TEXT: T
  A bAttletech historicAl sourcebooks compAnion
  
  BATTLETECH
  TM
  TM
  35TP007
  ®
  ®
  ©2011 The Topps Company Inc. All rights Reserved. Historical Turning Points: Mallory’s World, Classic BattleTech, BattleTech, 
  BattleMech and ’Mech are registered trademarks and/or trademarks of The Topps Company, Inc. in the United States and/or 
  other countries. Catalyst Game Labs and the Catalyst Game Labs logo are trademarks of InMediaRes Production, LLC.
  
  Desolate Pass
  Mallory’s WorlD
  Draconis March, FeDerateD suns
  21 october 3013
  First Prince Ian Davion’s face cracked in a grim, lopsided grin as the 
  enemy Awesome crumpled to the broken canyon floor. His battered Atlas 
  eased back into the swirling dust, kicked up by the brief but furious battle. 
  The Awesome was the last of the Second Sword of Light’s command 
  company assault lance, but the rest of the company was drawing near. 
  Despite the inflated views others might spout in the tabloid tridees, 
  the First Prince knew he was a capable MechWarrior. Even so, he was 
  hardly the match of the truly skilled and formidable samurai of the 
  Combine who were closing on his rearguard position. Ever since 
  sending the rest of his own command lance on up the pass—orders 
  some of them nearly disobeyed until he shouted his throat raw for them 
  to continue the retreat—it felt like he had become one with his ’Mech. 
  Ungainly and slow at the best of times under his guidance, the Atlas had 
  since responded with a grace and fluidity he’d never before achieved. 
  Though he was sure the swirling grit played a large part in his enemies’ 
  weapons fire going astray, how he’d been able to avoid such violence for 
  so long baffled him. Having single-handedly overcome three enemies 
  only once before in his years of experience, he had in the past half 
  hour dispatched an entire lance of assault ’Mechs from the Draconis 
  Combine’s elite Second Sword of Light.
  He pursed his lips as he noted a large number of the enemy closing in. 
  Returns were intermittent with the geography of the valley obscuring his 
  sensors. He had read and been told innumerable tales of grand, heroic 
  last stands, though he had never expected to be making one himself. But 
  he knew that without slowing these pursuers, they would overtake his 
  Fourth Davion Guards once again. At least the narrowing of the valley 
  forced the enemy ’Mechs to funnel through one at a time, bringing them 
  one at a time into his targeting reticule.
  Ian closed his eyes and took a deep breath, trying to make peace with 
  the God he’d never really had time for. He hoped his men would make it 
  far enough to form a defensible position before he was overcome. A long, 
  slow breath rattled out of him as he tightened his grip on the controls. 
  Through the settling dust he spotted a Drac Warhammer briefly among 
  the twists and turns of the pass. Calmly, he took aim at where it would 
  emerge from the last bend in the valley and prepared to fire. Every kill 
  here would stall the enemy’s relentless pursuit just that much longer. 
  The Warhammer dashed ungainly from the canyon’s cover; the roar 
  of the Atlas’ class-20 autocannon echoed off the rock walls. The shot 
  slammed home, savaging the Warhammer’s left side with a jagged line 
  from leg to torso. The enemy’s return fire snapped and flit all around the 
  Atlas, slamming into the dirt and scrub nearby, leaving Ian unscathed. 
  Before he could swing his drifting reticule back on target, the Warhammer 
  slid behind the next bend in the valley.
  Suddenly the comm crackled to life. “Sir! Sir!” The panicky voice 
  belonged to Captain Hillnas, his adjutant in the command company. 
  “Pull back now! The Kell Hounds are here! They’ll cover your withdrawal!” 
  For just an instant Ian glanced at the comm panel. In that moment, his 
  fatalism broke – and so did his focus.
  It took a second to realize what had happened. No longer did he feel 
  the certainty of death upon his shoulders. Instead, it had fled with Hillnas’ 
  words, replaced with hope of potential rescue. All he had to do was hold 
  for a few more minutes and salvation would arrive. 
  He silently thanked God for the reprieve, his gaze returning to the 
  battlefield before him. 
  Though he’d taken his eyes from the cockpit’s view for only a moment, 
  it was one Ian instantly wanted back.
  The dust had blown open as a curtain, and through it stepped the 
  Drac Warhammer. He’d missed his opportunity to shove his payload into 
  the enemy machine; now, like a gunfighter from the ancient past, the 
  Warhammer’s arms leveled and spat their hellish energies. 
  Time slowed for the First Prince, crystallizing with diamond clarity. A 
  glint of light from the Warhammer’s missile launcher as it caught a hint of 
  sun through the sudden break in the choking dust cloud. The red paint of 
  the Drac’s Warhammer reflected the waning sunlight. The actinic flare of 
  discharge. In that moment, Ian felt the familiar weight of the neurohelmet, 
  the warm embrace of his command couch, thoughts of his family and 
  friends flashing in a haze of love and longing. As the crackling energies 
  enveloped the cockpit with blue-violet lightning, First Prince Ian Davion 
  thought it was the most beautiful sight he’d ever seen.
  The Desolation 
  of Combat
  1
  
  CREDITS
  Project Development: Ben H. Rome
  BattleTech Line Developer: Herb Beas
  Writing: Geoff Swift
  Production Staff
  Cover Design and Layout: Ray Arrastia
  Evolved Faction Logos Design: Jason Vargas
  Maps and Logos: Ray Arrastia
  Record Sheets: Jason Schmetzer
  Factchecking/Playtesting: Ray Arrastia, William 
  Derer, Keith Hann, Glenn Hopkins, Mike Miller, 
  Andreas Rudolph, Eric Salzman, Chris Sheldon, 
  Elliotte Want, Chris Wheeler, and Patrick Wynne.
  Special thanks from the author: Thanks once more 
  to Ben for allowing me to update another pivotal 
  battle from the rich history of the BattleTech Universe. 
  For more information about the Battle of 
  Mallory’s World and the people who took part in 
  it, please see the novels Warrior: En Garde, Warrior: 
  Riposte, and Warrior: Coupe, the BattleCorps 
  scenario “To Save a Prince” and the BattleTech 
  Sourcebooks The Kell Hounds, House Kurita: 
  The Draconis Combine, and House Davion: The 
  Federated Suns. For rules on using LAMs in combat, 
  see the quickstart rules in Record Sheets 3085 and 
  the complete rules in Interstellar Operations.
  NOTE!
  The last four pages of this PDF are sized for 11” x 17” paper. Please keep 
  this in mind when printing out the document.
  W
  elcome to the next in the series of Historical Turning Points campaign books, designed to give players the opportunity to fight 
  in some of the landmark conflicts of the Inner Sphere’s tumultuous history. 
  The general information contained in the atlas and combatants sections gives players the tools needed to fight an infinite 
  number of engagements on Mallory’s World, while the tracks section gives details on some of the larger and more pivotal battles of the 
  planetary struggle. The Tracks section can also be used with stand-alone games set in the Third Succession War time frame.
  The atlas section presents a global view followed by some quick facts about Mallory’s World. Included in this section are terrain tables 
  broken into various categories. These tables can be used as a random chart to determine the maps used in the tracks or simply as a guide 
  as to the types of terrain found on the world. This section also contains a list of various additional terrain types, environment, and other 
  rules that can be used to enhance your game experience. All players should agree whether or not to use any or all of these features before 
  play begins.
  The combatants section gives details on the units who participated in the conflict and can be used by players who wish to add 
  authenticity to their game. While the units who actually participated in the battles are noted, in most cases the numbers on each side are 
  left undetermined. This allows the players to pursue the tracks with different forces as they wish. The rough ratio of forces on each side is 
  provided as a guideline. Players should feel free to balance the forces in each track as they see fit, whether by battle value, tonnage, total 
  number of ’Mechs, or whatever else suits them.
  The tracks section presents several key battles that occurred on the world, though they are not the only ones. Players wishing to 
  incorporate these tracks into their Chaos Campaign campaigns should use the Warchest Points (WP) listed in the brackets. Optional 
  points are awarded only if the group achieves at least one Objective while using the listed option. Objective points are cumulative as 
  they are achieved, unless otherwise noted.
  The annex section contains five official Record Sheets. First is the WHM-6K-YK Warhammer of Second Sword of Light commander 
  Tai-sa Yorinaga Kurita in his single combat with First Prince Ian Davion. Next is the ARC-2R-MK Archer of Kell Hounds’ Colonel Morgan Kell 
  during his time on Mallory’s World, including his single combat with Yorinaga Kurita in 3016. The others are the Land-Air-’Mechs (LAMs) 
  that were in use during the battle for Mallory’s World. For rules on using LAMs in combat, see the quickstart rules in Record Sheets 3085 
  and the complete rules in Interstellar Operations.
  STAR LEAGUE ERA 
  CLAN INVASION ERA
  JIHAD ERA
  SUCCESSION WARS ERA
  CIVIL WAR ERA
  DARK AGE ERA
  TM
  2
  
  ATLAS
  3
  4
  w e s t e r n 
  o c e a n
  t i g e r 
  s e a
  e a s t e r n 
  s e a
  Loch 
  macLeod
  Safe 
  Landing
  hawkbat 
  Refuge 
  cactuS 
  fLatS
  induStRy 
  baSin
  LoneLineSS 
  iSLand
  amandRuS 
  iSLand
  cLoudwaLk
  dRagon’S 
  Landing 
  PeninSuLa
  sUnken 
  island
  lake 
  galliUm
  wine 
  lake
  new 
  Botany 
  Bay
  m
  i
  n
  e
  r
  a
  l
   
  s
  e
  a
  j o s h u a
  o r e g o n
  n e w 
  h e l e n
  j u n i p e r
  Farley
  Myers
  Agraria
  The 
  Planting
  Corn 
  Rows
  Fine 
  Crop
  Buckleytown
  Savo 
  Vanessa’s 
  Landing
  Carvey
  Nealon
  Harrison’s 
  Ferry
  Reservoir 
  13
  North  
  Industry 
  City 
  The 
  Trading 
  Post 
  South  
  Industry 
  City 
  t
  h
  e 
  B
  o
  U
  n
  d
  l
  e
  s
  s 
  c
  a
  t
  a
  r
  a
  c
  t
  MALLoRy 
  CITy 
  (3016-)
  CoLTeRVILLe
  (Until 3016)
  deSoLate 
  PaSS
  MaLLORy’S WORLD
  Noble Ruler: First Prince Hanse Davion
  appointed Ruler: Governor Blake Allen
  Star Type (Recharge Time): G2I (183 hours)
  Position in System: 6
  Time to Jump Point: 9.12 days
  Number of Satellites: 1 (Viktor’s Moon)
  Surface Gravity: 1.04
  atm. Pressure: Standard (Breathable)
  Equatorial Temperature: 37° C (Tropical)
  Surface Water: 80 percent
  Recharging Station: None
  HPG Class Type: B
  Highest Native Life: Mammal
  Population: 160,000,000 (3016)
  Socio-Industrial Levels: D-C-B-C-B
  
