes of a vessel 
  executing a Word of Blake super-jump, which are not docked 
  with the super-jumping vessel at the time of its jump, must make 
  a Control Roll with a +2 target modifier to avoid damage. The 
  damage from a failed Control Roll is equal to 3D6 times the roll’s 
  margin of failure, in capital-scale points.
  Detection: From a detection point of view, an incoming super-
  jump has an emergence wave that actually resembles that of a 
  super-large incoming vessel, which then dissolves into a group 
  of smaller signals, creating the impression of a massive JumpShip 
  or WarShip coming through with an escort group in tight 
  formation. When using the Advanced Sensors rules to detect an 
  incoming super-jump (pp. 117-119, SO), this effect translates to a 
  –3 detection modifier for both the infrared and emergence wave 
  detection checks.
  WORD OF BLAKE SUPER-JUMP 
  SYSTEM CONSTRUCTION RULES
  The Word of Blake super-jump system adds no significant 
  weight or space to the K-F drive on a JumpShip or WarShip, but 
  the system can only be installed on those vessels that include 
  both a K-F drive and a lithium-fusion battery system.
  Any jump-capable ship that has both a K-F drive and a lithium-
  fusion battery can be modified in the field with the Word of Blake 
  super-jump system as a K-F drive “repair” operation, including the 
  +5 target number modifier for the repair’s Skill check, and a 10-
  day base repair time.
  R&D Start Date: Unknown (ComStar?)
  Prototype Design and Production: circa 3059 (Word of Blake)
  During the Jihad, the Word of Blake demonstrated an amazing 
  ability to deploy troops to all corners of the Inner Sphere in a 
  fraction of the expected time, even if a command circuit of lithium-
  fusion equipped JumpShips lay along their course. This feat was 
  believed to have been accomplished thanks to a revolutionary—
  and exceedingly dangerous—“super-jump” technique, which 
  might have been based on experimental research by a number of 
  conglomerates throughout the years.
  Less a piece of equipment than a series of shunts, bypasses 
  and computers, this Word of Blake technology simply required a 
  jump-capable vessel that also featured a functional lithium-fusion 
  battery. While powerful in the extreme, it also proved insanely 
  costly, as no jump drive or battery system ever survived even a 
  successful super-jump of any range. 
  This critical flaw led even the Word of Blake to make use of 
  the technique only sparingly, and was often used on captured 
  ships to avoid expending too many of the Word’s own fleet 
  assets for short-term gains. Because of this fact and the lack of 
  surviving data on how the super-jump effect was harnessed, this 
  technology vanished entirely after the Jihad.
  WORD OF BLAKE SUPER-JUMP 
  SYSTEM GAME RULES
  Rules Level: Experimental
  Available to: JS, WS
  Tech Base (Ratings): Inner Sphere (F/XXFX)
  Installing the Super-Jump System: The Word of Blake’s 
  “super-jump” technology is not an all new drive system, but can be 
  installed as a modification kit on a vessel that has both a functional 
  K-F drive and a lithium-fusion battery system. Technicians then 
  add several components of inconsequential weight and bulk that 
  override and bypass the safety protocols and mechanisms built 
  into both the drive and battery systems. This is a modification that 
  can be done in the field, as a repair check on the vessel’s K-F drive 
  (see pp. 181-185, SO). If this modification skill check fails, it must 
  be attempted again from the beginning.
  The Jump Process: Before engaging a super-jump, both 
  the K-F drive core and the L-F battery must be at full charge. 
  Once engaged, the jumping vessel initiates a normal K-F jump 
  sequence with the charge stored in the drive core and then—
  almost instantly—begins a second jump sequence that magnifies 
  the jump by several orders of magnitude, effectively creating a 
  “jump within a jump.” 
  The actual maximum range for a super-jump (in light-years) 
  is 1,200 – (1D6 x 50) and is determined at the time the jump 
  is made. If a super-jump is attempted beyond this range, the 
  jumping vessel’s controlling player must make a Control Roll with 
  a +1 target number modifi er for every 25 light years (LY) beyond 
  the ship’s determined super-jump limit. If this Control Roll fails, 
  Word of Blake Super-Jump Drive (Jihad)
  
  computed by armor point, rather than armor tonnage. Thus, the cost 
  for 15 points of EDP Armor would be 18,750 C-bills (1,250 x 15 = 18,750).
  Extended Jump Jet System: The listed cost for the extended jump 
  jet system is presented as a formula (TT x 500 x Jump^2). In this case, 
  “TT” refers to the ProtoMech’s tonnage, and “Jump^2” indicates the 
  unit’s Jump MP, squared. Thus, a 6-ton ProtoMech with a Jump of 8 
  using an extended jump jet system would spend 192,000 C-bills on 
  the jump jet system (6 x 500 x 8^2 = 6 x 500 x 64 = 192,000). Note that 
  this cost applies to the entire jump jet system, and is not per jump jet.
  Fusillade Launcher: The cost listing for a Fusillade Launcher’s 
  ammunition refers to the single 2-shot magazine the weapon uses, 
  rather than a full ton of ammunition. This cost should be modified 
  as appropriate for alternative munition types. If the selected ammo 
  types are mixed, each individual shot has a base price of 200 C-bills.
  Special Munitions Costs: The costs for special Wars of Reaving-
  era munitions are given as multipliers, rather than a static cost. 
  This multiplier applies to the standard munitions cost for the listed 
  weapon. All costs must be rounded up to the nearest C-bill.
  ADVANCED PILOT INTERFACES (MULTIPLE ERAS)
  The following costs apply to the advanced pilot interfaces 
  introduced in this chapter. The cost data for each of these items can 
  be found in their appropriate era in the Additional Alternate Era 
  Weapons and Equipment Table, as described below.
  Damage Interrupt Circuit: The damage interrupt circuit is listed 
  in the Additional Alternate Era Weapons and Equipment Table 
  under Clan Invasion Equipment. It adds its cost to the base price of 
  the unit’s cockpit, regardless of the cockpit type used. If the unit has 
  multiple pilots (such as in the case of a ’Mech equipped with a cockpit 
  command console), multiply the DIC’s cost by the number of crew the 
  cockpit can seat.
  Direct Neural Interface Modification: The direct neural interface 
  modification, listed in the Additional Alternate Era Weapons and 
  Equipment Table under Clan Invasion Equipment, adds its cost to the 
  The C-bill cost calculations for the equipment found in this chapter 
  are largely described under the appropriate columns for said items in 
  the Additional Alternate Era Weapons and Equipment Tables located 
  on pp. 216-225. 
  For the sake of simplicity, all costs are given in C-bills. For the purposes 
  of this section, C-bills are treated as a “universal currency”, applied even 
  in those eras and settings where the C-bill itself was not actually in use 
  (such as the Age of War/Star League eras, and the various Clan sub-
  eras). This enables players wo are running campaigns or forces tied to 
  currency-spending mechanisms to make their purchases based on an 
  “absolute value”, without requiring elaborate conversion between the 
  C-bill and any actual currencies of the era in question.
  As noted at the beginning of the Alternate Era Units and Equipment 
  chapter (see pp. 64), items specific to the Dark Age era of play use 
  four-letter Availability codes to clarify their proliferation in that period 
  of play, while the majority of the other items described in this chapter 
  show only 3-letter codes that cover pre-Dark Age eras. Dark Age-
  specific items are thus not available to previous eras of play, while 
  those of previous eras may still be available (if they have not gone 
  extinct beforehand, as noted by an “X” for the last letter of the item’s 
  three-letter Availability code). To approximate the availability of a pre-
  existing item that has not gone extinct in the Dark Age era of play, 
  simply reduce the item’s third letter code by one letter grade (to a 
  minimum availability level of “A”).
  The following section adds further cost formula clarifications  
  as needed.
     
  ADVANCED CLAN EQUIPMENT (WARS OF REAVING)
  The weapons and equipment introduced by the Clans during the 
  Wars of Reaving are listed in the Additional Alternate Era Weapons and 
  Equipment Table under Wars of Reaving Equipment. Units mounting 
  these items follow all appropriate rules for cost calculations.
  Electric Discharge ProtoMech (EDP) Armor: The listed cost for this 
  armor is presented as a formula (1,250 x AP), indicating that the cost is 
  TF 
  XX
  This Hunchback 7R and Rommel Howitzer pair, once prototype machines, enter combat in a display of defensive desperation by the Republic Standing Guard. 
  
  185
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  For example, if each warrior in a 30-trooper Manei Domini 
  infantry platoon is augmented with dermal armor implants 
  (1,500,000 C-bills per trooper), and 2 enhanced prosthetic arms 
  (100,000 C-bills per limb per trooper), the per-trooper cost added 
  to the platoon will be 1,700,000 C-bills (1,500,000 + [2 x 100,000] = 
  1,700,000), which will add 51,000,000 C-bills to the platoon’s final 
  cost (30 troops x 1,700,000 per troop = 51,000,000).
  Note: For simplicity’s sake, the cost tables for prosthetic 
  enhancements that can vary with weapon load presume the 
  most expensive weapon options. Thus, regardless of whether an 
  enhanced prosthetic limb has been fitted with a vibroblade or a 
  shotgun, the limb’s cost remains 100,000 C-bills.
  CENTURION WEAPON SYSTEM (STAR LEAGUE)
  The cost for the Centurion Weapon System is listed in the 
  Additional Alternate Era Weapons and Equipment Table under 
  Star League Equipment. Units mounting these items follow all 
  appropriate rules for cost calculations.
  DARK AGE AND RISC EQUIPMENT (DARK AGE)
  The weapons and equipment introduced during the years of the 
  Republic of the Sphere appear in the Additional Alternate Era Weapons 
  and Equipment Table under Dark Age Equipment. This includes not 
  only weapons and component introduced during the relatively 
  peaceful Age of the Republic, but also newer developments such as 
  the experimental and dangerous RISC equipment. Units mounting 
  these items follow all appropriate rules for cost calculations.
  Dark Age Specialty Armors: The listed costs for the various 
  armor types are presented as formulas based on the amount of 
  armor tonnage assigned to the unit (AT). Thus, the cost for 5 tons 
  of heat dissipating armor (which has a formula of 25,000 x AT) 
  would be 125,000 C-bills (25,000 x 5 = 25,000).
  RISC Advanced PDS: While the listed cost for the standard 
  version of this item indicates both the item’s cost and that of a full 
  ton of ammunition, the battlesuit version indicates the cost of a 
  single battlesuit-mounted item and a single magazine (6 shots) of 
  ammunition for that suit.
  RISC Laser Pulse Module: The listed cost for this item is in 
  addition to the cost of whatever laser weapon it modifies.
  RISC Super-Cooled Myomer: The listed cost for this item is 
  presented as a formula (10,000 x TT), which indicates that the 
  musculature cost is computed based on the unit’s total tonnage 
  weight. Thus, the cost for a 65-ton unit’s super-cooled myomers 
  would be 650,000 C-bills (10,000 x 65 = 650,000).
  EARLY CLAN IMPROVED EQUIPMENT (EARLY CLAN)
  The improved weapons and equipment first introduced by the 
  Clans in their early years are listed as “Improved” (or “Enhanced”) 
  in the Additional Alternate Era Weapons and Equipment Table 
  under Early Clan Equipment. Units mounting these items follow all 
  appropriate rules for cost calculations.
  EARLY CLAN PROTOTYPE SYSTEMS (EARLY CLAN)
  The prototype weapons and equipment added to the Clan 
  arsenals during their early years are listed as “Prototype” in the 
  Additional Alternate Era Weapons and Equipment Table under 
  Early Clan Equipment. Units mounting these items follow all 
  appropriate rules for cost calculations.
  EXPANDED PROTOMECHS (WARS OF REAVING)
  The Ultraheavy-, Quadruped-, and Glider-type ProtoMechs 
  introduced into Clan arsenals during the Wars of Reaving compute 
  their component costs in the same manner as their standard-type 
  base price of the unit’s cockpit, regardless of the cockpit type used. 
  The cost for augmenting a warrior to use the DNI modification 
  is found under Augmented Warriors, below, but does not apply 
  directly to a unit designed for their operation.
  SLDF 
  Advanced 
  Neurohelmet: 
  The 
  SLDF 
  advanced 
  neurohelmet is listed in the Additional Alternate Era Weapons 
  and Equipment Table under Star League Equipment, and adds its 
  cost to the base price of the unit’s cockpit. If the unit has multiple 
  pilots (such as in the case of a tripod ’Mech’s cockpit), multiply 
  the cost of the advanced neurohelmet by the number of crew the 
  cockpit can seat.
  Virtual Reality Piloting Pod: The VRPP is listed in the Additional 
  Alternate Era Weapons and Equipment Table under Clan Invasion 
  Equipment, and replaces the cost of the unit’s cockpit, rather 
  than adding to it. The costs for the unit’s sensors and life support 
  equipment remain unchanged.
  ADVANCED PROTOTYPE SYSTEMS (AGE OF WAR)
  The proto-Star League weapons and equipment introduced in 
  the closing years of the Age of War are those listed as “Prototypes” 
  in the Additional Alternate Era Weapons and Equipment Table 
  under Age of War Equipment. Units mounting these items follow 
  all appropriate rules for cost calculations.
  Prototype Endo Steel Structure: The listed cost for prototype 
  endo steel structure is given a formula (4,800 x TT), which indicates 
  that the structure cost is computed based on the unit’s total 
  tonnage weight. Thus, the cost for a 50-ton unit’s prototype endo 
  steel structure would be 240,000 C-bills (4,800 x 50 = 240,000).
  Prototype XL Engine: The listed cost for a prototype XL engine 
  is presented as a formula (100,000 x ER x TT) ÷ 75. Here, “TT” refers 
  to the unit’s tonnage, and “ER” indicates the unit’s engine rating. 
  Thus, a 40-ton ’Mech with a prototype XL engine rating of 280 
  would spend 1,493,334 C-bills on its engine ([100,000 x 280 x 40] 
  ÷ 75 = 1,120,000,000 ÷ 75 = 1,493,333.33, round up to 1,493,334).
  Prototype Ferro-Fibrous Armor: The listed cost for prototype 
  ferro-fibrous armor is presented as a formula (60,000 x AT), which 
  indicates that the armor cost is computed based on total armor 
  weight (in tons) the unit carries. Thus, a cost for 12.5 tons of 
  prototype ferro-fibrous armor would be 750,000 C-bills (60,000 x 
  12.5 = 750,000).
  AUGMENTED WARRIORS (MULTIPLE ERAS)
  Aside from conventional infantry, the cost of any combat 
  personnel is generally treated as an incidental cost when 
  purchasing units, or a monthly salary line in the force’s 
  roster. Artificially augmented warriors therefore apply their 
  augmentation costs to the final C-bill costs of any units they 
  operate. So, a MechWarrior who has been augmented with 
  cybernetics will add his augmentation costs to that of the ’Mech 
  he is assigned, while the augmentations to each of an infantry 
  platoon’s troopers will add to the platoon’s overall cost.
  The individual augmentations described in this chapter are 
  listed in the Additional Alternate Era Weapons and Equipment 
  Table under Warrior Augmentations. These costs are per 
  augmentation per warrior. If a single warrior receives more than 
  one augmentation, his added cost to the unit will be the sum of all 
  augmentation costs, taken together. Because the rules presented 
  for augmented warriors presumes that units comprised of multiple 
  warriors will receive the same augmentations, augmented 
  infantry units multiply the additional costs of any augmentations 
  by the number of augmented troopers in the unit. For vehicles, 
  this cost addition is multiplied by the number of augmented 
  crewmen required to operate the vehicle.
  
  Special Munitions Costs: The costs for special Late Succession 
  Wars-era munitions are given as multipliers, rather than a static cost. 
  This multiplier applies to the standard munitions cost for the listed 
  weapon. All costs must be rounded up to the nearest C-bill.
  Space Station K-F Adapter: Due to its original introduction date, 
  the Space Station K-F Adapter is actually found under Age of War 
  Equipment, rather than under Late Succession Wars Equipment in the 
  Equipment Table. This value is presented as final cost multiplier (x20) 
  that replaces the normal space station final cost modifier of x5 (see 
  p.158, SO). Note that even though modular space stations integrate 
  K-F Adapters into their design, the multiplier for such adapters is 
  already factored into the modular space station multiplier (see 
  Primitive Prototype Equipment, p. 117).   
  LAND-AIR BATTLEMECHS (MULTIPLE ERAS)
  The extra cost for constructing a BattleMech as a LAM is listed in 
  the Additional Alternate Era Weapons and Equipment Table, under 
  LAM Components. This covers both the LAM conversion costs as well as 
  special components available only to LAM units.
  LAM Conversion Costs: Expressed as a formula (WSC x 0.65 for 
  Bimodal LAMs, and WSC x 0.75 for Standard LAMs), this cost is derived 
  from cost of all the weapons, equipment, and structure the unit also 
  mounts (represented by the term “WSC”), and is then added to the 
  unit’s cost before the ’Mech’s final cost multiplier is applied. Thus, if an 
  ’Mech had run up a cost of 1,850,000 C-bills in structural, weapon, and 
  equipment costs, its additional cost for conversion into a standard 
  LAM would be 1,387,500 (1,850,000 x 0.75 = 1,387,500). 
  LAM Bomb Bays and Fuel Tanks: In addition the costs for any LAM 
  bomb bays and fuel tanks (beyond the single ton that comes with 
  the unit’s engine) are also found in the same section of the Additional 
  Alternate Era Weapons and Equipment Table. These are both counted as 
  weapon/equipment items for cost calculation purposes, with each price 
  given per 1-ton bomb bay or 1-ton fuel tank. Thus, the costs for these 
  items are applied before the addition of the LAM conversion costs.
  MACHINA DOMINI INTERFACE (JIHAD)
  The Machina Domini BattleMech interface system prototyped in 
  the Jihad era appears in the Additional Alternate Era Weapons and 
  Equipment Table, under Jihad Equipment. This includes both the 
  BattleMech Interface Cockpit—which applies its cost to the ’Mech’s 
  construction—and the BattleMech Neural Interface Unit—which 
  applies as an item installed on a PA(L) battlesuit. Units mounting 
  these items follow all appropriate rules for cost calculations.
  Augmented Warrior Cost: Although the VDNI implants, used 
  to complete a Machina Domini interface, are listed under warrior 
  augmentations, the cost for these required augmentations is waived 
  in this case. No additional warrior augmentation cost is thus required 
  for Machina Domini pilots using the Machina Domini interface system 
  (unless the warrior receives other augmentations in addition to the 
  VDNI implants).
  Units equipped with a Clan Machina Domini interface require EI 
  neural implants instead of VDNI implants. As above, the cost of this 
  augmentation is waived for Clan Machina Domini pilots using a Clan 
  Machina Domini interface system.
  MODULAR SPACE STATIONS (MULTIPLE ERAS)
  The Modular Space Station cost value is found in the Additional 
  Alternate Era Weapons and Equipment table, under Star League 
  Equipment. This value is presented as a final cost modifier that applies 
  to the total cost of the space station. This final cost multiplier replaces 
  the normal x5 multiplier assigned to space stations (see p.158, SO), and 
  effectively includes the K-F Adapter cost modifier. (Thus, players do not 
  need to add the costs of the requisite K-F Adapters when finding the final 
  C-bill values of a modular space station.)
  versions discussed in TechManual. The four core structural components 
  worth noting are listed in the Additional Alternate Era Weapons and 
  Equipment Table under Expanded ProtoMech Components. 
  Ultraheavy ProtoMechs: The listed structure and cockpit cost 
  differences applicable to Ultraheavy ProtoMechs (those weighing 
  from 10 to 15 tons in total mass) are noted in the table, with structure 
  expressed as a formula (400 x TT), to indicate that its cost is based 
  on the unit’s total tonnage. The cockpit cost listed (800,000 C-bills) 
  replaces the normal cockpit cost for a standard ProtoMech as well.
  Quadruped ProtoMechs: The listed structure cost difference 
  applicable to Quadruped ProtoMechs is also noted in the table, 
  expressed as a formula (500 x TT), to indicate that its cost is computed 
  based on the unit’s total tonnage. This structure cost replaces the 
  standard cost listed, regardless of the unit’s weight class.
  Glider ProtoMechs: The listed structure cost difference applicable 
  to Glider ProtoMechs is also noted in the table, expressed as a formula 
  (600 x TT), to indicate that its cost is computed based on the unit’s 
  total tonnage. This structure cost replaces the standard cost listed, 
  regardless of the unit’s weight class.
  Augmented Warrior Cost: Although the EI neural implants used to 
  control a ProtoMech are listed under warrior augmentations, the cost for 
  this augmentation is waived for ProtoMech warriors, since it is a required 
  part of the control system, rather than an optional one. Thus, no additional 
  warrior augmentation cost is required for ProtoMech pilots (unless they 
  receive another augmentation in addition to the EI implants).
  INNER SPHERE PROTOMECH INTERFACE (JIHAD)
  The cost for the ProtoMech Interface Cockpit is listed in the 
  Additional Alternate Era Weapons and Equipment Table under Jihad 
  Equipment. This cost replaces the ProtoMech’s normal cockpit cost.
  Augmented Warrior Cost: Although the VDNI implants, used to 
  control a ProtoMech via an Inner Sphere interface, are listed under 
  warrior augmentations, the cost for these required augmentations 
  is waived in this case. No additional warrior augmentation cost is 
  thus required for ProtoMech pilots using an Inner Sphere interface 
  (unless the warrior receives other augmentations in addition to the 
  VDNI implants).
  INNER SPHERE RECOVERED PROTOTYPES  
  (LATE SUCCESSION WARS)
  The prototype forms of the Star League-era weapons and 
  equipment reintroduced in the latter decades of the Succession Wars 
  appear as those listed as “Prototypes” in the Additional Alternate Era 
  Weapons and Equipment Table under Late Succession Wars Equipment. 
  This includes not only recovered Star League-style weapons and 
  components, but also newer developments such as triple-strength 
  myomers and special munitions. Units mounting these items follow 
  all appropriate rules for cost calculations.
  Prototype Endo Steel Structure: The listed cost for prototype 
  endo steel structure is presented as a formula (4,800 x TT), which 
  indicates that the structure cost is computed based on the unit’s total 
  tonnage weight. Thus, the cost for a 30-ton unit’s prototype endo 
  steel structure would be 144,000 C-bills (4,800 x 30 = 144,000).
  Prototype Ferro-Fibrous Armor: The listed cost for prototype 
  ferro-fibrous armor is presented as a formula (60,000 x AT), which 
  indicates that the armor cost is computed based on total armor 
  weight (in tons) the unit carries. Thus, the cost for 10 tons of prototype 
  ferro-fibrous armor would be 600,000 C-bills (60,000 x 10 = 750,000).
  Prototype Triple-Strength Myomer: The listed cost for this item 
  is presented as a formula (32,000 x TT), which indicates that the 
  musculature cost is computed based on the unit’s total tonnage 
  weight. Thus, the cost for a 45-ton unit’s prototype triple-strength 
  myomers would be 1,440,000 C-bills (32,000 x 45 = 1,440,000).
  
  187
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  construction rules, rather than standard combat vehicle and 
  conventional fighter rules. As a result, costs for these unit types 
  must be computed using cost calculations for support vehicles.
  PROTOTYPE SPECIALTY MUNITIONS  
  (CLAN INVASION)
  These specialty missiles, introduced by the Inner Sphere on the 
  eve of the Clan Invasion, are listed in the Additional Alternate Era 
  Weapons and Equipment Table under Clan Invasion Equipment. 
  As special munitions, their costs are given as multipliers, rather 
  than static C-bills amounts. This multiplier applies to the standard 
  munitions cost for the listed weapon. All ammo costs must be 
  rounded up to the nearest C-bill.
  QUADVEES (DARK AGE)
  The extra cost for constructing a BattleMech as a QuadVee is 
  listed in the Additional Alternate Era Weapons and Equipment 
  Table, under QuadVee Components. This covers both the QuadVee 
  conversion costs as well as special components available only to 
  QuadVee design.
  QuadVee Conversion Cost: Expressed as a formula (WSC x 
  0.5), this cost is derived from cost of all the weapons, equipment, 
  and structure the unit also mounts (represented by the term 
  “WSC”), and is then added to the unit’s cost before the ’Mech’s 
  final cost multiplier is applied. Thus, if an ’Mech had run up a cost 
  of 3,533,334 C-bills in structural, weapon, and equipment costs, its 
  additional cost for conversion into a QuadVee would be 1,766,667 
  (3,533,334 x 0.5 = 1,766,667). 
  QuadVee Cockpit: The QuadVee’s cockpit cost replaces that of 
  the standard ’Mech cockpit.
  QuadVee Tracks and Wheels: QuadVee Tracks compute 
  their costs in the same manner as standard ’Mech Tracks (see 
  p. 278, TM). QuadVee Wheels calculate their cost using a similar 
  formula: (750 x ER x TT) ÷ 75. In this formula, “ER” represents the 
  unit’s Engine Rating, and “TT” represents its total weight (in tons). 
  As with Tracks, this value is added before the ’Mech’s final cost 
  multiplier is applied.
  ROBOTIC AND DRONE SYSTEMS (MULTIPLE ERAS)
  The cost of a unit modified for robotic or drone operation 
  is calculated as normal for the unit’s type, but the special 
  components unique to the robotic and drone construction—
  including control systems, assistance systems, and other special 
  devices discussed in this chapter—appear in the Additional 
  Alternate Era Weapons and Equipment Table under Robotic 
  and Drone Unit Systems. Units mounting these items follow 
  all appropriate rules for cost calculations, replacing standard 
  cockpits and crew systems as appropriate.
  Smart Robotic Control System
  The C-bill cost for the Smart Robotic Control System replaces 
  the unit’s normal cockpit/crew systems (but not its sensors or life 
  support). The listed cost for this item is presented as a formula 
  (5,000 + [10,000 x IT]), which indicates that the robotic control 
  system is computed based on the item’s own tonnage weight. 
  Remember to include the weight of the unit’s default control 
  systems, which are added to the robotic control system’s tonnage. 
  Thus, the standard SRCS mounted in a 55-ton combat vehicle 
  would weigh 6 tons (5 percent for the vehicle’s standard control 
  systems, rounded up to 3 tons, plus another 5 percent for the 
  SRCS added to it, also rounded up to 3 tons, equals 6 tons of SRCS 
  weight). For this system, the C-bill cost would come to 65,000 
  (5,000 + [10,000 x 6] = 65,000).
  PRIMITIVE PROTOTYPE EQUIPMENT (AGE OF WAR)
  The primitive, pre-Star League weapons and equipment 
  introduced during the Age of War are those listed as “Primitive 
  Prototypes” in the Additional Alternate Era Weapons and 
  Equipment Table under Age of War Equipment. Units mounting 
  these items follow all appropriate rules for cost calculations.
  DropShuttle Bays: Although they are not listed specifically 
  as “Primitive Prototype” equipment, DropShuttle Bays appear in 
  the same section, with a listed C-bill cost per each 2-shuttle bay. 
  Furthermore, each DropShuttle Bay also counts as the equivalent of 
  two docking collars for K-F Drive cost calculations (see p. 158, SO).
  Primitive Prototype K-F Boom: The listed cost for this item 
  incorporates the cost of the DropShip’s docking collar system as 
  well, so it does not need to be added to any existing costs.
  Pre-KF Boom Docking Collar: Although they are not listed 
  specifically as “Primitive Prototype” equipment, Pre-KF Boom 
  Docking Collars also appear in the Age of War section, with a 
  listed C-bill cost per collar. Each Pre-KF docking collar also counts 
  as one standard docking collar for the purposes of K-F Drive cost 
  calculations (see p. 158, SO).
  Primitive Prototype Jump Jets: The listed cost for this item 
  is presented as a formula (TT x 200 x Jump^2). In this case, “TT” 
  refers to the ’Mech’s tonnage, and “Jump^2” indicates the unit’s 
  Jump MP squared. Thus, a 30-ton BattleMech with a Jump of 6 
  using prototype jump jets would spend 216,000 C-bills on the 
  jump jets (30 x 200 x 6^2 = 30 x 200 x 36 = 216,000). This cost 
  applies to the total number of jump jets installed, rather than 
  per jump jet.
  PRIMITIVE UNITS AND RETROTECH (MULTIPLE ERAS)
  The cost calculations for all types of primitive and RetroTech 
  units created using the rules presented in this chapter follow 
  those of their standard unit types. Additional primitive core 
  components required when constructing these units are also 
  found in the Additional Alternate Era Weapons and Equipment 
  Table under Primitive and RetroTech Components. Units mounting 
  these items follow all appropriate rules for cost calculations.
  Primitive ’Mech Musculature: The listed cost for this item 
  is presented as a formula (1,000 x TT), which indicates that the 
  musculature’s cost is computed based on the unit’s total tonnage 
  weight. Thus, the cost for a 90-ton primitive ’Mech’s musculature 
  would be 90,000 C-bills (1,000 x 90 = 90,000).
  Primitive Armor: The listed cost for both Primitive Aerospace 
  Fighter and Primitive ’Mech/Industrial armor is presented as a 
  formula (5,000 x AT), which indicates that the cost is based on 
  total armor weight (in tons) the unit carries. Thus, a cost for 8 tons 
  of primitive armor would be 40,000 C-bills (5,000 x 8 = 40,000).
  Primitive Aerospace Small and Large Craft: Aside from the 
  primitive prototype versions of the K-F Boom and Docking Collars 
  found under Primitive Prototype Equipment (see pp. 117-120), 
  the costs for all of the primitive forms of the various aerospace 
  unit types that are larger than aerospace fighters (including small 
  craft, DropShips, JumpShips, space stations, and WarShips) may 
  be computed as normal for those unit types.
  Even though primitive core aerospace components, such as 
  jump drives and sails, are substantially different from their modern 
  forms, many of these feature weight modifications and such that 
  impact costs by default, and thus require no additional modification. 
  Additionally, for cost purposes, all Primitive K-F jump drives are 
  treated compact-core drives, rather than standard-core drives.
  Primitive Combat Vehicles and Primitive Conventional 
  Fighters: Remember that both combat vehicles and conventional 
  fighters built to Primitive standards employ the support vehicle 
  
  tonnage weight. Remember to include the weight of the unit’s default 
  control systems, which are added to the Caspar II system’s tonnage. 
  Thus, the Caspar II control system mounted in a 200-ton small craft 
  would weigh 11.5 tons (1.5 tons for the craft’s control systems, plus 
  another 5% of 200 tons—10 tons—for the Caspar II systems added 
  to it, equals 11.5 tons of Caspar II control system weight). For this, the 
  C-bill cost would come to 280,000 (50,000 + [20,000 x 11.5] = 280,000).
  Autonomous Tactical Analysis Computer
  The C-bill cost for the ATAC is presented as a formula (100,000 x IT), 
  which indicates that the computer’s cost is based on its own tonnage 
  weight. Thus, an ATAC that weighs 3,060 tons would have a C-bill cost 
  of 306,000,000 (100,000 x 3,060 = 306,000,000).
  Direct Tactical Analysis Control System
  The C-bill cost for the DTAC system is presented as a formula 
  (50,000 x IT), which indicates that the system’s cost is based on its own 
  tonnage weight. Thus, a DTAC system that weighs 3,090 tons would 
  have a C-bill cost of 154,500,000 (50,000 x 3,090 = 154,500,000).
  Advanced Robotic Transport System
  The C-bill cost for the ART system is presented as a modifier 
  (+1,000,000), which indicates that the system’s cost adds 1,000,000 
  C-bills to the base cost of the transport bay it modifies. Thus, an ART 
  system that modifies a single 20,000-C-bill fighter bay would increase 
  that bay’s cost to a total value of 1,020,000 C-bills (20,000 + 1,000,000 
  = 1,020,000).
  SDS Self-Destruct System, SLDF SDS Jammer, 
  and Dragon’s Breath Launcher
  The C-bill cost for the SDS self-destruct system, the SLDF SDS 
  jammer, and the Word of Blake’s Dragon’s Breath MCM launch system, 
  are presented as fixed prices in the Additional Alternate Era Weapons 
  and Equipment Table under Robotic and Drone Unit Systems.
  SUPERHEAVY ’MECHS (MULTIPLE ERAS)
  The cost of a superheavy ’Mech is calculated as normal for the 
  ’Mech’s type, but the special components unique to the superheavy 
  unit’s construction—including cockpits, actuators, musculature, 
  and the like—appear in the Additional Alternate Era Weapons 
  and Equipment Table under Superheavy ’Mech Components. Units 
  mounting these items follow all appropriate rules for cost calculations.
  Superheavy ’Mech Cockpits: The listed cost for superheavy 
  ’Mech cockpits replace those of a standard ’Mech in the normal 
  calculation rules.
  Superheavy ’Mech Actuators: The listed cost for superheavy 
  ’Mech actuators is presented as a formula (2 x Standard Cost), which 
  indicates that the actuator cost for a superheavy ’Mech is computed 
  by simply doubling the cost of an equivalent actuator under the 
  standard formula. Thus, where the upper arm actuator for a standard 
  ’Mech would equal 100 x Unit Tonnage, the cost for a superheavy 
  ’Mech’s upper arm actuator would be equal to 2 x (100 x Unit Tonnage), 
  or 200 x Unit Tonnage. This means that a 145-ton superheavy ’Mech’s 
  actuator would cost 29,000 C-bills (200 x 145 = 29,000), while the 
  same actuator for a 45-ton BattleMech would cost only 4,500 C-bills 
  (100 x 45 = 4,500).
  Superheavy ’Mech Musculature and Internal Structures: The 
  listed costs for the musculature and internal structure types available 
  to superheavy ’Mechs are all presented as formulas based on the 
  unit’s total tonnage (TT). Thus, the cost for a 145-ton superheavy 
  ’Mech’s endo-steel internal structure (given as 16,000 x TT) would 
  come to 2,320,000 C-bills (16,000 x 145 = 2,320,000).
  Shielded Aerospace Smart Robotic Control System
  The C-bill cost for the Shielded Aerospace SRCS replaces the unit’s 
  normal cockpit/crew systems (but not its sensors or life support). The 
  listed cost for this item is presented as a formula (6,250 + [12,500 x IT]), 
  which indicates that the control system cost is based on the item’s own 
  tonnage weight. Remember to include the weight of the unit’s default 
  control systems, which are added to the control system tonnage. 
  Thus, the Shielded Aerospace SRCS mounted in a 60-ton aerospace 
  fighter would weigh 6 tons (3 tons for the fighter’s cockpit, plus 
  another 5 percent of 60 tons for the Shielded Aerospace SRCS added 
  to it, equals 6 tons of SRCS weight). For this system, the C-bill cost 
  would come to 81,250 (6,250 + [12,500 x 6] = 81,250).
  SDS (Caspar) Drone Control System
  The C-bill cost for the SDS Caspar drone control system replaces 
  the unit’s normal cockpit/crew systems (but not its sensors or 
  life support). The listed cost for this item is presented as a formula 
  (500,000 + [50,000 x IT]), which indicates that the control system cost 
  is based on the item’s own tonnage weight. Remember to include the 
  weight of the unit’s default control systems, which are added to the 
  Caspar system’s total tonnage. 
  Thus, the Caspar control system mounted in a 4,500-ton DropShip 
  would weigh 259 tons (34 tons for the DropShip’s control systems, 
  plus another 5 percent of 4,500 tons—225 tons—for the Caspar 
  systems added to it, equals 259 tons of Caspar control system weight). 
  For this, the C-bill cost would come to 13,450,000 (500,000 + [50,000 
  x 259] = 13,450,000).
  Caspar II Advanced Smart Robotic Control System
  The C-bill cost for the Caspar II advanced SRCS replaces the unit’s 
  normal cockpit/crew systems (but not its sensors or life support). The 
  listed cost for this item is presented as a formula (50,000 + [20,000 x IT]), 
  which indicates that the control system cost is based on the item’s own 
  JH 
  XX
  Hubris and insanity were required to push BattleMech technology past the 100-ton mark.
  
  189
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Battle Value
  The following covers the Battle Values for the equipment/rules 
  found in this section.
  ADVANCED CLAN EQUIPMENT (WARS OF REAVING)
  The Battle Value for the weapons and equipment introduced by 
  the Clans during the Wars of Reaving are listed in the Additional 
  Alternate Era Battle Values Table under Wars of Reaving Equipment. 
  Units mounting these items follow all other appropriate rules for 
  Battle Value calculations.
  Nova Composite Electronic Warfare System: In addition to 
  adding its listed value to the unit’s Defensive Battle Rating, the 
  C3-style features of the Nova CEWS adds to the total BV of a force 
  that includes units equipped with this system. This increase—
  which only applies if two or more friendly units equipped with 
  this item are present in the force—equals 5 percent of the total 
  BV for all friendly units that mount a Nova CEWS. The maximum 
  total increase a force’s Battle Value can receive from the use of the 
  Nova CEWS is equal to 35 percent of the force’s base Battle Value. 
  ADVANCED PILOT INTERFACES (MULTIPLE ERAS)
  The Battle Value for the various advanced pilot interfaces 
  introduced in this book are listed in the Additional Alternate 
  Era Battle Values Table under their various era of introduction, 
  as described below. Units mounting these items follow all other 
  appropriate rules for Battle Value calculations.
  Damage Interrupt Circuit: The damage interrupt circuit 
  appears under Clan Invasion Equipment. It has no impact on the 
  unit’s Battle Value.
  Direct Neural Interface Modification: The Battle Value for the 
  control systems modifications made to allow a unit to be piloted 
  by one of the various direct-neural implant technologies appears 
  under Clan Invasion Equipment. By itself, the modification has no 
  impact on a unit’s Battle Value, so the BV modifiers appear only 
  with the warrior augmentations necessary to take advantage of 
  this interface.
  SLDF Advanced Neurohelmet: The Battle Value for the SLDF 
  advanced neurohelmet introduced during the Star League era is 
  listed in the Additional Alternate Era Battle Values Table under Star 
  League Equipment. Its modifier applies only once, even if the unit 
  seats more than one crewman. Units mounting this item follow all 
  other appropriate rules for Battle Value calculations.
  Virtual Reality Piloting Pod: The Battle Value for the virtual 
  reality piloting pod devised by the Federated Commonwealth 
  appears under Clan Invasion Equipment. It multiplies the unit’s 
  Battle Value by 1.4, to reflect the MechWarrior’s improved Piloting 
  and Gunnery skills due to the system interface.
  ADVANCED PROTOTYPE SYSTEMS (AGE OF WAR)
  The Battle Value for the proto-Star League weapons and 
  equipment introduced during the Age of War are listed in 
  the Additional Alternate Era Battle Values Table under Age of 
  War Equipment. Units mounting these items follow all other 
  appropriate rules for Battle Value calculations.
  Prototype Artemis IV FCS: Multiply the BV for all missile 
  launchers enhanced by prototype Artemis IV by 1.1. This 
  modification does not apply to the launcher’s ammunition.
  Prototype CASE: When computing the unit’s Defensive Battle 
  Rating, subtract 8 points (rather than 15) for any ammunition 
  critical slots protected by prototype CASE.
  TRIPOD ’MECHS (MULTIPLE ERAS)
  The extra costs for constructing a BattleMech as a tripod are 
  listed in the Additional Alternate Era Weapons and Equipment 
  Table, under Tripod ’Mech Components. This covers both cockpit 
  types available to tripod ’Mechs, and a structure cost modifier to 
  account for the unique nature of the tripod’s configuration.
  Tripod ’Mech Cockpits: The tripod ’Mech cockpit costs 
  replace those of a standard ’Mech cockpit in the equivalent unit 
  weight class.
  Tripod ’Mech Structure: Expressed as a formula (SC x 1.2), this 
  cost is derived from the cost of the internal structure of equivalent 
  weight and type on a standard biped or quadruped ’Mech, and 
  applies based on whatever formula is used to compute that 
  structure. Thus, if a tripod ’Mech weighing 50 tons used a standard 
  internal structure, which costs 400 x Unit Tonnage (in C-bills), the 
  tripod version would cost 400 x Unit Tonnage x 1.2, or 24,000 
  C-bills (400 x 50 x 1.2 = 24,000). Alternatively, if the tripod was 
  a 130-ton ’Mech using superheavy endo-composite structure—
  which has a cost formula of 6,400 x Unit Tonnage—the tripod 
  structure would cost 998,400 C-bills (6,400 x 130 x 1.2 = 998,400).
  THERMOBARIC WEAPONS (MULTIPLE ERAS)
  The C-bills costs for all of the fuel-air munitions introduced in 
  this chapter appear in the Additional Alternate Era Weapons and 
  Equipment Table under Thermobaric Weapons. For the fuel-air 
  bombs, this is given as a flat C-bill cost per individual bomb. For 
  all other fuel-air munitions, the C-bill cost is given as a multiplier 
  that applies to the normal per-ton ammo costs of the appropriate 
  weapon system. 
  WEAPONS OF MASS DESTRUCTION  
  (MULTIPLE ERAS)
  The C-bills costs for all of the weapons of mass destruction 
  introduced in this chapter appear in the Additional Alternate 
  Era Weapons and Equipment Table under Weapons of Mass 
  Destruction. Unlike most of the equipment covered in this 
  chapter, many of these weapons are treated as either a special 
  munitions type unto themselves (and thus apply no actual cost 
  under unit construction rules) or incorporate their own launchers 
  and delivery systems, which are incorporated into the weapon’s 
  overall cost. 
  Weapons with Launchers: Where a weapon has its own 
  dedicated launcher, two C-bill costs will appear, separated by a 
  slash. The cost to the left of the slash is that of the launcher, while 
  the cost to the right is that of a single shot of that weapon type. 
  (Except where noted in the weapons’ rules, WMDs are purchased 
  by shot, not tonnage.) If a dagger symbol (†) appears instead of a 
  set cost for a launcher, the weapon uses an existing launcher type 
  that has its own cost defined elsewhere. 
  Cost Shorthand: Furthermore, due to the extreme expense 
  of these weapons, their cost listings have been simplified to 
  thousands of C-bills (costs ending in “K”), or millions of C-bills (costs 
  ending in “M”). A Class III chemical weapon, with a listed cost of 
  250K, thus costs 250,000 C-bills to purchase. Meanwhile, a Type III 
  nuclear weapon, listed at 15M, costs 15,000,000 C-bills per shot.
  WORD OF BLAKE SUPER-JUMP DRIVE (JIHAD)
  As a modification distributed across the existing systems on 
  board a JumpShip with both a working K-F drive and lithium-
  fusion battery, the cost for the Word of Blake super-jump drive 
  system, as listed in the Additional Alternate Era Weapons and 
  Equipment Table under Jihad Equipment, is added to the unit’s 
  final cost.
  
  and thus must be accounted for under the C3 rules for constructing a 
  battle force (see p. 314, TM).
  Sensory Implants (All Types): For Battle Value purposes, any 
  unit whose pilot, commander, or troops are equipped with Sensory 
  Implants of any kind (including basic sensory implants, multi-modal 
  sensory implants, or enhanced multi-modal sensory implants) applies 
  an effective Gunnery Skill modifier of –1 when finding the unit’s BV 
  Skill Multiplier.
  Gas Effuser Implant, Pheromone: Only conventional infantry 
  units may apply a BV modifier for use of a pheromone gas effuser 
  implant. This modifier—0.05 points per trooper—is added to the 
  infantry unit’s Defensive Battle Rating, before multiplying that value 
  by the unit’s Defensive Movement Factor.
  Gas Effuser Implant, Toxin: Only conventional infantry units 
  may apply a BV modifier for use of a toxin gas effuser implant. This 
  modifier—0.23 points per trooper—is added to the infantry unit’s 
  Weapon Battle Rating, before multiplying that value by the unit’s 
  Speed Factor.
  Dermal Armor Implants: Dermal armor implants only affect the 
  Battle Value of infantry unit types. Dermal armor implants have no 
  impact on the Battle Value of non-infantry units. 
  When computing a conventional infantry unit’s Defensive Battle 
  Rating (see Advanced Infantry, p.379, TO), dermal armor implants add 
  1 to the unit’s Sum of Damage Divisors. 
  When computing a battle armored infantry unit’s Battle Value, 
  warriors augmented with dermal armor implants add 3 BV per 
  augmented trooper before applying Skill modifiers.
  Dermal Camouflage Implants: Dermal camouflage implants 
  only affect the Battle Value of conventional infantry unit types. When 
  computing a conventional infantry unit’s Defensive Battle Rating (see 
  Advanced Infantry, p.379, TO), remember to apply the target modifier 
  produced by the dermal camouflage effect when determining the 
  unit’s highest potential modifier. 
  For example, a foot infantry unit capable of only 1 MP per turn 
  will generate a defensive modifier of +0 normally, but with dermal 
  camouflage, it can generate a defensive modifier as high as +3 by 
  remaining stationary, or +2 while moving. Because the +3 modifier 
  is higher, that value is used to find the unit’s Defensive Battle Rating.
  Triple-Strength Myomer Implants: Triple-strength myomer 
  implants only affect the Battle Value of infantry unit types. These 
  implants have no impact on the Battle Value of non-infantry units. 
  When computing a conventional infantry unit’s Offensive Battle 
  Rating (see Advanced Infantry, p.379, TO), triple-strength implants add 
  0.1 per trooper to the unit’s Weapon Battle Value. 
  When computing a battle armored infantry unit’s Battle Value, 
  warriors augmented with triple-strength implants add 1 BV per 
  augmented trooper before applying Skill modifiers.
  Triple-Core Processor: For ’Mech, combat vehicle, and aerospace 
  fighter units piloted by a warrior augmented with a triple-core 
  processor, apply a –1 Gunnery Skill modifier when determining 
  the unit’s BV Skill Multiplier. For all other unit types, the triple-core 
  processor implant is treated as a –1 Piloting Skill modifier when 
  determining the unit’s BV Skill Multiplier instead.
  Vehicular Direct Neural Interface: When a warrior with a VDNI 
  implant commands a unit equipped with a compatible control 
  system, the unit receives the –1 Gunnery and Piloting Skill modifiers 
  that in turn apply to its BV Skill Multiplier.
  Buffered Vehicular Direct Neural Interface: When a warrior with a 
  buffered VDNI implant commands a unit equipped with a compatible 
  control system, the unit receives the –1 Gunnery Skill modifier that in 
  turn applies to its BV Skill Multiplier.
  Prototype Extralight (XL) Engine: If the unit is a heat-tracking 
  unit (such as a BattleMech or aerospace fighter), remember to account 
  for the additional heat generated by its prototype XL engines when 
  computing its Battle Value.
  Prototype Pulse Lasers: When calculating the heat efficiency of a 
  unit using prototype pulse lasers, use the average heat level possible 
  when these weapons are used (4 heat for prototype small pulse lasers, 
  7 heat for prototype medium pulse lasers, and 13 heat for prototype 
  large pulse lasers).
  AUGMENTED WARRIORS (MULTIPLE ERAS)
  The Battle Value for the various warrior augmentations discussed in 
  this book are listed in the Additional Alternate Era Battle Values Table 
  under Warrior Augmentations. Units using such augmented pilots, 
  crews, and troops follow all other appropriate rules for Battle Value 
  calculations.
  In many cases, these augmentations may apply modifiers to 
  the unit based on Skill modifiers, in which case the unit’s final BV is 
  computed normally, and then multiplied as appropriate using the BV 
  Skill Multiplier (see p. 314, TM). Through these modifiers, the minimum 
  rating to which a Skill may be reduced is 0, while the highest rating to 
  which any Skill may be raised is 8.
  Note that the Clan Enhanced Imaging Interface is listed on the 
  same table under Clan Invasion Equipment, as is the direct neural 
  interface modification necessary to operate a unit via a prototype 
  DNI, VDNI, or buffered VDNI implant.
  Stacked Benefits: For the purposes of Battle Value calculations, 
  any warrior augmentations that have the same gameplay benefits 
  will not stack. Only items that provide different benefits from one 
  another may be applied to a given augmented warrior.
  Belter Infantry Package: When computing an infantry unit’s 
  Defensive Battle Rating (see Advanced Infantry, p.379, TO), a Belter 
  Infantry Package adds 1 to the unit’s Sum of Damage Divisors. 
  Belter Fighter Pilot Package: When applying the total BV 
  multiplier for Skill to a fighter unit piloted by this warrior, be sure to 
  account for the warrior’s –1 Piloting Skill target modifier. Thus, an 
  augmented Belter fighter pilot with a base Piloting Skill of 5 would 
  apply the BV multiplier for a Piloting Skill of 4 due to his pilot package 
  Skill modifier.
  Enhanced Imaging Neural Implants: When applying the total BV 
  multiplier for Skill to a unit piloted by a warrior with EI implants, apply 
  a –1 target modifier each to the warrior’s Piloting and Gunnery Skills, 
  but only if he is piloting a unit that features an EI Neural Interface. 
  Thus, an EI-augmented MechWarrior with a base Piloting Skill of 3 and 
  a base Gunnery Skill of 2 would apply the BV multipliers for a Piloting 
  Skill of 2 and a Gunnery Skill of 1 to his ’Mech’s total BV—but only as 
  long as his ’Mech has the equipment to enable those benefits.
  A warrior with EI implants who is assigned to a ’Mech that lacks 
  the requisite interface may only apply the BV multiplier for his non-
  augmented Skills.
  Artificial Pain Shunt: For Battle Value purposes, any unit whose 
  pilot/crew/troops are equipped with a Pain Shunt applies an effective 
  Piloting Skill modifier of –1 when finding the unit’s BV Skill Multiplier.
  Communications Implant: For Battle Value purposes, any unit 
  whose pilot or commander is equipped with a Communications 
  Implant applies an effective Piloting Skill modifier of –1 when finding 
  the unit’s BV Skill Multiplier.
  Boosted Communications Implant: For Battle Value purposes, 
  any unit whose pilot or commander is equipped with a Boosted 
  Communications Implant is treated as a unit equipped with a 
  standard C3 slave, making it eligible to act as part of a C3 network, 
  
  191
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  CENTURION WEAPON SYSTEM (STAR LEAGUE)
  The Battle Value for the Centurion Weapon System is listed in 
  the Additional Alternate Era Battle Values Table under Star League 
  Equipment. Units using this item follow all other appropriate rules 
  for Battle Value calculations.
  DARK AGE AND RISC EQUIPMENT (DARK AGE)
  The Battle Value for the weapons and equipment introduced 
  across the Inner Sphere during the post-Jihad Dark Age eras are 
  listed in the Additional Alternate Era Battle Values Table under 
  Dark Age Equipment. Units mounting these items follow all other 
  appropriate rules for Battle Value calculations.
  Dark Age Armors: Most of the various special armor types 
  introduced in the Dark Age era apply a modifier to the BV of the 
  unit’s armor. To determine how, multiply the armor points the unit 
  possesses by its armor type multiplier as found in the Dark Age 
  Armor Modifiers Table. (In the case of units with patchwork armor, 
  this multiplier only applies to the armor points in the section of 
  the unit that uses the appropriate special armor type, rather than 
  to the entire unit.)
  HarJel Repair Systems: The HarJel repair systems provide 
  armor modifiers similar to those of Dark Age armor types, but 
  only for body sections where a HarJel system is located. Even 
  though HarJel repair systems currently work with no armor types 
  that provide a special modifier, this multiplier will stack with any 
  armor type multipliers that affect the same section, so a HarJel 
  II’s armor BV multiplier of 1.1 would stack with another armor 
  multiplier of 1.2 for a final armor BV multiplier of 1.32 (1.1 x 1.2 = 
  1.32). Additionally, every critical slot of HarJel repair system a unit 
  mounts will add –1 to the unit’s Defensive BV.
  Radical Heat Sinks: When computing the heat sink capacity 
  of a unit using the Radical Heat Sink System, multiply the unit’s 
  normal heat sink capacity by 1.4, and round up to the nearest 
  whole number. This multiplier applies in addition to any others for 
  special heat sink types (such as double heat sinks). For example, 
  a unit with 15 double heat sinks and a Radial Heat Sink system 
  would end up at a heat sink capacity of 36 for heat capacity 
  purposes (15 x 2 x 1.4 = 36).
  RISC Super-Cooled Myomers: If the unit does have UMU or 
  jump jets of any kind, the unit’s movement heat is counted as 0 
  for ’Mech Heat Efficiency calculations.
  Explosive Suicide Implant: The explosive suicide implant adds 
  0.12 (per trooper) to the Weapon Battle Value of a conventional 
  infantry unit. Warriors augmented by this implant apply no other 
  BV effects to any other unit types.
  Prosthetic Leg MASC: The additional movement capabilities 
  produced by prosthetic leg MASC must be accounted for when 
  finding the Defensive Battle Rating of a conventional infantry unit 
  augmented by this item. All other unit types receive no BV effect 
  for the use of prosthetic leg MASC.
  Prosthetic Limb Enhancements: The additional weapons and 
  equipment that may be featured on any applicable prosthetic 
  limb will add to the Offensive Battle Value of a conventional 
  infantry unit so equipped on a per-trooper basis. These effects are 
  shown in the Prosthetic Limb Enhancement BV Modifiers Table 
  below. Unless noted otherwise, all of these values are applied to 
  the infantry unit’s Weapon Battle Value in addition to any standard 
  or support weapons the unit receives at creation.
  No other unit types can receive a BV effect for the use of 
  prosthetic limb enhancements.
  Prosthetic Tail, Enhanced: Only conventional infantry units 
  apply Battle Value effects for the use of prosthetic tails. This 
  value—0.2 per trooper—is applied to the unit’s Offensive Battle 
  Value in addition to any standard or support weapons the unit 
  receives at creation.
  Prosthetic Glider Wings: Prosthetic glider wings have no 
  impact on a unit’s Battle Value.
  Prosthetic Powered Flight Wings: The additional movement 
  capabilities produced by prosthetic powered flight wings—
  including the modifier for VTOL movement—must be accounted 
  for when finding the Defensive Battle Rating of a conventional 
  infantry unit augmented by this item. All other unit types receive 
  no BV effect for the use of prosthetic wings.
  PROSTHETIC LIMB 
  ENHANCEMENT BV MODIFIERS
  Enhancement Item
  BV (per trooper)
  Ranged Weapons
  Laser
  0.24
  Ballistic
  0.02
  Needler
  0.08
  Shotgun
  0.08
  Sonic Stunner
  0.10
  Submachine Gun
  0.10
  Melee Weapons
  Blade
  0.02
  Shocker
  0.04
  Vibroblade
  0.14
  Rumal/Garrote
  0.14
  Non-Weapons
  Grappler Line
  0*
  Climbing Claws
  0.02*
  *In addition, multiply this unit’s Anti-’Mech Battle Rating by 1.2 if equipped with 
  Grappler Lines or Climbing Claws
  DARK AGE ARMOR  
  MODIFIERS TABLE
  Armor Type
  Armor BV Multiplier
  Anti-Penetrative Ablation 
  Armor
  1.2
  Heat-Dissipating Armor
  1.1
  Impact-Resistant Armor
  1
  Ballistic-Reinforced Armor
  1.5
  HarJel Repair System (HarJel II)
  1.1*
  HarJel Repair System (HarJel III)
  1.2*
  *While not technically armor, HarJel’s effect on armor gives it an armor type 
  modifier as well. This only applies to locations protected by a HarJel Repair 
  System, and may stack with whatever other armor type modifier also 
  applies to that section. Each HarJel Repair System critical slot also applies –1 
  Defensive BV to the unit.
  
  and apply the additional +1 for an airborne target. For bimodal LAMs, 
  calculate the unit’s target movement modifier as a normal ’Mech.
  Defensive Battle Rating: When calculating the defensive battle 
  rating for an LAM, treat each slot of fuel and each bomb bay slot as 
  explosive ammunition (i.e. subtract 15 points for each).
  Base Weapon Battle Rating: When calculating the base weapon 
  battle rating, add 9 to the LAM’s heat sink capacity (this replaces the 
  6 points that are added to a ’Mech’s heat sink capacity), and subtract 
  movement heat for AirMech flank speed. 
  Rear-Facing Weapons: Use the LAM’s ’Mech mode to determine 
  whether or not a weapon is rear firing.
  Speed Factor: To determine the LAM’s speed factor, add its running 
  MP in ’Mech mode to half its AirMech Flank MP (rounded normally).
  Pilot Skills: To calculate the Battle Value for a LAM with variable skill 
  ratings (see p. 314, TM) use the average of the pilot’s ’Mech and aerospace 
  piloting for piloting skill and the average of ’Mech and aerospace gunnery 
  skill. Round normally when determining the average scores.
  Calculating the Battle Value 
  for a Phoenix Hawk LAM
  CALCULATE DEFENSIVE BATTLE RATING
  128 points of standard armor (1.0 multiplier) 
  Total Armor Factor x 2.5: 
  128 x 2.5 x 1.0 = 320
  83 points of standard internal structure (1.0 multiplier)
   
  With standard fusion engine (1.0 multiplier)
  Total Internal Structure 
   
  Points x 1.5 x 1.0 x 1.0: 
  83 x 1.5 x 1 x 1 = 124.5
  Standard Gyro: (0.5 multiplier) 
  55 x 0.5 = 27.5
  Total BV of all Defensive Equipment: 
  472
  AirMech Flank Speed: 23 (+5) plus airborne modifier (+1)
  Target Movement Modifier: +6 (1.6 defensive factor) 
  457
   
   
   
  x 1.6
   
   
   
  Defensive Battle Rating = 731.2
  CALCULATE OFFENSIVE BATTLE RATING
  LAM heat efficiency: (9 + 12 – 8) 
  13
  Total heat generated: (8 + 3 + 3) 
  14
  Large Laser 
  123
  Medium Laser 
  46
  Medium Laser 
  46
  Medium Laser 
  46
  Medium Laser 
  46
  LAM Tonnage 
  50
   
  271
  Speed Factor: (8 + 12 = 20, speed factor 3.00) 
   
  271 x 3.00 = 651
   
  Offensive Battle Rating = 651
  CALCULATE FINAL BATTLE VALUE
   
   
  Defensive Battle Rating + Offensive Battle Rating = BV
   
   
  731.2 + 651 = 1382
   
  Phoenix Hawk LAM BV = 1382
  EARLY CLAN IMPROVED SYSTEMS (EARLY CLAN)
  The Battle Value for the upgraded Inner Sphere weapons and 
  equipment introduced by the early Clans are listed as “Improved” or 
  “Enhanced” in the Additional Alternate Era Battle Values Table under 
  Early Clan Equipment. Units mounting these items follow all other 
  appropriate rules for Battle Value calculations.
  EARLY CLAN PROTOTYPE SYSTEMS (EARLY CLAN)
  The Battle Value for the prototype weapons and equipment 
  introduced by the early Clans are listed as “Prototype” in the Additional 
  Alternate Era Battle Values Table under Early Clan Equipment. Units 
  mounting these items follow all other appropriate rules for Battle 
  Value calculations.
  EXPANDED PROTOMECHS (WARS OF REAVING)
  The Battle Values for the Ultraheavy, Quadruped, and Glider 
  ProtoMechs introduced in this book may be computed using the 
  same rules as established for standard ProtoMechs in TechManual, 
  with only one modification applicable to Glider-type ProtoMechs.
  Glider ProtoMechs: When calculating the defensive factor and the 
  speed factor for a Glider ProtoMech, use the unit’s WiGE Flanking MP. 
  Glider ProtoMechs are considered airborne.
  INNER SPHERE PROTOMECH INTERFACE (JIHAD)
  The Inner Sphere ProtoMech Interface system does not modify a 
  ProtoMech’s Battle Value in any way.
  INNER SPHERE RECOVERED PROTOTYPES (LATE 
  SUCCESSION WARS)
  The Battle Value for the prototype weapons and equipment 
  introduced by the Inner Sphere in the late Succession Wars are listed 
  as “Prototype” in the Additional Alternate Era Battle Values Table 
  under Late Succession Wars Equipment. Units mounting these items 
  follow all other appropriate rules for Battle Value calculations.
  Prototype ER Large Laser: When computing the unit’s heat 
  efficiency, treat the prototype ER large laser as if it generates an 
  average heat of 13 points.
  Prototype Medium Pulse Laser: When computing the unit’s heat 
  efficiency, treat the prototype medium pulse laser as if it generates an 
  average heat of 7 points.
  Prototype Triple-Strength Myomer: When computing the unit’s 
  Offensive Battle Rating, multiply its tonnage by 1.5 if it is equipped 
  with prototype triple-strength myomers.
  Special Munitions: Anti-TSM LRMs and SRMs: The Battle Values 
  for anti-triple-strength myomer types are listed as a multiplier, rather 
  than a fixed value. This multiplier is applied to the ammunition BV for 
  the launcher that uses this special munition, rounding up the result to 
  its nearest whole number.
  Special Munitions: Listen-Kill LRMs and SRMs: For Listen-Kill 
  missiles, the Battle Value Table also provides ammunition BVs for each 
  size and class of launcher that can fire these munitions. Even though 
  the multi-missile launcher system did not exist at the time L-K missiles 
  were in use, Battle Values for those weapons are also provided, as 
  such launchers may technically employ them.
  Space Station K-F Adapter: The Space Station K-F Adapter has no 
  effect on a unit’s Battle Value.
  LAND-AIR BATTLEMECHS (MULTIPLE ERAS)
  Calculate the base Battle Value for a LAM (see p. 105) as a BattleMech 
  with the following modifications.
  Target Movement Modifiers: For standard LAMs, use the LAM’s 
  AirMech flank speed when calculating its target movement modifier, 
  
  193
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Special Munitions: Shoot-and-Sit Narcs: Shoot-and-Sit Narc 
  missiles have no Battle Value.
  QUADVEES (DARK AGE)
  Compute the Battle Value of a QuadVee as though it were a 
  standard four-legged BattleMech. No additional Battle Value 
  modifiers are required for this unit type.
  Pilot Skills: To calculate the Battle Value for a QuadVee with 
  variable skill ratings (see p. 314, TM) use the average of the two 
  pilot’s Piloting and Gunnery Skills, respectively. Round normally 
  when determining the average scores.
  ROBOTIC AND DRONE SYSTEMS (MULTIPLE ERAS)
  For any unit operating with one of the robotic and drone 
  systems featured in this chapter, compute the unit’s Battle Value 
  as a normal unit of equivalent type, except as noted by the 
  systems and components below. 
  Robotic and Drone Pilot Skills: Do not forget to apply the final 
  Piloting and Gunnery Skill modifiers for a unit operating with a 
  robotic control system of any type. This modifier applies to the unit’s 
  final BV after all other features and components are accounted for.
  Smart Robotic Control System: After calculating the Battle 
  Value of a unit equipped with a Smart Robotic Control System 
  normally, multiply its final BV by 0.85 to reflect its robotic controls.
  Shielded Aerospace Smart Robotic Control System: After 
  calculating the Battle Value of any unit equipped with a Shielded 
  Aerospace SRCS normally, multiply its final BV by 0.90 to reflect 
  the robotic controls. 
  SDS (Caspar) Drone Control System: Calculate the Battle Value 
  of any unit equipped with an SDS Drone Control System as normal. 
  Caspar II Advanced Smart Robotic Control System: After 
  calculating the Battle Value of any unit equipped with a Caspar 
  II Advanced Smart Robotic Control System as normal, multiply its 
  final BV by 0.90 to reflect the robotic controls. 
  Autonomous Tactical Analysis Computer System: If two or 
  more units in a battle force are linked by an ATAC system they are 
  treated as if part of a C3 network (see p. 131, TW). Add 7 percent 
  to the total BV of all units in the ATAC network to each of the units 
  linked by each network.
  Direct Tactical Analysis Control System: If two or more units 
  in a battle force are linked by a DTAC system they are treated as 
  if part of a C3 network (see p. 131, TW). Add 5 percent to the total 
  BV of all units in the DTAC network to each of the units linked by 
  each network.
  Advanced Robotic Transport System: The advanced robotic 
  transport system has no effect on a unit’s Battle Value.
  SDS Self-Destruct System: The SDS self-destruct system has 
  no effect on a unit’s Battle Value.
  SLDF SDS Jammer System: The SDS Jammer System has no 
  effect on a unit’s Battle Value.
  Dragon’s Breath MCM Launch System: The Battle Value 
  for the Dragon’s Breath MCM launch system is listed in the 
  Additional Alternate Era Battle Values Table under Robotic and 
  Drone Unit Systems.
  SUPERHEAVY ’MECHS (MULTIPLE ERAS)
  Calculate the Battle Value of Superheavy ’Mechs as a BattleMech 
  or IndustrialMech, with the following exceptions:
  Gyro: For BV purposes, treat a Superheavy ’Mech’s Heavy-Duty 
  Gyro as a standard Gyro. 
  MACHINA DOMINI INTERFACE (JIHAD)
  Calculate the Battle Value of a Machina Domini unit—PA(L) or 
  BattleMech—as normal, with the following additions. Note that 
  these rules apply regardless of whether the unit is using Inner 
  Sphere or Clan Machina Domini interfaces:
  BattleMech Interface Cockpit: A BattleMech equipped with a 
  BattleMech Interface Cockpit multiplies its Final BV by 1.30.
  BattleMech Neural Interface Unit: The BattleMech Neural 
  Interface Unit alone has a Battle Value of 0.
  Gyroless ’Mechs: If a ’Mech with a Machina Domini Interface 
  Cockpit is not equipped with a gyro, treat the unit as if it is 
  equipped with a standard gyro when finding its Defensive 
  Battle Rating.
  MODULAR SPACE STATIONS (MULTIPLE ERAS)
  Compute the Battle Value of a modular space station as though 
  it were a standard space station. No additional Battle Value 
  modifiers are required for this unit type.
  PRIMITIVE PROTOTYPE EQUIPMENT (AGE OF WAR)
  The Battle Value for the Primitive-quality pre-Star League 
  weapons and equipment introduced during the Age of War are 
  listed as “Primitive Prototypes” in the Additional Alternate Era Battle 
  Values Table under Age of War Equipment. Units mounting these 
  items follow all other appropriate rules for Battle Value calculations.
  DropShuttle Bays: DropShuttle Bays have no effect on a unit’s 
  Battle Value.
  Pre-KF Boom Docking Collar: The pre-KF boom docking collar 
  has no effect on a unit’s Battle Value.
  PRIMITIVE UNITS AND RETROTECH (MULTIPLE ERAS)
  Calculate the Battle Value of all Primitive and RetroTech units 
  as per the normal rules for units of equivalent type and weight. 
  When doing so, remember to bear in mind the following:
  Primitive Combat Vehicles and Conventional Fighters: 
  Because they are constructed as Support Vehicles, Primitive 
  combat vehicles and conventional fighters must calculate their 
  Battle Values as appropriate for such unit types. 
  Primitive Armor: When calculating a Primitive unit’s Battle 
  Value, remember to account for any armor modifications for any 
  units that feature BAR values below 10. 
  Primitive Fire Control Systems and Cockpits: When 
  calculating the Battle Value of any unit that features Primitive 
  fire control systems, sensors, or piloting systems, remember 
  to account for any resulting Skill modifiers at the end of the BV 
  calculation process. 
  PROTOTYPE SPECIALTY MISSILES (CLAN INVASION)
  The Battle Value for the prototype specialty missiles introduced 
  by the Inner Sphere in the Clan Invasion are listed as “Special 
  Munitions” in the Additional Alternate Era Battle Values Table 
  under Clan Invasion Equipment. Units mounting these items 
  follow all other appropriate rules for Battle Value calculations.
  Special Munitions: Dead-Fire LRMs and SRMs: For Dead-
  Fire missiles, the Battle Value Table provides ammunition BVs for 
  each size and class of launcher that can fire these munitions. Even 
  though the multi-missile launcher system did not exist at the time 
  D-F missiles were in use, Battle Values for those weapons are also 
  provided, as such launchers may technically employ them.
  Special Munitions: Retro-Streak SRMs: Regardless of the 
  Streak SRM launcher used to fire them, Retro-Streak ammo adds 
  15 to the unit’s Defensive Battle Value.
  
  it as a standard Inner Sphere ’Mech. Remember, however, that 
  these rules apply per slot, regardless of how many tons of explosive 
  components occupy said slot.
  Pilot Skills: To calculate the Battle Value for a multi-pilot 
  Superheavy ’Mech with variable skill ratings (see p. 314, TM) use the 
  average of the pilots’ Piloting and Gunnery Skills, respectively. Round 
  normally when determining these average scores.
  TRIPOD ’MECHS (MULTIPLE ERAS)
  For Tripod ’Mechs, calculate the unit’s Battle Value as a biped 
  BattleMech of equivalent weight class.
  Pilot Skills: To calculate the Battle Value for a Tripod ’Mech with 
  variable skill ratings (see p. 314, TM) use the average of the pilots’ 
  Piloting and Gunnery Skills, respectively. Round normally when 
  determining the average scores.
  THERMOBARIC WEAPONS (MULTIPLE ERAS)
  The Battle Values for fuel-air munitions are found under the 
  Thermobaric Weapons header in the Alternate Era Weapons and 
  Equipment Battle Value Table. For fuel-air bombs (small and large), this 
  BV is given as a flat per-bomb value. For all other fuel-air munitions, 
  the BV is given as a multiplier per ton of standard munitions fired by 
  the weapon. 
  WEAPONS OF MASS DESTRUCTION (MULTIPLE-ERAS)
  Weapons of Mass Destruction (WMD) are simply beyond the scope 
  of the Battle Value system, and so no such values exist.
  WORD OF BLAKE SUPER-JUMP DRIVE (JIHAD)
  The Word of Blake super-jump drive system does not modify the 
  unit’s Battle Value in any way.
  Superheavy Engine Type BV: For Superheavy ’Mechs, use the 
  Superheavy Engine Type BV Modifier Table in place of the standard 
  Battle Value modifiers.
  Explosive Components: When assessing the BV of a Superheavy 
  ’Mech that carries explosive ammunition or components, treat the 
  Superheavy ’Mech as a Clan ’Mech if the explosive components 
  are in a location protected by any form of CASE (if the location is 
  protected by CASE II and the explosive component is any type of 
  Gauss weapon, subtract nothing). If the Superheavy ’Mech makes 
  use of explosive components not protected by CASE systems, treat 
  JH 
  XX
  As it heavily monitored and censured ’Mech production around its borders, opponents of the Republic of the Sphere would cry hypocrisy at the sight of the Ares.
  SUPERHEAVY ENGINE TYPE  
  BV MODIFIER TABLE
  Engine Type 
  Modifier
  Standard 
  1.0
  Light 
  0.825
  Compact 
  1.0
  XL (Inner Sphere) 
  0.75
  XL (Clan) 
  0.825
  Large 
  1.0
  XXL (Inner Sphere) 
  0.5
  XXL (Clan) 
  0.75
  Large XXL (Inner Sphere) 
  0.5
  Large XXL (Clan) 
  0.75
  
  195
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Item
  Item 
  BV
  Ammo 
  BV*
  Special
  Age of War Equipment
  Primitive Prototype Autocannon/2
  37
  4
  Primitive Prototype Autocannon/5
  70
  7
  Primitive Prototype Autocannon/10
  123
  12
  Primitive Prototype Autocannon/20
  178
  17
  Primitive Prototype Long Tom Artillery
  368
  35
  Primitive Prototype Small Laser
  9
  —
  Primitive Prototype Medium Laser
  46
  —
  Primitive Prototype Large Laser
  123
  —
  Primitive Prototype LRM 5
  38/8
  4
  Primitive Prototype LRM 10
  78/16
  8
  Primitive Prototype LRM 15
  132/26
  13
  Primitive Prototype LRM 20
  168/34
  16
  Primitive Prototype SRM 2
  10/2
  1
  Primitive Prototype SRM 4
  21/4
  3
  Primitive Prototype SRM 6
  41/8
  4
  Primitive Prototype PPC
  176
  —
  Prototype Arrow IV
  240
  30
  Prototype Artemis IV FCS
  —
  —
  Multiply modified launcher 
  BV by 1.1
  Prototype Beagle Active Probe
  10**
  —
  Prototype CASE
  —
  —
  Ammo critical slots count as 
  –8 BV, rather than –15
  Prototype Double Heat Sink
  —
  —
  Prototype Endo Steel Structure
  —
  —
  Prototype Extralight Engine
  —
  —
  See rules.
  Prototype Ferro-Fibrous Armor
  —
  —
  Prototype Gauss Rifle
  320§
  40§§
  Prototype Guardian ECM Suite
  61**
  —
  Prototype LB 10-X Autocannon
  148
  15
  Prototype Narc Missile Beacon
  15
  0
  Prototype Small Pulse Laser
  11
  —
  Count as 4 heat for heat 
  efficiency calculations
  Prototype Medium Pulse Laser
  43
  —
  Count as 7 heat for heat 
  efficiency calculations
  Prototype Large Pulse Laser
  108
  —
  Count as 13 heat for heat 
  efficiency calculations
  Prototype Remote Sensors
  0
  0
  Prototype Rocket Launcher 10
  15
  —
  Prototype Rocket Launcher 15
  18
  —
  Prototype Rocket Launcher 20
  19
  —
  Prototype TAG
  0
  —
  Star League Equipment
  Centurion Weapon System
  750
  —
  SLDF Advanced Neurohelmet
  —
  —
  –1 Piloting for BV Skill 
  Modifier
  Early Clan Equipment
  Improved Autocannon/2
  37
  5
  Improved Autocannon/5
  70
  9
  Improved Autocannon/10
  123
  15
  Improved Autocannon/20
  178
  22
  Improved Gauss Rifle
  320
  40§
  Improved Large Laser
  123
  —
  Improved Large Pulse Laser
  119
  —
  Improved PPC
  176
  —
  Enhanced PPC
  329
  —
  Item
  Item 
  BV
  Ammo 
  BV*
  Special
  Improved LRM 5
  45/9
  6
  Improved LRM 10
  90/18
  11
  Improved LRM 15
  136/27
  17
  Improved LRM 20
  181/36
  23
  Improved SRM 2
  28/5
  4
  Improved SRM 4
  52/10
  7
  Improved SRM 6
  79/16
  10
  Prototype ER Small Laser
  17
  —
  Prototype ER Medium Laser
  62
  —
  Prototype LB 2-X Autocannon
  42
  5
  Prototype LB 5-X Autocannon
  83
  10
  Prototype LB 20-X Autocannon
  237
  30
  Prototype Streak SRM 4
  59/12
  7
  Prototype Streak SRM 6
  89/18
  11
  Prototype Ultra Autocannon/2
  56
  7
  Prototype Ultra Autocannon/10
  210
  26
  Prototype Ultra Autocannon/20
  281
  35
  Late Succession Wars Equipment
  Prototype Double Heat Sink
  —
  —
  Prototype Endo Steel Structure
  —
  —
  Prototype ER Large Laser
  136
  —
  Count as 13 heat for heat 
  efficiency calculations
  Prototype Medium Pulse Laser
  43
  —
  Count as 7 heat for heat 
  efficiency calculations
  Prototype Ferro-Fibrous Armor
  —
  —
  Prototype Gauss Rifle
  320§
  40§§
  Prototype LB 10-X Autocannon
  148
  15
  Prototype Triple Strength Myomer
  —
  —
  See rules
  Prototype Ultra Autocannon/5
  112
  14
  Special Munitions: Anti-TSM LRMs
  —
  x1
  Multiplier applies to 
  standard ammo BV
  Special Munitions: Anti-TSM SRMs
  —
  x1
  Multiplier applies to 
  standard ammo BV
  Special Munitions: Listen-Kill LRM 5
  —
  7
  Special Munitions: Listen-Kill LRM 10
  —
  14
  Special Munitions: Listen-Kill LRM 15
  —
  21
  Special Munitions: Listen-Kill LRM 20
  —
  28
  Special Munitions: Listen-Kill SRM 2
  —
  6
  Special Munitions: Listen-Kill SRM 4
  —
  12
  Special Munitions: Listen-Kill SRM 6
  —
  18
  Special Munitions: Listen-Kill  
  MML 3 (SRM)
  —
  4
  Value provided for reference
  Special Munitions: Listen-Kill  
  MML 3 (LRM)
  —
  9 
  Value provided for reference
  Special Munitions: Listen-Kill  
  MML 5 (SRM)
  —
  7 
  Value provided for reference
  Special Munitions: Listen-Kill  
  MML 5 (LRM)
  —
  15 
  Value provided for reference
  Special Munitions: Listen-Kill  
  MML 7 (SRM)
  —
  10 
  Value provided for reference
  Special Munitions: Listen-Kill  
  MML 7 (LRM)
  —
  21 
  Value provided for reference
  Special Munitions: Listen-Kill  
  MML 9 (SRM)
  —
  13 
  Value provided for reference
  Special Munitions: Listen-Kill  
  MML 9 (LRM)
  —
  27 
  Value provided for reference
  ALTERNATE ERA WEAPONS AND EQUIPMENT BATTLE VALUE TABLE
  
  Item
  Item 
  BV
  Ammo 
  BV*
  Special
  Clan Invasion Equipment
  Damage Interrupt Circuit
  0
  —
  Direct Neural Interface Modification
  0
  —
  Enables BV modifiers for 
  DNI/VDNI implant use
  Enhanced Imaging Interface
  0
  —
  Enables BV modifiers for EI 
  Neural Implant use
  Virtual-Reality Piloting Pod
  —
  —
  –2 Piloting, –1 Gunnery for 
  BV Skill Modifier
  Special Munitions: Dead-Fire LRM 5
  —
  6
  Special Munitions: Dead-Fire LRM 10
  —
  16
  Special Munitions: Dead-Fire LRM 15
  —
  27
  Special Munitions: Dead-Fire LRM 20
  —
  36
  Special Munitions: Dead-Fire SRM 2
  —
  2
  Special Munitions: Dead-Fire SRM 4
  —
  4
  Special Munitions: Dead-Fire SRM 6
  —
  5
  Special Munitions: Dead-Fire  
  MML 3 (SRM)
  —
  4
  Value provided for reference
  Special Munitions: Dead-Fire  
  MML 3 (LRM)
  —
  3 
  Value provided for reference
  Special Munitions: Dead-Fire  
  MML 5 (SRM)
  —
  6 
  Value provided for reference
  Special Munitions: Dead-Fire  
  MML 5 (LRM)
  —
  4 
  Value provided for reference
  Special Munitions: Dead-Fire  
  MML 7 (SRM)
  —
  10 
  Value provided for reference
  Special Munitions: Dead-Fire  
  MML 7 (LRM)
  —
  6
  Value provided for reference
  Special Munitions: Dead-Fire  
  MML 9 (SRM)
  —
  14 
  Value provided for reference
  Special Munitions: Dead-Fire  
  MML 9 (LRM)
  —
  8 
  Value provided for reference
  Special Munitions: Retro-Streak SSRMs
  —
  15**
  Special Munitions:  
  Shoot-and-Sit Narcs
  —
  0
  Wars of Reaving Equipment
  Electric Discharge ProtoMech Armor*
  32
  —
  Extended Jump Jet System
  †
  —
  Fusillade Launcher
  11
  —
  Improved ATM 3
  83
  21
  Improved ATM 6
  164
  39
  Improved ATM 9
  231
  54
  Improved ATM 12
  333
  78
  Magnetic Clamp System
  1
  —
  Nova CEWS‡
  68**
  —
  ProtoMech Quad  
  Melee Weapon System
  (Dmg x 
  1.25)
  —
  Special Munitions: Imp. IMP iATMs
  —
  x2.0
  Special Munitions: Imp. IIW iATMs
  —
  x1.3
  Jihad Equipment
  Machina Domini Interface Cockpit 
  (Clan or IS)
  —
  —
  –1 Piloting, –1 Gunnery for 
  BV Skill Modifier
  BattleMech Neural Interface Unit 
  (Clan or IS)
  0
  —
  Enables BV modifiers for 
  VDNI/EI implant use
  ProtoMech Interface Cockpit
  0
  —
  Word of Blake Super-Jump Drive
  0
  —
  Item
  Item 
  BV
  Ammo 
  BV*
  Special
  Dark Age Equipment
  Anti-Penetrative Ablation Armor
  —
  —
  Armor BV Multiplier: 1.2
  Heat-Dissipating Armor
  —
  —
  Armor BV Multiplier: 1.1
  Impact-Resistant Armor
  —
  —
  Ballistic-Reinforced Armor
  —
  —
  Armor BV Multiplier: 1.5
  HarJel II Self-Repair System
  –1 per 
  slot**
  —
  Armor BV Multiplier: 1.1
  HarJel III Self-Repair System
  –1 per 
  slot**
  —
  Armor BV Multiplier: 1.2
  Radical Heat Sink System
  —
  —
  Add (unit’s # of heat sinks x 0.4, 
  rounded up) to unit Heat Efficiency
  Small Re-Engineered Laser
  14
  —
  Medium Re-Engineered Laser
  65
  —
  Large Re-Engineered Laser
  161
  —
  Remote Drone Command Console
  0
  —
  TSEMP Cannon
  488§§
  —
  TSEMP One-Shot
  98§§
  —
  RISC Advanced PDS (Standard)
  64**
  22**
  RISC Advanced PDS (Battlesuit)
  7**
  —
  RISC Laser Pulse Module§§
  x1.15††
  —
  RISC Emergency Coolant System§§
  —
  —
  Add +4 to unit Heat Efficiency
  RISC Heat Sink Override Kit
  —
  —
  Multiply unit’s final BV by 1.01
  RISC Hyper Laser
  596§§
  —
  RISC Repeating TSEMP Cannon§§
  600
  —
  RISC Super-Cooled Myomer
  —
  —
  See Rules
  RISC Viral Jammer (Decoy)
  284**
  —
  RISC Viral Jammer (Homing Beacon)
  284**
  —
  ER PPC + Capacitor (Clan)
  548§§
  —
  Robotic and Drone Unit Systems
  Smart Robotic Control System
  —
  —
  Multiply unit’s final BV by 0.85
  Shielded Aerospace SRCS
  —
  —
  Multiply unit’s final BV 
  by 0.90
  SDS Caspar Control System
  —
  —
  Caspar II Advanced SRCS
  —
  —
  Multiply unit’s final BV 
  by 0.90
  Advanced Tactical Analysis Computer
  —
  —
  Adds 7% BV of all linked 
  units to Force BV.
  Direct Tactical Analysis Control 
  System
  —
  —
  Adds 5% BV of all linked 
  units to Force BV.
  Advanced Robotic Transport System
  0
  N/A
  SDS Self-Destruct System
  0
  N/A
  SLDF SDS Jammer System
  0
  N/A
  Dragon’s Breath MCM Launch System
  1,076
  N/A
  Expanded ProtoMechs
  —
  N/A
  Calculate BV as per standard 
  ProtoMechs
  Glider ProtoMechs
  —
  N/A
  Use WiGE Flank MP to 
  calculate Speed Factor
  LAMs
  Bimodal LAMs
  —
  N/A
  See Rules
  Standard LAMs
  —
  N/A
  See Rules
  LAM Bomb Bay
  –15 per 
  slot**
  —
  See Rules
  LAM Fuel Tanks
  –15 per 
  slot**
  —
  See Rules
  ALTERNATE ERA WEAPONS AND EQUIPMENT BATTLE VALUE TABLE (CONT.)
  
  197
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Item
  Item 
  BV
  Ammo 
  BV*
  Special
  Primitive and RetroTech Units
  —
  —
  See Rules
  QuadVees
  —
  —
  Calculate BV as per standard 
  quad BattleMech
  QuadVee Cockpit
  —
  —
  Average Gunnery and 
  Piloting for BV Skill Modifier
  Superheavy ’Mechs
  —
  —
  See Rules
  Superheavy ’Mech Cockpit
  —
  —
  Average Gunnery and 
  Piloting for BV Skill Modifier
  Superheavy ’Mech Gyro
  —
  —
  Treat as Heavy Duty Gyro for 
  BV purposes
  Superheavy ’Mech Engine
  —
  —
  See Rules
  Tripod ’Mechs
  —
  —
  See Rules
  Tripod ’Mech Cockpit
  —
  —
  Average Gunnery and 
  Piloting for BV Skill Modifier
  Thermobaric Weapons
  Fuel-Air Bomb (Small)
  —
  37 each
  Fuel-Air Bomb (Large)
  —
  63 each
  Fuel-Air Missile (Arrow IV)*
  —
  x1.0
  Fuel-Air Shell  
  (Thumper, Thumper Cannon)
  —
  x1.4
  Fuel-Air Shell (Sniper, Sniper Cannon)
  —
  x1.4
  Fuel-Air Shell  
  (Long Tom, Long Tom Cannon)
  —
  x1.4
  Weapons of Mass Destruction
  WMDs are incompatible with the Battle Value system.
  Warrior Augmentations
  Belter Infantry Package
  0
  N/A
  +1 to Damage Divisor Sum 
  for DBR (see rules)
  Belter Fighter Pilot Package
  0
  N/A
  –1 Piloting for BV Skill 
  Modifier 
  Belter Vacuum-Resistance Package
  0
  N/A
  Enhanced Imaging (EI)  
  Neural Implants
  0
  N/A
  –1 Piloting, –1 Gunnery for 
  BV Skill Modifier
  Artificial Pain Shunt
  0
  N/A
  –1 Piloting for BV Skill 
  Modifier
  Communications Implant
  0
  N/A
  –1 Piloting for BV Skill 
  Modifier
  Boosted Communications Implant
  0
  N/A
  Treat unit as if equipped 
  with C3 Slave
  Sensory Implants (IR/EM/Audio)
  0
  N/A
  –1 Gunnery for BV Skill 
  Modifier
  Sensory Implants (Laser/Telescopic)
  0
  N/A
  –1 Gunnery for BV Skill 
  Modifier
  Multi-Modal Sensory Implants
  0
  N/A
  –1 Gunnery for BV Skill 
  Modifier
  Item
  Item 
  BV
  Ammo 
  BV*
  Special
  Enhanced M-M Sensory Implants
  0
  N/A
  –1 Gunnery for BV Skill 
  Modifier
  Filtration Implants
  0
  N/A
  Gas Effuser Implant, Pheromone
  5**
  N/A
  Added to Infantry unit’s DBR 
  (see rules)
  Gas Effuser Implant, Toxin
  0.16
  N/A
  Per Infantry trooper; add to 
  Infantry unit’s WBR
  Dermal Armor Implants
  0
  N/A
  +1 to Damage Divisor Sum 
  for DBR (see rules)
  Dermal Camouflage Implants
  0
  N/A
  May affect DBA via defensive 
  modifiers (see rules)
  Triple-Strength Myomer Implants
  0.1/1
  N/A
  See Rules
  Triple-Core Processor Implant
  0
  N/A
  –1 Piloting or Gunnery for 
  BV Skill Modifier (see rules)
  Vehicular Direct Neural Interface 
  (VDNI)
  0
  N/A
  –1 Piloting, –1 Gunnery for 
  BV Skill Modifier
  Buffered VDNI
  0
  N/A
  –1 Gunnery for BV Skill 
  Modifier
  Prototype Direct Neural Interface 
  (DNI)
  0
  N/A
  –3 Piloting, –2 Gunnery for 
  BV Skill Modifier
  Explosive Suicide Implant
  0.12
  N/A
  Prosthetic Leg MASC
  0
  N/A
  May affect DBA via defensive 
  modifiers (see rules)
  Prosthetic Limb, Enhanced
  Var
  N/A
  See Rules
  Prosthetic Limb, Improved Enhanced
  Var
  N/A
  See Rules
  Prosthetic Limb, Extraneous
  Var
  N/A
  See Rules
  Prosthetic Tail, Enhanced
  0.2
  N/A
  See Rules
  Prosthetic Glider Wings
  0
  N/A
  See Rules
  Prosthetic Powered Flight Wings
  0
  N/A
  May affect DBA via defensive 
  modifiers (see rules)
  *EDP Armor does not apply an armor type modifier; instead, count armor points per 
  standard armor, and add the listed 32 BV as a weapon. 
  **Defensive BV
  §This ammunition type is not counted as explosive.
  §§Treat this item as a Gauss weapon critical space for Defensive Battle Value purposes.
  †Compute ProtoMech BV as normal for its respective Running and Jumping MP. 
  ††Multiplier applies only to the modified weapon.
  ‡In addition to their defensive battle rating Nova CEWSs add 5 percent of the total 
  BV of all friendly units equipped with the system on the battlefield to each of the 
  units equipped with it (but never more than 35% of the friendly force’s BV overall). 
  This effect applies regardless if the units are linked at the beginning of the game 
  or not. There must be at least two friendly units equipped with Nova CEWS for this 
  rule to apply.
  ALTERNATE ERA WEAPONS AND EQUIPMENT BATTLE VALUE TABLE (CONT.)
  
  When transporting ProtoMechs via the MCS or UCS special, the 
  transporting ’Mech will lose 1 MP per ProtoMech carried, as long as 
  the ProtoMechs remain attached to it.
  Conversion: This special ability is available only to ProtoMechs that 
  have the Magnetic Clamp System listed in their weapons and equipment 
  inventories. If the ProtoMech with magnetic clamps weighs 9 tons or less, 
  it receives the MCS special. If the ProtoMech weighs 10 tons or more, 
  it receives the UCS special instead. Quadruped ProtoMechs and Glider 
  ProtoMechs may not make use of this special ability.
  Nova Composite Electronic Warfare System
  An element with the NOVA special mounts a special electronics 
  warfare system that not only provides the abilities of the ECM and 
  PRB specials, but also acts as a C3i-style network that can link up to 
  3 friendly elements (see pp. 346-347, SO) as long as they are also 
  equipped with the NOVA special. (The NOVA is incompatible with 
  Inner Sphere C3 systems of all types.) 
  Unlike a normal C3i system, the Nova cannot be disrupted by ECM, 
  LECM, and WAT specials; it can only be disrupted by a hostile element 
  with the NOVA special. 
  Conversion: An element receives the NOVA special ability if it 
  possesses at least one Nova CEWS. Possession of this ability also adds 
  the PRB and ECM specials to the element.
  ProtoMech Quad Melee Weapon System
  A ProtoMech equipped with a Quad Melee System is able to 
  execute physical attacks.
  Conversion: A ProtoMech equipped with a Quad Melee Weapon 
  System receives the MEL special.
  Specialty Munitions: IMP and IIW Missiles 
  Improved Magnetic Pulse (IMP) missiles and Improved Inferno 
  Warhead (IIW) missiles are alternate munitions available only 
  to Improved ATM (and Fusillade) launchers. Full rules for these 
  munitions may be found under the rules for Fusillade and improved 
  ATM launchers (see p. 65). 
  The rules governing the use of alternative munitions in BattleForce 
  are found in Strategic Operations (see pp. 308-310, SO).
  ADVANCED PILOT INTERFACES (MULTIPLE ERAS)
  Of the advanced pilot interfaces covered in this chapter, only 
  two have any effects in BattleForce games: the Direct Neural 
  Control System and the Virtual Reality Piloting Pod. These effects 
  are defined below.
  The other pilot interface technologies featured in this chapter—
  Damage Interrupt Circuit and the SLDF Advanced Neurohelmet—
  have no effect at the BattleForce scale of play.
  Direct Neural Control System
  An element featuring a DN special ability has a cockpit modified for 
  use by a warrior or crew with a DNI implant—including the prototype 
  DNI, vehicular DNI, or buffered VDNI implants (see Augmented 
  Warriors, pp. 74-85). If the pilot or crew lacks such implants, the 
  element operates normally, with no benefits from the system. 
  Otherwise, the use of this feature applies a –1 modifier to the 
  pilot’s Skill rating, so a DNI-implanted pilot or crew with a base Skill 
  rating of 2 will become a Skill rating of 1 in an element with this 
  special. However, any Fire Control critical hit the element receives 
  during a scenario will result in a Crew Stunned effect to the element 
  (regardless of the element’s type). If this happens to an aerospace 
  element operating within the Radar Map above a ground battle, treat 
  the stunned element as if it has shut down for a duration of 1 turn.
  BattleForce Addendum
  The following provides BattleForce-scale conversion and game 
  rules for the material in this section. 
  ADVANCED CLAN EQUIPMENT (WARS OF REAVING)
  The advanced Clan equipment that debuted during the Wars of 
  Reaving have the following effects in BattleForce games.
  Electric Discharge ProtoMech (EDP) Armor
  Electric Discharge ProtoMech Armor has no special effect in 
  BattleForce-scale games.
  Conversion: When converting units equipped with this item to 
  BattleForce elements, treat EDP Armor as standard ProtoMech armor.
  Extended Jump Jet (XJJ) System
  ProtoMechs equipped with an Extended Jump Jet (XJJ) System are 
  treated as jump-capable elements in BattleForce-scale games.
  Conversion: Use the standard conversion rules for converting a 
  jump-capable element when finding the BattleForce movement rates 
  for a ProtoMech equipped with an XJJ system.
  Fusillade and Improved ATM Launchers
  Elements with sufficient number of Fusillade launchers and/or 
  improved ATM launchers will receive the IATM special. Elements with 
  the IATM special may use the following abilities, based on the special 
  munitions selected:
  Indirect Fire: This ability is available only to an element with IATMs 
  firing standard munitions only (as a standard load is presumed to include 
  extended-range missiles by default). In this case, the element may 
  execute an attack as if it has an IF special of equal value (i.e., an IATM2 
  special can also act as an IF2 special). This ability cannot be used if the 
  element has designated any other alternate munitions for its IATMs.
  Magnetic Pulse: Using this alternate munition, the element’s 
  normal Short-range damage value is reduced by 1 point, but any 
  attacks that hit at Short range will reduce the target’s MP by 1 and 
  apply a –1 to-hit modifier for all of the target’s weapon attacks, 
  throughout the following turn. (Multiple magnetic pulse hits will not 
  stack these modifiers.)
  Improved Inferno: Using this alternate munition, the element’s 
  normal attack is reduced by 1 point at Short range. But if this attack 
  hits a target in the Short range bracket, the target suffers the effects 
  of a HT# special attack equal to the numerical value of the element’s 
  IATM# special (i.e., an IATM2 will translate to a HT2 effect).
  Conversion: The damage values for each individual Fusillade or 
  improved ATM launcher may be found under the Wars of Reaving 
  header in the BattleForce Weapon Conversion Table for Alternate Era 
  equipment (see pp. 225-226). An element must be able to deliver a 
  minimum of 10 points of damage at Medium range with its Fusillade 
  launchers and improved ATM launchers to receive the IATM special.
  Find the final attack values for this ability using the standard rules 
  for converting other missile launcher types into BattleForce (i.e. add all 
  values together, divide by 10, and adjust for heat, rounding normally). 
  Record the ability as IATM #/#/# where # is the final, heat-modified 
  damage value for each range bracket.
  Magnetic Clamp System
  ProtoMechs with magnetic clamps may ride on a BattleMech as if they 
  were a battle armor infantry element with the XMEC special (see p. 349, 
  SO). No more than 2 ProtoMechs with the MCS special (or 1 with the UCS 
  special) may ride on a single transporting ’Mech at the same time.
  
  199
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Conversion: An element will receive the CASEP special if its 
  Technical Readout entry lists Prototype CASE among its weapons 
  and equipment inventory. 
  Prototype Double Heat Sinks
  Prototype double heat sinks have no special effects in 
  BattleForce gameplay.
  Conversion: When calculating heat for an element with 
  prototype double heat sinks, each prototype double heat sink 
  dissipates 2 points of heat.
  Prototype Endo Steel Structure
  Prototype endo steel internal structure (ES-P) has no special 
  effects in BattleForce gameplay.
  Conversion: Prototype endo steel internal structure does not 
  modify an element’s BattleForce conversion process in any way.
  Prototype Extralight Fusion Engine
  Prototype XL fusion (XL-P) engines have no special effects in 
  BattleForce gameplay.
  Conversion: When calculating heat for an element equipped 
  with a prototype XL fusion engine, remember to apply the 
  additional +1 point of heat generated by the engine to the 
  element’s maximum heat output.
  Prototype Ferro-Fibrous Armor
  Prototype ferro-fibrous armor (FF-P) has no special effects in 
  BattleForce gameplay.
  Conversion: Prototype ferro-fibrous armor does not modify an 
  element’s BattleForce conversion process in any way.
  Prototype Guardian ECM
  The prototype Guardian ECM suite (ECM-P) has the same 
  effects as a standard ECM suite in BattleForce gameplay.
  Conversion: An element with the Prototype Guardian ECM 
  receives the ECM special unit ability.
  Prototype Narc Missile Beacon
  The prototype Narc missile beacon (NARC-P) has the same 
  effects as a standard Narc missile beacon in BattleForce gameplay.
  Conversion: An element with a prototype Narc missile beacon 
  receives the SNARC special unit ability.
  Prototype Remote Sensor Dispenser
  The prototype remote sensor dispenser (RS-P) provides the 
  same reconnaissance benefits as a standard remote sensor 
  dispenser in BattleForce gameplay.
  Conversion: An element with the prototype remote sensor 
  dispenser receives the RCN and RSD special unit abilities.
  Prototype TAG 
  Prototype TAG (TAG-P) functions in the same manner as the 
  production-grade Inner Sphere TAG in BattleForce gameplay.
  Conversion: An element with a prototype TAG receives the 
  TAG special unit ability.
  AUGMENTED WARRIORS (MULTIPLE ERAS)
  The following rules address the use of modified warriors in 
  BattleForce, but only covers the cases where such augmentations 
  have an actual effect at this scale of play. While the effects of some 
  of these enhancements may seem trivial, others can be quite 
  Conversion: The DN special ability is assigned to any element 
  that features a direct neural interface (DNI) cockpit modification 
  (listed in the notes area of the element’s Technical Readout).
  Virtual Reality Piloting Pod
  An element with the VR special applies a –1 target modifier to 
  any special Control Rolls required of the element (such as those 
  to avoid skidding or becoming stuck in bog-down terrain), but 
  the element becomes unable to use the Ejection/Abandoning 
  Elements rules (see p. 314, SO).
  Furthermore, if an element with this special begins its Combat 
  Phase within an area affected by hostile ECM of any type (such as 
  those generated by LECM, ECM, NOVA, and WAT specials), it may 
  not attempt any ranged weapon attacks, and suffers a +2 to-hit 
  modifier for any physical attacks it attempts.
  Conversion: An element receives the VR special if it features a 
  Virtual Reality Piloting Pod for its cockpit description. 
  ADVANCED PROTOTYPE SYSTEMS (AGE OF WAR)
  The advanced prototype weapons and equipment that 
  debuted in the years leading up to (and during) the Reunification 
  War have the following effects in BattleForce games.
  Advanced Prototype Weapons
  The proto-Star League weapons introduced in the closing years 
  of the Age of War are listed as “Prototypes” in the in the BattleForce 
  Weapon Conversion Table for Alternate Era equipment, under 
  the Age of War Equipment header. These include the prototype 
  Arrow IV missile launcher, prototype Gauss rifle, prototype LB 10-X 
  autocannon, prototype pulse lasers, and prototype rocket launchers.
  Elements mounting these advanced prototype weapons 
  follow all appropriate rules for standard weapons in gameplay. 
  Any relevant special unit abilities applicable to these weapons 
  (as noted on the table) will apply only if their damage values 
  attain the minimum defined under the normal rules for those 
  special abilities when converting elements from standard 
  BattleTech play to BattleForce (i.e. 10 points or more at Medium 
  range for missile launchers).
  Prototype Artemis IV
  In gameplay, prototype Artemis IV has no special effect on an 
  element’s attacks. 
  Conversion: An element equipped with LRM or SRM launchers 
  modified by prototype Artemis IV must convert the weapon’s 
  damage value using the 8 column for the appropriate launcher 
  size, rather than the 7 column. For the sake of expedience, these 
  prototype Artemis IV damage values have been pre-calculated, 
  and appear with the other prototype weapons for all standard 
  LRM and SRM launcher sizes.
  Prototype Beagle Active Probe 
  The prototype Beagle active probe (BAP-P) has the same effects 
  as a standard active probe in BattleForce game play.
  Conversion: An element will receive the Active Probe (PRB) 
  special if its Technical Readout entry lists a Prototype Beagle active 
  probe in its weapons and equipment inventory. 
  Prototype CASE 
  When an element with prototype CASE (CASEP) suffers an 
  Ammo Explosion critical hit, the attacker rolls 1D6. On a 3 or 
  higher, the critical hit is ignored. On a result of 2 or less, the 
  element suffers an explosion and is destroyed.
  
  neural control system in an element that possesses one (see Direct 
  Neural Control System, p. 213).
  Prototype DNI Implant: In addition to the effects described for the 
  Direct Neural Interface implant above, an element piloted by a warrior 
  using a prototype DNI implant must roll 2D6 every time the element is 
  hit. If the result of this roll is 8 or less, the element suffers the effects of a 
  Crew Stunned critical hit, regardless of its element type.
  Prosthetic Leg MASC: Conventional infantry elements augmented 
  by warriors with prosthetic leg MASC receive the PL special. Attacks 
  against these elements apply an additional +1 to-hit modifier.
  Prosthetic Wings: A conventional infantry element whose warriors 
  have been augmented with prosthetic wings (including glider wings and 
  powered flight wings) receives the PAR special element ability (see p. 351, 
  SO). If the element possesses powered flight wings, it also receives the 
  ability to move 2 MP per turn as a VTOL (movement code v).
  Converting Augmented Warriors
  Because warrior augmentations affect the pilots, crews, and troops 
  in a BattleForce element, rather than its actual capabilities, it is up to 
  the players to identify and keep track of which elements are operated 
  by augmented warriors, and which are not. Conversion is thus usually 
  not a factor performed by translating the element’s BattleTech stats 
  into BattleForce, but may modify the element’s Point Value as a result 
  of improved Skill modifiers. The relevant conversion rules are as follows:
  Skill-Modifying Augmentations: When converting any element 
  that is piloted or crewed by warriors augmented in a way that affects 
  their Skill rating, use the modified Skill rating for the element’s final 
  Point Value calculations.
  Communications Implants: An element controlled by warriors with 
  the communications implant or boosted communications implant 
  receives the CI special unit ability. The boosted communications 
  implant also adds the C3I special unit ability to the element (but not 
  the MHQ special).
  Sensory Implants (Basic, Enhanced, and Multi-Modal): Elements 
  controlled by warriors with sensory implants receive the LPRB and 
  RCN special unit abilities. If the sensory implants are identified as 
  “enhanced”, the element receives the PRB and RCN specials instead.
  In addition to this, when converting damage values for an element 
  controlled by sensory-implant augmented warriors, multiply all of the 
  element’s weapon attacks by 1.05 (before rounding) if the warriors are 
  augmented with multi-modal sensory implants of either type (e.g., a 
  PPC’s damage increases from 10 points to 10.5).
  Dermal Armor Implants: Infantry elements whose warriors are 
  modified by dermal armor implants (including camouflage and triple-
  strength myomer) must remember to apply the armor divisors for these 
  systems in the conversion process. Non-battle armor infantry elements 
  with dermal camouflage armor also receive the LMAS special. 
  Non-infantry elements with dermal implants of any type receive 
  no benefit from them in gameplay, and thus ignore these implants 
  during the conversion process.
  Triple-Core Processor Implant: An element commanded by a 
  warrior with this augmentation receives the TCP special unit ability.
  Triple-Strength Myomer Implant: In addition to the armor 
  divisors mentioned above, remember that any extra damage granted 
  by triple strength myomer implants is factored into the infantry 
  element’s attack values during the conversion process. In addition, 
  such infantry elements will also receive the TSI special unit ability. 
  (Non-infantry elements with triple-strength myomer implants receive 
  no benefit from them in gameplay, and thus ignore these implants 
  during the conversion process.)
  VDNI and Prototype DNI Implants: The Skill modifiers granted 
  by these implants only apply when combined with an element that 
  unbalancing for normal games, and players should limit their use to 
  forces rated Elite or better, to further reflect their rarity.
  If the players are tracking casualties in an ongoing campaign, the 
  abilities provided by an augmented warrior are lost if that augmented 
  warrior is killed or captured, even if his vehicle or equipment is salvaged.
  Belter Augmentations
  Belter warriors receive a –1 Skill modifier as long as the scenario 
  in question takes place in space or under low-gravity conditions 
  (G-ratings of 0.7 and under, see p. 315, SO). In addition to this, Belter 
  aerospace fighter pilots receive an additional –1 Skill modifier, but 
  only when operating in space.
  Cybernetic Augmentations
  The following rules cover cybernetic warrior augmentations that 
  have an effect in BattleForce. 
  Communications Implants: Elements controlled by warriors with 
  a communications implant (or its boosted version described below) 
  receive the CI special unit ability. If used as a spotter for indirect 
  fire (see p. 225, SO), the element applies a –1 to-hit modifier to the 
  indirect fire attack. 
  Boosted Communications Implants: In addition to receiving the 
  CI special unit ability and the benefits of a basic communications 
  implant described above, elements controlled by warriors with the 
  boosted communications implant will also receive the C3I special unit 
  ability (but not the MHQ special).
  Sensory Implants: Any element controlled by a warrior with 
  sensory implants (including multi-modal sensory implants) receives 
  the LPRB and RCN abilities. Multi-modal sensory implants will improve 
  weapon damage by such elements as well, but this must be factored 
  at the time of the element’s conversion.
  Enhanced Multi-Modal Sensory Implants: Elements controlled 
  by warriors with enhanced multi-modal sensory implants receive the 
  PRB and RCN abilities, reflecting a greater detection range.
  Filtration Implants: Infantry elements equipped with filtration 
  implants receive the FI special unit ability. If exposed to atmospheric 
  toxins from poisonous atmosphere or nerve gas weapons, these elements 
  ignore these effects. They do, however, remain susceptible to drowning 
  from underwater hull breaches, and cannot operate in vacuum.
  Dermal Camouflage Armor: Conventional infantry elements whose 
  warriors possess this implant receive the LMAS special unit ability.
  Triple-Strength Myomer Implants: Infantry elements whose 
  warriors possess this implant type receive the TSI special unit 
  ability. These elements will be susceptible to the effects of Anti-TSM 
  warheads (see p. 104). 
  Triple-Core Processor: An element controlled by a warrior with a 
  triple-core processor (TCP) implant receives the TCP special unit ability 
  and applies a +2 Initiative modifier for that element’s force—but only 
  if the TCP-augmented warrior is also the force’s overall commander. 
  (This Initiative modifier is lost if this command element is destroyed.)
  Having a warrior with a TCP also adds a MHQ1 special to the warrior’s 
  element for the purposes of battlefield intelligence (see Battlefield 
  Intelligence, pp. 263-265, SO). If the element already has the MHQ 
  special and its warrior is the force commander, the Initiative modifier 
  increases to +3, and the element’s MHQ# special increases by 1 point. 
  Finally, if the warrior’s element possess ECM of any type (including 
  LECM, ECM, and WAT specials), the triple-core processor implant 
  makes that warrior’s element immune to hostile ECM effects.
  Direct Neural Interface (DNI) Implant: Only a pilot with a DNI 
  implant (including the Prototype DNI, Vehicular DNI, or Buffered 
  VDNI implants), or using an EI neural implant in an element equipped 
  with an EI-compatible interface, may activate the features of a direct-
  
  201
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Ballistic-Reinforced Armor
  An element with the BRA special unit ability is protected by 
  armor specially developed to counter projectile weapons and 
  missiles, ballistic-reinforced armor reduces all damage delivered 
  by attacks that make use of the AC, IATM, IF, LRM, or SRM specials, 
  by half (rounding up). This reduction is applied whether the attack 
  is delivered using an element’s normal damage values, or by just 
  its special unit abilities.
  Thus, if an element that delivers normal attack values of 5/4/2, 
  with an AC2/2/0 special, delivers a successful standard attack 
  at Medium range against an element with the BRA special, the 
  damage will be reduced by 1 point (half the AC attack value at 
  Medium range), dropping the normal total of 4 points to 3.
  Though similar to reactive armor in many ways, ballistic-
  reinforced armor will not reduce damage from attacks made 
  using the ART, BOMB, MSL, or FLK specials.
  Conversion: An element only receives the BRA special unit 
  ability if it mounts ballistic-reinforced armor in all hit locations. 
  HarJel Repair Systems
  An element that features the BHJ2 or BHJ3 special unit 
  abilities is equipped with improved versions of the hull-sealing 
  technology known as BattleMech HarJel. In addition to providing 
  the same hull breach resistance of standard HarJel (see p. 349, SO), 
  units protected by HarJel II or HarJel III will recover armor points 
  lost to damage as long as they begin the End Phase with at least 
  1 point of armor remaining. The amount of armor recovered at 
  this point is 1 point for elements that have the BHJ2 special, or 2 
  points for elements with the BHJ3 special.
  The maximum armor points an element may recover with 
  BattleMech HarJel II or III may never exceed the element’s original 
  armor value. BHJ2 and BHJ3 special abilities will not recover 
  structure points or critical damage, and these abilities will cease 
  to function entirely if the element is reduced to 0 armor points 
  before its End Phase.
  Conversion: A ’Mech element equipped with HarJel repair 
  systems only receives the special unit ability if it is equipped with 
  such repair systems in its left, right, and center torso hit locations. 
  If the HarJel repair systems used are HarJel II, the element receives 
  the BHJ2 special; if the HarJel repair systems are HarJel III, the 
  element receives the BHJ3 special.
  Heat-Dissipating Armor
  An element protected by heat-dissipating armor receives the 
  same benefits in BattleForce as one protected by fire-resistant 
  armor (see p. 349, SO).
  Conversion: An element equipped with heat-dissipating 
  armor only receives the FR special unit ability if it mounts heat-
  dissipating armor in all hit locations. 
  Impact-Resistant Armor
  An element with the IRA special unit ability is protected 
  by impact-resistant armor. When an element with this special 
  sustains damage as a result of a physical attack (including those 
  delivered using a MEL special, or self-inflicted damage from a 
  Death from Above attack), the damage sustained by the element 
  is reduced by 1 point, to a minimum of 1 point.
  In addition to this, all critical hit rolls and hull breach checks made 
  against this element apply a +1 modifier to the roll result. For critical 
  hits, treat any modified result over 12 as an Engine Hit critical.
  Conversion: An element only receives the IRA special unit 
  ability if it mounts impact-resistant armor in all hit locations. 
  already has the DN special unit ability. If the element does not have 
  the DN special unit ability, the Skill modification does not apply.
  Prosthetic Leg MASC: The extra MP provided by prosthetic 
  leg MASC is factored into the infantry element’s base movement 
  during the conversion process. In addition, such infantry 
  elements will also receive the PL special unit ability. (Only foot 
  infantry elements with prosthetic leg implants receive these 
  modifications in conversion; all other element types ignore these 
  augmentations during the conversion process.)
  Prosthetic Limbs (All Types): Conventional infantry elements 
  that make use of all types of prosthetic limbs—including the 
  enhanced, improved enhanced, and extraneous enhanced—
  must include the added damage values provided by any weapons 
  mounted within them prior to conversion. All other element types 
  ignore these augmentations in the conversion process.
  Prosthetic Wings: Conventional infantry elements with 
  prosthetic wings gain the PAR special unit ability. Powered 
  flight prosthetic wings also add 2 MP of VTOL movement to 
  the element’s capabilities. All other element types (including 
  battle armor infantry) ignore these augmentations during the 
  conversion process. 
  CENTURION WEAPON SYSTEM (STAR LEAGUE)
  The Centurion weapon system that debuted during the Star 
  League era functions in BattleForce like a TSEMP weapon (see 
  p. 202).
  Conversion: Treat each of an element’s Centurion weapon 
  systems as a TSEMP cannon for conversion purposes, and 
  combine with any TSEMP weapons also mounted on the element 
  (if any). An element with 2 Centurion weapon systems and 1 
  TSEMP cannon would thus receive a TSEMP3 special unit ability.
  DARK AGE AND RISC EQUIPMENT (DARK AGE)
  The advanced weapons and equipment that debuted in the 
  Dark Age era have the following effects in BattleForce games.
  Dark Age Weapons
  The weapons introduced in the Dark Age period are listed in 
  the in the BattleForce Weapon Conversion Table for Alternate Era 
  equipment, under the Dark Age Equipment header. These include 
  the re-engineered lasers, Inner Sphere ER and standard lasers 
  modified by RISC pulse laser modules, the RISC hyper laser, and 
  the Clan ER PPC with PPC Capacitor.
  Elements mounting these Dark Age weapons follow all 
  appropriate rules for standard weapons in gameplay. Any relevant 
  special unit abilities applicable to these weapons (as noted on the 
  table) will apply only if their damage values attain the minimum 
  defined under the normal rules for those special abilities when 
  converting elements from standard BattleTech play to BattleForce 
  (i.e. 10 points or more at Medium range for re-engineered lasers).
  Anti-Penetrative Ablation (ABA) Armor
  An element with the ABA special unit ability is protected by 
  anti-penetrative ablation armor—often simply called ablative 
  armor—is resistant to specialty munitions designed to pierce 
  most other armor types. A unit with this special ignores attacks 
  by taser weapons (MTAS# and BTAS# specials), and negates 
  the bonus critical hit check made for attacks that use armor-
  penetrating ammunition and tandem-charge missile munitions 
  (see pp. 309 and 310, SO). 
  Conversion: An element only receives the ABA special unit ability 
  if it mounts anti-penetrative ablation armor in all hit locations. 
  
  shut down. TSEMP effects against a target automatically wear off in 
  the End Phase of the following turn.
  Conversion: If an element carries a TSEMP Cannon, or a RISC 
  Repeating TSEMP (or a Centurion weapon system, see p. 201), it 
  receives a TSEMP# special unit ability, where the # equals the number 
  of TSEMP Cannons and/or Centurion weapon systems the element 
  carries. If the element carries One-Shot TSEMP weapons instead, 
  record this as TSEMP-O#, where the # equals the number of One-Shot 
  TSEMP weapons carried.
  RISC Advanced Point Defense System
  An element with the RAMS special unit ability is equipped with a 
  RISC advanced point defense system may use this special ability to 
  reduce incoming missile fire against itself as a standard anti-missile 
  system (see Anti-Missile System, p. 345, SO), or it may use the system 
  to reduce the missile damage to any other friendly element within its 
  own lance/Star unit by 1 point. 
  The use of the RAMS special to defend its own element (or a friendly 
  element) must be declared when the missile attack is resolved; a 
  RAMS ability used to defend its own element cannot be used to 
  defend a friendly element (and vice versa) in the same turn. 
  Conversion: An element receives the RAMS special unit ability if it 
  carries one or more RISC Advanced Point Defense Systems.  
  RISC Heat Sink Override Kit
  The RISC heat sink override kit has no effect in BattleForce gameplay.
  Conversion: RISC heat sink override kits have no effect in the 
  conversion process from BattleTech to BattleForce scales of play.
  RISC Emergency Coolant System
  An element with the ECS special possesses a RISC emergency 
  coolant system. This system works much like the radical heat sink 
  system (see p. 215), but with potentially more devastating effects 
  in the event of a system failure. Like the RHS special, the system 
  is activated in the End Phase of the turn, but will only do so if the 
  element has reached a Heat Scale of 4 (Shutdown). Also like the RHS, 
  the system requires a 1D6 check to determine if it suffers a failure 
  when attempting its coolant flush. 
  If this 1D6 roll result is 2 or higher, the ECS reduces the element’s 
  Heat Scale by 2 points. If the result of the 1D6 roll is 1, the ECS special 
  must be marked off and, just like the RHS, it will fail to reduce the 
  element’s heat level. In addition to this, an ECS failure will also 
  inflict one Engine Hit critical on the element itself. The ECS remains 
  inoperable for the remainder of the scenario once it is marked off.
  Conversion: An element receives the ECS special unit ability if it 
  possesses a RISC Emergency Coolant System.
  RISC Laser Pulse Module
  The RISC laser pulse module improves the accuracy of standard 
  and extended-range versions of standard Inner Sphere laser 
  weapons at a trade-off in heat. At the BattleForce scale of play, these 
  effects are factored into the heat and damage values provided by 
  the modified weapon.
  Conversion: Use the appropriate heat and damage values found 
  in the BattleForce Weapon Conversion Tables for any Inner Sphere 
  standard or ER lasers augmented by a RISC laser pulse module.  
  RISC Super-Cooled Myomers
  The RISC super-cooled myomer system has no effect in BattleForce 
  gameplay.
  Conversion: RISC super-cooled myomers have no effect in the 
  conversion process from BattleTech to BattleForce scales of play.
  Radical Heat Sink System
  An element with the RHS special possesses a “radical heat sink 
  system” that can perform a special coolant flush action in any End 
  Phase where its Heat Scale is 1 point or higher. This coolant flush will 
  reduce the element’s heat level by 1 point (to a minimum of 0), but 
  the controlling player must then roll 1D6. If the roll result is 1, the RHS 
  special must be marked off, and the element fails to reduce its heat 
  level for that turn. A radical heat sink system that has been marked off 
  in this fashion is no longer usable for the remainder of the scenario.
  Conversion: Only heat-tracking elements may be equipped with 
  a radical heat sink system. The element receives the RHS special unit 
  ability if it features this item in its weapons and equipment inventory.
  Re-Engineered Lasers
  An element that has the REL special carries enough re-engineered 
  lasers to offset many of the benefits presented by several types 
  of specialty armors, such as reflective. When an element with this 
  ability successfully attacks an element featuring reflective armor (RFA 
  special), ignore that armor’s damage-reducing effects. 
  Furthermore, if an element with this ability successfully attacks 
  a target that features the critical-resistant (CR) special, replace the 
  target’s normal –2 modifier for any critical hit rolls with –1.
  Conversion: To receive the REL special, the damage value for all 
  of an element’s re-engineered laser weapons combined must be 10 
  points or more at Medium range.
  Remote Drone Command Console
  The remote drone command console is a smaller version of the 
  drone carrier control (DCC) system described in Strategic Operations 
  (see p. 348, SO). Intended for use in ’Mech and fighter cockpits, this 
  system can only direct the operation of a single drone at one time. 
  Otherwise, it functions just like the drone carrier control system.
  Conversion: An element equipped with the remote drone 
  command console receives a DCC1 special, as the system can only 
  direct one drone at a time.
  Tight-Stream Electromagnetic Pulse (TSEMP) Weapons
  An element with the TSEMP# or TSEMP-O# special unit ability 
  carries a number of tight-stream EMP weapons (TSEMPs), which 
  function much like an energy-based version of the taser (see p. 353, 
  SO). As with taser weapons, the numerical value for this special ability 
  indicates the number of TSEMP weapon attacks the element may 
  attempt per BattleForce turn. If this numerical value is preceded by 
  a “-O”, then the element is only carrying one-shot TSEMPs, and the 
  number instead indicates how many TSEMP attacks it may attempt 
  for the entire scenario. 
  An element may only attempt TSEMP attacks during its Combat 
  Phase, and these may only be directed against targets at Short or 
  Medium range brackets in ground combat. (TSEMP weapons are 
  ineffective in airborne combat, but may be part of an air-to-ground 
  attack by fighters so equipped.) 
  A successful TSEMP attack has no effect against conventional 
  infantry elements, DropShips, or any other elements that possess the 
  VLG or SLG specials. For all other element types, a successful TSEMP 
  attack must be followed by a second 2D6 roll, adding a –1 roll modifier 
  if the target is a BattleMech or aerospace element, a –2 if the target 
  has the LG special, and a +2 if the target is a support vehicle element.
  If the modified roll result is 8 or higher, the target shuts down for 1 
  turn. On a 7 or less, the target instead suffers a +1 target modifier for 
  all attacks and Control Rolls required of it for 1 turn. Multiple TSEMP 
  attacks against the same target will not increase these modifiers, but 
  each attack should make its effects roll as long as the target is not 
  
  203
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  EARLY CLAN PROTOTYPE SYSTEMS (EARLY CLAN)
  The prototype weapons and equipment that debuted in the 
  early years of Clan development have the following effects in 
  BattleForce games.
  Early Clan Prototype Weapons
  The weapons prototyped by the early Clans are listed as 
  “Prototype” in the BattleForce Weapon Conversion Table for 
  Alternate Era equipment, under the Early Clan Equipment header. 
  These include Clan prototype ER lasers, Clan prototype LB-X 
  autocannons, Clan prototype Streak SRM launchers, and Clan 
  prototype Ultra autocannons.
  Elements mounting these prototype weapons follow all 
  appropriate rules for standard weapons in gameplay. 
  EXPANDED PROTOMECHS (WARS OF REAVING)
  With the exception of the Glider type of ProtoMech, the 
  expanded ProtoMech technologies that were unveiled during the 
  Clan Wars of Reaving function (and are converted from BattleTech) 
  according to the standard BattleForce rules for such element types.
  Glider ProtoMechs
  Glider ProtoMechs are noted by having the Glider (GLD) 
  special unit ability, and will feature two MP values, separated 
  by a slash. The value left of the slash is the ProtoMech’s ground 
  MP, while the value to the right of the slash is its WiGE MP 
  (movement code g).
  In BattleForce gameplay, a Glider ProtoMech element must 
  declare which movement mode it is using at the start of its 
  Movement Phase. Glider ProtoMechs that opt to use their 
  ground MP must follow all relevant rules for ProtoMechs using 
  non-jumping ground movement, while those that use their 
  WiGE movement must use the rule appropriate for Wing-in-
  Ground Effect vehicles (see p. 218, SO)—including the minimum 
  movement requirement of 2 hexes to remain aloft.
  Furthermore, if an attack against a Glider ProtoMech element 
  misses its modified to-hit number by 1 point, the attacker must 
  roll 1D6. If the result is 5 or 6, the Glider ProtoMech suffers a 
  glancing hit to its wings. This glancing blow reduces the 
  element’s WiGE MP by 1, but otherwise delivers no damage to 
  the ProtoMech.
  Conversion: When converting a Glider ProtoMech, assign 1 
  MP of ground MP for every MP of Walking movement it has in 
  BattleTech play. For the Glider ProtoMech’s WiGE MP, use its WiGE 
  Cruise MP. For example, the Svartalfa Glider ProtoMech, with a 
  Walking MP of 1 and a WiGE Cruise MP of 4 in BattleTech, would 
  translate to a BattleForce MP of 1/4g.
  INNER SPHERE PROTOMECH INTERFACE (JIHAD)
  The Inner Sphere ProtoMech interface that was prototyped 
  during the Jihad has no special effect in BattleForce play, except 
  that such elements can only be piloted by warriors who have 
  received a direct neural implant of some kind.
  Conversion: The Inner Sphere ProtoMech interface has no 
  special rules when converting a ProtoMech so equipped from 
  BattleTech to BattleForce.
  INNER SPHERE RECOVERED PROTOTYPES  
  (LATE SUCCESSION WARS)
  The recovered Star League-era equipment, and prototype 
  technologies that debuted in the Late Succession Wars have the 
  following effects in BattleForce games.
  RISC Viral Jammers
  An element with RISC Viral Jammers will be noted with either 
  a HJ special unit ability (for homing jammers), or a DJ special unit 
  ability (for decoy jammers). A viral jammer may only be activated 
  at the start of the element’s Movement Phase, and will have the 
  effects outlined below for its jammer type against all elements 
  within 6 hexes of the jamming element, and which have an LOS 
  to it at the end of their Movement Phase. Note that viral jamming 
  affects friendly and opposing elements alike.
  A RISC viral jammer remains active for 5 turns once it is 
  activated, and cannot be shut off before then except through 
  the destruction or shutdown of the operating element. Once a 
  jammer is disabled in any way (or its 5 turns of operation elapse), 
  its negative effects will dissipate, and the jammer’s special ability 
  is marked off the element’s stats. 
  Decoy Jammers (DJ): Once a decoy jammer is activated, all 
  elements within the jammer’s area of effect must roll 2D6. If this 
  roll result is 9 or higher, the element is unaffected by the jammer. 
  Otherwise, any AECM, ECM, LECM, STL, or WAT specials the target 
  element possesses will be rendered inoperative for the duration 
  of the jammer’s effect.
  Homing Jammer (HJ): Once a homing jammer is activated, 
  all elements within the jammer’s area of effect must roll 2D6. 
  On a result of 9 or more, these elements will function normally. 
  Otherwise, the targeted elements will be unable to use any TAG, 
  C3 systems of any kind (including C3BSM, C3BSS, C3EM, C3I, C3M, 
  C3RS, or C3S), or the NOVA special, for the duration of the jammer’s 
  effect. In addition, if such elements feature an IATM, LRM, CNARC, 
  SNARC, or SRM special, all attacks made that include these 
  weapons’ damage or effects will suffer a +1 to-hit modifier. 
  Conversion: An element receives the DJ special unit ability if it 
  carries one or more decoy jammers. If the element carries one or 
  more homing jammers, it receives the HJ special unit ability.
  Clan ER PPC Capacitor
  The development of a PPC capacitor compatible with Clan-
  made ER PPCs occurred in the decades following the Jihad. 
  Because this is technically the Dark Age period, the weapon 
  combination is listed in the BattleForce Weapon Conversion 
  Tables for Dark Age Equipment. The Clan ER PPC and Capacitor 
  combination has no special effects.
  Conversion: Use the appropriate heat and damage values 
  found in the BattleForce Weapon Conversion Tables for any Clan 
  ER PPCs augmented by a PPC Capacitor.  
  EARLY CLAN IMPROVED SYSTEMS (EARLY CLAN)
  The improved weapons and equipment that debuted in the 
  early years of Clan development have the following effects in 
  BattleForce games.
  Early Clan Improved Weapons
  The weapons introduced by the early Clans are listed as 
  “Improved” or “Enhanced” in the BattleForce Weapon Conversion 
  Table for Alternate Era equipment, under the Early Clan Equipment 
  header. These include the improved lasers, improved and 
  enhanced PPCs, improved autocannons, improved Gauss rifle, 
  and improved standard missile launchers.
  Elements mounting these improved weapons follow all 
  appropriate rules for standard weapons in gameplay. Any relevant 
  special unit abilities applicable to these weapons (as noted on the 
  table) will apply only if their damage values attain the minimum 
  defined under the normal rules for those special abilities when 
  converting elements from standard BattleTech play to BattleForce 
  (i.e. 10 points or more at Medium range for missile launchers).
  
  area previously created by Anti-TSM warheads—will immediately 
  suffer 1 point of structure damage if they do not possess any armor at 
  that time, resolving Critical Hits accordingly.
  Listen-Kill Missiles: Elements using Listen-Kill missiles receive a –1 to-
  hit modifier when executing attacks against a target, whether doing so 
  with just the element’s LRM or SRM special, or as part of a full standard 
  attack. (Note: For scenarios set after 3039, this modifier is negated.)
  Space Station K-F Adapter
  Elements with Space Station K-F Adapters are counted as DropShips 
  for the purposes of being transported by ships with KF-capable docking 
  collars (represented by the DT# special). Docking and undocking a 
  station element fitted with a K-F adapter follows the standard rules for 
  this item (see p. 105), except the number of turns required is halved. 
  Any K-F Drive critical hits to a space station with a K-F adapter are 
  treated as a K-F Boom critical hit instead (see p. 285, SO).
  LAND-AIR BATTLEMECHS (MULTIPLE ERAS)
  An element that is built as a Land-Air BattleMech (LAM) will have 
  either a LAM (#g/#a) special, or a BIM (#a) special to identify itself 
  as such. LAMs can change modes from that of a BattleMech to that 
  of an aerospace fighter, using the movement rules for the element 
  type corresponding to their mode. LAMs not indicated as bimodal-
  only (those with the BIM special) also include a hybrid configuration 
  known as AirMech mode, in which the ’Mech can move as a wing-in-
  ground effect (WiGE) vehicle element. 
  Regardless of their current mode of operation, LAMs are technically 
  considered BattleMechs, and will thus function in accordance with 
  the standard BattleForce rules for ’Mech elements except as follows:
  Mode Switches and Movement
  When a LAM switches between modes, this switch always takes 
  place at the start the element’s Movement Phase. The action is 
  incidental to the element’s movement, and switches it to the 
  movement type of its chosen form: 
   • LAMs in ’Mech mode function as jump-capable BattleMechs, 
  and may only use the movement rules and modifiers applied to 
  standard ground and jumping movement types in this mode. These 
  movement ranges will be shown on the element’s basic Move stats. 
   • LAMs in AirMech mode function as BattleMechs with a WiGE 
  movement type (the movement mode ending in “g” after 
  the LAM special), and may only use the movement rules and 
  modifiers applied for WiGE vehicle elements in this mode. Note 
  that the number of MPs a WiGE receives may be different from 
  the amount of MPs it receives in ’Mech mode.
   • LAMs in Fighter mode function as aerospace elements for 
  movement purposes. Once the switch to this mode occurs, the 
  element’s Thrust is identified by the aerodyne movement value 
  (the movement mode ending in “a” after the LAM or BIM special). 
   • If a LAM is currently being attacked by Anti-’Mech Infantry 
  (see p. 322, SO)—or was attacked by an Anti-’Mech Infantry 
  element that has yet to move away from the previous turn—
  when it changes modes, the LAM delivers 1 point of damage to 
  the attacking infantry element, but must roll for and resolve a 
  Critical Hit against itself before it can perform any other actions 
  in the turn where it converts.
  Combat Phase
  The following rules additional rules apply to LAMs in combat:
  Target Movement Modifiers: Attacks against LAMs use the target 
  movement modifiers appropriate to their current mode of operation. 
  LAMs in Fighter and AirMech mode are considered airborne elements 
  for targeting purposes, with attacks against AirMech-mode LAMs 
  Recovered Prototype Weapons
  The prototype weapons reintroduced in the late Succession 
  Wars period are listed in the in the BattleForce Weapon Conversion 
  Table for Alternate Era equipment, under the Late Succession Wars 
  Equipment header. These include the prototype ER large laser, the 
  3031 prototype medium pulse laser, 3038 prototype Gauss rifle, 3030 
  prototype LB 10-X autocannon, and the prototype autocannon/5.
  Elements mounting these recovered prototype weapons follow all 
  appropriate rules for standard weapons in gameplay. 
  Prototype Double Heat Sinks (Freezers)
  Prototype double heat sinks have no special effects in BattleForce 
  gameplay.
  Conversion: When calculating heat for an element with prototype 
  double heat sinks (freezers), each freezer dissipates 2 points of heat.
  Prototype Endo Steel Structure
  Prototype endo steel internal structure (ES-P) has no special effects 
  in BattleForce gameplay.
  Conversion: Prototype endo steel internal structure does not 
  modify an element’s BattleForce conversion process in any way.
  Prototype Ferro-Fibrous Armor
  Prototype ferro-fibrous armor (FF-P) has no special effects in 
  BattleForce gameplay.
  Conversion: Prototype ferro-fibrous armor does not modify an 
  element’s BattleForce conversion process in any way.
  Prototype Triple-Strength Myomer
  Elements with the prototype form of triple-strength myomer 
  (identified by the TSMX special unit ability) deliver 1 additional point 
  of damage to all successful physical attacks they execute, regardless 
  of the element’s current heat level. This added damage is cumulative 
  with any provided by a Melee (MEL) special ability.
  Unlike standard and industrial TSM, prototype TSM does not 
  provide a movement boost. More importantly, elements equipped 
  with prototype TSM are susceptible to Anti-TSM special munitions 
  (see below).
  Conversion: An element receives the TSMX special unit ability 
  if it lists prototype triple-strength myomer in its weapon and 
  equipment inventory.
  Specialty Munitions:  
  Listen-Kill Missiles and Anti-TSM Munitions 
  Listen-Kill missiles and Anti-TSM warheads missiles are alternate 
  munitions available only to standard LRM and SRM launchers, and 
  cannot be used by elements that lack either of those special abilities. 
  The general rules governing the use of alternative munitions in 
  BattleForce are found in Strategic Operations (see pp. 308-310, SO). 
  The following rules detail the specific effects of these munitions in 
  BattleForce play.
  Anti-TSM Warheads: When making a successful ranged attack by 
  elements equipped with Anti-TSM warheads—either while using just 
  the element’s IF, LRM, or SRM special abilities, or as part of a standard 
  attack—reduce the attack’s damage by 1 point. If the target possesses 
  the TSMX or TSI specials, it sustains 2 additional points of damage and 
  1 additional critical hit, even if there is still armor remaining.
  In addition to these effects, Anti-TSM warheads fill a 1-hex area with 
  smoke centered on the element they hit. This “green smoke” which 
  will linger, drift, and affect LOS as per the rules for normal smoke (see 
  p. 318, SO). Elements with the TSMX or TSI specials that enter this 
  smoke area—or which begin their Movement Phase within a smoke 
  
  205
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  PRIMITIVE PROTOTYPE EQUIPMENT (AGE OF WAR)
  The primitive prototypes of the weapons and equipment 
  that debuted in the early years of Clan development have the 
  following effects in BattleForce games.
  Primitive Prototype Weapons
  The early prototype weapons introduced in the earliest days 
  of the Age of War are described as “Primitive Prototype” weapons 
  in the BattleForce Weapon Conversion Table for Alternate Era 
  equipment, under the Age of War Equipment header. These 
  include the primitive prototypes for standard autocannons, the 
  Long Tom artillery piece, standard lasers, standard LRMs, standard 
  SRMs, and the standard PPC.
  Elements mounting these improved weapons follow all 
  appropriate rules for standard weapons in gameplay. Any relevant 
  special unit abilities applicable to these weapons (as noted on the 
  table) will apply only if their damage values attain the minimum 
  defined under the normal rules for those special abilities when 
  converting elements from standard BattleTech play to BattleForce 
  (i.e. 10 points or more at Medium range for missile launchers).
  Note that primitive prototype missile launchers (which already 
  account for their reduced number of missile hits per cluster) 
  are incompatible with Artemis-style fire control systems, and 
  thus have no augmented damage values for such technologies. 
  Likewise, primitive prototype autocannons, lasers, and PPCs are 
  incompatible with modern targeting computers, and thus cannot 
  benefit from such equipment.
  DropShuttle Bays
  Elements with DropShuttle Bays count as having the DropShip 
  Transport ability (DT#), with each DropShuttle Bay counting as the 
  equivalent of 2 docking collars (see p. 348, SO). Docking attempts 
  follow the standard rules (see p. 119), except the required number 
  of turns is halved.
  Pre-KF Boom Docking Collar
  Elements with a Pre-KF Boom Docking Collar treat these 
  as standard docking collars for most operations, adding the 
  DT# special to the unit for each pre-boom collar the element 
  possesses, but must add a lower-case “p” to the end of the special 
  ability code to identify the transport capability as pre-boom (e.g. 
  DT3p for an element with 3 pre-boom docking collars). Elements 
  that mount pre-boom collars may not execute hyperspace jumps 
  while any DropShips are docked with it.
  Other Primitive Prototype Equipment
  The other “primitive prototype” equipment featured in this 
  chapter—K-F drive booms and post-KF boom docking collars for 
  spacecraft, and jump jets for ’Mechs—operate as their normal 
  counterparts under BattleForce rules. No special rules apply for 
  their use in gameplay, or when converting elements that use 
  them from BattleTech to BattleForce game stats.
  PRIMITIVE UNITS AND RETROTECH (MULTIPLE ERAS)
  The following BattleForce rules apply to elements built using 
  the rules for primitive units. Players running games set after 
  the Age of War period may still employ primitive construction 
  rules, but any elements built via the primitive construction rules 
  after the founding of the Star League (2570) will be classified as 
  “RetroTech” instead. It is up to the players to clearly identify which 
  elements are which in the event that a scenario features a mix of 
  primitive, modern, and/or RetroTech elements.
  treated as an attack against an airborne ’Mech, and attacks against 
  Fighter-mode LAMs treated as an attack against an airborne 
  aerospace fighter.
  Weapon Attack Arcs: LAMs in all modes use the same weapon 
  attack arcs as a BattleMech.
  Control Rolls: LAMs in fighter mode make Control Rolls 
  whenever they would normally be required for aerospace elements.
  Damage and Critical Hits: In all three modes, LAMs suffer 
  damage and critical hits as a BattleMech. 
  Additional Land-Air BattleMech Rules
  LAMs also apply the following additional rules during 
  BattleForce game play:
  Bimodal LAMs: A LAM identified as bimodal—with the BIM 
  (#a) special—cannot make use of the AirMech mode. Bimodal 
  LAMs can only switch between standard ’Mech and fighter 
  configurations.
  Unit Transports: Another advantage to LAMs is that they can 
  be carried by transports intended for either ’Mechs or fighters by 
  simply switching to the appropriate mode. A LAM in ’Mech mode 
  can be transported and deployed by units that possess ’Mech 
  cubicles (MT# special), while one in fighter mode can be carried 
  and launched from units that possess fighter cubicles (AT# special).
  Converting LAMs for BattleForce
  When converting a LAM from BattleTech to BattleForce, treat 
  the element as a normal BattleMech, but assign it the additional 
  special unit ability of LAM (#g/#a) if the element is a standard 
  LAM, or BIM (#a) if it is a bimodal LAM. For both LAM types, the # 
  value preceding the letter “a” is equal to the element’s Safe Thrust 
  in fighter mode; for standard LAMs, the # value preceding the 
  letter “g” is the LAM’s WiGE Cruise MP.
  MACHINA DOMINI INTERFACE (JIHAD)
  A ’Mech element that is operated by a Machina Domini 
  Interface (Clan or Inner Sphere) functions as a normal BattleMech 
  in BattleForce play, with a –1 Skill modifier applied to the operating 
  warrior. Be sure to adjust the element’s BattleForce Point Value to 
  account for this Skill improvement. In addition to this, warriors 
  piloting a Machina Domini-operated element automatically eject 
  in the event their element is destroyed in combat (see p. 314, SO). 
  Only warriors who have been augmented with a VDNI implant 
  of some type may operate an element fitted with a Machina 
  Domini interface. While operating a ’Mech element via a Machina 
  Domini interface, the operator’s battle armor-based control 
  system is treated as part of the ’Mech, and thus is not tracked 
  as a separate element. When ejected or otherwise outside of its 
  ’Mech, the suit is treated as an ejected warrior per the Ejection/
  Abandoning Elements rules cited above.
  Conversion: Beyond applying the DN special unit ability to 
  both the ’Mech and battle armor elements required for a Machina 
  Domini interface, this technology does not alter the standard 
  rules for converting elements from BattleTech to BattleForce. 
  MODULAR SPACE STATIONS (MULTIPLE ERAS)
  An element that is built as a modular space station follows 
  the standard BattleForce rules for space stations, but is treated 
  as having a Space Station K-F Adapter. Assembly/disassembly 
  follows the standard rules (see p. 117), except the number of turns 
  required is halved. Disassembled modular space stations may 
  then be docked with any jump-capable elements that possess a 
  DT# special ability, with a maximum of 2 space station modules 
  per jump-capable element.
  
  When using dead-fire missiles as part of a standard weapon attack, 
  remember to adjust the element’s normal damage values accordingly 
  (e.g. eliminating the Long range LRM damage values for elements with 
  LRM specials while increasing their Short and Medium range damage 
  by 1; or eliminating the Medium range SRM damage values for elements 
  with SRM specials, while increasing their Short range damage by 1).
  Shoot and Sit Missiles
  Shoot-and-sit (SS) missiles were an early version of the explosive 
  Narc pods that could either be detonated immediately on contact 
  (like the explosive pods, as defined on p. 309, SO), or detonated later. 
  When making a weapon attack, an element using shoot-and-
  sit missiles can declare when attacking that it is either using these 
  warheads as normal contact-explosive pods—in which case the 
  explosive pod rules are used, and deliver 1 point of damage per 2 
  pods, rounded down—or is withholding the detonation for later. If 
  the attacker opts for a later detonation, it must track each successful 
  hit made against its target using the SNARC special. To detonate these 
  missiles later, the attacker must begin its Combat Phase with a valid 
  LOS to the target that has been “seeded” with SS missiles, and declare 
  that it is setting off the explosives as part of its own weapon attack. 
  The detonation delivers damage to the target equal to 1 point for 
  every 2 successful SNARC attacks previously made against the target 
  using SS missiles. When detonated later in this manner, all of the SS 
  missiles are set off at once; the attacker cannot choose to set some off 
  and save others for later.
  An element using SS missiles can only detonate its own missiles in 
  this manner. If the element using SS munitions is destroyed before 
  it can set off its explosives, the unexploded missiles will not be 
  detonated (and can be safely removed post-battle). 
  QUADVEES (DARK AGE)
  An element that is built as a QuadVee will have the QV special to 
  identify itself as such, as well as a base movement code given as either 
  “qt” or “qw”. Because the torso of a QuadVee also functions as a turret, 
  these units will also feature a TUR (#/#/#) special ability.
  Similar to a LAM, but entirely ground-based, a QuadVee is a ’Mech 
  designed to switch between ’Mech and vehicle movement options. 
  Unlike LAMs, QuadVees do not have a hybrid mode of operation. 
  QuadVees are considered BattleMech elements regardless of their 
  current mode, and thus will function in accordance with the standard 
  BattleForce rules for ’Mech elements except as follows:
  Mode Switches and Movement
  When a QuadVee switches between modes, its conversion always 
  takes place at the start the element’s Movement Phase. The action 
  is incidental to the element’s movement, and switches it to the 
  movement type of its chosen form: 
   • QuadVees in ’Mech mode function as four-legged ’Mechs, and 
  thus may use the standard movement rules and modifiers 
  applied to ’Mech elements (including jump capability, if 
  indicated in the element’s stats). These movement ranges are as 
  those shown on the element’s basic Move stats. 
   • QuadVees in vehicle mode function as ground vehicles for 
  movement purposes, but the type of movement used in this 
  mode varies with element’s movement code. A QuadVee 
  movement code of “qt” indicates that the element uses tracked 
  movement when in vehicle mode, while a code of “qw” indicates 
  that it uses wheeled movement in vehicle mode. The base MP 
  a QuadVee has in vehicle mode is identical to its non-jumping 
  ’Mech mode. While in vehicle mode, a QuadVee must obey 
  all terrain restrictions for vehicles of its movement type, and 
  cannot use jumping movement even if it possesses that ability 
  Primitive Targeting Modifiers
  In BattleForce play, primitive IndustrialMechs with the AFC special 
  ability and aerospace fighter elements automatically suffer a +1 to-
  hit modifier for all attacks due to their less sophisticated targeting 
  systems. This same modifier also applies to primitive combat vehicles 
  with the AFC special, and primitive conventional fighters with the 
  AFC, which are built using support vehicle rules, and thus use the 
  rules for those element types in BattleForce play.
  Primitive elements that have the BFC special unit ability (Basic 
  Fire Control) will suffer a +2 Skill modifier instead of the +1 indicated 
  above, while primitive IndustrialMechs and vehicle elements with 
  neither the AFC nor the BFC specials will suffer a +3 Skill modifier.
  Primitive BattleMechs suffer no added to-hit modifiers due to 
  their primitive construction, nor will any modern elements built to 
  primitive standards (also known as “RetroTech” elements). 
  Damage to Primitive and RetroTech Elements
  When applying damage to elements built with a primitive or 
  RetroTech construction rules, use the standard BattleForce gameplay 
  rules, including those for special unit abilities such as BAR. 
  If the element is a ’Mech, roll twice for any required Critical Hit 
  checks, even if the element is a BattleMech. If the element is an 
  IndustrialMech, apply an additional +2 roll modifier for these Critical 
  Hit rolls, treating any result higher than 12 as a “Fuel Hit” critical result 
  (even if the element does not carry fuel). 
  For all other primitive and RetroTech elements, no additional 
  special rules apply.
  Converting Primitive and RetroTech Elements
  When converting elements constructed via the rules for primitive 
  units and RetroTech from BattleTech to BattleForce, all standard 
  conversion rules apply. As always, be sure to note any armor types 
  used that may provide a BAR special unit ability, as well as any use of 
  the basic fire control (BFC) or advanced fire control (AFC) on all non-
  BattleMech and non-aerospace elements.
  For elements that are not specifically identified as RetroTech, be 
  sure and compute the element’s base BattleForce Point Value using 
  a Skill rating equal 4 plus the appropriate primitive to-hit modifier 
  indicated above. (For example, a primitive IndustrialMech with a 
  BFC special would compute its base PV as if it had a Skill of 6; 4 +2 
  [Primitive element with BFC] =  6.)
  PROTOTYPE SPECIALTY MUNITIONS (CLAN INVASION)
  Of the short-lived prototype specialty munitions that appeared 
  in the Clan Invasion era, only dead-fire missiles, and shoot-and-
  sit missiles have an effect in BattleForce play. Dead-fire missiles 
  are alternate munitions available only to standard LRM and SRM 
  launchers, and cannot be used by elements that lack either of those 
  special abilities, while shoot-and-sit missiles are only available to 
  elements equipped with a standard Narc launcher (SNARC special). 
  The general rules governing the use of alternative munitions in 
  BattleForce are found in Strategic Operations (see pp. 308-310, SO). 
  The following rules detail the specific effects of these munitions in 
  BattleForce play.
  Dead-Fire Missiles
  When delivering an attack using dead-fire missiles, increase the 
  damage delivered by the element’s LRM or SRM special by 1 point, 
  but decrease its maximum range by 1 bracket. (For example, with 
  dead-fire missiles, the LRM1/2/2 special would become LRM2/3/0, 
  while the SRM3/3 special would become SRM4/0.)
  
  207
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  In addition to the above, all weapons mounted in a QuadVee’s 
  torso and head are treated as though they are mounted in a 
  turret, and so the sum of all damage values attributed to torso- 
  and head-mounted weaponry is also assigned to a TUR(#/#/#) 
  special unit ability (see pp. 353-354, SO). 
  ROBOTIC AND DRONE SYSTEMS (MULTIPLE ERAS)
  Virtually all element types found in BattleForce may be 
  constructed as drones. Drones are either driven remotely by 
  human operators, or controlled by their own on-board artificial 
  intelligence software. For the sake of these rules, a unit with the 
  Drone (DRO) special is considered to be a remote-controlled 
  unit, while those with the Robotic (RBT or SDCS) specials operate 
  independently.
  Remote-Operated Drones
  The use of remote-operated drones is largely covered already 
  by the rules for the Drone and Drone Carrier Control System 
  special unit abilities found in Strategic Operations (see p. 348, 
  SO). Additional rules regarding these drones are covered under 
  Additional Drone Rules (see p. 208).
  Robotic Drones
  Robotic elements—identified by the RBT special unit ability 
  code—are designed for independent operation, and thus do not 
  rely on constant communication for combat directions, nor do 
  they require the presence of a control element as remote drones 
  do. Despite this, robotic drones can still be impaired by hostile 
  ECMs as their sensor suites become blinded or disoriented by the 
  interference. The following rules cover the operation of robotic 
  drones in BattleForce games.
  in ’Mech mode. However, 
  vehicle-mode QuadVees will 
  gain other benefits unique 
  to vehicles (such as the extra 
  1 MP of movement on paved 
  terrains).
   • Wheeled QuadVees in vehicle 
  mode increase their available 
  MP per turn by 1.
  Combat Phase
  The following rules additional 
  rules apply to QuadVees in combat:
  Target Modifiers: Attacks against 
  QuadVees use all target modifier 
  rules appropriate to the QuadVee’s 
  current mode of operation. 
  Weapon Attack Arcs: QuadVees 
  in both modes possess a 360-de-
  gree weapon attack arc, as indi-
  cated by the fact that the element’s 
  damage values are also given as a 
  TUR (#/#/#) special. Despite this, 
  the element retains a rearward fac-
  ing and attacks through its rear arc 
  are resolved with the same modifi-
  ers and effects as a rear attack on  
  a BattleMech.
  Damage and Critical Hits: 
  In both modes, QuadVees suffer 
  damage and critical hits as a  
  BattleMech. 
  Unlike 
  vehicles, 
  QuadVees do not check for Motive 
  Systems Damage under any circumstances (see p. 231, SO). 
  Other QuadVee Rules
  QuadVees also apply the following additional rules during 
  BattleForce game play:
  Water Movement: Unlike normal vehicles, QuadVees in vehicle 
  mode may enter water of Depth 0 or 1, but must be in ’Mech mode 
  to enter Depths 2+. Vehicle-mode QuadVees in water of Depths 0 
  and 1 use the movement costs applied to ’Mech elements.
  Unit Transports: Another advantage to QuadVees is that they 
  can be carried by transports intended for either ’Mechs or vehicles 
  by simply switching to the appropriate mode. A QuadVee in ’Mech 
  mode can be transported and deployed by elements that possess 
  ’Mech cubicles (MT# special), while one in vehicle mode can be 
  carried and launched from units that possess vehicle bays (VTM#, 
  VTH#, or VTS# specials). 
  The only concern when carrying vehicle-mode QuadVees in 
  this manner is that the QuadVee must be within the size limits 
  described for the appropriate bay type (see p. 354, SO).
  Converting QuadVees for BattleForce
  QuadVees receive the QV special ability. Convert QuadVees 
  to BattleForce as BattleMechs (see p. 355, SO). If the QuadVee 
  has Tracks in its legs, it identifies its ground MP with the Tracked 
  QuadVee movement type (qt). If the QuadVee has Wheels in 
  its legs, it identifies its ground MP with the Wheeled QuadVee 
  movement type (qw). The MPs listed for either QuadVee ground 
  movement type are equal to the element’s Walking MP. (The 
  bonus MP allotted to wheeled QuadVees in vehicle mode is 
  accounted for in the rules above.)
  PH 
  XX
  Autonomous and unmanned, M-5 Caspar Capital Drones once guarded the Terran Hegemony worlds with cold logic and heartless lethality.
  
  Aerospace Drones: When using the Aggression Modes for robotic 
  aerospace elements with the abstract aerospace combat rules, 
  disregard the range references described, and replace the movement 
  range limitations of the defensive and passive modes as follows:
   • For defensive robotic elements, all movement must be restricted 
  to the Central Zone and the Inner, and Middle Rings of the Radar 
  Map that the element is operating in. 
   • Passive robotic elements will restrict their movement range 
  to the Central Zone and Inner Ring only. If forced to retreat for 
  any reason, the robotic element will return to its base vessel or 
  landing area, or—if none has been defined—simply move to 
  stay as close to the Central Zone as possible.
  ECM Effects on Robotic Elements: Unlike remote-controlled 
  drones, robotic elements caught within a hostile ECM field will not 
  simply shut down. Instead, whenever a robotic element begins its 
  Movement Phase inside the area of a hostile ECM field, the drone’s 
  controlling player must roll 1D6. 
  On a result of 4 or less, the robotic element becomes blinded for 
  that turn. A blinded robotic element will behave as a crippled element 
  under Forced Withdrawal rules, and retreat toward its home area. 
  On a result of 5, the robotic element becomes dazed for that turn. 
  While dazed, the element will simply move in a random direction 
  (turning only to avoid entering illegal terrain), and will attempt no 
  attacks in the Combat Phase.
  On a 6 result, the robotic element goes berserk. In this state, the 
  robotic element behaves as if it has been set to a Suicidal Aggression 
  Mode, and will target, close with, and attack the nearest element of 
  any type. Because its sensors are disrupted at this time, the berserking 
  robotic element will not be able to tell friend from foe in this state, 
  and will attack the nearest element from any side. 
  ECM effects against robotic elements end at the start of any turn 
  in which the robotic element is no longer within a hostile ECM field.
  Additional Drone Rules
  Neither of the drone types covered by these rules—remote-controlled 
  or robotic—may benefit from special command or pilot abilities (such as 
  the found on pp. 265-269 and 298-307, SO). If such optional command 
  rules are in play, drone elements are omitted from any chains of 
  command that may receive special tactical commands. Furthermore, 
  remote-controlled and robotic drones may take advantage of any rules 
  that rely on the MHQ# special unit ability (such as Battlefield Intelligence, 
  see pp. 263-264, SO)—but they may still benefit from any other on-board 
  special unit abilities noted in their stats.
  Drones and Psychological Warfare: Drones of all types are 
  immune to the effects of morale (see pp. 295-297, SO), and special 
  abilities and command tactics that would demoralize, distract, 
  intimidate, or enrage human-crewed units. 
  Special Equipment and Conversion Rules for Robotic Elements
  The rules that follow detail additional effects of robotic- and drone-
  specific equipment that has been featured in this book. This includes not 
  only gameplay rules, but also the applicable conversion rules that apply. 
  Note that all robotic and remote-operated drones otherwise follow the 
  BattleForce conversion rules appropriate to their element types.
  Smart Robotic Control System
  An element with a smart robotic control system is identified as 
  a robotic element with the RBT special unit ability. These elements 
  follow the standard rules for robotic drones as described above.
  Conversion: An element constructed with a smart robotic control 
  system receives the RBT special unit ability.
  Robotic Initiative: Because they are specifically designed to 
  operate independent of human control, any time a force of robotic 
  elements is present in a scenario, all robotic elements fielded by 
  each side must roll their own Initiative. A robotic force’s Initiative roll 
  automatically applies a –2 modifier automatically (–1, if the robotic 
  unit features the SDCS special). 
  Robotic Skill Ratings: As with remote drones, robotic drones that 
  lack the SDCS special receive a Skill rating 1 point higher than an 
  equivalent human-operated equivalent. Thus, a Regular-rated non-
  SDCS robotic tank would possess an effective Skill of 5, rather than 4. 
  Robotic elements with the SDCS special receive a Skill rating equal to 
  any human-operated element of the equivalent Skill Rating. 
  Because few robotic AIs can match the intuitive abilities of a human, 
  the maximum Skill Rating a robotic unit may possess is Elite—so, a 
  robotic unit without the SDCS special may not receive a Skill rating 
  better than 3, while the best Skill rating a robotic drone with the SDCS 
  special may attain is 2.
  Robotic Aggression Modes: At the BattleForce scale of play, the 
  elaborate decision trees described earlier in this book are replaced 
  with a simpler guide to robotic drone behavior, based on the 
  element’s “Aggression Mode”. Prior to the start of a scenario involving 
  robotic drone elements, the drones’ controlling player must assign an 
  Aggression Mode to each unit of robotic elements. This Aggression 
  Mode will establishes the drones’ general mission and tactical 
  functions for the scenario, and may be set as Aggressive, Defensive, 
  Passive, or Suicidal. 
   • Aggressive Mode: An aggressive robotic element will take 
  an active role in combat, targeting and attacking any hostile 
  elements that come within its weapons’ range and line of sight. 
  The aggressive element may pursue its enemies as the controlling 
  player sees fit, and will continue to pursue for any distance, unless 
  the drone suffers crippling damage (at which point it will follow 
  Forced Withdrawal rules and return to its base).
   • Defensive Mode: Defensive robotic elements will stay close 
  to an objective or designated map area that it is tasked with 
  protecting, never straying farther than 12 hexes from its charge. 
  Defensive drones will only target hostile elements that enter 
  their weapons’ range, and may seek better positions to strike at 
  them from, but they will never allow themselves to be drawn too 
  far away from their defensive objective. If a defensive drone does 
  find itself farther than 12 hexes from the focus of its defense, it 
  will move back toward it at the earliest opportunity. As with 
  aggressive drones, defensive drones return to base per Forced 
  Withdrawal rules once they have sustained crippling damage.
   • Passive Mode: A passive robotic element is even less apt to 
  move and engage enemies than a defensive one. These drones 
  will only attack a hostile target that has entered their Short 
  range bracket, and are always susceptible to Forced Withdrawal 
  rules if they sustain crippling damage. A passive drone will not 
  move farther than 3 hexes from its assigned position.
   • Suicidal Mode: Robotic drones set to a suicidal level of 
  aggression will always attempt to close with and engage the 
  nearest hostile element during combat. Suicidal drones will also 
  ignore Forced Withdrawal rules under all conditions. If a suicidal 
  drone is crippled and rendered unable to attack a target, it 
  may—at the controlling player’s option—initiate a self-destruct 
  sequence. A self-destructing drone with a Booby Trap device will 
  deliver the full damage value of that device to all elements in its 
  hex (see p. 346, SO); if it lacks such a device, the self-destructing 
  drone will deliver damage equal to its Size value to all elements 
  in its hex.
  
  209
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  A DTACS is compatible only with elements that have the RBT 
  special without the SRCS special, and provides a –1 Skill modifier 
  to a number of such elements equal to the command element’s 
  DCC# special. If commanding an element that has the RBT special 
  only, this element can only alter a friendly robotic element’s 
  Aggression level during its own Movement Phase; if the friendly 
  robotic element also possesses the DRO special.
  Conversion: An element constructed with DTACS equipment 
  receives the DCC# and NC3 special unit abilities. The value 
  assigned to the DCC# ability is equal to the number of drones the 
  element is designed to control.
  Advanced Robotic Transport System
  An element equipped with the advanced robotic transport 
  system uses modified transport bays primarily intended to operate 
  in conjunction with drones. In BattleForce play, the function of an 
  ARTS bay is indistinguishable from that of an equivalent fighter, 
  small craft, ’Mech, or vehicle transport bay. 
  Elements with ARTS bays also gain the benefits of a mobile 
  field base, which enables them to serve as repair assets 
  between scenarios.
  Conversion: Treat an element’s ARTS-enhanced transport bays 
  as their equivalent standard transport bays when converting to 
  BattleForce. In addition to this, assign the mobile field base (MFB) 
  special to any element that carries one or more ARTS-enhanced 
  transport bays.
  SDS Self-Destruct System
  The SDS self-destruct system operates as the equivalent of a 
  booby trap device on drones so equipped. Players should note 
  that, to avoid capture, virtually every Star League-era robotic 
  elements equipped with such self-destruct systems would 
  automatically activate them once they sustained crippling 
  damage, regardless of the element’s Aggression level.
  Conversion: Any element constructed with a SDS self-destruct 
  system receives the booby trap (BT) special unit ability. 
  SLDF SDS Jammer
  An element with this special unit ability cancels the –1 to-hit 
  modifier provided by an opposing element’s ATAC or Naval C3 
  special abilities. This jamming effect works as long as the opposing 
  elements lie within its Extreme range weapon bracket (or closer).
  Conversion: An element constructed with an SLDF SDS 
  jammer system receives the JAM special unit ability. 
  Dragon’s Breath MCM Launch System
  An element equipped with the Dragon’s Breath MCM launch 
  system receives the DB special unit ability. Once per scenario, an 
  element with this ability may execute an attack against any target 
  that comes within the element’s Medium range bracket. Apply a 
  +4 to-hit modifier to this attack, in addition to all other modifiers 
  appropriate to the element’s normal ranged weapon attack. If the 
  attack succeeds, roll 4D6 and apply that many points to the target.
  Once a Dragon’s Breath weapon is fired, mark it off the element’s 
  record sheet.
  Conversion: An element carrying a Dragon’s Breath MCM 
  launch system receives the DB special unit ability.
  SUPERHEAVY ’MECHS (MULTIPLE ERAS)
  Superheavy ’Mechs are identified as ’Mech-type elements, with 
  a Size value of 4, and the Large (LG) special unit ability. Superheavy 
  ’Mechs are treated like standard ’Mechs in BattleForce play, except 
  as indicated below.
  Shielded Aerospace Smart Robotic Control System
  An aerospace element with a shielded aerospace smart 
  robotic control system is identified as a robotic element with 
  the RBT special unit ability, and also receives the ECM special 
  to reflect its ability to resist hostile electronic warfare systems. 
  These elements follow the standard rules for robotic drones as 
  described above, and may use their ECM abilities as appropriate 
  to the scenario at hand.
  Conversion: An element constructed with a shielded aerospace 
  SRCS receives both the RBT and ECM special unit abilities (even if 
  it does not otherwise incorporate ECM equipment).
  SDS (Caspar) Drone Control System
  Elements with a Caspar control system identify themselves 
  as such with the SDCS special unit ability. This extremely 
  sophisticated and highly adaptive robotic control system reduces 
  the Skill modifier for the robotic element to +0. Furthermore, if all 
  elements in the drone force are equipped with SDCS, the force’s 
  Initiative modifier changes from –2 to –1.
  Conversion: An element constructed with a SDS (Caspar) 
  drone control system receives both the RBT and the SDCS special 
  unit abilities.
  Caspar II Advanced Smart Robotic Control System
  Elements constructed with a Caspar II advanced smart robotic 
  control system receive both the drone (DRO) and robotic (RBT) 
  special unit abilities. This feature enables them to operate 
  independently (using the robotic drone rules described on pp. 
  207-208) and as remote-operated drones (by any friendly element 
  with element with both the DCC and NC3 special abilities, which 
  together represent a DTACS-equipped command element). 
  A Caspar II element that has no command element in play 
  (or which cannot communicate with such elements due to 
  some form of interference) will operate as a robotic element in 
  accordance with its last assigned Aggression Mode. If a friendly 
  control element is present and able to communicate, it may 
  either change the Caspar II’s at the start of the control element’s 
  Movement Phase, or assume direct command over the Caspar II 
  element, directing its actions as a drone (see p. 348, SO).
  Conversion: An element constructed with a Caspar II advanced 
  SRCS receives both the RBT and the DRO special unit abilities.
  Autonomous Tactical Analysis Computer
  An element with an autonomous tactical analysis computer 
  (ATAC) system is identified by the ATAC# special unit ability. This 
  equipment enables the element to feed improved tactical input 
  to robotic and remote-operated elements, translating to a –1 
  Skill modifier for all elements in its network (much like a Naval 
  C3 system). 
  The number of elements with the DRO, RBT, or SDCS abilities 
  that may benefit from this boost is equal to the element’s ATAC# 
  value, so an element with an ATAC3 special can provide this Skill 
  modifier to up to 3 robotic units.
  Conversion: An element constructed with an ATAC system 
  receives the ATAC# special unit ability. The value assigned to this 
  ability is equal to the number of drones it is designed to control.
  Direct Tactical Analysis Control System
  An element with a direct tactical analysis control system 
  (DTACS) functions as though it were equipped with a combination 
  of both a drone carrier control system and a Naval C3, and thus 
  such elements will be identified by the presence of both the DCC# 
  and the NC3 special abilities. 
  
  Converting Superheavy ’Mechs to BattleForce
  Any BattleMech or IndustrialMech weighing more than 100 
  tons is automatically considered a superheavy ’Mech. Superheavy 
  BattleMechs and superheavy IndustrialMechs convert to BattleForce 
  using the same rules as their standard-size counterparts, but also 
  apply the Large (LG) special unit ability as a consequence of their 
  superheavy construction.
  THERMOBARIC WEAPONS (MULTIPLE ERAS)
  Under BattleForce rules, the fuel-air munitions presented in this 
  volume are deployed in accordance with their appropriate methods 
  (as bombs from fighters and other airborne units, or as artillery rounds 
  from appropriate launchers). 
  As with the standard rules, these weapons may not be employed 
  at Atmospheric Densities below Thin, and their damage values—as 
  presented in the BattleForce Artillery Conversion Table—are halved in 
  Thin atmospheric pressure conditions. Note that any of these weapons 
  with damage values separated by a slash represent munitions that 
  inflict area effect damage to multiple hexes, with the value left of the 
  slash applying to the point of impact, and the value right of the slash 
  applied to all adjacent hexes. Apply this damage to all elements and 
  buildings in the appropriate affected hexes, multiplying the damage 
  by 1.5 and rounding up if the element is infantry of any type, or 
  possesses the BAR special.
  If the Fire rules are in play (see pp. 317-320, SO), treat an attack by 
  fuel-air munitions as any other indirect fire attack for the purposes of 
  starting fires.
  TRIPOD ’MECHS (MULTIPLE ERAS)
  ’Mechs constructed with a three-legged (tripod) configuration 
  function as normal ’Mech elements of their appropriate weight/Size 
  class in BattleForce, except as follows:
  Weapon Attack Arcs: The weapons mounted in a tripod’s torso, arms, 
  and head possess a 360-degree weapon attack arc. To reflect this, these 
  elements will possess a TUR (#/#/#) special unit ability that defines the 
  firepower allocated to these locations. Despite this feature, tripod ’Mech 
  elements still possess a rear facing, and thus will suffer additional damage 
  from any attacks that strike the element through its rear facing.
  Converting Tripods for BattleForce
  Any BattleMech or IndustrialMech constructed with a tripod chassis 
  configuration is considered to be a tripod ’Mech. Tripod BattleMechs 
  and IndustrialMechs convert to BattleForce using the same rules as 
  their standard counterparts.
  In addition to this, all weapons mounted in a tripod’s torso, arms, and 
  head are treated as though they are mounted in a turret, and so the 
  sum of all damage values attributed to torso-, arm- and head-mounted 
  weaponry is assigned to a TUR(#/#/#) special unit ability (see pp. 353-
  354, SO). If a tripod carries any leg-mounted weaponry, all three legs 
  are treated as if they face forward, for the purposes of stat conversion.
  WEAPONS OF MASS DESTRUCTION (MULTIPLE ERAS) 
  As discussed under their core rules for Total Warfare-scale play, 
  weapons of mass destruction (WMDs) are an extreme option, suitable 
  only for use in space combat where large craft are a persistent factor, 
  or in advanced, grand-scale campaigns where regiments or divisions 
  clash across hundreds or even thousands of kilometers of terrain. 
  At the BattleForce scale of play, these weapons are no less devastating, 
  and should be used sparingly, if at all. There are no rules for determining 
  game balance in any scenario where WMDs are involved; simply put, any 
  semblance of game balance flies out the airlock the moment someone 
  chooses to field a WMD in a tactical game.
  Movement Phase
  Superheavy ’Mechs use the standard movement rules for ’Mech 
  elements, except for the following changes:
  Movement: Superheavy ’Mechs reduce the MP costs for all Woods, 
  Jungle, Rough, Rubble, and Buildings terrain by 1 (to a minimum 
  cost of +0 MP). For all other terrain types and conditions, including 
  elevation changes and lateral movement for quads, the movement 
  costs for a superheavy ’Mech are the same as they would be for a 
  standard size ’Mech element.
  Stacking Limits: Although other Large-size elements normally 
  occupy an entire BattleForce-scale hex (see p. 219, SO), a single 
  superheavy ’Mech only counts as 4 elements for stacking purposes. 
  Given the limit of 20 elements per hex in standard BattleForce-scale 
  play, this allows up to 5 superheavy ’Mechs to operate as a single unit 
  and occupy the same hex.
  Combat Phase
  Superheavy ’Mechs in BattleForce modify the standard combat 
  rules for ’Mechs as indicated below:
  Attack Modifiers: All attacks made against a superheavy ’Mech 
  receive a –1 to-hit modifier, to reflect their Large size. In addition to 
  this, any physical attacks performed by a superheavy ’Mech will suffer 
  a +1 to-hit modifier, due to their reduced agility. 
  Infantry: Anti-’Mech infantry elements receive a –2 to-hit modifier 
  when attempting an anti-’Mech attack against a superheavy ’Mech 
  (see pp. 322-323, SO). This modifier replaces the standard –1 attack 
  modifier described above, but only for anti-’Mech attacks. 
  Mechanized 
  Infantry 
  (and 
  ProtoMechs): 
  Even 
  though 
  superheavy ’Mechs are substantially larger than normal ’Mechs, they 
  still may not carry more than 1 battle armor element per ’Mech under 
  the Mechanized Battle Armor rules (see p. 324, SO).
  Likewise, if carrying ProtoMechs equipped with magnetic clamp 
  systems (see p. 214), a superheavy ’Mech can only carry 2 ProtoMech 
  elements with the MCS special—or 1 ProtoMech element with the 
  UCS—at a time.
  A superheavy ’Mech may never carry mechanized infantry and 
  magnetic-clamped ProtoMechs at the same time.
  Critical Hits: Superheavy ’Mechs resolve critical hits using the 
  same rules for a normal ’Mech of equivalent type. This also means that 
  superheavy IndustrialMechs still roll twice for critical hits when such 
  elements suffer damage to their Structure points.
  Additional Superheavy ’Mech Rules
  Superheavy ’Mechs also apply the following additional rules in 
  BattleForce play:
  Buildings: When using the advanced Buildings rules (see pp. 
  311-313, SO), superheavy ’Mechs operate as normal sized ’Mechs, 
  but cannot climb buildings, and have an effective Size value of 5 
  for the purposes of the building’s weight capacity. (This essentially 
  means that even a Hardened building cannot support the weight of a 
  superheavy ’Mech on top of it.) 
  Furthermore, in addition to the MP reduction indicated earlier, a 
  superheavy ’Mech passing through a building hex will inflict 2 points 
  of damage to the building as it passes through.
  Transporting Superheavy ’Mechs: Superheavy ’Mechs may not 
  be transported as standard ’Mechs via the MT# special. They may 
  only be transported by elements that have a cargo capacity listed 
  in tonnage, as long as that cargo capacity is at least 220 tons per 
  superheavy ’Mech. This lack of dedicated superheavy ’Mech transport 
  cubicles also means that superheavy ’Mechs cannot use the Dropping 
  Troops rules (see pp. 313-314, SO), and must always be transported as 
  cargo (see Elements as Cargo, p. 326, SO).
  
  211
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  A nuclear attack on the ground automatically fills the hex of 
  impact with fire and smoke (see pp. 317-320, SO), and will convert 
  terrain in accordance with the amount of damage delivered to 
  that hex (see pp. 323-324, SO).
  During a BattleForce scenario set during the Jihad, a Word 
  of Blake force has decided to launch a Type II nuclear device 
  into the melee against House Davion forces. An artillery strike 
  identifies the hex of impact—a heavy woods hex that also 
  features a lance of Davion ’Mechs. The weapon’s Ground Zero 
  Damage indicates that each of those four ’Mechs will sustain 
  100 points of damage, as will the heavy woods terrain itself. 
  Not surprisingly, none of the Davion elements have enough 
  armor and structure to survive 100 points, so the entire ’Mech 
  force is annihilated. Likewise, the 100-point strike wipes 
  out the heavy woods, which could only sustain 27 points of 
  damage before being reduced to light woods, which in turn 
  could only sustain another 15 points before being reduced to 
  rough terrain (per p. 323, SO).
  Type II ordnance has a Primary Radius of 14. This means 
  that from the center hex to a distance of 14 hexes away, the 
  physical damage of the weapon will continue to affect all 
  terrain, buildings, and elements on the map. A Damage 
  Reduction value of 7 indicates that, for every hex away from 
  the center, the nuclear blast will reduce itself by 7 points. This 
  means that every element, building, and terrain feature within 
  1 hex of the impact point will sustain 93 points of damage (100 
  – 7 = 93), while every element, building, and terrain feature 
  2 hexes away will sustain 86 points of damage (100 – [7 x 2] 
  = 86), and so forth. At 14 hexes from Ground Zero, the Type II 
  delivers only 2 points of damage to all elements, terrain, and 
  buildings in the hex (100 – [7 x 14] = 2). Beyond that, no more 
  physical damage occurs.
  After resolving the damage effects (which were quite 
  horrendous), the attacking player now needs to resolve all 
  secondary effects from the Type II nuclear strike. With a 
  Secondary Radius value of 28 for a Type II, this means that all 
  elements that have not already been destroyed will need to 
  make a 2D6 roll if they are within 28 hexes of the impact hex. 
  Among the elements caught in this area are a BattleMech 
  whose MechWarrior has a Skill rating of 3; a combat vehicle 
  that has suffered the loss of all of its Armor points and has a 
  crew Skill rating of 4; a battle armor infantry element with a 
  Skill rating of 2; and a MASH unit with the BAR special and a 
  Skill rating of 5.
  The ’Mech rolls 2D6 and gets a result of 10, which subtracts 
  3 from the result for the warrior’s Skill rating for a modified 
  result of 7. This means the ’Mech must roll once on the Critical 
  Hit table for secondary effects.
  The combat vehicle rolls 2D6 and gets a result of 8. After 
  subtracting 4 for its Skill rating, it finds the modified result is 4. 
  This would prompt 2 Critical Hit checks on the vehicle, but the 
  fact that it also lacks Armor points right now increases this to 3 
  Critical Hit rolls due to secondary weapon effects.
  The battle armor element rolls 2D6 and gets a result of 11. 
  After subtracting 2 for the element’s Skill rating, and another 2 
  for being an infantry element, the modified result is 7. Because 
  it is an infantry element, this does not prompt a Critical Hit 
  check; instead, the element sustains 1 point of damage from 
  secondary effects.
  The MASH element rolls 2D6 and gets a 5. After 
  subtracting its Skill rating of 5, and another 2 for being an 
  element with the BAR special, the modified result is –2. This 
  Basic BattleForce WMD Rules
  The BattleForce-scale rules presented here will mainly 
  describe the game effects of each WMD class (and, where 
  applicable, their most common delivery methods). Subtle 
  nuances about how such weapons are acquired, stored, and 
  so forth, are thus left open to player determination. This is not 
  only in keeping with the more abstracted nature of BattleForce 
  itself, but also an acknowledgement that there are a great 
  many ways to deliver a WMD attack by any force desperate 
  enough to resort to such weaponry.
  WMDs are indiscriminate; all described effects are considered 
  universal, and will affect elements regardless of their affiliation. 
  In the cases of chemical and biological weapons are in use, where 
  some precautions may protect the users against the weapon 
  effects, this will be reflected by a preparedness modifier.
  Nuclear Weapons in BattleForce
  Nuclear attacks in BattleForce may be delivered by any element 
  with an Artillery (ARTX-#), Bomb (BOMB#), or capital missile 
  (SDS-CM or MSL) special ability. To reflect the rarity of such 
  weapons, each element armed with nuclear ordnance treats the 
  weapon special ability so armed as though it has exchanged all 
  of its normal munitions for a single, one-shot, nuclear payload. 
  As a result, these elements may execute one nuclear attack per 
  scenario using that special ability. Once the attack is made—
  regardless of its success—the element’s controlling player must 
  then mark off the special ability that delivered the attack.
  For ease of reference, the standard-type nuclear weapons 
  described under the BattleTech rules for these weapons have 
  been converted for use in BattleForce in the BattleForce Nuclear 
  Weapons Table. Conversion rules for custom-created nuclear 
  weapons are also described below.
  Ground Attacks: Attacks against ground targets using a 
  nuclear weapon resolve the point of impact as per a standard 
  artillery weapon attack from the attacking element—including 
  any flight times required from artillery elements striking from off 
  the map (see pp. 285-287, SO). 
  When a nuclear attack strikes, the attacker delivers damage 
  equal to the weapon’s Ground Zero Damage value to all elements, 
  buildings, and terrain within the hex of impact. This damage then 
  radiates in all directions outward from the point of impact to a 
  number of hexes equal to the weapon’s Primary Radius value. As 
  the damage radiates, it is reduced by a number of points equal 
  to the weapon’s Damage Reduction value for each hex outward 
  from the impact point. This reduced damage continues to affect 
  all elements, terrain, and buildings in the hex. Beyond the Primary 
  Radius, elements will suffer no immediate damage from the 
  nuclear attack, but they may suffer secondary effects.
  After resolving all primary damage effects, the attacker must 
  then resolve secondary effects. Any elements from the points of 
  impact to a hex distance equal to the weapon’s Secondary Radius 
  value will need to check for secondary effects if they have not 
  already been destroyed by the weapon’s damage. This check is a 
  2D6 roll—made by the target element—that subtracts the target’s 
  Skill value from the result. An extra –2 modifier applies to the roll 
  if the element is conventional infantry or a support vehicle with a 
  BAR special. Consult the Secondary Effects Table to determine the 
  effects of each modified roll result, and apply it as appropriate to 
  the element within the secondary effect area. 
  Beyond the Secondary Radius, no elements, terrain, or buildings 
  will be affected by the nuclear attack (though spreading fires and 
  smoke may occur as a result of the nuclear strike).
  
  Converting Custom Nuclear Weapons to BattleForce
  If players wish to convert custom-yield (generic) nuclear weapons 
  to BattleForce, they must first determine the BattleTech-scale values for 
  such weapons using the rules found on pp. 169-177. The BattleForce 
  value for Ground Zero Damage is then found by dividing the weapon’s 
  BattleTech Base Impact Damage by 10, while the weapon’s Space 
  Attack Value in BattleForce is the same as its Capital Damage value in 
  BattleTech (rounded normally).
  The Primary Radius and Secondary Radius of a BattleForce nuclear 
  weapon is found by dividing the Blast Radius and Secondary Radius 
  of such weapons by 3, rounding normally. For the purposes of these 
  rules, only the ground attack radii are used during conversion. Crater 
  depth and blast height values are also ignored in BattleForce-scale 
  play. The BattleForce Damage Reduction value is then found by 
  dividing the weapon’s Ground Zero Damage by its Primary Radius 
  value, rounding normally.
  Chemical Weapons in BattleForce
  Chemical attacks in BattleForce may be delivered by any element 
  with an Artillery (ARTX-#), Bomb (BOMB#), LRM, or SRM special 
  ability. As with nuclear ordnance, an element armed with chemical 
  weapons treats the weapon special ability so armed as though it 
  has exchanged all of its normal munitions for a limited number of 
  chemical weapon rounds. In this case, the total number of chemical 
  attacks that can be performed per special ability is equal to the 
  ability’s numerical value. 
  (For the SRM and LRM specials, the value used is that of the ability’s 
  Short-range attack, and the element’s normal attack values must be 
  reduced by the values of the LRM and/or SRM special ability that has 
  swapped its munitions for chemical rounds.)
  Deploy chemical munitions under these rules is treated as a 
  normal attack appropriate to the weapon type used, with ARTX-# 
  specials using the Artillery rules (see pp. 285-287, SO), 
  the BOMB# specials using bombing rules (seep. 234-
  236, SO), and LRM/SRM specials using the rules for 
  a standard weapon attack using such specials. In all 
  cases, the chemical attack is aimed at terrain, rather 
  than other elements, so attacks made using LRM 
  and SRM specials also receive a –4 to-hit modifier to 
  reflect the immobile nature of the target terrain. As 
  with all such attacks, missed shots will scatter in a 
  random direction.
  For each attack made using a chemical munition, 
  reduce the numerical value of the special ability used 
  by 1 point. Once the special is reduced to a value of 0 
  in this manner, the chemical munitions are expended, 
  and the special ability is marked off. (Thus, an element 
  with an SRM 3/3 special that make only 3 chemical 
  weapon attacks using its SRM special, while a fighter 
  with a BOMB4 special could execute 4 chemical 
  weapon bombing attacks.)
  Chemical weapons under these rules deliver 
  their effects in the form of a “chemical smoke” 
  field. This smoke follows the rules described on p. 
  318 of Strategic Operations, and will persist until a 
  dissipation roll of 10+ is made per the normal smoke 
  rules. These weapons can only affect elements 
  at ground level; elements that are underwater 
  or airborne during a chemical weapon attack are 
  immune to these effects.
  means that secondary effects have destroyed the element, killing 
  all personnel on board.
  As a final effect of the nuclear strike, fire erupts in the 
  central hex. Over time, this fire—and the smoke it spawns—
  may spread further.
  Air and Space Attacks: Attacks against airborne or spaceborne 
  targets are resolved using the rules for the appropriate special ability 
  type used to make the attack. If the attack misses a target in space, or 
  misses an airborne target that is not operating over the ground-level 
  map, the nuclear weapon has no effect. If it misses an airborne target 
  that is operating over the ground map, resolve it as a ground attack 
  aimed at the center-most hex on the ground map, but scatter it by a 
  distance (in hexes) equal to the number of points by which it missed 
  the airborne target.
  An air or space attack that hits its target delivers the damage value 
  indicated in the weapon’s Space column. If the target is not destroyed 
  outright by the nuclear attack, roll 2 Critical Hit rolls against the target, 
  and apply both results—in addition to any critical effects prompted 
  by other factors, such as damage to the element’s Structure points.
  During a space battle set during the First Succession War, 
  a House Liao Congress-class frigate uses its forward missile 
  launcher to deliver nuclear ordnance against an inbound enemy 
  House Davion Overlord-class DropShip. The Congress is using 
  Type III nuclear weapons, which have a Space Attack Value of 100.
  Prior to the attack, the Overlord has an Armor value of 26, and 
  a Structure value of 9 points. As the combined amount of Armor 
  and Structure comes to 35 points—far less than the incoming 
  nuke—the Overlord’s crew (including the battalion of Davion 
  ’Mechs it was carrying to the ground battle below) has no chance 
  to survive if this weapon hits!
  BATTLEFORCE NUCLEAR WEAPONS TABLE
  Weapon 
  Type
  Ground Zero 
  Damage
  Primary 
  Radius
  Secondary 
  Radius
  Damage 
  Reduction
  Space Attack 
  Value
  Elias
  1
  3
  6
  0
  0
  Type Ia/Ib
  10
  7
  13
  1
  1
  Type II
  100
  14
  28
  7
  10
  Type III
  1,000
  33
  61
  30
  100
  Type IV
  10,000
  66
  132
  152
  1,000
  AMW
  60,000
  120
  240
  500
  6,000
  SECONDARY NUCLEAR EFFECTS TABLE
  Roll Result
  Effect (Non-Infantry Elements)
  Effect (Infantry Elements)*
  1 or less
  Crew or Pilot Killed/Element Destroyed
  Element Destroyed
  2-4
  Roll 2 Critical Hits**
  Element suffers 1D6 
  damage
  5-7
  Roll 1 Critical Hit**
  Element suffers 1 damage
  8 or more
  No effect
  No effect
  *Includes battle armor elements.
  **Roll 1 additional Critical Hit against IndustrialMechs, elements with the BAR special, and elements with 
  no Armor points remaining.
  
  213
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  same target number and roll modifiers used for a chemical 
  weapon attack.
   • Third, the biological weapon effects stack with themselves 
  up to a maximum of 6 times before killing an element’s crew 
  or pilot, rather than 3.
   • Finally, any elements not killed by a biological weapon 
  attack by the end of the scenario are considered safe from 
  further contamination. This reflects a timely intervention by 
  medical teams once the shooting stops.
  WORD OF BLAKE SUPER-JUMP DRIVE (JIHAD)
  For the purposes of BattleForce play, the Word of Blake super-jump 
  drive is treated as a normal K-F drive, with a lithium-fusion battery.
  Conversion: An element with a Word of Blake super-jump 
  drive receives both the KF and LF special unit abilities.
  Additional BattleForce 
  Special Unit Abilities
  The following summarizes the new special unit abilities for 
  BattleForce that have been covered previously in this section. 
  Also included are some expanded rules for existing special unit 
  abilities suitable for BattleForce campaigns.
  Autonomous Tactical Analysis Computer (ATAC#)
  An element with this special is able to feed improved tactical 
  input to robotic elements that feature the SDCS or RBT special 
  unit abilities. The BattleForce rules for this ability are found under 
  Robotic and Drone Systems on pp. 207-209. 
  Anti-Penetrative Ablation Armor (ABA)
  An element with the ABA special unit ability is protected by anti-
  penetrative ablation armor. The BattleForce rules for this ability are 
  found under Dark Age and RISC Equipment (pp. 201-203).
  Ballistic-Reinforced Armor (BRA)
  An element with the BRA special unit ability is protected by 
  ballistic-reinforced armor. The BattleForce rules for this ability are 
  found under Dark Age and RISC Equipment (pp. 201-203).
  Bimodal Land-Air BattleMech (BIM (#a))
  A ’Mech with this special has been built to convert between 
  ’Mech and aerospace fighter modes of operation. The BattleForce 
  rules for LAMs, may be found on pp. 204-205.
  Communications Implant (CI)
  An element with this special ability is being operated by 
  a warrior, crew, or troops that have been augmented with a 
  cybernetic communications implant of some type. The BattleForce 
  rules for this special may be found under Augmented Warriors, pp. 
  199-201.
  Direct Neural Control System (DN)
  An element featuring a DN special ability has a cockpit modified 
  for use by a warrior or crew with a DNI implant—including the 
  prototype DNI, vehicular DNI, or buffered VDNI implants. It also 
  applies to units operated by pilots using Enhanced Imaging 
  implants. The BattleForce rules for this special ability are found 
  under Advanced Pilot Interfaces, pp. 198-199. 
  Chemical Effects: For the purposes of BattleForce play, a 
  chemical weapon attack is always presumed to be of a fast-acting 
  and lethal or debilitating variety, so weapon classes are not 
  tracked under these rules.
  Any element that begins its Movement Phase in a hex 
  filled with chemical smoke—or which moves into/through a 
  chemical smoke hex during its Movement Phase—must make 
  a 2D6 roll to see if it suffers the effects of the weapon. Apply 
  to this roll all of the appropriate modifiers for the Element’s 
  Skill rating, type, armor, special abilities, and affiliation, as 
  shown in the Chemical Weapon Resistance Modifiers Table. If 
  the modified roll result is 8 or better, the element suffers no 
  ill-effects of the weapon at this time.
  If the roll result is 7 or less, the element suffers a +1 to-hit 
  modifier for all attacks and Control Rolls (if any) that are required 
  of it for the remainder of the scenario. This chemical effect stacks 
  with itself to a maximum of 3 times per scenario (to a maximum 
  to-hit modifier of +3), and must be checked for every time the 
  element begins its Movement Phase in a chemical smoke hex or 
  passes through it during the course of the turn. 
  If the element fails to resist its exposure a fourth time, its pilot or 
  crew is killed, and the element is removed from play.
  Biological Weapons in BattleForce
  Biological weapons are far more subtle, insidious, and long-
  lasting than chemical weapons. Because of this, they are not 
  tracked in BattleForce play, except as a pre-existing condition of 
  the scenario. In other words, the only time players must check 
  for the effects of a biological weapon is long after such weapons 
  have been deployed and have had time to poison the local 
  atmosphere.
  Biological Weapon Effects: In any scenario where a biological 
  weapon attack is considered a factor, the attack is considered to 
  have already taken place before the elements of either side joins 
  the battle. The effects of this attack are similar to those described 
  above for chemical weapons, except for the following:
   • First, the entire ground map is considered tainted by 
  the biological weapon attack, so all elements in play are 
  considered to be exposed from the start.
   • Second, the resistance roll for a biological weapon attack 
  must be made at the End Phase of the first turn of play, and is 
  only repeated on every fifth turn thereafter. This roll uses the 
  CHEMICAL WEAPON  
  RESISTANCE MODIFIERS
  Condition
  Modifier
  Target’s Skill Rating
  5 or More
  –1
  2 or Less
  +2
  Target…
  …is Conventional Infantry
  –2
  …has 0 Armor points
  –2
  …has BAR special ability
  –2
  …is on the side that used this chemical weapon
  +4
  …underwater or airborne
  Auto-Success
  
  Impact-Resistant Armor (IRA)
  An element with the IRA special unit ability is protected by impact-
  resistant armor. The BattleForce rules for this ability are found under 
  Dark Age and RISC Equipment (pp. 201-203).
  Improved ATM Launchers (IATM (#/#/#))
  Elements with the IATM special feature Fusillade Launchers or 
  improved ATM launchers. The BattleForce rules for this special may be 
  found under Advanced Clan Equipment (see p. 198).
  Land-Air ’Mech (LAM (#g/#a))
  A ’Mech with this special has been built to convert between ’Mech, 
  AirMech, and aerospace fighter modes of operation. The rules for 
  LAMs may be found on pp. 204-205.
  Magnetic Clamp System (MCS, UCS)
  ProtoMech elements with the MCS or UCS specials are equipped 
  with a magnetic clamp system. The BattleForce rules for these specials 
  may be found under Advanced Clan Equipment (see p. 198).
  Mobile Army Surgical Hospital (MASH#)
  An element with MASH equipment can tend to wounded 
  warriors, and helps to recover their injuries between battles. 
  During BattleForce play, an element with MASH equipment can 
  accommodate infantry elements as if it has an Infantry Transport 
  Dragon’s Breath MCM Launch System (DB)
  An element with this special ability features the one-shot 
  Dragon’s Breath multi-capital missile (MCM) launch system. 
  Because it was often used in conjunction with robotic elements, 
  the BattleForce rules for this ability are found under Robotic and 
  Drone Systems on pp. 207-209. 
  Filtration Implant (FI)
  An infantry element with this special ability has been equipped 
  with filtration implants that render it immune to gas attacks and 
  tainted or toxic atmosphere conditions. The BattleForce rules for this 
  special may be found under Augmented Warriors, pp. 199-201.
  Glider ProtoMech (GLD)
  A ProtoMech element with this special ability has been built with 
  a special low-level flight capability similar to a Wing-in-Ground Effect 
  vehicle. Rules for using Glider ProtoMechs in BattleForce games may 
  be found on p. 203.
  HarJel Repair Systems (BHJ2, BHJ3)
  An element that features the BHJ2 or BHJ3 special unit abilities 
  is equipped with improved versions of the hull-sealing technology 
  known as BattleMech HarJel. The BattleForce rules for these abilities 
  are found under Dark Age and RISC Equipment (pp. 201-203).
  JH 
  XX
  Never making it into later eras, the Shadow Hawk Mk I LAM nevertheless provided valuable design lessons to its beleaguered technician teams.
  
  215
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  (IT#) special equal to half of the element’s MASH# value, rounded 
  up. (For example, an element with a MASH6 special could act as 
  an element with the IT3 special.)
  Between battles, MASH-equipped units provide a bonus to 
  “repairing” infantry units.
  Mobile Field Base (MFB)
  An element with a mobile field base is one that is equipped 
  to handle technical servicing, maintenance, and even battlefield 
  repairs on other elements. During BattleForce play, this special has 
  no direct effect, but between battles, its presence in a player’s 
  force enables bonuses to repairing other combat elements.
  Naval C3 (NC3)
  This special represents an advanced large-scale version of the 
  C3 network system, developed for spacecraft. Up to 6 large craft 
  elements may link into a single NC3 network. 
  In abstract aerospace combat (including capital-scale 
  combat), all units in a NC3 network receive a –1 to-hit modifier. 
  Naval C3 networks are immune to ECM, but not to the SDS 
  Jammer (JAM) system.
  Nova Composite Electronic Warfare System (NOVA)
  An element with the NOVA special mounts the advanced Nova 
  composite electronic warfare system. The BattleForce rules for this 
  special may be found under Advanced Clan Equipment (see p. 198).
  Prosthetic Leg MASC (PL)
  This special indicates that the infantry element has been 
  augmented with prosthetic leg MASC system. The BattleForce 
  rules for this special may be found under Augmented Warriors, pp. 
  199-201.
  Prototype CASE (CASEP)
  An element with the CASEP special is equipped with a 
  prototype form of CASE. The BattleForce rules for this ability are 
  found under Advanced Prototype Systems, on pp. 199-201. 
  QuadVee (QV)
  A ’Mech element with this special ability has been constructed 
  as a QuadVee. The rules for these elements may be found on pp. 
  206-207.
   
  Radical Heat Sink System (RHS)
  An element with the RHS special possesses a “radical heat sink 
  system” designed for emergency coolant flushes. The BattleForce 
  rules for this ability are found under Dark Age and RISC Equipment 
  (pp. 201-203).
  Re-Engineered Lasers (REL)
  An element that has the REL special carries enough re-
  engineered lasers to offset many of the benefits presented by 
  several types of specialty armors, such as reflective. The BattleForce 
  rules for this ability are found under Dark Age and RISC Equipment 
  (pp. 201-203).
  RISC Advanced Point Defense System (RAMS)
  An element with the RAMS special unit ability is equipped with 
  a RISC advanced point defense system. The BattleForce rules for this 
  ability are found under Dark Age and RISC Equipment (pp. 201-203).
  RISC Emergency Coolant System (ECS)
  An element with the ECS special possesses a RISC emergency 
  coolant system. The BattleForce rules for this ability are found 
  under Dark Age and RISC Equipment (pp. 201-203).
  RISC Viral Jammers (DJ, HJ)
  An element with RISC Viral Jammers will be noted with either 
  a HJ special unit ability (for homing jammers), or a DJ special unit 
  ability (for decoy jammers). The BattleForce rules for these abilities 
  are found under Dark Age and RISC Equipment (pp. 201-203).
  Robotic Drone (RBT)
  Elements with this special are driven by autonomous 
  programming that enables them to function as a drone that does 
  not require remote human direction. The BattleForce rules for this 
  ability are found under Robotic and Drone Systems on pp. 207-209.
  SDS Drone Control System (SDCS)
  Elements with this special have an extremely sophisticated 
  and highly adaptive robotic control system superior to that of the 
  standard robotic drone. The BattleForce rules for this ability are 
  found under Robotic and Drone Systems on pp. 207-209.
  SDS Jammer (JAM)
  An element with this special ability features an advanced, high-
  power jamming system intended to impede robotic elements in 
  space combat. Because of its intended function, the BattleForce 
  rules for this ability are found under Robotic and Drone Systems 
  on pp. 207-209.
  Tight-Stream Electromagnetic Pulse Weapons  
  (TSEMP#, TSEMP-O#)
  An element with the TSEMP# or TSEMP-O# special unit ability 
  carries a number of tight-stream EMP weapons (TSEMPs). The 
  BattleForce rules for these abilities are found under Dark Age and 
  RISC Equipment (pp. 201-203).
  Triple-Core Processor (TCP)
  This special indicates that the element is a unit commanded 
  by a warrior who has been augmented with triple-core processor 
  implant. The BattleForce rules for this special may be found under 
  Augmented Warriors, pp. 199-201.
  Triple-Strength Implants (TSI)
  Infantry with this special have been augmented with triple-
  strength myomer implants. While most gameplay effects are 
  covered under Augmented Warriors (see pp. 199-201), these 
  elements are also susceptible to the effects of anti-TSM munitions 
  (see p. 204).
  Virtual Reality Piloting Pod (VR)
  An element with the VR special uses a virtual reality pilot 
  interface instead of a standard cockpit. The BattleForce rules for 
  this special ability are found under Advanced Pilot Interfaces, pp. 
  198-199. 
  
  Weapon/Item
  Type §
  Heat Std 
  (Aero)
  Damage  Std (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo  
  (per Ton)
  To-Hit 
  Modifier
  TC Comp Rules Level
  Age of War Equipment
  Primitive Prototype Autocannon/2
  DB, S
  1 (1)
  2 (2)
  4/8/16/24 (Long)
  34
  0
  N
  Exp
  Primitive Prototype Autocannon/5
  DB, S
  1 (1)
  5 (5)
  3/6/12/18 (Medium)
  15
  0
  N
  Exp
  Primitive Prototype Autocannon/10
  DB, S
  3 (3)
  10 (10)
  0/5/10/15 (Medium)
  8
  0
  N
  Exp
  Primitive Prototype Autocannon/20
  DB, S
  7 (7)
  20 (20)
  0/3/6/9 (Short)
  4
  0
  N
  Exp
  Primitive Prototype Small Laser
  DE
  2 (2)
  3 (3)
  0/1/2/3 (Short)
  N/A
  0
  N
  Exp
  Primitive Prototype Medium Laser
  DE
  5 (5)
  5 (5)
  0/3/6/9 (Short)
  N/A
  0
  N
  Exp
  Primitive Prototype Large Laser
  DE
  12 (12)
  8 (8)
  0/5/10/15 (Medium)
  N/A
  0
  N
  Exp
  Primitive Prototype LRM 5
  M, C, S
  2 (2)
  1/Msl, C5/5 (3)
  6/7/14/21 (Long)
  18
  0
  N
  Exp
  Primitive Prototype LRM 10
  M, C, S
  4 (4)
  1/Msl, C5/10 (6)
  6/7/14/21 (Long)
  9
  0
  N
  Exp 
  Primitive Prototype LRM 15
  M, C, S
  5 (5)
  1/Msl, C5/15 (9)
  6/7/14/21 (Long)
  6
  0
  N
  Exp 
  Primitive Prototype LRM 20
  M, C, S
  6 (6)
  1/Msl, C5/20 (12)
  6/7/14/21 (Long)
  4
  0
  N
  Exp 
  Primitive Prototype SRM 2
  M, C, S
  2 (2)
  2/Msl, C2/2 (2)
  0/4/8/12 (Medium)
  37
  0
  N
  Exp
  Primitive Prototype SRM 4
  M, C, S
  3 (3)
  2/Msl, C2/4 (4)
  0/4/8/12 (Medium)
  18
  0
  N
  Exp 
  Primitive Prototype SRM 6
  M, C, S
  4 (4)
  2/Msl, C2/6 (6)
  0/4/8/12 (Medium)
  11
  0
  N
  Exp 
  Primitive Prototype PPC
  DE
  15 (15)
  10 (10)
  3/6/12/18 (Medium)
  N/A
  0
  N
  Exp 
  Primitive Prototype K-F Boom
  PE
  N/A (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  DropShip Docking Collar (pre-Boom)
  PE
  N/A (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  DropShip Docking Collar (post-Boom)
  PE
  N/A (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Adv 
  DropShuttle Bays
  PE
  N/A (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Adv
  Space Station K-F Adapter
  PE
  N/A (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Adv
  Primitive Prototype Jump Jets
  PE
  x1 (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  Prototype Arrow IV
  AE, S, F
  10 (10*)
  20A (N/A)*
  8 boards (N/A)
  3
  0
  N
  Exp 
  Prototype Artemis IV FCS
  T
  N/A (N/A)
  * (*)
  As Standard Weapon
  N/A
  0
  N
  Exp 
  Prototype Beagle Active Probe
  E
  0 (0)
  N/A (N/A)
  0/0/0/4 (Short)
  N/A
  0
  N
  Exp 
  Prototype CASE
  PE
  0 (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  Prototype Double Heat Sink
  PE
  –2 (–2)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  Prototype Endo Steel Structure
  Structure
  0 (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  Prototype Extralight Engine
  Engine
  1 (1)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  Prototype Ferro-Fibrous Armor
  Armor
  0 (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  Prototype Gauss Rifle
  DB, X
  1 (1)
  15 (15)
  2/7/15/22 (Long)
  N/A
  0
  N
  Exp 
  Prototype Guardian ECM Suite
  E
  0 (0)
  N/A (N/A)
  0/0/0/6 (Short)
  N/A
  0
  N
  Exp 
  Prototype LB 10-X Autocannon
  DB, C, F, S
  2 (2)
  10 (6)
  0/6/12/18 (Medium)
  10
  0
  N
  Exp 
  Prototype Narc Missile Beacon
  M, E, S
  0 (0)
  * (*)
  0/3/6/9 (Short)
  5
  0
  N
  Exp 
  Prototype Small Pulse Laser
  P
  2+1D3 (5)
  3 (3)
  0/1/2/3 (Short)
  N/A
  –1
  N
  Exp 
  Prototype Medium Pulse Laser
  P
  4+1D6 (10)
  6 (6)
  0/2/4/6 (Short)
  N/A
  –1
  N
  Exp 
  Prototype Large Pulse Laser
  P
  10+1D6 (16)
  9 (9)
  0/3/7/10 (Medium)
  N/A
  –1
  N
  Exp 
  Prototype Remote Sensors
  E
  0 (0)
  N/A (N/A)
  0/0/0/0 (Same Hex)
  60
  0
  N
  Exp 
  Prototype Rocket Launcher 10
  M, C, OS
  3 (3)
  1/Msl, C5/10 (6)
  0/5/11/18 (Medium)
  OS
  +1
  N
  Exp 
  Prototype Rocket Launcher 15
  M, C, OS
  4 (4)
  1/Msl, C5/15 (9)
  0/4/9/15 (Medium)
  OS
  +1
  N
  Exp 
  Prototype Rocket Launcher 20
  M, C, OS
  5 (5)
  1/Msl, C5/20 (12)
  0/3/7/12 (Medium)
  OS
  +1
  N
  Exp 
  Prototype TAG
  E
  0 (0)
  N/A (N/A)
  0/5/9/15 (Medium)
  N/A
  0
  N
  Exp 
  Star League Equipment
  Centurion Weapon System
  DE, E
  4 (4)
  0 (0)*
  0/6/12/18 (Medium)*
  N/A
  0
  Y
  Exp
  SLDF Advanced Neurohelmet
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  Y
  Adv
  Modular Space Stations
  PE
  N/A (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Adv
  Early Clan Equipment
  Improved Autocannon/2
  DB, S
  1 (1)
  2 (2)
  4/8/16/24 (Long)
  45
  0
  Y
  Exp
  Improved Autocannon/5
  DB, S
  1 (1)
  5 (5)
  3/6/12/18 (Medium)
  20
  0
  Y
  Exp
  Improved Autocannon/10
  DB, S
  3 (3)
  10 (10)
  0/5/10/15 (Medium)
  10
  0
  Y
  Exp
  Improved Autocannon/20
  DB, S
  7 (7)
  20 (20)
  0/3/6/9 (Short)
  5
  0
  Y
  Exp 
  Improved Gauss Rifle
  DB, X
  1 (1)
  15 (15)
  2/7/15/22 (Long)
  8
  0
  Y
  Exp
  Improved Large Laser
  DE
  8 (8)
  8 (8)
  0/5/10/15 (Medium)
  N/A
  0
  Y
  Exp
  Improved Large Pulse Laser
  P
  10 (10)
  9 (9)
  0/3/7/10 (Medium)
  N/A
  –2
  Y
  Exp
  Improved PPC
  DE
  10 (10)
  10 (10)
  3/6/12/18 (Medium)
  N/A
  0
  Y
  Exp 
  Enhanced PPC
  DE
  15 (15)
  12 (12)
  0/7/14/23 (Long)
  N/A
  0
  Y
  Exp
  Improved LRM 5
  M, C, S
  2 (2)
  1/Msl, C5/5 (3)
  6/7/14/21 (Long)
  24
  0
  N
  Exp
  Improved LRM 10
  M, C, S
  4 (4)
  1/Msl, C5/10 (6)
  6/7/14/21 (Long)
  12
  0
  N
  Exp 
  Improved LRM 15
  M, C, S
  5 (5)
  1/Msl, C5/15 (9)
  6/7/14/21 (Long)
  8
  0
  N
  Exp 
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  
  217
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Weapon/Item
  Tech
  Base
  Tech 
  Rating
  Latest Intro Date
  (IS / Clan)
  Item / Ammo
  Cost (C-bills)
  Weight 
  (Tons)
  Space §§
  M
  P
  CV
  SV
  F
  SC
  DS
  JS
  WS
  SS
  MS
  Age of War Equipment
  Primitive Prototype Autocannon/2
  IS
  C/F-X-X
  2290P / NA
  75,000 / 1,000
  6
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype Autocannon/5
  IS
  C/F-X-X
  2240P / NA
  125,000 / 4,500
  8
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype Autocannon/10
  IS
  C/F-X-X
  2450P / NA
  200,000 / 6,000
  12
  7
  NA
  1
  7
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype Autocannon/20
  IS
  C/F-X-X
  2488P / NA
  300,000 / 10,000
  14
  10
  NA
  1
  10
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype Small Laser
  IS
  C/F-X-X
  2290P / NA
  11,250
  0.5
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype Medium Laser
  IS
  C/F-X-X
  2290P / NA
  40,000
  1
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype Large Laser
  IS
  C/F-X-X
  2306P / NA
  100,000
  5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype LRM 5
  IS
  C/F-X-X
  2295P / NA
  30,000 / 30,000
  2
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype LRM 10
  IS
  C/F-X-X
  2295P / NA
  100,000 / 30,000
  5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype LRM 15
  IS
  C/F-X-X
  2295P / NA
  175,000 / 30,000
  7
  3
  NA
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype LRM 20
  IS
  C/F-X-X
  2295P / NA
  250,000 / 30,000
  10
  5
  NA
  1
  5
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype SRM 2
  IS
  C/F-X-X
  2365P / NA
  10,000 / 27,000
  1
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype SRM 4
  IS
  C/F-X-X
  2365P / NA
  60,000 / 27,000
  2
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype SRM 6
  IS
  C/F-X-X
  2365P / NA
  80,000 / 27,000
  3
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype PPC
  IS
  D/C-X-X
  2439P / NA
  200,000
  7
  3
  NA
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Primitive Prototype K-F Boom
  PE
  C/F-X-X
  2342P / NA
  1,010,000
  0
  NA
  NA
  NA
  NA
  NA
  NA
  0
  NA
  NA
  NA
  NA
  DropShip Docking Collar (pre-Boom)
  PE
  B/CXXX
  2350 / NA
  500,000
  1,000
  NA
  NA
  NA
  NA
  NA
  NA
  0
  0
  0
  0
  NA
  DropShip Docking Collar (post-Boom)
  PE
  C/D-C-C
  2470 / 2470
  100,000
  1,000
  NA
  NA
  NA
  NA
  NA
  NA
  0
  0
  0
  0
  NA
  DropShuttle Bays
  IS
  C/C-X-X
  2120 / NA
  150,000,000
  11,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  0*
  NA
  Space Station K-F Adapter
  IS/Clan
  C/D-F-D
  2375 / 2375
  FCx20
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0
  NA
  Primitive Prototype Jump Jets
  PE
  C/F-X-X
  2464P / NA
  TTx200x(Jump)^2
  *
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prototype Arrow IV
  IS
  E/F-X-X
  2593P / NA
  1,800,000 / 40,000
  16
  16
  NA
  1
  16
  1
  1
  1
  NA
  NA
  NA
  1
  Prototype Artemis IV FCS
  IS
  E/F-X-X
  2592P / NA
  300,000
  +1
  +1
  NA
  +0
  +1
  +0
  +0
  +0
  +0
  +0
  +0
  +0
  Prototype Beagle Active Probe
  IS
  E/F-X-X
  2560P / NA
  600,000
  2
  3
  NA
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Prototype CASE
  IS
  E/F-X-X
  2452P / NA
  150,000
  .5
  1
  NA
  1
  1
  0
  NA
  NA
  NA
  NA
  NA
  NA
  Prototype Double Heat Sink
  IS
  E/F-X-X
  2559P / NA
  18,000
  1*
  3*
  NA
  NA
  NA
  0*
  0*
  0*
  0*
  0*
  NA
  NA
  Prototype Endo Steel Structure
  IS
  E/F-X-X
  2471P / NA
  4,800xTT
  TT÷20
  16
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prototype Extralight Engine
  IS
  E/F-X-X
  2556P / NA
  (100,000xERxTT)÷75
  *
  +6*
  NA
  2
  NA
  +0
  NA
  NA
  NA
  NA
  NA
  NA
  Prototype Ferro-Fibrous Armor
  IS
  E/F-X-X
  2557P/ NA
  60,000xAT
  *
  16
  NA
  3
  NA
  3*
  NA
  NA
  NA
  NA
  NA
  NA
  Prototype Gauss Rifle
  IS
  E/F-X-X
  2587P / NA
  1,200,000 / 80,000
  15
  8
  NA
  1
  8
  1
  1
  1
  1
  1
  1
  1
  Prototype Guardian ECM Suite
  IS
  E/F-X-X
  2595P / NA
  1,000,000
  2
  3
  NA
  1
  3
  1
  1
  1
  NA
  NA
  NA
  1
  Prototype LB 10-X Autocannon
  IS
  E/F-X-X
  2590P / NA
  1,600,000 / 80,000
  11
  7
  NA
  1
  7
  1
  1
  1
  1
  1
  1
  1
  Prototype Narc Missile Beacon
  IS
  E/F-X-X
  2580P / NA
  300,000 / 18,000
  3
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Prototype Large Pulse Laser
  IS
  E/F-X-X
  2595P / NA
  875,000
  7
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Prototype Medium Pulse Laser
  IS
  E/F-X-X
  2595P / NA
  300,000
  2
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Prototype Small Pulse Laser
  IS
  E/F-X-X
  2595P / NA
  80,000
  1
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Prototype Remote Sensors
  IS
  E/F-X-X
  2586P / NA
  60,000 / 42,000
  .5
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Prototype Rocket Launcher 10
  IS/Clan
  B/D-F-X
  ~2320P / ~2320P
  15,000
  .5
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Prototype Rocket Launcher 15
  IS/Clan
  B/D-F-X
  ~2320P / ~2320P
  30,000
  1
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Prototype Rocket Launcher 20
  IS/Clan
  B/D-F-X
  ~2320P / ~2320P
  45,000
  1.5
  3
  NA
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Prototype TAG
  IS
  E/F-X-X
  2593P / NA
  150,000
  1.5
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Star League Equipment
  Centurion Weapon System
  IS
  E/F-F-F
  ~2762P / NA
  1,000,000
  5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  SLDF Advanced Neurohelmet
  IS
  E/F-X-X
  ~2760 / NA
  5,000*
  0*
  0*
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  Modular Space Stations
  IS/Clan
  D/E-X-X
  2585 / 2585
  FCx50
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0
  NA
  Early Clan Equipment
  Improved Autocannon/2
  Clan
  E/X-C-X
  NA / 2818
  75,000 / 1,000
  5
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Improved Autocannon/5
  Clan
  E/X-C-X
  NA / 2818
  125,000 / 4,500
  7
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Improved Autocannon/10
  Clan
  E/X-C-X
  NA / 2818
  200,000 / 6,000
  11
  6
  NA
  1
  6
  1
  1
  1
  1
  1
  1
  1
  Improved Autocannon/20
  Clan
  E/X-D-X
  NA / 2818
  300,000 / 10,000
  13
  9
  NA
  1
  9
  1
  1
  1
  1
  1
  1
  1
  Improved Gauss Rifle
  Clan
  E/X-E-X
  NA / 2822
  300,000 / 20,000
  13
  6
  NA
  1
  6
  1
  1
  1
  1
  1
  1
  1
  Improved Large Laser
  Clan
  E/X-D-X
  NA / 2818
  100,000
  4
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Improved Large Pulse Laser
  Clan
  E/X-E-X
  NA / 2820
  175,000
  6
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Improved PPC
  Clan
  E/X-D-X
  NA / 2820
  200,000
  6
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Enhanced PPC
  Clan
  E/X-E-X
  NA / 2823
  300,000
  7
  3
  NA
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Improved LRM 5
  Clan
  E/X-D-X
  NA / 2818
  30,000 / 30,000
  1
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Improved LRM 10
  Clan
  E/X-D-X
  NA / 2818
  100,000 / 30,000
  2.5
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Improved LRM 15
  Clan
  E/X-D-X
  NA / 2818
  175,000 / 30,000
  3.5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  
  Weapon/Item
  Type §
  Heat Std 
  (Aero)
  Damage  Std (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo  
  (per Ton)
  To-Hit 
  Modifier
  TC Comp Rules Level
  Improved LRM 20
  M, C, S
  6 (6)
  1/Msl, C5/20 (12)
  6/7/14/21 (Long)
  6
  0
  N
  Exp 
  Improved SRM 2
  M, C, S
  2 (2)
  2/Msl, C2/2 (3)
  0/4/8/12 (Medium)
  50
  0
  N
  Exp
  Improved SRM 4
  M, C, S
  3 (3)
  2/Msl, C2/4 (6)
  0/4/8/12 (Medium)
  25
  0
  N
  Exp 
  Improved SRM 6
  M, C, S
  4 (4)
  2/Msl, C2/6 (9)
  0/4/8/12 (Medium)
  15
  0
  N
  Exp 
  Prototype ER Small Laser
  DE
  2 (2)
  3 (3)
  0/2/4/5 (Short)
  N/A
  0
  Y
  Exp 
  Prototype ER Medium Laser
  DE
  5 (5)
  5 (5)
  0/4/8/12 (Medium)
  N/A
  0
  Y
  Exp 
  Prototype LB 2-X Autocannon
  DB, C, S, F
  1 (1)
  2 (2)
  4/9/18/27 (Extreme)
  45
  0
  Y
  Exp 
  Prototype LB 5-X Autocannon
  DB, C, S, F
  1 (1)
  5 (3)
  3/7/14/21 (Long)
  20
  0
  Y
  Exp 
  Prototype LB 20-X Autocannon
  DB, C, S, F
  6 (6)
  20 (12)
  0/4/8/12 (Medium)
  5
  0
  Y
  Exp 
  Prototype Streak SRM 4
  M, C
  3 (3)
  2/Msl, C2/4 (8)
  0/3/6/9 (Short)
  25
  –1
  N
  Exp 
  Prototype Streak SRM 6
  M, C
  4 (4)
  2/Msl, C2/6 (12)
  0/3/6/9 (Short)
  15
  –1 
  N
  Exp
  Prototype Ultra Autocannon/2
  M, C
  1/Shot (2)
  2/Shot (3)
  3/8/17/25 (Extreme)
  45
  0
  Y
  Exp 
  Prototype Ultra Autocannon/10
  M, C
  4/Shot (8)
  10/Shot (15)
  0/6/12/18 (Medium)
  10
  0
  Y
  Exp 
  Prototype Ultra Autocannon/20
  M, C
  8/Shot (16)
  20/Shot (30)
  0/3/7/10 (Medium)
  5
  0
  Y
  Exp 
  Late Succession Wars Equipment
  Prototype Double Heat Sink
  PE
  –2 (–2)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  Prototype Endo Steel Structure
  Structure
  0 (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  Prototype ER Large Laser
  DE
  12+1D6 (18)
  8 (8)
  0/7/14/19 (Long)
  N/A
  +1
  Y
  Exp 
  Prototype Medium Pulse Laser
  P
  4+1D6 (10)
  6 (6)
  0/2/4/6 (Short)
  N/A
  –2
  Y
  Exp 
  Prototype Ferro-Fibrous Armor
  Armor
  0 (0)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp 
  Prototype Gauss Rifle
  DB, X
  1 (1)
  15 (15)
  2/7/15/22 (Long)
  N/A
  0
  N
  Exp 
  Prototype LB 10-X Autocannon
  DB, C, F, S
  2 (2)
  10 (6)
  0/6/12/18 (Medium)
  10
  0
  N
  Exp 
  Prototype Triple-Strength Myomer
  PE
  0 (N/A)
  * (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp
  Prototype Ultra Autocannon/5
  M, C
  1/Shot (4)
  5/Shot (7)
  2/6/13/20 (Long)
  20
  0
  Y
  Exp 
  Special Munitions: Anti-TSM LRMs
  Ammo
  ** (**)
  1/Msl, C5/* (*)
  ** (**)
  x1
  0
  N
  Exp
  Special Munitions: Anti-TSM SRMs
  Ammo
  ** (**)
  2/Msl, C2/* (*)
  ** (**)
  x1
  0
  N
  Exp
  Special Munitions: Listen-Kill LRMs
  Ammo
  ** (**)
  1/Msl, C5/* (*)
  ** (**)
  x1
  –1*
  N
  Exp
  Special Munitions: Listen-Kill SRMs
  Ammo
  ** (**)
  2/Msl, C2/* (*)
  ** (**)
  x1
  –1*
  N
  Exp
  Clan Invasion Equipment
  Damage Interrupt Circuit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Exp
  Direct Neural Interface Modification
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  *
  Y*
  Exp
  Enhanced Imaging Interface
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  *
  Y*
  Exp
  Virtual Reality Piloting Pod
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  *
  Y*
  Exp
  Special Munitions: Dead-Fire LRMs
  Ammo
  ** (**)
  2/Msl, C5/* (*)
  4/5/10/15 (Medium)
  x1
  0
  N
  Exp
  Special Munitions: Dead-Fire SRMs
  Ammo
  ** (**)
  3/Msl, C3/* (*)
  0/2/4/6 (Short)
  x1
  0
  N
  Exp
  Special Munitions: RS SSRMs
  Ammo
  ** (**)
  0 (*)
  N/A (Point)
  x1
  0
  N
  Exp
  Special Munitions: SS Narcs
  Ammo
  ** (**)
  3* (*)
  ** (**)
  x1
  0
  N
  Exp
  Jihad Equipment
  BattleMech Interface Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  Y
  Exp
  BattleMech Neural Interface Unit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  Y
  Exp
  Clan BattleMech Interface Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  Y
  Exp
  Clan BattleMech Neural Interface Unit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  Y
  Exp
  ProtoMech Interface Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N
  Exp
  Word of Blake Super-Jump Drive
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N
  Exp
  Wars of Reaving Equipment
  EDP Armor
  E, Armor
  0 (N/A)
  * (N/A)
  PHYS (N/A)
  N/A
  0
  N
  Exp
  Extended Jump Jet System
  PE
  0 (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  TL
  Fusillade Launcher
  M, C, S*
  N/A (N/A)
  2/Msl, C5/3 (0)
  4/5/10/15 (Medium)
  N/A
  0
  N
  Exp
  Improved ATM 3
  M, C, S*
  2 (2)
  6 (6)
  4/5/10/15 (Medium)
  20
  0
  N
  Adv
  Improved ATM 6
  M, C, S*
  2 (2)
  12 (12)
  4/5/10/15 (Medium)
  10
  0
  N
  Adv
  Improved ATM 9
  M, C, S*
  2 (2)
  18 (18)
  4/5/10/15 (Medium)
  7
  0
  N
  Adv
  Improved ATM 12
  M, C, S*
  2 (2)
  24 (24)
  4/5/10/15 (Medium)
  5
  0
  N
  Adv
  Magnetic Clamp System
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  0
  N
  Adv
  Nova CEWS
  E
  2 (2)
  0 (0)
  —/—/—/3 (Short)
  N/A
  0
  N
  Exp
  ProtoMech Quad Melee System
  ME
  0 (N/A)
  Var* (N/A)
  PHYS (N/A)
  N/A
  0
  N
  Adv
  Special Munitions: IMP ATMs
  Ammo
  ** (**)
  1/Msl, C5/* (*)
  0/3/6/9 (Short)
  x1
  0
  N
  Exp
  Special Munitions: IIW ATMs
  Ammo
  ** (**)
  * (*)
  4/5/10/15 (Medium)
  x1
  0
  N
  Exp
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  
  219
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Weapon/Item
  Tech
  Base
  Tech 
  Rating
  Latest Intro Date
  (IS / Clan)
  Item / Ammo
  Cost (C-bills)
  Weight 
  (Tons)
  Space §§
  M
  P
  CV
  SV
  F
  SC
  DS
  JS
  WS
  SS
  MS
  Improved LRM 20
  Clan
  E/X-D-X
  NA / 2818
  250,000 / 30,000
  5
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Improved SRM 2
  Clan
  E/X-D-X
  NA / 2817
  15,000 / 27,000
  1
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Improved SRM 4
  Clan
  E/X-D-X
  NA / 2817
  90,000 / 27,000
  2
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Improved SRM 6
  Clan
  E/X-D-X
  NA / 2817
  120,000 / 27,000
  3
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Prototype ER Small Laser
  Clan
  E/X-D-X
  NA / 2819P
  11,250
  0.5
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Prototype ER Medium Laser
  Clan
  E/X-D-X
  NA / 2819P
  80,000
  1.5
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Prototype LB 2-X Autocannon
  Clan
  E/X-D-X
  NA / 2820P
  150,000 / 3,300
  6
  5
  NA
  1
  5
  1
  1
  1
  1
  1
  1
  1
  Prototype LB 5-X Autocannon
  Clan
  E/X-D-X
  NA / 2820P
  250,000 / 15,000
  8
  6
  NA
  1
  6
  1
  1
  1
  1
  1
  1
  1
  Prototype LB 20-X Autocannon
  Clan
  E/X-D-X
  NA / 2820P
  600,000 / 34,000
  14
  12
  NA
  1
  12
  1
  1
  1
  1
  1
  1
  1
  Prototype Streak SRM 4
  Clan
  E/X-D-X
  NA / 2819P
  90,000 / 54,000
  3
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Prototype Streak SRM 6
  Clan
  E/X-D-X
  NA / 2819P
  120,000 / 54,000
  4.5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Prototype Ultra Autocannon/2
  Clan
  E/X-D-X
  NA / 2820P
  120,000 / 1,000
  7
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Prototype Ultra Autocannon/10
  Clan
  E/X-D-X
  NA / 2820P
  320,000 / 12,000
  13
  8
  NA
  1
  8
  1
  1
  1
  1
  1
  1
  1
  Prototype Ultra Autocannon/20
  Clan
  E/X-D-X
  NA / 2820P
  480,000 / 20,000
  15
  11
  NA
  1
  11
  1
  1
  1
  1
  1
  1
  1
  Late Succession Wars Equipment
  Prototype Double Heat Sink
  IS
  E/X-F-X
  3022P / NA
  30,000
  1*
  3*
  NA
  NA
  NA
  0*
  0*
  0*
  0*
  0*
  NA
  NA
  Prototype Endo Steel Structure
  IS
  E/X-F-X
  3035P / NA
  4,800xTT
  TT÷20
  16
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prototype ER Large Laser
  IS
  E/X-F-X
  3030P / NA
  600,000
  5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Prototype Medium Pulse Laser
  IS
  E/X-F-X
  3031P / NA
  240,000
  2
  1
  NA
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Prototype Ferro-Fibrous Armor
  IS
  E/X-F-X
  3034P / NA
  60,000xAT
  *
  16
  NA
  3
  NA
  3*
  NA
  NA
  NA
  NA
  NA
  NA
  Prototype Gauss Rifle
  IS
  E/X-F-X
  3038P / NA
  1,200,000 / 80,000
  15
  8
  NA
  1
  8
  1
  1
  1
  1
  1
  1
  1
  Prototype LB 10-X Autocannon
  IS
  E/X-F-X
  3030P / NA
  2,000,000 / 80,000
  11
  7
  NA
  1
  7
  1
  1
  1
  1
  1
  1
  1
  Prototype Triple-Strength Myomer
  IS
  E/X-F-X
  3028P / NA
  32,000xTT
  0
  6
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prototype Ultra Autocannon/5
  IS
  E/X-F-X
  3029P / NA
  1,000,000 / 45,000
  7
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Special Munitions: Anti-TSM LRMs
  IS
  E/X-F-F
  3027 / NA
  x2
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Special Munitions: Anti-TSM SRMs
  IS
  E/X-F-F
  3027 / NA
  x2
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Special Munitions: Listen-Kill LRMs
  IS
  E/X-F-X
  3037P / NA
  x1.1
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Special Munitions: Listen-Kill SRMs
  IS
  E/X-F-X
  3037P / NA
  x1.1
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Clan Invasion Equipment
  Damage Interrupt Circuit
  IS
  E/X-X-F
  3055P / NA
  150
  0*
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Direct Neural Interface Modification
  IS
  E/X-X-F
  3055 / NA
  500,000
  0*
  0*
  NA
  0*
  0*
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  Enhanced Imagining Interface
  Clan
  F/X-X-F
  NA / 3048
  400,000
  *
  0
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Virtual Reality Piloting Pod
  IS
  F/X-X-F
  3052P / NA
  1,250,000
  3
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Special Munitions: Dead-Fire LRMs
  IS
  C/X-X-E
  3052P / NA
  x0.6
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Special Munitions: Dead-Fire SRMs
  IS
  C/X-X-E
  3052P / NA
  x0.6
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Special Munitions: RS SSRMs
  IS
  E/X-X-F
  3045P / NA
  x1.1
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Special Munitions: SS Narcs
  IS
  E/X-X-F
  3046P / NA
  x1.1
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Jihad Equipment
  BattleMech Interface Cockpit
  IS
  E/X-X-F
  ~3078P / NA
  1,500,000
  4
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  BattleMech Neural Interface Unit
  IS
  E/X-X-F
  ~3078P / NA
  650,000
  0.1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Clan BattleMech Interface Cockpit
  Clan
  F/X-X-F
  NA / 3083P
  1,500,000
  4
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Clan BattleMech Neural Interface Unit
  Clan
  F/X-X-F
  NA / 3083P
  650,000
  0.1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  ProtoMech Interface Cockpit
  IS
  E/X-X-F
  3071 / NA
  1,000,000
  .5
  NA
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Word of Blake Super-Jump Drive
  IS
  F/X-X-F
  ~3059P / NA
  25,000,000
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0
  0
  NA
  NA
  Wars of Reaving Equipment
  EDP Armor
  Clan
  F/X-X-F
  NA / 3071P
  1,250xAP
  *
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Extended Jump Jet System
  Clan
  F/X-X-F
  NA / 3075
  TTx500x(Jump)^2
  *
  NA
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fusillade Launcher
  Clan
  F/X-X-F
  NA / 3072P
  100,000 / 400
  1.5
  NA
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Improved ATM 3
  Clan
  F/X-X-F
  NA / 3070
  100,000 / 3,750
  1.5
  2
  NA
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Improved ATM 6
  Clan
  F/X-X-F
  NA / 3070
  250,000 / 7,500
  3.5
  3
  NA
  1
  3
  1
  1
  1
  1
  1
  1
  1
  Improved ATM 9
  Clan
  F/X-X-F
  NA / 3070
  450,000 / 10,715
  5
  4
  NA
  1
  4
  1
  1
  1
  1
  1
  1
  1
  Improved ATM 12
  Clan
  F/X-X-F
  NA / 3070
  700,000 / 15,000
  7
  5
  NA
  1
  5
  1
  1
  1
  1
  1
  1
  1
  Magnetic Clamp System
  Clan
  F/X-X-F
  NA / 3075
  25,000
  *
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Nova CEWS
  Clan
  F/X-X-F
  NA / 3065P
  1,110,000
  1.5
  1
  NA
  1
  1
  1
  1
  NA
  NA
  NA
  NA
  NA
  ProtoMech Quad Melee System
  Clan
  F/X-X-F
  NA / 3072
  70,000
  1
  NA
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Special Munitions: IMP iATMs
  Clan
  F/X-X-F
  NA / 3070P
  x2
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Special Munitions: IIW iATMs
  Clan
  F/X-X-F
  NA / 3070P
  x1.3
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  
  Weapon/Item
  Type §
  Heat Std 
  (Aero)
  Damage  Std (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo  
  (per Ton)
  To-Hit 
  Modifier
  TC Comp Rules Level
  Dark Age Equipment
  Anti-Penetrative Ablation Armor
  Armor
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Heat-Dissipating Armor
  Armor
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Impact-Resistant Armor
  Armor
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Ballistic-Reinforced Armor
  Armor
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  HarJel II Self-Repair System
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  HarJel III Self-Repair System
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Radical Heat Sink System
  PE
  * (*)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Small Re-Engineered Laser
  P
  4 (4)
  4 (4)
  0/1/2/3 (Short)
  N/A
  –1
  Y
  Adv
  Medium Re-Engineered Laser
  P
  6 (67)
  6 (6)
  0/3/6/9 (Short)
  N/A
  –1
  Y
  Adv
  Large Re-Engineered Laser
  P
  9 (9)
  9 (9)
  0/5/10/15 (Medium)
  N/A
  –1
  Y
  Adv
  Remote Drone Command Console
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  TSEMP Cannon
  DE, X
  10 (10)
  *
  0/5/10/15 (Medium)
  N/A
  0
  Y
  Adv
  TSEMP One-Shot
  DE, X, OS
  10 (10)
  *
  0/5/10/15 (Medium)
  N/A
  0
  Y
  Adv
  RISC Advanced PDS (Standard)
  PD
  2 (N/A)
  0 (0)
  —/—/—/3 (N/A)
  12
  0
  N
  Adv
  RISC Advanced PDS (Battlesuit)
  PD
  N/A (N/A)
  0 (0)
  —/—/—/3 (N/A)
  2.5 kg (6)
  N/A
  N
  Adv 
  RISC Laser Pulse Module
  PE, X
  +2* (+2*)
  +0 (0)
  As Standard Weapon
  N/A
  –1*
  Y*
  Exp 
  RISC Emergency Coolant System
  PE, X
  * (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  RISC Heat Sink Override Kit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp 
  RISC Hyper Laser
  DE, X
  24 (24)
  20 (20)
  0/8/15/25 (Extreme)
  N/A
  +0
  Y
  Exp 
  RISC Repeating TSEMP Cannon
  DE, X
  10 (N/A)
  * (*)
  0/5/10/15 (Medium)
  N/A
  +0
  Y
  Exp 
  RISC Super-Cooled Myomer
  PE, X
  N/A* (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp 
  RISC Viral Jammer (Decoy)
  E
  12 (N/A)
  N/A (N/A)
  —/—/—/17 (N/A)
  N/A
  N/A
  N/A
  Exp 
  RISC Viral Jammer (Homing)
  E
  12 (N/A)
  N/A (N/A)
  —/—/—/17 (N/A)
  N/A
  N/A
  N/A
  Exp 
  Expanded ProtoMech Components
  Ultraheavy ProtoMech Structure 
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Ultraheavy ProtoMech Cockpit 
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Quadruped ProtoMech Structure 
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Glider ProtoMech Structure 
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Land-Air BattleMech Components
  LAM Conversion (Bimodal) 
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  LAM Conversion (Standard) 
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  LAM Bomb Bay 
  Bomb
  0 (0)
  * (*)
  * (*)
  1
  0
  N
  TL
  LAM Fuel Tanks
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  80 pts
  N/A
  N/A
  TL
  Primitive and RetroTech Components
  Primitive BattleMech Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Primitive Aerospace Fighter Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  0/+1*
  N/A
  Adv
  Primitive IndustrialMech Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  +1*
  N/A
  Adv
  Primitive ’Mech Musculature
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Primitive Aerospace Fighter Armor
  Armor
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Primitive ’Mech/Industrial Armor
  Armor
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  QuadVee Components
  QuadVee Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  QuadVee Conversion Equipment
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  QuadVee Wheels
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Robotic and Drone Unit Systems
  Smart Robotic Control System
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  *
  N/A
  Adv
  Shielded Aerospace SRCS
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  *
  N/A
  Exp
  SDS (Caspar) Drone Control System
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  *
  N/A
  Exp
  Caspar II Advanced SRCS
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  *
  N/A
  Exp
  Autonomous Tactical Analysis Comp.
  E
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  *
  N/A
  Exp
  Direct Tactical Analysis Control System
  E
  N/A (N/A)
  N/A (N/A)
  N/A (*)
  N/A
  *
  N/A
  Exp
  Advanced Robotic Transport System
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  SDS Self-Destruct System
  AE, OS
  N/A (0)
  * (*)
  N/A (*)
  N/A
  0*
  N/A
  Exp
  SDS Jammer System
  E
  N/A (N/A)
  N/A (N/A)
  * (Extreme-C)
  N/A
  N/A
  N/A
  Exp
  Dragon’s Breath MCM Launch System
  CAP, AE
  N/A (0)
  * (*)
  * (Extreme-C)
  OS
  0*
  N/A
  Exp
  Superheavy ’Mech Components 
  Superheavy BattleMech Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Superheavy IndustrialMech Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  
  221
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Weapon/Item
  Tech
  Base
  Tech 
  Rating
  Latest Intro Date
  (IS / Clan)
  Item / Ammo
  Cost (C-bills)
  Weight 
  (Tons)
  Space §§
  M
  P
  CV
  SV
  F
  SC
  DS
  JS
  WS
  SS
  MS
  Dark Age Equipment
  Anti-Penetrative Ablation Armor
  IS
  E/X-X-X-E
  3114 / NA
  15,000xAT
  *
  6
  NA
  1
  1*
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  Heat-Dissipating Armor
  IS/Clan
  E/X-X-X-E
  3123 / 3126
  25,000xAT
  *
  6
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Impact-Resistant Armor
  IS
  E/X-X-X-E
  3103 / NA
  20,000xAT
  *
  10
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Ballistic-Reinforced Armor
  IS
  E/X-X-X-E
  3131 / NA
  25,000xAT
  *
  10
  NA
  1
  1*
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  HarJel II Self-Repair System
  Clan
  F/X-X-X-F
  NA / 3136
  240,000
  2*
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  HarJel III Self-Repair System
  Clan
  F/X-X-X-F
  NA / 3139
  360,000
  3*
  2
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Radical Heat Sink System
  IS
  E/X-X-X-E
  3122 / NA
  250,000
  4*
  3
  NA
  NA
  NA
  1
  NA
  NA
  NA
  NA
  NA
  NA
  Small Re-Engineered Laser
  IS
  E/X-X-X-E
  3130 / NA
  25,000
  1.5
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  1
  Medium Re-Engineered Laser
  IS
  E/X-X-X-E
  3130 / NA
  100,000
  2.5
  2
  1
  1
  2
  1
  1
  1
  1
  1
  1
  1
  Large Re-Engineered Laser
  IS
  E/X-X-X-E
  3130 / NA
  250,000
  8
  5
  1
  1
  5
  1
  1
  1
  1
  1
  1
  1
  Remote Drone Command Console
  IS
  E/X-X-X-F
  3140 / NA
  50,000
  2
  1*
  NA
  NA
  NA
  1
  NA
  NA
  NA
  NA
  NA
  NA
  TSEMP Cannon
  IS
  E/X-X-X-E
  3109 / NA
  800,000
  6
  5
  1
  1
  5
  1
  1
  NA
  NA
  NA
  NA
  1
  TSEMP One-Shot
  IS
  E/X-X-X-E
  3095 / NA
  500,000
  4
  3
  1
  1
  3
  1
  1
  NA
  NA
  NA
  NA
  1
  RISC Advanced PDS (Standard)
  IS
  E/X-X-X-E
  3137 / NA
  200,000 / 2,000
  3
  2
  NA
  1
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  1
  RISC Advanced PDS (Battlesuit)
  IS
  E/X-X-X-E
  3134 / NA
  50,000 / 500
  0.35
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  RISC Laser Pulse Module
  IS
  F/X-X-X-F
  3137P / NA
  200,000
  1
  1*
  +0* +0* +1* +0* +0* +0* +0* +0* +0*
  +0*
  RISC Emergency Coolant System
  IS
  F/X-X-X-F
  3136P / NA
  460,000
  2
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  RISC Heat Sink Override Kit
  IS
  D/X-X-X-F
  3134P / NA
  500
  0
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  RISC Hyper Laser 
  IS
  F/X-X-X-F
  3134P / NA
  750,000
  8
  6
  NA
  1
  6
  1
  1
  1
  1
  1
  1
  1
  RISC Repeating TSEMP Cannon
  IS
  E/X-X-X-F
  3133P / NA
  1,200,000
  8
  7
  1
  1
  7
  1
  1
  NA
  NA
  NA
  NA
  1
  RISC Super-Cooled Myomer
  IS
  F/X-X-X-F
  3132P / NA
  10,000xTT
  0
  6*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  RISC Viral Jammer (Decoy)
  IS
  F/X-X-X-F
  3135P / NA
  990,000
  2.5
  1
  1
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  1
  RISC Viral Jammer (Homing)
  IS
  F/X-X-X-F
  3135P / NA
  990,000
  2.5
  1
  1
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  1
  Expanded ProtoMech Components
  Ultraheavy ProtoMech Structure
  Clan
  D/X-X-D
  NA / 3083
  400xTT
  TTx0.1
  NA
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Ultraheavy ProtoMech Cockpit
  Clan
  F/X-X-D
  NA / 3083
  800,000
  0.75
  NA
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Quadruped ProtoMech Structure
  Clan
  D/X-X-E
  NA / 3083
  500xTT
  TTx0.1
  NA
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Glider ProtoMech Structure
  Clan
  F/X-X-E
  NA / 3084
  600xTT
  TTx0.1
  NA
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Land-Air BattleMech Components
  LAM Conversion (Bimodal)
  IS
  E/E-F-X
  2680 / NA
  WSCx0.65
  TTx0.15
  6*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  LAM Conversion (Standard)
  IS
  E/D-E-F
  2688 / NA
  WSCx0.75 
  TTx0.1
  6*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  LAM Bomb Bay
  IS/Clan
  B/E-E-E
  2680 / NA
  5,000
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  LAM Fuel Tanks
  IS/Clan
  B/A-A-A
  ES / ES
  200
  1
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Primitive and RetroTech Components
  Primitive BattleMech Cockpit
  IS
  D/D-X-X
  2449 / NA
  100,000
  5
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Primitive Aerospace Fighter Cockpit
  IS
  D/D-X-X
  ES / NA
  100,000
  5
  NA
  NA
  NA
  NA
  0*
  NA
  NA
  NA
  NA
  NA
  NA
  Primitive IndustrialMech Cockpit
  IS
  C/C-X-X
  2300 / NA
  50,000
  5
  1*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Primitive ’Mech Musculature
  IS
  D/D-X-X
  2300 / NA
  1,000xTT
  x1
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Primitive Aerospace Fighter Armor
  IS
  C/B-C-B
  ~2315 / NA
  5,000xAT
  *
  NA
  NA
  NA
  NA
  0
  NA
  NA
  NA
  NA
  NA
  NA
  Primitive ’Mech/Industrial Armor
  IS/Clan
  C/B-C-B
  2430 / 2430
  5,000xAT
  *
  0
  NA
  0
  NA
  0
  0
  0
  0
  0
  0
  0
  QuadVee Components
  QuadVee Cockpit
  Clan
  F/X-X-X-F
  NA / 3135
  375,000
  4*
  6*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  QuadVee Conversion
  Clan
  F/X-X-X-F
  NA / 3135
  WSCx0.5
  TTx0.1*
  4*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  QuadVee Wheels
  Clan
  F/X-X-X-F
  NA / 3150
  (750xERxTT)÷75
  TTx0.15*
  4*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Robotic and Drone Unit Systems
  Smart Robotic Control System
  IS/Clan
  C/E-X-F
  3067 / ES
  5,000+(10,000xIT)*
  Var*
  0*
  NA
  0*
  0*
  0*
  0*
  0*
  0*
  0*
  0*
  0*
  Shielded Aerospace SRCS
  IS/Clan
  C/E-X-F
  3089 / 2755
  6,250+(12,500xIT)*
  Var*
  NA
  NA
  NA
  0*
  0*
  0*
  NA
  NA
  NA
  0*
  NA
  SDS (Caspar) Drone Control System
  IS
  C/E-X-X
  2695 / NA
  500,000+(50,000xIT)*
  Var*
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  NA
  0*
  0*
  NA
  Caspar II Advanced SRCS
  IS
  E/X-X-F
  3082 / NA
  50,000+(20,000xIT)*
  Var*
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  NA
  0*
  0*
  NA
  Autonomous Tactical Analysis Comp.
  IS/Clan
  E/F-X-F
  2705 / NA
  100,000xIT
  Var*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  NA
  Direct Tactical Analysis Control Sys.
  IS
  F/X-X-F
  3082 / NA
  50,000xIT
  Var*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  0*
  Advanced Robotic Transport System
  IS/Clan
  E/D-E-E
  3068 / NA
  +1,000,000
  Var*
  NA
  NA
  NA
  NA
  NA
  1*
  1*
  NA
  1*
  1*
  NA
  SDS Self-Destruct System
  IS
  C/D-F-X
  2695 / NA
  1,000,000
  Var*
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  NA
  0*
  0*
  NA
  SDS Jammer System
  IS
  E/F-F-X
  2776P / NA
  800M
  30,000
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  1*
  NA
  NA
  Dragon’s Breath MCM Launch System
  IS
  E/X-X-F
  3077P / NA
  15,000,000
  5,000*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  0*
  0*
  NA
  Superheavy ’Mech Components
  Superheavy BattleMech Cockpit
  IS
  E/X-X-F
  3076 / NA
  300,000
  4*
  5*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Superheavy IndustrialMech Cockpit
  IS
  D/X-F-F
  2940 / NA
  200,000
  4*
  5*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  
  Weapon/Item
  Type §
  Heat Std 
  (Aero)
  Damage  Std (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo  
  (per Ton)
  To-Hit 
  Modifier
  TC Comp Rules Level
  Superheavy ’Mech Actuators
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Superheavy ’Mech Musculature
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Superheavy ’Mech Standard I.S.
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Superheavy ’Mech Endo-Comp. I.S.
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Superheavy ’Mech Endo-Steel I.S.
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Superheavy ’Mech Industrial I.S.
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Superheavy ’Mech Gyro
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Thermobaric Weapons
  Fuel-Air Bomb (Small)
  Ammo
  ** (**)
  N/A (20A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Fuel-Air Bomb (Large)
  Ammo
  ** (**)
  N/A (30A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Fuel-Air Missile (Arrow IV, IS)
  Ammo
  ** (**)
  20A (N/A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Fuel-Air Missile (Arrow IV, Clan)
  Ammo
  ** (**)
  20A (N/A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Fuel-Air Shell (Thumper)
  Ammo
  ** (**)
  10A (N/A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Fuel-Air Shell (Sniper)
  Ammo
  ** (**)
  20A (N/A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Fuel-Air Shell (Long Tom)
  Ammo
  ** (**)
  30A (N/A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Fuel-Air Shell (Thumper Cannon)
  Ammo
  ** (**)
  10A (N/A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Fuel-Air Shell (Sniper Cannon)
  Ammo
  ** (**)
  20A (N/A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Fuel-Air Shell (Long Tom Cannon)
  Ammo
  ** (**)
  30A (N/A)
  ** (**)
  N/A
  N/A
  N/A
  Adv
  Tripod ’Mech Components
  Tripod ’Mech Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Superheavy Tripod ’Mech Cockpit
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Tripod ’Mech Structure
  PE
  N/A (N/A)
  N/A (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Adv
  Warrior Augmentations
  Belter Infantry Package
  PE, Armor
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Belter Fighter Pilot Package
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Belter Vacuum-Resistance Package
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Enhanced Imaging Implants
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  *
  N/A
  Exp
  Artificial Pain Shunt
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Communications Implant
  PE, E
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  *
  N/A
  Exp
  Boosted Communications Implant
  PE, E
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  *
  N/A
  Exp
  Sensory Implants (IR/EM/Audio)
  PE, E
  N/A (N/A)
  0 (N/A)
  0/0/0/2* (N/A)
  N/A
  N/A
  N/A
  Exp
  Sensory Implants (Laser/Telescopic)
  PE, E
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  –1
  N
  Exp
  Multi-Modal Sensory Implants
  PE, E
  N/A (N/A)
  0 (N/A)
  0/0/0/2* (N/A)
  N/A
  –1
  N
  Exp
  Enhanced M-M Sensory Implants
  PE, E
  N/A (N/A)
  0 (N/A)
  0/0/0/3* (N/A)
  N/A
  –1
  N
  Exp
  Filtration Implants
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Gas Effuser Implant, Pheromone
  PE, AE
  N/A (N/A)
  * (N/A)
  0/0/0/0* (N/A)
  N/A
  0
  N
  Exp
  Gas Effuser Implant, Toxin
  PE, AE
  N/A (N/A)
  0.25* (N/A)
  0/0/0/0* (N/A)
  N/A
  0
  N
  Exp
  Dermal Armor Implants
  PE, Armor
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Dermal Camouflage Implants
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Triple-Strength Myomer Implants
  PE
  N/A (N/A)
  0.14* (N/A)
  0/0/0/0* (N/A)
  N/A
  0
  N
  Exp
  Triple-Core Processor Implant
  PE, E
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  *
  Y
  Exp
  Vehicular Direct Neural Interface
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  –1
  Y
  Exp
  Buffered VDNI
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  –1
  Y
  Exp
  Prototype Direct Neural Interface
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  –2
  Y
  Exp
  Explosive Suicide Implant
  AE
  N/A (N/A)
  0.57* (N/A)
  * (N/A)
  N/A
  N/A
  N/A
  Exp
  Prosthetic Leg MASC
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Prosthetic Limb, Enhanced
  PE
  N/A (N/A)
  * (N/A)
  0/0/0/0* (N/A)
  N/A
  0
  N
  Exp
  Prosthetic Limb, Improved Enhanced
  PE
  N/A (N/A)
  * (N/A)
  0/0/0/0* (N/A)
  N/A
  0
  N
  Exp
  Prosthetic Limb, Extraneous
  PE
  N/A (N/A)
  * (N/A)
  0/0/0/0* (N/A)
  N/A
  0
  N
  Exp
  Prosthetic Tail, Enhanced
  PE
  N/A (N/A)
  0.21* (N/A)
  0/0/0/0* (N/A)
  N/A
  +2
  N
  Exp
  Prosthetic Glider Wings
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Prosthetic Powered Flight Wings
  PE
  N/A (N/A)
  0 (N/A)
  N/A (N/A)
  N/A
  N/A
  N/A
  Exp
  Weapons of Mass Destruction
  Chemical Weapon (Class I)
  CW, AE
  N/A (N/A)
  *
  * (N/A)
  *
  0
  N/A
  Exp
  Chemical Weapon (Class II)
  CW, AE
  N/A (N/A)
  *
  * (N/A)
  *
  0
  N/A
  Exp
  Chemical Weapon (Class III)
  CW, AE
  N/A (N/A)
  *
  * (N/A)
  *
  0
  N/A
  Exp
  Chemical Weapon (Class IV)
  CW, AE
  N/A (N/A)
  *
  * (N/A)
  *
  0
  N/A
  Exp
  Biological Weapon (Class IV)
  CW, AE
  N/A (N/A)
  *
  * (N/A)
  *
  0
  N/A
  Exp
  Chemical Weapon (Class V)
  CW, AE
  N/A (N/A)
  *
  * (N/A)
  *
  0
  N/A
  Exp
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  
  223
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Weapon/Item
  Tech
  Base
  Tech 
  Rating
  Latest Intro Date
  (IS / Clan)
  Item / Ammo
  Cost (C-bills)
  Weight 
  (Tons)
  Space §§
  M
  P
  CV
  SV
  F
  SC
  DS
  JS
  WS
  SS
  MS
  Superheavy ’Mech Actuators
  IS
  D/X-F-F
  2940 / NA
  2 x Standard Cost
  *
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Superheavy ’Mech Musculature
  IS
  E/X-F-F
  2940 / NA
  12,000xTT
  *
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Superheavy ’Mech Standard I.S.
  IS
  E/X-X-F
  3076 / NA
  4,000xTT
  *
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Superheavy ’Mech Endo-Comp. I.S.
  IS
  E/X-X-F
  3135 / NA
  6,400xTT
  *
  14
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Superheavy ’Mech Endo-Steel I.S.
  IS
  E/X-X-F
  3076 / NA
  16,000xTT
  *
  7
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Superheavy ’Mech Industrial I.S.
  IS
  D/X-F-F
  2940 / NA
  3,000xTT
  *
  0
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Superheavy ’Mech Gyro
  IS
  D/X-F-F
  2940 / NA
  500,000xIT
  ER÷50*
  2*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Thermobaric Weapons
  Fuel-Air Bomb (Small)
  IS/Clan
  C/E-F-E-E
  PS / PS
  18,000
  0.5
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fuel-Air Bomb (Large)
  IS/Clan
  C/E-F-E-E
  PS / PS
  35,000
  1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fuel-Air Missile (Arrow IV, IS)
  IS
  C/E-F-E-E
  PS / PS
  x3
  x1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fuel-Air Missile (Arrow IV, Clan)
  Clan
  C/X-E-E-E
  PS / PS
  x3
  x1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fuel-Air Shell (Thumper)
  IS/Clan
  C/E-F-E-E
  PS / PS
  x3
  x1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fuel-Air Shell (Sniper)
  IS/Clan
  C/E-F-E-E
  PS / PS
  x3
  x1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fuel-Air Shell (Long Tom)
  IS/Clan
  C/E-F-E-E
  PS / PS
  x3
  x1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fuel-Air Shell (Thumper Cannon)
  IS/Clan
  C/E-F-E-E
  PS / PS
  x3
  x1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fuel-Air Shell (Sniper Cannon)
  IS/Clan
  C/E-F-E-E
  PS / PS
  x3
  x1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Fuel-Air Shell (Long Tom Cannon)
  IS/Clan
  C/E-F-E-E
  PS / PS
  x3
  x1
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Tripod ’Mech Components
  Tripod ’Mech Cockpit
  IS
  F/F-F-X-F
  2602 / NA
  400,000
  4*
  5*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Superheavy Tripod ’Mech Cockpit
  IS
  E/X-F-X-F
  2940 / NA
  500,000
  5*
  5*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Tripod ’Mech Structure
  IS
  E/E-F-X-E
  2602 / NA
  SCx1.2
  STx1.1*
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Warrior Augmentations
  Belter Infantry Package
  IS
  C/E-D-D
  2570 / NA
  200,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Belter Fighter Pilot Package
  IS
  C/D-D-E
  2570 / NA
  25,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Belter Vacuum-Resistance Package
  IS
  C/C-C-C
  2570 / NA
  20,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Enhanced Imaging Implants
  Clan
  F/X-X-D
  NA / 3040
  1,500,000
  *
  *
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Artificial Pain Shunt
  IS/Clan
  C/F-F-F
  ES / ES
  500,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Communications Implant
  IS/Clan
  E/E-F-D
  2600 / 2600
  8,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Boosted Communications Implant
  IS
  E/X-X-D
  3060 / NA
  8,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Sensory Implants (IR/EM/Audio)
  IS/Clan
  E/E-F-C
  2610 / 2610
  650,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Sensory Implants (Laser/Telescopic)
  IS/Clan
  E/D-E-C
  2610 / 2610
  600,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Multi-Modal Sensory Implants
  IS
  E/X-X-D
  3055 / NA
  900,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Enhanced M-M Sensory Implants
  IS
  E/X-X-E
  3060 / NA
  1,600,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Filtration Implants
  IS/Clan
  C/A-A-A
  2580 / 2580
  60,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Gas Effuser Implant, Pheromone
  IS
  E/X-X-F
  3060 / NA
  40,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Gas Effuser Implant, Toxin
  IS
  F/X-X-F
  3060 / NA
  10,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Dermal Armor Implants
  IS
  E/X-E-E
  2950 / NA
  1,500,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Dermal Camouflage Implants
  IS
  F/X-X-F
  3065 / NA
  1,100,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Triple-Strength Myomer Implants
  IS
  F/X-X-E
  3060 / NA
  2,500,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Triple-Core Processor Implant
  IS
  E/X-X-F
  3068 / NA
  3,000,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Vehicular Direct Neural Interface
  IS
  F/X-X-E
  3055 / NA
  1,400,000
  *
  *
  *
  *
  *
  *
  NA
  NA
  NA
  NA
  NA
  NA
  Buffered VDNI
  IS
  F/X-X-F
  3065 / NA
  2,000,000
  *
  *
  *
  *
  *
  *
  NA
  NA
  NA
  NA
  NA
  NA
  Prototype Direct Neural Interface
  IS
  F/X-X-F
  3052P / NA
  2,500,000
  *
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Explosive Suicide Implant
  IS/Clan
  C/B-B-B
  PS / PS
  250
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prosthetic Leg MASC
  IS
  E/X-X-F
  3065 / NA
  255,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prosthetic Limb, Enhanced
  IS/Clan
  E/F-F-E
  ES / ES
  100,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prosthetic Limb, Improved Enhanced
  IS/Clan
  E/F-F-F
  2650 / 2650
  202,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prosthetic Limb, Extraneous
  IS
  F/X-X-F
  3068 / NA
  400,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prosthetic Tail, Enhanced
  IS
  E/X-X-F
  3068 / NA
  60,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prosthetic Glider Wings
  IS
  E/X-X-E
  3069 / NA
  90,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Prosthetic Powered Flight Wings
  IS
  F/X-X-F
  3070 / NA
  120,000
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Weapons of Mass Destruction
  Chemical Weapon (Class I)
  IS/Clan
  A/C-C-C
  PS / PS
  1K
  †
  †
  †
  †
  †
  †
  †
  †
  †
  †
  †
  †
  Chemical Weapon (Class II)
  IS/Clan
  B/C-C-C
  PS / PS
  10K
  †
  †
  †
  †
  †
  †
  †
  †
  †
  †
  †
  †
  Chemical Weapon (Class III)
  IS/Clan
  B/C-D-C
  PS / ES
  250K
  †
  †
  †
  †
  †
  †
  †
  †
  †
  †
  †
  †
  Chemical Weapon (Class IV)
  IS/Clan
  C/D-D-D
  ES / ES
  1M
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Biological Weapon (Class IV)
  IS/Clan
  C/D-D-D
  ES / ES
  10M
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Chemical Weapon (Class V)
  IS/Clan
  C/E-F-F
  ES / ES
  † / 5M
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  
  Weapon/Item
  Type §
  Heat Std 
  (Aero)
  Damage  Std (Aero)
  Range
  Min/Sht/Med/Lng (Aero)
  Ammo  
  (per Ton)
  To-Hit 
  Modifier
  TC Comp Rules Level
  Biological Weapon (Class V)
  CW, AE
  N/A (N/A)
  *
  * (N/A)
  *
  0
  N/A
  Exp
  Nuclear Weapon (Custom Tactical)
  NW, AE
  * (*)
  *
  As Launcher
  *
  0
  N/A
  Exp
  Nuclear Weapon (Custom Strategic)
  NW, AE
  * (*)
  *
  As Launcher
  *
  0
  N/A
  Exp
  Nuclear Weapon (Type Ia)
  NW, AE
  N/A (N/A)
  *
  2 boards (N/A)
  OS
  0
  N/A
  Exp
  Nuclear Weapon (Type Ib [Arrow IV])
  NW, AE
  ** (**)
  *
  8 boards (N/A)
  1
  0
  N/A
  Exp
  Nuclear Weapon (Type Ib [Long Tom])
  NW, AE
  ** (**)
  *
  30 boards (N/A)
  1
  0
  N/A
  Exp
  Nuclear Weapon (Type II)
  NW, AE
  ** (**)
  *
  20 boards (Medium)
  OS
  0
  N/A
  Exp
  Nuclear Weapon (Type III [Launcher])
  NW, AE
  N/A (N/A)
  *
  10,000 boards (N/A)
  40 t/Msl
  0
  N/A
  Exp
  Nuclear Weapon (Type III [C-Missile])
  NW, AE
  ** (**)
  *
  N/A (Extreme)
  40 t/Msl
  0
  N/A
  Exp
  Nuclear Weapon (Type IV [Launcher])
  NW, AE
  N/A (N/A)
  *
  20,000 boards (N/A)
  50 t/Msl
  0
  N/A
  Exp
  Nuclear Weapon (Type IV [C-Missile])
  NW, AE
  ** (**)
  *
  N/A (Extreme)
  50 t/Msl
  0
  N/A
  Exp
  Nuclear Weapon (Elias)
  NW, AE
  N/A (N/A)
  *
  —/—/—/0 (N/A)
  0.005
  –2 
  N/A
  Exp
  Nuclear Weapon (AMW)
  NW, AE
  ** (**)
  *
  N/A (Extreme)
  30 t/Msl
  0
  N/A
  Exp
  *See Item rules
  Weapon
  Heat
  Short
  Med.
  Long
  Ex.
  TC Special
  Age of War Equipment
  Primitive Prototype AC/2
  1
  1.32
  2
  2
  2
  N
  AC
  Primitive Prototype AC/5
  1
  3.75
  5
  5
  —
  N
  AC
  Primitive Prototype AC/10
  3
  10
  10
  —
  —
  N
  AC
  Primitive Prototype AC/20
  7
  20
  20
  —
  —
  N
  AC
  Primitive Prototype Small Laser
  2
  3
  —
  —
  —
  N
  PNT
  Primitive Prototype Med. Laser
  5
  5
  5
  —
  —
  N
  Primitive Prototype Large Laser
  12
  8
  8
  —
  —
  N
  Primitive Prototype LRM 5
  2
  1.5
  3
  3
  —
  N
  LRM, IF
  Primitive Prototype LRM 10
  4
  3
  6
  6
  —
  N
  LRM, IF
  Primitive Prototype LRM 15
  5
  4.5
  9
  9
  —
  N
  LRM, IF
  Primitive Prototype LRM 20
  6
  6
  12
  12
  —
  N
  LRM, IF
  Primitive Prototype SRM 2
  2
  2
  2
  —
  —
  N
  SRM
  Primitive Prototype SRM 4
  3
  4
  4
  —
  —
  N
  SRM
  Primitive Prototype SRM 6
  4
  6
  6
  —
  —
  N
  SRM
  Primitive Prototype PPC
  15
  7.5
  10
  10
  —
  N
  LRM 5 w/ Prototype Artemis IV
  2
  1.5
  3
  3
  —
  N
  IF
  LRM 10 w/ Prototype Artemis IV
  4
  3
  6
  6
  —
  N
  IF
  LRM 15 w/ Prototype Artemis IV
  5
  4.5
  9
  9
  —
  N
  IF
  LRM 20 w/ Prototype Artemis IV
  6
  6
  12
  12
  —
  N
  IF
  SRM 2 w/ Prototype Artemis IV
  2
  4
  4
  —
  —
  N
  SRM 4 w/ Prototype Artemis IV
  3
  6
  6
  —
  —
  N
  SRM 6 w/ Prototype Artemis IV
  4
  8
  8
  —
  —
  N
  Prototype Arrow IV
  10
  *
  *
  *
  *
  N
  ART-AIS
  Prototype Gauss Rifle
  1
  12.45
  15
  15
  —
  N
  Prototype LB 10-X Autocannon
  2
  6.3
  6.3
  6.3
  —
  N
  FLK
  Prototype Small Pulse Laser
  4
  3.15
  —
  —
  —
  N
  Prototype Medium Pulse Laser
  7
  6.3
  6.3
  —
  —
  N
  Prototype Large Pulse Laser
  13
  9.45
  9.45
  —
  —
  N
  Prototype ER Large Laser
  18
  7.6
  7.6
  7.6
  —
  Y
  Prototype Rocket Launcher 10
  3
  0.6
  0.6
  0.6
  —
  N
  Prototype Rocket Launcher 15
  4
  0.9
  0.9
  —
  —
  N
  Prototype Rocket Launcher 20
  5
  1.2
  1.2
  —
  —
  N
  Early Clan Equipment
  Improved Autocannon/2
  1
  1.32
  2
  2
  2
  Y
  AC
  Improved Autocannon/5
  1
  3.75
  5
  5
  —
  Y
  AC
  Improved Autocannon/10
  3
  10
  10
  —
  —
  Y
  AC
  Weapon
  Heat
  Short
  Med.
  Long
  Ex.
  TC Special
  Improved Autocannon/20
  7
  20
  20
  —
  —
  Y
  AC
  Improved Gauss Rifle
  1
  12.45
  15
  15
  —
  Y
  Improved Large Laser
  8
  8
  8
  —
  —
  Y
  Improved Large Pulse Laser
  10
  9.9
  9.9
  —
  —
  Y
  Improved PPC
  10
  7.5
  10
  10
  —
  Y
  Enhanced PPC
  15
  12
  12
  12
  —
  Y
  Improved LRM 5
  2
  1.5/2
  3/4
  3/4
  —
  N
  LRM, IF
  Improved LRM 10
  4
  3/4
  6/8
  6/8
  —
  N
  LRM, IF
  Improved LRM 15
  5
  4.5/6
  9/12
  9/12
  —
  N
  LRM, IF
  Improved LRM 20
  6
  6/8
  12/16
  12/16
  —
  N
  LRM, IF
  Improved SRM 2
  2
  2/4
  2/4
  —
  —
  N
  SRM
  Improved SRM 4
  3
  6/6
  6/6
  —
  —
  N
  SRM
  Improved SRM 6
  4
  8/10
  8/10
  —
  —
  N
  SRM
  Prototype ER Small Laser
  2
  3
  3
  —
  —
  Y
  PNT
  Prototype ER Medium Laser
  5
  5
  5
  —
  —
  Y
  Prototype LB 2-X Autocannon
  1
  0.69
  1.05
  1.05
  1.05
  Y
  FLK
  Prototype LB 5-X Autocannon
  1
  2.36
  3
  3
  —
  Y
  FLK
  Prototype LB 20-X Autocannon
  6
  12.6
  12.6
  —
  —
  Y
  FLK
  Prototype Streak SRM 4
  3
  8.4
  8.4
  —
  —
  N
  Prototype Streak SRM 6
  4
  12.6
  12.6
  —
  —
  N
  Prototype Ultra Autocannon/2
  2
  2.25
  3
  3
  3
  Y
  Prototype Ultra Autocannon/10
  8
  15
  15
  15
  —
  Y
  Prototype Ultra Autocannon/20
  16
  30
  30
  —
  —
  Y
  Late Succession Wars Equipment
  Prototype ER Large Laser
  18
  7.6
  7.6
  7.6
  —
  Y
  Prototype Medium Pulse  
  Laser (3031)
  7
  6.6
  6.6
  —
  —
  Y
  Prototype Gauss Rifle (3038)
  1
  12.45
  15
  15
  —
  Y
  Prototype LB 10-X  
  Autocannon (3030)
  2
  6.3
  6.3
  6.3
  —
  Y
  FLK
  Prototype Ultra Autocannon/5
  2
  6.23
  7.5
  7.5
  —
  Y
  Wars of Reaving Equipment
  Fusillade Launcher
  0
  4.5
  3
  —
  —
  N
  IATM
  Improved ATM 3
  2
  9
  6
  3
  3
  N
  IATM
  Improved ATM 6
  4
  18
  12
  10
  6
  N
  IATM
  Improved ATM 9
  6
  27
  18
  9
  9
  N
  IATM
  Improved ATM 12
  8
  36
  24
  12
  12
  N
  IATM
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  BATTLEFORCE WEAPON CONVERSION TABLE – ALTERNATE ERA EQUIPMENT
  
  225
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  Weapon/Item
  Tech
  Base
  Tech 
  Rating
  Latest Intro Date
  (IS / Clan)
  Item / Ammo
  Cost (C-bills)
  Weight 
  (Tons)
  Space §§
  M
  P
  CV
  SV
  F
  SC
  DS
  JS
  WS
  SS
  MS
  Biological Weapon (Class V)
  IS/Clan
  C/E-F-F
  ES / ES
  † / 50M
  *
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Nuclear Weapon (Custom Tactical)
  IS
  C/F-F-F
  PS / NA
  † / [1M/Kiloton]
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Nuclear Weapon (Custom Strategic)
  IS
  C/F-F-F
  PS / NA
  † / [10M/Megaton]
  *
  *
  NA
  *
  *
  *
  *
  *
  *
  *
  *
  *
  Nuclear Weapon (Type Ia)
  IS
  E/F-F-F
  2412 / NA
  1M / 500K
  3*
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Nuclear Weapon (Type Ib [Arrow IV])
  IS
  E/F-F-F
  2480 / NA
  † / 500K 
  † / 1
  †
  NA
  †
  †
  †
  †
  †
  NA
  NA
  NA
  †
  Nuclear Weapon (Type Ib [Long Tom])
  IS
  E/F-F-F
  2595 / NA
  † / 500K 
  † / 1
  †
  NA
  †
  †
  †
  †
  †
  NA
  NA
  NA
  †
  Nuclear Weapon (Type II)
  IS
  E/F-F-F
  2200 / NA
  † / 1M
  † / 5
  NA
  NA
  NA
  NA
  †
  NA
  NA
  NA
  NA
  NA
  NA
  Nuclear Weapon (Type III [Launcher])
  IS
  E/F-F-F
  2300 / NA
  250K / 15M
  160 / [1/40]
  NA
  NA
  NA
  15
  NA
  NA
  1
  NA
  NA
  NA
  1
  Nuclear Weapon (Type III [C-Missile])
  IS
  E/F-F-F
  2300 / NA
  † / 15M
  † / [1/40]
  NA
  NA
  NA
  †
  NA
  †
  †
  †
  †
  †
  †
  Nuclear Weapon (Type IV [Launcher])
  IS
  E/F-F-F
  2220 / NA
  500K / 40M
  210 / [1/50]
  NA
  NA
  NA
  20
  NA
  NA
  1
  NA
  NA
  NA
  1
  Nuclear Weapon (Type IV [C-Missile])
  IS
  E/F-F-F
  2220 / NA
  † / 40M
  † / [1/50]
  NA
  NA
  NA
  †
  NA
  †
  †
  †
  †
  †
  †
  Nuclear Weapon (Elias)
  IS
  E/F-F-F
  ES / NA
  NA / 10K
  0.005
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  NA
  Nuclear Weapon (AMW)
  IS
  E/F-F-F
  2790 / NA
  † / 100M
  † / [1/30]
  NA
  NA
  NA
  NA
  NA
  †
  †
  †
  †
  †
  †
  *See Item rules
  **Heat and Range values for special munitions are the same as their firing weapon unless otherwise specified.
  †As per the weapon launcher used (See item rules). If no launcher required, no cost is applied.
  Cost and Weight Formula Notes: “AC” = Normal Actuator Cost; “SC” = Total Structure Cost; “WSC” = Total cost of the unit’s Weapons, Equipment, and Internal Structure; 
  “ST” = Normal Structure Tonnage; “TT” = Total Tonnage; “ER” = Engine Rating; “C” = Desired Capacity (in tons); “FC” = Final Unit Cost
  Notes:
  Intro Date ending in P indicates item only existed as prototype form, and never achieved widespread manufacture.
  New Weapon Class codes: NW = Nuclear Weapon; CW = Chemical/Biological Weapon
  Weapon
  Heat
  Short
  Med.
  Long
  Ex.
  TC Special
  Dark Age Equipment
  Small Re-Engineered Laser
  5
  4
  —
  —
  —
  Y
  REL, PNT
  Medium Re-Engineered Laser
  7
  6
  6
  —
  —
  Y
  REL
  Large Re-engineered Laser
  10
  9
  9
  —
  —
  Y
  REL
  ER Small Laser w/ Laser Pulse 
  Module
  4
  3.15
  3.15
  —
  —
  Y
  PNT
  ER Medium Laser w/ Laser 
  Pulse Module
  7
  5.25
  5.25
  —
  —
  Y
  ER Large Laser w/ Laser Pulse 
  Module
  14
  8.4
  8.4
  8.4
  —
  Y
  Weapon
  Heat
  Short
  Med.
  Long
  Ex.
  TC Special
  Small Laser w/ Laser Pulse 
  Module
  3
  3.15
  —
  —
  —
  Y
  PNT
  Medium Laser w/ Laser Pulse 
  Module
  5
  5.25
  5.25
  —
  —
  Y
  Large Laser w/ Laser Pulse 
  Module
  10
  8.4
  8.4
  —
  —
  Y
  RISC Hyper Laser
  24
  20
  20
  20
  20
  Y
  ER PPC w/ Capacitor (Clan)
  15
  10
  10
  10
  —
  Y
  Note: Any weapon that lists a “Y” under the TC column is compatible with a 
  targeting computer, and may be modified accordingly (see p. 361, SO).
  ADDITIONAL ALTERNATE ERA WEAPONS AND EQUIPMENT
  BATTLEFORCE WEAPON CONVERSION TABLE – ALTERNATE ERA EQUIPMENT
  Weapon
  Heat
  Max Range
  Damage
  TC
  Notes
  Prototype Arrow IV
  10
  3 BF Maps / 45 BF Hexes
  2
  N
  ART-AIS
  Fuel-Air Bomb (Small)
  NA
  NA
  3
  N
  BOMB
  Fuel-Air Bomb (Large)
  NA
  NA
  5/2
  N
  BOMB
  Fuel-Air Missile (Arrow IV, IS)
  10
  3 BF Maps / 45 BF Hexes
  2
  N
  ART-AIS
  Fuel-Air Missile (Arrow IV, Clan)
  10
  3 BF Maps / 51 BF Hexes
  2
  N
  ART-AC
  Fuel-Air Shell (Thumper)
  6
  7 BF Maps / 119 BF Hexes
  1
  N
  ART-T
  Fuel-Air Shell (Sniper)
  10
  6 BF Maps / 102 BF Hexes
  2
  N
  ART-S
  Fuel-Air Shell (Long Tom)
  20
  10 BF Maps / 170 BF Hexes
  3/1
  N
  ART-LT
  Fuel-Air Shell (Thumper Cannon)
  5
  5 BF Hexes
  1
  N
  ART-TC
  Fuel-Air Shell (Sniper Cannon)
  10
  4 BF Hexes
  2
  N
  ART-SC
  Fuel-Air Shell (Long Tom Cannon)
  20
  6 BF Hexes
  3
  N
  ART-LTC
  BATTLEFORCE ARTILLERY CONVERSION TABLE 
   – ALTERNATE ERA EQUIPMENT
  
  THE OVERWATCH (FORMERLY THE 418TH SLDF 
  MECHANIZED INFANTRY DIVISION HEADQUARTERS) 
  SABARI CONTINENT, BOLAN
  FREE WORLDS LEAGUE
  18 MARCH 2785
  Colonel Salam Tutt scowled at the holographic projection hov-
  ering over the table, as if he could simply intimidate it into chang-
  ing the data it displayed. The massive orb of Bolan, rendered in an 
  easy-to-read, three-dimensional wireframe of glowing blue and 
  green grid-work, refused to cooperate, flashing several icons of 
  hateful red in far too many sectors above and upon its surface. 
  Even at a glance, one could see the purple icons—those depict-
  ing the troops and ships of his native Free Worlds League—stood 
  hopelessly outnumbered. 
  Even as he watched, grinding his teeth into the soggy stump of 
  his long-extinguished cigar, the purple icons at Calcutta—Bolan’s 
  largest city on the distant Kashmir continent—winked out in the 
  presence of three times their number in reds. The icon for the city 
  itself went from black to red.
  “We’ve lost the 101st, Colonel,” Force Commander Faisel Hasheem 
  confirmed. His dark eyes stared absently through the holo while he 
  listened to the reports coming through the headset covering his 
  right ear. “Looks like a fire-bombing mission and heavy arty.”
  “Inside the city,” Tutt growled without moving his jaw. “Bastards 
  didn’t even pretend to give Malak a fair fight.”
  The sentiment was a concession to a concept that Salam already 
  found meaningless. “Honor” was a fool’s notion. It was the kind of 
  word Kuritans and Davions used to justify wars, the kind of word 
  Camerons and that thrice-damned Kerensky used to claim some 
  moral high ground for their doomed campaigns. 
  Honor was a romantic ideal that might have helped meet 
  recruitment quotas since the dawn of time, but in Salam’s experi-
  ence, it always killed more people than it saved.
  Practical commanders knew that honor always came secondary 
  to victory—even if they always hoped their enemies would show 
  some when the odds seemed the most bleak. 
  But, as much as he hated to admit it, Salam was bitterly disap-
  pointed in the Lyrans’ lack of it right now, even as he knew he 
  could not fault the Elsies. Digging the 101st out of Calcutta should 
  have been long, arduous, and costly. Lieutenant Colonel Omar 
  Malak had orders to make the Steiners pay for every meter they 
  took from him. Mines, sappers, and artillery batteries were ready 
  to saturate every street in that city wide enough to accommodate 
  a tank. The Elsies likely would have won in the end—but they 
  should have bled for that victory!
  Unfortunately, the enemy must have taken the time for a simple 
  “profit-and-loss assessment” of their own, and determined the 
  price they’d have to pay sooner than he’d hoped. The irony wasn’t 
  lost on him; no matter who won and how, Calcutta would have 
  been a flaming wasteland in the end.
  “They’re already on the move,” Hasheem added after 
  another moment. The red icons in Calcutta began blinking. 
  Even without League troop formations left in the area to 
  oppose them, the Lyran forces could be tracked by the few 
  scouts left in the area, whatever remained of the planetary 
  satellite network, and by the two destroyers still trying to hold 
  the line in orbit. “Doesn’t look like they’re going to leave much 
  to secure the city.”
  “They’ll let it burn for a while,” Salam said. “Probably eager to 
  back up their assault on the capital.” He scratched at the stubble 
  that now crept hallway down his neck, irritating him with every 
  Herbert A. Beas II
  
  turn of his head. It was not like him to go this 
  long without a good shave, but House Steiner’s 
  offensive had been relentless since it began two 
  weeks before. 
  His eyes flicked to the orbital space above Calcutta, 
  picking out the largest purple icon that floated there. 
  He frowned.
  “Can the Talwar get a solution on any 
  of them?”
  Hasheem blinked and threw Salam 
  a dubious glance. His mouth opened 
  for a moment, but no words came 
  out at first. 
  “One moment, sir,” he finally said, 
  as he touched his headset. “Talwar, 
  this is Overwatch, report your status…”
  Salam gave Hasheem time to collect 
  his data, while his own eyes assessed the 
  big picture once again.
  The Steiners’ invasion began by capturing 
  Bolan’s zenith recharge station, hiding 
  their marine assault on a JumpShip 
  flagged as a free merchant vessel. 
  Their fighters—two squadrons, stowed 
  aboard what Salam now knew to be an 
  old Mule, specially modified to serve as a 
  stealth carrier—struck at the local patrol ships 
  as quickly as possible, but not before a shuttle jock 
  with more guts than sense managed to beam a warn-
  ing to the dirtside tracking stations.
  Of course, by the time that word reached the Overwatch, 
  the Elsies had the recharge station locked down and the jump 
  pulses of their other vessels were easily detectable. It took the 
  local satellites, observatories, and mid-range trackers about 
  two hours to confirm what everyone on the ground knew from 
  the start: a full-blown invasion was rolling in.
  To be honest, Salam didn’t think Archon Jennifer Steiner had 
  it in her.
  By all estimates, the force was big—in all, two flotillas of 
  JumpShips and their WarShip escorts materialized not just 
  at the zenith station, but also at a LaGrange point on Bolan’s 
  orbital plane only three days out. Judging by the thermals, 
  each group included four corvettes and two cruisers, total-
  ing enough DropShips for at least three ’Mech regiments 
  and their support.
  And, thanks to some brilliant timing, all Salam had 
  to defend Bolan were three destroyers, one cruiser, 
  and two ’Mech regiments. He also presided over 
  both a feast and a famine—an arsenal of muni-
  tions intended to outfit reinforcements who 
  had instead been yanked away, redeployed by a 
  Captain-General currently bent on staking a claim 
  on the Terran Hegemony’s wealthy, now-defense-
  less worlds. 
  His destroyers, the League-class Talwar, Turk, 
  and Tyberium, managed to inflict some punish-
  ment on the Lyran Mako-class corvettes that 
  made up the first wave’s vanguard. Their combined 
  
  firepower sent two of the smaller ships into retreat, and was on 
  its way to seeing off the third before the looming arrival of a pair 
  of Commonwealth cruisers and attendant fighter transports con-
  vinced the destroyers’ captains to fall back to orbit. 
  Since then, the capital ships engaged an orbital game of cat-
  and-mouse, the first-wave Lyran vessels using their numbers and 
  fighter screen to clear their DropShips’ approach to the planet 
  and hold the line until a second wave of transports—and a third 
  Commonwealth—arrived from the zenith point. In the fighting, 
  the Lyrans lost another two Makos, and a Commonwealth was 
  forced to withdraw, but not before crippling both the Tyberium 
  and the Aegis-class cruiser Manaslu. 
  The loss of the Manaslu hurt most. The Steiners now held an 
  upper hand in orbit, but their focus on securing the planetary 
  capital of Mumbai kept their ships largely clustered over the 
  southern continent of Kashmir. 
  After Mumbai, they’ll come here, Salam reminded himself. 
  They just want to shut down the capital, cut off our fallback 
  position, and—
  “Sir, Talwar thinks she can give it a try.”
  Salam inhaled, finally plucked the dead cigar from his mouth, 
  and discarded it in the overcrowded ashtray. His eyes tightened 
  on the red icons flashing around Calcutta—or, more specifically, 
  on the flattened-egg symbols in their vicinity, which he magni-
  fied with a virtual tap against the display field.
  “There’s her targets,” he growled. “Scrap their Droppers; if they 
  want to get to Mumbai, let the bastards walk.”
  Hasheem regarded the holo, the dark pools of his eyes absorb-
  ing the information in moments. “Talwar, this is Overwatch,” he 
  spoke into thin air, “focus fire mission on grounded aerospace 
  assets in the designated sector. Fire for maximum effect.”
  The temptation to order that fire mission on the Lyran ’Mechs 
  themselves still burned in Salam’s mind, but he knew the SOP 
  for ground ops under a persistent threat of enemy artillery. The 
  Lyrans weren’t stupid, no matter what the propaganda said; their 
  ’Mechs and vehicles would have spread themselves out, forcing 
  Talwar to scatter her fire as they moved toward the waiting ships. 
  The countryside between Calcutta’s burning remains and the 
  open plains they’d in which they’d set down was peppered with 
  smaller communities—communities that would bear the brunt of 
  all that orbital fire, sent in the blind hope of destroying enough 
  of the enemy to matter. 
  But if Talwar destroyed enough of their DropShips on the 
  ground, the Elsies would need to make their way to the capital 
  the hard way. Mumbai would still fall—hell, Bolan would still 
  fall!—but Salam’s forces would buy themselves a little more time.
   “Colonel,” a new, feminine voice called out from the darkness 
  beyond the holo field. The illusion that Salam, Hasheem, and the 
  simulated globe of Bolan were all that existed here was shattered 
  as his eyes zeroed in on the comm-tech who called him. 
  With the after-image glow of the display seared into his vision, 
  he could not actually see her, but she caught his silent acknowl-
  edgement. “Sir,” she continued, “we’re getting another broadcast 
  from the enemy Actual.”
  “Standard surrender request?” Hasheem asked before 
  Salam could.
  “No, sir,” replied the disembodied voice. “They’re requesting 
  direct contact with Overwatch Actual.”
  Hasheem grunted. Salam’s eyes tightened.
  “Put it through here, Lieutenant.”
  A new vid-panel popped up in the air before Salam, interpos-
  ing itself between himself and the projected globe. It bore the 
  Steiner crest, a mailed fist, set against a blue square. Presently, 
  the symbol dissolved to reveal a fair-skinned man with shaved-
  short blond hair and piercing blue eyes, clad in a blue field jacket 
  remarkably light on décor for an LCAF officer. 
  That he was looking at a real-life caricature of the Lyran stereo-
  type would have made Salam snort out a laugh under any other 
  circumstances.
  “This is Colonel—”
  “Colonel Salam Tutt, commander of the Sixth Bolan 
  Defenders regiment, and de facto commander of the entire 
  planetary defense at present,” the Elsie arrogantly barked, his 
  German accent struggling against his English. “Yes, we know 
  this. Indeed, we know a great many things about you and your 
  operations here.”
  Salam suppressed a sneer. “Oh, do you?”
  “I am Leutnant-General Richart Johonson von Eilenburg, com-
  mander of the peace-keeping force you are presently flailing 
  against in a desperate effort to avoid the inevitable.”
  “Oh, this one’s a real piece of work!” Hasheem grumbled softly.
  “Seriously?” Salam asked the caricature, ignoring Hasheem’s 
  remark. “If you are calling just to rattle off some pre-scripted self-
  indulgence, I’m just going to have to stop you right there. You 
  see, we’re waiting for your forces to surrender right now, and we 
  wouldn’t want to tie up the comm lines at such a time.”
  Johonson’s smug expression faltered only for an instant.
  “I’ll get to my point, then, Herr Colonel,” he said. “You are sitting 
  on a fortress brimming with weapons and munitions intended 
  for use against the people of the Commonwealth, but as fate 
  would have it, they are useless to you with so few troops at your 
  disposal. Meanwhile, your forces at the capital are being slaugh-
  tered by mine as we speak, as I am sure you are aware. We have 
  enough ships and firepower to flatten all that remains of you 
  without risking any further casualties of our own, and no help 
  from out-system will arrive in time to stop us.
  “I therefore appeal to your duty, to your men, and to the good 
  people of Bolan: Stand down, and surrender your command, your 
  base, and your forces to the Lyran Commonwealth. If you cease 
  all hostilities immediately and unconditionally, we will afford you 
  all protections of prisoners of war in accordance with the Ares 
  Conventions. Otherwise, I assure you, you will all perish in flames.”
  “The Ares Conventions?” Salam ground his teeth so hard 
  he thought he tasted enamel. “You have a lot of nerve citing 
  those outdated rules of war to me, right after fire-bombing a 
  whole city!”
  “Ah, Herr Colonel, but whose troops chose to make that city 
  a battlefield to begin with? Your decisions killed those civilians 
  before we even fired the first shots.”
  Almost automatically, Salam’s eyes darted up to the holo-
  globe, where the icon representing the Talwar now settled 
  directly over the site where Calcutta and its Lyran attackers lin-
  gered. At the image’s scale, kilometers were reduced to mere cen-
  timeters, but instinctively, he knew the destroyer was lining up 
  its attack. Any second now—if the Elsie DropShips didn’t already 
  see it coming—they would suffer a hail of capital Gauss slugs 
  
  and naval laser fire powerful enough to shatter an Overlord in a 
  single volley.
  And then, Salam told himself, this stuffed shirt of a Steiner officer 
  will have his answer.
  “Arguing semantics?” he countered aloud. “Is that how your 
  Archon plans to excuse this act of war?”
  “Do not take us for fools, Marik abschaum!” Johonson spat. His 
  expression suddenly hardened, all trace of civility lost. “A wise 
  man once said, ‘Do unto others before they do unto you’, and 
  that is why we have come here. We have orders to eradicate a 
  very clear and very present danger to our people, and—mark my 
  words—we shall do just that! 
  “There is no Star League Council that will bring us to heel 
  this time; no Camerons, Kerenskys, or Amarises will ride to your 
  treacherous League’s rescue! We will not allow you to hold Bolan 
  against us like an assassin’s dagger, and we are prepared to use 
  any means necessary to end this threat! When we are done, your 
  ships, your bases, your depots, and your weapons will be noth-
  ing but ash-filled craters. And so I offer you, one final time, the 
  opportunity to surrender, before we obliterate you from orbit!”
  “From orbit?” Hasheem hissed. “Sir…!”
  Salam felt his mouth go dry even as he glanced once again 
  at the Talwar’s icon. The display flashed a line of gold between 
  the ship and the red icons below her. Callouts of text appeared 
  in the air nearby, identifying volley strength, hit percentages, 
  estimated damage.
  But the death of Lyran DropShips was no longer on his mind 
  now. He, too, caught the Steiner commander’s implication.
  Calcutta was just a warning.
  The gloves were off.
   “So be it,” Salam muttered. Turning his gaze back toward the 
  image of the enemy commander, he allowed himself a grim 
  smile. “Ad respirationem ultimam, Leutnant-General. The Bolan 
  Defenders will not surrender today. Prepare yourself for Hell.”
  With a savage stab at the panel below, Salam severed the con-
  nection and paused just long enough to heave a sigh and reach 
  for his steel cigar case. His eyes met Hasheem’s a moment later. 
  “Send word to the all sub-commanders, Force Commander,” 
  he said evenly. “All non-essential personnel and support staff are 
  to commence evacuation protocols. Anyone unable to make it 
  to outbound transports is to seek the nearest disaster shelters. 
  Advise the planetary council that the Defenders will try to hold as 
  long as possible, but civilians and government personnel should 
  also take to emergency shelters.
  “And get me Lieutenant-Colonel Chisholm. Tell him it’s an 
  Omega-level priority.”
  Hasheem’s expression blanked, but he nodded without any 
  further comment. As the young aide keyed his communicator 
  and got to work, Salam finally lit his cigar, noticing the tremor in 
  his own hands as he did so.
  “If the Lyrans really want to take it this far,” he mumbled to 
  himself, “then let’s show them the kind of war they’ve asked for.”
  sts
  Despite being strapped into his gee-couch, pressed deep 
  into its cushioning by just over two gees of acceleration, Force 
  Commander Faisal Hasheem managed to crane his neck far 
  enough toward the portal to catch the faintly glowing arc of 
  Bolan below. As the DropShip burned away, he even thought he 
  could make out the two columns of metal, glinting in the fading 
  rays of local sunlight, holding their altitude as their weapon bays 
  fired invisibly at planet-side targets.
  The Talwar and the Turk would cover the Defenders’ escape if 
  the Elsies tried to circle their own ships around to claim any strag-
  glers. But thus far, it seemed, they were content with raining their 
  own fire on the ’Mechs that Colonel Tutt personally led toward 
  the ruins of Mumbai. Unless that changed, the two WarShips 
  were under orders to ensure that nothing remained on Bolan that 
  could be turned against the League later on.
  A diversion, he’d called it. Suicide was more like it, as Faisal 
  recalled the colonel’s last determined repetition of the Defenders’ 
  motto, both battle cry and farewell in one: 
  “Ad respirationem ultimam,” Faisal whispered. “To the last breath.”
  Flashes of golden light rippled across the darkened lands now 
  hundreds of kilometers below him. Below the graying clouds, he 
  could almost see enough coastline to identify the Sabari conti-
  nent’s eastern Amawar Province—but only for a moment, before 
  the flashes reached them. 
  He tried to prevent any mental calculations, but the moment 
  he’d heard Colonel Tutt order for the Omega Protocol, he knew 
  every nuclear weapon in the Overwatch arsenal would be in play, 
  knew the exact number of them available, knew the yield of each. 
  And the number of civilian casualties they would reap once those 
  keys were turned.
  Horrific as it was, the scorched earth protocol was Tutt’s only 
  option once he knew the Steiners were ready to use their own 
  nukes on Bolan to kill off the Defenders without a real fight. 
  Instead, as they laid claim to a scorched world, the Lyrans would 
  understand that their new war against the League could only end 
  one way.
  Yet, as the world he’d called home for more than a decade 
  fell away beneath him in fire, Faisal felt only a cold and dreadful 
  certainty, rising from the pit of his stomach. Soon, he knew, the 
  entire Inner Sphere would be falling into fire.
  What have we done?
  