  ATLAS
  Mallory’s World
  As a prime strategic world within easy striking distance of the Draco-
  nis Combine, Mallory’s World has felt the tread of Combine boots many 
  times through the centuries. While otherwise unimportant due to a lack 
  of military industry or other lures to the enemy, its location has cursed it 
  to be a focal point of conflict. 
  Named for a physician who found a cure to the deadly parasites infest-
  ing the world’s soil, Mallory’s World could have been an Eden. Once a lush 
  agricultural world blessed with fertile soil and aided by an exceptionally 
  long growing season, major conflicts during the First and Second Succes-
  sion Wars and finally the Third Battle for Mallory’s World in 3013 rendered 
  three of Mallory’s World’s four continents unable to sustain crops. Out-
  side the remaining cropland on New Helen, the continents of Juniper, 
  Joshua, and Oregon barely produces enough food for local consump-
  tion. Raiding Combine forces have abided by the decades-old agreement 
  to preserve the fields and ranches on New Helen rather than render the 
  world useless in terms of arable land. Without the forests and fields on 
  the three barren continents, the eight months of spring and summer are 
  punctuated by severe windstorms that spawn cataclysmic tornadoes; in 
  contrast, the two months of fall/winter are mild and pleasant.
  Home to burgeoning light industry on the three non-farming conti-
  nents, Mallory’s World relies upon imported parts and materials to carry 
  out much of its manufacturing. Much of the output is farm equipment, 
  including tractors and combines. A virtual goldmine was discovered 
  with the 3010 opening of the Mallory’s World Diaper Concern, a massive 
  plant on Oregon that turns out billions of disposable diapers for seven 
  of its neighboring Federated Suns systems. The unexpected commod-
  ity enriched the company’s ownership through filling a niche that few 
  recognized even existed. The semiconductor industry found a boost in 
  Lake Gallium, a unique upwelling of liquid metals that appeared in the 
  last two decades along the equatorial fault lines.
  Small cities are scattered about the surface of the four continents, 
  centered on old trading posts from the planet’s colonial days. A number 
  of more remote settlements remain ghost towns, mute testimony of the 
  parasite problem that plagued early colonials. With cities growing and 
  sprouting local DropPorts, exchanges for goods between different off-
  world companies has become entrenched; the planetary government 
  collecting duties through its provision as a “middle man” and clear-
  inghouse. Such arrangements have made Mallory’s World a crucial 
  component to localized trade within the Draconis March. 
  In early 3016, the capital was moved from the recently devastated city 
  of Colterville to Mallory City on Oregon, where a large DropShip platform 
  serves commercial shipping. The capital also serves as the center of the 
  mammoth mercantile bureaucracy that ties many of the Draconis March 
  worlds together.
  Despite the gravity, the non-damaged soil is so well-suited to farming 
  that crops grow taller than on many lighter-gravity worlds. The indige-
  nous life is limited to smaller mammals, the largest being the feline-sized 
  Mallorian ferret, a burrowing carnivore with a fearsome bite. The skies 
  were once darkened by countless swarms of screamers: small, raucous 
  birds nearly wiped out for their iridescent and valuable plumage. Those 
  that remain are under Federated Suns Protection status and can be 
  found in the skies above New Helen’s farms. 
  Mapsheets
  The following tables represent the categories of terrain that can be 
  found on the battlefields of Mallory’s World. Players may either select a 
  map from the appropriate table or randomly determine which map to 
  use, unless otherwise specified by the scenario. MS = Map Set, MSC = 
  Map Set Compilation, BT = Classic BattleTech Introductory Box Set.
  Optional Rules
  If all players agree, the following particular effects from Tactical Opera-
  tions (TO) may be used to add specific aspects of Mallory’s World to the 
  battles played out. 
  Base Terrain Types
  Level 1 Foliage (see p. 36, TO)*
  Planted Fields (see p. 38, TO)**
  Sheer Cliffs (see p. 39, TO)
  Terrain Modifications
  Fire (see p. 43, TO)
   
   
   
  Terrain Conditions
  Low Gravity (see p.55, TO)
  *Continents of Oregon, Juniper, and Joshua only
  **Continent of New Helen only
  Mallory’s World 
  MaPsHEETs TaBlE
  UrBaN
  2D6 Result
  Map
  2
  Scattered Woods (MS2, MSC2)**
  3
  City, Residential (MS6, MSC2)
  4
  City Street Grid/Park* #1 (MS4, MSC1)
  5
  City, Downtown (MS6, MSC2)
  6
  City (Hills/Residential)* #1 (MS3, MSC1)
  7
  CityTech Map* (MS2, MSC1)
  8
  City (Hills/Residential)* #2 (MS3, MSC1)
  9
  City, Skyscraper (MS6, MSC2)
  10
  City Street Grid/Park* #2 (MS4, MSC1)
  11
  City, Suburbs (MS6, MSC2)
  12
  Woodland (MS6, MSC2)**
  *place light and medium buildings of varying heights in each non-paved hex.
  **on oregon, Juniper, and Joshua all wooded hexes should be considered level 1 foliage only.
  dEsErT*
  2D6 Result
  Map
  2
  Scattered Woods (MS2, MSC1)**
  3
  Moonscape #1 (MS5, MSC1)
  4
  Wide River (MS6, MSC2)
  5
  Open Terrain #1 (MS5, MSC1)
  6
  Scattered Woods (MS2, MSC2)**
  7
  Open Terrain #2 (MS5, MSC1)
  8
  City Ruins (MS2, MSC1)
  9
  Moonscape #2 (MS5, MSC1)
  10
  Wide River (MS6, MSC2)
  11
  BattleTech (BT, MS2, MSC1)
  12
  BattleForce (MS6, MSC1)
  *players should consider this terrain type to exist on the three non-agricultural continents 
  of oregon, Juniper, and Joshua. Water hexes on maps represent old and disused reservoirs and 
  dry canal beds; treat water hexes as rough but retaining the indicated depth. on new helen, 
  use the maps as printed.
  **on oregon, Juniper, and Joshua all wooded hexes should be considered level 1 foliage only. 
  Weather Conditions
  Moonless Night (see p. 58, TO)
  Tornado (see p.61, TO)
  Blowing Sand (see p. 62, TO)
  Extreme Temperatures (see p. 62, TO)
  4
  
  THe BATTLe foR MALLoRy'S WoRLd
  The BaTTle for Mallory’s World
  Seeking to secure the prime agricultural world near their border, Coor-
  dinator Takashi Kurita ordered the Warlord of Dieron to seize the planet. 
  Using knowledge from dozens of raids on Mallory’s World throughout 
  the centuries, Warlord Vasily Cherenkov dispatched the Second Sword 
  of Light and the Twenty-fourth Dieron Regulars as his invasion force. 
  The Regulars brought with them supporting forces of two armor regi-
  ments and five infantry regiments, plus a wing of aerospace fighters and 
  a battalion of artillery. These lesser forces were assigned to guard the 
  rear areas of the Combine forces from enemy attack and did not factor 
  much into the campaign. The Combine regiments made planetfall on 22 
  September 3013.
  Usually well-defended, the assembly of Davion forces elsewhere to 
  raid Halstead Station had stripped the defenders from Mallory’s World. 
  The Seventeenth Avalon Hussars, under General Eugene Drivers, trans-
  ferred in and along with the small planetary militia, served as the sole 
  defense against any Combine raids. The Hussars met the invasion head-
  on but lost their aerospace wing and most of their infantry and armor 
  regiments; when their ’Mechs attempted a combat drop on the enemy 
  landing zones, they left the conventional forces exposed to Combine 
  aerospace. The Hussars’ ’Mechs retreated to Colterville, where they were 
  surrounded by the pursuing Combine ground forces. Rather than follow 
  the Hussars into the city and engage in close urban combat—known to 
  be a specialty of the Hussars—the Combine forces settled in for a siege. 
  They began with an artillery bombardment which was met in turn by 
  counter fire from the trapped defenders.
  First Prince Ian Davion was surprised by the strength of the Combine 
  assault. Two regiments of ’Mechs plus supporting units indicated more 
  than a simple raid. Having lost six worlds to the Combine in the past few 
  years, Prince Ian was determined not to lose another. He led the Fourth 
  Davion Guards to Mallory’s World, confident in their ability to defeat the 
  invaders without reducing the forces gathered elsewhere for the raid on 
  Halstead Station.
  The Fourth Guards arrived on 3 October and their speedy tank and 
  ’Mech force immediately assaulted the Second Sword of Light at Colter-
  ville, breaking the siege on 10 October. As the DCMS fell back in good 
  order, they split their forces to prevent a possible flanking maneuver by 
  the Guards and Hussars. Thinking to deliver a deathblow to the Sword of 
  Light, Ian led the Guards in pursuit, counting on the Hussars to protect 
  his flank from the Regulars. Seeking some measure of revenge and hop-
  ing to impress the First Prince, the Hussars combat-dropped onto the 
  Regulars. With greater numbers and their equipment in better condition, 
  the Regulars handily defeated the Hussars, whose survivors fled back to 
  Colterville, exposing the Guards’ flank.
  Ian changed the Guards’ posture from pursuit to evasion as the Sec-
  ond Sword attempted to catch them in a pincer. It would be more than 
  a week of hit-and-run fighting before reinforcements arrived. The Kell 
  Hounds arrived on 21 October, the same day that the Guards’ luck ran 
  out. Bottlenecked in Desolate Pass, where only one ’Mech could pass at 
  a time, Davion ordered his men ahead while he would hold the pursu-
  ing Sword of Light. Knowing his Atlas would slow down the retreating 
  Guards, he used the narrow pass to his advantage. Prince Davion faced 
  the enemy one at a time, destroying a lance of assault ’Mechs before fac-
  ing Chu-sa Yorinaga Kurita. Despite the First Prince’s advantage of size 
  and armament, Yorinaga’s skill and speed proved superior and the First 
  Prince was killed. Arriving only minutes too late to save the First Prince, 
  the Kell Hounds slammed into the Second Sword’s flank, driving them off 
  so the Prince’s body could be recovered.
  Rewarded for his action with a commander’s promotion, Tai-sa Yorina-
  ga Kurita led the triumphant Second Sword off of Mallory’s World. They 
  were replaced with the Second Legion of Vega, a calculated slight by the 
  Coordinator to the Federated Suns defenders. 
  Reinvigorated by the arrival of the Kell Hounds and seeking revenge, 
  the Seventeenth Avalon Hussars attacked the Second Legion of Vega 
  using another combat drop. When the Legion retreated in good order, 
  they were assaulted on their flanks by the remaining Fourth Davion 
  Guards and the fresh Kell Hounds. The Vegans lost over 90 percent of 
  their force and were effectively destroyed.
  The Twenty-fourth Dieron Regulars, who had expected the assault to 
  hit them rather than the Legion, launched another assault on Colterville. 
  However, the positions they had occupied in the October siege were 
  now booby-trapped. As they sought to withdraw in an orderly fashion, 
  the Kell Hounds and Fourth Guards hit their flanks while the Hussars 
  pulled off another combat drop right on top of them. With nowhere to 
  run, the Twenty-fourth managed to break out of the trap and retreat to 
  their DropShips, which they quickly boarded and fled the planet on 17 
  December. The First Robinson Rangers joined the defense force in Febru-
  ary 3014. A series of raids-in-force against numerous Combine worlds 
  ensured that Mallory’s World was safe from attack throughout 3014.
  Unwilling to let the defeat go lightly, especially in the wake of the 
  DCMS’ humiliation by the new First Prince on Halstead Station, the Co-
  ordinator ordered the Second Sword of Light and Twenty-fourth Dieron 
  Regulars back to Mallory’s World, this time taking the Ninth Benjamin 
  Regulars with them. The Combine force, now under Yorinaga Kurita’s 
  command, arrived in late 3014. Slower to proceed to direct conflict, the 
  Combine joined the Davion defenders in consolidating their position 
  and built up supplies via off-world deliveries. The Thirty-sixth Dieron 
  Regulars and rebuilt Second Legion of Vega joined the Combine force 
  in late 3015 after the stalemate for the world had grown tiresome. 
  Tai-sa Yorinaga Kurita devised a bold plan in early 3016 to decide the 
  world’s fate. Launching a multi-pronged attack, Yorinaga sent the Ninth 
  Benjamin against the Robinson Rangers at Harrison’s Ferry, the Twenty-
  fourth Dieron against the Seventeenth Avalon Hussars at Colterville, 
  and the Second Legion of Vega against the Fourth Davion Guards at 
  Savo. The Thirty-sixth Dieron attacked the Kell Hounds Second Bat-
  talion at Cactus Flats, while the Second Sword of Light attacked the 
  Kell Hounds First Battalion at the Twenty-fourth Dieron’s 3013 base at 
  Reservoir 13. 
  What followed is among the most legendary battles in history. Rather 
  than face the numerically-superior force, Morgan Kell, commander of the 
  Kell Hounds, stepped out from cover and issued a personal challenge to 
  any warrior of the Second Sword who would face him. Tai-sa Yorinaga 
  Kurita met Kell in single combat before the arrayed forces of both sides. 
  Charging his Archer into close combat with Yorinaga’s Warhammer, Kell 
  exhibited remarkable coordination of his otherwise ungainly ’Mech as he 
  repeatedly evaded the Warhammer’s fire. Eventually falling prey to the 
  Warhammer’s superior close range armament, Kell’s Archer was sent to 
  its knees after a vicious fusillade. Perhaps due to overheating, Yorinaga’s 
  next assault against the downed Archer went completely astray much 
  as it had during his battle with Ian Davion. Kell then fired his Archer’s 
  missiles as the ’Mech returned it to its feet, the Warhammer reeling. 
  Avoiding another alpha strike, Kell insulted the Tai-sa by refusing to 
  fire and executed a bow with the Archer. Humiliated, Yorinaga ordered 
  his troops to withdraw and abandon Mallory’s World entirely, killing a 
  subordinate who thought to disobey. Yorinaga was stripped of his rank 
  and exiled to a monastery for his defeat. Morgan Kell disbanded the Kell 
  Hounds and, also exiled himself (by choice) to a monastery. Though the 
  battle between these two left them broken warriors, it decided the fate 
  of Mallory’s World for years to come.
  5
  
  RAndoM ASSIGnMenT TABLeS
  randoM assignMenT  
  TaBles: Mallory’s 
  World, 3013-3016
  Land-air ’Mechs (LaMs)
  For rules on using LAMs in combat, see the Quick Start rules in Record 
  Sheets 3085; complete rules will be in Interstellar Operations. All players 
  must agree to their use. If LAM rules are not being used and the unit is 
  rolled on a Random Assignment Table, reroll the result.
  raNdoM assigNMENT TaBlE:
  BaTTlEMECHs
  ligHT ’MECHs
  2D6
  RESUlt
  DRACONIS 
  COMbINE
  FEDERAtED SUNS
  2
  stG-A5 stinger lAm [30]*
  Wsp-105 Wasp lAm [30]*
  3
  lct-1e locust [20]
  um-r60 urbanmech [30]
  4
  stG-3r stinger [20]
  lct-1V locust [20]
  5
  Wsp-1k Wasp [20]
  JVn-10n Javelin [30]
  6
  Jr7-D Jenner [35]
  VlQ-A Valkyrie [30]
  7
  Jr7-D Jenner [35]
  VlQ-A Valkyrie [30]
  8
  pnt-9r panther [35]
  VlQ-F Valkyrie [30]
  9
  pnt-9r panther [35]
  Wsp-1D Wasp [20]
  10
  Jr7-F Jenner [35]
  stG-3r stinger [20]
  11
  sDr-5k spider [30]
  Wsp-1A Wasp [20]
  12
  stG-A5 stinger lAm [30]*
  pnt-9r panther [35]
  MEdiUM ’MECHs
  2D6
  RESUlt
  DRACONIS 
  COMbINE
  FEDERAtED SUNS
  2
  enF-4r enforcer [50]
  pXh-hk2 phoenix hawk lAm [50]*
  3
  hbk-4G hunchback [50]
  shD-2D shadow hawk [55]
  4
  GrF-1n Griffin [55]
  WVr-6r Wolverine [55]
  5
  pXh-1k phoenix hawk [45]
  cn9-Ah centurion [50]
  6
  pXh-1 phoenix hawk [45]
  enF-4r enforcer [50]
  7
  shD-2h shadow hawk [55]
  enF-4r enforcer [50]
  8
  WVr-6r Wolverine [55]
  cn9-A centurion [50]
  9
  WVr-6k Wolverine [55]
  pXh-1D phoenix hawk [45]
  10
  shD-2k shadow hawk [55]
  WVr-6r Wolverine [55]
  11
  hbk-4p hunchback [50]
  DV-6m Dervish [55]
  12
  pXh-hk2 phoenix hawk lAm [50]*
  pXh-1 phoenix hawk [45]
  HEaVy ’MECHs
  2D6
  RESUlt
  DRACONIS 
  COMbINE
  FEDERAtED SUNS
  2
  cplt-k2 catapult [65]
  tDr-5s thunderbolt [65]
  3
  Ghr-5h Grasshopper [70]
  Whm-6D Warhammer [70]
  4
  cplt-c1 catapult [65]
  Jm6-A Jagermech [65]
  5
  Whm-6r Warhammer [70]
  Arc-2r Archer [70]
  6
  DrG-1n Dragon [60]
  mAD-3D marauder [75]
  7
  DrG-1n Dragon [60]
  mAD-3r marauder [75]
  8
  DrG-1n Dragon [60]
  Jm6-s Jagermech [65]
  9
  Arc-2k Archer [70]
  Wmh-6r Warhammer [70]
  10
  on1-k orion [75]
  rFl-3n rifleman [60]
  11
  Whm-6k Warhammer [70]
  mAD-3D marauder [75]
  12
  QkD-4G Quickdraw [60]
  crD-3D crusader [65]
  assaUlT ’MECHs
  2D6
  RESUlt
  DRACONIS 
  COMbINE
  FEDERAtED SUNS
  2
  Gol-1h Goliath [80]
  Vtr-9A Victor [80]
  3
  Zeu-6s Zeus [80]
  As7-D Atlas [100]
  4
  bnc-3e banshee [95]
  bnc-3e banshee [95]
  5
  cGr-1A1 charger [80]
  stk-3F stalker [85]
  6
  blr-1G battlemaster [85]
  AWs-8Q Awesome [80]
  7
  stk-3F stalker [85]
  blr-1G battlemaster [85]
  8
  cp-10-Z cyclops [90]
  Vtr-9b Victor [80]
  9
  AWs-8Q Awesome [80]
  blr-1D battlemaster [85]
  10
  cGr-1A1 charger [80]
  cp-10-Z cyclops [90]
  11
  Vtr-9b Victor [80]
  As7-D Atlas [100]
  12
  As7-D Atlas [100]
  stk-4n stalker [85]
  * if lAm rules are not being used, reroll this result.
  raNdoM assigNMENT TaBlE:
  aErosPaCE aNd VEHiClEs
  aErosPaCE
  2D6
  RESUlt
  DRACONIS 
  COMbINE
  FEDERAtED SUNS
  1
  sb-27 sabre [25]
  spr-8h sparrowhawk [30]
  2
  sl-21 sholagar [35]
  cnt-1D centurion [30]
  3
  sl-17 shilone [65]
  csr-V12 corsair [50]
  4
  sl-25 samurai [50]
  csr-V20 corsair [50]
  5
  sl-15 slayer [80]
  stu-k10 stuka [100]
  6
  sl-15A slayer [80]
  stu-k5 stuka [100]
  ligHT VEHiClEs
  2D6
  RESUlt
  DRACONIS 
  COMbINE
  FEDERAtED SUNS
  1
  Galleon light tank [30]
  hover Apc [10]
  2
  skulker Wheeled scout tank [20]
  Ferret light scout Vtol [5]
  3
  scorpion light tank [25]
  striker light tank [35]
  4
  pegasus scout hovertank [35]
  Warrior h-7 Attack helicopter [21]
  5
  hunter light support tank [35]
  lightning [35]
  6
  harasser missile platform [25]
  J. edgar [25]
  MEdiUM VEHiClEs
  2D6
  RESUlt
  DRACONIS 
  COMbINE
  FEDERAtED SUNS
  1
  hetzer Wheeled Assault Gun [40]
  Goblin medium tank [45]
  2
  Vedette medium tank [50]
  Vedette medium tank [50]
  3
  scimitar medium hover tank [35]
  hetzer Wheeled Assault Gun [40]
  4
  saracen hover tank [35]
  condor [50]
  5
  saladin Assault hover tank [35]
  Goblin medium tank [45]
  6
  hetzer Wheeled Assault Gun [40]
  condor [50]
  HEaVy VEHiClEs
  2D6
  RESUlt
  DRACONIS 
  COMbINE
  FEDERAtED SUNS
  1
  lrm carrier [60]
  manticore heavy tank [60]
  2
  srm carrier [60]
  Ac/2 carrier [60]
  3
  bulldog [60]
  pike support Vehicle [60]
  4
  srm carrier [60]
  lrm carrier [60]
  5
  manticore heavy tank [60]
  Von luckner heavy tank [75]
  6
  lrm carrier [60]
  srm carrier [60]
  assaUlT VEHiClEs
  2D6
  RESUlt
  DRACONIS 
  COMbINE
  FEDERAtED SUNS
  1
  schrek ppc carrier [80]
  behemoth heavy tank [100]
  2
  schrek ppc carrier [80]
  Demolisher heavy tank [80]
  3
  Demolisher heavy tank [80]
  partisan heavy tank [80]
  4
  Demolisher heavy tank [80]
  Demolisher heavy tank [80]
  5
  ontos heavy tank [95]
  behemoth heavytank [100]
  6
  behemoth heavy tank [100]
  schrek ppc carrier [80]
  6
  
  CoMMAndeRS
  CoMManders
  EuGENE DRIvERS
  Rank: General
  Born: 2973 (40 in 3013)
  A career soldier, the third son of Mikael and MaryBeth Drivers graduat-
  ed at the top of his class from the New Avalon Military Academy in 2988. 
  NAMA’s lesser status saw talented graduates like Drivers in low demand, 
  compared to those coming out of Albion. Thus, instead of obtaining 
  a billet in the Brigade of Guards, he was assigned to the Seventeenth 
  Avalon Hussars.
  Drivers quickly learned the ins and outs of the Hussars’ brand of com-
  bat: drop into the enemy’s midst and slug it out, tactics ideal for urban 
  environments and that overcame poor gunnery skill. Drivers took great 
  risks to outshine rivals for promotion, attaining the rank of Major and 
  commanding the third battalion after five years. Additional promotions 
  were slow to come as the tapering of the Third Succession War provided 
  fewer opportunities to distinguish himself. Instead, he drilled his men 
  constantly in urban combat and combat drops under all conditions. 
  Aided by retirements and added prestige when fellow NAMA graduate 
  Ian Davion became First Prince, Drivers was eventually promoted to Gen-
  eral and took command of the Hussars in 3010 upon the sudden death 
  of Marshal Emma O’Brien.
  The Hussars deployed to Mallory’s World in June 3013 and were train-
  ing when the Combine invasion force arrived. His first tactical error in 
  attempting combat drops against superior opposition cost him most of 
  his conventional forces and his second would result in the death of the 
  First Prince. Though already known as “Ol’ Grimface” after a bout with 
  Bell’s Palsy in his 30s, his mood soon came to match his perpetually som-
  ber appearance.
  The First Prince’s death due to Drivers’ error was overlooked against his 
  subsequent performance. Repeatedly leading assaults on the Combine 
  invaders, Drivers commanded the planet’s defense wonderfully, making 
  amends for his error. No longer seeking promotion but atonement, he 
  was surprised to be promoted to Marshal and given command of the 
  Fourth Davion Guards RCT in February 3016 as Major General Duncan 
  was killed during the liberation of Colterville. The new post was a good 
  fit, with their cavalry style matching his specialties.
  Special abilities: Eugene Drivers is a Veteran-level MechWarrior and 
  officer with a 25-year career in the AFFS. He commands a frontline RCT 
  with a 9-TP Rank (general) and 7-TP Connection (AFFS) and is In For Life 
  (Draconis March). He is an excellent BattleMech commander, with Skill 
  Roll Modifiers of +7 to Leadership, +3 to Strategy, and +6 to Tactics rolls 
  for Land-based combat.
  TaI-Sa yORINaGa KuRITa
  Rank: Tai-sa
  Born: 2980 (33 in 3013)
   
  A distant relation to the Coordinator, Yorinaga Kurita is a feared 
  and skilled warrior out of the Sun Zhang MechWarrior Academy, gradu-
  ating at age 21. Best-suited to the individual honor battles the Draconis 
  Combine’s samurai elite prefer, he leads his subordinates more through 
  fear of his wrath and by his superior example as a MechWarrior. Respect-
  ing only those with ability in whatever their chosen field, he nonetheless 
  disdains any who are of lesser status than his own as a MechWarrior. 
  After four years in the Sun Zhang Academy Cadre, Yorinaga had dis-
  tinguished himself in numerous battles with Lyran and Federated Suns 
  forces and was assigned to command a company in the Second Sword of 
  Light. Quickly rising through the ranks, he took over the second battalion 
  in 3008 when his predecessor committed seppuku after a failed mission. 
  Running his battalion with an iron fist, he rigidly obeyed commands from 
  regimental commander Tai-sa Aritomo Goto.
  When the Second Sword had the Fourth Davion Guards cornered at 
  Desolate Pass, Yorinaga charged to the fore, trailing only an assault lance 
  from the regimental command company in pursuing the enemy into 
  the narrow pass. As he watched an enemy MechWarrior stand and fight, 
  destroying the assault lance, Yorinaga exulted in the potential honor to 
  be won against the skilled warrior. When the enemy Atlas (whom he later 
  found was piloted by the First Prince) fell rather quickly, Yorinaga was 
  disappointed but accepted the promotion to command of the Second 
  Sword that his victory won him. 
  When Coordinator Takashi ordered him back to Mallory’s World 
  to seize the planet permanently, he led a task force of five regiments. 
  Dividing his force to fight the defenders in their various bases, he led 
  his Second Sword against a mere battalion of mercenaries. When the 
  mercenary Archer humiliated him by bowing in the midst of the battle, 
  Yorinaga ordered all Combine forces to quit Mallory’s World immediately, 
  going so far as to destroy a Combine Panther whose pilot questioned the 
  order. His disgrace saw him stripped of his rank and command and exiled 
  by the Coordinator to a monastery.
  Special abilities: Yorinaga Kurita is an Elite-level MechWarrior 
  (Gunnery 1, Piloting 2) and officer in the DCMS, commanding their 
  most prestigious unit, the Second Sword of Light. He is a graduate of 
  the Sun Zhang MechWarrior Academy and has a 9-TP Rank (Tai-sa) and 
  Reputation (+4) for killing First Prince Ian Davion (3014-onward). He is 
  an ambidextrous Marksman, has a Custom Vehicle, and is an able com-
  mander, with +3 Skill Roll Modifiers to all Leadership and Strategy rolls, 
  and +7 to Tactics rolls for Land-based combat.
  7
  