  GAME TERMS 
  The following terms are used throughout the rules. These definitions 
  below will allow readers to better understand the rules. 
  BattleForce
  The base BattleTech mass combat system, as found in Strategic 
  Operations (see p. 212, SO). All references to “BattleForce” refer to this 
  original ruleset. Whenever Strategic BattleForce is discussed, it will 
  always be specifically labeled as Strategic BattleForce or as “SBF”. In 
  BattleForce, one playing piece is generally equal to four Elements, and 
  the map and turn scales are 90 meters and 30 seconds, respectively.
  Alpha Strike
  A BattleTech combat system based on the BattleForce system and 
  primarily intended for play with miniatures on terrain as opposed to 
  hex-based maps. In Alpha Strike, one playing piece is equal to one 
  Element. Alpha Strike Companion is a supplement that adds additional 
  rules and options for play. 
  Element
  Elements are still the basic building blocks of SBF, just as in standard 
  BattleForce. An Element is equal to a single BattleMech, aerospace 
  fighter, vehicle, and so on. Elements are solely used to construct the 
  larger Units and Formations that see play in Strategic BattleForce: the 
  scale of SBF is too large for individual machines except in rare instances.
  Unit
  A Unit is a collection of individual Elements: a Lance, Level II or Star 
  in size. In Strategic BattleForce, Units are not fielded on the board by 
  themselves. Instead, a Unit is also used as a building block, this time 
  for the standard SBF gameplay grouping: the Formation. 
  It is important to note that this is different than Total Warfare’s 
  “unit”—not capitalized—which represents an individual BattleMech, 
  vehicle, aerospace fighter, and so on.
  Strategic BattleForce:
  Standard Rules
  Strategic BattleForce is an expansion of the BattleForce game system 
  from Strategic Operations (SO). Like standard BattleForce and Alpha 
  Strike, Strategic BattleForce (SBF) abstracts regular Total Warfare (TW) 
  units to a relative handful of stats, exchanging rules detail for ease and 
  speed of play. However, SBF takes this process even further, allowing 
  a player to field entire battalions and even regiments on a battlefield 
  potentially spanning kilometers in scope.
  While playing Strategic BattleForce does not require the use of any 
  other BattleTech rules, it is assumed that the players are familiar with the 
  basics of Total Warfare and either BattleForce (see p. 212, SO) or Alpha 
  Strike. These rules will focus on the direct game play rules assuming 
  players know the context of general BattleTech game play and the 
  game universe. 
  CSO 
  DD
  The culmination of years of strategic planning, tactical manuevering, and technological advancements finally place two great factions on a contested battlefield.
  Players familiar with Alpha Strike will see great familiarity 
  in these BattleForce rules. This is no coincidence. While Alpha 
  Strike is designed for miniatures play, it is directly based on the 
  BattleForce rules found within Strategic Operations. As such, 
  the enhancements to BattleForce found here will bear striking 
  resemblance to the rules found in Alpha Strike and the Alpha Strike 
  Companion. Numerous references in these rules indicate when 
  they can be used to enhance Alpha Strike games (and/or provide 
  comparison for those used to playing that game system). 
  WHY ALPHA STRIKE?
  
  231
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Skill: The Formation’s average Skill Rating, and the base number 
  for attack rolls.
  PV: The Point Value required to select this Formation as part 
  of your Force, and the value of the Formation when determining 
  victory conditions (see p. 244). This is simply the total PV of all Units 
  within the Formation.
  Special Abilities: Any special abilities that apply to the 
  Formation; for example, Artillery (ART).
  Strategic BattleForce Unit Stat Block
  Within each Formation are stat blocks for each Unit of which 
  the Formation is comprised. Each Unit’s stat block consists of 
  the following:
  Type: A Unit’s Type. Categories are the same as Formation Types 
  at left. 
  Size: The Unit’s size class (in BattleForce scale). This is an average 
  of the Element Sizes that make up the Unit.
  Move: The Unit’s available Movement Points, and its movement 
  mode (tracked, wheeled, VTOL, and so on), if any. Units cannot move 
  individually; this statistic is usually only relevant for determining 
  the speed of the parent Formation and any terrain in which it is 
  hindered or restricted from entering.
  JUMP: An abstracted game stat representing Elements in the 
  Unit that are jump capable and thus have greater mobility on 
  the battlefield. 
  TMM: The Unit’s Target Movement Modifier, used primarily to 
  calculate the Formation’s TMM value. 
  Armor: How much damage the Unit can take before being 
  destroyed.
  S/M/L: The Unit’s Damage Values when making attacks at short, 
  medium and long ranges. 
  Formation
  In Strategic BattleForce, the individual playing piece represents 
  a Formation. Formations are made up of one or more Units. These 
  Formations are usually a Company, two Level IIs, a Binary, or a 
  Trinary. A Formation may not be made up of more than 20 Elements, 
  and is limited to four Units. 
  Squadron: This term is used to describe an aerospace Formation 
  in SBF. A Squadron ranges from a minimum of two Units (two 
  Elements to an aerospace Unit) to a maximum of six Units. 
  Force
  A Force is comprised of all the Formations on one side of the 
  engagement.
  Components
  A complete list of Total Warfare units, along with their Alpha Strike 
  statistics, is available at www.masterunitlist.info. Alpha Strike stats 
  are identical to BattleForce stats, with the exception of movement 
  rates (for all non-aerospace entries, divide Alpha Strike inches of 
  Move in half (rounding down) to find an Element’s BattleForce MP. 
  This gives players access to a ready database of Elements from 
  which to build their Forces.
  RECORD SHEETS
  Players use record sheets to track various types of information 
  while playing Strategic BattleForce. Each Unit has its own list of 
  statistics, or its stat block. The conversion rules (see Conversion 
  Rules pp. 326-339) provide the information needed to derive the 
  statistics listed below.
  Units are organized into Formations on the record sheets. 
  Though the number of Units in a Formation varies by faction and 
  Formation type, the base record sheet will remain unchanged. 
  Strategic BattleForce Formation Stat Block
  Most relevant details of a Formation reflect the same details of 
  the Units that comprise it.
  Type: A Formation may be classified as Aerospace, Large 
  Aerospace, BattleMechs, ProtoMech, Conventional Infantry, Battle 
  Armor, Vehicles, or Mobile Structures. If there is no predominant 
  Unit Type within a ground Formation, the Formation Type will be 
  Mixed Ground. If there are any Large Aerospace Units in a Squadron, 
  the entire Squadron is classified as Large Aerospace. 
  Size: The Formation’s size class (in BattleForce scale). This is an 
  average of the Unit Sizes that make up the Formation.
  Move: The Formation’s available Movement Points (MP), and its 
  movement mode (tracked, wheeled, and so on), if any. 
  Transport MP: Because Formations may contain Elements that 
  are both significantly slower and can be carried, Formations may 
  have a Transport MP, representing their movement speed when 
  these slower Elements are being transported.
  TMM: Target Movement Modifier. This modifies the to-hit chance 
  of most attacks made against units within the Formation.
  Tactics: An ability representing a combination of the Formation’s 
  skill and speed. It is used to determine Engagement Control (see 
  Engagement Control, p. 237), Range (see Step 3: Determine Range, p. 
  239) and damage distribution (see Apply Damage, p. 240). 
  Morale: The value consulted when the Formation is forced to 
  make a Morale check (see Morale, p. 242).
  STRATEGIC BATTLEFORCE
  FORMATION RECORD SHEET
  © 2015 The Topps Company, Inc. 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. 
  Type Size Move JUMP
  TMM
  Transport
  Move
  Tactics Morale Skill
  PV
  Formation Specials
  Unit One:
  Alpha Strike Elements:
  Type Size
  Arm
  Move
  Str
  S
  M
  L
  E
  OV
  Skill
  PV
  Element Specials
  Unit Two:
  Alpha Strike Elements:
  Type Size
  Arm
  Move
  Str
  S
  M
  L
  E
  OV
  Skill
  PV
  Element Specials
  Unit Three:
  Alpha Strike Elements:
  Type Size
  Arm
  Move
  Str
  S
  M
  L
  E
  OV
  Skill
  PV
  Element Specials
  Unit Four:
  Alpha Strike Elements:
  Type Size
  Arm
  Move
  Str
  S
  M
  L
  E
  OV
  Skill
  PV
  Element Specials
  Notes:
  UNITS:
  Type
  Size Move
  Trans
  Move
  JUMP
  TMM Arm
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  FORMATION:
  
  FORCE STRUCTURE 
  This difference in scale extends to each player’s Force. In Alpha Strike, 
  one Element typically equals one Unit, and in BattleForce, the players 
  use Elements to build Units made up of four to six Elements. However, 
  in Strategic BattleForce the player begins creating their Force with those 
  same BattleForce Units, using them to build Formations. The standard 
  Formations for each major faction grouping follows:
   • Inner Sphere/Periphery: One Inner Sphere or Periphery 
  Formation represents one company of three to four Units.
   • The Clans: One Clan Formation represents either a Binary (two 
  Units, ten Elements) or a Trinary (three Units, fifteen Elements). 
  Clan players may choose to field either Formation type, and can 
  mix both within the same Force. 
   • ComStar/Word of Blake: These factions have no “natural” 
  organizational grouping at this scale, as their Level II is six 
  Elements, while their Level III is thirty-six. However, for the 
  purposes of SBF gameplay, ComStar and Word of Blake Formations 
  may be comprised of one or two Level IIs.
  The number of Elements within a Unit varies depending on the 
  Element type. For example, a Clan Binary is ten ’Mechs, but twenty 
  vehicles. Consult the Standard Force Organization Schemes Table (see 
  p. 233) to determine how many Elements comprise each Unit on a per-
  faction basis. Players are encouraged (but not required) to field their 
  Formations in such a way as to form the natural military structures of 
  their faction. For example, three formations of two Level IIs each (six 
  Level IIs total) together form a Level III, and three formations of one 
  company each forms a battalion.
  The exceptions to the above are aerospace, Large and Very Large 
  Elements. Rules for these Elements are covered in either Advanced 
  Strategic Aerospace (see p. 250-264) or Advanced Strategic BattleForce 
  (see p. 264-299).
  VISUAL AND SENSOR RANGE
  The scale of Strategic BattleForce allows for maps that extend well 
  beyond standard visual detection ranges of Total Warfare (see p. 221, 
  TO) and Alpha Strike (see p. 89, AS). Where as a 2 x 2 map layout in Total 
  Warfare represents roughly one square kilometers and a 2 x 2 map 
  layout in BattleForce is just over nine square kilometers, in Strategic 
  BattleForce, the same map layout would be equal to 289 square 
  kilometers (17 kilometers on a side).
  Rules for visual and sensor ranges are covered in the advanced rules, 
  Detection and Reconnaissance Phase (see pp. 265-268).
  Setup
  For a standard one-off game, players may convert forces from 
  BattleForce or Alpha Strike (see Conversion Rules, pp. 326-339). 
  BattleTech has a variety of campaign-play rules, which can be used 
  in conjunction with SBF in the following manner:
   • For Total Chaos campaigns, use the Alpha Strike Campaign Rules 
  (see p. 114, AS). 
   • For generic scenario setup guidance, consult the Scenarios section 
  of the Alpha Strike Companion (see p. 158, ASC) or the Linked 
  Scenarios section of Strategic Operations (see p. 47, SO) 
  CHOOSING MAPS
  Strategic BattleForce uses the same maps as Total Warfare, but 
  modifies the game scale and effects of terrain to fit the SBF game 
  scale. Maps may be chosen using any of the existing BattleTech rules 
  or through mutual agreement of the players. 
  Skill: The Unit’s Skill Rating.
  PV: The Point Value needed to select this Unit as part of a Formation. 
  Point Values of individual Elements are converted from BattleForce/
  Alpha Strike Point Values during conversion for Strategic BattleForce 
  (see p. 327).
  Special Abilities: Any special abilities—such as Leader (LEAD), 
  Indirect Fire (IF), or Active Probe (PRB)—are recorded here. Note that 
  at this level of play many of the standard special abilities have no effect. 
  Strategic BattleForce uses a reduced subset of special abilities, with their 
  effects altered to suit SBF’s larger scale. See Special Abilities Details, pp. 
  331-338, for details.
  MAPS AND MINIATURES
  Strategic BattleForce uses the same maps and miniatures (or counters) 
  as Total Warfare, with the following exceptions: each miniature (or 
  counter) represents a Formation, and the scale represented by each 
  hex is modified (see below).
  Blip Counters
  Blip Counters allow for play with a fog-of-war that conceals 
  information by keeping data about the details of Formations hidden 
  unless detected. These tokens—referred to as “Blip Counters”—will 
  thus indicate each Formation’s position on the battlefield until it gets 
  close enough to be seen or otherwise identified by sensor systems, 
  leaving the opponent guessing until that time. (See Detection and 
  Reconnaissance Phase, pp. 265-268.) Blip Counters have a formation 
  side and a radar blip side.
  Players can download a free PDF of these counters from bg.battletech.
  com, which they can cut out and use, or they can create their own.
  Scale
  The primary aspect setting Strategic BattleForce apart from BattleForce 
  is scale. Strategic BattleForce rules allow for larger battles representing 
  battalions and regiments instead of lances and companies. 
  The following rules explain SBF game scale:
  MAP SCALE
  One SBF hex is 500 meters (0.5 kilometers), making a standard 
  BattleTech mapsheet such as those found in the Introductory Box Set 
  equal to 8.5 kilometers by 8 kilometers. 
  Levels: Elevated hexes (hills, mountains, buildings) are 30 meters 
  per Level. 
  Water: Depth is calculated using the Total Warfare scale, in which 
  each Depth is equal to six meters. 
  TURN LENGTH
  Each SBF turn constitutes three minutes of game time. Six BattleForce 
  or thirty Total Warfare turns pass for each turn of SBF Play. 
  formation side
  radar blip side
  
  233
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Playing the Game
  This section provides an overview of the Strategic BattleForce 
  gameplay sequence. For simplicity, these rules presume that each 
  game is made up of two sides, each controlled by an individual 
  player or by two teams of players. Whenever the rules refer to a 
  “player,” that term refers to a team of players as well as an individual.
  1: Initiative Phase 
  Each player rolls 2D6 and adds the results together to determine 
  Initiative; re-roll ties. The player with the higher result (the Initiative 
  Winner) wins the Initiative for that turn.
  2: Movement Phase 
  The Initiative Loser moves one of their Formations first. If there 
  is an equal number of Formations on the two sides, the Initiative 
  winner then moves one of their Formations, and the players 
  continue alternating their movements until all Formations have 
  been moved. 
  FORCE COMMANDER AND FORMATION LEADERS
  Each player must designate a single Unit in their Force to be their 
  Force Commander. This Unit is assigned the COM special ability, 
  which is then inherited by the Unit’s parent Formation. Additionally, 
  any Formation with two or more Units must assign one Unit as 
  the Formation Leader. This Unit receives the LEAD special ability. 
  The COM and LEAD abilities play a role in determining damage 
  and morale, and in several of the optional Advanced Strategic 
  BattleForce rules (see p. 264-299). 
  DEPLOYMENT
  Formations begin play deployed on the battlefield. Both players 
  roll 2D6. The player with the higher result chooses his Deployment 
  Zone and decides whether to set up first or second. The player 
  who sets up first places one his Formations on the map—in his 
  Deployment Zone—and then the player who sets up second places 
  one of his Formations on the map. Continue alternating placement 
  until all Formations have been placed. If necessary, refer to Unequal 
  Number of Formations (see p. 234). 
  Optionally, should players agree, Formations may begin play off 
  the board and enter the battlefield on the first turn.
  STANDARD FORCE ORGANIZATION SCHEMES TABLE
  General Inner Sphere and Periphery Force Groups
  Organization
  Definition
  Command Rank
  Infantry Formations*
  Squad (Battle Armor)
  4 troopers
  Sergeant
  Squad (Conventional)
  2-8 troopers
  Corporal
  Platoon (Conventional)
  3-4 squads
  Sergeant
  Aerospace/Conventional Fighter Formations
  Flight
  2 fighters
  Lieutenant
  Squadron
  3 flights
  Captain
  Wing
  3-4 squadrons
  Major
  Ground Formations
  Lance
  4 ground units
  Lieutenant
  Company
  3-4 lances
  Captain
  Battalion
  3-4 companies
  Major
  Regiment
  3-4 battalions
  Colonel
  Brigade
  3-6 regiments
  General
  ComStar and Word of Blake Force Groups
  Organization
  Definition
  Command Rank
  Infantry Formations*
  Level I (Battle Armor)
  6 troopers
  Acolyte
  Level I (Conventional)
  30-36 troopers
  Acolyte
  All Other Formations
  Level I
  1 unit
  Acolyte
  Level II (Demi-Company)
  6 Level Is
  Adept
  Level III (Battalion)
  6 Level IIs
  Adept  
  (Demi-Precentor)
  Level IV (Division)
  6 Level IIIs
  Precentor
  Level V (Army)
  6 Level IVs
  Precentor
  General Clan Force Groups
  Organization
  Definition
  Command Rank
  Infantry and ProtoMech Formations*
  Point (Battle Armor)
  5 troopers
  Point Commander
  Point (Conventional)
  20-25 troopers
  Point Commander
  Point (ProtoMech)
  5 ProtoMechs
  Point Commander
  ’Mech Formations
  Star
  5 ’Mechs
  Star Commander
  Nova
  5 ’Mechs,  
  5 infantry Points
  Star Commander or 
  Nova Commander
  Binary
  2 Stars
  Star Captain or 
  Nova Commander
  Supernova Binary
  2 Novas
  Star Captain or 
  Nova Captain
  Trinary
  3 Stars
  Star Captain
  Supernova Trinary
  3 Novas
  Star Captain or 
  Nova Captain
  Cluster
  3-5 Binaries  
  or Trinaries
  Star Colonel
  Galaxy
  3-5 Clusters
  Galaxy Commander
  Vehicle and Fighter Formations
  Point
  2 units
  Point Commander
  Star
  5 Points
  Star Commander
  Binary
  2 Stars
  Star Captain
  Trinary
  3 Stars
  Star Captain
  Cluster
  3-5 Binaries  
  or Trinaries
  Star Colonel
  Galaxy
  3-5 Clusters
  Galaxy Commander
  *Above this level of organization, these infantry unit types use the ’Mech formation standards 
  appropriate to their faction group (i.e. Lance for Inner Sphere/Periphery, Star for Clan, 
  Level II for ComStar/Word of Blake).
  
  Formation of any Type and one friendly Infantry Formation, as well 
  as an equal number and Type of enemy Formations. This results in a 
  total of four Formations allowed; one infantry and one Formation of 
  any Type per side. In Total Warfare terms, this is equivalent to roughly 
  two companies per side, or approximately forty-eight machines or 
  infantry platoons on a single mapsheet. 
  A Formation may freely move into and out of hexes occupied by 
  friendly Formations, but they may not exceed the hex capacity at the 
  end of the turn. Formations may enter the hex of an enemy Formation, 
  but only if it would not break the friendly stacking limit. It may not leave 
  the hex of an enemy Formation if the enemy Formation chooses to 
  oppose the friendly Formation’s movement (see Engagement Control, 
  p. 237), unless they conduct a successful overrun or evade (see p. 238) A 
  Formation that starts the turn in the same hex as an enemy Formation 
  may attempt to leave, but the presence of the enemy may prevent this 
  (see Engagement Control, p. 234).
  UNEQUAL NUMBER OF FORMATIONS
  The Movement Phase requires each player to alternate moving 
  his army’s Formations. In a turn consisting of an equal number of 
  Formations on each side, this simply means that each player takes a turn 
  moving a single Formation before his opponent does the same, and so 
  on, until all Formations are moved. But if the numbers of Formations 
  per side are not equal, this procedure must be altered accordingly.
  To maintain fairness, unequal numbers of Formations must be 
  moved in proportion. If prior to any pair of Formation movements one 
  side has twice as many Formations left to move as the other side, the 
  player with twice as many Formations must move two Formations on 
  his side, rather than one. If a side has three times as many Formations 
  as its opponent, it must move three Formations at a time to every one 
  of its opponent’s Formations moved, and so forth.
  If using the Advanced Detection and Reconnaissance Phase (see p. 
  265-268), Undetected Formations (i.e. that are not Blip counters already 
  placed on the playing area) do not count against a Force’s Formation 
  count for the purposes of Initiative. 
  TERRAIN
  Terrain can impede the movement of any ground Formation (unless 
  capable of flying over it, such as VTOLs and WiGE units). This difficulty 
  is demonstrated by an extra Move cost per hex of travel through such 
  terrain. These extra costs are shown on the Movement Cost Table (see 
  p. 235). Note that multiple terrain conditions may combine for higher 
  movement costs (such as when changing levels while moving through 
  water or woods).
  Terrain Type: Strategic BattleForce hexes represent 500 meter 
  hexes, which will often contain more than one terrain type. For game 
  play simplicity, the terrain shown on a hex is considered to be the 
  predominant terrain in the hex and is what the Formation must pay 
  to move through the hex. 
  This means that some agreement between players may be required. 
  Players are encouraged to go over the playing area and ensure that 
  everyone agrees to the terrain before play begins.
  Prohibited Terrain: Certain Formation Types (or Formations lacking 
  in specific equipment) may not enter certain terrain types. These 
  prohibited terrain types and movement restrictions are defined in the 
  Movement Cost Table (see p. 235). Once again, these prohibitions apply 
  only if the Formation attempts to move through the terrain. Formations 
  that can rise above the underlying terrain (such as VTOLs in flight) will 
  ignore these prohibitions.
  Levels: Higher or lower level hexes such as hills and mountains 
  may be entered by paying an additional 1 MP for each level difference 
  between the starting hex and the destination hex. If the difference 
  between these hexes is more than three levels, the hex cannot be 
  If the number of Formations per side is unequal, the player with 
  the higher number of Formations must move more Formations in 
  proportion to that of their opponent. See Unequal Number of Formations 
  (see p. 234) for details. 
  3: Combat Phase 
  The Initiative Loser acts first in the Combat Phase. This player 
  declares and resolves all of their Formations’ combat actions at this 
  time, followed by the Initiative Winner.
  In the Combat Phase, each Formation may execute one attack per Unit 
  within the Formation. Damage from these attacks is resolved immediately, 
  using a Tactics roll to determine which Unit within a Formation is damaged. 
  The effects do not take place until the turn’s End Phase. This means that a 
  destroyed Formation will normally have a chance to return fire.
  4: End Phase 
  Both players conduct the End Phase simultaneously. In this phase, 
  each player removes any destroyed Formations and checks for Morale. 
  Victory conditions are also checked, as appropriate, during the End Phase. 
  After resolving all End Phase actions, the turn ends and the players 
  return to the Initiative Phase, repeating all steps until one side meets its 
  victory conditions for the scenario. Once victory has been determined, 
  players may also determine salvage for campaign games. 
  Initiative Phase
  Each player rolls 2D6 and adds the results together to determine 
  Initiative; re-roll ties. The player with the higher result wins the Initiative 
  for that turn.
  As with all other BattleTech combat systems, because movement 
  and combat occur simultaneously in the course of an SBF game turn, 
  the Initiative Winner actually executes movement and combat actions 
  after the player(s) with the lower Initiative roll. This simulates a greater 
  awareness of the tactical situation.
  Movement Phase
  Every Formation has a base MP allowance listed on its record sheet. 
  This value is the maximum number of hexes the Formation may move 
  during its turn. A Formation may move in any direction. Formations 
  need not move their full amount; in place of moving, a Formation may 
  simply remain in its hex. A Formation may make multiple turns during 
  the course of its movement to maneuver around obstacles so long as 
  the total number of hexes traveled are within its maximum Move rating. 
  Minimum Movement
  As long as a Formation is mobile (meaning it has at least 1 MP it can 
  expend), it can always move 1 hex in any direction in a turn, regardless 
  of the terrain’s movement costs (unless the terrain in question is 
  prohibited to Formations of its Type).
  FACING
  Facing has no effect on SBF game play.
  STACKING
  As noted earlier, one Strategic BattleForce hex is equal to 500 
  meters, or the equivalent of one BattleTech mapsheet. However, for 
  ease of play (and because Elements are usually not packed into a 
  space like a crowded car park), SBF limits stacking to one friendly 
  
  235
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  MOVEMENT COST TABLE
  Terrain Type
  Move Cost per Hex
  Prohibited Movement Mode/Formation Type
  Base Move
  1
  —
  Clear
  +0
  Naval
  Paved/Road/Bridge
  +01
  Naval
  Rough
  +1*
  Naval
  Rubble
  +1
  Naval, Rail
  Woods
  +1*2
  Air, Naval, Rail
  Water3
  Surface Only
  +0
  All except Hover, Naval, WiGE4
  Depth 0
  +0 
  Ground, Infantry5
  Depth 1
  +16
  Ground, Infantry5, IndustrialMechs7
  Depth 2+
  +66
  Ground, Infantry5, IndustrialMechs7
  Level Changes (up or down)
  1 level
  +1 (’Mechs, VTOLs, submarines, ProtoMechs) 
  +2 (infantry, ground vehicles)
  2 levels
  +2 (’Mechs, VTOLs, submarines)
  3+ levels
  +1/level (VTOLs, submarines)
  Urban Hexes (Buildings)
  Light
  +18
  Naval
  Medium
  +28
  Naval
  Heavy
  +38
  Naval
  Hardened
  +48
  Naval
  Hostile Occupied Hex
  +19
  —
  Note: Airborne formations (including Air vehicles and Aerospace formations) ignore all terrain conditions until they attempt to occupy the same space and level of them (including 
  attempts to land or liftoff). If airborne units attempt to enter terrain prohibited to them, treat the result as a crash.
  * Wheeled and Hover may enter but must pay 3 movement points per hex reflecting their carefully moving through the clear terrain of the hex.
  1All Tracked or Wheeled formations gain a +1 MP on any turn where the formation spends its entire Movement on this terrain.
  2Infantry reduce MP cost to enter this terrain by 1.
  3See Water, Edge Water Hexes and River Hexes, p. 236). 
  4Wheeled or Tracked formations with the Amphibious (AMP) special ability can move on water surfaces at a MP cost of +1.
  5Infantry formations can move through water of any Depth only if they have the UMU special ability.
  6This is the cost to move along the bottom of a water area. No additional cost applies if using submarine movement.
  7IndustrialMech formations can only enter water of depth 1 or greater if they have the environmental sealing (SEAL) special ability.
  8Infantry and Battle Armor formations reduce MP costs by 2, to a minimum of 1.
  9The +1 MP is paid to move out of the hex. See Engagement Control, p. 237.
  Unit Types Key
  ’Mechs
  Includes BattleMechs and IndustrialMechs
  ProtoMechs
  ProtoMech units only
  Infantry
  Includes conventional infantry and battle armor
  Vehicles
  Includes all motive types covered by Air, Ground, and Naval
  Air
  Combat or support vehicles with VTOL or WiGE movement types
  Ground
  Combat or support vehicles with wheeled, tracked, hover, WiGE, or rail movement types
  Naval
  Combat or support vehicles with naval or submarine movement types
  Hover
  Combat or support vehicles with hover movement type only
  Sub
  Combat or support vehicles with submarine movement type only
  Tracked
  Combat or support vehicles with tracked movement type only 
  VTOL
  Combat or support vehicles with VTOL movement type only
  Wheeled
  Combat or support vehicles with wheeled movement type only
  WiGE
  Combat or support vehicles with WiGE movement type only
  Aerospace
  Includes conventional fighters, aerospace fighters, small craft, and DropShips
  
  of the Formation are not able to fly, so the Formation is restricted to 
  ground movement and would not be able to cross a water hex without 
  paying the MP to enter the water and cross. 
  Note that when constructing Units and Formations, all other 
  movement restrictions apply for all other movement modes (including 
  UMU). Thus, it is best to combine Units of a similar movement mode 
  together in a Formation (see Step 1D: Determine Movement Stats and 
  Step 2C: Determine Movement Stats, p. 327 and p. 329).
  Terrain Modifiers on Movement: If a movement mode or type 
  gains a bonus for moving through a terrain type, all Elements in the 
  Formation must have this mode or type (or be carried by one that 
  does) to gain the bonus.
  If any Element in a Formation must pay additional MP to cross a 
  given terrain, then treat the entire Formation as having to pay that 
  cost. For example, an Inner Sphere Formation with one ’Mech Unit and 
  two Hover Tank Units would need to pay the cost to cross water as if it 
  were made up entirely of ’Mechs. 
  The Movement Cost Table lists prohibited terrain for movement and 
  Formation types.  All movement types follow standard movement rules 
  with the following exceptions below.
  Hover Movement:  This movement type may only move through 
  woods if there is a road through the hex or by paying 3x the MP required 
  to enter the hex normally. 
  Naval Movement: Any hex with water on it is considered to have 
  enough water to support standard and Large (LG) naval Formations 
  (Elements). Very Large (VLG) and Super Large (SLG) naval movement 
  type may only enter a water hex that is completely water or has only a 
  single “shore” of land that takes up less than 1/4 of the hex.
  Submarine Movement: Standard and Large (LG) submarine 
  movement mode Formations may enter any hex with water, while 
  they are on the surface. When submerged, all submarines are treated 
  as VLG and SLG for naval movement, limited to only full water hexes. 
  VTOL Movement: All Units in a Formation must be VTOLs for the 
  Unit to employ VTOL movement. VTOLs pay only 1 MP to enter any 
  hex, regardless of the underlying terrain type.
  VTOL Formations, Units and Elements are always assumed to be 
  one elevation higher than the hex it currently occupies, unless it 
  is landing.
  WiGE Movement: A WiGE Unit must expend 1 MP a turn to remain 
  airborne. Even if the Formation containing this Unit does not change 
  hexes in a given turn, it must expend 1 MP. A WiGE with 0 MP is removed 
  from play. 
  ADDITIONAL MOVEMENT RULES
  The following rules also impact movement and game play.
  Hostile Formation in the Same Hex 
  If a Formation’s hex contains an enemy Formation at the beginning 
  of its movement phase, the Formation must pay an additional +1 MP to 
  move out of the hex and movement may be opposed (see Engagement 
  Control, p. 237). 
  Jumping
  In SBF, jumping has been abstracted to a special ability (JUMP) that 
  provides both a defensive bonus and an attack penalty rather than 
  being considered a movement mode itself (see Step 1D: Determine 
  Movement Stats and Step 2C: Determine Movement Stats, p. 327 and p. 
  329). At the beginning of a Formation’s movement, it must declare if it 
  is using some or all of its JUMP ability. The amount declared then acts 
  as an Attacker Modifier and a Target Modifier for the rest of the turn 
  (see: Determine To-Hit Number, p. 240).
  entered. In Urban hexes (see Urban Hexes below), the level represents 
  the tallest buildings in the hex. The hex may be entered at ground Level 
  by paying the appropriate MP for that Urban hex. 
  Bridge: A hex with a bridge or a paved road over water is 
  considered to cross the water in the hex. If the bridge construction 
  factor is not listed, roll 2D6. A result of 2-4 it’s a Light Bridge (CF 5), 
  5-7 it’s a Medium Bridge (CF 10), 8-10 it’s a Heavy Bridge (CF 25) and 
  11-12 a Hardened Bridge. See Bridges, p. 269, for details on a bridge’s 
  carrying capacity. 
  Buildings (Urban Hexes): A hex with buildings is considered an 
  Urban Hex with multiple structures filling the hex. The class of building 
  indicates predominant building type in the hex and the type of Urban 
  hex for purposes of game play. All Urban hexes are considered paved 
  for movement purposes. See the Movement Cost Table (see p. 235) for 
  the costs to move through an Urban hex. 
  Paved: Hexes with a road are considered to have sufficient paved 
  roads in them to speed movement. The hex is considered clear for 
  movement and any Formations that are exclusively tracked or wheeled 
  gain a +1 MP when moving across them.
  Rubble: A hex with rubble represents destruction of the hex’s 
  contents, leaving behind debris that impedes both movement and 
  sight lines. 
  Water: Depth is measured in Total Warfare scale, so 1 depth of water 
  is approximately 6 meters deep. 
  If a Formation wishes to cross a water hex, they must first 
  determine how wide and how deep the water is. If the hex is 
  completely water, add +2MP, in addition to the normal water hex 
  MP cost. If there is any ground terrain in the hex, roll 2D6; the result 
  is the water’s width in terms of the number of Total Warfare (30 
  meter) water hexes present. For 2-6 TW Hexes, add +1MP, and for 
  7-12 TW hexes add +2MP to move across the hex. Once the width of 
  the water hexes is determined, roll 1D6, with the result being their 
  depth. Add +1 MP for depth 4 or greater water. Formations equipped 
  with Bridge Layers (BRID) (see p. 335) can bridge the water at the 
  rate of one BRID per TW hex. 
  Players are encouraged to make any such rolls before play begins. 
  However, if this roll occurs during game play, note the results 
  for that hex so all future movement through it encounters the  
  same modifiers.
  Ground Formations that are made up of all VTOL, WiGE or Amphibious 
  Elements may cross water hexes as if they were clear hexes. 
  Super-Heavy vehicles may enter Depth 1 water hexes at an additional 
  +1 MP to enter. Movement costs are as listed once it has entered a 
  water hex. 
   • Edge Water Hexes: In any hex that has water and ground in it 
  (such as a hex with a river going through it) the player may decide 
  if they are entering the water or remaining on the ground. If they 
  remain on the ground, they may only enter a hex that does not 
  require crossing the water. If they wish to cross the water, consult 
  the Water rules above. 
  Woods: Wood hexes impede movement, providing a movement 
  modifier for each hex traversed. Wood hexes also impact Line of Sight 
  during the Combat Phase (see p. 239-241).
  MOVEMENT MODES AND UNIT TYPES
  Formations that have certain movement types will be limited in 
  their ability to move through certain terrain. If the movement mode 
  of a unit type is prohibited in a certain terrain, then any Formation 
  with an Element that has this mode or type (and cannot be carried 
  by Elements that do not) may not enter that terrain type. An example 
  would be a mixed company with two VTOL Elements. The remainder 
  
  237
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  other ideas. The Engagement Control rules provide a framework 
  for players to determine if two hostile Formations stay in combat 
  or are able to disengage.
  Any time a Formation attempts to move through or out of an 
  a hex containing an enemy formation, an Engagement Control 
  Roll may occur to determine if combat unfolds or whether both 
  Formations continue to move as normal. 
  If neither Formation wishes to engage with the other Formation, 
  then both Formations may continue to move normally, paying 
  an additional +1 MP to move through the hostile occupied hex. 
  Formations with a Morale of Shaken, Broken or Routed (see Morale, 
  pp. 242-247) or suffering from Forced Withdrawal (see p. 242)must 
  choose to not engage. 
  If either Formation wishes to engage the other Formation, 
  both sides must make an Engagement Control Roll on 2D6, with 
  a target number equal to their Tactics value. Formations with a 
  Morale of Shaken, Broken or Routed receive a penalty to their roll. 
  The Formation with the higher Margin of Success (MoS) decides 
  whether the engagement continues. A result of 2 is an automatic 
  failure. If the MoS is a tie, the decision lies with the player controlling 
  whichever Formation has the lower Tactics value (if that too is 
  tied, the Engagement Control Roll must be repeated until there 
  is a winner). If both sides fail their rolls, the forces do not become 
  engaged and can complete their movement as normal (electing 
  to remain in the hex if they wish).
  The Formation that wins the Engagement Control Roll decides 
  if combat occurs. If combat is chosen, both Formations are 
  engaged—their movement ends immediately and they do not 
  act again until the Combat Phase (see Resolving Attacks, p. 239). 
  If combat is not chosen, the Formations are allowed to complete 
  their movement and neither incurs another Engagement Control 
  Roll against each other. Regardless, Formations must always pay 
  an additional +1 MP to exit a hostile occupied hex. 
  So long as a Formation is engaged in a hex with a hostile Formation, 
  it may not move from the hex (see Ending Engagements p. 242).
  If two Formations are already engaged in the Combat Phase, 
  their next Engagement Control Roll happens during the End Phase 
  of the current turn (see Ending Engagements, p. 242). 
  The outcome of an Engagement Control Roll determines if 
  combat will occur, not the result of the combat. Unless noted below, 
  players must still proceed to Resolving Combat to determine the 
  range at which combat will occur and the result of that combat. 
  Forced Engagement: A Formation may go out of its way 
  to hinder the movement of the enemy. Forced Engagement 
  sacrifices damage to increase a Formation’s ability to pin another 
  Formation down. Prior to the Engagement Control Roll, a player 
  may declare their Formation to be forcing an engagement with 
  an enemy Formation (stacking limits apply, limiting the number of 
  Formations that may attempt to force engagement with a hostile 
  Formation to 2). To force an engagement, a Formation must 
  have a Long Range Damage Value of at least 1, and must have 
  at least 1 MP remaining (after entering the hex). If it meets these 
  requirements, the Formation applies a –3 to their Engagement 
  Control Roll target number. 
  If the Formation wins the Engagement Control Roll, it has Forced 
  Engagement: both Formations are engaged, their movement ends 
  immediately and combat will occur during the Combat Phase 
  (see Resolving Attacks, p. 239). A Formation that has successfully 
  Forced Engagement has its Damage Values halved (rounding 
  down) until its next Engagement Control Roll. It also may not 
  make artillery attacks, but may spot for them. However, it only 
  takes half damage from all attacks from the enemy Formation it 
  is engaging (rounding down).
  Transporting Infantry
  Formations with the Infantry Transport (IT#) special ability may 
  carry any number of infantry or battle armor Elements as long as 
  the total number of these Elements (noted on the record sheet by 
  the CAR# special ability rating) does not exceed the transporting 
  Formations’ IT# special ability rating. For example, the Maxim Heavy 
  Hover Transport has the IT12 special ability. This means a Unit of 
  Maxims (4 Elements) may transport up to 48 Elements worth of 
  infantry, such as 12 squads of Cavalier battle armor, each of which 
  has the CAR4 special ability. Carried infantry Formations may not 
  be split across multiple transport Formations. 
  If the transport Formation loses one or more Units to destruction, 
  any of the infantry Formation’s Units it was carrying are placed 
  on the map immediately, as if they had dismounted. If there is 
  nowhere to dismount due to stacking rules, place them as close 
  to the destroyed transport as possible. If the resulting terrain is 
  prohibited (for example, a foot infantry Unit carried by a Hover Unit 
  which is destroyed on a water hex), the carried Unit is destroyed.
  Mounting and Dismounting: It costs an infantry transport 
  Formation 1 MP of Move to mount (pick up) or dismount (drop 
  off) battle armor or infantry. Mounting infantry must be done at 
  the beginning of the transporting Formation’s movement, and 
  airborne transport Formations must be landed to take on any 
  infantry or battle armor Formations for transport. (For aerospace 
  units, landing is covered in Advanced Strategic Aerospace; see 
  Aerospace Squadrons on the Ground Map, p. 251-253.) 
  Dismounting may be done at any point in the transport’s 
  movement at the cost of 1 MP. Airborne vehicle transports (such 
  as VTOLs or WiGEs) may dismount jump-capable infantry (including 
  battle armor or infantry that have the advanced paratroopers (PAR) 
  special ability) while airborne, but must land to dismount all other 
  infantry types. Other aerospace Formations with IT# special abilities 
  may also dismount jump-capable infantry and battle armor as well. 
  Infantry deployed from airborne Formations must use the Dropping 
  Troops rules (see p. 279).
  Regardless of the infantry Formation’s type, once dismounted it 
  may move normally in the same Movement Phase at a –1 MP on the 
  turn it dismounted, and may attack normally in the Combat Phase. 
  Mechanized Battle Armor: Battle armor Formations with the 
  Mechanized (MEC) or Extended Mechanized (XMEC) special abilities 
  may mount OmniMechs and OmniVehicles (Formations with the 
  OMNI special ability), even if such Formations lack the Infantry 
  Transport special ability. 
  Mounting and dismounting battle armor from an Omni 
  Formation follows all the same movement rules as mounting 
  and dismounting infantry from a dedicated infantry transport. 
  Though mechanized battle armor mounts up externally on an 
  Omni Formation, battle armor units may not attack or be directly 
  attacked while mounted in this fashion.
  Extended Mechanized Special Ability: Formations with the 
  Extended Mechanized (XMEC) special ability are equipped to 
  mount any type of ’Mech or vehicle (but not Fixed-wing Support 
  Vehicles or Aerospace) in the same manner as mechanized battle 
  armor. However, the transport mounted by these Formations will 
  lose 1 MP of Move per turn as long as the XMEC Formation remains 
  on board. All other rules for mechanized battle armor apply to 
  XMEC Formations (and their transports) as well.
  ENGAGEMENT CONTROL
  Once two Forces are engaged in direct combat, it can be difficult 
  to disentangle them from that combat even when (or perhaps 
  because they are) taking heavy losses. At other times, a commander 
  may wish to avoid combat completely, but the opposing side has 
  
  Evade: Not all Formations can power their way through an opposing 
  Formation. When faced with a superior force a Formation might eschew 
  combat and put all their efforts toward bypassing the enemy Formation. 
  If a Formation has sufficient MP to exit a hex occupied by an enemy 
  Formation (including the +1 MP required for a hostile occupied hex), 
  it may declare an attempt to Evade and apply a –3 modifier to their 
  Engagement Control Roll target number. 
  If the Evading Formation wins the Engagement Control Roll, it evades 
  the hostile Formation and it may pay its MP to move into any adjacent 
  hex (the evading Formation may continue its moving if it has not 
  completed its movement yet this turn). An evading Formation may not 
  engage in any combat this turn, including returning fire from an attack. 
  However the hostile Formation gets one free attack (the player of the 
  hostile Formation may select which Unit conducts the attack), applying 
  +1 to-hit modifier and reducing damage from a successful attack by 
  one-quarter (rounding down). This damage applies immediately, 
  including the effects of critical hits. This attack does not count against 
  the number of attacks the Formation may make in the Combat Phase. 
  The evading Formation may still be engaged in combat in subsequent 
  hexes. If it becomes engaged, all attacks against the evading Formation 
  apply a +1 to-hit modifier and all damage is reduced by one-quarter 
  (rounding down).
  If the Evading Formation fails the Engagement Control Roll, both 
  Formations become engaged—their movement ends immediately in 
  the target hex with the hostile Formation. Attacks against it apply +1 
  to-hit modifier and reduce damage by one-quarter (rounding down). 
  The evading Formation applies a +2 to-hit modifier to any attacks and 
  reduces its damage by half. It also may not use any artillery attacks. 
  Three companies of the Davion Heavy Guards encounter three 
  Kuritan companies. The Kuritans move into the same hexes as the 
  Davion forces, trying to delay the Guards. Two of the three Davion 
  Guard Formations attempt to disengage. The Kuritan player natu-
  rally chooses to remain engaged, and the Davion Formations now 
  must roll for Engagement Control. 
  The first Davion Formation is facing a Kuritan Formation whose 
  controlling player has opted for a Forced Engagement; it applies a 
  –3 modifier to its Engagement Control Roll. The Davion Formation 
  has a Tactics Rating of 6. The Kuritan Formation has a Tactics 
  Rating of 5, modified to a Target Number of 2 (Tactics Rating 5 – 3 
  for Forced Engagement = TN 2). The Davion player rolls a 7, for a 
  Margin of Success of 1. The Combine player rolls an 5 for a Margin 
  of Success of 3, winning the Engagement Control Roll and choosing 
  for combat to occur. However, the Kuritan Formation will do only 
  half its normal damage in the Combat Phase, and in turn will only 
  receive half damage from the Davion Formation.
  The Davion player’s other Formation is an assault company. 
  Choosing to rely on firepower over tactics, the Davion player de-
  cides to attempt an Overrun. The second Kuritan Formation is not 
  as nimble as its sister Formation and is only attempting a standard 
  Engagement. The Davion Formation has a Tactics Rating of 6. It 
  also applies a –1 modifier for attempting an Overrun (The Davion 
  Formation is Size 4, larger than the Kuritan Formation’s Size 3 by 
  1) for a modified target number of 5. The Kuritan Formation has a 
  Tactics Rating of 7. Both sides roll, with the Davion player rolling a 
  7 and the Kuritan player rolling an 8. The Davion player’s Margin of 
  Success is 2 and the Kurita player only has a MoS of 1, so the Davion 
  player wins the Engagement Control Roll. The Davion Heavy Guard 
  Formation smashes through the Kuritan company. It only deals one-
  quarter damage as the Davion assault ’Mechs are more interested 
  in getting through than fighting. 
   
  Overrun: Sometimes a Formation needs to get through a hostile 
  occupied hex and does not have the time to eliminate the enemy first. 
  During the Movement Phase, if a Formation has sufficient MP to exit a 
  hex occupied by an enemy Formation (including the +1 MP required 
  for a hostile occupied hex) and a Short Range Damage Value of at least 
  2, it may declare an Overrun attempt against an enemy Formation. 
  Make an Engagement Control Roll as normal, with the following 
  modifier: compare the Size of each Formation and apply any difference as 
  a modifier to the Engagement Control Roll. If the Formation attempting 
  the Overrun is larger than the target Formation, subtract the difference 
  from the target number. If the Formation attempting the Overrun is 
  smaller than the target Formation, add the difference. For example, an 
  assault Formation with a Size of 4 attempts to Overrun a light company. 
  The assault Formation is larger, so it subtracts the target’s Size of 1 from 
  its Size of 4 and applies a –3 modifier to its target number. 
  If the overrunning Formation is successful, there is no engagement 
  and it may pay its MP to move into any adjacent hex (the overrunning 
  Formation may continue moving if it has not completed its movement 
  yet this turn). The target Formation is damaged by a successful 
  Overrun. However, because the overrunning Formation is focused 
  on blasting a hole through which to move, rather than specifically 
  destroying the enemy, the damage is only equal to one-quarter the 
  overrunning Formation’s Short Range Damage Value (rounded down). 
  The target Formation deals one half its Medium Range Damage Value 
  (rounded down) to the overrunning Formation. A Formation that has 
  been Overrun may not attempt to further engage (normal, Forced or 
  Overrun) other Formations this turn. It may still be the targeted for 
  engagement by other Formations, attack and perform other actions 
  as normal. All damage taken during an Overrun (for both Formations) 
  takes effect immediately, including the effects of critical hits.
  If the overrunning Formation failed, both Formations become 
  engaged—their movement ends immediately in the target hex. 
  Damage from the Overrun attempt is assigned and engagement 
  proceeds as normal (meaning that overrunning Formations might 
  receive double damage; once for the Overrun attempt and then again 
  during the Combat Phase). 
  A Formation may not make more than one Overrun attempt 
  (whether it succeeds or fails) per turn. Whether it succeeds or fails, 
  the overrunning Formation may not make any attacks in the Combat 
  Phase of that turn.
  ENGAGEMENT CONTROL ROLL 
  MODIFIERS TABLE
  Type of Engagement
  TN Modifier
  Standard
  —
  Forced Engagement*
  –3
  Overrun**
  + (target Formation Size  
  − overrunning Formation Size)
  Evade
  –3
  Morale
  TN Modifier
  Shaken
  +1
  Broken
  +2
  Routed
  +3
  *Formation must have a Long Range Damage Value of at least 1, and must 
  have at least 1 MP remaining. 
  ** Formation must have sufficient MP to exit the hex and a Short Range 
  Damage Value of at least 2.
  
  239
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Step 1: Verify Line of Sight 
  Unless otherwise noted, Formations in the same hex are always 
  in Line of Sight and may be attacked. 
  Attacks into adjacent hexes (using Long or Extreme range) 
  have LOS blocked if any of the conditions in the Line of Sight 
  Determination Table show LOS as blocked. Otherwise the attackers 
  have Line of Sight.
  Step 2: Determine Range
  At the scale of Strategic BattleForce, exact range to the target is 
  not a precise measure of distance and instead is an abstraction of 
  two company-sized forces jockeying for position on the battlefield. 
  Because most combat will occur between opposing formations 
  in the same hex, range is determined by an opposed Maneuver 
  Roll instead of measuring distance as in other BattleTech combat 
  systems. Maneuver Rolls work the same way as Engagement Rolls, 
  with each player rolling 2D6 against their Tactics Value. In addition, 
  if the Formation did not move its full MP during the Movement 
  Phase, add a –1 to its target number. A natural roll of a 2 is always 
  considered a failure, regardless of the modifiers. 
  The Formation with the highest Margin of Success (MoS) 
  determines the range at which combat will take place. In the event 
  of a tie, the decision lies with the player controlling whichever 
  Formation has the higher current MP (if that too is tied, the 
  Maneuver Roll must be repeated until there is a winner). 
  If one Formation succeeds at its Maneuver Roll and its opponent 
  fails, the Formation with the successful roll has successfully 
  outmaneuvered its opponent and is “behind” the other Formation. 
  The Formation that is out-maneuvered reduces the number of its 
  attacks by one-half (rounding up) and takes 1 additional point of 
  damage per attack made against it. 
  If both Formations fail their Maneuver Control Rolls, the combat 
  exchange is considered to be at Long Range.
  The Maneuver Roll to determine range between two Formations 
  in same hex is only performed once per turn, and the result affects 
  both their To-Hit Numbers.
  If the opposing formations are in the same hex but are not 
  engaged, then all combat between them is at Long range and no 
  Maneuver Roll is made. If the opposing formations are in adjacent 
  hexes, then all combat is at Long, Extreme, Indirect or Artillery range 
  and no Maneuver Roll is made. 
  Combat Phase
  The following section describes the rules governing combat.
  TYPES OF ATTACKS
  Formations may make one standard attack per Unit per turn. A 
  Formation may target a maximum of two enemy Formations per turn, 
  applying a +1 to-hit modifier for attacks against the second Formation. 
  Artillery: If using the optional Artillery rules (see p. 273), artillery 
  attacks may occur in addition to any standard Formation attacks 
  made, as noted above.
  Artillery attacks (ART) are made per individual Formation, and a 
  Formation may make only one artillery attack for each type of artillery 
  it possesses. For example, if the Formation includes Units with Long 
  Tom and Arrow IV artillery, it may make an attack with each. Artillery 
  attacks occur first in sequence and receive no to-hit modifier. If the 
  artillery Formation also conducts standard attacks, it applies a +1 to-
  hit modifier for each artillery attack it conducted in the same turn. 
  Using the example above, a Formation that made both a Long Tom and 
  Arrow IV attacks would have a +2 to-hit modifier for standard attacks.  
  Large and Very Large Units (such as Mobile Structures or ground 
  DropShips) may have multiple attacks per turn. This is covered 
  under the special rules for those Unit types (see Exceptionally Large 
  Elements, p. 282). 
  Indirect Fire: Formations with the IF special ability (see Conversion 
  Rules, p. 326) may fire on a Formation that is in a hex other than its 
  own. A Unit that makes an IR attack does so instead of its standard 
  attack for the turn (it can still make its artillery attacks, if applicable). 
  Additionally, a spotter is “required in the same hex as the target to 
  designate the target; this does not require any special abilities, and 
  any friendly Formation may act as a spotter. The spotter must have 
  LOS to the target. IF attacks apply +1 to-hit modifier as shown on 
  the To-Hit Modifiers Table. Finally, each spotter may only designate 
  one target per turn for IF. Multiple attacking Units with the IF special 
  ability may attack the same target using the same spotters. 
  Aerospace Squadrons can act as spotters, but may not make 
  attacks of their own in a turn they serve as a spotter. They use 
  the rules for Aerial Recon (see p. 266) to determine if a Ground 
  Formation is in range to be spotted by the aerospace  Squadron. 
  Note: Due to the scales involved, special attacks such as physical 
  or Anti-’Mech attacks are not used these rules. 
  ATTACK DECLARATION 
  All attacks are declared prior to any combat resolution. The loser 
  of Initiative chooses a Formation, and declares a target Formation 
  to attack. The winner of Initiative then selects a Formation and 
  declares its attack. Attack declaration continues, following the same 
  pattern as used in the Movement Phase. An engaged Formation 
  must target a Formation it is engaged with.
  Once all attacks have been declared, play proceeds to Resolving 
  Attacks (see below). 
  RESOLVING ATTACKS
  The sequence for resolving attacks is as follows:
  Step 1: Verify Line of Sight
  Step 2: Determine Range
  Step 3: Determine To-Hit Number
  Step 4: Roll To Hit
  Step 5: Determine and Apply Damage
  Step 6: Roll For Critical Hits (if applicable)
  Repeat steps until all Formations have attacked.
  LINE OF SIGHT DETERMINATION TABLE
  Condition
  Line of Sight 
  Blocked
  Attacker’s hex is woods, rubble or urban AND 
  target hex is woods, rubble or urban
  Yes
  One hex is two or more levels higher than 
  Attacker’s hex
  Occupant 
  Decides*
  One hex is woods, rubble or urban AND other 
  hex is clear (including water, paved)
  Occupant 
  Decides*
  Game effect indicates LOS is blocked
  Yes**
  * The occupant of the hex in questions determines LOS. If the occupant makes an 
  attack on the other hex, LOS is automatically established. 
  ** Some game effects can block line of sight (smoke artillery rounds). If these 
  conditions occur, LOS is blocked.
  
  Step 3: Determine To-Hit Number
  A Formation’s Base To-Hit number, for all attacks, is the Formation’s 
  Skill Rating (see Determine Skill Value, p. 327). The number is then 
  modified by the target Formation’s TMM value, if any, and any 
  appropriate to-hit modifiers found on the To-Hit Modifiers Table 
  (see below). 
  A Formation may gain a bonus to its To-Hit Modifier by withholding 
  fire from one or more of its Units. For each Unit that does not fire, the 
  Formation gains a cumulative to-hit modifier of −1. 
  Note: If a Formation is attacking another Formation in the same hex, 
  it still applies any target modifiers called for by the terrain.
  Step 4: Roll To-Hit
  A Formation rolls 2D6 for each Unit that fires and compares the total 
  of each roll to the modified to-hit number identified in the previous 
  step. If the dice roll equals or exceeds the modified to-hit number, the 
  attack is successful. Otherwise, the attack fails.
  Step 5a: Determine Damage
  If an attack is successful, damage is recorded immediately, but does 
  not take effect until the End Phase. Before damage can be recorded, 
  the amount of damage and which specific Unit within a Formation was 
  damaged must be determined.  
  The damage of an attack is equal to the numerical value of the attack 
  for that range value (for example, a Unit with a Short Range attack value 
  of 5 does 5 damage). Extreme Range damage is equal to Long Range -1.
  Damage From Behind: Add 1 point of damage to any successful 
  attack that strikes its target from behind, as determined by the results 
  of the Maneuver Rolls. 
  Step 5b: Apply Damage
  When battalions and regiments engage in combat, destroying just a 
  single ’Mech or even a single lance has more to do with a commander’s 
  tactics than with wielding raw firepower indiscriminately. 
   Tactics Check: When an attacking Formation has made one or 
  more successful hits on a target Formation, both Formations make 
  Tactics checks. Each player rolls 1D6, the player controlling the 
  Formation with the lower Tactics value adds the difference between 
  Tactics values as a modifier to the Tactics roll result. The player with 
  the highest roll (or in the case of a tie, the Target Formation) gets 
  to choose how to apply the damage from the attacking Formation 
  against the target Formation that turn. For example, if the attacker 
  wins the Tactics check, all damage dealt by their Formation could 
  be directed against a single Unit within the enemy Formation. If the 
  defender wins the check, they could apply attacks from the enemy 
  Formation to the Unit most able to take the damage, spread each 
  attack around, or ensure that one Unit in particular is not hit (such 
  as the Leader).
  If a Unit in the target Formation has the LEAD or COM special, the 
  defender applies a +2 modifier to their Tactics roll result.
  Bypassing Tactics: Tactics checks are only made for standard attacks. 
  Indirect Fire and artillery attacks bypass the Tactics process; instead, the 
  Unit that is damaged is randomly determined (See Simplified Damage 
  below). Additionally, a Formation with only one Unit remaining does 
  not make Tactics checks when being attacked (as they have only one 
  Unit to allocate the damage to).
  Concentration of Fire: Units in an attacked Formation may not be 
  damaged more than twice in one exchange, unless all other Units have 
  also been damaged twice. For example, a Formation with three Units 
  would have to be successfully damaged seven times for a single Unit 
  to be damaged three times. 
  Short Range Attack (S): Can only be made against targets in the 
  same hex as the attacker, and carries a To-Hit modifier of +0. 
  Medium Range Attack (M): Can only be made against targets in the 
  same hex as the attacker, and carries a To-Hit modifier of +1.
  Long Range Attack (L): Can be made against targets in the same 
  or adjacent hex as the attacker, and carries a To-Hit modifier of +2.
  Extreme Range Attack (E): Can be made against targets two hexes 
  away, and carries a To-Hit modifier of +3. 
  Indirect Fire Attack (IF): Can only be made against targets at 
  Long and Extreme Range, adding a +1 to-hit modifier to the existing 
  range modifiers. 
  VTOL Formations: VTOL Formations can never be attacked at 
  Short Range unless the player controlling the VTOL Formation wins 
  the Maneuver Roll and chooses to attack at Short Range. Treat all other 
  Short Range attacks as being at Medium Range. 
  TO-HIT MODIFIERS TABLE
  RANGE MODIFIERS
  Range
  Modifier
  Short Range
  +0
  Medium Range
  +1
  Long Range
  +2
  Extreme Range
  +3
  Indirect Fire
  additional +1
  ATTACKER MODIFIERS
  Attacker
  Modifier
  Each Unit in formation that did not fire
  −1*
  Has the BFC special
  +1
  Is a Drone
  +1
  Is also spotting for Indirect Fire
  +1
  Is targeting a secondary target
  +1
  Has made an artillery attack  
  in the same turn
  +1 per ART attack
  Used JUMP value
  +1 per JUMP point used
  Has Targeting Critical Hit
  +1 per Critical
  Has dismounted from a 
   transporting Formation
  +1
  TARGET MODIFIERS
  Target
  Modifier
  Used JUMP value
  +1 per JUMP point used
  Target Movement Modifier (TMM) Value
  +TMM 
  Has successfully Evaded
  +1
  is Shaken
  −1
  is Broken
  −2
  is Routed
  −3
  TERRAIN MODIFIERS
  Terrain
  Modifier
  Underwater
  +1†
  Light Woods
  +1
  Heavy Woods
  +2
  Light or Medium Urban Hex
  +1
  Heavy or Hardened Hex
  +2
  *Maximum of −2
  †Only if attacker is underwater (or is on the water surface and using the TOR X/X/X special).
  
  241
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  The players now move to determining and applying 
  damage. The Tactics value of Matt’s attacking Formation 
  is 6, while Brian’s defending Formation has a Tactics 
  value of 5. Each player rolls 1D6 and since Brian has the 
  lower Tactics value, adds the difference between them 
  (6 – 5= + 1) to his result. Matt rolls a 3. Brian only rolls a 
  2. He adds +2 for the LEAD Unit in his Formation, as he 
  is the defender. This gives Brian a result of 5 (2 + 2 + 1): 
  Brian wins the Tactics check. He may now allocate the 
  two successful attacks however he wishes. He chooses to 
  place both on his non-LEAD Unit, to preserve his Binary 
  commander. Matt announces the damage dealt by both 
  his attacks, and Brian records the damage to the second 
  Unit’s Armor value. If this damage takes the Unit below 
  half its starting Armor value, he would need to roll for a 
  possible Critical Hit (see p. 241). 
  Note that if Matt had hit with his third Unit, Brian would 
  not have been able to place the damage caused by that 
  Unit on the same Unit that absorbed the first two attacks, 
  even though Brian won the Tactics check. This is because 
  the Concentration of Fire rules prohibit stacking damage 
  from more than two Units on any single Unit, unless Brian 
  only had one Unit left in his Formation.
  UNDERWATER COMBAT
  A Unit underwater may only attack targets in the same hex as 
  it occupies, using only its Medium or Long Range attack values. If 
  a Unit only has a Short Range attack, it cannot attack underwater. 
  All attack values are halved underwater (rounding down, to a 
  minimum of 0).
  The only exception lies with Units that have Torpedo attacks. 
  Such Units have the TOR X/X/X special ability, where X is the 
  damage the Unit can do at that range bracket. Each TOR attack does 
  its full value in damage underwater and may conduct Short Range 
  attacks. Torpedo attacks may be made in addition to a standard 
  attack, similar to artillery attacks.
  Whenever a Unit underwater requires a roll on the Critical Hits 
  Table (see above), that Unit makes two rolls instead of one.
  Simplified Damage: Players wishing faster game play, at the loss 
  of some tactical control, can randomly assign damage by rolling 
  1D6. In two Unit Formations, a result of 1-3 is the first Unit and 4-6 
  is the second Unit. In three Unit Formations, a result of 1-2 is the 
  first Unit, 3-4 is the second Unit and 5-6 is the third Unit. In four 
  Unit Formations, a result of 1 is the first Unit, 2 is the second Unit, 
  3 is the third Unit and 4 is the fourth Unit; reroll any result of 5 or 6. 
  Step 6: Roll for Critical Hits
  At the Strategic BattleForce scale, individual critical hits on 
  Elements are impractical to track. Instead, if an attack reduces a 
  Unit to less than half of its starting Armor value (rounding up), that 
  Unit is considered damaged. The player that made the attack rolls 
  2D6 and consults the Critical Hit Table, applying the result (if any) 
  to the now-damaged Unit.
  Each time a damaged Unit suffers further Armor loss, another roll 
  on the table is required. Critical Hit effects can occur multiple times, 
  and all effects are cumulative. For example, if Unit took two Weapon 
  Damage critical hits, its weapon values would all be reduced by 2 
  points from their starting value. 
  If the Unit has no Armor left, it is considered destroyed. (See 
  End Phase, p. 242) 
  To speed gameplay, stats or special abilities within a Formation 
  are not recalculated if component Units are destroyed, with the 
  sole exception of the Formation’s MP and movement mode (but 
  not its TMM or any other aspect reliant on movement). However, 
  recalculation of any or all stats and special abilities due to Unit 
  destruction is available as an optional rule, if all players agree before 
  the game begins. (See Adjusting Formations, p. 268.)
  If all Units in a Formation are destroyed, the Formation is 
  destroyed and removed from the game.
  Matt’s Wolf’s Dragoons Formation is a heavy ’Mech 
  company with three lances (3 Units). It is firing on Brian’s 
  Jade Falcon Formation (a two-Unit Binary of ’Mechs).
  Both Formations are in the same Light Woods hex, so 
  range is determined by an opposed Maneuver Roll. Matt’s 
  Formation has a Tactics value of 6 and Brian’s Formation 
  has a Tactics value of 5. They both roll 2D6, with Matt 
  rolling 7 and Brian a 4. Matt succeeded in his roll with an 
  MoS of 1 while Brian failed his roll. Matt gets to decide 
  the range at which attacks will take place. He decides 
  on Medium Range, as his Formation can deal the most 
  damage at this range. 
  Additionally, because Matt made his Maneuver Control 
  Roll and Brian failed it, Matt has positioned his Formation 
  “behind” Brian’s, giving him a bonus to damage and 
  reducing the number of Brian’s attacks. 
  Matt next determines the base to-hit number. This 
  is equal to his Formation’s Skill Value, which is 3. Both 
  Formations are together in the same Light Woods hex, 
  Brian’s Formation has a TMM of 3, and Matt is attacking 
  at Medium Range for a +1 modifier. This means Matt’s to-
  hit target number is 8 (Base to-hit of 3, +3 TMM, +1 terrain 
  modifier, +1 for range). 
  Matt rolls three times, once for each of the attacking Units 
  in his Formation. He scores a 9, a 7, and an 11. This means 
  that his first and third Units have successfully attacked Brian’s 
  Formation—a promising start.
  CRITICAL HIT TABLE
  2D6
  Effect on the Unit
  2-4
  No Appreciable Effect
  5-7
  Targeting Damage: +1 to-hit modifier to all attacks*
  8-9
  Weapon Damage: -1 damage for all attack ranges.
  10-11
  Movement Damage: Permanent -1 MP. 
  12
  Mission Kill: Unit is destroyed†
  *The third Targeting Damage critical renders the Unit unable to fire. If the Unit 
  possesses the LEAD ability treat the third critical as killing the leader for morale 
  purposes (see Morale, p. 242).
  †It is unlikely that every Element within the Unit is destroyed. Rather, this represents 
  a mixture of crew kills, engine/gyro destruction, immobilizations, and ammo/
  fuel hits that renders the Unit combat ineffective. See End Phase (p. 242) for 
  final determination of destroyed Units.
  
  Crippling Damage
  For the purposes of the Forced Withdrawal rule, a unit that meets any 
  of the following conditions is considered crippled and will be forced 
  to withdraw:
  Formation is reduced to 1MP (unless Formation starting MP was 2 
  or less). 
  One-half or more (rounding up) of the Units in the Formation have 
  a damage rating at all ranges of 0 (unless their starting damage rating 
  at all ranges was 0). 
  One-half or more (rounding up) of the Units in the Formation have 
  had their armor reduced to 20% (rounding down) or less of its starting 
  armor value. For example, a Formation consists of three Units with 
  armor of 12, 16 and 18. The Formation’s Units are later reduced to 1, 2 
  and 5 armor respectively. The Formation would be forced to Withdrawal 
  as its first two Units are at 20% or less armor (12 X .2= 2.4, rounded 
  down to 2. 16 x .2= 3.2 rounded down to 3 and 18 x .2= 3.6 rounded 
  down to 3.) 
  One-Half or more of the Units in the Formation have suffered two 
  or more Targeting Critical Hits. 
  Adjusting Formations (Optional): If the Adjusting Formations rules 
  (see Advanced Movement Options, p. 268) are being used, a Formation 
  can Detach or Split so that some of the Formation can remain in combat 
  while the crippled Units withdraw. This adds additional complexity and 
  should only be used if all players agree to use the Adjusting Formation 
  rules. Alternately, players may decide to use the Adjusting Formations 
  rule only for Forced Withdrawals and not for other play. Note: This 
  optional rule does not apply to failed morale checks, which require 
  the entire Formation to withdraw. 
  DAMAGE TAKES EFFECT 
  All damage inflicted during the Combat Phase takes effect during 
  the End Phase. Any Critical Hits inflicted against Units take effect, all 
  destroyed Units are removed from their Formation Record Sheets, and 
  all destroyed Formations are removed from play at this time. 
  MORALE
  Other than the most fanatical warriors, Formations rarely fight to 
  the death. As heat rises, ammo grows short, and armor vanishes, many 
  combat pilots begin to think about greener pastures.
  To better simulate this in-universe reality during gameplay, units are 
  periodically required to perform a “morale check” at the end of any turn 
  in which certain demoralizing conditions are met. Failure of this check 
  may trigger a forced withdrawal (see p. 242).
  Unless exempted (see Morale Check Exemptions below), a Formation 
  must make a Morale check during the End Phase of a turn in which any 
  of the following occur:
   • A Formation has suffered Crippling Damage (see Forced 
  Withdrawal, p. 242).
   • A Unit in the Formation has its armor value is reduced to 50% or 
  less (rounding up).
   • A Unit in the Formation is destroyed.
   • Formation is attacked by Inferno Bomb, Cruise Missile, or Orbital Fire.
   • Infantry or Battle Armor Formation is attacked by Artillery.
   • The Formation’s Leader (LEAD) Unit (if any) is destroyed.
   • The Force’s Commander (COM) Unit is destroyed.
  Morale Check Exemptions
  The following unit types are exempt from making morale checks, 
  but may still be subject to Forced Withdrawal conditions, if those rules 
  are in play: 
   • Large Units: Any ground unit with the LG, VLG or SLG special, 
  including all Mobile Structures.
  End Phase
  The following section describes rules for the End Phase of a turn as 
  well of End of Combat for the scenario. 
  ENDING ENGAGEMENTS
  During the End Phase of a turn, players controlling Formations 
  involved in engagements can choose to continue the battle into the 
  next turn or break off the engagement. Each end of an engagement 
  must be resolved separately, with the turn’s Initiative winner choosing 
  the order of engagements to resolve for his Formations.
  If both players choose to continue an engagement, the 
  engaged Formations remain in the same hex during the next turn’s  
  Movement Phase.
  If both players choose to end an engagement, the Formations 
  disengage and may move normally next turn (paying +1 MP to exit 
  the hex).
  If one player chooses to continue an engagement and the 
  other wishes to end it, both players must repeat the Engagement 
  Control Roll (see p. 237) to determine if the engagement continues. 
  If both sides fail their Engagement Control Rolls, the engagement 
  automatically breaks off. 
  Only if a Formation has no engagements remaining can it move to 
  a new hex during the next Movement Phase. 
  Formations A1 and B1 are in hex 0909. Formations A2 and B2 are 
  in hex 0910 and are actively engaged. During the End Phase, each 
  Formation can attempt to break engagements.
  Side A decides wants Formation A1 to break its engagements. 
  Formation B1 also chooses to break; that engagement is 
  automatically broken.
  However, Formation A2 has taken heavy damage and side A 
  wishes to break off the fight. Formation B2 wants to continue 
  the engagement. Both make an Engagement Control Roll. 
  Formation A2 rolls an 9. Its Tactics Rating is 7, so it has an MoS 
  of 2. Formation B2 rolls an 8. Its Tactics Rating is 4, giving it an 
  MoS of 4. B2 wins the engagement roll and combat will continue 
  into the next turn. 
  If A2 had a higher MoS, then it could have left the hex in the 
  next turn. Likewise, if both A2 and B2 had failed their rolls, the 
  engagement would have ended. 
  FORCED WITHDRAWAL (OPTIONAL)
  Under the Forced Withdrawal rule, crippled Formations must 
  retreat from the battlefield once they have sustained enough 
  damage to render them useless or in imminent danger of being 
  destroyed (see Crippling Damage, below). A Formation making a 
  forced withdrawal must move toward its home map edge at its best 
  possible speed. Once it reaches the home map edge, the unit retreats 
  from battle and is removed from the game. If the withdrawing 
  Formation is immobilized before it can reach the map edge, it 
  will Scatter (see Morale, pp. 242-244) and is considered destroyed. 
  Withdrawing Formations may still attack an enemy unit that is within 
  range—but they may not attempt to engage them (see Engagement 
  Control, p. 237) and must opt for “no combat” if any Engagement Control 
  Roll is forced on them. While Forced Withdrawal is an optional rule, 
  and all players should agree to its use in a given scenario before play 
  begins, it is highly recommended for basic gameplay. 
  Inner Sphere at War: If using SBF to resolve ISW combat, Forced 
  Withdrawal is a mandatory game rule. However, factions with the 
  Fanatical Defense trait may ignore the Forced Withdrawal rule, as may 
  any unit of Heroic or higher experience.
  
  243
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Shaken Formations may not attack (unless engaged), conduct 
  recon attempts (see Detection and Reconnaissance Phase, p. 266), 
  or establish control over objectives (see Capturing Objectives, p. 
  244). If they are attacked, the enemy Formation receives a −1 
  modifier to its to-hit rolls. The Shaken Formation may only move 
  to escape visual detection. Finally, they may not attempt to engage 
  hostile Formations (see Engagement Control, p. 237) and must opt 
  for “no combat” if any Engagement Control Roll is forced on them.
  A Shaken Formation that is forced to take another Morale check 
  and fails becomes Broken.
  Broken: A Broken Formation is subject to Forced Withdrawal 
  (p. 242), and must move toward its home map edge at its best 
  possible speed. 
  Broken Formations may make a Morale check during End Phases 
  with a -3 modifier; other modifiers for Recovering Morale may apply 
  (see Recovering Morale, p. 244). If they succeed, the Formation is 
  considered Shaken. 
  If a grounded aerospace Unit is broken, it spends its next 
  turn lifting off. Once airborne, a Broken aerospace Unit must 
  move toward its home map edge in the same way as a Broken 
  ground Unit.
  A Broken Formation has the same limits on its actions as a Shaken 
  Formation, but opposing Formations receive a −2 to-hit modifier 
  when attacking it. 
  Routed: A Broken Formation that is forced to make another 
  Morale check and fails the check is considered Routed. Any Unit 
  which is part of a Routed Formation with an armor value reduced to 
  50% or less  is considered destroyed. If the Formation still has active 
  Units, it continues to retreat as a Broken, but opposing Formations 
  receive a −3 to-hit modifier for all attacks. 
  Routed Formations need not make any further Morale Checks, 
  but may attempt to recover their nerve if the Formation including 
  the force’s commander (COM) is within two hexes. If successful, they 
  are treated as Broken (see Recovering Morale, p. 244).
  Other Morale Events and Modifiers
  Loss of Commander: Seeing your commanding officer go down 
  in a hail of fire can have a decidedly detrimental effect on your 
  perception of the battle. 
  If the Unit including the Formation’s leader (LEAD) is destroyed, 
  it must make an automatic Morale check with a +1 modifier. 
  If the Unit including the Force commander (COM) is destroyed, 
  the player rolls 2D6. On a result of an 11 or 12, the entire Force is 
  enraged at the loss. All Formations gain a −2 modifier to all Morale 
  check target numbers for the rest of the game, and increase their 
  Short Range damage by 1 for the next two turns. An enraged 
  Force need not make a Morale Check on the turn they become 
  enraged. On any other result, the Force is demoralized and all 
  Formations must make an immediate Morale check with a +2 
  modifier to the roll. 
  The Formation which included the Force commander’s Unit must 
  make two Morale checks, one for the loss of the Force leader and 
  one for the loss of their Formation leader. 
  Inner Sphere at War: For each ISW Morale Rating lower than 
  Normal, apply a +1 modifier to any Morale check target number. For 
  each ISW Morale Rating higher than Normal, apply a –1 modifier to 
  any Morale check. For example, a Force with an ISW Morale Rating 
  of Very High would apply a –2 modifier to any Formation making 
  a Morale check, while a Force with an ISW Morale of Broken would 
  apply a +3 modifier to any Morale Check.
  Campaign Scenarios: Certain scenarios may designate that 
  certain Forces begin the game either enraged or demoralized.
   • Large Aerospace Units: All DropShips, JumpShips, WarShips, 
  and space stations.
   • Drones: Any unit with the DRO, RBT, or SDCS special features 
  is exempt from morale checks—even if it is of a unit type and/
  or size that ordinarily would not be exempt.
   • Stationary Units: Fortifications, gun emplacements, and other 
  units that possess no Move are exempt from morale rules.
  Making a Morale Check 
  The Morale check is a 2D6 roll against a target number equal to 
  the Formation’s Morale Value (see Determine a Formation’s Morale 
  Value, p. 329) and modified by any applicable modifiers listed in 
  the Morale Check Table. If the roll is equal to or higher than the 
  modified target number, the Formation’s morale remains intact 
  and it may continue to act normally. Otherwise, the Formation is 
  considered Shaken. 
  Shaken: A Shaken Formation is temporarily unnerved by the 
  damage it has taken, but is still in the fight. The Formation must 
  move at its best possible speed in order to get out of visual detection 
  range (if using the optional Detection and Reconnaissance Phase, 
  see Detecting Hostile Forces, p. 265) or impose terrain that blocks 
  line of sight (LOS). Once the Formation reaches such a location, it 
  makes a new Morale check during every End Phase, modifiers for 
  Recovering Morale may apply (see Recovering Morale, p. 244). If it 
  passes, it recovers its nerve and is able to move and attack normally. 
  MORALE CHECK TABLE
  TARGET NUMBER MODIFIERS
  Condition
  Modifier
  Unit in Formation destroyed this turn
  +3
  Each Unit in Formation at 50% or less armor*
  +1 (cumulative)
  Formation Move has been reduced to 0
  +2
  Is not in LOS of enemy Formation
  −1
  Is in LOS of enemy Formation
  +1
  Is Shaken
  +1
  Is Broken
  +3
  Is Enraged
  −2
  Lost Formation Leader in this turn
  +1
  Lost Force Commander in this turn
  +2
  Lost Sub-Commander in this turn
  +2
  Attacked by Orbital Fire in last five turns
  +2
  Attacked by Cruise Missile in last two turns
  +1
  ISW Morale Level
  †
  Formation is primarily BattleMech or ProtoMech††
  –2
  Formation is primarily Battle Armor ††
  −1
  Formation is primarily Conventional Infantry ††
  +1
  Formation is primarily support vehicles ††
  +2
  Infantry Only Modifiers ††
  Attacked by BattleMech† Formation this turn
  +1
  In an Urban Hex (Light, Medium, Heavy)
  −2
  In an Urban Hex (Hardened) 
  −3
  * Rounding Up
  †See ISW Morale Ratings Table, p. 366
  ††Two thirds of Units must be this unit type to qualify for the modifier
  
  VICTORY CONDITIONS
  In a standard pickup game, victory conditions can be as simple one 
  player destroying the Force of another player. Formations that have 
  retreated from the map, either through Forced Withdrawal (see p. 242) 
  or of their own volition, are counted as destroyed. 
  Inner Sphere at War
  Players using SBF to resolve combat in an ISW campaign will 
  determine victory based on the Military Actions being conducted (see 
  ISW Military Phase p. 354). 
  Alternate Victory Conditions
  Kill counts alone may not actually be the defining measure of 
  victory in a scenario. Scenarios in which objective markers are in play, 
  for example, will place equal or greater importance on the capture of 
  one or more designated objectives (see Capturing Objectives, below). 
  Alternately, a mixture of victory conditions may be in play, making a 
  scoring system necessary to measure success (see Victory Points, below). 
  Other scenario-specific victory conditions may also be a factor, based 
  on the nature of the campaign; these might include objectives such 
  as breaking through the enemy’s line and evacuating as many friendly 
  units through the enemy’s home edge as possible. The ultimate goal 
  of the scenario can be anything the players agree upon.
  Players wishing more detail may modify the scenarios in the Alpha 
  Strike Companion (see p. 158, ASC) or Total Chaos product to fit their 
  Strategic BattleForce games. 
  Capturing Objectives
  Another common victory condition is based on one side reaching 
  and capturing a designated objective. To capture an objective, a Unit 
  must be in the same hex as that of the objective marker, and must 
  remain within the same hex as the objective for two consecutive End 
  Phases. At the end of the second End Phase, the objective is considered 
  successfully captured, and removed from the field.
  Victory Points
  Each unit in Strategic BattleForce is assigned a Point Value, and these 
  points can be used as a method to determine the winner in a scenario 
  and the quality of their victory. While there are many ways to score a win 
  based on the scenario being played, these rules provide a suggested 
  framework for working a scoring system into a scenario. 
  Under this system, players start the scenario with no victory points, 
  and only accrue points based on the events described in the Victory 
  Points Table. The player with the most points at the end of the game 
  wins. If the difference between the two players’ scores is greater than 
  the number of points used to purchase forces for the winning side, the 
  victory is Decisive. Otherwise, the victory is Marginal. If both players’ 
  scores are tied, the game is considered a draw.
  Recovering Morale
  A Formation may attempt to recover morale during the End Phase 
  of any turn in which it is Shaken, Broken or Routed. The roll is handled 
  the same as a standard Morale Check with additional modifiers 
  found in the Morale Recovery Modifiers Table (see below). If the roll 
  is successful, morale improves by one level (from Broken to Shaken 
  or Shaken to Normal). 
  SALVAGE
  Salvage is not determined until the final End Phase of combat. 
  A Unit that has had all of its armor marked off during gameplay is 
  considered destroyed. Units that received a Critical Hit result of Mission 
  Kill are likewise considered destroyed.  For most such units, there 
  remains a chance that the remains can be salvaged and repaired later. 
  If both players agree to allow salvage as part of a campaign, any Unit 
  that has been destroyed by damage or a Mission Kill Critical Hit has a 
  chance to be salvaged unless it is a conventional infantry Unit of any 
  kind, an aerospace Unit that crashed, or any Unit type that had its final 
  point of armor marked off due to artillery or bomb damage.
  For each Unit that could be salvaged, roll 2D6. On a result of 8 
  or higher, the destroyed Unit is salvageable, and may be repaired 
  or scrapped per campaign rules (see below). If the roll is 7 or less, 
  the destroyed Unit is too far gone to be of any use. Units that were 
  destroyed via a Mission Kill Critical Hit gain a +2 to their roll. 
  Inner Sphere at War: Salvage is more abstract at the ISW scale. 
  A Unit considered salvageable is equal to 50% of its starting armor 
  value. In addition, players should total the starting armor points for 
  all destroyed and non-salvageable Units. Once totaled, roll on the ISW 
  Salvage Recovered Table (see p. 364) with a -2 modifier. 
  Total Chaos: Follow standard Alpha Strike Salvage and Selling rules 
  (see p. 119, AS). 
  Strategic Operations Maintenance, Repair, Salvage and 
  Customization: If playing a detailed Strategic Operations campaign 
  game, players need to first break up each Unit into its individual 
  Elements. Then use the Converting BattleForce to BattleTech rules (see 
  p. 379, SO) to convert the damage back Total Warfare scale. Once this 
  is done, Maintenance, Repair, Salvage and Customization rules (see p. 
  166, SO) may be used as normal. 
  Other Campaign Systems: Players and a GM, if any, should agree 
  on how salvage is handled after combat is complete. 
  MORALE RECOVERY MODIFIERS TABLE
  Condition
  Modifier
  Force Commander is within LOS (Visual/Sensor Range*)
  −2
  Friendly Sub-Commander is within LOS (Visual/Sensor Range*)
  −1
  Friendly non-Broken/Routed BattleMech† Formation 
  within two hexes
  −2
  Friendly non-Broken/Routed vehicle† Formation within 
  two hexes
  −1
  No enemy Formation in LOS
  −1
  Any Friendly Broken/Routed Formations within two hexes ††
  +1
  Every turn the Formation is not attacked and no hostile 
  force enters its hex
  −1
  Formation cannot move
  +2
  * See Visual and Sensor Range,  p. 265.
  †Two thirds of Units must be this unit type to qualify for the modifier.
  ††Applies to Infantry Formations only.
  VICTORY POINT TABLE
  Event
  Points Awarded
  Enemy Unit Destroyed
  +(Destroyed Unit’s PV x 0.2)
  Enemy Formation Withdrawn*
  +(Destroyed Unit’s PV x 0.1)
  Objective Occupied†
  +(Objective’s Point Value x 0.25)
  Objective Captured†
  +(Objective’s Point Value x 1)
  Other Event
  (Varies, players choice)
  *To count toward Victory Points, the unit must have withdrawn under the Forced Withdrawal rules.
  †Points are not awarded for occupying the same objective multiple times; do not award points 
  for occupying an objective if it is captured (see AS, p. 26)
  
  245
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Aerospace Setup
  The abstract aerospace game is set up alongside the standard 
  Strategic BattleForce game (see pp. 230-244). Because these rules 
  presume that players are conducting the aerospace battle in 
  concert with the action on the ground, the order of setup is the 
  same as that of the ground scenario. For the sake of simplicity, it is 
  recommended that the players set up all terrain and ground forces 
  before setting up their aerospace forces.
  DEPLOYING FORCES
  In place of standard BattleTech mapsheets, Strategic Aerospace 
  uses a special mapsheet called the Atmospheric Radar Map, 
  described below, upon which players will place miniatures 
  representing their aerospace Squadrons. 
  THE ATMOSPHERIC RADAR MAP
  The Atmospheric Radar Map, located at the back of this book, 
  represents the airspace around a playing area. It is divided into 
  a series of concentric rings, each reflecting an area of increasing 
  distance from the ground battle. Each ring is further divided into 
  one or more zones to regulate movement. When playing both 
  Strategic BattleForce and Strategic AeroSpace, the Radar Map should 
  be kept near the table on which Strategic BattleForce is being played, 
  so that players can easily move between the two maps. 
  As an abstraction of the local airspace, the Radar Map does 
  not have a fixed scale; aerospace movement on this map is not 
  measured in hexes, as it is in the ground-level game. Instead, 
  movement occurs between zones in each of the map’s four main 
  areas, which are described below.
  The Central Zone
  The Central Zone corresponds to the Strategic BattleForce playing 
  area. Players should designate the direction on both the SBF and the 
  SAS maps that represents “north” for the purposes of the scenario, 
  and orient the Atmospheric Radar Map accordingly.
  The Inner Ring
  The Inner Ring reflects the airspace immediately near the ground 
  battle area, but just outside of the immediate reach of ground 
  Formations. Aerospace Squadrons in this area can quickly react to 
  events on the ground. 
  The Inner Ring is divided by dotted lines into six parts to aid players 
  in determining each aerospace Squadron’s direction of approach into 
  and through the Central Zone. Otherwise, the Inner Ring is treated 
  as a single game zone, unlike the Middle and Outer Rings.
  The Middle Ring
  The Middle Ring represents an intermediate distance from 
  the ground playing area. Aerospace Squadrons in this ring are a 
  considerable distance from the battlefield, but sufficiently fast 
  Squadrons can still react to events on the ground. This ring is 
  divided into six zones, lettered A through F.
  The Outer Ring
  The Outer Ring represents the farthest distance from the ground 
  playing area at which aerospace Squadrons may still be considered 
  part of the fight and in the atmosphere. This ring is divided into 
  twelve zones, numbered 1 to 12. These zones correspond to the 
  face of a clock, with the 12 o’clock zone located at due north.
  Strategic
  Aerospace Rules 
  At the scale of Strategic BattleForce, aerospace becomes a more 
  integral part of the battle. As entire regiments vie for control of 
  the surface, aerospace fighters fly in close support of their ground-
  bound comrades. 
  The Strategic Aerospace, or SAS rules cover the use of aerospace 
  Squadrons in the airspace above and around the terrain on which 
  the ground battle takes place. For aerospace operations outside an 
  atmosphere, see the Advanced Strategic Aerospace Rules (p. 250). 
  As with Strategic BattleForce, these rules assume players are 
  familiar with aerospace combat (see p. 234, TW) or the Abstract 
  Aerospace System (see p. 52, AS). 
  EXPANDED GAME TERMS
  The following are some additional terms used throughout this 
  chapter.
  Atmospheric Radar Map 
  The Atmospheric Radar Map is used in accordance with the rules 
  for air combat over a ground battle area. The Atmospheric Radar 
  Map represents the battle region over a ground map.
  Aerospace Force Structure 
  Strategic Aerospace uses the same Force structure as Strategic 
  BattleForce, with the following changes:
   • Flight: In Strategic Aerospace, Units are referred to as Flights 
  to keep ground Units and aerospace Flights distinct during 
  game play. A Flight is equal to 2 Elements for aerospace 
  fighters, conventional fighters and small craft. A Flight for 
  AirShips is one Element. 
   • Squadrons: In Strategic Aerospace, Formations are referred 
  to as Squadrons to keep ground Formations and aerospace 
  Squadrons distinct during game play. Squadrons may range 
  from 2 Flights to 6 Flights (2 to 12 Elements). Airship Squadrons 
  may consist one to six Elements.
   • Large Aerospace Squadrons: Squadrons containing 
  DropShips, WarShips, Space-Stations or JumpShips are not 
  part of standard Strategic Aerospace. These Squadron types 
  are covered in Advanced Strategic Aerospace (see p. 250). 
   • Mixed Squadrons: Squadrons may be of mixed Element 
  types. However, they are limited to the lowest common 
  denominator of movement and SBF Special Abilities (see p. 
  334). For example, if a Squadron combined two Airship Flights 
  and four aerospace Flights, the Squadron would be limited 
  to atmospheric only flight based on the Airship movement 
  modes.
   
  Thrust 
  Thrust is a Squadron’s nearest equivalent to a Formation’s Move 
  value. A Squadron’s Thrust value is equal to that of the lowest of 
  the Flights that make up the Formation.
  TURN SCALE
  A Strategic Aerospace turn constitutes three minutes of game time, 
  the same as a SBF ground game turn.
  
  Maintaining Position
  Squadrons on the Atmospheric Radar Map must have a minimum 
  of 1 point of Thrust in order to remain in flight. However, because of 
  the greater scale of Strategic Aerospace, they are not required to move 
  between zones in a turn; a Squadron may elect to stay in its current 
  zone. A Squadron with 0 Thrust is considered to have crashed during 
  the End Phase of the turn during which its Thrust was reduced to 0, 
  and is removed from game play.
  Entering and Leaving the Central Zone
  Any aerospace Squadron that ends its movement in the Central Zone 
  is assumed to be making a ground attack on the Strategic BattleForce 
  map and must indicate a flight path on the map. Aerospace Squadrons 
  leaving the Strategic BattleForce map are placed in the Central Zone of 
  the Atmospheric Radar Map at the start of their movement. 
  Stacking
  Unlike Strategic BattleForce, most aerospace zones are large enough 
  to hold multiple Squadrons. The only stacking limit is in the Central 
  Zone, which is limited to three Friendly and three hostile Formations 
  in any one turn. 
  Exiting the Atmospheric Radar Map
  Aerospace Squadrons moving outward from the Outer Ring are 
  considered to have retreated from the battle. Such Squadrons are 
  removed from play and cannot reenter the game. 
  However, if the Advanced Strategic Aerospace rules are in play, 
  Squadrons exiting the Outer Ring may (movement mode permitting) 
  enter the Central Zone of the Capital Aerospace Map (see p. 251). 
  Additionally, Squadrons attempting a landing via the Central Zone 
  also exit the Atmospheric Radar Map, but are not considered to have 
  left the battle (see Landing and Liftoff, below).
  Landing and Liftoff
  Under standard SAS rules, aerospace Squadrons are treated only as 
  either airborne or grounded through the entire game scenario; as a 
  result, landing and liftoff rules do not appear in this chapter. Players 
  wishing to incorporate aerospace landing and liftoff rules in their games 
  should consult the Advanced Strategic Aerospace rules (pp. 250-264).
  Air-to-Air Engagements
  If aerospace Squadrons from opposing Forces occupy the same 
  zone at any time during movement, Engagement Control must be 
  determined in order to see if combat occurs. The Strategic BattleForce 
  Engagement Control rules apply (p. 237) with a +2 modifier to their 
  target number for operating in an atmosphere. However, the roll 
  determines only whether an engagement will occur. The player with the 
  higher Margin of Success may decide whether they want to continue 
  with an Air-to-Air engagement. The losing Squadron may choose to not 
  engage with its attacker, instead saving its attack for another Squadron 
  (see Multiple Engagements, below) or to conduct an Air-To-Ground 
  Attack (see p. 248). 
  Aerospace Squadrons do not pay additional Thrust to move through 
  a zone with a hostile Squadron. 
  Multiple Engagements: Because an aerospace zone can hold 
  multiple Squadrons, it is possible to have multiple engagements and 
  a single Squadron engaged with more than one opposing Squadron. 
  Once a Squadron is engaged with another Squadron, it may not 
  declare an attack on another Squadron. However, it may be engaged 
  by another Squadron that has not already made an attack. 
  An aerospace Squadron must be free of all engagements before it 
  can move to a new zone (see Air-to-Air Combat, p.  247).
  PLACING AEROSPACE FORCES ON  
  THE ATMOSPHERIC RADAR MAP
  Unless a scenario’s rules dictate otherwise, aerospace forces should 
  begin play in the Outer Ring, directly opposite each other and on the 
  edges of the Atmospheric Radar Map. Their starting positions should 
  be in the Outer Ring zone best corresponding to their side’s ground 
  Force deployment. 
  Aerospace Gameplay
  Strategic Aerospace uses the standard Strategic BattleForce gameplay 
  sequence, with aerospace Squadrons for any given side receiving the 
  same Initiative and Movement sequence as their ground Force. 
  ABSTRACT AEROSPACE MOVEMENT
  Aerospace movement on the Atmospheric Radar Map is greatly 
  abstracted to reflect the scale of the map and in-game time, as well as 
  the fluid nature of aerospace over the battlefield. Aerospace Squadrons 
  on the Atmospheric Radar Map possess a limited amount of movement 
  between regions, based on their current Thrust ratings. Squadrons with 
  5 points or less of Thrust at the start of a turn can move only one zone 
  in that turn. Squadrons with 6-10 points of Thrust can move two zones 
  in a turn, and Squadrons with 11 or more points can move between 
  three zones in a turn. 
  If a Squadron has the Bomb (BOMB#) special ability, and is carrying 
  bombs in the current scenario, it must reduce its current Thrust by 1 
  point for every bomb carried (to a minimum of 1 Thrust). If a bomb-
  capable aerospace Squadron does not specify that it is carrying bombs 
  at the start of a scenario, it is presumed to be carrying no bombs.
  ATMOSPHERIC
  RADAR MAP
  A
  B
  C
  D
  E
  F
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  CENTRAL
  ZONE
  INNER
  RING
  N
  A
  B
  C
  D
  E
  F
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  CENTRAL
  ZONE
  INNER
  RING
  © 2015 The Topps Company, Inc. 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. 
  • atmospheric radar map diagram • 
  
  247
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  aerospace Squadron (such as a previous Targeting critical hit). Air-
  to-air attacks do not apply modifiers for the target’s movement or 
  terrain, but all other applicable modifiers shown in the Aerospace 
  To-Hit Modifiers Table apply.
  Step 4: Roll to Hit
  Roll 2D6 for each Squadron and compare the total to the 
  modified to-hit number identified in the previous step. If the dice 
  roll equals or exceeds the modified to-hit number, the attack is 
  successful. Otherwise, the attack fails.
  Step 5: Determine and Apply Damage
  The determination and application of damage functions the 
  same as in Strategic BattleForce (p. 240). This includes the use of the 
  Tactics check. Players wishing simplicity may also use the Simplified 
  Damage rules (p. 241). 
  Step 6: Roll for Critical Hits
  The determination of critical hits functions the same as in 
  Strategic BattleForce (see p. 241). 
  Aerospace Combat
  SQUADRON ATTACKS
  As with Strategic BattleForce, aerospace Squadrons receive one 
  attack for each Flight in the Squadron. 
  RESOLVING AEROSPACE AIR-TO-AIR ATTACKS
  If a Squadron tries to move through or out of a region on the 
  Atmospheric Radar Map that contains an enemy Squadron, they may 
  engage in combat if one or both choose to do so. If either side chooses 
  to engage in combat, players will conduct an Engagement Control Roll 
  (see Air-to-Air Engagements, p. 246). If neither player wishes to engage 
  in combat, the Squadrons continue to move as normal.
  If an engagement occurs, both Squadrons will maneuver for 
  advantage. If the defending Squadron in an air-to-air attack has 
  not yet declared its own attack, it may decide whether it will return 
  the attack, attempt to move through the zone, or save its action for 
  an attack against a different target (such as an air-to-ground attack 
  if the engagement occurs in the Central Zone). If the defender 
  chooses not to return the attack when an engagement is initiated, 
  it cannot choose to engage its attacker later in the same turn.
  Air-to-air engagements end when one of the engaged Squadrons 
  is destroyed and the victorious squadron has no other opposing 
  squadrons engaging it. For another way to end an engagement, 
  see Ending Air-to-Air Engagements (p. 249).
  The sequence for resolving air-to-air attacks follows roughly the 
  same process as weapon attacks in standard Strategic BattleForce:
  Step 1: Verify line of sight (LOS)
  Step 2: Determine range
  Step 3: Determine to-hit number
  Step 4: Roll to hit
  Step 5: Determine and apply damage
  Step 6: Roll for critical hits (if applicable)
  Step 1: Verify Line of Sight
  Airborne aerospace Squadrons in the same zone on the 
  Atmospheric Radar Map always have LOS to each other.
  Step 2: Determine Range
  Range is determined by both Squadrons making a Maneuver Roll. 
  Maneuver Rolls function the same as in ground combat, with each 
  player rolling 2D6 against a the Squadron’s Tactics Value. A natural 
  roll of a 2 is always considered a failure, regardless of the modifiers. 
  The Squadron with the highest Margin of Success (MoS) 
  determines the range at which combat will take place. In the event 
  of a tie, the Squadron with the higher current Thrust (if that too is 
  tied, the Maneuver Roll must be repeated until there is a winner). 
  If one Squadron succeeds in its Maneuver roll, while its opponent 
  fails, the Squadron with the successful roll has successfully 
  outmaneuvered its opponent and is “tailing” the other Squadron. 
  The Squadron that is out-maneuvered reduces the number of its 
  attacks by one-half (rounding up) and takes 1 additional point of 
  damage per attack made against it. 
  If both Squadrons fail their Maneuver Control Rolls, they are 
  considered engaged at Long Range.
  If a Squadron is involved in multiple engagements, determine 
  range for each engagement separately.
  Step 3: Determine To-Hit Number
  The Aerospace To-Hit Modifiers Table (see right) provides 
  the to-hit modifiers used in Strategic Aerospace combat. When 
  delivering an air-to-air attack, aerospace Squadrons use the 
  attacking Squadron’s Skill rating as their base to-hit number, as 
  well as any modifiers for range and damage done to the attacking 
  AEROSPACE TO-HIT  
  MODIFIERS TABLE
  RANGE MODIFIERS
  Range
  Modifier
  Short Range
  +0
  Medium Range
  +1
  Long Range
  +2
  Extreme Range
  +3
  TARGET MODIFIERS
  Target Type
  Modifier
  Airborne Aerospace
  +2*
  Airborne DropShip
  –2
  Airborne VTOL or WiGE
  +1
  Small Craft
  –1
  AIR-TO-GROUND ATTACK MODIFIERS
  Attack Type
  Modifier
  Altitude Bombing
  +3
  Dive Bombing
  +2
  Strafing
  +4
  Striking
  +2
  Cluster Bomb
  −1
  MISCELLANEOUS  MODIFIERS
  Condition
  Modifier
  Attacker is a Drone
  +1
  Attacker is Grounded DropShip
  –2
  Attacker is “Behind” the Target 
  –2
  Attacker is Support Vehicle with:
  Advanced Fire Control (AFC)
  +0
  Basic Fire Control (BFC)
  +1
  No AFC or BFC special
  +2
  Targeting Hit (per hit)
  +2**
  *Apply only if attacker is not an airborne aerospace Squadron. Airborne aerospace 
  also includes fixed-wing support vehicles, conventional fighters, small craft, 
  and DropShips.
  **Targeting critical hits may apply multiple times.
  
  base to-hit number, as well as any modifiers for damage suffered by 
  the attacking aerospace Squadron (such as previous Crew Hit or Fire 
  Control Hit Critical Hits). Bombing attacks do not apply modifiers for the 
  target’s movement, type, or terrain, but all other air-to-ground attacks 
  must apply these modifiers.
  Step 4: Roll to Hit
  A Squadron rolls 2D6 for each Flight making an attack and compares 
  the total of each roll to the modified to-hit number. If the dice roll 
  equals or exceeds the modified to-hit number, the attack is successful. 
  Otherwise, the attack fails.
  Bombing: As with strafing attacks, an attack roll is required for 
  every hex attacked. If a bomb attack fails and friendly Formations are 
  present in the target hex, the bombing player rolls 1D6. On a result 
  of 6, the friendly Formation takes damage to a randomly determined 
  Unit. If more than one friendly Formation occupies the hex, randomly 
  determine which is hit by the failed bomb attack. If no friendly 
  Formations are present in the hex, the failed bomb attack does no 
  damage. 
  Step 5: Determine and Apply Damage
  Determining Damage: A Flight does damage equal to its damage 
  value at the given range. As noted above, strafing attacks do one-
  quarter of their Short Range damage. Bombs do damage based on 
  their type; High Explosive (HE) Bombs do 2 points of damage per bomb 
  attack, while Cluster Bombs do only 1 point of damage. Inferno Bombs 
  reduce movement and can damage Vehicle (V), Infantry (CI) and Battle 
  Armor (BA) Units (see Alternate Munitions, p. 275).  
  Applying Damage: Follow the same steps as for Strategic BattleForce 
  (see Apply Damage, p. 240). 
  Step 7: Roll for Critical Hits
  Critical hits from air-to-ground attacks are resolved in the same 
  manner as standard Strategic BattleForce weapon attacks. 
  RESOLVING GROUND-TO-AIR COMBAT
  Any time an aerospace Squadron enters the Central Zone on the 
  Atmospheric Radar Map, it must pass over some part of the ground 
  battlefield, and may be subject to ground-to-air weapons fire. Ground-
  to-Air fire is resolved using the weapon attack rules in Strategic 
  BattleForce, but with the following modifications. 
  Verify Line of Sight
  For ground-to-air combat purposes, all non-aerospace Formations 
  (including grounded aerospace Squadrons) not submerged in water, 
  underground, or within a structure always have line of sight to airborne 
  aerospace Squadrons (if using the Detection and Reconnaissance rules, 
  the Squadron must be within visual range. See Visual Ranges, p. 265). As 
  the aerospace Squadron is airborne, ground terrain does not interfere 
  with LOS. 
  Determine Range
  To determine the range between a non-aerospace Formation and an 
  airborne aerospace Squadron, determine the number of hexes between 
  the aerospace Squadron and ground Formation. If the Squadron is 
  in the same hex or adjacent hex as the ground Formation, the range 
  is Short. If the Squadron is two hexes away, range is Medium. If the 
  Squadron is three to four hexes away, the range is Long. 
  If the attacking Formation is within 1 hex of the aerospace Squadron’s 
  flight path, disregard the above measurement rules and treat the range 
  to the target Squadron as Short.
  RESOLVING AEROSPACE AIR-TO-GROUND ATTACKS
  Aerospace Squadrons declaring air-to-ground attacks may choose 
  between four types of attacks: strafing, striking, altitude bombing, 
  or dive-bombing. However, bombing attacks may only be made by 
  aerospace Squadrons that possess the Bomb (BOMB#) special ability.
  The sequence for resolving air-to-ground attacks—regardless of 
  type—follows the same process as weapon attacks in standard Strategic 
  BattleForce:
  Step 1: Verify Line of Sight
  Step 2: Determine Range
  Step 3: Determine to-hit number
  Step 4: Roll to hit
  Step 5: Determine and Apply Damage
  Step 6: Roll for critical hits (if applicable)
  Types of Attacks
  Strafing Attacks: This allows a Squadron to attack up to four 
  formations along its flight path. Each attack requires separate to-hit rolls 
  for each Flight, with a successful attack doing one-quarter (rounding 
  up) of its Short Range attack value.
  Striking Attacks: A Strike Attack targets a single Formation and 
  delivers the full Short Range Damage value on a successful attack. 
  Altitude Bombing: Similar to a strafing attack, only using bombs, 
  altitude bombing allows an aerospace Squadron with the BOMB special 
  ability to select two or more hexes of impact along its flight path, 
  attacking each hex with a minimum of 1 BOMB point. A single to-hit 
  roll is made for each hex targeted, no matter how many bombs are 
  dropped in that hex. If the aerospace Squadron carries multiple bomb 
  types, it may determine which bombs target which hexes. (Battle armor 
  with BOMB special abilities may not attempt altitude bombing attacks.)
  Dive Bombing: An aerospace Squadron with the BOMB special 
  ability may perform a dive bomb attack against a single Formation 
  using 1 or more of its BOMB points. Bombs are dropped in groups of 
  five, with a separate to-hit roll made for every five bombs dropped, 
  instead of every individual bomb. (Dive bombing is also available to 
  battle armor Squadrons that possess the BOMB special ability and 
  which are hovering over the target hex using VTOL movement.)
  Targeting: While Strategic Aerospace air-to-ground attacks target 
  Formations, this is an abstraction; to-hit rolls are determined as if they 
  targeted a ground hex. A Formation’s TMM is not factored into the 
  to-hit roll. 
  Attack Limitations:  If a Squadron is made up of both aerodyne (a) 
  and spheroid (s) movement types, then it may only conduct Striking 
  and Altitude bombing attacks. 
  Step 1: Verify Line of Sight
  An airborne aerospace Squadron always has LOS to a Formation, 
  unless the Formation is completely submerged, underground, or inside 
  a fortification (see pp. 289-290). While submerged Formations and 
  Formations concealed by fortifications may not be targeted directly, 
  the spot they occupy may be chosen for a bombing attack.
  Step 2: Determine Range
  Regardless of the type of attack used, air-to-ground attacks always 
  occur at Short range.
  Step 3: Determine To-Hit Number
  The Aerospace To-Hit Modifiers Table provides additional modifiers 
  for air-to-ground attacks. When delivering an air-to-ground attack, 
  aerospace Squadrons use the attacking Squadron’s Skill rating as the 
  
  249
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  In an air-to-air battle, after all weapons fire is resolved, 
  none of the Squadrons are destroyed, nor have they suffered 
  any damage to change their Thrust values. At this point, the 
  Squadrons are in the following positions:
  A1: Tailing B1 at Short range and at Medium range from B2.
  A2: Engaged with B1 at Long range and B3 at Short range.
  A3: Tailed by B1 at Short range.
  B1: Tailed at Short range by A1, at Long range from A2 and 
  tailing A3 at Short range.
  B2: Engaged with A1 at Medium range.
  B3: Engaged with A2 at Short range.
  During the End Phase, each Squadron can attempt to 
  break engagements.
  Side A decides A1 wants to break its engagements and 
  starts with B1. B1 chooses to break; that engagement is 
  automatically broken.
  Next, A1 tries to break from B2. Both have the same target 
  number of 6 (both added 2 for being in an atmosphere). A1 
  rolls an 8 and B2 rolls a 12. A1 is still engaged by B2 and so must 
  remain in the region next turn.
  A2, seeing A1 fail to break, decides to stay engaged with B1. 
  B1 chooses to break. Both have the same target number of 6 
  (both added 2 for being in an atmosphere). A2 rolls a 4 and B1 
  rolls a 7. B1 breaks its engagement with A2.
  With B1 now escaping, A2 chooses to try and keep its 
  engagement with B3. A2 succeeds and B3 fails, so both remain 
  engaged for next turn.
  A3 is engaged with B1. It chooses to try and keep engaged 
  with B1. B1 wants to continue its engagement with A3. Because 
  A3 is being tailed by B1, A3’s target number is its Tactics of 4, a +2 
  modifier for operating in an atmosphere, and a +2 modifier for 
  being tailed for a modified target number of 8. He rolls a 6 and 
  fails. B1 has a target number of 4, a +2 modifier for atmospheric 
  operations, and a –2 modifier for tailing for a modified target 
  number of 4. B1 rolls a 3 and fails. Because both Squadrons 
  failed, the engagement automatically breaks.
  A1 is still engaged by B2, and must stay in the region next turn.
  A2 is still engaged by B3, and they must both stay in the 
  region next turn.
  A3 and B1 are no longer engaged with anyone. Both must 
  move during the next Movement Phase.
  AEROSPACE DAMAGE
  Unless overridden by a special ability, all damage inflicted during 
  the Combat Phase takes effect during the End Phase, including all 
  Critical Hits. All Squadrons that are destroyed must be removed 
  from play at this time.
  Thrust Loss 
  Under these abstract rules, any airborne aerospace Squadron 
  reduced to a Thrust of 0 as a result of critical hits is considered to 
  have crashed during the End Phase of the turn during which its 
  Thrust was reduced to 0, and is removed from game play.
  If the Advanced Strategic Aerospace rules are in play, an aerospace 
  Squadron experiencing Thrust Loss or shutdown effects may 
  attempt a forced landing instead (see p. 252).
  Determine To-Hit
  Ground-to-air attacks against Squadrons do not receive a target 
  movement modifier, but instead apply a +2 to-hit modifier for 
  targeting an airborne aerospace Squadron (plus an additional –2 
  modifier if the Squadron has a DropShip—effectively a +0). 
  Grounded Aerospace Squadrons: Treat any attack against 
  a grounded aerospace Squadron as an attack against another 
  ground Formation, but disregard the target movement modifier 
  and instead apply a –4 immobile target to-hit modifier.
  Determine and Apply Damage
  The application of damage from ground Formations attacking 
  airborne aerospace Squadrons is the same as the application of 
  damage in air-to-air combat (see p. 249).
  Roll for Critical Hits
  The application of critical hits for ground Formations attacking 
  airborne aerospace Squadrons is the same as the application of 
  damage in air-to-air combat (see p. 249).
  End Phase
  The Strategic Aerospace End Phase adds a number of actions 
  unique to aerospace movement and combat. Aside from Ending 
  Air-to-Air Engagements (see below), these actions—like others in 
  the End Phase—may be completed simultaneously.
  After resolving all End Phase actions for the ground and 
  aerospace portions of the battle, the turn ends and the players 
  return to the Initiative Phase.
  ENDING AIR-TO-AIR ENGAGEMENTS
  Aerospace Squadrons use the rules for ending an engagement 
  as presented in Strategic BattleForce (see Ending Engagements, p. 
  242), with the following changes.
  Multiple Engagements: Because aerospace zones can include 
  multiple Squadrons, breaking an engagement is not simply a matter 
  of breaking off combat with the opposing Squadron as it is in 
  Strategic BattleForce. Each engagement must be separately resolved. 
  If both players choose to continue the engagement, the engaged 
  aerospace Squadrons must remain in the same zone on the 
  Atmospheric Radar Map during the next turn’s Movement Phase. 
  If both players choose to end the engagement, the Squadrons 
  disengage and may move freely (assuming they are not still 
  engaged in combat with other opposing Squadrons). 
  If one player chooses to continue the engagement and the other 
  wishes to end it, both players must repeat the Engagement Control 
  Roll (see p. 237) to determine if the engagement continues. Apply 
  a +2 modifier for operating in an atmosphere, a +2 if being “tailed” 
  and –2 if currently “tailing” the opponent. In the event of a tie, the 
  Squadron with the lower Tactics value decides if the engagement 
  continues (if that too is tied, the Engagement Control Roll must be 
  repeated until there is a winner). If both sides fail their Engagement 
  Control Rolls, the engagement automatically breaks off as if the 
  players agreed to disengage. 
  Only if a Squadron has no remaining engagements can it move 
  to another zone on the Atmospheric Radar Map during the next 
  Movement Phase (see Capital-Scale Aerospace Movement, p. 254).
  
  Expanded Aerospace 
  Setup
  Advanced Strategic Aerospace uses the Capital Radar Map from the 
  Alpha Strike Companion. This map represents a much larger space battle 
  area that can be centered either over a ground battle or on a stationary 
  space-based objective such as a hyperspace jump point or space station.
  If a ground battle lies at the heart of this map, the Atmospheric Radar 
  Map as defined in the Strategic Aerospace system must also be present, 
  as it reflects the atmospheric battle area that extends “above” the ground 
  battle, but “below” the space battle happening on the Capital Radar Map.
  In addition to these maps, players should also keep several extra 
  copies of the Alpha Strike Radar Map handy; these will be used for 
  additional space-based Engagement Maps as necessary.
  THE CAPITAL RADAR MAP
  The Capital Radar Map sheet, located at the back of this book, 
  represents the space around a playing area. This map is divided into 
  a series of concentric rings, each of which reflects areas of increasing 
  distance from the ground battle or the stationary point in space. Each 
  ring is further divided into one or more sectors to regulate movement. 
  The Capital Radar Map usually represents a volume of space outside 
  of any planetary atmosphere. If the battle in question is centered on a 
  ground-level action, only the central sector of the Capital Radar Map 
  (the Central Zone) will intersect with a planetary atmosphere; this 
  sector in turn will correspond to the standard Atmospheric Radar Map 
  covered in basic Strategic Aerospace. Because of this, only space-capable 
  aerospace Squadrons—aerospace fighters, small craft, DropShips, 
  JumpShips, WarShips, space stations, and satellite Support Vehicles—
  are considered legal for play on the Capital Radar Map.
  A copy of the Capital Radar Map should be kept on or near the table 
  where the central battle is being played, so that players can easily move 
  between the various maps. If a ground battle is the focus of the game, 
  both the Capital Radar and an Atmospheric Radar Map (to cover all air 
  actions over the ground map) will be required.
  The Central Zone
  The Central Zone of the Capital Radar Map corresponds to any fixed 
  point around which the space battle is taking place. This can be an 
  area on the surface of a planet, a solar system’s jump point, or even 
  interplanetary space surrounding a free-floating station. 
  Players should designate the direction on all maps that represents 
  “north” for the purposes of the scenario. This helps to establish common 
  points of reference for all players, and should correspond to where 
  the “north” direction lies on any lower-level Radar Maps and Strategic 
  BattleForce maps that may intersect with the Capital Radar Map.
  For purposes of capital-scale movement, the Central Zone consists 
  of a single sector.
  The Inner Zone
  The Inner Zone of the Capital Radar Map reflects a roughly spherical 
  region of space closest to the Central Zone, but just beyond the 
  immediate reach of the points around which the greater space battle 
  is taking place. Squadrons in this area can quickly react to events in 
  the Central Zone. 
  The Inner Zone is divided into six sectors (numbered I1 through I6), 
  which are used to determine a moving Squadron’s position relative 
  to the Central Zone. Here, sector I1 represents the area “due north” of 
  the Central Zone, while sector I4 represents the area “due south” of the 
  Central Zone. Unlike the Atmospheric Radar Map, these sectors are not 
  treated as part of a single game zone; each serves as its own sector for 
  the purposes of capital-scale movement.
  Advanced
  Strategic Aerospace
  The following rules expand on the basic Strategic Aerospace game. 
  While Strategic Aerospace is focused on the immediate area above the 
  main Strategic BattleForce battlefield, in Advanced Strategic Aerospace, 
  the abstract aerospace combat system is extended even farther away 
  from the ground battle, into deep space where larger vessels such as 
  JumpShips, space stations, and WarShips do battle. It also allows for a 
  greater interaction between aerospace and ground forces. 
  EXPANDED GAME TERMS
  The following are some additional terms used throughout this chapter.
  Capital Radar Map
  This is the primary map for tracking combat at the space-exclusive level 
  of play. It is always centered either on a ground battle or on a stationary 
  point in space. If centered over a ground battle, the central zone of this 
  map is considered to be situated above a planetary atmosphere.
  Atmospheric Radar Map 
  The Atmospheric Radar Map is presented in standard Strategic 
  Aerospace, and used in accordance with the rules for air combat over 
  a ground battle area. Though it uses many of the same mechanics for 
  gameplay, the Atmospheric Radar Map always represents the battle 
  region directly over a ground map. This map essentially represents the 
  Central Zone for any Capital Radar Map used in a scenario in which a 
  ground-based objective is also present.
  Engagement Map
  Engagement Maps use the normal Atmospheric Radar Maps from 
  to resolve aerospace engagements in space as they happen. An 
  Engagement Map represents a single “sector” on the Capital Radar 
  Map, but may not always be in play, as these maps are only required 
  when opposing Squadrons in the same sector opt to engage in battle.
  Sector
  A single, undivided segment of the Capital Radar Map is known as a 
  sector. On the Capital Radar Map, sectors are used to further sub-divide 
  capital aerospace zones. 
  Zone 
  On the Capital Radar Map, each zone is represented by concentric 
  circular regions, radiating outward from the map’s center, and divided 
  into sectors. Capital Radar Map zones are an abstraction of a vaguely 
  spherical area of space surrounding the battle area, roughly analogous 
  to a “ring” of zones on the Atmospheric Radar Map. 
  On Atmospheric Radar Maps—including both atmospheric Radar Maps 
  and Engagement Maps—zones are the smallest undivided segments of 
  the playing area, analogous to the sectors on the Capital Radar Map. To 
  avoid confusion, players will be reminded throughout these rules which 
  map is being referenced whenever the term “zone” is used.
  Control Rolls
  The Control Roll—effectively a skill check for piloting—is based on 
  the aerospace Squadron’s Skill Rating. Thus, an aerospace Squadron 
  with a Skill of 4 has a base to-hit number of 4 for weapon attacks and 
  a base target number of 4 for its Control Rolls. 
  To make a Control Roll, the controlling player rolls 2D6, if the roll 
  meets or exceeds the base target number plus any modifiers imposed 
  by the situation, the roll succeeds. If the roll is less than the modified 
  base to-hit number, it fails.
  
  251
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  represented by the Central Zone, the defending player may set up 
  his forces in the Central and Inner Zone sectors, while the attacker 
  begins play in the Peripheral Zone. 
  If a ground battle is at the heart of the battle, and both sides 
  already have Forces deployed on the ground map, the starting 
  positions of each force on the Capital Radar Map should be placed 
  in Middle and Outer Zone sectors best corresponding to its side’s 
  ground Force deployment on the ground playing area. This will 
  make it easier to visualize the battle from the start as the Forces 
  clash on land and in the space above.
  As with ground setup, if the aerospace Force sizes are unequal, 
  refer to the Unequal Number of Formations rule (see p. 234). 
  Aerospace Squadrons 
  on the Ground Map
  The following rules cover additional options for using aerospace 
  Squadrons on the ground map, including options for landing and 
  liftoff operations. Unless otherwise specified, these rules apply to 
  all Squadrons that expend Thrust instead of MP, which not only 
  covers aerospace Squadrons, but also airship and fixed-wing 
  support vehicles.
  Unless specified by scenario rules, aerospace Squadrons may 
  begin any scenario landed or in flight. 
  The Middle Zone
  The Middle Zone represents an intermediate distance 
  from the Central Zone. Aerospace Squadrons in this area are 
  a considerable distance from the center of the battlefield, but 
  sufficiently speedy elements can still react to events in the heart 
  of the fight. 
  This zone is divided into 12 sectors, numbered M1 through 
  M12. As with the Inner Zone, each represents a sector position 
  relative to the Center Zone, with sector M1 positioned “due 
  north” of the Center Zone (and also “due north” of sector I1), 
  and sector M7 positioned “due south” of the Center Zone (also 
  “due south” of sector I4).
  To reflect the larger volume of space at this scale, Squadrons 
  within the Middle Zone sectors will require proportionately 
  more Thrust to maneuver during combat. This is explained 
  further under Capital-Scale Aerospace Movement (see p. 254). 
  Furthermore, Squadrons possessing limited fuel reserves—
  such as fighters—will discover their combat endurance even 
  more limited by the cost to maneuver in these areas (see Fuel 
  Endurance, p. 255). 
  The Outer Zone
  The Outer Zone represents the next farthest distance from 
  the Center Zone, a region only easily reachable from the Center 
  Zone by Squadrons that possess both high Thrust rates and high 
  fuel endurance. Each of the 24 sectors into which this zone is 
  divided (numbered O1 through O24) represents an even larger 
  area of space than a corresponding Middle Zone sector. This 
  means that proportionately higher Thrust and fuel costs will be 
  required for combat maneuvers here, as defined under Capital-
  Scale Aerospace Movement and Fuel Endurance rules (see pp. 254 
  and 255, respectively).
  The Peripheral Zone
  The Peripheral Zone represents the farthest distance from the 
  Central Zone at which capital-scale aerospace Squadrons may still 
  be considered part of the battle. If the Central Zone is centered on a 
  ground-based target area, this zone might correspond to anywhere 
  from the opposite side of the planet to the local lunar orbit. If the 
  Central Zone is located in deeper space, this area reflects a sphere 
  approximating the maximum effective radar and communication 
  ranges of any participating Squadrons in the Central Zone.
  The Peripheral Zone is divided into six oversized sectors, 
  numbered P1 to P6. These sectors align with those of the Inner 
  Zone, with the P1 sector located “due north” of the Central Zone, 
  and P4 sector located “due south” of it. These sectors represent an 
  expanse that is truly vast, even when compared to those of the 
  Outer Zone. Because of this, combat and maneuvering here cannot 
  be adequately represented by standard-scale Radar Maps.
  Squadrons subject to Fuel Endurance rules (see pp. 255) will 
  almost certainly run out of fuel reserves in the Peripheral Zone 
  sectors, and may run out of fuel attempting to maneuver from a 
  Peripheral Zone sector to an Outer Zone sector. Meanwhile, large 
  aerospace Squadrons in these sectors may only resolve actions 
  against each other using the High-Speed Attack rules (see p. 262).
  PLACING AEROSPACE FORCES  
  ON THE CAPITAL RADAR MAP
  Unless a scenario’s rules dictate otherwise (by calling for 
  aerospace Squadrons to be placed in specific zones), aerospace 
  forces should begin play in the Outer or Peripheral Zones, directly 
  opposite each other on the Capital Radar Map. Alternately, if one 
  player is the attacker of a fixed objective or planetary landing zone 
  CAPITAL RADAR MAP
  © 2015 The Topps Company, Inc. 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. 
  N
  I1
  M1
  O1
  O2
  O3
  O4
  O5
  O6
  O7
  O8
  O9
  O10
  O11
  O12
  O13
  O14
  O15
  O16
  O17
  O18
  O19
  O20
  O21
  O22
  O23
  O24
  M2
  M3
  M4
  M5
  M6
  M7
  M8
  M9
  M10
  M11
  M12
  P1
  P2
  P3
  P4
  P5
  P6
  I2
  I3
  I4
  I5
  I6
  CENTRAL 
  ZONE
  • capital radar map diagram • 
  
  LANDING ROLLS
  An aerospace Squadron attempting a landing must make a successful 
  Control Roll when doing so. The target number for an aerospace 
  Squadron’s Control Roll is equal to the Squadron’s Skill, plus any of the 
  appropriate modifiers as indicated in the Landing Roll Modifiers Table. If 
  the roll succeeds, but the Squadron’s landing area includes obstructing 
  terrain, the Squadron will suffer landing damage. If the Landing Roll 
  fails, the Squadron will crash.
  Landing Damage
  An aerospace Squadron landing in terrain other than a clear, paved, 
  or urban hex (with a designated active runway) will suffer damage. 
  The Squadron applies damage equal to its own Size. Roll for 
  critical hits from landing damage normally, as applicable. A Squadron 
  destroyed by landing damage is treated as if it has crashed (see below).
  Crashes
  Aerospace Squadrons destroyed in the air rain harmless debris on 
  the battlefield, but aerospace Squadrons that shut down while in 
  flight may crash. Under these rules, any aerospace Squadron that 
  crashes is automatically destroyed, as is all of its cargo, including any 
  transported Squadrons. 
  AEROSPACE SQUADRON TRANSPORTS
  When aerospace Squadrons are transported by other Squadrons, the 
  liftoff and landing operations are respectively referred to as launching 
  and recovery.
  Squadrons with the aerospace transport (AT#) or small craft transport 
  (ST#) special abilities are the only Squadrons capable of launching or 
  recovering aerospace Squadrons and transporting them while airborne. 
  Fixed-wing support vehicles are treated as ground vehicle Squadrons 
  for transport purposes, and require the appropriate vehicle transport 
  special abilities instead (VTM#, VTH#, VTS#). These units may not launch 
  or recover from a transport Squadron unless that transport Squadron 
  possesses a flight deck (FD) or helipad (HP) special ability. Airship 
  support vehicles can be transported as vehicles, but can only launch 
  or recover from a flight deck.
  Aerospace Squadrons may be launched from grounded transports, 
  but cannot be recovered unless the transport has a flight deck or 
  helipad. Otherwise, they must mount and dismount as cargo (see 
  Transporting Non-Infantry Forces, p. 269). Fixed-wing support vehicles 
  and VTOLs must use flight decks and helipads as appropriate for all 
  launch and recovery operations.
  The rules for launching or recovering an aerospace Squadron are 
  the same as those for liftoff and landing, respectively, but replace the 
  need for prepared runways with launch catapults and arresting gear. 
  These also eliminate the Landing Roll modifier for an inappropriate 
  AERODYNE SQUADRONS
  While on the ground, aerodyne-type aerospace Squadrons 
  (including conventional and aerospace fighters, aerodyne small craft, 
  and fixed-wing support vehicles) may “taxi”, moving as a wheeled 
  vehicle Squadron at a rate of 1 Thrust Point. Aerodyne Squadrons are 
  treated as wheeled (w) units for the purposes of movement restrictions.
    
  Aerodyne Liftoff
  To lift off from the ground, an aerodyne aerospace Squadron must 
  be in a clear, paved or urban hex (with a designated active runway), 
  and at have at least 2 points of Thrust available. 
  The Squadron declares it is taking off during the movement 
  phase. This action requires no roll, and any Squadrons—friendly or 
  otherwise—that occupy the runway are ignored. 
  After lift-off the Squadron may use its remaining Thrust to 
  maneuver normally. 
  Aerodyne Landing
  Aerodyne Squadrons may only land in clear, paved or urban hex 
  (with a designated active runway). In an emergency, these Squadrons 
  may attempt to land in any terrain, but doing so will result in damage 
  as described in Landing Damage, below.
  To attempt a landing, an aerodyne aerospace Squadron must 
  begin its turn in the Central Zone on the Atmospheric Radar Map. The 
  Squadron is then removed from the Atmospheric Radar Map and ends 
  its movement on the ground map in the target hex. 
  To complete the landing, the controlling player must make a Control 
  Roll to assess the landing’s success, and resolve any landing damage 
  as described below (see Landing Rolls, p. 252). Once more, any ground 
  Squadrons within the landing area are ignored for simplicity.
  SPHEROID SQUADRONS AND AIRSHIPS 
  Spheroid aerospace Squadrons and airships cannot “taxi”, and may 
  not move while grounded. Unlike aerodyne Squadrons, airships and 
  spheroid aerospace Squadrons may only lift off and land vertically. 
  Spheroid and Airship Liftoff
  As long as it has any Thrust available, a grounded airship can lift off at 
  the start of any Movement Phase. Under these rules, no roll is required 
  for a spheroid Squadron or airship to lift off. 
  Once the spheroid Squadron has lifted off, it may spend its remaining 
  Thrust points to move as normal. 
  Airship and Spheroid Landing
  To attempt a landing, airships and spheroid aerospace Squadrons 
  must begin their turn in the Central Zone of the Atmospheric Radar 
  Map. The controlling player then nominates one hex on the ground 
  map that will serve as the Squadron’s landing zone. As with aerodyne 
  Squadron landings, any intervening Squadrons are presumed to 
  automatically evade the aerospace Squadron’s landing action, though 
  any terrain or structures present may be damaged as described below.
  Airships require a landing area that is comprised of either clear, 
  paved terrain or a hex predesignated as having an active runway. All 
  other spheroid aerospace Squadrons may land upon virtually any 
  terrain of uniform elevation—including clear, paved, woods, jungle, 
  or even urban hexes. However, the act of landing in upon any terrain 
  other than paved will cause terrain damage, and may result in damage 
  to the landing Squadron as well.
  Landing and Liftoff Restrictions: 
  Unless a Squadron is comprised of Flights using the same movement 
  type (aerodyne (a) or spheroid (s), it may not attempt to land or Liftoff 
  during game play. 
   
  LANDING ROLL MODIFIERS TABLE
  Condition
  Modifier
  Operating in Atmosphere
  +2
  No Thrust or Shutdown
  +6
  Inappropriate Landing Area*
  +2
  Landing Area is Paved or Runway
  –2
  *This condition applies if the landing area includes any change in elevation, includes 
  any structures or terrains other than clear or paved, or is too short or small for 
  the Squadron’s needs.
  
  253
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Players should keep in mind the limitations of individual Flights 
  in a Squadron and how they will effect performance. For example, 
  a Squadron with Flights that do not possess the SPC ability may 
  not operate on the Capital-Scale maps, and any Squadron with 
  a Flight that has a the FUEL ability is limited by that Flight’s fuel 
  consumption (see Fuel Endurance, p. 255), For complete limitations 
  of Flights in a Squadron, refer to the Strategic BattleForce Conversion 
  Rules (see p. 326). 
  DropShip Squadrons
  DropShip Flights consist of one DropShip per Flight. A DropShip 
  Squadron may contain up to six Flights. If a DropShip squadron 
  lacks sufficient AT# to carry the aerospace fighters in its Squadron, 
  then the entire Squadron is limited to the FUEL rating of the 
  aerospace fighters (see Fuel Endurance, p. 255). DropShip Squadrons 
  with any AT# value, however, may perform refueling operations per 
  fuel endurance rules. 
  WarShip Squadrons
  A WarShip Flight is a single WarShip, and only one WarShip Flight 
  may be in a Squadron. The remainder of the WarShip Squadron may 
  include DropShips and aerospace Elements, provided they have 
  sufficient capacity to carry them and they do not exceed a total 
  of five Flights (see Aerospace Force Structure, p. 245). For example, 
  while a Potemkin-class WarShip has a DT# value of 25 and an AT# of 
  10, a Squadron containing a Potemkin may only have an additional 
  5 DropShip Elements, 5 Flights of aerospace fighters (6 Elements 
  each) or a combination thereof. If a WarShip Squadron lacks 
  sufficient AT# to carry the aerospace fighters in its Squadron, then 
  the entire Squadron is limited to the FUEL rating of the aerospace 
  fighters (see Fuel Endurance, p. 255). WarShip Squadrons with any 
  AT# value, however, may perform refueling operations per the fuel 
  endurance rules. 
  If all Flights in a WarShip Squadron may be carried by the 
  WarShip (either directly or through DropShips carrying aerospace 
  Flights which are in turn carried by the WarShip), then it may 
  conduct Hyperspace Jumps (see pp. 263-264). Additionally, if the 
  warship possesses additional DT or AT capacity it may carry other 
  Squadrons, so long as it can carry the entire Squadron via the 
  Flights in the WarShip Squadron.  
   
  Station Keeping Squadrons
  Station Keeping Squadrons are based around an Element with 
  the Station Keeping movement type (k). Such Squadrons have a 
  Thrust Rating of 0 regardless of the other Elements in the Squadron. 
  However, any Elements with the FUEL ability will still expend fuel 
  in any turn where they engage in combat. 
  One JumpShip, one Space Station or two Satellites comprise a Flight. 
  Station Keeping Squadrons are available in two scales, capital 
  and standard scale. A capital-scale Station Keeping Squadron has 
  either JumpShip or Space Station Elements. A capital-scale Station 
  Keeping Squadron may have up to two Space Station Flights or six 
  JumpShip Flights. Otherwise the follow the same Squadron rules 
  as a WarShip Squadron, including limitations of FUEL restricted 
  Elements. A standard-scale Station Keeping Squadron may only 
  have Satellite Elements and may have up to five other Flights in its 
  Squadron, however the Squadron still has a Thrust Point value of 
  0, regardless of the makeup of the other Flights. 
  A Station Keeping Squadron comprising one or more JumpShips 
  may conduct a Hyperspace Jump (see pp. 263-264) if it has sufficient 
  DT and AT capacity to carry all the Flights in its Squadron. As with 
  WarShip Squadrons, it may carry additional Squadrons given 
  enough capacity to carry the entire Squadron. 
  landing area. Additional changes to the landing and liftoff rules 
  for launching and recovery are as follows:
  Airborne Aerospace/Small Craft Launch and Recovery: 
  Aerospace Squadrons launching from airborne transports must 
  end their launching movement in the same Radar Map zone as the 
  transporting Squadron that launches them. Aerospace Squadrons 
  cannot be recovered by airborne transports unless they are in the 
  same Radar Map zone and neither aerospace Squadron is engaged 
  in combat. The maximum number of aerospace Squadrons that can 
  be launched by an aerospace transport per turn is equal to the three 
  times the number of doors (D#) associated with the airborne transport. 
  Flight Deck/Helipad Launch and Recovery: Any Size of 
  aerospace Squadron up to 3 may launch or recover on a flight deck 
  or helipad. Only one aerospace Squadron may launch or recover 
  from a flight deck or helipad at a time, and only one Squadron may 
  launch or recover each turn.
  Capital-Scale 
  Strategic Aerospace 
  Capital-scale Strategic Aerospace derives its basic rules from the 
  standard Strategic Aerospace rules. These rules are based on the 
  Alpha Strike core rulebook (see Abstract Aerospace System, p. 52, 
  AS) and the Alpha Strike Companion (see Abstract Aerospace System, 
  p. 68, ASC). These books are not required for game play, however 
  familiarity with them will help. 
  Because of the scale and focus of play, the following rules will 
  apply only to aerospace Squadrons capable of operating outside of 
  a planetary atmosphere (those that possess the SPC special ability). 
  Even in games in which the Central Zone of the Capital Radar Map 
  represents a ground-level battle, all Squadrons on the Capital Map 
  will be treated as though they are effectively operating in or above 
  the point where a planet’s atmosphere meets the vacuum of space 
  (known as the atmospheric or space/atmosphere interface).
  At the capital scale of play, two standard maps will be used 
  to track actions within any sector where Squadrons might clash: 
  Engagement Maps and the Atmospheric Radar Map. Engagement 
  Maps are used when resolving combat in space between Squadrons 
  in the same Capital Map sector, while the Atmospheric Radar Map 
  tracks any air battles taking place directly above ground battles 
  featured in the scenario. Because many of these maps are only 
  required when engagements happen within these conditions, the 
  number of Atmospheric Radar Maps needed to resolve a scenario 
  in which the Capital Map is in play will vary.
  TURN SCALE
  One Strategic Aerospace Capital-Scale turn is equal to one 
  Strategic BattleForce turn of 3 minutes. 
  SQUADRONS
  As with standard Strategic Aerospace, all aerospace units 
  are deployed in Squadrons. In standard Strategic Aerospace, all 
  Squadrons are made up of the aerospace (AS) unit types, which 
  includes aerospace fighters, conventional fighters, small craft, 
  Fixed-wing, Airships and Satellites. In Advanced Strategic Aerospace 
  play a new unit type is introduced, Large Aerospace (LA), which 
  includes DropShips, JumpShips, WarShips and Space Stations. 
  Where these rules do not specifically call out the unit type, it is 
  assumed the rules apply to both AS and LA unit types. 
  
  FACING
  Facing is not tracked in Strategic Aerospace. 
  ENTERING AND LEAVING THE CENTRAL ZONE
  The effect of entering and leaving the Central Zone on the Capital 
  Radar Map depends on whether the scenario is taking place over a 
  ground battle or around a space location.
  Space-Centered Capital Maps
  If a scenario is taking place solely in space (that is, no Strategic 
  BattleForce game is taking place upon which the Capital Radar Map 
  is centered), the Central Zone is treated as a single sector of travel, 
  focused on a single point of interest such as a hyperspace jump point 
  or space station. Because this single-sector zone intersects with all six 
  sectors of the Inner Zone, this makes the Central Zone a handy means 
  of crossing directly from one Inner Zone sector to its opposite side 
  without passing through all intervening Inner Zone sectors.
  Ground-Centered Capital Maps
  If the Capital Radar Map is centered on a ground battle, any aerospace 
  Squadron that ends its movement in the Central Zone on the Capital 
  Radar Map is also be considered to be present on the corresponding 
  Atmospheric Radar Map. In this case, the Atmospheric Radar Map treats 
  its Outer Ring as the region just above the planet’s atmosphere.
  Squadrons attempting to land (or to simply enter the planet’s 
  atmosphere to engage in battle directly over the ground fight) do so 
  by entering the Atmospheric Radar Map via the Central Zone of the 
  Capital Radar Map, and then descend “inward” from the atmospheric 
  map’s Outer Ring. Once such Squadrons enter any Atmospheric Radar 
  Map zone inward of the Outer Ring, they are removed from the Capital 
  Radar Map and presumed to be operating wholly inside the planetary 
  atmosphere. In this way, the Squadron has exited the Capital Map via 
  its Central Zone. 
  Conversely, any aerospace Squadrons on the Atmospheric Radar 
  Map that move outward from that map’s Middle Ring and enter the 
  Outer Ring are considered to have ascended to the Capital Radar Map’s 
  Central Zone as well.
  Squadrons executing ground attacks, or attempting to land on the 
  ground map (see below), follow the rules for ground map movement 
  in Strategic Aerospace (see Resolving Air-to-Ground Attacks, see p. 248).
  Aerospace Squadrons leaving the ground playing area are placed in the 
  Central Zone of the Atmospheric Radar Map at the start of their movement.
   
  Landing and Liftoff
  As described above, Squadrons attempting to land on the planetary 
  surface via the Central Zone of the Capital Radar Map effectively 
  exit the Capital Radar Map the moment they descend inward of 
  the Atmospheric Radar Map’s Outer Ring. At this point, the landing 
  Squadrons are governed by the appropriate landing rules as defined 
  on p. 252.
  Squadrons that are incapable of landing—JumpShips, space stations, 
  and WarShips—may only enter the Outer Ring of an Atmospheric 
  Radar Map set over a planetary surface, and thus remain present on 
  the Capital Radar Map’s Central Zone. If forced to move inward on the 
  Atmospheric Radar Map (see Gravity, pp. 255-256), these Squadrons 
  are considered destroyed during planetary entry.
  Fighters, small craft, and DropShips operating above a planetary 
  surface may liftoff from the ground using the rules presented in 
  Aerospace Squadrons on the Ground Map (see p. 251-253). Once again, 
  as soon as any of these Squadrons enter the Atmospheric Radar Map’s 
  Outer Ring, they are also placed in the Central Zone of the Capital 
  Radar Map.
  Capital-Scale  
  Aerospace Movement
  As with standard Strategic Aerospace, aerospace movement on the 
  Capital Radar Map is greatly abstracted to represent the collective 
  effects of mass, maneuvering, and thrust during a battle in three-
  dimensional space. Aerospace Squadrons on the Capital Radar Map 
  thus have a limited amount of movement between regions, based 
  on their current Thrust ratings, and which zone of play (Central, Inner, 
  Middle, Outer, and Peripheral) they are presently in.
  Only aerospace Squadrons with the spacecraft (SPC) special ability 
  may function on the Capital Radar Map under these rules.
  CALCULATING MOVEMENT RATES
  To find an aerospace Squadron’s capital movement rate, begin 
  with the Squadron’s Thrust rating at the start of the turn, applying 
  any modifiers for damage, and subtracting 1 point of Thrust for every 
  bomb the Squadron is carrying, if any. (Even in space, bombs reduce 
  the overall efficiency of a Squadron’s engines and maneuverability.) 
  As long as this does not reduce the Squadron’s “actual Thrust” to 0 
  or less, and the Squadron is not identified as using station-keeping 
  Thrust (see the Aerospace Movement Mode Table), this value is then 
  modified as follows:
  If the Squadron begins its Movement Phase in the Central or Inner 
  Zone sectors of the Capital Radar Map, its actual Thrust value is not 
  modified further.
  If the Squadron begins its Movement Phase in the sectors of the 
  Middle Zone, multiply its actual Thrust value by 0.5, then round down 
  to a minimum of 1 Thrust.
  If the Squadron begins its Movement Phase in the sectors of the 
  Outer Zone, multiply its actual Thrust value by 0.25, then round down 
  to a minimum of 1 Thrust.
  If the Squadron begins its Movement Phase in the sectors of the 
  Peripheral Zone, multiply its actual Thrust value by 0.1, then round 
  down to a minimum of 1 Thrust.
  After these modifiers, a Squadrons with 5 points or less of Thrust at 
  the start of a turn may move only one zone in that turn. Squadrons with 
  6-10 points of Thrust can move two zones in a turn and Squadrons with 
  11 or more points can move between three zones a turn. 
  SPHEROID ELEMENTS  
  OPERATING IN THE ATMOSPHERE
  Elements with the Spheroid movement type (s) are treated as having 
  one-half (rounding up) their normal Thrust Points when operating in 
  an Atmosphere. This reflects the limited lateral thrusters of a Spheroid 
  Element. Players planning to use Squadrons with Spheroid movement 
  types within an atmosphere should recalculate their Thrust Points and 
  note this on the Squadron record sheet. 
  STATION KEEPING AND ZERO THRUST
  Squadrons which have a Station-Keeping (k) movement type, or 
  which have been reduced to a Thrust of 0 for any reason (such as 
  damage or fuel loss), may not move on the Capital Radar Map unless 
  they are affected by gravity (see Gravity, pp. 255-256).
  STACKING LIMITS
  All abstract aerospace zones and sectors—on the Engagement, 
  Atmospheric and capital-scale Radar Maps—are large enough to 
  accommodate any number of aerospace Squadrons, even if they are 
  on opposing sides. 
  
  255
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  volumes of space and Thrust needed to remain mobile are much 
  more taxing to a fighter’s limited fuel tanks. 
  To track the fuel of fighter Squadrons operating on the Capital 
  Radar Map, a new special ability, FUEL#, has been introduced. 
  The numerical value of this special represents the Squadron’s fuel 
  reserves at full capacity, and may vary from fighter to fighter. At 
  the start of any scenario using the Capital Radar Map, fighters are 
  always considered fully fueled unless the scenario rules indicate 
  otherwise. 
  Each Squadron that executes any maneuvers on the Capital 
  Radar Map will expend fuel based on the zone in which it ends its 
  movement. This fuel is expended at the end of the turn, regardless 
  of the Squadron’s Thrust value or whether its maneuver actually 
  changed its sector position on the Capital Radar Map. 
  If a fighter’s position or action reduces its fuel to 0 or less at the 
  end of the turn, the fighter has run out of fuel. A fighter Squadron 
  that runs out of fuel can no longer expend Thrust and begins to 
  drift. A drifting fighter will not actually move on the Capital Radar 
  Map unless it is under the influence of gravity (see Gravity, pp. 255-
  256). Otherwise, it remains in its current Capital Radar Map sector 
  and is considered crippled for game play purposes and counted as 
  destroyed when calculating victory points. Attacks against a fighter 
  Element crippled by fuel loss receive a –2 to-hit modifier.
  Refueling: Aerospace fighter Squadrons that have expended 
  their fuel, or are low on fuel, may be picked up by any Squadron 
  with the Aerospace Transport (AT#) or Small Craft Transport (ST#) 
  special ability. Provided the craft (or crafts) has sufficient capacity 
  to carry the entire aerospace fighter Squadron, the Squadron may 
  be recovered. If performing a recovery operation, the recovering 
  Squadron may not engage in combat and attacking Squadrons re-
  ceive a -1 to-hit modifier during recovery operations. If a DropShip 
  Squadron is performing the recovery, any Flight in the Squadron 
  without AT# or ST# may return fire against attacks. If a Squadron 
  possesses Flights that are not reliant on fuel, these Flights can op-
  erate as their own Squadron, an exception to the Separating Units 
  rule (see p. 268), but must stay in the same sector as the Squadron 
  performing the refueling operation. Alternately, a Squadron may 
  abandon a FUEL-based Flight that has run out of fuel. They may 
  only do so if a valid trans-
  port Formation is not lo-
  cated within two sectors. If 
  they do abandon the FUEL-
  based Flight, that Flight is 
  considered destroyed.
  A recovered aerospace 
  squadron may be refueled 
  and returned to combat. It 
  takes two full game turns 
  to refuel a Squadron. A 
  refueled Squadron can 
  return to battle on the third 
  turn after being recovered. 
  GRAVITY
  Gravity only affects Squadrons that end their turn in the Central 
  Zone on the Capital Radar Map when that zone also corresponds 
  to a ground battle. Scenarios in which the Capital Radar Map is 
  focused on a space-based objective—such as a hyperspace jump 
  point or deep space station—are not affected by gravity conditions.
  A Squadron under the influence of gravity must possess at least 
  2 points of Thrust to avoid “falling” off the Capital Radar Map at 
  the end of any turn in which the Squadron occupies the map’s 
  Central Zone. If the Squadron has been reduced to 1 TP or less, 
  AEROSPACE ENGAGEMENTS
  If aerospace Squadrons from opposing Forces end their turn in 
  the same sector on the Capital Radar Map, the possibility exists for 
  these Squadrons to engage each other in combat. If this occurs in 
  any Capital Radar Map sector other than those of the Peripheral 
  Zone, the aerospace Squadrons must set up (or join) a special 
  Engagement Map to resolve any possible combat within that sector 
  (see Engagement Maps, p. 256). This Engagement Map serves as a 
  magnified view of the sector. 
  As with standard abstract aerospace combat, any Squadrons 
  currently engaged in aerospace combat must end their combat 
  engagements before they can maneuver off an Engagement 
  Map and enter a new sector (see Aerospace Combat, pp. 247-249). 
  Squadrons not engaged in combat may pass through and exit an 
  Engagement Map as outlined below (see Engagement Maps, p. 256).
  Engagements in the Peripheral Zone
  Because of the sheer volume of space represented by the 
  Peripheral Zone sectors, and the Thrust and fuel needed to make 
  any meaningful maneuvers across such area, fighter and small craft 
  Elements may not engage in direct combat actions in the Peripheral 
  Zone of the Capital Radar Map. 
  Large Aerospace Squadrons that engage in combat in the 
  Peripheral Zone do not do so using Engagement Maps. Combat 
  between such Squadrons in the Peripheral Zone are performed via 
  the Advanced Capital Missile Attacks and High-Speed Attacks rules 
  (see pp. 260 and 262, respectively).
  Engagements in the Central Zone 
  If the Central Zone of the Capital Radar Map does not focus on 
  a ground battle, it is treated as a single sector. Any engagements 
  within this sector are thus resolved using an Atmospheric Radar 
  Map rather than an Engagement Map. 
  EXITING THE CAPITAL RADAR MAP
  Aerospace Squadrons moving outward from the Peripheral Zone 
  of the Capital Radar Map are considered to have retreated entirely 
  from battle. Such elements are removed from play and cannot 
  reenter the game.
  Squadrons on the Central Zone of the Capital Radar Map may 
  only exit the map if it is centered above a ground battle, in which 
  case the Squadron exits the Capital Radar Map and enters the 
  Atmospheric Radar Map if attempting to land or if falling under 
  the influence of gravity (see Gravity, p. 255-256).
  If the Capital Radar Map is not centered over a ground battle, 
  the only way to exit the map is by moving outward from the 
  Peripheral Zone.
  FUEL ENDURANCE (FIGHTERS ONLY)
  All aerospace Squadrons in space require fuel to maintain their 
  propulsion at combat-viable rates. For station-keeping craft, long-
  distance shuttles, DropShips, and other larger spacecraft, on-board 
  fuel reserves are normally significant enough to maintain days 
  of steady acceleration thanks to very low consumption rates or 
  sophisticated fuel expansion systems. The relatively brief periods in 
  which combat occurs rarely drain such Squadrons’ fuel reserves, and 
  so fuel is not tracked for small craft, DropShip, JumpShip, satellites, 
  space station, and WarShip Squadrons.
  Aerospace fighters lack these fuel-saving systems, however. For 
  this reason, these Squadrons typically only operate in close prox-
  imity to their landing zones or motherships, and thus their fuel 
  is not tracked when using only the standard Strategic Aerospace 
  rules. However at the scale of the Capital Radar Map, the ever-larger 
  FIGHTER FUEL 
  COSTS  TABLE
  Location
  Fuel  
  per Turn
  Central Zone
  0
  Inner Zone
  0
  Middle Zone
  1
  Outer Zone
  3
  Peripheral Zone
  5
  
  entered the sector. For example, if a Squadron enters a sector from 
  the “north,” its controlling player places the arriving Squadron on the 
  sector’s Engagement Map in one of the three northern-most zones of 
  that map’s Outer Ring (zones 1, 11, and 12).
  The starting position for any Squadrons already in Capital Radar Map 
  sector when the Engagement Map is set up for the first time is always 
  presumed to be the sector map’s Central Zone. If the Engagement Map 
  is already in play, all Squadrons on the map when new Squadrons arrive 
  continue as they were.
  All Squadrons placed on an Engagement Map must still be 
  represented on the Capital Radar Map as well, to keep track of their 
  position in the greater battle area. 
  Movement and Fighter Fuel: The movement rates for a Squadron 
  on an Engagement Map are the same as those used for moving about 
  the equivalent sectors on the Capital Radar Map, (see Capital-Scale 
  Aerospace Movement, p. 254). This means that Squadrons moving 
  from one zone to another on an Engagement Map will be slower than 
  Squadrons engaged on maps that represent the outer sectors of the 
  Capital Radar Map than it will be for sectors closer to the Central Zone. 
  For example, if engagement occurs in the Outer Zone, FUEL consuming 
  Squadrons expend 3 fuel points to move from one sector to another 
  on the Engagement Map. 
  Attack Range: Unless they are equipped with capital missiles (see 
  Advanced Capital Missile Attacks, p. 260), Squadrons operating on the 
  Engagement Map cannot attack one another until they have entered 
  the same zone. Because of this, even though the Squadrons on an 
  Engagement Map represent vessels and fighters that may be actively 
  maneuvering to combat range, it remains possible to evade combat 
  by simply staying beyond an enemy’s attack range while on this map. 
  Leaving an Engagement Map: Squadrons may only exit an 
  Engagement Map by either eliminating all opponents in the sector 
  (at which point the Engagement Map is simply removed from play), or 
  by maneuvering outward from the map’s Outer Ring. Squadrons that 
  exit the Engagement Map by moving outward from its Outer Ring have 
  left the corresponding Capital Radar Map sector entirely.
  Any Squadron that exits an Engagement Map by moving out 
  of it automatically moves to an adjacent Capital Radar Map sector 
  corresponding to its direction of travel. If more than one possible sector 
  might apply, the controlling player picks the Squadron’s new sector. 
  For example, if a Squadron exits an Engagement Map representing 
  Capital Map sector M3 (Middle Zone 3) by heading due “east” off its 
  Outer Ring, the Squadron would likely choose O6 (Outer Zone 6) as its 
  new Capital Map sector.
  Multiple Engagement Maps: In large enough scenarios, where a 
  great many Squadrons are in play, it is possible that the players will 
  need multiple Engagement Maps to resolve combat across several 
  sectors of the Capital Radar Map. When this occurs, all the aerospace 
  Squadrons of a given Force still use the same Initiative roll to determine 
  their turn sequences. However, rather than determining the actions of 
  Squadrons spread out over multiple sectors in a single massed force, all 
  actions must be resolved for each active Engagement Map in turn, to 
  avoid confusion. If the proportion of Squadrons involved in an action 
  on an individual Engagement Map is uneven, each Squadron moves 
  and acts in accordance with the rules for unequal Formation numbers 
  (see p. 234).
  After resolving the actions on all Engagement Maps in play, players 
  may then resolve all remaining actions on the greater Capital Radar 
  Map. Squadrons that have acted on any of the Engagement Maps are 
  treated as though they have already acted on the Capital Radar Map as 
  well. If a Squadron on the Capital Map enters an opponent-occupied 
  sector during this part of the turn, it is placed on the appropriate 
  Engagement Map as per normal, and will become part of that map’s 
  combat sequence starting in the next turn.
  or is otherwise unable to expend Thrust during the turn in which its 
  movement ended in the Central Zone, the Squadron is removed from 
  the Capital Radar Map at the end of the capital-scale game turn. The 
  Squadron is then placed in any zone of the controlling player’s choice 
  on the Outer Ring of the atmospheric Radar Map.
  If the aerospace Squadron entering the Outer Ring from the Capital 
  Radar Map consists of fighters, small craft, or DropShip Flights, the 
  Squadron follows all of the rules for operating on the Atmospheric 
  Radar Map, including the rules for Thrust loss found on p. 249. These 
  Squadrons may even attempt emergency landings, using the Aerospace 
  Squadrons on the Ground Map rules (see pp. 251-253).
  If the aerospace Squadron entering the Outer Ring from the Capital 
  Radar Map has JumpShip, space station, or any other Element types that 
  uses Station-Keeping movement, the Flights containing those Elements 
  are considered to have broken off from the Squadron and are automatically 
  destroyed when they “fall” inward from the Outer Ring of the Atmospheric 
  Radar Map. Because these Flights break apart high up in the atmosphere, 
  there are no further effects. If the squadron has any remaining Flights at 
  may operate according to the rules per those Elements. 
  If the aerospace Squadron falling inward from the Outer Ring of 
  the Atmospheric Radar Map has a WarShip Element, it must make an 
  immediate Control Roll with a +6 target modifier. Success with this roll 
  will allow the vessel to climb back to the Capital Radar Map again if it 
  possesses 4 or more Thrust to do so. Otherwise, the ship will continue 
  to fall into the atmosphere as if it were a spheroid DropShip reduced to 
  a Thrust of 0 (see p. 259). WarShip Elements cannot attempt a landing 
  roll; they will instead plummet to the surface with effects similar to a 
  crashing DropShip. 
  A WarShip’s crash fills its impact hex with ultra rubble terrain (see p. 
  272). The crashing WarShip will also ignite the crash area on a 2D6 roll 
  of 6 or higher, and the hex will be treated as if it was attacked by an 
  Inferno V artillery round (see Alternate Munitions, p. 275).
  Never designed for atmospheric entry, a crashing WarShip is much 
  harder to control than a DropShip. When determining where the ship 
  crashes on the map, the controlling player selects an impact hex as 
  normal, but must make a Control Roll to hit it, applying the same 
  +6 target modifier noted above. If this roll succeeds, the ship hits its 
  designated impact hex directly. Otherwise, it scatters in a random 
  direction a number of hexes equal to the margin of failure.
  Any Squadrons transported within a Large Aerospace Element 
  destroyed as a result of a crash or high altitude breakup are likewise 
  destroyed unless they launch from the Large Aerospace Element during 
  the Movement Phase of the turn their transport is crashing.
  ENGAGEMENT MAPS
  When opposing aerospace Squadrons meet in any Capital Radar Map 
  sector other than those of the Peripheral Zone, a standard-scale Radar 
  Map—known as an Engagement Map under these circumstances—
  must be set up. The Engagement Map serves as a magnified view of the 
  sector, and is used to track all aerospace Squadrons operating within it, 
  should they engage in combat. Note that an Engagement Map is not 
  required if all Squadrons in a given sector are members of the same 
  Force; sectors in which where no opposing Squadrons are present—
  and thus no combat maneuvering is necessary—do not require an 
  Engagement Map.
  Only one Engagement Map may be created per Capital Radar Map 
  sector. If a sector to be represented by an Engagement Map is already 
  occupied by other opposing Squadrons, any new Squadrons entering 
  the sector are added to the existing map.
  The starting position for any Squadron entering an Engagement 
  Map—either a map that is already in play or one created by entering 
  an opponent-occupied sector for the first time—must be an Outer Ring 
  zone appropriate to the direction in which the incoming Squadron 
  
  257
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  RESOLVING AEROSPACE ATTACKS
  Unless the Squadron is equipped to deliver a capital missile 
  attack (see p. 260), the only way two aerospace Squadrons may 
  engage in combat on the Capital Radar Map is if the opposing 
  Squadrons end their Movement Phase in the same zone on the 
  same Engagement Map. 
  At this point, game play follows the Resolving Air-to-Air Attack 
  rules with the following exceptions: 
  Ending Aerospace Engagement
  Aerospace engagements automatically end when one of the 
  engaged Squadrons is destroyed and has no other opposing 
  Squadrons engaging it. For other ways to end an engagement, 
  consult Ending Aerospace Engagements (p. 249). A Squadron 
  involved in an aerospace engagement is unable to leave its current 
  zone on the Engagement Map until the engagement ends.
  Step 1: Verify Line of Sight
  Unchanged from standard Strategic Aerospace.
  Step 2: Establish Engagement Control
  Unlike Strategic Aerospace play, engagement control is only 
  determined if both players have a Squadron in the same zone at 
  the end of the Movement Phase. Establishing Engagement Control 
  is thus part of the Combat Phase. 
  Engagement Control rolls on the Capital-Scale Aerospace Map 
  follow the same procedure as Aerospace Air-to-Air Engagements (see 
  p. 247), except Squadrons do not apply the modifier for operating 
  in the atmosphere. Additionally, when rolling for Engagement 
  Control, a Squadron wishing to avoid an engagement and which 
  has at least 2 Thrust Points, receives a –2 modifier to its Engagement 
  Control roll. However, if it is successfully engaged in combat, it 
  suffers a +2 modifier to-hit on its attack rolls. 
  Step 3: Determine Range
  Range is determined by both Squadrons making a Maneuver 
  Roll. The Maneuver Roll works generally the same as in Resolving 
  Aerospace Air-to-Air Attacks (see p. 246). Unlike the standard Strategic 
  Aerospace rules, these rules do not presume that the aerospace 
  Squadrons involved in an engagement are fighters or small craft 
  with limited firing options. For this reason, the following rules modify 
  the outcome of the Maneuver Rolls for Capital-Scale Aerospace.
  Fighters and Small Craft: Only Squadrons made up exclusively 
  of aerospace unit types (AS) may successfully “tail” one another 
  under these rules. Tailing (also referred to as getting “behind”) 
  occurs when one Squadron succeeds at its Maneuver Roll while 
  its opponent fails. When this happens, the successful Squadron 
  achieves a tailing position that grants it a –2 to-hit modifier on its 
  attack roll, while the opponent being tailed reduces the number of 
  their attacks by one-half (rounding up) and takes an additional 1 
  point of damage for each Flight successfully attacked. Tailing Large 
  Aerospace Squadrons only grants a -1 to hit. 
  DropShips and WarShips: For DropShips and WarShips, a 
  successful Maneuver Roll by the Squadron, and a failure by its 
  opponent, indicates that the successful Squadron has attained 
  its ideal position against its opponent. In this case, the Squadron 
  that achieved the successful roll gets to choose both the firing arc 
  it will use to deliver its attack, and its opponent’s arc for return-
  fire purposes. If the target Squadron is a fighter or small craft, this 
  instead results in an additional 1 point of damage for each Flight 
  successfully attacked, but no tailing modifier will apply in such cases, 
  as DropShips and WarShips are too large and bulky to maintain an 
  effective tailing position.
  If a ground map and/or its corresponding Atmospheric Radar 
  Map are in play, actions on the ground and air maps may only be 
  resolved after all active Engagement Maps and the Capital Radar 
  Map are resolved. 
  Engagements in the Peripheral Zone: No Engagement Maps are 
  used to resolve combat in the Peripheral Zone sectors of the Capital 
  Radar Map. Instead, any attacks made here must be resolved using 
  the appropriate special actions, such as the Advanced Capital Missile 
  Attacks and High-Speed Attacks rules (see pp. 260 and 262, respectively). 
  Also, because of the high fuel costs and far reach needed to do 
  battle in these sectors, only DropShips, JumpShips, WarShips, and 
  space station Squadrons may engage in combat in the Peripheral 
  Zone. Fighters and small craft operating in the Peripheral Zone 
  may not engage any targets, even if they occupy the same sector.
  Capital-Scale 
  Aerospace Combat
  Aerospace Squadrons (AS) receive one attack for each Flight in 
  the Squadron. Large Aerospace Squadrons receive a number of 
  attacks as determined by the Large Aerospace Attack Limits Table 
  (see p. 258). Aerospace Squadrons in the Central Zone of the Capital 
  Radar Map can declare air-to-ground attacks, but only if there is 
  a ground map in play. Aerospace Squadrons occupying the same 
  Capital Radar Map sector can also declare aerospace attacks against 
  opposing aerospace Squadrons. For most Squadrons, this can only 
  be done if the opposing Squadrons also occupy the same zone on 
  the Engagement Map. 
  Air-to-Ground Actions: Ground attack rules are covered in 
  standard Strategic Aerospace (see Resolving Air-to-Ground Attacks, 
  see p. 248) and remain unchanged. Orbit-to-surface combat, a new 
  option available to any Squadrons equipped with capital weapons, 
  is a special action covered in the Orbit-to-Surface rules (see p. 260). 
  Thus, the following rules will focus on direct combat between 
  aerospace Squadrons in space.
  DropShip Squadrons in Air-to-Ground Actions: Squadrons 
  containing DropShips may engage in Air-to-Ground actions with 
  the following changes: Squadrons with DropShips may only 
  make a Strafing attacks if all DropShips in the Squadron are 
  aerodyne. Otherwise the Squadron is limited to Strike attacks 
  and Altitude Bombing. 
  Other Special Actions: While the rules below presume the 
  various Squadrons in play are engaging in direct aerospace 
  combat, a number of alternative special actions are available to 
  select Squadron types. These exceptions are covered in these rules. 
  LARGE AEROSPACE FIRING ARCS AND ATTACKS
  Large Aerospace Elements (DropShips, WarShips, Space Stations 
  and JumpShips) possess more than one firing arc. As Strategic 
  Aerospace does not use facing, these arcs are not used to determine 
  what targets can be attacked. Instead firing-arcs determine the 
  number of attacks that can be made on a hostile Formation. 
  Spheroid DropShips, JumpShips and Space Stations: These 
  Elements may fire two arcs at a single target. These arcs may either 
  be the Nose/Fore or Fore/Aft arcs. 
  Aerodyne DropShips: May fire from two arcs at a single target. 
  These arcs may either be the Nose/Wing or the Aft/Wing Rear arcs. 
  WarShips: May fire from two arcs at a single target. These arcs 
  may either be the Nose/Fore, Fore/Broadside, Aft/Broadside or Aft/ 
  Aft (Left/Right). 
  
  Screen Launchers: The screen launcher (SCR#) special ability 
  enables Flights with that feature it to produce obscurants that impair 
  weapons fire. Using a screen launcher special ability counts against 
  the Flights’ maximum number of attacks per turn, and applies a to-
  hit modifier to both the screen launcher’s attacker and the screen 
  launcher Squadron itself, based on the Squadron’s number of  
  screen launchers.
  Step 4: Determine To-Hit Numbers
  To-Hit Modifiers: The Capital-Scale Aerospace To-Hit Modifiers 
  Table (see p. 259) replaces the standard Strategic Aerospace To-Hit 
  Modifier Table. 
  Capital and Standard Weapons: Some larger aerospace 
  Squadrons may possess up to three broad classes of weapons in 
  any given attack arc. These classes include capital weapons (which 
  includes non-missile capital and sub-capital weapons), capital 
  missiles (which includes all capital and sub-capital missiles), and 
  standard weapons. During the Combat Phase, Squadrons with more 
  than one class of weapons in the same arc may decide to execute 
  as many attacks in the same turn as they have weapon classes in 
  the appropriate firing arc.
  Each weapon class fired in this case will require its own to-hit 
  roll. Remember that capital weapons and capital missiles will apply 
  additional modifiers for targeting smaller Squadrons and firing upon 
  Squadrons with Point Defense special abilities (PNT#), but benefit from 
  reduced range brackets as noted above. 
  Step 5: Roll to Hit
  Roll 2D6 for each Squadron and compare the total to the modified 
  to-hit number identified in the previous step. If the dice roll equals or 
  exceeds the modified to-hit number, the attack is successful. Otherwise, 
  the attack fails.
  Step 6: Determine and Apply Damage
  This step follows the same rules as the Strategic BattleForce Combat 
  Phase (see p. 240).
  Damage From Behind: If the target Flight consists of Elements with 
  the station-keeping aerospace movement mode (k) the additional 1 
  point of damage for attacks from behind does not apply. 
  Step 7: Roll for Critical Hits
  This step follows the same rules as the Strategic BattleForce Combat 
  Phase (see p. 241).
  Weapon Damage: If a Flight possess more than one attack type (CAP, 
  MSL, standard) then this critical hit result will only damage one attack 
  type. Roll on the Random 
  Weapon Class Table (at 
  right) to determine which 
  class weapon is damaged.
  Kearny-Fuchida Ele-
  ments: If a Squadron 
  possess a Flight with a KF 
  equipped Element (War-
  Ship or JumpShip) and re-
  ceives a Movement Dam-
  age critical hit, roll 1D6. 
  On a result of a 6, one KF 
  equipped Element (chosen 
  randomly) suffers a critical 
  hit to its KF drive. That Ele-
  ment is no longer able to 
  execute a Hyperspace jump 
  (see pp. 263-264).
  Station-Keeping Squadrons: Regardless of the Maneuver Roll’s 
  outcome, any aerospace Squadron type with the station-keeping 
  movement code (k) is treated as if it has automatically failed its 
  Engagement Control Roll for positioning purposes (but not for range). 
  Station-keeping Squadrons cannot be tailed, and not only provide no 
  special tailing modifiers for attacks made against their rear arc, but also 
  grant no damage modifier for that facing. Thus, the victorious Squadron 
  for this Control Roll only benefits in controlling what weaponry the 
  station-keeping Squadron can fire back at them.
  All Squadrons: If both Squadrons fail their Control Rolls—or both 
  Squadrons succeed—neither one achieves the positioning advantages 
  stated above. In these cases, each Squadron may choose which of its 
  firing arcs faces the other (e.g. while fighters and small craft might 
  prefer to face each other head-on, players controlling DropShip and 
  WarShip Squadrons may instead opt to face their opponents with side- 
  or aft-mounted weapons instead).
  Attack Range and Number of Attacks
  Attack Range: The outcome of each Maneuver Roll also affects the 
  range used for all weapon attacks between the two Squadrons. 
  If both Squadrons failed their engagement Maneuver Rolls in the 
  previous step, all combat between them in the current round takes 
  place using the standard Long-range bracket, and the players proceed 
  to Step 4. 
  The unit with the highest Margin of Success (MoS) may then 
  decide the range bracket at which combat takes place. If both MoS 
  are identical, then the aerospace Squadron with the highest Thrust 
  decides the range bracket that will apply between them. Only standard 
  range brackets may be chosen under these rules; the range brackets 
  available are Short, Medium, Long, and Extreme. If both Squadrons’ 
  MoS and their Thrust values are the same, combat takes place using 
  the standard Medium-range bracket.
  Capital Weapon Ranges: When using capital or sub-capital 
  weapons—including capital and sub-capital missiles—to attack, reduce 
  the selected range bracket by 1 (to a minimum of Short), regardless of 
  the Control Roll outcomes.
  Multiple Weapon Classes and Firing Arcs: Aerospace and Small 
  Craft Flights generally receive only one set of attack values, representing 
  their standard-class weaponry. Flights with DropShips, WarShips, and 
  other larger aerospace Elements often possess multiple weapon classes 
  spread across more than one firing arc.
  Flights with multiple weapon classes and/or firing arcs may execute 
  more than one attack per turn, but must designate a single “primary” 
  attack target when making their Engagement Control Rolls. All attacks to 
  be made against the primary target must be declared when that target 
  is designated, with each class of weapon per arc fired a maximum of 
  one time each, per capital-scale turn. Any additional, unassigned attacks 
  may then be made against 
  other “secondary” targets as 
  determined by the player. 
  The maximum number 
  of total weapon attacks per 
  turn that can be made by 
  any Large Aerospace Flight 
  is based on the Flight’s 
  type, as shown in the Large 
  Aerospace Attack Limits Ta-
  ble. This reflects limitations 
  of crew, heat sink capacity, 
  targeting load, and other 
  combat conditions unique 
  to aerospace combat. 
  LARGE AEROSPACE  
  ATTACK LIMITS TABLE
  Squadron Type
  Max  
  Attacks/Turn
  DropShips
  4
  JumpShips
  4
  Satellites
  4
  Space Stations
  6
  WarShips
  8
  RANDOM WEAPON 
  CLASS TABLE
  1D6
  Weapon Class Hit
  1
  Standard Weapons
  2
  Standard Weapons
  3
  Capital Non-Missile Weapons
  4
  Capital Non-Missile Weapons
  5
  Capital Missile Weapons
  6
  Capital Missile Weapons
  Note: The Random Weapon Class Table is used 
  only when the target Squadron has multiple 
  weapon classes in a single firing arc.
  
  259
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  CAPITAL-SCALE AEROSPACE DAMAGE
  Follows the same rules as for standard Strategic Aerospace (see 
  Aerospace Damage, p. 247). 
  Thrust Loss and Aerospace Shutdown
  On the Capital Radar Map, Squadrons that are reduced to a Thrust 
  of 0 or shut down for any reason are considered to be adrift and 
  crippled, but will not move unless they are operating under the 
  influence of gravity (see Gravity, pp. 255-256). If not under the 
  influence of gravity, a drifting Squadron on the Capital Radar Map 
  (or any of its Engagement Maps) can not leave its current sector 
  unless and until it expends Thrust.
  Attacks against an aerospace Squadron that is crippled or adrift 
  due to Thrust loss or shutdown receive a –2 to-hit modifier.
  Capital-Scale 
  Aerospace End Phase
  The capital-scale aerospace End Phase follows the same rules 
  as Strategic Aerospace (see p. 249). After resolving all End Phase 
  actions for capital-scale aerospace turn, players must begin the 
  next appropriate turn for the scenario, as appropriate to the Turn 
  Scale rules (see p. 253).
  ENDING AEROSPACE ENGAGEMENTS
  Follows the same rules as Strategic Aerospace (see Ending Air-to-
  Air Engagements, p. 249). 
  AEROSPACE TO-HIT MODIFIERS TABLE
  RANGE MODIFIERS
  Range
  Modifier
  Short Range
  +0
  Medium Range
  +1
  Long Range
  +2
  Extreme Range
  +3
  WEAPON MODIFIERS
  Weapon Class Used
  Modifier
  Capital Non-Missiles (CAP or SDS-C)
  +3
  Sub-Capital Non-Missile (SCAP or SDS-SC)
  +2
  Capital or Sub-Capital Missiles (MSL or SDS-CM)
  +0
  Standard Weapons
  +0
  MISCELLANEOUS MODIFIERS
  Condition
  Modifier
  Advanced Capital Missile Attack
  Vs. target in same sector
  +0
  Vs. target in adjacent sector
  +2
  Orbital Artillery Attacks
  Attack from Central Zone (Atmospheric Map)
  +0
  Attack from any other zone (Atmospheric Map)
  +3
  Orbit-to-surface attack
  +3
  Ground target designated by friendly TAG
  –2
  Attacker is a Drone
  +1
  Attacker is in a Naval C3 Network (in same sector)
  –1
  Attacker is Behind the Target 
  –2*
  Attacker is Support Vehicle/Satellite with:
  Advanced Fire Control (AFC)
  +0
  Basic Fire Control (BFC)
  +1
  No AFC or BFC special
  +2
  Attacker’s Fire Control damaged (per hit)
  +2**
  High-Speed Attack
  +8
  Point Defense (PNT#) vs. Capital/Sub-Capital Missiles
  Point Defense damage (1 point)
  +1
  Point Defense damage (2+ points)
  Auto-Fail
  Screen Launchers used (SCR#)
  †
  Secondary Target
  +1
  Target has Grappled the Attacker
  –4
  Target is Crippled/Drifting
  –2
  Teleoperated Missiles (TELE + MSL/SDS-CM)
  –1
  ATMOSPHERIC COMBAT MODIFIERS
  GENERAL MODIFIERS
  Condition
  Modifier
  Atmospheric Combat
  +2
  Attacker is Grounded DropShip
  –2
  TARGET MODIFIERS
  Target Type
  Modifier
  Airborne Aerospace
  +2††
  Airborne DropShip
  –2
  Airborne VTOL or WiGE
  +1
  Small Craft
  –1
  AIR-TO-GROUND ATTACK MODIFIERS
  Attack Type
  Modifier
  Altitude Bombing
  +3
  Dive Bombing
  +2
  Strafing
  +4
  Striking
  +2
  GROUND ATTACK MODIFIERS
  Attack Type
  Modifier
  Surface-to-Surface Attack (Non-stationary)
  +2
  SDS Attack against Central Zone (Atmospheric Map)
  +0
  SDS Attack at any other zone (Atmospheric Map)
  +3
  SDS Airborne target designated by friendly TAG
  –2
  Notes: Weapon Class modifiers only apply when attacking Squadron types other than 
  DropShips, JumpShips, space stations, and WarShips. (Screen Launcher modifiers 
  apply to both the screen launcher Squadron and its attacker.) Atmospheric Combat 
  Modifiers apply only if both the attacking Squadron and its target are operating in/
  below the space-atmosphere interface. 
  *Tailing modifiers only apply to fighters and small craft Squadrons.
  **Fire Control critical hits may apply multiple times.
  † +SCR special (max +4)
  ††This modifier applies only if the attacker is not an airborne aerospace Squadron. 
  Airborne aerospace also includes fixed-wing support vehicles, conventional fighters, 
  small craft, and DropShips.
  
  An additional +2 to-hit modifier is applied if the target is not in the 
  same Capital Radar Map sector as its attacker.
  Other to-hit modifiers for the target’s point defense, attacker’s fire 
  control system damage, and similar combat conditions, will also apply 
  as normal.
  Damage
  Capital missiles that successfully hit their targets deliver the missile’s 
  Extreme range damage value. The damage is recorded during the End 
  Phase of the turn in which they are fired, rather than the normal Combat 
  Phase, to represent the extra time these missiles require between being 
  fired and finding their targets. 
  ORBIT-TO-SURFACE  
  AND AIR-TO-GROUND CAPITAL COMBAT
  Of the Squadrons that can interact with the Capital Radar Map, only 
  fighters, small craft, DropShips, and WarShips may attempt to attack 
  ground targets—although doing so potentially exposes them to return 
  fire as well. 
  For standard attacks by fighters, small craft, and DropShip Squadrons, 
  the rules for air-to-ground attacks—and vice versa—are defined in the 
  Strategic Aerospace rules (see pp. 245-249). These rules cover strafing, 
  striking, and bombing attacks by these aerospace Squadrons against 
  ground targets, all of which require the aerospace Squadrons to 
  be present on the Atmospheric Radar Map over the ground battle. 
  Remember that Squadrons including Spheroid DropShip Flights are 
  limited to Strike and Altitude Bombing attacks. 
  DropShip Flights with capital or sub-capital weapons (indicated by 
  the CAP, SCAP, and MSL special abilities) may make capital-scale Air-to-
  Ground attacks from any zone of the Atmospheric Radar Map as well 
  as the Central Zone of the Capital Radar Map.
  WarShip Flights, meanwhile, may only attack ground targets from 
  “the Central Zone of the Capital Radar Map, and may do so only with 
  their capital weapons (as opposed to standard weapons).
  An aerospace Squadron engaged in aerospace combat cannot 
  deliver a surface-to-orbit attack. If later engaged in aerospace combat in 
  the same turn after it executed a surface-to-orbit attack, the Squadron 
  cannot return fire using any of the weapon arcs used to deliver its 
  surface-to-orbit attack.
  Resolving Orbit-to-Surface or Air-to Ground Capital Fire
  When used against the ground map, capital and sub-capital 
  weapon attacks (henceforth referred to as orbital artillery or ortillery) 
  are resolved as a special artillery attack (see Artillery p. 273) against a 
  selected ground Formation, or Fortification. Like artillery attacks, the 
  attack targets a specific Formation, but counts that attack as having 
  targeted a ground hex and ignores the target’s TMM. Orbital Artillery 
  may also be directed at the terrain in a hex, using the Terrain Conversion 
  rules (see p. 290). 
  Declaring Attacks: WarShips and DropShips may only execute orbit-
  to-surface attacks using the capital (CAP) weapons, sub-capital (SCAP) 
  weapons, and capital missiles (MSL) fired from a single firing arc. If, for 
  example, the Squadron is a WarShip that has both capital weapons 
  and capital missiles in the same arc, it may execute two attacks in that 
  turn—one for its capital weapons, and another for its capital missiles. 
  Each of these attacks may be directed against a different target point 
  on the ground map. 
  Flight Time: Orbital Artillery attacks from non-missile capital and 
  sub-capital weapons will resolve in the same turn that they are fired. 
  Capital and sub-capital missile attacks will arrive in the following turn. 
  Attack Rolls: Each attack is made up of two attack rolls. The first 
  roll determines the result of the primary attack and the second roll 
  determines the results of the secondary attack, as discussed below. 
  Strategic Aerospace 
  Special Actions
  The following special actions can be taken by Squadrons in Advanced 
  Strategic Aerospace. Most are restricted to specific Squadron types, 
  features, and game play conditions.
  ADVANCED CAPITAL MISSILE ATTACKS
  Thanks to self-guidance packages built into to their design, capital 
  missiles offer alternate launch techniques, such as bearings-only fire 
  and pre-programmed guidance, which enable them to seek space-
  borne targets outside of normal combat ranges. Though these attack 
  methods are less accurate, due to increased distances and missile flight 
  times, they grant a vessel equipped with capital missiles the ability to 
  strike at targets without directly engaging them.
  Squadron Requirements
  Only Squadrons that have capital missiles (represented by the MSL 
  special) may execute an advanced capital missile attack. 
  While a Squadron executing an advanced capital missile may do 
  so from any sector on the Capital Radar Map—including any of its 
  Engagement Maps—such Squadrons must be outside of a planetary 
  atmosphere. 
  Declaring the Attack
  Advanced capital missile attacks must be declared during the 
  attacking Squadron’s Combat Phase. A Squadron executing an 
  advanced capital missile attack may not be engaged in normal 
  aerospace combat at the time it declares such an attack, nor may it 
  engage another aerospace target in combat on its own initiative. (The 
  Squadron may, however, be engaged by an opposing Squadron in the 
  same turn after it has executed its advanced capital missile attack.)
  An advanced capital missile attack may only be made using the 
  capital missile weapons of a single firing arc on the attacking Squadron. 
  Its designated target must be located in the same Capital Radar Map 
  sector as the attacker, or in any sector adjacent to it. This target must be 
  a Large Aerospace Squadron and may not be located inside a planetary 
  atmosphere or on a planetary surface.
  If the attacker is later engaged in aerospace combat during the 
  same turn it declared an advanced capital missile attack, the advanced 
  capital missile attack counts as one expended weapon attack against 
  the Squadron’s normal limits (see the Large Aerospace Attack Limits 
  Table, p. 258). A Squadron that is engaged in the same turn in which it 
  launched an advanced capital missile attack may not return fire using 
  the capital missiles of the same arc it used for that attack.
  Peripheral Zone: If the advanced capital missile attack is attempted 
  in the Peripheral Zone, the target must either be in the same Peripheral 
  Zone sector or an Outer Zone sector adjacent to it. Advanced capital 
  missile attacks cannot be attempted by a Peripheral Zone attacker 
  against a target in an adjacent Peripheral Zone sector.
  Engagement Control Rolls
  Because they are fired outside of an active engagement, no 
  Engagement Control Roll is made by either the attacker or the target 
  of an advanced capital missile attack. 
  Resolving the Attack
  An advanced capital missile attack is resolved in the same turn in 
  which it is declared. Its base to-hit number is the same as a normal 
  capital missile attack, with an automatic Extreme range attack modifier. 
  
  261
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Adjusting Fire: If a friendly unit with TAG is on the map and 
  successfully designates the targeted Squadron, apply an additional 
  –2 to-hit modifier.
  Missed SDS attacks do no damage.
  Capital Surface-to-Surface Attacks
  Of all capital and sub-capital weapons, only capital and sub-
  capital missiles may attempt surface-to-surface attacks under 
  these rules. When fired from a ground position to another ground 
  position, capital and sub-capital attacks are resolved using the 
  artillery attack rules (see p. 273). If the attack is made by a unit 
  capable of movement, an additional +2 to-hit modifier applies 
  (even if the unit has not moved).
  When making a surface-to-surface attack, all capital and sub-
  capital missiles use the range and flight times of a Cruise Missile/120 
  (see Artillery, p. 273).
  SPACE BOMBERS
  The following alternative bomb munitions expand on the 
  advanced Alternative Munitions rules (see p. 275). Because they are 
  specifically designed for aerospace operations, all three of these 
  munitions may be useful in games played on the Capital Radar Map. 
  For this reason, Squadrons equipped with these weapons may be 
  referred to as “space bombers”.
  If using Air-to-Air Arrow IV (AAA) missiles in atmospheric level 
  play, use the Alternative Munitions rules. 
  All three of these special bombs are oversized compared to 
  the standard munitions available to bomb-capable Squadrons. To 
  reflect this, each individual alternate bomb type will be treated as 
  an indicated number of standard bombs for the sake of movement 
  rate calculations. Each bomb remains a single-use device, however, 
  so while a fighter carrying two anti-ship missiles may move as 
  though it is carrying 12 standard bombs, it can only execute 2 
  bomb attacks using those munitions.
  Because ortillery attacks tar-
  get a Formation, all attacks suf-
  fer a +1 to-hit modifier due to 
  the normally spread-out nature 
  of a Formation on the ground. 
  If delivered from directly above 
  the ground target (the Central 
  Zone on the Atmospheric Radar 
  Map), such attacks are treated as 
  a direct-fire artillery strike, but 
  reduce the to-hit modifier by –4 
  (to a final attack modifier of +0). 
  If delivered from any other zone 
  on the Atmospheric Radar Map, 
  treat ortillery attacks from capital 
  and sub-capital weapons as an 
  indirect-fire artillery attack with 
  the same –4 modifier applied (for 
  a final attack modifier of +3).
  Adjusting Fire: If a friendly 
  Formation with the TAG ability is 
  in the target hex or an adjacent 
  hex to the target hex, apply an 
  additional –2 to-hit modifier.
  Resolving Primary Attack: On 
  a successful primary attack, the 
  attacker randomly determines 
  one Unit in the target Formation. 
  This Unit receives full damage 
  from the ortillery attack. 
  Resolving Secondary Attack: If the secondary attack roll is 
  successful, the attacker randomly selects a new Unit from the 
  targeted Formations and rolls 1D6. On a result of 1-3, the target 
  Unit takes one-quarter (rounding down) of the damage from the 
  ortillery attack. On a result of 4-6, the target Unit takes one-half 
  (rounding down) of the damage from the attack. 
  Scatter: If the primary Orbit-to-Surface attack misses, and 
  a friendly Formation is present in the same hex as the target 
  Formation, roll 1D6. On a result of 5 or 6, apply full damage to a 
  randomly determined Unit in the friendly Formation. If a missed 
  primary attack damages a friendly Formation, the player rolls for 
  the secondary attack. If the secondary attack is successful, damage 
  is done to the same friendly Formation as if it were a successful 
  secondary attack on a hostile Formation. 
   If there is no friendly Formation in the target hex, but there is 
  a friendly Formation is in an adjacent hex, roll 1D6. On a result of 
  6, a Unit in the friendly Formation takes one-half (rounding down) 
  damage. If more than one friendly Formation is present in the 
  adjacent hexes, randomly determine which Formation is subjected 
  to the scatter attack. 
  Capital Surface-to-Orbit or Surface-to-Air Return Fire
  Capital Surface-to-Orbit or Surface-to-Air attacks (henceforth 
  referred to as SDS attacks) resolve in the same turn that they are fired.
  If delivered from directly below the airborne target (the Central 
  Zone on the Atmospheric Radar Map), SDS attacks are treated as 
  a direct-fire artillery strike, but reduce the to-hit modifier by –4 
  (to a final attack modifier of +0). If fired at a target in any other 
  zone on the Atmospheric Radar Map (or the Central Zone of the 
  Capital-Scale Aerospace Map), treat SDS attacks as an indirect-
  fire artillery attack with the same –4 modifier applied (for a final 
  attack modifier of +3).
  JH 
  DD
  The 100-ton Kirghiz OmniFighter can outgun assault DropShips and makes a relentless bomber when it has little to fear from return fire.
  
  A grapple in space is resolved in a modified form of the normal 
  aerospace combat process (see Step 2: Determine Range, p. 247). In this 
  case, the Squadron attempting a grapple must apply an additional +4 
  modifier to its Maneuver Roll. If the grappling Squadron’s Maneuver Roll 
  succeeds and its opponent’s Maneuver Roll fails, the infantry transport 
  Squadron successfully attains the position and range needed to secure 
  its target. Otherwise, the grapple check fails, and the positions and 
  range of the two Squadrons is determined per normal aerospace 
  engagement rules.
  An infantry transport Squadron attempting to grapple its target 
  cannot fire any weapons at the target Squadron in the same turn it 
  is attempting a grapple, regardless of the grapple’s success or failure. 
  The target of a grapple attack is under no such constraints, however. 
  In fact, if the grapple check succeeds, the Squadron targeted by the 
  grapple attack receives a –4 to-hit modifier for any weapon attack rolls 
  made against its grappling opponent.
  Maintaining and Ending a Grapple: Once a grappling action 
  succeeds, the grappling Squadron can end its grapple at will during 
  the End Phase of any turn. If it does not choose to do so, the grappling 
  Squadron must reroll its grapple check every turn to maintain the 
  connection if the target can execute any maneuver other than station-
  keeping. This effort to maintain a grapple, once established, applies a 
  +2 modifier in place of the original attack’s +4.
  Resolving Boarding Combat
  After a successful grapple action, the process of resolving a boarding 
  action in space proceeds in the same manner as a boarding attempt 
  against any other Exceptionally Large Element (see Boarding Actions, 
  pp. 277-278). 
  HIGH-SPEED ATTACKS
  Given the sheer volume of space in the Peripheral Zone 
  sectors of the Capital Radar Map, Squadrons on both sides of an 
  aerospace battle tend to be widely dispersed and operating at 
  high accelerations to either move inward toward the battle area, 
  or outward from it. As a result, combat in these regions tends to be 
  a fleeting affair, little more than an exchange of quick fire between 
  vessels barely passing close enough to one another for a decent 
  targeting lock.
  A high-speed attack is resolved using the same rules described for 
  an advanced capital missile attack (see p. 260), but with the following 
  modifications:
   • A high-speed attack can be made using capital weapons or capital 
  missiles, but only if the Squadron has an Extreme range damage 
  value for those weapon classes.
   • A high-speed attack can only be attempted by a Squadron in a 
  Peripheral Zone sector, and may only target a Large Aerospace 
  Flight in the same Peripheral Zone sector.
   • A high-speed attack cannot be attempted by any Squadron that 
  has a Thrust of 0 or uses station-keeping movement. It may defend 
  if attacked by a high-speed attack.
   • The to-hit modifier for a high-speed attack is +8, and cannot be 
  combined with modifiers for special abilities such as Naval C3 or 
  Teleoperated Missiles. 
   • Point Defense and Screen Launcher special abilities have no effect 
  on a high-speed attack.
   • Upon a successful high-speed attack, add an additional 1 point 
  of damage to the target for every point by which the attacker’s 
  current Thrust is higher than the target’s; if the target’s Thrust 
  is higher, reduce the damage by 2 points for every point of 
  difference. The minimum amount of damage delivered by a 
  successful high-speed attack is always 1 point.
  Unless otherwise noted by the rules for their bomb type (see below), 
  these bombs will function in accordance with the rules for capital 
  missiles in combat, whether they are used in direct aerospace combat, 
  or to deliver surface-to-orbit attacks. If the Squadron deploying these 
  weapons is not a DropShip, JumpShip, space station, or WarShip 
  Squadron, however, it cannot use space bombs to deliver an advanced 
  capital missile attack.
  Air-to-Air Arrow Missile
  Each Air-to-Air Arrow (AAA) missile counts as five normal bombs 
  for the purposes of movement rate calculations. The weapon suffers 
  a +3 to-hit modifier for any attacks made when it is fired from the 
  Inner Ring or Central Zone on the atmospheric Radar Map. In all other 
  respects, these munitions engage targets using the modifiers and range 
  brackets of a sub-capital missile, including a 1-level reduction in all 
  range brackets for aerospace combat (to a minimum of Short range). 
  A single AAA missile delivers 2 points of damage to any target.
  Anti-Ship Missile
  Each Anti-Ship (ASM) missile counts as six normal bombs for the 
  purposes of movement rate calculations. The weapon cannot be fired 
  from the Inner Ring or Central Zone on the Atmospheric Radar Map. In 
  all other respects, these munitions engage targets using the modifiers 
  and range brackets of a capital missile, including a 1-level reduction in 
  all range brackets for aerospace combat (to a minimum of Short range). 
  A single Anti-Ship missile delivers 3 points of damage to any target.
  Anti-Ship Electronic Warfare Missile
  Anti-Ship Electronic Warfare (ASEW) missiles are devices that deliver 
  heavy electronic interference to the targeted Squadron. Each counts 
  as six normal bombs for the purposes of movement rate calculations. 
  Like ASM missiles, these warheads cannot be fired from the Inner Ring 
  or Central Zone on the atmospheric Radar Map. They also suffer a +4 
  to-hit modifier if used to attack non-Large Aerospace Squadrons. ASEW 
  munitions otherwise engage targets using the modifiers and range 
  brackets of a capital missile, including a 1-level reduction in all range 
  brackets for aerospace combat (to a minimum of Short range). 
  An ASEW missile delivers no physical damage to its target. Instead, it 
  imposes a +4 to-hit modifier against all of that Squadron’s attacks until 
  the second End Phase of the capital-scale turn following the attack. If 
  the target possesses a naval C3 system (NC3 special), that system is also 
  disabled for the duration of this effect.
  AEROSPACE BOARDING ACTIONS
  Just as exceptionally large ground Elements can be boarded (see 
  Boarding Actions pp. 277-278), Large Aerospace (LA) Squadrons in 
  space can be targeted by boarding actions in an effort to capture 
  such Elements instead of destroying them outright. Accomplishing a 
  boarding action in space, however, is a far more dangerous proposition.
  The process of performing a boarding action in abstract space 
  combat follows the same rules as presented for other large vessels, 
  with the following modifications:
  Infantry Transport Squadrons
  Only small craft and DropShips are equipped to act as suitable 
  infantry transport Squadrons to perform a boarding action in space.
  Grappling
  A grappling attempt cannot be made unless the target Squadron 
  and the infantry transports are in the same zone on the same 
  Engagement Map. 
  
  263
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  the parent vessel’s controlling player 
  must use the DropShip Flight’s Skill 
  rating to resolve the weapon attack 
  itself, even though the parent vessel’s 
  Skill and Thrust are still used to make 
  the engagement Control Rolls.
  Undocking
  Undocking from a transporting 
  Squadron requires no roll for a 
  DropShip Squadron, unless the 
  Squadron currently has no Thrust. The 
  DropShip’s controlling player declares 
  its intent to undock during the parent 
  Squadron’s Movement Phase, and the 
  process is safely completed by the End 
  Phase of the same turn.
  If an undocking DropShip has no 
  Thrust, a Control Roll is needed to 
  undock. This roll uses the transporting 
  Squadron’s Skill, with a +4 target 
  modifier added due to the DropShip Squadron’s crippled nature. 
  If this roll fails, the Squadrons are still separated, but both will suffer 
  1D6 damage points and the parent vessel will reduce its docking 
  port capacity by 1 as the DropShip tears away. A DropShip damaged 
  in this manner may not attempt to dock again during the game.
  HYPERSPACE JUMPS
  Hyperspace jumps are possible only by Squadrons that are 
  equipped with functional Kearny-Fuchida hyperspace drives 
  (represented by the KF special ability). A KF-equipped Squadron 
  that has suffered a destroyed KF Drive (as a result of a Movement 
  Damage critical hit) cannot execute a hyperspace jump. If more 
  than one Flight in the Squadron has a KF-equipped Element, the 
  damaged Element may be separated from the Squadron and the 
  remaining KF-equipped Elements may execute a jump. 
  Hyperspace jumps are typically performed to bring a jump-
  capable vessel from one star system to another (See Abstract 
  Combat System or Inner Sphere at War, p. 304 and 344 respectively), 
  but Squadrons may use them for in-system jumps. KF jumps are 
  sensitive to gravitational forces, making them progressively more 
  dangerous the closer one gets to a major gravitational body, such as 
  a planet, moon, or star. This is why most JumpShip traffic arrives at a 
  safe distance far above or below the local star and off the planetary 
  orbital plane. These safe points are known as the zenith and nadir 
  standard jump points for a solar system. However, gravitationally 
  neutral points—known as non-standard or “pirate” points—are 
  often found within systems due to the interactions of the various 
  solar and planetary bodies within. 
  During a jump process, powerful energies are released that 
  are highly destructive to nearby Squadrons, especially if they are 
  also equipped with a KF drive. This fact can make attacking a KF-
  equipped Squadron a dangerous prospect for all concerned. This 
  also means that a KF drive requires a week or more of recharge time 
  before it can be used again, though lithium-fusion (LF) batteries 
  can provide vessels equipped with them the ability to execute two 
  jumps before requiring a recharge.
  Jumping In
  If a KF-capable Squadron jumps in during a scenario, it cannot 
  jump out again for the rest of the scenario unless it also has a 
  lithium-fusion battery (represented by the LF special ability). To 
  represent a jump in, the jumping Squadron’s controlling player 
  DOCKING/UNDOCKING
  DropShip Squadrons in the same 
  Capital Radar Map sector as a friendly 
  target Squadron equipped with 
  docking ports (DT# special) may 
  attempt to dock with these friendly 
  Squadrons as long as the Squadron has 
  unoccupied docking ports available. 
  Docking enables DropShips to travel 
  through hyperspace with a parent 
  JumpShip, or to exchange cargo and 
  passengers in space. 
  Docking
  A DropShip Squadron may only 
  dock with a transporting Squadron 
  if the transporting Squadron has 
  sufficient DT to carry all Elements in the 
  Squadron wishing to be transported. 
  To perform a docking maneuver, 
  the friendly Squadrons must spend 
  one full turn in the same Capital Radar Map sector. During this 
  time, neither Squadron may move out of the sector or initiate a 
  combat engagement. If either Squadron is engaged in combat, 
  both docking Squadrons are treated as if they are station-keeping 
  Squadrons until they either complete the docking maneuver or 
  abort it. (An aborted docking attempt must be restarted from the 
  beginning.)
  At the start of the Movement phase in the following turn, the 
  DropShip Squadron’s controlling player must make a docking 
  Control Roll, applying the modifiers shown in the Docking Control 
  Roll Table. Modifiers listed under DropShip Conditions apply to the 
  DropShip Squadron performing the docking action, while those 
  listed under Transporting Squadron Conditions refer to the vessel 
  or station with which the DropShip is attempting to dock. If the 
  roll succeeds, the Squadrons are safely docked. If the roll fails, each 
  vessel suffers 1D6 damage and remains undocked.
  Effects of Docking: A docked DropShip can no longer maneuver 
  effectively or engage in combat. If the DropShip successfully 
  docked while engaged in combat, the DropShip’s transporting 
  Squadron must resolve all Engagement Control Rolls on the 
  DropShip’s behalf, using its own Skill rating, Thrust value, and other 
  appropriate modifiers.
  Attacks on Docked Squadrons: A docked DropShip Squadron’s 
  attacker automatically transfers its combat engagement to the 
  DropShip Squadron’s transporting Squadron, but rolls 1D6 every 
  time it executes a successful attack against this vessel. If this 1D6 
  roll is 5 or 6, a randomly chosen Flight in the docked DropShip 
  Squadron suffers damage instead of its parent vessel. 
  Maneuvering while Docked: If a transporting Squadron with a 
  DropShip Squadron docked to it attempts to move on the Capital 
  Radar Map, the transporting Squadron must make a Control Roll, with 
  its current Thrust value added to the target number along with all 
  other appropriate modifiers. If this roll fails, for every point by which 
  the roll failed one of the docked DropShip Flights will tear free of the 
  parent vessel. Each DropShip Flight torn free in this manner suffers 
  1D6 damage points. The parent vessel also suffers 1D6 damage 
  and reduces its docking capacity by 1. A DropShip damaged in this 
  manner may not attempt to dock again during the game. 
  Attacks by Docked Squadrons: A parent vessel engaged in 
  combat while docked with DropShips may deliver attacks using 
  the docked DropShip Flight’s front-arc as a free bonus attack in 
  any turn. If using a DropShip to augment its firepower in this way, 
  DOCKING CONTROL ROLL TABLE
  Condition
  Modifier
  DropShip Conditions
  Adrift/Crippled
  +4
  Docking Collar Hit
  Docking Impossible
  Engaged in combat
  +2
  Taking Extra Time
  –1 per capital turn
  Thruster Hit
  +1 per Hit
  Squadron Size 1
  –1
  Squadron Size 3
  +2
  Transporting Squadron Conditions
  No Docking Ports
  Docking Impossible
  Adrift/Crippled
  +4
  Engaged in Combat
  +2
  
  A Squadron that fails its Control Roll fails to jump and suffers 1D6 
  damage points. It may not attempt another hyperspace jump for the 
  rest of the scenario unless it has a functioning lithium-fusion battery 
  and its KF drive remains operational. In addition to this, the failed jump 
  will cause a number of critical hits to the jumping Squadron equal to 
  the roll’s margin of failure. 
  Jump Damage to Nearby Squadrons
  Squadrons in the same zone on an Engagement Map as a KF-capable 
  Squadron when the KF-capable Squadron executes a hyperspace jump 
  will suffer damage unless they make a Control Roll when the jump 
  takes place. An additional +2 modifier applies to this Control Roll if the 
  Squadron is engaged in active combat during the turn in which this 
  occurs, to reflect the pilot or crew’s attention on the battle at hand. 
  Squadrons that only possess station-keeping drives (movement code k)  
  must apply a +4 modifier in addition to all other modifiers. 
  Squadrons that are docked with or are being transported by an 
  aerospace Squadron making this Control Roll use the roll result of their 
  transport to determine their own success.
  If this Control Roll succeeds, the nearby Squadron suffers no damage 
  from the jump. Otherwise, the aerospace Squadron (and all of the 
  Squadrons docked with or transported by it at this time) suffer 1D6 
  points of damage. 
  If the damaged Squadron has a KF drive of its own, apply another 1D6 
  points of damage to that Squadron due to the devastating interactions 
  between the jumping Squadron’s drive and that of the nearby vessel. 
  In addition, both the damaged Squadron and the jumping Squadron 
  roll 1D6; on a result of 5 or 6 their KF Drive is destroyed.
  Advanced 
  Strategic BattleForce
  Strategic BattleForce is about more than just larger numbers and 
  bigger battlefields. At this scale of play, the battle begins to move away 
  from purely tactical engagements and into larger matters of feints, fog 
  of war, and operational objectives. The following rules are meant to 
  bring these aspects of combat to the tabletop.
  Strategic BattleForce uses Alpha Strike and Alpha Strike Companion 
  as the basis for all advanced rules; only Command Phase and 
  Commands from Strategic Operations are used. Unless listed below, 
  no other advanced rules from Alpha Strike or BattleForce apply to 
  Strategic BattleForce.
  Advanced Initiative 
  Some Elements mount extensive communications or sensor packages. 
  When used properly, this equipment can provide a commander with 
  valuable battlefield insight. Conversely, some battlefield events can 
  negatively affect a Force’s ability to fight. The Initiative Modifiers Table 
  (see p. 265) summarizes these effects. Modifiers for each category are 
  cumulative. However, the modifiers within a category are not—only 
  the best (or worst) modifier is applied from each category. For example, 
  if a Force already occupies one objective in a given turn and captures 
  another during the same turn, only a +2 modifier is awarded, not a +3 
  (+2 for occupation and +1 for capture). For a more detailed version of 
  this system, see Battlefield Intelligence,  276. 
  must declare the target sector for his vessel’s arrival on the Capital 
  Radar Map during the End Phase of the turn prior to its intended arrival.
  In the following turn’s End Phase, a special Control Roll, known as the 
  Jump Roll, is made. If successful, the jump-capable vessel immediately and 
  safely materializes in its targeted Capital Radar Map sector. If the sector 
  is occupied by opposing Squadrons at this time, the vessel arrives in the 
  Central Zone of that sector’s Engagement Map and may cause damage to 
  Squadrons in that zone (see Jump Damage to Nearby Squadrons, p. 264).
  Jumping Out
  If a Squadron jumps out during a scenario, it is considered to have 
  retreated and is removed from play, unless it is executing an in-system 
  jump (see below). All Squadrons docked with or transported by a 
  Squadron that has jumped out are also removed from play.
  In-System Jumps
  In-system KF jumps are special, short-range jumps often only 
  performed by WarShips or JumpShips that have not previously jumped 
  during the scenario or which possess a Lithium Fusion Battery. To 
  represent an in-system jump, the player must first designate the target 
  sector on the Capital Radar Map in the same fashion as when jumping 
  in. For the purposes of these rules, the target jump point must be on 
  the same Capital Radar Map on which the scenario is taking place. 
  Once the target point is selected, the Squadron must make a successful 
  Jump Roll to jump out of its current sector, applying all of the relevant 
  modifiers described under The Jump Roll (see below). If the jump-out 
  succeeds, the player moves the jumping vessel into its target sector on 
  the Capital Radar Map, but must make a second Jump Roll to arrive safely 
  at this destination. All of this occurs during the same End Phase.
  If both rolls succeed, the jumping Squadron safely moves from 
  its origin sector to its destination without incident, though damage 
  to nearby Squadrons may still occur (see p. 264). If the jump-out roll 
  fails, however, the Squadron never leaves its sector of origin and 
  suffers all the normal effects of a jump failure. If the jump-in roll fails, 
  the Squadron arrives at its destination, but with all damage effects 
  appropriate to a failed jump.
  The Jump Roll
  The Jump Roll is a special Control Roll made when a KF-capable 
  Squadron executes a hyperspace jump. This roll applies all applicable 
  modifiers found in the Jump Roll Modifiers Table, with all locations 
  determined regardless of whether the Squadron is jumping in or out. 
  JUMP ROLL MODIFIERS TABLE
  Condition
  Modifier
  Attempting in-system jump
  +4
  Flight has taken 50% or more damage
  +1
  Flight has taken 75% or more damage
  +1
  Jumping Squadron moved this turn
  +1
  Capital Map centered over Strategic BattleForce map
  Peripheral Zone sectors
  +2
  Non-Peripheral Zone sectors
  +4
  Capital Map not centered over Strategic BattleForce map
  Central or Inner Zone sectors
  +0
  Middle to Peripheral Zone sectors
  +2
  
  265
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  PLAYING THE GAME
  If using the Detection and Reconnaissance Rules, a new phase 
  is introduced into play immediately after the Initiative phase 
  and before the Movement phase. In this phase, newly-detected 
  Blips Counters (see p. 232) are placed on the map and each side 
  conducts recon to reveal information about hostile Blip Counters 
  on the battlefield. The player who won Initiative goes first when 
  conducting recon. 
  Blip Counters
  Prior to the beginning of play, each Blip counter must be 
  assigned a unique number or letter corresponding to a ground 
  Formation in the controlling player’s Force. (Airborne Aerospace 
  Squadrons are not represented by Blip counters.) 
  Deployment
  Unlike in the standard rules, players do not place Formations on 
  the map at the start of game play. Instead their starting locations 
  are written down and provided to the gamemaster. 
  Until a Formation is detected (see Detection below), it makes 
  all its moves in secret, with the controlling player providing a 
  written summary of movement to the gamemaster each turn. This 
  summary must document each hex the Formation moved through. 
  VISUAL RANGES
  With a game play area spanning several kilometers, the 
  ability to see an opposing force is often obscured by more than 
  just terrain. Even on a completely flat battlefield, atmospheric 
  haze and even the horizon (for a BattleMech, this is roughly 11 
  kilometers on a Terra-sized world) can block line of sight. The 
  Visual Spotting Range Table (see p. 267) provides the distance 
  in SBF hexes at which two opposing Formations can see each 
  other with the naked eye. These conditions fall into four Visual 
  classes. Beyond visual ranges, Formations must rely on sensors 
  or aerial reconnaissance to detect enemy movement (see Step 2: 
  Reconnaissance (see p. 266). 
  For more effects of light and weather, consult the optional 
  Environmental Condition rules (see p. 280). 
  STEP 1: DETECTION 
  While visual range is limited by atmospheric conditions and the 
  horizon, sensors are capable of detecting enemy forces at much 
  greater distances. While not able to provide the exact data needed 
  for targeting or identification that they would at shorter ranges, 
  sensors allow for basic detection to let a Force know “something 
  is out there and it’s moving this way.” 
  Sensor Ranges 
  Sensor detection range is based on the sensors a Formation 
  is equipped with, as shown in the Sensor Detection Table (see p. 
  267). Sensor detection only lets a Formation know something is out 
  there, not the precise distance or direction in which the enemy lies. 
  Detecting Hostile Forces
   If a hostile Formation comes within the range of a Formation’s 
  sensors, the controlling player makes a Detection roll of 2D6 and 
  consult the Sensor Detection Results Table (see p. 267), applying 
  all appropriate modifiers to determine the results. An explanation 
  of the results follows:
   • Clean Screen: Sensors pick up nothing. 
   • Sensor Ghost: A faint sensor reading is detected, with only the 
  general direction being determined. The detecting player is 
  Detection and 
  Reconnaissance Phase 
  On the modern, strategic-scale battlefield, units able to travel 
  fifty to a hundred kilometers an hour or more and fighting over 
  a space of many kilometers can quickly render even the most 
  accurate intelligence reports useless. In Strategic BattleForce, 
  information is ammunition, and neither side knows where the other 
  is until sensors or the Mk I eyeball pick them up. Even then, details of 
  an enemy Formation is unknown until an accurate reconnaissance 
  (Recon Scan) is made. Attacking an enemy, or even approaching 
  one, before conducting recon is a good way to accidentally stumble 
  into an assault company you were hoping to avoid.
  Gamemaster: Strategic BattleForce is best played with a 
  gamemaster or neutral third-party. This allows for true blind 
  deployment and movement when outside sensor detection 
  ranges. If a gamemaster is not available, players should place all 
  Formations on the game map as Blip counters and skip to Step 2: 
  Reconnaissance (see p. 266). 
  INITIATIVE MODIFIERS TABLE
  Special Ability
  Modifier
  MHQ3
  +1
  MHQ3 + 4 or More Elements with Recon
  +2
  MHQ7
  +2
  MHQ7 + 4 or More Elements with Recon
  +4
  Battlefield Modifier
  Modifier
  Objective Occupied
  +1*
  Objective Captured
  +2*
  Opponent’s Tier Four Command Unit Destroyed
  +2*
  Opponent’s Tier Three Command Unit Destroyed
  +1*
  Leadership Modifiers
  Modifier
  Field Commander
  +Tier†
  Command Unit has Battle Computer Quirk
  +2**
  Force Status Modifiers
  Penalty
  ≥ 50% of Forces Broken
  –1
  ≥ 50% of Forces Routed
  –2
  ≥ 50% of Forces Destroyed
  –3
  Force Has No Elements With Recon
  –1
  Headquarters Occupied
  –2‡
  Headquarters Captured
  –4‡
  *Applies to the following turn only.
  †Unit must have at least one functional Element. Points are awarded for the highest 
  tier of command only.
  ‡Applies to the Headquarters Counter only, not Mobile Headquarters (MHQ).
  **One Element in the Force’s Command Unit must have this Design Quirk (see p. 
  193-199, SO). This modifier is only applicable if the Command Unit has normal 
  or better morale (see Morale, p. 242).
  
   • Scan Interference: Something is interfering with the scans. The 
  hostile Formation remains a Blip counter. 
   • Mixed signals: The scan is inconclusive. Only the hostile 
  Formation’s Type and Size are known (The Blip Counter should 
  be flipped over to reveal the formation side type).
   • Partial Scan: The hostile Formation’s Type, Size, and MP are known. 
  The individual Elements are known, but not specific variants.
   • Full Scan: Full details on the hostile Formation are known. The 
  Formation’s record sheet is placed on the playing surface and can 
  be viewed by the opposing player.
  Simple Reconnaissance Rules
  To speed up game play, players can replace the above rules with the 
  following procedures. Roll 2D6 and apply any appropriate modifiers 
  from the Reconnaissance Modifiers Table. On a result of 7 or higher, the 
  Formation is fully scanned. The Formation’s record sheet is placed on 
  the playing surface and can be viewed by the opposing player.
  Aerial Recon
  Aerospace Squadrons can provide a strategic advantage to one 
  or both sides of a conflict, while a friendly satellite in orbit can 
  be nearly as valuable as the encryption codes to the opposing  
  commander’s headquarters. 
  Aerospace Detection: Under Visual 1 or 2 conditions, any 
  Aerospace Squadron in the Inner or Central Zone of the Atmospheric 
  Radar Map (see Strategic Aerospace, p. 245) may provide detection or 
  reconnaissance information.
   An aerospace Squadron that spends one turn in the Inner or Central 
  Zone without engaging or being engaged in air-to-air or air-to-ground 
  attacks will provide the location of all hostile Formations on the battlefield. 
  This only provides sufficient information to place Blip counters on the 
  playing area and will not detect Formations submerged in water or in 
  urban, ultra-heavy woods or jungle terrain. Under Visual 3 conditions, the 
  aerospace Squadron must be in the Central Zone to provide detection. 
  Under Visual 4 conditions, detection is limited to four hexes on either side 
  of the Squadron’s flight path across the playing area. 
  Aerospace Squadrons with the PRB or RCN special abilities are 
  treated as operating under Visual 1 conditions. 
  Aerospace Recon: An aerospace Squadron that enters the Central 
  Zone may conduct a Recon Scan on Blip counters. A Squadron wishing 
  to conduct a Recon Scan may not engage or be engaged in air-to-air 
  combat, and may not conduct air-to-ground attacks. Squadrons may 
  make one Recon Scan attempt every eight hexes along their flight path 
  on the game map. The Blip counter targeted by its Recon Scan must be 
  within in Sensor Detection range (see p.) of the Squadron’s flight path. 
  Squadrons with the PRB or RCN special ability may conduct as many 
  Recon Scans as they wish, though may only attempt a single scan per 
  Blip counter, per turn. 
  Space-based Detection: Any Squadron containing a Satellite with 
  the RCN special ability, a DropShip, WarShip or a Space Station may be 
  used to detect hostile ground Formations. 
  The aerospace squadron must be in the Inner Zone of the Capital-
  Scale Radar Map (see Strategic Aerospace, p. 245) and may not be 
  engaged in combat in order to conduct Detection rolls. In any turn 
  when these requirements are satisfied, the detecting Squadron rolls 
  2D6 with a Target Number equal to their Skill Rating +3. On a Margin 
  of Success of 0-2, Blip counters are placed on the map for all hostile 
  Formations (see Aerospace Detection, above, for limitations). On a 
  Margin of Success of 3 or more, the direction of movement for each 
  Blip counter is also known. 
  only able to determine enemy Formation is “in front of” or “behind” 
  their Formation. This is described as the arc covered by the front 
  3 hexsides, or the arc covered by the back 3 hexsides of the 
  Formation, as determined by the gamemaster).
   • Sensor Ping: A solid enough reading to determine the precise 
  heading of the contact. The gamemaster would indicate the exact 
  hex row in which the hostile Formation is located.  
   • Solid Lock: A solid sensor return indicates the exact hex the hostile 
  Formation occupies. Place a Blip counter in the appropriate hex. 
  To determine the nature of a Blip counter, a Force must conduct 
  a successful Recon attempt (see Step 3: Recon Scan below). 
   • Partial Scan: The Formation’s Type, Size, and MP are known (The 
  Blip Counter should be flipped over to reveal the formation side).
   • Full Scan: The sensors are operating above specs, or the operator 
  is on their game, and full information on the hostile Formation 
  is revealed. Treat this result as a having made a successful Recon 
  Scan with a result of Full Scan (see Step 3: Recon Scan below). 
  Detecting at Visual Range: If a hostile Formation enters visual range, a 
  Blip counter is always placed on the map, regardless of any Detection rolls. 
  However, to determine the nature of a Blip counter, a Force must conduct 
  a successful Recon Scan (see Step 3: Recon Scan below). 
  Simple Detection Rules
  To speed up game play, players can make Detection rolls a simple 
  2D6 roll, applying any appropriate modifiers from the Sensor Detection 
  Modifiers portion of the Sensor Detection Results Table (see p. 267). A 
  roll of 7 or higher is considered a success and a Blip counter is placed 
  on the map. 
  STEP 2: RECONNAISSANCE
  Once a hostile Formation is detected, it appears only as a Blip 
  counter, and little is known about it until more information is acquired. 
  There are two ways to gain additional information on a Blip counter: 
  Visual Identification and Recon Scan (see Step 3: Recon Scan below) 
  Visual Identification
  Once a Blip counter enters visual range, a Formation may identify 
  the makeup of the enemy Formation through visual analysis. Any turn 
  a Blip counter is in visual range of a Formation, roll 2D6 and consult the 
  Reconnaissance Results Table (see p. 267) using the Visual ID column 
  for results. 
  A Blip counter that enters the same hex as another Formation is 
  automatically identified with an Eyes on Target result. 
  Each Formation may make one Visual Identification roll per Blip 
  counter in visual range. 
   • Where?: The Formation is using natural cover, or the detecting 
  Formation needs glasses. The hostile Formation remains a  
  Blip counter. 
   • Something’s Out There: Only the hostile Formation’s Type is known. 
   • I got something!: The hostile Formation’s Type and Size are known.  
   • Eyes on Target: The hostile Formation’s Type, Size, and MP are 
  known. The individual Elements are known, but not specific variants. 
  STEP 3: RECON SCAN
  A Formation may attempt a Recon Scan on any Blip counter in 
  sensor range. A Formation must spend 1 MP to attempt a Recon Scan; 
  a Formation may make as many scans in a turn as it has MP to spend. 
  To attempt a Recon Scan, the controlling player rolls 2D6 and consults 
  the Reconnaissance Results Table (see p. 267) using the Recon Scan 
  column for results. 
  
  267
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  VISUAL SPOTTING RANGE TABLE
  Maximum Visual Range (In Hexes)
  Light/Weather Condition
  BattleMech/Vehicle*
  Infantry
  Aerospace (all types)†
  Visual 1: Daylight (no conditions)
  4
  2
  Inner Ring
  Visual 2: Light to Heavy Fog/Rain/Snowfall/Downpour/ 
  2
  1
  Inner Ring
  Visual 3: Sleet/Blowing Sand/Dusk/Dawn
  1
  1
  Central Zone
  Visual 4: Blizzard/Moonless Night/Pitch Black
  0
  0
  4 hexes
  *Includes grounded aerospace (but not Large Aerospace). 
  †Must be on the Radar Map (see p. 245). Detection is listed based on the ring or zone the aerospace Formation can occupy and still visually spot Formations on the Ground Map. 
  Searchlights: Formations with the SRCH special ability may add 1 hex distance in Dusk, Dawn, Moonless Night and Pitch Black visual conditions. 
  SENSOR DETECTION RANGE TABLE
  Sensor Type*
  Detection Range in 
  Hexes
  Beagle Active Probe (PRB)
  8
  Bloodhound Active Probe (BH)
  10
  Clan Active Probe/ EW Equipment
  9
  Clan Watchdog/ Light Active Probe
  6
  BattleMech Sensors†
  6**
  Vehicle and Battle Armor Sensors≠
  5**
  *Use the best sensors available to the Formation. 
  **Formations with the RCN special ability add 2 to their basic sensor detection 
  ranges. RCN does not extend the range of any probe special abilities. 
  †Includes IR, Radar, Magscan and Siesmic. 
  ≠Includes Support Vehicles and all vehicle sensor systems
  RECONNAISSANCE RESULTS TABLE
  Die Roll
  Recon Scan
  Visual Identification
  2-3
  Scan Interference*
  Where? 
  4-5
  Mixed Signals
  Something’s out there
  6-8
  Partial Scan
  I got something!
  9-12
  Full Scan
  Eyes on the target.
  *On an unmodified roll of 2 the attempt fails, and the Formation making the recon 
  attempt is identified as if a Full Scan was successful on it.
  RECONNAISSANCE MODIFIERS
  Condition
  Modifier
  Recon Scan
  Formation has RCN
  +1
  Formation has PRB or BH
  +1
  Target has ECM or AECM
  –1*
  Visual Identification
  Visual 2 Conditions†
  –1
  Visual 3 Conditions †
  –2
  Visual 4 Conditions †
  –3
  Both
  Every 1 hex under maximum sensor/visual range
  +1
  Target is in the same hex
  +2
  Target is in Light Woods/Jungle
  –1
  Target is in Heavy Woods/Jungle
  –2
  Target is in Light Urban‡
  –2
  Target is in Medium Urban‡
  –3
  Target is in Heavy Urban‡
  –4
  Target is in Hardened Urban‡
  Undetectable**
  Detecting Formation is Shaken
  –1
  Detecting Formation is Broken
  –3
  Detecting Formation is Routed
  –6
  *Nullifies PRB bonus for ECM and BH bonus for AECM
  **Undetectable targets may only be revealed if they engage in Engagement Control or Combat 
  †See Visual Ranges (see p. 265)
  ‡See Terrain rules (see p. 234)
  SENSOR DETECTION RESULTS TABLE
  Die Roll
  Result
  2
  Clean Screen
  3-4
  Sensor Ghost
  5-6
  Sensor Ping
  7-9
  Solid Lock
  10-11
  Partial Scan
  12
  Full Scan
  SENSOR DETECTION MODIFIERS
  Detection Modifiers 
  Modifier*
  Target Formation has ECM, WAT, LCEM
  –1**
  Target Formation has AECM
  –2**
  Target Formation has STL, MAS or LMAS
  –2†
  Every 1 hex under maximum sensor range
  +1††
  *Modifiers are not cumulative
  **If detecting Formation has BH special ability, reduce modifier by 1 (so a -2 
  becomes -1)
  †If the target Formation also has AECM the modifier is -3
  ††Up to a maximum modifier of –4. 
  
  Splitting Units
  A Formation may be split into individual Units. This can occur for a 
  variety of tactical or strategic reasons. 
  As with Detaching Units, an appropriate miniature (or other counter) 
  is added to the board to represent each Unit, and the information is 
  noted on the Formation’s record sheet. Each Unit moves and attacks 
  as a single-Unit Formation. Normal stacking limits apply for split Units, 
  which are treated as Formations for the purposes of stacking.
  In an effort to quickly acquire his objectives, Aaron splits two 
  of his Trinaries. He now has six independent Units; Aaron puts 
  additional miniatures on the battlefield and notes on his record 
  sheets that these Formations have been split.
  Re-Forming Formations
  Formations must re-form in their original configurations; detached 
  Units may only re-join their parent Formations, and split Units may 
  only reunite with other Units from their original Formation. Use Ad-
  Hoc Formations if the Units come from different original Formations. 
  To re-form a Formation, all surviving Units must be in the same hex 
  during the End Phase of the current turn (this is an exception to the 
  Stacking limit rules and may only be done if the Units are re-forming). 
  The re-formed Formation suffers -1 MP in the following turn. 
  The change is noted on the record sheet, and the extra miniatures are 
  removed from the field. It may be necessary to replace the Formation’s 
  miniature if the re-Formation results in a change in weight class.
  Ad Hoc Formations
  Players may create ad hoc Formations on the fly from any available Units. 
  For example, two Units from one formation may join with sole surviving 
  Units of two other Formations to form a new, four-Unit Formation. Because 
  a new record sheet must be prepared for the Formation, this option slows 
  down game play and should be used with caution.
  Additionally, the controlling player must determine the new 
  Formation’s position in the Chain of Command. An ad hoc Formation 
  reports to the superior Formation to which most of its Elements report. 
  If a majority does not exist, then any superior Formation to which a 
  Unit reported may serve as the ad hoc Formation’s superior Formation.
  To create an ad hoc Formation, the Units involved must be in the 
  same hex (or adjacent hexes) during the End Phase of the current turn. 
  A record sheet must be prepared for the new Formation, and excess 
  miniatures representing the previous individual Units are removed from 
  the field. The new Formation may take no actions for one complete 
  game turn. It may be necessary to replace the Formation’s miniature if 
  the ad hoc assembly results in a change in its weight class.
  Separation Limits 
  For aesthetic or game play reasons, players may wish to impose a 
  limit on the number of Units that may detach or split. This limit is usually 
  the same for both Forces.
  EVADING
  All Formations may choose to use Evasive movement (not to be 
  confused with the Engagement Control Roll option of Evade) during the 
  Movement Phase. Evasive movement does not change the Formation’s 
  normal Move or Thrust rates or terrain restrictions, but an evading unit 
  cannot execute attacks of any kind. In exchange, all attacks against 
  the evading Formation will apply an additional to-hit modifier based 
  on the unit’s Skill rating, as shown in the Evading Target Movement 
  Modifiers Table.
  LOSING CONTACT
  As Formations move about the battlefield, they move in and out 
  of visual and sensor ranges. The following rules cover losing contact: 
  Out of Range: At the end of the Movement Phase, all Formations 
  should check to see whether there are any hostile Formations within 
  sensor range (based on hostile Formation’s sensors). If a Formation 
  is not in sensor range of any hostile Formation, then the Formation 
  is either removed from the game board (if using a gamemaster) or 
  turned into a Blip counter. If this Formation moves back into sensor or 
  visual range, it must be detected and identified again (see Detection 
  and Reconnaissance Phase, p. 265). 
  Urban Hex: A Formation that enters an Urban hex may also fall out 
  of sensor contact. Whenever a Formation enters an Urban hex, reroll 
  Visual ID and Recon Scan with all appropriate modifiers. A result of 6 or 
  less results in the Formation reverting to a Blip counter. A Blip counter 
  entering an Urban hex rerolls its sensor scan. A result of 6 or less results 
  in the Blip counter being removed from the playing area.
  Advanced  
  Movement Options
  ADJUSTING FORMATIONS
  Units operate as members of a Formation in order to speed game 
  play at the expense of flexibility. Players may elect to detach Units 
  from a given Formation, or split a Formation into individual Units. 
  However, both approaches may significantly affect the speed of 
  game play as they put more Units onto the field. Additionally, the 
  presence of additional Units may make it more difficult to determine 
  where the component Units of a Formation are for located purposes 
  of executing commands. 
  Adjusting Formations is done during the End Phase of a turn. A player 
  may begin play with any number of their Formations already split or 
  detached unless otherwise dictated by the scenario.
  Detaching Units
  Up to 50 percent (rounding down) of a Formation may be detached 
  for independent operations. These Units may operate together or 
  separately, but this decision must be made at the time the Units are 
  detached. For example, a standard company may detach up to one 
  Unit, which may operate independently of its parent Formation or 
  alongside it.
  An appropriate miniature (or other counter) is added to the board 
  to represent the detached Unit, and the detachment is noted on the 
  Formation’s record sheet. Detached Units move at the same time as 
  their parent Formation, but may move and attack independently. 
  Normal stacking limits apply for detached Units, with a Unit being 
  treated as a Formation for the purposes of stacking.
  Alice’s company Formation consists of Assault, Battle and Fire 
  Support Units. Upon reaching one of her objectives, she decides to 
  detach the Battle Lance to hold the objective while she presses on 
  with the Assault and Fire Support lances. In the End Phase, Alice 
  declares that she will detach the Battle Lance and notes this on her 
  Formation record sheet. She adds a new miniature to the field to 
  represent the Battle Lance.
  
  269
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Units as Cargo: Many larger civilian DropShips have thousands 
  of tons of cargo space available. While designed for consumer 
  goods, this space may be converted to carry Formations as cargo. 
  Each Formation transported in this fashion occupies 110 percent of 
  its weight in cargo space. The extra weight represents extra material 
  used to protect the Formation during transport. To be transported, 
  a unit’s weight must not exceed the capacity of the cargo bay (CT# 
  or CK#).
  Units transported in this fashion are not combat ready and may 
  not mount or dismount, or launch or recover; instead, they must 
  be unloaded as regular cargo. As cargo bay doors are not designed 
  with military machines in mind, only one unit (regardless of size) 
  may be loaded or unloaded per turn. Units unloaded in this fashion 
  are combat ready after 3 turns.
  Advanced Terrain 
  For simplicity, standard Strategic BattleForce limits the terrain 
  types available. The following Advanced Terrain rules allow greater 
  flexibility in game play. 
  Some terrains familiar to BattleTech players (such as magma) do 
  not appear in these rules. These have been intentionally omitted 
  because their impact within a larger 500-meter hex is either minor 
  (combat is rarely fought on an active volcanic plain) or is already 
  sufficiently covered by another terrain type. 
  Prohibited Terrains: Certain unit types—or those lacking 
  specific equipment—may be prohibited from entering certain 
  terrain types. These prohibited terrain types and movement 
  restrictions are defined in the Advanced Terrain Movement Costs 
  Table. Unless stated otherwise, these prohibitions apply only if 
  the Formation in question attempts to move through the terrain. 
  Formations that can elevate themselves such terrain (such as 
  aerospace units and VTOLs in flight) will ignore these prohibitions 
  as long as they remain above the terrain’s level.
  BRIDGES
  Bridges, like buildings, possess a Construction Factor (CF) that 
  reflects their overall strength and stability. This CF can be any 
  value from 1 to 50. If a bridge suffers damage from attacks or other 
  conditions, the damage points are subtracted from its CF value. A 
  bridge reduced to a CF of 0 is destroyed.
  Weight Limits: As the bridge’s current CF value also represents 
  its weight capacity, the CF value of the bridge corresponds to the 
  maximum Size of Formations that may safely cross that bridge. A 
  bridge with a CF of 21 or more may support Formations of Size 4. 
  Bridges with a CF of 20 or less may only support Formations up to 
  Size 3. A bridge that has a CF of 10 points or less may only support 
  Formations up to Size 2. Bridges of 5 CF or fewer may only support 
  Size 1 Formations.
  If a Formation that exceeds a bridge’s Size limit attempts to use 
  it, the bridge immediately collapses once the Formation moves 
  onto it. The player rolls a 1D6. On a result of 1-2, the Formation 
  LEAD Unit falls. On a result of 3-6, randomly determine which of the 
  remaining Units falls. The falling Unit will take 1 point of damage 
  for every level distance between the starting level and destination 
  level. If the unit falls into prohibited terrain as a result of a bridge 
  collapse, it is destroyed.
  BUILDINGS (URBAN HEXES)
  See Urban Hexes, (pp. 285-288).
  HULL DOWN
  Non-infantry Formations may benefit from existing Infantry field 
  fortifications (see p. 290). A Formation may spend one-half of its 
  movement (rounding up) to enter the Infantry field fortification. A 
  Formation that has taken cover in a Fortified Position and has not 
  expended any movement in a turn loses its TMM. 
  Formations that are hull down receive a +1 to-hit modifier and 
  divide all damage received by two (rounding down).
  SPRINTING
  A Formation may move at Sprint speed; by doing so, the 
  Formation may multiply its current Move by 1.5 (rounding up). Thus, 
  a unit with a Move of 6 would have a Move of 9 when sprinting 
  (6 x 1.5 = 9).
  A sprinting unit may not make attacks. Attacks against Sprinting 
  units receive an additional –1 to-hit modifier. 
  MOVEMENT DICE 
  The Movement Dice rules from Alpha Strike Companion (see p. 
  12, ASC) are an option for standard rules for SBF game play. 
  TRANSPORTING NON-INFANTRY FORCES
  Non-infantry ground Formations may mount or dismount 
  another friendly Formation able to carry them.  Each DOOR special 
  ability allows a transporting Formation to load one Unit per turn. 
  The entire Formation must Mount or Dismount at a cost of 4 MP. A 
  Formation with an MP value of less than 4 must expend its entire 
  MP to Mount or Dismount, and may not otherwise move in the 
  turn it does so. 
  The following rules apply to transport units, DropShips and Small 
  Craft. They do not apply to the transport of infantry units by units 
  with the Infantry Transport (IT#) special ability (see Transporting 
  Infantry, p. 236). As with Transporting Infantry, the transporting 
  Formation must be able to carry the entire carried non-infantry 
  Formation. The carried Formation may be split among the Units of 
  the transporting Formation, so long as all Elements of the carried 
  Formation can be transported. 
  Ground Unit Transport: All non-aerospace Formations are 
  considered ground Formations for the purposes of mounting or 
  dismounting a transport Formation. Formations may not dismount 
  into prohibited terrain. Mounting and dismounting must be 
  performed during the Ground Movement Phase. 
  Mounting: Formations may only mount a transport Formation 
  from an adjacent hex. It costs the mounting unit 4 MP to enter the 
  transport Formation.
  Dismounting: It costs the dismounting Formation 4 MP to exit 
  the transport unit. The dismounting Formation is placed in an 
  adjacent hex to the transport Formation. If it has MP remaining 
  after dismounting, it may move as normal. Any attacks made in 
  the turn it dismounted suffer a +1 to-hit modifier. 
  EVADING TARGET MOVEMENT 
  MODIFIERS TABLE
  Evading Formation’s Skill
  To-Hit Modifier
  Skill 6-8
  +1
  Skill 5
  +2
  Skill 3-4
  +3
  Skill 1-2
  +4
  
  In the event of missed attacks against a Formation in a Heavy 
  Industrial hex, roll 2D6. On a result of 7 or higher an unintended 
  explosion occurs. If an explosion occurs, roll 1D6. On a result of 1, no 
  damage is suffered by either Force. On a result of 2-5 the targeted 
  Formation takes 1 point of damage per Unit; if the attacker was at 
  Short range, the attacker takes equal damage. On a result of 6, all Units 
  in the targeted Formation are damaged; divide the damage equally 
  among the Units in the Formation. If the attacker was at short range, 
  the attacker takes equal damage. 
  DEEP SNOW
  Any ground Formation moving into or through deep snow may 
  become stuck in such terrain per the rules for Bogging Down (see p. 272).
  HEAVY INDUSTRIAL
  A Heavy Industrial hex represents an extreme Urban hex, such as a 
  factory facility or massive power complex. Heavy Industrial is therefore 
  treated like a Hardened Urban hex (p. 285) for purposes of movement 
  and line of sight. 
  ADVANCED TERRAIN MOVEMENT COST TABLE
  Terrain Type
  Move Cost per Hex
  Prohibited Movement Mode/Unit Type
  Base Move
  1
  —
  Clear
  +01
  Naval, Rail
  Paved/Road/Bridge
  +02
  Naval, Rail
  Woods
  Light17
  +13,4
  Air, Naval, Rail
  Heavy17
  +23
  Vehicles
  Ultra-Heavy
  +3
  All except Infantry
  Water
  Surface Only
  +0
  All except Hover, Naval, WiGE5
  Depth 0
  +0 
  Ground, Infantry6, 
  Depth 1
  +17
  Ground, Infantry6, IndustrialMechs8
  Depth 2
  +67
  Ground, Infantry6, IndustrialMechs8
  Depth 3+
  +87, 9
  Ground, Infantry6, IndustrialMechs8
  Rapids
  +1
  As Water of appropriate Depth 
  Level Changes (up or down)10
  1 level
  +1 (’Mechs, VTOLs, submarines, ProtoMechs) 
  +2 (infantry, ground vehicles)
  2 levels
  +2 (’Mechs, VTOLs, submarines)
  3+ levels
  +1/level (VTOLs, submarines)
  Urban Hexes (Buildings)17
  Light
  +111
  Air, Naval, Rail
  Medium
  +211
  Air, Naval, Rail
  Heavy
  +311
  Air, Naval, Rail
  Hardened
  +411
  Air, Naval, Rail
  Heavy Industrial
  +0/+113
  Naval, Rail
  Ice
  +112
  Naval
  Jungle
  Light17
  +24
  Heavy17
  +3
  Vehicles
  Ultra-Heavy
  +4
  All except Infantry
  Mud
  +112
  Naval, Rail
  Rail
  +0/+114
  Naval
  Rough17
  +14
  Naval, Rail
  Ultra Rough17
  +24
  Naval, Rail
  Rubble17
  +14
  Naval, Rail
  Ultra Rubble17
  +24
  Naval, Rail
  Sand
  +0/+112, 15
  Naval, Rail
  Swamp
  +1/+212, 16
  Naval, Rail
  Tundra
  +012
  Naval, Rail
  
  271
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  JUNGLE
  Jungle hexes are treated as woods hexes, including modifiers 
  for Line of Sight and Ultra-Heavy varieties. 
  MUD
  Terrain classified as mud reflects areas in which the soil is soft 
  and wet enough to bog down vehicular and ’Mech units. All ground 
  units moving through mud terrain (unless the Formation employs 
  all hover, VTOL, or WiGE movement types) may become stuck. See 
  Bogging Down (p. 272).
  A spheroid-type aerospace unit (small craft or DropShip) that 
  attempts to land in mud terrain automatically converts the mud 
  in its landing area into rough terrain.
  ICE
  In Strategic BattleForce, ice hexes are considered Frozen Solid, 
  and only provide a modifier to movement due to Formations 
  moving cautiously. 
  Mobile structures automatically break any ice hex they traverse, 
  suffering 1 point of damage from the fall. 
  Due to their thrusters and great mass, any spheroid-type small 
  craft and all DropShip Units automatically break any ice hexes in 
  which they attempt to suffering 1 point of damage. Aerodyne 
  DropShip may not move for the remainder of the scenario.
  Naval units cannot move on ice, and submersible naval units may 
  not operate in the water below as the ice is considered Frozen Solid. 
  ADVANCED TERRAIN MOVEMENT COST TABLE (CONTINUED)
  Note: Airborne units (including Air vehicles and Aerospace units) ignore all terrain conditions until they attempt to occupy the same space and level of them (including attempts 
  to land or liftoff). If airborne units attempt to enter terrain prohibited to them, treat the result as a crash.
  1+1 MP cost for wheeled support vehicles without Off-Road (ORO) special ability. 
  2All Tracked or Wheeled units gain an extra 2 of MP on any turn where the unit spends its entire Move on this terrain.
  3Infantry units reduce MP cost to enter this terrain by 1 (to minimum of +0).
  4Wheeled and Hover may enter but must pay 3 movement points per hex reflecting their carefully moving through the clear terrain of the hex. 
  5Wheeled or Tracked vehicles with the Amphibious (AMP) special ability can move on water surfaces at a MP cost of +1.
  6Infantry units can move through water of any Depth only if they have the UMU special ability.
  7This is the cost to move along the bottom of a water area. No additional cost applies if using submarine movement.
  8IndustrialMechs can only enter water of depth 2 or greater if they have the environmental sealing (SEAL) special ability.
  9Non-submarine units at this depth (including units with UMU special) may suffer damage.
  10Infantry, ground vehicles, ProtoMechs, and WiGEs may not perform level changes greater than 1 level per 1 hex traveled. ’Mechs may not make level changes over 2 
  levels per 1 hex traveled unless using Advanced Movement Modes.
  11Infantry units do not pay any additional Move cost for Buildings; ProtoMechs pay only +1 MP for all Buildings 
  12Units in this terrain type may bog down and/or suffer damage. See Bog Down rules, p. 272.
  13Only ’Mech units apply the +1 MP cost in this terrain; all other units in this terrain apply +0 MP cost.
  14Rail units in this terrain must move along the rail and pay +0 MP cost. All other units apply the +1 MP cost.
  15Only infantry units and wheeled units without the Dune Buggy (DUN) special apply the +1 MP cost in this terrain.
  16Only ’Mech and ProtoMech units apply the +1 MP cost in this terrain; all other units in this terrain apply +2 MP cost.
  17BattleMechs with the LG special reduce the MP cost by 1 per hex in this terrain type.
  Unit Types Key
  ’Mechs
  Includes BattleMechs and IndustrialMechs
  ProtoMechs
  ProtoMech units only
  Infantry
  Includes conventional infantry and battle armor
  Vehicles
  Includes all motive types covered by Air, Ground, and Naval
  Air
  Combat or support vehicles with VTOL or WiGE movement types
  Ground
  Combat or support vehicles with wheeled, tracked, hover, WiGE, or rail movement types
  Naval
  Combat or support vehicles with naval or submarine movement types
  Hover
  Combat or support vehicles with hover movement type only
  Rail
  Combat or support vehicles with rail movement type only
  Sub
  Combat or support vehicles with submarine movement type only
  Tracked
  Combat or support vehicles with tracked movement type only 
  VTOL
  Combat or support vehicles with VTOL movement type only
  Wheeled
  Combat or support vehicles with wheeled movement type only
  WiGE
  Combat or support vehicles with WiGE movement type only
  Aerospace
  Includes conventional fighters, aerospace fighters, small craft, and DropShips
  
  BOGGING DOWN
  When a Formation enters certain terrain types as noted above, it 
  must attempt to escape becoming bogged down. Any time a Formation 
  starts its movement in a terrain hex or enters a terrain hex that may 
  cause it to become bogged down, and for each full hex of the same 
  terrain type through which the Formation passes, its controlling player 
  must make a 2D6 roll with a target number equal to the Formation’s 
  Skill Rating plus 1. Formations within which all Units possess the JUMP 
  special may add the JUMP rating for the Unit with the lowest JUMP as 
  a positive modifier to their roll (for example, a Formation comprised 
  of Units with JUMP 2, 3, and 4, would add +2 to their roll based on the 
  lowest JUMP rating being 2).
  If this roll fails, the Formation ends its Movement Phase immediately, 
  and is stuck at the point in the terrain it had just traversed when the 
  roll failed. A roll of 2 is always considered a failure, even if the target 
  number is 2 or less. 
  Escaping once bogged down requires a new bogged down check at 
  the start of the Formation’s next movement phase. If this roll fails, the 
  unit remains bogged down during that turn, and attacks against it will 
  ignore its usual target movement modifier. Otherwise, the unit escapes 
  and may move normally. Any unit that uses hover or WiGE movement, 
  and any VTOL or aerospace unit that does not land in terrain that can 
  bog down ground units, may ignore these rules.
  Tundra, deep snow and mud terrain apply a +1 modifier to the target 
  number to avoid bogging down.
  RAILS
  Traveling on rails allows a Formation to treat all hexes the rail passes 
  through as clear terrain. 
  ROUGH, ULTRA
  Ultra-rough terrain represents a variety of truly shattered landscapes, 
  including ultra woods/jungles that have been reduced to rough ground.
  RUBBLE, ULTRA
  Ultra rubble terrain represents destroyed buildings made of the 
  hardest, military-spec materials, making such an area exceptionally 
  difficult to navigate. Destroyed Castles Brian and crashed WarShips 
  are examples of ultra rubble.
  SWAMP
  All Formations that use ground movement (not including hover, 
  VTOL or WiGE movement types) moving into or through swamp terrain 
  may get stuck (see Bogging Down, p. 272).
  Units that use VTOL, WiGE, or aerospace movement (other than 
  DropShips) automatically become stuck in swamp terrain if they 
  attempt to land in it. DropShips that land in swamp terrain check for 
  bogging down in the same way as a ground vehicle.
  TUNDRA
  Tundra terrain represents a mix of shallow soils, low-growing 
  vegetation, and permafrost that can present a treacherous 
  environment for heavy units, especially once the battle starts. To 
  reflect this, all ground units except for those using hover, VTOL and 
  WiGE movement types may become stuck in tundra terrain (see 
  Bogging Down, p. 272).
  WATER (EXTREME DEPTH)
  Any water terrain of 15 depths or more is considered to be 
  of extreme depth. In extreme depths, any Formation that is not 
  specifically a submarine—including BattleMechs and other non-
  submarine units, even those with the UMU special ability—must 
  make a critical hit check at the end of any Movement Phase in 
  which it enters or remains at such depths. Apply all critical hit 
  effects immediately, before the Combat Phase. If a unit entering 
  or operating at extreme depths does not have a critical hit check 
  appropriate for its type—such as infantry units with the UMU 
  special—apply 1 point of damage to the unit instead.
  WOODS (EXPANDED)
  Standard Strategic BattleForce includes only one “type” of woods 
  terrain. At the advanced level of play, woods come in three levels of 
  density: light, heavy, and ultra-heavy. 
  Light Woods: Light woods are treated as standard Strategic 
  BattleForce woods (see p. 236). 
  Heavy Woods: Heavy woods are harder to see through than light 
  woods and cost more Move per hex. Combat in heavy woods has a 
  maximum range of Medium. If a Formation is in an adjacent hex to 
  heavy woods, it is only in LOS if it chooses to declare an attack first. 
  Ultra-Heavy Woods: Ultra-heavy woods are the most difficult 
  of the woods terrain types to see and pass through. Combat in 
  an ultra-heavy wood has a maximum range of Short. A Formation 
  in an ultra-heavy wood hex may not make any direct attacks into  
  adjacent hexes. 
  ADVANCED TERRAIN  
  TO-HIT MODIFIERS TABLE
  Advanced Terrain Modifiers
  Terrain
  Modifier
  Underwater
  +1*
  Woods
  Light
  +1
  Heavy
  +2
  Ultra-Heavy
  +3
  Buildings
  **
  Heavy Industrial
  +1
  Jungle
  Light
  +1
  Heavy
  +2
  Ultra-Heavy
  +3
  Planted Fields
  +1†
  Target Movement Modifiers
  Target
  Modifier
  Is Bogged Down
  ‡
  *Only if attacker is also underwater (or is on the water surface and 
  using TOR special); all underwater ranges are halved.
  **Buildings block Light of Sight, providing either partial or full cover 
  as a hill of equivalent size.
  †Apply an additional +1 to-hit modifier if target is an Infantry unit.
  ‡Treat bogged down target as if it has a Target Movement Modifier 
  of +0.
  
  273
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  not employ spotters, and apply the Direct-Fire Artillery modifier 
  as shown in the Artillery To-Hit Modifiers Table. In addition, a 
  direct-fire on-board artillery attack must also apply the standard 
  weapon attack modifiers for intervening terrain and—if the target 
  is a unit—the target’s type and movement modifiers. (Immobile 
  target modifiers are never applied to a direct-fire attack; use a 
  +0 target movement modifier for immobile targets of direct fire 
  artillery attacks.) 
  Indirect Fire, Artillery: Indirect fire is considered to be the 
  standard means of firing an artillery weapon. All artillery attacks 
  outside a 2-hex range, and any attacks under 2 hexes not using 
  direct fire, must apply the indirect-fire artillery attack to-hit 
  modifier. Indirect-fire artillery attacks can benefit from spotters, 
  but does not require them to make the attack (unlike standard 
  Indirect Fire (IR)). Indirect artillery attacks do not apply range band 
  or terrain modifiers.
  Artillery Spotters: If a friendly unit has line of sight to the target 
  hex, it can provide the spotter modifiers as shown on the Artillery 
  To-Hit Modifiers Table. Unless an artillery weapon attack is being 
  made against the same point of impact repeatedly (see below), 
  artillery spotter modifiers may apply only when the spotting occurs 
  in the same turn that the attacking artillery weapon is fired, not 
  when it hits. Artillery spotting automatically occurs as long as the 
  friendly spotting unit has a valid line of sight to the artillery attack’s 
  chosen hex, and requires no roll.
  Artillery spotting modifiers may only be applied for artillery 
  attacks made against a hex, not when using Homing Rounds. 
  Subsequent Attacks on the Same Point of Impact: Once an 
  artillery attack successfully hits its chosen hex, the coordinates 
  become “locked in”, and the artillery weapon may continue to attack 
  that same hex without requiring a to-hit roll until it changes targets. 
  Artillery attacks do not “lock on” when the target is a Formation; 
  only a given hex or a Fortification may become “locked in.”
  Pre-plotted Points of Impact: If the scenario permits, players 
  with artillery units may start the game with a number of pre-
  plotted points of impact that their artillery units can already hit 
  automatically (as if they successfully “locked on”). The number 
  of pre-plotted hexes is subject to scenario rules, an agreement 
  between the players, or even the use of the Battlefield Intelligence 
  Advanced Combat 
  Options 
  ARTILLERY
  A Formation with the Artillery special ability (ART) may make one 
  artillery attack per type of ART the Formation possesses. 
  Note: Artillery Cannons are not included in Strategic BattleForce 
  rules. They are calculated into the base attack ratings of a Unit 
  during conversion to Strategic BattleForce (see Conversion Rules, 
  pp. 326-339). 
  RESOLVING ARTILLERY ATTACKS
  The sequence for resolving artillery attacks is as follows:
  Step 1: Choose a target
  Step 2: Determine range and flight time
  Step 3: Determine to-hit number
  Step 4: Roll to hit
  Step 5: Determine and apply damage
  Step 6: Roll for critical hits (if applicable)
  Step 1: Choose a Target
  Unless the artillery weapon is attempting a direct-fire attack or 
  using homing rounds, declaring an artillery attack requires only that 
  the controlling player choose a hex in the artillery weapon’s attack 
  range (see the Strategic BattleForce Artillery Range and Damage 
  Table, p. 274). If the attack is specifically intended to attack an 
  occupant of the hex (a Formation or Fortification), this needs to 
  be declared at this time; otherwise, a successful attack will only 
  damage the terrain. 
  Direct-fire artillery attacks can only be made by Formations in the 
  same hex as the target or in an adjacent hex, provided the attacker 
  has LOS to the target.
  Step 2: Determine Range and Flight Time
  If the artillery-firing Formation and its target are both on the map 
  sheet, measure the range between them as normal.
  Time in Flight: Due to the scale of Strategic BattleForce hexes and 
  the three minute game turn, flight times are considerably different 
  from artillery in Tactical Operations (see p. 179, TO) or Alpha Strike 
  (see p. 73, AS). Consult the Strategic BattleForce Artillery Range and 
  Damage Table for Strategic BattleForce flight times. 
  Step 3: Determine To-Hit Number
  As with a standard weapon attack, the base to-hit number for an 
  artillery attack is the attacking unit’s Skill rating. While a Formation 
  must declare if it is targeting an enemy Formation during Step 1: 
  Choosing a Target, unless the attack is using a Homing Round the 
  attack is not aimed at the terrain of the target hex. The attacker 
  applies the to-hit modifiers shown in the Artillery To-Hit Modifiers 
  Table (at right).
  A Formation may act as a spotter for only one artillery attack at a 
  time. Artillery attacks may not benefit from more than one artillery 
  spotter. As with weapon attacks, to-hit modifiers are cumulative, 
  which means they are added to the unit’s base to-hit number to 
  find the final to-hit number. 
  Direct Fire: If the Formation making an artillery attack is within 
  one hex of the target and has a valid Line of Sight to its target 
  hex, the attacker may attempt to deliver a direct-fire attack against 
  the target hex, Formation or Fortification. Direct-fire attacks may 
  ARTILLERY TO-HIT  
  MODIFIERS TABLE
  Situation
  To-Hit 
  Modifier
  Direct-Fire Artillery
  +4
  Indirect-Fire Artillery
  +7
  Each successive shot at the same target hex*
  –1
  Friendly unit acting as spotter when attack fired
  –1
  Spotter has LPRB, PRB or BH
  –2
  Spotter has RCN**
  –1
  Spotter made an attack during spotting turn
  +1
  Pre-Plotted attack on a Formation
  +5
  * Applies only if the spotter is in the target hex or an adjacent hex and has LOS 
  to the target hex. 
  **Do not apply this modifier if the spotter has LPRB, PRB or BH.
  
  Step 4: Roll To-hit
  To resolve an artillery attack, the controlling 
  player rolls 2D6 for each round on the turn it arrives 
  (rather than the turn in which the attack is made) 
  and compares the total to the modified to-hit 
  number identified in the previous step. If the dice 
  roll equals or exceeds the modified to-hit number, 
  the attack succeeds. Otherwise, the artillery attack 
  fails, and will scatter as appropriate.
  Artillery Scatter: If a non-homing Artillery at-
  tack fails, and there are friendly Formations in the 
  target hex, the attacking player rolls 1D6. On a 
  result of 5 or 6, the friendly Formation takes dam-
  age to a randomly determined Unit. If more than 
  one friendly Formation is in the hex, randomly 
  determine which friendly Formation is hit by the 
  scattered artillery attack. If there are no friendly 
  Formations in the target hex, but there is a friendly 
  Formation in an adjacent hex, roll 1D6; on a roll of 6, 
  that Formation takes half of the attack’s damage. If 
  more than one adjacent hex has a friendly Forma-
  tion, randomly determine which Formation is hit. 
  Homing Rounds: As noted above, homing 
  rounds can only be fired against a target that has 
  been successfully “painted” by a friendly unit in the 
  turn the rounds arrive. The base to-hit number for each homing round 
  is set at 4, with no additional modifiers applied. If successful, the target 
  is hit. Unsuccessful homing round attacks detonate harmlessly away 
  from any valid targets and do not scatter.
  Step 5: Determine and Apply Damage: 
  Artillery damage is equal to the Formation’s # rating with that 
  artillery type. For example, a Unit with ART-LT8 would deal 8 damage. 
  Artillery does not have any “splash” (area of effect) damage in Strategic 
  BattleForce; only the target Unit is affected (see Artillery Scatter, above, 
  for an exceptions to this). 
  Artillery attacks are somewhat imprecise. For each artillery attack 
  that hits a Formation, the attacker rolls a D6. On a 1-3 the defender 
  allocates the attack. On a 4-6 the attacker does.
  Step 6: Roll for Critical Hits
  Artillery damage follows the same rules as standard combat for 
  determining and applying critical hits. See Resolving Attacks, pp. 239-
  241 for details. 
  ARTILLERY COUNTER-BATTERY FIRE
  If a Formation with artillery can be seen or detected by an opposing 
  Force, players should use the standard SBF movement and combat rules 
  (including artillery) to engage. If artillery fire is coming from a Formation 
  off the map sheet or just out of visual and senor range, shooting back 
  at it can become more problematic. 
  The following artillery counter-battery fire rules apply when 
  attempting to attack any artillery Formation striking from beyond 
  sensor range or from off the map sheet (for purposes of these rules, 
  both situations will be referred to as “off-board”). These rules are based 
  on standard artillery rules (see p. 273). For the purposes of these rules, 
  only Units with an artillery weapon (represented by an ART special) may 
  be used to deliver counter-battery fire; if players wish to engage off-map 
  artillery units more directly, a new map should be set up to determine 
  the actual local terrain in and around such units, and distances between 
  the two maps should be well defined, to help determine how long any 
  units would need to cross any terrain between them. 
  optional rule described later in this chapter (see p. 276). Pre-plotted 
  hexes must be noted on a piece of paper during setup.
  If an artillery Formation attempts to hit a hostile Formation in a pre-
  plotted hex with an indirect artillery attack, reduce the to-hit modifier 
  to +5, instead of the normal +7. 
  Homing Rounds
  Formations with the TAG special ability that are in visual range (see 
  Visual and Sensor Range p. 265) of the target Formation may designate 
  targets up to one hex away for homing missile artillery strikes (as well as 
  laser-guided bombs).  They must make a successful Long Range attack 
  in order to successfully paint the target Formation.
  STRATEGIC BATTLEFORCE ARTILLERY RANGE 
  AND DAMAGE TABLE
  Artillery Type
  Special
  Hex Range* 
  Damage
  Arrow IV (Inner Sphere)
  ART-AIS
  8 hexes (0)
  3 (2)
  Arrow IV (Clan)
  ART-AC
  9 hexes (0)
  3 (2)
  Arrow IV (Prototype)
  ART-AIS
  8 hexes (0)
  3 (2)
  Thumper
  ART-T
  21 hexes (1)
  2
  Sniper
  ART-S
  18 hexes (1)
  3
  Long Tom
  ART-LT
  31 hexes (2)
  6
  Long Tom (Primitive Prototype)
  ART-LT
  31 hexes (2)
  6
  Cruise Missile/50
  ART-CM5
  51 hexes (3)
  8
  Cruise Missile/70
  ART-CM7
  92 hexes (5)
  13
  Cruise Missile/90
  ART-CM9
  122 hexes (7)
  22
  Cruise Missile/120
  ART-CM12
  153 hexes (9)
  36
  Battle Armor Tube Artillery
  ART-BA
  2 hexes (0)
  2
  *Number in parentheses represent SBF Mapsheets
  ARTILLERY FLIGHT TIME TABLE
  CRUISE MISSILES
  SBF Maps
  SBF Hexes
  Resolve the Attack
  1-2
  0-34
  Immediately
  3-4
  35-68
  1 turn later
  5-6
  69-102
  2 turns later
  Each 2 additional mapsheets
  +1 turns
  ALL OTHER ARTILLERY
  SBF Maps
  SBF Hexes
  Resolve the Attack
  1
  0-18
  Immediately
  2
  19-34
  1 turn later
  3
  35-51
  2 turns later
  4
  52-68
  3 turns later
  Each additional mapsheet
  +1 turns
  
  275
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  of the Atmospheric Radar Map that corresponds to a ground map 
  where the artillery weapon is located. 
  An artillery flak attack is resolved in the artillery unit’s Combat 
  Phase in the same way as a standard weapon attack. The base to-hit 
  number for this attack is equal to the artillery unit’s Skill Rating with 
  a +3 target modifier. If the aerospace unit targeted by artillery flak is 
  operating on the Central Zone of the Atmospheric Radar Map, but is 
  not currently flying directly over the ground map (i.e., the airborne 
  unit is not engaging in an air-to-ground strike), an additional +2 
  to-hit modifier will also apply (for a total modifier of +5). 
  A successful artillery flak attack will strike the aerospace unit with 
  damage equal to the artillery weapon’s normal attack value, minus 
  1 point (the same damage as a ground unit would suffer from a hit 
  delivered by artillery cluster munitions). This damage is assessed in 
  the same Combat Phase that the attack was made, and any Critical 
  Hit effects required must be applied as well. 
  Artillery flak attacks that miss their target explode harmlessly 
  in the air.
  ALTERNATE MUNITIONS
  Loading Alternate Artillery Munitions: Any tube-equipped 
  artillery Unit (Long-Tom, Sniper and so on) may load two alternate 
  munition types. Arrow IV artillery Units may equip one alternate 
  munition type. Arrow IV Units may equip two alternate munitions 
  if they choose not to use either standard or homing rounds. 
  Players wishing a higher level of detail and flexibility can instead 
  determine the Element with the smallest ammunition weight 
  allocated to an artillery piece (as determined in their Technical 
  Readout game stats). For every ton of artillery munitions beyond the 
  first ton for tube artillery, and the first three tons for missile artillery, 
  the Unit including this Element may carry one additional alternate 
  munition type (For Arrow IV they may add one additional munition 
  if they choose not to field either standard or homing rounds). For 
  example, the Teppō Support Vehicle (see p. 20 TRO3085S) mounts 
  a Sniper and an Arrow IV. The Sniper has three tons of ammo, and 
  so may carry two alternate ammunition types (3 – 1 = 2), while the 
  Arrow IV has six tons of ammunition, and would be able to carry 
  three alternate munitions (6 – 3 = 3), or four if it chose to not use 
  either standard or homing rounds.
  Alternate Artillery Munitions
  Air Defense Arrow IV: A Formation must have at least two 
  Elements with the ART-AIS and/or ART-AC ability. 
  These missiles may be used to deliver direct-fire ground-to-air 
  attacks against any airborne targets in the Central Zone or Inner 
  Ring on the Atmospheric Radar Map. Resolve all damage from a 
  successful Air-Defense Arrow IV attack during the Combat Phase 
  in which it is fired. 
  In place of artillery attack rules, air-defense Arrows are resolved as 
  standard ground-to-air weapon attacks (see Ground to Air Combat, 
  p. 248). For targets in the Central Zone that are engaged in air-to-
  Units equipped with artillery weapons, and which wish to use 
  them for artillery counter-battery fire, will be identified in these 
  rules as counter-battery units. 
  Acquiring the Target: Artillery counter-battery fire is reactionary 
  by its very definition. Until the first hostile shells land, there is little 
  opportunity for the forces on their receiving end to know that the 
  enemy even has artillery beyond the map—much less where this 
  artillery is shooting from. An off-board artillery unit can only be 
  acquired as a target after its first off-board artillery attack lands in 
  an area within the LOS of one or more units friendly to a counter-
  battery unit. 
  Once this occurs, the counter-battery unit has gathered enough 
  data to determine the off-board artillery unit’s weapon type, general 
  direction, and estimated distance. At this point, the counter-battery 
  unit may begin to deliver counter-battery fire in the next turn’s 
  Combat Phase. Until a target is acquired, however, counter-battery 
  fire may not be attempted, as the counter-battery units are too 
  uncertain about their off-board targets’ range and direction.
  Resolving a Counter-Battery Attack: Counter-battery fire 
  against an off-board artillery unit always uses the rules for indirect 
  artillery fire (see p. 273), but can only be attempted by artillery 
  weapons that have a maximum range equal to—or greater than—
  that of the off-board artillery unit at which they are firing back. 
  A list of these artillery ranges can be found in the artillery rules 
  (see p. 274). For example, a counter-battery Unit equipped with a 
  Long Tom artillery weapon (ART-LT special; Max Range: 31 hexes) 
  may return fire on any off-board artillery Unit using a Long Tom, 
  Sniper, Thumper, or Arrow IV artillery weapon, but it cannot return 
  fire against an off-board Cruise Missile/50 launcher, which has a 
  maximum range of 51 hexes. 
  Because counter-battery fire is almost always based on guesses 
  and estimates gleaned from the enemy artillery’s hits, these attacks 
  cannot benefit from friendly spotters or active probes (PRB). Each 
  subsequent shell that lands on the battlefield from the off-board 
  artillery attack target, however, improves the counter-battery Unit’s 
  ability to triangulate its target’s position, providing an additional –1 
  to-hit modifier per shell (to a maximum modifier of –4). This bonus only 
  applies if a Formation friendly to the counter-battery Unit occupies the 
  hex where the shell impacts. If the counter-battery attack roll succeeds 
  by a margin of 1 or more, the target off-board artillery Unit suffers 
  damage equal to what the counter-battery artillery weapon would 
  deliver at the center of its impact area. If the attack only succeeds by a 
  MoS of 0, the off-board artillery Unit suffers half of the counter-battery 
  Unit’s artillery damage (rounded down, to a minimum of 0). If the attack 
  fails, the counter-battery fire has missed entirely. 
  Shell Flight: Damage from any successful (or partially successful) 
  counter-battery fire cannot be applied until the counter-battery 
  shells have flown to their target (see Artillery Flight Time Table, p. 
  274). This “shell flight time” is the same number of turns used by the 
  off-board artillery Unit’s own attacks against targets on the map. 
  Thus, if an off-board artillery Unit’s shells require 3 turns to reach 
  the map, any counter-battery fire will take 3 turns to reach the off-
  board unit’s position after they have been fired. It is recommended 
  that players reserve some extra dice to act as turn counters for 
  artillery shells in flight.
  ARTILLERY FLAK
  If airborne units are in play during a scenario in which ground-
  based artillery weapons are also present and equipped with Cluster 
  munitions (see Alternate Munitions, p. 275), these artillery weapons 
  may be able to execute a special anti-air attack known as artillery 
  flak. Artillery flak attacks may be executed against any hostile 
  aerospace units that end their Movement Phase in the Central Zone 
  ARTILLERY COUNTER-BATTERY 
  FIRE MODIFIERS TABLE
  Situation
  To-Hit Modifier
  Counter-Battery Fire
  +7
  Each successive shell from Target unit* 
  –1 (Max –4)
  *Shell impact must be witnessed by a Formation in the hex where the shell lands.
  
  Attacks using Thunder munitions are resolved using standard 
  artillery rules. Thunder missiles will scatter on a missed attack, per 
  normal artillery rules.
  Instead of damage, Thunder artillery missiles deploy a conventional 
  minefield to the target hex. This minefield has a density value of 2, 
  and follows the rules for minefields (see pp. 284-285). Thunder-Active 
  rounds work the same as Thunder mines, save that they deploy an 
  active minefield. Units occupying a hex struck by a Thunder missile do 
  not need to check for mines as they move out of the area later, as they 
  can tell where the mines have landed—but they will need to check for 
  mines if they re-enter the mined area later. 
  Alternate Bomb Munitions
  Arrow IV Missiles (Air-to-Air, Standard and Homing): Arrow IV 
  missiles take one-third of a Bomb Slot. When determining damage, 
  total the damage of all missiles that hit the target and divide by 3 
  (rounding normally). 
  Air-to-Air Arrow IV: An airborne unit may use its air-to-air Arrow 
  IV as an extra weapons attack in air-to-air combat. This attack may be 
  attempted against targets in the Medium range bracket or closer, and 
  is resolved as a normal air-to-air attack (see pp. 247). A successful hit by 
  an air-to-air Arrow IV delivers damage as above to the target.
  Air-to-air Arrow IV missiles may not be used against ground targets.
  Arrow IV (Homing or Standard): The standard Arrow IV bomb is 
  an air-to-ground weapon, and may not be used against airborne units. 
  Unlike standard bombs, standard and homing Arrow IV bombs are 
  resolved using the appropriate artillery attack rules, with non-homing 
  Arrow IVs treated as standard artillery attacks, and homing Arrow IVs 
  treated as homing rounds. (See Artillery, pp. 273-274.)
  If a Standard Arrow IV attack is made while the airborne unit is over 
  the ground map, this attack is resolved using the direct-fire rules. If the 
  attack is made from the Central Zone or Inner Ring of the Atmospheric 
  Radar Map, without the airborne unit on the ground map, resolve as 
  indirect artillery. The flight times for all attacks are one turn. Beyond the 
  Inner Ring, Arrow IV bombs may not attack ground targets.
  Inferno Bomb: These bombs work the same as the Inferno V 
  alternate artillery munition (see p. 276). 
  Laser-Guided: Laser-guided bombs are identical to standard 
  high explosive bombs in damage and gameplay, but if a friendly unit 
  successfully paints the bomb’s target area with a TAG system in the 
  same turn as the bombing attack is made, the bombing attack receives 
  an additional –2 to-hit modifier.
  BATTLEFIELD INTELLIGENCE
  The effectiveness of a Force’s battlefield intelligence depends 
  on the relative capabilities of each Force’s reconnaissance and 
  communications assets. These are determined by comparing the 
  opposing Forces’ battlefield intelligence (BI) score. To determine 
  a Force’s BI score, add up the appropriate point values for the 
  intelligence-capable Units each force has in its roster using the 
  Battlefield Intelligence Scoring Table. Note that a Unit or Element 
  described as “on-planet” may be off the map, but must be part of the 
  Force, must be functional, and must be on the ground or no farther 
  away than the operational range of the Atmospheric Radar Map that 
  corresponds to the current ground battle.
  The first computation of each army’s BI score must take place before 
  the game begins. The force with the larger BI score at that point gains 
  the benefits of Area Knowledge and Pre-Plotted Artillery, if the requisite 
  rules are available (see below). At the start of every turn thereafter, both 
  Forces must recalculate their BI scores, to determine which Force will 
  unlock an additional BI Initiative Bonus ability that can give them a 
  commanding influence in how the fight plays out.
  ground actions, treat the Air Defense Arrow as if it is attacking at Short 
  range. If the target is in the Central Zone, but is not attempting to land 
  or engaging in air-to-ground combat, the air-defense attack is made at 
  Medium range. If the target is in the Inner Ring, the attack is made using 
  the Long range bracket. An additional –2 to-hit modifier is also applied 
  to represent the improved homing capabilities of the Arrow missiles.
  Air-defense Arrow IVs may not target ground units (including 
  grounded aerospace units), nor may they target airborne units beyond 
  the Inner Ring on the Radar Map. Air-defense Arrow IVs will not scatter 
  on a missed attack.
  Damage is equal to the number of ART-AIS and/or ART-AC equipped 
  Elements, divided by three (rounding normally). 
  Copperhead: Copperhead munitions are available only to units with 
  the ART-LT, ART-S, and ART-T specials.
  Attacks using Copperhead rounds are resolved using the artillery 
  homing round rules. Copperhead munitions will not scatter on a 
  missed attack.
  Damage is determined by adding up the base damage of all ART-LT, 
  ART-S, and ART-T equipped Elements in the Formation and dividing by 
  3 (rounding up). The base damage for attacks are 3 points for the ART-LT 
  special, 2 points of damage for the ART-S special, and 1 point for the 
  ART-T special. For example, a Formation with four ART-S Elements would 
  do 3 points of damage ( (2 x 4) ÷ 3= 2.66, rounded up to 3). 
  Flechette: Flechette artillery munitions are available to ART-LT, 
  ART-S, and ART-T specials.
  Attacks using flechette rounds are resolved using standard artillery 
  rules. Flechette artillery munitions will scatter on a missed attack, per 
  normal artillery rules.
  Against conventional infantry units and jungle or woods terrain 
  types, flechette ammunition doubles the artillery weapon’s normal 
  damage value. Against all other unit types, flechette artillery munitions 
  inflict no damage.
  Illumination: Illumination artillery munitions are available to units 
  with the ART-AIS, ART-AC, ART-LT, ART-S, and ART-T specials.
  Attacks using illumination rounds are resolved using standard 
  artillery rules. Illumination artillery munitions will scatter on a missed 
  attack, as per normal artillery rules.
  Illumination artillery inflicts no damage, but instead lights up the 
  hex it targeted, eliminating all darkness modifiers to and between units 
  within that area (see the Visual Spotting Range Table, p. 267). The light 
  from these rounds lasts for 3 turns, and burns out in the End Phase of 
  the third turn.
  Inferno: Inferno IV artillery missiles are available only to units with 
  the ART-AIS or ART-AC specials.
  Attacks using Inferno IV rounds are resolved using standard artillery 
  rules. Inferno IV artillery missiles will scatter on a missed attack, as per 
  normal artillery rules.
  A successful Inferno IV attack will reduce the target Formation’s MP 
  by 1 for two game turns. For the remainder of the game, apply a +1 MP 
  modifier to any Formation moving through the hex hit by the attack. 
  Additionally, any Unit caught in the initial attack or that moves through 
  the hex in subsequent terms, and which has the Vehicle (V), Infantry 
  (CI) or Battle Armor (BA) Type, takes 1 damage. 
  Smoke: Smoke artillery munitions are available to units with the 
  ART-AIS, ART-AC, ART-LT, ART-S, and ART-T specials.
  Attacks using Smoke rounds are resolved using standard artillery 
  rules. Smoke artillery shots will scatter on a missed attack, per normal 
  artillery rules.
  Smoke artillery inflicts no damage, but instead fills the hex with 
  smoke. For the remainder of game play, this hex is treated as heavy 
  woods (see p. 272) for purposes of Line of Sight and to-hit modifiers. 
  Thunder and Thunder-Active: Thunder artillery munitions are 
  available only to units with the ART-AIS or ART-AC specials. 
  
  277
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Joshua’s force includes a company (Formation) of 
  artillery equipped Units—3 in all—in his roster, and has 
  a total BI score of 8 going into the current battle against 
  his opponent, Joel. Joel’s Force, meanwhile, has the same 
  number of artillery Units, but only brings a BI score of 2 to 
  this fight. Joshua’s force enjoys the higher BI score, beating 
  out Joel’s score by 6 points (8 – 2 = 6), but because he only 
  has 3 artillery units, the maximum number of pre-plotted 
  hexes he can designate before the scenario starts is 3. 
  BI Initiative Bonus 
  The BI Initiative Bonus provides a number of Initiative Bonuses 
  to Formations on the field. These bonuses should be noted on 
  the record sheet of the Formation they are assigned to, either by 
  marking INIT on the record sheet or by placing a token on the card 
  to represent the initiative bonus. If the unit is destroyed or is within 
  an enemy ECM field during the Initiative Phase, the initiative bonus 
  cannot be used that turn. 
  The player gets a +1 Initiative Bonus to place if at least one 
  Unit in their Force features a Mobile Headquarters (MHQ#) special 
  ability with a value of 3 or higher. This bonus must be placed on 
  a Unit with MHQ3 or higher. The player gets another +1 Initiative 
  Bonus if the force has at least 1 Formation including a Unit with 
  the Recon (RCN) special ability per 4 Formations in the Force. This 
  INIT bonus is placed on one of the Formations with a Unit that 
  has the RCN special ability. In addition, the player gets another 
  +1 Initiative Bonus if the Force has at least 1 unit with the Mobile 
  Headquarters (MHQ#) special ability with a value of 1 or higher per 
  Formation in the force, to be placed on one of the Formations with 
  MHQ1 or higher. The maximum BI Initiative Bonus is a total of +3. 
  Multiple bonuses can be stacked on a single unit, but if the Unit in 
  the Formation granting this ability, is destroyed or in a hex with a 
  hostile ECM field, all BI Initiative Bonuses on that Formation are lost. 
  Joshua’s reinforced battalion-sized force of 4 Formations 
  contains a dedicated Mobile HQ vehicle with an MHQ6 
  special ability, plus a Unit of ’Mechs that feature one C3 Master 
  Computer (which also counts as a MHQ5 special). Joshua gets 
  a +1 Initiative Bonus to place on either the Unit including his 
  dedicated Mobile HQ vehicle or the Unit including the C3 
  Master, and elects to place it on his dedicated Mobile HQ 
  vehicle. Joshua gets a second +1 Initiative Bonus to place for 
  having at least one MHQ per 4 Formations, and places this 
  one on his C3 Master Computer unit. Joshua’s force has no 
  Formations with RCN ability, so Joshua does not get a third 
  Initiative Bonus to place. At the start of the turn, the dedicated 
  Mobile HQ vehicle is still in play and not in an ECM field. 
  However, the opponent has managed to place a Formation 
  of his in the same hex as Joshua’s C3 Master Formation. Joshua 
  gets a +1 Initiative Bonus from the mobile HQ, but no bonus 
  from the ECM-affected C3 Master Formation.
  BOARDING ACTIONS
  Exceptionally large Elements, those with the LG, VLG or SLG 
  special ability (including grounded DropShips) may be the target 
  of boarding actions by infantry units (including battle armor). The 
  following rules enable players to resolve this process.
  Boarding Exceptionally Large Elements
  The process for boarding an exceptionally large Element begins 
  with a grappling attack, either by an infantry transport unit 
  delivering its troops, or by infantry units moving under their own 
  BATTLEFIELD INTELLIGENCE BENEFITS 
  Most of the benefits for Battlefield Intelligence hinge on which 
  Force has the higher BI score. Most benefits are established before 
  the scenario begins, but others may be gained or lost on a turn-by-
  turn basis. Thus, players should recheck their BI again during the 
  End Phase of any turn in which either Force loses (or gains) a Unit 
  that can affect its BI rating. A changed BI comparison may alter the 
  benefits applied in the following turn. Each player must reveal their 
  Force’s BI rating to use this rule, but they are not required to provide 
  a detailed calculation until the end of the game. 
  Area Knowledge 
  The Area Knowledge benefit applies only to the Force that has a 
  higher BI score at the start of the scenario, and may only be used if the 
  Hidden Formations rules are also in play (see p. 284). With this benefit, 
  the Force that has the higher BI score may begin play with a number 
  of Formations hidden. Note: For purposes of Area Knowledge only, 
  the Defender in a given scenario multiplies their BI by 1.5.
  The maximum number of Formations that may be hidden by 
  virtue of a higher BI score equals the total number of units that 
  Force brings to the battlefield, divided by the number of those 
  Formations that possess the Recon (RCN) special ability (see p. 337), 
  rounded normally. This number may not exceed half of the total 
  force committed to the scenario. 
  If the Force with the Area Knowledge benefit is the Attacker 
  for a scenario, the hidden units may only be placed in positions 
  up to one-third of the distance of the map away from the Force’s 
  deployment zone. If this Force is not the Attacker, the hidden units 
  may be placed anywhere on the map area except the opposing 
  Force’s deployment zone. 
  Pre-Plotted Artillery 
  In Strategic BattleForce since a single hex is 500 meters pre-
  plotted hexes do not ensure an automatic hit. Instead they provide 
  a -1 to-hit modifier which is cumulative with any other modifiers. 
  The Pre-Plotted Artillery benefit only applies to the Force that has 
  the higher BI score at the start of the scenario, and may only be 
  used if that Force includes artillery Units and artillery rules are also 
  in play (see p. 273). With this benefit, the Force that has the higher 
  BI score may begin play with a number of pre-plotted SBF Hexes for 
  their artillery weapons. The number of pre-plotted hexes allowed 
  equals the difference between the force’s BI score and that of their 
  opponent. The maximum number of such pre-plotted points may not 
  exceed the number of artillery-equipped Units in the force’s roster.
  BATTLEFIELD INTELLIGENCE 
  RATING TABLE
  Item in Player’s Force
  BI Rating Points
  Each ground Formation with the Recon 
  (RCN) special ability
  2
  Each non-DropShip aerospace Formation 
  1
  Each non-DropShip aerospace Formation 
  with the Recon (RCN) special ability
  2
  Each DropShip aerospace Formation 
  (on-planet on the playing area)
  1
  Each Element with MHQ special ability 
  on the playing area
  1
  
  Resolving Boarding Combat
  Starting with the same Combat Phase in which a Formation 
  grapples and boards a target Element, boarding combat may 
  begin. Boarding combat does not count as the exceptionally 
  large Element’s Combat Phase action, as these units cannot 
  directly target the boarding parties inside of them. Instead, the 
  boarding infantry battles any defending infantry Formations 
  mounted on the exceptionally large Element (see Transporting 
  Infantry, p. 236), as well as any crew it deploys in its own 
  defense or friendly reinforcements the Element can obtain 
  via a friendly boarding action (see below). 
  All infantry defending the exceptionally large Element can 
  engage the boarding party infantry as normal, with range 
  considered Medium and terrain Urban for To-hit purposes.. 
  The boarding Units may engage either the defending 
  infantry in the same way, or attack the exceptionally large 
  Element itself. In both cases, damage will be an attacking 
  Unit’s Short range damage value. (Attacks against the 
  exceptionally large Element itself are automatically 
  successful and do not require a roll.) Infantry Units 
  fighting in a boarding action cannot leave the confines 
  of the exceptionally large units except to return to their 
  grappling transports. 
  If the exceptionally large Element that has been boarded 
  uses Evading movement (see p. 268), lifts off (DropShips 
  only), or crashes, all Units engaged in the boarding action 
  (friend and foe alike) will suffer a +2 to-hit modifier for their 
  attacks in that turn. As with normal ground combat, all 
  infantry Formations involved in boarding combat can deliver 
  only one attack Unit per turn.
  If all defending infantry on a boarded Element are destroyed, the 
  Element falls under control of the boarding party and is immediately 
  removed from its parent Formation. The captured Unit may be 
  controlled by the opposing player in the following turn, but will have 
  a Skill rating equal to that of the most experienced boarding infantry 
  Formation with a +2 modifier.
  If all attacking infantry Formations in a boarding action are destroyed, 
  the Element resumes normal operation in the following turn. 
  If the Unit with a boarded exceptionally large Element in it is 
  destroyed before boarding combat is resolved, all Formations on 
  board—friendly, hostile, and cargo alike—are destroyed along with it.
  Additional Boarding Action Rules
  The following additional rules provide options an Element defending 
  against hostile boarders may use to try and resist a boarding action.
  Defending Crew: Exceptionally large units that can be boarded will 
  generally defend themselves using their own onboard infantry or crew. 
  If a Crew-equipped ground Element accepts +4 modifier to all attack 
  rolls or a Crew-equipped aerospace Element accepts a +1 modifier 
  to its to-hit and Control Rolls, it may field infantry Units equal to its 
  CRW value. These foot infantry Units have a Move of 1f, armor of 2 and 
  Damage Value of 1 at Short and Medium range.
  If an Element ceases all attacks and movement it may generate an 
  additional number of infantry Unit equal to its full Crew rating. The 
  Element may not attack or move until its defending crewmen return to 
  duty. To return defending crewmen to duty, the Element must remove 
  a number of defending infantry Units equal to its CRW value.
  Friendly Reinforcements: Using the same rules as hostile 
  boarding Formations, friendly Formations may grapple and board 
  an exceptionally large Element to reinforce its defense as well. The 
  key difference is that a boarding action conducted by any friendly 
  unit is automatically successful if the Formation meets the necessary 
  requirements for grappling and boarding.
  power. While attempting a grapple, the attacking unit may not make 
  any weapon attacks against its target.
  Infantry Transport Units: Any non-large infantry transport-capable 
  Formation in the same hex as a Formation containing the exceptionally 
  large unit may grapple the target to conduct boarding actions. VTOL 
  and airship vehicles may attempt to grapple exceptionally large units 
  from above. 
  Infantry Units: Infantry units can attempt to board and seize control 
  of an exceptionally large Element so long as they possess a movement 
  type of foot, jump, motorized, or VTOL. Additionally, if the target is a 
  naval vessel, infantry with UMU movement may attempt to board the 
  Element, as long as they can reach the unit’s present depth. Grounded 
  DropShip units can only be boarded at ground level, regardless of the 
  infantry unit’s motive type.
  The Grapple Check: Any Formation that fulfills the above 
  requirements, and ends its Movement Phase in the same hex as the 
  Formation with the targeted exceptionally large Element, may attempt 
  a grapple in place of an attack during the following Combat Phase. If 
  a Formation has more than one Unit that qualifies as an exceptionally 
  large Element, the attacking Formation must indicate which Element 
  is the target of the grapple attack. 
  This grappling action is successful on a 2D6 roll of 6 or higher (or 8 
  or higher if the target unit is completely submerged). A successful roll 
  attaches a grapple to the target unit that allows infantry units to board 
  it. If a grappling roll fails, the attacking units can attempt the action 
  again at the end of the following turn’s Movement Phase, provided it 
  is still in the same hex as the target.
  Maintaining and Ending a Grapple: A grappling unit can end its 
  grapple at will during the End Phase of any turn. Unless the target is 
  immobile, the grappling unit must reroll its grapple check every turn 
  to maintain contact with the target. However, Infantry-only Formations 
  that succeed on a grapple do not need to maintain it once they have 
  boarded a target unit. 
  DK 
  DD
  
  279
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  vehicle transport specials (VTM#, VTH#, or VTS#). ’Mech Formations 
  may only be carried and dropped by airborne Squadrons with the 
  ’Mech transport special (MT#). If an airborne Squadron does not 
  possess an appropriate transport special for the type of Formation 
  it is transporting, or is attempting to transport such units via raw 
  cargo capacity (represented by the CT# and CK# specials), it cannot 
  use the dropping troops rules for that Formation type.
  Formations delivered to the battlefield under these rules always 
  land at the end of the Movement Phase in the appropriate turn. 
  Because these rules require that the dropping units must roll to 
  successfully hit their selected landing zone, dropped troops may 
  scatter. If a dropped Formation scatters or otherwise lands in 
  terrain that is prohibited to its movement type, the dropped unit 
  is automatically destroyed.
  Move and Attack: If conducting a High-Altitude drop, the 
  Formation may either move (with a -3 MP modifier) or attack 
  (with a +2 to-hit modifier) in the turn it drops. If conducting a Low-
  Altitude drop, the Formation may move (with a –2 MP modifier) and 
  attack (with a +1 to-hit modifier) freely. In either instance attacks 
  against such Formations will suffer a +3 target movement modifier 
  regardless of the Formation’s actual Target Movement Modifier.
  Landing/Scatter: On a result of a 2, the Formation will scatter 
  into an adjacent hex. Otherwise, on a failed roll, Formations only 
  take damage from their failed landing attempt.
  High-Altitude Drops
  A high-altitude drop keeps the transporting Formation 
  relatively safe from ground fire. To perform a high-altitude drop, 
  the transporting aerospace Squadron must begin its Movement 
  Phase on the Inner Ring or Central Zone of the Atmospheric Radar 
  Map, at which point its controlling player declares that the transport 
  is dropping ground units to the map, and which Formations it will 
  drop. The dropping Formations are placed in the Central Zone on 
  the Radar Map, while the transporting Squadron is free to continue 
  its movement normally.
  During the following Movement Phase, each of the dropping 
  units chooses a hex on the ground map (which may not contain 
  another Formation), and rolls 2D6 against a target number of 5. If 
  the roll is successful, the dropping unit lands in the target hex. If 
  roll is unsuccessful, the Formation suffers 3 points of damage to 
  each Unit in the Formation for every point by which it missed the 
  roll, and will scatter under the above rules. 
  Attacks Against Dropping Units: Standard air-to-air attacks 
  (but not ground-to-air attacks) may be made against dropping 
  Formations during the turn they are on the Atmospheric Radar 
  Map. These attacks apply the normal air-to-air combat rules, but 
  do not apply the +2 airborne aerospace target modifier. 
  Attacks by Dropping Units: Dropping Formations may not make 
  attacks during the turn they are on the Atmospheric Radar Map.
  Attacks Against Transport Units: Regardless of the drop 
  operation itself, airborne transport Squadrons may be targeted 
  as normal by air-to-air attacks. Airborne transports that choose to 
  drop troops from the Inner Ring, rather than the Central Zone, may 
  not be targeted by normal ground-to-air attacks.
  Low-Altitude Drops 
  The low-altitude drop exposes a transport to the risk of ground 
  fire, but delivers a payload of troops to the field faster. To perform a 
  low-altitude drop, the transporting aerospace Squadron must end 
  its Movement Phase on the Central Zone of the Atmospheric Radar 
  Map and declare a flight path over the ground map. The transport’s 
  controlling player must declare the hexes along this path that each 
  dropping Formation will target for landing.
  C3 NETWORKS
  The following rules cover the use of C3 networks in Strategic 
  BattleForce play. In SBF, C3’s primary function is to serve as a modifier 
  to engagement range during combat. It also allows a Formation 
  to keep Units out of direct combat with hostile forces, extending 
  their operational life. 
  Adjusting Engagement Range
  Once the Maneuver rolls have been made (see Determine Range, 
  p. 239) a Formation with an active C3 network may adjust the range 
  at which its attacks are made. Note: A Formation must have at least 
  two Units with C3 ability. Only the Units with C3 may benefit from 
  the range adjustments. 
  The winner of the Maneuver roll may use their C3 network to 
  keep two Units at longer range. One Unit is designated the C3 point 
  unit, while the remaining are the C3 ranged Units. This Unit engages 
  in combat normally at the range selected by the player (typically 
  Short range). The remaining Units in the Formation can then attack 
  from a more distant range band, while using the to-hit modifier 
  of the point Formation. On a successful attack, damage is based 
  on the starting range, not the C3-adjusted range. The defending 
  (non-C3) Unit may attack the C3 point Unit, at the engagement’s 
  defined range, or may attack the C3 ranged Units in the Formation 
  with the appropriate range modifier. During Determine and Apply 
  Damage (see p. 240), the C3 point Unit will take all damage unless 
  a C3 ranged Unit was specifically targeted.
  If the loser of the Maneuver roll has an active C3 network, he  
  may reduce range by one value, from Long to Medium, Medium 
  to Short and so on. On a successful attack, damage is based on 
  the starting range, not the C3 adjusted range. 
  Effects of ECM: ECM will increase all C3-affected range bands 
  by one value. For example, a C3 point Unit at Short range would 
  effectively be at Medium range, and it and the C3 ranged Units in 
  its Formation would make their attacks as if at Medium range. ECM 
  will not affect C3 Boosted, while the WAT special ability will affect 
  C3 and C3 Boosted networks. 
  C3i Networks
  With a limit of six Elements, C3i cannot reduce ranges per the 
  Adjusting Engagement Range rules. Instead, C3i equipped Units 
  receive a -1 to-hit Modifier on any attack of Medium or Long range. 
  If the target Formation has ECM, this bonus is negated. 
  A C3-equipped Formation wins the Engagement Control Roll. 
  The player decides on a base range of Short and designates a 
  point Unit to stay at this range. The player elects to put other 
  two Units in the Formation at Long Range. All three Units make 
  their attacks as if they were at Short Range, with the two Units 
  attacking from Long Range using their Long Range damage. 
  In another turn, the C3-equipped Formation loses the 
  Engagement Control Roll, and the player’s opponent sets the 
  range at Long. Thanks to the C3 system, the player may reduce the 
  range from Long to Medium. If the opposing Formation possessed 
  ECM, then the range would have moved back to Long range. 
  DROPPING TROOPS
  All of the following drop methods require that the transporting 
  Squadron is able to carry the Formation type being dropped. 
  For the purposes of these rules, an airborne Squadron is capable 
  of transporting and dropping infantry troops if it possesses the 
  infantry transport (IT#) special. An airborne Squadron that can 
  carry ProtoMechs will have the ProtoMech transport (PT#) special. 
  Airborne Squadrons that can transport vehicles will have the 
  
  Most weather conditions may exist in thin atmospheres, but they will 
  be slightly weaker than normal. If random wind conditions are being 
  used, apply a –1 modifier to the rolls for determining wind strength 
  category, to a minimum roll result of 1 (representing no wind; see Wind, 
  p. 281). Tornadoes may not occur above the F3 level in a thin atmosphere.
  Water terrain may exist in thin atmospheres.
  Thick Atmospheres: In high-pressure atmospheres, add 1 MP to the 
  Move rating for VTOL, WiGE and hover movement modes.
  All weather conditions may exist in thick atmospheres, and can be 
  slightly stronger than normal. If random wind conditions are being 
  used, apply a +1 modifier to the rolls for determining wind strength 
  category, to a maximum roll result of 6 (representing storm winds; see 
  Wind, p. 281).
  Water terrain may exist in thick atmospheres. 
  Very Thick Atmospheres: At the highest level of atmospheric 
  pressure, all units move at normal rates.
  All weather conditions in very thick atmospheres may be much 
  stronger than normal. If random wind conditions are being used, apply 
  a +2 modifier to the rolls for determining wind strength category, with 
  any modified roll result of 7+ triggering tornado conditions (see Wind, 
  p. 281). Water terrain may exist in very thick atmospheres.
  Darkness
  Fighting under various level of darkness (from dusk and dawn to pitch 
  blackness) imposes to-hit modifiers as shown in the Environmental 
  Conditions To-Hit Modifiers Table (see p. 282). These modifiers are 
  negated if the attacking unit is a BattleMech or has the Searchlight 
  (SRCH) special ability. These units may turn their lights on or off during 
  the End Phase of any turn, illuminating all terrain and Formations their 
  hex (including the light-bearing Formation itself). All attacks against 
  units in an illuminated hex ignore the darkness modifiers.
  Aerospace units never apply modifiers for darkness, and may not be 
  illuminated by searchlights.
  Earthquakes
  Earthquakes affect all units on the battlefield. If a scenario in which 
  earthquakes might occur does not specify a specific turn for the event, 
  players may randomly determine an earthquake event during the 
  End Phase of each turn by rolling 2D6, and declaring the start of an 
  earthquake on a result of 12. Earthquake effects will then begin before 
  the Movement Phase of the following turn.
  If or when an earthquake occurs, the player who rolled for the 
  earthquake rolls 2D6 again to determine the strength of the quake. During 
  all earthquakes, a to-hit modifier for all attacks will be applied equal to this 
  quake strength roll, divided by 2 (rounding down). In addition, if the roll 
  result is an 8 or higher, all ground units will suffer 1 point of damage before 
  the start of the Movement Phase, resolving any critical hits as normal. If the 
  quake strength roll result is 12, in addition to this damage and the attack 
  modifiers, fissures will open up as described below.
  Fissures: Roll 2D6 for every ground Formation and Fortification on 
  the battlefield. On a result of 2, a fissure opens beneath the Formation 
  or structure. 
  For Formations, one randomly chosen Unit in the Formation takes 
  3 points of damage. 
  For Fortifications in a fissure area, apply 2D6 damage to a random 
  Structure Unit in the Fortification. If the building is not destroyed 
  after sustaining this damage, roll 2D6, adding the building’s weight 
  capacity value to the result. If this modified roll is 9 or higher, the 
  building remains standing. If the modified roll is 8 or less, the building 
  will collapse (see Urban Hexes, pp. 285-288).
  Urban hexes in which  fissures have opened take 2D6 times 10 points 
  in damage to the hexes CF value. 
  Before the end of the same Movement Phase, each of these dropping 
  Formations must roll 2D6 against a target number of 5. If the roll is 
  successful, the dropping Formation lands in the target hex. If roll is 
  unsuccessful, the Formation suffers 2 points of damage to each Unit 
  in the Formation for every point by which it missed the roll, and will 
  scatter under the above rules. 
  Attacks Against Dropping Units: Because they are dropped from 
  a lower altitude and land in the current turn, Formations delivered 
  by low-altitude drops may be attacked as normal ground units, but 
  apply a +3 target to-hit modifier in place of the unit’s normal target 
  movement modifier.
  Attacks Against Transport Squadrons: An airborne transport 
  Squadron operating over the ground map may be targeted by air-to-
  air attacks, as well as by ground Formations executing ground-to-air 
  attacks as if against a strafing Squadron (see p. 248.)
  ENVIRONMENTAL CONDITIONS
  This section describes a variety of environmental conditions that 
  may be introduced to Strategic BattleForce games to approximate many 
  unusual or extreme planetary conditions and weather effects on the 
  battlefield. Note that these rules reflect abstractions of such conditions, 
  and are hardly all-inclusive; players seeking greater variety to reflect 
  even more exotic conditions are encouraged to assign any modifiers 
  and restrictions they feel best reflect whatever unusual situation they 
  unleash upon their battlefields.
  Atmospheric Density
  Unless otherwise noted, all unit types may be employed in the 
  following atmospheric conditions, as long as they have been properly 
  equipped for such conditions. These rules will therefore assume such 
  preparations are made. If any unequipped/unprepared Unit is exposed 
  to vacuum for any reason, they are immediately destroyed.
  Vacuum: Non-BattleMech units that lack the SOA or SEAL special 
  abilities, or units that possess the EE special (even if they possess the 
  SEAL special ability), cannot operate in vacuum, nor can any vehicles 
  using the VTOL, WiGE, hover, or airship motive types. Non-spheroid 
  aerospace units operating in vacuum may land and take-off as if they 
  were spheroid units.
  Any non-aerospace, non-infantry Unit that suffers damage while 
  operating in vacuum must roll 2D6 to check for a hull breach. On a 
  result of 8 or greater, the unit must make an immediate Critical Hit roll 
  appropriate to its type.
  Vacuum may not be combined with any wind conditions or weather, 
  including fire and smoke. Water terrain cannot persist in vacuum, 
  units of the naval and submersible motive types cannot function in a 
  vacuum, and such terrain features must be treated as empty, negative-
  level indentations in the terrain, such as craters, or ice that has frozen 
  solid with no possibility of breaking. 
  Trace Atmosphere: Trace atmosphere conditions follow the same 
  rules as vacuum, except that a hull breach will only occur on a 2D6 roll 
  of 10 or greater.
  Some weather conditions may exist in trace atmospheres, but they 
  will be generally far weaker than normal. If random wind conditions 
  are being used, apply a –2 modifier to the rolls for determining wind 
  strength category, to a minimum roll result of 1 (representing no wind; 
  see Wind, p. 281). Rainfall, and snow may not be present at “heavy” 
  levels, and tornadoes will not occur. 
  Water terrain may exist in trace atmospheres.
  Thin Atmospheres:  In thin atmospheres, subtract 2 MP from the 
  Move rating for VTOLs, WiGE and hover movement modes (recalculate 
  the Unit’s movement and adjust the Unit’s MP). 
  