  CoMBATAnTS
  CoMBaTanTs 
  This section lists the combat units active in the battle for Mallory’s 
  World. Each synopsis lists the unit’s arrival date on Mallory’s World; if 
  there is no end date, the unit was present through the conclusion of the 
  campaign. The Experience Level indicates which column to roll on using 
  the Random Skills Table (see TW, p.273) for the combatants. 
  RAT shows which Random Assignment Tables (see Mallory’s World, 
  3013-3016 RAT, pg. XX) to roll units from if randomly determining a force. 
  Abbreviations in italics are suggestions for advanced RAT options. To 
  build a unit (if not using a player-defined unit from a campaign), follow 
  the Unit Generation rules in Total Warfare (see p. 264, TW). For the faction 
  tables to roll from, locate the RAT entry for each combatant (Mercenary 
  forces can roll on either); take care not to select any units which had not 
  yet been constructed; this will require, in general, using the lowest-qual-
  ity rated columns (D or F), as more advanced equipment generally fills in 
  the higher-rated columns (such as A, B, C); alternately, when applicable, 
  choose a variant of the unit that did exist in 3025 in place of one created 
  later, since those unit types were common for centuries prior to the end 
  of the Third Succession War. 
  If using the included Mallory’s World, 3013-3016 RAT, choose a variant 
  specific to the force/nation involved to give a specific flavor to the forces 
  used. Mercenary forces can choose any variant, while variants of generic 
  character are always available if no specific national variant exists.
  Unit Abilities are special game rules that apply to that unit in combat. 
  Keep in mind these rules are optional and all players should agree to 
  their use before gameplay begins. The Notes section gives in-universe 
  details on the unit to help give players a “feel” for the command during 
  the battle for Mallory’s World.
  Seventeenth avalon Hussars [Federated Suns]
  CO: General Eugene Drivers
  average Experience: Veteran
  RaT: Federated Suns, FMFS, FMU
  unit abilities: The Hussars are excellent close range 
  fighters. For any turn when a combat unit has short 
  range for all of its weapons, even if directed at multiple 
  targets, that unit adds +1 to To-hit rolls that turn. When 
  the Seventeenth makes a combat drop, any unit that 
  succeeds in its landing roll adds +1 on To-hit rolls for 
  attacks made that turn. Those which fail their roll take 
  2d6 damage (5-point groupings) regardless of the 
  margin of failure. Hussars MechWarriors ignore all PSR 
  modifiers required when on paved terrain. The Hussars cancel any Initia-
  tive bonuses of DCMS forces facing them.
  Notes: A unit with a long history of fighting the DCMS, the Hussars 
  pride themselves on their mobility and skills in close combat. Their 
  vehicle assets are a combination of fast vehicles and slow assault tanks, 
  the latter being used mostly for defensive purposes. Their 5 infantry 
  regiments are the pride of the Hussars Brigade, composed exclusively of 
  jump infantry troops. Their aerospace fighter compliment is down to a 
  half-wing after a nasty fight with the Combine in 3012.
  Fourth Davion Guards RCT [Federated Suns] (3 Oct 3013)
  CO: Major General Charlemagne Duncan
  average Experience: Elite
  RaT: Federated Suns, FMFS, FMU, AToW
  unit abilities: When fighting DCMS troops, 
  the Fourth Guards add +1 MP to their Running 
  MP and add +1 to PSRs made to avoid falls 
  from Charge or DFA attacks. Their hovercraft 
  and fast tank assets add the bonus MP to their 
  Cruising MP and recalculate their Flank MP accordingly when facing 
  DCMS troops. When the ’Mechs and vehicles of the Guards fight in the 
  same battle, they add +1 to all Initiative rolls, but not when cooperating 
  with other allied units. When determining forces randomly with RATs, use 
  only the Light and Medium ’Mech and Vehicle tables; the Guards may 
  re-roll 1 entire lance of ’Mechs per battalion, taking whichever result is 
  best (this is not per ’Mech, so either the entire first or second lance is 
  kept). Further, the player may choose any ’Mech desired from the Light 
  or Medium RAT for each company commander.
  Notes: The Fourth Guards are a light and fast RCT. They possess no 
  infantry assets, instead using four regiments of fast tanks and hovercraft 
  in addition to their regiment of light and fast BattleMechs. As part of the 
  Brigade of Guards, the Fourth are among the best of the best in the AFFS. 
  Their recruits always come from the best academy graduates and they 
  always face the enemy without fear. Their equipment is always in the 
  best state of repair.
  Kell Hounds [Mercenary – Federated Suns] (21 Oct 3013)
  CO: Colonel Morgan Kell
  average Experience: Veteran
  RaT: Mercenary, FMFS, FMU, FMMr, MS2, FMLA
  unit abilities: The two BattleMech bat-
  talions carry a command lance each and can 
  use either RAT included herein, or any Lyran 
  Commonwealth/House Steiner RAT for the era. 
  They have a lance of LAMs in Second Battalion, one 
  Phoenix Hawk, two Stingers and a Wasp. (A complete 
  TO&E for the period of this product can be found in 
  the Kell Hounds sourcebook.) When determining skills 
  randomly, add +2 to all Skill Level roll results.
  Notes: Though a young mercenary unit, the Kell brothers’ insistence on 
  hiring only the best MechWarriors and buying only the best equipment 
  garnered the unit respect before they ever fired a shot. Their dedication 
  to duty and unique solutions to problems endeared them to the Lyran 
  Commonwealth. In order to show that it was not their relationship to the 
  Archon that spawned their repute, they took a contract with the Feder-
  ated Suns in February 3013, quickly humiliating the DCMS by acquiring 
  one of their JumpShips through deception. Their prestige saw them gain 
  as a recruit one Daniel Allard in early 3016, the youngest NAMA gradu-
  ate in history and son of the notable Quintus Allard. The two BattleMech 
  battalions are divided between the Kells, with Patrick commanding the 
  First and Morgan the Second. Their fighter wing and infantry battalion 
  see less action than their BattleMechs.
  First Robinson Rangers [Federated Suns] (5 Feb 3014)
  CO: Field Marshal Aaron Sandoval
  average Experience: Veteran
  RaT: Federated Suns, FMFS, FMU
  unit abilities: The Robinson Rangers add +1 to 
  all Initiative rolls when facing DCMS forces. When 
  randomly rolling ’Mechs, replace any Enforcer rolled 
  with a Shadow Hawk and any Valkyrie rolled with 
  a Stinger. When fighting on a world in the Draco-
  nis March, they will never retreat due to Forced 
  Withdrawal.
  Notes: A unit renowned for its hatred of the Dra-
  conis Combine, they are always eager for a scrap. 
  Commanded by the Duke of the Draconis March himself, they receive the 
  best troops the Robinson Battle Academy turns out. Their dedication to 
  the entire March as a whole is well-known and respected on both sides 
  of the border.
  8
  
  CoMBATAnTS
  Mallorian Militia [Federated Suns] 
  CO: Colonel Ambrose Meriwether
  average Experience: Green
  RaT: House Davion, House Kurita, FMFS, FMDC
  unit abilities: When engaged in combat, 
  roll 2d6 at the start of every turn. On a roll of 7 
  or less, regardless of the locale or opposition, 
  the Mallorian Militia will flee towards the near-
  est map edge and will only fire at units directly 
  in their path (within their front firing arc) to 
  freedom.
  Notes: The planetary militia of Mallory’s 
  World tends to congregate in and around the 
  Trading Post, safe from conflict on New Helen. Composed mostly of farm-
  ers and ranch-hands, they spend six weeks a year in uniform, rotating 
  with their friends and neighbors in the duty. They have never engaged 
  in direct combat.
  Second Sword of Light [Draconis Combine]  
  (22 Sept 3013—29 Oct 3013, 5 Dec 3014 – 2 Feb 3016)
  CO: Tai-sa Aritomo Goto (till 21 Oct 3013, then Tai-sa Yorinaga Kurita)
  average Experience: Elite
  RaT: Draconis Combine, FMDC, FMU
  unit abilities: When determining ’Mechs via 
  RAT, the Second Sword player may reroll up to 
  6 times per company and choose whichever 
  result is preferred. The Second Sword excels at 
  all forms of combat though their samurai code 
  leads them to prefer single combat. While rare, 
  when any Second Sword MechWarrior engages 
  in an honor duel he adds +1 to Initiative rolls 
  and +1 to all PSRs. When beginning a fight at 1:1 
  odds, the Second Sword cancel any Initiative abilities or bonuses of their 
  enemies for the entire battle.
  Notes: The Second Sword of Light is known as the Coordinator’s Own, 
  as it is the unit of record for Takashi Kurita himself. Thus, the unit com-
  mander carries only the rank of Tai-sa while commanders of regiments 
  are typically Tai-shos. As the unit which carried out much of the Kentares 
  Massacre, the unit’s BattleMechs wear that world’s flag across their back, 
  as a reminder that personal honor must be set aside when carrying out 
  the Coordinator’s orders. The Second are the most prestigious regiment 
  in the DCMS, and their equipment is always in perfect repair.
  Twenty-fourth Dieron Regulars  
  (22 Sept 3013—17 Dec 3013, 5 Dec 3014 – 2 Feb 3016)
  CO: Tai-sho Nobutake Kondo (until Dec 3013, then Tai-sho Simlin 
  Toshirov)
  average Experience: Veteran
  RaT: Draconis Combine, FMDC, FMU
  unit abilities: The Twenty-fourth add +1 
  bonus to all Initiative rolls when fighting as a 
  combined arms unit. When their BattleMech 
  force outnumbers the enemy (of all unit types) 
  by 2:1 at the start of any turn they add +1 to To-
  hit rolls when combining fire on a single target. 
  When rolling on the Lance Weight Composition 
  Table (see p. 265, TW) for the Twenty-fourth’s 
  ’Mechs, use the Heavy Lance column.
  Notes: The Twenty-fourth is a workhorse regiment in the DCMS. 
  Tasked with fighting in any terrain against any enemy under any con-
  ditions, they always fight fiercely and with caution. Their home district 
  bordering both the Lyran Commonwealth and the Federated Suns has 
  acquainted them with both enemies numerous times through the years. 
  They are a heavy ’Mech unit used as one of the Warlord’s hammers. Their 
  conventional forces outnumber their ’Mechs.
  Second Legion of vega [Draconis Combine]  
  (5 Nov—15 Dec 3013, 7 May 3015—2 Feb 3016)
  CO: Tai-sho Harukichi Hyakutake
  average Experience: Regular (till 3014, Green 3015-3016)
  RaT: Draconis Combine, FMDC, FMU
  unit abilities: When determining units 
  randomly via RAT, roll twice for each unit. The 
  opposing player then chooses which of the roll 
  results will apply. The Second Legion always 
  loses Initiative the first 6 turns of any battle and 
  thereafter subtract 2 from all Initiative rolls. This 
  penalty applies to allied units as well, due to the 
  poor discipline of the Vegan troops.
  Notes: A collection of misfits and washouts 
  from honorable regiments, the Legion of Vega is much like a penal in-
  stitution in which the prisoners pilot BattleMechs. While still expected 
  to carry out their orders like any other unit in the DCMS, the Vegans are 
  expected to do so with no logistical support to speak of. While they rou-
  tinely suffer enormous casualties, there is never a shortage of jetsam the 
  Coordinator can assign to this lowliest of postings.
  Ninth Benjamin Regulars [Draconis Combine]  
  (7 May 3015—2 Feb 3016)
  CO: Tai-sho Shiro Weyhu
  average Experience: Veteran
  RaT: Draconis Combine, FMDC, FMU
  unit abilities: The Ninth Benjamin are 
  excellent city fighters and they automati-
  cally win the Initiative the first turn of combat 
  when urban terrain is on the map, gaining a 
  +2 bonus to Initiative rolls afterwards. They 
  add +2 to all PSRs required for any reason 
  while fighting in a city. Assign 2d6+5 dam-
  age (5-point groups) to all ’Mechs and tanks 
  prior to combat to reflect poor logistics. When randomly determining 
  ’Mechs, the Ninth should have 2 medium or heavy ’Mechs for every 
  light or assault.
  Notes: The Benjamin Regulars have a poor relationship with the 
  Combine’s quartermasters, resulting in poor supplies and a poor state 
  of repair on their equipment. Their current duty station is Proserpina, 
  a Prefecture capital where the Proserpina Hussars are given first pri-
  ority. The Ninth are a medium ’Mech unit with a specialty in urban 
  combat.
  Thirty-sixth Dieron Regulars [Draconis Combine]  
  (2 Jan 3016—2 Feb 3016)
  CO: Tai-sho Raizo Tanaka
  average Experience: Veteran
  RaT: Draconis Combine, FMDC, FMU 
  unit abilities: When fighting on terrain 
  where the majority of hexes are clear, the 
  Thirty-sixth adds +2 to all Initiative rolls and 
  +1 to all To-hit rolls. If they outnumber the 
  enemy (comparing ’Mech numbers only) at 
  the start of any turn, the Thirty-sixth also gain 
  1 running MP on clear terrain when they are 
  the attacker. As a light ’Mech unit, use the 
  Light or Medium columns only when rolling 
  on the Lance Weight Composition Table (see p. 265, TW).
  Notes: The Thirty-sixth are a fast cavalry unit who excel in open field 
  combat. Their conventional units are primarily hovercraft and VTOLs, 
  with their infantry complement serving to protect their rear areas. They 
  lack aerospace assets, but their tactics adhere to a non-static philosophy, 
  reducing their vulnerability to enemy aerospace attack.
  A
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  9
  