  281
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  determining the wind force categories that will affect each game 
  turn during the End Phase of its preceding turn.
  Wind Direction
  Wind directions may be randomly determined by rolling 1D6, 
  with a result of 1 being “North”, and proceeding around the hex in 
  a clockwise fashion.  
  If any Units have their Move affected by wind conditions, Formation 
  of which the Unit is a part must refactor its available movement. 
  Atmospheric Density
  These rules may be used in conjunction with the Atmospheric 
  Density rules (see p. 280), to simulate weather effects in conditions 
  other than Terran-standard. For convenience, the modifiers for 
  atmospheric density are provided in the Prevailing Winds Table.
  Wind Force Categories
  The following wind force categories are used under these 
  rules, with the associated gameplay effects. Note that units which 
  are submerged or otherwise sheltered from the wind within 
  fortifications may ignore these effects.
  Wind Force 0: Negligible to breezy wind which imposes no 
  gameplay effects.
  Wind Force 1: Light gale-force winds slow unarmored infantry 
  forces. Conventional infantry Elements with the “f” movement 
  mode lose 1 MP of Move. If this reduces their Move to 0 or less, 
  the unit may either move 1 hex or deliver an attack, but cannot 
  perform both actions in the same turn.
  Wind Force 2: Moderate gale force winds hinder unarmored 
  infantry. Conventional infantry Elements with the “f” or “j” 
  movement mode lose 1 MP of Move. If this reduces their Move to 
  zero, these units may either move 1 hex or deliver an attack, but 
  cannot perform both actions in the same turn.
  Wind Force 3: Strong gale force winds impose a +1 to-hit 
  modifier for all attacks made by all units. Airships lose 1 Thrust, and 
  will crash if reduced to 0 Thrust as a result. Battle armor Elements 
  lose 1 MP of Move, and conventional infantry units lose 2 MP of 
  Move. If an infantry or battle armor Elements Move is reduced to 0, 
  it may either move 1 hex or deliver an attack, but cannot perform 
  both actions in the same turn.
  Wind Force 4: Wind storms impose a +2 to-hit modifier for 
  all attacks made by all units. Airships and conventional infantry 
  may not operate effectively in storm wind conditions, and battle 
  armor Units will lose 1 MP of Move. If already deployed in these 
  conditions, apply 3 points of damage every turn to a battle armor 
  or infantry Unit until its parent Formation moves into an Urban hex, 
  Fortification or other suitable shelter (at the agreement of both 
  players). Conventional infantry Elements may move 1 MP each turn 
  during wind storm conditions, but may execute no attacks. Battle 
  armor units, if reduced to a Move of 0, may either move 1 hex or 
  attack, but cannot perform both actions in the same turn.
  At a wind force category of 4, tornado effects may occur 
  (see below).
  Tornado
  Tornados are extremely focused weather phenomena that can 
  affect multiple units, but only occur in at Wind Force 4 conditions 
  (see above). During the End Phase of any turn in which the winds 
  are at a force category of 4, roll 2D6. If the result is 12, a tornado 
  forms and touches down on the map in the current End Phase.
  Initial Placement: Tornados touch down on a randomly-chosen 
  point of the map in the same End Phase they are placed. If Units, 
  buildings, or terrain are caught within the area of a tornado’s effect, 
  they will suffer damage appropriate to their type, as outlined below.
  Electromagnetic Interference (EMI)
  Electromagnetic interference can be either a localized 
  occurrence or something that affects all units on the battlefield. 
  It represents high concentrations of heavy metals, background 
  radiation, intense solar activity, or other conditions that play havoc 
  even on the advanced sensors of combat Elements. As a result of 
  these conditions, all weapon attacks made in or through an area 
  affected by EMI suffer a +2 to-hit modifier, all probe special abilities 
  (including BH, LPRB, and PRB) are deactivated, and all ECM special 
  abilities (including  AECM, ECM, and LECM) double their modifiers.
  Conventional infantry making weapon attacks in or through an 
  EMI-affected area ignore the to-hit modifier effects.
  Gravity
  Operating outside of standard gravity may speed up or slow 
  down any battlefield unit, based on the relative difference from the 
  1.0 G Terran standard. To determine a Formation’s Move rating in 
  non-standard gravity, divide the Formation’s normal Move by the 
  planet’s G rating and round normally. For example, a Formation with 
  a Move of 12 would have a Move of 17 on a world with a G-rating 
  of 0.7 (12 ÷ 0.7 = 17.14, rounded to 17). On a high-gravity world 
  with a G-rating of 1.2, however, the same unit would be reduced 
  to a Move of 10 (12 ÷ 1.2 = 10). 
  Gravity affects all types of Move, including VTOL, WiGE and hover. 
  The minimum Move to which a unit may be reduced due to high 
  gravity effects is 1 MP.
  Most Formations are not prepared for the stress of movement 
  beyond their design specs. To reflect this, if gravity effects provide 
  any non-infantry Formation with Move beyond its normal values, 
  it may use that Move for up to 2 consecutive Movement Phases 
  without any detrimental effects. If used for a third consecutive 
  turn, the Formation will automatically suffer an Movement Damage 
  critical hit (see p. 241) after completing its movement.
  Under these rules, only Formations that use Move experience 
  gravity effects. Aerospace Squadrons, which employ Thrust, ignore 
  these rules.
  Temperature
  Extremes of hot or cold may prevent certain units from operating 
  on the battlefield. Temperatures break down into three ranges: 
  Cold, Normal and Hot. These rules apply only to ground-level Units; 
  aerospace Squadrons ignore extreme temperature rules.
  Normal temperatures have no effect on game play; such 
  temperatures run the range of seasonal conditions that a human 
  body can survive, given proper attire and equipment.
  Cold: In extreme cold (below –30 degrees Celsius), conventional 
  infantry units will suffer 1 point of damage for every turn of 
  gameplay. 
  Hot: In extreme heat (above 50 degrees Celsius), conventional 
  infantry units will suffer 1 point of damage for every turn of 
  gameplay. 
  Non-infantry units reduce their Move by 1 MP when operating 
  in extreme heat environments.
  Wind
  Under these rules, wind has five force categories, ranging from 0 
  (still air to breezy winds) to 4 (storm winds and possible tornadoes). 
  The effects of each wind force category are detailed below. 
  Wind strength (and direction) may be selected at the start of the 
  scenario, or randomly determined by rolling 1D6 and consulting 
  the Prevailing Winds Table below. Wind strength may be steady 
  throughout a scenario and set during the setup phase of the 
  game. For even more dramatic effects, players may opt for variable 
  winds. With variable winds, the players may take turns randomly 
  
  EXCEPTIONALLY LARGE ELEMENTS
  The following rules roughly describe the additional abilities of 
  exceptionally large Elements, which includes not only DropShips by 
  default, but any Unit that possesses the Large, Very Large, or Super 
  Large special abilities (LG, VLG, SLG).
  Exceptionally Large Elements in Units and Formations
  Any Element with the LG, VLG or SLG ability, with the exception of 
  Superheavy ’Mechs and Vehicles, is considered a Unit or Flight and may 
  not be placed in a Unit with other Elements. SLG Elements are limited 
  to only one Element per Formation. 
  Exceptionally Large Element Firing Arcs and Attacks
  Large, Very Large and Super Large Elements may possess more than 
  one firing arc. As Strategic BattleForce does not use facing, these arcs are 
  not used to determine what targets can be attacked. Instead firing-arcs 
  determine the number of attacks that can be made on a hostile Formation. 
  Tornado Duration and Force Rating: In Strategic BattleForce, 
  tornados last one turn. The tornado’s strength rating (F rating) is 
  determined by a 2D6 roll as listed on the Tornado Force Rating Table.
  Tornado Movement: When a tornado forms, roll 1D6. On a result 
  of a 6, the tornado will travel into a randomly chosen adjacent hex. 
  Tornado Damage: Tornadoes immediately damage all battlefield 
  Formations, buildings, and terrain that they come into contact with, 
  either from the Formations, buildings and terrain being within the 
  tornado’s touch down hex, or be being struck by a tornado moving into 
  a new hex. Against battlefield units, the damage from a tornado is equal 
  to its F rating x 3 and is applied to each Unit in a Formation or Fortification. 
  Against terrain and buildings, a tornado will deliver 9 times its F 
  rating in damage to the target’s Terrain Factor or Construction Factor 
  (as appropriate). Damage done by a tornado takes place during the End 
  Phase. Use the Terrain Conversion rules (see p. 290) to find the effects of 
  damage on terrain, and the Urban hex rules (see pp. 285-288) to find 
  the effects of damage on buildings. If the underlying terrain is paved 
  or water, it will remain unchanged by tornado damage. Damage from 
  tornadoes takes effect immediately during the End Phase in which the 
  tornado makes contact with the Formations, buildings, and/or terrain 
  in question. Roll for all critical hits as normal.
  PREVAILING WINDS TABLE
  1D6 Roll
  Wind Type
  Force Category
  1-2
  None
  0
  3
  Light Gale
  1
  4
  Moderate Gale
  2
  5
  Strong Gale
  3
  6
  Storm
  4
  ATMOSPHERIC DENSITY ROLL MODIFIERS
  Atmospheric Pressure
  Modifier
  Vacuum
  No Wind
  Trace Atmosphere
  –2*
  Thin Atmosphere
  –1*
  Thick Atmosphere
  +1*
  Very Thick Atmosphere
  +2**
  *Minimum modified result = 1; Maximum modified result = 6
  **Maximum modified result = 8; On 7+ modified result, treat as Tornado
  TORNADO FORCE RATING TABLE
  2D6 Roll
  Tornado Rating
  2-3
  F1
  4-6
  F2
  7-10
  F3
  11
  F4
  12
  F5
  ENVIRONMENTAL TO-HIT 
  MODIFIERS TABLE
  Environmental Condition
  Modifier
  Blowing Sand
  +2
  Earthquake
  +1 to +6
  Electromagnetic Interference
  +2*
  Geyser
  +2**
  Heavy Fog
  +1
  Darkness
  Dusk or Dawn
  +1
  Moonless Night
  +3
  Night
  +2
  Pitch Black
  +4
  Rainfall
  Light to Heavy
  +1
  Torrential Downpour
  +2
  Smoke
  Light
  +1**
  Heavy
  +2**
  Snowfall and Hail
  Light to Heavy
  +1
  Sleet
  +1
  Blizzard
  +2
  Winds
  Wind Force 0 to 2
  +0
  Wind Force 3
  +1
  Wind Force 4
  +2
  Tornado, F1 to F3
  +2**
  Tornado, F4
  +3**
  Tornado, F5
  +4**
  *EMI only affects weapon attacks through an EMI-affected area of any size; does 
  not affect infantry attacks.
  **Applies only to attacks that pass through this environmental feature, regardless 
  of attacker type.
  
  283
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  The maximum number of total weapon attacks per turn that 
  can be made by any Exceptionally Large Element is based on the 
  Element’s type, as shown in the Large Element Attack Limits Table. 
  This reflects limitations of crew, heat sink capacity, targeting load, 
  and other combat conditions unique to combat. 
  Turret Attacks: If an Element possess the Turret (TUR) special 
  ability then it may add the turret attack value to one of its attacks. 
  Mobile Structures
  Mobile structures, as the name implies, are truly massive 
  Elements that are effectively moving buildings. Extremely rare in 
  combat, these Elements are treated as an independent Formation 
  made up of multiple, conjoined Units (referred to as “sections”)—
  each with its own armor, and firepower—that move as one. A 
  Mobile Structure Formation has a number of sections equal to 
  the number of Total Warfare hexes the structure is made up of, 
  with each section possessing an armor rating and its own attack 
  values. Each section must be designated as “edge” or “center”. Center 
  sections may not be directly attacked, except by aerial attacks (see 
  Air-to-Ground Attacks, p. 248) or artillery (see p. 273). 
  Mobile Structure Movement: Mobile structures may be 
  designed to travel on land, air, or water, but their sheer size enables 
  them to shrug off terrain conditions that would slow most other 
  units. The Mobile Structure Movement Costs Table defines the base 
  Move costs for ground and naval-based mobile structures. Airborne 
  mobile structures follow the movement rules for airships.
  Mobile Structure Attacks Firing Arcs: While Mobile Structure 
  weapons are divided into sections, not all sections may attack at 
  once. Each section needs to be designated as having a fore, aft, 
  right, left or top arc. Mobile Structures then use the same firing 
  arc rules as aerodyne DropShips. Any section in an arc that is firing 
  may make an individual attack. For example, a structure with four 
  sections in the side arc and two in the aft arc would be able to 
  make six attacks on a target in the same hex. Center sections 
  are considered top arc and may only make ground-to-air attacks 
  against aerospace units (see p. 248). 
  Attacking Mobile Structures: Mobile structures are attacked in 
  the same manner as Fortifications (see Advanced Buildings and Urban 
  Terrain, p. 288-290), and apply the –4 Immobile Target modifier in 
  addition to their movement rate modifier (to reflect their gigantic 
  size). Attacks are resolved against individual mobile structure Units, 
  rather than against the Formation as a whole, with damage marked 
  off against the armor for an individual section. The section attacked 
  and damaged is decided by the attacker; no Tactics Roll is required.
  LARGE ELEMENT  
  ATTACK LIMITS TABLE
  Type
  Max Attacks/Turn
  Airship
  2
  DropShips
  4
  Superheavy Elements
  1
  LG and VLG Naval Elements
  4
  SLG Naval Elements
  6
  Mobile Structures
  1*
  * Mobile Structures are considered a Formation with Units equal to the number of 
  TW hexes it fills. See Mobile Structures, p. 283 for more details.
  MOBILE STRUCTURE  
  MOVEMENT TABLE
  Terrain
  MP Cost
  Clear, Paved, Bridge, Road
  1
  Rough, Gravel, Sand, Tundra
  +0
  Light or Heavy Woods/Jungles
  +0
  Ultra-Heavy Woods/Jungles
  +1
  Water
  Depth 0
  +0
  Depth 1-2
  +1*
  Depth 3-15
  +2*
  Depth 16+
  +0**
  Level Change
  Level 1
  +0
  Level 2
  +2
  Level 3+
  +4†
  Building/Walls
  Light, Medium, Heavy
  +0
  Hardened
  +1
  Heavy Industrial
  +1
  *Level change cost not included. To enter water of depth 3 or deeper, a mobile 
  structure must have the SEAL special ability. Water mobile structures run 
  aground and become immobile in water less than in depth 6.
  **Only water-based mobile structures can enter this terrain.
  †Only submersible water-based mobile structures in water can make level changes 
  this extensive; ground-based mobile structures cannot climb over terrain 
  features 3 levels or higher per hex traveled.
  MOBILE STRUCTURE 
  CRITICAL HIT TABLE
  2D6 Roll
  Mobile Structure
  2
  No Critical Hit
  3
  No Critical Hit
  4
  No Critical Hit
  5
  No Critical Hit
  6
  Weapon Hit
  7
  Gunners Stunned
  8
  Weapon Hit
  9
  Gunners Killed
  10
  Turret Locked
  11
  Targeting Hit*
  12
  Weapon Hit
  *all attacks are at a +1 to-hit. Affects are cumulative with 
  a third result disabling all weapons in this section.
  
  MINEFIELDS 
  A single minefield occupies a single SBF hex. Minefields possess two 
  ratings, size (MFS) and density (MFD). Minefield size represents how 
  much of the hex area is covered in mines. The density is how many 
  mines are in the hex. Size determines how likely a Formation is to hit 
  a minefield, while Density determines how much damage is done to a 
  Formation when it hits a minefield. 
  Size: A minefield’s size rating is determined based on the number 
  of Total Warfare-equivalent hexes within a given Strategic BattleForce 
  hex are occupied by mines. A single MFS of mines is equal to 17 hexes. 
  Minefield size ratings are 1, 2, 4, 6, 8, 10 and 12. The larger the minefield, 
  the more likely an enemy Formation will be damaged by it. 
  Density: Minefields have a density rating of 1 to 5. 
  Minefields at Setup: 
  If the scenario or campaign rules prescribe the placement of 
  minefields, before start of play the controlling player places the maps 
  and notes the hexes, MFS, and MFD for any minefields placed. Note that 
  Strategic BattleForce hexes are 500 meters across; as such, minefields 
  that cover more than a handful of hexes are uncommon and time 
  consuming to deploy. 
  Deploying Minefields During Game Play: 
  Deploying minefields during combat requires sufficient minelayers 
  (MDSC#), Mines (MDS#) and time to deploy (game turns). 
  The time needed to deploy a minefield is equal to (MFS + MFD x17) ÷ 
  (6 x MDSC), rounding normally. For example, a Formation with MDSC4 
  and MDS20 wants to lay an MFS 2 minefield with an MFD of 2. This 
  would require 3 SBF Turns ((MFS2 + MFD2 x 17) = 68.68 ÷ (6 x MFD 4)= 
  2.83. Rounded normally, this is 3.)
  Triggering a minefield: 
  When a hostile Formation enters a hex with a non-command 
  detonated minefield, two automatic attack rolls are made.  The first 
  roll is the primary attack, and the second roll is the secondary attack. 
  Roll 2D6 for each attack and consult the Minefield Attack Table. If the 
  results equal or exceed the target number for the minefield size (MFS), 
  damage is applied (see Minefield Damage, p. 286).
  Minefield Types
  Active Minefields: If any Unit in the Formation uses its JUMP ability 
  while in a hex with an active minefield, roll a minefield attack with a -3 
  modifier to the attack roll. Reduce this modifier by 1 for every 3 JUMP 
  used in the turn. For example, if a Formation uses a total of 6 JUMP 
  among its Units, the modifier would be -1. 
  Conventional Mines: If the Formation has the Hover or WiGE 
  movement type, apply a -2 to the minefield attack roll. If a Unit in 
  the Formation has the Hover or 
  WiGE movement type, or the 
  Formation has two or more Units 
  that are Infantry, apply a -1 to the 
  minefield attack roll. Damage 
  is equal to 1 point for each 
  density (MFD) level. Following 
  a successful attack, the MFD is 
  reduced by 1. 
  EMP Mines: Once triggered, an 
  EMP field is exhausted, regardless 
  of its density. A detonated EMP 
  minefield creates an ECM field 
  that fills the hex until the end of 
  the turn. Any Formation (friendly 
  or hostile) caught in an EMP blast 
  Mobile Structure Critical Hits: Critical hits to mobile structures are 
  likewise resolved by section, rather than against the whole, and use the 
  Mobile Structure Critical Hits Table. Critical hits that stun or kill a mobile 
  structure’s gunners affect only the weapons in the relevant section 
  (stunned gunners are unable to fire for one full turn after the critical hit; 
  killed gunners render all weapons in that section inoperative). A critical 
  hit to a mobile structure’s weapons will reduce that section’s overall 
  weapon damage values at all ranges by 1 (including those assigned to 
  special abilities, such as IR or FlK). 
  Destroying a Mobile Structure: Destroying a mobile structure 
  requires the destruction of over half of the unit’s sections. For a ground 
  Formation to attack a center section, the edge sections protecting it 
  must first be destroyed This generally means that central sections 
  typically cannot be targeted at all, except by air units.
  A destroyed mobile structure converts the hex it last occupied to Ultra 
  Rubble. If an airborne mobile structure is destroyed over a ground map, 
  it will crash on the hex it currently occupies, destroying all Formations, 
  buildings, and woods or jungle terrain types within that hex.
  HIDDEN FORMATIONS
  Prior to the start of play, the defender and/or attacker, depending 
  on the scenario may hide Formations on the map. Each player must 
  write down the hex in which a Formation is hidden.
  Unless the player plans to move a hidden Formation during the 
  Movement Phase, hidden Formations are not counted for purposes 
  of determining whether unequal numbers of Formations exist. If the 
  player plans to move a hidden Formation during a turn, they must 
  reveal it at the start of their Movement Phase. If a player plans to attack 
  using a hidden Formation, he must reveal it at the beginning of the 
  Combat Phase.
  Hiding on the Ground 
  Most Formations may be hidden on the Strategic BattleForce map, 
  including grounded airborne units. Large, very large, or super large 
  (LG, VLG, SLG) support vehicles, and grounded DropShips may be 
  hidden in Urban hexes, underwater (if applicable) and in any hex in 
  which the surrounding terrain is higher than the height of the Unit 
  being hidden (two levels for standard ground Units and six levels for 
  DropShips. Mobile structures and airborne Squadrons may not be 
  hidden. Additionally, no unit may hide in a clear or paved (road/bridge) 
  hex, or on the surface of water. All other terrain and unit types are valid.
  Detecting Hidden Ground Units: Hidden Formations remain 
  hidden until they attack or move, and will not be detected until an 
  enemy Formation moves into the same hex as the hidden Formation. 
  If the detecting Formation has the PRB ability, the hidden formation 
  is automatically detected. Otherwise, roll 2D6 with a target number 
  equal to the detecting Formation’s Skill +3. If a Formation has the RCN 
  ability but does not have PRB, it gains a +1 modifier to this roll.  On a 
  successful roll, the hidden Formation is detected.
  Ambush Attacks From Hidden Formations
  If an enemy Formation moves into the same hex as a hidden Formation, 
  the hidden Formation may immediately make an ambush attack. The 
  base to-hit number is equal to the Skill value of the attacker, modified 
  by any critical hits to the attacker plus any terrain modifiers for the hex. 
  The attack range is the attacker’s choice of Short or Medium. Damage is 
  applied immediately. The attacker may move and attack following this 
  ambush attack, but with a –2 MP modifier and a +2 to-hit modifier. 
  EXPANDED GROUND RANGES
  Horizon Range: Allows attacks up to the current visual range or 20 
  hexes, whichever is less. The to-hit modifier for this range is +5. Damage 
  is equal to Long Range damage divided by 2 (rounding down). 
  MINEFIELD 
  ATTACK TABLE
  MFS
  Target Number
  1
  11+
  2
  10+
  4
  9+
  6
  8+
  8
  7+
  10
  6+
  12
  7+
  
  285
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Urban Hex Types 
  Urban hexes are divided into five broad categories based on 
  Alpha Strike and Total Warfare building types (see p. 83, AS and 
  p. 166, TW) which define both their general structural strength 
  and overall size in game play. These categories are Light, Medium, 
  Heavy, Hardened and Fortification. Each of these urban hex types 
  is further described by its construction factor (CF), a value that 
  approximates how much damage the hex can sustain before it is 
  reduced to rubble.
  Light Urban: Light Urban runs the gamut from a field of barracks 
  tents, a suburb of family homes, a farm complex and strip malls. 
  The maximum CF for a single Light Urban hex is 150. 
  Medium Urban: Medium Urban hexes are made up of sturdier, 
  moderate-sized structures, such as a warehouse complex, an office 
  park, a block of apartment buildings, and the like. These buildings 
  comprise the bulk of most residential settlements and commercial 
  complexes in the BattleTech setting. The CF for a Medium Urban 
  hex is 360. 
  Heavy Urban: Heavy Urban hexes are made up of buildings 
  that are large, reinforced structures, including factory complexes, 
  a hospital facility, government centers, and permanent command 
  centers. Heavy Urban hexes have a CF of 750. 
  Hardened Buildings: Hardened Urban hexes are made up of 
  armored or otherwise battle-reinforced structures, built specifically 
  to withstand siege warfare and perhaps any explosives shy of a 
  nuclear blast. Hardened Urban hexes typically represent permanent 
  military bases, BattleMech factory complexes or heavily protected 
  compounds for governmental leaders or the very rich. Hardened 
  Urban hexes have a CF of 1200. 
  Fortifications: Fortifications are a specific sub-type of the above 
  building classes. They are made up of one to four structures and 
  are specifically designed as an armored and armed fort for military 
  forces. They are considered an advanced game play element and 
  are covered in the Advanced Building Rules (see p. 288). 
  Urban Hex Construction Factor: An urban hex’s CF is first 
  determined by the type of urban hex. The hex’s classification (Light, 
  Medium, so on) determines the average building type in the Urban 
  hex. The CF is then calculated based on the Default CF buildings in 
  Alpha Strike (see p. 84, AS), multiplied by 30. These are 5 for Light, 
  12 for Medium, 25 for Heavy and 40 for Hardened. So a Light Urban 
  hex would have a CF of 150 (CF 5 x 30=150). If players agree before 
  start of game play, a different base CF can be selected to better 
  represent the Urban hex type. For example, a hex of barracks tents 
  might choose a base CF of 1 for a hex CF of 30. 
  suffers a +2 to-hit modifier for the remainder of the turn, and any 
  Units that have the Vehicle (V), Infantry (CI) or Battle Armor (BA) 
  type receive 1 point of damage. 
  Inferno Mines: A successful Inferno mine attack will reduce the 
  target Formation’s MP by 1 for two game turns. For the remainder of 
  the game, apply a +1 MP modifier to any Formation moving through 
  the hex. Additionally, any Unit caught in the attack or which moves 
  through the hex in subsequent terms, and has the Vehicle (V), 
  Infantry (CI) or Battle Armor (BA) Type, takes 1 damage. An inferno 
  minefield is reduced to an MFD of 0 on a successful attack. 
  Command Detonated Mines: Any of the above minefield 
  types may be designated as command-detonated minefields. If a 
  command-detonated minefield type is not designated at the start 
  of play, it is resolved as a conventional minefield. 
  A command-detonated minefield is not set off by the passage 
  of enemy Formations, but instead must be triggered by an active 
  unit that is “friendly” to the minefield’s controlling Force and which 
  ends its Movement Phase with direct LOS to the minefield. Hostile 
  ECM in the hex will not block a signal to detonate a command-
  detonated minefield. Each detonation of a command-detonated 
  minefield reduces the field’s density by 1 point. 
  When a command-detonated minefield is triggered, all units in the 
  hexes area of effect will suffer damage or other effects equal to that of 
  a minefield type of equal density; for example, command-detonated 
  inferno mines will reduce the target Formation’s MP by 1 for two game 
  turns upon detonation, while command-detonated conventional 
  mines will deliver damage equal to their current density values.
  Minefield Damage
  When a minefield successfully makes an attack, or a friendly 
  Formation activates command-detonated mines, damage is 
  applied as follows. If a successful primary attack is made, randomly 
  determine one Unit in the target Formation. This Unit takes the 
  full damage value of the equal to the MFD rating. If a successful 
  secondary attack is made, randomly select a new Unit from the 
  remaining Formations and roll 1D6. On a result of 1-3, the target Unit 
  takes one-quarter damage (rounding down) from the minefield. 
  On a result of 4-6, the target Unit takes one-half damage (rounding 
  down) from the minefield. 
  URBAN HEXES (BUILDINGS)
  In Strategic BattleForce, a single urban terrain represents a 
  series of buildings filling the hex. These hexes are referred to 
  as urban hexes. 
  STRATEGIC BATTLEFORCE URBAN TABLE
  Weight Capacity
   
  Damage Absorption**
  Collapse Damage
  Urban Hex Type
  MP Cost per Hex*
  CF
  (each Building)
  Infantry
  Non-Infantry
  per 2 levels
  Light
  +1 / +0
  150 /5
  1
  2
  1
  1
  Medium
  +2 / +1
  360 /12
  2
  4
  2
  2
  Heavy
  +3 / +2
  750 /25
  3
  6
  3
  3
  Hardened
  +4 / +2
  1200 /40
  4
  8
  4
  4
  Wall
  As building Class
  Fortification
  +1
  †
  †
  †
  †
  †
  * No additional move cost for Formations composed exclusively of infantry Units. Formations made exclusively of ProtoMechs pay +1 MP to move through any class of Urban hex. 
  Formations made up exclusively of wheeled Elements may reduce all movement costs by 1 MP, reflecting the paved surfaces in the hex; for example, the movement penalty for 
  moving through a Medium Urban hex would be +1, not +2. 
  ** See Attacking Formations in an Urban Hex (see p. 286) 
  † See Fortifications in Advanced Buildings and Urban Terrain Rules (see p. 289) 
  
  land on a building in the hex, the building would collapse and damage 
  the Unit in the process. 
  Aerospace Units, Large Units, and Buildings: If an aerospace 
  unit, or a unit with the Large, Very Large, or Super Large special 
  abilities, attempts to enter or land in an Urban hex, the structure will 
  automatically collapse (see Building Collapse, p. 85). The exception is 
  if the Urban hex is specifically identified as an aerospace landing field. 
  If so, the buildings are considered hangers and the hex is considered 
  to have a valid landing strip. Ending movement at zero altitude in an 
  Urban hex without a landing field is considered a crash. 
  Top of Building Line of Sight: A Unit or Formation standing on top 
  of a Building will increase its visual line of sight based on the height 
  of the building. For every 4 levels of building height, Visual Range (see 
  p. 265) is increased by 1 hex to a maximum of 2 hexes. Additionally, 
  infantry units use the visual ranges for BattleMechs and Vehicles. 
   
  Attacks in Urban Hexes
  Urban hexes may be attacked in the same manner as any other 
  Formation. Attacks against urban hexes are resolved as against an 
  immobile target. Damage to an urban hex is applied to the hex’s 
  CF value. An urban hex’s type will remain unchanged, regardless of 
  its current CF. Thus, a Heavy urban hex with only 100 points of CF 
  remaining will still be treated as heavy Urban for movement, weight 
  capacity, and damage absorption purposes.
  Attacking Formations in an Urban Hex
  Formations in an urban hex may only be attacked by another 
  Formation in the same hex or by artillery or aerospace attacks. 
  All attacks in an urban hex suffer an additional to-hit modifier that 
  reflects the additional LOS challenges in an urban environment. Light 
  and Medium hexes have a +1 modifier while Heavy and Hardened 
  hexes have a +2 modifier.
  Damage is likewise reduced when in an urban hex. Whether the 
  attack comes from another Formation in the same hex or from an 
  artillery or aerospace attack, damage is reduced by the value listed 
  in the Damage Absorption columns of the Strategic BattleForce Urban 
  Table. For example, a Unit in a Light urban hex would take full damage 
  while an Infantry Unit in a Hardened hex would reduce damage by 4. 
  Attacking Units Inside Buildings
  Formations inside buildings can still be attacked by Formations in 
  the same urban hex or by Artillery and Aerospace attacks on the hex. 
  Individual buildings provide substantial cover that affords a level of 
  protection to those Formations being attacked. This is represented by 
  the building’s Damage Absorption values, which indicate how many 
  points of damage from each attack against a Formation inside the 
  building is instead delivered to the building itself. 
  Infantry Units: Infantry units inside buildings may not be attacked 
  directly. Instead, the attacker must fire on the building itself, relying on 
  the collateral damage to injure the infantry within. This attack uses the 
  to-hit modifiers for attacking an immobile object (the building), rather 
  than the infantry inside. The damage delivered to the infantry unit 
  will be equal to the Damage Value of the successful attack, minus the 
  Damage Absorption value for the building type shown in the Infantry 
  column of the Strategic BattleTech Urban Table (to a minimum of 0 
  points of damage delivered to the infantry unit).
  For example, if a Unit capable of delivering 5 points of damage 
  attempts to attack an infantry unit inside a medium building, the 
  Medium urban hex suffers 4 points of that damage to its CF (starting 
  CF of 360), while the infantry unit takes the remaining 1 point. 
  Non-Infantry Units: Non-infantry units inside buildings may be 
  attacked directly by Formations in the same hex, and the building will 
  absorb damage as shown on the non-infantry Damage Absorption 
  These values are reflected in the CF column of the Strategic 
  BattleForce Urban Table with the number before the slash indicating 
  the CF of an entire hex and the number after the slash indicating the 
  CF of a single structure in the hex.
  Urban Hex Building Height: The height listed on the building 
  counter shows the average height of the buildings in urban hex. These 
  levels use the Total Warfare level height of 6 meters, instead of the 
  SBF level height of 30 meters. Thus, a 4 level building measures 24 
  meters not 120 meters. Average building height is used to determine 
  the damage inflicted when an urban hex is destroyed. 
  Movement Effects
  On the Strategic BattleForce Urban Table, the first value in the 
  MP Cost per hex column defines the additional Move cost for most 
  Formations to maneuver through the roads, alleys and open spaces 
  around buildings in an urban hex. 
  A Formation may move through buildings an urban hex, usually for 
  the purposes of taking cover. The second value in the MP Cost per hex 
  column represents the MP cost for a Formation to enter buildings in an 
  urban hex. This may be done when first moving into the hex (adding 
  the first and second columns together to get the total MP modifier) or 
  a Formation already in an urban hex may enter a building by paying 
  the cost after the slash. 
  When a non-infantry Formation enters or exits buildings in an urban 
  hex, it does damage to the hex equal to the number of non-infantry 
  Elements in the Formation. For example, a standard Inner Sphere 
  company would do 12 points of damage to an urban hex. 
  Infantry Formations: Infantry Formations, including conventional 
  and battle armored units, do not apply additional Move costs when 
  moving through an urban hex. Infantry units also inflict no damage to 
  urban hexes by moving through them.
  ProtoMechs: ProtoMech Formations may move through urban 
  hexes at an additional Move cost of +1 regardless of the building’s type.
  Climbing and Standing on Buildings
  A ’Mech, ProtoMech, or infantry unit can move to the roof of 
  buildings in an urban hex rather than staying on the ground in order 
  to gain a better vantage point over the battlefield. In SBF play, this is 
  done primarily to reduce to-hit modifiers or increase visual line of sight. 
  Infantry and ProtoMechs: Infantry and ProtoMechs may move 
  between levels only while inside a building. Each level of building 
  height changed in this fashion costs the unit 1 MP of Move. 
  ’Mechs Outside of Buildings: Along the outside of buildings, ’Mechs 
  can climb up and down the structures’ face in the same manner as they 
  can ascend or descend levels at a cost of 2 MP per level. Formations with 
  JUMP-capable Units ’Mechs may alternatively jump onto a building’s 
  rooftop, as long as their JUMP value is equal to or greater than the 
  Urban hex base height divided by 2. For example, in an Urban hex with 
  a base height of 6, a Unit would need a JUMP value of 3. 
  ’Mechs Inside Buildings: ’Mech units may not change levels once 
  they are inside a building.
  Building Weight Capacity: Each building in an Urban hex has a 
  weight capacity limit listed in the Strategic BattleForce Urban Table. 
  This value is an abstraction of the tonnage limits of individual buildings 
  in the hex, and is the maximum size class that can be supported on 
  a building. If the size class of a Unit or Formation is greater than the 
  maximum size class of buildings in the hex, then the buildings in the 
  hex will collapse if these Units or Formations attempt to climb or land 
  on them (see Building Collapse, p. 287). All non-battle armor infantry 
  units are treated as if they have a size class of 0.
  For example, a Medium Urban hex has an individual building weight 
  capacity of 2. Units or Formations that are Size 1 or 2 can stand on top 
  of the buildings in the hex. If a JUMP Unit of Size class 3 attempted to 
  
  287
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  falling, the hex takes 25 points of damage (equal to the Default 
  CF for a Heavy building). 
  Forced Collapse: When an enemy is hiding inside the buildings, 
  sometimes the only way to get to them is to bring the building down 
  around them. An attacker must do damage equal to the Default 
  building CF times 0.8 (rounding up). Such an attack will damage one 
  Unit in a Formation (chosen randomly). For example, if an infantry 
  Formation took cover in a Medium urban hex, an attacker would have 
  to do 10 damage in a single turn. If successful, the building collapses, 
  destroying a randomly chosen infantry Unit in the Formation. 
  Partial Hex Collapse: Urban hexes that have their CF reduced 
  to 40% or less (rounding down) of their base CF suffer a partial 
  collapse. Any Formations that are in or on a building suffer damage 
  equal to one-half (rounding up) the normal damage from a collapse 
  (see Damage from a Collapse, below). Any Formation in a hex that 
  suffers a Partial Collapse will take damage from falling debris or 
  other hazards. This damage is equal to the Weight Capacity of a 
  building in the hex and is applied to every Unit in the hex at the 
  time of collapse. For example, a Partial Collapse of a Hardened hex 
  would do 4 points of damage to every Unit in the hex.
  Buildings in a hex suffering from Partial Collapse are unstable 
  and no longer safe to stand on. Reduce the Weight Capacity of the 
  hex by 2, to a minimum of 0.
  A hex that has suffered Partial Collapse is more difficult to move 
  through, adding an additional +1 MP to any movement in that hex. 
  Complete Hex Collapse: Urban hexes that have their CF reduced 
  to 10% or less (rounding down) of their base CF will collapse. 
  Damage to Formations in a hex suffering a Complete Collapse is 
  the same as in a hex with a Partial Collapse
  A Light, Medium or Heavy urban hex that has suffered a Complete 
  Collapse is considered rubble for future movement. A Hardened 
  Urban hex that collapses is considered ultra rubble.
  Damage from a Collapse: Any infantry units within a collapsing 
  building—including battle armor—are automatically destroyed in 
  a collapse. Infantry on top of a collapsing building are automatically 
  killed unless they have the JUMP ability. Infantry Units with the 
  JUMP ability may jump to safety but suffer a –1 to-hit modifier and 
  –1 MP in the following turn. 
  Non-infantry units inside or on top of a collapsing building 
  will suffer damage based on the height of the building and the 
  building’s type. This collapse damage is shown in the Strategic 
  BattleForce Urban Table, with the collapse damage value multiplied 
  by every 2 levels of building height (rounding down, to a minimum 
  of 1). Formations that are standing on the building’s rooftop when it 
  collapses suffer an additional 1 point of damage. Collapse damage 
  is not reduced by the building’s damage absorption factor. A non-
  infantry Unit with the JUMP ability may jump to safety if they are 
  on top of the building when it collapses. They will suffer a –1 to-hit 
  modifier and –1 MP in the following turn. 
  If the collapse is caused by damage from a Formation’s movement 
  while exiting the building, the exiting unit is treated as if it was 
  outside the building when it collapses (unless part of a Partial or 
  Complete Collapse), and thus suffers no collapse damage.
  In the example above, Joshua’s Fire Lance was on top of a 
  Heavy building when it collapsed as a result of a Forced Collapse 
  attack by Max. 
  As a Level 4 Heavy building, its collapse will do 12 points of 
  damage (6 points base for Heavy buildings, multiplied by a Level 
  4 building, divided by 2. 6 x (4 ÷2)=12). With only 14 points of 
  armor, his Fire Lance is now down to 2 points of armor and is 
  under Forced Withdrawal rules due to the amount of damage 
  it has suffered.) 
  column. In this case, no additional to-hit modifiers for cover from 
  the building apply while making the attack. However, the building’s 
  Damage Absorption effect must be subtracted from the damage 
  delivered, to a minimum of 0 points of damage delivered to the 
  target. Once again, the damage absorbed by the building counts 
  against the Urban hex’s current CF.
  Aerospace and artillery attacks (including orbital fire) do not 
  target the Formation, but instead target the building (an exception 
  to SBF combat rules). If the building is successfully hit, damage is 
  applied to the building only, with the building absorbing double 
  its normal amount of damage. 
  For example, an aerospace fighter dive-bombs a Medium 
  building with an infantry Unit and a ’Mech Unit inside. The attack 
  does 8 damage, of which 4 points would be normally be absorbed 
  for the infantry Unit and 2 points for the ’Mech unit. However 
  damage absorption is doubled, so the infantry takes 0 damage 
  (Medium Building Infantry absorption is 4, which doubled is 8) and 
  the ’Mech Unit only takes 4 damage (Medium Building Non-Infantry 
  absorption is 2, which doubled is 4). 
  Attacks From or Against Units on Top of a Building: A Unit 
  on top of a building has a greater vantage point from which to 
  see the city and surrounding terrain. They receive a –1 to-hit for 
  all attacks while on top of a building and may attack Formations 
  in the adjacent hex even if LOS would normally be blocked (for 
  example, if the adjacent hex were heavy woods). Unfortunately, 
  they are also visible from the surrounding streets; any opponents 
  targeting the Formation from the same hex receive a –1 to-hit 
  modifier, and the Formation atop the building may be attacked 
  by Formations in adjacent hexes without any additional modifiers. 
  This is an exception to the rule that only Formations in the same 
  hex can make attacks in an Urban hex. 
  Building Collapse
  All damage delivered to an urban hex is applied to the hex’s 
  CF, reducing its integrity. Because a hex is made up of dozens 
  of buildings, the effects of damage are applied differently from 
  standard Alpha Strike or Total Warfare play. 
  Urban hexes track damage received over time. However, the 
  damage does not change the Default building CF, nor does it 
  change the hex’s weight limits or Damage Absorption. 
  Overweight Collapse: If a Formation or Unit is on top of a 
  building, the building will collapse if the Size class of the Formation 
  or Unit is greater than the urban hex’s Size weight capacity. 
  Additionally, a hostile Formation can choose to target the building 
  instead of a specific Unit in a Formation in an attempt to force a 
  collapse. This action replaces a Formation’s normal combat action 
  and must be declared at the start of the Combat Phase.  If the hostile 
  Formation can do damage equal to or greater than one-half the 
  urban hex’s Default Building CF, and the Size class of the Formation 
  is equal to or greater than the Weight Capacity of the hex minus 1, 
  the building collapses. 
  Joshua’s AFFS Cavalry company (Formation) has entered 
  a Heavy urban hex. Wanting a superior vantage point from 
  which to fire, he declares that his Size 3 Fire Lance will jump 
  on top of a Building. Unbeknownst to Joshua, his opponent 
  Max had hidden a Formation in the hex at the start of game 
  play. Wanting to go for maximum effect, he declares his Taurian 
  tank company will fire on the building the Fire Lance is atop. 
  He succeeds in doing 13 points of damage, just over half the 
  Default CF for a Heavy Building (CF of 25). A Heavy building has 
  a weight capacity of 3, but this is reduced to 2 for the purposes of 
  calculating collapse. Joshua’s Fire Lance is Size 3, so the building 
  collapses. In addition to the damage done to the Fire Lance from 
  
  any other standard or strafing attacks the VTOL might otherwise attempt.  
  VTOLs may deliver the same High-Explosive, Cluster, and Inferno bombs 
  found in the standard rules, or any of the alternate bomb munitions 
  available to fighters (see Alternate Munitions, p. 275). 
  Other Air-to-Ground Attacks VTOLs may not perform any other 
  form of air-to-ground attack types.
  Return Fire against Strafing and Bombing VTOLs Ground units 
  that return fire on a strafing or bombing VTOL must use different 
  rules to resolve their fire, depending on whether they were within the 
  intended attack area when they return fire. 
  Inside the Attack Area: For units in the hex targeted by the 
  VTOL’s strafing or bombing area, the standard rules for ground-to-air 
  combat are used (see p. 248), with the attack range based on the range 
  determined during Engagement Control in the Movement Phase. While 
  this means that weapon range modifiers will apply to the ground-to-air 
  attack, these units will also ignore the VTOL’s usual target movement 
  modifiers as an airborne vehicle, replacing it instead with the +2 
  modifier for a ground-to-air attack against an aerospace unit. Thus, a 
  unit returning fire on VTOL that strafed or bombed it at Long Range 
  would have a to-hit modifier of +4 (+2 for Long Range and an additional 
  +2 for attacking an airborne target). 
  Outside the Attack Area: Units returning fire on a strafing or 
  bombing VTOL from an adjacent hex use the normal rules for attacking 
  an airborne vehicle and applying the VTOL’s target movement modifier. 
  Additional  
  Advanced Options 
  ADVANCED BUILDINGS AND URBAN TERRAIN
  In normal Strategic BattleForce, buildings are little more than an 
  easy-to-damage terrain type that blocks line of sight, and that can serve 
  as command posts, armed fortresses, and enemy encampments. The 
  following advanced buildings can be used when players are looking for 
  something a bit harder and more dangerous to attack, or to serve as a 
  challenging objective to capture. These optional buildings are designed 
  to work in concert with the rules for urban hexes (see pp. 285-288). 
  Armed Buildings 
  Armed buildings are any structure featuring weapons designed 
  to oppose enemy Units. They may be manned or automated, at the 
  controlling player’s option. If the building-mounted weapons are 
  automated, apply an additional +1 to the weapon’s Skill Rating value (for 
  example, an armed building with Regular-rated automated weapons 
  will have a Skill Rating of 5, rather than 4). Automated weaponry can 
  never be given a Skill Rating better than Elite. 
  Armed Building Types: Armed buildings may be placed in existing 
  urban hexes (Gun Emplacement) or as stand-alone structures in any 
  non-water hex on game board. The stand-alone structures (or group 
  of structures) are referred to as Fortifications. 
  Urban Armed Buildings: Referred to as Gun Emplacements, armed 
  structures in an urban hex may only attack or be attacked at Short and 
  Medium range. They follow the guidelines for Arming a Building (see 
  p. 289). Gun Emplacements are only discovered when they attack a 
  Formation, or when an opposing player conducts a successful Recon 
  Scan (see p. 266) on the urban hex. Armed buildings in an urban 
  environment are rare. Urban hexes are limited to two armed buildings 
  for Light and Medium hexes and four for Heavy and Hardened hexes. 
  Gun Emplacements have the same building class as the hex of which 
  they are part; for example, a Gun Emplacement in a Light Urban hex 
  would be a Light Building. 
  Walls
  Walls of more than 2 levels block movement through a hex by all 
  non-infantry, except where a gate exists and is open for passage. Walls 
  of 1 level height block movement of any Formations that have wheeled, 
  hover, or tracked ground movement. Walls may not be climbed by 
  non-infantry, but may be jumped onto or over by a JUMP equipped 
  Unit with sufficient JUMP MP. Walls of Level 3 or higher block all line of 
  sight, while Walls of Level 2 block LOS for all ground vehicles (except 
  Formations with VTOL or WiGE) and for ’Mechs, unless the ’Mech is in 
  the same hex as the wall. Walls of Level 1 height block LOS for ground 
  vehicles unless they are in the same hex as the Wall. 
  Walls have the same types and CF ratings as buildings of the same 
  Size class. Walls may be attacked and take damage in the same way 
  as buildings. However, because they cannot be occupied in the same 
  fashion as buildings, walls cannot provide the protection of a building’s 
  damage absorption factor. 
  VTOL SPECIAL ATTACKS
  In Strategic BattleForce, VTOLs are treated as Ground Elements. However, 
  because they are flying Elements, the following rules enable VTOLs to 
  execute strafing and bombing attacks normally reserved for fighters.
  VTOL Strafing 
  A VTOL’s strafing attack follows the same rules as air-to-ground 
  strafing attacks by a fighter (see p. 248), with the following exceptions 
  and modifications. 
  Movement Phase: The VTOL unit must declare that it is strafing at 
  the end of its Movement Phase, and identify its strafing area accordingly. 
  Combat Phase: A VTOL’s strafing run replaces its normal attack. The 
  attack is resolved during the Combat Phase as normal, with all rolls 
  made by the VTOL based on the range resulting from the Maneuver Roll 
  (see p. 239). The damage delivered by a successful VTOL strafing attack 
  is that of its appropriate range bracket based on Engagement Control.
   • Altitude Bombing: This attack works in the same way as the SAS 
  version, save that one attack is made per SBF hex, targeting an 
  enemy Formation in that hex (While a target Formation is chosen, 
  the Formation’s TMM modifier is not factored into the to-hit roll.) 
  This allows bombing runs to span several kilometers of distance 
  if the Squadron’s BOMB load is sufficient. One attack to-hit roll is 
  made per hex, no matter how many bombs are dropped. 
   • Dive Bombing: This attack is effectively unchanged, save the 
  player must designate a target Formation (see Altitude Bombing). 
  Additionally bombs are dropped in groups of 5, with a to-hit roll 
  made for every 5 bombs dropped instead of every individual bomb. 
  VTOL Bombing 
  VTOLs which carry bombs may execute bombing runs in accordance 
  with the same rules defined for aerospace units (see p. 248), with the 
  following exceptions and modifications: 
  Speed Reduction: Like aerospace fighters, VTOLs carrying external 
  bombs will lose mobility as a result of the added weight and drag. This 
  speed reduction is equal to 1 MP of VTOL movement per bomb carried. 
  A VTOL cannot operate if this reduction would reduce the VTOL’s Move 
  to 0 or less. 
  Bombing Attack Type: A VTOL bombing attack follows the rules for 
  dive bombing only; VTOLs cannot execute an altitude bombing attack, 
  and thus may designate only one Formation per turn. Note: VTOLs may 
  not use alternate ammunition types.
  Movement Phase: As with strafing, the VTOL unit must declare that 
  it is bombing during its Movement Phase, and identify its bombing 
  target accordingly. 
  Combat Phase: A VTOL’s bombing attack is resolved in the same fashion 
  as an aerospace fighter’s dive bombing attack (see p. 248), and replaces 
  
  289
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Formations to be protected within. In William’s case, this is a 
  Size 1 Infantry Formation and a Size 3 Battle Lance. 
  Resolving Attacks by Building-Mounted Weapons: Attacks 
  by armed buildings are resolved in the same fashion as a standard 
  weapon attack by a ground-based unit, including being limited 
  to only Short and Medium range within an urban hex. Because 
  buildings are stationary by nature, they gain a –1 to-hit modifier 
  for their steady shooting platform. However, Buildings always 
  lose Engagement Control rolls, so the other side determines what 
  range attacks are made, except in the first attack, which is made by 
  the Building. Building-based weapons also may not benefit from 
  Special Command Abilities (see p. 293), such as Banking Initiative 
  or Off-Map Movement. 
  Resolving Attacks Against Building-Mounted Weapons: 
  Attacks against Gun Emplacements and stand-alone Fortifications 
  are handled separately. 
   • Gun Emplacements (Urban Hex): Attacks against Gun 
  Emplacements are resolved as if they were directed against 
  the urban hex itself. If any attack has a Margin of Success 
  of 3 or more, the Gun Emplacement is hit. Any time a Gun 
  Emplacement takes damage in this fashion, the attacker 
  rolls 2D6. On a result of 7 or higher, the emplacement suffers 
  damage that reduces its attacks by 1 at all ranges (to a 
  minimum of 0). If the emplacement is reduced to a damage 
  value of 0 at all range brackets, the emplacement is destroyed, 
  even if the underlying building still has CF remaining. 
   • Fortifications: Fortifications are treated as Formations and are 
  made up of one to four Structure Units, each with their own 
  CF and weapons. Fortification weapons are assumed to be in 
  turrets and may be targeted separately from the structure. 
  Fortification turrets are smaller targets; as a result, all attacks 
  on them suffer a +3 to-hit modifier. If an attack is successful, 
  the attacker rolls 2D6 and follows the same guidelines as 
  attacking an Urban Gun Emplacement. 
  If the Structure Unit is destroyed, it no longer may make 
  weapon attacks. 
  Arming a Building: The maximum damage a Gun Emplacement 
  or Fortification Structure Unit may deliver is based on the Default 
  CF value for its building class. Take the Default building CF and 
  divide the result by 5, rounding the result normally. These damage 
  points must then be distributed among the emplacement’s Short, 
  Medium, and Long range damage values. The distribution need not 
  be even, but all damage values for closer range brackets must be 
  equal to or higher than those of more distant ranges. For example, 
  an armed Medium building with a CF of 15 may assign up to 3 
  points of damage for its weapon emplacements (CF 15 ÷ 5 = 3); 
  the player may choose to distribute these points as 3/0/0, 2/1/0, or 
  1/1/1, but may not assign them as 0/0/3, 0/1/2, or 1/2/0. 
  Armed Building weapons are treated as “generic” and cannot use 
  most weapon-specific special abilities such as FLK and IF. 
  Fortifications: Fortifications are treated like a Formation for the 
  purposes of Detection and Reconnaissance (see p. 265) and are not 
  placed on the map until identified through Visual ID or Recon Scan. 
  Once placed on the map, they remain on the map even if hostile 
  forces move out of sensor range (buildings that get up and walk 
  away are called mobile structures). 
  As with Formations, a Fortification Formation is made up of 
  one to four Structure Units. These Structure Units can be of any 
  Size class and do not need to be all the same class. The total CF of 
  the Fortification is based on the total of the CF of each structure 
  Unit, using the Strategic BattleForce Urban Table (see p. 285) to 
  determine the Default CF for the structure’s Size class. For example, 
  a Fortification made up of two Light structures has a CF of 10. Size 
  class is determined by averaging the Size class of each Structure 
  Unit in the Fortification (rounding normally). 
  Fortifications use the Arming a Building (see p. 289) rules, save 
  that Fortifications divide by 3, not 5. Each structure is considered 
  a Unit, with all structures in the hex counting as a Fortification 
  Formation. Per Force Structure rules (see p. 233), a Fortification 
  Formation is limited to four Units or structures. 
  Fortifications may also protect Formations that take shelter in 
  them. Formations may hold one Size-class worth of Formations for 
  every 10 CF (rounding up) they possess. For example, a Medium 
  Fortification with a CF of 36 (3 Structure Units of 12 CF each) 
  may hold two Size 1 infantry Formations and one Size 2 ’Mech 
  Formation (36 ÷ 15 = 2.4, rounded down to 2). Entering and exiting 
  a Fortification costs 1 MP and does no damage to the Fortification. 
  Formations inside a Fortification do not count towards the stacking 
  limit of the hex in which the Fortification is located. 
  Formations sheltering in a Fortification receive reduced damage 
  while within, determined by the class of structure of the Fortification. 
  Damage is calculated based on the Attacking Unit Inside a Building 
  rules (see p. 286), with CF based on the Fortification’s Size class.
  Formations inside a Fortification are limited in their ability 
  to attack hostile Formations outside the Fortification. In a Light 
  Fortification, up to 2 Sizes worth of Formations may attack; in 
  Medium Fortifications up to 4 Sizes worth may attack; in Heavy 
  Fortifications, up to 6 Sizes worth may attack; and in Hardened, 
  up to 8 Sizes may. 
  Capturing a Fortification: Instead of attacking a Fortification 
  directly, an attacking player may attempt to capture a Fortification 
  using the Boarding Action rules (see pp. 277-278). Consult the 
  Fortification Crew Table to determine what forces a Fortification 
  can use to defend against a capture attempt. Each structure unit 
  in the Fortification has its own CREW value; these are totaled to 
  determine the final CREW rating. In addition to infantry generated 
  via its CREW ability, any infantry Formations currently inside the 
  Fortification may also be used to defend the Fortification.
  William is defending Liao from a raid by a House Marik force, 
  controlled by Tèrance. William begins the scenario with a single 
  Fortification, which he places in center of the map. Made up 
  of three Medium structures and one Heavy structure, it has a 
  CF of 61 (Medium 12, Heavy 25. (12 x 3) + 25 = 61). This means 
  it may hold up to 12 Size classes worth of units (61 ÷ 5 = 12.2, 
  rounded down to 12). 
  The Fortification is a Medium, or Size 2, Formation (three 
  Medium, or Size 2, structures + one Heavy, or Size 3, structure; 
  2+2+2+3 ÷ 4 = 2.25, rounded down to 2). This means only Size 
  1 and 2 Units may stand on top of the Fortification. As a Size 
  2 Fortification, it has a Damage Absorption value equal to a 
  Medium building—2 for non-infantry and 4 for infantry. Finally, 
  a Size 2 Fortification Formation allows up to 4 Sizes worth of 
  FORTIFICATION CREW TABLE
  Structure’s Building Type
  CREW Rating
  Light
  1
  Medium
  2
  Heavy
  3
  Hardened
  4
  
  FORTIFIED POSITIONS
  In Strategic BattleForce, two scales of field fortifications may be 
  constructed. 
  Infantry Field Fortification: Formations with the TRN or ENG 
  special ability may create quick field fortifications usable by infantry, 
  vehicle (excluding those with LG, VLG or SLG Elements) and ProtoMech 
  Formations. Infantry field fortifications may be built in any terrain 
  except water, ice, mud or swamps.
  To create a fortified position, the Formation with the engineering 
  Units must remain stationary for a full turn, during which time the 
  Units with the TRN or ENG special ability may not make weapon 
  attacks of any kind. The other Units in the Formation may attack as 
  normal. During the Determine and Apply Damage step, the Unit 
  constructing the Fortifications may not be the target of damage 
  unless another Unit has already been damaged. This reflects the 
  mobile Units interposing themselves between the attackers and the 
  constructing Unit.
   In the End Phase of the turn after the above conditions are met, place 
  a marker in the hex occupied by the Formation to indicate there is an 
  Infantry field fortification present and the area has been fortified for 
  added cover. For the remainder of the scenario, the fortified position 
  may be used to provide extra cover for infantry units (see Advanced 
  Infantry Options, p. 290) or ProtoMechs and vehicles going hull down 
  (see Hull Down, p. 269).
  Field Fortifications: Field fortifications in SBF represent a more 
  advanced set of defenses usable by any Formation that does not have a 
  LG, VLG or SLG Element in it. Field Fortifications may only be constructed 
  by a Formation with the ENG special ability. A Field Fortification must 
  be built on the site of an existing Infantry field fortification and takes 
  1 turn to build, during which time the constructing Unit follows the 
  same rules as constructing infantry field fortifications. 
  A hex containing either type of fortification should be indicated 
  with a marker which makes clear whether the fortification is an infantry 
  fortification or a field fortification. 
  TERRAIN CONVERSION
  At the controlling player’s option, a Formation may employ its 
  firepower to raze terrain features within a given hex, rather than attack 
  other Formations or buildings. This action is called “converting terrain,” 
  as the successful result of such an action will change the terrain type 
  to something else.
  The Terrain Factor and Conversion Table identifies each terrain 
  type’s Terrain Factor (TF)—the number of damage points the terrain 
  feature can sustain before it is damaged or destroyed. Each point of 
  damage inflicted by a Formation’s attack eliminates 1 point of TF from 
  the terrain. If any other terrain features (woods, urban, pavement and 
  so on; see p. 285 for urban hexes) are present in the area, they must be 
  eliminated before the underlying terrain can be damaged. Once the 
  targeted terrain is reduced to a TF of 0, the area is replaced with a new 
  terrain, as prescribed in the table. Note that any area which converts 
  to a “sub-level” indicates terrain that has effectively been dug open 
  by raw damage.
  Formations with SAW or ENG may clear a path through a Woods 
  or Jungle hex. To determine the amount time this will take, divide 
  the hex TF by 10 and divide this by the Formation’s damage value 
  for their SAW or ENG ability (rounding normally). For example, a 
  Formation with a SAW3 wishes to clear a path through a Light Woods 
  Hex. A Light Woods hex has a TF factor of 1400, but only 200 must 
  be removed to create a path through the hex. With a SAW of 3, 
  the Formation does 9 points of damage per turn. It will take the 
  Formation 22 turns to clear a patch (200 ÷ 9 = 22.22, rounded down 
  to 22). Unless more SAW Units lend a hand, the path won’t be cleared 
  until combat is over. 
  Artillery Emplacements 
  As an alternative to the weapon emplacements described above, 
  Fortifications—but not Gun Emplacements—may be armed with 
  artillery weapons instead of standard weaponry. In this case, the 
  structure Unit becomes an artillery emplacement. 
  An artillery emplacement resolves its attacks using the normal 
  artillery weapon rules described on p. 273. Unlike other armed buildings, 
  it gains no benefits for standstill firing. Like other armed buildings, 
  artillery emplacements cannot benefit from Special Command Abilities. 
  Attacks against an artillery emplacement are resolved in the same way 
  as attacks against a standard Fortification Structure Unit (see Armed 
  Buildings, p. 288). A Fortification can only mount 1 artillery weapon 
  for every 1 Structure Unit in the Fortification Formation. Artillery 
  Emplacements cannot shelter Formations, and the Fortification’s 
  maximum capacity should be adjusted to reflect the presences of 
  Artillery Emplacements. A Fortification made up entirely of artillery 
  emplacements would not be able to shelter any ground Formations. 
  The artillery type mounted must be documented on the Fortification’s 
  record sheet. Artillery types that can be mounted are based on the CF of 
  the Structure Unit. The artillery mounted must have a damage value of 
  one-half or less (rounding down) of the Structure Unit’s CF. This damage 
  limit is determined by using the highest damage value the weapon delivers 
  per attack when loaded with standard munitions (see Artillery Range and 
  Damage Table, p. 274). For example, a player wishing to arm a CF 30 
  Structure Unit with an artillery weapon could select a weapon as powerful 
  as a Cruise Missile/70, which can deliver a maximum of 11 points of damage 
  per standard-ammo attack. But the same building may not mount the next 
  size up in artillery weapons—the Cruise Missile/90—because its maximum 
  damage value of 16 points exceeds half of the building’s CF. 
   Armored Fortifications
  An armored Fortification possesses Structure Units that carry 
  additional protection above and beyond even the capacity of the 
  Hardened building type (see Urban Hexes, p. 285). Fortifications 
  identified as armored possess both an armor value and a construction 
  factor (CF). Gun Emplacements in Urban hexes may not be armored. 
  During game play, the armor value for each Structure Unit must 
  be tracked separately from their CF and the armor of other Structure 
  Units. As long as a Structure Unit possesses any armor, unfriendly 
  Formations cannot enter or pass through the building, nor can their 
  attacks deliver any damage to the armored building’s CF, or to any 
  Formations inside. The armor of such a building will sustain damage 
  in the same way as any other unit type. Any damage that exceeds this 
  armor value will be applied to the CF of the Structure Unit itself. As with 
  any normal building, an armored building that has its CF reduced to 0 
  will collapse. This reflects the destruction of the underlying structure. 
  Units inside or on top of an armored building when it collapses will 
  suffer 1 point of damage for every level of building height (rounded 
  down to a minimum of 1 point), plus 2 points of damage if they were 
  on the rooftop at the time of the collapse. In other words, the damage 
  caused due a collapsing armored building is twice as much as for a 
  standard building of comparable height.
  ADVANCED INFANTRY OPTIONS
  Digging In: Any infantry that does not possess the MECH special 
  ability or has a movement type other than foot, jump or motorized may 
  dig in using the Fortified Position rules below. They may not move or 
  attack in the turn that they are digging in. 
  Hitting the Deck: Any infantry unit may hit the deck, an impromptu 
  grab for cover using the existing terrain. Infantry that hits the deck 
  may move up to half their MP or make an attack (with a +1 to-hit and 
  –1 damage) in the turn that they do so. Infantry that “hit the deck” are 
  at +1 to hit. 
  
  291
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Robotic units with the SDCS special receive a Skill Rating equal to 
  a human-operated unit of a given Skill Rating. Because few robotic 
  AIs can match the intuitive abilities of a human, the maximum Skill 
  Rating a robotic unit may possess is Elite. This means that a robotic 
  unit without the SDCS special may not receive a Skill Rating better 
  than 3, while the best Skill Rating a robotic drone with the SDCS 
  special may attain is 2. 
  Robotic Aggression Modes: If playing with independent 
  drones, Aggression Mode is used. If drones number less than 25% 
  of a player’s force, these rules are ignored. 
  The player controlling an independent robotic Formations 
  should give each an Aggression Mode to determine its actions 
  in combat. This Aggression Mode, which establishes the drone’s 
  general mission and tactical functions for the scenario, may be 
  Aggressive, Defensive, Passive, or Suicidal. 
   • Aggressive Mode: An aggressive robotic unit will take an 
  active role in combat, targeting and attacking any hostile 
  unit that comes within its weapons’ range and line of sight. 
  The aggressive unit may pursue its enemies as the controlling 
  player sees fit, and will continue to pursue for any distance 
  unless the drone suffers crippling damage (at which point it 
  will follow Forced Withdrawal rules and return to its base). 
   • Defensive Mode: A defensive robotic unit will stay close to 
  an objective or designated map area that it is tasked with 
  protecting, never straying farther than 6 hexes from its charge. 
  Defensive drones will only target hostile units that enter their 
  hex; however a drone Unit may pursue an enemy Formation so 
  long as it stays within 6 hexes of the objective. If a defensive 
  drone finds itself farther than 6 hexes from the focus of its 
  defense, it will move back toward it at the earliest opportunity. 
  As with aggressive drones, defensive drones return to base per 
  Forced Withdrawal rules once they have sustained crippling 
  damage.  
   • Passive Mode: A passive robotic unit is even less apt to move 
  and engage enemies than a defensive one. Passive Drones will 
  not move from the hex they are defending. They follow Forced 
  Withdrawal rules if they sustain crippling damage. 
   • Suicidal Mode: Robotic drone Formations set to a suicidal 
  level of aggression will always attempt to close with and 
  engage the nearest hostile Formation to its position during 
  combat. Suicidal drones will ignore Forced Withdrawal rules 
  under all conditions. 
  Aerospace Drones and Aggression Mode: When using the 
  above Aggression Modes for robotic aerospace Units, disregard 
  the range references described, and replace the movement range 
  limitations of the defensive and passive modes as follows: For 
  defensive robotic Squadrons, all movement must be restricted 
  to the Central Zone and the Inner, and Middle Rings of the 
  Atmospheric Radar Map (or Engagement Map) in which the unit 
  is operating. Passive robotic Squadrons will restrict their movement 
  range to the Central Zone and Inner Ring only. If forced to retreat 
  for any reason, a robotic unit will return to its base vessel or landing 
  area, or—if none has been defined—simply move to stay as close 
  to the Central Zone as possible. 
  ECM Effects on Robotic Units and Formations: Unlike remote-
  controlled drones, robotic Units caught within a hostile ECM field 
  will not simply shut down. Instead, whenever a robotic Formation 
  or Formation possessing robotic Units begins its Movement Phase 
  in a hex with hostile ECM, the Robotic Unit or Formation’s player 
  must roll 1D6. On a result of 4 or less, the robotic Unit becomes 
  blinded for that turn. Blinded Robotic Units in a mixed Formation 
  will take no action, and the MP of the entire Formation is reduced 
  by 2 to a minimum of 1. Independent robotic Formations that are 
  New Unit Types
  The following advanced units are playable in Strategic BattleForce. 
  ROBOTIC DRONES
  Robotic units are designed to operate independently of human 
  operators. They do not rely on constant communication for combat 
  directions, nor do they require the presence of a control unit as 
  remote drones do. While they are meant for autonomous operation, 
  robotic drones can still be impaired by hostile ECMs as their sensor 
  suites become blinded or disoriented by the interference. 
  Robotic Initiative and Formations: If more than 25% (rounding 
  down) of a player’s Force is made up of robotic Elements, the drone 
  Elements must be placed in their own Units and Formations and 
  the robotic forces must make their own Initiative roll, separate from 
  the larger Force of which they are a part. Robotic forces suffer a –2 
  modifier to their Initiative roll (if the robotic unit features the SDCS 
  special, change this Initiative modifier to –1). 
  If a player’s force is made up of less than 25% robotic drone 
  Elements, then the drones do not require their own Initiative roll. 
  Drones must still be placed into their own Units, however drone 
  Units can be mixed with human Units in the same Formation. 
  For example, if a scenario pits an attacking force of entirely 
  human-controlled ’Mechs against a defending force of human-
  piloted ’Mechs backed up by robotic tanks, three Initiative rolls 
  must be made—one for the attacker, one for the human-piloted 
  defenders, and a third for the robotic defenders. The robotic 
  defenders also apply a –2 modifier to their Initiative roll. The turn 
  order will then proceed as if there are three “sides” on the map, 
  based on their roll results. If the attackers in this scenario also 
  brought along enough robotic units, four Initiative rolls would be 
  required instead. 
  Robotic Skill Ratings: As with remote drones, robotic drones 
  that lack the SDCS special receive a Skill Rating 1 point higher 
  than an equivalent human-operated unit. Thus, a Regular-rated 
  non-SDCS robotic tank would possess a Skill of 5, rather than 4. 
  TERRAIN FACTOR  
  AND CONVERSION TABLE
  Terrain
  TF
  New Terrain
  Clear/Rough
  1400
  Sub-Level (1”)
  Snow
  840
  Mud
  Dirt Road
  420
  Rough*
  Gravel Road
  1050
  Rough*
  Ice
  840
  **
  Jungle
  1750
  Rough
  Paved
  4200
  Rough
  Paved Road
  3150
  Rough*
  Tundra
  1470
  Rough
  Woods
  1400
  Rough
  *The Road still counts, but units must pay 1” additional Move per inch traveled 
  along them.
  **If the underlying terrain is water, the area becomes water; otherwise ice is 
  removed from the area and the underlying terrain remains undamaged.
  
  LAND-AIR BATTLEMECHS
  A Unit built as a Land-Air BattleMech (LAM) will have either a LAM 
  (#g/#a) special ability, or a BIM (#a) special ability to identify itself as 
  such. A LAM is a rare Element that can change from a BattleMech 
  to an aerospace fighter. This enables a broader range of movement 
  options, from standard BattleMech movement (in BattleMech mode), 
  to aerospace fighter movement (in Fighter mode). LAMs not indicated 
  as bimodal-only (those with the BIM special) also include a hybrid 
  configuration known as AirMech mode, in which the BattleMech moves 
  as a wing-in-ground effect (WiGE) unit. Regardless of their current 
  mode of operation, LAMs are considered BattleMech Units, and thus 
  will function in accordance with the standard Strategic BattleForce rules 
  for ’Mech units except as follows: 
  Conversion and Movement 
  When a LAM switches between modes, its conversion always takes 
  place at the start of its Movement Phase. If a Formation is made up 
  entirely of LAMs, it may choose from ’Mech, AirMech or Fighter mode. If 
  a Formation is made up of LAMs and Bi-Modal Lams, the Formation may 
  choose from Fighter or ’Mech mode. If the remainder of the Formation 
  is comprised of aerospace or ground Units, then the LAM Unit may only 
  operate in the mode equal to the other Units in the Formation and may 
  not change modes during the game.
   • LAMs in BattleMech mode function as jump-capable BattleMechs. 
   • LAMs in AirMech mode function as BattleMechs with a WiGE 
  movement type (the movement mode ending in g after the LAM 
  special) and may ignore terrain movement modifiers. Note that 
  the amount of movement a WiGE receives may be different from 
  the amount of Move it receives in ’Mech mode.  
   • LAMs in Fighter mode function as aerospace units for movement 
  purposes. Once the conversion to this mode occurs, the unit’s 
  Thrust is identified by the aerodyne movement value (the 
  movement mode ending in a after the LAM or BIM special). LAMs 
  in Fighter mode use Strategic Aerospace rules (see p. 245).
  Combat Phase 
  The following rules additional rules apply to Land-Air BattleMechs 
  in combat: 
  Target Movement Modifiers: TMM modifiers only apply to a LAM 
  when in ’Mech or AirMech mode. When in Fighter mode, a LAM follows 
  the determining to-hit number rules for Strategic Aerospace.
  AirMech To-Hit Modifiers: A LAM in AirMech mode is considered 
  to be using its maximum JUMP ability when an attacker is calculating 
  to-hit modifiers (see Determine To-Hit Number, p.  240), but only receives 
  a –1 to-hit for its own attacks. 
  Control Rolls: Like aerospace fighters, LAMs do not make control 
  rolls during Strategic Aerospace play.
  Unit Transports
  LAMs may be carried by transports intended for either BattleMechs 
  or Fighters by simply switching to the appropriate mode. A LAM in 
  BattleMech mode can be transported and deployed by Units that 
  possess ’Mech cubicles (MT# special), while a LAM in Fighter mode 
  can be carried and launched from units that possess fighter cubicles 
  (AT# special).
  QUAD-VEES
  These Elements are treated like standard BattleMech Elements. If 
  a Formation is made entirely of these Elements, it gains +1 MP when 
  moving on pavement or in Urban hexes (see Terrain, p. 234). 
  blinded will behave as a crippled unit under Forced Withdrawal rules; 
  they will retreat toward their home area and make no attacks of any 
  kind. On a result of 5, the robotic Unit (or independent Formation) 
  becomes dazed for that turn. While dazed, a robotic Unit that is part of a 
  mixed Formation will not engage in combat, and the entire Formation’s 
  MP is cut in half (rounding up) to a minimum of 1 MP. An independent 
  robotic Formation that is dazed also has its MP cut in half and it will 
  move in a random direction, turning only to avoid entering illegal 
  terrain, and will attempt no attacks in the Combat Phase. On a result 
  of 6, the robotic Unit goes berserk. In this state, the robotic Unit behaves 
  as if it has been set to a Suicidal Aggression Mode. It will target, close 
  with, and attack the nearest Unit. The player controlling the berserk 
  robotic Unit rolls a 1D6. On a result of 1 to 3 it will make no attacks; on 
  a result of 4 or 5 it will attack the Formation with the hostile ECM; on 
  a result of 6, if there are any friendly Units in the same hex—such as 
  other Units in a mixed Formation—It will attack that friendly Unit or 
  Units (determine randomly). 
  ECM effects against robotic units end at the start of any turn in which 
  the robotic unit is no longer within a hostile ECM field. 
  Drones and Special Game Rules Drones of all types may not benefit 
  from Special Command Abilities (see p. 293), but they can benefit (or 
  suffer) from Design Quirks. Drone and robotic units may also benefit 
  from most of the other on-board special unit abilities noted on their unit 
  cards, with the exception of the Mobile Headquarters (MHQ#) special. 
  Drones are immune to any mental effects, including Morale (see p. 
  242) or any Special Command abilities that would demoralize, distract, 
  intimidate, or enrage human-crewed units. 
  FOUR-LEGGED AND THREE-LEGGED ELEMENTS
  These Elements are treated in the same way as standard Elements 
  of their Type (’Mech or ProtoMech). 
  GLIDER PROTOMECHS 
  These Elements are treated in the same way as standard ProtoMech 
  Elements, save that Formations made entirely of these Elements 
  may cross terrain without movement penalties by use of their WiGE 
  movement mode. 
  SUPERHEAVY ’MECHS 
  These Elements are treated in the same way as standard Elements 
  with the following exceptions. 
  Movement: A Formation including one-half (rounding up) or more 
  Elements that are Superheavy reduces modifiers for moving through 
  Woods, Jungle, Rough, Rubble and entering Buildings (but not urban 
  hexes) by 1 MP. If attempting to escape being bogged down (see 
  Bogging Down, p. 272), any Formation with a Superheavy ’Mech does 
  not receive the +1 bonus to their roll. 
  Combat Phase: A Unit with one half (rounding up) or more Elements 
  that are Superheavy receives a –2 to-hit modifier. 
  Buildings and Bridges:  Any Formation with a Superheavy ’Mech is 
  considered to have a Size value of 5. Units including Superheavy ’Mechs 
  may not climb buildings and inflict 2 points of damage for entering a 
  building instead of the normal 1 point. 
  Transporting Superheavy ’Mechs: Superheavy ’Mechs may not 
  be transported as standard ’Mechs via the MT# special. They may only 
  be transported by units that have a cargo capacity listed in tonnage, 
  with a cargo capacity of 220 tons per Superheavy ’Mech. The lack 
  of dedicated Superheavy ’Mech transport cubicles also means that 
  Superheavy ’Mechs cannot use the Dropping Troops rules (see p. 279), 
  and must always be transported as cargo (see Units as Cargo, p. 269).
  Conversion: Any Unit with one or more Superheavy ’Mech Elements 
  is given the LG special ability.
  
  293
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  BANKING INITIATIVE 
  By conceding momentum for a time, a commander is able to 
  seize control of the battle later. 
  To use this command ability, the player acting as the leader of 
  his Force —before any Initiative rolls are made—announces that 
  he is yielding the Initiative to his opponent. For the purposes of 
  any abilities for which Initiative margins are considered, this allows 
  the opposing Force to automatically win its Initiative at a 1-point 
  Margin of Success. For every two turns (consecutive or otherwise) 
  that the commander yields the Initiative in this fashion, his force 
  “banks” an automatic 1-point Initiative success (to a maximum of 
  2). At the start of any future Initiative Phase the player may declare 
  they are using a banked initiative point. They automatically win 
  initiative with a MoS of 1. 
  Both players possessing this ability in their Force can result in 
  “ties” in initiative. If both declare they are conceding initiative, 
  both players roll initiative with the loser getting to count the turn 
  towards banking initiative. If both declare they are using a point to 
  gain an automatic success, these cancel each other out and they 
  must roll normally. If a player has more than one automatic success 
  point saved, they can choose to spend it now to take control. 
  FORCING THE INITIATIVE 
  Forcing the Initiative is a command ability using aggressive 
  tactics to provoke fear and hesitation in an enemy. With this 
  ability, the commanding player applies a modifier to his Initiative 
  roll equal to the number of opposing Units his Force has reduced 
  below 50% in the previous turn, minus the number of its own Units 
  likewise reduced. For example, if a Force with this ability reduced 
  6 enemy Formations below 50% in the previous turn, but saw the 
  same happen to 3 of its own, the Initiative modifier would equal 
  +3 (6 – 3 = 3). 
  As with Banking the Initiative, using this ability requires the 
  commanding player to declare his intent to do so before the dice 
  are rolled for Initiative. This ability cannot be used in the first turn 
  of any scenario.
  OFF-MAP MOVEMENT 
  The Off-Map Movement special command ability represents a 
  force’s superior flanking tactics. This ability cannot be used in a 
  scenario type that would specifically violate its rules, such as by 
  an attacking force in a Breakthrough scenario, or by a defending 
  force in a Hold-the-Line scenario. 
  In SBF play, Off-Map Movement is done by temporarily laying 
  down another mapsheet (or partial mapsheet). Only the player 
  with the Off-Map ability may place a Formation on this temporary 
  map. Otherwise, movement is handled the same as standard SBF 
  movement. 
  OVERRUN COMBAT 
  Overrun Combat is an aggressive tactic that takes advantage of 
  the slightest hesitation among an opponent’s ranks. 
  Overrun Combat is available any time a Force with this ability 
  wins an Initiative roll by a margin of 2 points or more. When this 
  occurs, the player divides the number of points by which he has 
  won the Initiative roll by 2, rounding all results down (to a minimum 
  of 0). This becomes the number of Formations with which the player 
  may move and attack before any other Formations can act in the 
  current turn. For the purposes of the rest of the turn’s actions, 
  the overrunning Formations fall outside of the normal sequence, 
  leaving the remaining Formations to alternate according to how 
  many units the overrunning Force has left to move after its other 
  units have already acted. 
  Special Command 
  Abilities
  Many veteran regiments and other Formations in the BattleTech 
  universe demonstrate special command abilities such as those 
  outlined below. These abilities represent enhanced tactical 
  expertise that comes from a combination of intense training, 
  acclimation, and leadership. For this reason, unless otherwise 
  indicated, special command abilities are assumed to apply to a 
  player’s entire Force, rather than to its individual Formations. 
  Condensing and Adapting from Previous Sources: These rules 
  will provided a condensed version of the rules found in Alpha Strike 
  Companion (see Special Command Abilities, p. 44, ASC) and Tactical 
  Operations (see Command-Level (Tactical) Comms, p. 191, TO). While 
  these books are not required, they may prove beneficial to players 
  wishing to have more detail on the use and exceptions of Special 
  Command Abilities in Strategic BattleForce.
  Further, many forces in the BattleTech setting possess special 
  command abilities such as these according to various Era Report, 
  Field Manual and Field Report sourcebook supplements. When using 
  such sourcebooks as a reference for playing out games under the 
  Strategic BattleForce system, be sure as use the special command 
  ability of the same name as it is presented here in order to maintain 
  compatibility with SBF rules. 
  Assigning Special Command Abilities: If the players are not 
  selecting a Force that has special command abilities published in 
  a source listed above, such as creating a custom Force, the best 
  recommendation for choosing special command abilities is to 
  assign them based on the force’s average Skill. Green, Very Green, 
  or Wet Behind the Ears forces should receive no special command 
  abilities. Regular forces may receive one special command ability. 
  Veteran or Elite forces may receive up to two different special 
  command abilities. Heroic or Legendary forces may receive up to 
  three different special command abilities. 
  Finding a force’s average Skill rating is done by adding together 
  the Skill Ratings for all of the units in that force, dividing this sum 
  by the total number of units, and rounding the result normally 
  to the nearest whole number. Use that number to find the force’s 
  final Skill Rating using the Experience Skill Value Table (see p. 328) 
  For example, a regiment of 10 Formations, in which three 
  Formations have a Skill Rating of 4, three have a Skill Rating of 3, 
  two have a Skill Rating of 2, and two more have a Skill Rating of 5, 
  would have a sum of 35 for its Skill Ratings ([4 x 3] + [3 x 3] + [2 x 
  2] + [2 x 5] = 35). With 10 units in total, this yields an average Skill 
  Rating of 3.5, which rounds normally to 4. At a rating of 4, the Point 
  Value Skill Table defines the entire Force as having a Regular Skill 
  Rating. Given this average rating, the Force should limit its special 
  command abilities to only one selection. 
  Commanders and Command Abilities: Special Command 
  Abilities are tied to the Force Commander (COM) Unit or a specific 
  sub-commander (LEAD) Unit. If this Unit is destroyed, the ability is lost.
  In addition to the Force Commander (COM) Unit, a force may 
  have one Sub-Commander Unit for every additional 3 Formations 
  (for example, at 6, 9, 12 Formations, and so on). Sub-Commanders 
  Unit’s must be Formation LEAD Units and further designated by 
  adding the SCOM ability to their record sheet. 
  In game play, the loss of the Force’s senior commanding officer 
  will apply a –2 Initiative modifier to that Force for the remainder 
  of the scenario. In addition, if the commanding officer and all of 
  his sub-commanders are lost, the player’s force will lose all of its 
  special command abilities as well. 
  
  SHARP SHOOTERS 
  A Force that possesses the Sharp Shooters special command ability 
  is especially adept at long-ranged attacks, but at a cost in short-range 
  accuracy. No more than one-third (rounding down) of all Formations 
  may have this ability. Sharp Shooters replace the normal range 
  modifiers used for their attacks with the following: Short Range +2; 
  Medium Range +1; Long Range +1; Extreme Range +2. 
  This ability remains active even if the Force Commander (COM) or 
  sub-commander (SCOM) Units are destroyed. 
  BRAWLERS 
  The opposite of the Sharp Shooters’ emphasis on long-range fighting 
  is the Brawlers special command ability. A Force that possesses this ability 
  is brutal at short-range, but ill-suited to long-range sniping. No more 
  than one-third (rounding down) of all Formations may have this ability.
  Brawlers replace the normal range modifiers used for their attacks 
  with the following: Short Range –1; Medium Range +2; Long Range 
  +3; Extreme Range +5.
  ANTI-AIRCRAFT SPECIALISTS 
  A Force that possesses the Anti-Aircraft Specialists special 
  command ability has honed its skills specifically to counter the 
  threat of airborne opponents. No more one-third (rounding down) 
  of all three Formations may have this ability. Anti-Aircraft Specialists 
  apply a –2 to-hit modifier to all attacks made against an airborne 
  target, including ground vehicle Formations with a VTOL (v) or WiGE 
  (g) movement type, aerospace and conventional fighters, Small 
  Craft, DropShips, and so forth. Against all other ground-based units 
  (including those that use jumping movement), or airborne-capable 
  units that are grounded at the time of the attack, this to-hit modifier 
  becomes +1 instead. Aerospace units may not make use of the Anti-
  Aircraft Specialists command ability. 
  For example, if a Force consisting of 9 Formations has the Overrun 
  Combat ability and wins its Initiative roll by 5, two of its units can move 
  and attack before any of the opposing force have the chance to move (5 
  ÷ 2 = 2.5, rounding down to 2). After these units have acted, the rest of 
  the turn is resolved as if the overrun-capable force has only 7 Formations 
  left to alternate with its opponent under the normal turn sequence. 
  COMMUNICATIONS DISRUPTION 
  Communications Disruption represents a continuous effort by 
  comm-techs to tap into enemy transmissions and scramble or confuse 
  them. At the beginning of each turn, the player controlling a Force 
  with the Communications Disruption command ability rolls 1D6. If the 
  result of this roll is 6, one random Formation of the opposing force 
  is affected by confusing communications that impairs their ability to 
  coordinate properly. During the Movement Phase of that turn, the 
  affected Formation reduces its available Move by 4 MP (to a minimum 
  of 1 MP). If the unit is an aerospace element that uses Thrust Points 
  instead, reduce its base Thrust by 1. The disruptive effects pass by the 
  end of the turn. 
  Battlefield Intelligence: If the battlefield intelligence rules are in 
  play (see p. 276), a Force may only use the Communications Disruption 
  special command ability if it has a BI ratio of 2:1 (or higher) over its 
  opponent. If the force’s BI ratio is less than 2:1, the Communications 
  Disruption special command ability has no effect.
  ZONE OF CONTROL 
  A Force that possesses the Zone of Control special command ability 
  can effectively discourage an enemy’s movement in close quarters, 
  forcing their opponents to either fall back or otherwise swing wide 
  around its positions. 
  A Force with the Zone of Control ability gains a –1 target number 
  modifier to all Engagement Control rolls when Establishing Engagement 
  Control during the Movement Phase (see p. 237). 
  CSO 
  DD
  Kell Hound Assault ’Mechs get physical with a Light of Mankind Legacy.
  
  295
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  environmental specialization, a force with this command ability 
  will also suffer a –1 Initiative modifier when forced to play in a 
  scenario where the environmental condition they are specialized 
  for is not present.
  TACTICAL SPECIALIZATION 
  A Force with this special command ability has mastered or 
  prefers combat under specific mission parameters. Before game 
  play begins, the specific nature of this tactical specialization must 
  be identified. This can be either a preference for attacking over 
  defense (and vice versa), or a preference for specific scenario types. 
  As with environmental specialization, the specific nature and extent 
  of these specializations is limited by the Force’s average Skill Rating 
  and uses the same values for Skill Ratings. Note that, the Attack and 
  Defense specialization benefits may both be taken at the same 
  time, but their presence will cancel each other when taken together. 
  This effect, however, only occurs when the two are of equal levels. 
  If a force selects Attack Specialization benefits twice, and Defense 
  Specialization benefits once. The result will be the equivalent of 
  taking one “level” of Attack Specialization.
  ENEMY SPECIALIZATION 
  A Force with the Enemy Specialization special command ability 
  has one enemy faction or group that it favors fighting above all 
  others, and makes a point to train heavily in dealing with the 
  common tactics and equipment found among that particular 
  enemy. Before game play begins, the specific focus of this 
  specialization must be identified. This can be either an entire faction 
  (e.g. a specific House, a specific Clan, or a specific Periphery state), 
  or a particular group (e.g. the Davion Heavy Guards or the Wolf’s 
  Dragoons). Use the same guidelines in Environmental Specialization 
  to determine the average Skill rating and abilities granted. A Green, 
  Very Green, or Wet Behind the Ears Force receives no benefits from 
  enemy specialization, but will still suffer a –1 Initiative modifier if 
  GROUND ATTACK SPECIALISTS 
  The Ground Attack Specialists special command ability is available 
  only to aerospace units or other units that use airborne movement 
  (including VTOLs and WiGE ground vehicles). No more than one-
  third (rounding down) of all Formations may have this ability. Ground 
  Attack Specialists receive a –2 to-hit modifier to all attacks made 
  against ground-based targets, including units that use jumping 
  movement, and air-capable units that are landed at the time of the 
  attack. Against airborne aerospace units, including ground units 
  with the VTOL (v) or WiGE (g) movement types, this to-hit modifier 
  becomes +2 instead. Ground units incapable of VTOL, WiGE, or 
  aerospace movement (Thrust), may not make use of the Ground 
  Attack Specialists command ability. 
  ENVIRONMENTAL SPECIALIZATION 
  A Force with this special command ability has mastered or prefers 
  combat in specific types of terrain or environments. Before game 
  play begins, the specific nature of this environmental specialization 
  must be identified. The terrain types chosen for this specialization 
  must be selected from the Advanced Terrain rules (see p. 269). To 
  keep things simple, a Force’s environmental specialization must not 
  include more than one terrain type or environmental condition at a 
  time. Once the specific terrain and/or environment is determined, 
  the player must then choose a number of rules that apply from the 
  Environmental Specialist Benefits List, based on the entire Force’s 
  average Skill Rating. Green, Very Green, or Wet Behind the Ears may 
  not receive any benefits for environmental specialization, but will 
  still suffer a –1 Initiative modifier if the focus of its specialization 
  does not apply to the scenario (reflecting the Force’s training focus 
  on honing its skills to one particular tactical area). If its Skill Rating 
  is Regular, it receives one of the listed benefits. If the average Skill 
  Rating is Veteran or Elite, two different benefits may be applied. 
  If the average Skill Rating is Heroic or Legendary, a third different 
  benefit may be applied, or one of the two benefits received 
  may be applied twice. In addition to applying any benefits for 
  ENVIRONMENTAL SPECIALIST BENEFITS LIST
  Benefit
  Rules
  Improved Mobility
  Reduce movement costs for passing through any terrain of specialization by 1 inch per hex of movement. 
  However, this reduction may never lower movement costs below 1 hex of Move per inch of terrain.
  Improved Combat
  Apply a –1 to-hit modifier for all attacks made into and/or through the terrain or environmental 
  condition of specialization (to a minimum modifier to +0). This modifier applies to the total modifiers 
  used for the attack, rather than per any increment of distance.
  Improved Initiative
  Receive a +1 Initiative modifier if the selected terrain or environment type covers at least half of the map area.
  TACTICAL SPECIALIST BENEFITS LIST
  Benefit
  Rules
  Attack Specialization
  The force receives a +1 Initiative roll modifier when acting as the Attacker in a scenario of any type, 
  but suffers a –1 Initiative roll modifier when acting as the Defender.
  Defense Specialization
  The force receives a +1 Initiative roll modifier when acting as the Defender in a scenario of any type, 
  but suffers a –1 Initiative roll modifier when acting as the Attacker.
  Scenario Specialization
  Receive a +1 Initiative roll modifier if the force is taking part in a specified scenario type. For all other 
  scenario types, the force suffers a –1 Initiative roll modifier.
  
  Assigning Abilities: A Unit (or Formation) with a Unit Ability adds 
  the ability’s abbreviation to the Special Abilities section of their Record 
  Sheet. No Unit (or Formation) may have more than one Unit Ability at 
  any one time. 
  Unit Destruction: If the Unit with a Unit Ability is destroyed, the 
  ability is lost even if the Formation of which the Unit was a part remains 
  operational. 
  The Third Lyran Guards are a Regular-rated force fielding 10 
  Formations. It may field up to four Units with Unit Abilities (10 ÷ 3 
  = 3.33, rounded up to 4). If the Lyran player fields all four Units with 
  Unit Abilities allowed, the played would have a total of 8 Unit Ability 
  points to spend. If they chose to only field one Unit, they would only 
  have 2 points to spend. 
  The Second Sword of Light is a Legendary-rated force fielding 
  9 Formations. It may field up to 9 Units with Unit Abilities (9 ÷ 1 = 
  9). If it fields all 9 Units, it would have 36 points to spend on Unit 
  Abilities (9 x 4= 36). 
  The Lyran player wishes to use the Iron Will Unit Ability in order 
  to improve its Command Formations ability to succeed in morale 
  rolls. This Unit Ability is considered a Formation Ability. It will count 
  as one of the Lyran player’s four Units, leaving three Unit abilities 
  still to be taken. 
  DESIGN QUIRKS
  During the Star League Era, the SLDF fielded entire battalions comprised 
  of the same BattleMech or tank. Doing so simplified logistics and tactics—
  not every SLDF officer was the next Kerensky. By massing Formations of 
  the same Element, the SLDF was also able to capitalize on advantages of 
  certain designs in a way that could turn the tide of an entire combat front. 
  A company of Riflemen holding a ridge created an anti-aero bubble that 
  was formidable for any aerospace force to try and pierce. 
  In Strategic BattleForce, grouping together Elements with similar 
  abilities allows a shrewd commander to get more out of their Force. 
  This is not always possible, given the more fractured nature of combat 
  equipment production after the Star League. When it is possible, it 
  can be a strong tactical benefit. Additionally, over the centuries some 
  designs have proven their worth to a Force time and again, with even 
  one of these Elements in an entire regiment meaning the difference 
  between victory and loss. 
  Determining Quirks in SBF: If the players are using the optional 
  Alpha Strike Design Quirks rules (see p. 59, ASC) they may use the Design 
  Quirks Table to determine the effect the quirks have on their Force. 
  The Unit or Element column indicates if this quirk is available only 
  when at least a Unit (4 or more Elements) has the same ability, or if the 
  ability is available so long as one Element in the Force possesses it. 
  Creating Quirks: If the players are not selecting quirks from among 
  those already published, they may assign quirks at the start of game play. 
  Players may add as many quirks as they wish using the following guidelines. 
  For every Unit with a positive quirk, another Unit (or the same Unit) must 
  take a negative quirk of the same cost. For example, one Unit in the force 
  has the Battle Computer quirk, which costs 5 points. The player would need 
  to choose an equal value in negative quirks, such as Poor Targeting (Long) 
  and EM Interference (4-point and 1-point quirks, respectively). 
  Assigning Quirks: If a Unit qualifies for a quirk (either as a Unit or 
  by having an Element with an Element quirk) then the abbreviation of 
  the quirk is added to the Unit (or Formation, if applicable) record sheet. 
  Unit Destruction: If the Unit with a quirk is destroyed, the abilities 
  or negatives generated by the quirk are lost even if the Formation of 
  which the Unit was part remains operational. 
  the focus of its specialization does not apply to the scenario. If the force 
  is rated Regular, it will receive a +1 Initiative modifier when facing its 
  selected enemy, but will suffer a –1 Initiative modifier when facing any 
  other opposing Force. If the Force is rated Veteran, it may either double 
  the modifier for facing its selected enemy (while also doubling the 
  negative modifier for opponents of other affiliations), or it may select 
  a second preferred enemy on which to apply the same modifiers. If 
  the latter option is chosen, the negative modifiers will not stack, so 
  the specialized force will receive a +1 Initiative modifier when facing 
  its two chosen enemies, but will only suffer a –1 Initiative roll modifier 
  against all other forces.
  If the Force is rated Elite, in addition to the Initiative modifiers 
  described above, it may add the ability to negate one of its preferred 
  enemy force’s special command abilities (if any were chosen for the 
  scenario). If the Force is rated Heroic or Legendary, it may negate two of 
  the preferred enemy Force’s special command abilities, or add a special 
  command ability to itself that only “activates” when facing its enemy 
  of choice. Under these rules, a Force cannot negate command abilities 
  possessed by enemies it has not specialized itself to fight.
  Piloting Special Abilities 
  and Design Quirks
  Piloting Special Abilities and Design Quirk rules are optional Alpha 
  Strike rules (see p. 49 and p. 59, ASC) that can alter the abilities of 
  individual Elements. These rules in their full details are not intended 
  for Strategic BattleForce play, where the default formation is 8 to 16 
  Elements. However, certain abilities when present in sufficient numbers 
  can impact game play. Unless noted below, Alpha Strike Companion is 
  required to use these optional rules.
  UNIT ABILITIES
  In Strategic BattleForce, Special Pilot Abilities (see p. 49, ASC) represent 
  specific training given to a small sub-command. Whereas Special 
  Command Abilities (see p. 293) impact all or a large portion of a Force, 
  Unit Abilities are specific training given to a sub-command of Formation 
  or smaller size (company, Trinary or one Level II). Unless noted below, no 
  more than four Units, or one-half the total player force (whichever is less), 
  may have a given pilot ability. 
  Determining Unit Abilities: Green, Really Green and Wet Behind 
  the Ears Formations may not use Unit Abilities. Regular Forces may 
  include one Unit with a Unit Ability for every three Formations or 
  portion thereof present in the Force. For example, one Unit ability in a 
  Force with three Formations, two abilities with four Formations, three 
  abilities with seven Formations. Veteran and Elite forces may field one 
  Unit with a Unit Ability for every two Formations or part thereof present 
  in the Force. Legendary and Heroic forces may field one Unit with a Unit 
  Ability for every Formation in the Force. 
  An exception to the Unit limits are certain Unit Abilities that are limited 
  to Formations only. If the Unit Ability works only for a Formation, the entire 
  Formation is treated as one Unit when determining the number of Units 
  with Unit Abilities that may be fielded. 
  Unit Ability Points: Points to purchase abilities are also based on the 
  experience of the Force. A Regular force gets 2 points for every Unit it 
  fields with a Unit Ability. Veteran and Elite forces get 3 points for every 
  Unit they field with a Unit Ability. Legendary and Heroic forces get 4 
  points for every Unit with a Unit Ability they field. 
  
  297
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Ability
  Abr.
  Cost
  Formation 
  Ability
  Unit 
  Types
  Effects
  Animal Mimicry
  UAM
  2
  —
  BM, PM
  Reduce movement costs through Heavy, Ultra-Heavy woods & jungles, as well as 
  Urban hexes by 1 MP
  Cluster Hitter
  UCH
  2
  —
  Any
  If Unit does not move, add 1 point of damage to FLK or IR attacks. 
  Combat Intuition
  UCI
  6
  Yes
  Any
  If force wins initiative, this Formation may mov e and attack before any other 
  actions in the turn. 
  Cross-Country
  UCC
  4
  Yes
  V
  Any Formation with wheeled or tracked Elements may enter wood, rough, rubble and 
  depth 1 water at double the normal MP cost for this terrain type (even if prohibited). 
  Demoralizer
  UDI
  3
  —
  Any
  A hostile Formation forced to make a morale check while in the same hex does so 
  with a +1 modifier. 
  Environmental Specialist
  UES
  4
  Yes
  Any
  May choose one ability from the Environmental Specialist Benefits Table (see p. 295)
  Forward Observer
  UFO
  1
  —
  Any
  Doubles the spotting bonus for Artillery and Indirect Fire attacks. 
  Golden Goose
  UGG
  3
  —
  *
  All air-to-ground attacks receive a –1 to-hit modifier.  
  Ground-Hugger
  UGH
  2
  —
  *
  May double the number of Units targeted with a Strafe or Strike attack. 
  Iron Will
  UIW
  4
  Yes
  Any
  Receives a –1 modifier to any morale check.
  Maneuvering Ace
  UMA
  4
  Yes
  Ground
  Receives a –1 MP modifier per hex of woods or jungle moved.
  Marksman
  UMK
  2
  —
  Any
  If attack to-hit has an MoS of 3 or more, attack generates an additional critical hit roll. 
  Oblique Artilleryman
  UOA
  1
  —
  Ground
  Receives a –1  to-hit modifier for all ART attacks.
  Oblique Attacker
  UOI
  1
  —
  Any
  Receives a –1  to-hit modifier for all IR attacks.
  Range Master
  ORM
  2
  —
  Any
  May swap Medium, Long or Extreme Range to-hit modifier with Short Range. 
  Shaky Stick
  USS
  2
  —
  *
  Attackers receive a +1 to-hit modifier attacking this Unit.
  Sniper
  USN
  3
  —
  Any
  Reduce Long and Extreme to-hit modifiers by 1. 
  Speed Demon
  USD
  4
  Yes
  Any
  Add 1 MP or Thrust Point to the Formation's base Move. 
  Stand-Aside
  USA
  1
  —
  Ground
  Receives a –1 modifier to all Engagement Control rolls. 
  (Drag Racer)
  UTD
  3
  Yes
  V
  Reduces MP cost for Urban hexes by 1 MP
  (Forrest Ranger)
  UTF
  3
  Yes
  Ground
  Reduces MP cost for Woods & Jungle hexes by 1 MP
  (Frogman)
  UTU
  3
  Yes
  BM, PM
  Reduces MP cost for Water hexes by 1 MP
  (Nightwalker)
  UTN
  3
  Yes
  Ground
  Ignores all effects for darkness
  Weapon Specialist
  UWS
  3
  —
  Ground
  May make a special attack that receives a –1 to-hit modifier but divides damage by 
  2 (round down). 
  Infantry Only Abilities
  Abr.
  Cost
  Formation 
  Ability
  Unit 
  Types
  Effects
  Light Horseman
  UIL
  2
  Yes
  CI**
  Beast mounted gain +1 MP and reduce movement through woods, rough and 
  jungle by 1 MP per hex. 
  Heavy Horse
  UIH
  2
  Yes
  CI**
  Beast mounted add 1 point of damage for attacks at Short Range. 
  Foot Cavalry 
  UIF
  1
  Yes
  CI
  Foot infantry gain +1 MP and reduce movement through woods, rough, jungle and 
  Urban by 1 MP per hex. 
  Urban Guerilla
  UIU
  1
  Yes
  CI, BA
  Formation is +1 to-hit and reduces damage to itself by 1 when in an Urban, rough, 
  or rubble hex.
  * Applies to all AS type and V type with VTOL or WiGE movement mode. 
  ** Beast Mountain Infantry only
  Key:  BM = BattleMech, PM = ProtoMech, V = Vehicle, CI = Conventional Infantry, BA = Battle Armor.
  SPECIAL PILOT ABILITIES
  
  Quirk
  Abr.
  Cost
  Unit or 
  Element
  Unit Types**
  Effects
  Accurate Weapon
  PQAW
  Variable
  Unit
  All
  If Unit misses its attack roll by 1, it does damage equal to the value 
  of this quirk (maximum of 2). 
  Anti-Aero Targeting
  PQAA
  *
  Unit
  BM, PM, V, 
  MS
  Gains a –2 to-hit on all aerospace or Units with VTOL or WiGE 
  movement type. Has a +1 to hit all ground units, including 
  landing aerospace. 
  Battle Computer
  PQBC
  +5
  Element
  BM, V
  Force receives a +2 initiative so long as this Element is in the COM 
  Unit and the COM Unit is active. Unit with the Element add MHQ6.
  Command BattleMech
  PQCM
  +2
  Element
  BM
  Unit with this Element adds MHQ3
  Compact ’Mech
  PQCP
  +1
  Element
  BM
  Element only uses 1/2 MT# when transporting non-infantry (see 
  p. 269). 
  Distracting
  PQDG
  +1
  Unit
  Any
  Any morale roles while sharing a hex with a hostile Unit with this 
  quirk are done at a +1.
  Improved Communications
  PQIC
  +2
  Unit
  All
  Unit is immune to effects of ECM but remains susceptible to AECM.
  Improved Sensors
  PQIS
  +3
  Element
  All
  Element is treated as having PRB for SBC Conversion purposes (see p. 
  326). If 50% of Elements in Unit have PQIS, then increase detection 
  range by 2 hexes (see Sensor Detection Range Table, p. 267)
  Improved Targeting (Short)
  PQTS
  +3
  Unit
  All† and MS
  Unit receives a –1 to-hit modifier at this range. May not be 
  combined with Variable Targeting.
  Improved Targeting (Medium)
  PQTM
  +4
  Unit
  All† and MS
  Unit receives a –1 to-hit modifier at this range. May not be 
  combined with Variable Targeting.
  Improved Targeting (Long)
  PQTL
  +5
  Unit
  All† and MS
  Unit receives a –1 to-hit modifier at this range. May not be 
  combined with Variable Targeting.
  Internal Bomb Bay
  PQBB
  +3
  Flight
  AS, LA
  CT# or CK# ability can be used as BOMB# ability in SBF Conversion 
  (see p. 326). Internal bombs do not reduce a Flights Thrust rating. 
  Narrow/Low Profile
  PQLP
  +3
  Unit
  BM, V
  Attacks made against this Unit are at a +1 to-hit modifier. 
  Searchlight
  PQSR
  +1
  Element
  BM, V
  Element is treated as having SRCH for SBC Conversion purposes 
  (see p. 326). 
  Trailer Hitch
  PQTH
  +1
  Element
  V† † 
  Element is treated as having HTC for SBC Conversion purposes (see 
  p. 326). 
  Variable Range Targeting
  PQVR
  Variable
  Unit
  BM, PM
  Unit receives a –1 to-hit modifier on all attacks. Cost twice the 
  highest damage possible by an Element in the Unit. 
  POSITIVE DESIGN QUIRKS
  * Cost equal to the highest damage possible by an Element in the Unit. 
  ** Unless specifically mentioned, Mobile Structures cannot have a quirk, even if it says All.
  † Excluding Infantry and Battle Armor 
  † †  Only Units with the “t” and “w” movement modes. 
  
  299
  INTRODUCTION
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  STRATEGIC  
  BATTLEFORCE
  Quirk
  Abr.
  Cost
  Unit or 
  Element
  Unit Types**
  Effects
  EM Interference
  NQEM
  -1
  Unit
  All† 
  All rolls in the Detection Phase are done with a =1 modifier. 
  Fragile Fuel Tank
  NQFT
  -2
  Element
  All† 
  On any critical hit, roll a second 2D6. On a roll of 10 or more, the 
  Unit takes 25% armor damage (round up). 
  Innaccurate Weapon
  NQIW
  Variable
  Unit
  All
  Any attack that succeeds by an MoS of 1 or less must reduce 
  damage by the value of this Quirk
  Oversized
  NQOS
  -3
  Element
  BM, V
  Any attack against a Unit with this quirk is at a –1 to-hit modifier. 
  Poor Performance
  NQPP
  -3
  Unit
  All† 
  If more than 50% (round up) of a Unit has this quirk, reduces its 
  TMM by -1. 
  Poor Sealing
  NQPS
  -2
  Unit
  BM, PM, 
  V, BA
  Add +2 to all Critical Hit rolls made when underwater, in Vacuum or 
  Trace atmosphere. 
  Poor Targeting (Short)
  NQTS
  -2
  Unit
  All† and MS
  Unit receives a +1 to-hit modifier at this range. 
  Poor Targeting (Medium)
  NQTM
  -3
  Unit
  All† and MS
  Unit receives a +1 to-hit modifier at this range. 
  Poor Targeting (Long)
  NQTL
  -4
  Unit
  All† and MS
  Unit receives a +1 to-hit modifier at this range. 
  Poor Workmanship
  NQPW
  -1
  Unit
  All† 
  If more than 50% (round up) of a Unit has this quirk, reroll "No 
  Appreciable Effect" if rolled on a Critical Hit roll. Do not roll again if 
  "No Appreciable Effect" is rolled again.
  Prototype
  NQPR
  -2
  Unit
  All
  If more than 50% (round up) of a Unit has this quirk, roll twice for all 
  Critical Hit rolls, keeping both results. 
  Sensor Ghosts
  NQSG
  -2
  Unit
  All
  If more than 50% (round up) of a Unit has this quirk, all rolls in 
  Detection Phase receive  a +1 modifier and all attack rolls receive a 
  +1 to-hit modifier.
  Unstreamlined
  NQUN
  -1
  Element
  AS, LA
  If any Element in the Squadron has this quick, it may not enter the 
  atmosphere (Central Zone of the Capital Aerospace map)
  NEGATIVE DESIGN QUIRKS
  MH 
  DD
  
  LITANG VALLEY
  BINYANG
  FREE WORLDS LEAGUE
  11 MARCH 2793
  Skimming the treetops of Litang Valley as the powerful rotors 
  of his Cyrano gunship propelled him through the sky at close to 
  a hundred and thirty kph was normally a joy for Sergeant Kacey 
  Kadar. The valley’s sprawling expanse, nested in the middle of 
  a wide ring of ash-gray, snow-peaked mountains, was a truly 
  remarkable sight, especially in the sunrise hours, when a hazy 
  fog lent it a nearly dream-like quality that belied the presence 
  of agro settlements scattered throughout. Patrols over this area 
  were among his favorite—especially during those lazy sum-
  mers when the faerie-flies migrated past, their swirling patterns 
  of glowing blue and shimmering purple covering the area in a 
  living aurora that occasionally decorated his chopper’s canopy 
  in unsightly ways.
  But today was different. 
  Today, the patrols weren’t routine.
  Today, the war had finally come to Binyang.
  And today, Kadar’s gunship wasn’t the only one thumping 
  its way across the valley. Glancing to his right, he saw Corporal 
  Jolene’s Cyrano mirroring his every tilt and turn as they skirted 
  over the canopy. His sensor board displayed the friendly blips of 
  the Rippers piloted by Corporals Payet and Winchester, holding 
  their positions only slightly astern. This was a combat recon mis-
  sion; somewhere below, according to HQ, was a Steiner attack 
  force. It was up to Kadar’s flight to get eyes-on so the ground-
  pounders back at Silong knew what they were up against, and 
  where to start slinging shells.
  Taking another deep breath of metallic air from his flight mask, 
  Kadar dialed up his sensor feed and engaged his gunship’s active 
  probe on another sweep. His eyes flicked down to the display just 
  as it finished. 
  There. 
  At the probe’s extreme range, a hazy blob of red identified 
  something that was definitely emitting EM radiation, but was still 
  too far away for a positive ID. He eased the Cyrano into a lazy arc 
  toward it, even as he keyed his mike on the tactical channel.
  “Recon to Hut,” he reported. “We have something here.”
  “Hut here, KayKay,” came the reply. “What’s it look like?”
  His eyes again darted to the sensor as the forest below whipped 
  by. The mountains in the far distance gave way to a distant sea. He 
  judged the distance and landmarks as much from the memories 
  of his countless patrols as he did from the probe’s report. “Bearing 
  due west of Grid Victor-Mike-Niner,” he rattled off. “Estimating 
  fifteen seconds to visual. Sensors picking up…eight contacts.”
  “Roger, Recon. Ready Group is Active.”
  “Tallyho!” came the call from Jolene’s mark—followed less than 
  a moment later by the shrill tones of a hostile targeting sensor.
  In that instant, Kadar’s probe resolved the amorphous blobs 
  into the icons of four ground vehicles, with codes flashing as each 
  hull was identified. Two Manticore heavy tanks, and two—
  The sonic boom ripped by, but Jolene’s Cyrano was already 
  breaking formation, turning wide to the right before swinging 
  its nose back toward the contacts. A second boom sounded in 
  Kadar’s ears, but fainter, more distant.
  “Four tracks,” Jolene tensely announced over the tactical chan-
  nel, forcing her voice to stay level despite her near-death experi-
  ence. “Two Fury, two Manticore… Four more tracks half a click 
  farther east.”
  Herbert A. Beas II
  
  “Recon Group is taking fire, Hut,” Kadar added. “All units, look 
  alive! Recon One is going high.”
  The four copters immediately broke formation, with Kadar 
  pulling his yoke back and bringing his Cyrano into a short 
  climb as the others scattered to the flanks and Jolene skimmed 
  lower, practically dragging her belly across the forest canopy. 
  The target sensor warning receded in Kadar’s ears, but only 
  for half a second. A bolt of azure lightning flashed past his 
  canopy, about thirty meters too far to his left. His eyes once 
  more took in the probe’s display, where a second group of 
  icons had finally resolved.
  “Second lance of crawlers confirmed, Hut; two more 
  Manticore, two…” Oh, hell! “…Rhinos.”
  “Recon Three, taking fire!” came a nervous call from 
  Winchester’s Ripper. Kadar felt, rather than saw, the cloud of 
  missiles that shot wide and to the right, below his Cyrano’s 
  hull. “Shi—!”
  Winchester’s icon flickered, then winked out after an erratic 
  spin to the north.
  Kadar bit his tongue hard enough to taste copper. 
  “Recon, this is Hut. Disengage!”
  Kadar’s eyes narrowed. What the hell did 
  HQ think they were doing?
  “All units,” he snapped. “Regroup high; get 
  out of their range!”
  Kadar flew higher, his Cyrano’s engine 
  screaming as he pushed them to top 
  speed. On his radar, he saw Payet’s Ripper 
  swinging around to meet him, but 
  Jolene was still drifting off to his right.
  “Recon Two—” he began.
  “Contact!” she shouted back. “Walkers!”
  What?
  Once again, Kadar glanced at his dis-
  play, finding Jolene’s chopper, then 
  following it further to the display’s 
  edge. He pinged the probe again…
  just in time to see a new group of 
  four icons flash to life there.
  “Scatter, Recon Two!” he 
  barked. “They’re powering up. 
  Hut! We have Bravo-Mikes in the 
  field! Requesting fire mission at 
  Grid Victor-Lima-Seven-Five!”
  “Recon, Hut! Fire mission 
  acknowledged! Do you have 
  a visual?”
  Another sonic boom—once more distant 
  and below Kadar’s position—drew his eyes to 
  the radar. Jolene’s Cyrano remained alive. He let 
  out the breath he didn’t know he’d been holding. 
  “Hut,” Jolene’s voice came back. “Recon Two has 
  visual. At least six Bravo-Mikes in the target area.”
  Six? Kadar swung his helicopter around, leading 
  Payet toward Jolene’s position. Looking at the 
  forest floor below, he saw only the undulat-
  ing treetops below, but as his probe refreshed 
  the radar screen, six icons in neat formation 
  
  appeared—poised an easy half-kilometer away from the tanks 
  that continued to crawl along on the ground behind him.
  Just freaking great!
  sts
  “Hut to Anvil Lance,” a voice growled from the speakers of 
  Junior Lieutenant Eloy Abdurram’s neurohelmet. “Be advised: 
  confirmed hostiles include six Bravo-Mikes, eight heavy tracks. 
  Hammer Lance is already en route; they’ll need your fire there. 
  Get moving.”
  Abdurram scowled even as he saw the nav markings appear in 
  his HUD and he instinctively turned his sixty-five ton Thunderbolt 
  to face its new objective. Somewhere behind him, the rumble 
  of the fire base’s artillery erupted again, flinging their shells far 
  ahead. A reinforced company, he mused. These Lyran raiders 
  weren’t messing around out here.
  “Hut, this is Anvil One,” a new voice spoke up—that of Senior 
  Lieutenant Cala al-Biden, Abdurram’s lance commander. “Are you 
  sure that’s wise?”
  Abdurram winced. “Damn it, LT!” he muttered to himself, making 
  sure the mike was off. “That’s how you get busted in this outfit!”
  He knew al-Biden saw herself as a tactical genius, but it amazed 
  him sometimes that the higher-ups tolerated the way she ques-
  tioned orders. He wouldn’t have dreamed of doing that; no 
  matter how bone-headed the command may seem, Abdurram 
  figured that the command staff knew the big picture better than 
  the common ’Mech grunts.
  Still, his CO wasn’t moving out just yet, so neither could he.
  The voice from the firebase sounded only slightly annoyed 
  when it came back. “Affirmative, Anvil One. Get moving, before 
  you miss the party. Hammer’s waiting.”
  A sigh punctuated al-Biden’s acknowledgment, and soon her 
  hulking Emperor was stomping forward, working its way into the 
  forest and toward the distant battle.
  Abdurram shrugged to himself and pushed his throttle  
  forward, falling in line with al-Biden as another whump of artil-
  lery sent a volley of high-explosive shells toward the distant 
  Lyran lines.
  Their assault lance was a standard twin-pair of ’Mechs, two 
  T-Bolts and two Emperors, and the terrain was uneven. At full 
  speed, Abdurram guessed, it would take them more than 
  twenty minutes to reach the grid position described by the 
  recon flight. Though he tried to force the butterflies in his stom-
  ach to settle down, the tension only seemed to build with each 
  step his BattleMech made through the woodlands. The utter 
  lack of comm chatter began to eat away at his nerves.
  Perhaps that was why he opened the channel to al-Biden’s 
  ’Mech before he even realized what he was doing.
  “Sir?” he began uneasily.
  Al-Biden’s tone was cold. “Yes, Anvil Two?”
  “Are you okay?”
  Her sigh was almost inaudible this time, over the muffled 
  thumping of their ’Mech’s footfalls, but when she finally 
  answered, her voice was far less clipped. “Yes, Eloy. You?”
  “Actually, I think I’m getting…antsy here.”
  Another brief delay. “I know the feeling,” she said. “Just focus 
  on the task. We’ve got this.”
  “If you say so, sir,” Abdurram said lamely. 
  “I just don’t like leaving the firebase open like this,” al-Biden 
  said suddenly.
  Abdurram nodded, though there was no way she could see 
  him. The firebase at Silong Village still had a company of light 
  armor and infantry for defense, plus a lance of lighter ’Mechs, 
  but the heaviest weapons behind them were the artillery battery 
  that now hammered the Elsies. Anvil Lance was a slow group, fes-
  tooned with heavy armor and weaponry; common wisdom held 
  that it was best used for defense or siege missions. 
  But while Abdurram could understand his CO’s concerns, 
  second-guessing the strategy of the officers above his pay grade 
  was Al-Biden’s strong suit, not his. With a large enemy force clearly 
  incoming, he figured the commanders back at “the Hut” believed 
  that a better defense would be a powerful offense, keeping the 
  enemy tied up farther away from the command centers. After all, 
  conventional wisdom also held that eight BattleMechs backed by 
  arty and possessing an intimate familiarity with the terrain held 
  a clear advantage over six ’Mechs and some tanks, especially in 
  a woodland fight.
  They’d been marching for almost fifteen minutes when 
  Abdurram’s external pickups detected the first sounds of heavy 
  weapons fire other than the base guns. His radar display painted 
  four blue icons moving laterally along the maximum detection 
  range, each tagged by the code letters for Hammer Lance mem-
  bers. A few red markers were evident as well, but ground clutter 
  kept his sensors from picking out the models.
  “Hammer Lance, report!” al-Biden’s voice called over the 
  tac channel.
  “They just rushed us!” someone called back, a trace of panic in 
  his voice, even as he struggled to keep his words clear. “We count 
  two Griffins, two Firestarters, backed by Manticore tracks.”
  “That’s it?”
  “We know there’s a couple Furys and Rhinos out there, too, plus 
  a pair of those old Ymirs.”
  That last one furrowed Abdurram’s brow. “Ymirs?” he blurted 
  out. “Are they throwing junk at us?”
  “Seal it, Anvil Two,” al-Biden snapped, but he could hear her 
  own tension bleeding out. “Pull back toward us, Hammer Group,” 
  she said. “The Anvil is coming. Mark our position, Hut! We have 
  contact with enemy raiders.”
  Yeah, Abdurram thought with a wry grin. These Elsies really 
  underestimated us this time!
  Flexing his fingers on the firing studs of his controls, Abdurram 
  adjusted his posture, feeling his senses come to life all at once. 
  He shouldered his Thunderbolt through another clump of trees, 
  easily keeping pace with al-Biden’s Emperor to his left, and guided 
  his reticule toward a red targeting block painted on his HUD. Any 
  minute now, he knew, the foliage would give way, and he’d have 
  a clean shot at what he hoped would be a very surprised Lyran…
  “Hut!” a new voice suddenly broke into the tactical channel. 
  “Recon Group has air contact near the engagement zone! Repeat! 
  Air conta—!”
  Abdurram blinked. He’d forgotten the recon choppers were 
  even in the valley at this point. Now, no sooner had the realiza-
  tion dawned on him that he heard the roar of aerospace fighter 
  engines. The rumble passed just overhead, like a peal of thunder, 
  close enough to cast a fleeting shadow through the openings in 
  
  the forest canopy above. His sensor display painted four angry 
  red arrows, screaming past his position at speeds.
  “Recon Group, this is Hut!” the base comm officer called 
  out. “Respond!”
  Silence was the only answer.
  Until the trees parted in front of Abdurram’s ’Mech, and all hell 
  broke loose…
  sts
  COMMAND DECK, DROPSHIP VIDAR EISENBOOT
  HIGH ORBIT OVER BINYANG 
  FREE WORLDS LEAGUE
  “Third Ninth has engaged,” Hauptmann Neva Romante said, 
  her voice calm. The glow of the holotank reflected off her glasses 
  and washed out her dusky complexion, while the dark blue of her 
  field jacket practically absorbed the shadows. To Kommandant-
  General Aric Hasseldorf, she almost appeared as a spectral, 
  disembodied head.
  The projection before her showed an expanse of woods 
  clustered inside the rim of a mountain chain that looked like a 
  backwards “C”. A few icons indicated the positions of cities, while 
  a grid measured out distances. The holo also marked off the loca-
  tion and courses of the passing LCAF DropShips which ejected 
  fighters and ’Mechs alike into a part of the miniaturized forest 
  that now seemed alive with red and blue fireflies.
  Only now, there were more blue fireflies than red.
  “Any IDs yet?” he asked, fixing his eyes on where he imagined 
  her pupils were.
  “One sec,” Romante said, then fell silent for a moment. 
  “Contact is good. They confirm the command center out of 
  Silong. Heavy artillery… Looks like a company of ’Mech forces… 
  Getting a visual…”
  With a touch of the data panel in front of her position, she 
  brought up an image on the flat screen nested just outside of 
  the holotank’s glowing field. She then swung the panel’s face to 
  show a grainy image, tightly focused on what looked to be the 
  shoulder panel of a battered Wolverine. There, below the eagle 
  of House Marik, the white stenciling over the woodland camo 
  pattern showed the code “312”: Third Battalion, First Company, 
  Second Lance.
  “Same battalion as the vehicle company we found at Hasong,” 
  he muttered.
  “Looks like,” Romante agreed. “Our fighters have already neu-
  tralized the Silong batteries.”
  “Strike runs only?”
  “As you ordered, though at least half the squadron took some 
  serious flak in the exchange. Hauptmann Bracher says he’s send-
  ing a lance back to base for repair.”
  Hasseldorf nodded and leaned forward, studying the imagi-
  nary valley. “As long as we keep the collateral damage down, it’s 
  worth it. We don’t need to give the Leaguers another reason to 
  play the scorched earth game here.”
  Romante didn’t answer, but Hasseldorf could easily imagine 
  her scowl. Thanks to that strutting fool Johonson, the fall of 
  Bolan involved far more atomics than necessary under any cir-
  cumstances. The Bolan Defenders had a reputation for fanati-
  cism, but a more surgical approach could have avoided the 
  loss of millions of lives. To say nothing of the billions more who 
  died during the reprisals that followed on Altoona, Myrrdin, 
  and Rochers. 
  And just imagine, thought Hasseldorf with a shake of his head, 
  they actually promoted Johonson for that debacle!
  He sighed and swiped a finger across the display controls. 
  The view shifted, centering on the valley battle. Another swipe 
  zoomed the projection to the tactical scale. The red and blue 
  fireflies resolved themselves into miniature replicas of the 
  BattleMechs and vehicles that were clashing on the planet below. 
  Devoid of camo patterns and insignia, each unit appeared in 
  neon outlines: red for the remaining League ’Mechs, blue (natu-
  rally) for the Lyrans.
  “So,” he said finally. “We have confirmed the Thirteenth’s Third 
  Battalion covering this valley…and their Second is at Kinwall…”
  “Half a world away,” Romante observed.
  Hasseldorf nodded. “So that leaves only one battalion left to 
  cover the primary spaceports at Hanning.”
  “Looks like,” Romante agreed. “Everyone else is tied up by 
  the Ninth.”
  Hasseldorf finally allowed himself a smile as he absent-
  mindedly smoothed back his hair and straightened himself 
  out. The miniature firefight in the holo-field still held his gaze 
  in an almost hypnotic trance, but his mind was moving toward 
  the endgame.
  “Sehr gut,” he said. “Time to end this. Have the Sixteenth exe-
  cute a full drop on Hanning; send it all in.”
  “Jawohl,” Romante answered.
  As she began to relay the order, Kommandant-General 
  Hasseldorf once again focused his attention on the action inside 
  the holotank, where the last of the Marik ’Mechs—a Thunderbolt 
  rendered in glowing crimson—collapsed under the combined 
  fire of a Zeus and Griffin blazing in Steiner blue.
  
  is made up of 2-4 Combat Teams. Combat Units map to the in-universe 
  Inner Sphere battalion, ComStar Level III or Clan Trinary. (Players should 
  note that one ComStar / Word of Blake Formation in Strategic BattleForce 
  is most commonly two Level IIs, so a ComStar Combat Unit, or Level III, 
  would be made up of three Combat Teams, not six.) 
  Combat Team: Combat Teams are the smallest building block 
  in constructing an Abstract Combat System force and are directly 
  equivalent to a Strategic BattleForce Formation. They are not a playable 
  unit in ACS play, instead serving as a building block for creating 
  Combat Units. 
  Gamemaster (GM): A neutral third-party is necessary for the 
  Abstract Combat System, as it makes use of the Strategic BattleForce 
  Detection and Reconnaissance rules (see p. 265), as well as hidden units 
  and combat between Blip Counters (requiring modifiers for Target 
  Numbers to be adjudicated).
  Star-System Radar Map (SSRM): The SSRM represents a single solar 
  system with the primary world in the system at the center of the map. 
  The SSRM is a scaled up version of the Capital-Scale Radar Map used 
  in Strategic Aerospace.
  Planetary Combat Map (PCM): The PCM is the primary game play 
  map. The circular map is an abstract representation of the surface of a 
  world, where ground combat will take place. At standard ACS play scale, 
  terrain is not a factor and is not represented on the PCM. 
   
  Abstract
  Combat System
  The Abstract Combat System (ACS) allows players to fight large, multi-
  regiment battles without the need to track every detail of the forces 
  involved. Where Total Warfare sees players fighting for a small scrap of 
  land or single building objectives, ACS allows players to play out the 
  conflict for entire worlds. 
  Players can use these rules as a standalone system, as a supplement 
  to any existing campaign, or as part of the Inner Sphere at War (see 
  p. 344). The Abstract Combat System is based on Strategic BattleForce 
  (see pp. 230-244) and Strategic Aerospace (see pp. 245-249). Players 
  should be familiarize themselves with these rules prior to playing 
  an ACS scenario. 
  Game Terms
  The following terms will occur frequently throughout these rules. 
  Players should also familiarize themselves with the Strategic BattleForce 
  terms (see pp. 230-231). 
  ACS Formation (Combat, Recon, Aerospace): An ACS Formation 
  (usually referred to as just Formation in these rules) is collection of 
  Combat Units which operate as a single playing piece on the Abstract 
  Combat System game board. Formations operate similarly to how they 
  operate in Strategic BattleForce. 
  Combat Command: Is a term from Inner Sphere at War and refers to 
  the in-universe military units that make up the Force of a BattleTech 
  faction. Combat Commands can range from a single battalion (e.g. 
  the Death Commandos) to multiple regiments of mixed forces (e.g. 
  a Federated Suns RCT). In ACS game play, Combat Commands are 
  represented by Combat Units or Formations and are not directly used.
  Combat Unit: A Combat Unit operates like the Strategic BattleForce 
  Unit, serving as the building blocks for the ACS Formation. A Combat Unit 
  CSO 
  CSO
  Fighting became even more desperate once the inner walls of  Kerensky Bloodchapel were breached.
  FORCE STRUCTURE TABLE
  Term
  Descriptions
  Force
  Any number of Formations or Combat Units of a single faction on a world
  Formation
  Up to 15 Combat Units
  Combat Unit
  3 Combat Teams
  Combat Teams
  Inner Sphere*
  12 Elements (6 for aerospace Combat Teams)
  Clan
  5 Elements
  Elements
  Inner Sphere*
  1 ’Mech, 1 Vehicle, 1 Battle Armor Squad, 1 Infantry Platoon, or 1 Fighter
  Clan
  1 ’Mech, 1 ProtoMech Point, 1 Battle Armor Point, 2 Vehicles, or 2 Fighters
  *Including Periphery, ComStar, and Word of Blake factions.
  
  305
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  Combat Unit Record Sheet
  Combat Units are the primary combat component in ACS play. 
  A Combat Unit is contiguous through game play so its stat block is 
  set at the start of the game. Each Combat Unit’s stat block consists 
  of the following:
  Type: Whether the Combat Unit is classified as Aerospace, 
  BattleMechs, Infantry (including battle armor), Mobile Structures, 
  ProtoMechs, or Vehicles. If there is no predominant Type within a 
  ground Unit, the Unit Type will be Mixed Ground.
  Size: The Combat Unit’s size class (in BattleForce scale). This is an 
  average of the Element Sizes that make up the Formation.
  Move: The Combat Unit’s available Movement Points. 
  Transport Move: The Combat Unit’s Movement Points if all 
  transportable Elements are being transported.
  Armor: How much damage the Unit can take before being 
  destroyed. 
  Target Movement Modifier: This modifies the chance to-hit of 
  most attacks made against units within the Formation.
  S/M/L: Short/Medium/Long. The Unit’s damage values when 
  making attacks at those three ranges.
  Tactics: An ability representing a combination of the 
  Formations skill and speed. It is primarily used to determine 
  Engagement Control and targets for damage.
  Morale: The value consulted when the Formation is forced to 
  make a Morale check. (See Morale, p. 317).
  Skill: The Formation’s average Skill value which is used for 
  determining a Combat Unit’s base to-hit as well as serving as the 
  base for Morale and Tactics values. 
  PV: Point Value. The points needed to select this Formation 
  as part of your Force, and the value of the Formation when 
  determining victory conditions (see p.  318). This is simply the total 
  PV of all Units within the Formation.
  Morale Check Triggers: These three numbers indicate when 
  a Combat Unit must make a Morale Check as a result of damage. 
  Components
  RECORD SHEETS
  Players use record sheets to track various types of information while 
  playing Strategic BattleForce. Each Unit has its own list of statistics 
  (stat block). The Strategic BattleForce and Abstract Combat System 
  Conversion rules (see p. 326) cover how to convert from Alpha Strike 
  and Strategic BattleForce to Abstract Combat System stats listed below. 
  Because Combat Units may move from one Formation to 
  another, during game play, ACS uses detailed Record Sheets for 
  the Combat Units and only a basic tracking sheet for Formations.
   
  Formation Tracking Record Sheet
  Most relevant details of a Formation are actually found within the 
  Combat Units that comprise it and only a few key stats are tracked 
  at this level. There are a few Formation-specific items, however. 
  Because Combat Units can change formations during the game, it 
  is recommend to place the Formation Record Sheet in a protective 
  sleeve and use dry erase marker to notate the Formation specific stats.
  ID: The Blip Counter ID (see Formation Setup, p. 310) that is 
  assigned to this formation.
  Type: In ACS Formations are either Ground or Aerospace. Type 
  does not change during gameplay. However, Ground Formations 
  can switch roles between Recon or Combat Formations (see 
  Switching Roles, p. 312). 
  Move: The Formation’s available Movement Points. A Formation’s 
  MP that of the slowest Combat Unit in the Formation. 
  Tactics: An ability consulted during combat for several factors.
  Morale: The value consulted when the Formation is forced to 
  make a Morale check. (See Morale, p. 317).
  Skill: A Formation’s over all skill is primarily used to create the 
  Formation Tactics and Morale values. All combat rolls occur at the 
  Combat Unit level. 
  © 2016 The Topps Company, Inc. 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. 
  ABSTRACT COMBAT SYSTEM
  COMBAT UNIT RECORD SHEET
  COMBAT UNIT:
  S
  M
  E
  L
  Tactics
  Morale
  Morale Check Triggers:
  75% Armor 50% Armor 25% Armor
  Skill
  PV
  Type
  Size
  Move
  No Supply?
  Transport
  MP
  TMM
  ARM
  Combat Unit Specials
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Move
  Mode
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Move
  Mode
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 2
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Move
  Mode
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 3
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Move
  Mode
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 4
  COMBAT TEAMS:
  1:
  2:
  3:
  4:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Combat Team Specials
  Move
  © 2015 The Topps Company, Inc. 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. 
  ABSTRACT COMBAT SYSTEM
  FORMATION TRACKING RECORD SHEET
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  
  Scale 
  Abstract Combat System is intended to replicate large invasions of 
  worlds. To support this, the Abstract Combat System primarily uses 
  abstract range and maps for both aerospace and ground play. 
  MAP SCALE
  Star-System Radar Map: Scaled up from the Capital-Scale Radar 
  Map in Strategic BattleForce, this map represents the entire start system 
  from the Nadir and Zenith jump points to directly over the surface 
  of the world where combat will take place. Sectors of the SSRM very 
  in size depending on which zone they lie in. In the average system a 
  Peripheral Sector is millions of kilometers across, while a Sector of the 
  Inner Zone is roughly 6000 kilometers. 
  Planetary Combat Map: This mapsheet abstractly represents the 
  planet’s surface. With an average world being between 35,000 and 50,000 
  kilometers a hex would roughly represents 3500 kilometers. However, 
  because terrain (including oceans and other unpassable terrain) is not 
  used, the hexes are actually smaller, representing the usable land mass 
  on the world. A PCM hex is roughly equal to 750 kilometers.
  The PCM is represented by placing the blank side of a BattleTech 
  hex map down. To define the map borders player should place some 
  kind of boundary marker along the outside edges of hex row 0801 to 
  0105, hex row 0801 to 1505, hex row 0815 to 0112 and hex row 0815 
  to 1512, in order to create a hexagonal map area. With hex 0805 the 
  center top, the bottom left corner is Player A’s off-board tracking area 
  and the bottom right corner is Player B’s off-board tracking area. See 
  the Planetary Combat Map Diagram for an example. 
  TURN LENGTH
  A single ACS turn lasts approximately 3.5 days (84 hours), with eight 
  turns taking 1 month or 1 Inner Sphere at War Turn. 
  FORCE STRUCTURE
  Formations: The ACS base playing piece is that 
  of a Formation, which loosely maps to regiments, 
  Level IV or Clusters. Formations are composed 
  of two to eight Combat Units (two to eight 
  battalions) or one Artillery Combat Unit. 
  Combat Units: A Combat Unit is equal to one 
  Inner Sphere/ Periphery Battalion, ComStar/ WoB 
  Level III or a Clan Trinary (see below). Ground 
  Combat Unit are made up of two to six Combat 
  Teams consisting of a maximum of forty-eight 
  Elements (individual BattleMech, tank, battle 
  armor squad, infantry platoon and so on). 
  Aerospace Formations are from one to four 
  Combat Units consisting of a maximum of 40 
  aerospace Elements. 
  Clan forces: Clan Strategic BattleForce 
  Formations and Abstract Combat System Clan 
  Combat Units are both based off the Trinary. This 
  game scale is set in part for game balance and 
  in part represents that Clan armies are smaller 
  and rarely deploy large forces. Clan Combat 
  Units (ground and aerospace) may be from one 
  to four Units (Stars), consisting of a maximum of 
  30 individual Elements. This allows vehicle and 
  aerospace Trinaries to be fielded in Abstract 
  Combat play as a single Formation.
  STAR SYSTEM
  RADAR MAP
  N
  I1
  M1
  O1
  O2
  O3
  O4
  O5
  O6
  O7
  O8
  O9
  O10
  O11
  O12
  O13
  O14
  O15
  O16
  O17
  O18
  O19
  O20
  O21
  O22
  O23
  O24
  M2
  M3
  M4
  M5
  M6
  M7
  M8
  M9
  M10
  M11
  M12
  P1
  P2
  P3
  P4
  P5
  P6
  I2
  I3
  I4
  I5
  I6
  CENTRAL
  ZONE
  © 2015 The Topps Company, Inc. 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. 
  • star-system radar map diagram • 
  • planetary combat map diagram • 
  0101
  0301
  0201
  0501
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  0701
  0601
  0901
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  1101
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  1301
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  ©2013 The Topps Company, Inc. All Rights Reserved. Map Name: Blank HexMap.
  
  307
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  SEQUENCE OF PLAY 
  The Abstract Combat System follows a similar sequence of play 
  to Strategic BattleForce. Each turn all pieces on the map will follow 
  the sequence of phases as listed below. Unless otherwise noted, 
  only one action may be taken per phase (movement, combat, and 
  so forth). Each phase includes a Recon, Ground and Aerospace sub-
  phase, covering specific rules for each. 
  In each phase all recon actions are performed first. Next all 
  aerospace actions (if any) are performed. Finally ground actions 
  take place. In game play, recon actions are assumed to take 
  place first, while aerospace and ground are treated as happening 
  simultaneously during the turn. 
  Step 1: Initiative Phase 
  Each player rolls 2D6 and adds the results together to determine 
  Initiative; re-roll ties. The player with the higher result wins the 
  Initiative for that turn.
  Step 2: Deployment Phase
  In the first turn of the game and any turn where new Combat 
  Units arrive on the battlefield (SSRM or PCM) players must deploy 
  their forces. The player with the lowest initiative places a Formation 
  following the Deployment Phase rules and then the winner of 
  initiative places a Formation on the map. This repeats until all 
  Formations are deployed. 
  If there are no new forces arriving in the turn, this step is 
  skipped and play moves immediately to Step 3: Detection and 
  Reconnaissance Phase. 
  Step 3: Detection and Reconnaissance Phase
  In this phase newly detected Blips are placed on the appropriate 
  map and each side conducts recon to reveal information about 
  hostile Blip Counters on the battlefield. The player who won 
  initiative goes first when conducting recon. 
  Step 4: Movement Phase 
  The player with the lowest Initiative roll moves one of their 
  Formations first. Presuming an equal number of units on the two 
  sides, the Initiative winner then moves one of their Formations, 
  and the players continue alternating their unit movements until all 
  units have been moved. Recon, Aerospace and Ground movement 
  occurs sequentially with all Recon movement completing before 
  aerospace and all aerospace before ground movement. 
  If, during a sub-phase, the number of Formations per side is 
  unequal, the player with the higher number of Formations must 
  move more units in proportion to that of their opponent. See 
  Unequal Number of Units (see p. 234) for details. 
  Step 3: Combat Phase 
  The player with the lowest Initiative roll acts first in the Combat 
  Phase. This player then declares and resolves all of their Formations’ 
  combat actions at this time, followed by the Initiative winner. The 
  Combat Phase only has sub-phases for aerospace and ground combat. 
  Recon Formations may be targeted directly in the Combat Phase. 
  Step 4: End Phase 
  Both players may complete the End Phase simultaneously. In 
  this phase, each player checks Fatigue, Morale and expends supply. 
  After resolving all End Phase actions, the turn ends and the players 
  return to Step 1, repeat all these steps until one side meets its victory 
  conditions for the scenario. Once victory has been determined, 
  players may also determine salvage for campaign games. 
  Setup
  For a standard pickup game, players may convert forces from 
  Strategic BattleForce (see p. 326).
  For Inner Sphere at War campaigns use the setup rules outlined 
  in the Starting Military section of ISW (see p. 348). 
  The Abstract Combat System is designed exclusively for campaign 
  play with Inner Sphere at War. Players wishing to adapt it to work 
  using another campaign system should agree on all rules before 
  starting play.
  FORCE COMMANDER AND COMBAT UNIT LEADERS
  Each player must designate a single Combat Unit in their force 
  to be the Force Commander. This Unit is assigned the COM special 
  ability. Any Formation with two or more Combat Units must assign 
  one Combat Unit as the Formation Leader. This Combat Unit 
  receives the LEAD special ability. While Sub-Commanders generally 
  are also Formation Leaders, they are not Formation specific and 
  move with the SCOM Combat Unit.
  LEAD and COM has an impact on determining damage, morale 
  and other optional rules. COM works the same as the LEAD ability 
  save that only one may be assigned to a force. 
  FORCE RECORD SHEETS
  At the start of play all players should have record sheets for all 
  Combat Units in their force. They should also have as many Force 
  Tracking Sheets as needed for play (see Formation Setup, p. 310). 
  All Combat Units should begin play assigned to a Formation. 
  For ISW campaigns starting Formations should be based off the 
  Combat Commands involved in the force (within the limits of 
  Formation Setup, see p. 310).
  LEADERSHIP RATING
  Leadership Rating (LR) represents the skill of a player’s force. The 
  Force Commander’s Leadership ability impacts a force’s ability to out 
  think and outmaneuver the opponent. The LR of a Force depends 
  on its Experience Rating, as detailed in the Force Experience Table 
  (see p. 367). The experience of the Force Commander (COM) 
  Combat Unit determines the Leadership Rating for a force. So even 
  if most of the force is green, if the Force Commander is elite, the 
  Leadership Rating will be based on the elite ranking. 
  Playing the Game
  This section provides an overview of the Abstract Combat System 
  gameplay. For simplicity, these rules presume that each game is 
  made up of two sides, controlled either by two players or by two 
  teams of players. Whenever the rules refer to a player, that term can 
  mean a team of players as well as an individual.
  Naval-only scenarios: ACS Abstract Aerospace rules may be 
  used to play out naval engagements, landing on the target world 
  is not required. 
  MASTER MODIFIERS TABLE
  In the Abstract Combat System the majority of modifiers are 
  shared across multiple rules and phases. Instead of publishing 
  several highly similar tables, the Abstract Combat System Master 
  Table (see pp. 308-311) provides the most common modifiers used 
  in ACS play. 
  
  INITIATIVE DETECTION AND RECONNAISSANCE
  MOVEMENT
  COMBAT
  MISC. MODIFIERS
  Effect or Situation
  Initiative 
  Bonus
  Concealment Detection Recon
  Engagement 
  Control
  Manuever 
  Attacker 
   To–Hit
  Target 
  Damage  
  Modifier*
  Morale
  Combat 
  Drop
  Equipment
  Probes: Bonus to Recon
   — 
   — 
  +1
  +1
   — 
   — 
   — 
   — 
   — 
   — 
  ECM: Prevents Recon, Reduces damage
   — 
   — 
  +0
  –1
   — 
   — 
   — 
   — 
  –0.1
   — 
  Drone Carrier: Bonus to Recon, Flank/Rear
   — 
   — 
  +1
  +1
  +1
  +1
   — 
   — 
   — 
   — 
  Recon: Bonus to recon, bonus avoid 
  Flank/Rear
   — 
   — 
  +1
  —
  +1
  +1
   — 
   — 
   — 
   — 
  Remote Sensor Dispresor:  
  Resist recon, resist flank/Rear
   — 
   — 
  –1
  –1
  +1
  +0
   — 
   — 
   — 
   — 
  LAMs: Bonus to Recon, Bonus to Air Defense
   — 
   — 
  +1
  +1
   — 
   — 
   — 
   — 
  +0.2†
   — 
  Satellite Recon
  +1
   — 
  +2
  +1
   — 
   — 
   — 
   — 
   — 
   — 
  Combat Unit has a C3 Network
   — 
   — 
   — 
   — 
   — 
   — 
   — 
   — 
  +0.2
   — 
  Force Abilities
  Leadership Rating
  +/–LR Mod
   — 
  +/–LR Mod
   — 
   — 
   — 
   — 
  +/–LR Mod +/–LR Mod
  Force has Questionable Loyalty
   — 
   — 
  –2
   — 
  +1
  +1
  —
  +1
   — 
  Force has Reliable Loyalty
   — 
   — 
  0
   — 
  —
  —
  —
  –1
   — 
  Force has Fanatical Loyalty
   — 
   — 
  +2
   — 
  –1
  –1
  —
  –4
   — 
  Faction has Superior Combat Doctrine
  +1
   — 
  –1
   — 
  –1
  —
  +0.1
   — 
   — 
  Faction has Flawed Combat Doctrine
  –1
   — 
  +1
   — 
  +1
  —
  –0.1
   — 
   — 
  Formation Modifiers
  Formation is Mercenary
  —
   — 
   — 
   — 
  –1
   — 
  —
  +1
  —
  —
  —
  Formation is Infantry only
  — 
   — 
   — 
   — 
  +2
   — 
  —
  +1
  —
  +2
  –2
  Formation is vehicle only
  — 
   — 
   — 
   — 
  +1
  — 
  —
  —
  —
  +1
  +1
  Formation has Engineers (ENG12+)
  — 
   — 
   — 
   — 
  –1
   — 
  –1
  +1
  +0.0/–0.2
   — 
  —
  Formation has (TRN12+) 
  Trenchworks/Fieldworks Engineers 
  — 
   — 
   — 
   — 
  –1
   — 
  –1
  +1
  +0.0/–0.2
   — 
   — 
  Formation is Hidden
  — 
   — 
  +2
   — 
   — 
   — 
   — 
   — 
   — 
   — 
   — 
  Formation Conducts an Ambush
  — 
   — 
   — 
   — 
   — 
   — 
  –1
  —
   — 
   — 
   — 
  Formation has arrived on Transport Orders
  — 
   — 
   — 
   — 
   — 
   — 
  —
  –2
   — 
   — 
   — 
  Target has Fortify/Dug In Orders
  — 
  — 
  — 
  — 
  —
   —
   —
  —
  +0.0/–0.1
   —
   —
  Attacker/Target has Defend Orders
  — 
   — 
   — 
   — 
  —
   —
   —
  —
  +0.0/–0.1
   —
   —
  Attacker has Headhunting or 
  Infrastructure Destruction Attack Orders
  ‡ 
   — 
   — 
   — 
  —
  ‡
  ‡
  —
  ‡
   —
   —
  Aerospace Formation
  — 
  –1
  +2
   — 
   — 
  +2
  —
  –2
   — 
   — 
   — 
  Recon Formation: One Hex
  — 
   — 
  +3
  — 
  +2
  –2
  +1
  +1
  –0.5 / –0.5
   — 
  —
  Recon Formation: Two Hexes
  — 
   — 
  +2
  — 
  +2
  –2
  +1
  +1
  –0.5 / –0.5
   — 
   — 
  Recon Formation: Three Hexes
  — 
   — 
  +1
  — 
  +2
  –2
  +1
  +1
  –0.5 / –0.5
   — 
   — 
  Recon Strike§
  — 
   — 
  — 
  — 
  — 
  — 
  —
  +2
  –0.75 M / -0.5 L
   — 
   — 
  Aerial Recon
  — 
   — 
  +2 to +4
  — 
  — 
  — 
  — 
  — 
  — 
   — 
   — 
  Engagement Control: Forced Engagement
  — 
  — 
  — 
  — 
  –3
  +1
  +0
  +0
  –0.5 /–0.5
   — 
   — 
  Engagement Control: Overrun
  — 
  — 
  — 
  — 
  +/– Size Diff.
  — 
  +0
  +0
  –0.75 S / –0.5 M
   — 
   — 
  Engagement Control: Successful Evade
   — 
   — 
   — 
  –3
  — 
  +1
  — 
  — 
   — 
   — 
  Engagement Control: Failed Evade
  — 
   — 
   — 
   — 
  — 
  —
  +1
  +2
  –0.5 / –0.5
   — 
   — 
  ABSTRACT COMBAT SYSTEM MASTER MODIFIER TABLE
  * Damage Modifier for the damage a Formation deals; any amount after the slash modifies the damage a Formation receives.
  † Against aerospace Formatons only.
  ‡ See Headhunting, p. 361.
  § Only for the Recon Strike attack roll and damage; Recon Formation modifiers not applicable.
  
  309
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  INITIATIVE DETECTION AND RECONNAISSANCE
  MOVEMENT
  COMBAT
  MISC. MODIFIERS
  Effect or Situation
  Initiative 
  Bonus
  Concealment Detection Recon
  Engagement 
  Control
  Manuever 
  Attacker 
   To–Hit
  Target 
  Damage  
  Modifier*
  Morale
  Combat 
  Drop
  Engagement Control:  
  Rear Guard Tactic, Attacker entering 
  from primary direction
  — 
   — 
   — 
   — 
  –2 || 
  –2
  —
  —
  +0. 0 (–0.5 against 
  another Formation) 
  / –0.25
  —
  —
  Engagement Control:  
  Rear Guard Tactic, Attacker entering 
  from opposite direction
  —
   — 
  —
  —
  +2 
  —
  —
  —
  +0.0 ( –0.5 against 
  another Formation) 
  / –0.25
  —
  —
  Engagement Control:  
  Rear Guard Tactic, Attacker entering 
  from "side" direction
  —
   — 
  —
  —
  –1 
  –1
  —
  —
  +0.0 ( –0.5 against 
  another Formation) 
  / –0.25
  —
  —
  WarShip
  — 
   — 
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Combat Unit
  Wet Behind the Ears
  — 
  +3
  —
  –3
  +3
  +4
  +2
  +2
  –0.2
  +2
  +4
  Really Green
  — 
  +2
  —
  –2
  +2
  +3
  +1
  +1
  –0.1
  +1
  +3
  Green
  — 
  +1
  —
  –1
  +1
  +2
  —
  —
  —
  —
  +2
  Regular
  — 
  —
  —
  —
  —
  +1
  –1
  —
  —
  –1
  +1
  Veteran
  — 
  –1
  —
  +1
  –1
  —
  –2
  —
  +0.1
  –2
  —
  Elite
  — 
  –2
  —
  +2
  –2
  –1
  –3
  —
  +0.2
  –3
  –1
  Heroic
  — 
  –3
  —
  +3
  –3
  –2
  –4
  —
  +0.3
  –4
  –2
  Legendary
  — 
  –3
  —
  +3
  –4
  –3
  –4
  —
  +0.4
  –5
  –3
  Target Movement Modifier
  — 
  —
  —
  —
  —
  —
  +TMM
  —
  —
  —
  —
  Morale: Shaken
  — 
  –1
  –1
  –1
  +1
  +0
  +1
  –1
  —
  —
  —
  Morale: Unsteady
  — 
  –2
  –2
  –2
  +2
  +1
  +2
  –2
  —
  —
  —
  Morale: Broken
  — 
  Autofail
  –3
  –3
  +3
  +2
  +3
  –3
  –0.2
  —
  —
  Morale: Retreating / Routed
  — 
  Autofail
  –4
  –4
  Auto Fail
  +2
  +4
  –4
  –0.4
  —
  —
  Fatigue
  — 
  –0 to –5
  –0 to –5 –0 to –5
  +0 to +5
  +0 to +5
  +0 to +5
  —
  –0 to –0.4
  +0 to +5
  +0 to +5
  No Supply
  — 
  —
  —
  —
  +4
  —
  +3
  —
  – 0.1¶
  +4
  —
  Conducted a Quick March
  Autofail
  –1
  –1
  —
  —
  +1
  –1
  —
  —
  —
  Combat Modifier
  Attack at Short Range
  — 
   — 
   —
   —
  –1
  —
  —
  —
  —
  Attack at Medium Range
  — 
   — 
   —
   —
  +2
  —
   —
   —
   —
  Attack at Long Range
  — 
   — 
   —
   —
  +4
  —
   —
   —
   —
  Standard Tactics
  — 
   — 
   —
   —
  —
  —
  —
   —
   —
  Aggressive Tactics
  — 
   — 
   —
   —
  +1 to +5
  —
  +0.1 to +0.5
   —
   —
  Defensive Tactics
  — 
   — 
  +1 to +5
  —
  +0.0 / –0.1 to –0.5
   —
   —
  Target is a secondary target
  — 
   — 
   —
   —
  +2
  —
  –0.25
   —
   —
  Formation is in a Fortification
  — 
   — 
  #
   —
   —
  #
   —
   —
   —
  Combat Drops
  — 
   — 
  See Combat Drop Results Table, p. 321
  +4 / +5
  —
  Ambush (Ambushed/ Failed Ambush)
  — 
   — 
  —
  —
  —
  —
  —
  –6
  —
  +4 / +3
  —
  Attacker is sallying from a Castle Brian
  — 
   — 
  — 
  –2
  –2
  —
  –0.2
  —
  —
  Formation attacked from Behind
  — 
   — 
  —
  —
  –1
  —
  +0.2
  —
  —
  Infantry or ProtoMech is Urban Hex
  —
  +2
  —
  —
  —
  —
  +1
  —
  —
  —
  ABSTRACT COMBAT SYSTEM MASTER MODIFIER TABLE (CONTINUED)
  || Only Overrun Formation may attempt to avoid engagement
  ¶ Cumulative.
  # +1 per level of Fortification
  
  Initiative Phase
  Both players roll for initiative on 2D6 and consult the Master Modifier 
  Table for appropriate modifiers. The player with the highest total wins 
  initiative. In the event of a tie, the player who’s Force Commander (COM) has 
  the Highest Leadership Value wins, in event of further tie, reroll initiative.
  Deployment Phase
  This phase occurs anytime new forces arrive on the battlefield, either 
  space or ground. In any turn where new forces do not arrive, skip this 
  phase. Dropping troops from aerospace Formations occurs during the 
  Movement Phase. 
  FORMATION SETUP
  There are three types of Formations in Abstract Combat Play, 
  Aerospace, Recon and Combat. Aerospace Formations are made 
  exclusively of aerospace and large aerospace Combat Units and are 
  used in space combat or to conduct Aerospace Ground Support 
  Missions (see Abstract Combat Aerospace, p. 320). Recon Formations 
  are made of ground Combat Units. Recon Formations represent forces 
  that have been broken up into small units and spread across large 
  distances, allowing them to provide bonuses towards scouting while 
  greatly limiting their combat ability. Ground Formations are the primary 
  playing piece in Abstract Combat Play and are made up of ground 
  Combat Units. 
  INITIATIVE DETECTION AND RECONNAISSANCE
  MOVEMENT
  COMBAT
  MISC. MODIFIERS
  Effect or Situation
  Initiative 
  Bonus
  Concealment Detection Recon
  Engagement 
  Control
  Manuever 
  Attacker 
   To–Hit
  Target 
  Damage  
  Modifier*
  Morale
  Combat 
  Drop
  Aerospace Weapon Class Used
  Capital and Sub-Capital Non-Missiles 
  (CAP, SCAP,  SDS–C or SDS–SC)
   — 
  —
  —
  —
  +1
  —
  —
  —
  Miscellaneous Aerospace Modifiers
  Advanced Capital Missile Attack
   — 
   — 
   — 
   — 
  —
   — 
   — 
  —
  Vs. target in same sector
   — 
   — 
   — 
   — 
  —
   — 
   — 
  —
  Vs. target in adjacent sector  
  (Inner and Middle Zones only)
   — 
   — 
   — 
   — 
  +2
   — 
   — 
  —
  Orbital Artillery Attacks
  —
   — 
  —
  —
  —
  —
  —
  —
  Orbit-to-Surface attack (base modifier)
   — 
   — 
   — 
   — 
  +3
   — 
   — 
  —
  Attack is from Central Zone
   — 
   — 
   — 
   — 
  +1
   — 
   — 
  —
  Attack is from any Inner Zone
   — 
   — 
   — 
   — 
  +4
   — 
   — 
  —
  Ground target designated by friendly TAG
   — 
   — 
   — 
   — 
  –1
   — 
   — 
  —
  Attacker is a Robotic Unit
   — 
   — 
   — 
   — 
  +1
   — 
   — 
  —
  Attacker is in a Naval C3 Network 
  (Space combat only, in same sector)
   — 
   — 
   — 
   — 
  –1
   — 
   — 
  —
  Attacker has Targeting Damage (per hit)
   — 
   — 
   — 
   — 
  +2
   — 
   — 
  —
  High-Speed Attack
   — 
   — 
   — 
   — 
  +8
   — 
   — 
  —
  Point Defense (PNT#)  
  vs. Capital/Sub-Capital Missiles
   — 
   — 
   — 
  —
  —
  —
  —
  Point Defense damage (1 point)
   — 
   — 
   — 
   — 
  +1
   — 
   — 
  —
  Point Defense damage (2+ points)
   — 
   — 
   — 
   — 
  Auto–Fail
   — 
   — 
  —
  Screen Launchers used (SCR#)
   — 
   — 
   — 
   — 
  +SCR special‡‡
   — 
   — 
  —
  Target is Crippled/Drifting
   — 
   — 
   — 
   — 
  –2
   — 
   — 
  —
  Teleoperated Missiles (TELE + MSL/SDS–CM)
   — 
   — 
   — 
   — 
  –1
   — 
   — 
  —
  Air-to-Ground Attack
  Ground Strike
   — 
   — 
   — 
   — 
  +2 to –3**
  +2 /+0††
  —
  —
  Ground Bombing
   — 
   — 
   — 
   — 
  +1
  —
  –0.75
  —
  Attacking Formation is being attacked 
  by another Aerospace Formation
   — 
   — 
   — 
   — 
  +2
  —
  —
  —
  Target is a Ground Recon Formation
   — 
   — 
   — 
   — 
  +3
  —
  —
  —
  ABSTRACT COMBAT SYSTEM MASTER MODIFIER TABLE (AEROSPACE)
  ** Player must select either to-hit modifier or damage modifier.
  †† If more than half the aerospace Formationis large scale
  ‡‡ Max +4
  
  311
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  ADJUSTING FORMATIONS
  At the beginning of each turn, a player may make Formation 
  Adjustments. A Formation Adjustment is the moving of a Combat 
  Unit from one Formation to another. A player can move a number 
  of Combat Units equal to their force’s Leadership Rating times two 
  (so a force with an LR of 4 could move 8 Combat Units in a turn). 
  Combat Units may be moved from a Combat to a Recon Formation 
  and from Recon to Combat Formation. 
  In order to move a Combat Unit from one Formation to another, 
  the two Formations must begin the turn in the same Planetary 
  Combat hex or Star-System Radar Map zone. A Formation that 
  has more than one Combat Unit transferred to it in a single turn, 
  reduces its MP by one for that turn (example, two Combat Units 
  move from Formation A to Formation B. Formation B suffers -1MP 
  for this turn. Had only one Combat Unit moved, Formation B would 
  have suffered no movement penalties). 
  Should a player wish to move more Combat Units than their 
  force has LR rating, the player must roll equal to or under their 
  Leadership Rating on 2D6. If the roll is successful, the Combat 
  Unit may be moved as normal. If the roll fails the Combat Unit 
  remains in the original Formation and both Formations suffer 
  an additional -1MP penalty in the Movement Phase of the  
  same turn. 
  Adjusting Ground Formations while they are being transported 
  on the Star-System Radar map costs double the standard amount 
  LR amount, so moving a single Combat Unit cost 2 LR instead of 1.
  After all Combat Units have been moved, Formation stats 
  must be recalculated (see Create ACS Formations, Conversion 
  Rules, p. 330).
  Assigning Formations: Players begin by forming their initial 
  Formations. This is done by assigning Combat Units to a specific 
  Formation and designating the Formation as an Aerospace, Recon 
  or Combat Formation. If playing an Inner Sphere at War campaign 
  Formations should be based on the Combat Commands used, 
  whenever possible. Formations are not permanent and may be 
  adjusted during gameplay, see Adjusting Formations, on p. 310, 
  for details. 
  Formation Composition: Ground Formations are from two to 
  six Combat Units, while aerospace Formations are from one to four 
  Combat Units. 
  Record Formations (Blip Counters): Once all forces are 
  assigned to a Formation, players number their Formations. Each 
  Formation is assigned a Blip Counter, which represents the 
  Formation until the opposing side conducts a successful recon. 
  Formations are numbered G# and A# representing ground and 
  aerospace Formations (so G3 is the third ground Formation and 
  A1 is the first aerospace Formation). The Formation Blip Counters 
  are placed on the map using the Deploy Forces rules (see  312). The 
  identity of which Formation belongs to which Blip Counter is then 
  written down on the player’s Force Tracking Sheet. 
  When assigning mercenary Combat Commands to a Formation, 
  unless the Formation is made up of only that mercenary, then 
  each mercenary Combat Unit is treated as twice the number of 
  Combat Units it is made up of. For example, a single mercenary 
  regiment, or three Combat Units, would be counted as six  
  Combat Units. 
  INITIATIVE DETECTION AND RECONNAISSANCE
  MOVEMENT
  COMBAT
  MISC. MODIFIERS
  Effect or Situation
  Initiative 
  Bonus
  Concealment Detection Recon
  Engagement 
  Control
  Manuever 
  Attacker 
   To–Hit
  Target 
  Damage  
  Modifier*
  Morale
  Combat 
  Drop
  Ground Attack Modifiers
  Surface–to–Surface Attack (Non–stationary)
  —
   — 
  —
  —
  +2
  —
  —
  —
  SDS Attack against Central Zone
  —
   — 
  —
  —
  —
  —
  —
  —
  SDS Attack at any Inner zone
  —
   — 
  —
  —
  +3
  —
  —
  —
  SDS Airborne target designated by friendly TAG
  —
   — 
  —
  —
  –2
  —
  —
  —
  Formation is conducting CAP Ground 
  Support Mission
  —
   — 
  –2
  –1
  —
  —
  —
  —
  Aerospace attacking Warship
  —
   — 
  —
  —
  —
  –3
  —
  —
  Aerospace attacking DropShip
  — 
   — 
  —
  —
  —
  –2
  —
  —
  DropShips attacking aerospace
  — 
   — 
  —
  —
  —
  +2
  —
  —
  DropShips attacking WarShips
  — 
   — 
  —
  —
  —
  –2
  —
  —
  WarShip attacking aerospace
  — 
   — 
  —
  —
  —
  +5
  —
  —
  WarShip attacking DropShips
  — 
   — 
  —
  —
  —
  –1
  —
  —
  Formation exceeded safe thrust 
  — 
   — 
  –1
  –1
  +1
  +1
  +1
  —
  —
  —
  Target conducting Orbital Bombardment
  — 
   — 
  — 
  — 
  — 
  –3
  — 
  —
  Defender's System covered by 
  Defensive Patrol
  — 
   — 
  +2 First  
  Game Turn only
  — 
  — 
  — 
  — 
  —
  Executed Successful Pirate Point Jump
  — 
   — 
  –3§§
  — 
  — 
  — 
  — 
  —
  ABSTRACT COMBAT SYSTEM MASTER MODIFIER TABLE (AEROSPACE—CONTINUED)
  §§ Bonus only lasts turn the jump occurred in.
  
  Setup. Players may choose to place Formations in any order they wish. 
  Unless using Combat Drop rules (see p. 321) the attacker may not 
  place Formations in any hex with a defending Formation, Fortification, 
  Capital or Industrial hex.
  Recon Formation Distributed Deployment: While Formations 
  represent a large combat force that can be spread over dozens of 
  kilometers, Recon Formations take this to a further extreme. By trading 
  concentration of firepower for a greater ability to detect and identify 
  the enemy, Recon Formations are able to spread themselves across up 
  to three contiguous hexes. When a player places a Recon Formation 
  on the map they must indicate how many hexes and what hexes it is 
  covering. It is suggested that players use a die, placed on the edge of 
  an adjacent hex, to indicate that hex is part of the area occupied by the 
  Recon Formation. A second die would be placed if the Recon Formation 
  was deployed across three hexes. 
  Optional Terrain: Players who wish for a more varied PCM may 
  use either of the optional rules for terrain. See Abstract Combat with 
  Planetary Maps, p. 324 and Scaled Strategic BattleForce (see p. 324) 
  for details.
  Attack of Opportunity: If the any of the attacking player’s 
  Formations arrived using the Transport Move order (see Inner Sphere 
  at War, Military Phase p. 355) and the defending player has one or more 
  Formation set to the Defend combat order, then the defending player 
  may choose to engage in an Attack of Opportunity (AoO). The player 
  must declare their intent to perform an AoO before the first Formation 
  is placed on the Planetary Combat Map. 
  Any Formation engaging in an AoO does not deploy until all other 
  Formations have been placed on the PCM. Once all other Formations 
  have been placed, an AoO Formation may deploy in the same hex as 
  any attacking Formation that arrived via the Transport Move order. 
  A round of combat takes place immediately between the two forces. 
  The Formation on Transport Move orders receives a -2 modifier to its 
  combat roll (see Resolving Attacks p. 316). 
  Andrea is using her Thirty-First Marik Militia and Second Free 
  Worlds Guards to assault the Lyran world of Loric. Harry is defending 
  Loric with the Stealthy Tigers, Seventh Lyran Regulars and Fourteenth 
  Lyran Guards. The Formations of the Marik Militia use Transport Move 
  orders to arrive on the world, while the Formations of the Free Worlds 
  Guards uses an Assault Move order. Of the defenders, the Stealthy 
  Tigers and Lyran Regulars Formations are on Defend orders while the 
  Formations of the Fourteenth Lyran Guards have just arrived on Loric 
  using Assault Move to arrive on-world ready to fight.
  The Lyran player decides to engage in an Attack of Opportunity 
  with both the Stealthy Tigers and Lyran Regulars and declares this 
  before the first Formation is placed on the map. The Free Worlds 
  Formations and the Fourteenth Lyran Guards deploy following the 
  normal Map Setup rules. After normal deployment is complete, the 
  Lyran player then places all the Formations, representing these two 
  Combat Commands, in the same hex as the Free Worlds Guards. A 
  single round of combat commences immediately. 
  Andrea and Harry divide their forces into Formations as follows. 
  Andrea chooses to use her existing Combat Commands 
  as her Formations and does not assign any Formations as  
  Recon Formations.
  SWITCHING FORMATION ROLE
  A Formation may switch between Combat and Recon Formation 
  at the start of the Movement Phase of any turn. A Combat Formation 
  converting to a Recon Formation reduces its available MP by 1 in 
  the turn it changed from a Combat to a Recon Formation. A Recon 
  Formation reduces its available MP by 2 in the turn it converts to a 
  Combat Formation. Additionally, Recon Formations reduce damage 
  by one-quarter (round down) in the turn it converts. 
  DEPLOY FORCES
  Once Formations have been assigned, players proceed by placing 
  their Formations on the Star-System Radar Map or Planetary Combat 
  Map, with the player who won initiative deciding whether to place 
  a Formation first or second. All forces are initially deployed as Blip 
  Counters, representing a lack of recon and sensor scans. 
  Aerospace Deployment 
  Aerospace Deployment happens simultaneously and new 
  Formations always begin play on the Star-System Radar Map. Each 
  player writes down the deployment location of each of their aerospace 
  forces. If playing with a gamemaster these deployments are handed 
  over to the GM who then calls out the deployments. Each Formation is 
  placed on the map using a numerically designated Radar Blob Counter 
  (players previously noted which Combat Units were in which Formation 
  during Formation Setup). 
  The attacking player may only deploy new aerospace Formations 
  to a sector in the Peripheral Zone. The exception to this is if the 
  optional Pirate Point rules (see Inner Sphere at War Movement, p. 
  358) are being used. If a Formation is deployed in any sector other 
  than P1 or P4, the Formation is not automatically detected and is 
  not placed on the playing surface. See Detection and Reconnaissance, 
  p. 313, for further explanation. 
  The defending player is also limited in where he may place his forces. 
  Non-Jumping aerospace forces may deploy no more than one-quarter 
  of their total Point Value (round down) beyond the Middle Zone of 
  the SSRM. Any Formation placed outside of the Inner or Middle Zones 
  may only start play in Outer Zone O1, O2, O12, O13, O14 and O24, or 
  in Peripheral Zone P1 or P4. The exception to the one-quarter limit is if 
  the system in under the protection of a Defensive Patrol combat order 
  (see Inner Sphere at War, Combat Orders, p. 354), the PV of the Defensive 
  Patrol does not count towards the one-quarter PV limit. 
  Defensive Patrols may only start play in Peripheral Zone P1 or P4. 
  The defender’s jump capable ships (JumpShip or WarShip) may start 
  play in any Middle Zone, Outer Zone O1, O2, O12, O13, O14 and O24, 
  or in Peripheral Zone P1 or P4. 
  All aerospace Fighter Formations must choose a base to operate 
  from. This can be a WarShip or DropShip Combat Unit, or a ground hex 
  which has been designated as an air base. Air Base’s location must be 
  written down by the player and given to the GM or placed face down 
  on the playing surface. 
  Ground Deployment
  For each Combat and Recon Formation placed, the player lays down 
  a numerically designated Blip Counter (players previously notated 
  which Combat Units were in which Formation during Formation 
  Setup, see p. 310). Unless a Formation is Hidden (see Hidden 
  Formation, p. 315), all Formations are placed on the map during Map 
  
  313
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  The numbers in parentheses correspond with the blip 
  counters shown below.
  Harry also chooses to conceal his Conventional Support 
  Formation (see Hidden Formations, p. 315). Andrea does not 
  feel the need to conceal any of her forces. Harry has to make 
  a roll to see if he is successful in concealing his Conventional 
  Support Formation. The Target Number is 7, with no other 
  modifiers. Harry rolls a 9 and successfully conceals the 
  Conventional Support. 
  Both players then reveal how many unconcealed 
  Formations they have. Harry only has to reveal the number 
  of Formations he has concealed, but not any other details. 
  Harry puts his G3 Blip Counter in the Player B Off-Map Tracking 
  area on the map. 
  The counters below show how the Formations will be 
  represented on the map.
  Detection and 
  Reconnaissance Phase 
  When battling for control of a world, knowing where to find 
  the enemy is not always an indicator to being able to force them 
  into combat. As with Strategic BattleForce, devoting attention to 
  locating and identifying your opponent can mean the difference 
  between sending an infantry regiment into the guns of an artillery 
  barrage and catching your opponents commander with your 
  assault ’Mech regiment. 
  STEP 1: DETECTION 
  In Abstract Combat Ground Formations default to being visible 
  and start play with their Blip Counter on the Planetary Combat 
  Map. The exception to this are Formations being transported by 
  an Aerospace Formation, or Formations that have successfully 
  hidden themselves using the Hidden Formations rules (see p. 315). 
  All Aerospace Formations begin play hidden and must be detected 
  before their Blip Counters are placed on the Star-System Radar. If 
  the aerospace Formation begins play in a ground airbase, then 
  it must either be detected by discovering its airfield or when it 
  conducts an Aerospace Ground Support Mission. In the latter case, 
  only the Aerospace Formation is detected and not its airbase, which 
  must be detected normally. 
  DEPLOYED BY THE FWLM TO ASSAULT THE WORLD ARE:
  Thirty-First Marik Militia ’Mech Regiment (G1)
   
  1st Battalion – One Combat Unit
   
  2nd Battalion – One Combat Unit
   
  3rd Battalion – One Combat Unit
  Second Free Worlds Guard ’Mech Regiment (G2)
   
  1st Battalion – One Combat Unit
   
  2nd Battalion – One Combat Unit
   
  3rd Battalion – One Combat Unit
   
  4th Battalion – One Combat Unit
  Support Formation (G3)
   
  11th Belle Regiment (2nd Free Worlds) – Three Combat Units
   
  93rd Atrean Regulars – Three Combat Units 
   
  Infantry Transport Battalion – One Combat Unit 
  Aerospace Support (A1)
   
  31st Marik Aerospace – One Combat Unit 
   
  2nd Guards Aerospace Wing – One Combat Unit
  FWLS Raven (Essex-class) Combat Unit (A2)
  Transport Group Combat Unit) (A3)
  JumpShip Group Combat Unit (A4)
  DEFENDING THE WORLD FOR THE LCAF IS: 
  Stealthy Tigers ’Mech Regiment (G1)
   
  1st Battalion – One Combat Unit
   
  2nd Battalion – One Combat Unit
   
  3rd Battalion – One Combat Unit
   
  4th Battalion – One Combat Unit
  14th Lyran Guard ’Mech Regiment (G2)
   
  1st Battalion – One Combat Unit
   
  2nd Battalion – One Combat Unit
   
  3rd Battalion – One Combat Unit
   Conventional Support (G3)
   
  Light Armor Regiment – Three Combat Units 
   
  Heavy Infantry Regiment – Three Combat Units 
   
  Infantry Transport Battalion – One Combat Unit
   
  Artillery Battalion – One Combat Unit
  Recon Formation (G4)
   
  Light Infantry Regiment – One Combat Unit
   
  Infantry Transport Battalion – One Combat Unit
  Aerospace Wing (A1)
   
  14th Lyran Guard Aerospace – One Combat Unit
  Air Defense Group (A2)
   
  1st Atmospheric Defense Wing – One Combat Unit
   
  2nd Atmospheric Defense Wing – One Combat Unit
  G1
  G1
  G1
  G1
  G2
  G2
  G3
  G3
  A1
  A1
  A2
  A2
  A3
  A3
  A4
  A4
  G2
  G2
  G3
  G3
  G4
  G4
  A1
  A1
  A2
  A2
  formation side
  formation side
  radar blip side
  radar blip side
  
  Movement through a hostile occupied hex costs +1 MP for one 
  hostile and +2 MP for two or more hostile Combat Formations 
  occupying the hex. As in SBF, attempting to leave or move through 
  a  hostile occupied hex provokes an Engagement Control Roll, unless 
  the hostile Formation does not wish attempt engagement (see 
  Engagement Control, p. 315).
  A hex occupied by a Recon Formation (friendly or hostile) costs no 
  additional MP to move through. Recon Formations may only attempt 
  to engage other Recon Formations, however they may be engaged by 
  a Combat Formation. 
  Wrap around movement: The PCM is an abstract representation of 
  a planet. Because the play surface is represented by a flat mapsheet, 
  Formations may “wrap around” the mapsheet. Any Formation in an 
  edge hex may spend an additional 1 MP and move to far hex in the 
  same hex row. For example, a Formation in hex 0815 may spend 2 MP 
  to move to hex 0801 and a Formation in hex 0105 could move to hex 
  1512 for the same 2 MP cost. 
  Recon Formations: Movement is based off the hex containing the 
  Blip Counter or miniature for the Formation. After moving, the player 
  then indicates what additional hexes, if any, are being covered by the 
  Recon Formation. A Recon Formation may be spread across a total of 
  three contiguous hexes with the miniature always at the center. 
  FACING
  Heading is used to determine the general direction of movement 
  and has a bearing on Rear Guards during Engagement Control (see p. 
  315). Facing is determined by the direction the playing piece is facing 
  at the end of the turn. 
  A Formation may change up to 2 hexsides a turn for free. Turning 
  more than 2 hexsides cost 1 MP. 
  STACKING LIMITS
  The Abstract Combat System uses hexes that are hundreds of 
  kilometers across. This allows significantly more forces to be placed in 
  the same hex than in Strategic BattleForce. At the same time, combat 
  forces put a heavy strain on the infrastructure of a hex and limits on 
  passable terrain and usable roads limits the actual amount of forces 
  that can be deployed. Stacking limits are also imposed to prevent 
  “stacks of doom” combat, which is neither enjoyable nor an accurate 
  representation of BattleTech combat. 
  A ground hex may support up to sixteen friendly Combat Units (two 
  full-sized Formations). Combat Units assigned to a Recon Formations 
  count as one-quarter a Formation for purposed of stacking limits, so 
  four Combat Units in a Recon Formation count as one Combat Unit 
  for stacking limits. Other Formations may move through the hex 
  (paying the appropriate movement penalties) as long at the hex has 
  no more than 16 friendly and 16 hostile Combat Units at the end of 
  the Movement Phase. Aerospace Formations do not count towards 
  ground hex capacity 
  The exception to this are Drop zones  and Fortifications. Drop zones 
  may hold up to 48 Friendly Combat Units (6 full-sized Formations), 
  but the attacker is limited to only 24 Combat Units (3 Formations). 
  Fortifications and Industrial Zones may support a number of Combat 
  Units equal to its Capacity Rating, see p. 322 for details.
  Star-System Radar Map zones have no stacking limits and may 
  support as many Formations as desired. 
  TERRAIN
  Terrain is not used in standard Abstract Combat Play. With hexes 
  representing on average 750 kilometers, a single hex can be possess a 
  large variety of terrain and will usually have a clear path through it for 
  a combat force to travel. 
  Visual and Sensor Detection
  At the Abstract Combat scale, even the best battlefield sensors are 
  little more than a drop in a bucket. In Abstract Combat sensors, recon 
  abilities and dedicated recon Formations provide bonuses to detection 
  in hexes where a Formation is located. This is part of the value of a 
  Recon Formation as it deploys across multiple hexes, giving it a larger 
  area over which it can attempt to detect and identify enemy forces. 
  Detecting Hostile Forces
  These rules follow the Strategic BattleForce rules (see p. 265), including 
  the optional Simple Detection rules, with the following changes. 
  Detection Range: Ground Formations must be in the same hex 
  as the forces it is attempting to detect. Aerospace performing Aerial 
  Recon (see p. 266) may detect Formations in its hex and all surrounding 
  hexes. Aerospace in the Peripheral or Outer sectors of the Star-System 
  Radar may only detect Formations in their same sector. In the Middle 
  Sector they may detect Formations in any adjacent Middle or Inner 
  zone sector. In the Inner Sector they may detect a Formation in any 
  Inner Zone sector or adjacent Medium zone sector. 
  Detection Results: Unless a Formation is hidden, then a Formation 
  defaults to Solid Lock. A roll may still be made, if the detecting player 
  wishes to attempt to gain more information. 
  Sensor Detection Modifiers: Use the Detection column of the 
  Master Modifier Table for Abstract Combat modifiers.
  Hidden Formations: Hidden Formations remain hidden unless a 
  successful detection roll is made. If the roll fails or no roll is made, the 
  Formation remains hidden. Aerospace Formations on Aerial Recon may 
  not detect hidden Formations. 
  Detection Cost: It costs Combat Formations 1 MP to make a 
  detection roll. Recon Formations may make detection rolls at no cost. 
  STEP 2: RECONNAISSANCE 
  While the location of hostile forces is better known in Abstract 
  Combat, determining the composition of the hostile Formation still 
  requires a concerted scouting effort. While sensors aid in this, the 
  speed, skill and distance covered by a Formation are the best tools to 
  determining what is behind that hostile Blip Counter. 
  Except as noted below, these rules follow the Strategic BattleForce 
  rules for Reconnaissance (see p. 266). 
  Detection Range: Same as for Detecting Hostile Forces, above. 
  Sensor Detection Modifiers: Use the Detection column of the 
  Master Modifier Table for Abstract Combat modifiers.
  Hidden Formations: Unless a Formation has already been 
  detected, a recon attempt may not be made. 
  Reconnaissance Cost: It costs a Combat Formation 2 MP per recon 
  scan. Recon Formations get two free Recon Scans and pay 1 MP for 
  each additional Recon Scan.  
  Movement Phase 
  MOVEMENT BASICS
  The loser of initiative moves one of their Formations (Combat or 
  Recon) and then the winner moves one of theirs. If the force sizes are 
  dissimilar in size, use the Unequal Number Units rules (see SBF, p. 234).
  Aerospace movement is handled separately, using the same initiative. 
  All Space Movement is done first and then both players declare their 
  Ground Support missions (see Aerospace Ground Support, p. 320). 
  Movement Costs: Movement costs a base of 1 MP per hex moved. 
  Movement Modifiers: A hex costs an additional +1 MP for each 
  friendly Combat Formation already in the hex. 
  
  315
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  Control Roll target number. If a hostile Formation attempts to enter 
  from the hexside opposite the primary facing, the Rear Guard receives 
  a  +2 penalty to their Engagement Control Roll target number. The 
  Read Guard receives a –1 modifier to their Engagement Control Roll 
  if a hostile Formations enters from any other hexside.
   If another Friendly Formation is in the one of the rear guards 
  engagement hexes, it may only make artillery attacks. 
  If a hostile Formation successfully bypasses a rear guard 
  Formation it may attack another Formation but at 50% their normal 
  damage in the turn they bypassed the rear guard Formation. 
  LOSING CONTACT
  In any turn where a Formation has no hostile Formations in 
  the same hex or adjacent hexes, then the Formation flips its Blip 
  Counter over to the radar blip side. 
  HIDDEN FORMATIONS
  During Ground Combat, players can conceal Formations from their 
  opponent at the start of play or at the start of each turn. Each player 
  may attempt to hide as many Formations per turn as their Leadership 
  Rating divided by two (round up), (see Leadership Rating, p. 307). 
  Each attempt requires a 2D6 roll with a target number of 7, applying 
  Concealment modifiers from the ACS Master Modifier Table (see pp. 
  308-311). Once game play has begun Formations may only attempt to 
  hide themselves if they are currently represented by the radar blip side 
  of a Blip Counter and has no hostile Formation in the same hex as it. 
  Formations that are concealed in this way have certain 
  advantages, such as moving without being seen, however, they 
  also have limitations such as reduced movement. These limitations 
  are detailed in the appropriate sections of the rules.
  Formations are automatically hidden when on the Star-System 
  Radar Map. Aerospace formations may not hide on the Star-System 
  Radar Map (though they may be undetected, see Detection and 
  Reconnaissance Phase, p. 313 for details). Grounded Aerospace 
  formations may start the game hidden.
  If Fortification and Industrial Hexes are used, these hexes cost an 
  additional +2 MP to move through for all Formations. 
  Players wishing to play with terrain may use the optional 
  Abstract Combat with Planetary Maps (see p. 324) or Scaled Strategic 
  BattleForce (see p. 324).
  TRANSPORTING INFANTRY UNITS
  So long as a Formation has sufficient transport capacity (see 
  Transporting Infantry, p. 236), infantry are considered loaded when 
  the Formation is moving and deployed during the combat phase. 
  Loaded Infantry do not factor against the Formation’s average 
  movement modifier. 
  Adhoc Transports: Armies lacking sufficient integral transport for 
  their infantry may commandeer civilian or militia vehicles to transport 
  their infantry. Vehicles must first be commandeered which takes one 
  game turn from when a player declares they are commandeering 
  adhoc transport. In the following turn infantry formations have a 
  movement of 3. If a Combat Unit using adhoc transport is attacked, 
  the transports are damaged reducing MP to 1. It takes one full game 
  turn to repair and replace damaged transports. 
  ENGAGEMENT CONTROL
  The Abstract Combat System uses the Strategic Aerospace rules for 
  Engagement Control (see p. 346) with the following modifications 
  Additional Modifiers: The Engagement Control Modifiers Table 
  lists additional positive and negative modifiers that can impact 
  engagement. Ground Formations do not apply the +2 modifier for 
  operating in an atmosphere. 
  Movement Penalties: Movement through hex with a hostile 
  Formation costs +1 MP for one and +2 MP for two  or more 
  hostile Formations. 
  Recon Formations: These Formations receive a +2 penalty to 
  their Engagement Control roll. However, Recon Formations may 
  not choose to engage enemy Formations and may only attack if 
  engaged by an enemy Formation or by performing a Recon Strike. 
  See Recon Strikes, p. 316. 
  Multiple Engagements and 
  Attack Declaration: A Formation 
  that has been engaged cannot de-
  clare a primary attack against any 
  other Formation. It must treat this 
  Formation as its primary target for 
  combat purposes. 
  Rear Guard: ACS has one addi-
  tional engagement tactic, the Rear 
  Guard. When a player is attempting 
  to retreat they may designate a For-
  mation as a rear guard formation. 
  This tactic is primarily used to pro-
  tect a Dropzone while allied forces 
  load onto DropShips and evacuate. 
  A Formation that declares rear 
  guard may designate two side-by-
  side hexes as their engagement 
  zone and must declare a primary 
  facing for their rear guard action. 
  Any formation attempting to 
  enter the hex from the primary 
  facing is automatically engaged 
  unless they attempt an Overrun 
  engagement. In this event the 
  rear guard Formation receives a 
  –2 modifier to their Engagement 
  CSO 
  CSO
  A Binary from Clan Wolf’s Alpha Galaxy close the distance and engage Republic forces just outside the ruins of Unity City.
  
  COMBAT TACTICS
  In combat, players may choose from one of three tactics that will 
  affect their to-hit target number and the damage they both deliver 
  and receive. The three tactics are Offensive, Defensive and Standard.
  Aggressive Tactics maximize a Formation’s potential to do damage 
  to other Formations, while Defensive Tactics minimize the damage a 
  Formation receives. Standard Tactics put no emphasis on either offence 
  or defense and delivers and receives damage equally. 
  Standard Tactics: A player who selects Standard Tactics does not 
  receive a Tactics modifier to their base to-hit roll. Standard Tactics does 
  not modify the damage they deal or receive. However if the roll fails, 
  the Formation reduces the damage it deals by –0.2.
  Aggressive Tactics: If a player chooses Aggressive Tactics, for each 
  +1 modifier added to their base to-hit on a successful roll the Combat 
  Units in the Formation have a +0.1 damage multiplier to a maximum 
  of +0.5. If the roll fails, the Formation reduces any damage it receives 
  by the same multiplier, and the damage it deals is reduced by –0.2
  Defensive Tactics: If a player chooses Defensive Tactics, for each +1 
  modifier added to their base to-hit on a successful roll the Combat Units 
  in the Formation have a –0.1 damage multiplier to a maximum of –0.5. If 
  the roll fails, the Formation takes damage as normal. It instead reduces 
  the damage it deals by both the same multiplier in addition to –0.2. 
  Andrea’s Support Formation has been caught by Harry’s Stealthy 
  Tigers. She knows she needs to go all out for a chance to survive this 
  fight. She wants to do maximum damage, so applies a +5 modifier to 
  her to-hit roll. If she is successful, the Support Formation will do 1.5 times 
  its normal damage. If she fails, it will take 1.5 times normal damage 
  and deal 0.8 times normal damage. She’s hoping the gamble pays off. 
  Harry is in an equal predicament with his Fourteenth Lyran Guard 
  facing down both of Andrea’s ’Mech Formations. Expecting to be 
  able to have support in place in the next turn Harry decides to go 
  on the defense. Taking a slightly conservative approach he decides 
  to try and get a –0.2 damage multiplier, which gives him a +2 
  modifier to-hit. If he fails his to-hit roll, he will reduce the damage 
  the Fourteenth’s Combat Units do by –0.4. 
  Once all attacks have been declared and combat tactics have been 
  chosen, play proceeds to Resolving Attacks (see below). 
  RESOLVING ATTACKS
  Unless otherwise noted below, use the Strategic BattleForce Resolving 
  Attacks rules (see p. 239). 
  The sequence for resolving attacks is as follows:
  Step 1: Determine Range
  Step 3: Determine to-hit number
  Step 3: Roll to hit
  Step 4: Determine and Apply Damage
  Step 5: Roll for critical hits (if applicable)
  STEP 1: DETERMINE RANGE
  As Strategic BattleForce Determine 
  Range rules (see p. 239) accept as follows.
  VTOL Formations: This rule does not 
  apply to Abstract Combat System.
  Extreme Range: Is not used for 
  ground combat in ACS play. 
  Indirect Fire: Is not used in Abstract 
  Combat System play. 
  Behind: A formation that has suc-
  cessfully outmaneuvered its opponent 
  attacks with a +0.2 damage multiplier. 
  Hidden Formation Movement
  Formations that are Hidden (see p. 315) during Formation Setup (p. 
  310) are not placed on the map. If playing with a neutral gamemaster, 
  players give the GM a piece of paper noting where their hidden 
  Formations are located. If playing without a GM, players place a folded 
  slip of paper, with the hidden Formation’s hex location, under the 
  Formations counter in their Off-Board Tracking box. 
  Hidden Formations can move should they wish. However, if they 
  move they must roll to stay hidden. Once a hidden Formation has 
  moved, a player multiplies the hexes moved by 4 and must roll equal to 
  or more than this with a 2D6 roll, applying Concealment modifiers from 
  the ACS Master Modifier Table (see pp. 308-311). Therefore, a hidden 
  Formation moving 2 hexes would stay hidden on a roll of 8 or more.
  Hidden Formation Ambush
  Uses the Strategic BattleForce rules for Ambush (see p. 284) save a 
  successful attack applies a +0.2 damage multiplier and any attacks in 
  the Combat Phase apply a -0.5 damage multiplier. 
  Combat Phase
  TYPES OF ATTACKS
  Number of Attacks: Formations gain one standard attack per 
  Combat Unit. Large and Very Large Elements make only one standard 
  attack per turn in Abstract Combat System play.
  Artillery Attacks: Artillery attacks (ART) are made at the Combat 
  Unit level, not the Formation. Number of attacks is one per Formation 
  for each type of artillery Combat Unit it possesses. An Artillery attack 
  is resolved like a standard attack except that instead of range to-hit 
  modifiers, artillery receives a +2 modifier to its target number to hit. 
  Engaged Recon Formations: Recon Formations that have been 
  engaged by a Combat Formation are treated as Combat Formations 
  save that they have an additional +1 to-hit modifier and do only one-
  half (round up) their normal damage. 
  Recon Strikes: Recon Formations that have not been engaged may 
  conduct a special flanking attack on a Combat Formation in one of its 
  designated recon hexes. Such attacks have a base to-hit of 3 (modified 
  by  skill and other conditions as listed on the Master Modifier Table, see 
  pp. 308-311) and does damage equal to one-quarter of the Medium 
  Range damage of the lead Combat Unit in the Formation. Damage is 
  applied to a Combat Unit of the attacker’s choosing. 
  The Combat Formation attacked may make a counter attack at +2 to 
  hit (with applicable modifiers) and equal to one-half the Long Range 
  damage of the Combat Unit attacked.
  Aerospace Formations: Rules for Aerospace Formations are covered 
  in the Abstract Combat Aerospace Ground Support rules (see p. 320). 
  ATTACK DECLARATION 
  As with Strategic BattleForce all attacks are declared prior to any 
  combat resolution. The loser of initiative chooses a Formation in its 
  hex, and declares the Formation it will target with its attack. The winner 
  of initiative then selects a Formation in its hex and declares its attack. 
  Attack declaration continues, following the same pattern as used in 
  the Movement Phase. 
  RANGE 
  MODIFIER 
  TABLE
  Range
  Modifier
  Short
  –1
  Medium
  +2
  Long
  +4
  
  317
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  Converting ACS Fatigue to ISW: Combat Units do not always 
  fight in their contiguous Combat Commands. A battalion of Third 
  Benjamin Regulars might be attached to the Second Sword of Light 
  to provide the Second with extra assault firepower. This means that 
  the component Combat Units of a Command may be at different 
  fatigue levels. 
  At the end of an ISW Game Turn (8 ACS Combat Turns) add the 
  Fatigue Points of all Combat Units in a Combat Command and 
  divide them by the number of Combat Units in the command, 
  rounding up. This is the Fatigue Points accumulated by the Combat 
  Command in ISW scale. 
  MORALE
  A battle can often hinge on the strength of just a single unit while 
  the steadiness of the most fanatical unit can be rocked if the rest 
  of the force around it starts to waver. 
  The following Morale rules are standard for all Abstract Combat 
  System games. 
  Morale Check Conditions: 
  A Morale Check must be made in any turn where one of the 
  following occurs. 
  Morale Check Triggers (Damage Threshold): Combat Units 
  must make Morale Check whenever they reach a certain damage 
  threshold. If a Combat Unit takes enough damage in a turn to lower 
  STEP 3: DETERMINE TO-HIT NUMBER
  The base to-hit for all Combat Rolls is 4. Which is then modified 
  by range (see the Range Modifiers Table, p. 316), skill, and other 
  conditions as listed on the Master Modifier Table (see pp. 308-311). 
  It is also modified by the Combat Tactics (see p. 316) the player 
  chooses for their Formations. A natural roll of 2 is always a failure. 
  STEP 3: ROLL TO-HIT
  A Formation rolls Roll 2D6 for each Combat Unit that engages 
  in Combat and compares the total of each roll to the modified to-
  hit number identified in the previous step. If the dice roll equals 
  or exceeds the modified to-hit number, the attack is successful. 
  Otherwise, the attack fails.
  STEP 4: DETERMINE AND APPLY DAMAGE
  If an attack is successful, damage is applied immediately. The 
  damage itself does not take effect until the End Phase. Before 
  damage can be applied the amount of damage and which specific 
  Combat Unit is damaged must be determined. 
  Determining Damage 
  Damage is applied following using the Damage Formula:
  Combat Unit Damage for selected range 
  x Damage Inflicted Modifier (round normal). 
  For example, if a Combat Element can do 25 damage at short 
  range and has a Damage Modifier of 1.3, the damage inflicted 
  would be 33 (25 x 1.3= 32.5 rounded normal to 33).
  Damage Modifier: The damage modifier is the sum off all 
  positive and negative damage modifiers that apply. Combat 
  Tactics, Ambush, Attack From Behind are example contributors to 
  the Damage Modifier. Each modifier is added or subtracted from 
  1.0 to determine the final modifier. 
  Secondary Targets
  Formations that engage in combat with multiple enemy 
  Formations apply a damage reduction modifier of –0.25 to the 
  second Formation.
  Applying Damage
  Use the Strategic BattleForce rules for Applying Damage (see p. 240). 
  STEP 5: DETERMINE CRITICAL HITS
  Use the Strategic BattleForce rules for Critical Hits (see p. 241). 
  End Phase 
  FATIGUE 
  Fatigue represents the effects of extended combat on a force. 
  Combat Units that take part in combat accumulate Fatigue Points 
  (FP) which have an impact on their performance in combat. 
  Consult the Fatigue Points Earned table to determine how 
  quickly a Combat Unit accumulates fatigue. Consult the Fatigue 
  Effects Table (at right) for the impact of Fatigue on combat. 
  Reducing Fatigue: A Combat Unit that does not move, conduct 
  any attacks or is the target of any attacks in a Turn may reduce 
  their Fatigue Points by 1. Further methods of reducing fatigue are 
  covered in the ISW rules (see ISW Fatigue, p. 365) and apply to the 
  entire Combat Command a Combat Unit is a part of. 
  FATIGUE POINTS EARNED TABLE
  Combat Unit Quality
  FP accumulated per Turn  
  Combat Unit involved in combat*
  Wet Behind the Ears
  2 FP
  Really Green
  1 FP
  Green
  .5 FP
  Regular
  .5 FP
  Veteran/ Elite
  .5 FP
  Elite
  .5 FP; Ignore first 2 FP
  Heroic
  .5 FP; Ignore first 3 FP
  Legendary
  .5 FP; Ignore first 4 FP
  Miscellaneous 
  Clan
  Ignore first 2 FP
  Word of Blake
  Ignore first 1 FP
  *A maximum of 4 Fatigue Points can be ignored 
  FATIGUE EFFECTS TABLE
  Fatigue Level
  Fatigue 
  Points
  Combat 
  Modifiers
  Damage 
  Modifiers
  Morale 
  Check*
  0–Rested
  0-4.5
  —
  —
  No
  1–Tired
  5-8.5
  +1
  —
  No / +1
  2–Flagging
  9-12.5
  +2
  -0.1
  Yes  / +2
  3–Exhausted
  13-16.5
  +3
  -0.2
  Yes / +3
  4–Spent
  17+
  +5
  -0.4
  Yes / +4
  * If the Morale Check column indicates “Yes”, then an immediate Morale roll is 
  required (see Morale, p. 317).  The number after the slash indicates the Morale 
  Check Target Modifier. 
  
  If the Morale Check fails, consult the Morale Failure Results Table and 
  compare the Margin of Failure to the Combat Unit’s Damage Threshold 
  to determine the Morale Effects.
  Morale Effects 
    
  Shaken: Suffers a –1 modifier to all impacted actions. (Combat, 
  Engagement Control, Concealment, Detection and Morale Checks.)
  Unsteady: Suffers a –2 modifier to all impacted actions.
  Broken: Suffers a –3 modifier. May not use Aggressive Tactics, or 
  attempt to Force or Overrun an Engagement. 
  Retreating: Suffers a –4 modifier. May not use Aggressive Tactics, 
  or attempt to Force or Overrun an Engagement, and must move away 
  from hostile forces. If force has a DropZone, Fortification or Capital 
  under its control, then it must move towards the nearest one. 
  Routed: As with Retreating. However it must retreat towards the 
  nearest DropShip Squadron. If Morale has not been raised by this time 
  the unit will attempt to retreat off world. 
  Surrender: Combat Unit is no longer combat capable will try and 
  surrender to the nearest hostile force. At any time it occupies a hostile-
  occupied hex, it surrenders and is considered destroyed for the purpose 
  of Victory Points.
    
  Recovering Nerve (Morale)
  A Combat Unit may attempt to recover morale in the End Phase of 
  any turn its morale is Shaken or worse. The roll is that same as a standard 
  Morale Check with additional modifiers found in the Nerve-Recovery 
  Modifiers Table (see below). If the roll is successful, morale improves 
  by one level (from Broken to Shaken, Shaken to Normal and so on). 
  RETREAT AND SURRENDER
  Combat Units that fail a Morale Check with a result of Retreat, Rout 
  or Surrender break off from their parent Formation and move and act as 
  independent Formations (see Adjusting Formations, p. 311). Formations 
  that fail a Morale Check with a result of Retreat, Rout or Surrender 
  retains its Combat Units and retreats, routs or surrenders as a Formation.
  VICTORY CONDITIONS
  In a standard pickup game victory conditions can be as simple when 
  one player destroys the Force of another player. 
  Inner Sphere at War Campaign: Players using ACS to resolve combat 
  in an ISW campaign will determine victory based on the Military Actions 
  being conducted (see ISW Military Phase p. 354). 
  Alternate Victory Conditions: Players not playing an ISW campaign 
  can adapt the Alternate Victory Conditions listed in Alpha Strike (see p. 
  26, AS), or they may modify the scenarios in Alpha Strike Companion 
  its Armor value below a Damage Threshold value, then it must make 
  a Morale Check. If more than one Damage Threshold level is passed, 
  in a single Turn, the Combat Unit must make a roll for each level. (For 
  example: A Combat Unit has a Damage Threshold of 15, 10 and 5. It 
  takes 12 points of damage in a single turn, dropping its armor from 20 
  to 8. It must make two Morale Checks, one for the 15 and one for the 
  10 Damage Threshold. 
  Formation Damage: If two-thirds or more (round down) of a 
  Formation have reached their second Damage Threshold, then the 
  entire Formation rolls for morale using the experience of the Combat 
  Unit with the LEAD special ability (if this Combat Unit is not present use 
  the Formations overall Morale Value). The results of the check apply to 
  all Combat Units in the Formation. 
  Combat Drop: If a Formation was subjected to a Combat Drop (see 
  Combat Drop, p. 321) by a hostile Formation it must make a Morale 
  Check with a target number penalty equal to the Drop Value. (A 
  Formation that failed with an MoF of -5 would have a Drop Value of 
  –2, so a Morale Check modifier of –2). 
   Orbital Bombardment: Any Formation directly attacked by Orbital 
  Bombardment must make an immediate Morale Check. In addition, the 
  Force Commander (COM) makes a Morale Check with a –2 modifier to 
  the Morale Check target number. If the Force Commander fails its check, 
  then the entire Force is subjected to the effects.
  Force Morale: Any time two-thirds of a player’s force becomes 
  Shaken or worse, then the Force Commander (COM) must make a 
  Morale Check with a +2 modifier to the roll. 
  Making a Morale Check 
  The morale check is a 2D6 roll against a base target number equal 
  to the Combat Units Morale Value (see Conversion Rules, p. 326), plus 
  all applicable modifiers listed in the Morale Check and Master Modifier 
  Tables (see pp. 308-311). When making a Formation or Force level Morale 
  Check, it is done using the Morale Value of the LEAD or COM Combat Unit. 
  If the roll is equal to or higher than this modified target number, the 
  Combat Unit’s (and Formation or Force if applicable) morale remains 
  intact and it may continue to act normally. 
  MORALE SPECIFIC MODIFIERS
  Event or Condition
  Modifier
  Third Damage Threshold (75% damage)
  +2
  Two-thirds Formation 50% damage or more
  +1
  Force has suffered orbital attack 
  +2*
  Two-thirds Formation is Shaken or worse
  –2*
  * The Force Commander rolls for the entire force
  NERVE-RECOVERY  
  MODIFIERS TABLE
  Condition
  Modifier
  Friendly Force Commander is in the same hex
  –2
  Friendly Sub-Commander is in the same hex
  –1
  Friendly Normal or higher morale Formation in same hex
  –1
  Any Friendly Broken/Routed Formations in the same 
  hex (infantry only)
  +1
  Every turn the Formation is not attacked and no hostile 
  force enters the hex*
  –1
  *If the Formation is within a Fortification, then a hostile force may be in the same hex
  MORALE FAILURE RESULTS
  Margin
  Damage Thresholds
  of Failure
  25% Armor
  50% Armor
  75% Armor No Threshold No Damage
  1-3
  Broken
  Unsteady
  Unsteady
  Shaken
  Shaken
  4-6
  Retreating
  Retreating
  Broken
  Unsteady
  Shaken
  7-9
  Routed
  Routed
  Retreating
  Broken
  Unsteady
  10+
  Surrender
  Surrender
  Routed
  Retreating
  Broken
  
  319
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  will take effect on the Planetary Combat map in the same turn that 
  they were conducted on the Star-System Radar Map. 
  Middle Zone: The middle zone is the near space around a planet 
  up to 1,500,000 kilometers (6000 Total Warfare Aerospace Space 
  Hexes). If the planet has moons they would be located in the Middle 
  Zone (see Moons below). If using the optional pirate point rules (see 
  Inner Sphere at War Movement, p. 358), JumpShips and WarShips 
  may jump into or out of this ring, treating it as a near orbit pirate 
  point. Doing this is done at considerable risk.
  Outer Zone: Is the transit area between the target world and the 
  jump points. If the system has more than one planet, other planets 
  in the system would appear in the Outer Zone (see Planets below) 
  JumpShips and WarShips can jump into and out of this ring with 
  certain penalties, representing transit via pirate points (see p.  358). 
  While safer than a near orbit jump, it still comes with some risk to 
  the jumping ship. 
  Peripheral Zone: The outer most zone represents the proximity 
  limit of the system and is where standard jump points are located. 
  Sectors P1 and P4 represent the Zenith and Nadir points, with the 
  other four sectors representing less commonly used jump points 
  at a similar distance from the target world.
  Moons: If the target planet has one or more moons, they will 
  appear in one of the Middle Zone sectors. Moons are placed at 
  the beginning of play and move one sector counter-clockwise 
  each game turn. If an engagement occurs a zone with a Moon, 
  the center zone of the engagement map is treated as being 
  Moon and follows all the same rules for Combat Units in the 
  SSRM Central Zone. 
  Planets: If the system has more than one planet, the additional 
  planets will appear in one of the Outer Zone sectors. Planets do not 
  change zones during game play. If an engagement occurs a zone 
  with a secondary planet, the center zone of the engagement map 
  is treated as being Moon and follows all the same rules for Combat 
  Units in the SSRM Central Zone. 
  Zone occupancy: There are no limits to the number of 
  Formations that can be in a single zone of the SSRM. 
  In-System Jump (Optional): If a jump capable ship has not 
  expended any IMP (see ISW Movement, p. 358) in the current 
  combat turn it may attempt to make an in-system jump. 
  Long / Short Jump Point Transit (Optional): The average star 
  system has a transit averaging in the 7-10 day recharge time. For 
  standard game play this is standardized to seven days or 2 ACS 
  game turns. 
  Some stars have significantly greater transit times. Players 
  wishing to add this additional level of realism are suggested 
  in keeping the turn duration the same and instead dividing 
  aerospace movement points the transit time divided by 7 
  (rounded up) and round up to obtain the adjusted MP. For 
  example, if a system’s transit time was nineteen days, all MP 
  would be divided by 3. So a DropShip with an MP of 2 would 
  end up with an MP of 1 (19 ÷ 7 = 2.7 rounded up to 3. 3 ÷ 2 = 
  .66 rounded up to 1). 
  At the opposite end of the transit scale are worlds with extremely 
  short transit times under three days. For these systems double the 
  MP available to aerospace units. So a DropShip with an MP of 2 
  would have an MP of 4. 
  Entering and Leaving the Central Zone
  Any aerospace Combat Unit that ends its movement in the 
  Central Zone follows rules for Ground Support Missions (see p. 320). 
  (see p. 158, ASC) or the Total Chaos product to fit their ACS games. 
  These rules will require adjustment and players should be in full 
  agreement before the start of play. 
  Capturing Objectives: Use the rules as listed in Alpha Strike (see 
  Capturing Objectives, p. 26, AS), save that a Formation must be 
  inside the objective (Fortification, Capital, Factory, Airfield). 
  Victory Points: The rules for victory points are the same as in 
  Alpha Strike with following modification. 
  Because ACS scale is greater than Alpha Strike players must multiply 
  all Formation Destroyed and Withdrawn results by 0.1 to obtain the 
  final victory points. This keeps the victory points for Formations in 
  line with those for Objective Captured and Other Events.
  Abstract Combat
  Aerospace 
  As with ground combat, Abstract Combat Aerospace (ACA) is 
  based off Advanced Strategic BattleForce rules (see pp. 250-264). 
  Aerospace play in ACS is divided into two components, Space 
  Combat and Ground Support Missions. 
  HYPERSPACE TRAVEL
  Jump-capable Formations may make one hyperspace jump 
  every two game turns. If they possess a Lithium-Fusion battery, 
  it may be used to make one jump every two game turns allowing 
  a Formation to either jump twice in one turn or jump every turn. 
  The Inner Sphere at War rules for Pirate Points for managing in-
  system jumps (see p. 358).
  Space Combat
  Abstract Combat Aerospace uses the Capital-Scale Strategic 
  Aerospace rules (see p. 253-263) except as noted below. 
  The Star-System Radar Map
  The Star-System Radar Map (SSRM, see p. 306) is based on the 
  Capital-Scale Radar map from Strategic BattleForce. The major 
  change is that the central zone is normally set over the target world 
  for the ground operations. The scale of the Star-System differs from 
  the Capital-Scale Radar Map and is explained below. 
  Central Zone: This zone corresponds to the planet being 
  contested, and represents the atmosphere above the world, with 
  “north” towards sector I1 of the Inner Ring. Any forces in the Inner 
  Zone are effected by the gravity of the planet (see SBF Gravity, p. 
  255). Any Formation moving into the Central Zone may conduct 
  Ground Support Missions (see p. 320) or Orbit-to-Surface attacks 
  (see p. 321). Troops may also be dropped from this zone using the 
  Combat Drop rules (see p. 322). Any WarShip, JumpShip or Space 
  Station that enters the Central Zone is treated as if it is under the 
  effects of Gravity (see SBF Gravity, p. 255).
  Inner Zone: This zone represents the space immediately around 
  the planet, within the planet’s gravity well. Any forces in the Inner 
  Zone are effected by the gravity of the planet. Units with an “a” or “p” 
  movement code that do not have an move rating of at least 1 or have 
  Station Keeping movement code “k” will fall into the Central Zone and 
  crash into the planet (see SBF Gravity, p. 255). Orbit-to-Surface attacks 
  can be made from this zone and troops may be dropped using the 
  Combat Drop rules (see p. 322). Orbital fire support or combat drops 
  
  AEROSPACE GROUND SUPPORT 
  Aerospace Combat Units that end their movement in the Central 
  Zone of the Star-System Radar Map are considered to be conducting 
  a Ground Support Mission. The following rules replace the standard 
  Strategic Aerospace Rules and advanced Aerospace Squadrons on the 
  Ground Map rule (see pp. 251-253). 
  Ground Support Missions
  In Abstract Combat- Aerospace, ground mission game play is 
  abstracted out to speed up play and mesh with the simplified ground 
  scale of the Abstract Combat Rules. Instead of engaging in direct 
  combat with ground forces an aerospace Combat Unit chooses one 
  of the Ground Support Missions below each turn that it begins the 
  Combat Phase in the Central Zone of the Star-System Radar Map. 
  When declaring Ground Support Missions, players must declared 
  them in the order they appear below. For example, all Combat Air Patrol 
  missions must be declared first and all other missions are declared 
  before any declaration of Air-to-Air Strikes.
  Once a Ground Support missions is chosen, an aerospace Formation 
  may not engage in any other mission. So a Formation on Combat Air 
  Patrol cannot engage in a Ground Strike, even if no hostile aerospace 
  force conducts a mission in the hexes it is protecting. 
  Fuel Endurance (Fighters Only)
  Aerospace fighters may only operate in the Central, Inner and Middle 
  Zones. If the aerospace Elements in a Combat Team may not be carried 
  by other Elements in the Combat Unit, then the Combat Unit may 
  not enter the Outer or Peripheral Zones. If it does so, all aerospace 
  fighter Elements are considered destroyed and the Combat Unit must 
  recalculate its damage and special abilities. 
  The exception to this are the P1 and P4 sectors Peripheral Zones. 
  Provided the aerospace Elements can be transported to the P1 or P4 
  zone they may engage in jump point combat (see below).
  JUMP POINT COMBAT
  If two hostile forces are both in the P1 or P4 sectors, the player 
  winning Engagement Control (see SBF Engagement Control, p. 237) 
  may elect to declare the engagement occurs at the jump point. If this 
  occurs, combat uses engagement map resolution instead of High-
  Speed Engagement. 
  Determine Range
  Attacks are limited to the same hex when the attack originates from 
  or targets an Outer Zone sector. So an advanced capital missile strike 
  being made from sector O4 would only be able to target Combat Units 
  in the same sector. 
  AEROSPACE TO-HIT MODIFIERS TABLE
  RANGE MODIFIERS
  Range
  Modifier
  Short Range
  +0
  Medium Range
  +1
  Long Range
  +2
  Extreme Range
  +3
  TARGET MODIFIERS
  Weapon Class Used
  Modifier
  Capital Non-Missiles (CAP or SDS-C)
  +3
  Sub-Capital Non-Missile (SCAP or SDS-SC)
  +2
  Capital or Sub-Capital Missiles (MSL or SDS-CM)
  +0
  Standard Weapons
  +0
  ATMOSPHERIC COMBAT MODIFIERS
  Target Type
  Modifier
  Airborne aerospace Formation making a Strike attack
  +2*
  Airborne aerospace Formation making a Bomb attack
  +4*
  Aerospace Formation is more than 50% Large 
  Aerospace 
  –2
  Air-to-Ground Attack
  Modifier
  Ground Strike or Bombing
  +3
  Attacking Formation is being attacked by another 
  Aerospace Formation
  +2
  Target is a Recon Formation
  +3
  Ground Attack Modifiers
  Modifier
  Surface-to-Surface Attack (Non-stationary)
  +2
  SDS Attack against Central Zone
  +0
  SDS Attack at any Inner zone
  +3
  SDS Airborne target designated by friendly TAG
  –2
  MISCELLANEOUS  MODIFIERS
  Condition
  Modifier
  Advanced Capital Missile Attack
  Vs. target in same sector
  +0
  Vs. target in adjacent sector (Inner and Middle Zones only)
  +2
  Orbital Artillery Attacks
  Orbit-to-Surface attack (base modifier)
  +3
  Attack is from Central Zone
  +1
  Attack is from any Inner Zone
  +4
  Ground target designated by friendly TAG
  –1
  Attacker is a Robotic Unit
  +1
  Attacker is in a Naval C3 Network (Space combat 
  only, in same sector)
  –1
  Attacker has Targeting Damage (per hit)
  +2**
  High-Speed Attack
  +8
  Point Defense (PNT#) vs. Capital/Sub-Capital Missiles
  Point Defense damage (1 point)
  +1
  Point Defense damage (2+ points)
  Auto-Fail
  Screen Launchers used (SCR#)
  †
  Secondary Target
  +1
  Target is Crippled/Drifting
  –2
  Teleoperated Missiles (TELE + MSL/SDS-CM)
  –1
  Notes: Weapon Class modifiers only apply when attacking Squadron types other than DropShips, 
  JumpShips, space stations, and WarShips. (Screen Launcher modifiers apply to both the screen 
  launcher Squadron and its attacker.) Atmospheric Combat Modifiers apply only if both the 
  attacking Squadron and its target are operating in/below the space-atmosphere interface. 
  *This modifier applies only if the attacker is not an airborne aerospace Squadron. Airborne aerospace 
  also includes fixed-wing support vehicles, conventional fighters, small craft, and DropShips.
  **Targeting Hits are cumulative. 
  †+SCR special (max +4)
  
  321
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  at the edge of the map, they do not wrap their hexes around the 
  map as is done with ground movement. 
  Recon Benefits: An aerospace Formation on aerial recon gains 
  a –4 roll to its Reconnaissance roll target number. This is only –3 
  if any hostile aerospace attempts to engage it and +2 if the recon 
  Formation is successfully engaged in Air-Air combat. An aerospace 
  Formation may conduct two Reconnaissance attempts per Combat 
  Unit in the Formation. 
  Air-to-Air Engagements: If another Formation engages them 
  in combat, they make all attacks with a +1 penalty and do one-half 
  (round down) their normal damage. 
  Ground-to-Air Combat: Aerospace Formations on aerial recon 
  may not be attacked by ground units. The exception is if the Combat 
  Unit qualifies for a Surface-to-Orbit attack (see below). 
  Air-to-Air Strike 
  This mission works exactly like a Capital-Scale Aerospace with 
  both Formations already in the same sector. 
  ORBIT-TO-SURFACE AND SURFACE-TO-ORBIT 
  These attacks use the same rules as Strategic BattleForce (see 
  Orbit-to-Surface and Air-to-Ground Capital Combat, p. 260) save 
  for the following changes. 
  Damage: A successful primary attack does damage equal to 
  one-quarter (round up) of the Combat Unit’s damage value plus 1 
  point (for a minimum of 1 point of damage per attack. A successful 
  secondary attack does one-half the primary damage (round up). 
  Scatter: Scatter may only occur in the same hex and on the 
  result of a 5 or 6 it damages equal to a successful secondary attack. 
   
   Advanced Abstract 
  Combat Rules 
  The following rules are optional rules to enhance Abstract Combat. 
  COMBAT DROP
  A Combat Drop involves a Formation dropping directly into a hex 
  containing one or more enemy Formations. BattleMech, ProtoMech 
  conventional infantry or battle armor formations are eligible to 
  Combat Air Patrol
  Combat air patrol (CAP) is a defensive mission designed to 
  protect a certain area of air space over the battlefield. A player 
  declaring a CAP mission chooses one hex on the Planetary Combat 
  Map. The CAP Mission will protect this hex and the surrounding six 
  hexes for a total of seven hexes. 
  Any hostile aerospace Formation attempting to conduct any 
  ground support mission protected by an aerospace Formation on 
  CAP must resolve any engagement with the CAP Formation before 
  it can conduct any other actions in this hex. A CAP Formation gains 
  a –1 to its Engagement Control Roll. 
   Ground Strike
  An aerospace Formation on this mission conducts a series of air-
  to-ground strikes against ground Formations in a specific hex. Once 
  choosing Ground Strike, the controlling player must designate a 
  specific hex on the Planetary Combat Map. If not engaged by 
  another aerospace Formation (see Combat Air Patrol and Air-to-
  Air Strike) the Formation may not make its ground attacks. 
  A Ground Strike Formation may make one of two types of 
  attacks, Strikes and Bombing. For both attack types, the base target 
  number to-hit is equal to the Formations Skill Value plus a +3 To-Hit, 
  modified by any targeting critical hits and any other appropriate 
  modifiers from the Aerospace To-Hit Modifiers table (see p. 320). 
  Strike: A Formation conducting a strike may make one attack per 
  Combat Unit in the Formation. Each attack does damage equal to 
  one-half the short range damage of that Combat Unit. Alternately a 
  Formation may forgo an available attack to improve their chance to 
  hit or to increase their damage. For every Combat Unit that does not 
  conduct an attack, decrease the Formation’s base target number 
  by -1 (up to a maximum of -3) or give each Combat Unit a +0.1 
  damage multiplier (to a maximum of +0.5). 
  The attacked ground Formation may make one return attack 
  per Combat Unit in the ground Formation, doing one-half damage 
  (round down). The base to hit is equal to the ground Formations 
  skill plus a +2 modifier to-hit (if more than one-half (round up) of 
  the aerospace Formation is Large Aerospace Elements, apply a –2 
  to-hit modifier for a total modifier of +0). 
  Bomb: Aerospace Formations with a BOMB value may conduct 
  bombing missions against a ground Formation. Damage is equal to 
  the BOMB rating and is applied in 5 point clusters to the Combat Units 
  in the target ground Formation. 
  The attacked ground Formation 
  may make one return attack 
  per Combat Unit in the ground 
  Formation, doing one-quarter 
  damage (round down). This attack 
  has a to-hit modifier of +4. 
  Aerial Recon 
  Aerospace Formations that 
  conduct an aerial recon support 
  mission are focused on providing 
  reconnaissance over a portion of 
  the Planetary Combat Map. The 
  player must designate one hex 
  on the Planetary Combat Map 
  as the center of the Formations 
  recon area. The Formation may 
  attempt to recon any ground 
  Formations in this hex and the 
  hexes surrounding it (seven hexes 
  total). If an aerospace Formation is 
  COMBAT DROP RESULTS TABLE
  Margin  
  of Success
  Drop 
  Value
  Drop 
  Damage
  Combat Roll 
  Modifier
  Damage 
  Modifier*
  Drop Result
  >12
  +5
  —
  -4
  – 
  Parade ground precision
  9 to 11
  +4
  —
  -3
  –
  Concentrated avalanche
  6 to 8
  +3
  —
  -2
  –
  Strong pattern and little scattering
  3 to 5
  +2
  —
  -1
  –
  Adequate drop pattern
  0 to 2 
  +1
  —
  0
  -0.1
  Scattered but effective
  –1 to –3
  -1
  +1
  -0.1
  Poor pattern and moderate scattering
  –4 to –6
  -2
  5%
  +2
  -0.2
  Scattered concentrations
  –7 to –9
  -3
  10%
  +3
  -0.4
  Scattered and disorganized
  –10 to –12
  -4
  15%
  +4
  -0.6
  Scattered beyond recovery
  >–12
  -5
  20%
  +5
  -0.8
  Unmitigated disaster
  * Apply this damage modifier to a Combat Unit’s damage rolls in the turn it landed. In the following turn, divide the modifier 
  by 2 (round down) and if the value more than 0, then apply this to the Combat Unit’s damage. 
  
  Fortress Types 
  Standard: A standard fortress consists of fortified walls around a 
  military base or industrial complex composed of standard buildings. 
  It primarily protects against ground attacks, offering limited defense 
  against aerospace and artillery (both standard and orbital). It provides 
  no protection against nuclear or chemical/biological attacks. 
  Capital: Fortified walls with hardened structures within. A fully self-
  contained structure, it offers equal protection against ground attacks, 
  aerospace and artillery attacks. They also equal protection to nuclear 
  and excellent protection and strong protection to chemical/ biological 
  attacks. Level 5 structures are immune to all attacks including nuclear 
  and ortillery. However occupants of a Level 5 Capital Fortification may 
  not damage an opponent outside the fortification.
  Castle Brian: The peak of defensive fortifications. A fully enclosed and 
  self-contained structure. Surface fortifications are like the tip of an iceberg 
  only exposing a fraction of the structure. Offering strong protection against 
  all attacks they are completely immune to chemical and biological attacks. 
  Fortress Capacity 
  A Fortress can shield a number of Combat Units based on its class 
  and fortification level. Consult the Fortress Table, Combat Unit Capacity 
  to determine the maximum force levels for fortifications.
  Fortress Defenses
  Standard Fortifications: A Standard Fortress possess 100 points 
  of armor per fortification level. They may be attacked by Combat, 
  Aerospace and Artillery Formations as well as Orbital Bombardment 
  and Nuclear weapons. 
  Capital Fortifications: A Capital Fortress possess 125 points of 
  armor per fortification level. They may only be attacked by Artillery 
  Formations, Orbital Bombardment and Nuclear weapons. Capital-5 
  fortresses are immune to damage. 
  attempt a drop. The maximum size of a Formation conducting a drop is 
  three Combat Units. Additionally, Combat Drops can only be made from 
  aerospace Formations with DropShip, WarShip or Space Stations that are 
  in the in the Inner Ring of the Star-System Radar Map or by DropShips 
  from the center zone of the SSRM. Utilizing the Inner ring or center zone 
  simulates dropping from orbit and/or within the atmosphere.
  To attempt a Combat Drop, Players must make a Combat Drop Roll 
  equal to or over the Target Number of 6. Players must also consult the 
  Combat Drop Column of the Master Modifier Table (see pp. 308-311) to 
  determine the modifiers for the Target Number. The result of the roll is 
  then cross-referenced on the Combat Drop Results Table (see p. 321). 
  Questionable loyalty units will not perform combat drops unless Elite 
  or greater skill. Green, Really Green and Wet Behind the Ears will only 
  perform a combat drop if they have Fanatical Loyalty.
  Depending on the margin of success, the Combat Drop can result 
  in a positive or negative combat roll modifier, which applied to the 
  combat roll (see Resolving Attacks, p. 316).
  A Formation that fails its Combat Drop roll (Margin of Failure of 
  -1 or more) will also take damage equal to Drop Damage Value. So a 
  Formation that had Drop Value of -3 (a MoF of 7 to 9) would remove 
  10% of its Combat Units’ initial Armor value.
  FORTRESS HEXES
  There are three classes of fortifications, Standard Fortifications, 
  Capital Fortifications and Castles Brian (see Inner Sphere at War, 
  Fortifications p. 350)
  The defending player may designate one hex a Fortress for every 
  ISW fortification a world possesses. Each fortress hex is specific to a 
  given fortification, with a value equal to that fortification. If playing 
  a non-ISW game players may agree ahead of time on the number of 
  Fortress Hexes in play
  FORTRESS TABLE
  Defense Modifier
  Weapons Damage
  Fortification Type
  Ground
  Air
  Attack Mod
  Fortress Armor
  S/M/L
  Combat Unit Capacity*
  Standard-1
  -10%
  -5%
  -5%
  100
  8/8/5
  3
  Standard-2
  -20%
  -10%
  -10%
  200
  8/8/5
  6
  Standard-3
  -30%
  -15%
  -15%
  300
  8/8/5
  6
  Standard-4
  -40%
  -20%
  -20%
  400
  8/8/5
  9
  Capital-1
  -20%
  -20%
  -20%
  125
  10/10/7
  6
  Capital-2
  -40%
  -40%
  -40%
  250
  10/10/7
  8
  Capital-3
  -60%
  -60%
  -60%
  375
  10/10/7
  10
  Capital-4
  -80%
  -80%
  -80%
  500
  10/10/7
  12
  Capital-5
  -100%
  -100%
  -100%
  600†
  10/10/7
  15
  Castle Brian-1
  -20%
  -20%(30%)**
  -20%
  150
  12/12/9
  9
  Castle Brian-2
  -40%
  -40%(50%)**
  -40%
  300
  12/12/9
  12
  Castle Brian-3
  -60%
  -60%(80%)**
  -60%
  450
  12/12/9
  18
  Castle Brian-4
  -80%
  -80%(100%)**
  -80%
  600
  12/12/9
  24
  Castle Brian-5
  -100%
  -100%
  -100%
  800†
  12/12/9
  30
  * Divide Clan Combat Units by 3 to determine the maximum that can be shielded. 
  ** Number in parentheses represents protection against standard artillery and aerospace attacks.
  † This Fortress class is immune to external weapon attacks. Damage is for tracking internal damage done by special attacks such as sabotage. 
  
  323
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
  within that fortification would suffer 3% damage to their armor 
  value (1/3 = 0.33. Multiplied by 10 = 3.3%). 
  Nuclear weapons attacks are resolved differently than Artillery. 
  Consult the Nuclear Weapons Damage to Fortifications Table (see 
  above) when resolving such attacks. 
  If an enemy has successfully performed a sabotage Fortification 
  attack, the fortification is reduced by one fortification level. 
  Capital-5 or Brian-5 fortifications that are successfully sabotaged 
  are now vulnerable to nuclear and ortillery attacks. They remain 
  immune to aerospace and standard artillery.
   • The Defender receives a +2 to their initiative roll so long as 
  their PV is 25% or more of the Attacker (round up).
   • The Defender reduces ground damage taken by 5% per level 
  for Standard Fortifications, 10% per level (maximum 30%) for 
  Capital and Castle Brian fortifications. 
   • Defender still receives the standard protection afforded by a 
  fortification against aerospace, artillery and ortillery attacks. 
  Damage: Standard Fortifications can only be damaged by 
  Combat and Aerospace Formations as well as artillery, ortillery 
  and nuclear weapons. Combat and Aerospace Formations divide 
  all damage by 4 (round up). 
  For every 500 points of artillery damage a Standard or Capital 
  Fortification absorbs, the Fortress loses one level of Fortification, 
  therefore players will need to keep track of the Fortification’s 
  remaining armor level. Capital Fortifications can only be reduced 
  using Artillery (Divide all damage by 10, round up), Nuclear WMDs 
  or concentrated Orbital Bombardments. Capital-5 fortresses are 
  immune to damage. 
  Castle Brian fortresses can absorb 1000 points of damage per 
  level and are immune to all but Nuclear and Orbital Artillery. Brian-5 
  fortresses are immune to damage. 
  Castles Brian
  Castles Brian are the pinnacle of defensive fortifications. Used by 
  the Star League and reused or copied by others, they have served 
  as the turning point of many of BattleTech’s pivotal moments. 
  Castles Brian are more resilient to being reduced by nuclear 
  attacks. On the Nuclear Weapons Damage to Fortifications table 
  (see above) divide all Capital damage by half (round up)
  Beyond granting the same protection as Capital formations, 
  another benefit of the Castes Brian is that in combat, defenders 
  in a Castle Brian can sally out of special defender ports, allowing 
  them to engage their attacker on their own terms. 
   
  Castle Brian: A Castle Brian possess 150 points of armor per 
  fortification level. They may be attacked by Orbital Bombardment 
  or Nuclear weapons. Brian-5 fortresses are immune to damage. 
  Conventional Weapons: A Fortress equipped with weapons 
  may make one attack per turn. As the fortification is immobile, 
  range is determined by the enemy force based on the range it 
  chooses to attack the Fortification’s occupants or the fortification 
  itself. Fortifications are always Regular experience level. Damage 
  dealt is based on the Fortifications weapons level and range.
  Surface to Orbit Weapons: Capital-5 and Castle Brian 
  fortifications may mount Surface to Orbit weapons (STO). Each 
  level of STO does 4 Capital Scale (CAP) damage. Any WarShip(s) 
  attempting to use ortillery on an STO equipped Fortification, 
  suffers damage equal to the STO level times 4 points for every 
  round of orbital fire (if multiple WarShips, the defending player 
  chooses which WarShip is fired at). If a Combat Formation attempts 
  to combat drop on an STO equipped Fortification, the DropShip 
  assets used to drop the Combat Formation suffer the same damage 
  from the surface to orbit weapons. Additionally, if there is an STO 
  equipped Fortification in an adjacent hex in which the drop is 
  occurring it can also fire at the DropShips. The laser batteries are 
  also able to be fired at any Aerospace Formation that are engaged 
  in combat in the hex they occupy.
  Attacking a Fortress
  Combat Formations: In any turn a Combat Formation is in the 
  same hex as a Standard Fortress, it can choose to reduce the fortress 
  instead of engaging in combat. Damage from the attack is divided 
  by 3 before being applied to the fortification. 
  Orbital Bombardment against Standard Fortifications is treated 
  like standard artillery dividing its damage as is appropriate before 
  applying it to the fortifications armor points.
  In any turn when Combat or Artillery Formation is in the same 
  hex as a Fortress, it can choose to reduce the fortification instead 
  of engaging in combat. Damage from the artillery attack is divided 
  by 2 before being applied to the fortification. Orbital Bombardment 
  against Standard Fortifications is treated like standard artillery 
  dividing its damage as is appropriate before applying it to the 
  fortifications armor points. 
  When a level of fortification is destroyed, the defending forces 
  take damage equal to the number of levels destroyed divided by 
  the total number of levels the original Fortification possessed, 
  times by 10 and applied as a percentage. Therefore if a Level 3 
  Fortification loses one level due to damage, the defending forces 
  NUCLEAR WEAPON DAMAGE TO FORTIFICATIONS TABLE
  Weapon
  Damage  
  vs. Standard
  Notes
  Damage  
  vs. Capital*
  Notes
  Type Ia
  50
  NA
  25
  NA
  Type Ib 
  50
  NA
  25
  NA
  Type II
  500
  Automatic loss of level
  250
  NA
  Type III
  5 000
  Total Destruction of Fortification
  2 500
  Automatic loss of level 
  Ahab
  15 000
  Total Destruction of Fortification
  7 500 
  Automatic loss of 2 levels
  Type IV
  50 000
  Total Destruction of Fortification
  25 500
  Automatic loss of level 3 levels
  AMW
  300 000
  Total Destruction of Fortification
  150 000
  Automatic loss of Fortification
  *Unless a Level5 Capital or Brian Fortification, in which case all damage above are ignored
  Note: Divide all Capital damage by half for attacks on Castles Brian Fortifications
  
  Abstract Combat with 
  Planetary Maps
  Players wishing to have the variety of terrain, may use planetary 
  maps such as those provided the Turning Points series. Other maps 
  may be used as well, provided the players mutually agree on the map 
  and set the scales prior to game play starting. 
  Game play follows the Abstract Combat Rules except as noted below. 
  SCALE
  Map Scale: An ACS Planetary Map should have hexes equal to 750 
  kilometers. If a map lacks hexes, players should either overlay a hex 
  map with the appropriate sized hexes or convert to miniature style 
  movement with 1 MP of movement equal to 750 kilometers.
  MOVEMENT PHASE
  Square Map Hexes: If the map being used has squares instead of 
  hexes, a Formation may move into any of the eight hexes that surround 
  their current hex. 
  Terrain: With the exception of full water hexes (there is no other terrain 
  feature in the hex except for water), all hexes are considered to be mixed 
  terrain. All non-naval Movement Modes may travel through a mixed terrain 
  hex, paying the MP penalty for the hexes terrain type. So a Combat Unit 
  with the Hover Movement Mode (h) would be allowed to travel through 
  a light woods hex, paying the +1 MP penalty to traverse the hex.
  Scaled Strategic 
  BattleForce
  Players wishing the detail of Strategic BattleForce, using the scale 
  of forces found in the Abstract Combat System can do so with these 
  simple conversion rules. This allows players the ability to use standard 
  BattleTech maps with their ACS forces. Players need to understand that 
  these alternate rules will add time and complexity to game play. All 
  parties should agree to use these rules in advance. 
  CAPITALS AND INDUSTRY
  Worlds which are capitals (regional or national) or have industrial 
  facilities (see Inner Sphere at War, p. 348, for details) must designate a hex 
  for each. Multiple types can be placed in single hex and these facilities 
  can also be placed within fortifications. An example of this is the fortified 
  factory city of Tikograd or the Hesperus Factory facilities. 
  When placed in fortifications, these facilities take up space that could 
  be used by defending regiments. The Hex Element Details Table details 
  the size of each. 
  In addition to being captured (see SBF Capturing Objectives, p. 244) 
  these hex elements may be destroyed through concentrated firepower. 
  To determine a hex element’s armor, consult the Hex Element Details 
  Table (see below). If a Formation is in the same hex it may attempt to 
  damage or destroy the hex element. If there are no forces friendly to 
  the element in the hex (defenders), a Combat Unit does full damage 
  from its standard attacks. If there are defenders in the hex, damage 
  is multiplied by 0.5. If the defender outnumbers the attacker by 2:1 
  then the attacker’s damage multiplier is 0.25 and if the defender is 
  outnumbered by 2:1 then the attacker’s multiplier is 0.75. Artillery 
  always multiples its damage by 0.25 when attacking hex elements. 
  The world of Skye is a Minor Capital and possesses two Industrial 
  Facilities. Each of these three elements must be placed within a hex 
  and all three can be placed in the same hex, if a player so chose. 
  Were all three to be placed in a Fortification, they would take up 24 
  Combat Units worth of space.
    
  A01
  A01
  A01
  A01
  A01
  P01
  N03
  N06
  N08
  N08
  N11
  N13
  N13
  N16
  N18
  N18
  N21
  N23
  N23
  N01
  N03
  L03
  L05
  L06
  L07
  L08
  L08
  L10
  L11
  L12
  L13
  L13
  L15
  L16
  L17
  L18
  L18
  L20
  L21
  L22
  L23
  L23
  L25
  L01
  L02
  L03
  J03
  J04
  J05
  J06
  J07
  J08
  J09
  J10
  J11
  J12
  J13
  J14
  J15
  J16
  J17
  J18
  J19
  J20
  J21
  J22
  J23
  J24
  J25
  J01
  J02
  J03
  H02
  H03
  H04
  H05
  H06
  H07
  H08
  H09
  H10
  H11
  H12
  H13
  H14
  H15
  H16
  H17
  H18
  H19
  H20
  H21
  H22
  H23
  H24
  H25
  H01
  H02
  F01
  F02
  F03
  F04
  F05
  F06
  F07
  F08
  F09
  F10
  F11
  F12
  F13
  F14
  F15
  F16
  F17
  F18
  F19
  F20
  F21
  F22
  F23
  F24
  F25
  F01
  D01
  D03
  D04
  D06
  D06
  D08
  D09
  D11
  D11
  D13
  D14
  D16
  D16
  D18
  D19
  D21
  D21
  D23
  D24
  D01
  B01
  B06
  B06
  B11
  B11
  B16
  B16
  B21
  B21
  B01
  M03
  M05
  M06
  M08
  M08
  M10
  M11
  M13
  M13
  M15
  M16
  M18
  M18
  M20
  M21
  M23
  M23
  M25
  M01
  M03
  O03
  O08
  O08
  O13
  O13
  O18
  O18
  O23
  O23
  O03
  K03
  K04
  K05
  K06
  K07
  K08
  K09
  K10
  K11
  K12
  K13
  K14
  K15
  K16
  K17
  K18
  K19
  K20
  K21
  K22
  K23
  K24
  K25
  K01
  K02
  K03
  I02
  I03
  I04
  I05
  I06
  I07
  I08
  I09
  I10
  I11
  I12
  I13
  I14
  I15
  I16
  I17
  I18
  I19
  I20
  I21
  I22
  I23
  I24
  I25
  I01
  I02
  G01
  G02
  G03
  G04
  G05
  G06
  G07
  G08
  G09
  G10
  G11
  G12
  G13
  G14
  G15
  G16
  G17
  G18
  G19
  G20
  G21
  G22
  G23
  G24
  G25
  G01
  E01
  E02
  E04
  E05
  E06
  E06
  E07
  E08
  E09
  E11
  E11
  E12
  E13
  E14
  E16
  E16
  E17
  E18
  E19
  E21
  E21
  E22
  E23
  E24
  E01
  C01
  C03
  C06
  C06
  C08
  C11
  C11
  C13
  C16
  C16
  C18
  C21
  C21
  C23
  C01
  P01
  P01
  P01
  P01
  0110
  0109
  0108
  0107
  0106
  0105
  0104
  0103
  0309
  0308
  0307
  0306
  0305
  0304
  0303
  0508
  0507
  0506
  0505
  0504
  0503
  0707
  0706
  0705
  0704
  0703
  0906
  0905
  0904
  0903
  1105
  1104
  1103
  1306
  1305
  1304
  1303
  1507
  1506
  1505
  1504
  1503
  0209
  0208
  0207
  0206
  0205
  0204
  0203
  0202
  0408
  0407
  0406
  0405
  0404
  0403
  0402
  0607
  0606
  0605
  0604
  0603
  0602
  0806
  0805
  0804
  0803
  0802
  1005
  1004
  1003
  1002
  1205
  1204
  1203
  1202
  1406
  1405
  1404
  1403
  1402
  1
  3
  5
  7
  9
  2
  4
  6
  8
  10
  +0
  +0
  N
  +6
  P
  +6
  P
  +6
  P +6
  P +
  P
  +6
  P +6
  P +
  P
  +6
  P
  +6
  P +6
  P
  +6
  P
  N
  KEY
  Plains
  Desert
  Woods
  Water
  Mountains
  avalon 
  City
  naiS &
  albion
  Portland
  new 
  Rennes
  ys
  Ranford 
  thomasville
  Corbin
  Flensburg
  Dundee 
  brunswick 
  City
  achernar 
  battleMechs
  lycomb-Davion 
  introtech
  lycomb-Davion 
  introtech
  ith
  Ultron
  novais 
  barrington
  Jeratha
  Jameston
  Gelliwic
  Pen 
  Rhionydd
  St.  
  David’s
  tintagel
  Winchester
  a l b i o n
  N e w 
   
  H e b r i d e s
  n e w 
  s c o t l a n d
  b r u n s w i c k
  r o s t o c k
  a l b i o n
  camelot 
  region
  mount 
  badon
  c a d b u r y
  annwn
  bardsey 
  island
  drilands
  gaveston’s 
  gorge
  r o n d e 
  t a b l e a u
  s a i n t 
  d a v i d ’ s
  b r e t a g n e
  c a r m a r t h e n
  daring  
  Flood 
  Plains
  ilse de 
  morgrayn
  c a r l i s l e
  d a l b a n 
  M o u n t a i n s
  g r a n d  a v a l o n
  M o u n t a i n s
  D i n a s  E m r y s
  m o u n t a i n s
  a v a l o n 
  o c e a n
  a v a l o n 
  o c e a n
  v i v i a n e 
  o c e a n
  e a s t  
  s e a
  n o r t h
  s e a
  Loch 
  Arthur
  cAmbLAm r.
  chretien  r.
  ALbion  r.
  thAmes  r.
  cris  r.
  KEY
  Plains
  watEr
  forEst
  itEm of 
  intErEst
  dEsErt
  droPPort
  mountains
  CitY
  EPiCEntEr of  
  mEtroPolitan  
  ComPlEx;  PoPulation 
  of surrounding 
  arEa > 50,000,000
  CitY
  PoPulation of 
  surrounding 
  arEa < 1,000,000
  arCtiC
  HEX ELEMENT DETAILS
  Element 
  Combat Unit 
  Space Used
  Armor
  Minor Capital
  6
  500
  Major Capital
  12
  1000
  Industrial Facility (Factory)
  6
  500
  
  325
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  ABSTRACT  
  COMBAT  
  SYSTEM
   • Expanded Ground Ranges
   • Hidden Formations
   • VTOL Special Attacks
   • Terrain Conversion
   • Glider ProtoMechs
   • Quad-Vees
   • Design Quirks
  Quick March
  This rule replaces Strategic BattleForce Sprinting. A Combat 
  Unit may increase its Movement by 1.25 (round normal). Any 
  turn that it uses Quick March it reduces all Detection rolls by 1. In 
  the Movement Phase, the Combat Unit has a -1 modifier to their 
  Engagement Control and in the Combat Phase they are at a -1 to hit. 
  Advanced Terrain
  As with standard terrain, only the movement penalty is used 
  in Scaled Strategic BattleForce. Bogging down rules are not used. 
  Alternate Munitions
  Air Defense Arrow IV: Arrow IV equipped Combat Teams 
  with these munitions gain a +1 to-hit modifier for attacks against 
  aerospace targets.  
  Copperhead: Acts the same as an Arrow IV homing munition.
  Thunder and Thunder Active: As Strategic BattleForce (see p. 276).
  Unused Munition Types: Flechette, Illumination, and Smoke 
  munitions are not used in Scaled Strategic BattleForce.
  Boarding Actions
  These rules are usable against Large Aerospace Elements. 
  Environmental Effects
  Only atmospheric density rules are used (see p. 280).
  Urban Hexes and Advanced Buildings
  These rules replace all Urban Hex (see p. 285) and Advanced 
  Building and Urban Terrain (see p. 288) rules. 
  Combat: In Urban Hexes combat occurs at Short or Medium 
  range only. If the winner of the Maneuver Control Roll declares Long 
  Range, then no attacks may take place in that turn. Infantry, battle 
  armor and ProtoMechs gain a +1 to all detection rolls and are at a 
  -1 to be hit (-2 for Foot, Jump and Motorized conventional infantry). 
  Damage: All Combat Units in an Urban hex reduce damage 
  taken by 1 per attack. Battle armor and ProtoMechs reduce damage 
  by 2 and conventional infantry reduce damage by 3.
  Armed Buildings: Gun Emplacements (armed buildings in an 
  Urban Hex) are not used in Scaled Strategic BattleForce. Fortifications 
  use the Strategic BattleForce rules, treating a Fortification as a one 
  Combat-Team Combat Unit. In Scaled Strategic BattleForce, players 
  may construct Large Fortifications, which consist of 2-5 Combat 
  Team Fortifications acting as a single Combat Unit referred to 
  as a Large Fortification. These Large Fortifications are directly 
  equivalent to an Abstract Combat System Standard Fortress with 
  Level 1 weapons (see p. 323). 
  Land-Air BattleMechs
  If a Combat Unit has the LAM special ability (One or more Combat 
  Teams must have the LAM special), then the Combat Unit receives 
  a +1 to all Detection rolls. 
  SCALE
  Map Scale: A single Scaled SBF hex is equal to 100 kilometers. 
  Turn Duration: One game turn is equal to 12 hours, or one 
  standard day. 
  Force Structure: A Combat Unit (battalion, Level III, Trinary) 
  is the standard playing piece in Scaled BattleForce. When using 
  Strategic BattleForce rules, all mentions of Unit are replaced with 
  Combat Team and all references to Formations are replaced with 
  Combat Unit.
  Stacking Limits: Use the Abstract Aerospace Combat rules for 
  stacking. 
  DETECTION AND RECONNAISSANCE PHASE
  Scaled BattleForce uses the Abstract Combat System rules for 
  Detection and Reconnaissance. This includes devoting forces to 
  scouting to determine the composition of an enemy blip counter. 
  MOVEMENT PHASE
  Terrain: With the exception of full water hexes (there is no other 
  terrain feature in the hex except for water), all hexes are considered 
  to be mixed terrain. All non-naval Movement Modes may travel 
  through a mixed terrain hex, paying the MP penalty for the hexes 
  terrain type. So a Combat Unit with the Hover Movement Mode (h) 
  would be allowed to travel through a light woods hex, paying the 
  +1 MP penalty to traverse the hex.
  Engagement Control: Scaled BattleForce uses the Abstract 
  Combat System rules for Engagement Control. 
  Jumping: Jumping is not used in Scaled Strategic BattleForce, 
  instead use the Combat Unit’s TMM which factors in the JUMP 
  ratings of the Strategic BatlteForce Units it is composed of. 
  COMBAT PHASE
  Types of Attacks: Scaled Strategic BattleForce uses the Strategic 
  BattleForce rules for determining attacks, with Combat Teams being 
  what conducts attacks. 
  Determine Range: Use the Abstract Combat System rules for 
  determining range. The exception is for Cruise Missile 90 and 120. 
  These weapons may make artillery attacks into an adjacent hex. 
  Determine Damage: Combat Teams are what take damage in 
  Scaled Strategic BattleForce. 
  END PHASE
  Follows Strategic BattleForce rules. 
  STRATEGIC AEROSPACE
  Use the Abstract Aerospace Combat System rules. 
  ADVANCED RULES
  Scaled BattleForce uses the Advanced Strategic BattleForce rules 
  except as noted below. 
  Unused Rules
  The following Advanced Strategic BattleForce rules are not used 
  in Scaled Strategic BattleForce
   • Sprinting (See Quick March below for replacement)
   • Hull Down/ Partial Cover
   • C3 Networks
   • Transporting Non-Infantry (Scaled Strategic BattleForce uses 
  the ACS Transporting Rules). 
   • Exceptionally Large Elements 
  
  STEP 1A: CHOOSE ELEMENTS
  A Strategic BattleForce Unit may consist of one to six Alpha Strike 
  Elements. Units with LG Elements may have a max of two Elements in 
  a Unit. Units with VLG or SLG may have a max of one Element in a Unit.
  ProtoMechs: PromoMechs are a special case as individual 
  ProtoMechs are treated as Elements in Alpha Strike, but Strategic 
  BattleForce uses ProtoMech Points of five as Elements to build SBF 
  Units. To create a ProtoMech Point Element, follow the  steps below:
  1. 
  A ProtoMech Point (Element) is always Type “PM.”
  2. 
  ProtoMech Points  (Elements) are all Size 1.
  3. 
  Follow Step 1D as written to determine Ground Movement. 
  To determine Jump Movement, average the Jump MP of the 
  ProtoMechs and record this as the Point’s Jump MP. Target 
  Movement Modifier need not be determined at this stage.
  4. 
  Follow Step 1E to determine Armor. Divide the result by two 
  (round up) instead of three (round normally). 
  5. 
  Follow Step 1F to determine Damage Values. Divide the result 
  by two (round up) instead of three (round normally). 
  6. 
  Determine a ProtoMech Point’s Skill and PV by following Steps 
  1G and 1H.
  After following these steps and determining all the values for the 
  ProtoMech Point, it can be added to a Unit and converted as per the 
  following steps. Note that the Point has no Structure or modifying 
  abilities when determining the Unit value in Step 1E.
  STEP 1B: DETERMINE TYPE
  SBF Ground Units are assigned one of seven different Types (called 
  Unit Type in Alpha Strike) for ground Units and two types for aerospace 
  Flights. They are shown in the SBF Element Type Table (see p. 328). 
  A Unit’s Type is determined by the predominant SBF Type (if any) 
  amongst its component Elements. For all ground Units, if two-thirds 
  or more (round normal) of the Unit is comprised of a single SBF Type, 
  that is the Unit’s Type. Otherwise, the Unit Type is Mixed Ground (MX). 
  For aerospace if any Large Aerospace Elements are in the Flight, then 
  the Flight is always Large Aerospace. 
  Limitations: Aerospace Elements may not be mixed with Ground 
  Elements in a in a Unit. Ground Elements may not be part of an 
  Aerospace Flight, unless the Ground Element has the SOA, LAM or 
  BIM special ability. 
  Conversion Rules
  The following rules detail how to convert existing player forces from 
  Total Warfare or Alpha Strike to playable units in Strategic BattleForce 
  and the Abstract Combat System. 
  Creating Strategic BattleForce Formations: Creating a SBF 
  Formations begins with converting Alpha Strike Elements into SBF 
  Units (see Phase 1, Creating Strategic BattleForce Units, p. 326). Units 
  are then formed into Formations in Phase 2: Create an SBF Formation 
  or ACS Combat Team (see p. 329). 
  Creating Abstract Combat System Combat Units: Creating ACS 
  Combat Units begins with SBF Units which are formed into Combat 
  Teams (see Phase 2: Create an SBF Formation or ACS Combat Team, p. 
  329). Combat Teams are then assembled into two to four Combat Teams 
  to create a single force (see Phase 3: Creating Combat Units, p. 329). 
  Converting from Total Warfare: Players wishing to use 
  individual Total Warfare Elements must first convert the Elements to  
  Alpha Strike (see p. 90, Alpha Strike Companion) or they may refer to the 
  Master Unit List (http://masterunitlist.info/) for any published game units. 
  The Conversion Process is:
  Phase 1: Create Strategic BattleForce Units from Alpha Strike Elements
  Phase 2: Create SBF Formations or ACS Combat Teams. 
  Phase 3: Create ACS Combat Units
  Phase 4: Create ACS Formations
  Phase 5: Assign Special Abilities
  Phase 1: Create Strategic 
  BattleForce Units from 
  Alpha Strike Elements 
  The first step to converting forces for either Strategic BattleForce 
  or Abstract Combat System is to convert from individual Alpha Strike 
  Elements into the Strategic BattleForce Unit. The SBF Unit forms the 
  basic building block for all strategic combat forces. 
  Note: Unless the term “Ground Unit” is specifically used, Flight can be 
  substituted for any reference to Unit. Any reference to Flight is exclusive 
  to aerospace forces. 
  TF 
  XX
  This Free Worlds League Pursuit lance is comprised of a Vulcan, Flea, Cicada and a Spider.
  
  327
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  CONVERSION
  RULES
  Short Range Damage: Total the Short Range (S) damage 
  values of all Elements in the Unit. To this add any damage derived 
  from Artillery Cannons (TC, SC, or LTC special ability). Add half an 
  Element’s Overheat value (do not round). For infantry units with 
  the Anti-’Mech (AM) ability, add 1 point. 
  Medium Range Damage: Total the Medium Range (M) damage 
  values of all Elements in the Unit. Add any damage derived from 
  Artillery Cannons (TC, SC, and LTC special ability damage values). 
  If an Element has a medium range damage of 1 or more add half 
  an Element’s Overheat value (do not round).
  Long Range Damage: Total the Long Range (L) damage values 
  of all Elements in the Unit. Add any damage derived from the TC and 
  LTC Artillery Cannon special abilities (but not SC). If an Element has 
  a long range damage of 1 or more add half an Element’s Overheat 
  value (do not round).
  Extreme Range Damage: Total the Extreme Range (E) damage 
  values of all Elements in the Unit. Add any damage derived from 
  the TC and LTC Artillery Cannon special abilities (but not SC). 
  Indirect Fire Damage: Total the Indirect Fire (IR) damage values 
  of all Elements in the Unit. 
  Flak Damage: Total the Medium and Long Range Flak (FLK) 
  damage values of all Elements in the Unit. Short Range damage is 
  not used at this scale. 
  Artillery Damage: Total Short, Medium, Long and Extreme 
  Range damage values of each Artillery type on each Element 
  individually (total all ART-LT, total all ARTAIS and so on). See Artillery, 
  p. 274, for each type’s base damage values.
  Elements with ARTAIS or ARTAC record their ART damage as 
  X(X), where the first value is for normal damage and the second is 
  the lesser value used if employing homing missiles. For example, 
  a lance of Inner Sphere ’Mechs all with Arrow IV launchers would 
  have ARTAIS-4(3), after dividing by 3.
  Bomb Damage: Total Bomb rating for all Elements in the Unit 
  and then divide as above. 
  Torpedo (TOR), Missile (MSL), Capital (CAP), Screen Launcher 
  (SCR), Sub-Capital (SCAP) and Space Defense System (SDS): Total 
  Short, Medium, Long and Extreme Range damage values of each 
  Element individually (total all Short, total all Medium and so on). 
  Elements with Multiple Firing Arcs: An Element with multiple 
  firing arcs (any Large Aerospace, as well as any Element with LG, 
  VLG or SLG can potentially have weapons in more than one arc) 
  calculate the damage value of each arc separately using the rules 
  above. If a LG, VLG or SLG Element has one or more turrets, see the 
  Turret special ability (see p. 338) for conversion rules.
  STEP 1G: DETERMINE SKILL VALUE
  The Skill value of a Unit is equal to the average skill value of each 
  Element (round normal) in the Unit. To determine an Element’s 
  experience value, based on its skill rating, use the Experience Skill 
  Table (see p. 328). 
  If a Unit has the Basic Fire Control (BFC), Drone (DRO) or Robotic 
  Unit (RBT) special ability adjust the final Skill value up by 1 point. So 
  a Veteran Unit with BFC would have a skill value of 4. Exception, if 
  a RBT Unit that also has the SDDC ability or is being controlled by 
  an ATAC equipped Unit, does not modify its skill value. 
  If a Unit has the Direct Neural Control System (DC) reduce its 
  skill value by 1. So an Elite Unit with the DC ability would have a 
  skill value of 1. 
  STEP 1H: DETERMINE POINT VALUE (PV)
  A Unit’s Point Value is determined by adding together the base 
  PV of all Elements in the Unit (do not modify PV for skill), and then 
  dividing this total by three (round normally).
  STEP 1C: DETERMINE SIZE VALUE
  A Unit’s Size value is the average Size of all Alpha Strike Elements 
  rounded normally. 
  STEP 1D: DETERMINE MOVEMENT STATS
  Alpha Strike Movement Conversion: Alpha Strike Movement  
  Points for ground units is listed in inches, at 2 inches per hex of 
  MP. Divide ground Element’s MP (including Jump values) by 2 
  before proceeding.  
  Standard Movement (Ground): A Ground Unit’s Movement 
  Points are based on the average MP of all Elements within that Unit 
  (Round Normal). However, if the Unit contains infantry or battle 
  armor, then the Unit’s Movement is either the average MP of all the 
  Elements or the lowest infantry/battle armor MP, whichever is lower.
  Standard Movement (Aerospace): Aerospace Flights use the 
  Thrust of the slowest Element in the Flight. An aerospace Flight 
  possessing Elements with the SOA ability have a Thrust of 0. 
  Transport Movement: If a Unit possesses any of the Transport 
  Special Abilities ((CK#, CT#, IT#, OMNI, VTM#, VTH#. VTS#, AT#, DT#, 
  MT#, PT#, ST#) then the Unit has a Transport Movement rating. 
  Transport MP is determined by only averaging the MP (or Thrust) of 
  the Elements not capable of being transported by another Element 
  in the Unit. So a Unit with a Maxim Hover Transport (IT12), a squad 
  of Ravager battle armor (CAR4) and two Gladius Hover Tanks would 
  have a standard Move of 2 (equal to the Ravager’s MP) and a Transport 
  Move of 8 (the average of the three hover tanks’ movement).
  JUMP Value: To determine a Unit’s SBF JUMP value begin by adding 
  together the Jump MP of each Element in the Unit (an Element with 
  no Jump MP would add 0). Average this total together, do not round. 
  Finally divide the average by 2, rounding normally. So an Inner Sphere 
  Unit with two PNT-10k Panther (MP 4j) and 2 SCB-9T Scarabus, (MP 10) 
  would have a JUMP value of 1 (Add jump MP 4+4+0+0=8. Average 
  total, 8 ÷ 4=2 and divide this value by 2, 2 ÷ 2=1). 
  Movement Mode: If a Unit has Elements of all the same movement 
  mode, as found on the Movement Mode Table, then record this mode. 
  If the Formation has mixed movement modes, consult the Restriction 
  Rank column and find the Mode with the lowest number. This is the 
  most restrictive movement mode and is listed as the Unit’s Movement 
  Mode. If there are different movement modes with the same lowest 
  value, assign the movement mode that is listed first on the Movement 
  Mode Table. Players should note the Movement Mode list is slightly 
  different from that found on p. 93 of Alpha Strike Companion. 
  Target Movement Modifier: Average the standard movement of 
  all Elements in the Unit, rounding normal. Using this value, consult 
  the Target Modifier Table (see p. 328) and apply any appropriate 
  modifiers to get the Units TMM. Transport movement is not used 
  to factor TMM. 
  STEP 1E: DETERMINE ARMOR VALUE
  Total the Alpha Strike armor and structure values of all Elements 
  within the Unit. Add 0.5 points for each Element with any of the 
  following, a structure of 3+, AMS, or CASE. Add 1 point for each 
  Element with any of the following, ENE, CASE II, CR or RAMS. 
  Divide this total by three (round normally) to find the Unit’s final 
  SBF armor value.
  STEP 1F: DETERMINE DAMAGE VALUE
  All damage values below are divided by 3 (round normal) to 
  determine a Unit’s final damage value for that attack type (if an 
  attack has more than one range, divide each range separately). Any 
  value that is or rounds to 0 is considered 0. Alpha Strike Minimal 
  Damage rules are not used at this scale of play and any value of 
  0* is considered a 0.5. 
  
  The final PV is then determined by multiply it by the skill value 
  modifier. A Unit with a skill value of 4 does not modify its PV. 
  Less Experienced Units: For each point that the Unit’s Skill value is 
  higher than 4, multiply the Unit’s PV by 1 – (0.1 per Skill value above 4). 
  Round normally. A Unit’s highest possible Skill value is 7.
  More Experienced Units: For each point that the Unit’s Skill value is 
  lower than 4, multiply the Unit’s PV by 1 + (0.2 per Skill value below 4). 
  Round normally; the minimum PV increase is 1 point per point of Skill 
  value improvement. A Unit’s lowest possible Skill value is 0.
  Kari has a lance consisting of two 
  Elements that cost 25 PV each and 
  have a Skill value of 2, and two other 
  Elements that cost 40 PV each and 
  have a Skill value of 3. Adding their 
  Skill values together and taking the 
  average, the Unit Skill value is 2.5, 
  rounded normally to 3. This is a one 
  level improvement over the standard 
  Skill value of 4.
  Kari next determines the Unit’s 
  PV. Its base PV is [(48+48+40+40) / 
  3] 58.66, rounded normally to 59. As 
  the Unit has a one-level Skill value 
  improvement, Kari then multiplies 
  its base PV by 1.2. The Unit’s final 
  PV is thus (59 x 1.2) 70.8, rounded 
  normally to 71.
  TARGET MOVEMENT 
  MODIFIER TABLE
  Unit’s Available MP
  TMM 
  Modifier
  Immobile
  –4
  1-2
  +0
  3-4
  +1
  5-6
  +2
  7-9
  +3
  10-17
  +4
  18+
  +5
  Unit’s Type
  Modifier
  Battle Armor
  +1
  ProtoMech
  +1
  VTOL
  +1
  WiGE
  +1
  Miscellaneous
  Modifier*
  Has LG special
  –1
  Has VLG or SLG special
  –2
  Has MAS or STL special
  +2
  *LG, VLG and SLG apply if any Element in the 
  Unit has this ability. MAS and STL only 
  apply if entire Unit has the ability. 
  EXPERIENCE SKILL  
  VALUE TABLE
  Experience Value
  Skill Rating
  Wet Behind the Ears
  7
  Really Green
  6
  Green
  5
  Regular
  4
  Veteran
  3
  Elite
  2
  Heroic
  1
  Legendary
  0
  SBF ELEMENT  
  TYPE TABLE
  SBF Type
  Code
  Ground Type
  Mixed Ground
  MX
  BattleMech / 
  IndustrialMech
  BM
  Land-Air-BattleMechs
  BM
  ProtoMech
  PM
  Vehicle
  V*
  Battle Armor Infantry
  BA
  Conventional Infantry
  CI
  Mobile Structure
  MS
  Aerospace Type
  Aerospace
  AS**
  Large Aerospace
  LA†
  *Encompasses all Combat Vehicles (including VTOLs 
  and WiGE) and Support Vehicles (except Airships, 
  Fixed-Wing and Satellite) Types. 
  **Encompasses Aerospace Fighters, Small Craft, 
  Conventional Fighter, Fixed-Wing, Airships  
  and Satellites.
  †Encompasses DropShips, JumpShips, WarShips and 
  Space Stations. 
  MOVEMENT MODE TABLE
  Ground Movement Type
  Movement 
  Code
  Restriction 
  Rank
  Mechs, ProtoMechs, Battle Armor
  Ground: ’Mech/Proto 
  l
  6
  Ground: Battle Armor
  l
  5
  Jumping: ’Mech/ Proto 
  j
  7
  Jumping: Battle Armor
  j
  6
  UMU - ’Mech / Proto 
  s
  6
  UMU - Battle Amor 
  s
  5
  QuadVee (Tracked)
  qt
  6
  QuadVee (Wheeled)
  qw
  6
  Vehicles
  Hover
  h
  3
  Naval (Surface)
  n
  *
  Naval (Submarine)
  s
  *
  Rail
  r
  1
  Tracked
  t
  4
  VTOL
  v
  8
  Wheeled
  w
  2
  Wing-in-Ground Effect
  g
  8
  Conventional Infantry
  Infantry: Foot
  f
  5
  Infantry: Jump
  j
  5
  Infantry: Motorized
  w
  2
  Mechanized (Hover)
  h
  3
  Mechanized (Wheeled)
  w
  2
  Mechanized (VTOL)
  v
  8
  Aerospace Movement Type
  Movement 
  Code
  Restriction 
  Rank
  SOA Ground Unit
  k
  1
  Airship
  i
  4
  Fixed-Wing
  a
  5
  Aerodyne craft
  a
  5
  Bi-Modal LAM
  l
  5
  LAM
  l
  6
  Spheroid Craft
  p
  2
  Station Keeping Vessels
  k
  1
  WarShips
  aw
  3
  * Naval Formations may only operate in water hexes and are not 
  allowed as part of a mixed Ground Unit unless all other Elements 
  may also operate in water terrain. 
  
  329
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  CONVERSION
  RULES
  Once all range and attack damages have been adjusted and 
  totaled, divide the total for each by 3 (round normal). These values 
  becomes the damage value for the Combat Team.
  STEP 2G: DETERMINE FORMATION SKILL VALUE
  Average the skill value of each Unit in the Formation and 
  round normally. 
  STEP 2H: DETERMINE FORMATION TACTICS VALUE
  The base value of a Formation’s Tactics value is 10, subtracted 
  by its standard Move or Thrust value. This is then modified by the 
  Formation’s skill. For every point a Formation’s skill average is greater 
  than 4, add 1 to the Tactics value. For every point a Formation’s skill 
  average is lower than 4, subtract 1 from the Tactics value. 
  If the Formation has an MHQ rating, divide the total by two 
  (round normal, to a maximum of 3) and subtract the result to 
  determine a final Tactics value.
  Minimum Tactics value possible is 0.
  STEP 2I: DETERMINE FORMATION MORALE VALUE
  Morale is a Formation’s skill value plus 3.
  STEP 2J: DETERMINE POINT VALUE
  Formations 
  A Formation’s Point Value is simply the total PV of its 
  constituent Units.
  Combat Teams
  Total the PV of each Unit. Divide this total by 3 (round normal). 
  This is the Combat Team’s ACS Point Value.
  Skill Modifier: If converting from Strategic BattleForce Units, 
  experience has already been factored into the Point Value. If using 
  pre-generated or wish to modify the skill of converted SBF Units, 
  calculate the experience adjusted PV the same as for a Unit in Step 
  1G (see p. 327). 
  Phase 3: Create ACS 
  Combat Units
  The following rules cover the combining of Combat Teams into 
  a single Combat Unit. 
  STEP 3A: CHOOSE COMBAT TEAMS
  A Combat Unit may not be smaller than two Combat Teams and 
  may be no larger than four Combat Teams in size. Regardless of the 
  number of Combat Teams, a Combat Unit may have a maximum 
  of 48 Elements. 
  Clan Combat Units: Clan Combat Units are Trinary in size, the 
  same as a Formation in Strategic BattleForce (from two to four SBF 
  Units). When converting an SBF Clan Formation to a Combat Unit, 
  this phase is not used. The Clan Combat Team converted in the 
  previous phases becomes the Clan Combat Unit. 
  STEP 3B: DETERMINE TYPE
  A Combat Unit’s Type is determined by the predominant Type (if 
  any) amongst its component Combat Teams. For all ground units, if 
  two-thirds or more (round normal) of the Combat Unit is comprised 
  of a single Type (see Step 1B: Determine Type, p. 327), then that is the 
  Combat Unit’s Type. Otherwise, the Unit Type is Mixed Ground (MX).
  Phase 2: Create SBF 
  Formations or ACS 
  Combat Teams
  Phase 2 provides the final instructions to create a playable 
  Strategic BattleForce Formation or to create the Abstract Combat 
  System building block, the Combat Team. 
  The following steps apply to both creating a Formation and a 
  Combat Team. Formation refers generically to the creation of either 
  force type, except as specifically noted. 
  Note: Unless the term “Ground Formation” is specifically used, 
  Squadron can be substituted for any reference to Formation. Any 
  reference to Squadron is exclusive to aerospace forces. Abstract 
  Combat System aerospace is referred to as Aerospace Combat 
  Teams at this scale.
  STEP 2A: SELECT UNITS
  A Formation may consist of one to four Units, to a total maximum 
  of 20 Elements. 
  A Combat Team may consist of one to four Units, to a total 
  maximum of 30 Elements.
  STEP 2B: DETERMINE TYPE
  A Formation’s Type is determined exactly as in Step 1B.
  STEP 2C: DETERMINE SIZE
  A Formation’s Size value is the average Size of all Units in the 
  Formation, rounded normally.
  STEP 2D: DETERMINE MOVEMENT STATS
  Standard Move (Ground): A Formation’s movement is based 
  on the average of all Units in the Formation. 
  Standard Thrust (Aerospace): A Squadron’s Thrust is based on 
  the lowest Thrust of all Units in the Squadron. 
  Transport Move: A Formation’s transport movement is based 
  on the average of all Units in the Formation (rounding normal). 
  JUMP: Average the JUMP for all Units in the Formation.
  Movement Mode (Formations only): Follow Step 1D (see p. 
  327) to determine movement mode.
  Target Movement Modifier: Average the TMM of all Units 
  (rounding normal). 
  STEP 2E: DETERMINE COMBAT TEAM ARMOR VALUE
  Total the armor value for all Units in the Combat Team. If the Unit 
  has the SCL# ability, add its rating to the armor value. If the Unit has 
  the PNT# ability, add its rating to the armor value. 
  Divide total by 3 (round normal). This value becomes the Armor 
  Value for the Combat Team.
  Note: For Combat Teams only, skip this step for SBF Formations.
  STEP 2F: DETERMINE COMBAT TEAM DAMAGE VALUE
  Total the each range (S/M/L/E) or attack (ART, IR, and similar) 
  damage value in the Unit. Apply the following modifiers.
   • Indirect Fire: Divide the Units IR value by 3 (round normal). If 
  this value is 1 or more, add this value to the Long and Extreme 
  Range damage values. 
   • Flak: If a Unit has a Flak value of 2 or more, the Unit is given 
  the FLK special ability. 
   • Elements with multiple Firing Arcs: Total the Damage Value 
  for all arcs together. Divide this by 2. 
  
  Phase 4: Create ACS 
  Formations
  The following rules cover the putting of Combat Units into ACS 
  Formations. As a reminder, this can occur many times during the course 
  of ACS play. Players are recommended to place the Formation Tracking 
  Sheet into a sheet protector and use dry erase markers to track the ACS 
  Formations’ statistics. 
  STEP 4A: CHOOSE COMBAT UNITS
  An ACS Formation may consist of one to eight Combat Units. To be 
  placed in a Formation a Combat Unit must follow the rules for Adjusting 
  Formations (see p. 311)
  STEP 4B: DETERMINE TYPE
  An ACS Formation is either a Ground or Aerospace type. To be 
  designated an Aerospace type, all Combat Units in the Formation must 
  be Aerospace, Large Aerospace or capable of being fully transported 
  by another Combat Unit in the Formation. 
  STEP 4C: DETERMINE ACS FORMATION’S MOVEMENT
  Movement is equal to the Transport MP of the slowest Combat Unit 
  in the Formation. 
  STEP 4D: DETERMINE ACS FORMATION’S TACTICS VALUE
  The base value of a Formation’s Tactics value is 10, subtracted by its 
  standard Move or Thrust value. This is then modified by the Formation’s 
  skill. For every point a Formation’s skill average is greater than 4, add 1 
  to the Tactics value. For every point a Formation’s skill average is lower 
  than 4, subtract 1 from the Tactics value. 
  If one or more of the Combat Units has an MHQ rating, subtract the 
  highest MHQ value (to a maximum of 2 ) from the Formation’s Tactics value.
  Minimum Tactics value possible is 0.
  STEP 4E: DETERMINE ACS FORMATION’S MORALE VALUE
  Use the Morale value of the Combat Unit with the lowest Morale value. 
  STEP 4F: DETERMINE ACS FORMATION’S SKILL VALUE
  Skill value is the average of all the Combat Units in the ACS Formation. 
  Phase 5:  
  Assign Special Abilities
  Due to the scale of Strategic BattleForce and Abstract Combat 
  System, many special abilities useful at a smaller scale of play have no 
  appreciable effect at this scale of game play. The following rules cover 
  the use and conversion of special abilities in game play. 
  CONVERTING SPECIAL ABILITIES TO STRATEGIC 
  BATTLEFORCE AND ABSTRACT COMBAT SYSTEM
  Players converting Alpha Strike Elements to Strategic BattleForce 
  or Abstract Combat System begin by consulting the Strategic 
  BattleForce & Abstract Combat System Special Abilities Table (see 
  pp. 332-334). If an ability appears on this in the table, then the 
  ability is used in Strategic BattleForce rules or is factored into the 
  conversion to a Strategic BattleForce Unit. If an ability appears on 
  the table and the ACS column indicates “Yes”, then the ability also 
  applies to Abstract Combat System play. Players must first convert 
  Aerospace and Large Aerospace are both classified as Aerospace 
  (AS). Battle Armor Infantry and Conventional Infantry are both classified 
  as Infantry (CI). 
  Aerospace and Ground types may not be mixed in Abstract Combat 
  System play. 
  STEP 3C: DETERMINE SIZE VALUE
  A Combat Unit’s Size value is the average Size of all Combat Teams 
  in the Combat Unit, rounded normally.
  STEP 3D: DETERMINE MOVEMENT STATS
  Standard Move (Ground): A Formation’s move is based on the 
  average of all Combat Teams in the Formation. 
  Standard Thrust (Aerospace): An aerospace Combat Units’ Thrust 
  is based on the lowest Thrust of all Units in the Formation. 
  Transport Move: A Combat Unit’s move is based on the average of 
  all Combat Teams in the Formation. 
  JUMP: Average together the JUMP of the Combat Teams and divide 
  the result by 3 (round normal). And add this to the TMM below.
  Target Movement Modifier: Average together the TMM of the 
  Combat Teams in the Combat Unit (round normal). Add the JUMP total 
  (above) to determine the final TMM of the Combat Unit. 
  STEP 3E: DETERMINE COMBAT UNIT’S ARMOR VALUE
  Total the Armor of each Combat Team to determine the Armor Value 
  of the Combat Unit. 
  STEP 3F: DETERMINE COMBAT UNIT’S ATTACK VALUES
  Total the Attack Value for each Range Class to determine the Attack 
  Value at that range for the Combat Unit. 
  STEP 3G: DETERMINE COMBAT UNIT’S TACTICS VALUE
  The base value of a Formation’s Tactics value is 10, subtracted by its 
  standard Move or Thrust value. This is then modified by the Formation’s 
  skill. For every point a Formation’s skill average is greater than 4, add 1 
  to the Tactics value. For every point a Formation’s skill average is lower 
  than 4, subtract 1 from the Tactics value. 
  If the Formation has an MHQ rating, divide the total by two (round 
  normal, to a maximum result of 2) and subtract the result to determine 
  a final Tactics value.
  Minimum Tactics value possible is 0.
  STEP 3H: DETERMINE COMBAT UNIT’S MORALE VALUE
  Add 3 to the Combat Unit’s skill value. 
  Determine Morale Triggers: Multiple the Combat Unit’s Armor 
  value by 0.25 (rounding down) and subtract this value from the Armor 
  value. This is indicates the amount of damage a Combat Unit can take 
  before it has to make its first Morale Check (see Morale, p. 317). Subtract 
  this value again to get the Armor value for the second check and one 
  last time for the third Morale Check level. So a Combat Unit with an 
  Armor value of 20 would make a Morale Check at 15, 10 and 5 points of 
  Armor (Armor 20 x 0.25= 5pts of Armor. 20 – 5= 15pts for the first check, 
  15 – 5= 10pts for the second check and 10-5= 5 for the third check). 
  STEP 3I: DETERMINE SKILL VALUE
  Skill value is the average of all the Combat Teams in the Combat Unit. 
  STEP 3J: DETERMINE POINT VALUE
   A Combat Unit’s Point Value is determined by adding together the 
  Point Values of all Combat Teams in the Combat Unit, and then dividing 
  this total by three (round normally).
  