  TRACkS
  Princely rescue
  SITuaTION
  Outskirts of Colterville
  Mallory’s World
  Federated Suns
  10 October 3013
  The invasion of Mallory’s World by the Draconis Combine surprised the on-world defenders, the Seventeenth Avalon Hussars, who 
  retreated to their base of operations in Colterville. The Combine BattleMech forces quickly surrounded the city and called in their lesser 
  regiments to participate in the siege. The arrival of the Fourth Davion Guards brought hope to the defenders trapped in the city. Fighting 
  hard for nearly a week, the Guards finally struck a hard wedge at the Combine invaders in hopes of breaking through the siege.
  GaME SETuP
  Recommended Terrain: Open Terrain, Flatlands, Urban Ruins
  The Defender must determine which map edge leads in the 
  direction of the city of Colterville. Defending units cannot exit the 
  map in this direction. 
  attacker
  Recommended Forces: Fourth Davion Guards
  Attacking units set up on the map at least 12 hexes from the 
  cityward map edge, facing the defenders. The Attacker’s force is 
  a combined-arms force with a 4:1 ratio of vehicles to ’Mechs; the 
  Attacker outnumbers the Defender 2:1.
  Defender
  Recommended Forces: Second Sword of Light
  Defending units set up on the map first within 3 hexes of the 
  map edge nearest Coulterville, facing in the direction of the city 
  (with rear firing arcs facing the Attackers). Half of the Combine 
  force is conventional units (evenly divided in numbers between 
  vehicles and infantry platoons).
  WaRCHEST
  Track Cost: 500
  Optional Bonuses
  +100 artillery support (attacker only). Friendly units in the 
  city aid the Attacking units against the Combine Defenders by fir-
  ing 2 tubes each of Sniper and Thumper artillery from a distance 
  of 3 mapsheets from the Colterville map edge. Each artillery unit 
  has Gunnery skill 3 and can fire starting on Turn 3. Each gun has 4 
  total rounds to fire; the artillery units cannot target the same hex 
  in a turn. 
  +400 Even odds. The Guards attacked a concentration of forces, 
  resulting in a 1:1 ratio of attacker to defender. 
  +200 Hotfoot (Defender only). The Combine forces set up 
  conventional minefields to protect their positions from just such an 
  attack. Assign 1 hex as a minefield for each defending ’Mech on the 
  map. Record locations prior to the start of play when the Defending 
  units are setting up on the map. (See Minefields; pp. 207-211, TO)
  OBJECTIvES
  1. Break the Siege! Kill or drive all enemy units off the map. 
  [250]
  2. Hamstring them. Kill or capture half or more of the opposing 
  units. [250]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  Both sides are operating under Forced Withdrawal rules (see p. 
  258, TW) unless negated by special unit rules.
  aFTERMaTH
  The surprise and savagery of the Davion attack drove off the 
  elite Second Sword of Light and the other Combine units, break-
  ing the siege of Colterville and temporarily turning the tide of the 
  battle for Mallory’s World. Trying to capitalize on their momentum, 
  the Fourth Davion Guards pursued the fleeing Sword of Light into 
  the desert while the Seventeenth Avalon Hussars carried out their 
  repairs quickly so as to support their liberators. Command of the 
  world shifted from General Drivers of the Hussars to First Prince Ian 
  Davion, commanding the Fourth Guards and leading the pursuit. 
  In the assault, the Fourth Guards’ General Duncan was killed.
  10
  
  TRACkS
  Just DroPPin, in
  SITuaTION
  Reservoir 13
  Mallory’s World
  Federated Suns
  18 October 3013
  Determined to redeem the Hussars before the First Prince, General Drivers elected to execute a combat drop directly onto the Twenty-
  fourth Dieron Regulars’ position and tear them apart. Unfortunately for Drivers, the Regulars did not suffer in numbers or disrepair.
  GaME SETuP
  Recommended Terrain: Open Terrain, Desert Flatlands, Scattered 
  Woods
  Set up a minimum of 4 maps for this scenario. If any water hexes 
  are present, treat them as rough hexes with the same depth as 
  the water hex, to reflect the desert conditions having dried up the 
  river/lake beds. Designate one map edge as the Hussars’ home 
  edge. 
  attacker
  Recommended Forces: Seventeenth Avalon Hussars
  The Hussars execute a combat drop on the first turn of the game 
  (see Special Rules); they must drop on the map farthest from their 
  home edge. Any retreating Attacking units must leave via their 
  home edge; units are considered captured by the Defenders if they 
  leave by any other map edge. The Hussars use only BattleMechs in 
  this track, equal in number to the Defenders ’Mechs.
  Defender
  Recommended Forces: Twenty-fourth Dieron Regulars
  The Twenty-fourth’s forces set up on the map prior to the Turn 
  1. They may deploy anywhere provided they are at least 2 hexes 
  from any map edge. The Regulars’ force should include combat ve-
  hicles and unarmored infantry platoons. The ratio of forces should 
  be 1:3:5 (’Mechs:Vehicles:Infantry platoons). There are no Hidden 
  Units in this track.
  WaRCHEST
  Track Cost: 500
  Optional Bonuses
  +300 Night Fight. The battle occurs during a Full Moon Night 
  (see p. 58, TO).
  OBJECTIvES
  1. Show Who’s Boss! Kill or capture more than half the oppos-
  ing units.  [500]
  2. Escape. (attacker only) Half the Attackers are able to retreat 
  off their home map edge after Turn 9. [50 for each unit]
  3. Triumph. (Defender only) As many of the Defender’s units 
  survive the track to fight again. [50 for each unit]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Combat Drop
  Use the rules for Dropping Troops (see pp. 22-23, SO) for the 
  insertion of the Seventeenth Avalon Hussars during Turn 1 via 
  Low Altitude Drop. They may drop up to 3 lances per turn in each 
  location (west, central, east) of interest, provided they are on map-
  sheets furthest from their declared home edge.
  Forced Withdrawal
  The Attacker is operating under Forced Withdrawal rules (see p. 
  258, TW).
  aFTERMaTH
  Drivers’ miscalculation led to disaster. While his unit would have 
  matched up well with the Regulars ’Mechs given the surprise 
  combat drop, the numerous Regular tanks and infantry units tore 
  the Hussars apart. They fled the field in poor order, leaving behind 
  half of their comrades. Drivers was less than successful at impress-
  ing the First Prince, who now was forced to consider the Hussars 
  combat-ineffective while the Fourth Guards were dangerously 
  exposed in the desert. The Second Sword of Light quickly wheeled 
  about and charged their former pursuers.
  11
  
  TRACkS
  the nobility of Defeat
  SITuaTION
  Bastard Flats
  Mallory’s World
  Federated Suns
  19 October 3013
  The mauling of the Hussars at the hands of the Twenty-fourth Dieron Regulars meant that the Fourth Davion Guards had an exposed 
  flank. With the Regulars closing in, the Guards’ pursuit of the Second Sword of Light became a trap for the First Prince’s forces. Tai-sa 
  Aritomo Goto ordered the Sword of Light to wheel and attack the Guards in the desert.
  GaME SETuP
  Recommended Terrain: Open Terrain, Desert Flatlands, Rolling Hills
  The Attacker and Defender should have equal ’Mech numbers 
  for this scenario, but the Guards have their vehicle assets with 
  them as well. The Guards should have a 3:1 ratio of vehicles to 
  ’Mechs. Select a home map edge for the Guards. They set up on 
  the map furthest from this home edge. The opposite map edge is 
  the Attacker’s home edge.
  attacker
  Recommended Forces: Second Sword of Light
  The Second Sword set up within 6 hexes of the Defender’s home 
  edge. The Second may retreat off any map edge other than the 
  Defender’s home edge and be considered escaped. Any unit exit-
  ing via the Guards home edge is considered captured.
  Defender
  Recommended Forces: Fourth Davion Guards
  The Guards must set up on the map furthest from their home 
  edge, within 6 hexes of the outer map edge. They may only retreat 
  off their home map edge. Any Guard unit exiting from any other 
  edge is considered captured.
  WaRCHEST
  Track Cost: 500
  Optional Bonuses
  +200 Hard Fight. The opponent has called in their conventional 
  forces, which have the same number of vehicles as their ’Mechs.
  +200 artillery. The opponent calls in artillery strikes without 
  pre-sighted target hexes. Each side begins firing their 4 artillery 
  tubes (2 Sniper, 2 Thumper) starting on Turn 1 from a distance of 
  5 mapsheets from their home edge. Artillery gunnery skill is 4 for 
  both sides.
  OBJECTIvES
  1. Flee! (attacker only) The Attacker must prevent the Defender 
  from exiting half its force off the home map edge. [250]
  2. Hit ’em if you got ’em. Kill or capture half or more of the op-
  posing units. [500]
  3. No man left behind. (Defender only) More than half the At-
  tackers do not make it off the home map edge [250]
  SPECIaL RuLES
  The following rule is in effect for this track:
  Forced Withdrawal
  Both sides are operating under Forced Withdrawal rules (see p. 
  258, TW).
  aFTERMaTH
  The Guards held their own but knew they could not stay in 
  combat with the Dieron Regulars closing in. The Guards managed 
  to retreat in good order. They moved off towards Desolate Pass, 
  knowing that the pincer movement of the two Combine forces 
  would be prevented by the terrain. 
  12
  
  TRACkS
  the Defeat of nobility
  SITuaTION
  Desolate Pass
  Mallory’s World
  Federated Suns
  21 October 3013
  After two days of constant progress, the Guards finally reached Desolate Pass. However, the pursuing Combine forces had closed the 
  gap steadily on their prey. They finally caught the Guards as the Davion force was funneling through the pass. Knowing he could not be 
  the cause of their annihilation, First Prince Ian Davion ordered his command company to precede him into the pass. He did not tell them 
  of his intent to stay behind and cover their retreat at any cost.
  GaME SETuP
  Recommended Terrain: Narrow 
  Pass (specialized map; see below)
  The map should be a long nar-
  row pass one hex in width with a 
  wall height of at least 9 elevation 
  levels. The pass should not be 
  straight but very convoluted to 
  present a difficulty for the Sword 
  of Light forces to get at the First 
  Prince. Using a map such as Scat-
  tered Woods with a single hex river 
  through the map for this track is 
  recommended, but with a greater 
  depth, as in a deep dry river bed.
  attacker
  Recommended Forces: First 
  Prince Ian Davion
  Davion is at the controls of his 
  Atlas, slightly damaged from the 
  constant fighting over the past 
  two days. Randomly assign 1d6 
  5-point damage groupings to his 
  Atlas, using the Front hit location 
  table and rerolling any locations 
  that would cause the ’Mech to be 
  destroyed. Davion is set up in the 
  pass just past a sharp turn, so that 
  line of sight can exist only between 
  Davion, who is blocking the pass, 
  and the Sword of Light ’Mechs 
  who must fight him one at a time. 
  Davion has skills of Gunnery 3 / 
  Piloting 3 and has additional skills 
  that manifest themselves in this 
  battle. (See Special Rules, below.)
  Defender
  Recommended Forces: Second 
  Sword of Light
  An assault lance of the Sec-
  ond Sword of Light’s Command 
  Company has assumed the lead 
  into the pass. They precede the 
  rest of the Sword of Light force, 
  including Chu-sa Yorinaga Kurita. 
  13
  
  TRACkS
  Yorinaga Kurita’s skills are Gunnery 1 / Piloting 2, with the Marks-
  man special ability (see p.220, AToW). Determine the skills of the 
  other four MechWarriors randomly using the Random Skills Table 
  (see p. 273, TW); when rolling, add +2 to the roll.
  WaRCHEST
  Track Cost: 600
  Optional Bonuses
  +100 Wide pass. The pass is wider (2 hexes instead of 1) where 
  the First Prince establishes his line, allowing 2 ’Mechs to approach 
  at once around the corner.
  +100 Show them honor. The First Prince challenges the Sword 
  of Light warriors to single combat to decide the victor in the battle. 
  He must defeat an enemy Atlas of the same configuration (but 
  without any starting damage), then roll 2d6. On a 7+, the Sword of 
  Light honors the challenge and lets the First Prince retreat unop-
  posed with his men. 
  OBJECTIvES
  1. Cover the retreat. (attacker only) The First Prince must sur-
  vive until the Guards reach the escape distance as noted in Special 
  Rules. [500]
  2. Kill the Prince. (Defender only) Destroy the First Prince’s 
  Atlas before the Retreating Forces (see Special Rules) countdown 
  reaches 30. [500]
  SPECIaL RuLES
  The following rules are in effect for this track:
  First Prince
  First Prince Ian Davion possesses the following special traits at 
  the start of this Track: Edge (10 points) (see AToW, pp. 42-43), Natu-
  ral Grace (BattleMech piloting), and Combat Intuition (see p. 225, 
  AToW,; consider Ian to have WIL 3).
   