  331
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  CONVERSION
  RULES
   • An Element with the C3M# and sufficient Elements with the 
  C3S or C3BSS ability to equal one-half or more of the Unit’s size.
   • An Element with the C3BSM# and sufficient Elements with the 
  C3S or C3BSS ability to equal one-half or more of the Unit’s size.
   • One-half or more of the Elements in the Unit have the C3I 
  special ability. 
  C3EM and C3RS are not used in SBF game play and cannot be 
  used to give a Unit the AC3 ability. 
  See C3 Networks p. 279 for game play rules 
  Advanced Tactical Analysis Computer (ATAC#)
  A Unit with this special is able to feed improved tactical input to 
  robotic units. This ability provides a –1 to-hit modifier to a number 
  of SDCS or RBT units equal to this ability’s numerical value (so a 
  unit with an ATAC3 special may provide this modifier to up to 3 
  robotic SBF Units).
  SBF Conversion: Divide the total ATAC value by 3 (round normal). 
  Amphibious (AMP)
  A Unit with this ability is able to travel over the surface of water 
  hexes at the costs of 2 MP per hex moved. For a Formation to be 
  able to cross water hexes all Units in the Formation must have either 
  the AMP special ability or one of the following movement types, 
  h, n, s, v, or g. 
  Anti-Missile System (AMS)
  A Unit with the AMS ability reduces damage from IR based 
  attacks by 1 point. 
  Armored Components (ARM)
  A Unit with this ability ignores the first critical hit chance rolled 
  against it during a single Strategic BattleForce scenario. The first time 
  circumstances arise that would normally generate an opportunity 
  for a critical hit, the Unit’s controlling player must strike off this 
  ability as “spent” for the remainder of the scenario, and the attacker 
  loses his first opportunity to roll for a critical hit.
  Armored Motive Systems (ARS)
  Armored Motive System works the same as Armored 
  Components, see above. 
  Atmospheric Only (ATMO)
  Any Squadron with an Element possessing this ability may not 
  enter the Capital-Scale or Star-System Radar Maps. 
  Barrier Armor Rating
  A Unit with this ability rolls for a critical hit anytime it takes 
  damage. Once its armor is 50% or less, it rolls for critical hits twice 
  when it takes damage. 
  BattleMech Harjel (BHJ)
  A Unit equipped with BHJ only rolls for one Critical Hit when taking 
  damage under water or in a vacuum, instead of the usual twice. 
  BattleMech Harjel II and III (BHJ2-#, BHJ3-#)
  Units that have one or more Elements protected by HarJel II or HarJel 
  III will recover armor points lost to damage as long as they begin the 
  End Phase with at least one-quarter of armor remaining (round up). The 
  amount of armor recovered at this point is 0.5 point for Elements that 
  have the BHJ2 special, or 1 point for units with the BHJ3 special. This is 
  then multiplied by the number of Elements equipped with the abilities 
  (rounding down all partial numbers). So a Unit with two Elements with 
  an Alpha Strike ability to Strategic BattleForce before converting 
  it to Abstract Combat System. 
  Step 5A: Converting to Strategic BattleForce Units
   Consult the table for the SBF Unit Requirements columns. 
   • U1 column has an X: If one Element, in the SBF Unit, has the 
  Alpha Strike ability then the SBF Unit has the ability. 
   • U 1/2 column has an X: If one-half of the Elements (round 
  down) in the SBF Unit has this ability, then the SBF Unit has 
  the ability.
   • UA column has an X: If all Elements in the SBF Unit have the 
  Alpha Strike ability, then the SBF Unit has the ability.
  Unless otherwise noted by additional conversion rules, if a 
  special ability abbreviation is followed the “#”symbol (for example, 
  BRID#, CRW# or MDS#), add the value of each Elements with the 
  ability to determine the ability total. 
  Additional Conversion Steps: Consult the Special Abilities 
  Details (see pp. 331-338). Some entries have an “SBF” addendum 
  detailing how to convert and use the abilities in SBF play. 
  Step 5B: Converting to Strategic BattleForce Formations 
  Once all SBF Units in a Formation have been assigned their 
  special abilities, the player then reviews the SBF Formation / ACS 
  Combat Team Requirements columns of the table.   
   • F1 column has an X: One Unit in the Formation must have 
  the SBF Ability.
   • F2/3 column has an X: For Formations with three or four 
  Units, two-thirds (round up) the Formation must have the 
  SBF Ability. For Formations with two Units, one-half (round 
  up) the Formation must have the SBF Ability.
   • FA column has an X: All Units in the Formation must have 
  the SBF Ability. 
   • All columns have N/A: Ability does not apply at the 
  Formation level.
  If a special ability abbreviation is followed the “#”symbol (for 
  example, BRID#, CRW# or MDS#), add the value of each Elements 
  with the ability to determine the ability total. 
  Step 5C: Converting to Abstract Combat Teams and 
  Combat Units
  Assigning special abilities to Abstract Combat forces is done by 
  first following Step 5B to assign special abilities to a Combat Team. 
  Once each Combat Team has been assigned special abilities, add 
  together any abilities with a # value and assign these to the Combat 
  Unit if applicable. 
  Additional Conversion Steps: Consult the Special Abilities 
  Details (see pp. 331-338). Some entries have an “ACS” addendum 
  detailing how to convert and use the abilities in ACS play. 
  SPECIAL ABILITIES DETAILS
  The following rules document how special abilities work in game 
  play as well as conversion rules, as needed. It also includes new, 
  unique Strategic BattleForce special abilities. If a special ability is 
  listed on the Strategic BattleForce Special Abilities Table but does 
  not appear in this list, its rules are covered elsewhere. Consult the 
  Rules column of the table for instructions. 
  Active C3 Network (AC3) 
  AC3 is a new special ability in Interstellar Operations. This ability 
  indicates that a Unit can create an active C3 network (see p. 131, TW) 
  capable of improving a to-hit roll by an SBF Unit or ACS Combat Unit. 
  An SBF Unit gains the AC3 ability if it has one of the following:
  
  Unit or Formation Requirement
  Ability
  Abrv. 
  U1
  U1/2
  UA
  F1
  F2/3
  FA
  Active C3 Network
  AC3
  –
  X
  –
  –
  X
  –
  Actve Probe
  (PRB)
  X
  –
  –
  –
  X
  –
  Amphibious 
  (AMP)
  –
  –
  X
  –
  –
  X
  Angel ECM
  (AECM)
  X
  –
  –
  –
  X
  –
  Anti-’Mech
  (AM)
  –
  –
  X
  –
  –
  –
  Anti-Missile System
  (AMS)
  –
  X
  –
  N/A
  N/A
  N/A
  Armored Components
  (ARM)
  –
  X
  –
  N/A
  N/A
  N/A
  Armored Motive Systems
  (ARS)
  –
  X
  –
  N/A
  N/A
  N/A
  Artillery
  (ARTX-#)
  X
  –
  –
  X
  –
  –
  Barrier Armor Rating
  (BAR)
  –
  X
  –
  –
  –
  –
  Basic Fire Control
  (BFC)
  –
  X
  –
  N/A
  N/A
  N/A
  BattleMech Harjel
  (BHJ)
  –
  –
  X
  N/A
  N/A
  N/A
  BattleMech Harjel II and III
  (BHJ2, BHJ3)
  X
  –
  –
  N/A
  N/A
  N/A
  Blood Hound Active Probe
  (BH)
  X
  –
  –
  –
  –
  X
  Booby Trap
  (BT)
  X
  –
  –
  N/A
  N/A
  N/A
  Boosted Active C3 Network
  (BAC3)
  –
  X
  –
  –
  X
  –
  Bridge Layer
  (BRID#)
  X
  –
  –
  X
  –
  –
  C3 Networks
  N/A
  –
  –
  –
  –
  –
  Boosted C3 Master
  C3BSM#
  –
  –
  –
  –
  –
  –
  C3 Boosted Slave
  C3BSS#
  –
  –
  –
  –
  –
  –
  C3 Master Computer
  C3M#
  –
  –
  –
  –
  –
  –
  C3 Slave Computer
  C3S
  –
  –
  –
  –
  –
  –
  C3 Improved Computer
  C3I
  –
  –
  –
  –
  –
  –
  Capital Weapons
  (CAP)
  X
  –
  –
  X
  –
  –
  Cargo
  (CAR#)
  X
  –
  X
  X
  –
  –
  Cargo Transport, Kilotons
  (CK#)
  X
  –
  –
  X
  –
  –
  Cargo Transport, Tons
  (CT#)
  X
  –
  –
  X
  –
  –
  CASE
  (CASE)
  N/A
  N/A
  N/A
  N/A
  N/A
  N/A
  CASE II
  (CASEII)
  N/A
  N/A
  N/A
  N/A
  N/A
  N/A
  Crew
  (Crew#)
  X
  –
  –
  X
  –
  –
  Critical Resistance
  (CR)
  –
  X
  –
  N/A
  N/A
  N/A
  Direct Neural Control System
  (DN)
  X
  –
  –
  X
  –
  –
  Door
  (D#)
  X
  –
  –
  X
  –
  –
  Drone
  (DRO)
  N/A
  N/A
  N/A
  N/A
  N/A
  N/A
  Drone Carrier Control System
  (DCC#)
  X
  –
  –
  X
  –
  –
  Electronic Counter Measure
  (ECM)
  X
  –
  –
  –
  X
  –
  Elementary Engine or Fuel Cell Engine
  (EE or FC)
  –
  –
  X*
  –
  –
  X
  Energy
  (ENE)
  N/A
  N/A
  N/A
  N/A
  N/A
  N/A
  Engineering
  (ENG)
  –
  X
  –
  –
  X
  –
  Environmental Sealing
  (SEAL)
  –
  –
  X*
  –
  –
  X
  Extended Mechanized
  (XMEC)
  –
  –
  X
  X
  –
  –
  SPECIAL ABILITIES TABLE: GROUND
  
  333
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  CONVERSION
  RULES
  Unit or Formation Requirement
  Ability
  Abrv. 
  U1
  U1/2
  UA
  F1
  F2/3
  FA
  Flak
  (FLK #/#/#/#)
  X
  –
  –
  X
  –
  –
  Force Commander
  (COM)
  –
  –
  –
  X
  –
  –
  Hyperpulse Generator
  (HPG)
  X
  –
  –
  X
  –
  –
  Indirect Fire 
  (IF#)
  X
  –
  –
  X
  –
  –
  Infantry Transport 
  (IT#)
  X
  –
  –
  X
  –
  –
  Jump Jets
  (JUMP)
  X
  –
  –
  X
  –
  –
  Large
  (LG)
  N/A
  N/A
  N/A
  N/A
  N/A
  N/A
  Leader
  (LEAD)
  –
  –
  –
  X
  –
  –
  Light Active Probe
  (LPRB)
  X
  –
  –
  –
  X
  –
  Light ECM
  (LECM)
  X
  –
  –
  –
  X
  –
  MagLev
  (MAG
  –
  –
  X**
  –
  –
  X
  Magnetic Clamp System
  (MCS, UCS)
  –
  –
  X
  X
  –
  –
  Mechanized
  (MEC)
  –
  –
  X
  X
  –
  –
  Mimetic Armor System/  
  Light Mimetic Armor System
  (MAS/LMAS)
  –
  –
  X†
  X
  –
  –
  Mine Dispensers
  (MDS#)
  X
  –
  –
  X
  –
  –
  Minesweeper
  (MSW)
  X
  –
  –
  X
  –
  –
  Mobile Army Surgical Hospital
  (MASH#)
  X
  –
  –
  X
  –
  –
  Mobile Field Base
  (MFB)
  X
  –
  –
  X
  –
  –
  Mobile Headquarters
  (MHQ#)
  X
  –
  –
  X
  –
  –
  Off-Road
  (ORO)
  –
  –
  X*
  –
  X
  –
  Omni
  (OMNI)
  X
  –
  –
  X
  –
  –
  Paratroops
  (PAR)
  –
  –
  X
  –
  –
  X
  Rail
  (RAIL)
  –
  –
  X**
  –
  –
  X
  Recon
  (RCN)
  –
  X
  –
  –
  X
  –
  Remote Sensor Dispender
  (RSD#)
  X
  –
  –
  X
  –
  –
  RISC Advanced Point Defense System
  (RAMS)
  –
  C
  –
  –
  –
  –
  Robotic Drone
  (RBT)
  –
  X
  –
  –
  –
  X
  Saw
  (SAW)
  –
  –
  X
  X
  –
  –
  Searchlight
  (SRCH)
  –
  X
  –
  –
  X
  –
  Shield (SHLD)
  (SHLD)
  –
  X
  –
  –
  X
  –
  Space Defense System
  (SDS)
  X
  –
  –
  X
  –
  –
  Stealth
  (STL)
  –
  –
  X†
  N/A
  N/A
  N/A
  Super Large
  (SLG)
  N/A
  N/A
  N/A
  N/A
  N/A
  N/A
  TAG
  (TAG)
  X
  –
  –
  –
  X
  –
  Torpedo
  (TOR#)
  X
  –
  –
  X
  –
  –
  Trenchworks/Fieldworks Engineers
  (TRN)
  –
  –
  X
  X
  –
  –
  Turret
  (TUR)
  X
  –
  –
  X
  –
  –
  Underwater Maneuvering Units
  (UMU)
  –
  –
  X*
  –
  –
  X
  Vehicle Transport
  (VTM#) (VTH#) (VTS#)
  X
  –
  –
  X
  –
  –
  Very Large
  (VLG)
  N/A
  N/A
  N/A
  N/A
  N/A
  N/A
  Watchdog
  (WAT)
  X
  –
  –
  –
  X
  –
  SPECIAL ABILITIES TABLE: GROUND (CONTINUED)
  
  Bimodal Land-Air BattleMech (BIM)
  For Strategic BattleForce, consult the LAM rules (see p. 292). 
  ACS: A Combat Team with sufficient LAMs (BIM or LAM) is given the LAM 
  special ability. Combat Units with the LAM ability gain bonuses to their 
  Detection rolls and Scouting Points. 
  Booby Trap (BT)
  The booby trap may be activated during the Combat Phase, in place of 
  a weapon or physical attack. Once activated, the booby trapped Element 
  is destroyed, removing this ability from the Unit. The booby trap delivers 
  damage equal to booby-trapped Element’s weight/size class times its Move. 
  BHJ2 (written on the Unit’s record sheet as BHJ2-2) would restore 1 point 
  of armor each turn (0.5 x 2=1).
  The maximum armor points a unit may recover with BattleMech HarJel 
  II or III may never exceed the Unit’s original armor value.
  SBF Conversion: Add up all Elements with the ability and add this total 
  to the end of the ability. So if a Unit had three Elements with Harjel III it 
  would note BHJ3-3 on its record sheet. If a Unit has both Harjel II and Harjel 
  III in the Unit multiply the Elements with Harjel III by 2 and add this to the 
  BHJ2 ability. So a Unit with one Harjel II and one Harjel III Element would 
  record BHJ2-3 on its record sheet (1 point for BHJ2 and 2 points for BHJ3). 
  Unit or Formation Requirement
  Ability
  Abrv. 
  U1
  U1/2
  UA
  F1
  F2/3
  FA
  Advanced Tactical Analysis Computer
  (ATAC#)
  X
  –
  –
  N/A
  N/A
  N/A
  Aerospace Transport
  (AT#)
  X
  –
  –
  X
  –
  –
  Atmospheric Only 
  (ATMO)
  X**
  –
  –
  –
  –
  X**
  Bimodal Land-Air BattleMech
  (BIM (a#))
  –
  –
  X
  –
  –
  X§
  Bomb
  (BOMB#)
  X
  –
  –
  X
  –
  –
  DropShip Transport
  (DT#)
  X
  –
  –
  X
  –
  –
  Flight Deck
  (FD)
  X
  –
  –
  X
  –
  –
  Fuel
  (FUEL#)
  X**
  –
  –
  –
  –
  X**
  Helipad
  (HELI)
  X
  –
  –
  X
  –
  –
  Kearny-Fuchida Drive
  (KF)
  X‡
  –
  –
  X‡
  –
  –
  Land-Air BattleMechs
  (LAM (#g/#a)
  X
  –
  –
  –
  –
  X§
  Lithium-Fusion Battery
  (LF)
  X‡
  –
  –
  X‡
  –
  –
  Mech Transport
  (MT#)
  X
  –
  –
  X
  –
  –
  Missile
  (MSL #/#/#/#
  X
  –
  –
  X
  –
  –
  Naval C3
  (NC3)
  –
  –
  X
  –
  –
  X||
  Point Defense
  (PNT#)
  –
  X
  –
  N/A
  N/A
  N/A
  ProtoMech Transport
  (PT#)
  X
  –
  –
  X
  –
  –
  Screen Launcher
  (SCR#)
  –
  –
  X
  X
  –
  –
  SDS Control System
  (SDCS)
  X
  –
  –
  X
  –
  –
  SDS Jammer
  (JAM)
  X
  –
  –
  X
  –
  –
  Small Craft Transport
  (ST#)
  X
  –
  –
  X
  –
  –
  Space Operations Adaption
  (SOA)
  –
  –
  X¶
  –
  –
  X¶
  Spaceflight-Capable
  (SPC)
  –
  –
  X¶
  –
  –
  X¶
  Sub-Capital
  (SCAP)
  X
  –
  –
  X
  –
  –
  Teleoperated Missile
  (TELE)
  X
  –
  –
  X
  –
  –
  *Only the Elements that require this ability to gain a benefit or avoid a penalty must have the Alpha Strike ability. If any impacted Element lacks this ability, the entire Unit and 
  Formation the Element is in is limited. For example, if there was an IndustrialMech with ICE engine and it did not have the SEAL ability, then the entire Formation would not 
  be able to enter Depth 2 Water hex. 
  **If any Element has this ability, the entire Formation is restricted to the limitations of this ability. 
  † If all Elements have a mix of STL or MAS/LMAS treat as if the Unit had MAS/LMAS. 
  ‡ If all Elements in the Formation may not be carried by this Element (or carried by Elements that can be carried by this Element) then the Element is unable to use this special 
  ability during game play. 
  §May only use a movement mode (l or a) if all Elements have that movement mode.
  ||Squadron must be made up of only Large Aerospace Elements.
  ¶All Elements in the Flight or Squadron must be able to operate in a vacuum through the SPC, SOA, SEAL (cannot have EE), for this ability to be assigned. 
  SPECIAL ABILITIES TABLE: AEROSPACE
  
  335
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  CONVERSION
  RULES
  hex with a hostile ECM Formation, all of its drones shut down until the 
  DCC is no longer in a hex with hostile ECM. If the drone control unit is 
  eliminated, the drones shut down for the rest of the game.
  When not affected by hostile ECM, and as long as their control units 
  are operational, drone units may Move, attack, spot for indirect fire, and 
  use special abilities as an equivalent unit of the same motive type and 
  capabilities. The Skill rating of a drone is equal to that of its controller’s 
  Skill, plus 1.
  Converting to SBF: Drones are not part of standard SBF Formations 
  and are always played as individual Units. Drones are converted with 
  one Drone Element equaling one SBF Drone Unit. Drones are an 
  exception to stacking limits and up to four friendly Drones may be in 
  a hex on top of the normal stacking limits (see Stacking, p. 234). 
  Drone Carrier Control System (DCC#) 
  Units with the drone carrier control system (DCC) special ability may 
  control units with the drone (DRO) special. The numerical value of this 
  ability indicates the number of drones the unit can control. All drones 
  controlled by this unit will shut down if the control unit is destroyed, 
  disabled, or enveloped in hostile ECM fields.
  Elementary Engine or Fuel Cell Engine (EE or FC)
  Elements with EE or FC specials use non-fusion engines for power 
  and must have the SEAL special to operate underwater. Formations with 
  Elements with the elementary engines (EE) ability may not operate in a 
  vacuum. Formations where all the fuel cell engines (FC) Elements also 
  have the SEAL special may operate normally in a vacuum.
  Engineering (ENG#)
  Formations with this ability may clear woods hexes or create paths 
  through rubble and wood hexes. 
  A Formation with ENG4 can clear a path through a rubble hex in 6 
  game turns. For every additional ENG, reduce the time to clear by 1 
  turns (to a minimum of 1 turn). So an IndustrialMech Formation with 
  ENG8 could clear a path in 2 turns (6 – (8-4)=2. 
  Units with this ability may also create Fortified Positions (see p. 290). 
  Environmental Sealing
  Environmental sealing allows Vehicles, Infantry and non-Fusion 
  BattleMechs to operate underwater or in Vacuum and Trace Atmosphere 
  conditions. If a Formation possess any Elements that are Type V, CI or BA 
  or are Type BM (IndustrialMechs) with EE or FC engines they may not 
  operate underwater or in a vacuum without this ability. 
  Fuel (FUEL#)
  If any Element in a Unit has FUEL and cannot be carried by another 
  Element in the Unit, then Unit must assign a FUEL rating. The Element with 
  the lowest FUEL rating determines the Unit’s FUEL. FUEL impacts space 
  operations in Strategic Aerospace and Abstract Combat System game play. 
  SBF Unit Conversion: A Flights FUEL value is equal to the Element 
  with the lowest FUEL rating and a Squadron’s FUEL is equal to the 
  Flight with the lowest Fuel. Aerospace fighters and conventional fighter 
  Elements that lack a FUEL rating are assumed to have a FUEL of 4. 
  ACS: The Combat Team with the lowest FUEL determines a Combat 
  Unit’s fuel.
  Flight Deck (FD)
  An Element with this special ability can be used as a landing area 
  by an aerospace fighter, conventional fighter, small craft, fixed wing 
  support vehicle, airship support vehicle, or VTOL unit. Treat the surface 
  as a paved runway for purposes of landing modifiers, regardless of the 
  underlying terrain. 
  ACS: If a Combat Unit has the FD ability, the hex the Unit is in counts 
  as an airfield (see ACS aerospace movement, p. 319). 
  One hostile Unit takes full damage from this attack, while the Unit with 
  the booby trapped Element takes one-half this damage. For example, a 
  booby-trapped assault ’Mech with a Move of 3 would deliver 12 points of 
  damage (Size 4 x 3 = 12) to the opposing Unit and 6 points to its own Unit. 
  Airborne Booby Traps: A booby traps have no effect on any Radar 
  Map. Airborne units on the ground map that activate a booby trap are 
  treated as a ground Element above. Damage from an aerospace booby 
  trap is equal to the booby-trapped Element’s weight/size class. Thus 
  a heavy aerospace fighter with a booby trap would inflict 3 points of 
  damage on the opposing Unit and 1 damage to the Flight it was a part of.
  Boosted Active C3 Network (BAC3)
  BAC3 indicates that a Unit can create an active Boosted C3 network 
  (see p. 131, TW) capable of impacting the Unit’s attack rolls and is 
  immune to standard ECM field. 
  A Unit gains the BAC3 ability if it has one of the following:
   • An Element with the C3BSM# and sufficient Elements with the 
  C3BSS ability to equal one-half or more of the Unit’s size.
  Bridge Layer (BRID#) 
  SBF Units with the BRID ability may be used to span water hazards in 
  an SBF hex (see Terrain, p. 234). The Formation may span a number of TW 
  water hexes equal to the BRID rating of the Formation. If the BRID rating 
  is equal or greater than the span the water hazard, then the MP to cross 
  this hex is reduced to 1 MP, otherwise it provides no benefit to movement. 
  Non-infantry placed Bridges have a CF of 18 and may support 
  Formations up to Size class 3. The bridge may be targeted as a building 
  and will be destroyed once its CF is reduced to 0. Formation’s that exceed 
  the weight limit of a bridge may not use the bridge to reduce movement. 
  Infantry Bridgelayers: Infantry with this ability may erect a bridge using 
  gear and parts carried with them for the task, but may only do so once per 
  scenario. Infantry bridgelayers require 2 turns to complete their bridges, 
  which possess a starting CF of 8, and can support units up to Size 2.
  ACS: An ACS Formation that has one or more Combat Unit with BRID 
  ratings that equal to the two times the number of Combat Units in the 
  Formation gains a +1 to their Maneuver Control Roll. So a Formation 
  with three Combat Units would need to have BRID# value of 6 (2 x 3). 
  Crew (CRW#)
  Elements with the Crew ability may be boarded and repel boarders 
  using the Boarding Action rules (see p. 277). ACS: In Abstract Combat 
  System play, only Large Aerospace Combat Units may be boarded. 
  SBF Conversion: Total all the value of all Crew equipped Elements. 
  Divide this total by 3 (round up) to determine the Unit’s Crew rating. 
  Critical Resistance
  Units with this ability gains a -1 to their Critical Hit die roll (see Step 
  6: Roll for Critical Hit, p. 241).
  Door (DR#)
  Doors determine how quickly a Formation may load or unload non-
  infantry forces (see Transporting Non-Infantry Forces, p. 269). 
  Drone (DRO)
  Elements with this special ability are unmanned units capable of 
  movement and (occasionally) combat. Ground drones must stay within 
  25 hexes of their control vehicle, unless the control vehicle is airborne or 
  in orbit, in which case range is functionally limitless for a ground game. 
  In space, drones need only remain within the same sector as its control. 
  Drones in the same hex as hostile ECM field shut down during the 
  End Phase of the turn in which they were they entered the hex. They 
  remain shut down until the ECM generating Formation is no longer 
  present. Drones restart automatically in the End Phase of the turn in 
  which the ECM field is removed. If the drone control unit (DCC) is in a 
  
  SBF Conversion: Add all the Elements in the Unit with MCS and divide by 
  two. Add this number after MCS to determine the Units MCS value. 
  Do the same for UCS only do not divide by 2. If MCS and UCS Elements 
  are in the same Unit, add the MCS# value and UCS# value together and 
  record this value as MCS(#) where # is the total. 
  Mobile Army Surgical Hospital (MASH#)
  MASH units can provide a bonus for “repairing” of infantry Formations after 
  a battle is over. Consult the campaign system being used (Inner Sphere at War 
  or Total Chaos) or Medical Care rules in Strategic Operations (see p. 187, SO). 
  During game play, a Unit with the MASH ability can accommodate 
  infantry units as if it has an Infantry Transport (IT#) special equal to half its 
  MASH# value, rounded up. (For example, a unit with a MASH6 special can 
  act as a unit with the IT3 special.). 
  Mobile Field Base (MFB)
  A mobile field base is equipped to handle technical servicing, 
  maintenance, and even battlefield repairs on other Elements. During game 
  play, a mobile field base has no direct effect. As part of campaign play, 
  its presence enables bonuses to repairing other combat units. Consult 
  the campaign system being used (Inner Sphere at War or Total Chaos) 
  or Maintenance, Repair, Salvage and Customization rules in Strategic 
  Operations (see p. 166, SO). 
  Mimetic Armor System/ Light Mimetic Armor System (MAS/LMAS)
  Treat as Stealth Armor (see p. 328) save that the modifier to hit is only 
  available if the Formation moved less than one-quarter (round down) its 
  MP in the turn. 
  ACS: If a Combat Unit has twelve or more Elements (5 for a Clan Combat 
  Unit) that have any combination of the MAS, LMAS, STL ability, then it 
  receives a +1 to-hit modifier for all attacks made against it. 
  Mine Dispenser (MDS#-#)
  This Unit is equipped with Elements that can lay minefields during 
  combat. See the Minefield rules (p. 284) for more information.
  SBF Conversion: The number before the slash represents the total 
  number of mine dispensers in the Unit. The number after the slash indicates 
  the number of Elements with the MDS ability.
  Mine Sweeper (MSW#)
  This Unit is equipped with Elements that can detect minefields. See the 
  Minefield rules (p. 284) for more information.
  SBF Conversion: Total the number of Elements in the Unit with this ability, 
  this become the MSW value. 
  Mobile Headquarters (MHQ#) 
  MHQ ability grants bonuses to initiative (if using Battlefield Intelligence, 
  see p. 276).
  SBF Conversion: Subtract 1 from the MHQ value of each Element with 
  this ability. Add the new MHQ values together. If using Design Quirks, add 
  any MHQ values granted by these to the total. Divide this total by three 
  (round normal). This is the Units MHQ value. 
  Naval C3 (NC3) 
  This special represents an advanced large-scale version of the C3 network 
  system, developed for spacecraft. Up to 6 large craft Elements may link into 
  a single NC3 network. In abstract aerospace combat (including capital-scale 
  combat), all units in a NC3 network receive a –1 to-hit modifier. Naval C3 
  networks are immune to ECM, but not to the SDS Jammer (JAM) system. 
  SBF Conversion: A Squadron receives the NC3 ability if all Elements in 
  the Squadron have NC3. 
  ACS: If a Combat Unit has twelve or more Elements (5 for a Clan Combat 
  Unit) with this ability, then it receives a -1 to-hit modifier for all attacks made 
  at Short, Medium or Long range. 
  Helipad (HELI)
   An Element with this special ability can be used as a landing area by a 
  unit with VTOL movement, regardless of the underlying terrain.
  Hyperpulse Generator, Mobile (HPG)
  Strategic BattleForce: If a unit equipped with a mobile HPG is operating 
  inside an atmosphere, it may use the device to send a signal once every 6 
  turns. Doing so, however, draws incredible amounts of power and produces 
  an immense electromagnetic pulse that affects all units in the general 
  vicinity—including the HPG-carrying unit itself. These effects can vary with 
  the operating unit.
  Charging and Firing: An HPG can be fired in any turn that the Formation 
  has not moved. A Formation that fires an HPB may still conduct standard 
  and artillery attacks, but does so at a +1 to-hit modifier to hit. If the unit 
  is a VLG or SLG Element in the process of being boarded or repelling a 
  boarding action, its marines and other infantry defenses may continue to 
  function normally, but all mounted weaponry is inert. At the end of the 
  combat phase, the HPG fires, instantly shutting down the firing unit until 
  the Combat Phase of the following turn (this prevents the Formation the 
  Element is in from moving in the following turn)
  HPG Effects Radius: As long as there is an atmosphere (or, if the 
  Atmospheric Density rules are in effect per p. 280, an atmosphere of Thin 
  or greater density), the HPG pulse will affect all units within a radius of 1 
  hex if the firing unit is not a Mobile Structure, a DropShip, a building, or a 
  Support Vehicle of Size Class 3+. If the firing unit is a Mobile Structure, a 
  DropShip, a building, or a Support Vehicle of Size Class 3+, the pulse will 
  affect all units on the ground map, and all units in the Central Zone and 
  Inner Ring of the atmospheric Radar Map above the HPG’s position. 
  HPG Effects: The HPG pulse inflicts a +4 to-hit modifier on all non-
  conventional infantry units within the area of effect for 1 full turn. This 
  effect persists even if an affected unit subsequently moves outside of the 
  initial effect radius. This modifier will apply to all attacks including artillery 
  and orbital fire. It will also prevent command detonated minefields (see 
  Minefields, p. 284) from being activated. Any Drone or Robotic Unit caught 
  in the blast is treated as if it is in a Hostile ECM field. 
  ACS: HPGs have no direct on ACS game play. 
  Sending and Receiving HPG Signals: The sending and receiving of an 
  HPG signal is beyond the scope Strategic BattleForce game play. 
  Large (LG)
  SBF: This ability impacts a Formations Target Movement Modifier (see 
  Target Movement Modifier Table, p. 328). It also can alter modifiers or limit 
  actions of a Formation based on the size of the Element. 
  ACS: If a Combat Unit has twelve or more Elements that have this ability (or 
  any combination of LG, VLG and SLG that adds up to twelve or more), then it 
  receives a -1 die roll modifier for all Engagement and Maneuver Control rolls. 
  MagLev (MAG)
  A variation of the Rail (RAIL) special ability (see Rail, p. 337), Formations 
  that possess any Element with magnetic levitation (maglev) systems may 
  only travel along rail terrain designated for maglev units.
  Magnetic Clamp System (MCS#, UCS#)
  ProtoMechs with magnetic clamps may ride on a BattleMech as if they 
  were a battle armor infantry unit with the XMEC special (see Transported 
  Infantry p. 338). No more than 2 ProtoMechs with the MCS special (or 1 with 
  the UCS special) may ride on a single transporting Element at the same time. 
  When transporting ProtoMechs via the MCS or UCS special, the transport 
  ’Mech will lose 1MP of Move, per ProtoMech, so long as the ProtoMechs 
  remain attached to it. This ability allows one Element (MCS) or two Elements 
  (UCS) of ProtoMechs to be carried by an OMNI equipped Unit. The entire 
  Unit must be equipped with MCS or UCS to be carried. 
  All Elements in the Unit must have a Transport Ability (see Transport 
  Abilities, p. 328) for the Unit to be transported by a Formation. 
  
  337
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  CONVERSION
  RULES
  Remote Sensor Dispensers (RSD#)
  Remote Sensors allow a greater view of the battlefield, giving the 
  controlling player the ability to see parts of the battlefield even when 
  no forces are deployed there. 
  An Element equipped with sensors may deploy one sensor in a hex 
  up to a maximum of six deployed per turn.
  Remote Sensors are not detectable until a Formation is in the 
  same hex as the sensor and then detection is automatic. The hostile 
  Formation must then make a successful recon scan with a result of 
  Partial Scan or better to be able to target the sensor. A Formation may 
  use one of their attacks to destroy the sensor. Artillery or Bomb attacks 
  will destroy the sensor on a 1D6 roll of 5 or 6 and any Capital scale attack 
  on a hex with a sensor, will automatically destroy the sensor. 
  ACS: If a Combat Unit has an RSD value of twelve or more (5 for a 
  Clan Formation) then it receives a +1 to its Detection and Recon rolls.
  Robotic Drone (RBT)
  See the Strategic BattleForce Robotic Drone rules (see p. 291) for 
  game play details. 
  ACS: If a Combat Unit is composed of less than one-half (round up) 
  Robotic Units, then they are treated as normal combat Elements. If a RBT 
  Unit has more than one-half (round-up) the Robotic Drone Combat Unit 
  follows the Strategic BattleForce rules for Robotic Drones (see p. 291).
   
  RISC Advanced Point Defense System (RAMS)
  This ability can assist in reducing damage of incoming missile attacks. 
  Reduces damage from IF attacks by 1 point per RAMS equipped.
  Saw (SAW#)
  Units with this ability may convert wooded terrain or clear a path 
  through the terrain. See Terrain Conversion, p. 290, for details. 
  Searchlight (SRCH) 
  A Unit with the SRCH ability may ignore visual range penalty for 
  low-visibility conditions if the condition is caused by low light, and 
  changes the visual range penalty for no visibility to low visibility if the 
  condition is caused by no light (see Environmental Conditions, p. 280). 
  SDS Jammer (JAM)
  A Unit with this special acts as an ECM field for Units using the ATAC 
  or NC3 ability. If jammer equipped Squadron is engaged with an ATAC 
  equipped Squadron, the ATAC does not generate a –1 to-hit modifier for 
  the Drones or Robotic Units under its control. NC3 equipped Squadrons 
  are disabled while engaged with a jammer equipped squadron. 
  SDS Control System (SDCS)
  Units with this special have an extremely sophisticated and highly 
  adaptive robotic control system not seen since the fall of the original 
  Star League. This enables the unit to operate as a superior form of 
  robotic drone, per the rules found on pp. 134-159.
  Shield (SHLD)
  A Unit equipped with the SHLD ability reduces incoming damage by 
  1 point for each attack (exception being IR, ARTY and BOMB attacks). 
  However, a SHLD Unit has a +1 to-hit modifier.
  Stealth (STL)
  For attacks made against non-infantry targets with the STL special, 
  apply an additional +1 to-hit modifier to attacks at Medium, Long or 
  Extreme range. 
  For attacks made against battle armor targets with the STL special, 
  apply an additional +1 to-hit modifier at Short and Medium range, and 
  an additional +2 to-hit modifier at Long range (or greater).
  SBF Conversion: The entire Unit must be equipped with STL, MAS, 
  LMAS to gain this ability. If any Element has MAS or LMAS, the Unit is 
  Off-Road (ORO)
   If a wheeled (w) Support Vehicle Element does not possess the 
  Off-Road ability, than the Formation the Element is in must pay an 
  additional 1 MP per hex moved on all non-paved hexes. 
  SBF Conversion: All wheeled Support Vehicles must have this ability 
  for it to be granted to the Unit and Formation. 
  Omni (OMNI#)
  A Unit with OMNI# may carry MEC or XMEC Elements equal to their 
  OMNI# rating. See the Transported Infantry rules (p. 338) for more 
  information.
  SBF Conversion: Add the number of Elements with the OMNI 
  special ability together and list this as OMNI# for the Unit’s special 
  abilities. 
  Paratroop (PAR)
  These units may dismount from airborne transport units (including 
  aerospace units) just like jump infantry.
  SBF Conversion: All Elements in the Formation must CI or BA unit 
  types and either have the have PAR ability or a jump rating. 
  Point Defense (PNT#) 
  Point Defense allows a Unit to reduce damage from Missile (MSL), 
  Arrow IV (ARTAIS or ARTAC) and Indirect Fire (IR) attacks. 
  Each turn the Unit may expend PNT up to the PNT value of the Unit. 
  The controlling player decides which attacks they will defend against 
  and how many points they will invest in the defense. So a Unit with PNT6 
  may reduce six separate attacks, depending on the points invested in 
  each defense. 
  For all MSL, ARTAIS or ARTAC fire, 1 point of defensive damage will 
  apply a +1 to-hit modifier to the missile’s attack roll, and reduce the 
  incoming attack’s damage value by half (rounded down, to a minimum 
  of 0 points). If 2 or more points of defensive damage are assigned to an 
  incoming missile attack, the attack is eliminated entirely. For standard 
  attacks from an IR equipped Unit, reduce the damage received by 1 
  point for every point of PNT expended to the IR rating of the attacker. 
  So if a Unit with an IR3 makes a standard attack, the Unit with PNT can 
  reduce the attack by up to 3 points. 
  SBF Conversion: Add PNT rating for all Elements and divide by 3 
  (round down) to determine the Flight’s PNT rating. 
  Recon (RCN)
  The Recon special ability is primarily used in the Detection and 
  Reconnaissance Phase (see p. 265) of game play.
  SBF Conversion: In Strategic BattleForce play additional Elements 
  qualify for this ability reflecting the greater flexibility of reconnaissance 
  at this scale of game play. 
  Any Element that meets either of the following criteria is given the 
  RCN ability. 
   • Any BattleMech, Size 1 or Size 2 with a Move of 7 or greater.
   • Any BattleMech or ProtoMech with Jump of 6 or greater.
   • Any Ground Element, Size 1 or Size 2 with a Move of 9 or greater.
   • Any Element that has a quirk or is specifically designated with a 
  name of “Scout”, “Recon” or “Sensor” in their name. (For example, 
  the Pegasus (Sensor) and the Skulker Wheeled Scout Tank are 
  considered to have RCN ability).
  A Unit must have two or more Elements with the RCN ability to be 
  granted RCN. 
  Rail (RAIL): 
  Any Formation that possesses one or more Element with the RAIL 
  ability may only travel through hexes with rail terrain. In addition, any 
  Formation with RAIL (or MAG) divides its TMM in half (round up) to 
  reflect the highly predictable travel path. 
  
  Formation rules (see p. 311), a transport Formation may carry individual 
  Units in a carried Formation. If this is done, the remaining Units in the 
  carried Formation operate as a standard Formation until the carried Units 
  are unloading. A Formation must still be able to carry all Elements in a 
  single Unit.
  Rules for loading and unloading a transport unit are covered in the 
  various sections of the rules. For infantry and battle armor consult the 
  Transporting Infantry (see p. 236). For non-infantry ground units, see 
  Transporting Non-Infantry (see p. 269). For the AT and ST ability consult 
  Aerospace Squadron Transport (see p. 252). For DropShips consult Docking/
  Undocking rules (see p. 263). And for CK and CT abilities see Units as Cargo 
  (see p. 269).
  CK# and CT#: These abilities may only be used to load and unload 
  Infantry during combat. All other Transportable Elements must be loaded 
  outside of combat. 
  SBF Conversion: Total the transport abilities of all Elements in the Unit. 
  Then subtract capacity equal to any carried Units in the Formation. Record 
  this as the Unit or Formation’s transport capacity. 
  Transported Infantry (CAR#, MEC, XMEC)
  All infantry in a Formation must be able to be carried by the other 
  Elements in the Formation or by a transporting Formation (see Transport 
  Abilities, below) to take advantage of the Transporting Infantry rules (see 
  p. 269) and Transport MP as referenced in Transport Abilities (see p. 338). 
  A Formation carrying an XMEC Formation or Unit reduces its Move by 1. 
  Trailer Hitch (HTC#)
  Formations with Elements that have this special ability are able to tow 
  trailers equal to the HTC value. No individual trailer may be larger than the 
  largest Element with the HTC ability. 
  If the total size of towed trailers is equal to one-quarter or less (round 
  down) of the HTC value, subtract 3 from the Formation’s MP or one-half 
  its MP (round down) whichever is less. If the total size of towed trailers is 
  greater than one-quarter (round down), the Formation’s MP is one-half its 
  normal MP. 
  SBF Conversion: Add the Size of every Element in a Unit with the 
  HTC ability. This total is recorded as HTC# on the Unit’s record sheet. The 
  Formation totals all HTC# and listed this on its record sheet. 
  Trenchworks/Fieldworks Engineers (TRN)
  A Formation with this special ability may create Fortified Positions (see 
  p. 290). 
  Turret (TUR)
  In Strategic BattleForce play, turrets are only used by exceptionally large 
  elements reflecting their greater array of weapons. 
  SBF Conversion: Any LG, VLG or SLG Element that has the Turret Special 
  ability records this on their record sheet. If it possesses more than one turret, 
  add the value of all turrets together. Divide the totals for all ranges by three 
  (round normally) to determine the Strategic BattleForce attack value. 
  Very Large (VLG)
  SBF: This ability impacts a Formations Target Movement Modifier (see 
  Target Movement Modifier Table, p. 328). It also can alter modifiers or limit 
  actions of a Formation based on the size of the Element. 
  ACS: If a Combat Unit has twelve or more Elements that have this ability 
  (or any combination of LG, VLG and SLG that adds up to twelve or more), 
  then it receives a -1 die roll modifier for all Engagement and Maneuver 
  Control rolls. 
  treated as having that armor type instead (See Mimetic Armor System/ 
  Light Mimetic Armor System, p. 336). 
  ACS: If a Combat Unit has twelve or more Elements (5 for a Clan Combat 
  Unit) that have any combination of the MAS, LMAS, STL ability, then it 
  receives a +1 to-hit modifier for all attacks made against it. 
  Spaceflight Capable (SPC)
  Only Formations with the SPC ability may move on the Capital-Scale or 
  Star-System Radar Maps. All Elements in the Formation must either have 
  the SPC ability or be able to be transported by SPC equipped Elements (see 
  Transport Abilities below). 
  Super Large (SLG)
  SBF: This ability impacts a Formations Target Movement Modifier (see 
  Target Movement Modifier Table, p. 328). It also can alter modifiers or limit 
  actions of a Formation based on the size of the Element. 
  ACS: If a Combat Unit has twelve or more Elements that have this ability 
  (or any combination of LG, VLG and SLG that adds up to twelve or more), 
  then it receives a -1 die roll modifier for all Engagement and Maneuver 
  Control rolls. 
  Target Acquisition Gear (TAG)
   This ability allows a Unit to serve as a spotter for artillery, orbital artillery 
  and indirect fire (see p. 273, p. 239 and p. 260, respectively).
  SBF Conversion: For Units with 6 or more Elements, there must be two 
  Elements with the TAG ability for the SBF Unit to receive the TAB ability. 
  ACS: If a Combat Unit has twelve or more Elements (5 for a Clan Combat 
  Unit) with this ability, then it grants a -1 to-hit modifier for any artillery 
  (including orbital bombardment) attacks made in the hex it occupies. 
  Teleoperated Missile (TELE)
  Elements with this ability allows the Formation to use the Advanced 
  Capital Missile Attacks, see p. 260.
  Transport Abilities (CK#, CT#, IT#, OMNI, VTM#, VTH#. VTS#, AT#, 
  DT#, MT#, PT#, ST#)
  The abilities, referred to in SBF as Transport Abilities, allows an Element 
  to carry another standard combat Elements (for transporting DropShips, 
  see Docking/Undocking p. 263). 
  Units in the same Formation: A Formation may carry one or more of 
  its Units (carried Units) using another Unit in the Formation (transporting 
  Unit). The transporting Unit must be able to carry all Elements in the 
  carried Unit. For example, a mixed force Formation has three Units. Unit 
  A has IT4. Unit B has infantry equaling 4 Elements, so Unit A is able to 
  transport Unit B. However a Clan Formation with an Omni5 Unit would not 
  be able to transport a Unit with ten Elements of battle armor (CAR10). If all 
  transportable Elements are loaded in their transports, then the movement 
  of the Formation is equal to their Transport MP. Otherwise the MP of the 
  Formation is equal to the standard movement.
  Formations transporting Formations: Formations with surplus 
  transport capacity may carry other friendly Formations. A transporting 
  Formation must have sufficient capacity to transport all Elements in the 
  carried Formation. So a Clan Formation of 15 OmniMechs (OMNI) Elements 
  would be able to transport a Formation of 15 battle armor (MEC) Elements. 
  However a Formation of only 10 OmniMechs would not be able to transport 
  any portion of the 15 battle armor Element Formation.
  Split Formations: A transporting Formation must be able to carry 
  all Elements in the carried Formation. If using the optional Adjusting 
  
  339
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  CONVERSION
  RULES
  Examples
  The following is an SBF Formation and ACS Combat Unit built from Alpha Strike (with move converted back to BattleForce) Elements, to 
  help illustrate the conversion rules process.
  STRATEGIC BATTLEFORCE FORMATION: AFFS CAVALRY COMPANY
  Formation
  Type
  Size
  Move
  JUMP
  T. Move
  TMM
  Tactics
  Morale
  Skill
  PV
  Formation Specials
  AFFS Cavalry Company
  BM
  3
  5
  2
  5
  2
  4
  7
  4
  125
  IF3, MHQ2
  Units
  Type
  Size
  Move
  JUMP
  T. Move
  TMM
  Arm
  S
  M
  L
  Skill
  PV
  Unit Specials
  Command Lance
  BM
  3
  5
  0
  5
  2
  14
  6
  6
  3
  4
  52
  IF2, MHQ1
  Strike Lance
  BM
  2
  5
  2
  5
  2
  12
  4
  4
  2
  4
  44
  MHQ1
  Fire Lance
  BM
  1
  6
  3
  6
  2
  7
  3
  3
  2
  4
  29
  IF1
  Elements
  Type
  Size
  Move
  Jump
  Arm
  Str
  S
  M
  L
  OV
  Skill
  PV
  Element Specials
  Command Lance
  Rakshasa MDG-1A
  BM
  3
  5
  0
  7
  3
  4
  4
  4
  1
  4
  42
  IF2
  Rifleman RFL-6D
  BM
  3
  5
  0
  6
  3
  3
  3
  0
  0
  4
  32
  AC(2/2/0),CASE,C3S,MHQ1
  Thunderbolt TDR-9NAIS
  BM
  3
  5
  0
  6
  3
  6
  6
  0
  0
  4
  41
  CASE,ECM
  Warhammer WHM-9D
  BM
  3
  5
  3
  7
  3
  4
  4
  3
  0
  4
  40
  ENE
  Strike Lance
  Enforcer ENF-6M
  BM
  2
  5
  5
  5
  2
  3
  3
  3
  0
  4
  30
  Shadow Hawk SHD-5D
  BM
  2
  5
  5
  6
  5
  4
  4
  0
  0
  4
  37
  CASE
  Hatchetman HCT-6D
  BM
  2
  5
  5
  5
  2
  3
  3
  0
  0
  4
  30
  ECM,MEL
  Fennec FEC-3C
  BM
  2
  6
  0
  6
  3
  2
  3
  3
  0
  4
  34
  C3S,ENE,MHQ1
  Fire Lance
  Valkyrie VLK-QD1
  BM
  1
  5
  5
  3
  1
  2
  2
  2
  0
  4
  20
  IF1
  Osiris OSR-5D
  BM
  1
  7
  7
  3
  1
  2
  2
  2
  0
  4
  21
  ENE
  Garm GRM-01A2
  BM
  1
  6
  6
  2
  2
  2
  2
  1
  0
  4
  19
  CASE,IF1
  Javelin JVN-11A
  BM
  1
  6
  6
  3
  3
  4
  4
  0
  0
  4
  26
  ENE
  ABSTRACT COMBAT SYSTEM COMBAT UNIT: AFFS 1ST BATTALION
  Combat Unit
  Type
  Size
  Move
  Transport Move
  TMM
  Arm
  S
  M
  L
  Tactics
  Morale
  Skill
  PV
  1st Battalion
  BM
  3
  4
  4
  3
  47
  15
  15
  12
  4
  7
  4
  53
  Combat Unit Specials
  Morale Check Trigger: 75% Armor
  Morale Check Trigger: 50% Armor
  Morale Check Trigger: 25% Armor
  IF1, MHQ7
  35
  23
  11
  Combat Teams
  Type
  Size
  Move
  JUMP T. Move TMM
  Arm
  S
  M
  L
  Skill
  PV
  Combat Team Specials
  Cavalry Company
  BM
  3
  5
  2
  5
  2
  11
  4
  4
  3
  4
  42
  IF3, MHQ2
  Assault Company
  BM
  4
  3
  0
  3
  1
  21
  7
  7
  6
  4
  67
  IF1
  C3 Command Company
  BM
  3
  5
  1
  5
  3
  15
  4
  4
  3
  4
  50
  MHQ5
  Units
  Type
  Size
  Move
  JUMP T. Move TMM
  Arm
  S
  M
  L
  Skill
  PV
  Unit Specials
  Cavalry Company
  Command Lance
  BM
  3
  5
  0
  5
  2
  14
  6
  6
  3
  4
  52
  IF2, MHQ1
  Strike Lance
  BM
  2
  5
  2
  5
  2
  12
  4
  4
  2
  4
  44
  MHQ1
  Fire Lance
  BM
  1
  6
  3
  6
  2
  7
  3
  3
  2
  4
  29
  IF1
  Assault Company
  1st Lance
  BM
  4
  3
  0
  3
  1
  24
  7
  7
  5
  4
  71
  ECM
  2nd Lance
  BM
  4
  3
  0
  3
  1
  20
  7
  8
  6
  4
  68
  IF1
  3rd Lance
  BM
  4
  4
  0
  4
  1
  19
  5
  6
  4
  4
  60
  IF2
  C3 Command Company
  1st Lance
  BM
  4
  3
  0
  3
  1
  21
  5
  6
  4
  4
  66
  AC3,C3M,TAG,MHQ3,IF1,FLK(0/1/1)
  2nd Lance
  BM
  3
  6
  1
  6
  2
  13
  4
  4
  2
  4
  47
  AC3, C3M, C3S, MHQ1
  3rd Lance
  BM
  2
  6
  3
  6
  2
  11
  2
  2
  1
  4
  35
  AC3, C3M, C3S, MHQ1
  
  SUQUAMISH BADLANDS
  POULSBO 
  LYRAN COMMONWEALTH
  11 MAY 2811
  Colonel Raymond Hempsted pushed his Flashman into a run as 
  a mixed chain of missiles and autocannon shells burst the rocky 
  ground behind him. His BattleMech’s torso was twisted hard to 
  its right, the muzzles of its powerful large lasers aligning them-
  selves with the Orion that had loosed the volley. Hempsted held 
  his breath for a moment, bracing himself against the wall of heat 
  to come, then thumbed the triggers. 
  A trio of scarlet beams flashed, momentarily connecting the 
  Flashman’s arms and navel with its target. Raymond’s shots were 
  true, melting away armor and structure alike inside the blocky, 
  triangular missile rack that dominated the Orion’s left shoulder. 
  Already worn down from what felt like hours of battle between 
  the two, the Orion’s hull could not take the punishment. Golden 
  fire erupted from somewhere inside the seventy-five ton machine. 
  An instant later, it was a mangled, smoking heap on the ground, 
  its pilot already rocketing away from the doomed ’Mech’s cockpit.
  Not that Raymond noticed; he was too busy gasping for air as 
  his cockpit became a sauna, and fighting controls that were now 
  more sluggish than ever. The ’Mech lurched, its center of balance 
  momentarily lost, but he managed to fight the torso back into its 
  forward-neutral position, avoiding both a nasty fall and a collision 
  with a tower of stone that jutted up from the ground just ahead.
  The battle damage monitor continued flashing for attention, 
  highlighting the injuries from which his own ’Mech still suffered: 
  cracked fusion engine shielding, depleted armor in several body 
  locations, and, a gyroscope just one more solid hit away from 
  complete failure. And here he was, pushing the machine along 
  like it was still factory-fresh.
  “Some damned vacation!” he hissed, not for the first time today, 
  as he wiped the sweat out of his eyes with a grimy glove.
  Ahead, two BattleMechs sprang up to support his stricken 
  Flashman. Both bore the same solid, pearlescent black color 
  scheme as his own ride—and both looked just as battered. The 
  larger ’Mech, a beetle-like Lynx, unleashed a bolt of manmade 
  lightning from the large muzzle that made up its right arm, then 
  took an awkward step forward as sparks flew from its hip. The far 
  more humanoid Phoenix Hawk beside it unleashed its own beam 
  of destruction from the rifle-like laser held in its right hand.
  Both shots connected with the blocky chest of a Warhammer bear-
  ing the dappled grays and browns of mountain camouflage. Though 
  the hits flashed away enough of the Marik ’Mech’s armor to expose 
  some of its inner workings, the worst damage the enemy machine 
  suffered in the attack was the loss of its already-shattered searchlight, 
  which spun off into the distance in a cloud of black smoke.
  The Warhammer responded with a dual blast from the particle 
  cannons that made up its arms. One caught the Lynx in its left 
  arm, rocking the rounded ’Mech backward another awkward 
  step. The other seared another hole in the landscape.
  “Carson, O’Leary!” Raymond barked over the lance chan-
  nel. After days of running battles in the badlands surrounding 
  Poulsbo’s capital city, it seemed somehow unnecessary to main-
  tain the stuffy pretense of code names and designators. “Fall 
  back! I’m right behind you!”
  “Don’t be ridiculous!” shot back Hauptmann Elisa O’Leary, 
  piloting the Phoenix Hawk that even now was twisting around 
  a rockslide half its size, keeping its limp left arm away from the 
  incoming Warhammer.
  Herbert A. Beas II
  
  “Yeah, boss,” Leutnant Carson added, his Lynx unleashing a 
  flash of red energy from its other arm. “If we left you behind, 
  who’d pay us?”
  “The generous citizens of the Commonwealth, that’s who!” 
  Raymond spat. With a quick jerk of his controls, he maneuvered 
  his Flashman around just behind Carson’s ’Mech, twisted his 
  torso again, and gave himself half a heartbeat to align his cross-
  hairs before unleashing a pair of laser bolts at the Warhammer.
  At almost the same instant, the Warhammer’s right shoulder 
  rack spat out a six-pack of short-range missiles.
  The lasers gouged his enemy’s left leg and flank, as the anti-
  missile system mounted in the Flashman’s shoulder made an 
  angry grinding noise—trying in vain to intercept the incoming 
  volley despite its lack of ammo.
  “That one was almost funny, sir!” O’Leary shouted over the 
  din of battle.
  Raymond was too busy getting his ’Mech back up to speed 
  to reply. Before him, the jutting walls of two sheer-walled mini-
  plateaus beckoned, offering a gap barely wide enough for his 
  Flashman to fit through. Like so many others in the Suquamish 
  Badlands, they were formed when the place once was a river 
  delta. These shallow chasms transformed much of the region’s 
  terrain into clusters of mazes the size of a typical village or big-
  city neighborhood. Jumping ’Mechs could easily traverse them, 
  but those that lacked such options—including himself and the 
  Warhammer—had to navigate them to hunt down any units 
  hiding within.
  As he expected, the Marik MechWarrior slowed his gait the 
  moment Raymond reached the opening; there was no way he 
  was dumb enough to follow a member of the infamous Stealths 
  regiment into a death maze like that.
  As soon as he cleared the opening, Raymond heard the roar 
  of jump jets behind him, and smiled grimly to himself as he 
  spotted Carson’s Lynx launching itself upwards—and back-
  wards—in the rear view of the Flashman’s compressed-360 
  display. The radar gave one last ping as the solid red markers 
  of the Free Worlds ’Mechs behind him vanished from his direct 
  view, and becoming less distinct blips whose signatures regis-
  tered within a vaguely estimated part of the map.
  Raymond’s practiced eye counted at least five of the bastards.
  And only four friendlies in his vicinity.
  “Welcome back, chief!” a new voice sounded in his 
  ears. His sensors auto-traced the signal to one of the 
  green blips ahead of him, deeper inside the rocky 
  maze. “What did you bring us this time?”
  Raymond allowed himself a smirk. “Well, it was 
  two lances, Kelly,” he said, “but I managed to get 
  them down to a comfortable five Baker-Mikes 
  for you.”
  There was a loud crash somewhere nearby, and 
  Raymond almost halted his ’Mech’s stride, until he 
  heard Carson’s grunt, followed by an “I’m okay!”
  The radar showed the Lynx was now station-
  ary somewhere out of sight to Raymond’s left.
  “Jumping with a blown hip isn’t too bright, 
  Carson,” O’Leary quipped.
  “Stow it, ya Skye-spawn!”
  “Alright, folks,” Raymond interrupted, 
  
  “let’s keep the chatter to a simmer. Kelly, I hope you have an 
  ammo and armor truck in there; I don’t think the Leaguers will 
  stay outside our little hovel here for too long.”
  “Sorry, sir,” Kelly’s voice came back. “Had to keep that all back 
  at Point Charlie; too much heat.”
  Raymond steered his Flashman around the last corner, and was 
  greeted by the appearance of two more BattleMechs in Stealths 
  colors. Kommandant Vera Kelly’s Zeus faced him, its armor pock-
  marked in several areas, while a nasty web of cracks marred its 
  blocky canopy. Beside her was a Griffin that seemed relatively 
  pristine in comparison; Leutnant Hector Fadden’s ride.
  “Damn,” Raymond groused. “What can you tell me that I 
  might like?”
  “We got word a few minutes ago that the flyboys have sortied 
  for the Bangor spaceports. In about ten minutes, I reckon these 
  Mariks are going to be having a very bad day.”
  About time! Raymond thought. The Free Worlds League 
  dropped a reinforced regiment on Poulsbo, clearly expecting 
  an easy victory against the planet’s meager conventional militia. 
  Weeks later, the Stealths persisted in a game of cat and mouse 
  with them. The Marik assault came less than a month after 
  the Commonwealth High Command sent him and his Stealths 
  here—supposedly for R&R—and the timing of it all made him 
  wonder if the Mariks were just that unlucky, or if someone in 
  the LCAF leadership actually developed a coherent strategy for 
  a change.
  Whatever the cause, the effect was that one of the 
  Commonwealth’s best mobile combat formations was in a prime 
  position to outmaneuver and outsmart the Free Worlds’ military 
  with a good old bait and switch. A faked retreat sent much of 
  the League’s fighters on a long and wild goose chase after the 
  Stealths’ DropShips—a task that cost several aerojocks their 
  lives, but kept the Mariks out of position long enough for the 
  Stealths’ ’Mechs to strike at the League ships after they grounded. 
  Raymond now hoped to stretch the League forces out across the 
  wastelands, far from the main cities and townships on Poulsbo, 
  until the surviving LCAF fighter groups, operating from the plan-
  et’s lunar mining outposts, could repair and rearm for an over-
  whelming attack on the enemy’s transports.
  Now, after weeks of attrition, the long-awaited attack was 
  coming. Destroying the League ships on the ground would 
  strand their ’Mechs, demolish their command structure, and 
  demoralize their surviving troops on-planet. Their fighters would 
  have to choose between returning to a planet they failed to cap-
  ture, or make a very, very long trek back to their JumpShips on 
  limited fuel.
  Either way, Poulsbo wasn’t falling today.
  “They’ll probably be really pissed when it happens,” Carson 
  said. “Think they’ll rush us?”
  “None of those ’Mechs out there are jumpers,” Raymond 
  told him. “If they lose their cool enough to come in here, it’ll be 
  bloody. We’ll hold the advantages of position and terrain familiar-
  ity, but those are poor substitutes for the armor and ammo we’re 
  running out of.”
  “Then what do we wanna do, chief?”
  Raymond smiled. “We’re the Stealths, boys and girls! We’re 
  going to do what we always do in a tight spot…”
  sts
  LCCC HEADQUARTERS
  MARIK
  FREE WORLDS LEAGUE
  14 MAY 2811
  “The Stealths!?”
  Thaddeus Marik, Captain-General of the Free Worlds League, 
  glared at the young officer before him, feeling incredulity wrestle 
  with the rage that exploded the moment he heard of the defeat 
  at Pouslbo.
  To his credit, the young captain did not shrink away, even in 
  the face of a man who could destroy his career—to say nothing 
  of his very life—on a whim. “Yes, my lord,” he said, his tone sym-
  pathetic, but formal. “The colors, insignia, and mobility definitely 
  fit the profile.”
  “But that regiment was last seen back on the Combine border,” 
  protested Colonel Bryce McLelland, standing behind and to the 
  left of his liege—well outside of the man’s angry view. “How did 
  they get all the way to the arse-end of Elsie space?”
  The captain blinked. “We’re not sure, sir. Comm intercepts are 
  unclear. What we do know is that the Lyrans allowed our ground 
  forces to land, and the Stealths kept them engaged while an 
  aerospace force slipped around from the planet’s moon to 
  attack their DropShips. Our own efforts to intercept the out-
  bound DropShips that we thought were those of the Stealths, 
  resulted in even more losses. It is apparent that those ships were 
  a diversion.
  “When our DropShips were destroyed on the ground, it appears 
  the Stealths launched a blitz on the ’Mechs left in the field and 
  outmaneuvered them. Between the Stealths, their fighter sup-
  port, and the sudden loss of C and C on the ground, our troops 
  were in disarray. Those who survived, surrendered.”
  “The whole thing was a trap, by the sound of it,” Marik growled. 
  Finally turning away from the younger officer, freeing him with 
  a dismissive wave of his hand, he turned his scowl on McLelland. 
  “Colonel, every intel briefing we had said that Pouslbo was down 
  to local militia only, and the Stealths have not been on our bor-
  ders in ten years. Yet, somehow, we waltz blithely into a trap—
  one that includes the Commonwealth’s very best mobile strike 
  force—on the very first world we targeted to win back the Bolan 
  region. I want to know how this happened!”
  Despite possessing a decade more experience than the cap-
  tain who bore the bad news, and several promotions to prove it, 
  McLelland began to wither before Thaddeus’ wrath. “My lord,” he 
  nearly stammered, “I am as shocked as you.”
  “An entire regimental assault force is gone, Bryce! And, by the 
  looks of it, the Lyrans were just waiting for them! It doesn’t take a 
  genius to work it out! SAFE has a lot of explaining to do!”
  As McLelland stood there, stunned into a brief silence, it 
  became clear to Marik that the man was far too stupid and weak 
  to lie to him. Hell, the comms officer had more spine than this 
  man! Making a mental note to get that captain’s name for a pos-
  sible promotion, he snarled once more at the colonel, and turned 
  his gaze back to the large half-projection glowing upon the 
  nearby wall. There, a giant map of the current Commonwealth-
  League border floated in the air. 
  
  Long gone from this map was the extended slice of purple 
  worlds that cut across the Lyrans’ blue-hued space from Malazan 
  to Valloire. Even before his father, Kenyon, died in 2804, the Lyrans 
  tore into that so-called Bolan Thumb, dismantling its defenders 
  while the League fought a far more intense war on its spinward 
  fronts. Now, only a small purple island—surrounding the worlds 
  of Acrux and Marsalle—remained of the dagger that House 
  Marik had jammed into Steiner’s belly before the days of the Star 
  League. And one of those worlds, Marselle, was tinged in yellow.
  In fact, several worlds along the border now were colored 
  in yellow, instead of the standard white. A few more were red. 
  The yellow systems indicated those that had suffered massive 
  infrastructural damage, heavy WMD usage, and other crippling 
  effects significant enough to require evacuation or abandon-
  ment. Restoring their sustainability during wartime would be 
  far more than the League could afford, especially after all the 
  damage done to the shipbuilding industries near the former 
  Terran Hegemony reaches. Besides Marsalle, the former League 
  worlds of Tylarzka, and Rochers also burned yellow—along with 
  Bolan itself, where this whole mess started. The Lyrans had even 
  managed deeper strikes, inflicting enough damage on the worlds 
  of Szepes and Esztergom to put them into the yellow as well.
  The red worlds were in their final stages of life, in terms of pop-
  ulation loss, infrastructure, and strategic viability. Of the former 
  Thumb worlds, Malazan now glowed red, while Lyran deep raids 
  that nobody saw coming also placed the tiny worlds of Hell’s 
  Paradise and Heraklieone on the red list. Marik could not fathom 
  the logic behind some of those deep strikes; he’d never even 
  heard of Heraklieone before the day it began dying.
  Fortunately, the League gave the Commonwealth as good as it 
  got since Bolan, and there was little chance that the Lyrans would 
  recover those dying worlds either. One or two, maybe, but only 
  if they held onto the Thumb and took the forces on Acrux out 
  of the picture. On the Lyran side of the lines, Myrrdin, Pardeau, 
  Hornir’s Keep, and Aquavita flashed yellow, while Duantia, and 
  Aigle displayed the red of their imminent death. 
  “Maybe that should be the strategy at this point,” Marik mut-
  tered aloud. “Burn them all down.”
  “My lord?” an uncertain voice asked. 
  Thaddeus had nearly forgotten that McLelland was still there.
  “If the Elsie’s are going to start laying clever traps for our every 
  landing now, maybe we’re not using enough nukes on them.”
  “Begging the Captain-General’s pardon, but that approach 
  didn’t stop the Bolan worlds from falling. In fact, in a few cases, 
  the locals on several former Thumb planets actively aided the 
  Steiner raiders as news of Bolan reached them. They saw the 
  Commonwealth as the lesser of two evils.”
  Marik shot a stern look at McLelland, who paused only for a 
  moment before adding, “…And it certainly won’t save Acrux, at 
  this stage.”
  So, Marik thought, the man has a spine after all!
  His scowl deepened as he turned back to the map and took 
  in the strategic situation. Acrux, for all its strategic value, now 
  lay three jumps away from the League’s borders at best speed, 
  surrounded by LCAF regiments priming themselves for a final 
  assault. The entire Poulsbo offensive relied on taking worlds that 
  should have been largely undefended, to support the eventual 
  campaign to drive the Lyrans back on the anti-spinward border.
  A strategy already fouled by a single, crushing defeat.
  “I detest surrender, Colonel,” he said. “If the Lyrans want 
  Acrux, they won’t get it without a fight—but you have a point, 
  after a fashion.”
  He swung around again. McLelland’s mouth was frozen half 
  open, his reply unformed.
  “Send orders to all of the regiments staged for the offensive 
  to stand down from launch orders and hold their positions. 
  They are to annihilate any Steiner forces that cross the line. 
  Meanwhile, I want six additional regiments to firm up our posi-
  tions from Cavanaugh to Cascade. As we do this, I want all sur-
  viving remnants of the Bolan Defenders brigade to make their 
  way to Acrux, avoiding direct combat with Lyran forces until 
  they get there…”
  Thaddeus’ voice trailed off for a moment as he considered the 
  rest of these orders. Yes, he was giving up on the Thumb—and all 
  of the defenders who’d failed to hold it—but he didn’t need them 
  knowing that just yet. He needed them to make Steiner bleed.
  “My lord?” McLelland prompted as the silence dragged on.
  “See to it that those forces are adequately supplied with tac-
  tical and strategic munitions before they launch. Tell the Bolan 
  Defenders that their time of vengeance is at hand.”
  
  Inner Sphere at War
  BattleTech began life as a tactical board game envisioned against 
  the backdrop of the sweeping conflicts of the Succession Wars, 
  engagements that involved whole planets—and in some cases, dozens 
  or hundreds of worlds. BattleForce and Alpha Strike took the game a step 
  further, to the tactical level, and Strategic BattleForce (p. 230) takes the 
  fighting to the level of regiments clashing over entire worlds. 
  The Inner Sphere at War (ISW) steps the BattleTech experience up 
  to conflicts at the interstellar level. With these rules players can re-
  fight campaigns such as the Marik Civil War, the Andurien-Canopian 
  Invasion or even restage whole Succession Wars, at a level involving 
  multiple worlds and regiments. Though the rules emphasize military 
  action, they also incorporate economic and political aspects of running 
  a star-spanning nation, all of which may play a role in the campaign. 
  Inner Sphere at War is designed for play as a stand-alone game or in 
  conjunction with more detailed BattleTech tactical systems from A Time 
  of War RPG to Strategic BattleForce.
  While these rules attempt to capture the basics needed to run a 
  campaign, the scale of ISW is too great to cover all possible variations 
  in game play. These rules are a framework around which players can 
  construct a campaign spanning just a few worlds, or all 2,000-plus 
  worlds in the BattleTech universe. The size and scope of a campaign 
  is left up to each player and player group. The considerable wealth of 
  information concerning the various worlds, factions, factories, forces 
  and more published in numerous BattleTech sourcebooks and novels, 
  when used in conjunction with these rules, will provide players with 
  the tools they need to design campaigns of virtually any type and size. 
  The added complexity of these rules and their time-consuming effect 
  on the game makes it important for all players to read through them 
  and agree to their use before beginning play. 
  TERMINOLOGY
  The following terminology applies to Inner Sphere at War. While some 
  of these carry terms over from Strategic BattleForce and Alpha Strike, their 
  use may vary somewhat at the scales of play reflected under these rules.
  Army 
  A generic term that refers to the sum total of a Faction’s armed forces.
  Combat Command
  This term refers to the military units that are tracked during ISW-scale 
  play. There is no maximum size for a Combat Command; they range 
  from a single Combat Unit (e.g. The Death Commandos) to multiple 
  regiments of mixed forces (e.g. A Federated Suns RCT). In ISW play, all 
  Combat Commands are tracked by the number and type of Combat 
  Units which comprise them. 
  Experience Points (XP)
  Experience Points (XPs) are used to rate the overall skill level of a 
  given formation.
  Gamemaster (GM)
  A Gamemaster is a player who serves as a neutral third party to 
  resolve any special events and actions. 
  Game Turn
  A Game Turn is four weeks (one month) long. 
  Interstellar Map
  The playing field for the Inner Sphere at War campaign. An Interstellar 
  Map can range from a small section of space, such as the Andurien/
  Capellan border, to the entire Inner Sphere. 
  
  345
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  Game Setup: 
  1. Choose Campaign Size
  2. Setup the Map
  3. Choose Factions
  a. Faction Abilities and Flaws
  4. Starting Setup 
  a. Starting Economy
  b. Starting Military
  Playing the Game:
  1. Order Writing
  2. Economics and Logistics Phase
  a. Calculate Resource Points (RP)
  b. Banking RP
  c. Infrastructure
  d. Supply
  e. Mercenary Supply and Hiring
  3. Military Development Phase
  a. Creating Combat Commands 
  b. Fortifications
  4. Diplomacy Phase
  5. Military Phase
  a. Orders to Combat Commands
  b. Military Actions
  c. Combat Resolution
  6. End Phase
  a. Damage
  b. Salvage
  c. Repair
  d. Retreat and Surrender
  e. Fatigue
  f. Morale
  g. Experience
  Game Setup
  Choose Campaign Size
  The first step in setting up an Inner Sphere at War campaign is 
  to determine the scope and scale of the campaign. This will help 
  determine the level of detail needed for various game concepts, 
  such as resources.
  ISW is intended to support campaigns ranging from a single 
  border clash (The War of 3039, SLDF invasion of the Rim Worlds 
  Republic) to vast interstellar conflicts (such as the Fourth Succession 
  War). In smaller-scale conflicts, many of the variables of the game 
  are reduced or removed, which can speed up game play at the cost 
  of some control and detail. 
  The following setup rules provide guidelines for different 
  campaign scales. 
  Setup the Map 
  Inner Sphere at War maps use a scale of 30 light-years per hex. 
  During setup, players must determine the size of the territory in 
  which they will play, from the entire Inner Sphere down to a few 
  Interstellar Map Hex
  The basic unit of measure in ISW. Interstellar Hexes measure 30 
  light-years across.
  Interstellar Movement Points (IMP)
  The unit of measure that determines how far a Transport Unit 
  may move on the Interstellar Map. One IMP allows movement into 
  one Interstellar Hex. 
  Occupied World
  Any world a Faction controls that was not one of its original 
  worlds at the start of the game. 
  Original World
  A world controlled by a Faction at the start of the game. 
  Phase
  A Phase represents a single group of actions that may occur and/
  or be resolved during a Game Turn. 
  Sub-Phase: A Sub-Phase is a part of a complex Phase. 
  Resource Points (RP)
  Resource Points (RPs) reflect the materials and money used in 
  Inner Sphere at War.
  OBJECT OF THE GAME
  Inner Sphere at War is best played when players set specific 
  objectives at the start of play. Examples of objectives can include 
  the seizure of a specific area of space (such as the Sarna March 
  during the Fourth Succession War) or the sacking of specific targets. 
  Alternatively, it can be played as a more open-ended game, 
  where the objective is to play until one faction becomes too 
  dominant to contest. In order for the game to be fun, all players 
  must be relevant and have a chance at victory, so a game where 
  several players have become marginalized may benefit from a reset.
  SCOPE OF THE GAME
  Inner Sphere at War is specially designed to allow players to 
  replicate any Inner Sphere conflict from the Age of War up through 
  the Fourth Succession War. Any of the five Successor States and the 
  major Periphery powers is playable; ComStar, if available, is a non-
  player faction that can be managed by a gamemaster. 
  Support for other eras in ISW game play may be provided in 
  future supplements.
  SEQUENCE OF PLAY
  Inner Sphere at War consists of a series of Game Turns, each 
  constituting one month of in-universe time. Each turn has several 
  distinct Phases, which break down the various actions and activities 
  that can occur in a Game Turn. Phases generally occur once per turn. 
  Additionally, each Game Turn is broken down into four Sub-
  Turns. Each Sub-Turn represents approximately one week of in-
  universe time. Sub-Turns are used primarily in the Military and 
  Movement Phases to track actions that require a closer focus than 
  the standard Game Turn allows. 
  The players execute the phases of every turn in a specific 
  order. Available actions—managing resources, creating combat 
  commands, diplomacy, and so forth—are discussed later in this 
  section. Game play is separated into two main sections: Game 
  Setup and Playing the Game. ISW does not have its own combat 
  resolution system; instead it utilizes the Abstract Combat System 
  (see pp. 304-325) for determining the results of combat. 
  
  Closed State: This Faction firmly believes in monitoring its own 
  citizenry and crushing all signs of dissent. The oppressive regime makes 
  it harder for the Faction’s warriors to desert. Apply a –2 target number 
  modifier for any rolls this Faction makes when checking for desertion 
  (see p. 365), but also apply a +1 target number modifier for Morale 
  checks in combat (see Abstract Combat System, pp. 317-318). 
  Decentralized State: This Faction has a very open society which 
  relies more heavily on regional government. Such a state enjoys higher 
  Morale, but is less efficient than a more centralized government. A 
  Faction operating as Decentralized State receives a –2 Morale modifier 
  (see Abstract Combat System, p. 317) when defending worlds it 
  possessed at the start of game play. It also reduces its base RP per Game 
  Turn by 20 percent, to account for the inefficient government structure. 
  Despotic State: Possessing all of the negatives and none of the positives 
  of a State Run economy, this Faction is stifled by its own government. This 
  faction reduces its base RP per Game Turn by 10 percent.  
  Dug-In: This Faction excels in fighting on their home ground, and its 
  border worlds are well-fortified with bunkers and prepared defenses. 
  When defending a world this Faction controlled at the start of the game, 
  the Faction’s forces reduce all damage from combat by 10 percent 
  (rounding up), while opposing forces will suffer an additional 5 percent 
  damage in combat (rounding up), representing losses caused by land 
  mines and other prepared defenses.
  Fanatical Defense: The Faction’s Forces will fight to the death for 
  the safety of their realm, taking great risks to defeat their foe. This 
  Faction’s forces receive a –2 modifier to Morale checks in combat, and 
  deal 10 percent more damage (rounded up) when defending worlds 
  it possessed at the start of game play. Unfortunately, this Faction also 
  suffers 10 percent more damage in combat when defending its original 
  worlds, to reflect its troops’ reluctance to retreat.
  Fanatical Offense: The Faction’s Forces will fight to the death for 
  victory, taking great risks to defeat their foe. The attacking Faction 
  delivers 10 percent more damage when attacking a world controlled by 
  handfuls of worlds, and the era in 
  which they will play. Once this is 
  determined, the map can be set up. 
  Pre-generated Maps can be 
  downloaded from the BattleTech 
  website. Players may also generate 
  their own maps through whatever 
  means they agree upon, as long as 
  the scale of each hex is 30 light-years.
  CHOOSE FACTIONS
  Players may choose which 
  Faction they will command in the 
  game. Will they be Maximillian 
  Liao, bent on restoring the glory 
  of his Capellan Confederation, or 
  Hanse Davion—conspiring with 
  House Steiner to transform the 
  Inner Sphere itself? The Available 
  Player Factions Table lists the common Factions available in 3025, a 
  popular era of play representative of the late Succession Wars. Support 
  for other periods of play may be covered in future supplements.
  It is strongly recommended for players to choose only those Factions 
  that border each other, starting with the larger Inner Sphere powers. 
  (Smaller Periphery Factions and other minor powers are not generally 
  suitable for larger-scale games; they are only listed here for use in 
  conflicts that cover more localized border wars.) Mercenary forces are 
  never considered Factions unto themselves; they are controlled only by 
  the player Factions currently employing them, or by the gamemaster 
  when unemployed. 
  ComStar: This Faction is not available as a player Faction in the base 
  game, since it is highly complex and can unbalance the game. The way 
  this Faction historically operated, and the methods by which it acquired 
  its resources and power, are beyond the scope of ISW’s basic rules. It is 
  thus recommended for use only as a gamemaster-run Faction, allowing 
  the GM to adjust its power level to suit the campaign. 
  Assign NPC Factions to Gamemaster
  If there are fewer players than available Factions in the campaign, 
  the gamemaster must run these NPC Factions if they are to interact 
  with player Factions in any way. 
  FACTION ABILITIES AND FLAWS
  Not all Factions are created equal; it is a fact of the universe. Some 
  Factions have a booming economy, while others are so insular that it 
  is nearly impossible to infiltrate them, even with espionage. Factions 
  can also be fatally flawed, whether from a collapsing infrastructure or 
  military doctrine that is unable to respond to attacks. 
  Consult the Sample Faction Starting Abilities (above) table to determine 
  any special Abilities with which a Faction begins play. If a Faction is not 
  listed, it has no outstanding Abilities or Flaws for the purpose of game play. 
  If more than one Ability adds the same bonus or negative modifier, 
  these modifiers stack. If two Abilities have opposite modifiers, subtract 
  the negative modifier from the positive modifier for a final modifier. For 
  example, the FWL has both Merchant Kings and Parliamentary Chaos. 
  If on turn 1 they get a 15 percent bonus on their Parliamentary Chaos 
  role, this adds to their Merchant King bonus for a total bonus of 35 
  percent. However, the FWL also has a Decentralized state and always 
  subtracts 20 percent from their Resource Points, so their final bonus is 
  15 percent (35 percent–20 percent). 
  Booming Economy: This Faction’s economy is humming like a well-
  oiled BattleMaster. The Faction generates an additional 10 percent of 
  its base RP per Game Turn.
  SAMPLE PLAYER 
  FACTIONS (3025)
  Inner Sphere
  Capellan Confederation
  Draconis Combine
  Federated Suns
  Free Worlds League
  Lyran Commonwealth
  Periphery
  Magistracy of Canopus
  Outworlds Alliance
  Taurian Concordat
  SAMPLE FACTION STARTING ABILITIES
  Inner Sphere
  Capellan Confederation
  State Run, Closed State, Poison Pill, 
  Superior Black Ops
  Draconis Combine
  State Run, Fanatical Offense, Fanatical 
  Defense
  Federated Suns
  Decentralized State, Open State, 
  Superior Doctrine 
  Free Worlds League
  Decentralized State, Inferior Black 
  Ops, Merchant Kings, Parliamentary 
  Chaos, Supply Problems
  Lyran Commonwealth
  Merchant Kings, Flawed Doctrine, 
  Superior Black Ops
  Periphery
  Magistracy of Canopus
  Merchant Kings, Poison Pill, LosTech: 
  BattleMechs and Aerospace, Superior 
  Black Ops
  Outworlds Alliance
  Decentralized State, Flawed Doctrine, 
  Unsteady, LosTech: BattleMechs, 
  Production Specialist: Aerospace
  Taurian Concordat
  Dug-In, Poison Pill, Fanatical 
  Defense, Inferior Black Ops, LosTech: 
  BattleMechs and Aerospace, 
  Production Issues: BattleMechs
  
  347
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  Production Issues: The Faction has difficulty producing a 
  certain class of combat unit. The player chooses BattleMech, 
  Aerospace, Armor, Infantry or Artillery at the start of game play. 
  When producing these units, the player pays 25 percent more in 
  RP costs (round up) 
  Superior Black Ops: This Faction benefits from a highly 
  motivated, well-equipped, and well-trained special operatives 
  program that supports its dirtiest deeds. Apply a –1 target number 
  modifier for any actions this Faction’s forces make when operating 
  under Counter-Insurgency, Guerrilla Warfare, and Go to Ground 
  orders (see Military Phase, p. 354). 
  Superior Doctrine:  This Faction has a superior understanding 
  of the nature of war not shared by its enemies. It thus receives a –1 
  modifier to its Engagement rolls and reduces its To-Hit number by 
  1 on all combat rolls in the Abstract Combat System (see Abstract 
  Combat System, p. 304).
  Supply Problems: This Faction has critical flaws in its military 
  supply and procurement process. Add +1 to all RP Supply Costs per 
  Formation to represent the inherent waste in the system. 
  Stalled Economy: This Faction’s economy is unable to find 
  its balance and is constantly on the edge of decline. The Faction 
  generates –10 percent of its base RP per turn. 
  State Run: This Faction maintains tight controls on its populace 
  and economy. As a result, the Faction produces 25 percent more RP 
  per turn, but its forces suffer from lower morale. When attacking 
  another Faction, the Combat Commands of this faction suffer a 
  –1 Initiative modifier (see Morale, Abstract Combat System, p. 317). 
  Unsteady: This Faction lacks a strong military esprit de corps and 
  suffers in the field. The Faction’s ground forces suffer 5 percent more 
  damage in combat (round normally) and apply a +1 TN modifier 
  to all Morale checks. If taken twice, these modifiers apply to both 
  ground and aerospace forces. 
  Starting Setup
  The following rules outline how to set up each Faction for start 
  of play. 
  STARTING ECONOMY
  Resource Points (RPs) are the currency of Inner Sphere at War. They 
  are used to carry out almost every action in the game. Resource 
  Points are an abstraction representing C-Bills, raw materials, 
  investments and work force. Because they are an abstraction, it can 
  be possible for certain uses of RP to cause units and infrastructure 
  to appear out of nowhere, and with little warning. 
  Economy Setup
  The resource values for different worlds depend on their specific 
  nature. The World Values Table determines how many Resource 
  Points each world produces. Maps of the various nations in the 
  BattleTech universe indicate which worlds are national or regional 
  capitals, but players should agree between themselves what 
  constitutes a major or minor industrial world and “other” worlds. 
  As a rule of thumb, a major industrial world manufactures large 
  quantities of ’Mechs and vehicles (three or more factories), while 
  minor industrial worlds have one to two factories. Hyper Industrial 
  worlds are extremely rare (e.g. Terra in all eras, Hesperus during the 
  Star League) and are worlds with eight or more factories (worlds 
  with more than 16 factories count as two Hyper Industrial worlds). 
  Worlds that do not produce significant military equipment and are 
  not political centers are “other” worlds. 
  another Faction, but this berserker style of warfare also means that 
  the attackers will also suffer 10 percent more damage. A Faction 
  with this ability also receives a –2 Morale modifier in combat when 
  acting as the attacking force.
  Flawed Doctrine: This Faction’s command structure is chronically 
  flawed or often misreads the military situation, giving their military 
  forces weaknesses that are not immediately apparent. Examples 
  include the Lyran Commonwealth’s propensity for “social generals”, 
  and the Federated Suns’ internally divisive military at start of the 
  First Succession War. The Faction with this ability receives a +1 
  penalty to Engagement rolls and suffers a –1 to all Initiative rolls 
  in the Abstract Combat System (see p. 304).
  Inferior Black Ops: This Faction lacks an effective training 
  program for the special operatives who take on the dirtiest deeds. 
  Apply a +1 modifier for any actions this Faction’s forces make when 
  operating under Counter-Insurgency, Guerrilla Warfare, and Go to 
  Ground orders (see Military Phase, p. 354). 
  Jury-Rig Experts: This Faction’s technical teams have a knack for 
  keeping things running with bailing wire, duct tape and elbow grease. 
  Decrease the repair costs for damaged units by 20 percent of the Armor 
  Points or RP required (rounding down, see Military Phase, p. 354).
  Logistics Experts: The Faction excels at maintaining its 
  readiness. Reduce the Base Supply Costs for all Formations in a 
  Combat Command by 1 RP (to a minimum of 1 RP). 
  LosTech: This Faction is lacking in technicians knowledgeable 
  about the repair and maintenance of certain specified types of 
  combat equipment (e.g. BattleMechs, or Aerospace units). All repairs 
  to Formations that use the specified equipment increase their 
  effective cost (in Armor Points or RP) by 20 percent, rounding up.
  Merchant Kings: This Faction excels at wheeling and dealing. 
  This ability bolsters its economy, adding a 20 percent bonus to its 
  base Resource Points generated per Game Turn. 
  Open State: This Faction has an open and free government, 
  which promotes civil liberties and a right to choose. This leads to a 
  happier state, applying a –1 Morale modifier in combat (see Morale, 
  Abstract Combat System, p. 317), but also makes it easier to infiltrate 
  and subvert (providing a +1 modifier to all actions taken while 
  undertaking Counter Insurgency and Pacification operations). See 
  Military Phase, p. 354.
  Parliamentary Chaos: This Faction’s government is highly 
  fracturized, resulting in wild swings in economic and military 
  strength. At the start of each Game Turn, its controlling player 
  must roll 1D6 to determine economic stability. On a result of 1–3 
  the economy suffers; multiply the die result by 5 and subtract 
  this percentage from the Faction’s base RP generation during the 
  Economics and Logistics Phase. On a result of 4–6, the economy is 
  booming; roll 1D6, subtract 3 (to a minimum of 1) and multiply the 
  result by 5, to find the percentage increase in the Faction’s base RP 
  for the turn. After determining economic stability, roll another 1D6 
  to determine supply issues. On a result of 1–3 the Faction suffers 
  from Supply Problems, receiving a +1 modifier to Morale and a –1 
  to Initiative for any combat actions. On a result of 4–6, all forces 
  identified as in combat receive 1 extra RP and apply a –1 modifier 
  to Morale and +1 Initiative for any combat actions. 
  Poison Pill: The population of this Faction is hyper-loyal or otherwise 
  incentivized to remain with its starting Faction at all costs. If a world 
  from this Faction is successfully captured, it generates no RP for twice 
  the normal period and doubles all pacification times (rounding up). 
  Production Specialist: This Faction excels at the production 
  of a certain type of combat unit. The player chooses which (e.g. 
  BattleMech, Aerospace, Armor, Infantry or Artillery) at the start of 
  game play. When producing these units, the player pays 25 percent 
  less in RP costs (round up). 
  
  Note: Many Factions use a different base number of combat units in 
  their combat commands.  The army size tables take this variation into 
  account. For example, ComStar and the Word of Blake use a base six 
  unit formation type and do not use Regimental (108 unit) formations. 
  Their BattleMech army sizes are still reflected as Regiments for purposes 
  of the Starting Military tables. 
  Formation Stats: The ACS stats for each Faction’s Combat 
  Commands (e.g. Move, Damage, Armor, and so forth) may be 
  constructed using the rules found on pp. 330-331. Pre-made ACS stats 
  and guidelines appropriate to the various eras of play may appear in 
  future supplements. 
  Detailed Militaries 
  Detailed army lists for various game eras, will also be available in 
  future products. These detailed army lists are compatible with the ISW 
  Order Sheet, allowing a quick setup of a detailed army.
  The below lists the typical composition of a 3025-era Combat 
  Command for each Faction. The numbers indicate the amount of 
  Aerospace Wings, Armor and infantry Regiments and Artillery Batteries 
  are assigned to a single ’Mech Regiment. For ease of play (and ease of 
  accounting), these units move together, though it is possible to create 
  new units that lack some or all of the sub components.
  Starting Mercenary Assets
  Even Factions that despise the very concept of mercenary troops 
  have found themselves hard-pressed to survive the Succession Wars 
  Refer to the Major Factories table (see p. 349), for a list of factories 
  and unit production lines by era to determine Major and Minor 
  Industrial worlds. 
  Abstracted Economy Values: If playing outside the major eras, an 
  abstracted approach to computing a Faction’s economy is to assign 
  each realm a capital, 2 to 5 regional capitals. Furthermore, 2 percent of 
  its worlds are Major Industrial Worlds (up to 9 worlds total, regardless 
  of nation size), 8 percent are Minor Industrial Worlds (up to 20 worlds 
  total, regardless of nation size) and the rest are “other” worlds. Major 
  and Minor Industrial worlds must be clearly identified on the map and 
  in each player’s Faction Orders Sheet at start of game play. 
  Playing in a game set in 3025, the Lyran Commonwealth would 
  gain 1,738 Resource Points per turn: 120 for Tharkad (Capital and 
  Major Industrial World), 200 for Donegal, Skye and Tamar (Regional 
  Capitals; Donegal and Skye are also Major Industrial Worlds),360 for 
  nine additional Major Industrial worlds, 144 for six Minor Industrial 
  Worlds and 914 for the 457 other worlds. 
  Using the Abstracted Full Economy approach, in a game set in 3025 
  the Federated Suns would gain 1958 Resource Points per turn: 120 for 
  New Avalon (Capital and Major Industrial World), 160 for other regional 
  capitals (New Syrtis and Robinson, both of which are 
  also Major Industrial Worlds), 240 for the 6 Major 
  Industrial Worlds (2 percent of 509 is 10 Major In-
  dustrial Worlds, but the maximum allowed is 6), 480 
  for the 20 Minor Industrial Worlds (8 percent of 509 
  is 40, but the maximum allowed is 20) and 958 for 
  the 479 other worlds.
  STARTING MILITARY
  The initial number of Combat Commands 
  each Factions must be determined before game 
  play begins. 
  Army Size: Each combat unit type lists the 
  number of standard Formations available to that 
  Faction. In terms of combat units, BattleMech 
  and combat vehicle regiments have a base of 
  108 units. An Aerospace wing has a base of 18 
  fighters. An artillery battalion has a base of 36 
  pieces. Infantry regiments have a base of 756 
  troopers (108 squads). 
  SAMPLE FACTION STARTING  
  RESOURCES  (3025)
  Inner Sphere
  Number of 
  Planets
  Starting RP/ 
  RP per Turn*
  Capellan Confederation
  207
  966
  Draconis Combine
  412
  1,480
  Federated Suns
  509
  1,554
  Free Worlds League
  333
  1,336
  Lyran Commonwealth
  443
  1,738
  Periphery
  Magistracy of Canopus
  36
  212
  Outworlds Alliance
  37
  220
  Taurian Concordat
  33
  316
  *Does not include modifiers for Faction Abilities
  STANDARD COMBAT COMMAND COMPOSITIONS (3025)
  Inner Sphere
  ’Mech 
  Regiment
  Aerospace 
  Wings
  Armor 
  Regiments
  Infantry 
  Regiments
  Artillery 
  Battalions
  Capellan Confederation
  1
  2
  3
  5
  2
  Draconis Combine
  1
  3
  3
  5
  1
  Federated Suns
  1
  2
  3
  5
  1
  Free Worlds League
  1
  2
  3
  8
  1
  Lyran Commonwealth 
  1
  2
  5
  7
  1
  Periphery
  ’Mech 
  Regiment
  Aerospace 
  Wings
  Armor 
  Regiments
  Infantry 
  Regiments
  Artillery 
  Battalions
  Magistracy of Canopus 
  1
  2
  3
  5
  1
  Outworlds Alliance
  1
  10
  4
  7
  1
  Taurian Concordat 
  1
  2
  3
  5
  1
  Mercenaries
  1
  1
  1
  1
  1
  WORLD VALUES TABLE
  World Type
  RP Value
  Improvement 
  Cost
  National Capital (e.g. Luthien)
  80
  1,920
  Regional Capital (e.g. Robinson)
  40
  960
  Hyper Industrial (e.g. Terra)
  64
  N/A
  Major Industrial (e.g. Donegal)
  40
  960
  Minor Industrial (e.g. New Earth)
  24
  576
  Other world (e.g. Lancaster)
  2
  N/A
  *Values are cumulative, so a Capital that is also a Major Industrial World will 
  generate 120 RP
  
  349
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  MAJOR FACTORY WORLDS (IN 3025)
  Capellan Confederation
  World
  Factories
  Ares
  3
  Betelgeuse
  1
  Capella 
  4
  Corey
  1
  Grand Base
  1
  Indicass
  1
  Nanking
  1
  Sarna
  2
  Sian
  1
  St. Ives
  1
  Styk
  1
  Tikonov
  3
  Total:
  20
  Draconis Combine
  World
  Factories
  Al Na'ir
  1
  Alshain
  2
  Altair
  1
  Avon
  1
  Chatham
  3
  Dieron
  1
  Dover 
  1
  Irece
  1
  Jarett
  1
  Luthien
  4
  New Oslo
  1
  New Samarkand
  1
  Proserpina
  1
  Satalice
  1
  Schuyler
  2
  Spittal 
  1
  Total:
  23
  Federated Suns
  World
  Factories
  Axton
  1
  Belladonna
  1
  Crofton
  1
  Delavan
  1
  Galax
  1
  Johnsondale
  1
  Kathil
  4
  Kirklin
  1
  Layover
  2
  Marduk
  1
  New Avalon
  4
  New Syrtis
  2
  Panpour
  1
  Quentin
  1
  Talon
  3
  Total:
  25
  Free Worlds League
  World
  Factories
  Andurien
  2
  Ascuncion
  1
  Atreus
  1
  Bernado
  1
  Calloway
  1
  Clipperton
  1
  Dalton
  1
  Emris IV
  1
  Gibson
  2
  Irian
  3
  Kalidasa
  1
  Kendall
  1
  Keystone
  3
  Loyalty
  2
  Marik
  1
  Oliver
  1
  Savannah
  1
  Shiro III
  1
  Stewart
  1
  Tematagi
  1
  Thermopolis
  1
  Wallis
  1
  Westover
  1
  Total:
  30
  Lyran Commonwealth
  World
  Factories
  Alarion 
  3
  Arc Royal
  1
  Carlisle 
  1
  Coventry 
  3
  Donegal
  2
  Furillo
  1
  Gibbs
  2
  Gienah 
  1
  Hesperus II
  6
  Loburg
  1
  New Earth
  1
  Pandora
  2
  Skye
  3
  Sudeten 
  1
  Tharkad
  3
  Twycross
  2
  Total:
  33
  Magistracy of Canopus
  World
  Factories
  Canopus IV
  2
  Dunianshire
  3
  Total:
  5
  Outworlds Alliance
  World
  Factories
  Alpheratz
  1
  Mitchella
  1
  Ramora
  1
  Total:
  3
  Taurian Concordat
  World
  Factories
  lliushin
  2
  McLeod's Land
  1
  New Vandenburg
  2
  Perdition
  2
  Pinard
  2
  Sterope
  2
  Taurus
  3
  Total:
  14
  
  capital world and may place two Standard–2 fortifications. Minor Factions 
  may place one Standard–4 and one Standard–2 fortification on any world. 
  Tertiary powers may place one Standard–2 fortification. All starting 
  fortifications need to be noted on the Factions order sheet. 
  Playing the Game
  A Game Turn is made up a series of phases (see Sequence of Play, p. 
  345). These phases are played out sequentially. 
  Order Writing Phase
  Inner Sphere at War is not a game system that relies on rolling dice 
  for Initiative and seeing who goes first, but a double-blind game where 
  the execution of orders across hundreds of light-years takes place 
  simultaneously for all sides. A neutral gamemaster is thus required 
  to act as an arbiter for the actions of all player Factions, reviewing the 
  detailed instructions the players write concerning the actions their 
  realms will take in the current Game Turn, and determining when (if 
  at all) these Factions may interact. 
  This “order writing phase” is where the Faction-controlling players 
  will decide how they will commit their resources in the economics and 
  logistics phase, where they will move their Combat Commands on the 
  interstellar map, and what these Combat Commands will do upon their 
  arrival. Once all players have submitted their written orders for the 
  game Turn, it falls to the gamemaster to call for any required dice rolls 
  outside of combat, and to declare whether or not the players’ forces 
  encounter each other in transit—or on the battlefield.
  The following phases describe what the Faction’s player can do in 
  each part of the Game Turn, so the written orders must follow the 
  sequence from Economics and Logistics to Military Development, to 
  Diplomacy, and finally to the Military Phase. Any commands whose 
  outcomes do not directly affect the other Factions can be carried out 
  without interference, but some—such as a loss of mercenary forces, 
  diplomatic overtures, and military actions—may quickly become news 
  across the Inner Sphere as the gamemaster informs the other players 
  of such actions.
  Economics and  
  Logistics Phase
  The Economics and Logistics Phase consists of the following steps: 
  Calculating Resource Points, Banking Resource Points, Infrastructure, 
  Supply and Mercenary Supply and Hiring. Each player determines his 
  Faction’s Resource Points for the current turn and adds them to any RP 
  the Faction has retained from previous turns (see below). 
  CALCULATING RESOURCE POINTS
  The base amount of Resource Points (RP) that each Faction produces 
  per Turn is determined in the game’s starting setup (see Starting Economy, 
  pp. 347-348). This value may change each Game Turn, based on: 
   • Capture or loss of worlds (see Worlds Value Table, p. 351, and 
  Pacification and Integration, p. 363)
   • Infrastructure improvements made during the current Economics 
  and Logistics phase (see Infrastructure, p. 351)
   • Economic treaties (see Diplomacy Phase, p. 354)
   • Factional abilities and flaws affecting RP (see pp. 346-347).
  without them. The exact number of mercenaries in an ISW campaign, 
  and their availability, depends on the campaign and its gamemaster. The 
  Starting Mercenary Combat Commands Table provides a list of available 
  mercenary Combat Commands suitable for use in campaigns set during 
  the late Succession Wars era. These starting mercenaries are available to 
  their respective Factions at beginning of play, and are counted as “already 
  hired” by those Factions for the purposes of these rules. 
  For the purposes of these rules, each mercenary Combat Command 
  consists of 1 BattleMech regiment, 1 aerospace wing, 1 armor regiment, 
  1 infantry regiment, and 1 artillery battalion. Smaller and less dynamic 
  mercenary forces are almost ubiquitous throughout the BattleTech 
  setting, but are simply too trivial to track at the scale of an ISW campaign. 
  Assigned JumpShips and Experience Levels
  The experience levels of the various Combat Commands each Faction 
  fields, and whether or not they also receive permanently-assigned 
  JumpShips for interstellar transport, are factors ultimately left up to 
  the players and gamemaster of an ISW campaign. For the purposes of 
  these rules, each Inner Sphere faction should assign at least 30 percent 
  of their total Combat Commands an Experience Rating of Green, with 
  another 30 percent assigned a Rating of Regular, another 25 percent 
  a Rating of Veteran, and have the remaining 15 percent be assigned 
  an Experience Rating of Elite. Periphery factions and mercenaries, by 
  comparison, should have fewer Green and Veteran forces to their name, 
  with more Regular-rated Formations taking up the slack. 
  In the 3025 period, Inner Sphere military forces tended to receive 
  assigned JumpShips only 20 percent of the time, while their Periphery 
  analogs could achieve 50 percent (mainly thanks to having fewer overall 
  forces to transport around). Mercenary commands with permanently 
  assigned JumpShips were quite rare in the 3020s, and so only about 
  15 percent of all mercenary Commands assigned to a Faction at the 
  start of play should receive their own JumpShips.
  Fortifications
  Some worlds boast permanent fortifications. Fortifications will 
  protect a defender during combat for the control of a world. Rules for 
  the construction of fortifications are found in the Economics & Logistics 
  Phase (see p. 350). Rules for their use are detailed in the Abstract Combat 
  Rules (see p. 322) and the Military Phase (see p. 354).
  Major Factions start with one Capital–5 and three Standard–4 
  fortifications on their Capital; one Capital–3 and one Standard–2 fortification 
  on each Regional Capital; and may place one Capital–4, one Capital–2 
  and two Standard–4 fortifications on any world they control. Intermediate 
  Factions start with a Capital–3 and two Standard–4 fortifications on their 
  SAMPLE STARTING FORCES  (3025)
  Inner Sphere
  Combat 
  Commands
  Mercenary Combat 
  Commands
  Capellan Confederation
  47
  11
  Draconis Combine
  68
  15
  Federated Suns
  77
  38
  Free Worlds League
  55
  4
  Lyran Commonwealth 
  53
  22
  Periphery
  Magistracy of Canopus 
  8
  3
  Outworlds Alliance
  1
  0
  Taurian Concordat 
  9
  2
  
  351
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  Keith tries to determine his Supply cost this turn. He is playing 
  the Draconis Combine, and has to cover 68 Formations, each 
  with 1 ’Mech at 2 RP each (136 RP), 3 Aerospace at 1 RP each 
  (204 RP), 3 Armor at 1 RP each (204 RP), 5 Infantry at 0.5 RP each 
  (170 RP) and 1 Artillery at 1 RP each (68 RP) for a total of 782 RP 
  spent on Supply. As he had 1,500 RP to start his Turn with, he is 
  able to cover this cost.
  Next turn, Keith will be sending 8 Formations in to combat, 
  which increases their normal Supply of 92 to 368, so he would 
  have to ensure he has the 276 additional RP next turn to cover 
  the extra expense. 
  Supply and RP Deficit
  If insufficient RP was left over from the prior turn, a number 
  of units must be designated as having “No Supply” in the 
  subsequent turn (see Abstract Combat System, p. 309). The player 
  has total control over which forces in a Combat Command are 
  designated such. If an entire Combat Command’s supply cost 
  cannot be covered, the whole Combat Command suffers the 
  “No Supply” penalty. 
  Any Formations that go without supply must have “No Supply” 
  noted on their appropriate ACS Combat Unit Record Sheet. If 
  an entire Combat Command has been left unsupplied, all of its 
  constituent ACS Combat Record Sheets must have this note.
  Sustained Neglect: If a Formation does not receive supplies and 
  already has the “No Supply” note on it from the previous turn, apply 
  10 percent of its starting Armor Value (rounded up) in damage in 
  order to reflect the deterioration of its equipment from ongoing 
  neglect. Roll critical hits for this effect as if the damage occurred 
  in combat (see p. 241).
  Keith still has to pay 1,058 RP in Supply this turn (see also 
  the prior example) but only has 967 available. As he is 91 short, 
  he picks 8 of his unengaged Formations to be unsupplied. 
  Hopefully they won’t be attacked. He could have picked two of 
  his attacking Formations to be Unsupplied instead, but does 
  not want to harm his offensive.
  Broken Supply Lines
  There are numerous times when a Combat Command may 
  find itself unable to receive supplies even when its Faction has 
  the available RP for them. If a Combat Command is operating in 
  hostile or neutral territory, for example, it is automatically assumed 
  to have broken supply lines if it cannot trace a line of friendly or 
  neutral interstellar hexes between its position and the nearest 
  friendly-controlled world. 
  Even if a Combat Command can trace a supply line, the 
  gamemaster should roll 2D6 for any Combat Command that is 
  outside of friendly territory, applying a +1 to the roll if it was in 
  combat during the previous Game Turn. On a modified result of 6 
  or higher, the Combat Command is suffering from broken supply 
  lines. The roll may be further modified (by either attack or defender) 
  at a cost of 10 RP for +/–1 or 30 RP for +/–2.
  Any Combat Command that has broken supply lines will suffer 
  the “No Supply” penalty in combat. Any RP assigned to a command 
  that suffers from broken supply lines during this phase will return 
  to the faction’s total RP reserve.
  RP should be calculated in this sequence and any improvements 
  made during this Phase will add to the Faction’s RP earnings 
  immediately, but so will all RP spent on such improvements, the 
  support costs for all military assets, the upkeep and/or hiring of 
  any mercenaries, and so forth. 
  BANKING RESOURCE POINTS
  At the start of this phase, all RP left over from the previous Game 
  Turn is multiplied by 1.05 (rounding normally). This represents a 
  reinvestment in the realm’s economy. This does not take place in 
  Turn 1.
  INFRASTRUCTURE 
  In the Inner Sphere, the BattleMech is the primary tool of 
  diplomacy and conquest. Supporting these BattleMech forces 
  is a legion of conventional and aerospace forces, and a web 
  of technology and infrastructure that ties together a Faction’s 
  economy, production and more. 
  The following rules cover the creation a Faction’s industry 
  and infrastructure. Worlds can be improved incrementally, one 
  improvement per turn; an Other World can be improved to a Minor 
  Industrial World, which in turn can be improved to a Major Industrial 
  World. A world can also be a Regional or National Capital along 
  with an Industrial world. 
  Note that every Faction can only have 1 National Capital. When 
  building a second one, the original one automatically reverts to a 
  Regional Capital.
  Josh wants to improve a normal world such that it becomes 
  a Regional Capital that is also a Major Industrial World. In turn 
  5, he spends 576 RP to improve the world to a Minor Industrial 
  World. In turn 6, he spends 960 RP to improve the world to a 
  Regional Capital that’s also a Minor Industrial World.. In turn 
  7, he spends 960 RP to improve it to a Regional Capital world 
  that’s also a Major Industrial World.
  SUPPLY 
  In the Supply Sub-Phase, a Faction manages resources specific 
  to maintaining and repairing their combat forces. All Formations 
  consume supplies such as ammunition, food, medicine, spare parts, 
  toilet paper, and so on. A unit engaged in combat uses supplies 
  at a much higher rate. Consult the Supply Cost table below to 
  determine the total RP cost needed each turn for each Formation. 
  SUPPLY COSTS TABLE
  SUPPLY RP PER GAME TURN
  Formation
  Non-Combat
  Combat
  BattleMech Regiment
  2
  8
  Aerospace Wing
  1
  4
  Armor Regiment
  1
  4
  Infantry Regiment
  .5*
  2
  Artillery Battalion
  1
  4
  Fortification (Standard)
  2
  8
  Fortification (Capital)
  8
  32
  *Round up fractions to arrive at the total RP cost.
  
  Mercenaries and Sustained Neglect: As with regular Combat 
  Command Formations, mercenary Combat Commands must note on 
  their ACS Combat Unit Record Sheet that they have the “No Supply” 
  effect after any turn in which they have not received their required 
  supply RP from their current employer. As long as such forces remain 
  in their Faction’s employ, they will also suffer the same Armor damage 
  effects (and requisite Critical Hits) as any other military Formation 
  dealing with sustained neglect (see above).
  Uncontracted Mercenaries
  Any mercenary Combat Commands that leave a Faction become 
  “free agents”, and become available for hire by all Factions in the game 
  (including the Faction they just left). Free agent mercenaries will lose 
  any “No Supply” effects while unemployed, but they cannot repair any 
  extant Armor damage until they are hired again. 
  Free agent mercenary forces will move toward a neutral hiring 
  hall world (such as Galatea), or the territory of their new employing 
  Faction (if any), at a rate of 4 hexes per Game Turn. While in transit in 
  such a fashion, these Combat Commands need not be placed on the 
  map (the gamemaster tracks where they are and when). Free agent 
  mercenaries may be hired even while they are in transit, but they 
  cannot perform combat actions for their new employers until they 
  enter that Faction’s space. 
  Hiring Mercenaries
  To hire a free agent mercenary, the interested Faction must spend 
  at least four times the mercenary Combat Command’s RP upkeep cost 
  (but may spend more) to bid for its services. After putting in the bid, 
  the Faction’s player makes a Mercenary Hiring Roll. This is a 2D6 roll 
  against a target number of 4, applying a +1 to the roll result for every 10 
  percent of additional RP spent over the mercenary Combat Command’s 
  hiring cost. If the modified roll result is 3 or less, the mercenary Combat 
  Command refuses the Faction’s offer and ten percent of the bid is spent.
  A mercenary Combat Command’s hiring cost does not cover any 
  repairs it may require to return to full strength. Instead mercenary forces 
  must be repaired using the same rules found for regular military repairs 
  (see pp. 364-365). 
  If multiple player Factions are bidding for the same mercenary 
  Combat Command, the Faction player who makes a successful 
  Mercenary Hiring Roll by the highest margin of success wins. If there 
  is a tie, the Faction player that bid the most wins. (If there is still a tie, 
  the tying Factions must reroll.)
  These hiring rules may not be used if the mercenary Combat 
  Command is already employed by another Faction.
  MERCENARY SUPPLY AND HIRING
  Mercenary Combat Commands are largely maintained and used in 
  ISW gameplay in much the same way as their regular army equivalents, 
  but are more prone to changing alignment if not paid and maintained 
  regularly. The following rules outline the hiring and use of mercenary 
  forces in an Inner Sphere at War campaign. 
  Supplying Mercenaries
  While serving a Faction, mercenary forces are tied to their Faction’s 
  logistical chain, with the RP spent on their upkeep reflecting the 
  payment of warrior salaries and other supporting resources that help 
  maintain their loyalty. Under optimal conditions, employed mercenary 
  Combat Commands cost twice as many RP to maintain as any other 
  Combat Command of identical composition. 
  Unfortunately, because of their nature, merely maintaining the 
  optimum level of supply is not a guarantee of their continued service; 
  unsupplied or undersupplied mercenary forces often terminate their 
  contracts, abandoning their employers in search of greener pastures. 
  Similarly, even fully supplied mercs have been known to change 
  employers over time, as needs and politics change.
  When paying for the upkeep of a Faction’s mercenary Combat 
  Commands, the Faction’s player must total the normal RP costs for all 
  of their mercenary forces, and double this result. The player may then 
  allocate any amount of his Faction’s available RP toward the upkeep 
  of these Combat Commands. This amount of RP is entirely up to the 
  player, regardless of these total upkeep costs; it may be as little as 0 RP, 
  and as much as the Faction’s entire remaining budget.
  Broken Supply Lines: Mercenary forces are not immune to the 
  potential for broken supply lines. Thus, the same rules apply for such 
  Combat Commands as they do for their non-mercenary counterparts 
  (see Broken Supply Lines, p. 251). Any mercenary Combat Command that 
  suffers from broken supply lines is treated as though it never received 
  its payments for the current Game Turn, even if the RP was allotted to 
  it in that turn. (Mercenaries don’t often care why they’re not getting 
  paid, after all.) Note: If a mercenary command’s allotted RP fails to reach 
  it due to broken supply lines, the RP cannot be assigned to another 
  force during the current phase, even though the RP goes back into 
  the Faction’s resource pool; this reflects the disruptive effects of the 
  mis-allocated funds and supplies.
  The Mercenary Retention Roll: After paying these RPs, the 
  Faction’s player must make a Mercenary Retention Roll. This is a 
  2D6 roll against a Target Number of 8. For every 10 percent of RP 
  spent on mercenary upkeep over the total mercenary upkeep cost 
  (rounded down) add +1 to the roll result. Every 10 percent of RP 
  spent below the total mercenary upkeep cost (rounded up) applies 
  –1 to the roll result instead.
  Retention Roll Effects: If the unmodified result of this roll is 2, roll 
  1D6: on a 1, all of the Faction’s mercenary Combat Commands will 
  abandon the Faction before the current Game Turn’s Military Phase; on 
  a 2-6, add any modifiers to the original 2D6 roll and check results below. 
  If the modified Mercenary Retention Roll result is 8 or higher, or if the 
  unmodified roll result is 12, all of the currently employed mercenary 
  Combat Commands will continue to serve the Faction normally—
  though any supply shortages will still affect them in combat as normal. 
  If the modified Mercenary Retention Roll result is less than 8, the 
  Faction will lose 10 percent of its total number of employed mercenary 
  Combat Commands (rounded up) for every point by which the roll 
  failed, starting with the mercenary commands that have the lowest 
  Reliability rating (Questionable), and proceeding upward toward 
  the highest (those with a Fanatical rating). These mercenary Combat 
  Commands will abandon the Faction before the current Game Turn’s 
  Military Phase.
  MERCENARY RETENTION AND HIRING TABLE
  Action
  TN
  Mercenary Retention Roll
  8
  Mercenary Hiring Roll
  4
  Condition
  Modifier
  Retention Roll
  Under-Supplied 
  –1 per 10% RP under Total*
  Over-Supplied
  +1 per 10% RP over Total**
  Hiring Roll
  Over-Bid
  +1 per 10% over Hiring Cost**
  *Round up
  **Round down
  
  353
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  costs 50 RP to build and costs 2 RP per turn to maintain. A Capital 
  Fortification costs 250 RP to build and costs 8 RP per turn to 
  maintain. No world may have more than 5 fortifications total. Any 
  turn that fortification’s upkeep is not paid, roll 1D6 and apply +1 
  for each turn that maintenance has not been paid. On a result of 
  6, a Standard Fortification is destroyed and a Capital Fortification 
  is mothballed. It costs one-half the total Capital Fortification RP 
  (base RP plus RP for the level of the Fortification) to return a Capital 
  Fortification to use.  
  Fortifications may be upgraded to improve their defensive ability. 
  The higher the fortification value, the greater the defense offered, 
  but the damage dealt by the defender within is similarly reduced. 
  Upgrading a fortification costs 5 RP for a Standard Fortification 
  and 25 RP for a Capital Fortification, to a maximum of four levels 
  for Standard and five levels for Capital (Noted as <fortification 
  class>-<#>; for example, Standard–1, Capital–2). 
  Fortifications in Combat
  Fortifications are limited as to the size of the Combat Command 
  that may benefit from its defense. Standard Fortifications may 
  hold one regiment (108 combat units) per level to a maximum of 
  4 regiments. A Capital Fortification can hold two regiments per 
  level to a maximum of 10 regiments. 
  Fortifications can be reduced by the use of specifically-targeted 
  attacks. Standard Fortifications can be reduced by concentrated 
  artillery barrages. Capital Fortifications can only be reduced using 
  Nuclear WMDs or concentrated Orbital Bombardments; Capital–5 
  Fortifications are immune to even these 
  attacks. The rules for reducing a fortifica-
  tion are detailed in the Abstract Combat 
  System (p. 322). Capital–5 Fortifications 
  are exceptional in that they are immune to 
  any attack. Capital–5 Fortifications may only 
  be defeated through the use of espionage. 
  Castles Brian
  Castles Brian are the pinnacle of defen-
  sive fortifications. Used by the Star League 
  and reused or copied by others, they have 
  served as the turning point of many of the 
  pivotal moments in BattleTech history. 
  Castles Brian follow all the same rules as 
  Capital Fortifications, with the following 
  additions and modifications. Castles Brian 
  cost 2,000 RP to build. (No Faction save for 
  the Terran Hegemony or Word of Blake may 
  construct Castles Brian.) Upgrading a Castle 
  Brian costs 200. A Castle Brian’s fortification 
  level is indicated by notating the number 
  in the same way as other fortifications 
  (e.g. Brian–2). Castles Brian may hold four 
  regiments (432 combat units) at Level 1. 
  For every level above 1, they may hold 
  an additional three regiments, so that a 
  Brain–5 may hold 16 regiments (1,728 
  combat units). 
  During combat, defenders in a Castle 
  Brian can sally out of special defender ports, 
  allowing them to engage their attacker on 
  their own terms. 
  Military Development 
  Phase
  The heart of the BattleTech universe is the clash of BattleMech 
  armies. This phase is where they are created or improved. 
  CREATING COMBAT COMMANDS
  To create a new Combat Command, a player must first 
  determine its composition. Each new Combat Command must 
  have 1 ’Mech regiment (and can have no more than 1 ’Mech 
  regiment), but beyond that, its additional attendant units need 
  not follow the standard for that faction. The new unit’s exact 
  composition then dictates its cost. This cost is doubled if you 
  intend for the unit to have attendent JumpShips, which has an 
  effect on the transportation cost for the unit (see Movement, p. 
  358). The cost is then further modified based on the Experience 
  Rating (Green or Regular) and on its Loyalty Rating (Questionable, 
  Reliable or Fanatical) Once this total cost is subtracted from the 
  Faction’s remaining Resource Points, the new unit can begin its 
  existence on any world within your Faction except an ‘Other’ 
  world. It is available for immediate use, such as combat and 
  transportation. 
  Mercenary Combat Commands may not be created by the player 
  Factions using these rules. The gamemaster may, at his own option, 
  decide to create or introduce new mercenary Combat Commands if 
  desired. These forces follow the basic rules.
  Joshua wants to raise a new unit on his 
  Capital. He wants it to consist of a single 
  ’Mech, two Aerospace, one Armor, and one 
  infantry component. The total cost for this 
  is 66. While he would like this unit to have 
  a higher Experience Rating, the highest 
  quality permitted within the system is 
  Regular, which would double the cost to 
  132 RP. Joshua considers it adequate for 
  the new unit to have a Reliable Loyalty 
  rating, which 1.5 modifier brings the total 
  to 198 RP. Finally, he intends for this force 
  to be very active, and invests in Attendant 
  JumpShips, which brings the total cost for 
  the new unit to 396 RP.
  FORTIFICATIONS
  Some worlds have permanent fortifica-
  tions. Fortifications will protect a defender 
  from attack during a fight for the control of 
  a world. The full effects are detailed in the 
  Abstract Combat Rules (see p. 322). Due to 
  the abstract nature of these rules, a single 
  Standard Fortification in game terms may in 
  fact represent dozens of improved positions 
  or a single massive walled base. 
  Constructing Fortifications
  There are two classes of fortifications, 
  Standard Fortifications and Capital 
  Fortifications. A Standard Fortification 
  NEW COMBAT  
  COMMAND COST TABLE
  Combat Formation
  Cost 
  (RP)
  Formation Type
  BattleMech*
  24
  Aerospace
  12
  Armor
  12
  Infantry
  6
  Artillery
  12
  Experience Modifier**
  Wet Behind the Ears (0 XP)
  x0.5
  Really Green (5 XP)
  x0.75
  Green (9 XP)
  x1.0
  Regular (13 XP)
  x2.0
  Loyalty Modifier**
  Questionable
  x1.0
  Reliable
  x1.5
  Fanatical
  x2.0
  JumpShips**
  None assigned
  x1.0
  Attendant JumpShips
  x2.0
  *No more than 1 per Combat Command
  **Apply the appropriate modifier one at a time to 
  the total cost of the Combat Command
  
  Military Phase
  This phase details the use of a Faction’s ground and aerospace 
  forces in ISW game play. Rules covering force upkeep, military orders, 
  military actions and resolution of orders and actions are detailed in 
  this section. The creation of combat forces was outlined in the Military 
  Development phase (see p. 353). The campaign effects of military 
  orders and actions—fatigue, morale, experience, re-organizing—are 
  covered in the End Phase (see p. 364). 
  MILITARY PHASE BASICS
  Orders sheet and the Military Phase
  ISW game play spans hundreds to thousands of light-years. 
  Communication across these distances can take days or even weeks. This 
  greatly limits the flexibility and responsiveness an army commander 
  has over their forces. To reflect this, a Faction’s Order Sheet must list all 
  planned actions for each Combat Command in the Faction’s army for 
  the entire Game Turn. Orders may be written conditionally. There must 
  be sufficient RP to perform all conditional operations.
  Military Phase Sequence of Events
  The Military Phase is broken up into five Sub-Phases revolving 
  around logistics for combat forces, military orders and actions, and 
  resolution. Not all Military Sub-Phases need to be used, but any Sub-
  Phases used must follow the Military Phase sequence order. Training 
  and supply must be resolved before any Military Actions in that Phase. 
   • Orders
   o Logistical 
   o Movement
   o Combat
   • Military Actions
   o Training
   o Movement
   o Raiding
   o Battle
   o Invasion
   o Duels
   • Combat Turn Resolution
   o Capturing Worlds
   o Interstellar Hex Control
  ORDERS
  Orders provide specific instructions for a Faction’s Combat 
  Commands. Orders are broken down broadly into three types: Logistic, 
  Movement and Combat orders. Combat orders are further divided into 
  Offensive and Defensive orders.
  Each turn, a Combat Command has four Order Points, which it can 
  spend to execute Logistics, Movement or Combat orders. Some orders 
  take more than one Order Point to complete, and so will reduce the 
  number of orders a Command can complete in a given turn. A Combat 
  Command need not use all its orders available in a turn. 
  If a Combat Command spends three or more order points on 
  Movement orders, it may not issue any Offensive orders, regardless 
  of their cost. 
  Logistic Orders
  Logistical orders cover non-combat and non-movement activities in 
  which a Combat Command engages as part of its normal operations. 
  Training: Combat Commands that conduct training are issued 
  the Training Order (see Training, p. 358). A Command on Training 
  Diplomacy Phase
  While war tends to be the primary arbiter for interstellar relations in 
  the Succession Wars, they are, of course, not the only means. Diplomacy 
  still maintains some viability even in the war-torn Inner Sphere. The 
  following rules outline a framework for the players to incorporate this 
  concept into game play. 
  DIPLOMACY
  In the BattleTech universe, diplomacy often takes a backseat to 
  warfare. This does not make mean it cannot sway the balance of power 
  if used correctly—the marriage of Hanse Davion and Melissa Steiner 
  is proof of that. 
  Players may negotiate any of the treaties and pacts below, effectively 
  by reaching a mutual agreement. At the level of gameplay covered 
  by these rules, with a single player representing his Faction, such 
  agreements require little extra effort.
  While diplomatic deals are often purposefully vague–to reflect 
  the fluid and flexible nature of such relationships–the typical 
  conditions or restrictions of most common diplomatic agreements 
  are described below. 
  Military Treaties
  The three main types of military treaties seen among the interstellar 
  realms of the Inner Sphere are Mutual Assistance Treaties, Non-
  Aggression Pacts, and Military Defense Treaties.
  Military Mutual Assistance Treaty: When two or more Factions 
  agree to support each other should they suffer an invasion (or undertake 
  one against a mutual enemy), then they have struck a Mutual Assistance 
  treaty. The Mutual Assistance Treaty is considered broken if one of the 
  participating Factions withholds military support requested by its ally.
  Military Non-Aggression Pact: A non-aggression pact involves 
  both Factions agreeing to conduct no military operations against each 
  other greater than a Raid (see Military Actions, p. 358). Any violation of 
  this will result in an immediate cancellation of the non-aggression pact, 
  and reprisals from the former ally may prove quite severe. 
  Military Defense Treaty: When two or more Factions make a Military 
  Defense Treaty, they pledge to provide military aid for defensive 
  purposes only. The allied factions are not required to support one 
  another when conducting offensive operations, even if it is against 
  a mutual enemy. This treaty type is considered broken if one Faction 
  withholds its military support while its ally is being attacked.
   
  Economic Treaties
  Economic treaties at the ISW scale are even simpler. These 
  arrangements of financial or other non-military material support 
  open the borders for trade between the allied realms, enabling both 
  to improve their resource pools.
  A faction receives a boost to their RP earnings during the Economics 
  and Logistics phase for each economic treaty that exists at the beginning 
  of that phase, for as long as the partner Factions agree to maintain that 
  treaty. If the economic ally is a neighboring Faction (one that shares 
  a mutual border), this boon increases each Faction’s RP earnings per 
  Game Turn by 10 percent (rounded up). If the partner Factions do not 
  share a mutual border, the economic boon to both Factions is only 5 
  percent of their respective RP production per Game Turn.
  Economic treaties are immediately broken the moment either 
  Faction declares that it is opting out of the treaty or engages in 
  military operations against its ally. Alternatively, an economic treaty 
  may be broken if a member Faction forges another economic treaty 
  with another Faction currently at war with its ally. Ending an economic 
  treaty in the latter case is entirely up to the offended Faction’s player.
  
  355
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  Combat Orders
  Combat Commands may be given various orders that affect 
  their combat readiness, offensive or defensive stance or how they 
  interact with other friendly or hostile commands. 
  Combat orders are broken into Offensive and Defensive.
  Attack (Offensive): Forces with this order may engage in Battle 
  or Invasion Military Actions (see pp. 361-362). This Command must 
  pay Combat supply costs next turn and receives 1 Fatigue Point. 
  The Attack order costs 1 Order Point.
  Luke wishes one of his units, the Second Sword of Light, to 
  engage enemy forces on an adjacent world. He issues the unit 
  two orders: An Assault Move order to relocate to the world, and 
  an Attack order to engage the troops there. He did not use the 
  Transport Move order, as the Second would be subject to an 
  Attack of Opportunity (see p. 312) as if it attempted to land on 
  a hostile world.
  may not use any Transport Orders or Offensive Orders in the 
  same Game Turn it trains. 
  Training uses three Order Points. 
  Rest: This order lets a force recover 1 Fatigue Point (see Fatigue, p. 
  365). Rest orders cannot be given to forces that have been involved 
  in combat or moved this Turn. If a Combat Command under rest 
  orders is attacked by enemy troops, the rest order fails (unless the 
  unit is Shielded, see Shield, p. 354) and the unit does not reduce 
  its Fatigue Point score. 
  Rest uses two Order Points. 
  A unit with 4 Fatigue Points receives a rest order, and as 
  a result its Fatigue Points are reduced to 3. It could receive 
  a second Rest order in lieu of its combat order, which would 
  further reduce its Fatigue Points to 2. However, were the unit 
  attacked during that turn, both Rest orders would fail and the 
  unit would remain at 4 Fatigue Points.
  Repair: This order permits a force to 
  recover losses per the Repair rules (see 
  p. 364). A command under Repair orders 
  may only field 50 percent of its total force 
  (rounding down). Players multiply the 
  Combat Command’s S/M/L and Armor values 
  by 0.5, rounding down. 
  Repair uses two Order Points.
  Movement Orders
  Movement orders are specific instructions 
  that use the Movement rules (see p. 358) to 
  move a Combat Command from one point 
  to another in various forms of combat 
  readiness. Unless otherwise noted, all 
  Movement rules apply. 
  Transport Move: Allows a Combat 
  Command to move one or more Interstellar 
  Map Hexes. A command using the Transport 
  Move order may use only the Defend combat 
  order (see p. 357) next. If the command is 
  attacked in combat, it is considered to be 
  defending. Movement cost is listed in the 
  Movement Phase (see p. 358).
  If a Combat Command spends three 
  or more Order Points on Transport Move 
  Orders, it may not issue any Offensive Orders, 
  regardless of their cost. If a Command was 
  in combat in a turn, it may not issue more 
  than two Transport Move orders.
  If a command moves onto an enemy 
  controlled world it may suffer an attack of 
  opportunity (see Defend, p. 357).
  Transport Move consumes one Order Point. 
  Assault Move: This order moves a 
  Combat Command from one Interstellar 
  Map Hex to another and lands troops via 
  combat assaults, allowing it to engage in 
  combat orders immediately. This Command 
  must pay its Combat supply costs next turn 
  (see p. 351), even if no battle occurs; it also 
  receives 1 Fatigue Point. 
  Assault Move costs one Order Point.
  
  Counter Insurgency (Offensive): A Combat Command may 
  be called on to hunt down hidden enemy Commands through the 
  Counter Insurgency (CI) order. A CI operation must be targeted at a 
  single Hidden Command (see p. 315). The Faction conducting CI does 
  not have to know which Commands are hidden, or even if any are 
  present. If more than one Command is hidden on the world, the GM 
  rolls randomly to determine which one is the target of the CI mission. 
  A Command assigned to CI rolls 2D6, applying the appropriate situa-
  tional modifiers, and consults the Counter Insurgency table to determine 
  if and how much of the Hidden Command they have discovered. 
  Discovered indicates what percentage of the Hidden force is 
  uncovered and able to be brought to combat immediately in the 
  Turn during which the CI operation was conducted.
  Max attack limits the amount of force the CI Command can 
  bring to bear, with the multiplier representing how much more 
  PV the attacker can attack the Hidden force with. 
  A result of Armor Damage applies that percentage of damage 
  (rounding up) to the Counter Insurgency Command. This 
  represents wear and tear on the Command in their operation and 
  attacks of opportunity from the Hidden Command.
  A result of Automatic damage and salvage applies that 
  percentage of damage (rounding up) to the Hidden command, 
  and grants the same percentage to the CI Command as salvage. 
  This represents the CI Command finding a Hidden unit base and 
  capturing the equipment. 
  This Command must pay Combat supply costs next turn and 
  gives it 2 Fatigue Points. 
  Counter Insurgency costs 1 Order Point.  
  Guerilla Warfare (Offensive): Combat Commands that have 
  been issued the Gone to Ground or Hidden order may choose to 
  engage in Guerilla Warfare. A Command must have spent at least 
  one complete Turn hidden before they may engage in Guerilla 
  tactics. Commands engaging in Guerilla operations use the same 
  rules as Raid (see p. 359) with the exception that they do not have 
  to make System Insertion rolls as they are already on world. 
  This Command must pay Combat supply costs next turn and 
  receives 1 Fatigue Point. 
  Guerilla Warfare costs 1 Order Point. 
  Shield (Offensive): Commands issued this order protect other 
  forces, with combat if needed. This order safeguards other Combat 
  Commands from damage while repairing or resting. The Shielding 
  Combat Command must have Formations within the same ACS 
  hex as the Combat Command Formations it is Shielding. The 
  Shielded Formations may not engage and may not be engaged 
  while Shielded (See Engagement Control).
  A Combat Command that uses the Shield order must pay twice 
  its Combat supply cost the following turn; it generates 1 Fatigue 
  Point if no combat is seen, and 2 Fatigue if engaged in combat.
  Shield costs zero Order Points. It must be combined with either 
  the Attack or Defend order.
  There are three 500 PV Combat Commands on a planet, one of 
  these 500-point commands can rest so long as the other two are 
  using the Shield Order.
  Commerce Raid (Offensive): No enemy worlds within 2 
  Interstellar Map Hexes of the Command’s position generate RPs, 
  unless the world’s hex contains a Combat Commands with PV of 
  at least 50 percent that of the raiding Combat Command, or if 
  that world’s hex is within range of a Patrol (see p. 357). A Combat 
  Command may only conduct one Commerce Raid per Game Turn. 
  The effects are not cumulative with the results of Raiding (see p. 
  359). This Command must pay Combat supply costs next turn. 
  Commerce Raid costs one Order Point. 
  Planetary Raid (Offensive): A portion of the Combat Command is 
  tasked with conducting a raid on another Faction’s world. See Raiding 
  rules (see p. 359) for details on conducting the raid. If the parent Combat 
  Command is involved in any other combat during the same Game Turn, 
  it must subtract the PV of the raiding force from their PV.  
  A Combat Command may only conduct one raid per Game Turn. 
  Any Combat Command conducting a Raid must pay its Combat supply 
  costs next turn. It does not suffer any Fatigue. 
  Raids cost 1 Order Point. 
  COUNTER INSURGENCY TABLE 
  2D6 
  Results
  Counter Insurgency Results
  2 or 
  Less
  No forces uncovered, 5 percent Armor Damage
  3
  No forces uncovered, 2 percent Armor Damage
  4
  10 percent discovered, Max 2x attack
  5
  20 percent discovered, Max 2x attack
  6
  30 percent discovered, Max 2x attack
  7
  20 percent discovered, Max 3x attack
  8
  50 percent discovered, Max 3x attack
  9
  60 percent discovered, Max 3x attack
  10
  65 percent discovered
  11
  70 percent discovered
  12
  75 percent discovered
  13
  80 percent discovered, Automatic 5 percent damage and 
  salvage
  14 or 
  More
  100 percent discovered, Automatic 10 percent damage and 
  salvage
  Situational Modifiers
  Modifier*
  Force Experience
  Wet Behind the Ears
  –3 / +3
  Really Green
  –2 / +1
  Green
  –1 / +1
  Regular
  0
  Veteran
  +1 / –1
  Elite
  +2 / –2
  Heroic
  +3 / –3
  Legendary
  +3 / –3
  Force Type
  Infantry
  0 / –2
  Other Forces already Hidden
  For every 3 combat units of ’Mechs
  +2 
  For every 3 combat units of Armor
  +1
  For every 15 combat units of Infantry
  +1
  Other
  Hidden Command conducted Guerilla Warfare this Turn
  +2
  Hidden Command conducted Guerilla Warfare last Turn
  +1
  Hidden Command bribed local populace on hostile world
  –1
  Hidden Command on Original Faction World
  –2
  * The number before the slash is the modifier for the Command conducting Counter 
  Intelligence, the number after the slash is the modifier for the Hidden Command.
  
  357
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  When a Command is issued the Go to Ground order, roll 2D6 
  and consult the Go to Ground Results table to determine what 
  percentage of the Command is able to go to ground (rounding 
  down). Of the percentage of the Command that is unable to go to 
  ground, 50 percent (rounding down) is immediately lost to attrition 
  and the remaining 50 percent receives a surrender Morale effect 
  (see Retreat and Surrender, p. 365). If more than one Command 
  issues the Go to Ground order in the same Turn, the player must 
  decide in which order they go prior to rolling the dice. Once a unit 
  has executed a Go to Ground order, it operates in the same away 
  as a Hidden Formation (see Hidden Formations, p. 315)
  A Command that goes to ground may lower its Morale Ratings 
  (see Morale, p. 367). Roll 1D6 (and subtract 1 from the result if the 
  force is on a world originally controlled by an enemy Faction); if 
  the result is lower than the Command’s 
  current Morale Rating, Morale worsens 
  by 1 (for example, from Normal to Low).
  A Command that is operating under the 
  Go to Ground order also suffers the “No 
  Supply” penalty. 
  Go to Ground costs 1 Order Point.
  Scatter (Defensive): Under the threat 
  of Orbital Bombardment, one of the only 
  viable defenses a Command has is to 
  scatter its forces to minimize losses. Com-
  mands issued the Scatter order roll 2D6 
  on the Gone to Ground Results table (at 
  left) to determine what percentage of the 
  Command’s Combat Units are able to Scat-
  ter. The remaining Combat Units are lost to 
  attrition and communication breakdowns. 
  If the Faction that scattered is able to 
  gain control or retreat from the world, they 
  may repair any damage equal to the per-
  cent lost to attrition without losing expe-
  rience. This represents the pilots and sol-
  diers linking back up with their command, 
  even though their equipment is lost. 
  Commands that are scattered may 
  only be used in Recon Formations in the 
  Abstract Combat System (p. 312)
  This Command must pay its Combat 
  supply costs next turn and gains 1 Fa-
  tigue Point. 
  Scatter costs 1 Order Point and may 
  not engage in any of the following 
  Orders: Training, all Movement orders, all 
  Offensive orders except Guerilla Warfare, 
  Fortify, or Dug In.
  Patrol (Defensive): Non-garrison, 
  aerospace-only forces assigned the Patrol 
  order counteracts the effects of enemy 
  Commerce Raids on friendly worlds within 
  two Interstellar Map Hexes of their loca-
  tion. Add a quarter of the unit’s aerospace 
  Point Value to all friendly worlds in range. 
  Additionally, patrolling aerospace imposes 
  a –2 roll modifier to Raiding (see p. 359) 
  within their two-hex range of patrol.
  Patrol incurs 1 FP. This Command must 
  pay its Combat supply costs next turn. 
  Patrol costs one Order Point. 
  Fortify (Defensive): This order creates field fortifications for 
  the unit, reducing damage to the force while not impeding its 
  ability to inflict damage. Fortify costs equal the Command’s 
  Combat Supply RP cost and 1 Fatigue Points to establish. A 
  Command may not use the Fortify and Rest orders in the same 
  Game Turn. Once a unit has fortified itself, it may continue to 
  be issued the Dig-In command on subsequent turns. A Combat 
  Command may not Fortify in a Fortification. 
  A fortified Combat Command reduces the damage it takes by 
  10 percent for ground. This is cumulative with the bonus gained 
  by using the Defend order. 
  A fortified Combat Command may not move on the Planetary 
  Combat Map. If a Combat Command moves, it loses all benefits of 
  the Fortify order. 
  Fortify costs one Order Point.
  Dig-In (Defensive): A Combat 
  Command that used the Fortify or Dig-In 
  order in the previous Turn may continue 
  to use the protections they built using the 
  Dig-In order. Every Game Turn in which a 
  Command uses the Dig-In order, it must 
  pay RP equal to its Non-Combat supply 
  cost to maintain the fortifications 
  A Combat Command under Dig-In or-
  ders reduces the damage it takes by 10 per-
  cent (round up). This is cumulative with the 
  bonus gained by using the Defend order. 
  A Combat Command under Dig-In 
  orders may not move on the Planetary 
  Combat Map. If such a Command moves, 
  it will lose all benefits of its fortifications. 
  Dig-In costs one Order Point.
  Defend (Defensive): The force is com-
  bat-ready and will stage an active defense 
  against enemies, but will not initiate com-
  bat against an entrenched foe. Combat 
  Commands with Defend orders may only 
  use Defensive Tactics when resolving 
  combat using the Abstract Combat Sys-
  tem (see Combat Tactics, p. 316). Combat 
  Commands issued the Defend order take 
  10 percent less damage and reduce the 
  damage they inflict by 10 percent. 
  Enemy forces who use Transport Move 
  Orders to land on a world where there 
  are defenders with the Defend order may 
  suffer an Attack of Opportunity (see Attack 
  of Opportunity, p. 312).
  The Command must pay its Combat sup-
  ply costs next turn. The Command will only 
  generate fatigue if it engages in combat.  
  Defend costs one Order Point.
  Go to Ground (Defensive): Go to 
  Ground is used by a Command in active 
  combat that wishes to try and hide itself 
  from the opposing force. While the Hidden 
  order allows an entire Command to be 
  hidden (or attempt to do so), when under 
  the fog of war a Command may not be 
  able to extract all its forces from battle 
  and even those that do may be separated 
  from the main Command. 
  GONE TO GROUND TABLE 
  2D6 Results
  Percentage Gone to Ground
  2 or Less
  10 percent
  3
  20 percent
  4
  30 percent
  5
  40 percent
  6
  50 percent
  7
  65 percent
  8
  70 percent
  9
  75 percent
  10
  80 percent
  11
  85 percent
  12
  90 percent
  13
  95 percent
  14 or More
  100 percent*
  Situational Modifiers
  Modifier
  Force Experience
  Wet Behind the Ears
  –3
  Really Green
  –2
  Green
  –1
  Regular
  0
  Veteran
  +1
  Elite
  +2
  Heroic
  +3
  Legendary
  +3
  Force Type
  Infantry
  +2
  Other Forces already GtG or Hidden**
  Each Regiment of ’Mech
  –2
  Each Regiment of Vehicles
  –1
  Each 5 Regiments of 
  Infantry
  –1
  Other 
  Command is Scattering 
  +4
  *Only Commands issued the Scatter order may get 
  results of 14+
  **These modifiers do not apply for Commands using 
  the Scatter order
  
  Movement 
  The Interstellar Map scale is 30 light-years per hex. At this scale, the 
  only units that can ply the distances between one hex and another are 
  JumpShips. While BattleMechs rule the battlefield, the vast empires of 
  the Inner Sphere would not have been possible without the Kearny-
  Fuchida jump drive, which permit instantaneous movement across 
  distances of up to 30 lightyears. Movement in Inner Sphere at War 
  is based on the use of JumpShip fleets to move carrier and cargo 
  DropShips that ferry a Faction’s armies, supplies and equipment from 
  planet to planet. 
  A Command can have up to 4 Interstellar Movement Points (IMP), 
  unless it is equipped with Lithium-Fusion batteries, in which case it has 
  8 IMPs. Each use of an IMP costs 2 Resource Points (RPs) if the unit was 
  given Assigned JumpShips during the Game Setup or Creating Combat 
  Commands (see p. 353) steps. If it does not have Assigned JumpShips, 
  the cost is 4 RP per IMP.
  To travel from one hex to another adjacent hex requires 1 IMP. 
  Likewise, to travel from 1 planet to another within the same hex requires 
  1 IMP. Finally, to land on the planet of the target system consumes the 
  equivalent of 1 IMP. However, the trip to the planet consumes no RPs; 
  those costs are covered as a fraction of the cost to make interstellar 
  travel and the regular upkeep of the unit.
  Josh wants to move his Ninth Lyran Regulars two jumps from 
  Cavanaugh II to Bella I. This requires two IMPs to make the trip to 
  the Bella I system, and a third IMP to land the unit on the surface of 
  the planet. As the 9th Regulars do not have Assigned JumpShips, 
  the cost for this trip is 8 RP.
  Commands may only move if given a Movement Orders (see p. 355). 
  Commands may use their entire IMP in one Movement Order, but may 
  not use more than their total IMP in an ISW Turn, no matter how many 
  Movement Orders they have been issued.
  Command Circuit: Command circuits are relays of JumpShips, which 
  pass DropShips from one JumpShip to another, avoiding the recharge 
  times needed for each leg of the trip. In game terms, command circuits 
  allow nearly instant transportation between two worlds, enabling 
  forces to travel vast distances quickly.
  A Command circuit must trace a line of hexes through your controlled 
  territory, and cannot pass through or end in a hex that is controlled or 
  contested by an enemy. It can be of any length provided this condition 
  is met. Transport costs 8 RP per jump per Combat Command, and is 
  considered to have taken up 1 IMP of the unit’s total regardless of the 
  length of the Command Circuit. Travel can continue normally after the 
  Command Circuit action is taken. A Command Circuit is not permanent, 
  and each Combat Command has to pay the 8 RP per jump cost, even 
  if they all trace the exact same path.
  Pirate Points: Normal jump traffic target’s a system’s zenith or nadir 
  jump points, regions of space above and below the target system 
  that are relatively safe to use. JumpShips can also pick non-standard 
  (“pirate”) points within a system that can be much closer to their 
  desired target location. Pirate points exist where the gravity between 
  two celestial bodies cancel each other out enough to permit a jump. 
  Aiming for Pirate Points, especially with large fleets, is very risky, and 
  misjumps can occur. 
  Whenever an IMP is spent to enter a new system (but not when an 
  IMP is spent to travel to the target planet), the player can designate 
  that jump as being targeted at a pirate point. The GM rolls 2D6, and on 
  a 2 or a 3, the unit is completely lost due to a misjump. If a near orbit 
  pirate point is the designated target (see Middle Zone, p. 319), the unit 
  is lost on a result of 2, 3 or 4. Should the jump complete successfully, it 
  gives the associated unit access to the rules for Pirate Points found in 
  the Abstract Combat System Deployment, p. 312. 
  MILITARY ACTIONS 
  In the BattleTech universe, all roads eventually lead to conflict. This 
  section provides rules for engaging in and resolving combat. The Inner 
  Sphere at War rules do not have their own combat system. Instead, ISW 
  is designed to be played with any of the BattleTech combat systems. 
  ISW is specifically set up to work seamlessly with the Abstract Combat 
  System (see p. 304). 
  Prior to the Military Action Sub-Phase Combat Commands are issued 
  orders (see p. 354) that cover their direct ISW actions and setup various 
  potential combat conditions. This section details how to engage in combat 
  and provides guidelines for interfacing with the combat system of choice. 
  Types of Military Actions: In ISW, all combat falls into one of the 
  following categories; Training, Movement, Raiding, Battle, Invasion 
  and Duels. 
  Training 
  The less experienced the unit, the more it relies on training to 
  improve its quality and ability to survive when the battle becomes real. 
  Combat Commands may conduct training exercises to increase 
  their Experience Points (XP). When a Command reaches the XP 
  required for a new Experience Level (see Experience, p. 367) they may 
  improve their Experience. 
  Training requires at least two combat forces of roughly equal size. The 
  Command Commands in training must  pay their Combat supply (see p. 
  351) RP cost the following turn and gain 1 Fatigue Point (FP, see Fatigue, 
  p. 365). All the Commands in training receive the benefits listed below.
  If a Command has 10 or fewer XP they automatically gain 1 XP at 
  the end of training. If a Command is subsequently unsupplied, they 
  gain an extra 1 FP.
  If a Command has more than 10 XP, it rolls 2D6. If the result is less than 
  the Command’s Average Unit Skill (see Experience, p. 367), they earn 1 
  XP. Each additional turn spent training grants an additional –1 modifier 
  to the 2D6 roll. However, a Command that goes a Turn without training 
  loses all die modifiers. For example, if a Command trained in Game Turns 
  1 and 2, it would have a –2 modifier the next time it trained, but if it did 
  not train again until turn 4 then it would lose all modifiers and starts over. 
  Training Centers: Specific worlds within a Faction are dedicated 
  to the training and combat readiness of its forces. Forces conducting 
  their training operations at a designated Training Center gain benefits 
  to their training. 
   • Commands with fewer than 10 XP gain 2 XP instead of 1 at the 
  end of training. 
   • Commands over 10 XP gain an automatic –1 modifier to their training 
  roll. For every two consecutive turns spent training at a Training 
  Center, add an additional (cumulative) –1 modifier to their roll. 
   • Commands training at a Training Center need only pay their Non-
  Combat Supply costs (see p. 351). 
  Each Major Faction starts the game with three Training Centers. 
  Each Intermediate Faction starts with two, each Minor Faction starts 
  with one and Tertiary Powers start with none. The location of starting 
  Training Centers must be designated at the start of game play and 
  should be noted on the Interstellar Map. Where possible, canon 
  locations should be used. For example, the Osaka Fields Proving 
  Grounds on Benjamin should be designated as a Training Center for 
  the Draconis Combine Faction. 
  New Training Centers can be built at the cost of 50 RP. A Faction may 
  have no more than double its starting number in Training Centers. 
  A new Command with 1 XP undertakes a training operation with 
  its more experienced (XP 11) compatriots. Both Commands gain 1 
  Fatigue Point. The green unit gains 1 XP and so ends the turn with 2 
  XP. The more experienced unit rolls 2D6 and gets a 7, higher than its 
  Average Skill (see Experience, p. 367) and does not gain XP. 
  
  359
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  Raiding
  Raiding allows a Faction to conduct a limited strike against an 
  opposing Faction, usually with a specific goal in mind. Raids fall 
  into five broad categories.
   • Recon Raid: Used to uncover specifics on a world’s defenders.
   • Supply Raid: Targets a Supply Depot’s or Supply Centers and 
  attempts to either steal or destroy supplies.
   • Disruption Raid: Used to disrupt a world’s economy and 
  reduce its ability to generate resources. 
   • Equipment Raid: Targets a world’s factories and attempts to 
  steal equipment. 
   • Industrial Raid: Targets a world’s factories and attempts to 
  damage production. 
  Raid Resolution: A raid is made up of four steps: Setup, Insertion, 
  Mission, Results. 
  Setup: The first step to conducting a raid is to determine what 
  forces will be used. A raid is the only time a Combat Command 
  may field a force smaller than a Combat Team in size (see p. 304). A 
  raiding force is limited to no more than 15 percent of a Command’s 
  Point Value (PV) and to a maximum of two Combat Teams. The 
  raiding force may also support their ground force with up to two 
  Combat Teams of aerospace. 
  Once a raiding force is selected, the specific type of raid and 
  target world must be determined. This must be documented on 
  the Faction’s Order Sheet at the start of the Game Turn. Only one 
  raid may be conducted on a target world by a Faction per turn. 
  Insertion: A raiding force rolls 2D6 on the Raid Insertion Table 
  and applies the appropriate modifiers. Depending on the results, 
  the raid can continue, or be aborted. If the raid is aborted, move 
  directly to Results. 
  RAID INSERTION TABLE
  2D6 
  Result
  Insertion 
  Success 
  Insertion Result
  Defender 
  Size*
  1 or 
  less
  Failed
  Jump Failure Raiding Force Lost 
  N/A
  2
  Failed
  Jump Detected, Aerospace fight
  1.5 aero
  3
  Failed
  Jump Detected, Aerospace fight
  1.25 aero
  4
  Failed
  Jump Detected, Aerospace fight
  1.0 aero
  6
  Failed
  Jump Detected, Aerospace fight
  .75 aero
  7
  Failed
  Jump Detected, Aerospace fight
  .5 aero
  8
  Failed
  Jump Detected, Raiders escape
  N/A
  9
  Success
  Raiders Successfully Land
  1.5
  10
  Success
  Raiders Successfully Land
  1.25
  11
  Success
  Raiders Successfully Land
  1.0
  12
  Success
  Raiders Successfully Land
  1.0
  13
  Success
  Raiders Successfully Land
  0.75
  14+
  Success
  Raiders Successfully Land
  0.5
  *Modifiers indicate the maximum size/PV of the defending force. The defender 
  is limited by their actual force on hand and may choose to field less.
  RAID INSERTION  
  AND SUCCESS MODIFIERS
  Situation
  Modifier
  Force Experience **
  Wet Behind the Ears
  –3 / +3
  Really Green
  –2 / +1
  Green
  –1 / +1
  Regular
  0
  Veteran
  +1 / –1
  Elite
  +2 / –2
  Heroic
  +3 / –3
  Legendary
  +3 / –3
  Mission Modifiers
  Periphery 
  +1 / 0
  Raiding force is composed of all Light Elements
  +1
  Suicide Mission†
  +2
  Insertion Modifiers
  Attacker has active Commerce Raid
  +1
  Successful System Recon Raid last turn
  +2
  Successful Pirate Point Jump
  +4
  Defender has active Patrol Mission
  –2
  Defender has 200+ aerospace in system
  –2
  *The number before the slash is the modifier for the attacker’s experience 
  conducting the raid, the number after the slash is the modifier based on 
  the defender’ experience. 
  **For defender force, determine the average force quality of all forces on 
  the world. 
  †Only valid for Disruption and Industrial Raids. The raiding force is destroyed 
  and its parent unit suffers a 1 level drop in morale (see Morale, p. 366) 
  RAID SUCCESS TABLE
  2D6 
  Result
  Result (Simple Resolution) 
  Victory 
  Points 
  Earned
  Raid 
  Result 
  Modifier
  1 or 
  less
  Raid Failed, Raiding Force Captured*
  N/A
  N/A
  2
  Raid Failed,  
  100 percent Raiding Force Lost
  N/A
  N/A
  3
  Raid Failed, 75 percent Raiding Force Lost 
  N/A
  N/A
  4
  Raid Failed, 50 percent Raiding Force Lost 
  N/A
  N/A
  6
  Raid Failed, 25 percent Raiding Force Lost 
  N/A
  N/A
  7
  Raid Failed,  
  100 percent Raiding Force Escaped 
  N/A
  N/A
  8
  Raid Success,  
  25 percent Raiding Force Escaped 
  500
  –3 
  9
  Raid Success,  
  50 percent Raiding Force Escaped 
  600
  –2 
  10
  Raid Success,  
  75 percent Raiding Force Escaped 
  700
  –1
  11
  Raid Success,  
  100 percent Raiding Force Escaped
  800
  +0 
  12
  Raid Success,  
  100 percent Raiding Force Escaped
  900
  +1
  13
  Raid Success,  
  100 percent Raiding Force Escaped
  1,000
  +2
  14+
  Raid Success,  
  100 percent Raiding Force Escaped
  1,100
  +3
  *90 percent of Raiding force is taken as salvage, no salvage roll required. 
  