  Retreating Forces
  As the Fourth Davion Guards retreat through Desolate Pass, 
  keep a count, starting at 0 on turn 1. For each turn that the First 
  Prince survives, add 1d6/2 (round normally) to the count. This rep-
  resents the distance in hexes that the Guards are putting between 
  themselves and the battle. When the count reaches 30, the Guards 
  have escaped the Combine forces. Only at this point can Ian Davion 
  attempt to retreat. At this point, Ian Davion loses the Traits noted in 
  Special Rules and must try to escape the enemy forces by retreating 
  alone through the pass. Should he exit the map, it must be at least 
  3 turns before a Combine ’Mech exits via the same point. If the lat-
  ter happens, place another (river) mapsheet for the First Prince to 
  retreat through, though the pass has widened to 3 hexes. Should 
  he escape off this map as well but not more than 3 turns before an 
  enemy ’Mech, place another map where the pass has widened to 5 
  hexes. The next map will be open terrain. If the First Prince escapes 
  off the open terrain map, he is considered to have escaped alive.
  aFTERMaTH
  First Prince Ian Davion stood fast and gave no ground to the 
  enemy. He single-handedly killed a lance of assault ’Mechs of the 
  Second Sword of Light, the Combine’s most elite unit. Then Chu-sa 
  Yorinaga Kurita stepped into the pass and attacked the First Prince. 
  Distracted by a message that the Kell Hounds had arrived and 
  would be able to affect a rescue, Davion’s fate was realized. Kurita 
  landed a well-placed PPC shot to the head of Davion’s Atlas, killing 
  the First Prince instantly. The Kell Hounds arrived in time to drive 
  off the Sword of Light before they could despoil the First Prince’s 
  body, which was then recovered by the now-vengeful Guards. As a 
  reward for killing the First Prince, Yorinaga was promoted to Tai-sa 
  and given overall command of the Second Sword of Light, who 
  rotated off Mallory’s World, with the Second Legion of Vega tak-
  ing their place in the invasion force. Both sides consolidated their 
  positions and repaired their battle damage over the next six weeks. 
  14
  
  TRACkS
  ViVe i Vegans
  SITuaTION
  Harrison’s Ferry
  Mallory’s World
  Federated Suns
  15 December 3013
  After six weeks of repairing and regrouping after the First Prince’s death, the Davion forces looked to exact vengeance on the Second 
  Legion of Vega, since the perpetrators of the First Prince’s death lifted off from Mallory’s World shortly after their nation-changing victory. 
  At the urging of Morgan Kell, General Eugene Drivers grouped the survivors (augmented by green replacements) of the Seventeenth 
  Avalon Hussars and Fourth Davion Guards with the newly-arrived Kell Hounds for an assault on the Second Legion of Vega after allowing 
  the Combine forces to overhear communications indicating that the Dieron Regulars were the target. While the Regulars prepared a 
  defense for an attack that would never manifest, Drivers sent the Hounds and Guards in on the Vegans’ flanks, while the Hussars again 
  performed one of their signature combat drops on the flanked enemy. With nowhere to run, the Vegans had to stand and fight.
  GaME SETuP
  Recommended Terrain: Desert Flatlands
  Lay out at least 3 maps so that their short edges are connected, 
  making a long narrow map. The Defender chooses one of the short 
  ends as home edge. Deployment on the map takes place according 
  to standard Initiative-type method, alternating between the De-
  fender and Attacker as though the Defender had lost Initiative. Once 
  all the Vegans, Guards and Hounds are deployed, Turn 1 can begin. 
  attacker
  Recommended Forces: Seventeenth Avalon Hussars, Fourth Da-
  vion Guards, Kell Hounds
  Only BattleMech units are eligible for this track.
  The Guards and Hounds set up on the map on the first hexrow of 
  the long map edges. Deployment alternates with Defending unit 
  placement. The Seventeenth Avalon Hussars will perform a Com-
  bat Drop on Turn 1. Since the Guards and Hussars recently received 
  replacement troops, designate one MechWarrior from each lance 
  as a replacement with skills of Gunnery 5 / Piloting 6. 
  The Attacking units (Fourth Davion Guards and Kell Hounds) 
  deploy on the first hex row along the long edges of the map at any 
  point they wish, as long as stacking limitations are not violated. 
  The Attacking force is 130% of the Defender’s deployed force. 
  Defender
  Recommended Forces: Second Legion of Vega
  Only BattleMech units are eligible for this track.
  The Defender must set up within 6 hexes of the map edge op-
  posite their home edge. The Legion of Vega must transit the length 
  of the map and exit via their home map edge to escape the Davion 
  trap and reach their DropShips. Units exiting via any other edge 
  are considered captured by the Davion forces. 
  The Legion has been without re-supply since their arrival and 
  suffer a -1 penalty to all Gunnery rolls due to poor morale. Reduce 
  all ammunition by half (round down) in all critical slots.
  WaRCHEST
  Track Cost: 750
  Optional Bonuses
  +200 aero support. Both sides call in their aerospace fighters; 
  4 medium fighters are available to each side for attacks starting on 
  Turn 3. Each fighter carries 2 HE bombs in addition to their stan-
  dard armament. Select fighters from the appropriate RAT.
  -300 Scavengers. Both sides manage to re-supply. All Legion 
  ammunition bins are full, while the Third Hussars Green replace-
  ments per company are bumped to Regular skills of Gunnery 4 / 
  Piloting 5.
  OBJECTIvES
  1. vengeance is Sweet. (attacker only) Prevent the Defenders 
  from escaping off their home map edge. [750]
  2. Slip the Noose. (Defender only) Exit at least one lance worth 
  of ’Mechs off the home map edge. [750]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Combat Drop
  Use the rules for Dropping Troops (see p. 22, SO) for the insertion 
  of the Seventeenth Avalon Hussars during Turn 1 via Low Altitude 
  Drop. They may drop 3 lances per map, per turn until the entire 
  force (2 battalions maximum) is deployed.
  Forced Withdrawal
  The Defender is operating under Forced Withdrawal rules (see 
  p. 258, TW). After the death of the First Prince, the Federated Suns 
  forces will not retreat from any battle for any reason.
  aFTERMaTH
  Though it was meted out against the Second Legion of Vega 
  instead of the hated Second Sword of Light, the Federated Suns 
  forces got some measure of revenge for the death of Ian Davion. 
  The Second Legion of Vega was obliterated, allowing the Davions 
  to focus on the Twenty-fourth Dieron Regulars, who were now 
  alone on the planet. 
  15
  
  TRACkS
  return to the scene 
  SITuaTION
  Outskirts of Colterville
  Mallory’s World
  Federated Suns
  17 December 3013
  Seeking retribution for being tricked into a defensive posture while the Second Legion of Vega was destroyed, the Twenty-fourth 
  Dieron Regulars returned to Colterville with the intent of sacking the city. In returning to the positions they occupied during the siege in 
  October, they found their bunkers and redoubts booby trapped. Trying to withdraw rather than suffer more damage, they were attacked 
  by the opportunistic Davion forces, who offered no quarter. The Regulars asked for none. When the Seventeenth Avalon Hussars pulled 
  off a combat drop in the rear of the retreating Regulars, the orderly withdrawal turned chaotic.
  GaME SETuP
  Recommended Terrain: Desert Flatlands
  Set up 6 maps in a 3-long by 2-wide arrangement; more can be 
  used as long as the playing area is one map longer than it is wide. 
  The Defender chooses one of the short edges as the Defender’s 
  home edge. 
  attacker
  Recommended Forces: Kell Hounds, Fourth Davion Guards, Sev-
  enteenth Avalon Hussars
  The Seventeenth Avalon Hussars execute a combat drop in the 
  third turn. They must aim for hexes within 6 hexes of the Defender’s 
  Home Edge. The Defender must exit the map via their home edge 
  or be considered captured.
  The Attacking force is 150% of the Defender’s deployed force. 
  The Attacker’s home edge is the opposite of the Defender’s home 
  edge. The Attacker must set up within 3 hexes of their home edge.
  Only BattleMech units are eligible for this track.
  Defender
  Recommended Forces: Twenty-fourth Dieron Regulars
  With little ability to face such a determined defense, and pinned 
  against the mined area to their rear, the Regulars seek only to es-
  cape the field to their DropShips and quit Mallory’s World entirely. 
  For all Defending units, apply 1d6 5-point damage groupings to 
  the legs to reflect the damage taken by the explosives planted in 
  their former siege emplacements. Reroll any results that would 
  destroy or cripple the unit.
  Only BattleMech units are eligible for this track.
  WaRCHEST
  Track Cost: 800
  Optional Bonuses
  +100 artillery Support. Both sides can call in artillery strikes 
  from their 4 artillery tubes (2 Sniper and 2 Thumper) beginning on 
  Turn 1 at a distance of 5 mapsheets from their home edge. Each 
  side gets 5 pre-targeted hexes on the mapsheets closest to Colter-
  ville (the mapsheets the Regulars start on). Add 1d6 to the scatter 
  distance of the Davion artillery.
  +200 Even Odds. (attacker only) The Davion forces have taken 
  more damage than the Regulars. Reduce the Attacker’s force to 
  100% of the Defender’s deployed force. 
  +200 Motivated Retreat. (Defender only) Any Combine unit 
  that does not fire during the Fire Phase gains 1 extra Running 
  MP in the Movement Phase of the next turn. This bonus is not 
  cumulative.
  OBJECTIvES
  1. None Shall Pass. (attacker Only) Prevent half the Defending 
  units from exiting via their home edge. [750]
  2. Run Free. (Defender Only) Exit half the Defending unit via 
  the home edge. [750]
  3. Cripple them. Kill or capture more than half the enemy units. 
  [500]
  4. Friendly Fire! The artillery units are too eager in their firing 
  and strike friendly units. [–150 for each friendly unit struck]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Combat Drop
  Use the rules for Dropping Troops (see pp. 22-23, SO) for the in-
  sertion of the Seventeenth Avalon Hussars during Turn 1 via Low 
  Altitude Drop. They may drop 3 lances per map per turn until their 
  entire force (2 battalions maximum) is deployed. 
  Forced Withdrawal
  The Defender is operating under Forced Withdrawal rules (see 
  p. 258, TW). After the death of the First Prince, the Federated Suns 
  forces will not retreat from any battle for any reason.
  aFTERMaTH
  Finding that an animal is most definitely more dangerous when 
  cornered, the forces arrayed against the Regulars were hard-put 
  to prevent their successful, if panicked, retreat. The Regulars 
  punched a hole through the Davion line and poured through it 
  without looking back. Finding their DropShips safely guarded by 
  their auxiliary forces, the Regulars boarded and fled the planet as 
  quickly as they were able. The year 3013 closed with a clear victory 
  for the Federated Suns, but at a terrible cost. While the Combine 
  forces retreated, they soon returned. Both sides consolidated their 
  positions, preparing for a final showdown.
  16
  