  Abstract Combat System resolution uses the Star-System Radar Map 
  (see p. 306) to play out the Insertion. If the Transport Unit reaches the 
  Central Zone, the raiders land on the world and play moves to the 
  Mission step. The defender may deploy all aerospace assets in the 
  system per the Initiative Phase detailed in ACS rules (see p. 312). 
  Detailed combat uses Total Warfare, Alpha Strike, or BattleForce to 
  resolve the battle. A Breakthrough scenario is recommended. The size 
  If the Insertion results indicates an aerospace battle, resolution may 
  be accomplished via simple resolution, the Abstract Combat System, or 
  detailed combat.  
  Simple resolution uses the Raid Success Table, with results being 
  applied to the attacker’s aerospace PV. If the aerospace force takes 75 
  percent or more damage, the ground force is lost. 
  RAID RESULTS TABLES
  1D6 Roll
  Recon Raid Result
  Less 
  than 1
  Raiders are able to determine the number of defending Combat Units on world, but no additional information. 
  1
  Raiders are able to determine the number and types of defending Combat Units on the world, but not the numbers of each type. 
  2
  Raiders are able to determine how many of each type of defending Combat Units are on the world.  
  3
  As result 2. Raiders also determine the name of any BattleMech formations and the experience of all Combat Units.
  4
  As result 3. Raiders also determine the weight class of each Combat Unit. 
  5
  As result 4. Raiders also determine the current damage (if any) percentage for each Combat Unit. 
  6
  As result 5. The raiding force also intercepted command communications that reveal the combat forces in one randomly selected adjacent hex.
  7
  As result 5. The raiding force also intercepted command communications that reveal the combat forces in two randomly selected adjacent hexes. 
  8 or More
  As result 5. The raiding forces intercepted intelligence on all combat forces in the hexes surrounding the target hex. 
  1D6 Roll
  Supply / Equipment Raid Result
  Less 
  than 1
  Treat as a Raid Success result 2 and add +3 (for a final modifier of +0) to Salvage Roll.
  1
  Treat as a Raid Success result 3 and add +3 to Salvage Roll.
  2
  Treat as a Raid Success result 4 and add +5 to Salvage Roll. 
  3
  Treat as Raid Success result 4 and add +3 to Salvage Roll. On factory worlds, Raiders steal RP equal to 25 percent (rounding up) of one month’s 
  of the world’s RP. On non-factory worlds, Raiders steal RP equal to the In Combat Supply cost of all defending forces on world.
  4
  As result 3, save that on factory worlds Raiders steal 50 percent of the world’s RP, and on non-factory worlds, Raiders steal RP equal to the In 
  Combat Supply cost of all defending forces on world (minimum of 4 RP).
  5
  Treat as Raid Success result 4 and add +5 (total) to Salvage Roll). On factory worlds, Raiders steal 75 percent of the world’s RP. On non-factory 
  worlds, Raiders steal a minimum of 6 RP**. 
  6
  As result 5. On factory worlds, Raiders steal 100 percent of the world’s RP. On non-factory worlds, Raiders steal a minimum of 8 RP**.
  7
  As result 6. On factory worlds, Raiders steal two turns worth of the world’s RP. On non-factory worlds, Raiders steal RP equal to twice the In 
  Combat Supply cost of all defending forces on world (minimum of 10 RP**).
  8 or More
  As result 6. Minimum of 20 RP**.
  * Any RP stolen must be accounted for in the Faction’s budget the following turn. 
  **Minimum applies even if no defending forces are present. If a minor world and no defenders are present, RP stolen is 4.
  1D6 Roll
  Disruption / Industrial Raid Result*
  Less 
  than 1
  Planet does not generate any income for 2 turns. 
  1
  Planet does not generate any income for 3 turns. 
  2
  As result 2. Raiders also do 2 RP worth of damage to the planet’s industrial base. Subtract this from the Faction’s budget in the next turn.
  3
  As result 3, but Raiders do 4 RP of damage. 
  4
  As result 4. If planet has factories, one factory is offline for 2 turns. If no factories are present, the planet may not train, repair or resupply combat 
  forces for 2 turns. Offline factories may not produce new equipment. 
  5
  As result 5, with a duration of 3 turns. 
  6
  As result 6, but factories are offline for 3 turns. If there is only one factory on the world, it is offline for 4 turns. 
  7
  As result 7, but all factories must spend 15 RP each for repairs before they can go back online. Non-factory worlds must spend 5 RP before they 
  may train, repair or resupply combat forces. 
  8 or More
  As result 8, but with a cost of 20 RP each for factories and 7 RP each for non-factory worlds. 
  *Any offline factory may be brought online sooner by spending RP equal to five times the number of turns the player wishes to reduce the offline status. This cost applies for each factory. 
  For example, a player wishing to reduce the offline time of one factory from 5 turns to 3 turns would spend 10 RP. 
  
  361
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  Headhunting: The goal of headhunting is to degrade an 
  opposing Faction’s military. Most often, this is either an attempt 
  to take out a specific command, such as the destruction of the 
  Death Commandos in the Fourth Succession War, or to denude a 
  certain world of forces and make it ripe for later conquest, as was 
  done several times by the Word of Blake during the Jihad.
  The hit-and-run nature of the mission means combat forces 
  conducting a Headhunting attack are limited in their composition 
  and the supplies they can take with them. Combat forces engaging 
  in a Headhunting attack are considered to be unsupplied the 
  subsequent turn.  
  The following are the limits on the combat forces that may 
  engage in Headhunting
   • No Uncoordinated Attack penalties (see p. 362). 
   • No Super Heavy units may be used.
   • Combat Vehicles are limited in weight class to Light and 
  Medium. 
   • Battle Armor forces may not be more than one-quarter of the 
  total PV of the combined force.
   • No Clan solhama units or any command designated as militia 
  (see Field Manual and Field Manual Updates) may be used.
   • Artillery may not be used. 
   • Conventional Infantry may not be used. 
  Resolution via the ACS uses the normal rules for the combat 
  starting with the arrival of the attack force via JumpShip. An 
  attacker conducting a Headhunting mission using ACS has several 
  optional bonuses available to them.
   • Initiative Bonus: The attacker may add a +1 modifier to their 
  initiative roll for every +1 modifier they accept to their Combat 
  Rolls for all their Formations (in the same ACS Turn).
   • Movement Bonus: Any Command may increase its MP by 1 
  at the cost of a +4 modifier to its Combat Rolls (in the same 
  ACS Turn).
   • Combat Bonus: For every 3 Combat Units devoted to a Recon 
  Formation, the Faction’s Combat Commands receive a –2 to 
  their Combat Rolls (in the same Turn).
   • Damage Bonus: Any Formation may sacrifice 5 percent Armor 
  Value (round up) to automatically inflict twice that Armor 
  Value in damage on an opponent’s Formation. This can be 
  done up to five times, for a maximum damage received of 
  25 percent.
  Resolution via any of the detailed combat systems uses the 
  normal rules for that combat system. The attacking force must 
  first successfully land on the target world. A Headhunting force 
  uses the Raiding Insertion rules (see p. 359), with any results of less 
  than 2 applying one-quarter the total force’s PV in damage instead 
  of the listed result. 
  If the attacking force successfully lands, use the same rules 
  as Naval Engagement (see above) for when the defending force 
  may retreat. 
  Infrastructure Destruction: This battle type is a scaled-up 
  form of Disruption or Industrial Raids, where the objective is to 
  do massive damage to a Faction’s ability to wage war or survive 
  economically. ComStar’s fake Death Commando attack on New 
  Avalon is an example of this kind of mission. 
  Infrastructure Destruction follows the same rules as Headhunting 
  with the following changes and additions. 
   • Damage Bonus is replaced by Infrastructure Damage: Any 
  Formation located in a hex with infrastructure (Capital or 
  Factory) may do 5 percent of the infrastructure’s starting 
  Armor Value at the cost of a +2 modifier to its Combat Rolls. 
  This modifier may be taken two times for a total of 10 percent 
  of the defender’s aerospace is determined by the result of the 
  Insertion roll. 
  Mission: Resolving a raid can be done in one of two ways: Simple 
  Resolution and detailed combat (Total Warfare or Alpha Strike play). 
  Simple resolution is done by rolling 2D6 on the Raid Success 
  Table and applying the applicable modifiers to the result. 
  Detailed combat resolution allows players to use the Alpha Strike 
  Reconnaissance Scenario (see p. 166, ASC) or Recon Raid (see p. 50, 
  SO) to play out the raid. 
  For Supply and Equipment raids, the raiding force must have 
  ’Mechs capable of carrying cargo (see External Cargo, p. 29, ASC) 
  or combat vehicles with cargo/infantry bays. The raiding force 
  must spend one turn next to or inside one of the objectives and 
  must not move. For Disruption and Industrial raids, the player must 
  destroy the buildings with the hidden objective after successfully 
  scanning it. 
  The defending force is determined by the results of the 
  Insertion step. 
  Victory points are used to determine the success of a detailed 
  combat-resolved raid. Recon, Equipment and Supply raids use 
  normal Victory Point calculations. Disruption and Industrial Raids 
  earn 200 Victory Points for each objective destroyed, and no 
  points are earned for a successful retreat. Final Victory Points are 
  the total of objective VP and kill-scoring VP (see p. 159, ASC). After 
  the scenario is played out, consult the Victory Point column in the 
  Planetary Raid Success table to determine any modifiers to the 
  Raid Result table. 
  Results: When the Raid is complete, if the raid is a success (simple 
  resolution) or has earned 500 or more Victory Points (detailed 
  combat resolution), the winning player rolls on the appropriate 
  type Raid Results table and applies the modifier from the Raid 
  Success Table. 
  At the end of a raid, conduct salvage normally per the salvage 
  rules (see p. 364). 
  Battle 
  A battle is a large-scale engagement in which planetary 
  conquest is not the goal. Instead, the objective is the destruction of 
  the opposing Faction’s forces, major naval assets, or infrastructure. 
  Battles fall into three types:
   • Naval Engagements: Target an opposing Faction’s 
  aerospace assets.
   • Headhunting: Targets an opposing Faction’s ground assets.
   • Infrastructure Destruction: Targets an opposing Faction’s 
  Industrial, Logistical or Economic capability. 
  The Faction conducting a battle notes the type of Battle in the 
  Military Action section of its Order Sheet and lists what forces will 
  be involved (all must have been issued the Attack order) as well as 
  the intended target hex. 
  All battles can be resolved either using the Abstract Combat 
  System or one of the detailed combat systems (TW, AS, BF, or SBF).
  Naval Engagements: The goal of this type of battle is to degrade 
  an opposing Faction’s naval power, often to allow a subsequent 
  invasion to proceed more easily. The naval battles preceding the 
  SLDF’s Liberation of Terra and ComStar’s Case White represent two 
  extremes of the success of these tactics. 
  Naval Engagements may only be composed of aerospace forces 
  (including their generic transport units). No aerospace forces may 
  enter the atmosphere during a Naval Engagement. 
  Resolution via any of the detailed combat systems uses the 
  normal rules for that combat system. The defending force may not 
  retreat from the combat zone for 1D6 turns. Add 3 additional Turns 
  for a successful Pirate Point (see Movement, p. 358). 
  
  Invasion Resolution: The invasion may be played out using any of 
  the BattleTech combat systems. Because invasions are usually regimental 
  or larger affairs, the Abstract Combat System (see p. 304) is the preferred 
  combat system for resolution. 
  Duels
  The simplest and least wasteful forms of combat, duels are fought 
  between two specific opponents. Most likely the duel will be between 
  two BattleMechs, but they can be fought by as few combatants as two 
  soldiers and as many as one Combat Team. Duels are typically resolved 
  using either Total Warfare or Alpha Strike. A duel can have any stakes 
  to which both players agree, from bragging rights to the control of an 
  entire nation. 
  A player wishing to conduct a duel may issue a challenge to an 
  opposing player at the start of any turn or upon arriving at a star system. 
  If the opposing player accepts the duel, and play then proceeds to 
  combat resolution using the agreed upon combat system. 
  Note: Neither player is required to uphold the results of a duel. 
  However, there could be serious consequences for the player who 
  breaks the compact of a duel. Either player may choose to “leak” the 
  results of the duel to the rest of the players. 
  COMBAT RESOLUTION
  The Inner Sphere at War system does not have specific rules for 
  combat resolution. Instead the Orders and Military Actions sub-
  phases outline how to resolve combat using the various supported 
  BattleTech combat systems. ISW is specifically designed to support 
  combat resolution using the Abstract Combat System (see p. 304). When 
  the rules do not specifically call out a combat system, players should 
  assume the rules are referencing the ACS system. 
  Capturing Worlds
  Control of a world can change in a number of ways. The most 
  common is military conquest, with revolution a distant second. Other 
  events are primarily driven by diplomacy and negations, such as 
  alliances and surrender.
  Military Conquest: A Faction that has the only active military on a 
  world gains control of that world and starts collecting Resource Points 
  once the world has been pacified (see pacification below). Active 
  damage and +4 to Combat Rolls. The formation may still engage 
  in combat with an enemy formation in the same turn. 
   • If using detailed combat systems, place one building for every 
  four Elements (in TW or AS, equivalent to 4 BattleMechs or other 
  units; in BF, equivalent to 4 lances or 16 ’Mechs; in SBF equivalent 
  to 4 companies or 48 ’Mechs). If the target is a factory use a 35 CF 
  (Capital Scale) Castle Brian.
  Damage Results: The impact of an attack on a Faction’s infrastructure 
  depends on the nature of the target, the total damage done and 
  whether ACS or detailed combat was used.
  In ACS, divide the ending Armor Value by the starting Armor Value to 
  determine what percentage of damage the factory suffered. In detailed 
  combat, divide the total remaining CF by the starting CF to find the 
  percentage damage suffered. 
   • If the target sustained 10 percent or less damage there is no effect. 
   • If the target suffered 11 percent to 25 percent damage, the world 
  produces twenty-five percent less RP the next Game Turn. 
   • If it suffered 26 percent to 50 percent damage, its output is 
  reduced by 50 for the next Game Turn. 
   • If it sustained 51 to 75 percent damage, the world generates 
  no RP the next Game Turn. 
   • If the factory suffered 76 percent to 100 percent damage, the 
  world generates no RP for the next 2 Game Turns. 
  Invasion
  The final diplomatic tool available to a Faction is all-out war with the 
  intent of capturing and holding an opposing Faction’s worlds. Invasion 
  missions are straightforward, using all available forces in an attempt 
  to destroy or drive the opposing Faction’s forces from the world and 
  take control of it. 
  Invasions are often very large operations, pulling in forces from 
  all over the Faction and beyond. While there is no limit to the size 
  of an invasion force, their large size can lead to coordination and 
  communication issues. Consult the Uncoordinated Rules (see below) 
  for the possible impact of large invasion forces. 
  All forces involved in an invasion must have been assigned the 
  Attack order (see p. 355) and the Military Phase section of the 
  Faction Orders sheet must clearly list all forces involved and the 
  invasion target. 
  Attacks on a world may be considered uncoordinated if the forces 
  participating originated on more than one planet, or if the total 
  forces involved exceed a certain threshold. 
  Origin Worlds: The exact number of worlds that may participate 
  in a single attack is determined by the Experience Rating of the 
  Combat Command. Consult the Force Experience Table (see p. 367) 
  and find the most experienced Command’s experience and then 
  refer to the Uncoordinated Value column. The number before the 
  slash is the maximum number of worlds an attack can originate 
  from. The second number is the maximum number of Combat 
  Commands that can participate in an attack. If either number is 
  exceeded, it will impact the attacker’s combat ability. If using Total 
  Warfare, Alpha Strike, BattleForce or Strategic BattleForce, the attacker 
  suffers a –1 initiative modifier for each additional world or Combat 
  Command beyond the limit (use whichever penalty is worse). In 
  Strategic BattleForce, the attacker also applies a –1 to-hit modifier 
  whenever two or more Combat Commands attack the same target 
  in a turn. When using the Abstract Combat System, each world or 
  Combat Command (whichever exceeds its limit by more) beyond 
  this limit applies a –1 combat modifier to all actions (Initiative, 
  Combat, Engagement, etc.) applies to the Attacker’s dice rolls. 
  Origin world modifiers apply for the first 10 turns of a TW, AS or BF 
  game, the first 2 turns of an SBF game and the first Ground turn of 
  an ACS game.
  Four forces attack a world, two from Planet A and two from 
  Planet B. Two of the units are Green while the remainder are 
  Regular. As such, the unit has an Uncoordinated Value of 2, 
  meaning units can attack from 2 worlds without penalty. Had 
  the units attacked from three worlds (or from two worlds with 
  the highest experience level Green rather than Regular), a –2 
  penalty would apply to the attack.
  UNCOORDINATED ATTACKS
  
  363
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  Factories: When a Faction takes control of a world containing 
  factories, undamaged factories are not immediately available to 
  the new controlling Faction. If a factory is undamaged, it will be 
  available to produce new Commands once the world is pacified 
  and in an additional 1D6 minus 2 (minimum of 1) Game Turns. 
  During the conquest of a world, factories often become 
  damaged. As soon as a world changes ownership, roll 2D6. On a 
  result of 2, the factory has been damaged. It costs 200 RP to repair 
  a damaged factory. The owner of a world can deliberately order 
  a factory fully or partly destroyed, provided an appropriate order 
  is given prior to the world’s capture by an opposed Faction. At 
  any point in the game, a Faction may place orders on their order 
  sheet to have one of their own factories damaged or destroyed. 
  These actions will automatically be carried out on the following 
  turn unless the Faction countermands them in writing in their next 
  Orders Sheet. A Faction may also attempt to damage or destroy 
  factories when actively defending a world (or retreating from it). 
  This action is not guaranteed. The controlling player must roll 2D6 
  for each factory line they are attempting to disable. The target 
  number is 6 to damage and 8 to destroy a factory.  
  Note: Even if the defender issued orders to damage or destroy a 
  factory, the attacker must still check for random damage of factories 
  not already damaged. 
  Fortifications: Fortifications follow the same rules as Factories 
  with the following additions. 
  If the defending Faction has Gone to Ground in a Capital–5 or 
  Brian–5 fortification, this fortification is not available to conquering 
  Faction. The conquering Faction will still be in control of the world 
  (with subsequent delays in Pacification). 
  Target numbers to attempt to damage and destroy are 4 and 6 
  respectively. Damaging a Fortification lowers it by one level. 
  Interstellar Hex Control
  Control of an interstellar hex is determined by two factors, planet 
  control and original hex owner. 
  Any Faction which controls all worlds in an Interstellar Hex 
  controls that hex. It is counted as part of the Faction and travel or 
  into it is treated as travel in the controlling Faction. 
  If two or more Factions control worlds in the hex, then the 
  Faction which controls the most worlds in the hex is considered 
  the owner of the hex. In the event of a tie, the original owner 
  (the Faction which controlled the hex at the start of game play) 
  controls the hex. 
  military is defined as an active Combat Command of at least one 
  battalion, Level III or Trinary (minimum of 80 PV). The active Combat 
  Command may also belong to an allied Faction. A hostile Combat 
  Command that has executed the Gone to Ground order (see p. 
  357) does not count as an active as long as the total force of the 
  gone to ground Combat Command is less than twice that of the 
  conquering active Command. 
  If more than one side has active military forces of at least 200 
  PV on a world, the last force to have undisputed possession is 
  considered the owner and may claim control. For example, on Turn 
  10 the Jade Falcons invade Barcelona. In Turn 11, both the Falcons 
  and Lyrans still have combat forces of over 200 PV present, so world 
  control still belongs to the Lyrans. See Pacification and Integration 
  below for the impact of a world under invasion. 
  A mixed regiment of House Steiner goes to ground after an 
  unsuccessful defense of Barcelona from the Jade Falcons. The 
  Steiner forces total 100 PV. The Falcons must keep at least a 
  Trinary of 50 PV or more on the world in order to claim control.
  Contested Worlds 
  A world under invasion is not able to maintain its normal level of 
  productivity. Disruption of space, air and ground travel, lack of steady 
  supply lines, impressment of civilian services and equipment all 
  contribute to a disruption of the day-to-day operations of the planet. 
   • Resource Production: Standard Worlds produce no RP when 
  the world is contested. Regional and National Capitals produce 
  only one-half their normal RP when contested. Industrial 
  worlds generate one-half RP from their factories so long as 
  those factories are still active (see below). 
   • Factories: Industrial Worlds continue to generate Resource 
  Points and produce Commands so long as their Factories 
  remain operational. A factory is rendered inoperative if it is 
  captured by a hostile force. To capture a factory, a hostile force 
  must be in sole control of the hex the factory is located in on 
  the Planetary Combat Map (see Abstract Combat System, p. 
  306) for two full ACS Turns. During any Turn in which two or 
  more Factions are contesting the hex, the world produces ten 
  percent less of its normal RP (in addition to only producing 
  half due to the world being contested). The controlling Faction 
  may attempt to disable or destroy a factory to prevent it from 
  falling into enemy hands. See the rules for Factories under 
  Pacification and Integration (see below)
  Pacification and Integration: Controlling a world does not 
  mean it instantly becomes a productive member of the new 
  Faction. While the populace may not be in outright revolt, they 
  are likely not ready to roll out the red carpets. It takes time for a 
  captured world’s economy to integrate with that of its new owners. 
  Factory production, supply production and fortifications are also 
  impacted by conquest. 
  Pacification requires a number of Game Turns. The exact amount 
  depends on several factors, including type of world and Faction 
  advantages/disadvantages. The times listed for pacification must 
  be uninterrupted Game Turns. If, at any time during pacification, 
  an attacking force equal to at least one-third the combat force 
  defending and pacifying the world (minimum of two battalions, 
  Level IIIs or Trinaries) lands there, the pacification clock resets to 
  zero. The attacking force must stay on world at least one full Turn 
  (or four ACS turns) to interrupt the pacification. 
  PACIFICATION TIME TABLE
  World Type
  Turns
  National capital (e.g. Luthien)
  6
  Regional capital (e.g. Robinson)
  6
  Hyper Industrial world (e.g. Terra)
  5
  Major industrial world (e.g. Hesperus)
  5
  Minor industrial world (e.g. New Earth)
  4
  Border worlds* (e.g. Kittery)
  2
  Interior world (e.g. Lancaster)
  3
  *Worlds within two Interstellar Hexes of the nation’s borders
  
  If the planet owner was victorious, they must still roll on the Salvage 
  Recovered table. If the combat conducted was a duel, the winner 
  of the duel rolls on the Salvage Recovered adding any modifiers as 
  appropriate. Any remaining salvage is lost. 
  REPAIR
  There are three methods through which a Combat Command may 
  be repaired. The first method is by absorbing other friendly units of the 
  same type (’Mech, Armor, Aerospace, Infantry). This absorption cannot 
  repair a unit past its starting Point Value or change its technology level.
  The second method is to use salvaged Armor Points. Salvaged 
  Armor Points are used on a one-for-one basis to repair a unit back to 
  its starting PV.
  The third method is to spend RP to generate Armor Points. 1 RP buys 
  80 Armor Points that can be used to repair any Command.
  A Combat Command may be repaired providing it has salvage or RP 
  available with which to conduct repairs. The repair cost for a Command 
  is equal to the Armor Points it has lost.
  End Phase
  When armies clash, there are always consequences. Whether 
  simply the expenditure of ammunition or the complete annihilation 
  of a combat force, these consequences must be tracked and a player’s 
  combat forces updated to reflect the results of combat. At the end of 
  every Turn, review each of the following rules and apply the appropriate 
  modifiers to any combat forces that have seen combat. In addition, any 
  Combat Command below full strength may conduct repairs using the 
  Repair rules (see p. 364). 
  DAMAGE 
  At the end of any Turn in which a Combat Command has seen 
  combat, the Command must adjust its damage and armor values to 
  reflect any damage it may have received. Commands that know they 
  will be engaged in combat in the next Turn follow the rules for combat 
  system they are using (see ACS Damage Phase, p. 317 or SBF Apply 
  Damage, p. 241). 
  SALVAGE
  To the victor go the spoils—an adage that is very real when it comes 
  to the aftermath of combat. The detritus of a BattleTech field of battle 
  can often provide a unit with enough equipment to fully repair itself, 
  and even expand. 
  Salvage is represented as Armor Points in ISW game play. These 
  Armor Points can be used to repair a Combat Command (see p. 364), 
  at a cost of 1 salvaged Armor Point per Armor Point of damage repaired. 
  Alternatively, they may be converted to Resource Points at a rate of 80 
  Armor Points per 1 RP. 
  Total salvage available is calculated by first determining the 
  number of Armor Points lost by all combatants in a system during a 
  Game Turn. A roll is then made on the Salvage Recovered Table, and 
  all appropriate modifiers are applied, to determine the final salvage 
  available to be recovered. 
  While salvage may be available, it may not always be fully recoverable 
  by the Faction who won the battle. 
  If the winning Faction was conducting a Raid, they must roll 2D6 on 
  the Salvage Recovered table (see below) and apply the appropriate 
  modifiers from Salvage Modifiers table to determine how much salvage 
  they can carry away. Regardless of the result of the roll, the maximum 
  salvage a raiding unit can carry is equal to one-half their Armor Points 
  at the start of the raid. To determine what salvage is left, the owner of 
  the world rolls on the Salvage Claimed table to determine what they 
  can scavenge from the remaining equipment. Salvage remaining after 
  this roll is considered lost, either from the opposing force scuttling it or 
  from natural occurrences such as weather, damage during reclamation 
  and theft. 
  If the winning faction was conducting a Battle, they must roll 2D6 
  on the Salvage Recovered table as with a Raid. There is no limit to the 
  amount of salvage the winning Faction may carry away. The winner of 
  a battle may attempt to destroy all remaining salvage. To do so, they 
  automatically reduce the salvage they claim by 20 percent (rounding 
  up). This grants them a 2D6 roll. On a result of 7 or more, all remaining 
  salvage is destroyed. On a result of 5-6, one-half of the remaining 
  salvage is destroyed. Any result under 5 means all remaining salvage is 
  still available. The opposing faction then rolls for the remaining salvage 
  as with a Raid. The maximum salvage the losing faction can claim is 
  whatever percentage remains after the winning faction has claimed 
  their salvage.
  If the winning Faction was conducting an Invasion, use the same 
  rules as for winning a battle above. 
  SALVAGE RECOVERED TABLE
  2D6 Results
  Salvage Claimed
  Less than 2
  0 percent
  2
  5 percent
  3
  10 percent
  4
  15 percent
  5
  20 percent
  6
  25 percent
  7
  30 percent
  8
  35 percent
  9
  40 percent
  10
  45 percent
  11
  50 percent
  12
  55 percent
  13
  60 percent
  14
  65 percent
  15+
  70 percent
  Salvage Modifiers
  Modifier
  Conducting a Raid
  –3*
  Battle- Withdrew from World in same Turn
  –2
  Winner has already salvaged
  –5**
  Were Victorious 
  +1
  In control of World
  +2
  Have a Point Value of 4,000+ on world
  +2
  Have a Point Value of 2,000+ on world
  +1
  Have a Point Value of less than 1,000 on world
  –1
  Opposing force outnumbers 3 to 1 or more
  –3
  Opposing force outnumbers 2 to 1
  –2
  Opposing force is equal of greater
  –1
  Opposing force is 3/4 or less PV
  +1
  *No other modifiers may be applied
  **Cannot be combined with “In Control of World”
  
  365
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  ACS: Fatigue Points in Inner Sphere at War are at the Command 
  level, representing the average of Fatigue Points across Combat 
  Units at the Abstract Combat System level. If converting Fatigue 
  to the ACS level, take the Command FP and apply those to all the 
  constituent Combat Units. When converting back to the ISW level, 
  take the average FP of all the remaining Combat Units and apply 
  them to the parent Command. 
  When a Command accrues FP in ISW but has Combat Units 
  engaged at the ACS level, apply the FP to all the individual Combat 
  Units during the End Phase (see p. 317) on the eighth ACS Turn 
  (the final ACS turn of the current ISW Turn. See Turn Length, p. 306). 
  Reducing Fatigue
  A Combat Command that does not engage in any movement or 
  combat in a Game Turn will reduce its Fatigue by 1 point at the end 
  of the Turn. Forces can reduce their Fatigue Points faster by resting 
  (see Rest order, p. 355). Units may also reduce their Fatigue Points 
  by spending RP at the end of the Turn. Each RP consumed removes 
  one Fatigue Point. No more than 2 Fatigue Points may be removed 
  from a unit in this manner in each Game Turn. 
  Effects of Fatigue
  Compare a Combat Command’s fatigue level to the Fatigue 
  Rating Table. Non-Combat Modifiers impact any rolls made by a 
  Combat Command during ISW game play, such as Morale (see p. 
  366). Morale Check indicates whether this unit must make a non-
  combat Morale check at the end of each Game Turn during which 
  its fatigue is at a given level.  For the effects of Fatigue at the ACS 
  level, see p. 317.
  Commands that have been destroyed may not be repaired. 
  Repairs are performed by issuing the Repair order (see p. 355). A 
  Command with “No Supply” (see p. 351) multiples its repair cost (in 
  Armor Points or RP) by 1.5. 
  A Combat Command may repair up to 25 percent its total Armor 
  value each Turn, without impacting the Command’s experience 
  rating. See Experience (see p. 367) for the effect of repairs over 25 
  percent on the experience rating of the force.
  Repairing a Command up to 90 percent its total Armor value 
  removes all critical hits.
  RETREAT 
  Combat Commands may be forced to retreat as the result of 
  combat (see ACS Morale, p. 317) overwhelming force (see Surrender 
  below) or voluntarily. In any circumstance, the impact of the retreat 
  can be far-reaching. 
  Desertion
  A force that retreats must make an immediate roll for desertion 
  (see p. 366). 
  Morale Loss
  A Command that retreats from a world may be forced to lower its 
  Morale Rating. When a Command retreats from a world, roll 1D6. If 
  the result is higher than the current Morale Rating, Morale worsens 
  by 1 (for example, from Normal to Low). If the world was originally 
  an enemy-controlled world, subtract 1 from the roll.
  SURRENDER 
  Combat Commands may voluntarily surrender to their 
  opponents (see ACS Morale, p. 318). 
  Commands may also be forced into surrender or retreat when 
  faced with overwhelming numbers. Consult the Overwhelming 
  Force table to determine when a Command will automatically 
  retreat or surrender. A Command will first attempt to retreat. If 
  that is not possible, then they will surrender. 
  A victorious force has two options when dealing with 
  surrendering forces: they may offer the honors of war or they may 
  inter the surrendering force. 
  If the honors of war are offered, the players may negotiate a 
  ransom. A force bound by the honors of war may not take any 
  offensive action, but neither may its equipment be seized. Such a 
  force must vacate the world upon which they were defeated (or 
  any enemy-held worlds they may find themselves on) as soon as 
  possible and may not undertake military action against the Faction 
  that defeated them for 2 Turns.
  An interned force is considered destroyed for the purposes of 
  game play and is considered salvage (see p. 364).
  FATIGUE 
  The more a force fights without taking a break, the less effective 
  it is in combat. To reflect this, each Combat Command tracks Fatigue 
  Points that increase or decrease as it acts and rests. The greater a 
  Command’s Fatigue Points, the less effective the force becomes 
  and the higher the chance that its morale may suffer
  Combat Commands accumulate fatigue in a number of ways, 
  through primarily through combat. Fatigue may also be generated 
  through special actions such as Assault Movement and supply 
  shortages. Fatigue affects combat in Abstract Combat System 
  play (see ACS Fatigue, p. 317). Fatigue can also affect a Combat 
  Command outside of combat; see the Fatigue Rating Table and 
  Effects of Fatigue below to determine these results. 
  OVERWHELMING FORCE TABLE
  Average Experience Rating*
  Overwhelming Force (PV)
  Wet Behind the Ears
  3x
  Really Green
  3x
  Green
  4x
  Regular
  5x
  Veteran
  8x
  Elite
  10x
  Heroic
  N/A
  Legendary
  N/A
  *Average all Combat Commands on world using their Unit Skill Rating (see Average 
  Unit Skill, p. 367) on world to determine Experience level. 
  Note: Mercenaries that are part of a combined force will use their Experience rating 
  to determine Overwhelming Force, not the Average Experience Rating. 
  Situational Modifiers
   Modifier to  
  Average Experience
  Abilities and Flaws
  Faction has Fanatical Defense
  +1 
  Faction has Superior Doctrine
  +1
  Faction has Flawed Doctrine 
  –1
  Faction has Unsteady Flaw
  –1
  Force Allegiance
  House / Periphery
  0
  Mercenary
  –1
  
  MORALE 
  Inner Sphere at War uses the Morale (Outside of Game Play) rules (see 
  p. 39, SO) to track Morale, except as noted below. 
  Desertion Checks:
   • Morale Check Cycle is one Game Turn (one month). 
   • Desertion checks are only made for units within two Interstellar 
  Map Hexes of a hostile border. 
   • Desertion checks in ISW occur at the Formation level (Regiment/
  Wing/Battery). 
   • Non-combat personnel are not tracked at the ISW game scale.
   • If a Combat Command is in battle and has more than one-quarter 
  of its force desert, the entire Command instead attempts to retreat 
  off world.
  Mutiny Checks:
   • Mutiny checks are only made for units within two Interstellar Map 
  Hexes of a hostile border. 
   • Mutiny checks in ISW occur at the Formation level (Regiment/
  Wing/Battery). 
   • If a Combat Command is in battle and has more than one-quarter 
  of its force mutiny, that percentage of the Command instead 
  surrenders.
  Changing Morale:
   • A Scenario is the equivalent to a single Turn of combat.
   • Combat Victory and Combat Loss do not apply.
   • Conquest or Defense of a planet counts as a Linked Scenario.
   • Supplies follow ISW rules for morale and supply (see below).
   • Desertion and Mutiny modifiers only apply if 20 percent of more 
  of the Command is affected.
   • A Combat Command that retreats off a world may lose Morale 
  (see Retreat, p. 365).
   • A Combat Command that uses the Gone to Ground order may 
  lose Morale (see Gone to Ground, p. 357). 
  Morale Effects During Combat
  The Morale Rating of a Combat Command directly impacts its morale 
  in game play. If using Strategic BattleForce (see p. 230) or the Abstract 
  Combat System (see p. 304) the following rules are in effect. If using 
  the optional Morale rules in Alpha Strike Companion (see ACS, p. 32) or 
  Total Warfare, refer to Morale Effects During Game Play (see p. 49, SO). 
  For each Morale Rating worse than Normal, apply a +1 modifier to 
  any Morale Check roll. For each Morale Rating better than Normal, apply 
  a –1 modifier to any Morale Check. For example, a force with a Very 
  High Morale Rating would apply a –2 modifier to a during game play 
  Morale Check, while a force with a Broken Morale Rating would apply 
  a +3 to a during game play Morale Check.
  FATIGUE RATING TABLE
  Fatigue Points
  Non-Combat Modifier
  Morale Check
  0
  +1
  None
  1–4
  +0
  None
  5–8
  +0
  None
  9–12
  –1
  Yes
  13–16
  –2
  Yes
  17+
  –3
  Yes
  ISW MORALE RATINGS TABLE
  Morale Rating
  Non-Combat 
  Modifiers
  Desertion 
  Check
  Mutiny 
  Check
  1 Unbreakable
  +2
  0
  0
  2 Very High
  +1
  0
  0
  3 High
  +1
  0
  0
  4 Normal
  +0
  2
  0
  5 Low
  –1
  4
  3
  6 Shaken (Very Low)
  –1
  4
  3
  7 Broken
  –2
  7
  6
  Situational Modifiers
  TN Modifier
  Force Experience
  Wet Behind the Ears
  +2
  Really Green
  +1
  Green
  +0
  Regular
  +0
  Veteran
  –1
  Elite
  –1
  Heroic
  –2
  Legendary
  –2
  Force Loyalty
  Fanatical 
  –1
  Reliable 
  +0
  Questionable 
  +1
  Force Allegiance
  Mercenary
  +1
  Force Type
  ’Mech
   –1
  ProtoMech
  –1
  Vehicle / Conventional Aerospace
  +0
  Infantry
  +1
  Battle Armor
  +0
  Aerospace Fighter 
  –1
  Medical (see p. 169, SO)
  –1
  Technical Personnel (see p. 168, SO) 
  +1
  Other Non-Combat Staff 
  +2
  Small Craft 
  +1
  DropShip (Military) 
  +0
  DropShip (Civilian) 
  +1
  JumpShip (Military 
  +1
  Space Station 
  +0
  Other
  Command Retreated from occupied world
  +1
  Command Retreated from Faction’s world
  +2
  Command has suffered desertion
  +1
  Command has suffered mutineers
  +3
  
  367
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INDEX
  RECORD SHEETS
  ALTERNATE ERAS
  INNER SPHERE  
  AT WAR
  FORCE EXPERIENCE TABLE
  Rating
  Experience 
  Points (XP)
  Average Unit 
  Skill
  Uncoordinated 
  Value
  Leadership 
  Rating
  Wet Behind 
  the Ears
  0–4
  7
  1/1
  0
  Really Green
  5–8
  6
  1/1
  0
  Green
  9–12
  5
  1/2
  1
  Regular
  13–20
  4
  2/3
  2
  Veteran
  21–30
  3
  3/6
  4
  Elite 
  31–40
  2
  4/8
  6
  Heroic
  41–50
  1
  4/10
  8
  Legendary
  51+
  0
  5/12
  10
  Combat Modifiers affect combat roles made in ACS or SBF game 
  play. In SBF play, the modifier adjusts the Skill Rating. In ACS play, 
  the modifier if factored into Evade and Combat Modifier tables. 
  Morale Effects in ISW Game Play
  Non-Combat modifiers can be used to modify any roll that 
  impacts the Combat Command.
  Morale and Supply
  When a Command is under “No Supply” for two Turns in a row, 
  (see Supply and RP Deficit, p. 351), it must roll 1D6 at the end of the 
  Turn. A result of 6 (or more) lowers its Moral Rating by 1. For every 
  subsequent Turn that it is under “No Supply,” add +1 to the roll result.
  EXPERIENCE
  A Command gains 1 Experience Point (XP) at the end of 
  each Turn in which it was in which it participated in battle. For 
  simplicity, attached aerospace forces have the same XP as their 
  ground-based parent force.
   Forces receive the following modifiers to Aerospace and 
  Ground Ratings according to their experience, as shown on the 
  Force Experience Table. Additionally, experience grants the unit 
  a minimum Leadership Rating irrespective of the personality 
  commanding the unit. 
  A unit has 8 XP, and so is considered Really Green. The 
  unit is involved in a battle, earning it 1 XP and taking 
  its score to 9. This makes the unit Green. It takes part 
  in four more battles, increasing its XP rating to 13. 
  It is now considered a Regular unit and uses the 
  modifiers associated with this experience level.
  Effects of Repair
  Any Combat Command which repairs more than 25 
  percent of its total Armor value in a single ISW Turn will 
  suffer an impact on its XP total and Experience Rating, 
  as the influx of new pilots and personnel lowers the 
  overall experience of the Command. 
  To determine the experience lost, take the total 
  percentage of Armor value lost that turn and divide by 2. 
  The result is the percentage of XP lost (round normally) when 
  the unit enacts repairs.
  The Fourth Marik Militia, a Veteran (22 XP) Command, has 
  been badly mauled during an ill-advised raid ordered by the 
  Captain-General. They have sustained 30 percent Armor 
  damage and must repair themselves quickly before the 
  Capellan Confederation decides to exact revenge. After the 
  Fourth Marik Militia enacts any repairs, their new XP total is 
  17 (30 ÷ 2 = 15; 15% of 23XP = 3.3XP, rounded to 3XP; 22XP – 
  3XP = 19XP). Their new Experience Rating is Regular.
  
  Garrisons
  All worlds have some form of defenses, even if no forces are stationed 
  there. These forces will attempt to defend the world from attacks. They 
  will only use defensive combat orders in combat. If there is a Combat 
  Command stationed on the world, the garrison will only field a force 
  up to 50 percent of the values listed below. Garrison Aerospace will 
  not operate beyond the Inner Zone of the ACS Star-System Radar Map 
  (see p. 306).
  FIXED GARRISONS
  All standard worlds have a garrison of 250 ground PV and 50 
  aerospace PV. Regional Capitals have 500 and 100 and National Capitals 
  have 1000 and 200.
  Fixed Garrisons automatically regain 5 percent of their strength per 
  turn unless destroyed. Provided no enemy troops are on the world, 
  destroyed garrisons can be reconstituted at 50 percent of their full 
  strength by a planet’s controller. This costs 3 RP and the force can make 
  repairs at the normal rate.
  Fixed Garrisons are always used when using Fixed Military, Fixed 
  Economy or Basic Economy game detail.
  BASIC GARRISONS
  Consult the Basic Garrison Table to determine the garrison of a 
  given world. A world that fits two or more of the world types selects 
  the highest value type as its base and adds 50% for each additional 
  world type. For example, Terra is both a National Capital and a Hyper 
  Industrial World. It has a garrison of 2000 ground PV and 600 aerospace 
  PV (Hyper Industrial has 1500 and 500 and 50% of a National Capital 
  is 500 and 100).
  Basic Garrisons are used with Detailed Military and Economy rules.
  DETAILED GARRISONS
  Detailed Garrisons are not determined until a world is attacked. 
  Once a world has had its detailed garrison the controlling faction 
  records the garrison and this remains the garrison for this world for 
  the reminder of the game. If it is damaged, it will repair back to this 
  originally determined level.
  When any faction attacks a world, roll 1D6 and apply the modifiers 
  shown on the Random Garrisons Table. Cross-reference the final roll 
  result to determine the number of infantry regiments, armor battalions, 
  and ’Mech battalions that are on-world. Determine the weight class of 
  armor and ’Mech units, or the type of infantry regiments, randomly. 
  Except on provincial capitals and other important worlds, garrisons are 
  typically A and B rated forces (as appropriate to the era).
  The DCMS stage a deep raid into the Lyran Commonwealth, 
  striking at Donegal. There are no regular troops on-world, so Pascal 
  must generate a garrison force. The game is set in 3025, so the base 
  modifier for determining garrison forces is 0. The world is a regional 
  capital, adding a +2 modifier, and a Major Industrial World adding 
  another +2, but isn’t within an Interstellar Hex of a border. The final 
  modifier is +4. Pascal rolls 1D6 and gets a 3, increased to 7 by the 
  modifier. Cross-referencing this with the Random Garrisons table 
  indicates that the defenders are 4 infantry regiments, 3 armor 
  regiments and a single battalion of ’Mechs.
  BASIC GARRISONS TABLE
  World Type
  Ground 
  Point Value
  Aerospace 
  Point Value
  National capital (e.g. Luthien)
  1000
  200
  Regional capital (e.g. Robinson)
  500
  100
  Hyper Industrial world (e.g. Terra)
  1500
  500
  Major industrial world (e.g. Hesperus)
  1000
  250
  Minor industrial world (e.g. New Earth)
  500
  100
  Other world (e.g. Lancaster)
  250
  50
  World is in Clan Homeworlds
   0
  0
  World is a Clan Occupation Zone world
  150
  50
  RANDOM GARRISONS TABLE
  Modified Roll
   Infantry 
  Regiments
   Armor 
  Battalions
   ’Mech 
  Battalions
  2 or less
  2
  1
  0
  3
  2
  2
  0
  4
  3
  2
  0
  5
  3
  3
  0
  6
  4
  3
  1
  7
  4
  3
  1
  8
  5
  4
  2
  9
  6
  5
  2
  10 or more
  7
  6
  3
  World Modifiers
  TN Modifier
  Within 1 Interstellar Hex of pre-war border
  +1
  National Capital
  +4
  Regional Capital
  +2
  Hyper Industrial
  +4
  Major Industrial
  +2
  Minor Industrial
  +1
  Clan-controlled
  –1
  Era Modifiers
  TN Modifier
  Age of War
  +2
  Star League
  –2
  First or Second Succession Wars
  +2
  Third or Fourth Succession Wars
  +0
  Post-Fourth Succession War
  +1
  
  369
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  RECORD SHEETS
  ALTERNATE ERAS
  INDEX
  • A •
  Abdurram, Eloy, 301-2
  Abstract aerospace movement, 246
  Abstract Combat System, 304
  aerospace, 318-21
  combat phase, 316-17
  combat teams, 329
  combat unit: 1st Battalion, 339
  combat units, 329
  components, 304
  deployment phase, 310-13
  detection, reconnaissance phase, 313-14
  end phase, 317-19
  force structure, 306 
  formation, 304, 330
  initiative phase, 310
  master modifier table, 307, 308-11
  movement phase, 314-16
  playing the game, 307
  record sheets, 305
  scale, 306
  setup, 307
  special abilities, 330-38
  Active C3 network, 331
  Ad hoc formations, 268
  Advanced Abstract Combat, 321-24
  planetary maps, 324
  Advanced armor table, 88, 380
  Advanced BattleMech, 35
  Advanced buildings, 288
  Advanced capital missile attacks, 260
  Advanced Clan equipment
  battle value, 189
  BattleForce, 198
  Advanced combat system 
  combat unit record sheet, 375
  combat units, 326
  formation tracking record sheet, 376
  Advanced game play, 64
  Advanced infantry options, 290
  Advanced pilot interfaces, 68-70
  battle value, 189
  BattleForce, 198-99
  Advanced prototype systems
  battle value, 189-90
  BattleForce, 199
  Advanced prototype weapons, 199
  Advanced robotic transport system 
  (ARTS), 147, 188, 209
  Advanced rules, 8-9
  Advanced strategic aerospace, 250
  Advanced Strategic BattleForce
  advanced combat options, 273-88
  advanced initiative, 264
  advanced movement options, 268
  advanced options, 288-92
  advanced terrain, 269-72
  design quirks, 296, 298, 299
  detection, reconnaissance, 265
  game playing, 265-68
  piloting special abilities, 296. 297
  special command abilities, 293-96
  Advanced tactical analysis computer, 331
  Advanced terrain movement cost table, 
  270-71
  Advanced terrain to-hit modifiers table, 
  272
  Aerial reconnaissance, 266
  Aerodyne 
  DropShips, 257
  squadrons, 252
  Aerospace 
  abstract combat, 319-20
  air-to-ground attacks, 248
  attacks resolution, 257-58
  boarding actions, 262
  combat, 247-49
  damage, 249
  deployment, 312
  detection, 266
  drones, 291
  end phase, 249
  engagement ending, 259
  engagements, 255
  force deployment, 245
  force placement, 251
  force structure, 245
  game playing, 246
  ground support, 320-21
  modifiers, 310
  recon, 266
  to-hit modifiers table, 247, 259, 320
  setup, 245-46
  squadron on ground map, 251
  squadron transports, 252-53
  weapon class used, 310
  Aerospace operations RIC decision tree, 
  150
  bingo targets, 153
  boarding, 151
  collision, 151
  crippled unit, 150-51
  hibernation, 153
  minimal threat, 152
  support, 151
  swarm, 151
  target acquired, 152
  target engagement, 152
  target locked, 151
  target at range, 152
  Age of Star League, 18
  alternate units, equipment, 19
  factions in, 18
  special equipment, 19
  technology base, 18
  units in, 18
  Age of War, 14, 17
  advanced prototype systems, 70-73
  alternate units, equipment, 17
  Clan technology base and, 17
  equipment, 17, 195 
  factions in, 17, 18
  general advanced prototype rules, 70
  special equipment, 17-18
  unit types in, 17
  Air defense Arrow IV, 275-76
  AirMech, 112
  acceleration, deceleration, 109
  attacker modifiers table, 112, 381
  crashing, 113
  cruise/flank, 108
  evading, 109
  gaining elevation, 108
  ram, 112
  heat phase, 113
  hovering, 108
  landing, 109
  ram, 112
  sideslipping, 113-14
  skidding, 114
  stacking, 109
  turn modes, 109
  Air-to-air Arrow IV, 277
  Air-to-air Arrow missile, 262
  Air-to-air engagements, 246, 247, 249
  Air-to-ground 
  action, 237
  attack, 310
  capital combat, 260-61
  Alamo nuclear weapon, 175
  Al-Biden, Cala, 301-2
  Alpha Strike, 9, 230
  Alpha Strike Companion, 9
  Alternate artillery munitions, 275-76
  Alternate bomb munitions, 277
  Alternate Era 
  equipment tables, 34
  weapons, BattleForce, 214-15
  weapons, equipment, battle value 
  table, 195-97
  Alternate munitions, 275-76
  Alternative environments table, 384
  Altitude bombing, 248
  Amaris, Stefan, 15
  Ammunition
  primitive aerospace fighter, 125
  primitive DropShip, 128
  primitive jumpships, 131
  primitive BattleMech, 124
  primitive small craft construction, 126
  robotic systems, 137
  Amphibious unit, 331
  Anti-aircraft specialists, 294
  Anti-missile systems, 35
  Anti-penetrative ablation (ABA) armor, 
  86, 213
  BattleForce, 201 
  rules, 86-87
  Anti-ship electronic warfare missile, 262
  Anti-ship missile, 262
  Anti-TSM “Green Smoke” missile, 104 
  munitions, 204
  rules, 104
  Ares Conventions, 17
  Armed buildings, 288
  Armor, 35-37
  LAM prohibited, 114
  primitive units, 121
  RetroTech, 122
  Armored component(s), 331
  Armored component systems, 37
  Armored fortifications, 290
  Armored motive systems, 331
  Army, 344
  Arrow IV/Arrow-P, 70
  homing or standard, 277 
  rules, 70
  Artemis IV FCS/Artemis P, 70-71 
  rules, 71
  Artificial pain shunt, 77-78 
  rules, 78 
  Artillery, 273
  cannons, 37
  emplacements, 290
  flak, 275
  flight time table, 274
  to-hit modifiers table, 273
  Artillery counter-battery fire, 274-75 
  modifiers table, 275
  Asset Management Weapon (AMW), 
  176-177
  Atmospheric density, 280, 281 
  roll modifiers, 282
  Atmospheric only element, 331
  Atmospheric radar map, 245, 246, 250, 
  377
  Attack 
  declaration, 239, 316
  limitations, 248
  order, 355
  resolution, 239-41, 316
  types of, 239, 316
  uncoordinated, 363
  Augmented warriors, 74-84, 185
  all-or-none modifications, 74
  battle value, 190-91
  BattleForce, 199-200
  BattleForce conversions, 200-201
  cost modifications, 74
  faction/era restrictions, 74
  Autocannons, 38
  Autonomous tactical analysis computer 
  (ATAC), 145-46, 188, 209, 213 
  fighter squadrons, 146
  modifier table, 145
  Availability rating, 33
  • B •
  Ballistic-reinforced armor, 87, 213 
  BattleForce, 201
  rules, 87
  Barrier armor rating, 331
  Battle, 361
  Battle armor 
  IMP missile attack, 67
  infantry inside its armor, 83
  tech, 51-52
  weapons, 52-53
  Battle values, 64, 189-97
  Battlefield intelligence, 277
  benefits, 278 
  rating table, 278
  Battlefield intelligence, 277
  BattleForce, 9, 64, 230
  alternate era weapons, equipment, 
  216-24
  artillery conversion table, 225
  chemical weapons, 212-13
  conversion, rules, 198-213
  drone system, 8
  DropShuttle Bays, 205
  gaming system, 8
  Land-Air BattleMechs, 204-5
  Machina Domini, 205
  modular space stations, 205
  nuclear weapons, 211-12
  primitive prototype equipment, 
  weapons, 205
  primitive units, 205-206
  prototype specialty munitions, 206
  QuadVees, 206-7
  RetroTech, 205-6
  robotic systems, 207-9
  space station K-F adapter, 204
  special unit abilities, 213-15
  superheavy ‘Mechs, 209-10
  thermobaric weapons, 210
  tripod ‘Mechs, 210-11
  weapon conversion table, 225
  Word of Blake super-jump drive, 213
  
  BattleMech(s)
  heat phase, 113
  IMP missiles attack, 67
  interface cockpit, 116
  melee weapons, 38
  neural interface unit, 116
  structural components, 48
  BattleMech Age, 17
  BattleMech HarJel. See HarJel
  BattleTech, 14
  pre-history, 17
  Beagle Active Probe, 71 
  rules, 71
  Belter augmentations, 74
  BattleForce, 200
  fighter pilot, 74-75 
  infantry, 74
  rules, 74
  vacuum-resistance, 75
  Bimodal Land-Air BattleMech, 213, 334
  Biological weapon(s), 178-82
  acquisition, 178
  BattleForce, 213 
  classes, 180
  data, 178-79
  decontamination, 179-80
  delivery, 179
  indirect delivery, 179
  protective gear, 179
  rules, 180
  table, 178, 384
  Black May nerve gas, 27
  Blip counters, 232, 265
  Boarding 
  actions, 278-79
  combat resolution, 262
  Bogging down, 272
  Bomb bays, 110, 114
  critical hit table, 111
  ordnance table, 111
  repairs, 111
  Bombs, 110
  Booby trap, 334-35
  Booming economy, 346
  Boosted Active C3 Network, 335
  Brawlers, 294
  Bridge layer, 335
  Bridges, 269
  Building(s), 269
  advanced, 288
  attacking inside, 286-87
  climbing, standing, 286
  collapse, 287
  Building-mounted weapons, 289
  • C •
  C3 networks/systems, 38, 279
  C3i networks, 279
  Calhoun, Gabriel, 10-11, 12
  Cameron, Ian, 15
  Cameron, Richard, 15
  Capellan Confederation, 16, 346, 348, 
  349, 350
  Capital(s), 324 
  radar map, 250-51, 255, 378
  scale strategic aerospace, 253
  surface-to-orbit return fire, 261
  surface-to-surface attacks, 261
  weapons, 39
  Capital-scale aerospace 
  combat, 237
  damage, 259
  end phase, 259-60
  movement, 254
  Capturing worlds, 363
  Carson, Leutnant, 340-42
  CASE/CASE-P, 39, 71
  Caspar II advanced smart robotic control 
  system, 143-44, 188, 209 
  equipment table, 145
  Castle(s) Brian, 18, 19, 323, 353
  Centurion weapon system  
  (Star League), 19, 84-85, 185 
  battle value, 191
  BattleForce, 201
  range table, 380
  rules, 85
  Chemical weapon(s), 178-82
  acquisition, 178 
  BattleForce, 212-13
  classes, 180
  data, 178-79
  delivery, 179
  protective gear, 179
  resistance modifiers, 213
  construction rules, 180
  decontamination, 179=80
  indirect delivery, 179
  table, 178, 384
  Civil War Era, 14, 16
  alternate units, equipment, 26-27
  factions, 26
  special equipment, 27
  technology base, 26
  units, 26
  Clan 
  cybernetic augmentations, 77 
  enhanced imaging neural implant, 75
  ER PPC capacitor, BattleForce, 203
  force structure, 232, 233 
  forces, 306
  founding years, 15
  founding years factions, 22, 23
  golden years, 15
  golden years factions, 22, 23
  homeworlds, 16
  invasion equipment, 196
  Machina Domini interface, 116
  Technology base, 17
  Clan Eras, 23
  alternate units, equipment, 23
  factions, 23
  special equipment, 23
  technology base, 23
  units, 23
  Clan Ghost Bear, 16
  Clan Invasion Era, 14, 15-16, 24
  alternate units, equipment, 24
  downgrades, 24-25
  factions, 24, 25
  special equipment, 25
  technology base, 24
  units, 24
  upgrades, 25
  Clan Post-Reaving Era, 17, 30
  alternate units, equipment, 30
  factions, 30, 31
  special equipment, 30
  technology base, 30
  units, 30
  Clan Smoke Jaguar, 16
  Class I chemical/biological weapons, 180
  Class II chemical/biological weapons, 180
  Class III chemical/biological weapons, 
  180-81
  Class IV chemical/biological toxins, 181-82
  Class V chemical/biological toxins, 182
  Closed state, 346
  Cockpit(s) 
  critical hits, 116
  LAM prohibited, 114
  primitive, 122
  RetroTech, 122
  systems, 39-40
  Collisions, 114
  Combat command, 304, 344, 353
  Combat drop, 321-22 
  results table, 321
  Combat modifiers, 309
  Combat orders, 355-56
  Combat reconnaissance mission, 300-302
  Combat resolution, 362
  Combat tactics, 316
  Combat team, 304
  Combat unit(s), 304, 306, 309 
  leaders, 307
  record sheet, 305
  Command circuit, 358
  Command detonated mines, 285
  Commerce raid, 356
  Common dates, missing, 34
  Common items, 33
  Communications 
  disruption, 294
  impact, 213
  ComStar, 9, 16, 19
  force structure, 232, 233 
  Schism, 16
  Construction options, 50-51
  Contact, losing, 268
  Contested worlds, 363
  Control rolls, 250
  Control systems
  primitives, 122
  RetroTechs, 122
  Conventional infantry 
  explosive suicide implants, 83
  IMP missile attack, 62
  tech, 53
  weapons, 53-58
  Conversion rules, 326
  Cooling systems, 42
  Copperhead, 277
  Counter insurgency, 356 
  table, 356
  Crashes, 113, 252
  Crew, 335
  Critical hits, 241 
  table, 241
  Critical resistance, 335
  Custom nuclear weapons, 177
  Cybernetic augmentations, 76-81
  all-or-none modifications, 76
  artificial pain shunt, 77
  BattleForce, 200
  concentration, 77
  electromagnetic pulses, 76-77
  fatigue effects, 76
  healing, maintenance, 76
  limits table, 77
  morale effects, 76
  rules, 76-77
  skill, loyalty, 77
  Cybernetic boosted communications 
  implants, 78 
  rules, 78
  Cybernetic communications implants, 78 
  rules, 78
  Cybernetic filtration implants, 79 
  rules, 79
  Cybernetic gas effuser
  pheromone, 79-80
  toxin, 80
  Cybernetic multi-modal sensory implants, 
  79
  Enhanced, 79 
  rules, 79
  Cybernetic myomer implants
  dermal armor, 80
  dermal camouflage armor, 80-81
  triple strength, 81
  Cybernetic sensory implants, 78 
  rules, 78
  Cybernetic triple-core processor implant, 81
  rules, 81-82
  Cybernetic vehicular direct neural interface, 82
  Cybernetics, 28
  • D •
  Damage, 317, 364
  attack, 362 
  interrupt circuit, 68
  taking effect, 242
  Dark Age Era, 14, 16, 28-29, 65
  armor modifiers table, 191
  BattleForce, 201
  Clan post-reaving, 17
  equipment, 85-91, 196
  late, 16
  Republic Age, 16
  RISC equipment, 91-96, 191
  weapons, BattleForce, 201
  Darkness, 280
  Davy Crocket nuclear weapons, 174-75
  Dead-fire missiles, 206
  Decentralized state, 346
  Deep Periphery, 17, 28 
  RetroTech, 30
  Deep snow, 270
  Defend, 357
  Defending crew, 279
  Defensive pods, 40
  Deployment, 233, 265, 311-13
  Desertion, 365
  Design quirks, 296 
  negative, 299 
  positive, 298
  Despotic state, 346
  Detatching units, 268
  Detection, 265-66, 313-14, 325
  Dig-in, 290, 346, 357
  Diplomacy, 354
  Direct neural control system, 213
  BattleForce, 198-99
  
  371
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  RECORD SHEETS
  ALTERNATE ERAS
  INDEX
  Direct neural interface cockpit  
  notification, 68 
  rules, 68
  Direct Tactical Analysis Control (DTAC) 
  system, 146-47, 188, 209 
  modifier table, 147
  Dismounted personnel inside transport 
  bay, explosive suicide implants, 83
  Dismounting, 269
  Disruption raid, 359, 360
  Dive bombing, 248
  Docking, 263
  control roll table, 263
  Docking collars, 131
  primitives, 122
  RetroTechs, 122
  Domini, Manei, 28
  Door, 335
  Double heat sinks, 71, 102 
  rules, 71
  Draconis Combine, 16, 346, 348, 349, 350
  Dragon’s Breath multi-missile launch 
  system, 148-49, 209, 214
  Drones, 40, 135-36, 187, 196, 335
  battle values, 193
  BattleForce, 207-9
  carrier control, 335
  fire-control network, 146, 147
  special game rules, 292
  DropShip(s) 
  docking operations, 121
  IMP missiles attack, 67
  squadrons, 253
  squadrons in air-to-ground actions, 
  237
  DropShuttle Bays, 119
  BattleForce, 205 
  rules, 119
  Duels, 362
  • E •
  Early Clan equipment, 195
  Early Clan improved systems
  battle values, 192
  BattleForce, 203
  equipment, 95-96
  weapons, BattleForce, 203
  Early Clan prototype systems, 97-99 
  battle values, 192
  BattleForce, 203
  rules, 97
  weapons, BattleForce, 203
  Early Succession Wars, 19
  alternate units, equipment, 19
  downgrades, 19-20
  factions, 19, 22
  special equipment, 20
  technology base, 19
  units, 19
  Earthquakes, 280
  ECM/ECCM 
  effect on robotic units, formations, 
  291-92
  IMP missiles attack, 67
  Economic treaties, 354
  Ejection, 116
  escape systems, 40
  Electric discharge ProtoMech (EDP) 
  armor, 64 
  BattleForce, 198
  rules, 65
  Electromagnetic interference (EMI), 281
  Electronic interference, 137-38 
  effects table, 138
  Electronic warfare, 40-41, 137, 146, 147
  Element, 230
  Elementary engine, 335
  Elias nuclear weapon, 174
  Emergency coolant system failure table, 380
  EMP mines, 284-85
  Endo Steel, 103
  rules, 103
  Endo Steel structure (ES-P), 71 
  rules 71
  Enemy specialization, 295-96
  Engagement control, 238, 315 
  roll modifiers table, 238
  Engagement ending, 242
  Engagement maps, 250, 256-57
  Engineering, 335
  Engines, 44
  LAM prohibited, 114
  primitives, 122
  RetroTechs, 122
  Enhanced imaging neural implant, 25, 
  27, 75
  Enhanced prosthetic equipment table, 
  84
  Environmental conditions, 280
  Environmental sealing, 335
  Environmental specialist benefits list, 295
  Environmental specialization, 295
  Environmental to-hit modifiers table, 282
  Equipment, 308
  primitives, 122 
  raid, 359, 360
  restrictions, 17
  RetroTechs, 122
  units, costs and availability, 64
  ER lasers, 97, 103 
  rules, 97, 103
  Era, general expansions rules, 17
  Escorpión Imperio, 30
  Estimated introductions, 33
  Evading, 268-69 
  target movement modifiers table, 269
  Evolving tech, 33-34
  Exceptionally large elements, 282-83
  firing arcs, attacks, 282-83
  Excess heat, bomb bays and, 110 
  Exoskeletons, 18
  Expanded aerospace setup, 250-51
  Expanded ProtoMech(s), 196
  attack rules, 99
  battle values, 192
  BattleForce, 203
  chassis restrictions, 100
  construction rules, 100
  control systems, 101
  critical hits, 100
  engine rating, mobility formulas, 
  101, 102
  firing arcs, 99 
  hit locations, 99
  Jump Jet weight table, 381
  Jump Jets, 101, 102
  location restrictions table, 101
  maximum weight, 100
  movement rules, 99
  physical attacks, 100
  structure, armor table, 100-101
  torso weapon critical hit table, 380
  Wars of Reaving, 98-102
  weight, space limits, 100
  Experience, 367 
  levels, 350
  points, 344
  skill value table, 328
  Experimental damage interrupt circuit, 25
  Explosive suicide implants, 83 rules, 83
  Extended Jump Jet (XJJ) System, 65
  BattleForce, 198
  Extinctions, 34
  Extra-large weapons, LAM prohibited, 
  114
  Extralight Fusion Engine (XL-P), 71
  rules 72
  • F •
  Facing, 234, 254, 314
  Factories, 363
  Fanatical defense, 346
  Fanatical offense, 346-47
  Fatigue, 317, 365 
  effects table, 317
  points earned table, 317
  rating table, 366
  Federated Commonwealth, 15, 26 
  Alliance, 24
  breakup, 15-16
  Civil War, 16
  Federated Suns, 10, 13, 346, 348, 349, 
  350
  Ferro-Fibrous Armor (FF-P), 72, 103 
  rules, 72, 103
  Fiction, 9
  Field fortifications, 290
  Fighter(s) 
  fuel costs table, 255
  heat phase, 113
  hit location table, 112
  IMP missile attack, 67
  pilots in cockpits, 83
  Filtration implant, 214
  Fire control systems, 41
  Firing arcs table. 112
  Flamers, 41
  Flawed doctrine, 347
  Flechette, 277
  Flight deck, 335
  Fluid guns, 41
  Force, 231 
  abilities, 308
  experience table, 367
  record sheets, 307
  structure, 232, 306
  Force commander, 233, 307
  Forced withdrawal, 242
  Formation(s), 231, 306 
  adjustment, 268, 311
  leaders, 233
  modifiers, 308-9
  movement cost table, 235
  setup, 310-11
  switching role, 312
  tracking record sheet, 305
  unequal number of, 234
  Fortification(s), 289, 353, 363 
  crew table, 289
  Fortified positions, 290
  Fortify, 357
  Fortress, 322-23 
  hexes, 322
  table, 322
  Four-legged elements, 292
  Free Worlds League, 342, 346, 348, 349, 350
  Friendly reinforcements, 279
  Fuel, 335
  endurance, 255-56
  Fuel cell engine, 335
  Fuel-air munitions, 165-66 
  table, 166, 382
  Fusillade launcher, 65 
  BatttleForce, 198
  rules, 65
  • G •
  Game playing, abstract combat system, 
  307
  Game turn, 344
  Gamemaster (GM), 304, 265, 344
  NPC factions, 346
  Garamondia Basalt, Terran Hegemony, 
  10-13
  Gauss rifle(s), 41, 72, 103 
  rules, 72, 103
  General weapons of mass destruction 
  acquisition 
  modifier table, 383
  table, 383
  Generic nuclear critical hit table, 177
  Generic nuclear weapons, 177 
  formulas, 177
  Glider ProtoMech(s), 65, 99, 214, 292
  BattleForce, 203 
  crash-landing, 100
  ground movement, 99
  landing movement, 99
  WIGE movement, 99
  Go to ground, 357
  Grappling, 262, 279
  Gravity, 281
  Great Houses, 15, 16
  Grenade launchers, 46
  Ground attack 
  modifiers, 311
  specialists, 295
  Ground deployment, 312-13
  Ground operations RIC decision tree, 154
  ground unit missions, 154-55 
  preferred range bracket suggestions 
  table, 155
  robot unit movements, 155-56
  tiered, 154
  Ground unit(s)
  hostile target selection tree, 158 
  missions, 154-155
  movements, 156
  transport, 269
  Ground-based robotic unit 
  missions, 156-57
  movements, 155-56
  Ground-to-air combat, 248-49 
  Guardian ECM (ECM-P), 72 
  
  Guerilla warfare, 356
  Gyros
  LAM prohibited, 114
  primitives, 122
  RetroTechs, 122
  • H •
  HarJel/HarJel II, 331, 334
  Harjel repair system, 88, 214
  BattleForce, 201 
  rules, 88-89
  Hasheem, Faisel, 226-29
  Headhunting, 361
  Heat sinks, 42
  Heat-dissipating armor, 87
  BattleForce, 201 
  Heavy industrial, 270
  Heavy weapons ammunition, 59-62
  Helipad, 336
  Helm Data Core, 15
  Helm Memory Core, 20, 21
  Hempsted, Raymond, 340-42
  Hex element details, 324
  Hidden formations, 284, 315-16
  High-speed attacks, 262
  Hitting the deck, 290
  Homeworld Clans, 16
  Homing rounds, 274
  Hostile environments, 116
  Hostile forces detection, 265-66
  Hostile formation in same hex, 236
  House Cameron, 18
  House Kurita, 16
  House Liao, 16
  House Marik, 343
  House Steiner, 227
  Hovering, 108
  Hull 
  breaches, 116
  down, 269
  Hyperpulse generator, mobile, 336
  Hyperspace jumps, 263-64
  • I •
  Ice, 271
  Illumination artillery, 277
  Impact-resistant armor, 87, 214
  BattleForce, 201
  rules, 88
  Improved Advanced Tactical Missile (IATM) 
  launchers, 65, 214
  BattleForce, 198 
  rules, 66
  Improved and enhanced PPCs, 95 
  rules, 96
  Improved autocannon, 96 
  Improved gauss rifle, 96 
  Improved lasers, 95 
  Improved magnetic pulse (IMP) missiles, 67 
  Improved standard missile launchers, 96 
  Industrial equipment, 42
  Industrial raid, 359, 360
  Industry, 324
  Infantry 
  armor, 36-37
  field fortifications, 290
  only special abilities, 297
  physical attacks, 111
  tech, 53
  transport squadrons/units,  
  236-37, 262, 279, 315
  units, 279
  weapons, 53-58
  Inferior black ops, 347
  Inferno artillery, 277
  Inferno bomb, 277
  Inferno mines, 285
  Infrastructure destruction, 361-62
  Initiative
  banking, 293
  forcing, 293
  modifiers table, 265
  Inner Sphere, 14, 15, 16, 18
  cybernetic augmentations, 77 
  factions, 346, 348, 349, 350
  force structure, 232, 233
  Inner Sphere ProtoMech interface, 102
  battle values, 192
  BattleForce, 203
  rules, 102
  Inner Sphere Recovered Prototypes  
  (Late Succession Wars), 21, 102-5
  battle values, 192
  BattleForce, 203-4 
  rules, 102
  Inner Sphere at War, 344-45
  broken supply lines, 351
  campaign size, 345
  combat command cost table, 353
  counter insurgency table, 356
  detailed militaries, 348
  diplomacy phase, 354
  economics, logistics phase, 350-51
  end phase, 364-67
  faction abilities, flaws, 346-47
  factions, 346
  game object, 345
  game playing, 350
  gone to ground table, 357
  infrastructure, 351
  major factory worlds, 349
  map setup, 345-46
  mercenary supply, hiring, 352
  military development phase, 353
  military phase, 354-63
  morale ratings table, 366
  order writing phase, 350
  play sequence, 345
  resource points, 350-51 
  sample faction starting abilities, 346
  sample faction starting resources, 348
  sample player factions, 346
  scope, 345
  situational modifiers, 356, 357
  standard combat command  
  compositions, 348
  starting economy, 347-48
  starting mercenary assets, 3481-49
  supply, 351
  supply costs table, 351
  world values table, 348, 351
  Integration, 363
  Internal structure
  LAM prohibited, 114
  primitives, 122
  RetroTechs, 122
  Interstellar hex control, 363
  Interstellar map, 344
  hex, 345
  Interstellar movement points, 345
  Interstellar Operations, 9
  Invader Clans, 16
  Invasion, 362
  Invasion resolution, 362
  • J •
  Jihad Era, 14, 16, 17, 27-28, 65
  alternate units, equipment, 28
  equipment, 196
  factions, 27, 28
  period, 17
  special equipment, 28
  technology base, 28
  units, 28
  Jumping, 236 
  point combat, 320
  roll modifiers table, 264
  Jump Drive charging, 121
  Jump Jets
  primitives, 122
  RetroTechs, 122
  Jump sail, 121, 129-30
  JumpShips
  assigned, 350
  IMP missiles attack, 67
  Jungle, 271
  Jury-rig experts, 347
  • K •
  Kadar, Kacey, 300-301
  Kearny-Fuchida
  boom, 119
  drive integrity, 129
  jump capability, 129
  Kerensky, Aleksandr, 15
  Kerensky, Nicholas, 15
  Key of terms, 34, 63
  • L •
  Land-Air BattleMechs (LAMs),  
  19, 20, 28, 105-15, 196, 214, 292
  airborne conversion, 107
  AirMech movement, 108
  battle values, 192
  BattleForce, 204-5  
  bimodal, 106
  bomb bays, 111, 114, 382
  chassis restrictions, requirements, 114
  combat rules, 110-11
  construction, 114-15
  conversion, 106, 108, 114
  critical hit table, 110. 381
  engines, 114
  fighter firing arcs table, 381
  fighter hit location table, 112, 381
  fighter mode, 107-8, 111
  firing arcs table, 112
  fuel, 114
  general rules, 106
  ground conversion, 107
  heat phase, 113
  minimum jumping, 114
  mode, 111
  movement, 108
  pilot skills, 106
  prohibited technologies, 114-15
  record sheet, 368
  skill table, 106, 381
  space conversion, 108
  standard, 106
  standard damage, critical hits, 107
  structural integrity, 114
  Landing 
  damage, 252
  liftoff, 246
  roll modifiers, 252
  rolls, 252
  Large ability, 336
  Large aerospace 
  attack limits table, 258
  firing arcs, attacks, 257
  Large element attack limits table, 283
  Large spacecraft systems, 42-43
  Laser pulse module, 93 
  Laser-guided bombs, 277
  Lasers, 43-44
  Late Dark Age, factions, 31
  Late Succession Wars, 17, 20-21
  alternate units, equipment, 20
  downgrades, 20-21
  equipment, 195
  factions in, 20, 22
  pre-existing damage, 21
  special equipment, 21
  technology base, 20
  units, 20
  upgrades, 21
  LB 10-X autocannon, 72, 103
  rules, 72, 103
  LB-X autocannon, 97 
  Leadership rating, 307
  Leon, Sergeant Brian, 11-13
  Light mimetic armor system 336
  Line of sight determination, 239
  Listen-kill missiles/munitions, 105, 204 
  rules, 105
  Logistic orders, 354-55
  Logistics experts, 347
  Losing contact, 315
  LosTech, 347
  Lyran Alliance, 24
  Lyran Commonwealth,  
  228, 340-43, 346, 348, 349, 350
  • M •
  Machina Domini Interface, 116, 186
  battle values, 193
  BattleForce, 205 
  rules, 116
  Machine guns, 44
  Mackie, 17
  Magistracy of Canopus, 346, 348, 349, 350
  MagLev, 336
  Magnetic clamp system, 66, 214, 336 
  BattleForce, 198
  rule, 66
  Malak, Orr, 226
  Map(s), 232 
  scale, 232, 306
  selection, 232-33
  Marceneaux, Mad Dog, 10-11, 12, 13
  Marik, Thaddeus, 342-43
  
  373
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  RECORD SHEETS
  ALTERNATE ERAS
  INDEX
  Marik assault, 341-43
  Master modifiers table, 307, 308-11
  Master Unit List (MUL), 17
  McLelland, Bryce, 342-43
  Mech/Vehicle/Fighter engines, 44
  Mechanized infantry, 111
  MechWarrior(s)
  cockpits, 83 
  damage, 116
  skills, 116
  Mercenary(ies), 348, 350
  retention, hiring table, 352
  supply, hiring, 352
  uncontracted, 352
  Merchant kings, 347
  Military 
  actions, 358
  conquest, 363
  defense treaty, 354
  mutual assistance treaty, 354
  non-aggression pact, 354
  phase events sequence, 354
  treaties, 354
  Mimetic armor system, 336
  Mine 
  dispenser, 336
  dispensing/clearing systems, 44
  sweeper, 336
  Minefield(s), 284-85
  attack table, 284
  damage, 285
  Miniatures, 232
  Miscellaneous systems, 45
  Missile launchers, 46
  Missing data, 34
  Missing prototype rules, 34
  Mixed Technologies, 25, 122
  Mobile army surgical hospital, 214-15, 
  336
  Mobile field base, 215, 336
  Mobile headquarters, 336
  Mobile structure(s), 283-84 
  critical hit table, 283
  IMP missiles attack, 67
  movement table, 283
  Modular space stations, 117
  battle values, 193
  BattleForce, 205
  rules, 117
  Modular space storage stations, 186-87
  Morale, 242, 317-18, 366-67
  event modifiers, 243-44
  failure results, 318
  loss, 365
  recovery modifiers table, 244
  revering, 244
  specific modifiers, 318
  Morale check 
  exemptions, 242-43
  table, 243
  taking, 243
  Mortars, 46
  Mounting, 269
  Movement, 358 
  dice, 269
  mode table, 328
  modes, unit types, 236
  order, 355
  phase, 233-37, 324
  M-series drones, 135-36
  Mud, 271
  • N •
  NARC missile beacon, 72-73
  rules 73
  Naval C3, 215, 336
  Naval engagements, 361
  Nerve-recovery modifiers table, 318
  Neurohelmet(s), 19, 68-69 
  degradation, 69
  Nova Composite Electronic Warfare 
  System (CEWS), 66, 215
  BattleForce, 198 
  rules, 66
  Nuclear effects table, secondary, 384
  Nuclear weapon(s), 169
  alternative environments table, 173
  BattleForce, 211-12
  custom (generic), 177 
  damage to fortifications, 323
  detonation resolution, 170-772
  high altitude, 172-73
  low altitude, 172
  rules, 169-70
  space, 172
  secondary effects table, 172
  special conditions, 173-74
  standard weaponry, 174-77
  standard weaponry table, 170, 384
  • O •
  O’Leary, Elisa, 340-42
  Occupied world, 345
  Off-map movement, 293
  Off-road, 337
  Omni, 337
  Open state, 347
  Orbit-to-surface, 321 
  capital combat, 260-61
  Orders, 354-55
  military phase, 354-55
  Outworlds Alliance, 346, 348, 349, 350
  Overrun combat, 293-94
  Overwatch, 226-29
  Overwhelming force table, 365
  • P •
  Pacemaker nuclear weapon, 176
  Pacification, 363 
  time table, 363
  Pacification, 363
  Paratroop, 337
  Parliamentary chaos, 347
  Patchwork armor, 88 
  addendum, 380
  Patrol, 357
  Periphery, 15, 18 
  faction, 346, 348, 349, 350
  force structure, 232, 233
  Phansigars, Thuggee, 28
  Phase, 345
  Phoenix Hawk
  battle value calculation, 192
  building, 115
  Physical attacks, 112
  Pilot interfaces, advanced, 68-70
  Piloting 
  skill checks, 116
  skill modifiers, 110
  special abilities, 296, 297
  Pirate points, 358
  Planetary Combat Map, 304, 306
  Planetary maps, 324
  Planetary raid, 356
  Plasma weapons, 46
  Play sequence, abstract combat system, 307
  Point defense, 337
  Poison pill, 347
  Post-reaving, 17
  PPCs, 46
  Pre-K-F boom docking collar, 119-20 
  rules, 120
  Prevailing winds table 282
  Primitive aerospace fighter, 121, 125
  armor, 125
  chassis, 125
  engine and control systems, 125
  heat sinks, 125
  record sheet, 125
  targeting systems, 121
  weapons, ammunition, equipment, 
  125
  Primitive BattleMech(s), 120
  armor, 124 
  chassis design, 123
  cockpits, 120, 123
  construction, 122-23
  control systems installation, 123
  critical hits, 120
  engine installation, 123
  gyroscope addition, 123
  heat sinks and, 123-24
  internal structure tonnage, 123
  jump capability, 123
  record sheet, 124
  special physical enhancements, 123
  technology base, 123
  weapons, ammunition, equipment, 
  124
  weight choice, 123
  Primitive combat vehicles, 120-21, 124
  Primitive components, LAM prohibited, 
  114
  Primitive conventional fighters,  
  120-21, 124-25
  Primitive DropShip, 126-27
  armor, 128
  chassis, 127
  engine, controls, 127-28
  engine/controls weight table, 127
  heat sinks, 128
  heat sinks table, 128
  maximum weight limit table, 127
  record sheet, 128
  weapons, ammunition, equipment, 128
  Primitive IndustrialMech, 123, 124
  Primitive jump sail weight table, 130
  Primitive jumpship(s) 
  armor, 130-31
  chassis, 128-29
  engine/controls, 129
  engine/controls weight table, 129
  heat sinks, 130
  heat sinks table, 130
  maximum weight table, 128
  record sheet, 131
  weapons, ammunition, equipment, 131
  Primitive Kearny-Fuchida drive formula, 130
  Primitive large aerospace craft, 121
  Primitive prototype DropShip  
  equipment, 118-19
  Primitive prototype equipment, 117- 20, 187
  battle values, 193
  BattleForce, 205
  dates for basic weapons, 118
  rules, 118
  Primitive prototype Jump Jets, 120 
  Primitive prototype JumpShip equip-
  ment, 118-19
  Primitive prototype weapons,  
  BattleForce, 205
  Primitive small craft, 121, 125-26
  armor, 126
  chassis, 125-26
  engine, control systems, 126
  engine/controls weight table, 126
  heat sinks, 126
  record sheet, 126
  weapons, ammunition, equipment, 126
  Primitive targeting systems, 120-21
  Primitive units, 120, 187, 197
  battle values, 193
  BattleForce, 205-6
  restricted technologies, 121-22
  rules, 120-121
  Primitive vs. modern, 121
  Production
  dates, missing, 34
  faction, 33
  issues, 347
  Production specialist, 347
  Prosthetic augmentations, 76 
  Prosthetic leg MASC, 83, 215
  rules, 84
  Prosthetic limbs
  Prosthetic limbs, improved enhanced, 
  84, 191
  Prosthetic tail, enhanced, 84 
  Prosthetic wings, glider, 84 
  Prosthetic wings, powered flight, 84 
  ProtoMech, 35 
  armor, 36
  battle values, 192
  IMP missiles, 67
  Quad melee weapon system, 67, 198
  Quads, 98, 99
  units, 28
  Word of Blake Super Jump Drive, 186
  Prototype 
  faction, 33
  missing rules, 34
  Prototype Artemis IV, BattleForce, 199
  Prototype Beagle active probe, Battle-
  Force, 199
  Prototype CASE, BattleForce, 199
  Prototype dates for basic weapons 
  table, 382
  Prototype direct neural interface, 83 
  Prototype double heat sinks (freezers), 
  Battleforce, 199, 204
  Prototype DropShip K-F boom, 119
  Prototype Endo Steel Structure, Battle-
  Force, 199, 204
  Prototype extralight fusion engine,  
  BattleForce, 199
  
  Prototype ferro-fibrous armor, BattleForce, 
  199, 204
  Prototype Guardian ECM, BattleForce, 199
  Prototype Narc missile beacon,  
  BattleForce, 199
  Prototype remote sensor dispenser, 
  BattleForce, 199
  Prototype specialty missiles, 131-32
  battle values, 193
  Prototype specialty munitions, 187
  BattleForce, 206
  Prototype TAG, BattleForce, 199
  Prototype triple-strength myomer, Battle-
  Force, 204
  Pulse lasers, 73, 103 
  rules, 73, 103
  • Q •
  QuadVee(s), 30, 133-34, 187, 197, 215, 292
  battle values, 193
  BattleForce, 206-7
  combat phases, 133-34
  construction rules, 134
  conversion, 133
  movement phases, 133
  pilot damage, 134
  piloting/gunnery skills, 133
  record sheet, 369
  • R •
  Radical heat sinks, 89, 215
  BattleForce, 202
  failure table, 89, 380 
  rules, 89
  Raid 
  insertion, 359, 360, 361
  success modifiers, 359
  insertion table, 359
  Raid success table, 359, 360
  Raiding, 359
  Rail(s), 272, 337
  Random assignment tables, 17
  Random weapon class table, 258
  Range 
  determination, 316
  modifier table, 316
  Reaving Clans, 17
  Reconnaissance, 266, 314, 325, 337 
  modifiers, 267
  raid, 359, 360
  results table, 267
  scan, 266
  Record sheets
  abstract combat system, 305
  abstract combat system  
  combat unit, 375
  abstract combat system  
  formation tracking, 376
  Land-Air BattleMech, 368
  QuadVee, 369
  Strategic BattleForce formation, 374
  Strategic BattleFOrce formation  
  stat block, 231
  Strategic BattleForce unit stat block, 
  231-32
  superheavy ‘Mech, 370
  superheavy four-legged ‘Mech, 371
  superheavy three-legged ‘Mech, 372
  three-legged ‘Mech, 373
  Recovered prototype weapons,  
  BattleForce, 204
  Recovered Star League technologies,  
  21, 102-5
  Recovery, 34
  Re-engineered lasers, 89, 215
  BattleForce, 202
  Re-forming formations, 268
  Refueling, 255-56
  Remote drone command console, 90
  BattleForce, 202 
  Remote sensors, 73
  dispensers, 337 
  Remote-operated drones, 207
  Repair, 364-65, 367
  order, 355
  Republic Age, 16, 28
  alternate units, equipment, 30
  factions, 29, 31
  special equipment, 30
  technology base, 29
  units, 29
  Republic of the Sphere, 16
  Resource points, 345
  Rest order, 355
  Retreat, 318, 365
  RetroTech units, 28, 30, 120, 187, 197
  battle values, 193
  BattleForce, 205-6
  compared to modern support vehicles, 
  124, 125
  construction, 122
  rules, 120-21
  Reunification War, 15
  Rifles, 38
  Rim Worlds Republic, 15
  RISC advanced point defense system, 91, 
  215, 337
  BattleForce, 202
  rules, 91-92
  RISC emergency coolant system, 92, 215
  BattleForce, 202
  failure table, 92, 
  rules, 92
  RISC equipment, 185
  battle value, 191
  BattleForce, 201
  RISC heat sink override kit, 92
  BattleForce, 202 
  rules, 92-93
  RISC hyper laser, 93 
  RISC laser pulse module, BattleForce, 202
  RISC repeating TSEMP, 94 
  RISC super-cooled myomer, 94
  BattleForce, 202
  RISC viral jammers, 94, 215
  BattleForce, 203
  rules, 95-96
  Robotic aerospace fighters, 136-37
  Robotic BattleMechs, 136
  Robotic boarding activities, 138
  Robotic combat vehicles, 136
  Robotic conventional fighters, 136
  Robotic drone(s), 207-8, 215, 291, 337
  Robotic fighter squadrons, 138-39
  Robotic independent command rules, 149-50
  Robotic IndustrialMechs, 136
  Robotic initiative, 136
  Robotic JumpShips, 137
  Robotic non-combat units, 137
  Robotic small craft, 136-37
  Robotic space stations, 137
  Robotic support vehicles, 136
  Robotic systems, 40, 134-135, 136, 187, 196
  battle values, 193
  BattleForce, 207-9
  control units, 139-40
  electronic warfare, interference, 137-38
  heat, 137
  human controls, 139
  hyperspace travel, 139
  movement, terrain restrictions, 136
  pilot/crew damage, 137
  shutdown, 139
  special conditions, 138
  special equipment, 139
  weapons, ammunition, equipment, 137
  Robotic unit base marine points table, 138
  Robotic WarShips, 137
  Rocket launchers, 73 
  Romante, Neva, 303
  Rough, ultra, 272
  Rubble, ultra, 272
  Running, 108
  • S •
  Salvage, 244, 364 
  recovered  table, 364
  Sandhurst Royal Military College, 9
  Santa Ana nuclear weapon, 175-76
  Scale, 324
  abstract combat system, 306
  Scaled strategic Battleforce, 324-25
  Scatter, 357
  Searchlight, 337
  Second Star League, 15, 16, 24, 26, 28
  Secondary nuclear effects table, 212, 384
  Sector, 250
  Sensor detection 
  modifiers, 267
  results table, 267
  Sensor range, 232, 267
  Separation limits, 268
  Sharp shooters, 294
  Shield, 337, 356
  Shielded aerospace smart robotic  
  control system, 142-43, 188, 209
  Shoot and sit missiles, 206
  Sideslipping, 113-14
  Sixth Terran March Corps, 10
  Skidding, 114
  Small craft, IMP missiles attack, 67
  Smart robotic control system,  
  19, 140-42, 187, 208 
  table, 142
  Smoke artillery, 277
  Sourcebook fiction, 9
  Space bombers, 261-62
  Space combat, 319-20
  Space Station K-F adapter
  BattleForce, 204
  rules, 105 
  Space Stations, IMP missiles attack, 67
  Space-based detection, 266
  Spaceflight capable, 338
  Special abilities, 330-31
  aerospace, 333
  ground, 332-33
  Special munitions: anti-TSM “Green Smoke” 
  missiles, 104
  Special pilot abilities, 116, 296, 297
  Specialty munitions
  anti-TSM munitions, 204
  BattleForce, 204
  dead-fire missiles, 131-32
  improved inferno warhead missiles, 
  678, 198
  improved magnetic pulse (IMP)  
  missiles, 67, 198
  listen-kill missiles, 105, 204
  retro-streak missiles, 132
  shoot-and-sit missiles, 132
  Spheroid DropShips, 257
  Spheroid elements, 254
  Spheroid squadrons, airships, 252
  Splitting units, 268
  Sprayers, 41
  Sprinting, 269
  Squadrons, 231, 247, 253
  St. Ives Compact, 16
  St. Ives War, 27
  Stacking, 234, 246
  limits, 254, 314
  Stalled economy, 347
  Standard force organization schemes 
  table, 233
  Star League Defense Force, 15
  advanced neurohelmet, 68-69
  Star League Era, 14, 15
  Age of War, 14, 17
  Star League in Exile, 15
  Star League Space Defense System (SDS)
   Caspar drone control system ,  
  142-43, 188, 209, 215
  control system, 337
  drones, 135
  Jammer, 148, 209, 215
  self-destruct system, 147-48, 188, 209
  Star-System Radar Map, 304, 306, 379
  State run, 347
  Station keeping, 253-54
  Stealth, 337-38
  Steiner-Davion alliance, 20
  Stone, Devlin, 16
  Strafing attacks, 248
  Strategic aerospace, 325 
  rules, 245
  special actions, 260
  Strategic aerospace, 325
  Strategic BattleForce 
  AFFS Cavalry Company formation, 339
  Alpha Strike elements, 326-27
  artillery range/damage table, 274
  combat phase, 234, 238-41
  components, 231-32
  element type table, 328
  end phase, 234, 242-44
  formation record sheet, 374
  formations, 326-28, 329
  initiative phase, 233, 234
  movement cost table, 235
  movement phase, 233-37 
  scale, 232
  setup, 232
  special abilities, 330-38
  standard rules, 230-33
  
  375
  INTRODUCTION
  STRATEGIC  
  BATTLEFORCE
  ALTERNATE ERAS:  
  UNITS AND  
  EQUIPMENT
  CONVERSION
  RULES
  ABSTRACT  
  COMBAT  
  SYSTEM
  ALTERNATE ERAS:  
  COST AND  
  AVAILABILITY
  INNER SPHERE  
  AT WAR
  RECORD SHEETS
  ALTERNATE ERAS
  INDEX
  Strategic Operations, 8, 9, 17, 34
  Streak SRM, 97 
  rules, 97-98
  Structural components, 48-49
  Sub-eras, 14
  Succession Wars Era, 14-16, 19-20
  Clan sub-era, 15
  downgrades table, 19, 20, 21
  early, 15
  late, 15
  Suicide charges 
  inside aerospace units, 83
  inside other units, 83 
  inside structures, 83
  Super large, 338
  Superheavy BattleMechs,  
  28, 159, 183, 188, 197, 292
  armor, 162-63
  battle values, 193-94
  BattleForce, 209-10
  chassis, 160-61
  different levels tables, 160, 382
  engines, control systems, 162
  engine type battle value  
  modifier table, 194
  four-legged record sheet, 371
  heat sinks, 162
  record sheet, 370
  rules, 159-61
  structure table, 161
  three-legged record sheet, 372
  weapons, equipment, 163
  Superheavy IndustrialMechs, 21
  Superior black ops, 347
  Superior doctrine, 347
  Super-Jump Drive, 28, 183
  Supply 
  problems, 347
  raid, 359, 360
  Support vehicles, 121
  Suquamish Badlands, 340-43
  Surface-to-air return fire, 261
  Surface-to-orbit, 321
  Surrender, 318, 365
  Swamp, 272
  • T •
  Tactical Operations, 8, 9, 17, 18, 23, 25
  Tactical specialist benefits list, 295
  Tactical specialization, 295
  Target Acquisition Gear (TAG) 73, 338
  modifier table, 328 
  rules, 73
  Targeting, 41, 248
  Taser, 49
  Taurian Concordat, 346, 348, 349, 350
  Tech Base, 32
  Tech Rating, 32-33
  TechManual, 9, 17
  Teleoperated missile, 338
  Temperatures, 281
  Terrain, 234, 236, 314-15 
  conversion, 290
  factor and conversion table, 291
  Terran Alliance, Age of War, 14
  Terran Hegemony, 17, 18, 19, 227, 343
  Age of War, 14
  Garamondia Basalt, 10-13
  Thermobaric weapons, 165-66, 189, 197
  battle value, 194
  BattleForce, 210
  Three-legged ‘Mech record sheet, 373
  Three-legged elements, 292
  Thrust, 245
  Thunder/thunder active artillery, 277
  Tight-Stream Electromagnetic Pulse 
  (TSEMP) weapons, 49, 90, 215
  BattleForce, 202
  effects table, 90
  rules, 90-91
  weapons, 49, 90 
  Tilde (~), 33
  Time of War, A, 9
  To-hit 
  modifiers table, 240
  number, 317
  Tornado, 281-82 
  force rating table, 282
  Total Warfare, 9, 25
  Trailer hitch, 338
  Training, 358 
  centers, 358
  order, 354-55
  Transport 
  abilities, 338
  bays, quarters, seating, 49
  launching/recovery systems, 49
  Transport RIC decision tree
  navigating, 153
  overriding orders, 153
  targeting, 153
  Transported infantry, 338
  Transporting non-infantry forces, 269
  Trenchworks/fieldworks engineers, 338
  Trinity Alliance, 16
  Triple-core processor, 215
  Triple-strength implants, 215
  Triple-strength myomer, 103 
  Tripod ‘Mechs, 19, 163-65, 189, 197
  battle value, 194
  BattleForce, 210-11
  cockpit, 165
  internal structures, 165
  record sheet, 165
  rules, 164-65
  weapons, equipment, 165
  Troop drops, 279-80
  Tundra, 272
  Turn length, 232
  abstract combat system, 306
  Turn scale, 245, 253
  Turret(s), 50, 338
  Turrets, 50
  Tutt, Salam, 226-29
  Type Ia/Davy Crockett (nuclear weapon), 
  174
  Type Ib/Davy Crockett-M (nuclear 
  weapon), 174-175
  Type II/Alamo (nuclear weapon), 175
  Type III/Santa Ana (nuclear weapon, 
  175-176
  Type IV/Pacemaker (nuclear weapon), 176
  • U •
  Ultra autocannon, 98, 104 
  Ultraheavy Main Gun Mounts, 99
  Ultraheavy ProtoMech(s), 98 
  ejection system, 100 
  Underwater combat, 241
  Undocking, 263
  Unintentional charring, 114
  Unit, 230
  restrictions, 17
  Universal Technology Advancement 
  Table, 17, 19, 20,  35-63
  Unsteady, 347
  Urban 
  hexes, 285-86
  table, 285
  terrain, advanced, 288
  • V •
  Vehicle
  crew inside their vehicle, 83
  IMP missiles attack, 67
  Vehicular Motive Systems, 35
  Very large, 338-39
  Victory 
  conditions, 244, 318
  point table, 244
  points, 244
  Virtual reality piloting pad, 69, 215 
  BattleForce, 199
  rules, 69-70 
  Visual identification, 266
  Visual range, 232, 265
  Visual spotting range table, 267
  VTOL special attacks, 288
  • W •
  Walking, 108
  Walls, 288
  Warrior augmentation, 58, 197
  Wars of Reaving, 16, 27-28, 30
  advanced equipment, 64-67
  equipment, 196
  WarShip(s), 257
  IMP missiles attack, 67
  squadrons, 253
  Water, extreme depth, 272
  Weapons 
  generic nuclear, 177
  primitive aerospace fighter, 125
  primitive BattleMech, 124
  primitive DropShip, 128
  primitive jumpships, 131
  primitive small craft construction, 126
  primitives, 122
  RetroTechs, 122
  robotic systems, 137
  standard nuclear, 174-77
  superheavy ‘Mechs, 163
  Weapons of mass destruction, 20, 28, 63, 
  166, 189
  battle value, 194
  general acquisition table, 167
  general modifier table, 167
  general rules, 166, 168
  use consequences table, 168
  Wind, 281 
  direction, 281
  force categories, 281
  Wind, 281
  Woods, 272
  Word of Blake, 16, 27 
  Dragon’s Breath multi-missile  
  launch system, 148-49
  force structure, 232, 233
  Protectorate, 16, 28
  SDS network, 136
  Word of Blake Super Jump Drive, 183-84
  advanced Clan equipment, 184
  advanced pilot interfaces, 184-85
  advanced prototype systems, 184
  augmented warriors, 185
  battle value, 194
  BattleForce, 213
  Centurion weapon system, 185
  Dark Age equipment, 185
  early Clan improved equipment, 185
  early Clan prototype systems, 185 
  expanded ProtoMechs, 185-86
  Inner Sphere ProtoMech interface, 186
  Inner Sphere recovered prototypes, 186
  Land-Air BattleMechs, 186 
  Machina Domini interface, 186
  modification, 189
  modular space stations, 186-87
  primitive prototype equipment, 187
  primitive units, 187
  prototype specialty munitions, 187
  QuadVees, 187
  RetroTech, 187
  RISC equipment, 185
  robotic, drone systems, 187-88
  rules, 183-84
  superheavy ‘Mechs, 188
  thermobaric weapons, 189
  tripod ‘Mechs, 189
  weapons of mass destruction, 189
  • Z •
  Zellbrigen, 15
  Zero thrust, 254
  Zone, 250
  Zone of control, 294
  
  LAND-AIR BATTLEMECH RECORD SHEET
  TM
  © 2016 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. 
  LAM DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  BattleMech Mode
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht Dmg Min Sht Med Lng Aero
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  AirMech Mode
  Cruising: 
  Flank: 
  Fighter Mode
  Safe Thrust: 
  Max Thrust: 
  Name:
  Gunnery Skill:
  Piloting Skill:
  Aerospace
  BattleMech
  Gunnery Skill:
  Piloting Skill:
  Life Support
  Landing Gear
  Structural Integrity
  Sensor Hits
  Gyro Hits
  Engine Hits
  Avionics
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  Avionics
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  Landing Gear
  Landing Gear
  Avionics
  Avionics
  Landing Gear
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Damage Transfer
  Diagram
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
   Heat
     Level* 
  Effects
   
  30 
  Shutdown
   
  28 
  Ammo Exp. avoid on 8+
   
  26 
  Shutdown, avoid on 10+
   
  25 
  –5 Movement Points 
  /Rand. Movement 10+
   
  24 
  +4 Modiﬁer to Fire
   
  23 
  Ammo Exp. avoid on 6+
   
  22 
  Shutdown, avoid on 8+
   
  20 
  –4 Movement Points 
  /Rand . Movement 8+
   
  19 
  Ammo Exp. avoid on 4+
   
  18 
  Shutdown, avoid on 6+
   
  17 
  +3 Modiﬁer to Fire
   
  15 
  –3 Movement Points 
  /Rand. Movement 7+
   
  14 
  Shutdown, avoid on 4+
   
  13 
  +2 Modiﬁer to Fire
   
  10 
  –2 Movement Points 
  /Rand. Movement 6+
   
  8 
  +1 Modiﬁer to Fire
   
  5 
  –1 Movement Points 
  /Rand. Movement 5+
  (AirMech +3)
  ARMOR DIAGRAM
  A
  D
  B
  C
  F
  E
  Advanced
  Movement
  Compass
  INTERNAL STRUCTURE DIAGRAM
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Head
  Center
  Torso
  Left
  Arm
  Right
  Arm
  Left Torso
  Right Torso
  Left
  Leg
  (     )
  (     )
  (     )
  Right
  Leg
  (     )
  (     )
  (     )
  (     )
  Head (    )
  Center
  Torso
  (    )
  Right Torso
  (    )
  Left Torso
  (    )
  Right
  Leg
  (    )
  Left
  Leg
  (    )
  Center
  Torso
  Rear (    )
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  Left Arm
  (    )
  Right Arm
  (    )
  (    )
  (       )
  Single
  Double
  Heat Sinks:
  Lower Arm Actuator 
  Hand Actuator
  Lower Arm Actuator
  Hand Actuator
  Cost:
  Clan
  Inner Sphere
  BV:  
  
  QUADVEE RECORD SHEET
  TM
  © 2016 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
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  Conversion Gear
  Tracks
  Tracks
  Conversion Gear
  Tracks
  Conversion Gear
  Conversion Gear
  Tracks
  30
  Shutdown
  Heat
  Level*
  Effects
  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
  Pilot:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Gunner:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Damage Transfer
  Diagram
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Rear Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Torso
  Right Rear Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Front Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator 
  4.
  Foot Actuator
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Right Front Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensors
  Cockpit (Pilot) 
  Life Support
  Sensors
  Cockpit (Gunner) 
  Movement Points:
  BattleMech Mode
  Tech Base:
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Vehicle Mode
  Cruising: 
  Flank: 
  Head
  Center
  Torso
  Left
  Front Leg
  Right
  Front Leg
  Left
  Rear Leg
  Right
  Rear Leg
  Left
  Torso
  Right
  Torso
  (     )
  (     )
  (     )
  (     )
  (     )
  (     )
  (     )
  Center Torso Rear (    ) 
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  (    )
  Right
  Rear Leg
  (    )
  Right
  Front Leg
  (    )
  Center
  Torso
  (    )
  Left
  Torso
  (    )
  Right
  Torso
  (    )
  Head (    )
  Left
  Rear Leg
  (    )
  Left
  Front Leg
  (    )
  Gyro
  Gyro
  Gyro
  Gyro
  Engine
  Engine
  Engine
  Engine
  Engine
  Engine
  (       )
  Single
  Double
  Heat Sinks:
  Cost:
  Clan
  Inner Sphere
  BV:  
  
  SUPERHEAVY ’MECH RECORD SHEET
  © 2016 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. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  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
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Life Support
  Sensors
  Superheavy Cockpit 
  Life Support
  Sensors
  Head
  Center
  Torso
  Left
  Arm
  Right
  Arm
  Left Torso
  Right Torso
  Left
  Leg
  (     )
  (     )
  (     )
  Right
  Leg
  (     )
  (     )
  (     )
  (     )
  Head (    )
  Center
  Torso
  (    )
  Right Torso
  (    )
  Left Torso
  (    )
  Right
  Leg
  (    )
  Left
  Leg
  (    )
  Center
  Torso
  Rear (    )
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  Left Arm
  (    )
  Right Arm
  (    )
  (    )
  Engine
  Engine
  Engine
  Gyro
  Gyro
  (       )
  Single
  Double
  Heat Sinks:
  Lower Arm Actuator 
  Hand Actuator
  Lower Arm Actuator
  Hand Actuator
  Cost:
  Clan
  Inner Sphere
  BV:  
  
  SUPERHEAVY FOUR-LEGGED ’MECH RECORD SHEET
  TM
  © 2016 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
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  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
  Name:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Damage Transfer
  Diagram
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Rear Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Torso
  Right Rear Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Left Front Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator 
  4.
  Foot Actuator
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Right Front Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensors
  Superheavy Cockpit 
  Life Support
  Sensors
  Head
  Center
  Torso
  Left
  Front Leg
  Right
  Front Leg
  Left
  Rear Leg
  Right
  Rear Leg
  Left
  Torso
  Right
  Torso
  (     )
  (     )
  (     )
  (     )
  (     )
  (     )
  (     )
  Center Torso Rear (    ) 
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  (    )
  Right
  Rear Leg
  (    )
  Right
  Front Leg
  (    )
  Center
  Torso
  (    )
  Left
  Torso
  (    )
  Right
  Torso
  (    )
  Head (    )
  Left
  Rear Leg
  (    )
  Left
  Front Leg
  (    )
  Engine
  Engine
  Engine
  Gyro
  Gyro
  (       )
  Single
  Double
  Heat Sinks:
  Cost:
  Clan
  Inner Sphere
  BV:  
  
  SUPERHEAVY THREE-LEGGED ’MECH RECORD SHEET
  © 2016 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. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  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
  Pilot:
  Gunnery Skill:
  Piloting Skill:
  Consciousness#
  Hits Taken  1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Type:
  Movement Points:
  Tech Base:
  Gunner:
  Gunnery Skill:
  Piloting Skill:
  Consciousness#
  Hits Taken  1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Tech:
  Gunnery Skill:
  Piloting Skill:
  Consciousness#
  Hits Taken  1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Life Support
  Sensors
  Superheavy Tripod Cockpit 
  Life Support
  Sensors
  Center Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  Damage 
  Transfer
  Diagram
  Head
  Center
  Torso
  Left
  Arm
  Right
  Arm
  Left Torso
  Right Torso
  Left
  Leg
  (     )
  (     )
  Center
  Leg
  (    )
  (     )
  Right
  Leg
  (     )
  (     )
  (     )
  (     )
  Head (    )
  Center
  Torso
  (    )
  Right Torso
  (    )
  Left Torso
  (    )
  Right
  Leg
  (    )
  Left
  Leg
  (    )
  Center Torso Rear (    )
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  Left
  Arm
  (    )
  Right
  Arm
  (    )
  Center
  Leg
  (    )
  (    )
  Engine
  Engine
  Engine
  Gyro
  Gyro
  (       )
  Single
  Double
  Heat Sinks:
  Lower Arm Actuator 
  Hand Actuator
  Lower Arm Actuator
  Hand Actuator
  Cost:
  Clan
  Inner Sphere
  BV:  
  
  THREE-LEGGED ’MECH RECORD SHEET
  © 2016 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. 
  TM
  'MECH DATA
  WARRIOR DATA
  CRITICAL HIT TABLE
  HEAT DATA
  Heat
  Scale
  Overﬂow
   0
   1
   2
   3
   4
   5 *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
   *
  19
  20
  21
  22
  23
  24
  25
  26
  27
  28
  29
  30
   6
   7
   8
   9
  10
  11
  12
  13
  14
  15
  17
  18
  16
  INTERNAL STRUCTURE DIAGRAM
  ARMOR DIAGRAM
  30
  Shutdown
  Heat
  Level*
  Effects
  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
  Type:
  Movement Points:
  Tech Base:
  Weapons & Equipment Inventory
  (hexes)
  Qty Type
  Loc Ht
  Dmg
  Min Sht Med Lng
  Tonnage:  
  Walking: 
  Running: 
  Jumping: 
  Left Arm
  1-3
  1.
  Shoulder
  2.
  Upper Arm Actuator
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Torso
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Left Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  Center Leg
  1.
  Hip
  2.
  Upper Leg Actuator
  3.
  Lower Leg Actuator
  4.
  Foot Actuator
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  1.
  2.
  3.
  4.
  5.
  6.
  Head
  1.
  2.
  3.
  4.
  5.
  6.
  1-3
  1.
  2.
  3.
  4.
  5.
  6.
  4-6
  1.
  2.
  3.
  4.
  5.
  6.
  Center Torso
  Right Arm
  Shoulder
  Upper Arm Actuator
  Right Torso
  Right Leg
  Hip
  Upper Leg Actuator
  Lower Leg Actuator
  Foot Actuator
  Life Support
  Sensor Hits
  Gyro Hits
  Engine Hits
  Era: 
  Life Support
  Sensors
  Tripod Cockpit
  Life Support
  Sensors
  Damage 
  Transfer
  Diagram
  WARRIOR DATA
  Pilot:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Gunner:
  Gunnery Skill:
  Piloting Skill:
   1 
   3 
   2 
   5 
   3 
   7 
   4 
   10 
   5 
   11 
   6 
  Dead
  Consciousness#
  Hits Taken
  Head
  Center
  Torso
  Left
  Arm
  Right
  Arm
  Left Torso
  Right Torso
  Left
  Leg
  (     )
  (     )
  Center
  Leg
  (     )
  (     )
  Right
  Leg
  (     )
  (     )
  (     )
  (     )
  Head (    )
  Center
  Torso
  (    )
  Right Torso
  (    )
  Left Torso
  (    )
  Right
  Leg
  (    )
  Left
  Leg
  (    )
  Center Torso Rear (    )
  Torso Rear
  (    )
  Right
  Left
  Torso Rear
  Left Arm
  (    )
  Right Arm
  (    )
  Center
  Leg
  (    )
  (    )
  Engine
  Engine
  Engine
  Engine
  Engine
  Engine
  Gyro
  Gyro
  Gyro
  Gyro
  (       )
  Single
  Double
  Heat Sinks:
  Lower Arm Actuator 
  Hand Actuator
  Lower Arm Actuator
  Hand Actuator
  Cost:
  Clan
  Inner Sphere
  BV:  
  
  STRATEGIC BATTLEFORCE
  FORMATION RECORD SHEET
  © 2015 The Topps Company, Inc. 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. 
  Type Size Move JUMP
  TMM
  Transport
  Move
  Tactics Morale Skill
  PV
  Formation Specials
  Unit One:
  Alpha Strike Elements:
  Type Size
  Arm
  Move
  Str
  S
  M
  L
  E
  OV
  Skill
  PV
  Element Specials
  Unit Two:
  Alpha Strike Elements:
  Type Size
  Arm
  Move
  Str
  S
  M
  L
  E
  OV
  Skill
  PV
  Element Specials
  Unit Three:
  Alpha Strike Elements:
  Type Size
  Arm
  Move
  Str
  S
  M
  L
  E
  OV
  Skill
  PV
  Element Specials
  Unit Four:
  Alpha Strike Elements:
  Type Size
  Arm
  Move
  Str
  S
  M
  L
  E
  OV
  Skill
  PV
  Element Specials
  Notes:
  UNITS:
  Type
  Size Move
  Trans
  Move
  JUMP
  TMM Arm
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  FORMATION:
  
  © 2016 The Topps Company, Inc. 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. 
  ABSTRACT COMBAT SYSTEM
  COMBAT UNIT RECORD SHEET
  COMBAT UNIT:
  S
  M
  E
  L
  Tactics
  Morale
  Morale Check Triggers:
  75% Armor 50% Armor 25% Armor
  Skill
  PV
  Type
  Size
  Move
  No Supply?
  Transport
  MP
  TMM
  ARM
  Combat Unit Specials
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Move
  Mode
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Move
  Mode
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 2
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Move
  Mode
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 3
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 1
  Move
  Mode
  Units:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Unit Specials
  Move
  COMBAT TEAM 4
  COMBAT TEAMS:
  1:
  2:
  3:
  4:
  Type Size
  Trans
  Move
  Jump
  TMM ARM
  S
  M
  L
  E
  Skill
  PV
  Combat Team Specials
  Move
  
  © 2015 The Topps Company, Inc. 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. 
  ABSTRACT COMBAT SYSTEM
  FORMATION TRACKING RECORD SHEET
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  Type:
  Move:
  Tactics:
  Morale:
  Skill:
  Formation 
   Name:
  ID:
  COMBAT
  UNITS
  
  ATMOSPHERIC
  RADAR MAP
  A
  B
  C
  D
  E
  F
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  CENTRAL
  ZONE
  INNER
  RING
  N
  A
  B
  C
  D
  E
  F
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  11
  12
  CENTRAL
  ZONE
  INNER
  RING
  © 2015 The Topps Company, Inc. 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. 
  
  CAPITAL RADAR MAP
  © 2015 The Topps Company, Inc. 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. 
  N
  I1
  M1
  O1
  O2
  O3
  O4
  O5
  O6
  O7
  O8
  O9
  O10
  O11
  O12
  O13
  O14
  O15
  O16
  O17
  O18
  O19
  O20
  O21
  O22
  O23
  O24
  M2
  M3
  M4
  M5
  M6
  M7
  M8
  M9
  M10
  M11
  M12
  P1
  P2
  P3
  P4
  P5
  P6
  I2
  I3
  I4
  I5
  I6
  CENTRAL 
  ZONE
  
  STAR SYSTEM
  RADAR MAP
  N
  I1
  M1
  O1
  O2
  O3
  O4
  O5
  O6
  O7
  O8
  O9
  O10
  O11
  O12
  O13
  O14
  O15
  O16
  O17
  O18
  O19
  O20
  O21
  O22
  O23
  O24
  M2
  M3
  M4
  M5
  M6
  M7
  M8
  M9
  M10
  M11
  M12
  P1
  P2
  P3
  P4
  P5
  P6
  I2
  I3
  I4
  I5
  I6
  CENTRAL
  ZONE
  © 2015 The Topps Company, Inc. 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. 
  
  PAGE 388
  CENTURION WEAPON SYSTEM 
  RANGE TABLE
  Target is…
  Range (Min/Sht/Med/Long)
  Susceptible to CWS
  0/6/12/18
  Resistant to CWS
  0/1/2/3
  ADVANCED ARMOR TABLE
  Space
  Advanced Armor Type
  Points per Ton
  BM
  IM*
  CV
  SV*
  CF
  AF
  Construction Notes
  Anti-Penetrative Ablation
  12
  6
  6
  1
  1
  1
  1
  Fighter Slots: 1 (aft)
  Ballistic-Reinforced
  12
  10
  10
  1
  1
  2
  2
  Fighter Slots: 1 (per wing)
  Heat-Dissipating
  10
  6
  6
  N/A
  N/A
  N/A
  N/A
  None
  Impact-Resistant
  14
  10
  10
  N/A
  N/A
  N/A
  N/A
  None
  *Support Vehicles must have the Armored Chassis Mod and a Minimum Chassis Tech rating of D to install Advanced Armor; IndustrialMechs may only mount these armor types under 
  Experimental Mixed-Tech rules.
  PATCHWORK ARMOR ADDENDUM
  Armor Type
  Slots per Location*
  Tons per Point
  Anti-Penetrative Ablation
  1 / 1
  0.0833
  Ballistic-Reinforced
  2 / 1
  0.0833
  Heat-Dissipating
  1 / N/A
  0.1000
  Impact Resistant
  2 / N/A
  0.0714
  *Number left of slash applies to ’Mechs and support vehicles; number right of slash 
  applies to fighters and combat vehicles.
  RADICAL  
  HEAT SINK 
  FAILURE TABLE
  Number of 
  Turns Used*
  Avoid 
  Failure On
  0
  2
  1
  3
  2
  5
  3
  7
  4
  10
  5
  11
  6+
  Auto-Fail
  *Consecutive turns only; each 
  turn not used reduces the failure 
  avoidance check by 1 level (to a 
  minimum roll of 2).
  TSEMP EFFECTS TABLE
  Target Unit
  No Effect  
  (2D6 roll)*
  Interference  
  (2D6 roll)*
  Shutdown 
  (2D6 roll)*
  BattleMech
  2-6
  7-8
  9+
  IndustrialMech
  2-5
  6-7
  8+
  ProtoMech
  2-5
  6-8
  9+
  Battle Armor**
  2-5
  6-7
  8+
  Combat Vehicles
  2-5
  6-7
  8+
  Support Vehicles
  2-4
  5-6
  7+
  Aerospace Fighter/Small Craft
  2-6
  7-8
  9+
  Conventional Fighter
  2-5
  6-7
  8+
  Target Mass: 100+ tons
  –2 to roll
  –2 to roll
  –2 to roll
  Target Mass: 200+ tons
  N/A
  N/A
  N/A
  Mobile Structure
  N/A
  N/A
  N/A
  Conventional Infantry
  N/A
  N/A
  N/A
  *Apply a –2 to the roll result if the target is powered by a Steam engine (–1 for ICE engines)
  **For simplicity, a TSEMP attack against battle armor affects the entire squad equally
  EMERGENCY 
  COOLANT 
  SYSTEM 
  FAILURE TABLE
  Number of 
  Turns Used*
  Avoid  
  Failure On
  1
  3+
  2
  5+
  3
  7+
  4
  10+
  5
  Auto-Fail
  *Consecutive turns only; each 
  turn not used reduces the failure 
  avoidance check by 1 level (to a 
  minimum roll of 3).
  EXPANDED PROTOMECH TORSO WEAPON CRITICAL HIT TABLE
  1D6
  Weapon Critical Hits
  Roll 
  Standard (Biped)
  Standard (Quad)
  Ultra (Biped)*
  Ultra (Quad)
  1
  Torso Weapon A
  Torso Weapon A
  Torso Weapon A
  Torso Weapon A
  2
  Torso Weapon A
  Torso Weapon B
  Torso Weapon A
  Torso Weapon B
  3
  Torso Weapon B
  Torso Weapon C
  Torso Weapon B
  Torso Weapon C
  4
  Torso Weapon B
  Torso Weapon D
  Torso Weapon B
  Torso Weapon D
  5
  No Effect
  No Effect
  Torso Weapon C
  Torso Weapon E
  6
  No Effect
  No Effect
  Torso Weapon C
  Torso Weapon F
  *Includes Glider ProtoMechs.
  P. 92
  P. 88
  P. 86
  P. 88
  P. 89
  P. 90
  P. 100
  DARK AGE EQUIPMENT, EXPANDED PROTOMECHS
  
  PAGE 389
  LAM FIGHTER  
  HIT LOCATION TABLE
  Die 
  Roll
  Nose
  Aft
  Side
  Above/
  Below
  2
  Center 
  Torso
  Center 
  Torso§
  Head
  Right 
  Torso
  3
  Right 
  Torso
  Right 
  Torso§
  Arm‡
  Arm†
  4
  Right 
  Arm
  Right 
  Torso§
  Center 
  Torso
  Arm†
  5
  Right 
  Arm
  Right 
  Arm
  Center 
  Torso
  Leg†
  6
  Right 
  Torso
  Right 
  Leg
  Torso‡
  Right 
  Torso
  7
  Center 
  Torso*
  Leg†*
  Arm‡
  Center 
  Torso
  8
  Left 
  Torso
  Left  
  Leg
  Torso‡
  Left 
  Torso
  9
  Left 
  Arm
  Left 
  Arm
  Leg‡*
  Leg†
  10
  Left 
  Arm
  Left 
  Torso§
  Leg‡
  Arm†
  11
  Left 
  torso
  Left 
  Torso§
  Arm‡
  Arm†
  12
  Center 
  Torso
  Center 
  Torso§
  Leg‡
  Left 
  Torso
  *Control roll required if the damage exceeds the LAM’s 
  Damage Threshold
  †Roll 1D6: 1-3 Right, 4-6 Left.
  §Roll 1D6: 1-4 Apply Damage to Front Torso, 5-6 Apply Damage 
  to Rear Torso
  ‡Hits the corresponding arm, leg, or torso, e.g. attack from left 
  side hits left arm, left torso, or left leg.
  LAM FIGHTER  
  FIRING ARCS TABLE
  BattleMech Location
  Fighter Firing Arc
  Head
  Nose
  Center Torso
  Nose
  Center Torso (Rear)
  Aft
  Left Torso
  Left Wing
  Left Torso (Rear)
  Left Wing (Aft)
  Right Torso
  Right Wing
  Right Torso (Rear)
  Right Wing (Aft)
  Left Arm
  Left Wing
  Right Arm
  Right Wing
  Left Leg
  Aft
  Right Leg
  Aft
  AIRMECH ATTACKER 
  MODIFIERS TABLE
  Attacker  
  Movement Mode
  Modifier
  Walking
  +1
  Running
  +2
  AirMech Cruise
  +3
  AirMech Flank
  +4
  LAM CRITICAL HIT TABLE
  Critical Hit
  BattleMech Mode
  AirMech Mode
  Fighter Mode
  Avionics
  First hit
  No Effect
  +1 Piloting Modifier
  +1 Piloting Modifier
  Second hit
  No Effect
  +2 Piloting Modifier
  +2 Piloting Modifier
  Third hit
  No Effect
  +5 Piloting Modifier
  +5 Piloting Modifier
  Cockpit
  Pilot Killed
  Pilot Killed
  Pilot Killed
  Engine
  First hit
  +5 Heat per turn
  +5 Heat per turn
  +2 Heat per turn
  Second hit
  +10 Heat per turn
  +10 Heat per turn
  +4 Heat per turn
  Third hit††
  Engine Destroyed 
  Engine Destroyed
  Engine Destroyed
  Jump Jets
  –1 Jump MP  
  (each hit)
  –1 AirMech Cruise MP* 
  (each hit)
  –1 Safe Thrust*  
  (each hit)
  Landing Gear
  First hit
  No Effect
  No Effect
  +1 Piloting to Land
  Second hit
  No Effect
  No Effect
  +2 Piloting to Land
  Third hit
  No Effect
  No Effect
  +5 Piloting to Land
  Gyro
  First hit
  +3 Piloting Modifier
  +3 Piloting Modifier
  +3 Piloting Modifier
  Second hit
  Gyro Destroyed‡
  Gyro Destroyed‡
  +6 Piloting Modifier
  Sensors
  First hit
  +2 To-Hit
  +2 To-Hit
  +2 To-Hit
  Second hit
  Weapon attacks impossible, regardless of current movement mode
  Arm Actuators
  Shoulder 
  +4 To-Hit†
  +4 To-Hit†
  +4 To-Hit†
  Upper Arm
  +1 To-Hit†
  +1 To-Hit†
  +1 To-Hit†
  Lower Arm
  +1 To-Hit†
  +1 To-Hit†
  +1 To-Hit†
  Hand
  +1 to Punch
  +1 to Punch
  No Effect
  Leg Actuators
   Hip
  Half Walk MP*  
  +2 Piloting Modifier
  +2 Piloting to Land
  No Effect
  Upper Leg
  –1 Walk MP**,  
  +1 Piloting Modifier
  +1 Piloting to Land
  No Effect
  Lower Leg
  –1 Walk MP* , 
  +1 Piloting Modifier
  +1 Piloting to Land
  No Effect
  Foot
  –1 Walk MP*,  
  +1 Piloting Modifier
  +1 Piloting to Land
  No Effect
  Other 
  Equipment
  Per normal rules 
  Per normal rules 
  Per normal rules
  *Recalculate AirMech Flank and Maximum Thrust MPs normally (x 1.5). Always round up.
  **Recalculate Run MP normally (x 1.5). Always round up.
  †Affects weapons in that arm only
  ††The third engine hit destroys the engine and the LAM shuts down, which may result in a no-thrust landing attempt 
  (see TW, p. 86).
  ‡In BattleMech and AirMech Modes, the LAM will automatically fall and may not stand
  Gyro Note: The first critical hit to the gyro disables the LAM’s ability to convert between modes, regardless of the 
  current movement mode. (If the LAM has a heavy-duty gyro, treat the first hit as a +1 Piloting Skill modifier instead, 
  and the LAM may still convert between modes. The effects for the first hit on this table, including the loss of conversion 
  capability, will thus occur with the second hit against such gyros. A third hit to a heavy-duty gyro destroys the gyro.)
  Actuators Note: Critical hits to any arm actuator other than the hand will disable the LAM’s ability to convert to or from BattleMech 
  mode. Critical hits to any leg actuator other than the foot will disable the LAM’s ability to convert to or from Fighter mode.
  P. 110
  P. 112
  P. 112
  P. 112
  EXAPANDED 
  PROTOMECH  
  JUMP JET WEIGHT  
  TABLE
  ProtoMech 
  Weight
  Jump Jet Weight
  2 to 5 tons
  50 kg/Jumping MP
  6 to 9 tons
  100 kg/Jumping MP
  10 to 15 tons
  150 kg/Jumping MP
  P. 102
  LAM SKILL TABLE
  Configuration and 
  Movement Mode
  Piloting
  Gunnery
  Aerospace Fighter
  Aerospace
  Aerospace
  AirMech Expending 
  BattleMech MP
  BattleMech
  BattleMech
  AirMech Expending 
  AirMech MP
  Aerospace
  BattleMech
  BattleMech
  BattleMech
  BattleMech
  P. 106
  EXPANDED PROTOMECHS, LAMS
  
  PAGE 390
  LAM BOMB BAY ORDNANCE TABLE
  Bomb Type
  Description
  Air-to-Air Arrow
  20-point air-to-air missile (see p. 357, TO)
  Anti-Ship Missile
  30-point anti-ship missile  
  (see p. 358, TO)
  Anti-ship EW Missile
  Capital-scale electronic-warfare missile 
  (see p. 358, TO)
  Arrow IV Missile
  20-point air-to-ground missile, homing 
  or unguided (see pp. 358-359, TO)
  Cluster
  5-point-per-hex air-to-ground cluster 
  bomb (see pp. 249-250, TW)
  Fuel
  Provides 40 additional fuel points
  High Explosive
  10-point standard air-to-ground bomb 
  (see pp. 249-250, TW)
  Inferno
  Incendiary air-to-ground bomb, 
  generates 10 heat or damage  
  (see p. 359, TO)
  Laser Guided
  10-point TAG-guidable air-to-ground 
  bomb (see pp. 249-250, TW)
  Light Air-to-Air Missile
  6-point air-to-air missile (see p. 359, TO)
  Rocket Launcher
  Provides single-shot Rocket Launcher 
  10 to unit
  TAG
  Provides TAG weapon to unit  
  (see p. 250, TW)
  Thunder
  Delivers 20-point standard minefield to 
  target area (see p. 360, TO)
  Thunder Active
  Delivers 20-point active minefield to 
  target area (see p. 360, TO)
  Thunder Vibrabomb
  Delivers 20-point vibrabomb minefield 
  to target area (see p. 360, TO)
  Torpedo
  10-point air-to-water bomb  
  (see p. 360, TO)
  LAM BOMB BAY CRITICAL HIT TABLE
  Bomb Type
  Critical Hit Effect
  Air-to-Air Arrow
  Explodes for 20 points of damage
  Anti-Ship Missile
  Explodes for 30 points of damage
  Anti-ship EW Missile
  Explodes for 5 points of damage
  Arrow IV Missile
  Explodes for 20 points of damage
  Cluster
  Explodes for 5 points of damage
  Fuel
  Explodes on 2D6 roll 10+; 1 point of 
  damage per point of fuel remaining
  High Explosive
  Explodes for 10 points of damage
  Inferno
  LAM adds 10 heat points in the current turn
  Laser Guided
  Explodes for 10 points of damage
  Light Air-to-Air Missile
  Explodes for 6 points of damage
  Rocket Launcher
  Explodes for 10 points of damage 
  TAG
  Destroys TAG
  Thunder
  Explodes for 20 points of damage
  Thunder Active
  Explodes for 20 points of damage
  Thunder Vibrabomb
  Explodes for 20 points of damage
  Torpedo
  Explodes for 10 points of damage
  DIFFERENT LEVELS TABLES (SUPERHEAVY ’MECHS)
  Target is: 
  Allowed Physical Attack (Hit Location Table Used)
  Standing Superheavy ’Mech 1 level higher 
  Charge, Punch, Club, Physical Weapon (All on Kick Table) 
  Standing Superheavy ’Mech 1 level lower
  Charge, Punch, Kick, Club, Physical Weapon (Use Default Tables)
  Standing Superheavy ’Mech 2 levels lower
  Charge, Kick, Club, Physical Weapon (All on Punch Table) 
  Prone Superheavy ’Mech 1 level higher
  Punch, Club, Physical Weapon (Use Default Tables)
  Prone Superheavy ’Mech 1 level lower
  Charge, Punch, Kick, Club, Physical Weapon (Use Default Tables)
  Prone Superheavy ’Mech 2 levels lower
  None
  PROTOTYPE DATES  
  FOR BASIC WEAPONS TABLE
  Weapon System
  Prototype
  Production
  Machine Gun
  N/A*
  Pre-Spaceflight*
  Flamer (Standard)
  N/A*
  Early Spaceflight*
  Flamer (Vehicle)
  N/A*
  Pre-Spaceflight*
  LRMs (All)
  2295
  2300
  SRMs (All)
  2365
  2370
  Torpedo Launchers (LRT/SRT)
  2370
  2380
  Autocannon/2
  2290
  2300
  Autocannon/5
  2240
  2250
  Autocannon/10
  2443
  2460
  Autocannon/20
  2490
  2500
  Small Laser
  2290
  2300
  Medium Laser
  2290
  2300
  Large Laser
  2306
  2310
  PPC
  2439
  2460
  Thumper Artillery
  N/A*
  Pre-Spaceflight*
  Sniper Artillery
  N/A*
  Pre-Spaceflight*
  Long Tom Artillery
  2445
  2500
  *These items were perfected to modern standards prior to interstellar space travel and 
  thus have no Prototype phase.
  FUEL-AIR MUNITIONS TABLE
  Fuel-Air Munition Type*
  Damage 
  Type
  Damage Values (Radius)
  Fuel-Air Bomb (Small)
  AE
  20/10/5 (Radius: 2)
  Fuel-Air Bomb (Large)
  AE
  30/20/10/5 (Radius: 3)
  Fuel-Air Missile (Arrow IV)*
  AE
  20/10/5 (Radius: 2)
  Fuel-Air Shell (Thumper, 
  Thumper Cannon)
  AE
  10/5 (Radius: 1)
  Fuel-Air Shell (Sniper, Sniper 
  Cannon)
  AE
  20/10/5 (Radius: 2)
  Fuel-Air Shell (Long Tom, Long 
  Tom Cannon)
  AE
  30/20/10/5 (Radius: 
  3)
  *All values are identical for Clan and Inner Sphere versions
  P. 111
  P. 166
  P. 111
  P. 118
  P. 160
  LAMS, SUPERHEAVY ’MECHS, THERMOBARIC WEAPONS
  
  PAGE 391
  WMD USE CONSEQUENCES TABLE
  Margin
  Suggested Consequence
  MoS 1+
  No consequences
  MoS 0
  Slap on the Wrist. (Force suffers –1 Initiative for next 2 scenarios)
  MoF 1-3
  Morale Loss (Force suffers –MoF to Initiative for MoF x D6 scenarios)
  MoF 4-7
  Charges and Reprimands (Force reduced 1 step in Loyalty and/or Equipment Ratings)*
  MoF 8-9
  Severe Punishments (Force reduced 1 step in Loyalty, Equipment, and Experience Ratings)*
  MoF 10+
  Disbandment (Force is stricken from the rolls; all officers imprisoned or executed.)
  *To minimum ratings (Questionable for Loyalty, F for Equipment, Green for Experience)
  GENERAL WMD ACQUISITION TABLE
  Weapon Type
  Base TN
  C-bills (Warhead)
   C-bills (Launcher)
  Nuclear Weapons
  Custom Tactical 
  14 + (1 per 5 Kt Yield)*
  1,000,000 x Kt Yield*
  As Launcher
  Custom Strategic
  16 + (1 per 5 Mt Yield)*
  10,000,000 x Mt Yield*
  As Launcher
  Type Ia “Davy Crockett-I”
  15
  500,000
  1,000,000 
  Type Ib “Davy Crockett-M”
  15
  500,000
  As Launcher
  Type II “Alamo”
  16
  1,000,000
  As Launcher
  Type III “Santa Ana”
  18
  15,000,000
  250,000
  Type IV “Peacemaker” 
  19
  40,000,000
  500,000
  Elias
  14
  10,000
  N/A
  AMW**
  17
  100,000,000
  As Launcher
  Chemical Weapons
  Class I (Non-Lethal)†
  4
  1,000 (per ton)
  As Launcher
  Class II 
  9
  10,000 (per ton) 
  As Launcher
  Class III
  14
  250,000 (per ton) 
  As Launcher
  Class IV
  16
  1,000,000 
  As Launcher
  Class V
  18
  5,000,000 
  As Launcher
  Biological Weapons
  Class IV
  16
  5,000,000 
  As Launcher
  Class V
  18
  50,000,000 
  As Launcher
  *Round up; Nuclear yield values are in Kilotons (Kt) or Megatons (Mt) as appropriate
   **Unavailable before 2790
  †Multiply the number of available weapons of this class by 2D6 after making the availability roll
  GENERAL WMD ACQUISITION MODIFIER TABLE
  Condition
  Modifier
  Force Ratings
  Experience: Elite
  –2
  Experience: Regular
  +1
  Experience: Green
  +3
  Loyalty: Fanatical
  –2
  Loyalty: Questionable
  +4
  Equipment: A-B
  –1
  Equipment: D-F
  +2
  Force Size
  Per full ’Mech regiment
  –1 (max –3)
  Unit smaller than a regiment
  +1
  Force Affiliation
  Original SLDF
  –3
  Taurian Concordat/Calderon Protectorate
  –3
  Other Periphery (Non-Taurian) 
  –2
  Word of Blake
  –2
  Draconis Combine
  –1
  Federated Suns
  –1
  Condition
  Modifier
  ComStar
  +0
  Free Worlds League
  +1
  Capellan Confederation
  +2
  Lyran Commonwealth 
  +2
  Clans (All)
  +4
  Minor Power
  +1
  Independent (Non-Affiliated) World
  +2
  Era of Play
  Before 2400
  –1
  2401-2411
  +0
  2412-2570
  +2
  2571-2765
  –1
  2766-2850
  –2
  2851-2865
  +0
  2866-3067
  +2
  3068-3085
  –1
  3086-3150
  +2
  Cost
  Per each additional 1x cost spent
  –2 (Max –6)
  P. 167
  P. 168
  WEAPONS OF MASS DESTRUCTION
  
  PAGE 392
  STANDARD NUCLEAR WEAPONRY TABLE
  Weapon (Nuclear Yield)
  Base Impact 
  Damage 
  (Standard)
  Capital Damage 
  (Crit Chance)
  Blast Radius* 
  (Ground/Air)
  Damage 
  Reduction 
  (Ground/Air)
  Secondary 
  Radius* 
  (Ground/Air)
  Height  
  (Blast/Secondary)
  Crater  
  Depth
  Elias (0.05 Kiloton)
  10
  0 (N/A)
  9 / N/A
  1 / N/A
  18 / N/A
  5 / 6
  0
  Type Ia (0.5 Kiloton) 
  100 
  1 (11+) 
  20 / N/A
  5 / N/A
  40 / N/A
  6 / 8 
  0 
  Type Ib (0.5 Kiloton) 
  100 
  1 (11+) 
  20 / N/A
  5 / N/A
  40 / N/A
  6 / 8 
  0 
  Type II (5 Kilotons) 
  1,000 
  10 (10+) 
  43 / 58
  23 / 18
  85 / 114 
  8 / 9 
  1 
  Type III (50 Kilotons) 
  10,000 
  100 (9+) 
  92 / 123
  109 / 81
  184 / 246 
  9 / 10 
  3 
  Type IV (500 Kilotons) 
  100,000 
  1,000 (8+) 
  198 / 264
  504 / 378
  397 / 529
  10 / 10
  5 
  AMW (3,000 Kilotons)
  600,000
  6,000 (N/A)
  361 / 481
  1,664 / 1,278
  721 / 961
  Row 1‡ / Row 2‡
  9
  *In ground hexes (1 mapsheet = 17 ground hexes/1 Low-Altitude Map hex)
  **Type Ib weapons are launched only by Long Tom or Arrow IV artillery units; use the base range as indicated by the launcher
  †Range in aerospace game play (Type II uses Detailed Weapon Range as AC/10; Type III, Type IV, and AMW as indicated capital missile)
  ‡ Effects extend into Row 1 or 2 on the High Altitude Map, as indicated.
  SECONDARY NUCLEAR EFFECTS TABLE
  Roll* 
  Results
  2–4 
  Unit is Destroyed (crew/pilot/troopers all killed; 
  engines shut down; all applicable unit types suffer 
  1D6 critical hits**)
  5–6
  Unarmored infantry outside buildings are killed; 
  armored infantry/infantry within buildings suffer 
  50% casualties (round up); Conventional and 
  support vehicles suffer two critical hits, plus one 
  automatic Crew Killed critical hit; ’Mech and 
  fighter units suffer two critical hits and must 
  make a Shutdown Avoid Check at 10+ (Pilots of 
  these machines suffer four hits).**
  7–10
  Unarmored infantry outside buildings suffer 
  50% casualties (round up); armored infantry and 
  infantry within buildings suffer 25% casualties 
  (round up); conventional and support vehicles 
  suffer one critical hit, plus one automatic 
  Crew Stunned critical hit; ’Mech and fighter 
  units suffer one critical hit and must make a 
  Shutdown Avoid Check at 6+ (Pilots of these 
  machines suffer two hits).**
  11+ 
  Unit sustains no damage
  *Add +2 to the roll for combat vehicles, ’Mechs, battle armor and aerospace craft, 
  as well as an additional +2 for any unit within a hardened structure.
  **Critical hits are resolved randomly, the locations determined for each by rolling 
  on whichever side of the unit faces the Ground Zero Hex.
  BIOLOGICAL AND CHEMICAL WEAPONS TABLE
  Weapon Class
  Effects Resistance 
  TN (Partial / Full)*
  Non-Weapon TN 
  Modifier
  Time to Effect
  Persistence
  Contamination
  Stacking Effect
  Class I 
  4 / 8
  –3
  Immediate
  1D6 + 2 turns
  3D6 + 6 turns
  N
  Class II 
  2 / 5
  –2
  Immediate
  1D6 days
  3D6 + 6 turns
  N
  Class III 
  4 / 6
  +0
  1D6 turns 
  4D6 days
  2D6 + 3 turns
  N
  Class IV (Chemical)
  4 / 8
  +1
  1D6 + 2 turns 
  1D6 days
  2D6 days
  +1x (max. +6x)
  Class IV (Biological)
  5 / 9
  +1
  1D6 + 2 hours
  1D6 days
  1D6 x 8 hours
  +1x (max. +6x)
  Class V 
  2 / 6
  +2
  2D6 x 12 hours 
  2D6 days
  4D6 months
  +3x (max. +12x)
  *Apply the following TN modifiers for unit Skill rating: Green +1, Regular +0, Veteran –1, Elite –2.
  ALTERNATIVE ENVIRONMENTS TABLE
  Defending Unit is underwater and within the blast radius of…*
  (Nuclear Airburst) 
  Divide damage to submerged targets by 
  their current depth x 10 (based on pre-
  blast depth levels)* 
  (Nuclear Ground Burst) 
  Divide Damage Degradation Rate by 2**
  Nuclear Explosion is Subterranean…* 
  (At/Within Max. Crater 
  Depth)† 
  Use standard rules for ground-burst 
  attack, centered over ground zero. 
  (Over 1x to 2x Max. Crater 
  Depth)† 
  Treat blast as standard ground-burst 
  attack, using only 10% of base damage at 
  ground zero (damage degrades normally, 
  centered over ground zero). 
  (Over 2x to 5x Max. Crater 
  Depth)† 
  Treat area above the weapon’s normal 
  cratering area (radius of 2x crater depth, 
  centered over ground zero) as a severe 
  earthquake, imposing a +5 penalty on all 
  rolls for the turn of detonation.
  (Over 5x Max. Crater Depth)† 
  No effect. 
  Atmospheric Pressure‡ 
  Vacuum 
  Multiply Damage Degradation Rate by 10 
  Trace 
  Multiply Damage Degradation Rate by 3 
  Thin 
  Multiply Damage Degradation Rate by 1.5 
  Standard 
  Multiply Damage Degradation Rate by 1 
  High 
  Multiply Damage Degradation Rate by 0.67 
  Very High 
  Multiply Damage Degradation Rate by 0.5 
  *Units underwater and units subjected to the effect of subterranean explosions at deeper than 1x 
  the weapon’s maximum crater depth do not suffer secondary effects. 
  **Underwater units add 1 hex of distance from ground zero for each full 5 levels of depth. A “ground 
  burst” is considered to be any nuclear attack that occurs at or near the water’s surface. 
  †Crater depth for Type I weapons is considered 1. 
  ‡Relative to Terran standard; round up fractions.
  P. 170
  P. 173
  P. 179
  P. 172
  NUCLEAR, BIOLOGICAL AND CHEMICAL WEAPONS
  
SOURCE: textdata/thevault/BattleTech [multi]/Core Rulebooks/BattleTech - Interstellar Operations.pdf