  TRACkS
  the more things 
  change…
  SITuaTION
  Colterville
  Mallory’s World
  Federated Suns
  31 January 3016
  As part of Tai-sa Yorinaga’s ultimate push for control of Mallory’s World, the Seventeenth Avalon Hussars were secure in their base at 
  Colterville when the Twenty-fourth Dieron Regulars came calling. 
  GaME SETuP
  Recommended Terrain: Urban
  Taking a page from the Hussars, the Regulars perform a com-
  bat drop into Colterville. They face not only the Hussars, but the 
  redeployed Mallorian Militia. Since Colterville suffered artillery 
  bombardment in 3013, up to half the buildings may be replaced 
  with rubble at the players’ option. Designate one map edge as the 
  Attacker’s home edge, with the Defender’s home edge on the op-
  posite side.
  attacker
  Recommended Forces: Twenty-fourth Dieron Regulars
  The Regulars brought only their ’Mechs to the fight. Designate 
  one unit as Tai-sho Timlin Toshirov. Any Attacking units that leave 
  the map must do so via their home map edge or be considered 
  captured.
  The Attacker’s force is 100% of the Defender’s deployed force.
  Defender
  Recommended Forces: Seventeenth Avalon Hussars, Mallorian 
  Militia
  All conventional forces (Hussars and Militia) may begin as Hid-
  den Units. All Hussars infantry regiments are of Green skill level. 
  Designate one BattleMech as piloted by General Eugene Drivers.
  Half of the Defender’s force must be composed of vehicles.
  WaRCHEST
  Track Cost: 500
  Optional Bonuses
  +100 artillery support. Both sides call in Artillery support from 
  a distance of 5 mapsheets from their home edge. The Attacker 
  has 4 each Long Toms, Snipers and Thumpers, but no pre-sighted 
  hexes. The Defender has 2 each Snipers and Thumpers, and has 5 
  pre-sighted hexes (recorded before Turn 1).
  OBJECTIvES
  1. Finish This. Kill or capture half of the enemy units. [250]
  2. Cut off the Head. Kill or capture the enemy commander. 
  [500]
  3. Raze the City. (attacker only) The Attacker will stop at noth-
  ing to root out the Defender. [25 per destroyed building hex; 
  only applies to buildings destroyed after the start of the track]
  4. Protect the City. (Defender only) The Defender must protect 
  the buildings in the planetary capital. [-25 per destroyed build-
  ing hex; only applies to buildings destroyed after the start of 
  the track]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Attacker is operating under Forced Withdrawal rules (see p. 
  258, TW). After the death of the First Prince, the Federated Suns 
  forces will not retreat from any battle for any reason.
  aFTERMaTH
  The battle ended in its infancy, with the hidden infantry and 
  tank units jousting with the dropping Regulars ’Mechs. The 
  Regulars were making a good showing when the order came from 
  Tai-sa Kurita to withdraw to their landing zone and evacuate the 
  planet. However, the damage to the city was severe enough that 
  the capital was relocated to New Helen’s Mallory City.
  note: The following five Tracks occur on the same date, a 
  plan designed by Tai-sa Yorinaga Kurita to begin simultaneously 
  across the surface of Mallory’s World. At the players’ discretion, 
  the Attacking units can be shuffled from those shown to present 
  a different outcome for the world’s fate. Note that the Defending 
  units should not be shuffled, as they were deployed to specific 
  locations before Tai-sa Yorinaga’s plan came to fruition. For the 
  Defending units, consider their full TO&E to be present for these 
  battles, as they were in their bases when the Combine attackers 
  arrived, unless otherwise indicated.
  17
  
  TRACkS
  …the more they stay the same
  SITuaTION
  Old Man Stapleton’s Ranch
  Mallory’s World
  Federated Suns
  31 January 3016
  Though few survived the destruction of the Vegans two years earlier, in part at the hands of the Fourth Guards, there was enough of a 
  feeling of hatred for any prestigious Federated Suns unit to fire up the Combine forces for a stand-up fight. Combining a ground advance 
  with a combat drop, the Vegans managed to surround the Guards. Though the Guards were a much better skilled unit, the Vegans 
  brought enough ’Mechs to match the combined total of Guards ’Mechs and tanks.
  GaME SETuP
  Recommended Terrain: Open Terrain, Scattered Woods
  Set up 6 maps in a 3-long by 2-wide arrangement. The De-
  fending player chooses either the left or right edge of the map 
  as home edge. The opposite edge is the Attacker’s home edge. 
  The Defender sets up on the map first on the middle 2 maps. 
  The Attacker sets up on the outer 4 maps, at least 3 hexes from 
  the middle map edges. Attacking units can exit the map only via 
  their home edge; units leaving via any other edge are considered 
  captured.
  attacker
  Recommended Forces: Second Legion of Vega
  Only the Legion’s BattleMechs deployed for this fight. The At-
  tacker’s force is 100% of the Defender’s deployed force.
  Defender
  Recommended Forces: Fourth Davion Guards
  The Guards must deploy 3 vehicle units for every BattleMech.
  WaRCHEST
  Track Cost: 500
  Optional Bonuses
  +250 Even odds. The number and type of units on each side is 
  equal. 
  OBJECTIvES
  1. Shatter them! Kill or capture 75% of the opposing units. [500]
  2. Cripple them! Kill or capture at least half of the opposing 
  units. [250]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Attacker is operating under Forced Withdrawal rules (see p. 
  258, TW). The Guards will not retreat from a Combine unit on the 
  world where their failure led to the First Prince’s death.
  Order to Retreat
  After experiencing the loss of the First Prince just over two years 
  ago, the Guards are less likely than their on-world allies to allow 
  the enemy to pull out without a challenge. Roll 2d6. On a result of 
  9+, the Guards refuse to allow a free retreat and attack the Com-
  bine forces, giving no quarter.
  aFTERMaTH
  Despite having a superior number of ’Mechs, the Legion’s poor 
  training and low morale saw them fall apart before the Guards’ de-
  termined, well-coordinated counterattack. Even before the Tai-sa’s 
  order came to end combat operations, the Legion of Vega had been 
  put to flight and chased to their DropShips by the elite Guards.
  18
  
  TRACkS
  let,s Do this
  SITuaTION
  Outskirts of Harrison’s Ferry
  Mallory’s World
  Federated Suns
  31 January 3016
  Sent against one of the Combine’s most-hated enemies, the First Robinson Rangers, from whom the feeling was mutual, the Ninth 
  Benjamin Regulars made a fast approach in hopes of catching the Rangers in the city. However, alert Rangers scouts spotted the incom-
  ing enemy and moved to catch them on the plains outside Harrison’s Ferry in hopes of negating the Regulars’ preference for city fighting.
  GaME SETuP
  Recommended Terrain: Urban, Desert Flatlands
  Set up 6 mapsheets. Designate one edge as the Attacker’s 
  home edge. The Defender’s home edge will be opposite. On the 
  Defender’s home edge, set up 1 map to have urban terrain; this is 
  the edge of Harrison’s Ferry. 
  attacker
  Recommended Forces: Ninth Benjamin Regulars
  Designate one unit as the Regulars CO Tai-sho Shiro Weyhu. The 
  Attacker’s force is 100% of the Defender’s deployed force.
  Only BattleMech units are eligible for this track.
  Defender
  Recommended Forces: First Robinson Rangers
  Designate one unit as the Rangers CO Field Marshal Aaron 
  Sandoval.
  Only BattleMech units are eligible for this track.
  WaRCHEST
  Track Cost: 500
  Optional Bonuses
  +250 City Fight. The Regulars advanced faster than the Rang-
  ers expected, with the city of Harrison’s Ferry hosting the battle in 
  the center of downtown. The opponent may place up to 4 Hidden 
  Units before the start of the game.
  OBJECTIvES
  1. Remember Kentares! Kill or capture half or more of the 
  enemy units. [700]
  2. Cut off the Head. Kill or capture the enemy commander. 
  [200]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Forced Withdrawal
  The Attacker is operating under Forced Withdrawal rules (see p. 
  258, TW). 
  Order to Retreat
  Even more than the other Federated Suns units on Mallory’s 
  World, the Robinson Rangers harbor a deep-seated hatred for the 
  Combine and will not simply allow their attackers to retreat safely. 
  Beginning during the End Phase of Turn 10 roll 2d6. On a result of 8+, 
  the order is received. When the order is received, the Regulars will 
  begin to withdraw off their home edge as if operating under Forced 
  Withdrawal rules. The Rangers pursue the Regulars as they retreat. 
  Place another row of maps beyond the Attacker’s home edge. The 
  Rangers will pursue them until they retreat off the next map row.
  aFTERMaTH
  When the order came in from Tai-sa Kurita, the Regulars began 
  to withdraw. The Rangers, however, were not content to let an 
  opportunity escape. They pursued the Regulars and gave the final 
  day of combat on Mallory’s World its one major battle. Chasing 
  the Regulars all the way to their staging area, the Rangers did not 
  cease firing until the Combine DropShips lifted out of range. While 
  they took heavy losses, they exulted in not letting the enemy re-
  treat unchallenged.
  19
  
  TRACkS
  outnumbereD
  SITuaTION
  Cactus Flats
  Mallory’s World
  Federated Suns
  31 January 3016
  After months of nothing but probing raids, the Kell Hounds were shocked when an entire regiment of ’Mechs plus supporting units 
  arrived at their doorstep. Mobilizing quickly, they charged out across the Cactus Flats to slow the enemy as much as possible while their 
  DropShips loaded as much as possible of their ancillary personnel.
  GaME SETuP
  Recommended Terrain: Desert Flatlands
  The Defender chooses one map edge as the Kell Hounds’ home 
  edge and sets up on the map before the start of play at least 10 
  hexes from their home edge. The opposite map edge is the Attack-
  er’s home edge, from which the Attacker enters the map during 
  the movement phase of Turn 1. 
  attacker
  Recommended Forces: Thirty-sixth Dieron Regulars
  The Regulars have brought their conventional vehicle forces 
  with them. Their vehicles outnumber their ’Mechs 2:1. The Attack-
  er’s force is 200% of the Defender’s deployed force; at least half of 
  the Attacker’s force must equal the Defender’s BattleMech force in 
  either weight or numbers.
  Defender
  Recommended Forces: Kell Hounds Second Battalion
  With Morgan Kell visiting the First Battalion at Reservoir 13, the 
  Second are without their command lance. Further, the aerospace 
  assets were called to New Helen by a feint from Tai-sa Kurita and 
  are unavailable to aid in the defense. However, Major Richard 
  O’Cieran’s infantry battalion and the DropShips Lugh (Overlord-
  class) and Nuada Argetian (Union-class) are present and may be 
  set up on the map as Defending units. The infantry may begin the 
  battle as Hidden Units. If the DropShips are used, they must be 
  placed in the first hexrow of the Defender’s home edge. As mer-
  cenaries, the Kell Hounds have the option to retreat from battle, 
  but they must exit via their home edge; units exiting via any other 
  edge are considered captured.
  WaRCHEST
  Track Cost: 200
  Optional Bonuses
  +200 aerospace support. The Kell Hounds’ aerospace assets 
  gave their all to return and aid their comrades. They were pursued 
  by an equal number of Regulars’ fighters. Beginning on Turn 6, the 
  fighters on both sides are available for ground attacks. Randomly 
  roll fighters from the appropriate RAT.
  OBJECTIvES
  1. End This. Kill or capture at least half of the enemy units. [250]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Extreme Temperatures
  The desert heat at the height of the Mallorian summer causes 
  temperatures to spike to (50+3d6) °C. (See p.62, TO)
  Forced Withdrawal
  Both sides are operating under Forced Withdrawal rules (see p. 
  258, TW).
  aFTERMaTH
  Vastly outnumbered and facing fresh troops, the Kell Hounds 
  could do little but retreat to the protective umbrella of their Drop-
  Ships. Unwilling to retreat off-world, Lieutenant Colonel Patrick 
  Kell began to load his forces onto the DropShips to relocate to 
  another site when the Regulars received the withdrawal order 
  from Tai-sa Kurita. The Hounds were astonished when the Regulars 
  simply ceased fire and began to pull back from the battle.
  20
  
  TRACkS
  the Duel
  SITuaTION
  Reservoir 13
  Mallory’s World
  Federated Suns
  31 January 3016
  As the Second Sword of Light’s entire ’Mech regiment arrived at Reservoir 13, Morgan Kell knew his comrades could not win the day, 
  not when outnumbered three to one and facing the best warriors in the Draconis Combine. Seized by desperation, he surprised everyone 
  by stepping his Archer from cover and offering a challenge of single combat to the Sword of Light. Their commanding officer stepped his 
  Warhammer forward and accepted the challenge.
  GaME SETuP
  Recommended Terrain: Open
   
  Set up one map with clear terrain (such as the back side 
  of a mapsheet). The Defender is placed on one edge, the Attacker 
  on the opposite edge. 
  attacker
  Recommended Forces: Second Sword of Light’s CO, Tai-sa Yori-
  naga Kurita
  Yorinaga Kurita has the special abilities noted in Commanders.
  Defender
  Recommended Forces: Kell Hounds CO, Colonel Morgan Kell
  Morgan Kell has Gunnery 2 / Piloting 2 skills. Morgan Kell can 
  gain special abilities in this battle as noted in Special Rules.
  WaRCHEST
  Track Cost: 500
  OBJECTIvES
  1. Kill your Enemy. Kill the opposing commander. [500]
  2. Make Him Submit. Force the surrender of the opposing com-
  mander. [350]
  3. Humiliate Him. Embarrass the opposing commander (see 
  Special Rules). [600]
  SPECIaL RuLES
  The following rules are in effect for this track:
  Morgan Kell
  Morgan Kell matured as a MechWarrior in his fight with Yorinaga 
  Kurita. Realizing his people would be overwhelmed in the battle 
  focused him on combat as never before; always a talented Mech-
  Warrior, he had never really had to apply himself in a life or death 
  situation. The experience would change his combat performance 
  ever after, as he suddenly accessed his full potential. Beginning 
  the next turn after any turn in which he suffers a critical hit and 
  lasting through the completion of the battle, Morgan possesses 
  the following special traits: Edge (5 points) (see pp. 42-43, AToW), 
  Natural Grace (BattleMech piloting), and Combat Intuition (see p. 
  225, AToW,; consider Morgan to have WIL 5).
  Humiliation
  At any time in the Movement Phase of Turn 11 or later, Morgan 
  Kell may announce his intent not to fire during the Fire Phase. 
  Instead, he may attempt to execute a bow to his enemy. The 
  Defending player must make a PSR with a +6 modifier, plus any 
  modifiers for critical damage; with a successful PSR, he is consid-
  ered to have bowed properly to the Attacker. The Attacker then 
  has the opportunity to respond in kind, rolling a PSR with the 
  same +6 modifier and any modifiers for critical damage. Should 
  the Attacker fail this PSR, he has been humiliated and concedes 
  defeat immediately. Should the Attacker succeed, he has matched 
  the Defender and the combat continues until one or the other sur-
  renders or is killed.
  aFTERMaTH
  As Morgan Kell’s battered Archer steadied its feet and bowed 
  to Yorinaga Kurita’s Warhammer, no one outside the battle was 
  aware of the implications. Upon seeing his enemy show him 
  respect and honor, Yorinaga was unable to continue the battle. 
  Conceding defeat, he went so far as to order all Combine forces 
  to leave Mallory’s World with him, since he was the commander 
  of all forces present. When a lower officer thought to target Kell’s 
  Archer, Yorinaga killed the ’Mech and MechWarrior with a devas-
  tating fusillade.
  21
  
  2010
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  Archer Morgan ARC-2R
  
  2010
  O
  O
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  O
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  Warhammer Yorinaga WHM-6K
  
  LAND-AIR BATTLEMECH RECORD SHEET
  TM
  © 2010 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
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (10)
  Left
  Leg
  (10)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right Torso
  (9)
  Left Torso
  (9)
  Center
  Torso
  Rear (3)
  Center
  Torso
  (12)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11
  Single
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Heat Sink
  Jump Jet
  Heat Sink
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6
  9
  6
  18
  27
  6
  9
  STG-A5 STINGER LAM
  Inner Sphere (Advanced)
  Star League
  30
  Roll Again
  Heat Sink
  Jump Jet
  Jump Jet
  Jump Jet
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  1 
  Medium Laser 
  RT 
  3 5 [DE] — 
  3 
  6 
  9 5 (S)
  1 
  Medium Laser 
  RA 3 5 [DE] — 
  3 
  6 
  9 5 (S)
  1 
  Medium Laser 
  LA 
  3 5 [DE] — 
  3 
  6 
  9 5 (S)
  Fuel: 80
  
  LAND-AIR BATTLEMECH RECORD SHEET
  TM
  © 2010 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
  Head
  Center
  Torso
  (10)
  Right
  Leg
  (7)
  Left
  Arm
  (5)
  Right
  Arm
   (5)
  Left Torso (7)
  Right Torso (7)
  Left
  Leg
  (7)
  Right
  Leg
  (10)
  Left
  Leg
  (10)
  Left Arm
  (6)
  Right Arm
  (6)
  Torso Rear
  (3)
  Right
  Left
  Torso Rear
  (3)
  Right Torso
  (9)
  Left Torso
  (9)
  Center
  Torso
  Rear (3)
  Center
  Torso
  (12)
  Head (9)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  11
  Single
  Lower Arm Actuator 
  Hand Actuator
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  SRM 2
  Heat Sink
  Heat Sink
  Jump Jet
  Heat Sink
  Jump Jet
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  6
  9
  6
  18
  27
  6
  9
  WSP-105 WASP LAM
  Inner Sphere (Advanced)
  Star League
  30
  Roll Again
  Heat Sink
  Heat Sink
  Jump Jet
  Jump Jet
  Jump Jet
  Ammo (SRM 2) 50
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  1 
  SRM 2 
  CT 
  2 2/Msl — 
  3 
  6 
  9 2 (S)
   
   
   
   [M,C,S]
  1 
  Medium Laser 
  RA 3 5 [DE] — 
  3 
  6 
  9 5 (S)
  Fuel: 80
  
  LAND-AIR BATTLEMECH RECORD SHEET
  TM
  © 2010 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
  Head
  Center
  Torso
  (16)
  Right
  Leg
  (12)
  Left
  Arm
  (8)
  Right
  Arm
   (8)
  Left Torso (12)
  Right Torso (12)
  Left
  Leg
  (12)
  Right
  Leg
  (15)
  Left
  Leg
  (15)
  Left Arm
  (10)
  Right Arm
  (10)
  Torso Rear
  (4)
  Right
  Left
  Torso Rear
  (4)
  Right Torso
  (18)
  Left Torso
  (18)
  Center
  Torso
  Rear (5)
  Center
  Torso
  (23)
  Head (6)
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Fusion Engine
  Gyro
  Gyro
  Gyro
  Gyro
  Life Support
  Sensors
  Cockpit 
  Life Support
  Sensors
  Heat Sinks:
  12
  Single
  5
  8
  5
  15
  23
  5
  8
  PHX-HK2 PHOENIX HAWK LAM
  Inner Sphere (Advanced)
  Star League
  50
  1 
  Large Laser 
  RT 
  8 8 [DE] — 
  5 
  10 15 8 (M)
  1 
  Medium Laser 
  RA 3 5 [DE] — 
  3 
  6 
  9 5 (S)
  1 
  Machine Gun 
  RA 0 
  2 
  — 
  1 
  2 
  3 2 (S)
   
   
   
   [DB,AI]
  1 
  Medium Laser 
  LA 
  3 5 [DE] — 
  3 
  6 
  9 5 (S)
  1 
  Machine Gun 
  LA 
  0 
  2 
  — 
  1 
  2 
  3 2 (S)
   
   
   
   [DB,AI]
  Fuel: 80
  Lower Arm Actuator 
  Hand Actuator
  Medium Laser
  Machine Gun
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Jump Jet
  Heat Sink
  Jump Jet
  Ammo (MG) 200
  Jump Jet
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Medium Laser
  Machine Gun
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Heat Sink
  Jump Jet
  Large Laser
  Jump Jet
  Large Laser
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Roll Again
  Lower Arm Actuator
  Hand Actuator
  
  A01
  P01
  N03
  N06
  N08
  L03
  L05
  L06
  L07
  L08
  J03
  J04
  J05
  J06
  J07
  H02
  H03
  H04
  H05
  H06
  H07
  F01
  F02
  F03
  F04
  F05
  F06
  F07
  D01
  D03
  D04
  D06
  D06
  B01
  B06
  M03
  M05
  M06
  M08
  O03
  O08
  K03
  K04
  K05
  K06
  K07
  I02
  I03
  I04
  I05
  I06
  I07
  G01
  G02
  G03
  G04
  G05
  G06
  G07
  E01
  E02
  E04
  E05
  E06
  E06
  E07
  C01
  C03
  C06
  C06
  1
  3
  2
  N
  KEY
  Plains
  Desert
  Woods
  Water
  Mountains
  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
  w e
  o
  LoneLineSS 
  iSLand
  cLoudwaLk
  j o s h u a
  
  A01
  A01
  N08
  N11
  N13
  N13
  N16
  N18
  L08
  L10
  L11
  L12
  L13
  L13
  L15
  L16
  J08
  J09
  J10
  J11
  J12
  J13
  J14
  J15
  J16
  H08
  H09
  H10
  H11
  H12
  H13
  H14
  H15
  H16
  F08
  F09
  F10
  F11
  F12
  F13
  F14
  F15
  F16
  D08
  D09
  D11
  D11
  D13
  D14
  D16
  B06
  B11
  B11
  B16
  M08
  M10
  M11
  M13
  M13
  M15
  O08
  O13
  O13
  O18
  K08
  K09
  K10
  K11
  K12
  K13
  K14
  K15
  I08
  I09
  I10
  I11
  I12
  I13
  I14
  I15
  G08
  G09
  G10
  G11
  G12
  G13
  G14
  G15
  E08
  E09
  E11
  E11
  E12
  E13
  E14
  E16
  C08
  C11
  C11
  C13
  C16
  P01
  P01
  5
  7
  4
  6
  s t e r n 
  c e a n
  t i g e r 
  s e a
  Loch 
  macLeod
  Safe 
  Landing
  cactuS 
  fLatS
  dRagon
  Landi
  PeninS
  sUnken 
  island
  lake 
  galliUm
  o r e g o n
  j u n i p e r
  Savo 
  Vanessa’s 
  Landing
  Carvey
  Nealon
  Harrison’s 
  Ferry
  Reservoir 
  13
  North  
  Industry 
  City 
  South  
  Industry 
  City 
  t
  h
  e 
  B
  o
  U
  n
  d
  l
  e
  s
  s 
  c
  a
  t
  a
  r
  a
  c
  t
  MALLoRy 
  CITy 
  (3016-)
  CoLTeRVILLe
  (Until 3016)
  deSoLate 
  PaSS
  
  A01
  A01
  N18
  N21
  N23
  L17
  L18
  L18
  L20
  L21
  L22
  L23
  L23
  J17
  J18
  J19
  J20
  J21
  J22
  J23
  J24
  H17
  H18
  H19
  H20
  H21
  H22
  H23
  H24
  F17
  F18
  F19
  F20
  F21
  F22
  F23
  F24
  D16
  D18
  D19
  D21
  D21
  D23
  D24
  D01
  B16
  B21
  B21
  B01
  M16
  M18
  M18
  M20
  M21
  M23
  M23
  O18
  O23
  K16
  K17
  K18
  K19
  K20
  K21
  K22
  K23
  K24
  I16
  I17
  I18
  I19
  I20
  I21
  I22
  I23
  I24
  G16
  G17
  G18
  G19
  G20
  G21
  G22
  G23
  G24
  E16
  E17
  E18
  E19
  E21
  E21
  E22
  E23
  E24
  E01
  C16
  C18
  C21
  C21
  C23
  C01
  P01
  0110
  9
  8
  10
  e a s t e r n 
  s e a
  hawkbat 
  Refuge 
  induStRy 
  baSin
  amandRuS 
  iSLand
   
   
  La
  wine 
  lake
  new 
  Botany 
  Bay
  m
  i
  n
  e
  r
  a
  l
   
  s
  e
  a
  n e w 
  h e l e n
  Farley
  Myers
  Agraria
  The 
  Planting
  Corn 
  Rows
  Fine 
  Crop
  Buckleytown
  The 
  Trading 
  Post 
  
  N23
  N01
  N03
  L25
  L01
  L02
  L03
  J25
  J01
  J02
  J03
  H25
  H01
  H02
  F25
  F01
  M25
  M01
  M03
  O23
  O03
  K25
  K01
  K02
  K03
  I25
  I01
  I02
  G25
  G01
  P01
  0109
  0108
  0107
  0106
  0105
  0104
  0103
  0102
  0101
  0309
  0308
  0307
  0306
  0305
  0304
  0303
  0302
  0301
  0508
  0507
  0506
  0505
  0504
  0503
  0502
  0501
  0707
  0706
  0705
  0704
  0703
  0702
  0701
  0906
  0905
  0904
  0903
  0902
  0901
  1105
  1104
  1103
  1102
  1101
  1306
  1305
  1304
  1303
  1302
  1301
  1507
  1506
  1505
  1504
  1503
  1502
  1501
  0208
  0207
  0206
  0205
  0204
  0203
  0202
  0201
  0408
  0407
  0406
  0405
  0404
  0403
  0402
  0401
  0607
  0606
  0605
  0604
  0603
  0602
  0601
  0806
  0805
  0804
  0803
  0802
  0801
  1005
  1004
  1003
  1002
  1001
  1205
  1204
  1203
  1202
  1201
  1406
  1405
  1404
  1403
  1402
  1401
  +0
  N
  +6
  P
  +6
  P
  +6
  P +6
  P +6
  P
  +6
  P +6
  P +6
  P
  +6
  P
  +6
  P +6
  P
  +6
  P
  
SOURCE: textdata/thevault/BattleTech [multi]/Sourcebooks/Turning Points/Historical Turning Points - Mallory's World.pdf